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=Nodes= There are 5 categories of nodes: * [[#System Core|System Core]] * [[#Defensive Subsystems|Defensive Subsystems]] * [[#Utility Subsystems|Utility Subsystems]] * [[#Data Caches|Data Caches]] * [[#Empty Nodes|Empty Nodes]] The System Core and its defensive subsystems can be of 4 different difficulty levels depending on the type of a "can" that is being hacked. Difficult System Cores are defended by advanced Defensive Subsystems which have higher Strength and Coherence. {|class="wikitable" |+ Strength and Coherence of nodes of different difficulty levels <ref>[https://wiki.eveuniversity.org/Hacking Eve University Wiki | Hacking]</ref> ! scope="col" style="width: 80px;" | Difficulty ! scope="col" style="width: 80px;" | System Core ! scope="col" style="width: 80px;" | Firewall ! scope="col" style="width: 80px;" | Anti-Virus ! scope="col" style="width: 80px;" | Restoration Node ! scope="col" style="width: 80px;" | Suppressor |- | style="text-align: left;" | Very Easy | https://wiki.eveuniversity.org/images/4/4d/Core_node_very_easy_green.png | https://wiki.eveuniversity.org/images/b/be/Firewall_node_easy.png | https://wiki.eveuniversity.org/images/4/4c/Antivirus_node_easy.png | https://wiki.eveuniversity.org/images/5/5f/Icon_large_red_x.png | https://wiki.eveuniversity.org/images/5/5f/Icon_large_red_x.png |- | style="text-align: left;" | Easy | https://wiki.eveuniversity.org/images/a/a1/Core_node_easy_green.png | https://wiki.eveuniversity.org/images/a/a5/Firewall_node.png | https://wiki.eveuniversity.org/images/4/4c/Antivirus_node_easy.png | https://wiki.eveuniversity.org/images/5/5f/Icon_large_red_x.png | https://wiki.eveuniversity.org/images/5/5f/Icon_large_red_x.png |- | style="text-align: left;" | Medium | https://wiki.eveuniversity.org/images/f/fd/Core_node_medium_orange.png | https://wiki.eveuniversity.org/images/5/5f/Firewall_node_medium.png | https://wiki.eveuniversity.org/images/9/94/Antivirus_node.png | https://wiki.eveuniversity.org/images/3/3d/Restorer_node.png | https://wiki.eveuniversity.org/images/5/5f/Icon_large_red_x.png |- | style="text-align: left;" | Hard | https://wiki.eveuniversity.org/images/1/1c/Core_node_hard_red.png | https://wiki.eveuniversity.org/images/d/db/Firewall_hard_node.png | https://wiki.eveuniversity.org/images/7/77/Antivirus_hard_node.png | https://wiki.eveuniversity.org/images/3/3d/Restorer_node.png | https://wiki.eveuniversity.org/images/5/52/Supressor_node.png |} ==System Core== Your primary objective is to find and destroy the System Core, which always has a low Strength but increasing Coherence as the difficulty level increases from Very Easy and Easy (both green Cores), through Medium (yellow Core) to Hard (red Core). Higher difficulty System Cores possess greater levels of protection afforded by their more potent defensive subsystems. The name of the can will tell you the difficulty level of the hack. {| class="wikitable" |+System Core Difficulty and Location |- !System Core !System Core Colour !Difficulty !Core Coherence !Relic Site Can Name !Data Site Can Name !Location |- |https://wiki.eveuniversity.org/images/4/4d/Core_node_very_easy_green.png |Green |Very Easy |50 |Debris |Info Shard |High/Low/Null/WH |- |https://wiki.eveuniversity.org/images/a/a1/Core_node_easy_green.png |Green |Easy |70 |Rubble |Com Tower |High/Low/Null/WH |- |https://wiki.eveuniversity.org/images/f/fd/Core_node_medium_orange.png |Yellow |Medium |70 |Remains |Mainframe |Low/Null/WH |- |https://wiki.eveuniversity.org/images/1/1c/Core_node_hard_red.png |Red |Hard |90 |Ruins |Databank |Null/WH |} ===Location=== The System Core can be found anywhere on the game board (including next to your start position), but is usually found on the opposite side to your initial node (see picture above for a typical Core placement). There are 2 theories which may help you to find the System Core faster: "rule of 6" and "before 8 it's bait". ===Rule of 6=== [[File:Rule of 6.png|thumb|right]] The Rule of 6 states that if a node is completely surrounded by 6 other nodes, it will '''not''' contain a Defensive Subsystem, a Utility Sybsystem or a Data Cache. '''''But''''' if it contains a Defensive Subsystem then there is the System Core in one of the 6 adjacent nodes. The practical use of this rule is that you can use such nodes to navigate across the map without triggering lots of Defensive Subsystems, and if you do trigger one you know that the System Core is adjacent. This is helpful on harder hacks which have lots of game board to cover and plenty of Defensive Subsystems to wear down your Coherence. '''Resources''' * [https://www.twitch.tv/videos/79089044 Johnny Splunk's Stream on the Rule of 6] * [https://www.youtube.com/watch?v=h5uQC74VvVQ EVE EXPLORATION/HACKING TUTORIAL | RULE OF 6 | EVE ONLINE] {{clear}} ===Before 8 It's Bait=== [[File:8 rule areas.png|thumb|right]] The theory is that the game always tries to spawn the System Core at least 8 nodes away (by air) from the player if it is possible. In practice it means that it doesn't make much sense to be looking for the System Core anywhere closer than 8 steps away from the spawn location. It may be better to identify the safest way to those distant nodes using [[#Rule of 6|The Rule of 6]] and start looking for the core there. Following this rule may significantly reduce the amount of nodes to explore on bigger fields. However, note that there may be exceptions to this rule: * If the field is small and there are no nodes which are 8 steps away from player spawn the game may generate the core at a random location. * If a node that is 8 steps away from the player spawn is already occupied the game may generate the core 1 step closer. * If the player was spawned in a node with more than 2 adjacent nodes, the game may spawn the system core at a random location. '''Resources''' * [https://www.youtube.com/watch?v=SeEW0_3ksX0 Relic / data guide - Eve online - Before 8 it's bait] * [https://www.youtube.com/watch?v=UThezypQ3Ts Relic / data research - Eve Online - Mid spawns] {{clear}} ==Defensive Subsystems== Defensive Subsystems will hinder your progress across the board by blocking access to surrounding nodes. Your virus can attack and destroy these subsystems, but they will fight back and damage your Coherence if you are unable to destroy them in one shot. There are four types of Defensive Subsystem, with the more powerful ones only appearing in higher difficulty hacks. {| |- | style="padding-right: 10px" | [[File:Firewall node.png]] || '''Firewalls'''<br> Have a high Coherence (which increases with difficulty level), but relatively low Strength. These are blockers, and can be safely ignored until all other routes are closed off. |- | style="padding-right: 10px" | [[File:Antivirus node.png]] || '''Anti-Virus'''<br> Have high Strength but relatively low Coherence (both increase with difficulty level). Like the Firewalls, these can be left until necessary. |- | style="padding-right: 10px" | [[File:Restorer node.png]] || '''Restoration Nodes'''<br> Have high Coherence and low Strength, and only appear in Medium and Hard hacks. They are a '''high priority''' target as once uncovered they will boost the Coherence of a random Defensive Subsystem by 20 at the end of every turn. They don't affect the System Core. |- | style="padding-right: 10px" | [[File:Supressor node.png]] || '''Virus Suppressors'''<br> Have medium Coherence and low Strength, and only appear in Hard hacks. While active, they lower your virus Strength by 15. Although your Virus Strength cannot go below 10. They are a '''high priority''' target to destroy too. |} ==Utility Subsystems== Utility Subsystems assist your progress by restoring your Coherence and boosting your fighting capability against the System Core and Defensive Subsystems. Clicking on an uncovered Utility Subsystem will add it to a free Utility Slot on your Analyzer (bottom centre on the picture above), the number of available slots depends on the type of Analyzer you are using. To use, click on the Utility Subsystem in one of your Utility slots (and click on a relevant Defensive Subsystem if it is a targeted Utility. Like the Defensive Subsystems, there are four types. {| |- | style="padding-right: 10px" | [[File:Self repair2.png]] || '''Self Repairs'''<br> Once activated will increase your Coherence by 5-10 for the next three turns. There is no cap on Coherence, so use it immediately. Delayed usage is disadvatageous because you may end up in a situation when you don't have 3 turns to fully gain its bonus. |- | style="padding-right: 10px" | [[File:Kernel rot2.png]] || '''Kernel Rots'''<br> Reduce Coherence of the targeted system by 50%. Good for taking on high Coherence systems, such as Firewalls and Restoration Nodes. |- | style="padding-right: 10px" | [[File:Polymorphic shield.png]] || '''Polymorphic Shields'''<br> Absorb all incoming damage from the next two attacks by Defensive Subsystems. Good for fighting systems with high Strength, such as Anti-Virus nodes. |- | style="padding-right: 10px" | [[File:Secondary vector2.png]] || '''Secondary Vectors'''<br> Reduce Coherence of the targeted system by 20 each turn for three turns. Good for fighting Virus Suppressors, which weaken your own attacking capability. |} Strength of Utility Subsystems is proportional to your Virus Strength. ==Data Caches== {| |- | style="padding-right: 10px" | https://wiki.eveuniversity.org/images/0/02/Data_cache2.png || Once discovered, these appear on the game board as a glowing dot. Clicking on it will open the Data Cache, spawning either a Utility or Defensive Subsystem. As there is an equal chance of good and bad results, it is usually worth leaving these till later to avoid the risk of a Defensive Subsystem appearing and cutting off your route of exploration. It is advised to open Data Caches when adjacent nodes have already been explored as newly spawned Defensive Subsystem may block these nodes. |} ==Empty Nodes== {| |- | style="padding-right: 10px" | [[File:Empty node.png|59px]] || When you click on an available node (green colour), if it is empty it will turn orange and briefly flash a number. This shows the distance to the nearest useful node (the System Core, a Data Cache or a Utility Subsystem), but '''does not''' give any warning of the proximity of hostile nodes containing Defensive Subsystems. |} Only 1-5 numbers are possible: * 1 means an adjacent node is a System Core, Utility Subsystem or Data Cache * 2, 3 and 4 means the nearest System Core, Utility Subsystem or Data Cache is respectively 2, 3 and 4 nodes away * 5 means you are 5 or more nodes away from the nearest System Core, Utility Subsystem or Data Cache Use these numbers to guide your movement around the board. For example, if you're approaching an edge or corner of the grid, and the number 5 shows up, then trying to explore anything towards that corner/edge is not useful, because you know that there cannot be anything good within 5 nodes. In general, you want to click in directions that make the numbers smaller. Because the numbers disappear as you move along, you need to remember where there were 5's, so you know which areas not to bother going back to later.
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