Wormhole Fundamentals, Pilot Episode
Welcome to Wormhole Fundamentals, a pilot episode for a series of videos from Adhocracy Inc. that will explain each facet of wormhole space and it’s mechanics in the universe of Eve Online.
In this video, we will give a brief overview of the nature of wormholes.
A wormhole is an unstable rift in space that connects two systems, no matter the distance between them. This means a wormhole found in known space can connect to a different region of known space or directly to unknown space. Each wormhole has its own identifier, shown as a letter followed by three numbers, with 68 unique sets with varying lifetimes and mass allowances.
Wormhole space is comprised of 2,500 uncharted systems that can only be reached through these wormholes and whose local window will display in delayed mode. This means that a pilot will only appear in local if they speak there. A pilot must rely on their wits, directional scan and luck to gather intel on anyone that may also be in the system.
Each of these systems is one of six class types, commonly denoted as C-1 through C6, and possesses a static wormhole. The class ranking signifies difficulty, available resources, strength of possible system effects, and limits on wormhole transit. For example, a class one wormhole will not allow ship classes larger than a battlecruiser and provides few resources. System effects and static wormholes will be covered in a future video.
The resources in wormholes, just as in known space, can be found in grav, ladar, mag, and radar sites, as well as anomalies. Here, though, they are guarded by NPCs known as Sleepers, drones with a mysterious history that lack shields but more than make up for it with thick armor and attack with omni damage through both lasers and missiles.
Wormhole systems, though containing a null security status, do not allow sovereignty to be held and cynos cannot be used to connect to a different system. While this means that supercapitals cannot exist in these systems, pilots are still able to erect Player Owned Structures and build capital ships, or transit them if mass allows.