Answers
Fitting
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 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 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.
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.
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.