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11 Oct 2026

Beta Patch 3

A big world, economy and build patch: the beta now ends on 17 October, pilots can run their own stores and trade on a Greylock exchange, every affinity tree now has a level-5 choice, a new Heretical rarity made with Gullveig brands, a two-floor overworld where Cloud Wake and The Gallows connect to all three hubs with new build rating limits, every extraction train docking at a hub, and fixed module key slots.

What changed

  • The beta now ends on 17 October 2026 at 08:00 (was 15 October); damage bonuses come down so fights last longer.
  • Pilot stores in hubs: price items in ORE or consumables, with a 2.5% listing fee and hub tax on every sale (9.5%, or 7.5% at Greylock).
  • Hub merchants and the Quartermaster sell from any refit terminal through the new Vendors tab.
  • Direct trades happen at a refit terminal: lock your offer, then confirm; both sides pay hub tax.
  • Greylock Commodities Exchange for ORE and 23 consumables, with instant fills and 6% tax.
  • Hub stash grows to 20 bays per hub; combined bays max out at four; blueprints stack to 99; you choose a Tek Cipher's port.
  • Mining beams lock onto an asteroid zone and keep mining while you look away; more ore in Exile's Hideout; new Lodestar Assay harmonic.
  • Flak Cannons fire exploding shells with splash damage; Rapidfire keeps tracking again; Reactive Plating reflects damage; missile rebalance.
  • Duels work again and stop at 1 hull: nobody loses their ship.
  • Affinity: Armor, Drone, Missile, Shield and Turret get a level-5 choice, permanent per ship; Drone Bay Expansion and Extra Tubes are gone.
  • Marksman and Brawler are halved; their tooltips now show the exact ranges.
  • New Heretical rarity: a Gullveig brand on an identified Prototype module adds a special and flips one modifier to a penalty.
  • Drones: Afterburner is a toggle, mining drones carry 32 units, smoke knocks drones out and makes them lootable.
  • Two-floor overworld with Greylock in the middle of the upper floor.
  • Cloud Wake (0 to 10,000 BR) and The Gallows (10,000 to 100,000 BR, now breach tier 5) connect to all three hubs.
  • Every extraction train docks at a hub; you must clear the tier below before going deeper, and the war lanes don't count.
  • Hull modifiers add about a third as much build rating on newly obtained hulls.
  • Nest Sanctum is a Hot Region (25% less heat dissipation), with Brood Queen eggs in nest containers.
  • Fixed module key slots: turrets on Tab, then Q, E, R and 1 to 9, per ship.
  • Join Squad is now Request to Join; squad chat shows in every channel.
  • Ptah Crucible no longer works on Faction-quality items; Lucky Cigarettes keeps its module when your ship is destroyed.

Updated for this patch

Answers (46)
Starter guide chapters (9)

Codex facts

From the official notes.

  • Cloud Wake
    • Build rating: 0–10,000 (was No limit)
    • Connects to: All three hubs: Zhat Kali, Ganden and Greylock
    • Who can enter: Any pilot whose build rating is inside its range; nothing else decides it
    • Arriving from Greylock: You spawn partway down the lane, so a squad arrives together with open space ahead
    • Faction ships: Both Ganden's Spear and TZHAL's Shield spawn here
    • TZHAL's Shield: drones at once: 16 (was 8)
    • Extracting from it: Doesn't count as clearing a breach tier
  • The Gallows
    • Build rating: 10,000–100,000 (was No limit)
    • Breach tier: 5 (was 2)
    • Connects to: All three hubs: Zhat Kali, Ganden and Greylock
    • Who can enter: Any pilot whose build rating is inside its range; nothing else decides it
    • Arriving from Greylock: You spawn partway down the lane, so a squad arrives together with open space ahead
    • Faction ships: Both Ganden's Spear and TZHAL's Shield spawn here
    • TZHAL's Shield: drones at once: 16 (was 8)
    • Extracting from it: Doesn't count as clearing a breach tier
    • Pirate wings: 30 pirates, with elites leading the largest wings (was 21 pirates)
    • Pirate hull, armor and wreck loot: Hull and armor about 2.9× as high, wreck loot about 2.1×, compared with the wings before Beta Patch 3
    • Warhost: A faction War Party that loses half its ships calls a Warhost: 7 ships led by an elite
  • Greylock
    • On the Overworld map: At the centre of the upper floor (the map now fills the screen and has two floors)
    • War lanes: Cloud Wake and The Gallows both connect here
    • Hub tax: 7.5% (9.5% at the other hubs)
    • Commodities Exchange: ORE and 23 consumables, in the Exchange tab of the stash panel
  • Nest Sanctum
    • NPCs alive at a B node: 5, about 40% of them nestlings
    • Containers at a B node: Up to 8
    • Container respawn: 320 s (was 180 s)
    • Containers in Queen's Layer: None
    • B-node container calls a Thermavore beacon: 16% (was 2–4%)
    • Hot Region: Everyone's heat dissipation is 25% lower; a status badge and its Overworld card show it
    • Brood Queen eggs: Its containers can hold eggs; half the time 1 or 2 Nestlings hatch and go after the pilot who opened it
  • Exile's Hideout
    • NPCs per node: 20% fewer than before Beta Patch 3
    • Non-boss NPC respawn: 180 s (was 140 s)
    • Train and vent rooms: Keep only 1 NPC alive
    • Asteroid field respawns: 4 per node
    • Share of each node's budget spent on ore: About 30% more than before Beta Patch 3
  • Warren Tombs
    • NPCs per node: 20% fewer than before Beta Patch 3
    • Non-boss NPC respawn: 180 s (was 140 s)
    • Train and vent rooms: Keep only 1 NPC alive
  • Spear of Amnion
    • Resistances: Higher since Beta Patch 3 (the notes give no figures)
    • Turret mounts: Use the boss's armor resistances
  • Shield of Amnion
    • Resistances: Higher since Beta Patch 3 (the notes give no figures)
    • Turret mounts: Use the boss's armor resistances
  • Brood Queen
    • Resistances: Higher since Beta Patch 3 (the notes give no figures)
    • Turret mounts: Use the boss's armor resistances
  • Uber Spear of Amnion
    • Turret mounts: Use the boss's armor resistances
  • Ganden
    • War Parties led by: Their Beltane (was Their Praetor)
  • Affinity
    • Level-5 perk: Every tree offers a choice of two perks at 5 points; the pick is permanent for that ship (was Only ECM, Agility and Utility offered a choice at 5 points)
    • Ships with points from before Beta Patch 3: No level-5 perk in Armor, Drone, Missile, Shield or Turret until you pick one in the affinity panel
    • Unspent points: Leaving points unspent no longer lowers your build rating below a breach's limit
    • Impact Threshold: cap per hit: 1.5% of max armor (was 10% of max armor)
    • Penetration Load: per hit on the same target: 5% missile damage (was 20% missile damage)
    • Penetration Load: most: 30% missile damage (was 100% missile damage)
    • Penetration Load: resets: 7 s after your last hit
    • Brood Lord: drone bandwidth: 3 (was 2)
    • Brood Lord: drone endurance: 25%
    • Brood Lord: signature with drones out: 50% (was 125%)
    • Gambler's Will: chance to keep a container for another harpoon pull: 40% (was 50%)
    • Gambler's Will: a kept container: Re-rolls its rarity using your salvage luck
    • Slipstream Frame: Kinetic resistance builds while you boost: +5% every 2 s, up to +25%
    • Overburn: max speed while boosting: 18% (was 20%)
    • Drone Bay Expansion: Removed in Beta Patch 3 (was +1 drone bandwidth)
    • Extra Tubes: Removed in Beta Patch 3 (was +1 missile per launcher)
  • Armor affinity
    • Level-5 perk: Pick Reinforced Plating or Braced; the pick is permanent for that ship (was Reinforced Plating, no choice)
    • Braced: 15% kinetic resistance while stopped
  • Drone affinity
    • Level-5 perk: Pick Coolant Loop or Armored Drones; the pick is permanent for that ship
    • Coolant Loop: 30% heat dissipation while drones are out
    • Armored Drones: 30% less damage taken by your drones
  • Missile affinity
    • Level-5 perk: Pick Recoil or Bulwark Racks; the pick is permanent for that ship
    • Recoil: +2% max speed per missile launched, up to +20%
    • Bulwark Racks: 1% less armor and hull damage taken per loaded missile, up to 10%
  • Shield affinity
    • Level-5 perk: Pick Forge Field or Inner Keep; the pick is permanent for that ship (was Forge Field, no choice)
    • Inner Keep: 50% max hull
  • Turret affinity
    • Level-5 perk: Pick Extended Magazines or Quick Reload; the pick is permanent for that ship (was Extended Magazines, no choice)
    • Quick Reload: 20% faster magazine reload
    • Marksman: Halved in Beta Patch 3; its tooltip in game shows the exact ranges it applies at (was -50% damage at 25% of optimal range or closer, scaling to +100% at 125% of optimal or farther)
    • Brawler: Halved in Beta Patch 3; its tooltip in game shows the exact ranges it applies at (was +100% damage at 35% of optimal range or closer, scaling to -50% at 125% of optimal or farther)
  • ECM affinity
    • Bonus per point: 1% ECM effect duration (was Heat dissipation)
    • Level-20 perk: Dead Air: your ECM effects last twice as long (was Signal Burn)
    • Mine perk: Quick Loader: mine magazines refill 30% faster (was Minefield Expansion)
  • Agility affinity
    • Slip Vector: +10% turret tracking per 2 s of drifting, up to +40%
    • Dead Angle: Per second of drifting, +10% turret crit chance and -5% penetration cooldown, up to +100% and -50%
  • Drone
    • Afterburner: A toggle: while it's on, deployed drones move 1.5× faster and make 1.5× heat (was A 4 s burn on a 24 s cooldown)
    • In smoke: Knocked out: they drop as loot anyone but their owner can pick up, and reconnect once out of the smoke
    • Status on the Assign button: One tick per bandwidth point, coloured by the drone's state; a destroyed drone's tick blinks red
    • Launch key: The drone module's key; since Beta Patch 3 every module key is a fixed slot you can drag modules onto (was Q)
  • Mining Drone
    • Load per trip: 32 units of what it mines (was A full stack of each ore)
    • When a rock's ore won't fit: Unloads at your ship first
  • Armor
    • Raising armor high-explosive resist: An active Armor Hardener adds 15%; Beta Patch 2 said modules and modifiers otherwise add only kinetic resist (was Not possible above the base; modules and modifiers add kinetic resist only)
    • Barrier max HP modifier: Armor modules no longer roll it (was Could roll on armor modules)
  • Ptah crucible
    • On Faction-quality items: Doesn't reroll them (was Worked on them: one of three things Faction-quality items accepted, with the CARDEA Portmender and Tek ciphers)
  • Tek cipher
    • Lucky Cigarettes (the safe cipher) when your ship is destroyed: The module carrying it always survives; since Beta Patch 3 its tooltip says so again
    • Choosing a cipher's port: Pick it directly: valid ports light up orange and the one you choose turns green (was Place the cipher in the grid cell next to the port you want; ciphers landing on random ports was a known bug)
    • A first empty port facing off the hull: No longer makes a cipher fail
  • Cloak
    • Casting EWAR: You can't stay cloaked while casting it
    • Support from allies: Allies can't support a cloaked ship
  • Gullveig Pyre
    • Used on: An identified Prototype module, which becomes Heretical
    • Special: Rewards running hot
    • Ascended version: 1 brand in 10
    • Drops in: Breach tier 5 and up
    • Point rating: 550
  • Gullveig Penance
    • Used on: An identified Prototype module, which becomes Heretical
    • Special: Grows stronger for each ship shooting you
    • Ascended version: 1 brand in 10
    • Drops in: Breach tier 5 and up
    • Point rating: 550
  • Gullveig Vigil
    • Used on: An identified Prototype module, which becomes Heretical
    • Special: Builds up while you hold target locks and drone assignments
    • Ascended version: 1 brand in 10
    • Drops in: Breach tier 5 and up
    • Point rating: 550
  • Heretical rarity
    • Made from: A Gullveig brand used on an identified Prototype module
    • Modifier flipped: One modifier becomes a penalty (×1.12 becomes ×0.88)
    • Ascended versions: 24; one brand in 10 rolls one
    • Limit: One heretical module per module type on a ship
    • Modifier items that work on it: Tek ciphers, Ptah and Yata only
    • Build rating from the special: 70% of the module's base rating
    • Build rating from an ascended special: 175% of the module's base rating
  • Vendor License
    • Rolls on: Cargo Bay
    • Effect: Installed as a stash bay in a hub, the Cargo Bay becomes your store
  • Cargo Bay
    • Vendor License: Can roll this modifier; installed as a stash bay, a Cargo Bay with it becomes your store
  • Pilot stores
    • Converting a stash bay: 400 ORE for your first store bay at a hub, 200 ORE for each after
    • Priced in: ORE or consumables; anything a direct trade can carry can be sold
    • Brokkr fee to list: 2.5% of the asking total
    • Hub tax on each sale: 9.5% from both sides (7.5% at Greylock)
    • Example sale: Priced 1,000 ORE: the buyer pays 1,095 and the seller gets 905
    • Faction discount: 0–100%, set by the owner
    • Vendors tab order: Hub vendors, then pilot stores (your faction's first), then independent vendors; search and filters
  • Hub tax
    • Rate: 9.5%
    • Rate at Greylock: 7.5%
    • Direct trades: Each pilot pays on the value they hand over: items at their rating, ORE at face value
    • Pilot store sales: Paid by buyer and seller
    • Greylock Exchange: 6% from both sides of each fill
    • Hub vendors: No tax
  • Greylock Exchange
    • What it trades: ORE and 23 consumables, including the Gullveig brands, Forge Plate and Repair Charge
    • Order matching: New orders fill at once against existing ones, best price first
    • Orders per pilot: 10
    • Hub tax per fill: 6% from each side
  • Hub stash
    • Stash bays per hub: 20 (was 12)
    • Cells per hub: 800 (was 480)
    • The eight new bays: 2,600–4,000 ORE each
    • Most bays combined into one: 4 (was 12)
    • Swapping items: Drop an item onto another
    • Bay order: Bays can be reordered
    • Identical blueprints: Stack up to 99
    • Unidentified modules: A red question mark where the quality mark goes
  • Flak Cannon
    • Shells: Explode next to the target
    • Splash damage: 35% of the hit at most, to every enemy ship in the blast
    • Blast radius: 40 m
    • Shell speed: About 17% faster than before Beta Patch 3
  • Turret
    • Blast radius and blast damage: Shown in turret tooltips
    • Range shown in tooltips: Max range: the farthest a turret will auto-fire (was Falloff range)
    • Which hardpoint each gun takes: Guns, launchers and mining lasers fill hardpoints in fitting-grid order, so they sit in the same spots after every refit or respawn
  • Auto-Cannon
    • Aiming during Rapidfire: The cannons keep tracking at half speed; the guns are no longer held in place (was The cannons hold the angle they had when you triggered it; aim by turning the ship. The crosshair shows where they point)
    • Firing during Rapidfire: Only when the cannons are on target (was Every cycle, on target or not, until the magazine is empty or the burst ends; rounds only land on the battery's target while the held guns are on it)
    • Starting Rapidfire: Works without a target lock, and the burst carries on if the target dies (was Needs a battery locked on its target. If the battery loses the target, the burst ends, the cooldown starts and the rounds left stay in the magazine)
  • Reactive Plating
    • Max repair amount: 24% (was 44%)
    • Chance to reflect: 25% per turret or drone hit on your armor
    • A reflected hit: Deals 25% less damage to you and sends part of it back
    • Share sent back: 40% up close, falling to 20% at 2.1 km or more
    • With more than one fitted: A second raises the chance to 37.5%, a third to 43.75%
  • Armor Hardener
    • Armor high-explosive resist: 15% while active
  • Missile
    • Cruise Missile base damage: 200 (was 200)
    • Cruise Missile reload: 1.2 s (was 0.5 s)
    • Cruise Missile HP: 20 (was 10)
    • Stinger Missile base damage: 72 (was 80)
    • Stinger Missile reload: 0.8 s (was 0.25 s)
    • Torpedo HP: 30 (was 25)
    • Which hardpoint each gun takes: Guns, launchers and mining lasers fill hardpoints in fitting-grid order, so they sit in the same spots after every refit or respawn
  • Mining Laser
    • Which hardpoint each gun takes: Guns, launchers and mining lasers fill hardpoints in fitting-grid order, so they sit in the same spots after every refit or respawn
    • Keeping the beam on a rock: With the laser on, left-click a zone on an asteroid to lock the beam there; it keeps mining while you look around, chat, open menus or alt-tab (was Right-click the fragment once with the laser on; the beam stays on it when you move the cursor off)
    • Moving or releasing it: Click another zone to move it; click the locked zone to release it
    • Holds up to: 1.25× your mining range
    • When a zone runs dry: Moves to the next zone on the same asteroid
    • When your cargo is full: Releases
    • When the asteroid runs out of ore: The laser switches off
  • Lodestar Assay
    • Ciphers in the recipe: Lucky Cigarettes, Mux and Erg
    • Mining yield: 25%
    • Mining speed: 20%
    • Cargo: 6
    • Lucky Seam: Each item from a consumable pocket has a 20% chance of a second one
  • Every hull (36)

      Beltane, Jackal, Rune, Seraph, Condor, Enforcer, Legion, Scarab, Eidolon, Skoll, Praetor, Roc, Typhon, Orstrog, Vektr, Acolyte, Starrk, Achamoth, Augr, Mammon, Onager, Lumen, Praedo, Ignis, Non Cedo, Argus, Dvergr, Horsus, Galdr, Calces, Solvarg, Oath Bringer, Tempestas, Vehiculum, Falx, Talon

    Checked against this patch, no change needed (71)
    Sources

    The official notes were posted in #announcements in the Citadel Discord. This page sums them up in our own words.