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Kills
186
+0 in the last 90 days
Losses
69
+0 in the last 90 days
73%
Efficiency
ISK Efficiency 96%
ISK destroyed
175.82B
+0 in the last 90 days
Activity
Inactive
0 kills/day · last 90 days

Combat Record

Career-long numbers from eve-kill

Combat

Kills
186
Losses
69
Danger Ratio
100%
Final Blows
6
Points
186

ISK

Destroyed
175.82B
Lost
6.78B
Balance
+169.04B
ISK Efficiency
96%

Solo

Solo Kills
3
Solo Ratio
2%
Avg Kills/Day
—

Other

NPC Losses
0
NPC Loss Ratio
0%
Activity
Inactive
Damage Dealt107.3K
Damage Ratio · 16%
Damage Taken574.4K

Activity

What they fly, where they fight, latest kills and losses

ShipsLast 90d
SystemsLast 90d
Latest killsKillboard
Latest lossesKillboard

Most Valuable

The priciest kills in the window

Matchups

Who they kill, who kills them, what they lose

Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.

In-game bio



A cynosural field, also known colloquially as a "cyno", is a cosmic anomaly that acts as a pseudo-gravity well. With the correct calibration information, interstellar jump drives can lock onto the field and create a portal into the destination system.

Cynosural field generation requires the user have levels in Cynosural Field Theory. Remote generation of cynosural fields is not currently possible. Thus, capital pilots must rely upon another pilot to generate a cynosural field in the target system. When activated, cynosural fields act as beacons, allowing any pilot in the system to locate and warp to the field.

In order to be able to generate a cynosural field, the ship must be equipped with a Cynosural Field Generator and have enough Liquid Ozone to be able to generate the field.

Jump drives rely upon out-of-band faster-than-light communications in order to calibrate and lock onto a cynosural field. Because of this, both the cynosural field generator and jumping pilot must be in the same fleet to use the cyno. This information is broadcast once when the cynosural beacon is lit, but can be rebroadcast by clicking the white triangle at the top of the fleet window. By relying upon FTL communications, only authorized pilots (those in your fleet) will be able to jump to the same field, preventing an enemy capital fleet from jumping to a friendly cynosural field.

Cynosural fields can also be generated on a continuous basis by using a Cynosural Generator Array. Such generators require an alliance to have appropriate sovereignty to use. These generators operate on a constant basis, broadcasting the appropriate calibration information out-of-band via the alliance channel, allowing any pilot in that alliance to lock onto the generator's field.


A cynosural field will usually last for 10 minutes.

Force recon ships have a special skill that will reduce the cynosural field duration to 5 minutes. Also, they have a special bonus that will reduce the amount of liquid ozone required for generating a cynosural field.

Nearly any pod pilot with a few weeks of training can activate a cynosural field. However, such pilots must understand that they have a great responsibility. Capital ships and jump freighters are slow and clumsy.


YEAH NEVERMIND