Living in wormholes can be tricky if you don’t know how to do it. This guide will tell you nearly everything you need to know.
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Why not use <currentYear> as the year that you finally decide to move into wormhole space? This article is going to be a something of a guide to everything you need to know as someone new to wormhole space. I’ll even be including the fits that I recommend for scanning, rolling and, well, living. This article is coming to you guys as a suggestion by one of my patrons over at Patreon. The absolute basics I’ll be keeping things at a bit of a higher level than the basics as far as regular EVE Mechanics go here. The scanning tutorial may come eventually but not today. Besides, my krabbing guides and PvP/PvE fitting guides cover most of the rest! If you’ve really never even heard of wormhole space in EVE, it’s an entirely separate galaxy from normal EVE that doesn’t use stargates. You can read about it at EVE Uni or read about why you’d live there on my site. Actually, I’d suggest you have a quick look at this page first then come back to me to get the absolute basics out of the way. Additionally, there are multiple different ways that you can live in or heavily utilise wormhole space. You can, for example, live out of a single Orca or out of 3x Naglfars and just move from hole to hole krabbing as you go, safe logging each night. You could ‘daytrip’ and spend just a short amount of time inside while staging out of hisec. Some people even live in… Thera. What I want to talk about is anchoring a citadel and truly living in your own little pocket of Anoikis. Picking Your WormholeClass & Static ChoiceOther ConsiderationsScanning, Bookmarking, & MappingScanning FitsRolling WormholesRolling FitsFitting and Stocking Your StructuresStructures and FitsShip and Module SuppliesDiplomacy, Etiquette, and Politics Picking Your Wormhole Actually, the first step in wormhole space is choosing what you actually want to do. It’s a bit like designing a ship for a specific purpose and fitting for that. You need to decide if you’re there for PI, making ISK from sites, finding PvP content in either home or the statics, or for something else like nullsec static whaling. When I say static, I’m referring to the wormhole(s) that you will always have connected to your system. Closing that static wormhole will result in another of the same type appearing quickly. You can ‘roll’ this hole by passing battleships through until it collapses, more on that later. Those statics types will be determined by the class of hole you live in and are further defined on an individual basis. You can check this at Anoik.is As for choosing the class itself, the only real effect here is the content of your home combat, data, and relic sites. C5 and C6 space are also the only systems through which a capital (no supers) can jump. C1 space is also mass-limited meaning no battleships can jump in but the Nestor. You might also consider class when taking into account the strength of the local system effects which get stronger in higher effects. Really, though, it’s all about content in the static(s). One more thing on this, don’t buy a wormhole. Just go scanning for a while, you’ll come across a good one eventually! Class and Static Choices ClassOptions for StaticsC1 (No Battleships)Any single kspaceC2C5 or C6 & NS // C2 & LS // C1 or C3 or C4 & HSC3Any single kspaceC4Any two different wh-space statics. (No C6 & C1 or C2 though)C5 (Caps)Any single wh-spaceC6 (Caps)Any single wh-spacekspace = Known space such as hisec, lowsec, or nullsec. For completeness, shattered systems will contain one more static, but you can’t put a structure down there anyway! So when you pick those statics you should consider what each one will give you. I’ll list the benefits of each one below. Of course, more wormhole will wandering into your own home so you aren’t limited to these. They will form most of your content, however. Hisec – Having a hisec wormhole connection at all times can be useful for logistics to trade hubs. This is somewhat negated by scanning a chain, but for industrialists or people with PI empires, it’s ideal. This is about as shallow into wh-space as you can get.Lowsec – I have never heard of a single group doing well with a lowsec static. There just isn’t any real content there.Nullsec – A nullsec static C2 is widely coveted since it allows C5/C6 ISK making while having instant access to a random area of null for hunting, whaling, and fighting in. C1 – A C1 static is nearly useless and will be extremely difficult to roll since you can’t send battleships through.C2 – C2 space ISK making isn’t the best, but it works well for newbros and you tend to find lots of PvP corps through a C2 static these days.C3 – C3 statics are fantastic for solo ISK making and will always provide a single kspace static for market runs or nullsec roams.C4 – Connecting to a C4 is useful if you simply want bigger chains more quickly. They have two statics into wormhole space somewhere, but will only (rarely) connect to kspace through a frig holeC5 – C5’s were, for a long time, seen as the default home for a PvP corp. This isn’t so true these days but C5 space is very good ISK in a small battleship fleet.C6 – These can be even better ISK making statics for a corp but very few C6’s actually exist and many are taken as farm holes. You might just annoy farm hole owners this way. From a PvP perspective, they aren’t quite what they used to be and are equivalent to C5 space these days. Other Considerations J123345 While home hole and static choice is going to make the most impact on day-to-day life, there are quite a few other factors that you might want to take into account. Here they are, one by one: Planets – If you want to do planetary interaction or if you have corp members who want to then this is something you absolutely must think about. Even as a PvP corp I have new members who will ask me how good our planets are. They’re bad, by the way. System Effect – These are a whole different topic on their own and they’re best learned about by simply reading what they do, I even have an old article about them! The types which will have the largest effect on your home life will be Pulsars (shield holes) or Wolf Rayets (armour/small ship holes). Plan your home defence ships with this in mind. System Size – Some systems are huge and some are tiny. It can be personal preference, but 100AU warps to every new sig will get old pretty soon Region – When a wormhole combat site despawns, it will respawn somewhere else in that same region. They don’t have nice names like kspace, but we shorten them. F-R00030, for example, is “region 30”. Knowing which regions might be good for home sites comes from experience and research. Existing Structures – If someone already lives there then you have to deal with that. Likewise, having 20+ offline POS’ (deadsticks) in the system isn’t ideal for your own potential security if the owners are still around. Note that you will likely have to bash the POCOs if they are already present. Vanity – On top of real reasons to pick a wormhole you might consider a system name that’s easy to remember such as our own current J123345. Some people might also like the idea of a specific planet overlooking a blue star. It’s up to you! Scanning and Mapping (+Fits) Here’s the part where pretty much every wormhole corp can say they’ve had at least one argument. Living in any wormhole means scanning the connections to said wormhole. Scanning those connections means bookmarking them, jumping them, and scanning even more. Without a clear map and a good method of making bookmarks, it’s easy to get lost. You will need to use some browser-based software to make a private corp map to fill in. You can find my specific Tripwire guide here. Here are the main mapper choices at the time of writing: TripwirePathfinderGalaxy FinderSiggy Each has benefits and many are drawn to the modern UI of Pathfinder. I personally am a huge fan of Tripwire due to the tree style layout. Galaxy Finder isn’t too bad either and it’s what we’re currently using in [F O X]. Bookmarking schemes are a bit more difficult to describe in short form and you can go as far as you want. Many people like the idea of a ‘number system’ where they end up which a wormhole 6 jumps down chain being known as something like 121LS13. I’ve also seen variants of a name association game where each chain from home had a naming ‘theme’ where various types of words are used. The bookmarks we run with in Foxholers are below and they’re a modification on what Lazerhawks used to use. It has never failed me and it works so I stick with it. Simplicity and readability beat esoteric features in my book. Scanner Fits So the obvious thing you need to go scanning in is going to be a scanning ship. Anything with a probe launcher will do, but I highly recommend picking up a proper Covert Ops frigate with a Covert Ops cloak. Asteros can work if you don’t have Cov Ops skills and T1 frigates are passable for your first few days only. These fits should be specialised ideally, too. You want maximum scan strength and maybe some tackle if you’re looking for PvP and need that emergency warp disruptor for the last few seconds before your fleet arrives. Take a look at the fits below for some inspiration and make sure you stock a few in the hole spare. If you can use any of them then go with the Helios. You could also check out my Astero fitting article. If you don’t like my fits then identify why and alter your new one to remedy that. These are max strength scanners for fast scanning and warping as opposed to a scanner that might fight, hack, or tank another ship. The use of Inertial Stabilisers here is to meet key align time breakpoints for the fastest warps possible. Helios [Helios, 2021 Fox Scout - Helios] Nanofiber Internal Structure II Nanofiber Internal Structure II Co-Processor II Scan Acquisition Array II Scan Rangefinding Array II Scan Rangefinding Array II Scan Pinpointing Array II 5MN Quad LiF Restrained Microwarpdrive Sisters Expanded Probe Launcher Covert Ops Cloaking Device II Interdiction Nullifier I Small Gravity Capacitor Upgrade II Small Hyperspatial Velocity Optimizer II Hornet EC-300 x1 Poteque 'Prospector' Astrometric Pinpointing AP-602 Poteque 'Prospector' Astrometric Acquisition AQ-702 Poteque 'Prospector' Astrometric Rangefinding AR-802 Sisters Combat Scanner Probe x16 Sisters Core Scanner Probe x16 Buzzard [Buzzard, Fox Scout 2021 - Buzzard] Nanofiber Internal Structure II Vigor Compact Micro Auxiliary Power Core Co-Processor II 5MN Quad LiF Restrained Microwarpdrive Scan Rangefinding Array II Scan Pinpointing Array II Scan Acquisition Array II Scan Rangefinding Array II Sisters Expanded Probe Launcher Covert Ops Cloaking Device II Interdiction Nullifier I Small Gravity Capacitor Upgrade II Small Polycarbon Engine Housing I Poteque 'Prospector' Astrometric Pinpointing AP-602 Poteque 'Prospector' Astrometric Acquisition AQ-702 Poteque 'Prospector' Astrometric Rangefinding AR-802 Sisters Combat Scanner Probe x16 Sisters Core Scanner Probe x16 Cheetah [Cheetah, 2021 Fox Scout - Cheetah] Overdrive Injector System II Nanofiber Internal Structure II Nanofiber Internal Structure II Co-Processor II 5MN Y-T8 Compact Microwarpdrive Scan Acquisition Array II Scan Rangefinding Array II Scan Pinpointing Array II Covert Ops Cloaking Device II Sisters Expanded Probe Launcher Interdiction Nullifier I Small Gravity Capacitor Upgrade I Small Ancillary Current Router II Poteque 'Prospector' Astrometric Pinpointing AP-602 Poteque 'Prospector' Astrometric Acquisition AQ-702 Poteque 'Prospector' Astrometric Rangefinding AR-802 Sisters Combat Scanner Probe x16 Sisters Core Scanner Probe x16 Anathema [Anathema, 2021 Fox Scout - Anathema] Nanofiber Internal Structure II Nanofiber Internal Structure II Nanofiber Internal Structure II Co-Processor II 5MN Quad LiF Restrained Microwarpdrive Scan Rangefinding Array II Scan Pinpointing Array II Scan Acquisition Array II Covert Ops Cloaking Device II Sisters Expanded Probe Launcher Interdiction Nullifier I Small Gravity Capacitor Upgrade II Small Hyperspatial Velocity Optimizer II Poteque 'Prospector' Astrometric Pinpointing AP-602 Poteque 'Prospector' Astrometric Acquisition AQ-702 Poteque 'Prospector' Astrometric Rangefinding AR-802 Sisters Combat Scanner Probe x16 Sisters Core Scanner Probe x16 As for an even cheaper T1 scanning ship, you could use something like the Imicus below. This features a sensor booster which should be loaded with an ECCM script. Due to the mechanics of combat scanning, this will make you harder to combat if you need to spend any length of time uncloaked. All-in the fit can be bought for less than 10m ISK, too, if you choose not to use Sisters probes (you should be using these). Simple Scanning Imicus [Imicus, Simple Scanner] Nanofiber Internal Structure II Nanofiber Internal Structure II Co-Processor II 5MN Y-T8 Compact Microwarpdrive Scan Rangefinding Array I Scan Rangefinding Array I F-90 Compact Sensor Booster Prototype Cloaking Device I Expanded Probe Launcher I [Empty High slot] Small Hyperspatial Velocity Optimizer I Small Hyperspatial Velocity Optimizer I Small Gravity Capacitor Upgrade II Poteque 'Prospector' Astrometric Pinpointing AP-602 Poteque 'Prospector' Astrometric Acquisition AQ-702 Poteque 'Prospector' Astrometric Rangefinding AR-802 Sisters Combat Scanner Probe x8 Sisters Core Scanner Probe x8 ECCM Script x1 Micro Auxiliary Power Core I x1 Photonic Upgraded Co-Processor x2 Core Probe Launcher I x1 Rolling Wormholes (+Fits) Another key component to living in wormhole space is to know what rolling a hole is, why you would do it, and how you do it. As I’ve already described, it’s the method of intentionally closing a wormhole using large ships. The most up to date source you can use should be chruker.dk. You can generally google the class and ‘mass’. “EVE N766 mass” will quickly find you that info, for example. An easy way to then read this is to round the value down by a factor of a million and do the same with ships. A wormhole with total mass ‘2,000,000,000kg’ such as that N766 could be read as “2,000 mass”. Then in your in-game fitting window simply take the first three numbers to round down the value from tons to our “Gigagrams” unit (10^9). The Megathron in this screenshot has 196 mass. So if I passed that through a fresh N766 hole ten times there would be “40” mass left and the game would display the wormhole as crit. It is worth noting, however, that wormholes have a random chance to be ±10% so you have to be careful! The fit I’m using above is fitted with a Higgs Anchor which doubles the mass on your ship while making you move extremely slowly. Normally most battleships are around the 100 mass mark and turning on a battleship afterburner or microwarpdrive will increase it to 150. This means that a higgs Megathron with prop mod running is 296 mass. Just below the max single jump cap of 300, perfect! (This cap has been increased to 375, see my article) Here are some common masses to expect from ‘normal’ fits, though turning on props or using armour plates will increase this mass. ShipAverage Mass (Gigagrams)Frigates~1Destroyers~1Cruisers10T3C/Battlecruisers14Battleships100 (Nestor: 20)Black Ops150DST19Remember: Higgs rigs double your mass, prop mods add more too Now, the process itself is really simple and it’s almost like a minigame. You want to do the final jump such that you land back in home and the wormhole closes. If you fail then you will be lost in the other system away from home, oh no! Anyway… it’s easy to not roll yourself out by following a rule of not jumping a higgs battleship hot out a destab/half-mass wormhole. Once you hit this point you should go one-by-one. You don’t want to have two battleships on the other side when it goes crit because only one will come home. It’s quite typical to go out cold (prop off) and come back hot. Do note that when you jump through a hole, you have to wait 5 minutes before jumping again in that same direction (Wormhole Polarisation). You can Google this too. “Wormhole rolling flowchart/guide” will bring up so many sites and images that I can’t paste here without permission. My advice is to learn what is actually happening rather than blindly risking ships on every hole. If you mess up and the wormhole is crit and you’re in home then you can always resolve this by using a Heavy Interdiction Cruiser or something else which can go out small and come back really heavy. The HIC does this using a Zero Point Mass Entangler, battleship prop mod, and Higgs Anchor to shift between pod mass and 130 Gigagrams. Good Rolling Fits The fun part! If I’m honest this was almost the entire reason for writing this article. I see so many poorly fit rollers these days and it’s a sad sight. I can engage and kill most rolling Megathrons without any danger because the pilot has neuts and nothing more fitted. Fitting your rolling battleships for combat instead tends to be much more effective. A blaster Mega will delete Sabres in about 10 seconds and can turn most blingy T3Cs to paste. Oh, and remember to fill the frigate escape bay with something from my article on the topic. A quick note: Due to some ships being slightly too heavy, their higgs+prop variants are too fat to fit through 300 jump-cap holes. This limits your roller choice to the “Attack Battleship” hulls below and their expensive variants. The Megathron fit I recommend below actually uses a medium cap booster. You could fit the heavy instead by using a compact scram, but I do love that extra scram range for getting some cheeky T3C kills. Besides, your hull tank limits the cargo severely so fitting enough cap boosters to make use of a Heavy Cap Booster is a bit awkward. I can personally vouch for this fit being terrifying. Moving on to Caldari and you’ll be using the Raven. The two schools of thought are a tanky Rapid Heavy fit and something less tanky but with torps. You can find a version of that torpedo fit in my ESS article, it just needs a Higgs Anchor. I would recommend the Rapid Heavies for the ‘mass market’ however. They’re much easier to fit and less reli… truncated (21,268 more characters in archive)