Module Types

This page contains information regarding ship modules that players can obtain and use to customize their fleet.

## List of Modules

Modules are separated into multiple types:

* Weapons which are primary means to damage your enemies
* Defense Modules which increase your ship durability
* Energy Modules to maintain your ships capability
* Drones which dispatches tiny ships offering extra offensive, defensive or utility feature separated from the parent ship.
* Engines modifies your ship mobility
* Special Modules offer unique or enhancing other function.
* Satellites provide extra space to bring other modules.

For data on modules that are only available to enemy ships, see AI-Only Modules.

NOTE: All size layouts are in Horizontal x Vertical format, i.e. 1x2 means one cell across, two cells down in the equipment screen. General info:

* Equipment is in a cell layout based on colour. Some cells on a ship will be two different colours with a diagonal divide; this means both colour equipment can fit that cell.
* Equipment with Grey cells is universal and can be fit in any colour or type
* Weapons are Red
* Energy and Special equipment, including drone buff modules, are Green
* Armour is Blue, as are Drone Bays
* Engines and the Braking System are Yellow

The modules' stats in the tables are the base stats. The quality or other bonuses are not included. For data on quality/bonuses, see Module Modifiers

Modules can be obtained in three ways: as loot from combat, buying from traders or stores, or crafting. They also have five tiers of quality:

* **Grey** modules are sub-standard/flawed, with one or more penalties to their stats.
* **Blue** modules are the baseline standard, with the stats posted below.
* **Green** modules are improved versions, with at least one percentage-based buff to a stat.
* **Purple** modules are advanced versions, with at least one strong buff to a stat.
* **Gold** modules are elite versions, with at least one massive buff to a stat.

(Some types of weapon modules have two versions, one gives a normal stat buff to a stat the other gives x2 the normal stat buff, usually +dmg, and -% to a stat. E.g. Version 1: Lightning Cannon +100% dmg and Version 2: Lightning Cannon +200% dmg, cooldown time +50%. Note gold modules with +200% dmg stat buffs are the hardest drops to find in-game and extremely rare.)

## Crafting Module

To craft a module, it must first be researched in its faction's tech tree, after which it can be created at a workshop of the corresponding faction. The workshop is located in the base star system of a faction's defeated territory. Like other craftable items, modules have a credit cost, a minimum workshop level to be crafted, and sometimes a Star ingredient cost. Free Star (factionless) modules, such as engines and fuel cells, can be crafted in the workshop of any faction. There are two options when crafting a module:

* **Create Common Item** always produces a **blue** quality module.
* **Create Improved Item** has an extra cost of 1 or more ingredients and yields better items, up to purple rarity. It is also quite probable that it will create worse items so be careful.
* **Create Superior Item**  Makes much better items for a greater cost. Introduced in version 0.0.12, it is a very good way to get gold items.