The Ministry of Pantoscopic Observance Pantoscope ↗ Periscope ↗
THE MINISTRY OF PANTOSCOPIC OBSERVANCE ACTA PUBLICA · BONUM PUBLICUM
A field guide of the Ministry of Pantoscopic Observance · Department of Spatial Relations

ARCHAEOLOGY

Field Circular № 3 · Signatures, Sites, and the Opening of Unattended Containers · Rev. MCMLXXVII

Issued for the practising explorer: how to find what is hidden, distinguish the empty site from the guarded one, win a knife fight with a filing system, and know what a Sleeper wave intends for your hull before you commit to meeting it.

File
OBS-03 · Field Circular № 3
Issued by
Department of Spatial Relations
Distribution
Unrestricted · Acta publica
Revision
MCMLXXVII · supersedes all prior guidance
Sources
ESI dogma filings; practitioner record where labelled
Errata
Corrected without acknowledgment
Part I · Finding the work

Probes and their arithmetic; the reading of names; where every kind of site is filed.

The operational desk

Pilot's abstract: figures required before undocking

Reading a namePirate faction alone: empty. "Forgotten" or "Unsecured": Sleeper-guarded. "Covert Research Facility": ghost site, timed (§2)
Failures tolerated2 at pirate sites · 1 at ghost sites · varies at Sleeper Caches (§4)
Ghost-site clockStarts at warp entry or decloak; shows only its final thirty seconds; detonation 6,000–12,000 by band (§5)
Where the unguarded work endsC4–C6 spawn no unguarded pirate sites; shattered systems are the exception (§3)
Virus coherence, easily missedHacking and Archaeology each grant +10 per level (§7)
§1

Scanning down a signature

Core probes are for signatures. Combat probes carry roughly twice the deviation and are for finding ships. The Ministry files these separately because pilots who confuse them file losses.

Core Scanner Probe

Maximum deviation approximately 0.125 AU. The signature instrument. Fly it in pinpoint formation.

Combat Scanner Probe

Half the sensor strength of a core probe; its ladder runs 0.5 to 64 AU where the core probe's runs 0.25 to 32. For locating ships that would prefer not to be located, not for signature work.

The launcher and its ammunition

The core launcher is the exploration fitting. Light on CPU, core probes only. The expanded launcher fires both probe families and costs an order of magnitude more CPU for the privilege, which is why combat probing is a fitted decision, not an afterthought; on a covert frigate it displaces real fitting and is taken deliberately or not at all. Tech II launchers add +5% to the strength of every probe they field. The Sisters of EVE launchers add +10% and fit lighter than Tech I besides; their price is the objection.

LauncherCPUProbe strengthRemarks
Core Probe Launcher I / II15 / 20— / +5%Core probes only; fits anything
Sisters Core Probe Launcher10+10%Lightest fit of the three; roughly 40 million ISK at the time of filing
Expanded Probe Launcher I / II220 / 242— / +5%Core and combat probes both; the CPU bill is the tuition
Sisters Expanded Probe Launcher210+10%The hunter's instrument, priced like one

The probes themselves carry a Sisters tier. Base sensor strength 44 against the standard 40 for core probes, 22 against 20 for combat, a flat +10% at roughly half a million ISK per probe. Sisters launcher and Sisters probes compound, 1.10 × 44 against a base of 40, which is +21% over standard equipment before a single skill applies. That margin resolves faint signatures a standard kit cannot finish, and shortens every descent of the ladder below.

Disclosure of loss All of it travels in the wreck. A lost covert frigate is administrative; a lost covert frigate carrying forty-plus million in Sisters hardware and a full rack of Sisters probes is a tuition payment. The Ministry endorses the good instruments where the scanning earns the difference back, and files no sympathy elsewhere.

The narrowing ladder

Each halving of scan radius roughly doubles probe strength, and a radius dropped too far below the signal returns nothing at all. The rungs below are the radii the instrument offers, filed for reference; they are not a procedure, and nothing obliges a descent to visit any of them.

32 AU
The widest core-probe cast. One sphere covers most systems.
16 AU
A wide cast for sprawling systems and scattered clusters.
8 AU
The site category (Data, Relic, Gas, Combat, Wormhole) declares itself at 25% signal.
4 AU
The celestial radius: signatures are observed within roughly 4 AU of a planet, so a cast parked on the nearest planet contains its neighbourhood.
2 AU
Fine work. The gauge beside the signature is often filling by now.
1 AU
A finishing radius for strong kit.
0.5 AU
Combat probes stop here.
0.25 AU
The floor. Nothing scans finer.

In practice the descent is short and unceremonious. The name follows the category at 75% signal. Save the result the moment it reads 100%: re-scanning other signatures discards unsaved coordinates, and the Ministry does not reissue them. Entry kit spends more casts, trained kit spends fewer, and neither is marching rungs.

A trained scanner lands closer dots and finishes sooner, which in J-space is a safety figure, not a convenience.§1 · On the descent

The skills of record

SkillPer level
Astrometrics+5% probe strength, −5% maximum deviation, −5% scan time
Astrometric Rangefinding+5% probe strength
Astrometric Pinpointing−5% maximum deviation
Astrometric Acquisition−5% scan time

Astrometrics pays three ways at once and each support skill deepens one of its lines. All of it compounds across three ledgers, multiplies against the launcher and probe figures above, and is mirrored by the implant lines in §8.

§2

Telling an empty site from a guarded one

The single most consequential distinction in exploration.

Naming patternContainsFiled as
Named for a pirate faction: "Sansha," "Guristas," "Blood Raider," "Serpentis," "Angel"Hackable containers onlyNO NPCS
Prefixed "Forgotten" (relic) or "Unsecured" (data); words like "Perimeter," "Frontier," "Core" grade the tier, and appear in guarded anomalies besidesSleeper defenders, with wave triggersGUARDED
"Covert Research Facility" ghost sites (any faction prefix)Empty at warp-in; a concealed clock is already running (§5)TIMED
The distinction is made by reading the site's name, and reading names is free.§2 · On classification
Advisory Do not classify by icon, instinct, or optimism. Classify by the exact name, and where the name is unfamiliar, consult a reference before warping. The lookup costs five seconds; the alternative costs a hull.

Form OBS-03/2 · The filing desk

Paste the site name; receive the classification.

The tier words, graded

Both site families grade themselves in the name: the first word declares the space and, with it, the difficulty. The Ministry files both gradings in full.

SpaceRelic prefixData prefixGrading
High securityCrumblingLocalThe entry tier; the easiest hacks
Low securityDecayedRegionalThe middle tier
Null security and J-spaceRuinedCentralThe top tier; the hardest hacks and the best containers

Within a relic site the rest of the name grades the value, ascending: Monument Site, Temple Site, Science Outpost, Crystal Quarry, each rarer and richer than the last. Data containers grade individually instead, ascending in hack difficulty: Info Shard, Com Tower, Mainframe, Databank.

The Sleeper-guarded families grade differently: their tier word declares the wormhole class.

Tier wordRelic ("Forgotten …")Data ("Unsecured …")
PerimeterC1–C2C1–C2
FrontierC3–C4C3–C5
CoreC5–C6C6

What the containers actually hold

Relic cans carry salvage, tech one and tech two, which feeds rig production; demand is structural, so the income is steady. Data cans carry datacores and decryptors (the inputs of invention), skill books, and the occasional blueprint copy that constitutes the lottery. Drone-region data sites are the sole source of Integrated and Augmented drone blueprints; ghost sites yield Covert Research Tools and, in null security space, capital construction components. The market pays for all of it; it simply pays relic sites more often.

Relic before data, in most filings

Data sites persist and occasionally yield a faction blueprint copy of genuine value (rare, but on record; some clear a billion ISK). The consistent, sellable weight of non-combat exploration nonetheless sits in relic sites, and many working explorers omit the Data Analyzer entirely. Where cargo and slot permit, carry both; the marginal cost of the second analyser is low, and the Ministry dislikes leaving containers unopened. (An integrated unit performs both jobs from one slot; the register is in §7.)

§3

Where each site type actually lives

There is a hard class cutoff, and it is the most commonly misfiled fact in wormhole exploration.

Wormhole classUnguarded pirate relic/data sitesSleeper-guarded sitesRegion prefix (Show Info)
C1YESYesA-
C2YESYesB-
C3YESYesC-
C4NOYes; exclusivelyD-
C5NOYes; exclusivelyE-
C6NOYes; exclusivelyF-
The class cutoff Outside shattered systems, C4, C5, and C6 wormholes spawn no unguarded pirate relic or data sites; every standard hacking site there arrives with Sleepers attached. There is no pure-hacking option past C3, shattered systems excepted (below). Ghost sites travel under pirate names at every class and keep their own arrangements (§5).
Exception on record: shattered systems A shattered wormhole (every planet reads "Shattered") spawns sites of its own class and one class adjacent, and pirate relic and data sites are on record in shattered systems accordingly. A shattered C4 can therefore contain unguarded sites normally restricted to C3, and the small-ship "C13" shattered systems (Wolf-Rayet effects, all of them; frigates and destroyers only) draw C1–C3 content outright. Verify per system; assume nothing.

Three prefixes fall outside the C1–C6 sequence: G- marks Thera, H- the twenty-five C13 small-ship shattered systems, and K- the five Drifter systems. Each is its own filing and none is covered by this circular's tables.

Known space: pirate faction territories

Where operations extend to null security space rather than J-space, each faction's sites are tied to territory: their empire home regions and the null regions they dominate.

FactionEmpire home regionsNull-sec regions
Sansha's NationDevoid, Domain, Tash-Murkon, DerelikStain, Catch, Esoteria, Paragon Soul, Providence
Blood Raider CovenantAridia, Genesis, Kador, Kor-Azor, KhanidDelve, Period Basis, Querious
Guristas PiratesBlack Rise, The Citadel, The Forge, LonetrekVenal, Branch, Deklein, Geminate, Pure Blind, Tenal, Tribute, Vale of the Silent
SerpentisEssence, Everyshore, Placid, Sinq Laison, Solitude, Verge VendorFade, Outer Ring, Cloud Ring, Syndicate, Fountain
Angel CartelHeimatar, Metropolis, Molden HeathCurse, Feythabolis, Omist, Tenerifis, Immensea, Scalding Pass, Wicked Creek, Detorid, Insmother, Great Wildlands, Cache, Impass
Rogue DronesAll empire regionsEtherium Reach, The Spire, Outer Passage, Malpais, The Kalevala Expanse, Perrigen Falls, Oasa, Cobalt Edge
The Ministry observes Sansha territory carries the strongest average relic loot and, in consequence, the most dedicated hunters; the value is a matter of public record, and public records attract readers. Wormhole space sidesteps the problem entirely: every hole draws from the same random pool regardless of faction, so there is no known good neighbourhood for anyone to camp. The Ministry considers this an elegant property and takes no credit for it.

Sovereign space: the farmed signature

Since the Legion expansion (May 2025), null security alliances seed their own exploration. The Exploration Detector, a sovereignty hub upgrade filed in three tiers, spawns data and relic sites of the local faction between zero and five jumps from the system where it is installed; the higher tiers spawn more sites and respawn them faster. Each detector-fed site carries a small chance to escalate into a dedicated data or relic escalation, and those containers hold the newest entries in the register: 'Xarasier' storyline module blueprints, the Triplot Scan Acquisition Array, and the Wedge implant set (§8).

The Ministry files the two consequences. Upgraded space carries more signatures than wild space, and owners who pay for detectors generally patrol what the detectors attract. The five-jump radius means the spillover lands in systems that did not purchase it, which is the nearest thing null security offers to an unattended orchard.

The quiet system adjacent to developed space may be catching a neighbour's spawns.§3 · On sovereign space

Two specialised filings

Observatory Infiltration: a level two cosmic signature in low security space and Pochven, dressed as a combat site but built for hacking hulls. The work is relic-analyser work on Drifter Collection containers, conducted among traps that arm when the site's lockdown triggers; a single failed hack starts it. The site posts its own countermeasure: a Patient Beacon on grid can be hacked to stand down the lockdown's defence fleet before it is needed. The Ministry files the arrangement as a site that grades your composure as well as your virus.

AEGIS Capital Ship Security Facility: a level three data signature in low and null security space, terminating in the Encrypted Key Storage: a 90-coherence red-core hack that spawns a hostile response fleet on success. The reward announces itself to the room. Hack it aligned, hold the key, and note that the key-carrier leaving grid despawns the site at once, whatever anyone else was working on.

Part II · Opening what was found

The intrusion and its fixtures; ghost sites and their concealed clock; the three Sleeper Caches.

§4

Winning the intrusion

Every engagement on the grid is turn-based, and the ordering is the entire game: your virus strikes first; the node retaliates only if it survives. A knife fight with a filing system, in which the filing system is polite enough to let you open.

The grid, read properly

Exploration proceeds by adjacency: opening a node reveals its contents and opens the road to its neighbours. An empty node flashes a number, one through five: the distance to the nearest System Core, Utility Subsystem, or Data Cache. The numbers say nothing about defences, which is worth remembering before trusting a promising trail. A defensive subsystem blocks exploration past itself until removed, and the core is seated at least eight spaces from your entry point whenever the board permits, so the short way is rarely the way.

The fixtures of the grid

NodeDispositionMeasured (coh / str)Handling
System CoreThe objective; green, orange, or red with the difficulty50 / 70 / 90 by tier; 120 on structures · str 10Reduce its coherence to zero and the containers open
FirewallHigh coherence, low strength; present at every difficulty40–90 / 20A wall, not a threat: grind it or route around it
Anti-VirusLow coherence, high strength; present at every difficulty30–60 / 30–40Dies fast and hits hard; strike first and count the retaliation before you do
Restoration NodeGrants +20 coherence to a random defence each turn (never the core); from medium difficulty80 / 10Remove on sight; the Ministry files no exceptions
Virus SuppressorHolds your strength at −15 (floor 10) while alive; hard difficulty only60–80 / 10–20Run the arithmetic below before engaging; sometimes the answer is no
Data CacheAn even coin: half defence, half utilityOpen last, with adjacencies explored, never beside the core

The measured column is practitioner record, not manufacturer filing: these figures appear in no public data source and were assembled from a decade of field guides. The strengths are consistent across every report; the coherence edges vary by observer, and the ranges shown are the union. The Ministry labels borrowed instruments.

The tools the grid dispenses

Utility elements are found in nodes, held in your analyser's utility slots (§7), and spent by clicking. Four exist, and the Ministry files their figures:

ElementEffectAppears from
Self Repair+5–10 virus coherence per turn, for three turnsAll difficulties
Kernel RotHalves a node's coherence; spend it on the largest number in sightMedium
Polymorphic ShieldNullifies the next two attacks against your virusMedium
Secondary Vector−20 coherence per turn to a node, for three turnsHard

The arithmetic, taken in advance

Your virus reduces the node's coherence; a surviving node strikes your virus coherence in return. A 50-coherence node against 30 virus strength dies in two hits, which costs you exactly one retaliation. Raise its coherence by eleven points and it survives to a third hit, doubling the damage you absorb. The margins are small on paper and decisive in practice; the Ministry recommends doing the division before the clicking.

The register of failure

Difficulties run five tiers, very easy through hardest, set by the site's tier and its space. What a failed hack costs depends entirely on whose container it was:

Site familyFailures toleratedConsequence
Pirate data and relic sites2The container and contents are destroyed
Drone-region data sitesThe can survives failure; frigates may answer it
Ghost sites (§5)1Immediate detonation, 6,000–12,000 explosive by band
Sleeper Caches (§6)variesDespawn clocks, alarms, mines; filed per tier in §6
Observatory Infiltration (§3)1Lockdown: traps arm, defence fleet follows unless the beacon was hacked
AEGIS Encrypted Key Storage (§3)The response fleet arrives on success; the failure is warping in unprepared

Form OBS-03/4 · The arithmetic, mechanized

§5

Ghost sites

Covert Research Facilities: pirate laboratories that would prefer not to be inspected, on a clock that starts before you can see it. The best implant blueprints in the profession come from nowhere else.

They scan down as cosmic signatures of the data group, named for the local pirate faction, prefixed by security band. In the Drone Regions they file as low-tier combat signatures instead; the contents are unchanged. Four hackable containers sit roughly 23 kilometres apart; high and low security add a fifth above the warp-in, reported to carry the best of the site.

BandSpaceFailed-hack detonationNotable loot
LesserHigh security6,000Covert Research Tools, Shattered Villard Wheels, mid-grade Ascendancy blueprints
StandardLow security8,000The above, plus high-grade Ascendancy, 'Wetu' Mobile Depot and 'Packrat' Tractor Unit blueprints
ImprovedNull security10,000High-grade Ascendancy, 'Yurt' Mobile Depot and 'Magpie' Tractor Unit blueprints, capital components
SuperiorJ-space12,000High-grade Ascendancy, reportedly including the Omega; the Ministry's richest filing cabinet

Detonations are explosive damage across roughly ten kilometres; the spacing means only the can you are working can reach you.

The procedure

The clock. It starts when you enter warp to the site, or at your decloak if you arrived hidden. It runs somewhere between thirty seconds and three minutes, at random, and shows you only its final thirty.

The work. Cargo-scan on arrival if your hull can absorb a mistake, or skip the scan and hack immediately if it cannot. A single failed hack detonates that container at once. Two containers per visit is competent work; when the visible timer appears, you leave, whatever is mid-hack.

The expiry. A pirate response fleet lands, detonates every remaining can, and holds a warp disruption net out to 24 kilometres with combined fire that exceeds two thousand damage in the harder bands. They linger about thirty seconds and depart. There are no bounties on them; fighting is a hobby the Ministry declines to fund.

The clock begins at warp entry and announces only its final thirty seconds.§5 · On ghost sites

The ships

Two doctrines hold. The blitz: a covert ops frigate (the Buzzard and Helios are favoured; the Heron on a budget) that aligns fast, hacks fast, and is gone before the clock matters. The face-tank: an armour cruiser, a Gnosis, a Stratios, or a strategic cruiser with buffer enough to eat one detonation and the opening volley, for pilots who intend to cargo-scan and choose. Either works; a slow uncommitted middle does not.

§6

The Sleeper Caches

Three sites above everything else in the profession, where the environment does the guarding and the hacking does everything: opening doors, disarming hazards, and occasionally detonating in your face.

They spawn in known space of every security band (generally not in wormholes), file on the scanner as data sites, and demand both analysers fitted. Once the first relic container inside is cracked, the signature vanishes from every scanner in the system; whoever is inside works alone. The loot class is its own: Sleeper blue loot, tech two and capital manufacturing materials, and the only source of Polarized weapon blueprints in New Eden.

The entry is also an examination Entry runs through the Hyperfluct Generator: a hard data hack whose failure starts a two-minute despawn clock on the entire site. Warp in with the strongest data instrument and coherence margin you own, or do not warp in.

Limited · scans at 80.9 probe strength

A single pocket behind a frigate-only gate. Pressure clouds hold roughly 100 DPS across the work site until the Remote Pressure Control Unit is hacked, which silences them for two to three minutes at a time; plasma chambers detonate for 500 at proximity; the storage depots themselves fail politely, without explosion. A Heron, Magnate, or Astero with both analysers, a cargo scanner, a propulsion module, and a small tank is the entire requirement.

Standard · scans at 92 probe strength

Four areas joined by spatial rifts that serve as gates. Sentry towers fire every fifteen seconds for roughly a thousand, out to 250 kilometres, until the Remote Defense Grid Units are hacked dark. The site keeps an alarm ledger: every failed hard data hack raises it by one, and at five a Guardian gas cloud spawns at 400 DPS, climbing past a thousand and growing to cover the site; at that point the work is over. The relic hacks inside carry no failure penalty. A well-flown exploration frigate remains viable throughout.

Superior · scans at 104 probe strength

The rooms. Five, and each is its own filing. The power plant floods every landing zone at 600 DPS until its alignment discs are solved. The mine room punishes a failed hack with ten to twenty-five thousand explosive.

The turrets. The turret room sustains roughly a thousand DPS when roused; its plasma chambers are the subject of the advisory below. The archive consumes three Intravenous Oscillation Fluids to enter and greets a failed hack with a turret alpha near 4,500.

The practice. A frigate for the entry and the power plant, then a strategic cruiser for the rest; a full clearing runs to three quarters of an hour and, per the official career notes, several hundred million ISK. Arrive prepared, and treat every object on grid as a filing you have not yet read.

Weapons discipline The Superior tier's plasma chambers answer weapons fire with one hundred thousand damage across 250 kilometres. They are hacked or they are left alone. Nothing else in this circular is more important not to shoot.
Part III · The equipment register

Analysers, rigs, and the Cargo Scanner; the implant registers; every hull that earns its berth.

§7

The modules

What the ship carries. Every figure below is the manufacturer's own filing, retrieved from ESI.

Analyzers

ModuleStrengthCoherenceUtility slotsNotes
Data Analyzer I / Relic Analyzer I20403The entry instruments, one archive each
Data Analyzer II / Relic Analyzer II30603The working standard, one archive each
Ligature Integrated Analyzer20201Both jobs from one slot, at entry strength and thin margins
Zeugma Integrated Analyzer30301Both jobs at full working strength. Requires the Hacking skill, and so carries the Blackglass bonus into relic work
Purloined Sansha Data Analyzer40803Data only. The strongest instrument on record, at zero fitting cost; seized Sansha stock, distributed by CONCORD, supplied accordingly irregularly

Utility slots hold the single-use tools a hack dispenses (§4); the integrated units carry one where the dedicated units carry three. Read the strength and coherence columns against §4's arithmetic: strength decides how fast nodes die, coherence decides how many retaliations you can absorb while they do.

The coherence the modules never mention Hacking and Archaeology each grant +10 virus coherence per level: the largest coherence source in the profession, listed on no module. A trained pilot brings +50 to every hack the governing skill covers; a Data Analyzer II at Hacking V works at 110 coherence, not the 60 in the register above. Every module figure on this page is the untrained baseline; the pilot supplies the rest.

The rigs

RigTech ITech IIServes
Memetic Algorithm Bank+10 coherence+20 coherenceData and integrated analysers
Emission Scope Sharpener+10 coherence+20 coherenceRelic and integrated analysers

Small and medium sizes carry identical figures; the size merely matches the hull. A tech two rig outbids every implant in the coherence register, costs no slot in the head, and dies with the ship rather than the pod, which the Ministry files as the correct place for equipment to die. The integrated analysers are served by both rig families; a Zeugma hull with both tech two rigs carries +40 coherence before the head contributes anything.

The Cargo Scanner

ModelRangeCycleNotes
Cargo Scanner I50 km5 sFour CPU; fits beside any analyser
Cargo Scanner II70 km3 sLonger reach, faster read, same footprint

The pre-commitment instrument: it reads a container's contents without touching its lock. Fit one and every can on the grid becomes a known quantity before the first node is revealed; §4's arithmetic runs better against loot you have seen.

On cherry picking The practice this module enables is called cherry picking: scan every can, open only the ones worth the time, and leave. The Ministry files both sides of the argument. In favour: in hostile space, seconds on grid are the currency, and a three-second scan spends fewer of them than a two-minute hack of a container holding datacores and regret. Against: a half-opened site persists on the scanner as a full signature, so the next explorer spends real minutes probing down your leavings and finds a husk; corporations that share hunting grounds commonly prohibit the practice for exactly this reason. The Ministry's position is procedural: in space you do not share, the arithmetic decides; in space you do, the standing orders decide, and the Ministry has read enough killboards to know how disagreements over cans conclude. One courtesy is on record for pilots who scan and decline: fail the unwanted can twice, deliberately and briskly, and let it destroy itself. A container destroyed is a container settled; the signature retires from the scanner once every can is opened or accounted for, and nobody downstream probes their way to a husk.
§8

The implants

What the head carries. The pod they ride in is addressed at the end, and in §11.

Scanning: the Poteque 'Prospector' lines

SeriesSlotEffect, by tier (-x02 / -x06 / -x10)
Astrometric Rangefinding AR-802 / 806 / 8108+2% / +6% / +10% scan probe strength
Astrometric Pinpointing AP-602 / 606 / 6106−2% / −6% / −10% maximum scan deviation
Astrometric Acquisition AQ-702 / 706 / 7107−2% / −6% / −10% probe scan time

The Virtue set

The strongest scanning augmentation on record: six Sisters of EVE implants, slots one through six, whose business is scan probe strength entirely. Alpha through Epsilon (slots one to five) carry secondary bonuses of +1% through +5%; every piece also carries a set effect that multiplies the secondaries of every Virtue implant worn. The Omega (slot six) adds no scan bonus of its own; it exists to multiply, and it displaces the Pinpointing implant line from its slot. The full set demands Cybernetics V, the Omega being the demanding one; the earlier pieces climb from II to IV.

GradeSet effect, Alpha–EpsilonOmegaCombined multiplierFull-set probe strength
Low-grade2.5% each10%×1.24+20.0%
Mid-grade10% each25%×2.01+33.8%

The set degrades gracefully. Pieces work alone, multiplied only by what is worn, so a partial set is a partial bonus rather than nothing.

What the full set buys is cycles. A signature that takes four passes bare takes two or three augmented, and the weakest signatures on the scanner (deep space probing, the Superior Sleeper Cache tier, the faintest wormholes) come into reach without perfect hull bonuses.

What it costs is the pod. A head that trades in the billions advertises itself to everyone who catches it (§11); the low grade exists for exactly the spaces where pods die. The standing counsel of the profession is that a fully trained scanner in a bonused hull reaches nearly everything without it; the Virtue set is for the pilot whose time is worth more than the pod, and the Ministry has met few pilots who priced that honestly.

The Ascendancy set

The Sisters of EVE's other set, mid- and high-grade, and its business is warp speed: nothing the scanner or the analyser can feel, but the profession is mostly travel, and the pilots who cross the most systems per evening wear it for exactly that reason. It earns its place in this filing by provenance rather than function: the blueprint copies fall from ghost sites (§5), and the Shattered Villard Wheels required to build the implants fall from the same containers. The profession manufactures its own reward, which the Ministry files under poetry, this time correctly. It rides in the pod, and the advisory below applies at full strength.

Hacking implants

Poteque 'Prospector' Environmental Analysis EY-1005 · slot 10

+5 virus coherence for Data and Relic Analyzers; 5% faster cycles on salvage, hacking, and archaeology modules. Modest, general, and compatible with everything filed below.

Poteque 'Prospector' Hacking HC-905 / Archaeology AC-905 · slot 9

+5 virus coherence apiece: the HC for Data Analyzers, the AC for Relic; integrated units accept either. Two implants, one berth, and the berth is also the Blackglass's, so the head chooses its temperament.

Neural Lace 'Blackglass' Net Intrusion 920-40 · slot 9

+20 virus strength, −40 virus coherence, applied to every module that requires the Hacking skill. An aggression package: the hack ends sooner or it ends badly. Of irregular provenance; the Ministry does not ask.

The slot-nine decision

Cautious heads take a −905 and five quiet coherence. Aggressive heads take the Blackglass and buy the margin back elsewhere: the operating skills, a Wedge set, or the rigs in §7. There is no third temperament on record.

The Blackglass, read precisely Twenty additional strength retires many nodes one hit sooner, which is a retaliation never taken; forty fewer coherence is margin you no longer have for the nodes that remain. The filter is the Hacking skill: a dedicated Relic Analyzer (Archaeology) receives nothing, while the integrated analysers require both skills and carry the full bonus into relic sites. The Blackglass-and-Zeugma pairing is the working standard for precisely this reason.

The Wedge set

The newest filing in the register (Legion, May 2025): six Upwell implants, slots one through six, whose secondary business is virus coherence for Data and Relic Analyzers both. Alpha through Epsilon carry the coherence; the Omega carries nothing of its own and exists to multiply the rest. The set is recovered from the data escalations of detector-fed sovereign space (§3), which makes it the second implant set the profession manufactures for itself.

GradeAlpha–Epsilon, coherenceOmega multiplierFull set
Low-grade+1 / +2 / +3 / +4 / +5×1.4+21
Mid-grade+2 / +3 / +4 / +5 / +6×1.6+32

The set occupies the same six berths as the Virtue set, and a head holds one or the other: probe strength to find the site, or coherence to survive its locks. The arithmetic worth filing is the pairing with the Blackglass: a mid-grade set returns thirty-two of the forty coherence that implant spends, which turns the aggression package from a gamble into a posture. Without the Omega the set is a plain sum, so partial sets degrade politely.

§9

The hulls

What carries the rest. Virus strength from the hull stacks with everything above; the covert cloak decides who files reports about whom.

HullVirus strengthOn the record
Exploration frigates (Magnate, Heron, Imicus, Probe)+5Probe-strength bonus per racial frigate level; cheap enough that losing one is administrative, not emotional
Navy exploration frigates (Magnate Navy Issue, Heron Navy Issue, Imicus Navy Issue, Probe Fleet Issue)+5The same virus figures with real guns and a real tank; no cloak, and priced accordingly. For pilots who expect to be argued with
Covert Ops (Anathema, Buzzard, Helios, Cheetah)+10Covert cloak, five-second reactivation, probe-strength bonus per level; the professional's paperwork
Astero+10Covert cloak at fifteen-second reactivation, 37.5% probe strength, drones, and a killboard reputation; costs what it costs
Stratios+10The Astero's older sibling: cruiser hull, covert cloak, 37.5% probe strength, guns and drones enough to argue back; the choice for caches and guarded work
Strategic cruisers (Covert Reconfiguration)+10The defensive subsystem carries the covert cloak, the virus bonus, and 10% probe strength per level; the rest of the hull is whatever you make it
Pacifier+10CONCORD's own: covert cloak at five seconds, 10% probe strength per level, and a warp speed bonus that shortens every pipe
Nestor+10The register's only battleship: no cloak (the Sanctuary tried), but remote repairs, a full drone bay, and reduced mass for wormhole passage; a fleet instrument, not a prowler
Metamorphosis+10Special-edition issue: covert cloak capable, 37.5% probe strength and deviation figures; issued once per pilot and irreplaceable, which the Ministry files under its own advisory
Sunesis, Gnosis, Praxis37.5% probe strength and no virus bonus: scanning mules and ghost-site face-tanks, not hacking platforms

The ledgers stack: a covert hull's +10 atop a Zeugma's 30 and a Blackglass's 20 makes 60 virus strength, which is the figure the working fits fly. Coherence stacks too, and the largest line is the one no module lists: the operating skill's +10 per level (§7). At Hacking V the Blackglass'd Zeugma works at 40 coherence, 45 with the EY-1005: an aggressive margin by design, softened by Self Repairs and Polymorphic Shields (§4) for the nodes that matter.

Form OBS-03/5 · The ledger, mechanized

Advisory Implants travel in the pod, and pods travel poorly (§11). Carry a head worth less than the sites it opens, or fly like you believe otherwise.
Part IV · Continued existence

What the Sleepers intend for your hull, and the discipline that keeps it theoretical.

§10

Sleeper threat, by wormhole class

Incoming pressure and site value scale together. The figures below are a field impression assembled from documented sites, not a formula; fit for the specific site's published maximum, never the class average.

C1
low; frigate tank holds
C2
up to ~422 DPS by site
C3
battlecruiser/T3 in practice
C4
battlecruiser and above
C5
battleship tank, heavy neuts
C6
the hardest class of J-space
On file, class two Forgotten Perimeter Habitation Coils is rated soloable in a passively tanked Drake; its waves web but do not scram, which is the difference between a bad day and a short one. Perimeter Hangar peaks near 422 DPS in its second wave. The Ruins of Enclave Cohort 27, a class-two anomaly met most often in shattered systems, runs roughly 267k EHP across three waves (optional battleship spawns add more) for about 15.6M ISK in blue loot. All three are comfortable work for a well-fit strategic cruiser, and comfortable work is where complacency is issued.

The step from C2/C3 to C5/C6 is not a gradient. The higher classes are tuned for battleships, capitals, and dedicated fleets, and a strategic cruiser that clears C2 anomalies without incident can be dismantled by the equivalent tier of a C5 site. Extrapolating low-class experience upward without checking the specific site is a filing error with a killmail attached.

§11

Field discipline

The sites rarely kill a careful pilot. Other pilots do. The Ministry observes both populations closely.

Routine is legible; legibility is fatal.§11 · On discipline
Annex A

Figures of record

The circular's figures of consequence, consolidated for the pilot who reads nothing else. Each figure is filed in full at the cited section; the annex is a convenience, not an authority.

FigureValueFiled in
Site category declares / name declares, at signal strength25% / 75%§1
Sisters kit over standard, launcher and probes compounded+21%§1
Operating-skill coherence grant (Hacking, Archaeology)+10 / level§7
Wedge implant set coherence, low / mid grade, full set+21 / +32§8
Analyzer rig coherence, tech one / tech two+10 / +20§7
Working-fit virus strength (covert hull, Zeugma, Blackglass)60§9
Failed hacks that destroy a standard container2§4
Failed hacks that detonate a ghost-site container1§5
Ghost-site detonation, by band, explosive6,000–12,000§5
Ghost-site clock, visible portion last30 s–3 min / 30 s§5
Response-fleet warp disruption net24 km§5
Hyperfluct failure, full-site despawn2 min§6
Sleeper Cache probe strength, Limited / Standard / Superior80.9 / 92 / 104§6
Superior plasma chambers, if fired upon100,000§6
Directional scanner interval, uncloaked in J-space≤ 5 s§11