EVE Death
A pod floating in space after a player's ship has been destroyed.In the event that a player's ship is destroyed, a wreck is left behind. Any cargo hold contents, ship modules, drones and ammunition that were not destroyed in the explosion can be recovered by any player, and additional components of the structure of the ship can be retrieved by a player with the correct "salvaging" modules and skills. These components can be used to build ship enhancement modules known as 'rigs'. To (partially or fully) mitigate the loss of an expensive vessel, ships can be insured against destruction. Insurance payouts are based strictly on material build costs;[32] the market value of the ship is not taken into account. Some ships have a market value that is dozens, if not hundreds of times as much as the ship's build cost - as a result, a player who loses such a ship may lose a large investment, with no possibility of indemnification. Modules, installed upgrades and cargo cannot be insured; these items may have a market value much higher than the ship itself.
When a ship is destroyed, the player is ejected in a pod. This pod may be destroyed as well, if another player chooses to open fire on it. This player death is known as "pod killing" or "podding". In this case, the "podded" player character will die and be revived as a clone at a pre-determined cloning facility. Non-player characters will not attack a pod. Any implants installed on a player will be irrevocably lost when he or she is pod-killed. Implants cannot be insured.[20]
Players may purchase an upgraded clone which is used in the event of pod death. The cost of a clone depends on how many skill points it can hold - the more skill points, the more expensive the clone becomes. When the player dies and is revived in his or her clone, if this clone holds a number of skill points lower than the number the player had at the time of death, then the player will lose a varying amount of skill points.[20] In some cases, this represents more than a month's worth of training time. Therefore, players who value their skill points purchase upgraded clones sufficient to hold all their skill points. This is known as "keeping your clone up-to-date". Clones are single-use items; when a character dies and is resurrected via a clone, they are also awarded the basic, 900,000-point "Alpha" clone. Therefore, it is imperative that players purchase as soon as possible after death a replacement clone of a level appropriate to their character's skill points.
Expanding the cloning system further, Jump Clones were added in Red Moon Rising, and enhanced in Revelations to allow advanced players to mitigate risking their cybernetic implants by using the Infomorph Psychology skill to jump into a cloned body in another station, without requiring their existing body to die to achieve this. The original body (complete with its cybernetic implants) remains stored in the original station and may be returned to via another clone jump (after a 24-hour waiting period).[33] This method offers a way for developed characters to use expensive implants for skill training or economic pursuits, while still having the option to engage in dangerous combat operations without the risk of losing them or by creating jump clones with different groups of implants that control other aspects of the game such as shield support, enhanced damage capabilities or better targeting abilities.

