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Player's Guide · Chapter 8 of 19

The Perfect Fit

Fitting modules to ships: slots, mass, Marks and upgrades.

“Two identical hulls are never the same ship. The difference is the fit.”

— Fleet Admiral Selene Voss

Fitting a module

Open Ship Outfitting, pick a ship and fill its slots with Ship-scope modules from your inventory. Ships have four kinds of fittable slots: Weapon, Armor, Shield and Special. A module fits if:

  1. the module allows the ship's class (some modules are restricted);
  2. the ship has a free slot of that kind;
  3. you own a copy in your inventory, at the Mark you want to fit;
  4. the ship's mass stays within its Max Mass.

Mass is the main trade-off: heavy weapons and plating fill a hull fast. Removing a module frees its mass and returns it to your inventory.

Five chips over the module cards filter your stock by kind: ALL MODULES, WEAPONS, ARMOR, SHIELDS and SPECIAL, each with how many stacks you hold. The FACTION chip beside them opens a list of the eleven factions, each with how many of your stacks are of it; pick one and the cards and counts show that faction only, together with the kind you chose. ALL FACTIONS shows everything again. The ship card down the left side lists the ship's stats on three tabs, DEFENSE, MOBILITY and CHASSIS.

The EQUIPPED MODULES strip at the bottom groups the weapon slots by the firing arc they fire through (FORE ARC, AFT ARC and so on, each with its width), then armor, shields and specials. The diagram beside it draws the ship's arcs; point at a slot and its arc lights up. A gun fitted in an AFT slot can only fire at a target behind the ship.

Every ship card shows its status. A ship that is in a fleet, damaged, being repaired or still being built is locked: you can't fit or remove modules or upgrade its Mark until it is out of its fleet and fully repaired. You can also reach this screen from the Shipyard: select a READY ship on MY SHIPS and press OUTFIT.

In development

Hangar and Screen slots appear on the ship card but can't be fitted yet.

Ship Marks

Every ship starts at base stats and can be upgraded through Mk1 to Mk5. Each step costs Coins and needs a minimum amount of player XP (the XP isn't spent). Each Mark raises health, shields, speed, max mass and damage, and the higher Marks add slots. For example, the Scrap Bulwark:

MarkHealth & shieldSpeedMax massDamageExtra slotsCoinsMin. XP
Mk1×1×1×1×1—00
Mk2×1.15×1.05×1.08×1.15—200120
Mk3×1.32×1.1×1.16×1.32+1 W440264
Mk4×1.52×1.16×1.25×1.52+1 W +1 Sp968581
Mk5×1.75×1.22×1.35×1.75+2 W +1 A +1 S +1 Sp2,1301,278

Every hull's own Mark table is on its ship page. W/A/S/Sp = extra Weapon, Armor, Shield and Special slots.

Module Marks

Modules have Marks too. Upgrade a stack in your inventory with Coins (plus the same kind of XP minimum). You can fit a module at any Mark up to the one you own, and a Mark you buy also reaches every copy of that module already fitted to your ships (a fitted copy is never lowered). A higher Mark weighs a little more, so the ship's mass rises with it. How Marks scale every stat is explained in the Stat Scaling guide.

The Relic Forge

Past Mark 5, a ship module of Tier 4 or 5 can be forged into a Relic, with the Tide cores and fragments you bank from bounties, medals and incursions. Open the forge with RELIC FORGE on the Weekly Bounties panel, or from the RELIC tab of a module in this screen (between MARK and FIT; it is there for a ship module of Tier 4 or 5 you own at Mark 5). It lists every ship module you own at Mark 5 of Tier 4 or 5.

A Relic has three ranks. Each raises the module's main stat over its Mark 5 value (damage for a weapon, health for armour, strength for a shield, the effect of a special); range, speed and mass stay at Mark 5. It also carries a trait that works in battles against the Tide only. You choose the trait when you forge Relic I.

RankMain statTide coresFragmentsMineralsHelium-3AntimatterTime
Relic I+5% over Mark 520100200,000200,0005,0004 h
Relic II+10% over Mark 540200400,000400,00010,0008 h
Relic III+15% over Mark 580400800,000800,00020,00016 h
ModuleTraitRelic I / II / III
WeaponTidebane: more damage to Tide ships+10% / +15% / +20%
WeaponCarapace Breaker: shots ignore part of a Tide ship's resistances10% / 15% / 20%
ArmourChitin Weave: Tide weapons do less damage to armour and hull8% / 12% / 16%
ArmourLiving Plate: the armour regrows part of its health every 10 seconds0.5% / 0.75% / 1%
ShieldResonant Ward: recharges faster15% / 22% / 30%
ShieldSpore Filter: Tide damage through the shield is cut10% / 15% / 20%
SpecialHive Echo: a shorter cooldown10% / 15% / 20%
SpecialBrood Bane: a stronger effect10% / 15% / 20%

A Relic belongs to the blueprint, like a Mark: every copy you fit at Mark 5 becomes that Relic, on every ship. A copy fitted at a lower Mark is an ordinary module. In the Outfit screen a Relic's tile and its sockets are gold and say its rank; the RELIC tab shows its main stat against Mark 5 and its trait, and the ship's card lists the trait under DPS.

One forging at a time. CANCEL stops it and gives back what it cost: the cores and fragments always, the minerals, helium-3 and antimatter as far as your stores have room, as with any cancel. To change a Relic's trait to the other one of its kind costs 5 Tide cores and 50 fragments and takes no time. Several copies of a defensive trait on one ship add up to at most 40%.

In development

Starting values. The ranks, the traits and their prices may change.