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Core

From Official Unnamed Space Idle Wiki
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The Core screen

Core is one of the systems in Unnamed Space Idle and the main use for salvage throughout the game. Here players can invest salvage to level up their selected weapons, shields and utility.

Each core has up to 10 upgrade-milestones, granting them additional perks that make them significantly stronger, or change how they work. Some of these milestones have 2 options, only one of which can be selected at any time.

Selecting the right milestones is essential to creating good builds and progressing in the game.

Weapons[edit | edit source]

Weapons (also called Turrets) are probably the most essential part of the ship, since they are what deals damage to enemies. There are many different weapons in the game, with vastly different use cases. Equipping the right weapons for the right sections of the game is vitally important.

The Ship Configuration Guide provides some recommend weapon loadouts.

Laser Weapons[edit | edit source]

Laser weapons deal 100% damage against hull and shield but only 25% damage against armor.

Base Laser Cannon Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 10 2500 6.25e5 1.56e8 3.75e11
Damage per Level 5 250 6.25e4 1.56e7 3.75e10
Max Range 600 660
Fire Rate 0.5
Projectile Speed 700
Hull Damage 1
Shield Damage 1
Armor Damage 0.25
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Laser Cannon
    Each level grants a flat damage increase
  • 10

    Laser Boost Unlocks the Laser Boost ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Laser Boost Cooldown Laser Boost Cooldown -10

  • 30

    Weapon Power Damage x1.25

    Laser Boost Cooldown Laser Boost Cooldown -10

  • 40

    Weapon Power Damage x1.25

    Shield Damage Synergy All Shield Damage + 20%

  • 50

    Rapid Fire Tick Rate x1.15

    Laser Boost Power Laser Boost Power + 75%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    General Purpose Damage x1.2
    Fire Rate x1.2

    Supportive Routing Damage x0.4
    All Laser Damage x1.3

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Shield Damage Synergy All Shield Damage + 20%

  • 110

    Weapon Power Damage x1.25


The Laser Cannon is the first weapon and is unlocked from the start. It has average damage, average fire rate, average range, and low projectile speed. This weapon is not very strong by itself but it can be used as a support weapon due to the lv70 ability "Supportive Routing" and having 2 "Laser Boost Cooldown" nodes.

Base Gatling Laser Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 3 1000 2.50e5 6.25e7 1.50e11
Damage per Level 2 100 2.50e4 6.25e6 1.50e10
Max Range 575 625
Fire Rate 2
Projectile Speed 1200
Hull Damage 1
Shield Damage 1
Armor Damage 0.25
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Gatling Laser
    Each level grants a flat damage increase
  • 10

    Laser Boost Unlocks the Laser Boost ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Laser Boost Duration Laser Boost Duration +5

  • 30

    Weapon Power Damage x1.25

    Laser Boost Duration Laser Boost Duration +5

  • 40

    Weapon Power Damage x1.25

    Fire Rate Synergy All Fire Rate + 10%
    All Tick Rate +10%

  • 50

    Rapid Fire Tick Rate x1.15

    Laser Boost Power Laser Boost Power + 75%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Hail Storm Fire Rate x1.75
    Damage x0.75

    CQC Max Range -50
    Damage x2

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Fire Rate Synergy All Fire Rate + 10%
    All Tick Rate +10%

  • 110

    Weapon Power Damage x1.25

    Snipe Max Range + 75


The Gatling Laser is the second weapon and is unlocked upon beating sector 3. It has low damage, very high fire rate, low range, and very high projectile speed. It is a good weapon against hull/shield swarms.

Base Charge Laser Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 20 5000 1.25e6 3.13e8 7.50e11
Damage per Level 10 500 1.25e5 3.12e7 7.50e10
Max Range 700 770 850
Fire Rate 0.25
Charge Time 1
Projectile Speed 1200
Hull Damage 1
Shield Damage 1
Armor Damage 0.25
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Charge Laser
    Each level grants a flat damage increase
  • 10

    Laser Boost Unlocks the Laser Boost ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Laser Boost Cooldown Laser Boost Cooldown -10

  • 30

    Weapon Power Damage x1.25

    Snipe Max Range + 50

  • 40

    Weapon Power Damage x1.25

    Range Synergy All Max Range + 5%

  • 50

    Rapid Fire Tick Rate x1.15

    Laser Boost Power Laser Boost Power + 75%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Rapid Prep Charge Time x0.65
    Fire Rate x1.6
    Damage x0.8

    Big Hitter Damage x2.2
    Fire Rate x0.8
    Charge Time x1.2

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Range Synergy All Max Range + 5%

  • 110

    Weapon Power Damage x1.25


The Charge Laser is the third weapon and is unlocked upon beating sector 5. It has high damage, low fire rate (it also needs to charge before firing, which slightly decreases its effective fire rate), very high range, and high projectile speed. It is a good weapon against hull/shield snipers.

Base Beam Laser Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 12 2000 5.00e5 1.25e8 3.00e11
Damage per Level 1.2 55 5.00e4 1.25e7 3.00e10
Max Range 680 750
Charge Time 0.5
Damage Ramp Time 10
Tick Rate 4
Connect Start Time 0
Hull Damage 1
Shield Damage 1
Armor Damage 0.25
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Beam Laser
    Each level grants a flat damage increase
  • 10

    Laser Boost Unlocks the Laser Boost ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Laser Boost Cooldown Laser Boost Cooldown -10

  • 30

    Weapon Power Damage x1.25

    Concentrated Beam Damage Ramp Time x0.75

  • 40

    Weapon Power Damage x1.25

    Shield Damage Synergy All Shield Damage + 20%

  • 50

    Rapid Ticks Tick Rate x1.15

    Laser Boost Power Laser Boost Power + 75%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Rapid Ramp Damage x1.25
    Damage Ramp Time x0.5
    Connect Start Time + 1

    Mass Focuser Damage x8
    Damage Ramp Time x1.5
    Tick Rate x0.5

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Rapid Charge Charge Time x0.5

  • 110

    Weapon Power Damage x1.25

    Concentrated Beam Damage Ramp Time x0.75


The Beam Laser is a special laser weapon unlocked upon beating sector 11. It has variable damage and high range. It has a charge time stat similar to the Charge Laser but does not have a fire rate or projectile speed stat, instead it connects to its target and deals damage that ramps up with time. The Beam Laser also completely disables shield regen on whichever target it is connected to, making it very important against enemies with rapid shield regen, especially those of juggernauts and bosses.

Kinetic Weapons[edit | edit source]

Kinetic weapons deal 100% damage against hull and armor but deal less damage against shield (Kinetic Cannon and Bomb Launcher 60%, Missile Launcher 50%, Disruption Charge 25%).

Base Kinetic Cannon Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 6 1400 3.50e5 8.75e7 2.10e11
Damage per Level 2.5 120 3.50e4 8.75e6 2.10e10
Max Range 650 700
Fire Rate 0.75
Projectile Speed 2000
Hull Damage 1
Shield Damage 0.6
Armor Damage 1
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Kinetic Cannon
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x1.25

    Emp Mode Shield Damage x1.75

  • 40

    Weapon Power Damage x1.25

    Armor Damage Synergy All Shield Damage + 20%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Armor Piercing Armor Damage x1.6
    Fire Rate x1.33

    Fire Support Damage x0.4
    All Kinetic Damage x1.3

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Armor Damage Synergy All Armor Damage +20%

  • 110

    Weapon Power Damage x1.25

    Emp Mode Shield Damage x1.75


The Kinetic Cannon is unlocked upon beating sector 20. It is the kinetic equivalent of Laser Cannon, with slightly lower damage, slightly higher fire rate, and extremely high projectile speed.

Base Bomb Launcher Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 24 6000 1.50e6 3.75e8 9.00e11
Damage per Level 12 600 1.50e5 3.75e7 9.00e10
Max Range 810 920
Fire Rate 0.15
Projectile Speed 200
Hull Damage 1
Shield Damage 0.6
Armor Damage 1
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Bomb Launcher
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x1.25

    Launch Power Projectile Speed x2

  • 40

    Weapon Power Damage x1.25

    Range Synergy All Max Range +5%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Propelled Bombs Fire Rate x1.33
    Projectile Speed x2

    Mega Bombs Damage x2.2
    Fire Rate x0.8

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Range Synergy All Max Range + 5%

  • 110

    Weapon Power Damage x1.25


The Bomb Launcher is unlocked upon beating sector 29. It is the kinetic equivalent of Charge Laser, with higher damage, lower fire rate, and slightly higher range. It also has an extremely low projectile speed which can cause it to miss targets, although "Launch Power" and "Propelled Bombs" nodes can help.

Base Missile Launcher Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 2 450 1.38e5 3.44e7 8.25e10
Damage per Level 1.1 55 1.37e4 3.44e6 8.25e9
Max Range 600 660
Fire Rate 0.35
Max Targets 4
Projectile Speed 800
Hull Damage 1
Shield Damage 0.5
Armor Damage 1
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Missile Launcher
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x1.25

    Target Refinement Max Targets + 1

  • 40

    Weapon Power Damage x1.25

    Fire Rate Synergy All Fire Rate +10%
    All Tick Rate +10%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Mass Barrage Damage x0.65
    Max Targets x2

    Empowered Missiles Max Targets -2
    Fire Rate x1.5
    Damage x1.75

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Fire Rate Synergy All Fire Rate +10%
    All Tick Rate +10%

  • 110

    Weapon Power Damage x1.25

    Launch Power Projectile Speed x1.3


The Missile Launcher is unlocked upon beating sector 35. It is the kinetic equivalent of Gatling Laser, with lower damage and slightly lower range. It has a low fire rate but fires multiple missiles at once on multiple targets, making it an effective counter against armored swarms.

Base Disruption Charge Stats
Stats 1.0 2.0 3.0 4.0 5.0
Damage 1 400 1.00e5 2.50e7 6.00e10
Damage per Level 1 40 1.00e4 2.50e6 6.00e9
Max Range 700 750
Fire Rate 0.5
Max Targets 1
Tick Rate 1
Num. Ticks 4
Projectile Speed 1600
Phase Jump Ignore 1
Hull Damage 1
Shield Damage 0.25
Armor Damage 1
Base Upgrade Cost 3 3.00e9 3.00e21 3.00e40 3.00e75
Cost Scaling/Level x1.21 x1.27 x1.33 x1.4 x1.5
  • Disruption Charge
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x1.1

  • 20

    Weapon Power Damage x1.25

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.65

  • 30

    Weapon Power Damage x1.25

    Extended Duration Num. Ticks + 1

  • 40

    Weapon Power Damage x1.25

    Armor Damage Synergy All Armor Damage + 20%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +0.1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Extra Disruption Fire Rate x1.5
    Damage x0.7
    Num. Ticks x2

    Rapid Nuke Damage x2.75
    Tick Rate x2
    Num. Ticks -2

  • 80

    Weapon Power Damage x1.25

  • 95

    Weapon Power Damage x1.25

    Target Splitting Max Targets + 1
    Damage x0.5

  • 110

    Weapon Power Damage x1.25


The Disruption Charge is a special kinetic weapon unlocked upon beating sector 52 along with phasing enemies. Disruption Charge has negligible damage, high range, and average fire rate. On hitting an enemy, it applies a disruption stack, which constantly deals damage and reduces the enemy's phase jump power by 1 until the stack expires. A phasing enemy can not be hit by other weapons until its phase jump power reaches 0. A single hit of 20x overkill damage is required to kill a phasing enemy if Disruption Charge is not being used.

Plasma Weapons[edit | edit source]

Major Spoilers for Sectors 108+ (click here to dismiss)

Plasma Weapons deal 100% damage against hull, shield, and armor.

Base Plasma Chainer Stats
Stats 1.0
Damage 1.00e17
Damage per Level 5.00e16
Max Range 1200
Fire Rate 1
Projectile Speed 1700
Chain 3
Burst Fire 1
Phase Jump Ignore 0
Hull Damage 1
Shield Damage 1
Armor Damage 1
Base Upgrade Cost 1.00e28
Cost Scaling/Level x1.00e5
  • Plasma Chainer
    Each level grants a flat damage increase
  • 1

    Extra Chain Chain +1

    Phase Locking Ignores Phase Jump
    Phase Jump Ignore +1

  • 2

    Burst Mode Burst Fire +1

    Speed Mode Fire Rate x1.5

  • 3

    Swarm Mode Chain +2

    Power Mode Chain -3
    Damage x4
    Burst Fire +1


The Plasma Chainer is unlocked upon beating sector 107. It has high fire rate, high range, very high projectile speed, and thousands of times more damage than a 5.0 Bomb launcher. It is also able to chain onto multiple enemies when it hits one.

Shields[edit | edit source]

Shields allow the ship to take some damage before retreating once they reach 0. There are currently 3 different types of normal shields in the game, which all have different mechanics. Damage dealt to the player is split between all equipped shields.

  • Continuous Generator
    Each level grants a flat shield increase
  • 10

    Shield Boost Unlocks the Shield Boost ability
    Max Shields x1.1

  • 20

    Shield Durability Max Shields x1.25

    Shield Boost Cooldown Shield Boost Cooldown x0.75

  • 30

    Shield Durability Max Shields x1.25

    Shield Boost Duration Shield Boost Duration +2.5

  • 40

    Shield Durability Max Shields x1.25

  • 50

    Shield Durability Max Shields x1.25

    Shield Boost Cooldown Shield Boost Cooldown x0.75

  • 60

    Ablative Shielding +0.1% Max Shields per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Output Maxing Shield Regen x0.5
    Max Shields x2.1

    Condensed Shields Shield Regen x2
    Max Shields x0.67

  • 80

    Shield Durability Max Shields x1.25

  • 95

    Shield Durability Max Shields x1.25

  • 110

    Shield Durability Max Shields x1.25


The Continuous Generator is the first shield and unlocked from the start. It regenerates quickly and can even heal through heavy fire.


  • Bulk Generator
    Each level grants a flat shield increase
  • 10

    Shield Boost Unlocks the Shield Boost ability
    Max Shields x1.1

  • 20

    Shield Durability Max Shields x1.25

    Faster Regen Start Improved Shield Regen Delay x0.5

  • 30

    Shield Durability Max Shields x1.25

    Shield Boost Duration Shield Boost Duration +2.5

  • 40

    Shield Durability Max Shields x1.25

    Shield Regen Rate Improved Shield Regen x1.5

  • 50

    Shield Durability Max Shields x1.25

    Shield Boost Cooldown Shield Boost Cooldown x0.75

  • 60

    Ablative Shielding +0.1% Max Shields per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Bulwark Max Shields x1.75
    Improved Shield Regen Delay x1.33

    Quick Recovery Max Shields x0.67
    Improved Shield Regen Delay x0.5
    Improved Shield Regen x1.5

  • 80

    Shield Durability Max Shields x1.25

  • 95

    Shield Durability Max Shields x1.25

  • 110

    Shield Durability Max Shields x1.25


The Bulk Generator is the second shield and unlocked upon beating sector 15. It has much higher shield values than the Continuous Generator, at the cost of not regenerating unless not hit for a few seconds.


  • Deflector Shield
    Levels have no effect other than unlocking milestones
  • 1

    Recharge Speed Defensive Recharge Time -0.5

  • 2

    Bonus Proc Buildup Defensive Bonus Proc Buildup +0.025

  • 3

    Recharge Speed Defensive Recharge Time -1

    Bonus Proc Buildup Defensive Bonus Proc Buildup +0.05

  • 4

    Recharge Speed Defensive Recharge Time -0.5

  • 5

    Bonus Proc Buildup Defensive Bonus Proc Buildup +0.025

  • 6

    Extra Charge Max Defensive Charges +1
    Defensive Recharge Time x0.5

    Rapid Build Defensive Bonus Proc Buildup +0.1


The Deflector unlocks upon beating sector 44. It doesn't provide traditional shields and will instead block any shot that would take more than a certain percentage of the players shields, after which it needs to recharge. This percentage can be set similar to how targeting options can be modified. At least one Continuous or Bulk Generator needs to be equipped next to the Deflector(s).

After the Deflector has been leveled up to level 2, every hit will also fill up a "Bonus Proc" bar. Once this is filled, the next shot will be blocked regardless of its damage and without consuming the Deflectors charge.

Utilities[edit | edit source]

Utility cores are support cores that allow the player to boost specific systems. Equipping the right utility cores is an important part of focusing and will help the player progress further.

  • Advanced Computer Lab
    Each level grants a flat Compute Speed increase
  • 20

    Improved Power Conversion Significantly reduces the cost of the Computation Power upgrade

  • 40

    Improved Compute Power All Compute Power x1.5

  • 60

    Improved Levels All Compute Levels Gained + 0.5

  • 80

    Improved Compute Speed All Compute Speed x1.25


  • Advanced Synth Station
    Each level grants a flat Synth Speed increase
  • 20

    Improved Synth Speed All Synth Speed x1.5

  • 40

    Improved Output All Synth Base Output + 1

  • 60

    Improved Synth Speed All Synth Speed x1.5

  • 80

    Improved XP Gain All Synth XP multiplier + 1


  • Enhanced Reactor
    Each level grants a percentile Void Power Generation increase
  • 20

    + 1 Max Running Before Penalty All Max Concurrent boosts + 1

  • 40

    Improved Void Power Max All Max Void Power x10

  • 60

    Increased Void Power from Energy Voids All Energy Void Power Gain x4

  • 80

    Improved Void Power Generation All Void Power Generation x10


  • Research Station
    Each level grants a flat Focused Research increase
  • 20

    Improved Research All Bonus to Research x2

  • 40

    Focused Research+ All Bonus to Focused Research x4

  • 60

    Improved Research All Bonus to Research x2

  • 80

    Focused Research+ All Bonus to Focused Research x4


  • Resource Refinery
    Each level grants a percentile increase to Salvage Amount, Void Matter Drop Rate and Shard Drop Rate
  • 20

    Improved Collectors All Salvage Amount Multiplier x4

  • 40

    Void Matter Harnessing All Void Matter Drop Amount x3

  • 60

    Shard Condensing All Shard Drop Rate x2

  • 80

    Precision Collection All Salvage Amount Multiplier x2
    All Void Matter Drop Amount x1.5
    All Shard Drop Rate x2


Targeting Settings[edit | edit source]

The Targeting menu of a weapon

Targeting settings get unlocked upon beating sector 11, and allow players to define which enemies the ships weapons will attempt to shoot first. The default settings for each weapon type will suffice for most situations, but understanding these settings can make a big difference in difficulty of progression.

Note that in all cases, weapons will target the first enemy that gets into range, regardless of targeting priorities. Also, if only one enemy is in range, then all weapons will target that enemy, even if they are set to avoid overlapping.

Type Priority[edit | edit source]

Governs targeting based on enemy defenses. If no enemies match the defense type, this condition is ignored.

  • None: no priority. Enemy defenses will be completely ignored. Useful for letting a weapon shoot at everything
  • Regen: The weapon will target enemies with Regen shields first. This is most useful on the Beam Laser (which halts regen) or on high-damage weapons that can punch through regen shields (like the Charge Laser or Bomb Launcher)
  • Shielded: The weapon will target shielded enemies first (enemies with 2% or less of their shields left are considered "unshielded"; regen is ignored). Used mainly on laser weapons.
  • Armored: The weapon will target armored, unshielded enemies first (enemies with less than 5% of their shields left are considered "unshielded"). Used mainly on kinetic weapons.
  • Unarmored: The weapon will target hulled enemies first (the presence of a shield is ignored). Useful in sectors with both Hull and Armored enemies, for laser weapons that aren't supposed to target armored enemies.

Phasing[edit | edit source]

For phasing, there are three possible enemy states: 1: Can Phase; 2: Disrupted; 3: No phase ability. The targeting settings regarding phasing priotize based on these states, and whether the weapon is a Disruption Charge.

  • Phasing (Disruption Charge): The weapon will target enemies that can phase first, enemies that are disrupted second, and enemies that have no phase ability third.
  • Phasing (all other weapons): The weapon will target enemies that are disrupted first, enemies that have no phase ability second, and will fire on enemies that can currently phase only if there is no other valid target.
  • Can't Phase: The weapon will target enemies that have no phase ability first, that are disrupted second, and will attempt to completely avoid firing on enemies that can currently phase. If only enemies that can currently phase are in range, the weapon will not fire.

Barriers[edit | edit source]

Barriers start showing up in sector 69, and work differently from normal defenses. Barriers have their own health pool, and each hit from a (non-tick) weapon reduces that pool by 1, regardless of the weapon's damage. Once the pool is reduced to 0, the barrier is permanently destroyed. Tick weapons (the Beam Laser and the Disruption Charge) cannot harm barriers at all. Targeting settings to account for this become important in barrier-heavy sectors. All weapons deal 0.001x their damage to the target behind the barrier until it is destroyed.

  • Barrier: The weapon will target enemies with an active barrier first. Other defense types are ignored. This targeting is used for the main weapons players use to break through barriers.
  • No barrier: The weapon will avoid targeting enemies with an active barrier unless there is no other option. Other defense types are ignored. This targeting is used for weapons that should be prioritizing the kills after barriers are broken, as well as the Beam Laser.

Priority[edit | edit source]

Governs targeting based on enemy stats. For HP targeting, the values of Shields and Hull/Armor on the enemy are combined.

  • Highest Max HP: Targets the enemy with the largest maximum defense pool. The Beam Laser is a good candidate for this, since it ramps up to max damage over time. The more HP an enemy has, the more time the Beam has to ramp.
  • Lowest Max HP: Targets the enemy with the smallest maximum defense pool. Useful for targeting large numbers of smaller ships, but tends to be less useful than "Closest" against actual Swarmers and Skirmishers.
  • Highest HP: Targets the enemy with the largest current defense pool. There are not many use cases for this one, since the "Highest Max HP" option fits the bill well.
  • Lowest HP: Targets the enemy with the smallest current defense pool. The only potential use case for this one is on a weapon with high rate-of-fire like the Gatling Laser, combined with the "Change Target" setting, to have a weapon that will go for the final kill after other weapons have softened the enemies.
  • Highest Damage: The weapon will target the enemy that has the highest damage per shot. Best in sectors with Snipers, in order to have a weapon that will hunt them down before they shoot at the player. This usually needs a long-range weapon.
  • Closest: The weapon will target the enemy that is closest to the players ship. This is a very useful priority, particularly in sectors with Swarmers or Skirmishers, since the closer an enemy is to the player, the more likely they are to be shooting at them. Setting a Gatling Laser or Missile Launcher to this setting helps prevent situations where stragglers from enemy waves will build up in firing range while the weapons shoot newly spawned enemies instead of those.
  • Furthest: The weapon will target the enemy that is farthest away from the players ship. Useful for ensuring long-range weapons are always shooting at the longest range they can, but it does mean that new enemies will get targeted first. When needing to target specific threats, "Highest Max HP" and "Highest Damage" will be more useful than "Furthest."

Target Swapping[edit | edit source]

Governs whether the weapon will keep shooting at an enemy until it's dead, or will change targets when a new enemy comes in range that better fits the priorities.

  • Keep Target: Once a weapon starts shooting, it will keep shooting at that enemy until it is dead. Useful for making sure enemies actually get destroyed. Beam Lasers work best with this option too, since the damage ramping mechanic means the beams damage potential gets penalized when it changes targets, since has to start from zero again.
  • Change Target: The weapon will always pick the enemy that best fits the target priorities. This is best used when making sure a weapon won't get locked into shooting the first enemy that came in range, or when players need a weapon to hit everything on the battlefield. For example, the Disruption Charge is best kept on this setting, to make sure that it disrupts every phasing enemy on the field.

Target Overlap[edit | edit source]

Governs whether multiple weapons should fire at the same enemies. Note that the weapons will take into account every other weapon on the ship, regardless of type, and avoiding target overlap takes precedence over all the other targeting settings.

  • Allow: The weapon will pick targets regardless of whether other weapons are also shooting at that target.
  • Avoid: The weapon will attempt to shoot at a target that is not being fired at by any other weapon.

"Avoid" is best picked when trying to avoid overkill, or when it is needed to spread the damage between enemies. Setting weapons to "Avoid" overlap in a Swarmer situation can help with killing the wave faster.

Bomb Launchers, for example, have the highest single-shot damage with the lowest rate of fire. If two of them shoot at the same enemy, there's a good chance that the enemy will be 90% dead for the second shot, and that a different weapon would have been fine to kill it off; or a single bomb might be enough to one-shot kill the enemy, meaning the second bomb sails into the void having done nothing.

It is always important to remember that any other weapons will also be avoided. If there's two Beam Lasers and two Laser Cannons, and both beams are set to avoid, the beam lasers will also avoid anything the laser cannons are shooting at, not just what the other beams are shooting at. Usually, setting only one or two weapons to "Avoid" fits the bill.

Capital Cores[edit | edit source]

Major Spoilers for Sectors 75+ (click here to dismiss)

Capital cores are a special type of core that can only be equipped on capital ships. There are capital weapons, shields, utilities, and hangar bays.

Capital Weapons

Capital weapons are used for attacking enemy capital ships, since standard weapons cannot hit them. They cost Pulverium to upgrade.

  • Capital Laser
    Each level grants a flat damage increase
  • 10

    Adaptive Damage 1.2x Damage per OOM of Total Capital Disables starting at 10

  • 20

    Weapon Power Damage x1.5

    Target Adaptation Shot Scaling x1.2

  • 30

    Weapon Power Damage x1.5

    Rapid Discharge Charge Time -1
    Fire Rate x1.5

  • 40

    Weapon Power Damage x1.5

  • 50

    Weapon Power Damage x1.5

  • 60

    Exploitation Vulnerable Target Damage Multiplier x1.5

    Reliability Healthy Target Damage Multiplier x2

  • 70

    Weapon Power Damage x1.5

  • 80

    Weapon Power Damage x1.5

    One-Shot Mode Damage x2.5
    Charge Time x2
    Fire Rate x0.5

  • 90

    Weapon Power Damage x1.5


  • Burst Cannon
    Each level grants a flat damage increase
  • 10

    Adaptive Damage 1.2x Damage per OOM of Total Capital Disables starting at 10

  • 20

    Weapon Power Damage x1.5

    Target Adaptation Shot Scaling x1.05

  • 30

    Weapon Power Damage x1.5

    Burst Enlargement Burst Fire +1

  • 40

    Weapon Power Damage x1.5

  • 50

    Weapon Power Damage x1.5

  • 60

    Exploitation Vulnerable Target Damage Multiplier x1.5

    Reliability Healthy Target Damage Multiplier x2

  • 70

    Weapon Power Damage x1.5

  • 80

    Weapon Power Damage x1.5

    Rapid Barrage Damage x0.5
    Burst Fire +1
    Charge Time x0.5
    Fire Rate x1.5

  • 90

    Weapon Power Damage x1.5


Capital Shields

Capital shields are needed in order to take damage from enemy capital ships without immediately retreating. Once either the standard or capital shields reach 0, the player will be forced to emergency retreat. Capital shields cost Fortifium to upgrade.

  • Capital Shield
    Each level grants a flat shield increase
  • 10

    Adaptive Shields 1.2x Max Shields per OOM of Total Capital Disables starting at 10

  • 20

    Shield Durability Max Shields x1.5

  • 30

    Shield Durability Max Shields x1.5

  • 40

    Shield Durability Max Shields x1.5

  • 50

    Shield Durability Max Shields x1.5

  • 60

    Shield Durability Max Shields x1.5

  • 70

    Shield Durability Max Shields x1.5

  • 80

    Shield Durability Max Shields x1.5

  • 90

    Shield Durability Max Shields x1.5

  • Capital Shield 2.0
    Each level grants a flat shield increase
  • 10

    Adaptive Bulk Shields 1.2x Max Shields per OOM of Total Capital Disables starting at 10 plus a flat 2x
    Max Shields x2

    Adaptive Regen Shields 1.2x Max Shields per OOM of Total Capital Disables starting at 10 plus shield regen
    Shield Regen +0.02

  • 20

    Shield Durability Max Shields x1.5

  • 30

    Shield Durability Max Shields x1.5

    Shield Regen Max Shields x1.2
    Shield Regen +100%

  • 40

    Shield Durability Max Shields x1.5

  • 50

    Shield Durability Max Shields x1.5

    Shield Regen Max Shields x1.2
    Shield Regen +100%

  • 60

    Shield Durability Max Shields x1.5

  • 70

    Shield Durability Max Shields x1.5

    Shield Regen Multiplier Max Shields x1.2
    Shield Regen x1.6666

  • 80

    Shield Durability Max Shields x1.5

  • 90

    Shield Durability Max Shields x1.5


Capital Shield 2.0 has different nodes compared to 1.0

Hangar Bays

Hangar Bays spawn fighters which target parts of enemy capital ships to break them and gain advanced resources from them. They cost both Pulverium and Fortifium to upgrade.

  • Fighter Bay
    Levels have no effect other than unlocking milestones
  • 1

    Damage Tuning Fighter Damage +0.2

    Spawn Time Fighter Spawn Time -5

  • 2

    Hull Enhancement Fighter Durability +15

    Collection Scoops Fighter Efficiency +0.25

  • 3

    Improved Fighters Fighter Damage +0.2
    Fighter Durability +5
    Fighter Maneuverability +1

  • 4

    Thruster Power Fighter Speed x1.1

  • 5

    Damage Tuning Fighter Damage +0.2

    Stay On Target Fighter Strafing Speed x0.75

  • 6

    Improved Fighters Fighter Damage +0.2
    Fighter Durability +5


  • Agile Fighter Bay
    Levels have no effect other than unlocking milestones
  • 1

    Hull Enhancement Fighter Durability +0.5

    Advanced Maneuvering Jets Fighter Maneuverability +100

  • 2

    Damage Tuning Fighter Damage +0.2

  • 3

    Rapid Approach Fighter Strafing Speed x1.5
    Fighter Damage +0.2

    Thruster Power Fighter Speed x1.1

  • 4

    Improved Fighters Fighter Damage +0.2
    Fighter Durability +0.2
    Fighter Maneuverability +50

  • 5

    Range Extension Fighter Weapon Range x1.2

    Stay On Target Fighter Strafing Speed x0.75

  • 6

    Damage Tuning Fighter Damage +0.2

    Hull Enhancement Fighter Durability +0.5


Capital Utilities

Just like S. utilities, capital utilities are support cores that boost specific systems. They cost Adaptium to upgrade.

  • Crew Quarters
    Each level grants a stat scaling delay
  • 10

    Acumen Study All Acumen Stat Scaling Delay +20

  • 20

    Proficiency Study All Proficiency Stat Scaling Delay +20

  • 30

    Engineering Study All Engineering Stat Scaling Delay +20

  • 40

    Ingenuity Study All Ingenuity Stat Scaling Delay +20

  • 50

    Secondary Study All Secondary Stat Scaling Delay +30


  • Veil Piercer
    Each level grants a veil piercer charge rate increase
  • 10

    Resource Siphoning All Pulverium Siphoning +90
    All Fortifium Siphoning +90
    All Adaptium Siphoning +90
    All Void Matter Siphoning +90

    Synth Siphoning All Synth and Fixture Siphoning +90

  • 20

    Pierce Boost All Veil Piercer Charge Rate x1.25

  • 30

    Warp Siphoning All Warp Core Siphoning +30

    Base 1-5 Siphoning All Base 1-5 Siphoning +30

  • 40

    Siphoning Boost All Siphoning Multiplier x1.15

  • 50

    Precision Detection All Rare Chance +0.5

  • 60

    Overdrive Siphoning All Overdrive Siphoning +10


The Veil Piercer is special in that it does not directly boost any single system. Instead, it adds a new charge bar to the battlefield that automatically fills up in any sector at or above 92. Once this bar is filled, a portal will appear which can either be clicked manually, or will automatically be triggered after a few seconds, spawning a Veiled Enemy with no combat abilities. This enemy can be destroyed in order to drop certain shards - particularly key shards. Additionally, in reinforce 4 or higher, they will also drop specimen.

Siphoning

If the Veil Piercer is at least level 10, each killed veiled enemy will also grant siphoning, which are timeskips of several seconds to the selected system. The different siphoning upgrades are:

Battle Focus

Battle Focus is unlocked on reaching sector 77. Battle Focus does not occupy any core slots and is instead a slider that can trade S. stats for more capital stats and vice versa. One of the stats can be increased up to 1.99x, resulting in 0.01x in the other.

Combat Amplifiers

Combat Amplifiers are cores that can be equipped on the Battle Ship, replacing Battle Focus. When a Combat Amplifier is equipped, there will be a bar showing its status which increases by 1% per second up to 100% and taking s. damage will drain the bar. Combat amplifier upgrade effects are multiplied by this bar.

  • Basic Firepower Amp
    Each level grants a capital damage and shield increase
  • 15

    Capital Battle Amp Capital Damage +30%
    Capital Max Shields +30%

    Small Battle Amp S. Turret Damage +20%

  • 30

    Capital Battle Amp Capital Damage +30%
    Capital Max Shields +30%

    Small Battle Amp S. Turret Damage +20%

  • 45

    Capital Battle Amp Capital Damage +30%
    Capital Max Shields +30%

    Small Battle Amp S. Turret Damage +20%

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