J111301
Quick answers
What class is J111301?
J111301 is a Class 1 wormhole system in A-R00001 with the Cataclysmic Variable effect.
What statics does J111301 have?
J111301 has 1 static: Z060 to null sec.
How many planets and moons does J111301 have?
J111301 has 7 planets and 7 moons.
What planets does J111301 have?
J111301 has 7 planets: 3 Barren, 1 Storm and 3 Temperate.
What PI can you run in J111301?
From its planet types you can make P2 on a single planet in J111301: Livestock, Rocket Fuel, Fertilizer and Superconductors and others (best net at Jita prices as of 2026-11-02: 57,951 ISK per processor-hour), and fully self-supply 12 P2 and 4 P3 products across the system.
Right now
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Live figures come straight from EVE's official ESI API in your browser: kills and jumps are the last hour, and ESI refreshes them hourly. Thera and Turnur connections come from EVE-Scout's public signature feed, mapped by their scouts and expiring on their own timers. Nothing here is cached by this site, so it is as current as those two APIs are.
Statics B Community-corroborated
From the MIT-licensed whdbx dataset, cross-checked against anoik.is: both list exactly these statics for this system. Destinations come from EVE's official wormhole data. Statics themselves are not in EVE's static data, so no official source can confirm them. Statics data: whdbx by Alexey Min, MIT licence (full notice).
Planets and PI A ESI-derived / official
| Planet | Type | Radius (km) |
|---|---|---|
| J111301 I | Barren | 2,780 |
| J111301 II | Barren | 3,810 |
| J111301 III | Temperate | 5,390 |
| J111301 IV | Temperate | 4,020 |
| J111301 V | Temperate | 4,920 |
| J111301 VI | Barren | 12,030 |
| J111301 VII | Storm | 6,640 |
7 usable planets.
P2s you can build on a single planet here, ranked by net ISK per processor-hour self-extracted, NPC office, sell orders:
- Livestock (Temperate): 57,951 ISK/hr ok
- Rocket Fuel (Storm): 52,080 ISK/hr deep
- Fertilizer (Temperate): 51,351 ISK/hr ok
- Superconductors (Storm): 48,666 ISK/hr deep
- Coolant (Storm): 48,091 ISK/hr deep
- Polytextiles (Temperate): 45,659 ISK/hr ok
- Mechanical Parts (Barren): 42,966 ISK/hr deep
- Biocells (Barren): 42,181 ISK/hr deep
From these planet types you can fully self-supply 12 P2, 4 P3 and 1 P4 products across the system.
Planet types: EVE's official Static Data Export, grade A. Economics (net ISK, taxes, liquidity): see the PI planner methodology, prices as of 2026-11-02.
Cataclysmic Variable in a C1 B Community-corroborated
Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. (And while they also slow capacitor recharge times, the larger increase in volume results in increased stability.) On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters. The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare.
| Effect | C1 | C2 | C3 | C4 | C5 | C6 |
|---|---|---|---|---|---|---|
| Local Armor Repair Amount | -15% | -22% | -29% | -36% | -43% | -50% |
| Remote Armor Repair Amount | +30% | +44% | +58% | +72% | +86% | +100% |
| Local Shield Repair Amount | -15% | -22% | -29% | -36% | -43% | -50% |
| Shield Transfer Amount | +30% | +44% | +58% | +72% | +86% | +100% |
| Capacitor Capacity | +30% | +44% | +58% | +72% | +86% | +100% |
| Capacitor Recharge Time | +15% | +22% | +29% | +36% | +43% | +50% |
| Remote Cap Transmitter Amount | -15% | -22% | -29% | -36% | -43% | -50% |
The C1 column is the one that applies here. Effect ladders stated identically by two independent sources: the EVE University wiki (rev 230274), which cites CCP's Hyperion dev blog for the August 2014 rebalance that set these numbers, and the anoik.is dataset. 32 of 33 rows agree.
What spawns in a C1
The shallow end, and the only class with no wormhole static at all: every C1 hangs off known space and nothing else. Frigate and cruiser Sleeper rosters, and the holes are mass-limited enough that battleships often cannot follow you in, which is as much a defence as it is a restriction.
Combat anomalies 5 Relic sites 3 Data sites 3 Gas sites 6 Ore sites 4
Look further
Three sites do things this one deliberately does not. Kill history, route mapping and live chain data are theirs, and they do them better.
zKillboard: kill history Dotlan: maps and stats Anoik.is: statics and celestials
Nearby Class 1 systems
Same class, same region (A-R00001).
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