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eve-wiki-content/content/ships/force-recon-ships/tech-2/pilgrim.md

161 lines
5.5 KiB
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---
esi_data:
fitting_stats:
cpu_output: 370
high_slots: 4
low_slots: 5
med_slots: 5
powergrid_output: 1000
rig_slots: 2
group: Force Recon Ship
hull_stats:
hp_armor: 1800
hp_shield: 850
hp_structure: 1050
name: Pilgrim
race: Unknown
skill_requirements:
- level: 5
skill_id: 3335
- level: 1
skill_id: 22761
type_id: 11965
velocity: 198
faction: Amarr Empire
faction_group: Empire
image: /11965.png
last_updated: '2026-04-20T03:38:35.564327'
ship_class: Force Recon Ship
source: eve-university
source_stats:
armorem: 50
armorexp: 70
armorhp: 1800
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>10% bonus to Energy Nosferatu and Energy\
\ Neutralizer drain amount<br>20% reduction in Cloaking Devices CPU requirement<br>20%\
\ bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>10% bonus\
\ to Energy Nosferatu and Energy Neutralizer falloff range<br><b>Role Bonus:</b><br>80%\
\ reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction\
\ in Cynosural Field Generator duration<br>\u2022&nbsp;Can fit Covert Ops Cloaking\
\ Device and Covert Cynosural Field Generator<br>\u2022&nbsp;Cloak reactivation\
\ delay reduced to 5 seconds<br>"
capacitor: 1,440 GJ
cargohold: "315 m\xB3"
class: Force Recon Ship
cpu: 370
dronebay: "150 m\xB3"
externallinks: ''
faction: Amarr Empire
grouping: Recon Ships
highlights1: Can Use Covert Ops Cloak
highs: 4
hulltype: Arbitrator Class
inertia: 0.61
info: Force recon ships are the cruiser-class equivalent of covert ops frigates. While
not as resilient as combat recon ships, they are nonetheless able to do their
job as reconaissance vessels very effectively, due in no small part to their ability
to interface with covert ops cloaking devices and set up cynosural fields for
incoming capital ships.
launchers: 0
lows: 5
mass: 11370000
maxlockedtargets: 8
maxvelocity: 198
mediums: 5
powergrid: 1000
quote: We carry the Lord's light, which means we also control the shadows it casts.
quote_attribution: Minister of Internal Order Sin Callor
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: 237 mm
sensortype: RADAR
sensorvalue: 26 points
shieldem: 0
shieldexp: 81.25
shieldhp: 850
shieldkin: 62.5
shieldtherm: 20
shipid: 11965
shipimg: Pilgrim.jpg
shipname: Pilgrim
sigradius: 150 m
structurehp: 1050
targetrange: 88.4 km
tech: 2
totaltraintime: 61d 11h 23m 20s
turrets: 3
variations: '{{Ship|Curse}},{{Ship|Arbitrator}}'
volume: 120000
warpspeed: 4.0 AU/s
warptime: 9.61 s
source_url: https://wiki.eveuniversity.org/Pilgrim
tech_level: Tech 2
title: Pilgrim
type_id: 11965
validation_score: 1.0
---
<img src="/11965.png" alt="Pilgrim" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Pilgrim is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
The Pilgrim and the Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.
<div style="display: flow-root;">
## Skills
</div>
Further information about additional or recommended skills to pilot Pilgrim for a specific or its common role(s) can be written here.
<div style="display: flow-root;">
## Tactics
</div>
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.
<div style="display: flow-root;">
## Notes
</div>
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.
## Patch history