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Capacitor, Module Activation & Overheating

EVE New Player KnowledgePublicUpdated 2026-08-24 11:04:18
Quick Answer

Capacitor is your ship’s energy pool for many active modules. If your capacitor reaches zero, modules that require capacitor can shut off and your escape options may disappear.

Repairers, shield boosters, propulsion modules, tackle, energy weapons, hardeners, and many utility modules can consume capacitor. The fitting window estimates capacitor behavior, but actual combat use varies because modules cycle at different times and enemies can drain or neutralize capacitor. Overheating can temporarily improve many modules at the cost of heat damage. Learning which modules must stay active and which can be pulsed is an important piloting skill.

New Pilot Guidance

A ship does not need to be “cap stable” for every job. Some combat fits are designed to operate for a limited period. For a new pilot, focus first on understanding which of your modules use capacitor and what happens if your propulsion, repair, or warp tackle turns off.


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