Equipment
Equipment is the gear you fit to your ship and your suit: cannons, engines, shields, helmets, rings. Each piece has a slot, a level and a rarity, and gives bonuses that stack with those from your level and attribute points. Equipment drops from pirates and is crafted at the workshop from blueprints.
There are 8 slots on the ship and 9 on the suit. Rings and modules get two slots each.
| Slot | Main bonus |
|---|---|
| Cannon | Damage |
| Armor | Hull |
| Shield generator | Shield |
| Engine | Speed (%) |
| Warp core | Warp speed (%) |
| Sensor | Scanner range and faster scanning (%) |
| Module (two) | Hold (t), a turret or countermeasures (ECM) |
| Slot | Main bonus |
|---|---|
| Helmet | Shield |
| Suit | Hull |
| Gloves | Mining (%) |
| Boots | On-foot speed and jump (%) |
| Backpack | Hold (t) |
| Tool | Strike and mining (%) |
| Necklace | Experience (%) |
| Ring (two) | Item luck or extra credits (%) |
Suit equipment also helps your ship: the helmet adds shield, the suit adds hull and the backpack adds hold. Necklace and rings count everywhere.
Some percentage bonuses have a cap, adding up all items: speed and scanning up to 60%, on-foot speed and jump up to 50%, fire rate up to 80%, experience and credits up to 100%, luck up to 150%.
Rarities
Section titled “Rarities”| Rarity | Base chance | Bonus multiplier | Extra bonuses |
|---|---|---|---|
| Common | 70% | ×1 | 0 |
| Uncommon | 22% | ×1.15 | 1 |
| Rare | 6.5% | ×1.3 | 2 |
| Epic | 1.3% | ×1.5 | 3 |
| Legendary | 0.2% | ×1.8 | 4 |
Extra bonuses are rolled from the ones that item type can have (damage, fire rate, hull, shield, luck, experience…). Luck raises the odds of better rarities, and elite pirates, commanders and bosses already roll with an advantage. When someone finds a legendary item, the whole server hears about it.
Level and name
Section titled “Level and name”An item’s level is the level of the pirate that dropped it (or of the blueprint). To wear it, you can be at most 3 levels below the item: a level 20 item needs level 17.
The name tells you the level. Every 20 levels the item changes family, and the Roman numeral goes up every 4 levels within it: a “Pulse cannon I” is level 1 to 4; a “Plasma cannon III”, level 29 to 32. Higher-level items have bigger main bonuses.
Equipping
Section titled “Equipping”You can only equip and unequip on foot: landed on a planet or inside a kiosk. In flight, the screen shows your equipment but won’t let you swap it.
- Open the inventory ([I] by default; you can change it in SETTINGS › KEYS).
- Double-click the item, or click it and then the highlighted slot on the figure, or use EQUIP.
- Whatever was in that slot goes back to your backpack.
To take something off, click the piece on the figure; it goes to your backpack (or to the hold, if the backpack is full). Hovering over an item shows its bonuses and a comparison with what you’re wearing.
Bad item? DISCARD throws it away (with confirmation), or sell it: see below.
Equipment wears out with active use. From new (100%) to 0% takes 12 hours of use:
- ship equipment wears while you fly;
- suit equipment wears while you’re on foot at a landing site.
Docked, at the bar, in idle mode (tour) and in matches, nothing wears out. Durability shows on the item.
A worn item doesn’t break or disappear. Down to 20% it works at full strength; below that, its bonuses drop gradually, down to 70% of normal at 0% durability. Turrets and countermeasures don’t lose effect. The game warns you when an item drops past 50% and past 20%.
Equipment repair
Section titled “Equipment repair”Docked at a station, MARKET tab, Repair equipment row. The REPAIR button brings all your equipped equipment back to 100% durability (anything stored in your backpack or hold isn’t included).
The price depends on the item’s value and how worn it is:
- Credits: 40% of the item’s value, in proportion to the wear.
- Electronic components: about 1 per fully worn item (more for high-level items). If you’re short, the station sells the rest for 30 ¢ each, added to the price.
Example: a rare level 20 item is worth 780 ¢ to the station. At 50% durability, repairing it costs 156 ¢ and 1 component.
Selling equipment
Section titled “Selling equipment”The station buys equipment through the SELL row in the hold (while docked): 15 ¢ × level × a rarity factor (×1 common, ×1.6 uncommon, ×2.6 rare, ×4.5 epic, ×8 legendary). A worn item is worth less, down to half at 0% durability.
Example: a new rare level 20 item earns 780 ¢. That’s much less than another pilot usually pays: on the market, equipment has categories and filters by rarity and level.
