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Tech 1 Battleship
Basic Fitting Information
Powergrid small.png Powergrid 14,500 MW
CPU small.png CPU 710 tf
High slot icon.png High Slots 6
Medium slot icon.png Medium Slots 7
Low slot icon.png Low Slots 5
Turret hardpoints.png Turrets 4
Launcher hardpoints.png Launchers 0
Rig slot.png Rig Slots 3
See Fitting for more information.
Basic Combat Attributes
Shield icon.png Shield HP 9,735
Armour icon.png Armour HP 8,695
Icon max velocity.png Max Velocity 94 m/s

Having only the Amarr Paladin as a possible contender for sheer, sustainable long-range damage, the Nightmare is a terrifying battleship to meet in battle. Its effectiveness-doubling bonus to Large energy turrets lets it sport the equivalent of eight turrets, most frequently tachyon lasers, at the powergrid, CPU, and capacitor expense of only four. This effectively gives it a -50% capacitor usage bonus for 8 large energy turrets. Its enhanced tracking bonus even allows it to outperform the Paladin, not to mention any other race's or faction's battleship, in a fire support role. This has, understandably, made it very popular with high-end PvP players, and Nightmares frequently sell on the market for 1.2-1.7 billion ISK, a sum comparable to the price of Dreadnoughts. Being a Sanshas ship though, the Nightmare faces the hallmark capacitor issues of doubling as both shield tank and laser ship without strong enough capacitor to support them both. It is also somewhat slow. And compared to its prime competitor, the aforementioned Paladin, it does not measure up in either tanking or overall functionality. At Battleship size though, these issues lessen in significance when compared to the same ones met in the Succubus and Phantasm. Mainly because it can mount dual Large energy vampires and neutralizers in its spare high slots to protect it from tacklers, and because as any Battleship, it can stand up to significant damage.


Description & Bonuses

Since this terror was first seen haunting the spacelanes a year and a half ago, it has been the subject of persistent rumors to the effect that its design bears the indelible stamp of long-dead Sansha's own madness. Who else, the conspiracy theorists argue, could come up with such marvelously twisted designs?

  • Special Ability: 100% bonus to Large Energy Turret damage
  • Amarr Battleship Skill Bonus: 7.5% bonus to Large Energy Turret tracking per level
  • Caldari Battleship Skill Bonus: 5% bonus to Large Energy Turret damage per level



CPU : 710 tf
Powergrid : 14500 MW
Calibration : 350

Low slots : 5
Med slots : 7
High slots : 6
Riggings : 3

Launcher hardpoints : 0
Turret hardpoints : 4


Structure hit points : 8260
Capacity : 665 m3
Drone Capacity : 75 m3
Mass : 99,300,000 kg
Volume : 486,000 m (50,000 m packaged)
Inertia Modifier: 0.136

EM Damage Resistance : 0%
Explosive Damage Resistance : 0%
Kinetic Damage Resistance : 0%
Thermal Damage Resistance : 0%


Armor hit points : 8695

Armor EM Damage Resistance : 50%
Armor Explosive Damage Resistance : 20%
Armor Kinetic Damage Resistance : 25%
Armor Thermal Damage Resistance : 35%


Shield hit points : 9735
Shield recharge time : 2673 seconds

Shield EM Damage Resistance : 0%
Shield Explosive Damage Resistance : 50%
Shield Kinetic Damage Resistance : 40%
Shield Thermal Damage Resistance : 20%


Capacity : 6950
Recharge time : 1154.88 seconds


Maximum targeting range : 80 km
Maximum locked targets : 7
Scan resolution : 100 mm
Radar sensor strength : 28 points
Signature radius : 400 m


Max velocity : 94 m/sec

Skill Requirements

Primary Skill Requirments

Secondary Skill Requirments

Blueprint Info


Manufacturing time : 5 Hours
Research material time : 4 Days, 4 Hours
Research copy time : 1 Week, 1 Day, 8 Hours
Research productivity time : 4 Days, 4 Hours
Wastage factor : 0.1

Bill of materials


(Unresearched, Production Efficiency 0 - 5)

Isogen : 160001 - 130371
Megacyte : 3043 - 2479
Mexallon : 640811 - 522143
Nocxium : 39953 - 32555
Pyerite : 2557983 - 2084282
Tritanium : 10229803 - 8335395
Zydrine : 9531 - 7766

Template:Core Ships

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