open All Channels
seplocked Ships and Modules
blankseplocked Salvaging & Rigging guide
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: [1] 2

Author Topic

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.09 17:57:00 - [1]
 

Edited by: voidvim on 07/11/2007 16:01:43
Salvaging & Rigging guide and Q&A- Ver 2.4

Riggs act like implants for your ships and are harvested from wrecks if you repackage a ship the Riggs are destroyed. All rigging modules have a calibration (calibration is like grid) which limits what Riggs can be fitted.

Riggs come in T1 and T2 versions and are built from blueprints. The T1 blue prints version can be brought on the market. But I think the T2 most be invent from T1. A salvaging Module gathers salvaged materials form wrecks of ships. There are Riggs that help you collect salvaged materials. Thus a ship rigged to be good at salvaging would be a good idea. It seems salvaged materials come in two types damaged and undamaged comes from T2 ships and is need by T2 rig blueprints while T1 uses damaged materials.

T1 parts from T1 ships (NPC will be the main source of wrecks)

T2 parts from T2 ships (PvP and rare spwarns will be the main source of wrecks)

then there are basic two sub groups:

Circuits & Non-circuits

Circuits drop all over eve. Non-circuits are race/faction specific.

T2 ships have 2 slots and T1 ships have 3 slots.

Salvaging skill needs survey and mechanics at level 3. Which allows the use of salvaging module on wrecks. The higher the skill level of salving the better the chance of get materials from wrecks (5% per level) if there are material on the wreck. You need level 3 in salvaging to salvage T2 pod pilot and pirate faction ships.

The salvaging module fits in a high slot and requires 1 grid and 20 cpu, with a range of 5 km (tractor beaming wrecks to you might be a good idea). You can fit (and use) multiple modules on the same wreck. Wrecks don't have to be empty of loot. If they have loot in side a loot can will appear after you salvage the wreck. There are four things that can happen

1 - failing to find any thing (keeps trying)
2 - find out that their no slaved material to be found (wreck disappears)
3 – getting 1 or 2 salvaged materials (wreck disappears)
4 - anther salvaging module as all ready done 2 or 3 (de actives)

Wrecks drop rate depends on if it's from a mission (50%) or asteroid belt (75%) - asteroid belt NPC pirate ships have a better drop rate

To fit rigs into ships you need the jury rigging which needs engineering at level 3 and there are sub skills that need jury rigging and engineering at level 3. Each level of the sub skills reduce the drawback cost by 10% (worth getting to level 5). Intelligence and memory are the attributes the skills use all sub skills are rank 3 besides jury rigging which is rank 2.

List of rigging sub skills and their drawbacks

Armour - reduce speed – 9 different rigs
Astronautic - lowers ship armour – 9 different rigs
Drones – decreases ship CPU - 9 different rigs
Electronics - some rigs don't have a drawback – 5 different rigs – uses jurry rigging only
Electronic superiority – lowers ships shields - 8 different rigs
Energy Grid - some rigs don't have a drawback - 5 different rigs – uses jurry rigging only
Energy weapons – increase weapon grid need - 7 different rigs
Hybrid - increase weapon grid need - 7 different rigs
Missiles launchers - increase missiles cpu need - 6 different rigs
Projectile weapons - increase weapon grid need - 5 different rigs
Shields - increases a ships signature radius - 9 different rigs

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.09 17:58:00 - [2]
 

Edited by: voidvim on 27/08/2007 11:15:18
Questions & Answers - Riggs

Q: What is calibration ?
A: It's like the power grid for rigs – a ship with 400 calibration can fit two rigs that use up 200 calibration.

Q: Can you use more then one of the same type of rig on a ship ?
A: Yes – has many of the same rig as you have calibration point for and slots.

Q: Can you increase the amount of calibration a ship has?
A: No.

Q: Do all ships get the same about of rig slots ?
A: Most T1 get three all T2 get two – shuttles and freighters get none.

Q: Is the amount of calibration ship class based or race (could Minmatar get more calibration)
A: No – all races get the same about of calibration.

Q: How much calibration do ships have ?
A: all ships have 400 calibration, besides faction ships which get less than 400 calibration (depends on each ship, but about 350).

Q: Do rigs get stacking penalties and or bonus's
A: Yes – the cargo T1 expander rig for example acts just like having a 15% cargo expander fitted

Q: Do rigs get compound bonus's
A: Yes – using three T1 10% cargo expander rig will give more then 30% to total cargo hold size.

Q: How do compound bonus work ?
A: The first rig / module adds it's bonus which makes a new 100% then the second bonus is applied and so on.

Example – a ship's cargo hold starts at 100m3 and a 15% T1 rig is added, giving the ship 115m3 cargo. Then a 20% cargo expander module is added which gives 20% of 110 which is 23, bring the new total of 133m3. If a second T1 15% rig is added (bringing the total bonus to 3) it would bring the total to 152.95m3.

Q: How does compound penalties work then
A: The first rig / module adds it's penalty which makes a new 100%, then the second penalty is applied and so on.

Example - a ship's speed starts at 200m/s and a % T1 rig is added (at max rigging skill), giving the ship a 5% speed penalty make ship max speed 190m/s. Then a 20% cargo expander module is added which gives a 10% penalty which bring the new speed to 171m/s. If a second T1 rig is added (bringing the total penalties to 3) it would bring the total to 162.45m/s.

Q: When you use more then one of the same rig do they get the extra stacking penalties ?
A: resistance and weapons rigs yes - A resistance rig gets the halving penalty and stacking penalty, like other modules get stacking penaltys.

Q: What's the resistance halving formula
A: Fitting one 50% em shield hardener modules to a t1 ship say a Rifter, would give you 50% em resistance. The second 50% em resistance hardener added would give half the current value, so giving 25% bring the resistance to 75% in total – thus it is impossible to ever get 100% resistances.

Q: So what the stacking penalty
A: first mod no penalty, second mod get only 0.86% then 0.57%, 0.28% and so on per extra module you add.

Q: Do I have to rig my ship my self
A: A professional rigger could do it for you but your get the rigs full drawback when you get into the ship

Q: what's to stop the professional rigger from steal my ship.
A: first ask some one you trust, secondly ask the rigger to give you a deposit for your ship (current market rate works good).

Q: Can rigs be turn on and off once installed
A: No – they have to be removed by repackaging the ship their in.

Q: How bad is the drawback for fitting say a hybrid turret damage rig
A: At hybrid rigging skill level 5, a T1 turret rig needs 5% more grid – thus a 425 hybrid will go from 2500 to 2625 per turret

Q: And with three hybrid turret damage rigs how much gird will each turret need
A: A 425 hybrid will go from 2500 to 2894.0625 – but with a 1.1% damage bonus

Q: does advanced weapon upgrade help with rig
A: yes – at level five it will reduce a hybrid 425 grid need by 10% - from 2894 to 2604

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.09 17:58:00 - [3]
 

Edited by: voidvim on 17/03/2007 13:20:48
Questions & Answers - Riggs

Q: What is calibration ?
A: It's like the power grid for rigs – a ship with 400 calibration can fit two rigs that use up 200 calibration.

Q: Can you use more then one of the same type of rig on a ship ?
A: Yes – has many of the same rig as you have calibration point for and slots.

Q: Can you increase the amount of calibration a ship has?
A: No.

Q: Do all ships get the same about of rig slots ?
A: Most T1 get three all T2 get two – shuttles and freighters get none

Q: Is the amount of calibration ship class based or race (could Minmatar get more calibration)
A: No – all races get the same about of calibration.

Q: How much calibration do ships have ?
A: all ships have 400 calibration, faction ships get less than 400 calibration (depends on each ship).

Q: Do rigs get stacking penalties and or bonus's
A: Yes – the cargo T1 expander rig for example acts just like having a 10% cargo expander fitted

Q: Do rigs get compound bonus's
A: Yes – using three T1 10% cargo expander rig will give more then 30% to total cargo hold size.

Q: How do compound bonus work ?
A: The first rig / module adds it's bonus which makes a new 100% then the second bonus is applied and so on.

Example – a ship's cargo hold starts at 100m3 and a 15% T1 rig is added, giving the ship 115m3 cargo. Then a 20% cargo expander module is added which gives 20% of 110 which is 23, bring the new total of 133m3. If a second T1 15% rig is added (bringing the total bonus to 3) it would bring the total to 152.95m3.

Q: How does compound penalties work then
A: The first rig / module adds it's penalty which makes a new 100%, then the second penalty is applied and so on.

Example - a ship's speed starts at 200m/s and a % T1 rig is added (at max rigging skill), giving the ship a 5% speed penalty make ship max speed 190m/s. Then a 20% cargo expander module is added which gives a 10% penalty which bring the new speed to 171m/s. If a second T1 rig is added (bringing the total penalties to 3) it would bring the total to 162.45m/s.

Q: When you use more then one of the same rig do they get the extra stacking penalties ?
A: resistance and weapons rigs yes - A resistance rig gets the halving penalty and stacking penalty, like other modules get stacking penaltys.

Q: What's the resistance halving formula
A: Fitting one 50% em shield hardener modules to a t1 ship say a Rifter, would give you 50% em resistance. The second 50% em resistance hardener added would give half the current value, so giving 25% bring the resistance to 75% in total – thus it is impossible to ever get 100% resistances.

Q: So what the stacking penalty
A: first mod no penalite, second mod get only 0.86% then 0.57%, 0.28% and so on per extra module you add.

Q: Do I have to rig my ship my self
A: No a professional rigger could do it for you and his rigging skills are used to determine what drawback you get.

Q: what's to stop the professional rigger from steal my ship.
A: first ask some one you trust, secondly ask the rigger to give you a deposit for your ship (current market rate works good).

Q: Can rigs be turn on and off once installed
A: No – they have to be removed by repackaging the ship their in

Q: How bad is the drawback for fitting say a hybrid turret damage rig
A: At hybrid rigging skill level 5, a T1 turret rig needs 5% more grid – thus a 425 hybrid will go from 2500 to 2625 per turret

Q: And with three hybrid turret damage rigs how much gird will each turret need
A: A 425 hybrid will go from 2500 to 2894.0625 – but with a 1.1% damage bonus

Q: does advanced weapon upgrade help with rig
A: yes – at level five it will reduce a hybrid 425 grid need by 10% - from 2894 to 2604

Q: Does trading some one a rigging and/or insured ship void the insurance.
A: Nope - Insurance is never voided unless LOST outside of the parameters of its insurance (individual or corp) or repackaged before it expires.

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.09 17:59:00 - [4]
 

Edited by: voidvim on 27/08/2007 11:18:07
Q: If I fit a rig with skill at 3 and get 30% whatever from it.... and then later I increase that rigging skill to 4, will the rig then have a 40% whatever? Or will it be locked at 30%?
A: If you install a rig the then train your skill to a higher level the draw back will decrease to your new skill level. The check is made when you get into a ship and drawbacks are applied according to your current skills.

Q: If I'm in space and a rig skill finishes training what happens.
A: You get automatically updated when you finish the training the rigging skill and the drawback is decrease.


Rigging economic viability

The factors that effect the economic viability of rigging are:

1 - salvageable materials drop rate
At the moment the drop rate for materials is one per wreck, rarely two and and their ratio between circuits and other materials is way off.

In the patch on Wednesday 13/12/2006 this will change with a much large amount dropped and circuits are dropping in batch of 8+ from NPC battle ships.

2 – percentage of wrecks that have salvageable materials
This is govern by by sec rating lower sec has much high chance for wrecks to have materials in them. But level mission will still provide a lot of rig materials.

3 – time taken to salvage
As pilots train the salvaging skill and fit salvaging rigs to dedicated ship the over all time taken will decrease.

4 – how many people will train the salvage skill
The skills need to salvage has been lower to three from 5, this greatly increase the amount of people that can salvage.

5 – what is the ratio of material dropped compared to what a rig bpo needs

6 - how many materials a rig bpo needs.
Pilots doing ME research on their rig bpo's will lower the amount of needed materials and this will help make rigs more profitable.

7 – what price the market settles on for salvaged materials

8 – what people are will to pay for rigs.
Seems people are will to pay 25 million plus

9 – will people let other people rig their ships

10 – when CCP plan rigging how commonly used, did they want them to be
with the the savable material drop rate increase it seems ccp want rigs to be more common but ccp also said that the rig drop rate was messed up so I'm not sure.

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.09 18:01:00 - [5]
 

Edited by: voidvim on 17/03/2007 11:54:18
Rigs and Salvaging - Build 28028 to 28296 addresses Patch Notes

  • The material amount received from salvaging has been increased based on ship classes, i.e. more salvage material will be received from a battleship than a frigate.

  • The chance of receiving Circuits as salvage material and the quantities dropped have been greatly increased.

  • There is now a visible indication of whether wrecks contain lootable items or not.

  • The wreck container view will close automatically when the wreck no longer contains a lootable item.

  • Inspected and un-inspected Wrecks can be filtered via Overview settings. "Apply to Ships Only" must not be selected in the Overview preference


Salvaging - Build 28296 to 29239 addresses Patch Notes for Revelations 1.3

  • The volume of salvageable materials has been reduced from 1m3 to 0.01m3.

  • An icon should now appear next to wrecks you are salvaging.
    NPCs that had no salvageable materials now have a chance to drop salvageable materials in their wrecks.

  • Icons appear in the overview for all wrecks.

  • An issue preventing wreck containers from opening has been resolved.Player wrecks now leave salvage in accordance with the race of their ship.

  • Damaged Artificial Neural Networks will now drop in NPCs wrecks.
    Some NPCs were dropping incorrect racial components, this was changed and adjusted. Pirate factions drop rates have been adjusted, and will drop more appropriate racial components.



Rigs - Build 29969 to 30583 addresses Patch Notes for Revelations 1.4

  • The fitting window can now be opened in space next to a ship assembly array thus allowing rigs to be fitted to ships in space.

  • An issue where you couldn't destroy rigs without repackaging your ship has been resolved. On the fitting screen, right click the module and select destroy.

  • The Drone speed augmentor rig's bonus is properly applied.

  • The description for the Signal Focusing Kit II rig has been fixed.

  • The descriptions for rigs that don't work on capital sized modules reflect this restriction.

  • The descriptions for rigs that are affected by stacking penalty now reflect this limitation.

  • The Sentry Damage Augmentor rig bonus is applied properly.

  • Propellant Injection Vent rigs have been changed into Auxiliary Thrusters rigs.


All comments and suggestions are welcome – this guide is not total finished so please feel free to add more info.

xh'duality
Caldari
Caldari Provisions
Posted - 2006.12.09 18:11:00 - [6]
 

Nicely done. Finaly I understand something about salvaging. Now off to skill for it Razz

CptEagle
Gallente
Genius Inc.
Posted - 2006.12.09 18:43:00 - [7]
 

Cud someone shed some light on this please?
Quote:
2006.12.09 18:40:09 Notify Salvaging the Caldari Elite Frigate Wreck is too difficult for you to be able to do.

Got this when trying to salvage a Manticore, I've got Salvaging lvl 2.

Shi'ra Kull
Posted - 2006.12.09 19:24:00 - [8]
 

Needs lvl 3

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2006.12.11 22:53:00 - [9]
 

I'm look for a in depth drop rate of salvable material to complete my guide. I have a good idea what npc faction drops what, but a drop ratio of materials and quantity would be very handy.

coldrieve
Posted - 2006.12.12 19:31:00 - [10]
 

can you tell me this...
when i destroy a rat, i close in and loot it.
then i turn my salvager on.
either i get something or it tells me that my attempt failed to salvage.
do you then say that the wreck has nothing or do i keep my salvager working to get the components?
because it has happened to me that i see that the attempted fail and i move to turn off the salvager and before i get a chance to, i see that it was able to get something from the wreck.

OldPueblo
Thunderwaffe
Goonswarm Federation
Posted - 2006.12.12 21:31:00 - [11]
 

Originally by: coldrieve
can you tell me this...
when i destroy a rat, i close in and loot it.
then i turn my salvager on.
either i get something or it tells me that my attempt failed to salvage.
do you then say that the wreck has nothing or do i keep my salvager working to get the components?
because it has happened to me that i see that the attempted fail and i move to turn off the salvager and before i get a chance to, i see that it was able to get something from the wreck.


You basically salvage it till it pops or you get something.

Shalia Ripper
Caldari
The Elevens
Posted - 2006.12.12 21:43:00 - [12]
 

Reading through the patch notes, I see no mention of being able to salvage rogue drones, faction navy and mercenary ships. All of which I have attempted to salvage with 0 success. I don't even bother trying at all anymore.

Salvage is a 3, so the skill should not be an issue.

Lyta Reimalken
Minmatar
No Fear Buccaneers
Posted - 2006.12.12 21:44:00 - [13]
 

Decent explanation, thanks :)
Could use some punctuation n stuff but the content is all there :) Now... to figure out how to get those thrice accursed fall-off rigs :P

Christopher Dalran
Gallente
Deadly Alliance
Posted - 2006.12.12 22:00:00 - [14]
 

Are you sure that training salvaging reduces the ammount of failed attempts you get?

With salvage 4 it seems i fail just as much as i did with salvage 1 meaning i often sit there fro 10+ attempts before it works, however on sucessful attemts I now get the "... but there was nothing to salvage" far less frequently than i did before.

Slevin Kalebra
Posted - 2006.12.13 01:51:00 - [15]
 

Edited by: Slevin Kalebra on 13/12/2006 01:51:30
T2 rig parts (undamaged components) also drop off the rare spawn npc rats e.g. Dread Guristas in belts - these spawn 'Commander' wrecks. They are harder to salvage than standard components too. I think they require salvage 3 or 4 (I had salvage 4 before I came across one though). They also seem to take longer to retrieve the components (if present).

Player ships do not always drop rig parts... in fact off the half a dozen or so player-wrecks I've salvaged so far I've yet to get anything other than metal scraps (and that includes the wrecks of frigates, cruisers and a battlecruiser) Mad

Leverton
Caldari Provisions
Posted - 2006.12.13 05:02:00 - [16]
 

Good guide.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2006.12.13 05:23:00 - [17]
 

"Q: So what's the point in training past level 1.
A: Less time wasted on failed trys – using more then one salvager also lowers time.

Q: Do all wreck have the same difficulty to salvage from.
A: Nope - T2 ship wrecks are more difficult to salvage from and your get a lot more failed attempts."


Actually, these two Q&As are linked together.
Each wreck has a "difficulty" rating that gets substracted from your salvager's success rate... NPC pirate frigates have almost no difficulty modifier (1%, maybe even 0%), NPC cruisers have a low (under 5% but above 0%) difficulty, T2 cruisers (player ships) have a difficulty between 10% and 14% (needs L3 salvage) and so on and so forth.
If your salvager "chance to salvage" is EQUAL OR LOWER than the wreck's difficulty, you will not be able to salvage the wreck at all... and you'll need to either train an additional salvage level, or fit salvage tackle rigs.

"Q: When you use more then one of the same rig do they get the extra stacking penalties ?
A: resistance no – weapons yes- A resistance rig only gets the halving penalty but not the stacking penalty, unlike modules."


Rigs are supposed to be stacking-nerfed WITH the modules, not separately.
At least, so it was stated by the devs.

If you don't get the resist rigs stacking-nerfed alongside resists modules, bug-report it... if you don't, somebody will, and it will eventually get "fixed" (when, now that's another story).

"Q: Do I have to rig my ship my self
A: No a professional rigger could do it for you"


Now, this one is pretty interesting.
You mean, you have tested it by rigging a ship and trading it to a player without any rigging skills whatsoever, and the ship got the rig bonuses (alongside maximum, non-reduced drawbacks, in case of rigs that HAVE drawbacks) ?
Hmmz, that's... at least a bit interesting, if nothing else.

Slevin Kalebra
Posted - 2006.12.13 12:38:00 - [18]
 

Originally by: Akita T
"Q: Do I have to rig my ship my self
A: No a professional rigger could do it for you"

Now, this one is pretty interesting.
You mean, you have tested it by rigging a ship and trading it to a player without any rigging skills whatsoever, and the ship got the rig bonuses (alongside maximum, non-reduced drawbacks, in case of rigs that HAVE drawbacks) ?
Hmmz, that's... at least a bit interesting, if nothing else.

I think this issue was discussed in the (now closed) Revelations Testing forum during the testing in the final stages of development.

IIRC you only need the rigging skills to fit the rigs. However as far as I know, the ship has to be active and the 'Fitting' screen open in a station, so the rigger is also going to need the ship type command skill in order to fit the rigs. So you could make and sell 'customised' ships to order (just remember not to repackage the ship after you rig it or you waste a lot of money). Or you could buy a ship, take it to a specialist rigger and have them fit it out for you if he has the correct ship skill. And you trust him not to run off with it.

Anyone else with the requisite ship skills can then fly it, however a pilot without the jury-rigging skill will get hit pretty hard by the negative effects of the rig (where applicable).

MacroKillerGirl
Posted - 2006.12.19 10:56:00 - [19]
 

from what i've seen if a ship/struct/drone doesn't have a bounty you won't get anything from it. thats why mission drones and navy ships don't drop anything. you'll probably find the big the bounty the better parts (but not sure)

Kara Gillquria
Posted - 2006.12.29 04:30:00 - [20]
 

This is very nice, thanks!

I am wondering, from what do I get to salvage Damaged Artificial Neural Network, and Melted Capacitor Console? is it from Player ships?

Esaka
Omega Fleet Enterprises
Executive Outcomes
Posted - 2006.12.29 04:55:00 - [21]
 

Originally by: Kara Gillquria
This is very nice, thanks!

I am wondering, from what do I get to salvage Damaged Artificial Neural Network, and Melted Capacitor Console? is it from Player ships?

MCC drop from Blood Raider, no idea about the DANN. A very good source is the salvaging db from http://eve.podzone.net/wsdb/ - doesn't seem to have anything listed for DANN as well though.

Ruth Menewai
University of Caille
Posted - 2006.12.29 07:40:00 - [22]
 

can anyone confirm/deny that the resist rigs work on capital ships?

Zakgram
POW ZAP THWAPP
Posted - 2006.12.29 21:31:00 - [23]
 

I'm a little confused about player ship salvage. I took a condor and self destructed it, then salvaged it but got nothing more than a metal scrap. I thought that was only supposed to happen on shuttles and the like, but this was a Caldari Frigate Wreck.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2006.12.29 22:27:00 - [24]
 

Probably because you self destructed it.
SD destroys all fitted items, makes some sense that it kills also any salvage.

BlueDiamond
Posted - 2006.12.31 10:08:00 - [25]
 

Awsome thread, should be a sticky

Saro Gunn
Posted - 2007.01.10 06:03:00 - [26]
 


I recently salvaged a corp mate's Dominix wreck and picked up no less than 14 Damaged Artificial Neural Networks.

Starlinger
Posted - 2007.01.10 09:11:00 - [27]
 

Originally by: CptEagle
Cud someone shed some light on this please?
Quote:
2006.12.09 18:40:09 Notify Salvaging the Caldari Elite Frigate Wreck is too difficult for you to be able to do.

Got this when trying to salvage a Manticore, I've got Salvaging lvl 2.


Needs Salvaging lvl 3 or at least Salvaging lvl 2 + rig "Salvage Tackle I".

Starlinger
Posted - 2007.01.10 09:21:00 - [28]
 

Originally by: Zakgram
I'm a little confused about player ship salvage. I took a condor and self destructed it, then salvaged it but got nothing more than a metal scrap. I thought that was only supposed to happen on shuttles and the like, but this was a Caldari Frigate Wreck.


I always got metal scrap from frigate wrecks and i don't pay attention more to its. Something useful may take only from bigger ships. Salvaging BS wreck for example require 60m3 of free space in cargo - it means that maximum that you can get from it is 60 units of salvaging materials.

Sadao
Minmatar
Sebiestor Tribe
Posted - 2007.01.10 09:29:00 - [29]
 

I got total of 85 rig parts from a freighter wreck, 65 specific rigs, 20 ciruits (dont remember the exact types I got).

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2007.01.30 17:47:00 - [30]
 

I have undated my guide and added patch notes. With the latest patch stuff hhad chnaged, so I would like to find out what the drop rates are and what npc leave salvageable materials.


Pages: [1] 2

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only