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System

N-M1A3

How busy N-M1A3 is: ship jumps through its gates, ships and capsules lost, NPCs killed - hour by hour - and what the system is made of.

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System

Security
-0.7
nullsec
Region
Constellation

Gates lead to

Where you can jump from here.

Contents

Traffic and losses

Ship jumps, ships and pods lost, NPCs killed - the last two days, hour by hour. These numbers come from the game servers once an hour and are kept here, because EVE itself only ever reports the current hour.

Ship jumps
579
last 48 hours
Ships lost
6
last 48 hours
Pods lost
7
last 48 hours
NPCs killed
1,584
last 48 hours
Player losses (per hour)
Ships and pods destroyed - the two numbers that say whether people are dying here.
NPC kills (per hour)
Rats killed by players - the ratting load, orders of magnitude above player losses.
Ship jumps (per hour)
How many ships came through the gates - traffic, not danger.
Recording since 2026-09-07 13:00 UTC.

System contents

Planets, moons, asteroid belts and stations - what is in this system besides the fighting.

N-M1A3 at a glance
WhatHow many
Planets9
Moons20
Asteroid belts6
Stations0
Gates out2

What the belts may hold

Which ores turn up in the asteroid belts of a system like this one. EVE does not publish the contents of a belt, so this follows the rules the game distributes ore by - it is a guide to expect something, not a survey of what is there.

Ores that can appear in the 6 belts of N-M1A3
OreWhere it comes from
Kernitesome null-sec regions
Pyroxeressome null-sec regions
Bistotsome null-sec regions, -0.5 and below
Arkonorsome null-sec regions, -0.6 and below

Security -0.7 (null-sec). Which of these a belt actually holds depends on the security class of the region - a value the game does not publish. Mining anomalies follow different rules and are not counted here, higher-grade variants of an ore sit in the same places as the base ore, and CCP rebalances resource distribution from time to time - so treat this as indicative rather than certain.

The charts count three different things and keep them apart on purpose: ships jumping through the gates, players losing ships and capsules, and NPCs being killed. Traffic is not danger - a system with thousands of jumps and no losses is a highway, and one with a handful of jumps and steady losses is a trap.

This history exists only because we write it down. The game API publishes these numbers for the current hour and nothing else - there is no way to ask it what last Tuesday looked like.

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