This page covers every system purchased around the modular hull: five Weapon Bay payloads, five equipable skills, and five five-level upgrades. Values below describe current multiplayer authority where it differs from a shared display summary.
- Weapon Bay payloads
- 5
- Skills
- 5; one equipped at a time
- Upgrade tracks
- 5 × 5 levels
- Upgrade prices
- 100 / 150 / 200 / 250 / 300 gold
Weapon Bay payloads
Every mounted payload
Live mini canvas: module cards reuse the current ship-module renderer.
Bomb
- Payload
- Bomb
- Mount price
- 20 gold
- Ammunition
- 1
- Rearm / reload
- 4 seconds
- Fuse / blast
- 5s / radius 4
- Damage
- 80 player / 250 AI
- Turret siege
- 5× damage to map turrets
Bombs inherit the carrier's motion, detonate after five seconds, and can also trigger on a stationary hostile structure. Their five-times map-turret multiplier makes them the dedicated siege payload, but the carrier takes half self-damage inside its own blast.
Unguided Rocket
- Payload
- Unguided Rocket
- Mount price
- 20 gold
- Ammunition
- 4
- Rearm / reload
- 4 seconds
- Speed / life
- 25 / 2.25s
- Direct / splash
- 40 + 20
- Blast radius
- 1.05
Rockets are fast, unguided, and fired one at a time from a four-round rack. They reward manual lead and are the easiest payload to use repeatedly during a moving attack run.
Mine
- Payload
- Mine
- Mount price
- 20 gold
- Ammunition
- 1
- Rearm / reload
- 4 seconds
- Arming / life
- 3s / 900s
- Damage / AI
- 72 / 216
- Blast radius
- 2.05
A Mine becomes dangerous three seconds after deployment and remains for 15 minutes unless triggered. Radar improves mine detection, so trap placement should exploit routes and distractions rather than visibility alone.
Space Torpedo
- Payload
- Space Torpedo
- Mount price
- 50 gold
- Ammunition
- 1
- Rearm / reload
- 4 seconds
- Launch speed cap
- 4.5
- Direct / blast
- 100 + 50
- Structure guidance
- Very weak turn within 38
A Space Torpedo can launch only while the ship is moving at 4.5 or slower. It cruises for up to two minutes and applies a very weak turn toward hostile stationary structures within 38 units; the guidance nudges rather than guarantees a hit.
Attack Drone
- Payload
- Attack Drone
- Mount price
- 20 gold
- Ammunition
- 1
- Rearm / reload
- 4 seconds
- Drone HP / life
- 85 / 120s
- Range / speed
- 24 / 17
- Attack
- 18 every 0.32s
The disposable Attack Drone hunts aggressively for up to 120 seconds. It is a separate purchased payload, not the same unit as the reusable escorts produced by a Drone cradle.
Skills
Overdrive
- Type / cost
- active / 300 gold
- Cooldown
- 20 seconds
- Duration
- 5 seconds
Halves qualifying weapon, Drone, and payload reload durations for five seconds.
Plasma Field
- Type / cost
- active / 350 gold
- Cooldown
- 20 seconds
- Duration
- 8 seconds
- Radius
- 5
Current multiplayer applies an effective 40 DPS to non-structure AI enemies in radius 5 for eight seconds; it follows the ship and does not damage enemy players or structures.
EMP Shockwave
- Type / cost
- active / 500 gold
- Cooldown
- 50 seconds
- Radius
- 20
Stuns regular AI for five seconds, bosses for three, disrupts hostile player modules for three, and destroys guided ordnance inside radius 20.
Stealth
- Type / cost
- toggle / 450 gold
- Cooldown
- 1 second toggle delay
Prevents attacking while active. Enemies detect the hidden ship within 7 plus 4.5 for each observing Radar.
Heal Field
- Type / cost
- active / 300 gold
- Cooldown
- 15 seconds
- Duration
- 6 seconds
- Radius
- 5
Creates a player-centered radius-5 zone for six seconds at 67.5 HP per second in current multiplayer.
Upgrades
Each track has five levels and costs 1,000 gold to max. Upgrades reset on death without a separate upgrade refund.
Hull HP
- Per level
- +10% core and module maximum HP per level
- Maximum
- +50%
- Total cost
- 1,000 gold
Engine Output
- Per level
- +10% acceleration and top-speed multiplier per level
- Maximum
- +50%
- Total cost
- 1,000 gold
Attack Power
- Per level
- +10% to server attack calculations; currently also affects Repairer healing and Attack Drone HP
- Maximum
- +50%
- Total cost
- 1,000 gold
Reload Speed
- Per level
- Duration is divided by 1 + 0.1 × level for Turret, Missile, payload, and Drone cycles; not Laser, Flame, or Repairer ticks
- Maximum
- +50%
- Total cost
- 1,000 gold
Collision Ram
- Per level
- +30% collision damage per level
- Maximum
- +150%
- Total cost
- 1,000 gold