The security status of a player reflects the legality of their past actions. The security level of a solar system reflects both how safe it is and which rules govern player actions while they are in that system. This article explains player security status and system security level and their effects.
Player Security Status
Player security status (aka SR, or "security rating") is equal to a player's corporation standing with the CONCORD corporation and can be between -10.0 and 10.0. New players start with a security status of 0.0. The default settings for the overview show players with status between 0.0 and -5.0 with a yellow background. Players with status of -5.0 or below are shown with a flashing red background.
A security status of -2.0 or below will restrict the systems in which a player can travel. Read StatusAndTravel
and travel to find out where you can go.
Player security status is lowered
by committing illegal acts like killing or podding another player in safe systems. Pay attention to the system security level before you attack.
Player security status is raised
by killing NPC pirates. Every 15 minutes, your security status is raised, depending on the bounty of the pirate you killed and the security level of the system you killed it in. The higher the bounty and the lower the system security level, the higher the raise in your security status. At a security status of 5.0 or higher, the number of qualifying targets that may raise your security status becomes very small: while you may get the occasional gain from destroying an NPC battleship, you will more likely only see gains from killing higher level NPC officers and commanders.
System Security Level
System security level as displayed by the Eve interface varies between 0.0 and 1.0 in steps of 0.1. The true security status of systems
actually varies continuously between -1 and +1. Systems fall into three categories. The RulesOfEngagement
governing combat with other players are different in each category.
- 1.0 - 0.5 = 'safe' empire space
(0.5 .. 1.0 true security) If you attack someone here that is not criminally flagged or at war with you, Concord will arrive and destroy your ship, and you will lose security status. There is no legal way to avoid the destruction of your ship in the first retaliatory Concord attack. Concord will continue to destroy your ship every time they meet unless you manage to stay online and out-of-sight of Concord vessels for a minimum of 15 minutes. Every new Concord attack resets that timer.
- 0.4 - 0.1 = 'unsafe' empire space
(0.5 .. 0.1 true security) If you attack someone here that is not criminally flagged or at war with you, you will lose security status, Concord will not arrive.
- 0.0 = simply known as '0.0'
(-1.0 .. 0.0 true security) You're free to attack anyone here.
Safe empire space has numerous sentry guns at JumpGates
, and regular patrols by CONCORD
, the galactic police force. Both safe and unsafe empire space fall under the sovereignty of one of the major factions
such as the Amarr, Caldari, Gallente or Minmatar.
Unsafe empire space has fewer sentry guns at JumpGates
. There are no CONCORD
patrols. Those few 0.0 systems that are part of empire space can be easily recognised by having a more recognisable name: Skarkon is 0.0 unsafe empire space, PF-346 is not.
0.0 space has no organised policing, although the corporations and alliances
that claim sovereignty over a particular system or region will dispense their own forms of justice.
Note that there are a number of systems
that have an ingame security level of 0.0, but their true security is actually above 0. These systems are considered unsafe Empire and not '0.0'.
Current EVE version
: 2.08.3582 (Exodus)