2026-09-09
Dear pilots of New Eden,
EVE Echoes will undergo maintenance on 9/9/2026 at 08:00 (UTC+0) and will take approximately 120 minutes to complete. During this time, players will be unable to log in to the game. We kindly ask for your understanding and patience during the maintenance.
New Content
Colossus—Solotor
Colossus
The Solotor class belongs to an entirely new tonnage type—the Colossus. Its size falls between that of a battleship and a Dreadnought, moving like a titanic behemoth cruising through the sea of stars.
The Colossus can enter high-security Regions and regular-tonnage gates in the Dormant Realm, including Tidal Lock, Before the Abyss, and Dark Surge Assault. It can also use battleship-tonnage Acceleration Gates and equip battleship-tonnage system modifications.
Mordu's Legion:
Solotor Class
For a long time, Mordu's Legion has been developing more powerful Missile platforms to deal with certain hard-to-eliminate targets. However, the birth of the Solotor came from a coincidence. If members of Mordu's Legion hadn't happened to intercept top-secret data from the Angel Cartel during a seemingly ordinary operation, the Solotor might have just been a Barghest battleship with more powerful firepower.
The intercepted data made this ship so distinct: although Mordu's Legion lacked the ability to build a war behemoth like the Angel Cartel, they acquired the technology to fit Capital-class dual torpedo launchers onto the Solotor class.
The Solotor class excels at rapidly restoring shield strength using its capacitor, granting its defensive systems exceptional resilience. Navigation technology derived from the Titan gives it unprecedented sub-light maneuverability, and it comes equipped with a jump drive. Most notably, Mordu's Legion has outfitted it with a Command Burst system, allowing it to provide support to itself and nearby allies—meaning far richer tactical options.
All of this makes it, without question, worthy of being called a "Colossus."
For anyone who dares to challenge Mordu's Legion, the Solotor class will be a major threat that cannot be ignored.
How to Obtain (Limited-Time Event):
Recommended to buy from the New Eden Store or obtain by opening Supply.
Titan-tonnage special modules will be updated after the next maintenance.
Notice on Reclamation of Honor System Sovereignty from the 2nd Tournament
The Glory System reward from the 2nd Corporation Tournament will be reclaimed on 2026.9.16. Capsuleers, please transport your materials and leave the System in advance. If your materials are not transported in time, you may use the delivery function and spend ISK to redeem them.
Affected Systems: Kui I, Kui II, Kui III, Kui IV, Bi I, Bi II, Bi III, Bi IV
4th Super Corporation Tournament Begins
The sea of stars surges, and the flames of war reignite! To elevate Capsuleers' competitive skills, CONCORD is once again launching the Super Corporation Tournament—the fourth edition is officially here.
Building on the experience of the previous two tournaments, this edition continues to refine the format and rules, delivering the ultimate test of each Corporation's firepower configuration and tactical strategy:
Key Rules of This Tournament
[Titan Trailblazer Mode (Exclusive to Small Capital Ship Group Elimination Tournament)]
The Small Capital Ship Tonnage Elimination Tournament will launch "Titan Trailblazer Mode"! The system will provide each side with a preset, fully fitted Titan-class ship, piloted into the arena by a designated Trailblazer.
Trailblazer Designation: When confirming the roster, each Corporation must designate 1 Chief Trailblazer and 1 Backup Trailblazer (they cannot be the same person). If the CEO participates, they will automatically become the second Backup Trailblazer. Corporations that haven't completed Trailblazer Designation cannot participate in the elimination rounds.
Entry Rules: During the first 5 minutes after the preparation phase begins, only the Chief Trailblazer may enter and pilot the preset ships. If the Chief Trailblazer does not enter on time, piloting authority opens up to alternate Trailblazers. Trailblazers do not need to bring their own ships; after entering the battlefield in Clone Pod status, they can select a Titan to pilot from the system's preset options.
Downed Broadcast: When a preset ship piloted by a Trailblazer is destroyed, a system announcement will trigger in the local channel of the current System. After being destroyed, you can reselect a preset ship for tactical countermeasures.
Preset ships for this season: Underclocked Leviathan (Battlefield Control/Electromagnetic Blockade), Underclocked Ragnarok (Firepower Coverage/Mobility Amplification), Underclocked Avatar (Directed Beam/Energy Suppression). These are test versions of Titan-class hulls designed for Corporation Clash and leagues, and can be piloted by Dreadnought pilots.
Note: Due to the massive size of the Titan, do not Warp directly to 0 km from a Cosmic Anomaly, as it may cause ship Collision.
Scale Setting: Matches are compact 10-player battles (registration list limited to 10-20 players).
Environmental Interference: The battle System is affected by environmental interference! Due to high-density cosmic dust, Repair Module effectiveness is reduced by 75%, and all ship resistances are weakened by 20%. The resistance reduction algorithm has been modified and will now apply as -20% to each resistance value.
Entry Requirements: Corporation Tech level ≥3, member count ≥30, and Omega member count ≥10 to register and participate for free.
Off-Season Rules: Only Capsuleers who meet both of the following conditions can enter the next off-season: (1) Their Corporation ranked in the top four of this season's schedule, and the Capsuleer is on the participant roster; (2) They participated in at least one match during this season's schedule (including qualifiers). If a Capsuleer is on the participant roster but did not take part in any matches this season, they will not enter the next off-season.
Automatic Scheduling: Elimination tournaments no longer require manual Clash setup! Matches will be automatically created by the system at the configured time points.
Victory Rules: In Occupation mode, when scores are tied, the outcome is determined by ship loss points (the side with fewer losses wins). If neither side enters, both are treated as forfeiting, and the system randomly determines one side to win and advance.
Elimination Round Schedule: After the Qualifier ends, if there aren't enough teams to fill the elimination rounds—for example, fewer than 16 teams—the Top 32 round will be skipped and it will proceed to the Top 16 round, and so on.
Seat Priority: The matchmaking system uses "Seat Priority": the system will prioritize fully filling the group advancing to the next stage before assigning opponents. For example, if there are only 6 Corporations in the Top 8 round, the system will randomly prioritize filling 4 seats across 4 matches, then randomly generate 2 matchups and 2 bye seats, ensuring there are no vacancies in the Top 4 spots.
Rest Period Restriction: Participants from the top four teams in each of the first through third editions cannot compete in this edition.
[Match Schedule]
Registration Period: September 10, 2026, 08:00 to September 18, 2026, 23:59 (UTC+0)
Standard Tonnage Schedule (Battleship and below):
Qualifiers: September 19, 2026, 15:00:00 (UTC+0)
Elimination Rounds (Top 32 to Finals): September 26 to October 10, 2026, every weekend at 15:00:00 (UTC+0)
Minor Capital Ship Tonnage Schedule (including Assault Carriers, Carriers, Dreadnoughts, and Ancillary ships):
Qualifiers: September 20, 2026, 15:00:00 (UTC+0)
Knockout Stage (Top 32 to Finals): September 26 to October 10, 2026, every weekend at 17:00:00 (UTC+0)
(Note: The Knockout Stage is created automatically by the system. Participating Corporations should keep an eye on matchmaking and enter on time.)
[Registration & Roster Limits]
1. This edition uses a lossless mode with no entry fees. Corporations may register for both schedules simultaneously, but each Capsuleer may only participate in one of them.
2. Corporation Requirements: Corporation Tech ≥ Level 3, established ≥ 30 days, member count ≥ 30, Omega member count ≥ 10.
3. Personnel Restriction: Must have joined this Corporation for ≥0 days and not be within the "Tournament Rest Period" (i.e., participants from the top four teams in each of the first through third tournaments cannot participate in this tournament).
[Qualifier Rules]
1. The Qualifier is a 10-player PVE speedrun instance. The top 32 Corporations, ranked by clear time and number of monsters killed, will advance.
2. Qualifiers are automatically created in batches by the system. After the first match ends, the Corporation CEO has 10 minutes to confirm a rematch via mail. The system will automatically initiate a rematch 30 minutes after the previous qualifier ends, and the best of the two results will be taken.
[Knockout Stage & Capture Mode]
1. The elimination rounds are 1V1 matchups randomly assigned by the system, using a 10-player capture mode. Each round randomly redetermines the opponents.
2. The battlefield contains 3 neutral strongholds. Once captured, each generates 100 points every 10 seconds. The side that reaches the target score first, or has the higher score when the countdown ends, wins.
3. Tie-Breaker Rule: If both sides have the same score during the match, the result will be determined by ship loss score, and the side with the smaller loss wins (Ship Loss Score = your side's ship loss value / 1,000,000). A downscaled Titan lost during a match will be converted into a score based on 100 billion ISK.
4. Special Conflict: If the system's initiation time conflicts with a regular Corporation Clash time, that regular Clash will be forcibly canceled.
[Major Reward]
The top 4 Corporations in each schedule will directly receive an exclusive limited-time Sovereignty System (regular group up to -1.0, minor Capital Ship group up to -1.0++)! The System wormhole entrance will open once the finals results are confirmed.
Teams that successfully advance through each stage can all earn massive amounts of Corporation Tech Points and Corporation IPs, as well as league-exclusive commemorative Medals corresponding to their ranking!
Forgotten Route Card Gameplay (Trial)
Entry: Event page or station button
Gameplay Introduction: A card game where you battle by selecting events to assemble a card fleet. Players have five clone bays, and the game ends after five combat losses.
Gameplay Reward: Experiencing the Forgotten Route gameplay grants Memory Debris, which can be used to redeem items at the New Eden Store.
Reward Limit: There is a max limit on obtaining Memory Debris—up to 40 per day, with a weekly max limit of 100.
Structure Update
Keepstar
Since Keepstar anchoring gameplay differs significantly from ordinary Structures, and its preparation and repair times are quite lengthy, this has caused certain issues and inconveniences for Capsuleers. Therefore, the following adjustments and optimizations will be made:
The Keepstar's ready anchoring time and repair time have both been reduced to 1.5 hours.
When a Keepstar is in the anchoring preparation state and gets attacked to reduce its structure value to 0, its subsequent status has been changed from "Loss of Control" to being directly destroyed and generating a KM.
Volume reduced to 1,200,000 m³.
Due to unresolved anomalies with the Long-Range Ansiblex Stargate and Enhanced Cynosural Beacon Tower in certain scenarios, these 2 Advanced Structures will have their anchoring delayed by 2 weeks.
Structure Combat Update
The Structure repair function has been updated. Now, dealing minor damage to a Structure currently being repaired will no longer pause the repair timer. Repairs will only be paused when the damage a Structure takes over a period of time exceeds 10% of the max Damage limit per second (the max Damage limit per second is calculated once every 20 seconds).
Take the Corporation Outpost as an example (max Damage limit per second is 20,000):
If the Damage taken within 20 seconds exceeds 40000 (i.e., 20000*20*10%), repairs will be paused. Otherwise, they will not be paused.
After the adjustment, using a small number of high-speed Frigates to continuously Warp and attack will make it difficult to further extend the enemy's structure repair time (this tactic is nearly impossible to defend against and can only wear down time).
Rare Goods Trading Market Module
A standardized Rare Goods Market Module. Once installed at a Corporation Outpost, Fortizar, or Keepstar, the Rare Goods Market Transaction function can be used at that structure. This module includes structures and facilities such as a Market Office, Hyperspace Gravity Beacon, and Gravity Net Containment Array, supporting the ultra-long-distance delivery of smaller items.
Once a Corporation installs this module in a Structure, Capsuleers docked at that Structure can sell items to the Rarities Market, or purchase Rarities and have them delivered to the current Structure.
Authority Required: Using the Rare Goods Market requires "Basic" authority (other basic authorities include Repair, Setting Base, and Clone Points).
How to obtain: Manufacture them based on the blueprints purchased from the market
(Note: This module has many functions. The complete Operation manual can be viewed within the Rarities Market Operation interface.)
New Event
New Arrivals
The Solotor-class Supply Draw is now available in the Recommended section of the New Eden Store, guaranteeing a Solotor-class ship within 50 draws.
The Solotor-class Starplume Supply Draw is now available, guaranteeing an Solotor-class Abyssal Starplume Core within 50 draws.
"Capsuleer Return" Function Update
The "Item Manufacture Time -10%" bonus that Capsuleers can obtain after returning, previously effective only for personal Manufacture projects, has been expanded to also apply to the Corporation Manufacture projects they initiate.
Skill Update
Adjusted the following 6 skill series: Remote Shield Operation, Remote Shield Enhancement Theory, Remote Shield Transfer Theory, Remote Armor Operation, Remote Armor Enhancement Theory, and Remote Armor Transfer Theory, so that they also apply to logistics fighters equipped with Lightweight Repair Modules.
Optimized the names of logistics modules for logistics fighters and logistics Lightweight Ships.
Module Update
Phase Reharmonizer Force Field and Rheological Restructuring Armor: -20% activation Capacitor Consumption. They will no longer deactivate due to Warp.
Tidal Corridor Update
When jurisdiction over a certain System in the Tidal Corridor is revoked, that System's wormhole will be displayed directly in the Overview without needing to be scanned (for the convenience of leaving this System).
Sansha Raid Update
Among the Sansha fleet launching raids on high-sec Systems, all Revenant-class battleships piloted by their officers are now equipped with secure containers, granting a 30-second protection window when destroyed.
During the protection period, only the Capsuleer who dealt the highest damage or the final blow to that ship can directly loot items from the container or wreck.
Other Capsuleers must wait for the container protection program to dissolve on its own before they can pick it up.
Dormant Realm Update
Adjusted the names of all "frequency-tuned" ships and the ships actually piloted (only base ship performance was adjusted; ship fittings and NPC skill Bonuses were not changed).
After the adjustment, all frequency-tuned ships have exactly the same base performance as the same-model ships piloted by Capsuleers. You can identify resistance weaknesses through the market and the Ship Tree.
Note: This adjustment will cause changes to these ships' performance. The nature of the changes depends on all base data updates for the corresponding ships since the launch of Dormant Realm, including HP, speed, Inertia Modifier, and capacitor, but excluding unique Bonuses and firepower.
Important Reminder: This adjustment may cause a slight increase in the defensive capabilities of certain frequency-tuned ships. When challenging the Dormant Realm, be mindful of retreating in time, and do not strictly follow the pre-adjustment precise time planning when challenging it. Once familiar, adjust your tactical planning accordingly.
Added Overview settings reset function
Added a "Reset Overview Settings" function in the settings interface.
In extremely rare cases, opening the Overview may result in continuous loading with a spinning icon that fails to load properly. In this situation, you can use the Reset Overview function to restore normal operation. Please note that this will also clear your existing Overview settings.
Ship Bonus TIPS Update
On the ship TIPS screen, you can now click a specific Bonus to view its detailed description.
For example, click "Shield +5%":
"The shield is the outermost layer of a ship's defense. Normally, the shield must be reduced to 0 before the armor can be damaged. However, when the shield percentage is low, its protective performance decreases, and some attacks may penetrate the shield and directly damage the armor."
Optimizations
Optimized Structure Operation functionality to prevent entering special gameplay scenarios when operating structures under certain conditions.
Optimized the SKIN and 3D effects of the Abyssal Starplume Core; it can now be recolored.
Optimized the activation prompt for the combat mobilization feature in the Tidal Corridor Systems.
Bug Fixes
Fixed an issue where the "Go to Inventory" function on the list screen was unusable.
Fixed an issue where Relevant Skills weren't displayed for certain ships and modules.
Fixed an issue where promotional labels on certain items in the Recommended Store were displayed incorrectly.
Fixed an issue where the Mining Enhancement Implant could cause novice ships to become immune to Damage.
Fixed an ambiguity in the description of Abyssal Starplume mode.
The Scope
YC128.9