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Item

'Basic' Damage Control

Damage Control · Module · Damage Controls

Market prices for 'Basic' Damage ControlEverything in Damage Control

Volume
5 m³
unpacked
Packaged
5 m³
cargo space per unit
Mass
5,000 kg
affects agility and warp
Radius
1 m
hull size in space
Portion size
1
units per reprocessing batch
Type ID
521
as used by ESI

What the game says about it

Utilizes a combination of containment field emitters and redundancy systems to mitigate the impact of critical system damage. Grants a bonus to resistance for shield, armor and hull. Only one Damage Control can be fit at a given time.

Attributes

The same numbers the game shows in Show Info.

Fitting

  • Powergrid Usage1 MW
  • CPU usage15 tf

Structure

  • Structure Hitpoints40 HP
25%
EM
25%
Thermal
25%
Kinetic
25%
Explosive

Armor

7.5%
EM
7.5%
Thermal
7.5%
Kinetic
7.5%
Explosive

Shield

5%
EM
5%
Thermal
5%
Kinetic
5%
Explosive

Miscellaneous

  • Meta Level6
  • Tech Level1

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.

1 skill in total · 250 skill points from scratch

Variations

The whole 'Basic' Damage Control family, as the game's Variations tab lists it - by tier and meta level.

Tech I 2

Tech II 1

Faction 4

Storyline 2

Officer 8

'Basic' Damage Control 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.