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Pilot HandbookCHAPTER 04

Equipment

A ship is only as good as what you fit to it. Lasers deal the damage, generators keep you alive or fast, drones fly beside you and extensions keep you going.

Fit your ship in the Hangar (open the menu with Tab): click a module to fit it and click a fitted slot to take it off, or let Auto-Fit do it. Changes save at once. Every hull has three banks, and a bigger hull has more room in each.

  • LasersThe guns that fire at your lock.
  • GeneratorsShield and speed generators share one bank, mixed as you like.
  • ExtensionsRepair bots, tech cores, cargo expanders and more.

Every line of gear climbs in tiers, I to IV, each better than the last. Tiers I and II are bought with Credits, tiers III and IV with Rift Crystal. An item’s frame shows its rarity colour, Common, Rare, Epic or Legendary, which follows its tier and adds nothing on its own.

Four lines of laser, from first to best: Spark, Flare, Torch and Nova. Every laser you fit fires on the same steady beat at your locked target and burns one Energy Cell a shot, so more lasers means more damage, and a better line means more from each one.

  • SparkCommon · I
    Per shot
    108-132
    DPS
    133
    Price
    20,000
  • FlareRare · II
    Per shot
    138-169
    DPS
    170
    Price
    150,000
  • TorchEpic · III
    Per shot
    168-205
    DPS
    207
    Price
    10,000
  • NovaLegendary · IV
    Per shot
    204-249
    DPS
    252
    Price
    20,000

Each shot lands within the range shown, once every 0.9 s; DPS is with Lite cells. The cell you load multiplies every shot: see Energy Cells.

  • Shield generatorsSG-1 to SG-4. Your shield takes a share of every hit until it runs out; a higher tier holds more and takes a bigger share. Several stack into one shield.
  • Speed generatorsSPG-1 to SPG-3. Each adds to your speed. Ships fly at one fixed speed with no boost, so a fit is how you get faster.
  • SG-1Common · I
    Shield
    1,000
    Absorption
    60%
    Price
    20,000
  • SG-2Rare · II
    Shield
    2,500
    Absorption
    70%
    Price
    100,000
  • SG-3Epic · III
    Shield
    5,000
    Absorption
    80%
    Price
    10,000
  • SG-4Legendary · IV
    Shield
    10,000
    Absorption
    80%
    Price
    20,000
  • SPG-1Common · I
    Speed
    +4
    Price
    20,000
  • SPG-2Rare · II
    Speed
    +8
    Price
    100,000
  • SPG-3Epic · III
    Speed
    +11
    Price
    10,000

How you split the bank is the choice that shapes your ship: all shields to stand and fight, all speed to chase or escape, or something between.

Drones fly round your ship on any hull. A drone never fires on its own: each of its slots carries a laser or a shield generator, which works as if it were fitted to your ship. Drones cannot be targeted, damaged or lost.

  • SKATEONE SLOT
    1. 1
    2. 2
    3. 3
    4. 4
    5. 5
    6. 6

    Quick and light. Its one slot takes a laser or a shield generator. Bought with Credits.

  • NAUTILUSTWO SLOTS
    1. 1
    2. 2
    3. 3
    4. 4
    5. 5
    6. 6

    A golden manta ray with two slots, in any mix. Its wings grow as it levels. Bought with Rift Crystal.

  • Drone bays open with your pilot level, never with money: up to 8 drones, Skates and Nautilus in any mix.
  • Each drone of a type costs more than the last one you bought.
  • What your drones carry belongs to each ship’s config, so every hull can arm them its own way.
  • Selling a drone pays 30% of the last one’s price and loses its level; its gear comes back to you.

Skate

  1. #1800,000
  2. #21,280,000
  3. #32,048,000
  4. #43,280,000
  5. #55,250,000
  6. #68,400,000
  7. #713,400,000
  8. #821,500,000

Nautilus

  1. #125,000
  2. #237,500
  3. #356,300
  4. #484,400
  5. #5126,600
  6. #6189,800
  7. #7284,800
  8. #8427,100

Drone bays

  1. Bay 1LV 8
  2. Bay 2LV 11
  3. Bay 3LV 14
  4. Bay 4LV 17
  5. Bay 5LV 19
  6. Bay 6LV 21
  7. Bay 7LV 23
  8. Bay 8LV 25

Every kill pays drone points to every drone you have flying, and points raise a drone’s level, up to 6. A level adds a bonus to the gear it carries, and shield generators gain twice what lasers do:

  1. 1
    Drone points
    0
    Laser bonus
    +0%
    Shield bonus
    +0%
  2. 2
    Drone points
    100
    Laser bonus
    +2%
    Shield bonus
    +4%
  3. 3
    Drone points
    300
    Laser bonus
    +4%
    Shield bonus
    +8%
  4. 4
    Drone points
    700
    Laser bonus
    +6%
    Shield bonus
    +12%
  5. 5
    Drone points
    1,500
    Laser bonus
    +8%
    Shield bonus
    +16%
  6. 6
    Drone points
    3,100
    Laser bonus
    +10%
    Shield bonus
    +20%
A Monarch flying with its Nautilus drones in formation
A MONARCH WITH ITS NAUTILUS DRONES

The extension bank holds what keeps you going. It is fitted per config, and every extension except the free Nanite Patch is bought with Rift Crystal.

  • Repair botsThe Nanite Patch comes free on every new ship; the Nanite Weave I, II and III each mend faster. Only one works per config.
  • Tech coresThe six licences for the tech extras: EMP, Fission, Nanite, Siphon, Reserve and Bulwark cores. See tech.
  • Expansion CoresExpansion Core I and II widen the extension bank itself.
  • Cargo expandersCargo Expander Mk I and Mk II make the hold of the ship they are fitted to bigger.
  • RefineryRefines the loose resources in your hold into boosters on its own. Refining by hand stays free.
  • Nanite Patch
    Full repair
    150 s
    Rate
    0.67%/s
    Price
    Free
  • Nanite Weave I
    Full repair
    80 s
    Rate
    1.25%/s
    Price
    50
  • Nanite Weave II
    Full repair
    60 s
    Rate
    1.67%/s
    Price
    200
  • Nanite Weave III
    Full repair
    50 s
    Rate
    2%/s
    Price
    5,000
  • Expansion Core I
    Slots
    +3 (2 net)
    Price
    600
  • Expansion Core II
    Slots
    +5 (4 net)
    Price
    10,000
  • Cargo Expander Mk I
    Hold
    +25%
    Price
    150
  • Cargo Expander Mk II
    Hold
    +100%
    Price
    15,000
  • Refinery
    Price
    150

Infusion turns your refined resources into a boost. Load a booster from your hold into one of three slots, and it powers that part of your ship until the charge runs out. It is always a charge you use up, never a permanent stat.

  • DamageWears down with every Energy Cell you fire.
  • ShieldsWears down while you are under fire.
  • SpeedWears down while you are moving.

Each booster’s boost per slot is on its card under cargo and resources.

  • A better booster gives a bigger boost, not a longer one.
  • One booster per slot: loading a different one replaces what is left, and the game asks first.
  • A loaded charge stays with you when you change ships. Gold can never buy resources or charges.