[AGENT] Update: ships/cruisers/tech-2/curse

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esi_data:
fitting_stats:
cpu_output: 380
high_slots: 5
low_slots: 4
med_slots: 6
powergrid_output: 900
rig_slots: 2
group: Combat Recon Ship
hull_stats:
hp_armor: 1650
hp_shield: 1210
hp_structure: 1075
name: Curse
race: Unknown
skill_requirements:
- level: 5
skill_id: 3335
- level: 1
skill_id: 22761
type_id: 20125
velocity: 205
faction: Amarr Empire
faction_group: Empire
image: /20125.png
last_updated: '2026-04-21T00:55:09.670108'
ship_class: Combat Recon Ship
source: eve-university
source_stats:
armorem: 50
armorexp: 70
armorhp: 1650
armorkin: 53.125
armortherm: 35
bandwidth: 50 Mbit/sec
bonuses: "<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Weapon\
\ Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon\
\ Ships bonuses (per skill level):</b><br>40% bonus to Energy Nosferatu and Energy\
\ Neutralizer optimal range<br>20% bonus to Energy Nosferatu and Energy Neutralizer\
\ falloff range<br>20% bonus to Energy Nosferatu and Energy Neutralizer drain\
\ amount<br><b>Role Bonus:</b><br>\u2022&nbsp;Cannot be detected by directional\
\ scanners<br>"
capacitor: 1,470 GJ
cargohold: "345 m\xB3"
class: Combat Recon Ship
cpu: 380
dronebay: "150 m\xB3"
externallinks: ''
faction: Amarr Empire
grouping: Recon Ships
highs: 5
hulltype: Arbitrator Class
inertia: 0.61
info: 'Built to represent the last word in electronic warfare, combat recon ships
have onboard facilities designed to maximize the effectiveness of electronic countermeasure
modules of all kinds. Filling a role next to their class counterpart, the heavy
assault cruiser, combat recon ships are the state of the art when it comes to
anti-support support. They are also devastating adversaries in smaller skirmishes,
possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Khanid
Innovation<br><br>In addition to robust electronics systems, the Khanid Kingdom''s
ships possess advanced armor alloys capable of withstanding a great deal of punishment.
Generally eschewing the use of turrets, they tend to gear their vessels more towards
close-range missile combat.'
launchers: 4
lows: 4
mass: 11810000
maxlockedtargets: 10
maxvelocity: 205
mediums: 6
powergrid: 900
quote: And the flames of the Lord died within them.<br> Yet one flame remained.
quote_attribution: The Scriptures, Gheinok the First 1:3
reqskills: '*{{RequiredSkill|Amarr Cruiser|V}}
** {{RequiredSkill|Spaceship Command|II}}
** {{RequiredSkill|Amarr Destroyer|III}}
*** {{RequiredSkill|Amarr Frigate|III}}
**** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Recon Ships|I}}
** {{RequiredSkill|Cloaking|IV}}
*** {{RequiredSkill|CPU Management|IV}}
** {{RequiredSkill|Signature Analysis|V}}
*** {{RequiredSkill|CPU Management|I}}
** {{RequiredSkill|Spaceship Command|V}}
** {{RequiredSkill|Electronics Upgrades|V}}
*** {{RequiredSkill|CPU Management|II}}
*** {{RequiredSkill|Power Grid Management|II}}'
rigs_calibration: 400
rigs_count: 2
rigs_size: Medium
scanres: 281 mm
sensortype: RADAR
sensorvalue: 28 points
shieldem: 0
shieldexp: 81.25
shieldhp: 1210
shieldkin: 62.5
shieldtherm: 20
shipid: 20125
shipimg: Curse.jpg
shipname: Curse
sigradius: 145 m
structurehp: 1075
targetrange: 110.5 km
tech: 2
totaltraintime: 61d 11h 23m 20s
turrets: 2
variations: '{{Ship|Pilgrim}},{{Ship|Arbitrator}}'
volume: 120000
warpspeed: 4.0 AU/s
warptime: 9.99 s
source_url: https://wiki.eveuniversity.org/Curse
tech_level: Tech 2
title: Curse
type_id: 20125
validation_score: 1.0
---
<img src="/20125.png" alt="Curse" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Curse is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.
The Curse is universally recognized as a huge force multiplier. Expect to be primaried when flying one in a gang or fleet.
<div style="display: flow-root;">
## Skills
</div>
The Curse really needs Recon Ships V to be fully functional: at Recon Ships IV, a pilot is missing out on a set of 80%/20%/20% bonuses for the Curse's primary on-grid purpose. Capacitor Emission Systems IV or (better!) V will help with the capacitor load of energy neutralizers. Strong drone skills and flights of T2 drones are necessary to wring any real DPS out of the Curse, which is a more important consideration in solo and small gang situations.
Like most T2 ships, the Curse has tight fitting requirements, and good fitting skills will be necessary to get the most out of the hull; even a pilot with perfect fitting skills might find themselves needing one or two powergrid modules/rigs if they mount four neutralizers.
<div style="display: flow-root;">
## Tactics
</div>
For mechanics and general principles of capacitor warfare see Capacitor Warfare.
Unlike almost all other Amarrian ships, the Curse's 5/6/4 slot layout leads to it being most commonly seen Shield tanked, and used as a pure capacitor warfare platform at the expense of its weapon disruption capabilities. While it is possible to fit a Curse with Armor, thanks to its excellent innate resistances, the 4/5/5 Pilgrim lends itself to that task better (although the Pilgrim's neutralizing capabilities are notably weaker than the Curse's). Monied pilots can consider faction or deadspace medium energy neutralizers for significantly longer ranges: a T2 neut on a Curse with a skilled pilot reaches 30km optimal, but (for instance) a Corpum B-Type neutralizer will deliver a 45km optimal—for a price.
In a fleet fight, Curses are a great counter to logistics chains, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. Neutralizers can also work well as a tool to shut down tackle and/or electronic warfare ships on the opposing side. Damage-dealing ships which rely on hybrid turrets, lasers, entropic disintegrators or vorton projectors cannot fire their weapons without capacitor energy; ships relying on missiles, drones, or projectile turrets can keep fighting through neuting, though. However, the Curse's neutralizers can also be a challenge for the Curse pilot themselves to sustain, and so Curses will commonly rely on an incoming cap transmitter from a friendly logistics ship.
Flown as a solo ship, the Curse is a powerful opponent. However, for this very reason, few ships will willingly engage a solo Curse. Solo Curse pilots must to be wily in their use of their d-scan invisibility to catch targets, and must expect their opponents to try to outnumber and overship them as soon as they are detected: no one sees a Curse as a fair or honorable opponent deserving a measured response. While for fleet/gang use it's worth considering splashing out on faction neuts, the solo Curse's primary limitation is point range: T2 neuts have a 30km optimal on a Curse, but a T2 Warp Disruptor will only reach 24km. In fitting a Curse for solo flight it might be worth prioritizing a longer-ranged warp disruptor over fancier neutralizers.
## Patch history