WH-1 Pilot's Handbook
Wormhole space · Rev. 3 · checked Oct YC128
Handbook WH-1 · for pilots new to wormholes

Wormhole
Space

J-space has no Local and no gates, and the way home changes every day. This handbook covers what to know before your first jump. Read it through once, then keep it open while you fly.

Applies to
All pilots, any corp
Units
Mass in M kg (millions of kg)
Revision
3 · October YC128
Ground truth
If Show Info disagrees with this page, Show Info is right.
Before every jump
  • D-scan.
  • Show Info: mass and time.
  • Bookmark both sides.
  • Know the way home.
1

J-space basics

1.1

Wormhole space is called J-space because every system is named like J123456. The rest of New Eden is K-space, for known space. Six differences matter.

1.2

There is no Local. Pilots in system stay hidden until they speak. The directional scanner (d-scan) is how you see who is around, so press it every few seconds and every time something changes.

1.3

There are no gates. Systems connect through wormholes, found by probing cosmic signatures. Connections change daily, so yesterday's route home may be gone.

1.4

Every hole dies. A wormhole collapses when it runs out of time or mass. Each jump uses up some of its mass. If it closes while you are on the far side, you are stranded.

1.5

Statics and wanderers. A static always leads to the same class of space and respawns as soon as the old one dies. A wanderer is a random extra connection that may or may not appear.

1.6

K162 is the exit side. K162 marks the far end of any wormhole; its real type shows only from the side that spawned it. A new K162 in your system means someone elsewhere just warped to a hole that leads to you.

1.7

Sleepers fight back. J-space NPCs remote-repair each other, neut, switch targets and hit hard. System effects (chapter 4) apply only to player ships, never to Sleepers.

2

System classes

2.1

Higher class means tougher Sleepers, better loot and larger holes. The class of the system on the far side shows in the wormhole's Show Info.

ClassStaticsStatic leads toLargest ship via staticNotes
C11High, low or nullBattlecruiserQuiet; good for learning solo. Every hole into a C1 is medium-sized, so battleships (except the Nestor) and capitals cannot enter.
C22One K-space, one W-spaceBattleshipBusy and popular with small groups.
C31High, low or nullBattleshipGood income for small groups. Always one K-space static, so a C3 is a dependable way out to empire.
C42W-space onlyBattleshipNo static to empire. Since September 2025, rare wandering holes to high, low and nullsec can appear.
C51W-spaceCapital if the static goes to C5/C6Capital escalations; big groups and dreadnoughts.
C61W-spaceCapital if the static goes to C5/C6Hardest content; the largest wormhole groups.
2.2

Special space. C13 shattered systems (frigate holes only), Thera (a hub with Sisters of EVE stations and many K-space links), Drifter systems and Pochven. Treat all of these as hostile until you know better.

3

Reading a hole

3.1

Right-click the wormhole and choose Show Info. The type code, for example C247, gives destination and limits. The colour-coded lines below it give mass and time remaining.

3.2

Size. The colour of the glow (aurora) around the hole shows the heaviest single ship it will pass.

AuroraMax per jumpPasses
Royal blue5M kgFrigates and destroyers. Scouts get through; the fleet does not.
Teal62M kgUp to battlecruisers, strategic cruisers and industrials. The Nestor is the only battleship that fits.
Grey375M kgAll subcapitals, including rolling battleships with a 100MN prop running.
Yellow / orange1,000–2,000M kgFreighters and capitals. Certain C5, C6 and K-space holes only.
3.3

Mass remaining. Three states, shown with the Show Info wording.

3.4

Time remaining. Most holes live 16 or 24 hours, frigate holes 4.5, a few 48. The time shown is the earliest the hole can close.

3.5

Total mass is approximate. Each hole spawns with 90% to 110% of its listed mass, so nobody knows exactly how much is left.

3.6

Polarisation. After a jump you cannot make the same jump in the same direction for 5 minutes. Out and straight back is fine; out, back and out again is not. The timer sticks to the pilot, so swapping ships does not reset it.

3.7

Fresh signatures are closed. A new signature has no K162 on the far side until someone starts a warp to it. Starting that warp opens it for both sides.

Caution
Do not warp to a new signature "just to look". You may open a way in for people who could not reach you before.
4

System effects

4.1

Some systems orbit a special star that changes ship stats for every player in system. A C6 effect is about three times a C1: a Pulsar adds 30% shield HP in a C1 and 100% in a C6. Hover the effect icon at the top left of the screen for exact numbers.

EffectRaisesLowers or worsensFavours
Pulsar
  • + Shield HP
  • + Capacitor recharge speed
  • + Neut and NOS drain
  • − Armor resists
  • − Larger signature radius
Shield ships, neuts
Wolf-Rayet
  • + Armor HP
  • + Small weapon damage (very large)
  • + Smaller signature radius
  • − Shield resists
Armor, frigate-size guns
Magnetar
  • + Weapon damage
  • − Missile application (bigger explosion radius)
  • − Turret and drone tracking
  • − Targeting range
  • − Target painter strength
Close-range brawling
Cataclysmic Variable
  • + Remote armor repair
  • + Shield transfer
  • + Capacitor capacity
  • − Local armor repair and shield boost
  • − Slower capacitor recharge
  • − Remote capacitor transfer
Logistics fleets
Black Hole
  • + Ship velocity
  • + Missile velocity and explosion velocity
  • + Targeting range
  • − Inertia (slower to align)
  • − Stasis webifier strength
Fast kiting
Red Giant
  • + Overheat bonus strength
  • + Smartbomb range and damage
  • + Bomb damage
  • − More heat damage to modules
Overheating, bombers
Note
Effects apply only inside that one system. Jump out and you get the next system's effect, or none. A fit that is strong in one hole may be weak two jumps away.
5

Code lookup

5.1

Enter the code from Show Info, or filter by class. Total mass varies ±10% around the figure shown. Statics in C4–C6 that lead to C4–C6 can also turn up elsewhere as wanderers.

CodeKindFound inLeads toSizeTotalPer jumpLife
6

Rolling

6.1

Rolling is collapsing a hole on purpose with mass so a new static spawns with a new neighbour. Groups roll to find targets, find a better route out, or close the door on hostiles.

6.2

Out light, back heavy. Plan the jumps so the hole dies on the return trip, with the roller on your side.

6.3

Hot and cold. Hot means the prop module is on and adding mass; cold means it is off. A Higgs Anchor rig doubles ship mass and a 100MN afterburner adds 50M kg, so a rolling battleship is about 200M kg cold and 300M kg hot. Check your own fit.

6.4

Check after every jump. When Show Info turns to reduced, slow down and re-plan. When it turns to crit, only the planned final jumps happen.

Warning
A roller caught on the far side of a collapsed hole is usually a lost ship. Get eyes on the far side before anyone jumps out.
Mass log example plan loaded
#DirShipMassTotal
Presets are rough. Use the mass from your own ship's Show Info.
Expected state
Stable
0critreducedmax
Mass used
0
Left, at listed mass
0
Left, ±10% range
0
Roller is on
Your side

Hatched area: the uncertainty from spawn mass. Show Info outranks this estimate.

7

Staying alive

Warning
Never go deep through a crit or EOL hole. If it closes behind you, getting home can take hours, or not happen at all.
7.1

Spam d-scan. Every few seconds, whatever you are doing. Probes, combat ships or a new wormhole on scan mean pay attention now.

7.2

Bookmark every hole you use. Both sides, with names a corpmate can read. Bookmarks are your way home.

7.3

Map the chain. Use a mapper such as Pathfinder or Tripwire and mark which holes are reduced, crit or EOL.

7.4

Carry probes on anything that could be stranded. A core probe launcher, or a mobile depot to refit one, turns "stranded" into "late home".

7.5

Watch for new signatures. A new sig where you are working may be a fresh connection with hostiles behind it. Scan it or leave.

7.6

Use the jump cloak. You stay cloaked after a jump until you move or the timer ends. D-scan and look at the grid before you commit.

7.7

Fly what you can replace. Anything you undock can be lost. Leave expensive implants and hulls at home until you know the space.

7.8

Say what you see. If you fly with others, call new holes, ships on scan and anything odd. Too much information beats too little.

8

Glossary

Anom
A site that shows without probing.
Chain
The systems connected to your home right now.
Crit
Under 10% mass left. Any jump might close it.
D-scan
Directional scanner.
Effect
System-wide stat change from the local star.
EOL
End of life: under 4 hours left.
Frig hole
5M kg limit; frigates and destroyers only.
Higgs
Higgs Anchor rig. Doubles ship mass.
Hot / cold
Jumping with prop on (heavier) or off.
J-space
Wormhole space.
K-space
Known space: high, low and null.
K162
The exit side of a wormhole.
Mapper
Tool that tracks the chain and bookmarks.
Polarised
On the 5-minute timer after a jump.
Reduced
Under 50% mass left. Also "destab".
Roll
Collapse a hole with mass so a new one spawns.
Shattered
Odd J-space systems; C13s take frigate holes only.
Sig
A cosmic signature that needs probing.
Sleepers
J-space NPCs; their salvage builds T3 ships.
Static
Connection that always exists and respawns at once.
Thera
Large J-space hub with many K-space links.
Wanderer
Random extra connection beyond the statics.