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Weapons
Laser and rocket modules (LT-1…LT-4, RK-1…RK-4): damage, price, upgrade cost and firing rules.
Your ships' laser and rocket slots take modules. Modules come in four tiers: the first two are bought with Credits, the third only with Silicite, and the fourth is not sold in the Store at all: it is made from a Beam Core or drops from strong enemies; third and fourth tier modules are bought and sold between players on the Market.
Modules
| Module | Type | Tier | Damage (Lv 1) | Damage (Lv 10) | Source | Note |
|---|---|---|---|---|---|---|
| LT-1 Spark | Laser | 1 | 60 | 101 | Store: 2,000 Credits | The first tool an apprentice is handed; small, but it writes your first damage. |
| LT-2 Beacon | Laser | 2 | 150 | 253 | Store: 12,000 Credits | A Solari lighthouse shrunk to fit a hull; seen from afar, not forgotten up close. |
| LT-3 Ember Beam | Laser | 3 | 450 | 760 | Store: 2,860 Silicite | Gathers the heat of a forge into a single line through a lens. |
| LT-4 Ring Beam | Laser | 4 | 1,250 | 2,112 | Not sold; drops from enemies | Born of Silicite's habit of bending light; the sharpest line in the cluster. |
| RK-1 Nail | Rocket | 1 | 300 | 507 | Store: 5,000 Credits | A short missile off the Kaeris drawing board; cheap, calculated, driven in where it lands. |
| RK-2 Clause | Rocket | 2 | 750 | 1,267 | Store: 40,000 Credits | Like a contract clause: short, heavy, and no objections accepted. |
| RK-3 Shard Torpedo | Rocket | 3 | 2,100 | 3,548 | Store: 2,000 Silicite | Carries a sliver of the Ring inside; the hull shivers before it even detonates. |
| RK-4 Ring Lance | Rocket | 4 | 5,900 | 9,968 | Not sold; drops from enemies | A launcher pried from the Ring wreckage, never sold; the lance finds its mark before it falls. |
Upgrading
Tier-1 modules (LT-1, RK-1, KJ-1, HJ-1, KG-1) are capped at Lv15 and tier-2 ones at Lv20; tier 3 and 4 (lasers, rockets and generators) are upgraded at a risk and have no cap (see below). Every press is a single attempt (there is no ×10); the same card appears in the Hangar, on the Loadout and Drone screen. Every level raises damage by 6% (Lv 1 → Lv 10: ×1.69). The cost grows 16% with every level; the base is 25% of the module's Credit value (at least 500 Credits). Upgrading a cheap laser often comes before buying an expensive one.
| Module | 1 → 2 | 5 → 6 | 10 → 11 | 20 → 21 |
|---|---|---|---|---|
| LT-1 Spark | 500 | 905 | 1,901 | 8,388 |
| LT-2 Beacon | 3,000 | 5,432 | 11,409 | 50,330 |
| LT-3 Ember Beam | 250,250 | 453,112 | 951,691 | 4,198,323 |
| LT-4 Ring Beam | 1,000,000 | 1,810,639 | 3,802,961 | 16,776,517 |
| RK-1 Nail | 1,250 | 2,263 | 4,754 | 20,971 |
| RK-2 Clause | 10,000 | 18,106 | 38,030 | 167,765 |
| RK-3 Shard Torpedo | 175,000 | 316,862 | 665,518 | 2,935,890 |
| RK-4 Ring Lance | 2,750,000 | 4,979,258 | 10,458,144 | 46,135,421 |
There is also an instant upgrade with Silicite (except tiers 3 and 4): 1 Silicite = 350 Credits, and as your pilot level goes past 15 a Silicite is worth more Credits.
Tier 3 and 4: risky upgrades
Every attempt on an LT-3, LT-4, RK-3, RK-4 or a tier 3-4 generator (KJ, HJ, KG) spends Ring Essence (tier 3: 1 at Lv1-9, 2 at Lv10-19, 3 at Lv20 and above; tier 4: 10), Credits and Silicite (tier 4 also pays Antimatter, and after Lv20 each attempt needs 1 Beam Core too), and after Lv10 an attempt may fail. If an attempt fails the module drops one level, but never below its Lv10 / Lv15 / Lv20 / Lv25 checkpoints. The cost is spent on a failed attempt too.
| Target level | Chance of success | Drop limit |
|---|---|---|
| Lv2 - Lv10 | 100% | does not drop |
| Lv11 - Lv15 | 80% | does not fall below Lv10 |
| Lv16 - Lv20 | 60% | does not fall below Lv15 |
| Lv21 - Lv25 | 40% | does not fall below Lv20 |
| Lv26 - Lv30 | 25% | does not fall below Lv25 |
| Lv31 and above | 10% | does not fall below Lv25 |
The Protection Seal (25 Ring Essence + 250 Weapon Alloy + 250 Current Essence + 20,000,000 Credits, made in Production) stops the drop when a failure would have dropped the module, and is spent only when it actually helps. It is expensive on purpose: one Seal costs roughly between a third and a half of the level it saves on an LT-4 at Lv16 (it pays for itself from Lv16 on an LT-4 and from about Lv18-19 on an LT-3), and its lowest price on the Market is high too. Tier-1 modules (LT-1, RK-1, KJ-1, HJ-1, KG-1) are capped at level 15 and tier-2 ones at level 20; the KJ-3, HJ-3, KG-3 and the tier-4 generators can fail just like the lasers.
Ring Essence and the LT-4
- Ring Essence: dismantle 2 LT-3 + 2 Alloy + 2 Coil + 2,000 Credits (in the menu: Industry → Production tab; first research Research → Professions → Weapon Mastery: Dismantling). The level of the dismantled module adds nothing to the Ring Essence.
- Ring Essence, directly: 36 Alloy + 62 Coil + 20,000 Credits (Production → Ring Essence; needs Dismantling mastery). You do not have to dismantle: it can be made from Refinery materials too.
- Ring Essence, from the Rift: every Grand Rift Chest, taken by the pilot who hit the keeper most, holds exactly 20 Ring Essence (it does not change with the level, the deaths or Plus). It is a much faster source than crafting, and it takes no cargo space.
- LT-4 and RK-4: the LT-4 no longer drops ready-made: a rare loot roll gives a Beam Core (the RK-4 can still drop ready-made). In the Depth the chance of this roll rises by 8% per floor: on floor 10 it is 2.2 times that of the Shroud (the upper limit still applies). With Professions → Weapon Mastery → LT-4 Crafting you make 1 Beam Core + 5 Ring Essence + 2,000,000 Credits → LT-4 Lv1, and 1 Beam Core + 10 Ring Essence + 5,000,000 Credits → RK-4 Lv1. The same mastery makes generators too: for a KJ-4, 1 Beam Core + 5 Ring Essence + 2,000,000 Credits; for an HJ-4 and a KG-4, 1 Beam Core + 4 Ring Essence + 1,500,000 Credits (generators can still drop as well). Mastery nodes make the dismantling and crafting recipes cheaper; percentage discounts on a bulk craft are rounded on the total (with Material Master 1, 10 LT-4s cost 45 Ring Essence instead of 50; a half that comes out in a single craft is rounded up against you). The top two nodes give a small chance of extra Ring Essence or a Core (Research: Professions).
- Dismantling, tier 4 → Beam Core: Industry → Production → Ring Essence · Dismantling → the "Tier 4 → Beam Core" tab (at a station only; no mastery needed). Take 4 tier-4 pieces from your Storage that are not fitted and not listed on the Market (LT-4, RK-4, KJ-4, HJ-4, KG-4, any mix, any level) and dismantle them into 1 Beam Core. Each core burns 500 Silicite, at most 10 cores can be made a day (it resets at 00:00), the dismantling is instant and asks for a two-step confirmation. A piece gives back 1 Ring Essence for every level above 1 (at most 24 per piece); for a piece of Lv10 or above the confirm step names its level, so you see it as you confirm. Then use the core in Production to make the tier-4 piece you want; because 4 pieces become 1 core, this path creates no new tier-4 pieces. The LT-3 → Ring Essence dismantling (2 LT-3 → 1 Ring Essence) is separate and stays as it is.
- Trash: Hangar → Loadout → Storage → Trash. Throw away modules you do not want that are not fitted; tier 1-3 pieces give back some refinery material (40% of the recipe's materials; the low tiers give a little Tier 1 material). An upgraded piece loses its upgrade and asks for an extra confirmation. Tier-4 pieces cannot be trashed: tapping one tells you why and takes you to Production → Dismantling.
- Where does the LT-3 come from? Enemies drop it (most often on X-3 and X-4, and much more often from Elite and Paragon enemies; the base chance is 0.2% on X-3 and 0.3% on X-4). It is made in Production with Workshop mastery. The Store sells 25 per pilot per day (the daily limit exists only for the LT-3: because an LT-3 can be broken down into Ring Essence, the Ring Essence that comes in this way is limited; once the player count passes 50, LT-3 sales close). Or the Market.
Production: the recipe for everything bought with Silicite
Every product the Store sells for Silicite has a recipe in the Production tab of the Industry window. It needs Refinery materials (Alloy, Coil, Weapon Alloy, Current Essence), creature cargo (Plunder, Dust, Cores) and a little Credits, but no Silicite. Missing Alloy / Coil / Weapon Alloy / Current Essence is refined automatically if you have enough raw materials. The LT-3, RK-3, KJ-3, HJ-3 and KG-3 need Workshop mastery, and the four chips need Chip Crafting mastery; ammo and drone parts are open to everyone. The Store's daily purchase limit exists only for the LT-3 (25); the RK-3, KJ-3, HJ-3, KG-3 and ammo packs can be bought without limit as long as your Silicite lasts.
| Product | Recipe | Credits |
|---|---|---|
| LT-3 Ember Beam | 7 Weapon Alloy + 61 Alloy + 100 Plunder Crate | 100,000 |
| RK-3 Shard Torpedo | 5 Weapon Alloy + 41 Alloy + 100 Plunder Crate | 70,000 |
| KJ-3 Dome | 38 Current Essence + 98 Coil | 300,000 |
| HJ-3 Gale | 50 Current Essence + 130 Coil | 400,000 |
| KG-3 Vault | 44 Current Essence + 114 Coil | 350,000 |
| LC-3 | 10 Alloy + 20 Ring Dust | 27,000 |
| LC-4 | 3 Weapon Alloy + 2 Alloy + 26 Coil + 75 Ring Dust | 90,000 |
| SSA | 32 Coil + 15 Alloy + 40 Ring Dust | 52,500 |
| LBA | 4 Weapon Alloy + 3 Current Essence + 5 Alloy + 59 Coil + 180 Ring Dust | 210,000 |
| KLA | 1 Weapon Alloy + 4 Current Essence + 5 Alloy + 55 Coil + 150 Ring Dust | 178,500 |
| RC-3 | 10 Alloy + 20 Ring Dust | 27,000 |
| RC-4 | 2 Current Essence + 1 Alloy + 17 Coil + 50 Ring Dust | 60,000 |
| Fuse | 26 Alloy + 44 Coil + 9 Shard Core | 20,000 |
| Compressor | 52 Alloy + 88 Coil + 18 Shard Core | 40,000 |
| Shade | 33 Current Essence + 33 Weapon Alloy + 100 Shard Core | 500,000 |
| Downpour | 52 Weapon Alloy + 52 Current Essence + 25 Coil + 100 Shard Core | 800,000 |
| Focus Lens | 51 Alloy + 88 Coil + 15 Shard Core | 40,000 |
| Warhead Core | 51 Alloy + 88 Coil + 15 Shard Core | 40,000 |
| Shield Weave | 31 Alloy + 56 Coil + 10 Shard Core | 25,000 |
| Armor Plate | 33 Alloy + 54 Coil + 10 Shard Core | 25,000 |
| Charge Coil | 19 Alloy + 33 Coil + 50 Plunder Crate + 6 Shard Core | 15,000 |
| KJ-4 Talisman | 1 Beam Core + 5 Ring Essence | 2,000,000 |
| HJ-4 Thunderbolt | 1 Beam Core + 4 Ring Essence | 1,500,000 |
| KG-4 Abyss | 1 Beam Core + 4 Ring Essence | 1,500,000 |
The Market: the players' order book
The Buy tab has a flat category rail on its left, like Production (Weapons, Generators, Munitions, Chips, Drone parts, Materials, Currency, Production goods; each shows how many items are on sale right now). Tap a category and only what is being sold at that moment is listed; narrow it with the Type chips above the list (for example Laser / Rocket under Weapons) and the Tier chips (T3, T4), and the search box filters as you type a name or code (Turkish letters and letter case do not matter; on a computer "/" jumps to the search). The Sell tab shows only what you hold with the same rail, and My orders your open orders and goods waiting for pickup. In the Market tab of the Market window every good has an order book:tier 3 and 4 modules (LT, RK and the KJ / HJ / KG generators; every level has its own book, and the level is not lost when you sell), drone parts, Ring Essence, Beam Cores, Protection Seals, Alloy, Coil, Weapon Alloy and Current Essence. The seller picks the currency they want to be paid in: Silicite (default), Credits or Antimatter; orders only match inside the same currency's book, and the fee and tax are taken in that currency too (Vessarit is never used). Buy now trades at once against the cheapest sell orders, Sell now against the highest buy orders; before you confirm you see the average price, the total and the price limit. With a Buy order and a Sell order you set your own price: your money or goods are held in escrow, and when an opposing order arrives the best price fills first and, at an equal price, the older order; an order can also fill partly, and when its time (24 hours, 72 hours, 7 days) runs out or you cancel it, what is left comes back. The order fee is 1% (only on buy and sell orders, not refunded) and the sales tax is 8% (taken from the seller on every trade); both are removed from the game. You can have at most 100 open orders; you may set any whole-number price on an item (at least 1 unit), and if the price is far from the last trade price the screen asks once more. In the Currency group, Antimatter (in lots of 100) and Data Cores (one at a time) are also bought and sold for Silicite: the price stays inside a range tied to the Store price (an Antimatter lot 100–220, a Data Core 80–175 Silicite), there are daily limits per account (at most 25 Data Cores bought and 50 sold a day; Antimatter 30,000), the account must be at least 7 days old and one of its pilots must be Lv10, and you cannot sell what you bought from the Market for 24 hours; Vessarit is never traded. Every book shows the last price, the 24-hour change, the volume, a price chart (24 hours, 7 days, 30 days) and the depth. To buy and sell goods you only need to be signed in with an account; a new account can use it right away. The Black Market tab is the game's own auction (Credits): tier 3 modules (RK-3, KJ-3, HJ-3, KG-3) and, in the weekly round, a tier 4 module are put up too; these lots start at their full value. The Market is between players; the Store and the stations do not buy or take back tier 4 modules, and only pilots set their price.
Firing rules
- Laser: one volley every 1 second, range 650. All the lasers you have fitted fire together.
- Rocket: one volley every 3 seconds, range 800, flight speed 900. You fire the rocket yourself (the space bar or the ROCKET button); the Fuse chip does it for you.
- Nose on target: lasers fire only once the ship's nose is within 20° of the target; for a target behind you, turn first.
- PvP: damage dealt to another pilot is multiplied by ×0.9; against Exiles there is no such multiplier.
You will find how many slots each ship has on the Ships page.