Weapons

## **Stat Description**

* **Name:** Name of Weapon.
* **Super-family:** way to discern some weapons category, one of the highest categories, above it the weapon type completely changes (for example above super-family you have Missiles-Orbs, Guns, Misc Items, Mines, Beams and Blasts). It's mostly used for weapons which are way too similar despite being from a different type (like Missiles and Orbs, which were the same type in earlier stages of the game).
* **Family:** way to discern some weapons category, standard category.
* **Subfamily:** just another category, below family, to discern other important categories.
* **Description** (Desc.): In-Game description. Sometimes an "Effect" description will be added (Between parenthesis or in another column).
* **Range:** Range of effect of projectiles and other items as well as automatic targeting range for Lasers and Missiles. Range is in meters. (yeah the Galaxy and everyone inside it are tiny...).
* **Projectile Speed (P.S.):** Speed of Gun bullets and Missiles. Unknown how this correlates to Ship Speed, but a ship with 3.2 total thrust can outrun torpedoes.
* **Charge Time (C.T.):** Amount of time after usage weapon needs to wait. Players cannot use any other Weapon or Item during this time. Measured in seconds.
* **Cost:** Amount of money Players need to buy. Measured in credits ($).
* **Energy Consumption (E.C.):** Energy needed to use. Is displayed as a red line on players' energy bar (composed of 100 energy units).
* **Ammo:** Amount of times players can use. "Only One" and "Single Use" means players have to repurchase after usage.
* **Ship Level Requirement (or just S.R.):** What minimum ship level is needed to buy and play with while using that weapon. Not to be confused with rank.

## Guns

Guns are manually aimed, and in most cases, their shots are always straight forward. Some of them are infinite use and others have low ammo. All of them have a longer range than any beam. These weapons are the most important when killing turrets.

In the Weapons Shop SubMenu, they are marked with a crimson red asterisk.

## Beams

Beams automatically aim to the closest player. In the absence of a player, they target turrets and sentries, then asteroids. Their advantage is their general infinite ammo and that they never miss the objective (some of them, like turret's laser, could target cloaked vessels before it was fixed). Their disadvantage is its general small range (excluding Gydrodynamite, the next ranged beam is 125 meters, they have the shortest range of all weapons).

In the Weapons Shop SubMenu, they are marked with a lime asterisk.

 Ammo
 Image
 Description
 Range
 Charge
time (s)
 Ship
level required

## Blasts

They are dumbfire, aimed beams. Their advantage is its long range and ability to go through multiple ships. Another disadvantage is their low ammo and the high energy cost.

In the Weapons Shop SubMenu they are marked with a dark forest green asterisk.

## **Missiles and Orbs**

In most cases, missiles and orbs automatically aim to the closest enemy. If no enemies are present, they target turrets, and if no Turrets are present, asteroids will (rarely) be targeted. There are two variants from the standard missile, the **Orbs**, which have better tracking and never miss unless you are faster (and may be able to change sectors, only Torpedo is able to do this too); and **Proximity Fuze**, that ware hich dumbfire and explodes in proximity, not impact. Missiles and Orbs cannot target cloaked vessels (however already locked missiles or orbs will still damage you), the first type just goes through and the second type explodes far before colliding. However, Missiles of any kind can be slowed down by some items effects (like Electromagnet's push), but in ideal conditions they will always reach their max range (and not overstep), while Orbs can't currently be affected such a way by other items (except Electromagnet) but their range is actually always a bit shorter than advertised.

In the Weapons Shop SubMenu missiles are marked with an orange asterisk and Orbs with a beige one.

## Mines

Place them behind (or in front of) you. Most of them are immobile, but can be moved with electromagnet. The effect varies from each other. Most of them are good when you are being chased.

In the Weapons Shop SubMenu, they are marked with a deep blue asterisk.

## Misc Items

As it says, these are Miscellaneous items which don't fit any of the categories above, mainly because they are mostly support items and not real damaging weapons *per se:* healing damage, boosting a stat or another, giving a passive/active ability that helps in survival or just giving a weapons emplacement. Most of its effects are also not really such as visible as the others. However, they have an advantage over the rest of items: they can work even when raising shields.

In the Weapons Shop SubMenu they are marked with a deep purple asterisk.

## Removed Weapons

During the first months of the alpha release game there existed two Mass Destruction weapons:

* **Railgun** (like a Rifle but doing 9999 damage and Only One charge, available to every level, it costed 200,000, it could only be blocked by the old 100% effective shield).
* **Kugelblitz** (a sector-engulfing supermassive black hole that lasted for a minute, it costed 4 million $).

Later in the game, other documented weapons were fully removed.

 Ammo
 Image
 Cost
 Description
 Range
 Charge
time (s)
 Ship
level required

### **Modified Weapons**

In this subsection, we refer to weapons whose functionality was completely changed.

* There was also a **Muon Ray** in beta, but it was a different blast weapon: it left any ship at 1 HP regardless of hull strength and it was an Only One use item.

* The **original EMP blast** was a completely different item because it was a Misc. Item, more like a pulse wave of very long-range and Single-use that affected all ships in the sector and not only the people that touched the Ray (which was implemented later). Nowadays an extremely nerfed version of this weapon is triggered when a rank 19 kills an opponent or dies, EMPing for 1.5 seconds. The reason of the change was that several people abused of its power when energy tech was implemented to transform this defensive weapon into a purely offensive weapon that left the victims at their opponent's mercy.
* Apart from this, the **original Electromagnet** had the opposing effect to the current one, it was attractive (albeit slightly weaker), and was able to trap ships too. The reason for being removed was because of trolls killing teammates and friendly turrets with it by making everyone crash into an asteroid field.
* The **rank 19 original C-Slot** was modified too, removing the secondary effect of this weapon: nullyfing any damage to the hull (it was deducted to a 2nd shield strength that was charged by keeping pressed C or V, effectively becoming stronger the longer you kept it chargning while at full health, but it's efficiency was optimal when normal shields are raised), including the sector damage if locked by autopilot for a long enough period. It was removed because this shield had no limts and could effectively make a single ship almost invulnerable, and because it apparently was a bug, repeated again during the first day of campfires.
* Counting other modified items, the original Missile Swarm actually fired 6 missiles which tracked the nearest enemy, instead of launching 1 missile per enemy in sector, it was removed because the function of missile swarm was supposed to attack an enemy horde, not swarm a single ship with missiles.

## Trivia

Before 14th November 2019 all of the items at the time had an energy consumption value, related to an Energy Bar composed of 100 energy units that regenerated over time, depending on your Energy tech. If the weapon you were trying to use needed more energy that what you had, it was unable to fire, the same with shield.