VESSARION GALAXY TR/EN Play
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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

ModuleTypeTierDamage (Lv 1)Damage (Lv 10)SourceNote
LT-1 SparkLaser160101Store: 2,000 CreditsThe first tool an apprentice is handed; small, but it writes your first damage.
LT-2 BeaconLaser2150253Store: 12,000 CreditsA Solari lighthouse shrunk to fit a hull; seen from afar, not forgotten up close.
LT-3 Ember BeamLaser3450760Store: 2,860 SiliciteGathers the heat of a forge into a single line through a lens.
LT-4 Ring BeamLaser41,2502,112Not sold; drops from enemiesBorn of Silicite's habit of bending light; the sharpest line in the cluster.
RK-1 NailRocket1300507Store: 5,000 CreditsA short missile off the Kaeris drawing board; cheap, calculated, driven in where it lands.
RK-2 ClauseRocket27501,267Store: 40,000 CreditsLike a contract clause: short, heavy, and no objections accepted.
RK-3 Shard TorpedoRocket32,1003,548Store: 2,000 SiliciteCarries a sliver of the Ring inside; the hull shivers before it even detonates.
RK-4 Ring LanceRocket45,9009,968Not sold; drops from enemiesA 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.

Credit cost of one level
Module1 → 25 → 610 → 1120 → 21
LT-1 Spark5009051,9018,388
LT-2 Beacon3,0005,43211,40950,330
LT-3 Ember Beam250,250453,112951,6914,198,323
LT-4 Ring Beam1,000,0001,810,6393,802,96116,776,517
RK-1 Nail1,2502,2634,75420,971
RK-2 Clause10,00018,10638,030167,765
RK-3 Shard Torpedo175,000316,862665,5182,935,890
RK-4 Ring Lance2,750,0004,979,25810,458,14446,135,421

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 levelChance of successDrop limit
Lv2 - Lv10100%does not drop
Lv11 - Lv1580%does not fall below Lv10
Lv16 - Lv2060%does not fall below Lv15
Lv21 - Lv2540%does not fall below Lv20
Lv26 - Lv3025%does not fall below Lv25
Lv31 and above10%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

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.

ProductRecipeCredits
LT-3 Ember Beam7 Weapon Alloy + 61 Alloy + 100 Plunder Crate100,000
RK-3 Shard Torpedo5 Weapon Alloy + 41 Alloy + 100 Plunder Crate70,000
KJ-3 Dome38 Current Essence + 98 Coil300,000
HJ-3 Gale50 Current Essence + 130 Coil400,000
KG-3 Vault44 Current Essence + 114 Coil350,000
LC-310 Alloy + 20 Ring Dust27,000
LC-43 Weapon Alloy + 2 Alloy + 26 Coil + 75 Ring Dust90,000
SSA32 Coil + 15 Alloy + 40 Ring Dust52,500
LBA4 Weapon Alloy + 3 Current Essence + 5 Alloy + 59 Coil + 180 Ring Dust210,000
KLA1 Weapon Alloy + 4 Current Essence + 5 Alloy + 55 Coil + 150 Ring Dust178,500
RC-310 Alloy + 20 Ring Dust27,000
RC-42 Current Essence + 1 Alloy + 17 Coil + 50 Ring Dust60,000
Fuse26 Alloy + 44 Coil + 9 Shard Core20,000
Compressor52 Alloy + 88 Coil + 18 Shard Core40,000
Shade33 Current Essence + 33 Weapon Alloy + 100 Shard Core500,000
Downpour52 Weapon Alloy + 52 Current Essence + 25 Coil + 100 Shard Core800,000
Focus Lens51 Alloy + 88 Coil + 15 Shard Core40,000
Warhead Core51 Alloy + 88 Coil + 15 Shard Core40,000
Shield Weave31 Alloy + 56 Coil + 10 Shard Core25,000
Armor Plate33 Alloy + 54 Coil + 10 Shard Core25,000
Charge Coil19 Alloy + 33 Coil + 50 Plunder Crate + 6 Shard Core15,000
KJ-4 Talisman1 Beam Core + 5 Ring Essence2,000,000
HJ-4 Thunderbolt1 Beam Core + 4 Ring Essence1,500,000
KG-4 Abyss1 Beam Core + 4 Ring Essence1,500,000

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

You will find how many slots each ship has on the Ships page.