Inrito Dolor
- Created on
- …
- Next Birthday
- …
- Security Status
- 5.00
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 213
- Losses
- 165
- Efficiency
- 56%
- Danger Ratio
- 85%
ISK
- Destroyed
- 116.93B
- Lost
- 20.61B
- ISK Efficiency
- 85%
- Balance
- +96.32B
Solo
- Solo Kills
- 15
- Solo Ratio
- 7%
- Final Blows
- 35
- Points
- 213
Other
- NPC Losses
- 25
- NPC Loss Ratio
- 15%
- Avg Kills/Day
- —
- Activity
- Inactive
Damage
Damage Dealt2.6M
Damage Taken2.3M
Damage Ratio53%
Combat profile
How they fight, with whom and against whom — last 90 days
Activity
What they fly and where they fight
Most Valuable
Matchups
Who they kill, who kills them, what they lose
Top ListsLast 90d
Hulls LostLast 90d
Losses broken down by hull class.
Career
Corporations flown for, most recent first
Vector's EndSince Wednesday, 31 May 20235 Kills3 Losses
Federal Navy AcademySince Wednesday, 31 May 20230 Kills0 Losses
Gregarious Games Mechanized FederationSince Wednesday, 8 December 2021176 Kills71 Losses
Federal Navy AcademySince Wednesday, 8 December 20210 Kills0 Losses
Gunters OnlineSince Thursday, 28 October 20210 Kills0 Losses
Federal Navy AcademySince Thursday, 28 October 20210 Kills0 Losses
Vector's EndSince Wednesday, 27 October 20210 Kills0 Losses
Federal Navy AcademySince Wednesday, 27 October 20210 Kills0 Losses
Gregarious Games Mechanized FederationSince Monday, 14 June 20210 Kills0 Losses
Vectors EndSince Monday, 19 April 20210 Kills0 Losses
Federal Navy AcademySince Monday, 19 April 20210 Kills0 Losses
Pixel KnightsSince Saturday, 9 January 20210 Kills0 Losses
Federal Navy AcademySince Friday, 8 January 20210 Kills0 Losses
Vectors EndSince Saturday, 14 November 202032 Kills89 Losses
Federal Navy AcademySince Thursday, 12 November 20200 Kills0 Losses
In-game bio
Through exploration, we forward science.
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules
Magic 14
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules