The little Skiff, that could…

SkiffWith the changes to Mining Barges and Exhumers introduced in Inferno, Skiff has become a valid PVP platform. Devs have boosted the EHP and fitting capabilities, but seem to have forgot about the exceptional agility and speed (250m/s on a mining barge!), which come from it’s pre-Inferno role of the “ninja” Mercoxit miner. High sensor resolution of 825mm makes it an excellent tackler, in line with most frigates and interceptors.

Drone bay of 50 cubic meters fits 5 medium drones, or 10 small ones. They would not pack a lot of punch, but with the Drone Damage Amplifier II, 5 medium drones can pump up to 216 DPS – I would say quite a lot for a mining ship. Retribution will further improve this, because Drone damage mods will receive a further buff (19% -> 23%).

With 5 med slots, Skiff has enough space to fit a propulsion mod and tackling mods, leaving room for two tank mods. Two low slots give a little choice really: Damage Control II and damage mod, or two damage mods for all-gank setup. High slot is really optional: you can fit a Nos/Neut, or drone range mod, and that’s about it.


How well does it perform?

Not as good as a dedicated combat vessel, but not bad either. The EHP is in the HAC – BS levels, while damage output is closer to Tech I cruisers. Of course drones can be killed, and Skiff can quickly end up with no guns. Using small drones allows to hold two full flights of them, but it reduces the DPS by half, reducing Skiff potential to a frigate killer.

All hands, battle stations!

In about 3 hours Aideron Robotics will be at war. We have received a war dec from a small, 2 man corp. It doesn’t mean this foe can be underestimated. To the contrary.

Small corp targeting multiple industrial corporations will have plenty of targets to choose from, making it easy to score kills of opportunity. The War History of Praetorian Cannibals shows a lot of industrial and exhumer kills (not to mention unfitted battlecruisers). Second reason, why 2 man corp can pose a serious threat is neutral reps/boosters. The fact that a single pilot shoots guns doesn’t mean he is all alone: he can have a neutral Tech III boosting alt, or a bunch of neutral Logistic(s). Or both.

Thanks to War History, War Reports and new Killmails introduced in Inferno, players are easily able to view all past wars waged by an entity, along with the kills associated to them. Since killmails have been already stored in each pilot’s combat record, CCP had all the data they needed to fill the War History. Even back to the times long before Inferno! This is invaluable source of tactical knowledge, so THANK YOU FOR THESE AWESOME FEATURES, CCP!

Now let’s have my locator agent find that sleazebag who wardecced us 😉

Fueling the eternal War Machine made safer.

When you ask anyone who plays EVE Online, what the game is like, the immediate response is “EVE is a PVP game“. This short sentence is both true and false, depending on the point-of-view. EVE Online players rarely admit to the fact, that part of the game success is it’s player-driven economy. Those who don’t engage in PVP, and instead run missions, mine asteroids or make money in any other way are considered inferior and called “carebears” by the self-assumed “elite” players. The truth is, if EVE had no economy and everything was supplied by the NPCs, this would most likely hold true. Truth however, is not so simple.

The War Machine needs fuel!

The eternal conflict in New Eden needs fuel, and that fuel is ships and armaments, which players use to blow each other up. Manufacturing of most goods in EVE requires minerals. With the Escalation to Inferno changes (removal of mineral drops from Rogue Drones), and further nerf of meta-0 loot, the only valid source of minerals becomes, again, mining.

“Mining?! u kidding me bro? It’s boring as hell and gives no kills. And it pays almost no ISK. And Tech II ships that we elite pvpers fly don’t need minerals, right? They only need moon goo. Everyone knows that.” – said the elite pilot

“You know jack shit about how stuff is made.” replied the carebear.

“STFU*, noob! You know jack shit about PVP.”, said the angry elite egger.

*) Silence, I kill you!

Guess what? It’s our carebear, who is right in this case. Due to the Tech II manufacturing mechanics, Tech I items are still neccessary to build their Tech II versions. They are simply one of the materials used for manufacturing. What this means is, every ship in the game is made of minerals, doesn’t matter if this is Tech I, Tech II or a faction ship* Those minerals have to come from somewhere.

Without the carebears making ships, PVPers would fly Velators and Reapers and shoot civilan guns. We don’t want that, do we? Both playstyles are necessary for EVE Online to thrive.

*) faction ships are made from BPCs or require a Tech I ship trade-in.

Here come PVPers again.

Ganking can be a rather lucrative business. Killing juicy haulers in high sec is just as easy as anywhere else. The only difference is the presence of CONCORD, but it does not prevent killing. Instead, CONCORD ships only deliver a punishment by destroying the offender’s ship. Ganking can also be done for fun. Guess who’s the easiest target? Miners.

Mining ships are not even half as resilient as their combat counterparts, making them excellent prey.

“You forgot to add that carebear tears are sooooo delicious!”, said the elite pilot.

As a pilot who has been on both ends of suicide ganking (been a piwate once, but I’m teh good guy now!) I can throw my two cents.

The defense against suicide ganking is rather limited, except for simply not flying these vulnerable ships. Carebears have everything against them:

  • very limited EHP of Exhumers and Barges
  • element of surprise on gankers side
  • low agility makes it difficult to warp out quickly
  • Destroyers are cheap and powerful enough to blow up Exhumers and Barges
  • There is no defence against alpha volley, except for EHP

With that in mind, instead of whining to CCP for EHP buff, we can make ganking harder, by fitting the mining ships accordingly.

First, a few things that *will not* protect you:

  • Having friends in BS/BCs or even Falcons: because gankers rely on Alpha strike – the first volley which is usually fired the instant they lock your ship. This gives friendly pilots no time to intervene.
  • Active tank: neither shield boosters, nor armor repairers will help, exactly for the same reason.
  • Warp Core Stabilisers: because of long align times and quick alpha strike – this module is completely not viable for mining.
  • Drones: they will not have enough time to destroy the attacker, but if you fit for EHP and survive a gank attempt, Drones might give you a killmail 😉

Fly Barges instead of Exhumers

Players can easily offset the high cost of a Hulk by using a Covetor instead. With the current mineral prices, the difference between Hulk and Covetor mining output is not that much, but the difference in prices of these two ships is huge. Here’s two samples of a “Resilient” Covetor fit:

[Covetor, armor]
Damage Control II
Energized Adaptive Nano Membrane II

Residual Survey Scanner I

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

[Covetor, shield]

Damage Control II
Adaptive Nano Plating II

V-M15 Braced Multispectral Shield Matrix

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

Both setups offer about 12k EHP, which is… well… still not too much. But it is over twice as much as an untanked Covetor has, and it takes more than a single Dessy to kill it.

Please keep in mind, that mining in a Battleship is not a bad idea as well.

And if you really have to fly a Hulk…

Tank it as much as humanly possible! It will not guarantee 100% safety, but it will either discourage potential gankers, or even make you survive a gank (if bad guys don’t scan your ship before attacking it). When fitting a Hulk these days, survivability is the key word. Here’s an example:

[Hulk, Tanked]
Damage Control II
Reinforced Bulkheads II

Small F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Small F-S9 Regolith Shield Induction

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

This setup offers 27,1k EHP, which is much better than untanked Covetor (5,5k) and untanked Hulk (9k). With someone flying a booster Tengu or Vulture in the fleet it might even be enough to actually combat gankers.

[Hulk, Tankit]
Damage Control II
Micro B88 Core Augmentation

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Medium F-S9 Regolith Shield Induction
Limited Adaptive Invulnerability Field I

Modulated Strip Miner II, Veldspar Mining Crystal I
Modulated Strip Miner II, Veldspar Mining Crystal I
Modulated Strip Miner II, Veldspar Mining Crystal I

Medium Core Defence Field Extender I
Medium Ancillary Current Router I

The above setup (credit goes to Jorma Morkkis) gives 28,8 kEHP (32,8 with overheat). It will be rather hard to get it past this point without the use of faction/deadspace mods.

But what about Orca?

Orca is usually used as a giant hauler with Mining Links. This makes most people fit Orca with Large Cargohold Optimization rigs and Expanded Cargohold IIs. These players score their own goal, because both rigs and expanded cargohold mods reduce EHP. Comparison is quite simple: Tanked Orca offers 278,8k EHP versus 64,8k EHP of Cargo expanded Orca. This requires many more than 5 Tornadoes to kill. The choice (and the risk) is, of course, yours.

[Orca, Tank]

Damage Control II
Reinforced Bulkheads II

Adaptive Invulnerability Field II
Heat Dissipation Field II
EM Ward Field II
Adaptive Invulnerability Field II

Mining Foreman Link – Mining Laser Field Enhancement
Small Tractor Beam I
Mining Foreman Link – Laser Optimization

Large Core Defence Field Extender I
Large Core Defence Field Extender I
Large Core Defence Field Extender I

PS. The fitting above has more EHP than a Freighter. 

Stay out of plain sight

There is one last idea to make mining a safer task: mining in Gravimetric sites and mission deadspaces. Of course gankers can scan, too, but you will notice Core/Combat probes on directional scanner long before the bad guys can warp on top of you. The rules are the same as for missioning/mining in low sec: watch local and watch directional scanner like a hawk, warp out at the first sign of trouble.

Use some out-of-character PVP skills

Staying aligned at 3/4 of max speed makes mining more difficult, but can save your life. Also try to have the destination station as selected object at all times, so all you have to do is press the “warp” button. Incoming ships are visible on overview a few sceonds before they can be a threat, but in order to see them, you will have to set up two tabs in your overview. Make one of them show asteroid (let’s call it “mining” tab) and the other one – ships (let’s assume its called “pvp” tab). When you pop a roid, switch to mining tab, lock a new rock and start mining it. Then go back to the pvp tab. Have the pvp tab open at all times. When you see a cruiser or destroyer warping in, just hit the warp button. Remember to have the station (the one you’re aligned to) selected at all times.

PVP flag changes in EVE Inferno unveiled at Fanfest

As usual, CCP releases a lot of information regarding the next expansion for EVE Online at Fanfest: the big annual event in Iceland, where players can meet devs in person.

Those of you who actually managed to go to the Fanfest, know the information below already. Those who are not so lucky (including myself) might want to read this post about changes to criminal mechanics. Bear in mind that nothing is “set in stone” and is subject to change. To sum up the proposed flag changes:

  • Players will see all aggro timers and will know when it’s safe to log off
  • Remote assisting will now give 60 second no jump/no dock timer. It will keep resetting until assist is stopped.
  • Reduce performance issues

New “suspect” flag

  • Minor crimes. Anyone can shoot you without penalty.
  • Flipping a can for example
  • Anyone assisting a suspect becomes a suspect

Criminal Flag

  •  Just like current GCC
  • Killing someone makes you a criminal
  • Concord will now instantly destroy your ship instead of spawning multiple CONCORD vessels
  • CCP has not yet considered delays of CONCORD response in high sec related to security status
  • CCP is considering warp scrambling the offender first, then instant destruction of the ship after X seconds

Sec Status

  • Security status for ship killing will only bring character to -5
  • Pod killing will bring ss further down to -10
  • Killing someone with positive ss will decrease your ss
  • Killing someone with a negative ss will give bonus to your ss
  • Possible to trade in criminal tags to CONCORD for ss increase.
  • It will be possible to kill a -5 character without penalty in low sec


  • Adding more information to battle reports including remote assistance
  • More data in the EVE API
  • Killmails for self destructing
  • Killmails for reinforcing structures

DUST – EVE link

Yesterday CCP has also presented a keynote about DUST 514. One of the important things is the ability to make orbital strikes by EVE Online players, which will affect DUST players. DUST bunnies are not defenseless though, there will be surface batteries capable of blowing up ships in orbit as well.

Feel free to visit the forum thread about DUST 514 keynote, which has been started by CCP Navigator. Before you do, however, I really recommend you these two videos:


and here you can watch the keynote itself:


PS. Real time SD stream from Fanfest is available here: You can also buy a HD stream access for as much as 1 PLEX. This will grant you two Quafe 2012 t-shirts for your avatars and a limited edition ship: Iteron Mark IV Quafe Edition.

Killing noobs is good (for them)

First off, there is a big difference between killing new players in EVE Online and griefing. Griefing has only one purpose (frustration), and I am not playing EVE to humiliate others repeatedly. Shooting new players is not a real challenge either, but it can serve another purpose: teaching them a lessonI actually did kill a newbie for that purpose not long ago.

Real life kept me busy lately, so I was only logging on breifly to change skills, chat with friends and start industry jobs. Last thursday I had a longer timeslot available, so I have decided to have a look at nearby systems. I’ve planned to fly solo, so I’ve chosen HAM fitted Rook (430 DPS with Rage missiles). My usual hanging place had several neutrals from the same alliance, so my chances at catching one of them were rather slim (compared to them catching me), but I’ve scanned the system anyway. Finding no suitable targets, I went through Orvolle to check Oulley and Aubenalle, but haven’t found any lone pilots either. PVP didn’t work well, so I came back to Orvolle and scanned for anoms to pass the time. I was almost done with a Serpentis Hideout, when a Caracal warped in. He immediately started shooting the NPCs and I wouldn’t mind it (I quickly checked him and his corp, also made sure there is no one from their corp in the system). Out of a sudden he’d become blinky red, and my wreck near his boat shown empty. “This is a tarp!” I thought immediately. But it would take anyone more time to arrive at the scene, than for me to kill him, so I have immediately scrammed, ECMed and rained missiles all over his boat (not even bothering to change ammo from Inferno missiles which I have used against the NPC Serpentis). 20 seconds later his Caracal was no more, and his pod on the way to the nearest station.

Most of you know why I killed that noob, but in case you are new player yourself, here is a list of what this guy did wrong:

  1. He warped to my anom and decided to give it a go even though I was almost finished with it,
  2. He stole from my wreck, thus become agressed towards me,
  3. His fitting was a complete lol with mixed t1 weapons and a mixed tank,
  4. He didn’t run after stealing from my wreck.

If he warped away after finding an occupied anomaly, his Caracal would be unsctached. If he killed the remaining rats, I wouldn’t bother attacking him. But he put himself in the position where the only immediate reaction was to pull the trigger.

By starting EVE Online account you agree to the rules.

This post is a reply to the Blog Banter #32.

This month’s Blog Banter comes from Drackarn of Sand, Cider and Spaceships. He has foolishly chosen to poke the hornets’ nest that is the non-consensual PvP debate. Whilst you read his question, I’ll be finding a safe place to hide.

“A quick view of the Eve Online forums can always find someone complaining about being suicide ganked, whining about some scam they fell for or other such tears. With the Goons’ Ice Interdiction claiming a vast amount of mining ships there were calls for an “opt out of PvP” option. 

Should this happen? Should people be able to opt-out of PvP in Eve Online. Should CONCORD prevent crime rather than just handing out justice after the event? Or do the hi-sec population already have too much protection from the scum and villainy that inhabits the game?

EVE Online is a game that tries to model the reality, at least when it comes to people interaction. In real life there is no security status, is there? Innocent people get hurt sometimes and offenders go to jail. This is life. Why should a game world be different? Other games let you choose if you want to interact with other players or not, but this is from my point of view completely flawed. Why? Massive multiplayer games are about being massive and multiplayer, right? Then why should people be given the ability to play completely solo? This is against my idea of a multiplayer game.

EVE Online developers decided it is a PVP game in as many aspects as possible. PVP is not just pure combat: undercutting market prices by traders is a form of PVP, because the one with the best prices will get his goods sold, and will make ISK, while the one with higher prices will not make a dime. PVP is present in industry, where players try to minimize their operating cost, so they can compete with other industrialists. Alliances fight alliances over space and a place to have other activities. As you can see from the examples above, PVP is basically another term for competition, about someone being better at the game and someone being not as good. Players with better intel, better ships, bigger numbers, or better business plan WIN.

By starting EVE Online account you agree to the game rules.

By signing up you have agreed that EVE is a PVP game, and that PVP exists everywhere in the game, even in high sec. If you decide to fly a paper thin ship that mines Ice, it is your decision in the first place. You know that someone might come in and destroy it, no matter the security status of the system. If you jump to low sec or null sec, you know there will be others who might want to destroy your ship. You have to accept this fact, embrace it. Treat this ship as already lost, calculate it into your costs. If ships weren’t lost, the precious EVE economy would be ruined and irrevocably lost. One of the things that make EVE “real” would be gone. Isn’t that why you play EVE and not, say, World of Warcraft?

As soon as opting out of PVP is introduced to EVE, I will ragequit over it think how this affects me and act accordingly.

Miners don’t stand a chance

I agree that both Mining Barges and their tech 2 counterparts are paper-thin, which makes them ideal targets for suicide attacks. Miners have everything against them: big signature, low EHP, low speed, low agility, the element of surprise and even the NPCs. Most gankers fit their ships to alpha their targets – kill them with the first volley. I agree that there is no real counter against it, but preventing gank by the game rules is not the way to solve the problem.

If miners want to combat gankers, they should be given a tool for that – better tank, some weapons, or just different ship. For mining ore the best solution to avoid being ganked is mining with a battleship: a Rokh can sport more than 85k of EHP, while easily outmining a Retriever. Unfortunately it will not work for mining Ice, as mining barges are the only ships which can do it.

Orca pilots can easily hull tank their expensive Command Ships. An Orca with DC II, Reinforced Bulkheads II and 3 active shield hardeners in meds has about 194k EHP, compared to 51,7k EHP when fitted with cargo expanders and cargo rigs. Remember: modules (and rigs) used for increasing the capacity of your cargohold reduce hull (and armor) HP!

So here is my solution:

  • Make new ice cubes which will be 10 times smaller and contain 1/10 of the isotopes,
  • Introduce a new Ice Miner I (and II) turret, which will mine 1 new ice cube per cycle,
  • Current “Strip” Ice Harvester modules will mine 10 new ice cubes per cycle,

This will give ice miners the tool they need really: a choice to mine more ice in a weaker ship, or mine less, but in a less vulnerable one.

EDIT: One more idea.

After reading what other Blog Banter participants have to say (both pro and against the “opt out of PVP” button), one more idea came up to me. It’s similar approach to Kirith’s, but a bit different. The Isolation Matrix is a ship setting, I would see it as a module instead.

I think there are other ways to improve safety of miners and mission runners, like specific “siege type” module that would be increasing your resists to 99% for example (let’s call it an Invulnerability Core for the moment), but disallowing you to target, warp, move or dock and makes your drone bandwidth 0 mbit. Or instead of resists, make you untargetable (this one would be called Signature Scrambling Core). It could only be fitted on mining barges (+exhumers and orcas obviously) and would only work in 0.5 and above. What do you think about such solution?

Tornado reports are coming in from New Eden

Even before Crucible was released, players had been speculating, how the new expansion is going to affect suicide ganking. This is a form of PVP, which many players flying around high sec forget about. New players quickly learn, that CONCORD does not guarantee protection – it merely discourages PVP in high sec, but does not eliminate it. New players can read more about ganking and PVP here.

Let’s have a look at two Crucible features, which affect this form of high-sec PVP:

  • SCC will not pay out insurance if ship was destroyed by CONCORD
  • Tier 3 battlecruisers, which feature unprecedented firepower at an affordable price

Insurance changes

The first feature on our list looks like a good thing for hi-sec dwellers, which is supposed to increase ganking cost. Does it really discourage gankers? Not at all. It only increases the break-even point, at which cost of the ship lost to CONCORD can be equalized by the loot from the ganked ship. So if you fly a deadspace/officer fitted Marauder class ship, you are still prone to being ganked. Same with goods-filled freighters and Orcas: as long as the value of your cargo is higher than half the total cost of ships required to destroy yours, pirates will consider you a valid target.

Of course piracy is not the only reason pilots gank each other, because some will do it for fun or any other reason that comes to their mind (boredom being also one of the possible reasons). “Never fly what you can’t afford to lose” applies not only to null and low sec, but hi sec as well.

New battlecruisers

The new Tier-3 battlecruisers seem to be a perfect tool for gankers: they are cheap, huge damage ships, that easily take out ships many times their size. Due to extremely powerful alpha (above 9100 volley damage with Republic Fleet EMP rounds), Artillery fitted Tornadoes are the best ships for this job. They are basically oversized Thrashers, capable of delivering a devastating blow to any ship in range. Three arty Tornadoes can wipe out an officer-fitted Golem.

According to @CCP Diagoras705 tier-3 battlecruisers have been lost to CONCORD and sentries so far, of which 621 were Tornados.

Ganking is easier after Crucible

With the two changes in place I can’t say high sec is a safer place, than it was pre-Crucible. It is the same, or even less safe now than it used to be. This of course is good for both the economy and to the game, so…

Fly safe!

Flag mechanic changed for remote repair in hi-sec

Today CCP has deployed a client update #2 for Incarna 1.1.3. In the patch notes we can find:

Client Update #2

  • To benefit the EVE community at large, a small change has been made to game mechanics in regarding criminal flags and how they are inherited in high security space. If a pilot is remote repairing, or otherwise assisting, another pilot who commits a criminal act then the repair module will now disengage. In order to continue repairs the module will need to be restarted and a message will appear warning of the criminal flag and possible consequences.
  • 67 Alliance logos have been added

A lot of players are already concerned about the change, because it was one of the ways to disrupt the Incursion fleets and was used by many griefers and wanna-be pirates. How does it work?

An Incursion fleet often consists of people who don’t know each other. Some elemental trust is required to fly in one fleet with people you don’t know. But unfortunately Incursion fleets rely on spider tank, as no local tank can withstand the DPS dealt by the Incursion NPCs. Remote repair used to have one disadvantage: if the repaired target is flagged (be it agression, war, or global criminal), then the repairing party also becomes flagged. At first, griefers would join an Incursion fleet, let themselves be repaired and then they would attack someone else in the fleet, becoming instantly flagged with global criminal flag. In high-sec that meant both the griefer and the repping party got Concordokkened. CCP promptly fixed the issue, but players quickly found a workaround: the criminal mechanic. A neutral character would steal from a container, becoming flagged for the corporation, who owns the can. Then the neutral pilot would join a fleet and let himself be repaired. The criminal flag would then be passed to everyone who repaired the neutral pilot, just as if they had stolen from a can, too.

Why is this flag mechanic broken? Because when someone else is flagged there is no visible sign of that flag until its too late (notification becomes available under the top left agression countdown, but you have to explicitly hover your mouse there to check who are you flagged against – normally it will be just Sansha NPCs).

Summing it up: this flag mechanic was flawed (GCC), it was exploited by people looking for an easy kill and it got fixed. Players then found a workaround for that fix and started exploiting it, too. Today CCP has fixed it for good.

PS. You can always gank Incursioners if you hate them so much.

PS.2 Thanks to @Mara_Rinn for spotting a mistake in my post!

PVP in EVE Online (for newbies)

The name EVE Online, even though written in capitals, is not an acronym. If you ask any player however, what this abbreviation could mean, you will most likely hear „everyone-vs-everyone”. EVE Online is strictly a PVP game, which does not mean there is no PVE in it – killing NPCs is one of the ways to fund PVP endavours. What’s most important, is consequence. PVP in EVE always has some consequences, which in turn brings lots of emotions.

read on ->

About Noble Exchange and market PVP

Doen’t matter if one is completely new to EVE or if one is a vet, almost every player knows that EVE Online is a PVP focused game. Large majority of people will however limit this PVP to pure combat, which is not exactly true.

The Noble Exchange have gained lots of attention when it was first introduced, but now that things calmed down, people started using it. And just like in PVP combat, some players just aren’t good at market PVP.

First off, let’s do some maths, because EVE’s second nickname is ‘Excel in space’.

Typical sell price of a PLEX is today 368 million ISK (Essence region). One PLEX can be converted to 3500 AUR, so the exchange ratio would be:

1 AUR = 105 143 ISK

That means, that if for example Men’s ‘Precision’ Boots cost 1000 Aurum, they should not be sold below 105 million ISK. If the same applies to Women’s ‘Executor’ Coat, I should pay at least 368 million for it.

Luckily for me, some people decided that math sucks, and it’s better to sell some clothing below these thresholds ‘because why the hell not’. So I bought said boots for my main for 59 million and the Coat for my female alt for 30 million ISK.

Wanna proof? Look below 😉

PS. I also bought a Fenrir freighter for 680 thousand ISK in the past, so this kind of things really happen.