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Item

Triage Module I

Siege Module · Module · Siege Modules

Market prices for Triage Module IBuild it: materials and costEverything in Siege Module

Volume
4,000 m³
unpacked
Packaged
1,000 m³
cargo space per unit
Mass
1 kg
affects agility and warp
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
27951
as used by ESI

What the game says about it

An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities. This results in a great increase in the Force Auxiliary's ability to provide aid to members of its fleet, as well as a greatly increased rate of defensive self-sustenance. Defensive benefits include improved self-repair and shield boosting effectiveness, as well as increased resistance to most forms of electronic warfare. As a side effect of the ionic flux created by the triage module, beneficial remote repair and capacitor transfer effects are ineffective against the fitted ship while the module is active. The flux only disrupts incoming effects, however, meaning the Force Auxiliary can still provide aid to its cohorts. Sensor strength and targeting capabilities are also significantly boosted. In addition, the lack of power to locomotion systems means that neither standard propulsion nor warp travel are available to the ship, nor is the Force Auxiliary able to dock until out of triage mode. Finally, any drones currently in space will be unable to deal damage when the module is activated. Note: A triage module requires Strontium Clathrates to run and operate effectively. Only one triage module can be run at any given time, so fitting more than one has no practical use. The remote repair module bonuses are only applied to capital sized modules. The increased shield boosting and armor repairing gained from the Triage Module is subject to a stacking penalty when used with other similar modules that affect the same attribute on the ship. This module can only be fit on Force Auxiliary Ships.

Attributes

The same numbers the game shows in Show Info.

Fitting

  • Powergrid Usage100,000 MW
  • CPU usage100 tf
  • Can only be fitted toForce Auxiliary

Structure

  • Structure Hitpoints999,999 HP

Drones

  • Drone Damage Bonus-100%

EW - Resistance

  • ECM Resistance100%

Miscellaneous

  • Activation time / duration300 s
  • Consumption Quantity250 units
  • Consumption TypeStrontium Clathrates
  • Disallow Activation In Warpyes
  • Disallow Dockingyes
  • Disallow Tetheringyes
  • EW Capacitor Need Bonus900,000,000%
  • Meta Level0
  • Tech Level1

Bonuses

  • Armor Repairer / Shield Booster Amount Bonus100%
  • Armor Repairer / Shield Booster Duration Bonus-50%
  • Capital Remote Logistics Amount Bonus (Shield / Armor / Hull / Energy)400%
  • Capital Remote Logistics Duration Bonus (Shield / Armor / Hull / Energy)-75%
  • Capital Remote Logistics Range Bonus (Shield / Armor / Hull / Energy)200%
  • Mass multiplier10 x
  • Maximum Locked Targets Bonus4 +

Other

  • Max Modules Of This Group Allowed1

Skills needed to use it

Every skill with the skills it needs in turn - train from the bottom up.

6 skills in total · 2,315,415 skill points from scratch

Variations

The whole Triage Module I family, as the game's Variations tab lists it - by tier and meta level.

Tech I 1

  • Triage Module IMeta level 0

Tech II 1

What Triage Module I is built from

Manufacturing from Triage Module I Blueprint. Price the whole chain

1 unit per run
MaterialQuantity per runBuilt from something else
Tritanium3,427,873no - buy or mine it
Pyerite828,117no - buy or mine it
Mexallon314,957no - buy or mine it
Isogen52,033no - buy or mine it
Nocxium15,823no - buy or mine it
Zydrine4,534no - buy or mine it
Megacyte2,266no - buy or mine it

Goes into

Triage Module II

Triage Module I in EVE Online

This page is the dictionary entry: what the item is, what it weighs, how much room it takes in a hold and - when a blueprint exists - what goes into making one. The numbers come from the game's own data, so they change when CCP patches the game and not before.

Prices are deliberately somewhere else. What something costs is a question about one item in one place at one moment, and its market page answers it properly: best sell, best buy and every order we have stored, region by region.