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The Definitive Guide to Pochven

Created and maintained by Ephriane Korasai


Last edit: 2021-11-27 20:00 New Eden Standard Time

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Latest Updates: Update in progress as of 11/27/2021!

Potential Future Updates:


TBA. Feature requests may be considered.

Introduction
Navigation (External)
Filaments
Wormholes
Navigation (Internal)
Structure Mechanics
Jump Clones
NPC Stations
Citadels
POS and POCOs
Life in Pochven
Properties of Pochven space
Exploration
Moon Mining
Planetary Interaction
Asteroid/Ice Belts
Ore Anomalies
Combat Sites
Ungated Anomalies
Gated Anomalies
Observatory Flashpoint
World Ark Assault Flashpoint
Stellar Fleet Deployment
Wormhole Combat Sites
Roaming Faction Fleets
Pochven NPC Quick Summary
Triglavian Collective LP Store
BonusWave Special Addendum
How much DPS does X site/fleet do?
Rolling Triglavian Wormholes
How to Get Standings
Trigs Ganked Me in Hisec, Wat Do?
Werpost/Gunstar Response Fleets
Avoiding Drifter Doomsdays
Potential Upcoming Changes
Additional Links and Contacts
CCP Articles on Pochven
External Links
Special Thanks
Comments? Corrections?
Disclaimers

Introduction

The domain of Pochven is a region of space (released on October 13th, 2020)


consisting of 27 systems that were conquered by the Triglavian Collective at the
culmination of Invasion Chapter 3. These systems have several unique mechanics that
this guide will attempt to detail. Things in this guide may change dramatically as CCP
updates, fixes bugs, or as we make new discoveries within the region. More details will
be added as they are discovered.

Navigation (External)

External navigation to and from Pochven is currently achieved by two methods:


Filaments and wormholes. Cynos and bridges are unable to be used to enter the region
(they may however be used to leave it). There is currently no way for any capital or
larger combat ships to move into Pochven from K-Space

Filaments

Filaments come in several varieties and each is available in 5 and 15-player


variants. Inbound and Outbound variants exist, with distinct types depending on the
possible locations you wish to land in. As with all other filaments, these are limited to
subcapital ships and subject to a 15 minute pvp logoff timer, with at minimum safety
orange to activate. Being in a fleet is required, even if it’s a fleet of just yourself.

For context, please refer to this Map (Unedited Link here, if the image is too
small) created by another player, which I have edited slightly for the purpose.
The varieties of Inbound Filament are:

● <System Class> “Pochven” filaments in 3 varieties - Home, Internal, and


Border, which take you a random Pochven system of the respective
classification.
● Cladistic <Krai> Filaments - Comes in Veles, Perun or Svarog flavours.
Takes you to a random system owned by the respective clade (think
constellations).

The two varieties of Outbound Filament are:

● Glorification “Devana” Filaments take you from Pochven to a random


“Triglavian Minor Victory” system, which are scattered widely through
empire space. There is also a 1-player version which is seeded in the
region’s npc markets.

● Proximity “Extraction” filaments - Exit to a nearby system in known space,


within 2.5ly. Actual physical location of Pochven systems is unchanged by
their separation from the rest of kspace, so tools like dotlan can be used to
accurately calculate filament jump ranges and eligible landing points.

Wormholes

Pochven has several unique wormhole types including inbound and outbound
holes. These wormholes work like any other wormhole mechanically, but there are a few
key differences.

The five classifications of Pochven wormholes share the following


properties:

● 1B kg mass limit
● The signature is located 70km from the wormhole itself. You can still warp directly
to the hole using a bookmark.
● 16 hour duration (C729 is 12 hours)
● Large size (C729 may also fit a bowhead, but no other caps)
● All inbound hole variants double as combat sites on both sides. This is expanded
upon later in the guide. Triglavians will occupy the origin (usually non-pochven,
refer to C729 for exceptions) side, while the K162 within pochven is invaded by
one of several factions based on the wormhole’s origin side classification. These
combat sites respawn/escalate a set number of times per hole and influence
additional roaming faction fleet spawns in the systems on either side of the
connection.

● C729: Empire -> Pochven Reversed (Inbound) Static

○ Appears in empire space, within 3 jumps of a given Pochven system


calculated based on its pre-invasion (now defunct) stargate connections.
By this method of measure, proximity of certain pochven systems can
occasionally cause this wormhole to create a Pochven-Pochven
connection instead. Certain systems that would otherwise be valid origins
(such as Jita, Rookie systems, and possibly a few others) are believed to
be exempt.
○ Regional Limit: One for each pochven system. This wormhole is “static”
and will always respawn if closed, although it’s the origin side that moves
around between systems (opposite of jspace statics). As with other
wormholes, it is the origin side that must be found first before the K162 will
appear
○ K162 Combat Site: Edencom
○ C729 Triglavian Combat site does not escalate.
○ See EM Pochven Entry Manual for a full list and data on valid origin
locations

● F216: Jspace -> Pochven (inbound)

○ Found in J-space (except C1). Can lead to any Pochven system.


○ K162 combat site: Sleepers and Drifters

● R081: Pochven -> C4 Jspace (outbound)

○ Found in Pochven, leads to a random class 4 Jspace system.


○ Speculation: Regional limit of 1. Respawn time unknown.

● U372: Rogue Drone Nullsec -> Pochven


○ Found only in Rogue Drone nullsec Regions, leads to random Pochven
system
○ K162 Combat Site: Rogue Drones

● X450: Pochven -> Nullsec

○ Found in Pochven, leads to any random nullsec.


○ Speculation: Regional Limit of 1

Navigation (Internal)

Internal navigation of the region is handled via Pochven Conduit Gates. These
are functionally stargates, with a few extra twists:

● Same ship restrictions as Hisec stargates - freighters are allowed, but no


other capital traffic.
● Stargates leading into “home” systems require 7.0 standings to use (note
that travelling from a home system is still unrestricted, so you cannot be
trapped in one.
● Gate has a large landing area after jump. Can be difficult to catch people
coming through with limited tackle.
● No gate guns
● Both edencom and triglavian forces are capable of roaming to the stargate
grid - those without positive standings beware.

Structure Mechanics

Structures and clones are handled a little differently in Pochven, in some aspects
similar to wormhole space.
Per the July Status Update, changes may be coming in the future to
Pochven structure mechanics.

Jump Clones

Much like wormhole space, it is not possible to have your medical clone in
Pochven, nor is it possible to jump-clone in or out. You may swap clones locally while
docked within Pochven normally at a Citadel with a clone bay active, or at an NPC
station (with some restrictions, covered below).

NPC Stations

With the release of Pochven, the Triglavian Collective has taken over all of the
existing NPC stations. If you had assets in there, they are safe - although getting them
out of Pochven could be an interesting challenge. Various services are offered at these
stations based on your standings towards the Triglavian Collective.

Minimum Triglavian Collective standings for Station Services:

● Docking: -0.05
● Market/Contracts: No Requirement
● Inventory Management: No Requirement
● LP Store: -0.01
● Fitting: 1.0
● Repair: 2.0
● Jump Clones (Swap Only): 3.0
● Reprocessing: 3.0
● Manufacturing: 4.0
● Corporation Offices: 4.0**

**Please note that the Corporation Office service uses corp standings to the Triglavians,
not personal character standings. These are viewable in the Corporation window and
based on an average of members’ individual standings, with some exceptions.

Citadels

Most existing citadel operations are unhindered by being in Pochven. Pochven is


considered a nullsec region, and thus citadels may be fit with a PDS.

New citadels cannot be anchored in Pochven. It is unknown if this will change in


the future. Additionally, you cannot construct capital ships, although building freighters is
permitted (bearing in mind only the bowhead is normally capable of leaving the region
after)

Reinforcement timers follow the wormhole standard of minimum 1 day for armor,
minimum 1.5 (so typically 2 days) for hull. There is no asset safety in the region.

POS and POCOs

A new POS control tower or modules cannot be brought online. Any remaining
existing ones are non-functional
You need to have Corporation standings of at least 1.5 with the Triglavian
Collective to anchor a POCO.

Activities in Pochven

Properties of Pochven space

At present, there are a handful of PVE activities available in Pochven. It is


possible that CCP may add more over time.

Pochven is often covered by the weather effect “Dazh Liminality Locus”. This is
due to the destructible beacon of the same name located within each system,
which respawns after a time. (Thus it is possible to temporarily remove the
effect). The beacon effects are as follows:

● 25% bonus to remote shield boost and armor repair


● 30% warp speed penalty
● 50% maximum locked targets penalty

Pochven space generally follows typical Wormhole combat rules - Local is


Delayed (you only appear if you talk). You will disappear from local if you speak and
then jump out of the system (seemingly by any means). Bubbles, booshes, and bombs
are all permitted, though deadspace grids may have their own restrictions.
Exploration

Cosmic Signatures in Pochven are usually wormholes, however you can also find
the Overmind Nursery Grove exploration site, which contains some of the new capital
components. Initial testing suggests the value of this site is very low.

Mining

Moon Mining

New structures cannot be anchored and while moon probes can be launched
they come back with empty data. Existing moon drill-equipped Athanors remain
operational and those moons contain the same resource classifications (R4, etc) as
prior to being part of Pochven, barring any general changes to moons by CCP.

Asteroid/Ice Belts

Not present in the region. Refer to Ore Anomalies below.

Ore Anomalies

Various new ore anomalies exist within Pochven. These ore sites contain varying
quantities of Abyssal ores (Talassonite, Rakovene, Bezdnacine), as well as Spodumain.
The Home Mineral Field anomaly (unique to “Home” systems) also contains Mercoxit.
Please note these ore anomalies are deadspaced. As of the July 2021 change to
Roaming Npcs, ore anomalies are no longer a valid warp location for npc factions.

Please note that upcoming industry changes may affect the accuracy
section. At the time of this writing, the main confirmed change is that abyssal ore
will be receiving compression capability in early 2022.

Planetary Interaction

PI is intact and is comparable to other nullsec regions. Please refer to our


structure section about POCO anchoring restrictions.
Combat Sites

There are several flavours of combat anomaly in Pochven. Most of these are
unique to the region, though some share a variant with K-space minor victory or
edencom fortress systems. All pochven anomalies (as well as the wormhole combat
sites) use a curved payout system where having a certain optimal number of pilots will
max out the total isk paid, while having too many or too few pilots will net you less total
money. For all sites you MUST be in a fleet to get paid, even if it’s a fleet of one.
This is due to a mechanics change when ccp killed the controversial behaviour known
as “krabsliding” at the end of summer 2021.

Ungated Anomalies

There are four types of ungated anomaly in pochven

● Torpid Sleeper Hive


● Convocation Watchpost
● EDENCOM Scout Fleet
● Incipient Drone Swarm

These sites pay out around 20-25 million raw isk (as in, directly to wallet) if you
bring 3 pilots. Each is broadly similar to the old “emerging conduit” site in style - a
grouping of asteroids with waves of hostiles spawning in the centre. These sites do not
have static waves or triggers, instead having a “budget” of spawns on each wave that
will be filled randomly from among all eligible NPCs, such that you might get larger
waves of weaker ships or fewer but more powerful ones, or anything in between.
Difficulty varies wildly based on faction - Drones are quite easy, while sleepers are by
far the most dangerous. Loot also varies wildly, but generally the triglavians or the drone
capitals are the most worth looting and/or salvaging. After several waves of enemies,
you will receive a payout signifying the end of the site and any remaining enemies
should warp off. The triglavian site also gives DED LP.

There are also 3 types of gated combat anomalies. In all 3 cases, the entrance room
with the gate is a valid warp point for roaming NPC factions, so beware the potential for
a drifter surprise party.
Gated Anomalies

Observatory Flashpoint

The Observatory Flashpoint (often referred to as observatory, obs, or dread site) is the
breadwinner of the region. There are 3 of these sites scattered through pochven at any
one time. It is worth noting that a kspace variant exists, (of which there are two up at a
time scattered throughout Edencom Fortresses) which involves shooting the triglavians
instead. The entrance room is deadspaced may need to be cleared to unlock the gate
(though the npcs often do that for you). It is imperative that players with Negative
triglavian standings do not enter the site, due to the zirnitra as mentioned below. The
optimal number of pilots is 15. Note that once the site has been warped at least once, a
system wide beacon will appear in overview. Once the site is cleared, it will respawn
more or less instantly within a random Pochven system.

Inside the site proper, you’ll first fight two waves of high tier edencom rats. Since
these are amarr edencom rats, you can expect guidance/tracking disruption,
em+thermal damage, and heavy neuting - which may be a concern for shield fleets.
Once the second wave is destroyed, the Imperial Navy Revelation will spawn at a
random distance and direction (up to 80km away, generally). Upon landing, the dread
will join the fight and new waves of subcap rats will continue to spawn over time. The
dread will choose it’s primaries independently of the rest of the site - logi beware. The
dread has a low fire rate with high alpha and great tracking, so exercise caution and
broadcast early. After a few minutes, the dread will enter siege and dramatically
increase it’s damage output. If left alive for too long, the dread will “route additional
power to its siege module”, which is sometimes referred to as super siege. A super
sieged dread can easily volley battleships off the field, so it is imperative to destroy
the dread as quickly as possible before this happens.

Once the dread is destroyed, the main observatory structure becomes


destructible. At this time, two beacons also activate which provide a massive 100%
damage boost for ships within 5km. Use the damage boost to burn down the structure.
Note that the dread wreck contains a key item which will open the cache at the end of
the site for additional loot. This wreck also has a large radius warp disruption aura, so
consider shooting the wreck once you loot the key. A triglavian Zirnitra will also spawn
and usually helps destroy the structure (though it may shoot rats instead, and can target
players with negative triglavian standings which will ruin your day). Note that once the
dread spawns, you should not waste time killing edencom subcaps as they do not
progress the site, they are simply extra damage to be tanked (although clearing tackle
rats is often still a good idea if you think you might be visited by other player fleets).
Once the structure dies, you will be paid out up to 3.5 billion isk split amongst the
fleet depending on pilot count. The remaining rats will warp off in short order, and you
will be able to open the cache that spawns which contains a container item of loot that is
traded for zirnitra related skill books and blueprints at the triglavian LP store. I don’t
advise opening the looted container in space, the contents are bulky. With sufficiently
high dps, it is possible to run this site in around 12 minutes plus travel time.

World Ark Assault Flashpoint

The World Ark is almost the polar opposite of the Observatory in terms of where
the value of the site lies. Unlike the observatory which is almost exclusively raw isk, the
world ark’s primary value is in loot and salvage of triglavian components and is the
primary (sole?) source of triglavian officer modules. There are three of these sites up in
Pochven at a time (one of which will always spawn in a home system). The optimal
number of pilots is believed to be 15, but this is a bit less important when most of the
site value is looted items. The exact respawn time is unknown, but it’s fairly quick. Note
that like other sites it may respawn in a different system within the region.

Once you enter the site proper, destroying the initial spawn will trigger the site.
After that, anybody that arrives late on the ark grid will take a small burst of damage
upon landing. Though trivial to larger ships, untanked frigates can be killed by this
damage (around 2k). This site then begins with several waves of mostly hospodar (elite
tier) rats, which you should be able to clear before the next one spawns unless you are
very slow. After several waves, you will get a huge wave of zorya’s rats and special
deploying kikimoras. These kikimoras are high priority targets because they drop a
number of different annoying collideables, detailed below:

The site additionally contains Werpost sentry guns, which respawn several
minutes after being killed. From this wave onward, periodically a field effect subpylon
will be created. This pylon has 130k ehp and places substantial disruptive effects on
nearby pilots, as follows:
From this point, the site escalates with increasingly powerful and frequent waves.
Should you manage to get through all the waves, there will be an awful lot of high tier
triglavian wrecks to loot and several caches of loot will appear that you need to shoot.
The world ark has a pretty neato jumping-out animation, too. Once you see the caches,
the site is over and triglavians will begin to warp out shortly. You will also receive an isk
payment and a goodly chunk of DED LP.

Stellar Fleet Deployment

The stellar fleet deployment site is the odd duck of the gated bunch. It’s payout
value is relatively low (around 100m total is reported). The gate is restricted to t1
cruisers and below. Do note that the deploying kikimora variants from the world ark are
also present here. The site is centered around the Dazh Liminality Locus (which is the
destructible beacon providing the local weather effect that is removed if destroyed). The
site is believed to respawn in 5 to 6 hours, which will reinstate the beacon and weather
effect. This site also awards DED LP

Wormhole Combat Sites

Wormhole connections to Pochven double as combat sites. Upon completion, a


payout will be triggered for those on grid who have participated (requires aggression,
logi may need dps drones to be counted).

These sites have up to 3 stages, each of which involves fighting rats until a payout
triggers. Upon completion, the site will escalate to the next stage after one hour, with 3
stages total. (C729 triglavians appear to only get one stage and do not escalate). Each
represents a fairly dramatic increase in both number and quality of rats and has
additional effects on the system itself. Optimal pilot counts for each escalation of the site
are not known at this time. Payouts for successive escalations ramp up substantially,
but overall the value is pretty low for the difficulty/time investment. Exact isk figures are
unknown at this time. In addition to this, the wormhole will trigger additional roaming
fleets of npcs within the system based on the level it is currently escalated to.

Roaming Faction Fleets

When an inbound Pochven wormhole connection is open, roaming fleets are


triggered. What is more, the roaming fleets scale with the current stage of the wormhole
combat site. Roaming fleets have a 20 minute respawn timer, but a level 1 roaming fleet
will not respawn if killed once level 2 is triggered, and so on. Much like the site itself, the
tier and quantity of rats in these fleets will scale with the stage of the wormhole site, as
well as apparently the number of simultaneous fleets.

A stage one wormhole appears to be limited to a single roaming fleet active at a time,
while as many as 3 distinct roaming fleets have been seen in a system with a single
wormhole currently escalated to level 3. Much like the combat site, these fleets can be
extremely dangerous at higher escalation levels. Completing the stage 3 combat site
appears to have no further effect - roaming fleets will remain at the stage 3 values for
the lifespan of the wormhole. Because you can potentially have multiple connections to
a single system, you can sometimes see an extremely large number of npcs. These
roaming fleets are capable of warping to various entities within the system, as follows:

All roaming faction fleets are capable of warping to the following:


● Planets
● The Sun
● Gated Anomalies (the entrance room)

Only Edencom and Triglavians will land at NPC stations and Stargates. Since the July
2021 patch, roaming faction fleets of any kind will no longer warp to Ore Anomalies.
Note that the origin side of the hole will have triglavian roaming fleets, and that there are
usually local triglavian roaming fleets buzzing around Pochven systems at any given
time.

These fleets are all hostile to each other’s factions, and they can and will blissfully
create giant wreck fields with their battles, an opportunity for newer and low skill
characters to earn some salvaging and looting income. Edencom will engage you only if
you have negative standings or otherwise annoy them. Triglavians will engage you at
zero standings, but not if you have any positive number subject to the same
restrictions.. There is a longstanding known bug that causes NPCs to sometimes
shoot friendly ships of their own faction (occasionally including “friendly
players”, regardless of standings, where applicable)

Pochven NPC Quick Summary

Increasing tiers of each faction generally provides a small to moderate damage


increase and a substantial ehp increase. Ewar and repair effects may also become
stronger. For a listing of all rats with exact stats, visit https://edencom.space/npcs.php

Triglavians:

Naming Schema: <Tier> <Role> Ship

● Difficulty Tier (Ascending): Raznaborg, <unprefixed>, Hospodar, Zorya’s


● Tackle role prefix: Anchoring
● Remote Repair role prefix: Renewing
● Roles for nearly every form of ewar.
● Susceptible to being sniped from a safe distance.
● Standings Boost to Edencom and Penalty to Triglavians when killed.
● Source of inbound filaments, especially cladistic ones
● Source of components for t2 triglavian ship construction
● All units deal Thermal/Explosive damage, but some low tier and many
high tier units also have supplementary EM+Kinetic missile damage.
Thermal is the most effective against them, followed by explosive.

Sleepers:

● Sleeper Difficulty Tier (Ascending): Faded, (no prefix), Aroused.


● Tackle Sleepers: Watcher, Warden, Sentinel
● Sleeper damage is split between guns and missiles, giving them a
somewhat uniform profile that may skew to either EM/Therm or Kin/Exp
depending on which ones spawn. Sleepers have uniform omni tank.
● Sleeper battleships can be out-ranged with extreme sniping fits, drifter
battleships cannot.
● Drifter doomsday weapons fire at their current target when the blue
overshield is depleted (You will also lose lock-on when this happens). The
cruiser DD takes 3 seconds to spool, the battleship 5 seconds. DD
damage ranges from about 80k to 512k damage, depending on the size
and tier of the ship. All drifters can scram, web, and neut, but they tend
to orbit at long range
● Drifters without Doomsdays: Drifter Scout Cruiser (Agreus Tyrannos),
Drifter Raider Battleship (Orpheus Tyrannos). All other Pochven Drifters
have doomsdays and should only be engaged with utmost caution
and a solid plan.
● Drifter Difficulty Tier (Ascending): Scout Cruise/Raider Battleship, Assault
Cruiser/Strike Battleship, Navarkos Cruiser/Polemarkos Battleship.
● Drifters have very high dps compared to most other npcs, and deal
uniform omni damage. Though the cruiser shields are weak to thermal,
EM is the strongest against their armor where most of their hp is.
● Boosts to both Edencom and Triglavian standings when killed. Penalty to
Drifters standings, which currently has no effect. Drifters themselves are
the highest standings-value kills in the region, especially the top tier ones.
● Not much in the way of valuable loot (may be unintended).

Rogue Drones:

● Drone Difficulty Tier (ascending) Phase I through IV, Any Battleship, Any
Carrier, Supercarrier. Note that the supercarrier does not have a gun at all,
and instead will summon swarms of small drones periodically.
● No tackling variants.
● Extremely fast lock speed (>2000 scanres), high max velocity and
supreme agility. Very good at decloaking because of this, or locking you
before you cloak up if you’re slow to react. Use caution when in untanked
ships.
● Easiest kills in the region but also the least rewarding. Small drones melt
to smartbombs, while battleship size and larger drones are mostly just low
dps hull bricks.
● Extremely small standings boost to both Edencom and Triglavians when
killed. Penalty to rogue drones standings.
● Capitals have pretty decent salvage values (rng is a factor)

Edencom:
● Difficulty Tier (ascending): Scout, (No prefix), Elite, <Factional> [Presiding,
Executive, Chief, Exalted].
● All rat capabilities are more or less in line with the player versions of ships
in terms of ewar, tackle and logi.
● Damage and tank varies by faction. Note that it is not necessarily
consistent with faction police or faction mission rats, so you should check
the aforementioned link for specifics.
● Fleets generally consist of one or a pair of factions (Caldari+Amarr or
Gallente+Minmatar)
● Susceptible to being sniped from a safe distance.
● Standings boost to Triglavians when killed, penalty to Edencom.
● Source of extraction filaments

Triglavian Collective LP Store

Each Clade of the Triglavian collective maintains its own LP store, each of which
appears to have the same offerings and can be accessed from the appropriate stations
in their respective areas of Pochven. It is worth noting that there actually is no “LP”
for the Triglavian Collective - Instead, all items on the store are bought with a
combination of isk and items that are dropped as loot or salvage from nearly all
rats within Pochven. Everything within pochven can drop Interstellar Navigation logs,
which are the primary trade-in resource. Different Pochven rats also drop the
supplementary trade-in resources, though many of them are currently far too rare or not
actually dropping at all.

There are no additional requirements to use the store beyond the minimum
standings threshold to dock as mentioned earlier regarding NPC stations: -0.01 (which
is below the default for players who have had no previous interaction with the faction).

The Triglavian LP store contains many Triglavian themed items including (but not limited
to):

● BPCs:

○ All T1 Disintegrator Ammo Including XL


○ All T1 Triglavian Ships including the Zirnitra
○ Zirnitra-related Capital Components (Capital Absorption
Thruster Array, Capital Radiation Conversion Unit, Capital
Ultratidal Entropic Mounting, etc)
○ All T1, Meta and Faction Disintegrators including T1 XL
○ T1 Entropic Radiation Sink (Meta, Faction missing)
○ All T1 and Meta Mutadaptive Remote Armor Repairers
○ All Grades of the “Mimesis” Implant Set (+Disintegrator Max
Damage Spool and Total Spool Cycles)

● Skill Books:

○ All size classes of “Precursor” Ship including Dreadnought


○ All size classes of “Precursor Weapon” including Capital*
○ Rakovene, Talassonite, and Bezdnacine Reprocessing
○ Triglavian Quantum Engineering and Trigvlavian Encryption
Methods (Industry/Invention)

*Does not include weapon specialization (T2) books


which drop in abyssals.

● Other Items such as (but not limited to):

○ Datacore - Triglavian Quantum Engineering


○ Triglavian Capital Construction Materials (Capital Trinary
State Processor, Capital Zero-Point Field Manipulator,
Capital Singularity Radiation Convertor, etc)

Incursions (Rare)

Although rare, it is possible for Nullsec incursions to spawn in a Pochven


Constellation. This shouldn’t be considered consistent by any means. At the time of this
writing, it has happened once in just over a year of Pochven existing.

BonusWave Special Addendum


How much DPS does X site/fleet do?

The danger level of npc fleets in pochven can vary immensely depending on the
factions involved. If you have a dscan filter that shows pochven rats, you can use this
tool to get a quick summary of their capabilities including total dps (and type spread),
ewar types on field, doomsday presence, etc.

Rolling Triglavian Wormholes

All triglavian wormholes are a max mass of 1 Billion kg and can be rolled like
other holes of that size. Do be aware that the wormhole combat site NPCs are going to
interfere with your attempts to burn back to the hole, however - if you are not (or cannot
be, in the case of sleepers/drones) neutral to them, you may need to clear some of the
rats off the hole first.

How to Get Standings

The primary method of gaining standings with the Triglavian Collective is by


destroying ships that the Triglavians are hostile to. Within Pochven, this means
everybody that is not them. Because of the way CCP’s standings mechanics work, the
fastest possible way to get standings is to do laps of the region, killing at least one rat
from any relevant faction in each system. This is because standings gains are
calculated per 15 minute time window, and include only the highest value kill per
system, per faction. They are not cumulative, and clearing an entire fleet will net you the
same standings as killing just the best rat and moving on.

Werpost/Gunstar Response Fleets

TLDR: Attacking a werpost or gunstar will trigger a lethal response fleet of elite
rats with diamond-like AI and will be large enough to easily vaporize a well tanked
battleship without substantial logi support.

Entropic Disintegrator Werpost and Edencom Gunstars are static turret


emplacements that can be found in Pochven and former Invasion systems around
empire space. They are placed by their respective faction’s haulers that may be spotted
in space: the Dazh Potremba/Stribozha/Koliada and the Edencom Fortification Orca.

They may be placed anywhere that the relevant faction’s fleets can warp. The
haulers have a moderate escort which may call in additional reinforcements if not dealt
with quickly enough. Left to their own devices, you’ll find your space littered with friendly
and not-so-friendly turrets.

The turrets themselves are not a massive threat - they have low scan res and are
only a problem if there is hostile tackle on grid. Depending on model, they deal 200-500
dps. If the loot tables have not changed since the invasion, gunstars drop “edencom
blue loot” for construction of edencom ships and their modules, while werposts drop
nothing at all.

Avoiding Pochven Drifter Doomsdays

TLDR: If its name isnt Agreus or Orpheus then you should make like a tree
and fuck off, unless you are very sure of yourself.

There are a few things you should know about drifter doomsdays:

● Which Pochven Drifter ships have them:


○ No Doomsday - Drifter Scout Cruiser (Agreus), Drifter Raider Battleship
(Orpheus)
○ Yes Doomsday - All other Pochven Drifters.
● How hard does it hit:
○ Hard enough to kill you 99% of the time. The weakest is maybe 96K split
omni-damage. The strongest is 512K split omni damage.
● Can you Outrange it?
○ Not if you want to shoot back. (250km Optimal +250 Falloff)

When a drifter’s blue overshield is depleted it will briefly become unforgettable,


dropping your locks. After 3 seconds (5 if it’s a battleship), it will fire it’s DD and your
fleet’s lucky winner will be greeted with “pod ejected”.

For those of us who find that ending less than satisfying, there are at least a few
known ways to avoid it:

● You can sig tank the dd if you are small enough, close enough, and fast enough.
This can be difficult
● Drifters tend to have a logi boner, and the dd targets the current primary usually.
You can use this to your advantage
● The drifter is susceptible to ewar, but you will need to be on the ball to relock it
fast enough if you want to slam it with TD (because of the locks dropping at the
spool start). You probably can’t stop the cruiser this way sjust due to the shorter
spool (3 seconds) and smaller sig radius.
● You can be aligned out and just warp off. I’ve personally used this one many
times.
● Lastly, you could just tank it like the bad-ass memefitting boss you are. It’s
entirely possible to memefit Nestors, Command ships, and certain battleships
with enough raw armor and resistance buffer to survive a 512k raw damage blast
to the dome. Hilariously expensive, wildly impractical, and totally unviable - but
what’s life without a little meme right?

Potential Upcoming Changes

DISCLAIMER: This section is for potential changes spotted on Sisi or


hinted at by communications through devs/csm/etc. There is absolutely no
guarantee that these changes will go live in this or any other fashion, so if you
base future plans on information in this section, that is at your own risk.

Per the July 2021 status update, possible changes to pochven’s structure mechanics
and reward systems may be in the works.

● Triglavian “abyssal” ore compression is coming in early 2022.

Strings for additional tiers (speculated to be tier 2 and 3) of factional combat sites were
added to Tranquility in build 1860847. As nobody has recorded them spawning, they are
either unfinished, unimplemented, or both. Evidence suggests Each was a copy-paste
of the original Emerging/minor/major conduit sites or Edencom Forward Post/Staging
Area/Field Base sites. Whether these sites are ever planned to be added now is
unknown. These “missing” anomalies are in two tiers. While I am inferring their difficulty
based on the tier of invasion sites they replaced, the naming seems to coincide with this
as I would expect. Oddly, the rogue drones are seemingly missing one site, or at least I
could not find a second one for them in that build and havent noticed anything since.

Suspected Tier 2 Factional sites:


● Restless Drifter Hive
● Edencom Expeditionary Force
● Triglavian Barracks
● Hegemonising Drone Swarm
Suspected Tier 3 factional sites:
● Insomnolent Drifter Hive
● Edencom Campaign Group
● Triglavian Proving Field

Additional Links and Contacts

CCP Articles on Pochven

● Triglavian Space
● The Conduit Loop
● Triglavian Space Filaments
● Triglavian Wormholes
● Update on the Triglavian Invasion (Nov 6/2020)

External Links

● EM Pochven Entry Manual contains a full list of valid Kspace C729 spawn
locations with graphical maps of the immediate vicinity.
● Eve-Uni’s Pochven Guide
● ARC’s Drifter Doomsday Manual (PDF)
● Kybernauts Guide to Pochven

Special Thanks

● Elsebeth Rhiannon, who helped immensely with fact checking and maintaining
the guide for several months following initial release.
● Members of Goryn Clade and Lux Invicta, for providing a much larger dataset
verifying the suspected behaviours of C729 wormholes than I and others
assisting me could have reasonably compiled in a short time.
● Any others not explicitly named herein who have contributed or corrected
information for this guide.
Comments? Corrections?

Do you have additional information you can supply, constructive feedback or


corrections to suggest, large sums of ISK you don’t have any real use for, or just want to
help me test things? Reach out to Ephriane Korasai on the PraiseZorya discord or
in-game.

Disclaimers

The author receives no tangible benefits - financial or otherwise - for any clicks
on this guide. This includes links to the guide itself and any external links. Eve online is
the property of CCP games. All other resources linked or referenced in this document
are the property of their respective owners. This guide is and will always be free to the
public. You may freely reference or redistribute this guide in whole or part provided you
credit the original author, Ephriane Korasai.

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