Amarr Navy - EM / Thermal Angel Cartel - Kinetic / Explosive / Thermal / over 1 mil can have emp Blood Raider - Thermal / EM Caldari Fleet - Kinetic / Thermal / very little em Drones - EM / Explosive / Kinetic Gallente Fleet - Thermal / Kinetic / EM Gist - Explosive / Kinetic Guristas - Kinetic / Thermal Khanid - em/thermal Mercenary - Kinetic / Thrmal / Explosive / EM Minmatar Fleet - Thermal / Explosive /EM / Kinetic Mordus - Kinetic / Thermal Sansha's Nation - EM / Thermal Serpentis - Thermal / Kinetic
*** Ammo Types to use against them ***
Amarr Navy - Thermal Angel Cartel - Explosive Blood Raider - EM / Thermal Caldari Fleet - Kinetic Drones - EM Gallente Fleet - Thermal Guristas - Kinetic Khanid - EM Minmatar Fleet - Thermal Mordus - Thermal / Kinetic Sansha's Nation - EM / Thermal Serpentis - Kinetic
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This wormhole has not yet... More then 24 hours This wormhole is beginning to decay... Between 24 and 4 hours This wormhole is reaching the end... Between 4 hours and 15 minutes This wormhole is on the verge... Less than 15 minutes Mass Not Yet - over 50% Not to a critical level - 10%-50% Stability Critically disrupted - Less than 10%
The 10 Rules of Eve ------------------ • 1st Rule Of Eve = Never trust anyone. • 2nd Rule Of Eve = It's always a trap. • 3rd Rule Of Eve = If it sounds too good to be true, refer to Rule 1 and 2. • 4th Rule Of Eve = Don't fly what you can't replace. • 5th Rule Of Eve = The only safe place is in station. • 6th Rule Of Eve = Undock from station can incite PvP aggression. • 7th Rule Of Eve = When in doubt, refer to Rule 4, 5 and 6. • 8th Rule Of Eve = There is no right way to play. • 9th Rule Of Eve = Conversation gains Information. • 10th Rule Of Eve = To play Eve, refer to Rule 8 and 9.