> [!FAQ] What is this?
> In January 2023 I was playing EVE Online at [EVE University](https://wiki.eveuniversity.org/EVE_University) and living in their now-defunct [Wormhole Community](https://wiki.eveuniversity.org/Archive:Wormhole_Community). During this time I taught several sessions of the Intro to Wormhole Mechanics class: the deck itself long predates my involvement, but I gave it a minor visual refresh and wrote new speaking notes entirely from scratch. (E-UNI at the time had not done a good job of retaining even basic speaking notes for many of their courses)
>
> As E-UNI's WHC no longer exists, I am hosting the slides and speaking notes here A) in case they are of value to others, and B) as a demonstration of experience developing and delivering training material as I cannot share material that is property of my employer.
# Slides
**Slides**: [[Intro to Wormhole Mechanics.pdf|Download the slide deck (PDF)]]
# Slides 1-2 - Intro and Outline
![[Intro to Wormhole Mechanics-p01-1600w.png|Slide 1 — title slide: Introduction to Wormholes, Down the Rabbit Hole|1600]]
![[Intro to Wormhole Mechanics-p02-1600w.png|Slide 2 — class overview|1600]]
- Welcome to the class
- Basic etiquette: set yourself to push-to-talk or toggle mute on, use classroom-questions on Discord for any questions.
- There's no group or practical component to this class. Remain docked and/or fly safe.
- Outline
- This slide is a quick overview of what we'll be covering.
- I intend to cover a lot of ground here, but the core focus here will be on wormholes and wormhole space, how to make use of them, and some of the particular activities and terminology you will encounter in relation to both.
- I am also assuming that all/most attending are familiar with probe scanning, to a level commensurate with having completed the Explorer career agent missions, or having taken the Uni's Intro to Exploration class.
- if you have not, no worries, just ask me for clarifications where necessary.
I also want to clarify some terminology up front.
- I will be calling the special systems that wormholes connect to "wormhole space", "wormhole system" or "J-space"
- ... whereas the wormhole itself I will simply call a "wormhole" or a "hole."
- You will also hear the term "K-space." This is "known space", any system that is in New Eden highsec, lowsec, or nullsec.
I promise this will make more sense as we go along. I know I might mix them up, please ask me for clarification if you get confused at any point.
# Slides 3-4 - What is a wormhole?
![[Intro to Wormhole Mechanics-p03-1600w.png|Slide 3 — what is a wormhole?|1600]]
![[Intro to Wormhole Mechanics-p04-1600w.png|Slide 4 — what is a wormhole?|1600]]
LINKS:
Wormholes: [https://wiki.eveuniversity.org/Wormholes](https://wiki.eveuniversity.org/Wormholes)
- Wormholes are a type of cosmic anomaly that can appear in _almost_ any solar system, any part of space, any security status.
- At any given time, about a third of all known-space systems have a wormhole therein.
- One exception: wormholes cannot spawn in nor lead into Jita.
- Wormholes connect two systems in space together, acting as a temporary stargate, with some limitations.
- Most of the mechanics you are used to with gates remain in effect.
- The distance(s) to activate a hole are the same as to activate a gate, depending on the size of your ship.
- You must right click the wormhole and select "Enter Wormhole", or use the top center option of the Radial Menu.
- The "Jump" hotkey also works for both objects from the overview or from the grid.
- On landing in the destination system, you will have 60 seconds of gate cloak.
- This is where most of the similarities end.
- Wormholes have a "Polarization" mechanic that limits how often you can jump through the same hole. (More on this later)
- In K-space, if you aggress someone you cannot activate a gate until your weapons timer expires.
- But Wormholes are a natural phenomena, they don't care if you just blapped a pod on the hole.
- Wormholes need to be scanned down by someone before you can warp to them.
- That someone does not have to be you. Shared bookmarks are a thing.
- Wormholes appear to you by default as a red X item, an "unknown cosmic signature", in the Probe Scanner menu.
- Take Intro to Exploration if you have not yet done so.
- Holes have an activation effect similar to a "Gate Flash", where a stargate makes a distinct beam of light "flash" and zapping sound when someone jumps through it.
- When a hole is activated, it makes a very distinct "WHUMWhumwhum" sound and the interior skybox of the hole will ripple like water.
- Like a gate, these audial and visual effects will trigger if you happen to be sitting in space near the hole, and someone else jumps it from either side.
- Wormholes have limited lifespans. They typically don't last more than 24 hours, and some live as little as 6 hours.
- Wormholes have limits on the size and total mass of ships that can traverse them.
# Slide 5 - Wormhole collapse
![[Intro to Wormhole Mechanics-p05-1600w.png|Slide 5 — wormhole collapse|1600]]
LINKS:
Wormhole attributes: [https://wiki.eveuniversity.org/Wormhole_attributes](https://wiki.eveuniversity.org/Wormhole_attributes)
Eve Scout Rescue: [https://evescoutrescue.com/home/](https://evescoutrescue.com/home/)
Key to understanding wormholes is the fact that they are temporary.
- Think of wormholes as having two separate health bars:
- Time: the duration that the wormhole will live for after it spawns.
- Mass: the total weight of ships that you can cram through a wormhole.
Time is the more straightforward of the two. Once a wormhole spawns, it has a fixed (but secret-from-the-player) lifespan measured in hours, and disappears once that time expires.
There are several variables associated with wormhole mass.
- Total Mass Allowed - the total weight of ships you can pass through the hole.
- Max Individual Mass - Think of a bridge IRL that has a Weight Limit sign; this is the same thing.
- Functionally, this variable limits what size ship can be passed through the hole. The smallest of holes only allow Frigate sized vessels, the largest allow Capitals.
- Mass Regeneration - Certain less-common wormhole types are able to regenerate or self-heal back up to their Total Mass Allowed limit.
- These holes regenerate on a cycle basis, similar to a spinner on your ship. This cycle time for wormholes is believed to be ~15 minutes.
- If left alone, these regenerating holes can heal up to their full mass, but the total mass they can regenerate over time is no more than 50% .... even that 50% figure is rare in this category.
All of these values are fixed and associated with a wormhole's ID #, you can see examples in the Wormhole Attributes link. We will talk about that later.
The in-space model of the hole changes when the hole reaches End of Life ("EOL") or becomes critically low ("CRIT") on Mass.
- The edges of and tendrils extending from the wormhole model appear to fray and get more wibbly wobbly compared to a "Fresh" hole.
How do you know the hole collapsed?
- If you jump a hole and it collapses on jump, you'll get a notice panel stating to the effect of ~"the wormhole collapses behind you."
- Otherwise, if you're on grid, and the hole isn't there anymore, or you witness the wormhole model shrink down to nothingness, that's a collapse.
Wormholes will collapse immediately and without any fore-warning upon either their Mass or Time being completely expended.
- This means that if you jump a hole, and it collapses, you can become trapped.
- If this happens and you did not bring a probe launcher, you have no way to scan down a new hole.
- Bring a core probe launcher and scanning probes. You can fit a probe launcher on any hull, not just ones with bonuses.
- If the launcher won't work in your fit you still have options:
1. Fit the launcher in a spare high slot, but in an offline state.
2. Bring the launcher and probes in cargo and bring a mobile depot for refitting.
- ~~Alternatively, Pochven filaments can be used as a means of escaping J-space.~~
- Since we're talking about fitting: cloaking devices are also worthwhile, even the most basic T1 one that you can fit. You do not appear on Dscan or Combat Probes while you are cloaked. This is helpful when you see something scary on Dscan; get to a safe, cloak up, wait.
- If you do happen to get stranded in a wormhole with no probe scanner and no way for friendlies to reach you, Eve Scout / Signal Cartel have a rescue service you can contact.
Also, because Wormholes have a Mass limit, you can forcibly collapse wormholes via several passes with a big enough ship. We'll talk about that in a bit.
# Slide 6 - Finding wormholes
![[Intro to Wormhole Mechanics-p06-1600w.png|Slide 6 — finding wormholes|1600]]
LINKS:
Probe scanning: [https://wiki.eveuniversity.org/Probe_scanning](https://wiki.eveuniversity.org/Probe_scanning)
Wormholes spawn in space as unknown cosmic anomalies, meaning you have to scan them down via Probe Scanning.
- E-UNI Wiki page on Probe Scanning is linked if you need hard numbers and details.
- If you need an on-demand refresher on how probe scanning works, I recommend you hit F12 in game and find the Exploration section in the Eve Help Tutorial Videos.
This works exactly the same as scanning any other site. Keep narrowing down your probes and rescanning until the red x turns to a yellow icon turns to a green icon.
- Probe scanning only resolves the signature on your "entrance" side hole, it does not automatically provide you with the "exit" side signature.
The good news is that wormholes, relative to other cosmic signatures, are relatively easy to scan down even without high skills or in ships without scanning bonuses.
- Bookmarks - once you have found a hole, you need to be using Bookmarks.
- **Never bookmark holes from the probe scanner menu.**
- The cosmic anomaly warp in will never be on the hole itself.
- if the hole is camped (especially in J-space) this is a sure way to land in no man's land away from the hole where you can be tackled and killed.
- If you're flying a covops cloaked ship, landing on the hole object (within 2000m) will decloak you.
- Due to this, you want your bookmark to be directly on the hole so that you and your friendlies can define range accurately when warping to a hole.
- Instead: I recommend that you first warp to the wormhole cosmic signature at 100km.
- You just need to get on grid with the hole to bookmark it. Once you're on grid at 100km, you can then right click the hole in space and select Save Location.
- This will place your bookmark directly on the hole.
- **Always always always** bookmark your in and out holes.
- If you jump a hole, and then immediately warp off grid from the exit hole, you cannot get back to that exit hole until/unless you scan the cosmic signature down.
- You have 60 seconds of gate cloak on jumping a wormhole. Use it to full advantage.
- Take that 60 seconds to bookmark the exit hole,
- see if anything interesting or scary is on Dscan,
- See if there are any structures in system,
- get your bearings, and plan your next move.
# Slide 7 - Identifying wormholes
![[Intro to Wormhole Mechanics-p07-1600w.png|Slide 7 — identifying wormholes|1600]]
LINKS:
Wormhole attributes: [https://wiki.eveuniversity.org/Wormhole_attributes](https://wiki.eveuniversity.org/Wormhole_attributes)
Wormhole "Show Info" text: [https://wiki.eveuniversity.org/Wormholes#Wormhole_Text](https://wiki.eveuniversity.org/Wormholes#Wormhole_Text)
Visual wormhole identification: [https://wiki.eveuniversity.org/Visual_wormhole_identification](https://wiki.eveuniversity.org/Visual_wormhole_identification)
K162 spawn mechanics: [https://forums.eveonline.com/t/k162-spawn-mechanics/8767](https://forums.eveonline.com/t/k162-spawn-mechanics/8767)
- All wormholes have a four-digit code at the end of their name. E.g. B274, S199, U210, etc.
- You do NOT need to memorize these wormhole codes.
- These codes are useful to look up specific information about a hole such as lifetime and mass.
- With time and experience you will likely start to recognize certain codes.
- But, Wormholes give you really useful general information about the wormhole in the "show info" window via right clicking on the wormhole or it's overview row.
- The show info window for a Wormhole is not just flavor text.
- Neither of these sources can tell you exactly where the hole will lead, just the broad category.
- E.g. a hole leading to "low security space" could lead to Tama, or to Iges, and you don't know until you (or a friend) jump the hole to find out.
- Wormholes have two "sides." Think "entrance" and "exit."
- The entrance side has a useful code.
- The exit side will always be labeled as a "K162."
- You can't get exact details on anything from a K162, but the Show Info window is still useful.
- One interesting mechanic is that the "entrance" side of the hole spawns first, but the exit / K162 hole spawns under various conditions:
- The K162 will always spawn immediately after someone jumps it.
- ... or, if someone warps on grid with the entrance side, and warps away, the K162 will spawn eventually. (Exact timing is not known)
- ... or if the hole has less than 15 hours remaining and the wormhole entrance side has still not been jumped, the K162 side THEN has a low chance of spawning in every few minutes.
Without further ado, let's go line by line through the Show Info window of a wormhole.
The green underlined row is the destination / the other side of the hole.
- "Unknown parts of space" means the wormhole leads to a C1, C2, or C3 wormhole space system.
- "Dangerous unknown" means a C4 or C5 system
- "Deadly unknown" means a C6 system.
- K-space will be explicitly stated, e.g. "leads to high security space" or "leads into null security space."
- "Leads into Triglavian space" means the wormhole will take you into Pochven.
- The red underline is the time health bar of the wormhole. There's three options here.
1. "Not yet begun to decay" means the hole is "Fresh", it has 24 hours or more remaining.
2. "Beginning to decay" is also referred to as "Fresh", but means that the hole has between 4 and 24 hours remaining.
3. "Reaching the end of its natural lifetime" means the hole is end of life, or "EOL", and has less than 4 hours remaining.
- For your safety, assume that EOL hole jumps are one way.
- The blue underline is the mass health bar, the stability of the wormhole
1. "This wormhole has **not yet had** its stability significantly disrupted..." means the hole is "Fresh" and has more than 50% of its mass remaining.
2. "...**has had its stability reduced**..." means the hole is between 50% and 10% of mass remaining. This is called "SHRINK."
3. "...has had its **stability critically disrupted**..." means the hole has less than 10% mass remaining. This is called "CRIT."
- Yet again, assume that CRIT hole jumps are one way.
- The yellow underline is the maximum ship size that can fit through the hole.
- Smallest means frigates, destroyers, and specially fit HICs.
- Medium size means ~battlecruisers and below, and also the Nestor class SOE Battleship.
- Larger means battleships, Orcas, and below.
- Very large can fit anything _except_ supercapitals, e.g. Titans and Supercarriers.
# Slide 8 - Where do wormholes go?
![[Intro to Wormhole Mechanics-p08-1600w.png|Slide 8 — where do wormholes go?|1600]]
LINKS:
Visual Wormhole Effects: [https://wiki.eveuniversity.org/Visual_wormhole_identification](https://wiki.eveuniversity.org/Visual_wormhole_identification)
Thera: [https://wiki.eveuniversity.org/Thera](https://wiki.eveuniversity.org/Thera)
Thera connections (via Eve-Scout): [https://www.eve-scout.com/](https://www.eve-scout.com/)
- Wormholes can potentially lead anywhere.
- to any combination of K-Space and/or J-Space.
- Wormholes do have some other visual indicators you can use to glean certain information.
- e.g. holes will show an image of the skybox in the connected space, e.g. green-yellow nebulae for Gallente.
- The wisps, trails, and edges of the wormhole object will distort and get significantly more "wavey" when the hole has become unstable / is nearing collapse.
# Slide 9 - What is wormhole space?
![[Intro to Wormhole Mechanics-p09-1600w.png|Slide 9 — what is wormhole space?|1600]]
LINKS:
Wormhole Space: [https://wiki.eveuniversity.org/Wormhole_space](https://wiki.eveuniversity.org/Wormhole_space)
Wormhole Sites: [https://wiki.eveuniversity.org/Wormhole_sites](https://wiki.eveuniversity.org/Wormhole_sites)
Anoik.is (J-space systems): [http://anoik.is/](http://anoik.is/)
Ellatha.com (J-space systems): [https://www.ellatha.com/eve/WormholeSystemslist.asp](https://www.ellatha.com/eve/WormholeSystemslist.asp)
- In lore, Wormhole Space exists in a galaxy separate from New Eden named "Anoikis", which seems to be located in a dense nebula.
- Anoikis is home to the Sleepers, an offshoot of the second Jovian empire who shut themselves off from known space.
- The ruins of their structures, as well as their drones and automated defenses, can still be found throughout Anoikis.
- This is a very, _very_ simplified explanation.
In practical terms:
- Wormhole space is made up of ~2600 known solar systems that do not have stargates.
- AKA: "J-space" due to J prefix on the system names. All systems have a name string following the format J######, e.g. J123456.
- Also called W-Space, or "Spooky Space" by some.
- J-space system security is always -1.0, qualifying as null security space.
- Accordingly, bombs, warp disruption bubbles, and capital ship production are allowed.
- There is no CONCORD or faction security presence. Your safety is your responsibility.
Wormhole space has additional features above and beyond K-space null.
- Local chat is blank.
- There's no free intel here, you don't know who's in the hole with you.
- If you speak in local chat, your name will be visible for 15 minutes.
- Consequently, in most instances you will not talk in local. Doing so is giving OPFOR free intel for no benefit to you.
- Directional Scanning skills and attentiveness are a must for doing stuff in wormhole space.
- Because there are no names in the local chat window, Dscan is how you will determine if there is someone else in system with you, or about to land on grid with you.
- Get familiar with your Dscan filters. If you're using the Uni overview ...
- Offensive +Drones is great for seeing if someone has been in system recently. Ships, structures, wrecks, drones, probes, anything that shows on this scan is relevant intel when you jump a new hole.
- Defensive for when you just need early warning if there are other ships and probes around.
- No stations or stargates.
- No NPC stations means no safe harbor for you to dock, repair, or refit in.
- You should always assume that player-owned structures in J-space are armed, automated, and hostile.
- There are some rare exceptions.
- Thera, which we'll talk about momentarily.
- Signal Cartel / Eve Scout maintain some player-owned structures that may not be hostile to you, but may or may not allow docking either. It's a gamble.
- Systems can have effects, sometimes called "weather", that can drastically alter how ships behave in system.
- If so, this appears as an icon above your HUD / Capacitor menu.
- e.g. a Wolf Rayet system gives major bonuses to armor hit points and small weapon damage, but significant penalties to shield resistances. WHC maintains several fits specifically designed for capitalizing on Wolf Rayet buffs.
Sleeper drone NPCs inhabit many of the sites in J-space.
- These NPCs become very dangerous in C3 space and above.
- _Especially_ if you don't know or check the wave triggers.
- If you, John Newbro, decide to daytrip into a wormhole, and face check a combat site in your fresh-from-the-tutorial T1 destroyer, you are going to have a bad time.
- For context: the Uni doctrine for clearing C3 combat sites efficiently uses 1-2 cruiser logi, 1 support cruiser for fighting frigates, and ~4 or more T1 battlecruisers.
- Soloing C3 combat sites typically requires a battleship.
If you are going to spend time in a particular wormhole space system, say because you live there, or you're farming it, or you're camping a site(s), go to the effort of dropping a couple unaligned safes.
- This is covered in Intro to Bookmarks, which I also highly recommend you take if you have not already.
- If you have not, a couple methods:
1. Warp from one planet to another, drop a safe (A) between them. Now warp to A, then warp to another planet, ideally far away, and drop another safe (B) mid flight.
- DO NOT WARP TO MOONS in unknown J-Space. High likelihood of player-owned Upwell structures on Moons in J-space. These are automated, have defenses, and will pod you.
2. Warp between two cosmic anomalies / sites, ideally on other sides of the system, and drop a bookmark between them. Try to ensure it is more than 7 AU from any other celestial bodies. This is virtually guaranteed to have never been on grid before as it is between dynamic sites..
IN MY OPINION: No local chat is super liberating. If you like being sneaky, you actually can be in J-space since your presence won't be given away by some dumb box of text that everyone can see, unlike in K-space null.
# Slide 10 - Wormhole system class
![[Intro to Wormhole Mechanics-p10-1600w.png|Slide 10 — wormhole system class|1600]]
LINKS:
Living in wormhole space: [https://wiki.eveuniversity.org/Living_in_Wormhole_Space](https://wiki.eveuniversity.org/Living_in_Wormhole_Space)
Shattered wormhole space: [https://wiki.eveuniversity.org/Shattered_wormhole_systems](https://wiki.eveuniversity.org/Shattered_wormhole_systems)
- Wormhole system class represents how entrenched the "Sleepers" NPC faction is in system, and how strong the system effects may be.
- Classic risk vs reward. Higher C# rating means stronger rats and potentially higher and more dangerous player activity, but more valuable sites and loot.
- Additionally, 100 of the ~2600 systems are "Shattered Wormhole Space." They contain shattered planets and no moons.
- You may also see Shattered Wormhole Systems called "C13 systems."
- You cannot anchor Upwell structures in Shattered Wormhole Space, and because shattered systems have no moons you can't anchor a player-owned-starbase (POS) there either.
- Shattered systems also have a higher proportion of signatures, and a K-space static in addition to any other static connections they may happen to have.
C1-3 systems generally have K-space statics.
C4-6 systems generally do not have K-space statics.
- ... but shattered / C13 wormholes are the exception to this.
**THERA** and **Turnur** (not shown on this slide)
- Thera is a super-special shattered wormhole space system.
- It's about ~342 AU across, making it the largest system in Eve.
- As with other shattered systems, POSs and Upwell structures cannot be anchored in Thera.
- However, it contains several Sisters of Eve NPC stations that are open to the public for docking.
- You can (and should consider) staging some ships in Thera when opportunity permits.
- Mobile warp disruptors cannot be anchored in Thera, and Capital ships cannot be brought in nor constructed.
- ... what makes this all worth it?
- Thera contains **dozens and dozens of wormholes** with an increased ratio of holes leading out to Known Space. (high, low, and null)
- As a result, it is a very popular shortcut and travel hub for getting across New Eden in a relatively short time. You may encounter entire strat-op fleets in transit via Thera.
- This all lends to Thera to being a very PvP focused area, even more so than typical wormhole space systems. If you want to take a fleet out for some content and have a nearby Thera connection, it's a great option.
- Turnur is a Lowsec system in the Metropolis region.
- Turnur is relevant because it now acts as a K-space wormhole transit hub. It seems to have an increased spawn rate for outgoing and incoming Wormholes.
- Lore stuff happened there in November 2022. Turnur's star was subject to Stellar Transmuter experimentation by the Amarr, technology reverse engineered from the Triglavians.
- The star entered a "terminal phase" and had an uncontrolled release of energy and radiation, functionally glassing Turnur 1 and resulting in the ongoing increase in wormhole activity.
# Slide 11 - Wormhole chains
![[Intro to Wormhole Mechanics-p11-1600w.png|Slide 11 — wormhole chains|1600]]
LINKS:
E-UNI Pathfinder: [https://pathfinder.eveuniversity.org/](https://pathfinder.eveuniversity.org/)
Tripwire: [https://tripwire.eve-apps.com/](https://tripwire.eve-apps.com/)
Galaxy Finder: [https://wormholes.new-eden.io/login](https://wormholes.new-eden.io/login)
EveEye: [https://eveeye.com](https://eveeye.com)
Because wormhole space is a thing, and wormholes can connect J-space systems to each other, J-space systems often form "Chains" of multiple J-space systems.
Wormhole Chains offer a couple key benefits:
- Travel shortcuts
- See the slide, Amygnon is 11 jumps in K-space from PC9-AY, but the example wormhole chain here cuts that down to just 3 jumps.
- Constantly changing content.
- If you live in J-space, your neighboring systems (and the locals living there) change daily.
- Wormhole life is very spontaneous. You live on what the chain and your scouts bring you:
- One day your neighboring hole might have 14 combat sites..
- The next might have gas sites.
- The next might have some very very feisty locals to shoot at.
- ... And sometimes it might have all of those at once!
Keeping a wormhole chain up to date manually would be extremely time intensive and require a lot of coordination amongst players.
- Lots of variables to keep track of.
- Are the holes in/out of your system big enough for larger ships?
- How much time and mass do the holes have remaining?
- What are the hole signatures?
- What cosmic signatures are in your system and the neighboring J-space systems?
- Have they been scanned and bookmarked?
- The good news is we're playing spreadsheets online, and so some very robust and well-built web applications exist that make this task significantly easier.
- E-UNI uses Pathfinder.
- This is a web app that interfaces with Eve's APIs and can automatically populate the chain systems _in real time_ as authenticated characters jump from hole to hole.
- Also provides many additional functions allowing users to update all of those variables I just mentioned.
- Even if you live in Stacmon or PC9, if you explore or daytrip wormholes regularly I strongly recommend you start using Pathfinder.
- There are tabs for other E-UNI communities in the Pathfinder UI.
- Keeping connections and signatures updated is just a good service for your peers and neighbors.
- If nothing else it makes your own traveling through J-space a little easier to track.
- Some other corporations use Tripwire.
- I'm told it does all the same things as Pathfinder, and is just as good. Both apps fulfill the same purpose. Albeit I have not yet used Tripwire.
- If you're just running solo and merely need to see the chain populate behind you as you jump, EveEye is another good option.
Now recall, wormholes have two health bars: time, and mass.
- We can't speed up time.
- CCP can certainly slow it down with Time Dilation but that's a different topic.
- But we can definitely influence a wormhole's mass.
Because Wormholes have a mass limitation, this means that players can forcibly collapse a wormhole by passing enough mass through it.
- This is called "Rolling" a Hole, as in re-roll the dice.
- **Disclaimer**: I am simplifying the process here and focusing on the ships used. I recommend you read the Uni Wiki to understand the full process and mathematics.
- Rolling typically entails putting one or more battleship(s) fitted with a propulsion module and a "Large Higgs Anchor" rig through the hole and then back in order to rapidly consume the hole's mass.
- The Higgs Anchor adds 100% mass, doubling the ship mass when fitted, and also slows the ship's max speed by 75%. Rolling Battleships are glacially slow.
- Prop mods such as a MWD also add mass to the ship when they're running proportional to their size.
- E.g. a frigate prop mod adds 0.5kT, a cruiser 5kT, and a battleship 50kT which is then doubled by the Higgs Anchor rig.
- This was implemented to prevent ships with oversized prop mods from being too agile, but it also adds flexibility to hole rollers.
- E.g. You can jump the hole "Cold" with prop mod OFF, and then come back "Hot" with the prop mod ON to consume more mass.
- HICs, or T2 Heavy Interdiction Cruisers, are also used for this purpose.
- HICs can fit multiple Zero Point Mass Entanglers in their high slots. When running all-together, these reduce their mass to ~Frigate size or smaller.
- Rolling HICs will also fit a battleship size prop mod, so this limits their fitting options significantly.
- In practice, the HIC will jump the hole with Entanglers ON and prop mod OFF to go through at ~frigate size, and then jump the hole back with the entanglers OFF and prop mod ON at their full potential mass.
- This is useful to squeeze that last little bit of mass out of a hole that has gone CRIT, while (mostly) mitigating the risk of stranding a friendly on the other side.
- Once the hole collapses, if it was a "static" hole then a new hole with a new cosmic signature will spawn somewhere in system almost immediately.
- This can be done to roll into new content, roll connections to more desirable k-space systems, or to roll away undesirable neighbors or trap unfriendlies in your space.
# Slide 12-14 - Static wormholes
![[Intro to Wormhole Mechanics-p12-1600w.png|Slide 12 — static wormholes|1600]]
LINKS:
Anoik.is Systems List: [http://anoik.is/systems](http://anoik.is/systems)
This is where those wormhole ID codes come back into focus, at least partially.
Wormhole chains are possible because wormhole space systems have "static" wormholes.
- Static wormholes are holes of a specific type, a specific ID, that always spawn in that J-space system.
- For example, E-UNI's WHC lives in J211936, we call it "Innuendo".
- This is a C2 system that has two statics: a B274 and an O477.
- The B274 leads to highsec.
- The O477 leads to a C3 system.
![[Intro to Wormhole Mechanics-p13-1600w.png|Slide 13 — static wormholes|1600]]
When either of these holes collapse or are rolled, a new cosmic signature for a new hole of the same type spawns within minutes.
For the sake of example, say that the uni had a hole to Eletta which was three jumps from Stacmon
- After 24 hours, the hole collapses.
- Because this hole is a B274, a highsec static, it will reroll as a fresh B274 to a new system of 0.5 security status or higher.
![[Intro to Wormhole Mechanics-p14-1600w.png|Slide 14 — static wormholes|1600]]
In this case, the highsec static rolls into Mirilene, a highsec system 6 jumps from Dodixie.
# Slide 15 - Static wormholes (inbound)
![[Intro to Wormhole Mechanics-p15-1600w.png|Slide 15 — static wormholes (inbound)|1600]]
Now remember, that all J-space systems have static wormholes.
Remember also that wormholes have entrance and exit sides.
J165820 here is a C4 that has a static C2 and a static C4.
- Because it has a static C2, the exit can roll into ANY C2.
- Today it's rolled into Innuendo.
Wandering holes also exist, since wormholes can spawn in any system linking to any other system.
Key message for you to understand here is that Statics just refer to Outbound connections.
- You'll always have that guaranteed two outbound from Innuendo
- ... but you can also get none or many incoming connections to a J-space system just by RNG.
- Some days you'll have no inbound holes to your friendly little C2.
- Some days you'll have three or more. That's just wormhole living.
- Expand this mechanic out across all ~2600 wormhole systems, and this is how "chains" form.
# Slide 16-19 - Polarization
![[Intro to Wormhole Mechanics-p16-1600w.png|Slide 16 — polarization|1600]]
Polarization is a mechanic you may find unfamiliar as there's no real analogue for it elsewhere in Eve.
- Say you're in a frigate on side A of the hole, and you jump through to the B side.
![[Intro to Wormhole Mechanics-p17-1600w.png|Slide 17 — polarization|1600]]
When you jumped through the A side, a Polarization timer applied to you that last for five minutes.
- You are unable to jump the A side again until this timer expires.
BUT: You and your ship are now on the B side.
- Polarization applies only to the side you entered through, it does not apply to the exit side.
![[Intro to Wormhole Mechanics-p18-1600w.png|Slide 18 — polarization|1600]]
Now, if you hang out on the B side for a couple minutes and see a bunch of scary things on Dscan, and you jump the B side, you land on the A side as expected.
Again, a polarization timer applied the B side of the hole, with a time of five minutes.
![[Intro to Wormhole Mechanics-p19-1600w.png|Slide 19 — polarization|1600]]
Because you jumped the A side 3 minutes ago, you still have a polarization timer to wait out before you can use the A side again.
AND, once that timer expires, if you jump the A side again you'll land on B, but be unable to come back because your B polarization has 2 minutes remaining.
Functionally, polarization acts as a means of preventing players from using the hole as a means of tanking or avoiding damage. Or at the very least it forces additional thought when taking fights on a hole.
- Additionally, this slows down hole rolling, necessitating that the rollers bring more players and ships to a roll in order to do it quickly, and/or presenting more opportunity for hostiles to intervene and turn a rolling fleet into content.
You may come across the term "hole tanking."
- Because the hole doesn't care if you have a weapons timer, you can jump a hole to break target locks, evade damage, buy time for your fleet to come up with a new plan, etc.
- Polarization adds complexity to this. Because of polarization timers, if you're in a fight on a hole, the side that jumps the hole SECOND has a significant advantage over the side that jumps the hole first.
**FUN FACT:** Polarization applies to your CAPSULE, not to your ship.
- A fun way of making use of this: multiple characters can hot seat a single battleship to minimize the assets at risk when rolling a hole.
---
_"But `[redacted]`, this is a lot to keep in mind and it scares me. Why should I jump wormholes?"_
---
# Slide 20 - What can you find in wormholes?
![[Intro to Wormhole Mechanics-p20-1600w.png|Slide 20 — what can you find in wormholes?|1600]]
**Because in holes, you will find CONTENT**
PvP
- PvP is common and covers a lot of ground
- ... Ranging from low end of camping sites, nosing around someone else's home,
- ... to small gangs of scrambling QRFs, roaming out of your hole to take fights in lowsec and nullsec ...
- ... to the higher end of planned fights with neighbors, structure bashes, and campaigns to evict residents of a hole.
Wormhole space offers some of the best ISK making opportunities in the game.
- Very lucrative sites of most types:
- combat site farming
- gas huffing
- rare ore mining
- High tier nullsec and wormhole data and relic sites
- All of the benefits of doing industry in null:
- namely reactions and capital ship production
- Resource-rich planets for PI.
- You're limited by the planets in the hole, but resources are relatively easy to haul in and industrialists have a consistent need for various P2, P3, and P4.
Combat sites are a favorite for the E-UNI WHC.
- C3 combat sites yield 40-45 million ISK per site
- WHC maintains a "Harvester" doctrine tailored for clearing these sites with full T1, Meta, and T2 fits supported for all roles.
- The largest harvester I've yet been on cleared **30** sites in about an hour; total loot value split and shared at the end was ~1.3 billion.
Ninja gas huffing is another popular option.
- ISK/hour is okay but it is relatively low risk, the sites are quite large, and the gas clouds can decloak cloakies.
- ... that is, you huff a gas site until NPC rats spawn, which takes ~15-25 minutes randomized. This is the "ninja" part of ninja huffing.
- Even once they do spawn, they are relatively tame except for at "Vital" and "Instrumental" sites. Even then, WHC will generally clear the rats and get back to huffing, circumstances permitting.
- ISK/hour for Vital and Instrumental is really good, but they tend to only spawn in higher-class wormhole space.
- Beware of "Ordinary Perimeter Reservoir" sites. These have Sleeper NPC sentry guns that spawn with the site and will have no trouble blapping a huffing venture.
Wormholes are a very good option for explorers.
- Data and Relic sites are very lucrative.
- You will still feast or starve based on RNG of what's in the cans as with all exploration.
- ... but the higher risks of wormhole space come with higher reward in the form of significantly improved average value per site.
- Nullsec data and relic sites also spawn in C1-3 systems, and sometimes in C4s. These are the data and relic sites without rats, but you do need to check their naming as to whether boomcans are present.
- Many wormhole corporations, including E-UNI WHC, place a heavy emphasis on scanning down their neighboring chain systems, and directly compensate scanners and scouts for their time and efforts.
- WHC pays scouts for scanning and bookmarking sites within 3 jumps of home.
- If you find something to shoot at, and it results in a kill, you get 50% of the loot for being the scout and creating content. Even if you didn't get on the killmail.
- I'm a little fuzzy on the details but in late 2022, Brandooooo from WHC found an abandoned Upwell structure while scouting. WHC then obtained E-UNI leadership approval to bash the structure.
- The structure dropped its core and four station containers which bumped the loot to over 1 billion ISK. Brandooooo was paid out 50% for finding the content. 😁
- I'm also told that former unista Vex Clover did a ton of scouting with a focus on finding abandoned structures, and received payouts (50%) of over 1 billion ISK in some instances.
LINKS:
Bacon Astrahus: [https://zkillboard.com/kill/105514702/](https://zkillboard.com/kill/105514702/)
That's all I have to talk about in this class, but just one more thing for you to remember ...
# Slide 21 - One more thing...
![[Intro to Wormhole Mechanics-p21-1600w.png|Slide 21 — one more thing... don't forget the probe launcher|1600]]
**DON'T FORGET YOUR PROBE LAUNCHER**
# Slide 22 - For more information ...
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LINKS:
E-UNI Wiki - Wormholes: [https://wiki.eveuniversity.org/Wormholes](https://wiki.eveuniversity.org/Wormholes)
Ellatha Wormhole Systems DB: [https://www.ellatha.com/eve/WormholeSystemslist.asp](https://www.ellatha.com/eve/WormholeSystemslist.asp)
Eve Scout: [https://www.eve-scout.com/](https://www.eve-scout.com/)
Can I warp to this site?: [https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site](https://forums.eve-scout.com/topic/409/safety-can-i-warp-to-this-site)
# Q&A
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