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Missions, Story and Events

There is always a job waiting in XETODUS. Pick up quick paid work at a station's Job Board, follow your faction's questline into the main story, hunt the Hollow Crown for a Bounty Master, race a circuit of rings, or answer the galaxy-wide call when a world boss emerges. This chapter covers every kind of organized activity in the game, what it asks of you, and what it pays.

ContentsMissions and events: 10 sections

On this page

  1. Job Board missions and quests
  2. Daily contracts and weekly operations
  3. The main story
  4. Hunting: bounty tasks
  5. Racing
  6. Shatterdrifts, elites and Rifts
  7. World bosses
  8. Strongholds (raids)
  9. Dynamic events
  10. Seasonal festivals

Job Board missions and quests#

XETODUS has two kinds of organized work, and you will use both from your first hour. Job Board missions are short, generated jobs offered at every station. Quests are written stories with characters, dialogue and choices, offered by named contacts over comms or at a station.

The Job Board#

Dock at any station and open Job Board in the station services. Each board offers you three missions at a time and refills over time. Press O in space to see your active missions. You can carry up to 5 active missions at once.

Pirate Suppression
Destroy a number of Hollow Crown ships in a named system nearby. Belts and staging points are the usual hunting grounds. Pays the most in Contested and Lawless space.
Ore Contract
Deliver a quantity of one ore to the station that offered it. The ore is chosen from what your Mining level can cut, or soon will.
Courier
Haul crates of trade goods to a station a jump or two away. The goods wait in the station hangar, and you put up a credit collateral that comes back on delivery.
Survey
Descend through the atmosphere of a named world and land anywhere on the surface.
Scout
Reach a system a few jumps away. Just get there alive.

Every mission card shows the reward in credits, Merits and skill XP before you accept. Merits buy faction gear at any station's Merit Store. Use Travel on an active mission to plot the route and fly it on autopilot. Kill, survey and scout missions can be claimed anywhere once the objective is done. Ore and courier missions are claimed by docking at the right station with the goods in its hangar or your hold.

Quests#

Press U to open your quests. The window has Story, Active, Available and Completed tabs. Up to 6 quests can be active at a time. Each one shows its current step, a waypoint on your HUD and a Travel to objective button that flies you there. When a step asks you to talk to someone, a Speak button appears.

Quest steps are checked by the game as you play: reach a place, land on a world, run a Deep Scanner sweep, mine ore, destroy Crown ships anywhere in a security band, survive waves of attackers sent to a site, or hand goods over at a station. Some final conversations end in a choice, and later dialogue remembers what you picked.

These are the questlines outside the main story. Each faction has its own three-part opening; the Exodus, Hollow Crown and Driftwatch arcs open to everyone.

Questlines
QuestlineOpen toQuestsPremise
Oath of the AccordSolari Accord pilotsFirst Watch, Signal in the Static, The Red WardenCommander Varro puts a new pilot on the border watch, and the Crown notices.
MarginsKheper Syndicate pilotsRock and Ledger, Freight Forward, Hostile AcquisitionBroker Okafor teaches you how the Syndicate turns rock, freight and rivals into profit.
Iron DisciplineVanta Dominion pilotsLive Fire, Recon by Fire, The Butcher's BillCaptain Holloway drills a reservist into a Dominion warfighter.
The Hollow ThroneEvery faction, after its opening storyA Quiet Word, Tally of the Dead, The Hollow KingA disgraced admiral hunts the man uniting the pirate captains.
Echoes of the ExodusEvery faction, after its first questGhost Signal, The Relic Hunter, MeridianA signal on the exodus fleet's emergency band, three hundred years too late.
Shattered OathsEvery faction, after its first questGraveyard Shift, Through the Ring, Answer the Call, Crowned in Wreckage, The Bastion BreaksThe Driftwatch keeps count of the Crown captains hiding in the wreck graveyards. Warden-Captain Orrin wants them counted down.

From the game's own data

Daily contracts and weekly operations#

Every day at 00:00 UTC you are offered 3 daily contracts, picked for you from the list below. Every Monday at 00:00 UTC you are offered 3 weekly operations. The picks differ from pilot to pilot, so compare notes with your clan. Both appear on the Available tab of your quests, with a countdown to the next reset.

Daily contracts
ContractTaskReward (plus XP)
Belt PatrolDestroy six Hollow Crown ships anywhere in the cluster.₡30,000, 10 Merits
Ore QuotaMine 150 units of any ore for the Mining Guild's daily quota.₡25,000, 8 Merits
Survey SweepLand on a world outside your home system and run a scanner sweep for the Survey Directorate.₡28,000
Scrap DriveDeliver five Salvaged Tech at any station.₡30,000, 8 Merits
Hold the LineBreak up a Crown raiding party forming near a world in your home system.₡35,000, 12 Merits
Frontier RunDestroy three Crown ships in Contested or Lawless space.₡45,000
Drift SweepHelp destroy one Shatterdrift elite anywhere in the cluster.₡40,000, 10 Merits, 10× Rift Residue
Rift RunClear one Rift of any tier.₡45,000, 10 Merits, 3× Surge Cell

From the game's own data

Weekly operations are bigger jobs built around the cluster's group content: Shatterdrift elites, Rifts, dynamic events, world bosses and Strongholds (all covered below).

Weekly operations
OperationTaskReward (plus XP)
Elite HunterHelp destroy six Shatterdrift elites this week.₡150,000, 40 Merits, Rift Key III, 40× Rift Residue
RiftrunnerClear four Rifts this week (tier II or higher).₡180,000, 40 Merits, Rift Key IV, 2× Overcharge Coil
First ResponderEarn a share in three successful dynamic events this week.₡150,000, 50 Merits, 3× Drift Locator, 2× Hull Brace
Boss BreakerEarn a world boss reward this week.₡200,000, 50 Merits, 2× Stronghold Chart Fragment
StormbreakerClear a Stronghold this week.₡250,000, 60 Merits, 3× Stronghold Chart Fragment, Rift Key V

From the game's own data

The main story#

The main story is Season One: The Open Door. Three hundred years after the Crossing, the exodus fleet's emergency band wakes up. Somebody wants the door behind us open. It runs from your first day as a pilot through to an expedition at the edge of the map, and folds in two of the questlines above as its first chapters.

A Wayfarer approaches a jump gate as its portal surges open, a ring of plated segments around a glowing throat
The story turns on the old rings and the door the exodus fleet left behind.
Season One: The Open Door
ChapterTitleQuestsWhat happens
PrologueUnder the CharterUnder the CharterA new pilot answers a beacon on the first day.
IEchoes of the ExodusGhost Signal, The Relic Hunter, MeridianSeven-Petrel, the Meridian, and the truth about the wormhole.
IIThe Hollow ThroneA Quiet Word, Tally of the Dead, The Hollow KingWho is uniting the pirate captains, and whose face is behind the crown.
IIIDead ReckoningDead ReckoningThe Meridian's survey frame wakes and asks to hear a ring.
IVThe ListenerThe ListenerAn Ilari Listener, an ocean world and an old law.
VThe BellframeThe BellframeThe King's Archivist strips an instrument older than humanity.
VIHorizonHorizonThrough a singularity, to hear who is knocking.
VIIChoir of AshChoir of AshSilence the Drowned Ark's engine before it finds the note.
VIIIThe Open DoorThe Open DoorInto the Hushfall, where signals die.

From the game's own data

The Story tab of your quests shows the chapter list and where you are in it. The prologue opens on your first day: you fit the Deep Scanner from your starter kit and listen to the old exodus band. Later chapters lead you to Ancient Gate Ruins and Derelict Megastructures, through a Wandering Singularity, into a Stronghold and finally deep into Lawless space.

  • Difficulty ramps. The prologue is a short flight in your home system. By the last chapters you want a strong ship, a full fit and friends: Chapter VII asks for a Stronghold clear with a raid group.
  • Choices matter in dialogue. Some chapters end with a decision. It sets what characters say to you later.
  • One payout per account. Story credits and items are paid to the first pilot on your account who finishes each quest. Your other pilots still earn the XP and Merits.

Season Two: The Hush. The story continues next season. For the setting, characters and the history behind the Crossing, read the story of XETODUS.

Hunting: bounty tasks#

Hunting is the game's bounty career, and a skill of its own. A Bounty Master at a Bounty Office names a Hollow Crown quarry and a count ("Destroy 20 Crown Shades"), and you hunt them down for head prices, a contract purse, Bounty Points and Hunting XP. Press ] to open the Hunting window from anywhere.

  1. Take a task

    Dock at a Bounty Office (in the station services of garrisons and pirate bases) and press Get a task. The master picks the quarry and the count for you.

  2. Warp to target area

    One button plots the route to the nearest hunting ground for your quarry and flies it on autopilot.

  3. Hunt

    At a hunting ground a quarry pack warps in for you, and the next comes after the last falls. Engage (V) picks your task targets first. Natural spawns of the right hull count too, anywhere in the cluster.

  4. Collect

    The last kill completes the task on the spot. You get the purse, Bounty Points and a completion XP bonus, plus a New task button.

A Halberd gunship trades fire with a Carrion raider, weapon fire and shield flashes between them
A Halberd and a Carrion trade fire. Crown Reavers fly the Halberd hull and Crown Ravagers the Carrion, and both are Hunting quarry.

The Bounty Masters#

Five masters hand out tasks, each from offices across one kind of space. Harder masters ask for higher levels, charge a contract fee and pay more. Pirate-base offices keep a cut of what they pay.

Bounty Masters
MasterNeedsOfficesPoints a taskPurse (base)FeeOffice cut
Ada Quell (tier 1)Hunting 1, pilot level 1Garrisons in Secure space2₡15,000NoneNone
Odo Varga (tier 2)Hunting 20, pilot level 15Garrisons in Contested space6₡40,000₡5,000None
Hesper Kade (tier 3)Hunting 40, pilot level 30Garrisons in Secure and Contested space of the frontier10₡100,000₡20,000None
Sorrel Dask (tier 4)Hunting 60, pilot level 45Pirate bases in Lawless space14₡250,000₡50,00012%
Corvane Ash (tier 5)Hunting 80, pilot level 60Pirate bases in Lawless space of the frontier18₡450,000₡100,00012%

From the game's own data

Quarry#

A master never assigns a quarry above your Hunting level. Only Hollow Crown pirates and commanders count: never an Accord Marshal flying the same hull.

All quarry, by Hunting level
QuarryHuntingHulls that countHunting groundsNotes
Crown Cutthroats1SparrowSecure and Contested beltsKnife-work skiffs that jump miners at the belts. Scrappers and scouts in the same worn hulls count too.
Crown Raiders5DartwingContested and Lawless beltsFast Dartwing hulls that run down haulers between gates.
Crown Shades15NightjarContested and Lawless beltsNightjar hulls that strike from the dark and are gone before the Marshals come.
Crown Reavers20HalberdContested and Lawless beltsHalberd gunships that lead the Crown's raiding packs.
Crown Butchers35BulwarkContested and Lawless beltsBulwark warships that close a combat site's last wave and break convoys.
Crown Menders45LifelineLawless beltsLifeline field menders that keep a Crown line alive. Kill them first.
Frontier Crown raiders50Any Crown shipLawless belts of the frontierAny Hollow Crown ship destroyed in a Lawless system of the frontier regions: far from any Marshal, with nobody to call.
Crown Ravagers55CarrionLawless beltsCarrion raiders, armored for boarding and built from what they took.
Crown Warlords65IroncladLawless beltsIronclad heavy warships that command raids. Bring a hull that can take a broadside.
Crown commanders70Named Crown commandersLawless beltsNamed Crown commanders: escalation and stronghold captains, and the ones a Bounty Office marks for you.
Crown Dreadlords85MonolithLawless beltsMonolith ships of the line. Group content for most pilots, a long duel for the best.
World bosses95Any world bossWherever a world boss is abroadGravemaw or the Hollow King. Deal at least 2% of the damage in the fight to count.

From the game's own data

Pay, points and streaks#

Every kill you get credit for on task pays a head price, and the completed task pays the purse. Both rise with your Hunting level through the pay rate below, with a big step at 70. You get credit for a kill when you dealt a fair share of the pilots' damage (or the most); for a world boss, at least 2% of the damage counts.

The Hunting pay rate
FromRateHead prices and purses
Hunting 1Bounty rate×1
Hunting 30Licensed Hunter's rate×1.1
Hunting 50Seasoned Hunter's rate×1.2
Hunting 70Master Hunter's rate×4.3
Hunting 85Crownbane rate×4.4
Hunting 95Apex Hunter's rate×4.65

From the game's own data

Bounty Points buy the Bounty Office's unlocks and wares. Completed tasks in a row build a streak: every 10th task pays ×5, every 50th task pays ×15, every 100th task pays ×25, every 250th task pays ×35, every 1,000th task pays ×50. Skipping a task keeps your streak.

Points shop: unlocks
UnlockCostNeedsWhat it does
Field Commission200 pointsHunting 1Take, skip and swap tasks from any master you qualify for, anywhere: docked at any station or in space.
Hunter's Recall150 pointsHunting 10When a task is done, the same master assigns the next one at once, wherever you are.
Long Contracts100 pointsHunting 20Tasks are 40% longer: more kills, more XP and the same points. Switch it off any time.
Elite Contracts250 pointsHunting 70Sorrel Dask and Corvane Ash may assign named Crown commanders (a 250,000 credit contract fee each).
Crownbreaker Contracts400 pointsHunting 95Corvane Ash may assign a world boss: Gravemaw or the Hollow King (a 1,000,000 credit contract fee).

From the game's own data

Points shop: equipment and liveries
WareCostNeedsWhat it is
Bounty Scanner90 points + ₡200,000Hunting 10A Deep Scanner retuned to Crown transponders: each cycle also pinpoints your task's targets anywhere in the system.
Tracking Beacon ×540 points + ₡40,000Hunting 1Drop one at a hunting ground and the next quarry pack comes in at once.
Tracker's Stripe300 points + ₡500,000Hunting 30Livery: gunmetal with a blaze-orange tracker's stripe.
Crownbane750 points + ₡2,500,000Hunting 75Livery: bone white over black with blood-red chevrons.

From the game's own data

Skipping a task costs 30 points and blocking a quarry for good costs 100 (you start with 1 block slot and earn more through Hunting perks). At Ada Quell's offices you can also Ask for an easier task: she swaps your current task for one of hers, but your streak starts again.

Rare finds (task kills only, shown in the Hunting window)
ItemFromChance
Quarry Tracker RailgunHunting 50about 1 in 450 task kills
Harrier Burst ThrusterHunting 50about 1 in 450 task kills
Crownbane EmitterHunting 85about 1 in 1,500 task kills

From the game's own data

Racing#

Every trade hub is a Racing Port, and every port lays out its six circuits its own way. A race is a timed run through a circuit of checkpoint rings against a grid of six. Other pilots fill the grid first; NPC racers fill any empty slots, so you can always race. Racing is a free skill trained by finishing races.

A small ship lines up on a circuit of glowing checkpoint rings near a trade hub
The next ring glows green. Fly through it from the cyan side; a red face means you are on the wrong side.
  1. Join a grid

    Dock at a trade hub, open Racing Ports in the station services and press Join grid on a course. The entry fee is paid up front.

  2. Line up

    Press Undock and line up. The autopilot flies you to the start line and points you down the track.

  3. Race

    When the lights go green, fly through every ring in order for the set number of laps. Missing a ring means turning back for it: a warp through a ring does not count.

  4. Collect

    At the flag the HUD becomes your result card: place, time, best lap, credits, XP and any podium prize.

The six circuits
CourseTierLapsRingsPar a lapEntryHulls allowed
Sol CircuitRookie (Racing 1)2692 s₡4,000Strike Craft, Outriders, Skirmishers, Circuit Ships
Switchback SlalomRookie (Racing 1)28106 s₡4,000Strike Craft, Outriders, Skirmishers, Circuit Ships
Stormglass RunCircuit (Racing 10)2798 s₡14,000Strike Craft, Outriders, Skirmishers, Prospectors, Gunships, Warships, Circuit Ships
Crown GauntletCircuit (Racing 10)39102 s₡14,000Strike Craft, Outriders, Skirmishers, Prospectors, Gunships, Warships, Circuit Ships
Deep SprintCircuit (Racing 10)1690 s₡14,000Strike Craft, Outriders, Skirmishers, Circuit Ships
Exodus ChampionshipChampionship (Racing 25)38101 s₡40,000Any hull

From the game's own data

What racing pays#

Racing is about the race, not a credit farm. The purse is only paid in full when the grid holds 4 or more human pilots; a solo run against NPCs pays a token amount and mostly earns XP. The top three take 45%, 25% and 15% of the purse, and the rest of the field splits the remainder. NPC racers never take a share. Each account can run 8 races a day.

Purse paid by human pilots on the grid
Human pilotsShare of the purse
15%
230%
365%
4100%

From the game's own data

Entry, purse and XP by tier
TierEntryPurse (full grid)Purse (solo)Racing XP (base)
Rookie₡4,000₡26,000₡1,300380
Circuit₡14,000₡95,000₡4,750900
Championship₡40,000₡320,000₡16,0002,400

From the game's own data

A podium finish also rolls for a prize: Racing parts (Sprint Cell Bank, Sprint Burst Thruster) and the Grid Marker and Checkered Flare liveries. The rare Slipstream parts only come off the top step, and are likelier at the higher tiers. Racing parts trade a little hull for more speed or battery, so they are never made in a factory: each one was won on a podium.

Shatterdrifts, elites and Rifts#

Every system has one or two Shatterdrifts: wreck graveyards of torn hulls, always listed on your Tactical list. Each one is held by an elite, a named Crown captain with an escort and a signature ability. Drift levels follow security: Secure 1 to 2, Contested 2 to 4, Lawless 3 to 5.

An elite wakes when you come within 60 km of a ready drift. After it dies, the drift goes quiet for a while (25 min at level 1 to 2, 30 min at 3 to 4, 40 min at 5). Every ability is telegraphed: a named warning on your HUD and a wind-up of a few seconds you can react to.

Shatterdrift elites
EliteHullLevelAbilityHow to beat it
ScrapjawHalberd1 to 2Scrap BarrageGet beyond 2.5 km before the barrage fires.
The TollmanBulwark2 to 3Toll SurgeBurst it during the channel: 8% of its hit points breaks the surge.
Mine WeaverQuarrier2 to 4Proximity MinesMove off the marked spots before the mines arm.
Harrow GaffCarrion3 to 4GrappleBreak the line: get beyond 8 km during the wind-up.
BroodkeeperHerald3 to 5Brood LaunchPoint defense and area weapons clear the swarm.
EmberwrightIronclad4 to 5Overcharge LanceThe aim freezes a second before it fires: sidestep.
Nightglass LurkerNightjar4 to 5BlinkWatch your six: its next volley after a blink hits twice as hard.
Reactor DespotMonolith5Reactor Pulse, MeltdownGet beyond 8 km or lose most of your battery. Below a third of its hit points it melts down: fight it from beyond 4 km.

From the game's own data

Elites drop Rift Keys, Rift Residue, consumables, Drift Locators, Crown Lures and the occasional named module into their wreck. A Drift Locator lists the Shatterdrifts within 6 jumps that have an elite on station; a Crown Lure calls a quiet drift's elite back early.

Rifts#

Every drift holds a battered Rift Accelerator ring. Carry a Rift Key in your hold, fly within 12 km of the ring and press Accelerator to open a party lobby for 1 to 3 pilots. A Rift is a private pocket of space nobody else can enter: three waves, then a Warden elite, against a 15 minute clock. Leave early and you forfeit the reward.

Rift tiers
TierKeyNPC levelSuggested hullPossible Wardens
Tier 1Rift Key I2GunshipScrapjaw, The Tollman
Tier 2Rift Key II3WarshipThe Tollman, Mine Weaver, Harrow Gaff
Tier 3Rift Key III4Heavy WarshipHarrow Gaff, Broodkeeper, Mine Weaver
Tier 4Rift Key IV5Ship of the LineEmberwright, Nightglass Lurker, Broodkeeper
Tier 5Rift Key V6Ship of the Line (pair) or BehemothReactor Despot, Emberwright, Nightglass Lurker

From the game's own data

  • Rewards go straight to your home station: Rift Residue, consumables, a chance at named modules, the next tier's key and Stronghold Chart Fragments.
  • Completion rewards pay for your first 8 Rift clears per account each UTC day.
  • Rift Key I can be manufactured. Every tier also drops from elites, and three keys assemble into one of the next tier (hangar, Assemble). Keys trade freely on the market.

World bosses#

One world boss at a time roams the cluster. When one emerges, every pilot hears the announcement and the Almanac's Operations tab shows where it is with a travel button. Bosses appear at least every few hours while pilots are out in Contested and Lawless space, and sooner when the Hollow Crown's Wrath peaks. A boss nobody kills withdraws after about 40 minutes.

The six world bosses
BossWhereMechanicsTrophy (top contributor)
GravemawLawlessSpinal Lance: 6 s aim, frozen 1.5 s before it fires. Keep moving. Reactor pulses drain batteries within 10 km. Escort waves at 75/50/25%; Crown Menders repair it. Enrages at 20%.Gravemaw's Fang
The Hollow KingLawlessFighter swarms and reactor pulses. Escort waves at 75/50/25%; Crown Menders repair it. Enrages at 20%.Hollow King's Signet
The Ossuary MatriarchContested or LawlessBrood Shield at 70% and 35%: invulnerable while its three Broodships live. Strike-craft swarms every 40 s. Enrages at 15%.Matriarch's Broodstone
The Unbroken WallLawlessPylon Gates at 80/55/30%: four Shield Pylons make it impervious until destroyed. Barrage: three marked 2 km circles, 5 s, then 9,000 damage each. Enrages at 15%.Shard of the Wall
The StormwrightLawlessStorm Cells: drifting 3 km hazard zones (damage, -50% battery charge). Chain Arc hits its target and everyone within 3 km of it: spread out. Below 50%: Storm Rider waves and reactor pulses. Enrages at 15%.Stormwright's Coil
The Pale RegentLawlessRegent's Lance: aimed at the pilot hurting it most. Sidestep. At 60%: Court of Knives, two elites; the Regent is immune until both die. At 25%: Wrath, mines and reactor pulses, and it enrages.The Regent's Veil

From the game's own data

Bosses scale with the number of pilots in dangerous space, so each one is a fight of several minutes for a group, and no single ship can win it. Shield gates (pylons, broodships, a court of elites) make a boss immune until you destroy what powers them; damage into a gate counts for nothing.

Contribution and rewards#

Rewards go by contribution: your damage to the boss while it can be hurt, damage to its adds, pylons and broodships, and repairs on other pilots in the fight. A live panel shows your share and rank. Any pilot with a real share is rewarded, and each account gets one reward per boss, delivered to your home station.

Every eligible pilot gets a rare item, with better odds at Epic and Legendary gear for a bigger share. There are also chances at Stronghold Chart Fragments, Rift Key IV and the bound Skill Tome, and the top contributor takes the boss's trophy.

Strongholds (raids)#

A Stronghold is a raid: a fortress folded into a private pocket, entered from a Rift Accelerator in Contested or Lawless space. The leader carries a chart, which the entry consumes. Charts are assembled from Stronghold Chart Fragments (hangar, Assemble), which drop from elites, Rifts and world bosses.

Strongholds
StrongholdWhereOpens withPilotsTimePhases
Crown BastionContested or LawlessBastion Siege Chart5 to 2045 minOuter Batteries, then The Yard, then Regent Ashkar
The Drowned ArkLawlessArk Warden Folio5 to 2045 minKeeper Ring, then Cold Halls, then The Choir Engine

From the game's own data

  • Boss and objective hit points scale with the group size at the start, and so do the waves of adds.
  • Weekly lockout: each Stronghold's completion reward pays once per pilot and per account each week (resetting Monday 00:00 UTC). A locked pilot can still come along and help.
  • Rewards are personal and go to your home station: Exodus-Pattern and Crown-Forged modules, Rift Residue, an Exodus Core Fragment, a chance at a Legendary and the Stronghold's trophy for the top contributor.
  • Clan members can join a lobby without an invitation; anyone else needs an invite from the leader.

Dynamic events#

Dynamic events start on their own near where pilots are flying, more of them when more pilots are online. Each one is announced to pilots nearby with a travel button, and an Event card on your HUD shows the objective, the clock and your share.

Dynamic events
EventWhereTimeGoalPay pool
Convoy AmbushSecure or Contested15 minSyndicate haulers crossing the system are ambushed. Get at least one to its gate.Secure ₡300,000, Contested ₡900,000
Distress CallAnywhere6 minA disabled ship is under siege. Keep it alive for six minutes and break the attackers.Secure ₡200,000, Contested ₡600,000, Lawless ₡1,500,000
Crown StrikeSecure25 minA Crown strike force has jumped into Secure space and pinned the Marshals down. Drive it out.Secure ₡600,000
Salvage RushAnywhere15 minA Shatterdrift has surfaced a haul of sealed salvage. First come, first served.The loot is the reward

From the game's own data

A successful event splits its pool by contribution among the pilots who earned a share. One pilot can take at most ₡150,000 from a Secure event, ₡600,000 from a Contested one and ₡2,000,000 from a Lawless one, and each account is paid for up to 6 events per UTC day. A Salvage Rush has no pool: the Surfaced Salvage Holds are the prize, first come, first served.

Seasonal festivals#

Three festivals run every year, starting and ending by the UTC calendar: Hollow Night in late October, Solstice Lights over the turn of the year, and Bloomtide in spring around the spring full-moon Sunday. The calendar runs from 2026 to 2031: 15 festivals in all.

Festival themes
FestivalWhat happensWhat to look for
Hollow NightFor two weeks the lanes go dark and old spacer superstition wakes: strange ember lights appear in the belts, by the gates and far out along the warp lanes, and Crown lamplighters prowl for anyone carrying a flame.Ember Lantern Trove (floating), Wisp-light (drifting), Crown Lamplighter (Crown raider)
Solstice LightsThe longest night of the cluster's calendar. Stations string their docks with warm light, lost gift beacons glint in the belts and the lanes, and Crown gift-raiders try to steal the festival for themselves.Solstice Gift Beacon (floating), Frost-glass Glint (drifting), Crown Gift-raider (Crown raider)
BloomtideSpring in the colonies: painted shells and blossom-pods ride the solar wind through belts, gate lanes and deep space, and Crown thornships try to scatter them first.Bloomtide Shell Pod (floating), Blossom-pod (drifting), Crown Thornship (Crown raider)

From the game's own data

Keepsakes#

Each festival has exactly one keepsake, designed afresh and stamped with its year. Once that festival ends, it never drops again, so every year's keepsake only gets scarcer. The first is the Hollow Lantern of Hollow Night 2026: A carved pumpkin lantern with a curling vine, its jagged grin lit by a caged plasma flame. Later keepsakes stay veiled until their festival is next.

  • Where they appear: at random all over the galaxy, in every security tier: in belts, off gates and out in deep space along the warp lanes. Some drift slowly down a warp lane, and a few are carried by a Crown raider you have to shoot down.
  • Watch the announcements. A sighting names the system. In that system the keepsake is on your Tactical list: warp to it and Loot it within 2.5 km. The first pilot there takes it, and unclaimed ones fade after about half an hour.
  • Caps: each pilot can collect 2 a UTC day and 12 per festival; each account, 3 a day and 18 per festival.
  • Trade them. Keepsakes are ordinary items: sell them on the market or swap them in contracts. NPCs never stock or buy them.

Ship ornaments#

Every keepsake is also a ship ornament for one of five slots. Keep it in your ship's cargo hold and press Display on the Almanac's Seasons page. The ornament shows only while the keepsake is aboard, so selling, trading or losing it takes it down.

Ornament slots
SlotWhat it shows
Mast projectionA holographic ornament projected above the mast.
Hull stringA string of lights run along the hull's spine and flanks.
Running lightsA festive color pattern on the navigation lights and strobes.
Drive wakeA tint and drifting sparks in the ion trail behind the drive.
Salute launcherA cosmetic firework-flare launcher: fire a salute from the Seasons panel (harmless, everyone near sees it).

From the game's own data

Other pilots see your ornaments according to their Other pilots' regalia graphics option. Your own ship always shows them.

The festival calendar (UTC, last day inclusive)
FestivalYearStartsLast dayLength
Hollow Night2026Oct 20, 2026Nov 2, 202614 days
Solstice Lights2026Dec 15, 2026Jan 1, 202718 days
Bloomtide2027Mar 21, 2027Apr 4, 202715 days
Hollow Night2027Oct 20, 2027Nov 2, 202714 days
Solstice Lights2027Dec 15, 2027Jan 1, 202818 days
Bloomtide2028Apr 9, 2028Apr 23, 202815 days
Hollow Night2028Oct 20, 2028Nov 2, 202814 days
Solstice Lights2028Dec 15, 2028Jan 1, 202918 days
Bloomtide2029Mar 25, 2029Apr 8, 202915 days
Hollow Night2029Oct 20, 2029Nov 2, 202914 days
Solstice Lights2029Dec 15, 2029Jan 1, 203018 days
Bloomtide2030Apr 14, 2030Apr 28, 203015 days
Hollow Night2030Oct 20, 2030Nov 2, 203014 days
Solstice Lights2030Dec 15, 2030Jan 1, 203118 days
Bloomtide2031Apr 6, 2031Apr 20, 203115 days

From the game's own data

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