Colortags and Timers in EVE Online

Colortag display works through the list of all that are active, from top to bottom. The first match is shown, any further match will be ignored!
The order below is most effective for standard usage.
  • Fle Fleet Member
  • AlliAlliance Member
  • Alli Ally in one of your wars
  • BMil Member of your or an allied Militia
  • 10 Excellent Standing (+10)
  • 5 Good Standing (+5)
  • KRactivated it.
  • -10Terrible Standing (-10)
  • -5Terrible Standing (-5)
  • <0 Security Status < 0 > -5
  • Bt Bounty
  • Agt Agent
  • 0 Neutral Standing
  • 0No Standing

Players with a colortag that is labeled in red above can be legally agressed in empire space (no CONCORD intervention in high sec) but:
Bei <-5crile can legally aggress attackes, which triggers a le Limited Engagement Timer; wt, mil and le can always legally aggress you.
This is currently also always the case for crp, if friendly fire is legal within your player corporation.

Players having a kr Kill Right on them that you can activate, only turn to legal targets, once you (or someone else) activated it.. Such targets will get a sus Suspect Timer, aggression follows the rules stated above.

  • Crimewatch Timer
  • Timer Symbol
  • Duration
  • Colortag
  • Suspect
  • sus
    Cause
    Looting yellow containers/wrecks
    Support on players in an engagement you don't take part in.
    Illegal aggression of new (Rubicon) deployables
    Lowcsec also: illegaly aggressing players (except Pod, see Criminal).
    Consequences
    All players can aggress you legally
    Low sec also: Attack by Sentries as long as you stay within their range. Warping away (and returning) stops that attack.
  • 15 Min
  • sus
  • NPC
  • npc
    Cause
    Attacking or getting attacked by NPC
    Consequences
    Logoff in space: ship despawns after timer ends.
    Timer doesn't extend after logoff
  • 5 Min
  •  
  • PvP
  • pvp
    Cause
    Attacking or getting attacked by players/player assets
    Consequences
    Logoff in space: ship despawns after timer ends.
    Timer can be extended after logoff
  • 15 Min
  •  
  • Weapon
  • wpn
    Cause
    Activating aggressive modules againts other players
    Active Bastion Module cycle
    Consequences
    Jumping Gates, docking and leaving ship is not possible
  • 60s
  •  
  • Criminal
  • cri
    Cause
    High sec: Illegal aggression against players, their assets (except Rubicon deployables) and several objects in space (e.g. NPC stations)
    Low sec: Illegal aggression against pods
    Consequences
    All players can aggress you legally, also in
    High sec: no warp, no jump, attack by Sentries and CONCORD will destroy your ship
    Low sec: Sentries attack you permanently
    On timer start, the victim will get a 30 day Kill Right on the attacker!
  • 15 Min
  • cri
  • Limited Engagement (LE)
  • le
    Cause
    Accepting a duel or attacking legal targeets
    Consequences
    The two players of an LE can legally aggress each other.
    Hovering over the timer shows the list of players you share an LE with
  • 5 Min
  • le
  • Not Crimewatch
    Session Timer
  • sessiontimer
    Cause
    Un/Dock
    Leave/enter ship in space, lose pod
    Join/leave fleet, or change position/role within
    Gate/bridge/cyno/WH jump
    Clone jump
    Changing corp wallet division
    Consequences
    Other actions that trigger a session timer are blocked
  • 10s
  •  
  • Invulnerability Timer
  • None (yet?)
    Cause
    Undock
    Stargate/bridge/cyno/WH jump
    Consequences
    Immune against damage/targeting.
    Movement or module activation cancels the timer.
    Stopping ship after undock doesn't.
  • 30s
  •  
  • Gate Cloak Timer
  • jcl
    Cause
    Gate/Wormhole jump
    Consequences
    Ship is cloaked and invulnerable.
    No Decloak by objects closer than 2000m, immune to smart bomb/bomb/ECM Burst effects,
    also bumping.
    Ship movement cancels both.
  • 60s
  •  
  • Jump Fatigue
  • fat
    Cause
    Cyno jump or bridge usage.
    10 minutes (or current fatigue timer, if longer) multiplied with (jump distance+1) is fatigue timer in minutes.
    30 days maximum
    Consequences
    See Jump Cooldown
    Calculator
  • Varies
  •  
  • Jump Cooldown
  • cd
    Cause
    Fatigue/10 or jump distance + 1; higher value is Jump Cooldown in minutes
    Consequences
    Cyno jump or bridge usage blocked until timer has expired
    Calculator
  • Varies
  •  
  • Active Boosters
  • boo
    Cause
    One or more booster active
    Number of active boosters
    Booster name
    Booster side effect(s)
  • Varies for
    individual
    effects
  •  
  • WH Polarization (shown at wormhole)
  • cd
    Cause
    Timer starts after second jump through the same wormhole
    Consequences
    Next jump through that specific wormhole is blocked until timer has expired
  • 4 Min
  •  
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