Item Quantity Average Price (ISK) Ship; Nereus: 1: 943.169,70: High slots; 280mm Howitzer Artillery II: 1: 637.473,25: Small Energy Nosferatu II: 1: 2.479.807,26: Mid. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. Has granted permission to Thonky.com to use EVE Online and all associated logos and designs for promotional and information.
Turrets are the most common weapon system in EVE. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the traversal speed of the firing ship and its target. This page explains the five variations of turret and their ammunition available in EVE.
What is Gas Harvesting?
Gas harvesting is a form of mining, the others being ore mining and ice harvesting. Gas harvesting is used to collect special gases that are used for booster production and if harvested in wormholes, T3 manufacturing. The value of these gases can vary and the price difference between the forms of gases can be enormous, with some gases being worth pennies and others fetching tens of millions for a single Venture haul.
What ship is best for Gas Harvesting?
The Venture is a great ship to use when harvesting gas. As you can see from the traits below it gets a huge role bonus on gas harvesting yields, it has a 5.000 m3 cargo hold, it can fit two gas harvesters and has an extra high slot for a scanner or a cloak, depending on your needs. And since you need to train the skills for this ship whatever you intend to mine, it is the default beginner gas harvesting ship.
How to fit a Gas Harvesting Venture
The way I see it if you get caught in low sec in a Venture, you are dead. So there's almost no reason to fit any tanking modules. How I would hit a Venture for low sec gas harvesting is the following:
- High slot: 2x Gas Harvesters, Prototype cloaking device.
- Mid-Slot: 5MN Microwarpdrive + 2 optional
- Low Slot: Damage Control
The cloak and the Microwarpdrive will increase your chance of escaping from a hostile if you get jumped in a gas site.
Where to find Gas Sites
Unlike ore and ice, gas can only be harvested from gas sites which must be scanned down using scanning probes. Gas sites can be found in both in known space and wormholes. Mykoserocin and cytoserocin gases can be found in known space, while fullerines are found in wormholes.
Mykoserocin and Cytoserocin
Mykoserocin and cytoserocin are the two forms of gas which are only found in gas sites in known space. Mykoserocin can be found in high-security and low-security space and is used to make Synth boosters which have a mild effect and are less profitable to synthesize. Cytoserocin is found in low and null security space and is used to make more effective and more profitable forms of boosters. Mykoserocin tends not to be very profitable to harvest while Cytoserocin is fairly profitable.
Gas sites are rare in high sec, more common in low and somewhat common in null sec, they are also restricted to certain regions of space. Below is a table which shows what form of gas can be found in which region of space and what it can be used to synthesize. Within each region, there is also a hot-spot constellation where gas sites are always present.
Fullerides
There are nine different types of fullerides, which are gases that can only be found in wormhole space. Fullerides are used in T3 manufacturing and research and certain types of that gas are highly valuable. Being located only in wormhole space there is a high risk associated with harvesting it unless you belong to a corporation that controls the wormhole.
Nevertheless, there is a way to harvest the most valuable gas without belonging to a wormhole corporation by using what is called ninja mining, meaning you jump into a wormhole, scan the location of a gas site, jump in and harvest the gas and jump out again before the Sleepers arrive.
Wormhole Ninja Mining
There is a ship that is good for gas harvesting but excels in harvesting gas in treacherous terrain. That ship is the Prospect, which was clearly designed to harvest gas in null sec and in wormhole space. It can be fitted for two purposes, either as part of a group mining expedition or a solo expedition. The ships traits are:
Not too shabby, particularly the fact that it can fit a covert op cloaking device. This means that you can have a Prospect with a gas harvester, a covert ops cloak and a core probe launcher, add to that a survey scanner, an afterburner and a damage control module and you have a ship that can enter wormholes solo, scan down gas sites, check for sleepers, mine the gas located there if it's worth it and jump out, possibly without anyone noticing.
Just remember that after you warp into a fresh gas site you have roughly 20 minutes before the sleepers show up unless someone has already triggered the site beforehand. 1000 best casino gambling secrets.
Now if you liked this ice harvesting guide then be sure to share it with your friends and allies and feel free to check out my other Eve Online guides.
- 1Damage
- 2Drone upgrades
- 3EWAR
- 4Logistics
- 5Tackling
- 6Resource procurement
- 7Capital only
- 8Misc
High slots are a category of module slot found on ships in EVE. Generally, high slots contain the weapon systems of a ship, but there are plenty of other types of modules that use high slots, from mining lasers to drone upgrades.
This page is a collection of all the types of modules that use high slots.
Damage
These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are Turrets and Missile Launchers.
Hybrid turrets
- Main article: Turrets#Hybrid turrets
Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage.
Blasters | Railguns |
---|---|
Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships. | Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships. |
Laser turrets
- Main article: Turrets#Laser turrets
Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it here.
Pulse laser turrets | Beam laser turrets |
---|---|
Short range laser turrets. They offer high damage potential while having decent range. They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships. | Long range laser turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount. |
Projectile turrets
- Main article: Turrets#Projectile turrets
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.
Autocannons | Artillery |
---|---|
Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships. | Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships. |
Missile launchers
- Main article: Missile Launchers
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr).
'Short-range' launchers | 'Long-range' launchers | Rapid Launchers |
---|---|---|
'Short-range' bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts). | 'Long-range' launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. | Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload. |
Smartbombs
- Main article: Smartbombs
These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.
Bomb launchers
- Main article: Bombs
Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage. They can only be fitted to Stealth Bombers.
Drone upgrades
There is only one module in the high slots which affects drones.
Drone Link Augmentors
These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.
EWAR
These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.
Energy Neutralizers
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
Energy Vampires
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
Logistics
These modules will restore cap, shields, armor, and hull to other ships.
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
Energy Transfer Arrays
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
Remote Armor Repair
These modules will repair the armor of an allied ship by using your capacitor energy.
Remote Hull Repair
These modules will repair the hull of an allied ship by using your capacitor energy.
Remote Shield Booster
These modules will repair the shield of an allied ship by using your capacitor energy.
Tackling
Giochi slot online gratis gallina. These modules will prevent ship warping.
Interdiction Sphere Launcher
These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.
Warp disruption Field Generator
These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius).
Resource procurement
Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds
Mining Lasers
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.
Strip Miners
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.
Ice Harvesters
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.
Gas Cloud Harvesters
Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.
Capital only
There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out.Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.
Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it here.
Pulse laser turrets | Beam laser turrets |
---|---|
Short range laser turrets. They offer high damage potential while having decent range. They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships. | Long range laser turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount. |
Projectile turrets
- Main article: Turrets#Projectile turrets
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.
Autocannons | Artillery |
---|---|
Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships. | Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships. |
Missile launchers
- Main article: Missile Launchers
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr).
'Short-range' launchers | 'Long-range' launchers | Rapid Launchers |
---|---|---|
'Short-range' bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts). | 'Long-range' launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. | Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload. |
Smartbombs
- Main article: Smartbombs
These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.
Bomb launchers
- Main article: Bombs
Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage. They can only be fitted to Stealth Bombers.
Drone upgrades
There is only one module in the high slots which affects drones.
Drone Link Augmentors
These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.
EWAR
These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.
Energy Neutralizers
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
Energy Vampires
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
Logistics
These modules will restore cap, shields, armor, and hull to other ships.
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
Energy Transfer Arrays
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
Remote Armor Repair
These modules will repair the armor of an allied ship by using your capacitor energy.
Remote Hull Repair
These modules will repair the hull of an allied ship by using your capacitor energy.
Remote Shield Booster
These modules will repair the shield of an allied ship by using your capacitor energy.
Tackling
Giochi slot online gratis gallina. These modules will prevent ship warping.
Interdiction Sphere Launcher
These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.
Warp disruption Field Generator
These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius).
Resource procurement
Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds
Mining Lasers
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.
Strip Miners
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.
Ice Harvesters
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.
Gas Cloud Harvesters
Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.
Capital only
There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out.Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.
Siege Module
These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
Triage Module
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
Industrial Core
The industrial core allows the Rorqual to compress ore.
Drone Control Units
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.
Remote ECM Burst
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range. These can only be fitted onto supercarriers.
Clone Vat Bay
Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.
Jump Portal Generators
The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleetmates to quickly traverse vast distances without the need for stargates.
Doomsday devices
Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday.
Misc
These modules did not fit into the above categories.
Auto Targeting
These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec.
Bastion Module
A siege type module for marauders. Roulette pour valise david jones photos. Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank.
Covert Jump Portal Generator
Eve Online Turret Chart
Used by Black Ops battleships to create a covert jump bridge, which allows fleetmates to travel to other systems instantaneously. Only ships that can equip covert ops cloaking devices can use this jump bridge.
Cynosural Field Generators
These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten (10) minutes. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. Industrial cynosural field generator is another variant that is only usable on hauling ships.
Cyno field generators work best on an alt in a ship that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.
Cloaking
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. These are invaluable for scouts.
Entosis Link
Entosis Links are used to capture sovereignty in null sec.
Fleet assistance modules
- Main article: Command Bursts
These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers, command ships, industrial command ships, capital industrial ships, strategic cruisers, carriers, supercarriers, and titans.
Salvager
These modules will salvage loot from wrecks.
Scan Probe Launchers
These modules will launch scan probes to allow you to explore.
Eve High Slot Non Turret Defense
Tractor Beams
These modules will bring cargo containers and wrecks to your ship.