Answers
Access & platform
Where and how do I play?
In a desktop web browser, no install.
- Use Chrome or Edge; some players find Edge smoother.
- Mobile technically loads but is not supported.
- A downloadable client is planned.
- Beta access is given out in waves announced on X and in Discord.
- The server is in the US. The first load can take a while depending on your device, connection and distance to it.
Warning
Keep the game tab in front. Since Beta Patch 2, a tab left in the background for more than a minute disconnects.
Which browser should I use?
Chrome or Edge.
- Some players found Edge smoother than Chrome.
- If you avoid Chrome, the devs suggest Vivaldi over Firefox.
- Play on a desktop: mobile loads but is not supported.
If FPS is low on a strong PC, the browser may be using the integrated GPU:
- Set the browser to High performance in Windows Settings > System > Display > Graphics.
- Restart the browser.
What PC specs do I need?
No hard minimum: it runs on low-end machines with graphics turned down.
- In the faction-war maps (Cloud Wake, The Gallows), lower the render distance.
- To keep an eye on it, turn on the FPS and ping display in Accessibility settings. P or the button at the top opens settings.
- Use Chrome or Edge; some players find Edge smoother.
If FPS is low on a strong PC, Chrome may be using the integrated GPU:
- Set the browser to High performance in Windows Settings > System > Display > Graphics.
- Restart the browser.
Can I use a controller?
Yes. The game supports gamepads and shows the full layout on its Gamepad controls screen.
- PlayStation controller confirmed.
- Left stick steers (click and push up or down to zoom); right stick looks (click for the cursor).
- LT boosts, RT fires the main thrusters; LB cycles targets, RB drifts.
- Y harpoon, B module 5, A reverse thrust, X cargo; the D-pad uses modules 1–4.
- Hold View to ping; Menu opens fitting.
Good to know
- With the harpoon attached, LT winches in and RB winches out.
- In menus, the left stick moves the cursor, A selects and B goes back.
Where are the servers? Is there more than one?
US-based, with one server instance right now.
- A room becomes instanced once it hits the player cap.
- Distance to the US server is one of the things that makes the first load slow.
- To see your ping, turn on the FPS and ping display in Accessibility settings (P opens settings).
- VPNs have caused sign-up and loading issues, so try without one if you have trouble.
The game is stuck loading / 'Deploying to the Citadel' / black screen.
First load can be slow, depending on device, connection and distance to the US server.
- Refresh and wait.
- Fully quit the browser, not just the tab.
- Still failing? Restart the PC.
- Try Chrome or Edge; turn off VPNs.
- Then press F12, right-click in Console, save the log and post it in the bug channel.
Sudden closes after big updates are usually out of memory: refresh. Memory use is being optimised.
Beta Patch 1 fixed several loading deadlocks. Beta Patch 2 sped up startup and travel; if a hub fails to load, you move to another instance within 30 seconds. The 3 Oct black screen entering Ganden after extracting was a server issue the devs found.
Lost a ship to a crash or disconnect? During beta the devs restore genuine reconnect losses: post your loss manifest (Notifications > lost ship > Copy image) while in a hub.
Does a VPN cause problems?
It can: VPNs have caused issues with sign-up and loading.
If sign-up fails or the game won't load:
- Turn off the VPN.
- Refresh and wait; the first load can take a while.
- Still stuck? Try Chrome or Edge, then restart the PC.
Is the game available in other languages?
English only for now.
Localization is planned during beta.
Camera and controls basics
Open settings with P or the button at the top.
- Unlock/recenter the cursor: H or middle mouse.
- If the camera makes you dizzy, set it to not track ship rotation.
- FPS and ping display are in Accessibility settings. UI scale is adjustable in settings.
- Hotkeys are rebindable.
Other inputs you'll use early:
- Tab locks a target, nearest your cursor first. Tab again within 0.5 s cycles to the next; Tab on your locked target unlocks it.
- Right-click harpoons: once to connect, again to let go or retarget.
- Camera modes: B tracks your target, M orbits your ship, J side view, G low chase, N nose view. Press the key again to return.
- Hold left click for the ping wheel.
- Q while hovering a target or mineral fragment launches drones, if a Dronelink is fitted.
Warning
A game tab left in the background for over a minute disconnects.
How long does the beta playtest last?
Two weeks: the beta ends on 15 October 2026.
- Gameplay opened on 30 September 2026.
- It was first announced as one week; Beta Patch 2 extended it to two.
- Progress is wiped between test phases, so treat everything you own now as temporary.
Changed in Beta Patch 2: before the end date was announced, the beta was expected to last about 2 weeks.
How long does the beta playtest last? (earlier answer)
About one week, getting longer in later tests.
Will progress be wiped after the beta?
Yes, there are wipes between test phases.
How do I get beta access?
Access is given out in waves announced on X and in Discord.
- Beta access is for playtesting, not an investment.
- Once in, you play in a desktop web browser (Chrome or Edge), with no install.
- VPNs have caused sign-up issues; try without one if sign-up fails.
How do I change my name? I'm stuck as RECRUIT.
You pick a callsign after the tutorial.
Getting stuck as RECRUIT was a bug, fixed in Beta Patch 1.
How do I recover a chat message I lost?
Type /oops in chat.
It brings back the message you lost.
Project & economy
Is this a crypto game? Do I need crypto?
You can play without touching crypto.
- It has a real-money economy, but crypto sits in the backend.
- There are no tradable assets yet, and the team says there will be no airdrop.
- Beta access is for playtesting, not an investment. Progress is wiped between test phases.
- For now ships are manufactured in-game; the team says they would eventually be itemized as NFTs and burned when destroyed.
Will ships be NFTs? Is there a cap on ships?
Ships are currently manufactured in-game.
- Build one at the Forge from a ship blueprint and materials in your hub stash, or buy a hull from merchants or the Quartermaster.
- Eventually they would be itemized as NFTs and burned when destroyed.
- Losing a ship is already permanent: its fitted modules and cargo go with it, except what is in the safety hold.
- No caps other than player time and death.
Is AI used to make the game?
To help write code, yes.
All art is handmade.
Death & risk
What happens when my ship is destroyed?
Permadeath: you lose the ship, its fitted modules and its cargo, except what is in the safety hold.
- Your hub stash is never at risk.
- The ship's level and affinity points go too.
- The rest drops in the wreck for anyone to loot, you included.
- Faction-quality items, fitted or in cargo, are destroyed, not dropped.
- The safety hold is four cells in a fixed 2×2 square at the top left of every cargo grid. Items fully on it are kept.
- Items partly on it are kept by a chance proportional to the share covered, shown in their tooltip.
- Items with the safe cipher (Tek cipher Lucky Cigarettes) are also kept.
- Kept items go to your hub stash.
Tip
Before undocking, move valuables fully onto those cells.
Changed in Beta Patch 2: most hulls had two safety cells; the Acolyte, Eidolon and Starrk had none. Safety hold improvements are coming.
Do I lose the free starter ship too?
Yes, it is destroyed like any ship.
- If you are left in a hub without a hull, you are issued a free replacement Seraph at Faction quality (15% less hull, armor and heat capacity than Standard).
- Losing the faction starter ship also costs Merits: 25% of the ship's build rating.
- It also sends you back to your faction's hub; this applies during the Faction war.
- Its starter fit: a Mining Laser, an Armor Repairer, a Sonar Ping and three Flak Cannons.
Tip
Build a few spare ships before you take big risks, so a loss is a short delay rather than a restart.
Are duels safe?
No. Duels are fights to the death.
- The loser loses their ship.
- Hubs are otherwise safe: nobody can attack you there unless you both agree to a duel, so a fight can't be forced on you.
Tip
Only accept a duel in a ship you can afford to lose.
Where is it safe? Can I avoid PvP?
Hubs are safe, including Greylock (a contested hub with both factions present). No breach is fully safe.
- Hubs allow no fighting unless both pilots accept a duel, and duels are to the death.
- A faction hub admits only its own faction. Greylock is open to both.
- Each faction has lower-tier breaches the enemy faction cannot enter. Even there, allies can still shoot you; it just costs them Merits.
- Breaches hold other players as well as NPCs.
- The Gallows and Cloud Wake are unrestricted war zones (no build-rating limit).
- Other dungeon maps require a build rating within their range to enter. Cargo counts toward it at 25%.
Tip
For your first runs, stay in your faction's lower-tier breaches.
I lost my ship to a crash/disconnect. Can it be restored?
During beta the devs restore genuine reconnect losses.
- Get your loss manifest: Notifications > lost ship > Copy image.
- Post it.
- You need to be in a hub for the restore.
Warning
Since Beta Patch 2, a game tab left in the background for more than a minute disconnects. Keep the tab in front during a run; the devs haven't said whether a loss caused that way counts as a reconnect loss.
Where do enemy players enter a map?
It depends on the map.
- On the lanes between the faction hubs and Greylock, they usually come in from the opposite side.
- They can also arrive through any other breach that connects to the map.
Good to know
Since Beta Patch 2 the game prefers to bring arriving pilots in 11 km from hostile pilots, up from 7.1 km.
Getting started
How do I leave the hangar / start a run?
Open the Overworld map at the top of the screen and choose a breach.
You'll need
- In the hub, check your build rating (the fitting screen shows it as Ship Build Rating). It adds up the hull, fitted modules, affinity points spent and 25% of your cargo.
- Open the Overworld map at the top of the screen.
- Choose a breach whose build-rating range your ship falls inside. For a first run, pick one of your faction's lower-tier breaches, which the enemy faction cannot enter.
Tip
Deeper tiers open only after you have cleared the tier before, which you do by extracting from it.
How do I extract? It keeps sending me back in.
Use the extraction markers (green boxes) and trains. Leaving a breach is only possible by train.
- Find an extraction marker: a green box.
- Check where its train goes before boarding: destinations differ, and some lead into other breach regions.
- To get home, take the marker for your hub, for example ZHAT for Zhat Kali.
- Check your build rating: a train into a breach region refuses ships above that tier's maximum, with cargo counting at 25%. Over? Take a different train.
- Fly to the marker and harpoon onto the train.
Warning
If your harpoon disconnects in the tunnel, you're left behind and must fly back to reconnect. If the next train arrives while you're still in there, it runs you over.
Tip
Nothing you carry counts until you have extracted. Extracting from a tier is also what clears it and opens the next one.
Any advice for a first few runs?
Build up your fit, don't pull too many NPCs at once, and don't stay long.
- Start in your faction's lower-tier breaches, which the enemy faction cannot enter.
- Before undocking, put your most valuable cargo fully on the safety hold: the 2×2 square of four cells at the top left of every ship's cargo grid. Items there are kept if you die.
- Scout around before attacking anything.
- Kill a few NPCs, loot, extract, refit, repeat.
- Back in the hub, recycle common drops for ORE: it repairs your ship and identifies modules.
Tip
Build a few spare ships before taking big risks.
Where is the better loot?
In the higher-tier breaches you unlock from Greylock (the central hub).
- The deeper the tier, the better the loot: modules roll more ports and higher modifier tiers, and rarer rarities turn up more often. Stratum 0, the tutorial tier, cannot drop Regalia.
- Beta Patch 1 improved Prototype odds in tiers 3 to 7.
- Dark Triton, a rare recipe mineral, is found in the breaches off Greylock.
- To open a deeper tier, extract from the one before it.
- From Stratum 3 up, tiers also have a minimum build rating: 6,000 for Stratum 3, 8,000 for Stratum 4, up to 16,000 for Deep Strata. A bare Standard Seraph rates 2,200, so plan a bigger build.
Tip
Look for breaches with the extra-blueprint modifier.
What does Relocate do?
It moves you, not your ship, to another hub where you already have a ship docked.
Your materials stay behind. Moving them between hubs is manual: haul them, ideally with a hauler.
- Every hull starts with 24 cargo cells. Haulers have 24 to 27 core slots (the Seraph has 17), and each Cargo Bay, a core module, adds 16 cells.
- Cargo counts toward build rating at 25%, and a train into a breach region won't take a ship above that tier's maximum.
- Anything outside the safety hold is lost if the hauler dies.
- A faction hub admits only its own faction; Greylock is open to both.
Is it safe to close the browser in the hub?
Yes, progress is saved in the hub.
- Hubs are safe: no fighting there unless both pilots accept a duel.
- The Forge keeps working while you are offline.
- Close it in a hub, not mid-run. The only way out of a breach is a train, and ships have been lost to crashes and disconnects; during beta the devs restore genuine reconnect losses.
Warning
Switching tabs mid-breach is risky too. Since Beta Patch 2, a game tab left in the background for more than a minute disconnects.
Can I restart from scratch or redo the tutorial?
Yes: clear your browser's cache and site data, then reload.
- Trade anything valuable to a friend first. Everything on your old account is lost.
- Clear your browser's cache and site data.
- Reload the game. You start completely fresh, combat tutorial included.
Merits & faction war
How do I earn Merits?
Earn Merits through faction-war kills, Recycler deposits and relic fragments.
- Kill rival faction NPCs and players in the faction-war maps, Cloud Wake and The Gallows. Kills in other breaches don't count.
- In those maps, tow relic fragments to the salvage bays with your harpoon.
- In a hub, deposit resources in the Recycler tab of your stash (it is the faction depot). Minerals and looted gear count; faction-issued gear is worth 0.
Good to know
The Leaderboard page lists the rules.
Warning
The war maps have no build-rating limit, so you can meet anything there. Shooting an ally or losing your faction starter ship costs Merits.
I recycled loot and got 0 Merits.
Faction-issued gear is worth 0 in the Recycler.
- Minerals and looted gear do give Merits.
- Faction-issued gear returns no ORE either.
- A merit bug on 1 October also caused zero Merits; the devs restored them.
Tip
Before recycling minerals, keep rare ones such as Dark Triton and Solstine for recipes.
What do I spend Merits on?
Spend them at your faction's Quartermaster, in your faction hub.
It sells ship and module blueprints, repair charges, hulls and more. Blueprint prices seen so far:
- Seraph, Jackal and Rune: 800 Merits, 5 uses.
- Enforcer, Orstrog and Vektr: 1.3K Merits, 3 uses.
- Mining Drone: 160 Merits, 20 uses.
Good to know
Quartermaster blueprints are Faction quality, T1 only and can't be traded. Buying higher blueprints raises your rank: an Enforcer, Orstrog or Vektr blueprint makes you Sergeant.
Where is the Quartermaster?
In your faction hub: Zhat Kali for Tzhal, Ganden for Ganden.
- Get home: in a breach, take the extraction marker (green box) for your hub, e.g. ZHAT.
- In the hub, look for the arrow or neon sign above the Quartermaster.
- Since Beta Patch 1, vendors also have yellow HUD markers.
- Fly up to the Quartermaster and press F to harpoon onto it. That opens the shop.
It sells mining lasers, Faction-quality ship blueprints and repair charges for Merits.
Tip
Greylock has the blueprint and industry merchant, another place to get blueprints.
What happens if I shoot an ally?
You lose some Merits.
- Rampart Gatlings used to auto-target allies who damaged you; Beta Patch 1 stopped that.
- The Rampart Gatling is a battery module that fires on its own: at missiles aimed at your hull, then at drones and hostiles that come close.
- Losing your faction starter ship also costs Merits.
How many Merits for killing the enemy Bastion ship?
Around 80,000, though the dev gave that from memory ("iirc").
- Each faction's Bastion ship is its stronghold in a war map: Ganden's holds the Cathedral Arcs in Cloud Wake, Tzhal's holds the Cathedral Arcs in The Gallows.
- So Tzhal pilots find the enemy Bastion in Cloud Wake, and Ganden pilots find theirs in The Gallows.
- The war maps have no build-rating limit.
Do the factions have different bonuses?
Not right now.
- Ganden and Tzhal are the two playable factions in Beta 1.
- Each has its own home hub, Ganden and Zhat Kali, and lower-tier breaches the other faction can't enter.
- What differs is who can join: the faction picker weighs Merit rank as well as headcount, and closes the leading faction to new recruits while it leads.
If I'm in the top 15 on the losing side, do I get anything?
A dev answered yes, but the published event rules only reward the winning side.
- The rewards named so far: the Falx and Talon blueprints, the first "Birds of Prey", go to top-5 players each wipe until launch. It's unclear whether that means the top 5 of the winning faction or of each faction.
- The Leaderboard page lists the current rules.
- This needs clarification from the team; treat it as open until they confirm.
What are the merit ranks and what do they unlock?
Nine titles, from Slug to Imperator; higher titles let more faction NPCs follow your pings.
Your title rises with the Merits you hold. At certain ranks, faction NPCs follow your pings (hold left click for the ping wheel).
Title Min. merits NPC capacity Authority (of 8) Slug 0 0 0 Recruit 10,000 1 1 Legionary 25,000 1 2 Sergeant 50,000 2 3 Knight 100,000 2 4 Commander 200,000 3 5 Praetor 400,000 4 6 Exarch 800,000 5 7 Imperator 2,000,000 All 8 To climb:
- Earn Merits with kills in Cloud Wake and The Gallows, Recycler deposits and relic fragments.
- Buying higher Quartermaster blueprints also raises your rank: an Enforcer, Orstrog or Vektr blueprint (1.3K Merits) makes you Sergeant.
- Shooting allies and losing your faction starter ship cost Merits.
Good to know
Titles reset with seasons and wipes.
Can I change my faction?
Yes: the developers can change it if needed, so ask in the Discord.
A developer also suggested a workaround:
- Trade your items to a friend.
- Clear your browser's cache to start fresh.
- Pick the other faction.
- Have your friend trade everything back.
Good to know
Since Beta Patch 2 the faction picker closes the leading faction to new recruits.
Does repairing faction NPCs earn Merits?
Not directly: a trusted player found that repairing allied NPCs gives no Merits on its own.
- Repairing allied players does pay: you earn a share of the Merits from their kills.
- Whether kills an NPC makes after you repair it count for you is unconfirmed.
Fitting
What do the slot shapes mean?
Diamond = battery hardpoint, triangle = subsystem, circle = propulsion.
- Diamond: turrets, missile and torpedo launchers, dronelinks, mining lasers and repair projectors, e.g.
Auto-Cannon,
Mining Laser,
Repair Projector. You can't fit more battery modules than the hull has battery hardpoints, so a mining laser or launcher takes a turret's place. - Triangle: ECM and other modules you switch on yourself, e.g.
Thrust Scrambler,
Tracking Disruptor,
Defense Shredder,
Armor Hardener,
Target Painter. - Circle: propulsion modules, e.g.
Impulse Nacelle. - Core slots have no symbol and take any module that doesn't need a hardpoint, plus conduits. Core modules can also sit on hardpoints.
- Shaped modules only need to cover one matching hardpoint; the rest can lie on any free cells.
Tip
Press R while dragging a module to rotate it.
Changed in Beta Patch 2: missiles and torpedoes used to go on subsystem hardpoints (triangle).
- Diamond: turrets, missile and torpedo launchers, dronelinks, mining lasers and repair projectors, e.g.
What are ports?
The notches on module edges.
They connect to conduits and ciphers.
- A module holds up to 4: up to 2 on a one-cell module, 3 on a two-cell module, 4 on three cells or more.
- Only Normal-rarity modules roll ports when they drop or are built. Other rarities only have them through a Ports modifier.
- Higher blueprint research tiers roll more ports on builds; deeper breach tiers roll more on drops.
- Ports sit at random along the edges and turn with the module when you rotate it.
- An empty port takes no grid space. Filling one with a cipher adds the cell it points at to the module.
- A Janus adds one port to a module that has none.
How do conduits work?
1x1 items that get stronger the more same-type modules connect to them through ports.
You'll need
- Place the conduit on a free cell. It's a core item, so it needs no hardpoint.
- Fit modules of the conduit's type with a port pointing at its cell. Each one counts as a connection.
- Check the conduit's tooltip: it shows the connections and the effectiveness.
Good to know
- Strength: 50% with nothing connected. Figures differ on the top end: 200% with four connections, or +50% per connection, so 250% with four.
- They follow affinity type like modules do.
- A conduit does not let you place a weapon where it otherwise couldn't go.
Tip
Ports turn with the module, so rotate it (R) to aim a port at the conduit.
How do Regalia set bonuses link?
Pieces must physically touch each other.
- Two pieces of a set link when their shapes share an edge. Corners don't count.
- Conduits do not count as a link (the devs are debating changing that). A cell added by a Tek cipher doesn't make a link either.
- Links chain: three pieces in a row count as three. Only the largest connected group of a set counts.
- Only fitted pieces count; pieces in cargo or the stash do nothing.
- Connecting more of the set unlocks more modifiers, and the tiers add up: with three linked you get the two- and three-piece bonuses.
- You can't fit two copies of the same piece.
Example: Amnion's Consecration has four pieces.
Tip
The fitting grid highlights the edges where two pieces of a set touch.
How do cipher keys work?
Attach ciphers to a Normal module, then apply the key.
You'll need
- Pick one with exactly the key's number of ports, identified, not Faction quality. Easiest: craft it from a researched blueprint.
- Attach the ciphers to its ports. Each adds the cell its port points at to the shape, and can't currently be removed.
- Apply the key. The module becomes a harmonic.
Good to know
- All known keys use two ciphers, so the module needs exactly two ports.
- A cipher that makes a fitted module too big to fit is refused, not used up.
- Ciphers landing on random ports is a bug being fixed: you should get to pick.
- Wrong module type? A developer suggests changing it with a Thoth adapter, then applying the key.
Warning
A harmonic adds 1,000 to its build rating.
What does Tek Resonance do?
It increases the bonus from tek cipher and harmonic stat modifiers.
- For any number of ciphers on your grid.
- It does not boost cipher special effects.
- It is a stat on the Rune artifact. Artifact ships carry a special modifier.
What it boosts:
- Tek ciphers sit in module ports, and each adds a stat bonus, e.g. Nyx gives turret damage +12%.
- A harmonic is what you get when a Cipher Key activates the ciphers on a Normal module. It gets stat bonuses of its own, e.g. Prime Cascade (Nyx + Vel on a turret): fire rate 15% faster, tracking +26%.
Is there a power/CPU limit?
No.
Fits are limited by grid space, hardpoints, heat and the breach's build-rating range:
- Grid space: every cell under a module must be part of the grid and free.
- Hardpoints: no more battery modules than battery hardpoints, and at most six turrets of one family.
- Heat: modules and thrusters generate heat you must manage. If heat reaches the top, the reactor SCRAMs: a control rod burns and the ship shuts down for 3 seconds.
- Build rating: your ship's rating, cargo included, must be within the breach tier's limits, e.g. 6,000 at most for Stratum 1.
Tip
The fitting screen's Time to SCRAM shows how long you last with every active module running. It leaves out engine heat, so in flight it's shorter.
Is max heat capacity good?
Depends on the build.
- It is great for drone, ECM and shield builds.
- Certain barriers vent heat if you time the activation perfectly, like a parry.
- Hulls range from 425 to 577.5 GJ. When heat reaches the top, the reactor SCRAMs: a control rod burns and the ship shuts down for 3 seconds.
- Many modules work better while heat sits in the Optimal zone (30% to 70% of max heat), e.g. repairers' cycle time is 25% shorter.
Modules that add it:
Coolant Reservoir (+15%),
Control Relay (+17%, plus drone speed),
Adaptive Ward (+8%, plus barrier HP and regen).Tip
The Shield affinity perk Thermal Flow makes barriers vent ship heat when they absorb damage.
Is build rating (PR/BR) a good measure of strength?
A decent indicator for modules.
- Larger modules have higher ratings and bigger bonuses.
- For ships it reflects size and material cost more than power; small ships can be very good. Bare hulls run from 2,150 (Eidolon, a scout) to 2,800 (Mammon, a hauler).
What goes into it:
- An item: its base rating plus each rolled modifier (11% of base at T1 up to 44% at T4), times its quality. A Regalia piece rates 1.75 times its base module; a harmonic adds 1,000.
- A ship: hull, fitted modules, affinity points spent and 25% of cargo.
It also sets what you're worth: the Merits for killing you are based on your fitted build rating.
Why did my build rating go over the breach limit?
Cargo counts toward build rating at a reduced rate (25%).
A train that leads to a breach region won't take a ship rated above that tier's maximum, so a full hold can put you over on the way out.
- Use a different extraction train.
- Before the next run, plan for the haul. To bring the rating down, empty the hold, swap in lower-quality modules or keep affinity points unspent.
Good to know
The fitting screen shows the number as Ship Build Rating.
Tip
Entering a breach uses the same rule, cargo included. Stratum 1 tops out at 6,000 and Stratum 2 at 8,000.
What does a Thoth adapter do?
It changes a module's type, for example from armor to turret.
The type is shown in the module's tooltip, next to its rarity and quality. Changing it changes:
- which conduits connect to the module;
- which modifiers it rolls.
It doesn't change which slot the module fits in, and it doesn't turn it into a different module.
Good to know
- Players report it only works on Advanced (blue) modules.
- A module of the wrong type for a cipher key can be changed with a Thoth adapter first, then keyed.
Where do ciphers drop?
From guardian and golem robots, and from Thermavores.
- Some maps also have a relic vault event. Complete it and it drops a batch of ciphers.
- No merchant sells ciphers.
Good to know
Once a cipher is attached it stays on the module for good.
How do critical chance modifiers work?
They raise the turret's own base critical chance; they aren't added on top as a flat percentage.
- Every turret has its own base critical chance, and it differs from turret to turret.
- A critical chance modifier increases that base value rather than adding its number to it.
Are resistance bonuses worth it?
Yes: a developer describes resistance as strong, even in small amounts.
- Resistance from modifiers is combined with your base resistance, with diminishing returns.
- Even a small roll, around +3%, adds a lot of effective health.
- These are the developer's estimates, not exact figures.
What's the difference between thrust and torque?
Thrust pushes your ship forward; torque turns it. Mass works against both.
- Thrust sets your acceleration: how quickly the ship reaches max velocity. Acceleration is thrust divided by mass.
- Torque is the turning force. Turn rate is torque divided by mass.
- Mass is the hull plus every fitted module. More mass lowers acceleration and turn rate for the same thrust and torque. Top speed doesn't depend on mass.
- Your ship's stats show the results under Mobility: turn rate (°/s), acceleration (m/s²) and mass (t).
- Modules such as Impulse Nacelle and Plasma Burners add thrust.
Good to know
Beta Patch 2 made the Thrust Scrambler shut off an NPC's boost and the Torque Snare shut off its drift. What they do to player ships isn't confirmed yet.
Combat
Is aiming manual?
Mostly not: lock a target and turrets track on their own.
- Your job is piloting to keep them on target.
- Tab locks a target. Ones near your cursor come first; otherwise enemy players, then NPC ships, mines and boss mounts, then attack drones. Tab again within 0.5 s cycles; Tab on your locked target unlocks it.
- You can only lock a contact inside your sensor range with a clear line of sight. Beyond that (up to 10 km) it shows as a blip you can't target.
- Some weapons are aimed manually. Missile launchers aim at your cursor. Matching torpedo launchers share one hotkey; with no turrets fitted, Tab fires your largest group of matching launchers.
- The Vanguard Lance fires only along your ship's heading, so turn into your target.
- Shots can miss: you'll see 'miss' in the damage log. Turrets track based on the target's signature radius.
My turrets won't fire at the locked target.
You're probably out of range.
The range indicator above the turret in the module bar turns green when in range. Close in until it does.
If it's green and they still hold fire, check:
- The lock: pressing Tab on your locked target unlocks it. Press Tab to lock again.
- Sensors: the target must be inside your sensor range with line of sight. A blip can't be targeted.
- Heat: during a SCRAM your turret batteries are suspended while heat is held at zero for 3 seconds.
- Enemy ECM: a Tracking Disruptor briefly disables its target's turrets, and a Signal Jammer briefly stops nearby enemies' turret fire.
- A Remote Tracking Shroud stops enemy turrets firing on the squadmate it covers.
To reach further:
Triangulator (+10% turret range) or
Tracking Computer (briefly +100% sensor range).How does range affect damage?
At 2x optimal range damage is about 30%.
- Optimal range is per turret type. A battery uses the average optimal and falloff range of its turrets.
- Marksman perk: -50% damage at 25% of optimal or closer, scaling to +100% at 125% of optimal or farther.
- Brawler perk: +100% at 35% of optimal or closer, scaling to -50% at 125% or farther.
- Both are Turret affinity perks at 20 points spent. You pick one, and the pick can't be changed.
- Both thresholds follow each turret's optimal range. With short-range turrets such as the Flak Cannon, Brawler's bonus only applies very close: about 250 m.
Tip
To push your range out (which also widens Brawler's bonus range), turret affinity has an option worth +1% optimal range per point, and a Triangulator adds +10% turret range.
What counts as long or short range for turret perks? (earlier answer)
Long range is the end of optimal range; close range is within 250 m.
Should I mix different turret types?
Usually not.
Turrets that rotate at different speeds and have different optimal ranges are harder to keep on target.
- Every turret of one family joins one battery; a different family forms a second battery.
- A battery takes its damage, ranges (optimal and falloff), tracking, crit chance and cycle time as the average across its turrets.
- Each family gives its battery one ability, such as Rapidfire on the Auto-Cannon or Charge Shot on the Railgun.
- You can fit at most six turrets of one family, and no more Battery modules than the hull has battery hardpoints.
Tip
Heat rewards families differently. In the Optimal zone, Auto-Cannons, Flak Cannons and Railguns fire about 10% faster; Rampart Gatlings and Vanguard Lances 25% faster.
What are the damage types?
Kinetic (turrets, drones) and high-explosive (missiles, torpedoes, mines).
Base resistances since Beta Patch 2:
Defense Kinetic High-explosive Armor 24% 20% Shields 10% 30% - A resist is the share of incoming damage prevented. Shields counter high-explosive best; armor counters kinetic.
- High-explosive resist can be raised only through shield modifiers. Armor's can't go above its base.
- Kinetic resist: an Armor Hardener gives +35% armor kinetic resist while running (45% in the Optimal heat zone); Armor affinity adds +0.75% per point. A Heat Purge System lowers it by 40 while running.
- Only mines deal splash damage. The Flak Cannon's Shockburst may be an exception.
- Ramming does no damage yet. Ship stats also list an acid resist; nothing known deals acid damage.
Changed in Beta Patch 2: shields had 0% resistance to both before.
How do signature radius and cloaking work?
Turrets track based on your signature radius, so a smaller signature is harder to hit.
Your signature grows in flight with heat in the reactor, each shot you fire, any throttle above zero, and a SCRAM (+1,500). A ship coasting cold with its guns silent is hardest to track.
- Shrink it: Dampening Baffle (-14%), Ghost Rack (-16%), Echo Array (-10%).
- Grows it: a Mining Laser (+20%), or an enemy Target Painter on you (+200%).
- Signature doesn't affect missiles or mines, or how far away you're detected.
Detection is separate:
- Everyone sees up to 10 km. Within their own sensor range (usually 4–6 km) they also see details.
- Outside someone's sensor range you show as an orange dot. A Cloak hides even that from enemies.
- Missiles can't track cloaked ships.
- Sensor range beyond 10 km gives no benefit for now.
- The system is still being refined.
How do I survive missiles and torpedoes?
Keep your distance and high transversal (move across their path).
- Before the run, fit point defence. The
Rampart Gatling shoots down missiles aimed at your hull on its own; the
Flak Cannon's Shockburst destroys nearby enemy missiles. - Lean on shields: they resist 30% of high-explosive damage, armor only 20%.
- In the fight, keep your distance and move across the missiles' path. Missiles coast for 0.8 s after launch before they accelerate.
- A
Signal Jammer briefly disables nearby enemies' missile homing. A squadmate's Remote Tracking Shroud does the same for missiles aimed at you.
Good to know
- Torpedo reload was slowed in Beta Patch 1, from 1.5s to 2s.
- Signature radius doesn't affect missiles. Missiles can't track a cloaked ship.
Changed in Beta Patch 2: Cruise Missile damage fell from 200 to 180, Torpedo from 250 to 225, and homing bonuses shrank.
- Before the run, fit point defence. The
How does the Vanguard Lance work?
It only fires at targets directly in front of the ship, so turn into your target.
You'll need
- Every fitted lance fires. Lances form one battery and fire together; you can fit up to six.
- Battery ability, Penetrator Round: it charges, then each lance's next shot gets longer reach and passes through its target into every ship behind it in line, allies included. Fire before the window expires.
- Lances fire 25% faster while your reactor is in the Optimal heat zone (30% to 70% of max heat).
Warning
Shooting an ally costs Merits, so check what's behind your target before a penetrator shot.
Can I swap weapons mid-run?
Only at refit terminals inside the breach, and you can be attacked while there.
- Find a refit terminal. Only some breach maps have them.
- Tether to it with the harpoon and wait out the hack, which takes 8 seconds. Once authorised, tethering again skips the hack.
- Swap modules. Only idle ones can be removed: no target, not cycling, cooling down or reloading.
Good to know
- Attacking another player breaks your tether and locks you out of the terminal for 30 seconds.
- You also can't refit while one of your modules is active on another ship, or theirs on you.
Tip
The terminal also repairs, paid in ORE from your ship's cargo: 5 per 100 armor, 10 per 100 hull.
Can I command NPCs?
At certain ranks faction NPCs follow your pings.
- Raise your Merit rank. Recruit (10,000 Merits) commands 1 NPC; Sergeant 2, Commander 3, Praetor 4, Exarch 5, Imperator no limit.
- Hold left click for the ping wheel and ping. The nearest willing NPCs follow your newest order, which replaces the last; if none accept, your current order stays.
- An order lasts until it runs out, or until you leave, switch faction or lose your ship.
Good to know
- You can take over another player's NPCs only if you outrank them.
- If your rank drops, NPCs above your new limit are released.
Can I play with friends?
Squads of up to 5.
- Enter the breach together as a squad.
- The squad system is basic. If joining together fails, add each other from the callsign list inside the breach.
Useful squad modules:
Remote Damage Amplifier (+25% turret damage on a squadmate while active) and
Remote Tracking Shroud (stops enemy turrets firing on a squadmate and disables missile homing toward them).Good to know
- Squadmate distances always show, even without line of sight.
- Repairing other pilots earns your ship affinity XP; repairing yourself gives none.
Warning
Being in the same faction doesn't stop friendly fire, and hitting an ally costs Merits.
Changed in Beta Patch 2: squads held up to 3 before.
How do I lock a target?
Press Tab or right-click a target; your weapons fire once it's in range.
- Tab picks targets near your cursor first. After that it goes enemy players, then NPC ships, mines and boss mounts, then attack drones.
- Press Tab again within 0.5 s to cycle to the next target.
- Press Tab on your locked target to unlock it.
Good to know
The pilot you're locking can see that you're locking them.
What's the difference between a signal jammer and a tracking disruptor?
The jammer covers turrets and missile locks but only protects you; the disruptor covers turrets only but can help allies.
- Signal Jammer: disrupts both turrets and missile locks, but only on ships that are targeting you.
- Tracking Disruptor: affects turrets only, reloads much faster, and can be used to protect allies.
Which ECM modules work on NPCs?
Tracking disruptors, defense shredders and thrust scramblers work on NPCs; heat projectors don't.
- Work on NPCs: Tracking Disruptor, Defense Shredder, Thrust Scrambler.
- No effect: heat projectors, because NPCs have no heat.
Good to know
Since Beta Patch 2 a thrust scrambler shuts off an NPC's boost, and a Torque Snare shuts off its drift.
Do flare launchers fire automatically?
No, you launch flares yourself.
A flare launcher only fires when you trigger it.
Any tips for clearing tier 4 and 5 breaches?
Take enemies one at a time and never overextend, a trusted player advises.
- Pick enemies off one by one.
- Kite them instead of charging in.
- Don't overextend.
- Avoid the highest-rated elites (around 9.6K build rating).
Ships & affinity
What do the ship classes do?
Interceptor = carry, Destroyer = bruiser, Scout = mobile, Sentinel = tank, Artillery = long-range DPS.
- Interceptor (fast damage): Seraph, Jackal, Beltane, Rune. The Seraph is the free starter.
- Destroyer (well-rounded): Legion, Enforcer, Scarab, Condor.
- Scout: Eidolon, Skoll.
- Sentinel: Roc, Praetor, Typhon.
- Artillery: Orstrog, Vektr.
- Support ships (Acolyte, Starrk) have the most utility slots and heal.
- Haulers (Achamoth, Mammon, Augr) move cargo.
Good to know
A dev called the Typhon a destroyer on 1 Oct; Beta Patch 1 lists it as a Sentinel. All 20 hulls are also classed as cruisers.
Do copies of the same ship have different layouts?
No. Each hull has its own grid.
- Same-class hulls have similar hardpoints. The four interceptors share the same hardpoints (battery 4, subsystem 2, propulsion 4) and differ only in core slots (17 to 19).
- Crafting the same ship only rolls a different quality. A Ptah crucible rerolls quality, including a whole ship's.
- You can change one ship's grid with grid consumables, e.g. an Inverted Coil (also called the ANDVARI Coil) has a 50% chance to turn a core slot into a battery hardpoint, once per ship.
Why are some modifiers crossed out?
You need affinity points in the type matching the module (turret, shield, utility...).
- Fly that ship: it earns affinity XP from kills, mining, harpooning loot containers and repairing others.
- Each level gives one point (max level 20). Spend it in the matching type.
- The perks list shows which level unlocks more modifiers.
Warning
How points are split isn't settled. Either a hull binds one of eight affinities permanently and spends all its points within it, or points go into several types. Check before you bind.
Good to know
- Modifiers apply top-down, so an artifact's downsides apply first.
- Spent points can't be taken back, except by copying the ship with a Yata replicator.
- Hold Z on an item's tooltip to see each modifier's roll range next to its value.
Can I move affinity points to another ship?
No, affinity is per ship.
- It belongs to the hull, not to you: the ship earns the XP as it's flown.
- It dies with the ship: when it's destroyed, its level and affinity points go with it.
- Spent points can't be taken back. The only reset is a Yata replicator copy.
- Spending points raises the build rating: roughly +200 at 5 points, +610 at 10 and +3,070 at 20.
Can I reset affinity points?
Only with a Yata replicator.
It makes a copy of the ship that keeps its level with points unspent.
You'll need
Before you use one:
- The copy comes out unfitted and marked Replicated.
- No consumable can change a Replicated copy, including the grid consumables, and a copy can't be copied again.
- It doesn't work on Artifact or Regalia items.
Without one, spent affinity points can't be taken back.
Items, ore & cargo
Why can't I equip this module?
It's probably unidentified (the tooltip says so).
You'll need
- Read the module's tooltip. Anything above Normal rarity can drop unidentified: its modifiers, ports and rating are hidden and it can't be fitted.
- Identify it by right-clicking with enough ORE in your stash; the tooltip shows the cost. It costs 10% of the item's rating, at least 1 ORE.
- Fit it while tethered to a refit terminal. In a hub your ship tethers to the pad automatically.
Still won't fit? A battery, subsystem or propulsion module must cover a matching hardpoint, and a hull can't carry more battery modules than it has battery hardpoints.
How do I get ORE?
Recycle modules and minerals in the Recycler tab of your stash at any hub.
You'll need
- Get your loot home: the only way out of a breach is a train.
- At any hub, open your stash and go to the Recycler tab.
- Recycle modules and minerals. You get ORE equal to 25% of the item's rating.
Good to know
- Faction-issued gear gives nothing, in ORE or in Merits.
- The Recycler is also your faction's depot, so minerals and looted gear earn Merits too.
- Early on it's worth recycling common drops since ORE repairs your ship and identifies modules. It also pays for blueprint research.
- Keep rare minerals such as Dark Triton and Solstine for recipes.
Which minerals should I keep?
Keep rare ones like Dark Triton and Solstine for recipes.
- Dark Triton is found in breaches off Greylock, where the higher-tier breaches unlock.
- Every hull recipe calls for Solstine, and 13 of the 20 call for Dark Triton. A Normal Rune blueprint, for example, takes 12 Solstine and 32 Dark Triton.
- The Forge takes materials from your hub stash, and moving them between hubs is manual, so store them where you craft.
- Veskar and Pirite also repair damaged drones in cargo.
- A dev believes salvage luck may help a mixed ore node upgrade to Dark Triton.
- Recycle common drops for ORE instead.
How do I repair outside my home hub?
Carry ORE in cargo and repair at a terminal.
- Load ORE into cargo before you leave. A breach terminal takes ORE from cargo; only a hub pad uses your stash.
- Tether to a refit terminal with the harpoon and wait out the 8-second hack; once authorised, tethering again skips it.
- Repair: 5 ORE per 100 armor, 10 per 100 hull and 10 per burned control rod.
Good to know
- You can be attacked while tethered.
- Repair charges come from the Quartermaster; armor repairers reload automatically from charges in cargo once their loaded charges run out.
- A Standard Nanite Regenerator repairs 70 HP/s for 16 s, more with higher quality and armor-repair bonuses.
Changed in Beta Patch 2: nanite repair used to be a flat amount.
How do drones work?
Equip a Dronelink, keep drones in cargo, press Q.
You'll need
- Fit the Dronelink while tethered to a refit terminal.
- Keep drones in cargo.
- Press Q while hovering a target or mineral fragment.
Good to know
- Dronelink bandwidth caps how many drones are out; cargo space caps how many you carry. A Drone Conduit or Swarm Protocol adds 2 bandwidth.
- Drone endurance sets how much heat your ship makes while drones are out, not flight time.
- Damaged drones repair in cargo using Veskar/Pirite.
- Utility mining-speed bonuses apply to drones too.
- Drones deal kinetic damage.
- NPC ships currently don't target drones, so they shine in PvE.
- The Quartermaster sells the Mining Drone blueprint: 160 Merits, 20 uses.
Warning
Drones are easy to counter in PvP. Rampart Gatlings intercept attack drones and flak shreds them.
How do I mine?
Mine mineral fragments with a mining laser or mining drones.
You'll need
- Fit them at a refit terminal. The laser (1x2, battery) adds 20% to your signature radius.
- Find a mineral fragment, floating inside clouds in breaches.
- Laser: switch it on, aim at the fragment and right-click it once. The beam then stays on it wherever your cursor goes, heating (6.5 per second) only on a valid target.
- Drones: hover the fragment and press Q.
- Extract by train to keep your haul.
Good to know
- The laser mines 25% faster in the Optimal heat zone.
- Hel fragments can't be extracted yet.
- Lost your laser? Your faction Quartermaster sells them cheaply for Merits.
Tip
Passive utility modules like the Salvager Rig (+20% mining speed) boost mining, drones included, but can't mine alone.
What is stash overflow?
A safety net, called Recovery Overflow in game, that catches items when you remove cargo space while it's full.
- Cargo space comes from modules such as the Cargo Bay (+16 cells) and Structural Cargohold (+12). Removing one shrinks the hold.
- Fitting a module that takes cells away, like the Missile Bay (-6) or Fuel Bay (-4), shrinks it too.
- Items in the lost cells go to your hub stash only when you're in a hub. Anywhere else they're thrown out as loot.
- Beta Patch 2 used it too: launchers that lost their place when missiles moved to battery hardpoints went to your hub stash, or to Recovery Overflow if the stash was full.
Tip
Before you refit cargo modules at a breach terminal, make room in the hold first.
How do I organise cargo automatically?
Set auto-deposit rules per cargo bay; then Deposit from cargo sorts everything.
- In a hub, open your stash.
- Set auto-deposit rules for each cargo bay. The arrows next to X expand the bays.
- Use Deposit from cargo; everything is sorted into the stash.
Good to know
- The stash also has a TYPE sort.
- Rearranging your own cargo needs no terminal, and items can be turned in the hold.
- Every ship has four safety hold cells, a fixed 2×2 square at the top left of the cargo grid. An item lying fully on them is kept if the ship dies.
Changed in Beta Patch 2: before, most hulls had two safety hold cells and the Acolyte, Eidolon and Starrk had none.
How do I trade with a player?
Request a trade from the radial wheel on their ship.
- Meet them in the same hub. Since Beta Patch 1 you can trade untethered in the same hub.
- Hold left click on their ship to open the radial wheel.
- Choose Request Trade and release.
Good to know
- Faction-quality gear can't be traded: your free starter ship and its modules, and everything a Quartermaster sells.
- Hubs are safe: nobody can attack you there except in a duel you both accepted.
- The wider player market is still being introduced during early access.
How do I trade? (earlier answer)
You must be tethered to a refit terminal.
What's salvage luck?
Better drops.
A dev believes it may also help a mixed ore node upgrade to Dark Triton.
Where to get it:
Salvager Rig: +12%, plus +20% mining speed.
Survey Scanner: +8%.
Utility Conduit: +7%, plus 2 cargo cells.- Rolled modifiers: hulls and most module types can roll salvage luck.
- Lucky Cigarettes, the safe Tek cipher: +15%.
Percentage bonuses to the same stat stack with diminishing returns, so each extra source adds a little less.
Where are merchants in breaches?
They spawn at high-value nodes.
- They show as an orange map icon once someone finds them.
- While players are in a breach it stays open and the stock stays the same.
- Hover a merchant and press Tab to target it.
- Faction-issued gear is worth nothing to a merchant.
- Hubs have merchants too, including the blueprint/industry merchant in Greylock. Merchants also sell hulls.
What does harpoon speed do?
It sets how fast your harpoon pulls in.
- Loot comes to you quicker.
- You swing harder while you're harpooned onto something.
Where can I get mining lasers, turret conduits and ship blueprints?
Mostly from your faction's Quartermaster, for Merits; turret conduits from the blueprint merchant.
- Mining lasers: the faction Quartermaster sells them cheaply for Merits.
- Turret conduits: the blueprint merchant in Greylock is your best bet.
- Ship blueprints: from loot, from the Quartermaster (Faction quality, for Merits), or from other players in your faction.
How do I sort my whole stash?
Combine your stash containers, then use the TYPE sort.
- Combine your stash containers, so one sort reaches everything.
- Sort by TYPE (added in Beta Patch 2).
Are some artifacts weaker than others?
Yes. Some artifacts are more common and less powerful than others.
Not every orange drop is a jackpot.
Crafting & blueprints
How do I build a new ship?
Craft it at the Forge in your hub, from a ship blueprint and materials in your hub stash.
- Get a blueprint from loot, your faction Quartermaster (for Merits) or the Greylock blueprint merchant.
- Put the blueprint in a forge bay. A Normal Seraph takes Veskar 144, Pirite 138, Helspar 143 and Solstine 18.
- Queue it. The Forge keeps working while you're offline.
- Collect the hull.
- Tether to the refit terminal with the harpoon, then use SWITCH SHIP in your stash.
Good to know
- Rarer blueprints need more material: Advanced +10%, Prototype +20%, Artifact +50%. Forge upgrades offset some of it. Each hull's page lists its costs.
- Merchants and the Quartermaster also sell hulls.
Tip
Keep Dark Triton and Solstine for recipes.
Where do blueprints come from?
Loot, your faction Quartermaster, and a merchant in Greylock.
- Loot: breaches and random mobs. Look for the extra-blueprint breach modifier.
- Your faction Quartermaster, for Merits. Its blueprints are Faction quality, T1 only and can't be traded. It's in your faction hub, Zhat Kali for Tzhal or Ganden for Ganden; since Beta Patch 1 vendors have yellow HUD markers.
- The blueprint/industry merchant in Greylock.
Quartermaster prices seen so far:
What does researching a blueprint do?
Spending ORE to research a blueprint raises its tier, from T1 up to T5.
You'll need
- Get ORE by recycling modules and minerals in the Recycler tab of your stash, at any hub.
- In the Forge, right-click the blueprint to research it.
- 'T2-T4' in the queue means research, not a craft.
What a higher tier gives you:
- Better odds of high quality. From T4 you can't roll Flawed.
- For modules, more ports.
- No rise in material costs (rarer blueprints do cost more).
Tip
Quartermaster blueprints start at T1, so research one before you build in bulk.
Does a crafted item's rarity vary?
No: a crafted item has its blueprint's rarity; only quality varies.
- For a higher rarity, craft from a rarer blueprint. Rarer blueprints cost more materials.
- For better quality odds, research the blueprint. From T4 you can't roll Flawed.
- Extra modifiers are added afterwards with consumables: Hermes augmenter, Norn overclocker and Laplace matrix add them (max 4). Adding a modifier to a Normal item makes it Advanced.
- A Ptah crucible rerolls quality after the craft.
- The Forge keeps working while you're offline.
What are the quality levels?
Five levels, from Faction to Masterwork; the Flawed value is still unconfirmed.
- Faction: -15% (dev-confirmed). Quartermaster blueprints and the free starter Seraph come at this quality.
- Flawed: figures differ, -10% or as low as -20%. A blueprint researched to T4 can't roll it.
- Standard: 0%.
- Superior: +10%.
- Masterwork: +20%.
Tip
Higher research tiers give better odds of high quality, and a Ptah crucible rerolls quality, including a whole ship's.
What do the consumables do?
They change items after crafting: modifiers, quality, subsystems, rarity, ports and type.
- Hermes augmenter, Norn overclocker and Laplace matrix add modifiers (max 4) to modules or hulls in the stash grid.
- Probability matrix adds 4 modifiers to a Normal item.
- Kairo removes a modifier, possibly dropping rarity (3 to 2 modifiers).
- Ptah crucible rerolls quality, whole ships included.
- Skuld omen rerolls subsystems.
- Tyche's catalyst: 25% chance of turning an item into its artifact (possibly regalia) variant; failure destroys it.
- Janus adds one port to a portless module; a developer didn't think one with ports can get more. Researched blueprints add ports at higher tiers.
- Thoth adapters change a module's type.
- Yata replicator copies a ship at the same level, affinity points unspent.
Good to know
- Forge cells take the same consumables for industry modifiers.
- Breaches with the "more consumables" modifier drop more, like Norn overclockers.
Tip
Order of use matters.
Can ships be artifacts?
Yes: craft one from an artifact ship blueprint, or gamble a normal ship with Tyche's catalyst.
You'll need
- Artifact ship blueprints drop. A crafted item keeps its blueprint's rarity. An Artifact blueprint needs 50% more materials than a Normal one.
- Tyche's catalyst works on normal ships: a 25% chance to make the artifact variant; it destroys the item if it fails.
- Each hull has an artifact version. Developers say they have a special modifier, some with unique abilities; Beta Patch 1 teased 13. Tek Resonance is a Rune artifact stat. Documented so far: Praedo (Condor), Dvergr (Augr), Solvarg (Skoll) and Tempestas (Typhon).
- Modifiers apply top-down, so an artifact's downsides apply first.
Tip
Only use a catalyst on a hull you can afford to lose.
Does the +1 breach tier forge modifier improve artifacts?
No. Artifact modifiers always roll from the same ranges, whatever the breach tier.
So the +1 breach tier modifier won't give an artifact better rolls.
What is the workbench?
It's where your crafting and research jobs run.
When you craft or research a blueprint, the job goes into the workbench and runs there until it's done.