Important Note: Remember to always take Probes with you when traveling through Wormholes, as the only secure way out of a Wormhole Space leads through another Wormhole; well, there is a second way technically, but it involves dying or self-destructing... Still, it is a good idea to create a Waypoint close to a Wormhole after passing through it (the Wormhole will possibly collapse or relocate before we manage to get back to it, but for a limited time, it is another way out).
As established in the Search and Identification chapter, Wormhole space can be a very dangerous place. In order to increase your chances of survival and making a profit out of your expedition, you should consider following the below-described hints:
- You should activate your Cloaking Device immediately after entering the Wormhole Space. This will increase your survival chances considerably, and make avoiding hostile Pilots much easier.
- Do not, under any circumstances, use the Local Chat, as using it will alert all other Pilots present in your Wormhole Space to your presence. Most of the players met on the other side of Wormholes will prove to be hostile, so staying under their radar is more than recommended.
- Use the Directional Scan every few seconds in order to avoid any unpleasant surprises. Doing this will let you gather a lot of intelligence about your new surroundings; any Player Structures, and Wrecks might mean that there are other Pilots nearby. Important Note: Directional Scan will not find Vessels with active Cloaking Devices.
- Be aware that although unclaimable, Wormhole Space can be inhabited by Players that treat it as their own, which generally means that they will shoot you on sight. This means that avoiding any Player Structures is a good idea.
During your journeys through the Wormhole Space, you will stumble upon various, W-Space specific "System Effects" which will affect your ship's modules and/or statistics. There are a total of 6 of these effects, and every one of them has its unique properties (these properties get stronger with increasing W-Space Class number, which means that their effects will be strongest in Class 6 Systems) which when utilized properly can swing any Wormhole Space engagement in your favor:
Pulsars are star-like objects which emit very powerful electromagnetic beams. They will Increase your Shield Capacity and Signature Radius, Decrease your Armor Resists, Lower your Capacitor Recharge Time, and improve NOS and Neut Drain Amount.
2. Black Holes
Black Holes are regions of a spacetime exhibiting gravitational effects so strong, that not even light can escape from inside of them. They will increase your Missile, Missile Explosion, and Ship Velocities, Decrease Stasis Webfinder Strenght, increase Inertia, and improve Targeting Range.
3. Cataclysmic Variables
CV's are stars which are able to increase their brightness by a large factor, only to drop back down to the previous state. They will decrease your Local Armor and Shield Repair Amounts, improve Remote Armor Repair Amount, and Shield Transfer Amount, Increase Capacitor Capacity and Capacitor Recharge Time and lower Remote Cap Transmitter Amount.
Magnetars are Neutron Stars with extremely strong Magnetic Fields. They will increase your Damage and Missle Explosion Radius but worsen Drone Tracking, Targeting Range, Tracking Speed, and Target Painter Strenght
5. Red Giants
Red Giants are luminous Giant Stars in the late phase of their stellar evolution. They will increase Heat Damage, improve Overload Bonus, and widen Smart Bomb and Bomb Range and Damage.
5. Wolf Rayets
WR stars are a rare breed of heterogenous stars with prominent broad emission lines, which is unusual for stars. They will increase Armor HP, and Small Weapon Damage, decrease Signature Radius, and lower Shield Resist.
Remember that it is very important to utilize the above-mentioned system effects to your advantage, as many of them will help you speed up the Site Clearing process, while others might help you survive. They are a great tool for increasing your ISK gains per hour.