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Item

'Holy Destiny' Electromagnetic Lance

Super Weapon · Module · Amarr

Market prices for 'Holy Destiny' Electromagnetic LanceBuild it: materials and costEverything in Super Weapon

Volume
8,000 m³
unpacked
Packaged
2,000 m³
cargo space per unit
Mass
100 kg
affects agility and warp
Radius
1,000 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
40631
as used by ESI

What the game says about it

While the Amarr Empire had first developed the ‘Reaper’ directed energy device, the Gallente were the first to modify the concept into a focused, static energy beam they called a ‘Lance’. In truth, the Amarr had not entirely cracked the problem of holding this particular form of pseudo-stable energy on a single point before the Gallente came up with a method of focusing the beam reliably. The Amarr were quite taken with the solution the Federation had developed and at once produced their own electromagnetic variation codenamed ‘Holy Destiny’. Note: Activating this module triggers a massive capacitor disruption wave that impacts ships in the immediate vicinity of the Titan, friend or foe. After firing, you will be immobile for thirty seconds and unable to dock, tether, cloak, or activate your jump drive for five minutes.

Attributes

The same numbers the game shows in Show Info.

Fitting

  • Powergrid Usage100,000 MW
  • CPU usage100 tf
  • Can be fitted toMolok
  • Can only be fitted toAvatar

Structure

  • Structure Hitpoints99,999 HP

Capacitor

  • Activation Cost35,000 GJ

Targeting

  • Signature Radius5,000 m

Turrets

  • EM damage50,000 HP
  • Optimal Range200 km

Superweapons

  • Beam Damage Cycle1 s
  • Beam Duration15 s
  • Beam Radius2,500 m
  • Immobility Duration30 s
  • Jump/Dock/Tether/Cloak restriction duration300 s
  • Warm-up Duration15 s
  • Warm-up Neutralization Amount35,000 GJ
  • Warm-up Neutralization Radius10 km
  • Warm-up Neutralization Signature Radius20 km

Miscellaneous

  • Activation time / duration300 s
  • Cannot Auto Repeatyes
  • Consumption Quantity50,000 units
  • Consumption TypeHelium Isotopes
  • Disallow Dockingyes
  • Disallow Tetheringyes
  • Meta Level0
  • Tech Level1

Other

  • Banned in Empire Spaceyes
  • 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.

22 skills in total · 10,528,340 skill points from scratch

What 'Holy Destiny' Electromagnetic Lance is built from

Manufacturing from 'Holy Destiny' Electromagnetic Lance Blueprint. Price the whole chain

1 unit per run
MaterialQuantity per runBuilt from something else
Tritanium1,708,629no - buy or mine it
Pyerite1,272,573no - buy or mine it
Mexallon465,954no - buy or mine it
Isogen243,716no - buy or mine it
Nocxium353,314no - buy or mine it
Zydrine43,638no - buy or mine it
Megacyte48,181no - buy or mine it

'Holy Destiny' Electromagnetic Lance 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.