A ship is the basic tool that EVE-Online players use to seek their objectives. Players assume the role of characters who are by definition ship pilots, and thus whether their end is shooting down another player, completing a mission, mining an asteroid, or simply building up a fat wallet, they will in some way use a ship to achieve their goals.
At its most basic, a ship is a capsule-fitted spacefaring vessel. Ships come in a huge variety of sizes, from shuttles to what are in essence mobile space stations. Most ships are designed, fitted, and piloted with a specific role in mind, be it as a weapons platform, a mining barge, or a transport ship, among other possibilities. All characters start off in EVE with what is known as a rookie frigate, a very basic and limited vessel capable of several different roles, but excelling at none. As each character proceeds through the game, they will become able to pilot many types of starships.
Each race has their own unique design preferences and varied strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in EVE-Online. According to your preferred style of play, you might want to fly a ship with a huge cargo hold, is suited for mining, has a powerful array of weapons, or rockets quickly through space (among other capabilities); but the fluid, ever-changing nature of EVE-Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for a job" today will continue to be the best tomorrow.
Each spaceship within the EVE universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including (but not limited to) powergrid, CPU, capacitor size and recharge rate, shielding, armor, max velocity, agility, maximum number of targets, and many, many others.
One of the most important characteristics of a ship is the slots it has available to fit modules into. Each ship has a number (ranging from a handful to a score or more) of slots available for modules and in three variants: high, medium, and low. Different-sized ships have different numbers of modules, ranging from frigates with about 3 high and medium and 2 low slots, to cruisers with about 5 high and 4 medium and low slots, to battleships with about 7 high and 6 medium and low slots – although the numbers given should only be considered rough guides at best, as actual numbers of available slots will vary widely even within the same class of ship.
Ships also receive bonuses to various attributes depending on the rank of various appropriate skills that have been trained by the ship's pilot. These bonuses usually correspond closely to the particular role that the ship has been designed for, and thus vary as widely as the roles of the ships.
Source(s): Game solutions
Each of the four playable races in EVE Online have individual categories in each of the ship classes. There are also rare non-playable faction items/ships available which typically have better attributes than their playable faction equivalents. The ships in each faction reflect the various design styles favored by the developers of that race and require a different set of skills to use.
- NOTE: Keep in mind that most ships of a certain race receive HUGE bonusses for certain weapon types so the options to equip your ship are quite restricted. The use of different weapon types than intended can lead to a severe reduction in damage output and may not suit the ships' typical energy configuration - which is also designed with certain weapon types in mind - very well.
- Example: many Amarr ships use Lasers, which puts high demands on the Capacitor but not much on the CPU. Amarr ships thus are designed with this in mind: a lot of Capacitor capacity at the expense of CPU power. Caldari ships on the contrary usually score highest on CPU (missile launchers have a high CPU demand) but score lowest on Capacitor capacity.
Caldari ships typically rely on shields for protection. They lean heavily towards missiles and railguns for weapons. While missiles have the advantage of being able to deal all damage types, Caldari ships tend to receive bonuses to kinetic damage, and thus favor that damage type for both of their main weapon systems. The Caldari are also noted for fielding powerful Electronic Warfare vessels and generally their ships are the slowest of all 4 playable races.
Gallente ships prefer to "armor tank" when on the defensive, although some of their ships are passable shield tankers. They favor hybrid turrets, typically attacking from a distance with railguns or close-up with blasters, and use combat drones extensively. In fact, many Gallente ships are specifically designed to use drones as their main offensive capability, with bonuses to drone damage, range, and/or carrying capacity.
Amarr ships have a straightforward design ethic that they rarely stray far from: ships with thick, durable armor that employ laser turrets that deal a combination of EM and Thermal damage. While this inflexibility can make Amarrian ship tactics predictable and easily countered, the approach remains popular as it is relatively uncomplicated – and can still produce solid results. Their fleet tends to be divided into either hard-hitting ships or hard-shelled ships.
Minmatar ships are geared towards hit-and-run combat and are typically the fastest ships in the game. Minmatar ships are known for being very flexible, although viewed from a different angle they are unusually skill-intensive in order to fly well. They tend to use projectile turrets and as such have a fair amount of flexibility in the types of damage dealt, although most of their ships are fitted for missile use as well. Minmatar ships can be geared towards either shield or armor tanking, depending on attributes of the individual ship, although they have a mild tendency to favor shield tanking; many ships are suited for either type of tanking. Their Tech II ships have EM shield resistance, a unique feature in EVE space.
Classes of Ships
Tech I ships
Tech I refers to any regular ship. Frigates, Destroyers, Cruisers, Battlecruisers, Battleships, Carriers (including Supercarriers), Dreadnoughts, and even Titans are Tech I ships.
Tech II ships
"Tech II" refers to ships that are essentially upgraded, more powerful versions of any given Tech I vessel. For example, a Manticore is an upgraded Kestrel. Tech II ships are similar in appearance to their parent class, differing in the addition of extra pods, bays, or engines, and in the colour of the ship's skin and details of its model (according to the NPC corporation that designed it). Tech II vessels have much improved capabilities and usually fill a highly specialized role. Next to better energy resources they also receive a very good shield and armor resistance boost, which greatly reduces the damage received and thus increases their survivability.
They require extensive specialization to fly or build, and supply is limited by the number of blueprints for production. Due to the extreme rarity of the blueprints required to make tech II ships, sellers can reap mass profits of 500% or more. Some ships simply are not in as much demand, and the profits on these ships are a lot lower. The limited number of tech II blueprints and the fixed ship build times prevent an increase in ship production, which leads to a seller's market. There have been allegations of price fixing with Tech II ships, and although this may be true with certain other in-game items, these have not, as of June 2006, been proven with regard to any ships. With the successful introduction of Invention, prices for some Tech II ships have dropped considerably now that many more people are able to get into production. For some ships, prices have dropped to less than 1/3 of their pre-invention price.
Tech III Ships
These ships are a whole new design type, not being based off a T1 hull. Each ship will have several different "subsystems" allowing the ship to have different stats depending on what task it needs doing. So far the ships have been called: Loki (Minmatar), Tengu (Caldari), Legion (Amarr) and Proteus (Gallente). The base hull of the ship is the only part that cannot be changed - the rest of the ship (ie. Powergrid and Electronics) are completely malleable by the user; you cannot mount a Minmatar propulsion system onto a Caldari hull however
Construction of T3 ships will require the manufacturer to acquire parts from beyond the worm-holes that will appear. These are jealously guarded by a new NPC race called "Sleepers", who have hold of this technology, and when captured can be reverse engineered to create the T3 modules.
Faction Ships are still considered Tech I ships, but have increased power. They are usually improved versions of a regular Tech I vessel, but some Pirate vessels that are completely original designs exist. They are generally only given as rewards from Agents. Some are hybrid designs between two races, meaning you receive two sets of bonuses but need to train two different racial skill trees.
Capital ships are very large ships designed for major operations found typically in medium to large sized player owned corporations. While a (particularly wealthy) solo pilot may find a role for a freighter in trading, capital ships are primarily used to launch and operate larger star bases in deep 0.0 space. The capital combat ships are best used for fleet operations and suffer from substantial vulnerabilities if not properly supported. Motherships and Titans are unable to dock in normal stations due to their size. Due to their prohibitively expensive prices, literally only the richest players or corporations can afford these classes of ships.
Combat Ship Types
- A category of ship consisting of light and fast but comparatively fragile ships. Rookie pilots begin flying ships of this class. Each race has a broad range of frigates, each with a differing mission profile. In general, frigates lack the durability and damage output of the larger ship classes, as they have on average 2-4 guns or missile launchers, but are also considerably faster and harder to hit. Being cheap, it is not difficult for a player to procure a frigate, and in large numbers, frigates can become quite dangerous to larger ship classes.
- An experienced player with the correct equipment can also use frigates effectively by draining power from larger ships, scrambling their warp engines, or "webbing" them to prevent them from moving (collectively referred to as "tackling"). This allows the player's allies to move in and destroy their now-defenseless prey. Between five and six frigate types exist for each major faction, with a further sizeable number of special, but rarer and far more expensive with additional skill requirements, ships also available.
- Examples: the Caldari Kestrel is a frigate that, while unable to mount guns, is able to mount four missile launchers, and has a relatively large cargo hold compared to most frigates. By contrast, the Amarr Punisher is slow for a frigate, but has the toughest armour of any Tech I frigate in the game.
- Large fleets of Tech I frigates (10 or more) can be an excellent way for new players to gang up and fight back against opponents who go after them with smaller numbers of battleships and heavy assault cruisers. Experienced players have also been known to put large frigate wings to good use as a cheap alternative to larger, more costly ships (A top-line Tech I frigate, such as the Caldari Merlin or the Minmatar Rifter, typically sells for approximately 250 thousand ISK on the in-game market while the price of a basic battleship, such as the Caldari Rokh, may approach 150 million ISK), using their greater resources and skills to outfit the frigates with the best equipment and weaponry. This tactic has become less common with the advent of advanced Tech II assault frigates and interceptors, however.
Frigates by Race Amarr Caldari Gallente Minmatar Crucifier Bantam Atron Breacher Executioner Condor Imicus Burst Inquisitor Griffin Incursus Probe Punisher Heron Maulus Rifter Tormentor Kestrel Navitas Slasher Magnate Merlin Tristan Vigil
Electronic Attack Ships (Tech II)
- These Tech II frigates possess additional speed, powerful sensors, and bonuses to a given Electronic Warfare module(s). What they lack in firepower, they make up for in incredibly strong Electronic Warefare, such as the Hyena having an extended Stasis Webifier range. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
Covert Ops (Tech II)
- These Tech II frigates are designed to mount cloaking systems that allow them to pass undetected. The covert ops frigate is able to mount a covert ops cloaking device that allows warping while cloaked. Although they are quite fragile, they are designed to be able to vanish when threatened. They come in two types:
- 1. Sophisticated scanners/scouts that can fit covert cynosural field generators (required to operate Jump Drives). These ships are also a great help in larger groups as scouts and other tactical use. They also excel at finding hidden enemy ships through the use of scan probes. Next to that they can generate Cynosural fields, required to operate Jump Drives. For Capital Ships, this is the only way to travel from system to system, because they cannot use Stargates.
- 2. Stealth bombers that can be equiped with up to three Siege Missile Launchers, which are normally fitted to Battleships. The stealth bomber mounts these torpedo launchers allowing it to unexpectedly uncloak and deploy considerable firepower before cloaking again. The stealth bomber can also warp cloaked, but does not have bonuses to probes, limiting its usefullness as a scout.
- Example: the Caldari Manticore stealth bomber is similar in appearance its Tech I counterpart, the Kestrel frigate, but has additional stealth abilities. It is able to mount torpedo missile launchers as its powergrid systems are specially calibrated to handle the power amounts those modules require. The Manticore can also fly almost double the speed while cloaked than it can while not cloaked.
Covert Ops Ships by Race Amarr Caldari Gallente Minmatar Anathema Buzzard Helios Cheetah Stealth Bomber Purifier Manticore Nemesis Hound
Assault Ships (Tech II)
- Assault ships are frigates that are designed with serious firepower in mind. They are far more durable than Tech I frigates with the capacity to mount a slightly more damaging weapon loadout (usually 4-5 high slots) and stronger defences while sacrificing some speed. Two types exist for each major faction, each catering to a certain more specialized individual style of combat.
- Examples: The Gallente Enyo is a relatively slow but extremely powerful vessel often employed as a close range brawler. The Minmatar Wolf is faster and more fragile than the Enyo, but still vastly more powerful than the Rifter upon which it is based.
Assault Ships by Race Amarr Caldari Gallente Minmatar Retribution Harpy Enyo Wolf Vengeance Hawk Ishkur Jaguar
Interceptors (Tech II)
- Interceptors, another frigate based class, are a common class, used primarily for harassment and to pin down larger enemy ships ("Tackler") until more powerful backup can arrive. Two types exist for each major faction, all have a 80% reduction in Propulsion Jamming systems activation cost. They typically have 4 high slots (except the sturdier Stiletto and Ares with only three) and all have a mixed turret/missle weapon layout, except for the Amarr's Crusader.
- Interceptors are designed for high-speed "dogfights" and are well equiped to pin down their targets. Interceptors have a smaller signature radius and higher speed than regular frigates, they're the fastest fighter ships available. This makes them especially difficult for larger ships to fight as the interceptors' small signature radii and high speeds make them very difficult for larger, heavier guns to hit reliably, due to slow tracking. Interceptors also have a significantly higher warp speed than other vessels allowing them to cover the vast distances between stargates and other system navigation points extremely quickly.
- Example: The Gallente Ares cruises in warp at a speed of 13.5 AU per second where regular frigates warp at a speed of 6 AU per second.
Interceptors by Race Amarr Caldari Gallente Minmatar Crusader Crow Taranis Claw Malediction Raptor Ares Stiletto
- Designed specifically for anti-frigate warfare, destroyers typically mount 8 small, light and accurate weapons that are designed to target fast, small targets.
- Example: The Gallente Catalyst destroyer has a significant number of turret mounts. The bonuses it provides to a skilled pilot have earned it a reputation as a ship that "never misses".
- Although Destroyers excel at their intended purpose of engaging frigates, they fare very poorly against cruisers and battleships, as their armour and shielding simply do not provide enough hit points to survive engagements with larger ships. Destroyers are incapable of dealing significant damage to larger ship classes because they lack the capacity to mount even a single large gun needed to effectively damage these larger classes.
- Many people like to think of Destroyers as just a larger and slower frigate, as the armor and shield points aren't much better than that of a decent frigate. However being of a size that makes them relatively easy for cruisers and battleships to target makes destroyers an unpopular choice among the PvP community.
- All Destroyers suffer the same penalty: -25% Rate Of Fire and have a +50% optimal range bonus. Only one type exists for each major faction.
Interdictors (Tech II)
- The Interdictor class is an upgrade of the destroyer design. Interdictors have fewer turret mounts (except the Minmatar's Sabre), but a comparitively larger number of missile hardpoints instead. They do not suffer rate of fire penalties found on their Tech I counterparts and are also much faster than their destroyer counterparts.
- Their main purpose is to launch special warp interdiction spheres, which prevent warping within a 20km radius when launched and last for four minutes. One type exists for each major faction.
- Medium-sized vessels designed to perform a broad variety of functions. Cruisers are larger and slower than frigates or destroyers, but are significantly more durable. In many cases, they can mount fewer weapons than a destroyer, 4-5 weapons instead of 8, but their power systems allow them to field larger, more damaging medium-sized weaponry. Cruisers come with a broad variety of mission profiles, and while some excel at combat, others are better suited to more peaceful roles, such as cargo transport and mining. Four types exist for each major faction.
- Examples: the Caldari Osprey is designed as a mining vessel, and grants bonuses to players who use it for this purpose. It is, however, a somewhat ineffective combat vessel, relative to other cruisers. By contrast, the Gallente Thorax is designed to be mounted with powerful yet short-ranged blasters to engage the enemy at short range, where it can also effectively deploy combat drones. Tech I Cruisers are relatively cheap (typically costing between three million and eight million ISK), and can prove very effective in groups.
Cruisers by Race Amarr Caldari Gallente Minmatar Arbitrator Blackbird Celestis Bellicose Augoror Caracal Exequror Rupture Maller Moa Thorax Scythe Omen Osprey Vexor Stabber
Heavy Assault Cruisers (Tech II)
- The heavy assault cruiser (HAC), also known as the heavy assault ship (HAS), is designed to be one of the best solo combat ships available. With extremely strong offensive capabilities and good defences, they can effectively take on nearly any other ship in the EVE universe. Unlike battleships, HACs retain some element of speed allowing them to use this to their advantage against larger and slower opponents. The primary reason HACs are dangerous is their vastly increased damage resistances. They can take hits that would normally destroy a ship their size and keep fighting. As with the lighter assault ships, HACs are usually specially suited for certain styles of combat.
- Examples: The Caldari Cerberus is engineered almost exclusively toward missile warfare and cannot mount any turrets. The Cerberus gets bonuses to improve its missiles rate of fire, range, and damage, and is highly resistant to both kinetic and thermal damage. The Minmatar Muninn, on the other hand, is designed to do heavy projectile damage from long ranges, and has such high EM and Thermal armor resistances that it is effectively immune to lasers.
Heavy Assault Cruisers by Race Amarr Caldari Gallente Minmatar Sacrilege Cerberus Deimos Muninn Zealot Eagle Ishtar Vagabond
Logistics Cruisers (Tech II)
- Logistics cruisers are designed exclusively for the purpose of aiding teammates in combat. These Tech II cruisers are widely used in complexes and other NPC encounters, but are rarely used in actual player combat; any logistics cruiser would be called as a target immediately and would be destroyed first in a battle, before it could be useful. Their bonuses to remote repairing and boosting, however, are considerable, and thus any group who can use logistics ships successfully can benefit greatly from them.
- Example: The Amarr Guardian has bonuses to remote armor repairers range and capacitor use.
Recon Cruisers (Tech II)
- The recon cruiser class is split into two sub classes: combat recon and force recon.
- 1. Force recon ships can equip the same covert cloaking module as the covert ops frigate while also having strong electronics warfare bonuses and also get a reduction for cynosural field generation fuel consumption. Force Recon ships are in many ways the U-Boats of EVE, as they can fly cloaked alone or in packs to catch enemies by surprise. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
- 2. Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Combat recon ships fill a more offensive role, with the same electronic warfare bonuses of the force recon, plus an additional bonus for weapons systems at the cost of the ability to use a cynosural field generator.
- Example: The Amarr Curse has large bonus to Nosferatu drain amount and range, as well as to a tracking disruptor's effectiveness.
Recon Cruisers by Race Amarr Caldari Gallente Minmatar Combat Recon Curse Rook Lachesis Huginn Force Recon Pilgrim Falcon Arazu Rapier
- Heavy Interdictors act as a mobile "Warp Disruption Bubble". They have power comparable to Heavy Assault Cruisers, but move very slowly with the Bubble active. They can change the effect of the Warp Disruption Bubble to a more focused effect with less drawbacks by employing an ARM Script.
- Falling between cruisers and battleships, battlecruisers are, as their name would suggest, mostly designed with combat in mind. They also serve the role of fleet command in small scale engagements due to the bonuses they have for the fitting of gang assist modules, which boost the offensive and defensive capabilities of their fleet they are attached to. They are capable of a significantly larger damage output than a cruiser, with 6-7 weapons as opposed to the 4-5 on a cruiser. They are also able to take much more damage than a cruiser alone can take. In many senses, battlecruisers are to cruisers as destroyers are to frigates, except that battlecruisers are significantly more popular than destroyers. As compared to cruisers, their major disadvantage other than their considerably higher price is their larger signature radius and decreased maneuverability. It is much easier for a battleship's large guns to hit a battlecruiser than a cruiser due to their increased size. Additionaly, battlecruisers maneuver far slower that cruisers, even turning slower than battleships in certain circumstances. Two battlecruiser types exists for each major faction.
- Examples: The Caldari Ferox relies on strong shields to ward off damage, and is designed to mount a combination of long-ranged rail guns and missile launchers. The Amarrian Prophecy, on the other hand, relies on durable armour plating and batteries of laser guns.
Battlecruisers by Race Amarr Caldari Gallente Minmatar Prophecy Ferox Brutix Cyclone Harbinger Drake Myrmidon Hurricane
Command Ships (Tech II)
- Command ships are a Tech II version of battlecruisers, split into the field and fleet subclasses. They are designed to command and assist fleet operations. Field command ships may use one "gang assistance" module, as can their Tech I counterparts, and have strong defences and incredible offensive abilities. Fleet command ships have more limited offensive capabilities but very strong defences, and may use up to three gang assistance modules. Fleet command ships have been known to survive damage from multiple battleships.
- Example: The Amarr Damnation can use three armored warfare modules and receive a bonus to their effectiveness. This makes it extremely powerful as an assistance to a large fleet.
Command Ships by Race Amarr Caldari Gallente Minmatar Field Command Absolution Nighthawk Astarte Sleipnir Fleet Command Damnation Vulture Eos Claymore
- Battleships are a fleet mainstay, and most experienced players will own at least one. Although they are slower than even battlecruisers, they are significantly more durable, and can mount impressive firepower in the form of large-size weaponry, and typically 6-8 weapons. Three types currently exist for each major faction.
- Examples: The Gallente Dominix is well known for setups using energy vampire modules and powerful drones. The Amarr Apocalypse, like all Amarr ships, relies on durable armor to weather damage, and is designed to deploy large numbers of damaging laser turret weapons.
Battleships by Race Amarr Caldari Gallente Minmatar Armageddon Scorpion Dominix Typhoon Apocalypse Raven Megathron Tempest Abaddon Rokh Hyperion Maelstrom
Black Ops (Tech II)
- The Black Ops Battleship receives bonuses to cloaking, and is the only non-capital ship to have a Jump Drive. This Jump Drive can only lock onto Covert Cynosural Fields which can now be placed by Covert Ops, Recon Ships, and other Black Ops Battleships. This allows the ship to Jump cloaked. It also can mount a Covert Jump Portal Generator to launch the same 3 classes of ships cloaked in the same manner. They have less firepower than regular Battleships, but can still fight fairly well.
Marauder (Tech II)
- The Marauder class Battleship has less Turret and/or Missile hardpoints than a regular Battleship. However, they receive a 100% bonus to whatever weapon they are proficient in, giving them equal or better firepower than their Tech I counterparts, but leaving more resources for other modules. They also have an extended cargobay, as well as bonuses to Tractor Beams. It is the ideal mission running ship. It can also be a powerful PVP ship, but suffers from weaker sensors, making it more prone to certain types of EWAR.
Dreadnoughts (Capital Ship)
- Dreadnoughts are combat behemoths. They are capable of mounting capital-sized weapons, which can normally only be mounted on stationary platforms. Dreadnoughts are also vastly more durable than even the toughest battleships and heavy assault cruisers. Dreadnoughts are designed more for extended sieges of static installations, such as starbases or player-corporation owned stations. Despite their massive ability to absorb damage, dreadnoughts tend to require fleet support or face the risk of being overwhelmed by enemy counterattacks. Dreadnoughts also have the ability to enter siege mode, quintupling their offense and defense but rendering them unable to escape (or hit smaller ships). One dreadnought class exists for each major faction. A dreadnought costs about 1.5 billion ISK in minerals to make.
- Example: The Amarr Revelation is known for its powerful laser batteries, which can deal damage from up to 250km away. It also has the most resilient tank of all the dreadnoughts.
Carriers (Capital Ship)
- The carrier's main offensive capabilities revolve around the deployment of super-heavy combat drones known as fighters. Carriers also fill a support role with bonuses to remote repairing. Carriers are able to operate the fighters remotely, and assign them to other commanders, allowing them to fill a role away from the immediate frontline. Carriers are also capable of carrying a limited number of frigates, as well as possessing a small corporate hangar. While Motherships are technically carriers, the vast difference in cost between them and carriers generally results in them being assigned their own, second category. A carrier costs about 800 million ISK in minerals to make.
- Example: The Gallente Thanatos is the most popular carrier due to its fighter damage bonus.
Motherships (Capital Ship)
- Motherships are similar to carriers but considerably larger and are the second largest spaceships in the game. Motherships offer all the same features as a Carrier, but in considerably greater amounts (double the number of fighters for instance), and are completely immune to all forms of electronic warfare. Furthermore, Motherships contain a ship and items hangar in which the owning corporation can store combat equipment. Motherships can fit cloning vats, allowing rebirth for allied pilots should they be killed in action. This saves the pilot a lengthy trip back from the nearest station cloning vat, and gets them back into combat. In material costs, a Mothership costs around 15 billion ISK to make. This cost is considerably higher if one has to invest in the BPO's necessary for construction. Construction of a Mothership takes approximately 3-4 weeks. Motherships, along with titans, are the only ships that cannot dock at a station and so they must be permanently in space. This means players must either sit in them until they are destroyed, or leave them in a protected area when not flying one. Despite being intended for alliance level warfare, one of the first Motherships built actually went to a small pirate corporation. This has caused some of the major alliance powers in the game to begin controlling the construction of these behemoths.
- Examples: During the last week of March/first week of April of 2006, the first two known player built motherships were completed, both of the Nyx class. The Band of Brothers alliance also owns two Wyvern class motherships as rewards for winning the 2005 and 2006 Alliance Combat tournaments.
Titans (Capital Ship)
- Titans are the largest ship type in EVE, rivaling major cities in size. Sporting a huge omni-directional super weapon capable of destroying whole fleets of battleships in a single shot, but taking an hour to recharge, the presence of a Titan could decide the outcome of any battle. In addition to their fearsome offensive capability, Titans can perform the same fleet functions and support roles as the Mothership (Cloning, Ship maintenance arrays, Ship/Items hangars) and can create jump portals through which escort and support ships can move from system to system without the aid of a stargate, much like the standard Capital Ship Jump Drive does. Successful construction of a Titan would require high levels of secrecy, as well as months of skill training and research. Currently, a Titan takes approximately eight weeks to build (in real time), not including its primary components which are required for construction. One Titan class exists for each major faction.
- Example: In May 2006, Reikoku [RKK] corporation announced that the Band of Brothers alliance had completed construction of an Amarrian Avatar, the first titan ever built by a player corporation. While this has not yet been verified beyond doubt, it is a very plausible claim. Several other alliances are rumored to also have titans nearing completion. (ASCN had built the first Titan with Band of Brother's shortly coming afterward. Also the Band of Brother's Titan is piloted by [EVOL] player Shrike further contradiction this claim.)
- One December 2006 Lotka Volterra destroyed a fleet of Red Alliance and Goonswarm with an Amarr Avatar's doomsday weapon. Up until the weapon was fired, no one, including most of LV, was aware that the alliance had a Titan. There were 215 confirmed kills from the use of the doomsday weapon. The battle for 1V-LI2 was still lost despite several attacks from the doomsday weapon. Though an incredibly decisive weapon, this battle reflects that the Titan follows the same rule that other capital class ships do; they must be supported by a support fleet.
- Later in December, Cyvok, the pilot of the ASCN Avatar logged out with an active aggression timer in C9N-CC. BoB located the ship and attacked. After five minutes of constant attack, the titan was destroyed. As the first Titan to be destroyed players have petitioned CCP to keep the wreck as a permanent monument.
- More recently, in late 2007 a combined RA-AAA force destroyed a Titan operated by MC, using a custom fitted interdictor designed specifically to survive a doomsday device attack for that specific Titan's damage type.
Strategic Cruisers (T3 Ships)
- The T3 Ships are the newest toys, released in the Apocrypha expansion. These ships are modular in design; as in they are not based off any current T1 hull. Each ship is made up of 6 parts (5 modular subsystems and the main hull) and there are 4 models for each subsystem.
- The subsystems are broken down into 5 categories:
- Each different sub-system allows a greater enhancement to the ship in question (i.e Amarrian subsystems may give a boost to armour/resistances, while a Caldari subsystem may give a boost to shield recharge time).
Commercial Ship Types
The shuttle is the smallest ship type. It is very agile, very fast, and very cheap. It cannot be fitted with modules, and only carries 10 m3 of cargo. One type exists for each of the four major factions, with no difference between them other than aesthetics. They are primarily used in scouting duties, and getting from place to place quickly.
As well as the four faction shuttles, several "limited edition" shuttles have been released to commemorate special occasions:
- The Apotheosis - EVEs 5th anniversary (features: improved sensor strength)
- The Interbus Shuttle - the 2009 retail release (features: double cargo capacity)
- Industrial ships are designed for cargo transport. They are large, slow, and almost completely defenseless, but have far larger cargo holds than most other ship classes. Industrial ships are not intended for combat, and usually require armed escorts when in dangerous low security systems. It should be noted that the slot layout of most industrials allow for somewhat sneaky ambush tactics. The EVE Online forums are usually the first place a triumphant Industrial pilot will post when he's managed to drive off or destroy a marauding pirate's interceptor, much to the embarrassment of the pirate. Between two and five types exist for each major faction.
- Examples: The Gallente Iteron series consists of five ships, each with a larger capacity than the last. The Iteron Mark V has the largest basic cargo capacity of any Industrial ship, but requires the player to invest substantial time in skill training before it can be flown. By contrast, the Amarr Bestower has a lesser cargo capacity, but is also considerably less skill intensive.
Industrial Ships by Race Amarr Caldari Gallente Minmatar Bestower Badger Iteron Wreathe Sigil Badger Mark II Iteron Mark II Hoarder Iteron Mark III Mammoth Iteron Mark IV Iteron Mark V
Transport Ships (Tech II)
- Transport ships are the Tech II version of the industrial class designed for hauling cargo through dangerous low-security systems. While still requiring an escort for safety, transports are capable of surviving determined assaults that would destroy Tech I Industrials due to their lack of defences. There are two subclasses of transport ship. The blockade runner is a very fast small cargo ship which can fit a covert ops cloak, whereas the deep space transport is slower, but has more cargo and better defences including inherent resistance to warp disruption. Transport ships are very popular for transporting high-value cargo both inside and outside of secure space, as they can take multiple volleys from battleships without risk of destruction, while a standard industrial might be destroyed by the first volley.
- Examples: The Viator blockade runner can be fitted with a microwarpdrive to go over 2.5 km/s, nearly the speed of a fast frigate. This allows it to easily bypass threats that normal industrial ships could not avoid. The Occator deep space transport, by contrast, can hold two to four times more cargo and has very heavy armor, but is incredibly slow, especially with cargo expanders fitted.
Transport Ships by Race Amarr Caldari Gallente Minmatar Deep Space Transport Impel Bustard Occator Mastodon Blockade Runner Prorator Crane Viator Prowler
Freighters (Capital Ship)
- Possessing the largest cargo holds of any ship class in the game (around 40 times that of the best industrial class ships), freighters are very large, very slow, and entirely unarmed. Their unrivalled capacity for cargo transport, however, makes freighters very valuable commodities to corporations or players that need to move large goods or large quantities of materials from one place to another with a large escort. Freighters can carry many ships within its hold, provided they have been "packaged" for transport. One freighter class exists for each major faction. Freighters cost about 600 - 700 million ISK to make (depending on the market value of minerals), however require around 5 billion isk worth of blueprints and can take more than a month of construction time (for component parts and including around 11 days for the ship itself). Blueprint originals are normally used due to the excessively lengthy period of weeks that freighter blueprints take to copy, but it is not unknown for some enterprising individuals to produce a few blueprint copies once they have completed their own freighters in an effort to reduce overhead. These typically sell (at the time that this goes to press) around 150 million isk each.
- Examples: The Caldari Charon freighter is known as the largest of these ships, with a cargo hold of 785,000 m3 (+5% to 25% depending on skill) but is also the slowest. The Gallente Obelisk freighter, with a 750,000 m3 cargo hold and 65 m/s speed, is popular due to the fact that many hauler pilots will naturally meet one of the vessel's prerequisite skills during the course of their training - the Gallente Iteron Mark V cargo hauler has the largest hold of any industrial class ship and is therefore one of the most popular industrials in the game. Both the Iteron Mark V and the Obelisk require that the pilot have trained the skill "Gallente Industrial" to level 5 in order to fly them.
Jump Freighters (Capital Ship) (Tech II)
- Jump Freighters are just what they sound like - Freighters Equipped with Jump Drives. They are the first Tech II capital ship in the game, and require Capital-sized Tech II construction components to build.
- Designed specifically for the purpose of mining, unlike other ships, mining barges are not race-specific, as their design originates with the NPC Corporation "ORE". Mining barges are effectively unarmed, though their large drone bays (presumably originally intended for deploying mining drones) allow them to deploy up to five combat drones that provide adequate defense in high-security systems. It would be very unwise for a player to mine in a low security system in a mining barge without a well-armed escort. Mining Barges (along with their Tech II Exhumer counterparts) are also unique in that they are the only ships able to fit high-powered strip mining modules and ice miners.
- Example: The Apocalypse and Rokh are thought to be the best non-barge Tech I ships for mining. The Covetor, fitting three strip miners, can mine 20-30% more per time period than either of them.
Exhumers (Tech II)
- Exhumers are the Tech II extension of Mining Barges. Bigger cargo holds, faster (mining), T2 resists. More expensive. They are also role specialized by having role specific bonuses. Skiff for Mercoxit, Mackinaw for Ice, and Hulk for everything else.
- These are ships that are specific and unique to a certain NPC (pirate, or other major) faction. Only frigate, cruiser, and battleship faction ships exist at this time. These ships are generally considerably better than Tech I ships, though not necessarily better than Tech II ships. However, they do not have nearly as high skill requirements as Tech II ships. Faction ships range from mildly rare to extremely rare, and usually cost as much as or considerably more than a Tech II ship of the same class.
Faction Ships by Class Frigates Cruisers Battleships Amarr Navy Slicer Augoror Navy Issue Apocalypse Navy Issue Caldari Navy Hookbill Caracal Navy Issue Raven Navy Issue Gallente Navy Comet Vexor Navy Issue Megathron Navy Issue Republic Fleet Firetail Stabber Fleet Issue Tempest Fleet Issue Cruor (Blood Raider) Ashimmu (Blood Raider) Bhaalgorn (Blood Raider) Dramiel (Arch Angels) Cynabal (Arch Angel) Machariel (Arch Angels) Succubus (Sansha) Phantasm (Sansha) Nightmare (Sansha) Daredevil (Serpentis) Vigilant (Serpentis) Vindicator (Serpentis) Worm (Guristas) Gila (Guristas) Rattlesnake (Guristas) Omen Navy Issue Armageddon Navy Issue Osprey Navy Issue Scorpion Navy Issue Exequror Navy Issue Dominix Navy Issue Scythe Fleet Issue Typhoon Fleet Issue
Unique and Limited Edition Ships
- The Gold Magnate was a unique ship given as the first place prize for the Amarr Championship competition. However, in 2004, Tyrrax Thorrk, the owner of the Gold Magnate, took the ship into combat. Eventually, the ship was destroyed by the infamous m0o pirates and subsequently, the Gold Magnate no longer exists.
- Nineteen Silver Magnates were given out as runner-up prizes in the Amarr Championship event. As no more have entered the game since their release, their price has steadily risen. In addition, many have been destroyed, further increasing their value. At the time of their release, they were nearly the most powerful frigate, second only to the even rarer Gold Magnate. The advent of Tech II frigates, however, made the Silver Magnate less notable as a combat ship.
- Fifty Guardian Vexors were given out as part of an event. It is suspected that fewer than 20 still exist today. Their attributes originally are not notable: they were merely Vexors with an extra missile hardpoint. Their value came not from the ability, but solely the rarity of this limited edition ship. However, when changes in game mechanics removed from ships special abilities to control more than five combat drones, this ship was not changed, and its ability to control up to five extra drones made it extremely powerful. Unfortunately, its high price tag ensures that even those who own one will most likely not use it in combat.
Opux Luxury Yacht (formerly Opus Luxury Yacht)
- Two of these exist in the EVE Universe. One was acquired when an event actor (movie star) ejected from his Opux Luxury Yacht to commit suicide at a Quafe Ultra event, after which Iece Quaan boarded it and later sold it to the current owner Voogru. The second was given out by CCP to a couple from New Zealand who got engaged on the stage at the 2005 fanfest, both of whom are members of Celestial Horizon.
Federate Issue Megathron
- The Federate Issue Megathron is also an event-related ship, similar to the Imperial Issue Apocalypse. It was handed out in The Crielere Incidentto Doc Brown. Doc Brown kept the unique ship for a while, then later sold it to DigitalCommunist, who also held it for a long period of time. More recently, Madcap Magician, the CEO of DigitalCommunist's corporation, plotted and eventually stole the ship and subsequently kicked DigitalCommunist from the corporation. Madcap sold it to Entity, a famous collector of rare EVE items. It is still in the possession of Entity.
Imperial Issue Armageddon
- These ships were released in the Amarr Championship. The four teams that MASS defeated each received one Imperial Issue Armageddon, and four Silver Magnates. Everlasting Vendetta, Evolution, BIG and PAK each received one at the time. Shrike is still in possession of hers, as is Detaitiv. WarHound's is currently owned by Tyrrax Thorrk, who acquired it from the Guiding Hand Social Club, who had previously hijacked it from Icarus Starkiller. The ship had passed from WarHound's possession to Icarus Starkiller via the BIG Lottery. Con'Mal sold his to Entity who still retains ownership of it.
- The Imperial Issue Armageddon has extra powergrid and CPU compared to normal Armageddons, but its rarity is of course the primary reason for their great value.
Imperial Issue Apocalypse
- Originally four of these ships were in game, but three have been destroyed. Only one still exists in the game. All four were given out as part of the Amarr Championship. Tyrrax Thorrk recently lost his in the 3rd Alliance Tournament, and so the infamous Istvaan Shogaatsu owns the last remaining "Impoc". However, a fifth briefly existed; one Imperial Issue Apocalypse was given out as a prize from the BIG Lottery. It was flown by a player named Clone 0, and while moving the ship from one station to another, an attempt was made to destroy it by a group of Minmatar roleplay corporations. It was defended successfully by a group of Amarr roleplayers. CCP took the Imperial Issue Apocalpyse back as part of a roleplaying event on the request of the player receiving the ship.
- They are superior to the Navy Issue Apocalypse, due to their much better powergrid, CPU, an extra mid slot and more capacity. Their value comes both from their rarity and the fact that neither of the current owners seem willing to part with them at any price.
- The Raven State Issue (originally named the Corvus) was designed by CCP as the top prize in the 3rd Caldari Alliance Tournament in December of 2006. Four were awarded to the winning team from Band of Brothers at the end of the tournament, of which one was sold on to wealthy item collector Entity (Entity's item collection) for a very large sum of ISK (reported to have been between 70 and 80 Billion ISK).
- The Raven State Issue (sometimes referred to as the State Raven) is -like most special issue ships- vastly more powerful than the standard Raven, and even its Faction counterparts the Raven Navy Issue and the Rattlesnake. It's greatly improved fitting and 8 launcher hardpoints give it a definite damage advantage over its lesser counterparts, and an extra low slot can be used to further fortify its defenses.
- The Tribal Issue Tempests were presented as alliance tournament prizes. There are currently thought to be only four Tempest Tribal Issues in existence, at least one of which is owned by Entity, an avid collector of rare ships and other curios. The Tribal Issue Tempests were presented as alliance tournament prizes. As with all unique battleships, the Tempest Tribal Issue is vastly superior to it's brethren.
|Ships by Race, Type, and Faction|
|Race: Amarr | Caldari | Gallente | Minmatar|
|Ship Type: Shuttles | Frigates | Covert Ops | Interceptors | Assault Ships | Electronic Attack Ships | Destroyers | Interdictors|
|Cruisers | Heavy Assault Ships | Heavy Interdictors | Logistics | Recon Ships | Battlecruisers | Command Ships | Strategic Cruisers|
|Battleships | Marauders | Black Ops | Dreadnoughts | Carriers | Titans|
|Freighters | Jump Freighters | Industrials | Transport Ships | Mining Barges | Exhumers|
|Faction: Amarr Empire | Caldari State | Gallente Federation | Minmatar Republic|
|Serpentis | The Blood Raider Covenant | Angel Cartel | Guristas Pirates | Sansha's Nation|