[{"c":"Getting started","s":"Your account","u":"/guide/getting-started#account","h":"Ways in · Guest trials · Pilot slots","x":"XETODUS is free to play: open the game in a modern browser and you are on the sign-in screen. There is nothing to download or install. Check the system…","w":"xetodus free play open game modern browser sign-in screen nothing download install check system requirements computer phone older ways create account choose callsign name email address passphrase press enlist lets recover later sign enter verified launch device passkey saved field offers without typing continue google where shown card signs instead guest hours creates trial pilot fill full few exceptions listed below save time keep safe anywhere else settings button menu bar flight let verify change add devices forgot trials real server fly fight mine take contracts earn skills exactly like everyone small timer pill counts down turns amber near end cannot chat trade market join clan buy charter send recruit wingmate invites still read progress pick offered lost carries unchanged run form opens itself slots hold pilots vanguard own wallet ships home shows every faction level credits location pilot's look appearance"},{"c":"Getting started","s":"Creating a pilot","u":"/guide/getting-started#pilot","h":"Names · Lineages","x":"Press New pilot on the pilot screen. Creation has four short steps, and you can go back to any of them before you finish. Allegiance Choose the Solari Accord,…","w":"press new pilot screen creation four short steps back before finish allegiance choose solari accord kheper syndicate vanta dominion faction decides where start portrait set card art see whose story follow first factions browse library lineage pick face surprise rolls random look background frame emblem accent color wherever pilots chat target cards rankings callsign name optionally add title bio begin names characters letters digits spaces apostrophes hyphens starting letter unique permanent happy leaderboard dice button suggests fits lineages portraits grouped purely looks never changes stats human descendants exodus fleet's crews every corner old earth voidborn spacer raised generations low gravity tall slender pale eyes made starlight augmented rebuilt cybernetics mines shipyards front line synthetic android minds sculpted ceramic bodies full citizens powers ilari cluster's native people met fleet curiosity rather guns now fly three robot machine built foundries licensed under charter carries marks served change later appearance chosen once hours frames emblems colors time rank unlock levels"},{"c":"Getting started","s":"Choosing a faction","u":"/guide/getting-started#factions","h":"What the choice changes · The other powers","x":"Three hundred years ago an exodus fleet crossed a wormhole into an uncharted cluster of stars and could never go home. Its descendants split into three powers.…","w":"three hundred years ago exodus fleet crossed wormhole uncharted cluster stars could never home descendants split powers fly playable factions faction known capital start station short solari accord fatal trade hub lawful republic governs cluster's core marshals keep secure space safe mostly kheper syndicate selnem industrial guild miners haulers shipwrights everything was built bought through vanta dominion bagoia iii militarist state frontier pilots best-trained warfighters seated aboard long promise keeps charter rolls courts police ivory gold prizes order continuity above almost shipwrights' miners' expanse dug hauled usually margin jump gates copies alien ring geometry nobody fully understands underwriter keelwright mutual writes hull bonds heirs picket held open forty ships were lost rearguard quite believed collapse accident carved bastion wall something followed ready choice changes begin docked capital's becomes place wake ship move later set station's header first story faction's contacts own opening quest chain wider opens everyone see missions events look sets portrait card art default paint talk share chat channel every pilot skill activity reserved flown trains skills needs travel anywhere hollow crown pirate clans raid fringe hidden bases answer except pirates fight join combat independents unaffiliated stations surveyors bounty offices power"},{"c":"Getting started","s":"Your first flight","u":"/guide/getting-started#first-flight","h":"","x":"A new pilot starts docked in a Sparrow, a forgiving multirole skirmisher fitted with Pulse Emitter S (2), Missile Launcher S, Barrier Regenerator and Ablative…","w":"new pilot starts docked sparrow forgiving multirole skirmisher fitted pulse emitter missile launcher barrier regenerator ablative plating first pilots create account 100 000 load missiles hold starter kit station hangar mining laser spare mass driver kinetic slugs deep scanner flares time launch welcome briefing dockmaster mirren halvard shows basic controls press begin flight school take lessons recommended know fly skip undock bottom screen short sequence plays esc space enter stick mouse default click view cursor hides becomes joystick alt back windows throttle raise lower stays where leave stop pick destination gate tactical list right card appears above warp ship turns align spools drive drops next dock jump again system docks nearest anywhere lost pilot's handbook lists every control current scheme almanac help channel chat full happy answer questions ask official discord flying navigation cruise gates galaxy map autopilot depth ships hull classes buying fitting combat weapons defenses engage law"},{"c":"Getting started","s":"Flight School","u":"/guide/getting-started#flight-school","h":"","x":"Flight School is a chain of 9 short lessons that teach the game by doing it. Each lesson completes from what you actually do in the world, a card shows a live…","w":"flight school chain short lessons teach game doing lesson completes actually world card shows live checklist pulsing outline points button list need pay 290 000 total hud showing current credit reward walks through complete dockmaster halvard says launch press undock home station cleared first safe harbor return here repair fit weapons store ships take controls throttle steer roll strafe fly before taking contract learn hold course nobody choose path fleet boost seconds burst speed save charge escape approach warp pick gate tactical start system hostile asteroid belt training destination blood accept rookie patrol engage crown scout destroy pirate faction raid sends weakened time missiles recovery break between scouts still shoot back armor runs low planetfall landable enter atmosphere touch down worlds below stations part exodus too let landing assist guide make trade open market purchase sale survives starter allowance enough small check quantity confirming skills earn skill window actions train core shape overall standing vanguard own boards graduate finish eight 100 beginning quests faction's story explore almanac keep route hangar rewards paid once per account pilots practice lesson's credits follow scheme keyboard mouse aim players see keys buttons skipping forfeits earned yet reopen review handbook settings gameplay order worth pays done"},{"c":"Getting started","s":"Keyboard and mouse","u":"/guide/getting-started#controls-desktop","h":"","x":"Settings, Controls offers three flight schemes. The keys are the same in all of them except for steering. Mouse flight (default) Click the flight view to take…","w":"settings controls offers three flight schemes keys except steering mouse default click view take stick cursor hides moves virtual joystick reticle further sits center harder turn bring back fly straight aim through space ship turns nose onto guns fire keyboard arrow pitch yaw roll never stays free windows map targeting throttle down where leave below zero reverse stop cuts cancels autopilot left right instead strafe lift descend near ground shift boost until gauge runs dry toggle assist off newtonian drift main free-look camera middle drag orbits wheel zoom alt hold press esc release again cancel closes front window first combat turrets linked missiles once locked needs full lock target nearest hostile tab cycle targets engage fight automatically emergency warp station dock switch active modules rack order auto-retaliate return navigation context action selection jump land loot approach cruise drive fast travel inside system here destination tracked objective docked undock mine selected rock wreck select under double-click selects galaxy cargo skills quests missions clan rankings almanac pilot's handbook favorites hunting bounty office board extracting ctrl search tactical list send feedback team photo mode f10 captures tune dead zone response curve recentering sensitivity invert feels twitchy raise little notch"},{"c":"Getting started","s":"Touch controls","u":"/guide/getting-started#controls-touch","h":"","x":"On phones and tablets the game shows on-screen flight controls. Settings, Controls, On-screen touch controls sets them to Auto (shown on touch devices and…","w":"phones tablets game shows on-screen flight controls settings touch sets auto shown devices whenever finger touches screen off tablet keyboard both stick left push turn further center harder let fly straight centers wherever thumb lands roll arrows buttons above right lift down near ground extra ship lower landing throttle lever slide speed past zero reverse clicks place full warp becomes dock jump land take loot approach whatever selected stop cuts aborts cruise toggles drive fire msl hold guns turrets along nose lead target appears carry launchers ring fills missile lock completes boost burns held engage locks nearest hostile flies range fires automatically fight yourself drag across empty space look around pinch zoom tap marker row tactical list select module rack switch change activation mode phone folds away after pick something card stay visible menu bar chat map cargo quests skills opens every window android browsers hide bars button"},{"c":"Getting started","s":"Joysticks and gamepads","u":"/guide/getting-started#controls-gamepad","h":"","x":"You can fly with a joystick, a flight stick with a throttle lever, or a gamepad, next to or instead of the mouse and keyboard. Turn it on in Settings,…","w":"fly joystick flight stick throttle lever gamepad next instead mouse keyboard turn settings controls enable controller flip pick device connect press buttons browser see choose under check mapping panel shows pressing live value every axis assign yaw pitch roll axes fire missile boost brake travel tune set dead zone unassign cannot drift default standard-layout control left right down nudges speed bottom face button missiles shoulder zero objective top triangle like key again stop physical makes directly move once activate off centered invert fix sticks levers read backwards flies stays free interface middle-drag still orbits camera esc releases click view take back controllers need exposes web pages secure connection nothing detected try another"},{"c":"Getting started","s":"A tour of the HUD","u":"/guide/getting-started#hud","h":"","x":"The XETODUS flight HUD: system name top left, menu bar along the top, Tactical list and target card on the right, module rack and status gauge at the bottom.…","w":"xetodus flight hud system name top left menu bar along tactical list target card right module rack status gauge bottom space system's security secure contested lawless region owning faction near planet adds world's altitude every window chat map favorites cargo resources skills missions quests hunting extracting colonies flotilla retainers vanguard clan rankings almanac recruit help account settings hover button see key three rings shield blue armor amber hull red battery ring yellow segments inside center shows speed mode assist off cruise aligning warp drive autopilot landed layers percentages charge portrait sits beside opens pilot throttle next zero third way below reverse fitted modules high slots row mid low weapons show fires lmb rmb active number lit running small badges mark set auto damage engage weapon manual size right-click hold change modes fire everything around nearest first search filter chips selected lock progress distance bounty actions approach dock jump orbit mine automatically loot combat panel appears above under hostiles shooting hard incoming missiles emergency buttons law column suspect criminal wanted countdown everyone star global trade channels click pilot's message messages warping spool doing docking steer cancel reticle nose marker locking range deal floats cyan shields arcs point whoever edge glow screen edges means taking make yours gameplay unlock lets drag anywhere windows always title snap reset layout puts back gives station ship hangar station's services fitting market contracts industry contacts job board wallet down side undock"},{"c":"Flying and navigation","s":"Flight basics","u":"/guide/flying-and-navigation#flight-basics","h":"Cruise drive · Flight speeds of every hull","x":"Your ship flies with a persistent throttle: W and S set it and it stays where you leave it, from full ahead down to half speed in reverse. X is all stop.…","w":"ship flies persistent throttle set stays where leave full ahead down half speed reverse stop steering depends flight scheme mouse aim keyboard see controls roll strafe sideways assist default holds asks cancels drift turn like plane autopilots always fly off press keeps momentum face target sliding past around coast status gauge shows amber again back boost hold shift burst well top drains burn refills ease slowly keep escape strafing thrusters push without turning combined let dodge keeping guns every hull handles differently small hulls fast accelerate hard big ones slow plan approach fitting window ship's agility warp modules skills applied piloting navigation improve cruise drive free inside system picking destination spools seconds during spool cancel carries along nose grows distance nearest body near planet station open space gentler cruising engage close gate structure mass-locks cannot start atmosphere drops itself before would enter drop yourself look reach spot marker landing within landable world's surface starts speeds table lists hull's base numbers fairwind fastest normal align time long needs line last column takes once aligned warps shorter times class dartwing outrider 380 720 282 delver prospector 180 300 218 circuit 470 860 301 nightjar torpedo craft 560 262 sparrow skirmisher 260 480 241 wayfarer pathfinder 290 520 310 furrow 170 gleaner 210 251 halberd gunship hewer 165 280 213 palisade 225 410 236 peregrine hauler 195 330 suture mender 205 360 222 astrolabe 285 327 bulwark warship 150 250 193 carrion raider 190 driftcomber 120 187 lifeline 140 235 198 longsight 270 500 336 mule 110 179 quarrier dredge quiver 155 herald doctrine 122 200 ironclad heavy 164 tradewind monolith 139 colossus fighter tender 112 hegemon flagship 104 asterion behemoth 087 borealis 085 nacre 095 ophion 090 meridian 077 tellurion worldship 061"},{"c":"Flying and navigation","s":"Warp","u":"/guide/flying-and-navigation#warp","h":"","x":"A Monolith Ship of the Line seen side-on inside a warp tunnel, light streaking past its hull. A Monolith in warp. Bigger hulls align and warp more slowly. Warp…","w":"monolith ship line seen side-on inside warp tunnel light streaking past hull bigger hulls align slowly takes straight anything system station gate planet belt site another far away select destination tactical list space press target card turns nose toward screen says aligning heavier take longer spool drive spools enters cannot damaged drop slows down arrives safe distance next close about above landable small hull's whole included well under ten seconds trips largest spend trip lining needs celestial closer nearby dock jump land action instead fly directly landed atmosphere climb first warping drops landing range routes bend around stars planets way drop-out pulled back never arrive structure during cancels act actions chain distant warps docks jumps spaceport orbit lands pad rarely need second key"},{"c":"Flying and navigation","s":"Gates and jumping","u":"/guide/flying-and-navigation#gates","h":"","x":"A Hegemon Flagship holds position in front of a vast ring-shaped jump gate. A Hegemon at a jump gate. Jump gates link star systems into a network of lanes.…","w":"hegemon flagship holds position front vast ring-shaped jump gate gates link star systems network lanes select press far away ship warps jumps arrival within starts once short transit plays arrive matching next system brief grace period moment look around before anyone hurt ends soon move lock target fire switch module control refuses criminals secure space marked criminal cannot see law combat timer minute after damage another pilot marshal dock members' lead vanguard regions clears charter pilots through every open everyone behemoth hulls little further since too big come close settings gameplay cutscenes tunnel quicker simpler transition cluster 750 core three powers past long conduits lie frontier those ring where charts thin"},{"c":"Flying and navigation","s":"The galaxy map","u":"/guide/flying-and-navigation#map","h":"Security · What the markers mean","x":"Press M for the galaxy map: every star system as a point of light, colored by security, joined by its jump lanes, with region outlines and names, faction and…","w":"press galaxy map every star system point light colored security joined jump lanes region outlines names faction clan territory route showing systems between highlighted selected plotted moving around drag rotate right-drag shift-drag pan wheel zoom cursor double-click fly view centers shows everything touch screens pinch fingers search type name box pick result panel click see rating owning stations landmarks planets favorites hover cards quick card anything notable colonies legend explains color ring symbol layers switch off vanguard members' regions charting phenomena racing ports hunting target retainer wings highlight dim except secure contested lawless glance where safe space ends colors blue green safest through yellow orange red decides three bands belongs across cluster band means 194 accord marshals patrol answer crimes pirates rare weak belts attacking another pilot crime 273 police come packs costs law standing marks criminal below 283 penalties anyone may attack richest sites ores wrecks here markers mean bigger capital halo faction's violet tag clan's dashed lane long conduit years pulsing crown raid progress wandering singularity drawn gold own cyan pale diamond gate"},{"c":"Flying and navigation","s":"Routes and autopilot","u":"/guide/flying-and-navigation#routes","h":"Travel to the nearest","x":"You never have to fly a long trip by hand. Anything in the game with a place (missions, quests, contracts, colonies, your flotilla, world bosses, raids,…","w":"never fly long trip hand anything game place missions quests contracts colonies flotilla world bosses raids sightings market orders system map travel button plots route flies pick destination open galaxy click want mission quest order choose panel shortest fewest jumps safest contested lawless systems shows many secure crosses route's numbers comparison set here starts once appears card hud ready later autopilot undocks needed warps gate arrival docks lands cyan marker space next waypoint take time steer press again stop resume key plotted tracked objective nothing gold diamond marks choice remembered follows every uses routes allowed pilots without vanguard charter routed around members' regions nearest skills window unlocks closest belt ore mine planetary resource combat site tier hidden sites level found colony resources offer find source ores materials means flight limit search anywhere"},{"c":"Flying and navigation","s":"Favorites","u":"/guide/flying-and-navigation#favorites","h":"","x":"Star any place to keep it one click away. Tap ☆ on a target card, a Tactical row, a station, a planet, a colony, a system on the galaxy map, or the result of a…","w":"star place keep click away tap target card tactical row station planet colony system galaxy map result travel nearest press favorites menu bar open window grouped first sorted folder name inside give characters example trade mining pvp note 200 color tags cycle search matches names folders notes picker shows time flies through normal journey stations spaceports dock worlds land everything else warps systems plot gate route save position space keeps point where ship now warping back uses warp rules saved must least above world well clear switches show small stars pilots 100 vanguard 250 little way off favorite belt busy puts somewhere quiet look around before commit"},{"c":"Flying and navigation","s":"The Tactical list","u":"/guide/flying-and-navigation#tactical","h":"Search · Filter chips · Ship colors","x":"The Tactical list on the right of the HUD lists everything around you: ships, stations, gates, planets and moons, belts and asteroids, wrecks and sites, each…","w":"tactical list right hud lists everything around ships stations gates planets moons belts asteroids wrecks sites icon name distance click row select card appears above double-click run context action search box filter chips rows nearby distances nearest things first type press ctrl ship try station gate asteroid hull standing word hostile friendly enter selects match esc clears leaves chip shows players pilots hostiles war targets criminals npcs non-player fighters spaceports race grids colonies jump rocks derelicts celestials stars places tap show kind again see combine hold cmd mac shift touch screen together both take many would reset goes back sort menu orders remembered sorted without planet's nested under small arrow beside planet folds away carry neutral tag mining level lock need header visible filtered whole phones start folded colors contacts colored toward markers space gold cyan clan crews red hollow crown pirates violet marked criminal lawful attack pale blue accord marshals"},{"c":"Flying and navigation","s":"Navigation icons","u":"/guide/flying-and-navigation#nav-icons","h":"","x":"Every kind of place and contact has its own white line icon. The same icon appears in the Tactical list, on the target card, on the galaxy map's system panel…","w":"every kind place contact own white line icon appears tactical list target card galaxy map's system panel markers space shape always means thing navigation icons looks like marks star circle eight short rays system's sun rocky planet craters desert lava solid worlds gas giant small tilted ring giants ice world crossed bands frozen ocean wavy lines moon crescent moons station hexagon dot middle orbital stations dock trade repair fit here spaceport downward arrow landing pad planetary spaceports land gate brackets around jump gates systems asteroid belt curve dotted rocks belts single jagged rock individual mine site four-pointed sites combat wreck fields scanned hidden phenomenon charting phenomena shatterdrift three broken shards shatterdrifts old battle-wreck graveyards beacon mast radio arcs clan beacons singularity filled ticks wandering singularities dark matter pocket dashed pockets race grid striped flag pole racing port start grids colony dome colonies struts debris wrecks derelicts loot salvage pilot outlined arrowhead another pilot's ship npc non-player ships pirates marshals traders fighter strike fighters launched tender missile trail missiles flight anything else icon's color shows standing gold neutral cyan friendly red hostile npcs violet war targets criminals pale blue"},{"c":"Flying and navigation","s":"Docking and undocking","u":"/guide/flying-and-navigation#docking","h":"","x":"A Monolith leaves an Accord trade hub, the station's docking lights glowing behind it. Leaving an Accord trade hub. Stations are your safe harbor. Docked, your…","w":"monolith leaves accord trade hub station's docking lights glowing behind leaving stations safe harbor docked ship cannot attacked repair refit store ships items take jobs dock select station press card far away warps docks arrival close flies nearest system without selecting anything emergency warp combat panel moment fight turns spaceports planetary landing pad spaceport land assist puts down undock screen short launch sequence plays skip esc space enter appear outside grace period ends act jump minute after damage another pilot marshal finish fly first behemoths too big hangar moor orbital berth release moorings worldship never anchors deep anchorage weigh anchor undocks before check board right load ammunition cargo armor hull damaged shields recharge own"},{"c":"Ships","s":"Hull classes","u":"/guide/ships#classes","h":"","x":"Every hull belongs to a class that tells you what it is for. Tier is the hull's place on the progression ladder: tier 1 hulls need little or no training, while…","w":"every hull belongs class tells tier hull's place progression ladder hulls need little training highest tiers high levels several skills classes fly circuit ship fairwind pure racing ports fast fragile outrider dartwing fastest combat built run targets down pathfinder wayfarer gleaner astrolabe longsight fast-warping sites salvage charting prospector delver furrow hewer mining big ore holds mounts skirmisher sparrow palisade small agile all-rounders pilot starts torpedo craft nightjar missile boats hit far above size against gunship halberd first real warships turrets fixed guns missiles together hauler peregrine driftcomber mule tradewind cargo colony courier huge container ships mender suture lifeline support repair allies remote projectors dredge quarrier heavy industrial miners booms on-board furnace raider carrion hollow crown's own warship heavily armored bulwark quiver line medium layered defenses doctrine herald fleet leaders broadcast buffs clanmates ironclad wall speed monolith broadside large buffers fighter tender colossus city-sized launch wings strike fighters flagship hegemon heaviest spinal lance along keel behemoth asterion borealis nacre ophion meridian moon-sized role moor orbital berths worldship tellurion machine world largest cluster never docks bigger simply better quick lock hard carry weapons turn slowly align easy many bonus shown turret damage stronger repairs faster launches flown pilots behemoth-class dwarfing escorts around behemoths"},{"c":"Ships","s":"The ship roster","u":"/guide/ships#roster","h":"","x":"Every released hull, in tier order. High slots are listed by size and mount type (see slots). Cargo is the base hold before modules and skills. Hulls marked…","w":"every released hull tier order high slots listed size mount type see cargo base hold before modules skills hulls marked vanguard driftcomber astrolabe charter class role mid low needed fairwind circuit ship fastest cluster built job nothing else fixed racing dartwing outrider run targets down piloting wayfarer pathfinder seal-breaking chance salvage fast warp utility 260 exploration delver prospector mining lasers big ore 450 sparrow skirmisher starter multirole guns missile rack forgiving airframe none nightjar torpedo craft damage signature shroud strength missiles halberd gunship turrets bay turret 160 gunnery peregrine hauler colony courier 400 defensive trading suture mender medium repair projectors remote amount battery charge rate 180 engineering defense gleaner three mounts 900 salvaging furrow planetary harvester harvest yield four augers harvesting hewer arms 800 step between quarrier palisade shield escort small weapons steady handling stronger shields dredge heavy booms on-board furnace 000 tender fifth yard tug expedition hauls docked reclamation mule open truss spine chin lifeline 100 600 survey yacht charts faster range cruise light cartography longsight deep drive 520 navigation carrion raider pirate heavily armored warship bulwark line behind layered armor quiver launchers lighter 480 herald doctrine broadcast leadership tradewind container twice mule's stack pair salvagers ironclad wall speed 700 monolith eight fights broadside 200 colossus fighter city-sized launches strike-fighter wings hegemon flagship spinal lance hardpoint asterion behemoth siege breaker orbital berths 140 borealis fleet nacre sanctuary repairs ophion arsenal six meridian foundry tellurion worldship moon-sized machine world tidal shear array drone carousel never docks sidegrades extra combat power members buy undock lapses keep stays safely until renew fly own requirements fitting window shows new level unlocks"},{"c":"Ships","s":"The hangar","u":"/guide/ships#hangar","h":"","x":"Dock at any station and open Hangar from the station's services. It is where you manage the ships and items you keep at that station. Ships in this hangar…","w":"dock station open hangar station's services where manage ships items keep every assembled ship docked here class one-line summary bond status skill still needs active undock board makes another detail select see full specifications defense battery navigation hold profile slot layout fitted estimated value hull mastery rank earn flying repair repairs ship's armor fee shields recharge themselves cargo aboard meter capacity unload moves stack load modules packaged hulls straight search box searches names classes categories press jump stored own anywhere grouped close view plating panel lines markings under lights model hardpoints paint"},{"c":"Ships","s":"Buying a ship","u":"/guide/ships#buying","h":"","x":"New hulls are sold packaged on station markets, like any other item. A packaged hull is cargo; you assemble it into a ship at a station. Check the skills Look…","w":"new hulls sold packaged station markets like item hull cargo assemble ship check skills look roster buy before fly cannot undock until meet skill requirements find market open pick ships category class chips narrow down select detail view shows stats met price history order book sell lands station's hangar among items choose becomes empty board fit press make active fitting put modules slots small sale almost every bigger stocked larger hubs biggest warships mostly trade faction home systems stock restocks few hours pilots too fighter tenders flagships behemoths worldship built industrialists build yourself see manufacturing carrion hollow crown's own raider turns rarely expensively pirate vanguard berths store charter members credits lose last flyable accord fleet office issues free sparrow losing three cheap type keep assembled fitted lost back space minute"},{"c":"Ships","s":"Fitting","u":"/guide/ships#fitting","h":"Reading the attributes","x":"Open Fitting while docked with your active ship in the hangar. The window shows your high, mid and low slots on the left and the ship's attributes on the…","w":"open fitting docked active ship hangar window shows high mid low slots left ship's attributes right rows fitted modules pick slot click behind matching hardpoint lights choose module picker below lists every station's cannot dimmed reason wrong mount size skill missing fit press moves onto whatever was goes back unfit empties set mode switch booster repairer thruster jammer activation see modes reading number updates shield armor hull resistances regeneration battery capacity voltage charge rate peak output draw average power guns running top speed boost agility warp cargo signature lock range gunnery mining bonuses watch shown amber uses faster recharge even best fine short fights long stall reserve cell bank fast-charge regulator swap weapons ammunition buy market first removing enlarges hold refused would longer unload plating per newly assembled empty before undock"},{"c":"Ships","s":"Slots, mounts and sizes","u":"/guide/ships#slots","h":"Mount types · Sizes","x":"Each hull has three rows of slots. What a module can do decides which row it goes in. High slots Weapons and utility tools: guns, turrets, missile launchers,…","w":"hull three rows slots module decides row goes high weapons utility tools guns turrets missile launchers mining lasers salvagers remote repair projectors seal breakers slot physical hardpoint mount type size mid shields electronics shield regenerators amplifiers barrier weaves thrusters point defense flak countermeasures jammers scanners doctrine arrays signature shroud low armor engineering plates platings structural bracing battery banks regulators hold extensions planetary augers types high-slot takes fixed gun locked along nose aims within small gimbal cone aim ship turret rotating weapon tracks targets own across arc fire turreted medium large salvage rigs launcher bay missiles guide themselves target swarm pods torpedo racks tool bores sizes hardpoints must match exactly exception fits larger fit both mounts need turret-only hulls class lay differently check layout hangar's detail roster before buy modules favor pilots like hit hard engage autopilot flies nose-on attack runs ships fight best circling broadside see"},{"c":"Ships","s":"Module activation modes","u":"/guide/ships#module-modes","h":"","x":"Every module you switch on (not mining lasers or flares) has an activation mode that decides when it runs. Modes are saved per ship and per slot. Guns and…","w":"every module switch mining lasers flares activation mode decides runs modes saved per ship slot guns launchers own fire settings engage manual target size see weapon off number key click tap badge auto damage switches itself layer drops below threshold default offered stays until full never battery shield regenerators armor repair arrays switched press available standard modules barrier regenerator mid burst thruster sensor jammer deep scanner nanite array low projector high siege doctrine rampart vector seal breaker signature shroud heavy surge wideband survey overdrive menu rack offering choice right-click hold hud change set fitting pick touch screen works docked space server keeps working game window background device switching hand overrides floor run still stops fires unless changed booster longer drains fight before shields even hit refitting different resets new module's armor-fit leave goes repairs range moment"},{"c":"Ships","s":"Insurance: Hull Bonds","u":"/guide/ships#hull-bonds","h":"What changes the price · Modules and cargo · Claims","x":"The Keelwright Mutual, the Kheper Syndicate's shipwrights' mutual, bonds hulls against loss. You pay a premium for a 14-day term; if the hull is destroyed, the…","w":"keelwright mutual kheper syndicate's shipwrights' bonds hulls against loss pay premium 14-day term hull destroyed pays share keel value raw materials bond hangar docked where ship's detail tiers tier per notes salvage cheap cover expect lose usual working full 100 whole changes price pilot level discount premiums drop steadily rises off claims record paid claim account last days adds large-hull surcharge fighter tenders flagships behemoths renewing renew once less left ahead keeps new waiting period buying different replaces forfeits rest old auto-renew opt renews wallet bond's day long stays under limit agreed modules cargo fitted added covered named crown-forged exodus-pattern count standard module's legendary exotic npc buys declared capped class lost would fetch buyers counts been aboard space minutes declare 000 week anything drops wreck never still looted contraband relics trophies blueprints goods job board courier collateral instead re-tiered nothing after issued renewals keep losses hostile involved crash re-entry heat marked criminal both together quarter payout own took part kill self-inflicted accord marshals destroy payouts credits straight sparrow tellurion cannot bonded fleet office sparrows free write policy worldship values every bondable prices include quote reflects module fairwind 842 942 989 759 211 dartwing 420 251 794 976 855 wayfarer 186 223 130 056 047 delver 284 235 698 964 821 nightjar 007 001 504 301 752 halberd 140 986 919 690 843 247 peregrine 496 147 098 124 suture 195 129 416 136 590 391 783 gleaner 152 059 006 641 788 furrow 979 598 985 719 995 hewer 170 181 218 827 293 palisade 549 364 884 559 quarrier 261 324 151 359 882 926 105 952 315 331 driftcomber 724 728 968 507 309 878 182 mule 767 361 084 537 459 191 841 lifeline 253 463 150 877 424 291 313 366 astrolabe 352 163 946 714 838 longsight 279 114 198 880 070 carrion 618 623 194 133 036 135 965 404 656 bulwark 120 704 885 587 745 quiver 287 155 700 900 109 250 322 herald 753 810 479 727 792 567 336 688 498 tradewind 142 409 377 090 199 686 263 963 785 603 ironclad 033 670 804 913 023 469 563 397 509 monolith 448 635 453 837 314 044 717 112 159 colossus 298 595 789 267 209 016 578 487 310 973 hegemon 042 219 442 187 599 500 729 553 609 131 319 650 390 832 asterion 285 083 426 771 017 999 558 398 539 920 512 606 906 borealis 907 901 346 883 422 243 435 530 395 570 840 005 nacre 288 406 940 514 990 540 358 360 608 403 ophion 671 630 720 893 270 141 588 625 471 751 861 520 meridian 060 488 380 610 888 369 341 966 427 622 876 272 683 soften rather erase ship save expensive take danger"},{"c":"Ships","s":"Insurance: Replacement cover","u":"/guide/ships#replacement-cover","h":"How a claim works · What is not covered","x":"The Keelwright Mutual also writes replacement cover: if the hull is destroyed, the Mutual buys you the same hull (and on Full Replacement, every covered module…","w":"keelwright mutual writes replacement cover hull destroyed buys full every covered module was sell orders market delivers home station assembled fitted where fit never makes ship thin air claim real purchase pilots' npc builders keep selling insure hangar docked ship's detail replaces refitted premium per 14-day term share insured value reference price about shelf secure space asks large hulls carry surcharge bonds losses anywhere works looks within jumps place were lost cheapest units above dearest own account anyone took part kill nor listings made after loss replaced goes slot modes munition loads had rest waits seller offers reach paid credits assessed bond uses pays times usual trade unit week accounts linked spends daily budget past next day oldest first claims mutual's reserve premiums fill reaches pay comes runs short follows order refills hostile pilots npcs count crashes re-entry self-inflicted marked criminal pilot nothing policy's minutes alone carries excess wallet bought counts carried weapon defensive been least system policy hours buying modules drop wreck named crown-forged exodus-pattern legendary exotic anything found rather ends last days adds kind time sparrow worldship vanguard can't take secure-space cheap because rarely fly contested lawless pick outside"},{"c":"Ships","s":"Ship builds and rebuying","u":"/guide/ships#ship-builds","h":"Stripping a ship","x":"Save a fitted ship as a build (Save build in the Hangar's ship detail, or Save active ship as a build on the Market's Builds tab). A build keeps the hull,…","w":"save fitted ship build hangar's detail active market's builds tab keeps hull every module slot modes munition loads keep lose last remembered automatically lost open market pick press buy screen see destroyed read quote part priced station's sell orders cheapest first parts already hangar switch off everything missing show seller within reach nearest past route button order buying happens station buys nothing what's available sale leaves rest assembled step stripping strip modules moves munitions hold need docked where whatever else must still fit bare"},{"c":"Ships","s":"Stored ships","u":"/guide/ships#stored-ships","h":"","x":"Ships stay where you leave them. The Stored ships by station list at the bottom of the Hangar shows every assembled ship you own, grouped by the station it is…","w":"ships stay where leave stored station list bottom hangar shows every assembled ship own grouped docked number hangars opens first others fold open click eight search box finds name hull whole set course plots route holds ready travel updates itself buy assemble lose move packaged hulls items hangar's item until undock fly new hauled cargo big enough hold volume large traded another pilot contract"},{"c":"Ships","s":"Liveries","u":"/guide/ships#liveries","h":"","x":"A livery repaints a ship. By default every hull wears your faction's colors (or your clan's). Pick a livery in Fitting, under Livery, for the active ship; the…","w":"livery repaints ship default every hull wears faction's colors clan's pick fitting under active first swatch puts back liveries belong account pilot own sparrow wingmate chevron squadron gray orange chevrons ironclad emberwing charred ember look vanguard ivory included charter ships through wormhole nebula veil deep violet glowing magenta trim solar wind burnt plating panels sun-gold accent void runner near-black cold cyan running lights moonpearl warm pearl plum-gray lavender sheen edges softly breathing nightprism thin-film coat slides teal gold turns mint light aft along chrome bright metal-flake silver graphite electric-blue accents blue drive tidal lumen deep-water bioluminescent bands roll rose anodize anodized rose-copper flake dark cocoa champagne standard bearer parade navy spine glow slow time glacier 300 aether store ice-blue frozen fringe worlds crimson comet racing red amber flash jade circuit 400 green alloy traced circuitry gilded exodus 600 leaf bronze subtle grid marker earned play start-line white black roundel hazard awarded podium finish port checkered flare midnight mark race winner tracker's stripe gunmetal blaze-orange bought bounty points office crownbane bone blood-red hunter hunting above marshal's dress accord marshal merits solari station guild syndicate safety charcoal kheper muster dominion vanta harbor signal 250 000 harbor-pilot pale signal-yellow sold credits dune courier 500 desert sand espresso apex line reach acid lime seen far end duskhide complete tasks trail umber hide fifty contracts filled seam ochre mining work paint slate bone-white miner verdigris archive crack derelict caches relic weathered copper color old wreckage event horizon accretion white-hot redeemed kit found beyond singularity recruit reaches formation bringing cluster recruiter joined lead qualified recruits olive drab ship's three burns ten commander's gilt twenty-five credit right window wallet yours good unlock meets goal opens list paints special finishes metallic iridescent animated change engine locked show picker small way hover peregrine herald"},{"c":"Combat","s":"Weapons and damage types","u":"/guide/combat#weapons","h":"Gun families · How hits land","x":"Every weapon deals one of three damage types, and each type is strong against a different defensive layer. Damage always hits shields first, then armor, then…","w":"every weapon deals three damage types type strong against different defensive layer always hits shields first armor hull multipliers shield energy kinetic explosive pulse emitters beams arc projectors ion disruptors plasma lances shreds weak guns need ammunition draw battery mass drivers coilguns rail repeaters punches through fires slugs hold missile torpedo even finishes hulls fastest mix fit together strips pick usual targets rely gun families rapid-fire pulses accurate steady forgiving starter helion long hitscan out-range half again track poorly close best slow large short-range brawlers tracking hardest ruinous cost barely scratch drain target's hit starve ship's thrusters magnetically bottled bolts devastatingly hard inside few kilometers cells standard tungsten break cycle fast reach far poor rotary rails hose range well empty sold station markets base numbers before skills bonuses chance gunnery skill role raise size mount per shot second optimal uses projector fixed turret 137 instant beam 105 175 270 123 000 200 disruptor engineering lance 520 173 bolt slug 650 300 emitter 110 none 136 340 213 coilgun 130 440 129 500 231 driver 115 165 150 620 258 repeater 127 180 land fire along nose small gimbal cone lead point locked target converge fly ship aim turrets themselves falls crosses view faster big struggles little keep firing past falling finite speed yellow pip shows where assist snaps onto within couple degrees settings controls better weapons ones drop pirates wreck fields world bosses crown-forged rare exodus-pattern epic named legendary modules higher levels"},{"c":"Combat","s":"Missiles and point defense","u":"/guide/combat#missiles","h":"Point defense and flak","x":"Missiles guide themselves to the target, so they hit from any angle and never miss through bad aim. In exchange they need a full lock before they fire, they…","w":"missiles guide themselves target hit angle never miss through bad aim exchange need full lock before fire fly modest speed shot down decoyed standard launchers sold station markets deal explosive damage base numbers skills hull bonuses skill torpedo craft missile-boat raise launcher size mount per volley cycle second range missile uses bloomburst cluster turret 900 129 650 400 218 600 farreach cruise 200 950 silo 260 000 quench disruptor 800 warheads engineering 160 700 190 none 680 113 470 siege 300 hail rocket pod fixed 500 rockets 100 136 350 seeker 520 104 224 550 swarm micro-missiles 110 102 rack 380 torpedoes tube 183 320 breaker bay 240 keelbreaker 450 210 right mouse button msl touch linked settings controls main trigger engage too once complete matters missile's falls against targets smaller warhead built moving faster follow big-ship killers nearly wasted small quick hulls pods several agile suit warping shakes loses warps away countermeasure eject flares decoy already chasing within few kilometers colossus fighter tender escort ships passing front planet escorts tenders launch strike fighters point defense flak shoot mid-slot point-defense modules incoming ammunition module reach does automated rotary cannon shoots battery gunnery twin automatic cannons airburst shells far reliably picket dart launches hit-to-kill hostile aimed clanmate near kill contact less fires darts bastion heavy array largest umbrella airbursts shreds pair every answer boats slow reload boat fit close distance fast guns keep firing between volleys"},{"c":"Combat","s":"Shields, armor and hull","u":"/guide/combat#defense-layers","h":"Building your defense · Resistances","x":"A Monolith's honeycomb shield bubble lit up by incoming fire. Shields light up as they absorb fire. Shields The outer layer. Shields regenerate by themselves a…","w":"monolith's honeycomb shield bubble lit incoming fire shields light absorb outer layer regenerate themselves few seconds after last hit regenerator restores faster battery cost energy damage strongest against armor middle does repair array flight mender's remote repairs ship docked kinetic hull reaches zero destroyed station explosive status gauge shows three layers blue amber red rings target card bars starts taking screen edges glow signal leave building defense usually leans fit stacks amplifiers weaves mid slots plates plating arrays low skill raises regeneration standard defensive modules module slot effect barrier amplifier increases maximum strength none heavy heavier top speed actively recharges charge high-output every steep engineering wellspring feeds dedicated loop passive ablative bolted composite thick nanite system surge high-density swarm structural bracing resistances turn part type away several stack diminishing returns resistance capped weave heatsink impact blastbreak tri-phase platings bolt visible onto adds changes agility signature differently counts per prism lattice kiln ceramic ablator flashcell tile thornback ram junkwright scrap pirate bases hollow crown wrecks keepwall slab run auto default switch drops below never drain see modes"},{"c":"Combat","s":"The battery","u":"/guide/combat#battery","h":"Managing charge","x":"Your ship's battery powers energy weapons, active modules and thrusters. It shows as the ring of yellow segments inside the status gauge (and BAT with a…","w":"ship's battery powers energy weapons active modules thrusters shows ring yellow segments inside status gauge bat percentage under speed module wants charge holds switches off too low guns draw every shot slug launchers little shield regenerators repair arrays jammers doctrine share cycle recharges time fastest about full slower nearly empty keeping running dry recovers ion disruptors drain outside long fight against leave without power fitting reads real units capacity kilowatt-hours bus voltage rate peak output fitted average whole fit uses managing reserve cell banks add fast-charge regulator speeds charging engineering skill improves both pulse emitters cheap arc projectors beams hungry battery-hungry missiles alongside auto-on-damage repairs stop keep switch need runs hull base before skills nominal scale emitter draws 275 class dartwing outrider kwh delver prospector 105 fairwind circuit ship nightjar torpedo craft 100 sparrow skirmisher wayfarer pathfinder 140 furrow 150 gleaner 175 halberd gunship 225 hewer palisade 110 peregrine hauler 155 suture mender 550 astrolabe 325 bulwark warship 650 carrion raider 725 driftcomber 600 lifeline mwh 113 longsight 350 mule 400 quarrier dredge 750 quiver 700 herald 144 ironclad heavy 108 tradewind monolith line 234 colossus fighter tender 810 hegemon flagship asterion behemoth borealis 159 nacre 162 ophion 146 meridian 167 tellurion worldship 231"},{"c":"Combat","s":"Targeting and lock time","u":"/guide/combat#targeting","h":"Lock time","x":"Select a ship to target it: T picks the nearest hostile, Tab cycles through targets, or click its marker or its Tactical row. The target card's Lock bar fills…","w":"select ship target picks nearest hostile tab cycles through targets click marker tactical row card's lock bar fills sensors guns need fire toward reticle along nose time helps because fixed converge locked target's lead point turrets track own missiles remote repairers jammers seal breakers full range times longest weapon's never less beyond refused targeting under reads locking against guns' reach pip sits inside gimbal cone depends hull class signature size small hulls fast big faster ones table shows base 100 reference three real seconds sparrow halberd monolith 900 circuit outrider torpedo craft skirmisher pathfinder prospector gunship mender raider warship doctrine hauler dredge heavy line fighter tender flagship behemoth worldship shroud mid slot shrinks enemies take longer hit firing weapon drops few sensor jammer break resetting act usual crime rules apply even fails platings modules change too fitting window"},{"c":"Combat","s":"Engage: assisted combat","u":"/guide/combat#engage","h":"Auto-retaliate · Weapon fire modes","x":"Press V (or Engage on the combat panel or target card) and your ship fights for you: it locks the nearest hostile, whoever is shooting at you first, flies to…","w":"press engage combat panel target card ship fights locks nearest hostile whoever shooting first flies weapons' best range fires automatically once locked trigger needs held attack runs fixed guns nose-on about half guns' where hit reliably broadside turrets missiles circles comfortable fraction linked launchers join lock completes settings controls modules set switch repairers auto damage start themselves layer weapons every gun launcher unless manual give size see weapon fire modes picks npcs war targets criminals itself never neutral pilot marshal attacking those always own deliberate choice move mouse stick fly fight yourself stop esc releases continues second stops orbit optimal hold keeps nose distance between 150 both work within further warp engagement ends escapes beyond lists per click attacker incoming show warning sign auto-retaliate another shoots return ahead ever back lawful makes criminal secure space stands down dock gameplay sets off still fighting cycles mode saved slot right-click module rack touch screen pick fitting decide holding default badge left right msl warships ships line behemoths automatic waits least hull class heavy doctrine count fighter tenders flagships worldships support hulls munitions choose selected ammo none munition picked firing torpedoes special saving swapped something else shows red menu says example penetrator fall base launcher's ammunition instead until restock save big torpedo leave clears small escorts opens good flying better against pirates pilots need autopilot stays step behind hand learn flight assist slide strafe turret tracking boost bad"},{"c":"Combat","s":"Pirates and other NPCs","u":"/guide/combat#npcs","h":"Where pirates are · Elites · Other NPCs","x":"Pirate clans that raid the fringe from hidden bases. They answer to no one, except the Crown. Every Crown pilot carries a bounty, paid to the pilots who…","w":"pirate clans raid fringe hidden bases answer except crown every pilot carries bounty paid pilots destroy split damage dealt wrecks looted hollow crown's ships flies where meet scout sparrow flight school's rookie patrol weakened missiles scrapper secure-space belts new worn missile-less cutthroat secure space packs elsewhere raider dartwing belt combat sites reaver halberd closes easiest butcher bulwark level warlord ironclad commands dreadlord monolith hardest strike fighter craft launched biggest hulls elites pirates turns rarely alone accord marshals first shot contested three lawless four send waves site end commander higher levels harder pay cleared refill after reinforcements give warning pack wave announced seconds before lands warps away never top falls next waits call sooner toast few fight once rest hold back raids now system announcement names travel button strongholds world bosses killed repelled raises wrath shown almanac peak commits boss see shatterdrift old battle-wreck graveyard held named elite captain escort wakes comes near fights special attacks telegraphs watch warnings screen dies drift stays quiet hull does scrapjaw welded shut scrap plate hits hard close tollman collects toll hauler refills shields let mine weaver quarrier mining dredge seeds wreckage proximity mines harrow gaff carrion hooks prey grapple opens point-blank range broodkeeper herald doctrine ship refitted strike-craft nest emberwright overcharged spinal emitter nightglass lurker nightjar vanishes sensors reappears behind victim reactor despot line running past red gravemaw king ossuary matriarch unbroken wall stormwright pale regent deals real share spoils home station npcs police criminal traders neutral npc going about business follow long way forever badly emergency warp cannot warping"},{"c":"Combat","s":"Pilot versus pilot","u":"/guide/combat#pvp","h":"","x":"Any pilot can open fire on any other pilot outside their own clan and crews, in every security band. What it costs depends on where you are. Another pilot's…","w":"pilot open fire outside own clan crews every security band costs depends where another pilot's tactical row carries hostile neutral friendly tag target card spells rule system attacking shown happens secure space crime law standing marked criminal accord marshals respond contested marks minutes anyone may lawless free attacked penalty weapons hold cannot damaged war targets clans yours pilots anywhere without suspect nothing combat timer minute after damage marshal dock jump through gate short grace protects just undocked arrived until act undock pirates seconds fly clear again warp away declare wars rival everywhere see flying keep list players hostiles saved point off instead straight onto escape route plotted"},{"c":"Combat","s":"Security levels","u":"/guide/combat#security","h":"","x":"A fleet of Solari Accord ships in formation above a planet. A Solari Accord fleet. The Accord polices Secure space. Every system's security rating puts it in…","w":"fleet solari accord ships formation above planet polices secure space every system's security rating puts three bands top-left hud shows band system galaxy map colors see many systems marshals patrol pirates rare weak belts answer pirate's attack pilot attacking neutral crime respond safest place learn mine trade contested police come packs sites tougher richer costs law standing marks criminal nobody comes stop lawless may anyone penalty best ores wrecks here dangerous pilots map's route avoids where crosses wreck loot site rewards better falls risk reward together ship's hull bond pays less nothing lost bonds"},{"c":"Combat","s":"The law: Suspect, Criminal and Wanted","u":"/guide/combat#law","h":"Weapons safety","x":"The Solari Accord's law marks pilots who break it. When you have a status, a law card at the top of the right column shows it with a live countdown, the…","w":"solari accord's law marks pilots break status card top right column shows live countdown reason means ends own pilot too statuses suspect stray hit marshal repeated crossfire theft looting wreck another still holds rights attacking civilian trader outside lawless space usually seconds minutes may fire without penalty marshals engage timer runs ship destroyed criminal secure contested deliberately firing hostile module being pays once wanted accord hunting now off dock wait destroy offense paid gate control refuses criminals cannot jump belongs docking changing ships signing never clears need sign clear ended death full hud says someone else stays rest first launch afterwards hold anyone grace toast sound tell starts worsens eases docked station above undock keeps running signed weapons safety every shield click change settings gameplay anything would make message why pirates war targets flagged always fair game safe blocks action give default allow actions allows traders pilots' wrecks acts attacks stay blocked turning asks confirm"},{"c":"Combat","s":"The Accord Marshals","u":"/guide/combat#marshals","h":"Stray fire","x":"Marshals are the Accord's police: Marshal Outriders in Dartwings and Marshal Custodians in Bulwarks. They patrol Secure space, fight pirates, Crown bosses and…","w":"marshals accord's police marshal outriders dartwings custodians bulwarks patrol secure space fight pirates crown bosses strike fighters warp hunt pilot criminal never engage suspect hunting shows red double pulsing brackets labeled tag tactical line target card law says wanted break off dock wait timer accept loss being destroyed pays offense responders leave within seconds once job done stray fire often sometimes fly tells mistakes attacks crossfire hit locked lawful pirate crime first warning check repeated adds real damage earns short status glancing firing freely continued after significant makes minutes does hostile module jammer level hold distance side slide ships' lanes someone else own reminds rule"},{"c":"Combat","s":"Losing your ship","u":"/guide/combat#loss","h":"","x":"Ships are meant to be lost now and then. When your hull reaches zero the screen shows SHIP DESTROYED, who killed you and in what, and a note about any bond…","w":"ships meant lost now hull reaches zero screen shows ship destroyed killed note about bond payout few seconds later wake docked home station wreck leaves where died part cargo fitted modules survive rest pilot clan rights minutes anyone else loots marked suspect theft wrecks pirates kill work way favor new first fly none accord fleet office issues free sparrow basic missile load once every bare otherwise own mining laser comes starter per can't sold traded was bonded keelwright mutual pays share keel value module cover wallet see bonds status death ends combat timer criminal marshals paid offense back skills hangar items untouched board another fit undock choose set header makes place hours pick near bound skill tomes vanguard-only never drop quickly last forever pilots loot killer's run losses crashes re-entry heat count too leave like afford lose keep spare expensive hulls carry cannot replace contested lawless space losing minute setback everything lesson"},{"c":"Mining and industry","s":"Mining","u":"/guide/mining-and-industry#mining","h":"Ships and ore holds · Automated mining runs","x":"Mining is the most relaxed way to earn credits and the start of the whole industry chain. You need a ship with a mining laser fitted and room in your cargo…","w":"mining relaxed way earn credits start whole industry chain need ship laser fitted room cargo hold every new pilot starter hangar first day fit dock open fitting put free high slot small lasers utility fixed mounts dedicated hull carries much bigger warp belt asteroid belts listed tactical system map select secure mostly ferrosite silvarite training mine automatically click press approaches locks rock runs moves next nearby worked let fill ore goes straight full stops assist time switch move just started sell refine market station buys deliver contract job board rocks can't cut yet show lock button tells level trains skill load rarer ores pay per cubic meter adds yield perks ladder see skills battery add top medium bores mount size cycle reach notes tempered vein splitter cryo-tuned glacite seam cutter auric-tuned aurelium bore 165 void-tuned 110 voidstone xetite named variants standard turn wreck fields crown strongholds stranger places tradeable like module sells found never sold stations tier exodus-pattern epic 128 deepvein legendary 161 deepest penrose 118 crossing wandering singularity syndicate-issue rare merit store kheper syndicate 112 ships holds bulky half unit decides long stay big several haulers carry pair under nose want haul extension low makes hulls class slots fly delver prospector 450 hewer 800 quarrier dredge 000 turret mule hauler trading tradewind navigation piloting where money safe steady contested lawless rich pirates roam pilots may come bring friends escort least plan getting combat security automated run panel docks nearest unloads flies back again convenience veterans shortcut yields less account hours shared reset utc asks confirm you're still controls minutes hostile pirate closing"},{"c":"Mining and industry","s":"Ores","u":"/guide/mining-and-industry#ores","h":"","x":"Each ore has a Mining level to cut it and a Refining level to process it. Refining levels are gentler, so an ore you can mine you can almost always refine.…","w":"ore mining level cut refining process levels gentler mine almost always refine rarer ores worth far per unit grow dangerous parts cluster asteroid first rock rarest belt mixes core frontier regions carry own blends empty regrows after time shown rarity refines 100 yield where find ferrosite common ferrium secure contested belts min silvarite siliqon cobaltine cobaltium lawless glacite uncommon cryo isotopes pyrestone pyronite aurelium aurelite voidstone rare void matter xetite xetium novacite epic nova lattice motherlode clusters timer need training fill every refined both goes everything mid-game widest mix rocks few slow regrow miners work between grows spinal lances biggest hulls built moon moons hold deposits drilled rigs build extracting skill vanguard anyone wherever came see planets grayfall regolith ilmenite sand ilmenar cold-trap ice heavy water helium-3 fines rare-earth nodules earths impact glass meteoric iron-nickel iridium song crystal"},{"c":"Mining and industry","s":"Refining","u":"/guide/mining-and-industry#refining","h":"","x":"Refining turns raw ore into the refined materials that manufacturing uses. It is instant and works at every station: dock, open Industry, choose the Refinery…","w":"refining turns raw ore refined materials manufacturing uses instant works every station dock open industry choose refinery tab click refine next hangar batches units unload cargo first leftovers under full batch stay pilot training about output level adds careful perks add another point flawless brings 100 nothing lost assayer's eye synergy mining yield once both skills reach trains skill volume process never goes above fractions unit large sell metal buyers pay low lose share selling well climbs 90s usually wins need metals anyway build monolith departs accord trade hub factory floor pilots"},{"c":"Mining and industry","s":"Manufacturing","u":"/guide/mining-and-industry#manufacturing","h":"Components · Building ships","x":"Manufacturing turns refined materials into components, and components into modules, ammunition and ships. Like refining, it works at every station. Open…","w":"manufacturing turns refined materials components modules ammunition ships like refining works every station open industry choose blueprint need item's hangar docked ship's cargo blueprints reusable job does gather taken station's tab shows run needs many start runs 100 click jobs real time offline deliver done dock where ran products trains longer train level takes off times ten levels add slot veteran parallel batch production speeds slots speed shown share blueprint's listed clean feedstock few percent once almost module hull built six planetary well planet surfaces buy spaceports see harvesting parts component per plating ferrium cobaltium quantum processor siliqon aurelite rare earths power cell pyronite magmatic salts thruster assembly cryo isotopes min shield emitter void matter heavy water warp coil xetium guidance package lets build group examples small pulse mass driver missile launcher mining laser scrap reclaimer advanced field nanogel barrier charge overcharge stim medium seam cutter sensor jammer large siege horizon stabilizer helion beam flagship weapons spinal lance keelbreaker torpedo silo farreach cruise building hulls biggest game tier higher trade hubs license early capital big ones mountain largest take days construction longest before skills sparrow dartwing fairwind delver nightjar wayfarer palisade peregrine halberd hewer suture gleaner furrow bulwark mule quarrier carrion lifeline quiver longsight ironclad herald tradewind monolith colossus hegemon asterion nacre borealis ophion meridian behemoths too berth orbital stations hegemon's never sold twelve ark schematic fragments dropped world bosses crown warlords assemble worldship laid down keel charter single-use won secure space vanguard come finished store berths ship resting bay delivered make sells buyers pay below player-made goods cost sellers ask above profit comes selling pilots watch market items thin supply list little under price trading"},{"c":"Mining and industry","s":"Blueprints","u":"/guide/mining-and-industry#blueprints","h":"","x":"A blueprint is a reusable original: keep it and it builds as many runs as you have materials for. It is never consumed (except the few single-use charters that…","w":"blueprint reusable original keep builds many runs materials never consumed except few single-use charters say learned copied station markets trade hubs sell blueprints components small utility medium modules ammunition early hulls big capital license large weapons bigger garrisons foundries carry own specialties pilots market contracts like item stations buy back player buyer drops assembly exist finds beyond wandering singularity world bosses assembled relic fragments blueprint's tooltip shows industry level needs requirements before check along list spend investment pays vanguard items drill rig kits seismic beacons dark matter harnesses work charter active see"},{"c":"Mining and industry","s":"Ordnance: ammunition and missiles","u":"/guide/mining-and-industry#ordnance","h":"Launchers","x":"Energy weapons run on your battery, but mass drivers, coilguns, plasma lances and every launcher burn ammunition. Ammunition is cheap to make, made in big…","w":"energy weapons run battery mass drivers coilguns plasma lances every launcher burn ammunition cheap make made big batches always demand fight eats best first things build recipes makes batch materials per time industry level fired kinetic slugs 100 ferrium cobaltium driver coilgun rail repeater missiles pyronite siliqon missile siege seeker flares magmatic salts countermeasure micro-missiles swarm pod torpedoes breaker torpedo bay keelbreaker silo rack tube cells cryo isotopes lance hail rockets rocket cruise aurelite guidance package min farreach cluster bloomburst picket darts dart disruptor warheads quench thermal penetrator precision high-velocity ion-tipped tandem-charge plasma-core incendiary flechette terminal-guided sprint need refined metals add planetary material miner refinery supply themselves station sells basic three types blueprints trade hubs carry rest launchers built like module skill decides ones fit size fires hull plating quantum processor power cell void matter 160 300 140 xetium full target lock stopped point defense read combat before stock"},{"c":"Mining and industry","s":"Salvage","u":"/guide/mining-and-industry#salvage","h":"","x":"Every destroyed ship leaves a wreck. Besides the loot you can take from it, a wreck holds parts you can only recover with a salvage tool. Fit a Scrap…","w":"every destroyed ship leaves wreck besides loot take holds parts recover salvage tool fit scrap reclaimer target run cycle chance once succeeds drop tools size reach salvaging level mounts utility fixed turret rig bigger wrecks need pay larger hull salvaged tech gives often brings plating power cells sometimes quantum processor crown alloy carrion shipwrights comes hollow tiers tier length typical hulls light skirmishers outriders strike craft medium 120 gunships couriers dredges heavy 400 warships haulers capital ships line tenders flagships bonus class hold skills fly wayfarer pathfinder 260 exploration gleaner 900 piloting longsight 520 navigation adds perks add components rare processors twin recoveries odd exodus fleet databank spec industry component finds ruin reader helps crack sealed caches find fields sells station feed straight own manufacturing battle sites belts after pirate attack edges big fights best hunting grounds halberd trading fire raider close range fight behind salvager's harvest vanguard members send tugs automated expeditions deep drift reclamation skill see"},{"c":"Trading","s":"The market","u":"/guide/trading#market","h":"Prices at other stations · Station traders and player traders","x":"Dock and open Market. Each station (and each planetary spaceport) has its own order book: what you list here sells here, and what you buy lands in this…","w":"dock open market station planetary spaceport own order book list here sells buy lands station's hangar prices differ makes hauling pay browse lists items category ships modules ammunition materials components goods trade blueprints relics search sorting filters hull class slot size tick listed see just sale select item fact sheet stats requirements where found 7-day price history cheapest sellers best buyers dot next marks pilot's rest traders orders every cancel button window item's box stations under find nearest sell selected first quantity security system set route plots way press travel fly range shows low average high last days trades across reach haul buying seller selling buyer would leave per unit after tax trading know skill reaches further jump time points past still far level names buys perk shown dockside gossip away network jumps iii regional desk horizon player keeps backstop new pilot always ore those deliberately never deal ask premium reference value discount stock shallow refills hours pilots mine refine build undercut profit belt ores refined metals salvage basic small hubs carry widest faction home add large weapons bigger hulls archivists garrisons specialize combat foundries industry mining pirate hideouts contraband heavy guns faction's specialties little cheaper depth rise secure space guest can't until save account takes minutes skills ship"},{"c":"Trading","s":"Buying and selling","u":"/guide/trading#orders","h":"","x":"The trade box under the order book offers two ways to trade, and both work for buying and selling. Buy now / Sell now Trades instantly with the best order on…","w":"trade box under order book offers ways both work buying selling buy now sell trades instantly best takes cheapest sellers first fills buyers never need slot broker fee charged place posts own limit price whatever already matches once always better prices rest waits until someone resting uses pays choose source set station storage ship cargo shows many units quantity type click copy check totals see total volume sales tax trading level goods leave wait escrow collect buyer credits after straight wallet wherever holds full station's hangar orders filled oldest stay open days canceled expired refunds order's back refunded way edit cancel post new trains skill grows value actually changes hands steady real spamming tiny doesn't courier missions train too"},{"c":"Trading","s":"Fees and taxes","u":"/guide/trading#fees","h":"","x":"Two charges apply on the market, and both shrink as your Trading skill grows. They are the same for every pilot, members or not. Broker fee Charged when you…","w":"charges apply market both shrink trading skill grows every pilot members broker fee charged post order value part waits book least instant trades pay none sales tax deducted seller's proceeds sale station buyer buyers contract listing asking price 000 never refunded fees level maker's needs industry tiers start takes points off tycoon further makers sell own goods worth fills completely selling instantly buy now skips list sells keep 900 800 955 300 500 962 970 977 984 100 700 987 200 slots per minimum orders vanguard open contracts charter raises changes taxes prices"},{"c":"Trading","s":"Contracts and transfers","u":"/guide/trading#contracts","h":"Sending credits","x":"A contract is an item exchange between pilots, away from the order book: a bundle of items for a fixed price. Open Contracts at any station. Available here…","w":"contract item exchange between pilots away order book bundle items fixed price open contracts station available here public private ones made accept pay hangar new pick lines station's set gives add optional title optionally name pilot make everything listed anywhere cancel button wait escrow where buyer dock stations too travel fly stays days nobody accepts come back listing fee kept way sell whole fitted package trade blueprint friend hand clanmate stack materials sending credits another directly wallet send amount memo wallet's journal lists every credit came went sales purchases fees bounties mission rewards transfers safely check contract's before take-backs never real money ships share account both break terms service put risk see fair play"},{"c":"Trading","s":"Hauling and courier work","u":"/guide/trading#hauling","h":"Courier missions","x":"Prices differ between stations, and moving goods from where they are cheap to where they are dear is honest work. Look for the gap: an item a foundry makes and…","w":"prices differ between stations moving goods where cheap dear honest work look gap item foundry makes trade hub imports ore lawless belt sold core consumer carried frontier outposts reference value game's economy balanced around station sit higher good imported lower made volume per notes food rations industrial machinery 700 175 medical supplies 240 electronics 320 luxury 900 dusk resin 600 200 contraband secure space cubic meter decides full hold worth pack least accord marshals scan carry own risk planetary spaceports sell world produces often far cheaper orbit haulers hull class skills fly role peregrine hauler 400 trading colony courier salvage utility defensive guns mule 000 open truss spine chin mounts mining lasers tradewind navigation piloting heavy container twice mule's stack turrets pair salvagers long under way speed armor huge missions job board every offers crates deliver few jumps away easiest learn hauling accept appear hangar collateral goods' leaves wallet named station's claim mission back plus reward grows number three days five active once lose train targets prize plot safest route map avoid lingering gates contested consider bond ship covered"},{"c":"Trading","s":"Vanguard items","u":"/guide/trading#vanguard-items","h":"","x":"A few items belong to the Vanguard Charter's members-only activities. They carry a Vanguard tag in the market, in tooltips and in contracts, and they follow…","w":"few items belong vanguard charter's members-only activities carry tag market tooltips contracts follow simple rule change hands between charter members hulls packaged ships astrolabe driftcomber retainer writs hire warship number hours extracting gear burrow rig kit auger core bore tidal seismic beacon dark matter harness iii blueprints these pilot active buy list sell receive contract gift sale completes both sides hold lapses keep every item nothing deleted just can't send until renew lapse open orders canceled escrow back wallet listings station hangar holding private made return sellers message explaining happened everything else including aether vouchers trades freely pilots read about economy"},{"c":"Trading","s":"Trading tips","u":"/guide/trading#tips","h":"","x":"Start with what you make. Ore you mined, metal you refined and ammunition you built cost you time, not credits. List them a little under the cheapest seller…","w":"start make ore mined metal refined ammunition built cost time credits list little under cheapest seller let sell play read price history spike look 7-day chart before post order far usual range undercut lot being small margin enough book fills best first buy orders patience now speed above bid often within hours costs less ask mind fees thin margins low trading broker fee plus tax take few percent every sale check totals line trade spreads instantly spread tight buyer close skips frees slot haul dense full hold cheap bulky goods may worth corner luxury train early perks add slots reach show prices further jump cuts thousands sales build what's missing items sellers station station's own pricey stock open invitation manufacturer see manufacturing keep eye expire after days repriced competitor left yours behind mining industry skills synergies vanguard economy aether money moves"},{"c":"Skills","s":"How skills work","u":"/guide/skills#how-skills-work","h":"","x":"Every skill trains by doing it. There is nothing to buy and nothing to schedule: XP lands the moment you act, whether you are online for ten minutes or ten…","w":"every skill trains doing nothing buy schedule lands moment act whether online ten minutes hours pilot earns rates levels level gives small permanent bonus activity mining yield turret damage lower market tax unlock things ores refining recipes blueprint tiers modules hulls colony buildings sites need skills window shows next perks add named bonuses along ladder capstone near top synergies switch train related together honors put mastery hull see past counts toward 120 open station's services lists group progress skill's page full toast tells whenever level-up unlocks something listing bars play enjoy because fastest way well rarer pay bigger wrecks salvaging longer manufacturing jobs industry grinding dislike never required"},{"c":"Skills","s":"Levels and the XP curve","u":"/guide/skills#levels","h":"","x":"Skills share one curve: each level needs about 10% more XP than the last. Early levels come fast, and the last few take as long as everything before them:…","w":"skills share curve level needs about last early levels come fast few take long everything before roughly halfway point needed reach total 00064 388 003 154 0089 470 034 842 363 224 101 333 273 742 737 627 210 421 986 068 258 594 346 332 517 253 771 558 431 100 keeps counting after further step mastery 120 don't add bonuses show skill count ranking earn top honors past times 391 160 105 611 006 110 661 115 555 443 104 167"},{"c":"Skills","s":"Every skill","u":"/guide/skills#skill-list","h":"Vanguard skills","x":"The Skills window sorts skills into three groups: Combat, Industry and Social. Here is each one, how it trains and the bonus each level gives. The core skills…","w":"skills window sorts three groups combat industry social here trains bonus level gives core skill group piloting fly under own power outside warp take part kills maneuvering hard fastest speed agility per racing flying circuit checkpoint rings against clock grid port always fills pilots hired hands trained finishing races winning lap pace podium odds across ladder rookie circuits first race championship hunting task bounty master office garrisons pirate bases destroy crown ships names every kill bigger hulls finished pays points pay rate cutthroats dreadlords world bosses gunnery land hits lasers mass drivers pirates train cap turret gun damage missiles missile rocket torpedo locked target shoot incoming down picket darts defense survive dealt tanking regenerator running classic way shield armor hull engineering run barrier regenerators nanite arrays jammers remote repairers actually repair act battery capacity charge navigation between celestials jump through gates mining cut asteroid ore rarer ores load mine automatically keeps cutting yield harvesting onboard collector surface resources harvest refining refine materials station refinery start manufacturing jobs blueprints longer time salvaging scrap reclaimer wrecks until recovers salvage chance trading buy sell player market steady trader order spam doesn't broker fee sales tax exploration scan systems deep scanner worlds spaceports crack derelict caches strength leadership broadcast doctrine reach clanmates fight alongside others fleet bonuses colonization found build planetary colonies collect taxes colony levels upkeep trading's exact cuts fees vanguard members' content holders charter add activities never work inside activity count toward total pilot overall ranking achievement hiscore board marked lapses keep point members flotilla contracted delivers you're offline crews crew wages flotillas reclamation send tugs drift expeditions expedition hour haul xenobiology plant alien crops greenhouse bays plots crop blight greenhouses extracting survey moons seismic beacons drill rigs deposits beside unit collected rig built deeper heavier output cartography file charts stars belts signals faction offices harder targets charting captaincy command retainer wings online they're deal forces retainers moon"},{"c":"Skills","s":"Perks","u":"/guide/skills#perks","h":"","x":"Perks are the named rungs on a skill's ladder: 145 in all. Each one is small (a few percent, an extra slot, a few seconds) and each does something real in…","w":"perks named rungs skill's ladder 145 small few percent extra slot seconds does something real play switch themselves reach level stack per-level bonus piloting perk boost recovery reserve refills faster burst strafe lateral vertical thrust sharper sidesteps dodges another extended burn burns last longer ace reflexes pitch yaw roll rates racing green flag lap pace better rookie circuits open first race circuit license courses stormglass run crown gauntlet deep sprint late apex champion's entry exodus championship opens braking slipstream lines seamless shifts podium eye prize rolls often pit craft track memory photo finish grand prix master hunting quick quarry packs arrive sooner after falls bounty tasks ledger points every task blacklist block list trophy sense rare finds turn iii hunter on-task kill ten counts twice toward gunnery draw discipline energy weapons less battery charge per shot steady tracking turret ammunition economy guns keep round shots missiles rocket drills pods reload hardened casings point defense flak picket darts likely stop torpedo rigging warheads deal damage drill likelier missile launcher launchers ion seekers disruptor ion-tipped drain long cruise fly farther guidance tuning munitions launches don't dense payload cluster bomblets total yield harder precision bloom tighter targets salvo shield shields regenerate braced hull frames dry-dock contracts station repairs cost bulwark armor engineering efficient cycling cycled modules overdrive thrusters repair efficiency boosters repairers restore mastery rate navigation align line warp speed gate post-jump grace period holds space frontier regions ancient ruins echo lane lore drop-out warps asteroid belts scanned sites drop half usual distance star navigator quicker mining cutting lasers seam reading voidstone xetite novacite cuts ore laser cycle strikes rich vein double harvesting collector cycles sampling twelve brings batch resource world pockets bring haul harvest worlds contested lawless refining careful flawless reaches 100 nothing lost industry production jobs runs shipwright manufacturing salvaging grapple salvage chance component components quantum processors again relic heavy capital wrecks sometimes hold fleet databank twin recoveries scrap reclaimer hauls trading dockside gossip see market prices jump order book slots price network jumps contract broker relations listing fees lower regional desk tycoon sales tax further trade horizon exploration seal cracking breaker success derelict caches strongbox appraisal cracked cache pathfinder's leadership doctrine broadcasts sustained effects arrays commander stronger colonization planner colony construction finishes flotilla vanguard crews cutter work flotillas tight formation escorts fight crew wages reclamation reinforced tugs expedition hazards expeditions driftwarden's fifth tug extracting bits rigs seismic beacons map deposits fuel fewer fusion cartridges hoppers rig before tamper lock siphons take quarter prospector's beacon maps deposit moon driller cartography surveying charts storm fronts megastructures time charting swift survey surveyor captaincy seasoned wings muster morale retainers quartermaster retainer close paymaster hazard pay costs agent share hour veteran iron never break whatever xenobiology made unlocks listed below"},{"c":"Skills","s":"Capstones and honors","u":"/guide/skills#capstones","h":"Vanguard skill capstones","x":"The top of each ladder carries its biggest rewards: a capstone perk near the top, and at level 99 a set of hull markings that every pilot in space can see.…","w":"top ladder carries biggest rewards capstone perk near level set hull markings every pilot space see core skill's honors skill insignia title piloting ace reflexes pitch yaw roll rates winged chevron racing grand prix master podium prize rolls often checkered roundel champion hunting apex hunter on-task kill ten counts twice toward task bounty tasks marked reticle hunt gunnery steady tracking another turret gunsight gunmaster missiles salvo damage launcher comet lance warhead savant defense bulwark shield armor arcs ironside engineering charge mastery battery rate reactor cog chief engineer navigation star navigator warp speed quicker align compass mining ore sense laser cycle strikes rich vein cuts double pick miner harvesting collector cycles bring haul sheaf harvester refining flawless yield reaches 100 nothing lost crucible alchemist industry shipwright manufacturing slot batch jobs finish sooner anvil salvaging reclaimer salvage chance twin recoveries hauls grapple scrap baron trading trade horizon market prices jumps balance tycoon exploration pathfinder's eye seal breaker success extra databank ringed world pathfinder leadership commander doctrine broadcasts stronger command colonization planner colony construction finishes dome pennon worldshaper paints both flanks rack service ribbons ribbon flown colors choose 99s fly leads flank panel honor stripe color runs along holo-pennant streams mast strobes take tint contrail makes ion trail burn transcendent 120 adds gold gilt rim earns paragon filigree gilded drive plume constellation light orbiting golden arrival flourish plus luminary second platinum ring stars elements show hide much pilots' graphics setting vanguard capstones skills perks work inside own activity titles achievements belong train flotilla crew wages lower flotillas reclamation driftwarden's fleet fifth tug extracting driller rig rigs cartography surveyor charts less time charting captaincy iron discipline wings hazard pay never break whatever morale retainers"},{"c":"Skills","s":"Synergies","u":"/guide/skills#synergies","h":"","x":"A synergy is a small named bonus that switches on when you have trained both of two related skills: the miner who refines, the gunner who manages the battery.…","w":"synergy small named bonus switches trained both related skills miner refines gunner manages battery four tiers active above lower decides tier synergies between core effect top where assayer's eye mining refining yield still 100 refinery clean feedstock industry manufacturing jobs finish sooner scrap spec salvaging chance salvage brings components space ruin reader exploration seal breaker success sealed derelict caches wreck fields ordnance workshop missiles missile launcher munition run ammunition batch maker's market trading sales tax points slipstream school racing piloting lap pace ports pit craft engineering podium prize rolls bloodhound hunting rare finds turn often bounty tasks marked prey gunnery every task offices homestead stores harvesting colonization colonies' farms grow food colonies civic command leadership colony upkeep wayfinder's stride navigation warp speed lines line faster flight computer fly magazine launchers reload fire control lore point defense less likely stop cool barrels energy weapons draw charge per shot layered grid shields regenerate vanguard skill act inside skill's activity convoy flotilla escorts fight harder flotillas sense reclamation tugs haul expedition deep drift expeditions green thumb xenobiology crops plant greenhouse bays rallying banner captaincy retainers deal damage wingmate's take field notes cartography charts time charting sampling extracting drill rigs bring moons part least partner window shows synergy's far next step"},{"c":"Skills","s":"Unlocks by skill","u":"/guide/skills#unlocks","h":"","x":"Here is everything each skill opens up besides its perks: ores and resources, refining recipes, blueprint tiers, modules and named gear, hulls, sites, colony…","w":"here everything skill opens besides perks ores resources refining recipes blueprint tiers modules named gear hulls sites colony buildings crews level honors requirements show item tooltips market requires mining piloting unlocks kind unlock notes hull furrow needs harvesting gleaner salvaging palisade gunnery dartwing nightjar missiles tradewind trading navigation quiver rare crown-forged bulwark carrion module overdrive thruster epic exodus-pattern legendary exotic asterion leadership defense borealis engineering nacre ophion ace contrail ion trail burns winged chevron colors shown honor stripe mastery insignia pilot title fly holo-pennant meridian tellurion racing fairwind grand prix champion checkered roundel hunting bounty work crown cutthroats tasks raiders hunter's recall 150 points office shades master odo varga tier reavers long contracts 100 licensed rate head prices contract purses butchers hesper kade menders frontier regions lawless space seasoned ravagers sorrel dask warlords commanders elite 250 corvane ash dreadlords crownbane apex crownbreaker 400 world bosses hunt marked reticle rail repeater arc projector disruptor helion beam halberd coilgun flak battery mass driver pulse emitter herald plasma lance ironclad bastion monolith colossus hegemon spinal tidal shear array gunmaster gunsight hail rocket pod swarm blueprints seeker guidance manufacture picket dart rack darts thermal penetrator precision high-velocity warhead primer rig missile launcher warheads dominion-issue quench magazine autoloader torpedo terminal computer breaker bay ghost echo torpedoes tandem-charge plasma-core tube siege cruise terminal-guided sprint farreach bloomburst cluster keelbreaker silo savant comet kiln ceramic ablator suture barrier wellspring blastbreak weave heatsink impact nanite surge thornback ram plating heavy ablative amplifier lifeline tri-phase keepwall slab ironside arcs signature shroud fast-charge regulator sensor jammer flashcell tile armor regenerator wideband prism lattice chief engineer reactor cog longsight exploration star navigator compass assist auto-mining keeps cutting moves next valid rock until hold full ore ferrosite silvarite delver tempered laser cobaltine hewer vein splitter cryo-tuned glacite quarrier seam cutter pyrestone aurelium auric-tuned bore void-tuned voidstone xetite novacite motherlode clusters belts automated runs docks unloads hangar returns belt yield day miner pick resource bio-organics water earths regolith auger magmatic salts deep harvester sheaf cobaltium ferrium grayfall siliqon cryo isotopes ilmenite sand ilmenar cold-trap ice pyronite aurelite helium-3 fines rare-earth nodules void matter glass xetium meteoric iron-nickel iridium core song crystal nova alchemist crucible industry components ammunition quantum processor power cell assembly shield small scrap reclaimer sparrow wayfarer peregrine advanced warp coil field nanogel charge overcharge stim allowance manufacturing slot job running time medium mule large horizon stabilizer flagship weapons shipwright anvil wrecks light skirmishers outriders strike craft gunships couriers dredges driftcomber reclamation salvage warships haulers capital ships line tenders flagships baron grapple bulk frame tycoon balance hidden resolved scanner astrolabe cartography seal survey pathfinder ringed commander command colonization outpost colonies medical center research campus settlement grid spaceport per construction crew service landmark under atmosphere charter found exodus monument township climate biodome city beacon tower metropolis orbital elevator worldshaper dome pennon flotilla vanguard berth ship role escort hauler ember shallows drift expeditions lumen shoals tinker's tug expedition breaker's verge pulsar wake sunken armada ark graveyard veiled rearguard xenobiology moss crop plots greenhouse brinecap kelp plot hollow gourd seasonal fitting tray racks tidesilk fern emberroot frostcap shoots frost lantern control crops planted blight less often mendleaf salvemoss hybrid starglass lotus bloomtide blossom glasswing orchid full-spectrum lamps grow faster aureate coral duskbloom bays pulsebloom emberglass misting within bonus cap voidvine novaheart lily nightshade crownroot bonsai extracting burrow drill output hopper deposits flat nodule bed drills seams strewnfield contested moons iron surveys gate lane nebula spectra charting log recovery corona ruin signal trace members-only site past system's outermost uncharted anomaly storm front timing pays secure fee megastructure magnetar captaincy retainers muster point retainer wing five need skills column lists"},{"c":"Skills","s":"Pilot level and total level","u":"/guide/skills#pilot-level","h":"","x":"Your total level adds up your levels in the core skills (17 of them), from 17 to 1,683. Your pilot level, shown next to your name, turns that into a number…","w":"total level adds levels core skills 683 pilot shown next name turns number average skill vanguard count toward neither achievement 100 300 rising star 500 800 veteran 000 200 living legend paragon pilots see first content asks senior bounty masters example deal experienced hull bond premiums fall rises ships bonds overall ranking every own top public leaderboards in-game rankings show boards mastery included"},{"c":"Skills","s":"Skill Tomes","u":"/guide/skills#skill-tome","h":"","x":"A Skill Tome is a rare data crystal worth 5,000 XP in a core skill of your choice. Use it from your station hangar or docked cargo and pick the skill. They are…","w":"skill tome rare data crystal worth 000 core choice station hangar docked cargo pick finds world bosses strongholds rifts iv-v lawless elites bound pilot found never traded listed dropped store sells vanguard skills train own activity can't big push low levels nudge high ones early find slow"},{"c":"Planets and colonies","s":"Planets and atmospheres","u":"/guide/planets-and-colonies#planets","h":"Flying in an atmosphere · Planetary spaceports","x":"Worlds come in nine types. All of them except gas giants have solid ground you can land on, and each type has its own gravity, sky, terrain and resources.…","w":"worlds come nine types except gas giants solid ground land type own gravity sky terrain resources planets stay where map world find today place tomorrow colony habitability shows new starts far terraforming take landable atmosphere surface temperate yes moderate bio-organics heavy water 100 ocean thick jungle rare earths desert thin glacial volcanic magmatic salts barren none toxic giant orbit colonies ship flying low rolling planet's under open every full planet fly down explore air slows heats hull fast through watch heating warning hud let climb too high taking damage can't warp inside back space first align usual nothing slow heat way landed moons though see planetary spaceports many runs market trades goods organics minerals often cheaper touching spaceport pad docks just like station markets trading works bought cheaply worth hauling orbital trade hub compare prices before lift off"},{"c":"Planets and colonies","s":"Landing and takeoff","u":"/guide/planets-and-colonies#landing","h":"Landing by hand · Hulls that can't land","x":"Landing is mostly automatic. Warp to a landable planet and you drop out about 70 km above the surface. Within 75 km of the ground the Landing controls card…","w":"landing mostly automatic warp landable planet drop about above surface within ground controls card appears click brings down world pick tactical list system map favorites gas giants can't landed open once shows own press land here ship brakes levels along horizon descends safe speed through air touch assist sets spaceport pad dock time cancel take back off again orbit climb straight arrival height ready desktop takeoff ease during manual lift manually screens stop lift-off buttons full control layouts hand yourself cut throttle touchdown happens below come slowly level after view colony sites opens planet's colonization options scout plateaus hulls simply too big behemoths worldships stay planetary pads never moon moor outside orbital stations instead docking inside see classes orbit-only hull class asterion behemoth nacre borealis ophion meridian tellurion worldship fleet ships holding position high curve largest leave"},{"c":"Planets and colonies","s":"Planetary harvesting","u":"/guide/planets-and-colonies#harvesting","h":"Harvest tools and the Furrow","x":"Every ship carries a small onboard collector, so you don't need any module to start gathering. Land on a world, then choose Gather in the landing controls (or…","w":"every ship carries small onboard collector don't need module start gathering land world choose gather landing controls collect water heavy fills hold few seconds trains harvesting skill until stop full planetary resources cycle takes before perks yields harvest tools fitted resource needs found per level hour bio-organics temperate ocean jungle 200 glacial rare earths desert volcanic barren toxic 400 magmatic salts window lists material worlds travel nearest button worth unit higher levels pay off quickly furrow augers fit low slots raise regolith auger deep array dedicated harvester prospector yield four hull bonuses multiply together three times base tuning cycles run faster sampling twelve brings batch another holds rich pockets bring double haul frontier contested lawless space iii master synergies tie colonization homestead stores makes colonies' farms grow food civic command leadership trims colony upkeep see exactly growing own unload straight depot"},{"c":"Planets and colonies","s":"Founding a colony","u":"/guide/planets-and-colonies#colonies","h":"How many colonies you can hold · Training Colonization · Selling, gifting and abandoning","x":"Colonies are a city builder inside the game. Every landable world has 8 surveyed plateaus. Claim one, zone districts, add services and landmarks, and your…","w":"colonies city builder inside game every landable world surveyed plateaus claim zone districts add services landmarks colonists build rest fly population pays taxes colony treasury collect night towers streets lit across flat plateau grown system visible everyone flies past open menu found skills window travel nearest button settle pick choose planet current wizard shows starting habitability whether first live under dome site sites pilots already hold show owner name sign charter give letters digits spaces pay 000 must orbit docked stations part fee seeds new cover running costs days start outpost command hub center ring ground around many colonization skill sets charters may construction crews pilot right away slots level vanguard members allows further smaller share extra adds breadth raw income see training founding building growth milestones collecting train visiting pilots' trains too land someone else's once day little exploration helping defend someone's raid selling gifting abandoning exchange tab lets buy developed another list own settings publicly named buyer transfer minimum 250 needs free slot charter's offers expire after editing cancels offer always stays releases depot lost type colony's confirm can't hour"},{"c":"Planets and colonies","s":"Zones, supplies and growth","u":"/guide/planets-and-colonies#colony-growth","h":"Zoning · The depot · What limits density","x":"A colony is a 24 by 24 grid of 64 m tiles on its plateau. Open your colony and use the Build tab to place things, the Depot tab for supplies and the Overview…","w":"colony grid tiles plateau open build tab place things depot supplies overview numbers time clearing tile costs 500 zoning don't homes shops zone colonists themselves whenever demand district densifies level every step takes construction habitat follow jobs happiness land value parks forests lakes nearby raise heavy industry next door lowers nobody builds towers beside smelter workshops factories lots pollution commerce offices plus boost tax income agriculture greenhouses vertical farms feed without local food eat expensive imports shows upkeep levels provides power water per hour 320 400 200 000 220 800 600 160 700 900 districts grow ordinary market goods ferrium siliqon hull plating cells something runs growth stalls waiting along few steps need fly down colony's unload cargo straight load ship freight dock station system send items between station's hangar minimum 100 vanguard can't stored limits density charter outpost grows upgrade allows taller ones see charters taxes habitability domed low terraforming real shortage stops densifying until fix skyline rise downtown near hub mid-rises further low-rise suburbs edge high lifts higher keep balance too unemployment drags fill"},{"c":"Planets and colonies","s":"Services and landmarks","u":"/guide/planets-and-colonies#colony-buildings","h":"Landscaping","x":"Services keep the lights on and the colonists healthy. Landmarks are big, slow projects that add happiness and prestige. Each costs credits up front, takes…","w":"services keep lights colonists healthy landmarks big slow projects add happiness prestige costs credits front takes supplies depot needs colonization level charter running cost every hour once finished base build times shortens about master planner perk off another building time upkeep per max fusion plant 000 160 pyronite power cell cobaltium outpost water reclamation 200 ferrium heavy min research campus quantum processor aurelite settlement medical center siliqon defense grid shield emitter hull plating colony spaceport 150 thruster assembly cryo isotopes 120 atmosphere 250 magmatic salts climate regulator 180 100 beacon tower void matter city 300 grand biodome 800 bio-organics 400 township orbital elevator xetium warp coil metropolis 600 exodus monument built construction crews project crew come levels parks forests lakes plazas separate landscaping planting never blocks tile feature does park meadows paths few trees raises nearby habitat value forest stand saplings mature day cleans air adds habitability lake glacite excavate basin flood melted ice cools makes prime waterfront plaza paved square fountains market stalls little land green space matters lift raise homes around help pollution check"},{"c":"Planets and colonies","s":"Terraforming and habitability","u":"/guide/planets-and-colonies#terraforming","h":"Raising habitability","x":"Habitability is how livable your world is. Temperate, Ocean and Jungle worlds start almost perfect. Harsh worlds start below 50%, so the first colonists live…","w":"habitability livable world temperate ocean jungle worlds start almost perfect harsh below first colonists live under dome costs extra upkeep less happy districts stay low grow level still domed comes down colony grows open air reach raising atmosphere processors climate regulators raise every day further kind adds little before mature forests lakes grand biodome add smaller nature bonus top type ceiling can't past shown table starting terraforming last column assumes processor regulator running starts lifts after 100 desert yes about glacial days volcanic barren toxic milestones reward breath garden reaches prestige rises far lifted advances look keeps hours tended idles until come back check couple during long push"},{"c":"Planets and colonies","s":"Charters, taxes and upkeep","u":"/guide/planets-and-colonies#colony-money","h":"Charter upgrades · Taxes · Upkeep and happiness · Research","x":"Colonies run in 10-minute cycles. Every cycle, people move in or out toward the housing on offer, districts grow, research accrues and taxes flow into the…","w":"colonies run 10-minute cycles every cycle people move toward housing offer districts grow research accrues taxes flow treasury upkeep flows charter upgrades upgrading surveys land around hub allows taller step needs colonization level credits supplies depot colony charters cost buildable tiles tallest outpost 000 none settlement 750 500 ferrium hull plating power cell township 200 cobaltium quantum processor 180 city shield emitter 300 metropolis 260 void matter 420 100 warp coil 468 income grows population happiness employment commerce spaceport orbital elevator trade technology add choose tax rate low less happier colonists normal default balance high clear penalty press collect wallet holds hours never room anything earned past lost least once day buildings hour can't cover services cut back drops overview tab breaks down parts healthcare security nature open space landmarks amenities pollution unemployment water food shortages life under dome clanmates' planet settle world together clan clanmate's makes little campuses produce points spend technologies effect vertical farming farms fusion tuning 400 plants deliver smart grid 600 genetic forestry 900 forests mature twice fast count value weather control storm damage milestones quarter million half souls first breath comes garden inland sea lakes landmark rankings lists cluster's prestigious prestige terraforming visitors"},{"c":"Planets and colonies","s":"Events and raids","u":"/guide/planets-and-colonies#raids","h":"Hollow Crown raids","x":"Now and then something happens to your colony. The colony's event history shows each one. Storms Each world type has its own weather: dust storms, blizzards,…","w":"now something happens colony colony's event history shows storms world type own weather dust blizzards monsoons acid rain ash falls storm lowers happiness few hours wreck district rebuilds climate regulators control technology soften barren worlds meteor shower defense grid shoots down every fragment discoveries surveyors find ruins research points cache resources depot campuses make common richer trade booms tax income rises likely plenty commerce festivals colonists celebrate parks plazas boost immigrants wave settlers arrives spare housing epidemics large colonies without enough healthcare suffer epidemic medical centers prevent hollow crown raids once settlement bigger pirates take interest treasury far frequent contested lawless space secure come forms live pilots system strike group arrive circle low everyone alerted minutes shoot raiders larger rougher bring heavier nobody around settled background grids drives off loses part may lose beat raid rallies pilot stayed fight owner splits thank-you 000 earns colonization fail loot best empty collect taxes often build reach ask clan watch pirate fights covered npc enemies"},{"c":"Planets and colonies","s":"The Greenhouse (Xenobiology)","u":"/guide/planets-and-colonies#greenhouse","h":"Blight · Bigger harvests","x":"Vanguard skill Xenobiology and Greenhouse Bays are part of the Vanguard Charter. Like the other Vanguard skills, it doesn't count toward your total level,…","w":"vanguard skill xenobiology greenhouse bays part charter like skills doesn't count toward total level pilot overall ranking ends keep crops see what's included every station members' bay open menu tab station's service docked buy strain's seed stock plant bio-organics hangar grows real time through four stages even you're offline come back harvest person crop goes strains strain yield thrives above notes lumen moss 300 temperate jungle brinecap kelp 800 food rations ocean hollow gourd 116 festival tidesilk fern 200 110 heavy water glacial reach lantern veil emberroot 000 magmatic salts volcanic desert frostcap shoots cryo isotopes frost 500 medical supplies mendleaf salvemoss hybrid starglass lotus 175 220 rare earths barren glasswing orchid luxury goods bloomtide blossom aureate coral 100 aurelite duskbloom dusk resin toxic lawless pulsebloom xetium gas giant emberglass voidvine void matter novaheart lily nova lattice nightshade crown crownroot bonsai contraband accord marshals scan secure space law security seasonal sold runs growing afterwards seasons unlocks once harvested both parents blight strike between growth diagnose treat before next stage either right material paying bay's agronomist untreated cuts would been three blights wither kinds leaf rust orange pustules leaves root mites wilting roots spore bloom mold drifting spores compost doubles medium halves chance keeper costs price prevents entirely raises yields lowers little bigger harvests orbits world run colony system together fittings bonus capped plots fitting install across per bought order plus materials needs credits effect tray racks 120 plot climate control 400 planted here less often full-spectrum lamps grow faster misting array within cap long sign off night short ones playing contract worth expensive can't check"},{"c":"Planets and colonies","s":"Moons","u":"/guide/planets-and-colonies#moons","h":"Flying to and landing on a moon","x":"Many planets have moons: small, airless bodies that really orbit their world. Gas giants always have at least two. Moons are named after their planet with a…","w":"many planets moons small airless bodies really orbit world gas giants always least named after planet letter world's first moon you'll find tactical list alongside destinations irregular moonlets lumpy potato-shaped few kilometers across giant crater grooves rounder radius around large worlds dark plains old craters make-up basaltic dusty silicate carbon-rich icy iron-rich sets colors deposits tends hold flying landing warp like destination game aims where arrive drop several above highest ground close fly frame hover land park body racing without being dragged along gravity low air descents gentle nothing heats hull here works just take off climbs back drop-out height outermost captured steep even backward slowly tumbling anyone drilling vanguard skill extracting below almanac's tab explains rigs glance"},{"c":"Planets and colonies","s":"Extracting moon deposits","u":"/guide/planets-and-colonies#extracting","h":"Limits · Siphons · Dark Matter pockets","x":"Vanguard skill Extracting is a Vanguard Charter skill. It counts toward no total level, pilot level or Overall ranking, and its perks only affect rigs. If your…","w":"vanguard skill extracting charter counts toward total level pilot overall ranking perks affect rigs lapses keep every rig hopper pause charter's end restart renew moon ores themselves ordinary goods anyone trade refine open menu loop survey build run collect buy seismic beacon 000 hub land plant maps deposits around alone within 350 flat spot inside mapped deposit kit hold building pays permit secure space contested nothing lawless works own burning fusion cartridges until fuel runs fills refuel beside empty load comes unit collected pack move unburned come back stocks burrow heavier kits largest foundries manufacturing see moon's first grayfall field new driller always somewhere start richer deep seams need core bore tidal ore lightest security bands regolith ilmenite sand cold-trap ice helium-3 fines auger rare-earth nodule bed nodules impact glass strewnfield meteoric iron seam iron-nickel song vein crystal large moons needs output holds tank per hour yes limits counting everyone's office caps value account may day daily manifest slots across 233 324 454 584 740 935 130 325 390 siphons can't destroyed pilots tap rig's means landing nearby holding still seconds takes share tapped once few hours clanmates marks thief criminal minutes seals steady bits bring reading beacons map farther discipline burn fewer hoppers before stop tamper lock take quarter less another prospector's eye master dark matter pockets work pitch-black knots hanging off plane system ringed shimmering fringe appear tactical list position near harness cycle burns containment cells draws pocket's shared reserve sometimes turns something pocket had swallowed harnesses iii fights makes stable surges drain shields push too far collapses ending damaging hull draw scavengers finds count against where nobody levels clan watch refining covered"},{"c":"Exploration","s":"Scanning: how you find things","u":"/guide/exploration#scanning","h":"Faint signals and your Exploration level · Finding the right system","x":"Some things in a system are on your Tactical list the moment you arrive: stations, worlds, belts, gates and the visible sites. Others are hidden. They don't…","w":"things system tactical list moment arrive stations worlds belts gates visible sites others hidden don't appear markers space until resolve scanner every new pilot's starter hangar includes deep mid-slot module fit undock switch like active number keys toggle modules cycle finishes sweeps whole once wherever put mid slot see fitting costs little battery fits alongside combat mining loadout activate turn bar short later you'll toast scan complete signatures resolved hear discovery chime check now under celestials filter star-shaped site icon warp select press just destination faint signals exploration level deeper need trained eye finds can't yet tells signal too weak along low-level anyone higher levels training scanning trains skill pays resolves easiest skills raise leave ship run scanners requires does none scans anomalies planetary resource deposits bounty hunting pinpoints task's targets anywhere survey array fast-cycling half time again remembered stay jump back fresh double duty world's surface surveys harvesting finding right window travel nearest button unlocks including plots gate route routes phenomena singularities own nav icons quick look holds galaxy map shows security landmarks frontier systems wandering singularity star anything want come favorites pathfinder flying through hulls built work fast room seal breaker"},{"c":"Exploration","s":"Anomalies: what's out there","u":"/guide/exploration#anomalies","h":"","x":"In XETODUS, \"anomaly\" and \"site\" mean the same thing: a place in a system worth warping to that isn't a station, world, belt or gate. Each has a level from 1…","w":"xetodus anomaly site mean thing place system worth warping isn't station world belt gate level sets dangerous rewarding crown hideout pirate staging point combat sites held hollow pirates sometimes visible hidden waves arrive see running exodus wreck field drifting ruin ark ringed sealed derelict caches always where relics come rich ore pocket frontier regions tight cluster best ores security band offers convoy string wrecked haulers salvage little cargo free loot ion storm cell charged rocks mid-grade inside periodically discharges nearby ships biting shields scrambling target locks many holds depends secure systems levels contested lawless set own mix lean toward pockets convoys places show tactical space covered chapters belts mining wrecks crown's bosses raids missions events marshal patrols full pilots may looking too read before deep"},{"c":"Exploration","s":"Running sites","u":"/guide/exploration#sites","h":"Site levels · Combat sites · Crown strongholds · Exploration sites of the frontier","x":"Site levels Site levels in the core cluster Frontier regions use their own level ranges. The wave count is the one shown in the in-game wave notices. Level…","w":"site levels core cluster frontier regions own level ranges wave count shown in-game notices found combat waves resolve hidden secure contested lawless exploration sites warp wakes incoming last brings commander clear announces cleared fills again after higher mean tougher ships better loot start space pirate wrecks worth looting salvaging way see salvage bring friends fleet shares work danger every angers crown wrath peaks sends world boss bosses strongholds clearing turn intelligence named holding stronghold somewhere system everyone told appears tactical list minutes before pulls destroy wreck may point next higher-level longer chains full chain ends warlord whose hold rare gear relics insignia rich ore pockets fill rocks arrive don't regrow once cut pocket refills later fresh layout mining ship skill band's best ores derelict convoys appear drift away return holds first ion storm cells pay risk charged rock discharge bites shields scrambles lock few seconds keep topped mine short bursts"},{"c":"Exploration","s":"The frontier regions","u":"/guide/exploration#frontier","h":"Ancient Gate Ruins: a lane echo for everyone","x":"Beyond the original cluster lie the frontier regions: 22 regions and 678 systems joined to the core through a few conduit gates. 15 are open to everyone; 7 are…","w":"beyond original cluster lie frontier regions 678 systems joined core through few conduit gates open everyone vanguard members' visible map entered charter holders where exploration interesting besides combat sites wreck fields hold hidden ore pockets convoys storm cells above plus phenomena pulsars magnetars nebulae landmarks warp admire cartography chart pay galaxy surrounded ring lists system's phenomenon nebula survey point knot glowing gas off system plane offices spectra derelict exodus beacon navigation buoy fleet left behind still whispering last position fix pulsar husk spinning dead star sweeping beams across every second magnetar flare collapsed wrapped strongest magnetic field keep distance uncharted signal something charts don't explain shimmer dark bends light around ancient gate ruin broken jump older close nav computer picks echo lanes once ran ion front wall charged crawling lit inside lightning sensors hate megastructure hull plating tens kilometers nobody knows built was ruins lane need membership profit within old after short wait pays week drifting space itself region verdant cinder marches gloaming reach members lantern veil sunward shelf stormglass rift ossuary deep halcyon choir thunderhead prism strand hearthward weald silverbough cradle gildwater sound squall line hushfall vesper reliquary rustwater tangle emberwrack barrens anvilmoor fells starwell hollows tidewrack shoals charting targets drift greenhouse biomes add variety convenience never better hourly rate see"},{"c":"Exploration","s":"Cartography","u":"/guide/exploration#cartography","h":"Deep Signals · Charting faster","x":"A Vanguard skill Cartography is one of the Vanguard skills: only Charter holders can file charts. It doesn't count toward total level, pilot level or the…","w":"vanguard skill cartography skills charter holders file charts doesn't count toward total level pilot overall ranking see what's included paid survey work faction offices fly star world belt gate visible site frontier phenomenon hold within range warp chart builds office system pays filing fee open tab space lists everything current time target press row docked travel button instead once you're inside stay until bar fills stop cancels collect lands filed stays charted week again fees grow contested lawless pay times secure need training before bonus columns needed phenomena appear systems asteroid 500 150 250 jump 000 100 nebula point 200 330 derelict exodus beacon 800 300 ancient ruin 450 system's deep signal 120 uncharted 600 ion storm front 700 pulsar husk 780 megastructure 950 magnetar flare 050 capped per account utc day pilots together cap rises 430 370 shows much today's you've signals about targets tells many appears members-only past outermost tracing takes seconds biggest list sometimes turns sealed fleet databank charting faster surveying ruins fronts megastructures take less swift master surveyor another astrolabe yacht farther daily every hull ship saves raise field notes synergy exploration shaves little off synergies opens deeper fields drift reclamation salvage tugs lumen shoals breaker's verge wake sunken armada ark graveyard veiled rearguard"},{"c":"Exploration","s":"Wandering Singularities","u":"/guide/exploration#singularities","h":"The approach · Crossing · Who can cross · What comes through","x":"Every so often a small black hole drifts into a Contested or Lawless system, stays for somewhere between 20 and 60 minutes, and evaporates. A pilot who warps…","w":"every often small black hole drifts contested lawless system stays somewhere between minutes evaporates pilot warps survives tides way crosses event horizon thrown far away secure find side forms whole galaxy hears about appears tactical list marked map dark disc ringed gold listed under almanac singularities travel button never form vanguard members' regions large monolith hull warp seen singularity last few kilometers approach warping drops here outside take breath start tearing ship tidal stress readout top screen showing much you're losing second rises steeply close crossing radius cross lights target card itself don't fly reaches without torn apart slow ships beating damage per speed best armor fast health left heavy lose share everything death ordinary loss bonds pay usual pressing opens confirmation listing exactly risk read shear shields stripped takes below destroys hold there's chance stream tears part three cargo stacks loose dialog shows odds packaged keepsakes finds always safe losses because nothing destroyed where come station usually eight jumps arrive tumbling disoriented protected seconds bearings plan route home ride first plays through after skip need level higher see strike craft can't won't just fired weapons accord marshals still want law brand-new account hours real time since signed times day crossings counts reset utc new accounts days once trace anomalous items limits show today rule behind cooldown refuses message names exact limit hit minimum age before tier pilots network daily comes brings back materials rarer tiers side-grade modules livery true one-of-a-kind collectibles almanac's page lists rarity possible rare accretion glass hawking condensate pearl epic null-geodesic chart lattice geodesic burst thruster redshift emitter frame-drag barrier tidal-lock plating singular legendary ergosphere cell bank penrose cutter stabilizer blueprint kit exotic kerr spindle frozen ultra light item sell market trade contracts npc ever sells side-grades raw upgrades trades strength another carried pick exit systems halved redeemed docked yours liveries inputs craftable manufacturing empty valuables burn straight warp-in point linger"},{"c":"Exploration","s":"Relics and derelict caches","u":"/guide/exploration#relics","h":"Cracking a cache · What's inside","x":"Relics are artifacts of the exodus fleet: memory cores, flight recorders, navigation cores and fragments of the arks themselves. They come mostly from the…","w":"relics artifacts exodus fleet memory cores flight recorders navigation fragments arks themselves come mostly sealed derelict caches wreck fields rarest crown warlords world bosses cracking cache find field always hidden scan system first see scanning warp arrive few appear around ark higher-level hold lock target fly within reach seal breaker run cycle may open does contents yours loot minutes failed wakes cache's security little after three failures locks purges part lockout calls salvage crews were watching ready fight leave breakers higher exploration pathfinder hulls perks ruin reader synergy add chance harder crack module rarity per requires common exodus-pattern epic lodestar key legendary hurry crafted breaching charge opens once sets off alarm brings guardians what's inside holds refined materials components often databank now something better modules wayfarer blueprint deeper core even schematic fragment finds announced every cracked counts toward ranking almanac relic where comes notes rare crew rosters star charts songs recorder strongholds last ship came through wormhole never made harbor historians argue level ark's still holding course longer exists deep shard reactor heart spinal lances flagships built page plans shipwrights carried twelve assemble hegemon station lens exotic glass throat collapsed bends light edges flagship keel four archivists faction home trade hubs buy modest price check market too pilots pay small worth lot contested lawless space dock bank rather carrying full losing"},{"c":"Exploration","s":"Growing as an explorer","u":"/guide/exploration#explorer-progression","h":"Pathfinder hulls · Achievements","x":"Exploration is the skill behind scanning and seal breaking. It trains whenever you scan, crack caches or fail a crack attempt, so it grows naturally while you…","w":"exploration skill behind scanning seal breaking trains whenever scan crack caches fail attempt grows naturally run sites see skills work unlocks level unlock notes hidden resolved deep scanner astrolabe needs cartography breaker wayfarer survey array epic gear exodus-pattern modules longsight navigation perk cracking success derelict legendary named another strongbox appraisal cracked cache chance hold extra exodus fleet databank pathfinder's eye mastery insignia pathfinder title ringed world hull fly honor stripe holo-pennant colors hulls pathfinders explorer's class quick warp bonuses salvage charting requires role seal-breaking fast gleaner salvaging piloting three mounts 900 fastest drive cluster vanguard yacht charts faster range cruise light guns achievements echoes wreck field relic hunter earns archivist 150 perks every synergy place turn wrecks leave materials bosses where rarest relics come"},{"c":"Missions and events","s":"Job Board missions and quests","u":"/guide/missions-and-events#missions","h":"The Job Board · Quests","x":"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.…","w":"xetodus kinds organized work both first hour job board missions short generated jobs offered every station quests written stories characters dialogue choices named contacts comms dock open services offers three time refills press space see active carry once pirate suppression destroy number hollow crown ships system nearby belts staging points usual hunting grounds pays contested lawless ore contract deliver quantity chosen mining level cut soon courier haul crates trade goods jump away wait hangar put credit collateral comes back delivery survey descend through atmosphere world land anywhere surface scout reach few jumps just alive mission card shows reward credits merits skill before accept buy faction gear station's merit store travel plot route fly autopilot kill claimed objective done docking right hold always worth selling delivering way come ahead check avoid shortcuts full window story available completed tabs current step waypoint hud button flies asks talk someone speak appears quest steps checked game play place run deep scanner sweep mine security band survive waves attackers sent site hand final conversations end choice later remembers picked these questlines outside main own three-part opening exodus driftwatch arcs everyone questline premise oath accord solari pilots watch signal static red warden commander varro puts new pilot border notices margins kheper syndicate rock ledger freight forward hostile acquisition broker okafor teaches turns rivals profit iron discipline vanta dominion live fire recon butcher's bill captain holloway drills reservist warfighter throne after quiet word tally dead king disgraced admiral hunts man uniting captains echoes ghost relic hunter meridian fleet's emergency hundred years too late shattered oaths graveyard shift ring answer call crowned wreckage bastion breaks keeps count hiding wreck graveyards warden-captain orrin wants counted down abandoning abandon progress lost holds take again minutes rookie patrol combat try easy repeatable two-ship home build skills stock sparrow minute basics weapons targeting pack scanning ask task levels"},{"c":"Missions and events","s":"Daily contracts and weekly operations","u":"/guide/missions-and-events#contracts","h":"","x":"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.…","w":"every day utc offered daily contracts picked list below monday weekly operations picks differ pilot compare notes clan both appear available tab quests countdown next reset contract task reward plus belt patrol destroy six hollow crown ships anywhere cluster 000 merits ore quota mine 150 units mining guild's survey sweep land world outside home system run scanner directorate scrap drive deliver five salvaged tech station hold line break raiding party forming near frontier three contested lawless space drift help shatterdrift elite rift residue clear tier surge cell bigger jobs built around cluster's group content elites rifts dynamic events bosses strongholds covered operation hunter week key iii riftrunner four higher 180 overcharge coil first responder earn share successful locator hull brace boss breaker 200 stronghold chart fragment stormbreaker 250 dailies steadiest merit income game new take even ones favorite activity sized done single session"},{"c":"Missions and events","s":"The main story","u":"/guide/missions-and-events#story","h":"","x":"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…","w":"main story season open door three hundred years after crossing exodus fleet's emergency band wakes somebody wants behind runs first day pilot through expedition edge map folds questlines above chapters wayfarer approaches jump gate portal surges ring plated segments around glowing throat turns old rings fleet left chapter title quests happens prologue under charter new answers beacon echoes ghost signal relic hunter meridian seven-petrel truth about wormhole hollow throne quiet word tally dead king uniting pirate captains whose face crown iii reckoning meridian's survey frame asks hear listener ilari ocean world law bellframe king's archivist strips instrument older humanity horizon singularity knocking vii choir ash silence drowned ark's engine before finds note viii hushfall where signals die tab shows list opens fit deep scanner starter kit listen later lead ancient ruins derelict megastructures wandering stronghold finally lawless space difficulty ramps short flight home system last want strong ship full friends clear raid group choices matter dialogue end decision sets characters say payout per account credits items paid finishes quest pilots still earn merits hush continues next setting history read xetodus stuck step travel objective card steps send place give name galaxy show route"},{"c":"Missions and events","s":"Hunting: bounty tasks","u":"/guide/missions-and-events#bounties","h":"The Bounty Masters · Quarry · Pay, points and streaks","x":"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…","w":"hunting game's bounty career skill own master office names hollow crown quarry count destroy shades hunt down head prices contract purse points press open window anywhere take task dock station services garrisons pirate bases picks warp target area button plots route nearest ground flies autopilot pack warps next comes after last falls engage targets first natural spawns right hull too cluster collect kill completes spot completion bonus plus new halberd gunship trades fire carrion raider weapon shield flashes between trade reavers fly ravagers both masters five hand tasks offices across kind space harder ask higher levels charge fee pay pirate-base keep cut needs base ada quell tier pilot level secure 000 none odo varga contested hesper kade frontier 100 sorrel dask lawless 250 corvane ash 450 never assigns above pirates commanders accord marshal flying hulls grounds notes cutthroats sparrow belts knife-work skiffs jump miners scrappers scouts worn raiders dartwing fast run haulers gates nightjar strike dark gone before marshals come gunships lead crown's raiding packs butchers bulwark warships close combat site's wave break convoys menders lifeline field line alive ship destroyed system regions far nobody call armored boarding built took warlords ironclad heavy command raids bring broadside named escalation stronghold captains ones marks dreadlords monolith ships group content pilots long duel best world bosses boss wherever abroad gravemaw king deal least damage fight streaks every credit pays price completed rise through rate below big step dealt fair share pilots' counts purses licensed hunter's seasoned crownbane apex buy office's unlocks wares row build streak 10th 50th 100th 250th 000th skipping keeps shop unlock cost does commission 200 skip swap qualify docked recall 150 done once contracts longer kills switch off time elite may assign crownbreaker 400 equipment liveries ware scanner deep retuned transponders cycle pinpoints task's tracking beacon drop tracker's stripe 300 500 livery gunmetal blaze-orange 750 bone white black blood-red chevrons costs blocking good start block slot earn perks quell's easier she swaps current hers starts again rare finds shown item chance tracker railgun about harrier burst thruster emitter make flow lets back add arrives moment ends few beacons save wait"},{"c":"Missions and events","s":"Racing","u":"/guide/missions-and-events#racing","h":"What racing pays","x":"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…","w":"every trade hub racing port lays six circuits own way race timed run through circuit checkpoint rings against grid pilots fill first npc racers empty slots always free skill trained finishing races small ship lines glowing near next ring glows green fly cyan side red face means wrong join dock open ports station services press course entry fee paid front line undock autopilot flies start points down track lights order set number laps missing turning back warp does count collect flag hud becomes result card place time best lap credits podium prize tier par hulls allowed sol rookie 000 strike craft outriders skirmishers ships switchback slalom 106 stormglass prospectors gunships warships crown gauntlet 102 deep sprint exodus championship 101 hull pays about credit farm purse full holds human solo npcs token amount mostly earns top three take rest field splits remainder never share account day 100 base 300 380 750 900 320 400 finish rolls parts cell bank burst thruster marker checkered flare liveries rare slipstream come off step likelier higher tiers little speed battery made factory was won assist switch let practice pace assisted personal still counts daily another pilot competitive directory tab lists nearest inside vanguard members' regions show charter space unless member withdrawing places last refunded learn friend four humans unlock whole"},{"c":"Missions and events","s":"Shatterdrifts, elites and Rifts","u":"/guide/missions-and-events#shatterdrifts","h":"Rifts","x":"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…","w":"every system shatterdrifts wreck graveyards torn hulls always listed tactical list held elite named crown captain escort signature ability drift levels follow security secure contested lawless wakes come within ready after dies goes quiet min level telegraphed warning hud wind-up few seconds react shatterdrift elites hull beat scrapjaw halberd scrap barrage beyond before fires tollman bulwark toll surge burst during channel hit points breaks mine weaver quarrier proximity mines move off marked spots arm harrow gaff carrion grapple break line broodkeeper herald brood launch point defense area weapons clear swarm emberwright ironclad overcharge lance aim freezes second sidestep nightglass lurker nightjar blink watch six next volley hits twice hard reactor despot monolith pulse meltdown lose battery below third melts down fight drop rift keys residue consumables locators lures occasional module locator lists jumps station lure calls drift's back early rifts holds battered accelerator ring carry key hold fly press open party lobby pilots private pocket space nobody else enter three waves warden against minute clock leave forfeit reward tiers tier npc suggested possible wardens gunship warship iii heavy ship pair behemoth rewards straight home chance modules tier's stronghold chart fragments completion pay first clears per account utc day manufactured drops assemble hangar trade freely market driftwatch questline warden-captain orrin walks through events world bosses strongholds order pays along way start soon faction's quest done"},{"c":"Missions and events","s":"World bosses","u":"/guide/missions-and-events#world-bosses","h":"Contribution and rewards","x":"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…","w":"world boss time roams cluster emerges every pilot hears announcement almanac's operations tab shows where travel button bosses appear least few hours pilots contested lawless space sooner hollow crown's wrath peaks nobody kills withdraws after about minutes six mechanics trophy top contributor gravemaw spinal lance aim frozen before fires keep moving reactor pulses drain batteries within escort waves crown menders repair enrages gravemaw's fang king fighter swarms king's signet ossuary matriarch brood shield invulnerable three broodships live strike-craft matriarch's broodstone unbroken wall pylon gates four pylons make impervious until destroyed barrage marked circles 000 damage shard stormwright storm cells drifting hazard zones battery charge chain arc hits target everyone spread below rider stormwright's coil pale regent regent's aimed hurting sidestep court knives elites immune both die mines veil scale number dangerous fight several group single ship win destroy powers gate counts nothing contribution rewards hurt adds repairs panel share rank real rewarded account reward per delivered home station eligible rare item better odds epic legendary gear bigger chances stronghold chart fragments rift key bound skill tome takes boss's count fly mender remote dealers alive effective contributors toward just like against attacks starts"},{"c":"Missions and events","s":"Strongholds (raids)","u":"/guide/missions-and-events#strongholds","h":"","x":"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,…","w":"stronghold raid fortress folded private pocket entered rift accelerator contested lawless space leader carries chart entry consumes charts assembled fragments hangar assemble drop elites rifts world bosses strongholds where opens pilots time phases crown bastion siege min outer batteries yard regent ashkar drowned ark warden folio keeper ring cold halls choir engine boss objective hit points scale group size start waves adds weekly lockout stronghold's completion reward pays once per pilot account week resetting monday utc locked still come along help rewards personal home station exodus-pattern crown-forged modules residue exodus core fragment chance legendary trophy top contributor clan members join lobby without invitation anyone else needs invite bring menders mix hulls ark's keepers repair focus down together clear quickly before raider stack plan run fleet"},{"c":"Missions and events","s":"Dynamic events","u":"/guide/missions-and-events#events","h":"","x":"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…","w":"dynamic events start own near where pilots flying online announced nearby travel button event card hud shows objective clock share time goal pay pool convoy ambush secure contested min syndicate haulers crossing system ambushed least gate 300 000 900 distress call anywhere disabled ship under siege keep alive six minutes break attackers 200 600 lawless 500 crown strike force jumped space pinned marshals down drive salvage rush shatterdrift surfaced haul sealed first come served loot reward successful splits contribution among earned pilot take 150 account paid per utc day holds prize happen makes good taste group pve newer count toward driftwatch quests responder weekly"},{"c":"Missions and events","s":"Seasonal festivals","u":"/guide/missions-and-events#seasons","h":"Keepsakes · Ship ornaments","x":"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…","w":"three festivals run every year starting ending utc calendar hollow night late october solstice lights turn bloomtide spring around full-moon sunday runs 2026 2031 festival themes happens look weeks lanes dark old spacer superstition wakes strange ember appear belts gates far along warp crown lamplighters prowl anyone carrying flame lantern trove floating wisp-light drifting lamplighter raider longest cluster's stations string docks warm light lost gift beacons glint gift-raiders try steal themselves beacon frost-glass gift-raider colonies painted shells blossom-pods ride solar wind through gate deep space thornships scatter first shell pod blossom-pod thornship keepsakes exactly keepsake designed afresh stamped once ends never drops again year's scarcer carved pumpkin curling vine jagged grin lit caged plasma later stay veiled until next where random galaxy security tier off drift slowly down lane few carried shoot watch announcements sighting names system tactical list loot within pilot takes unclaimed ones fade after about half hour caps collect day per account trade ordinary items sell market swap contracts npcs stock buy ship ornaments ornament five slots keep ship's cargo hold press display almanac's seasons page shows aboard selling trading losing slot mast projection holographic projected above hull hull's spine flanks running festive color pattern navigation strobes drive wake tint sparks ion trail behind salute launcher cosmetic firework-flare fire panel harmless everyone near sees pilots see according pilots' regalia graphics option own always last inclusive starts length oct nov days dec jan 2027 mar apr 2028 2029 2030 during pill hud counts end click open collection like leave displaying station hangar"},{"c":"Clans and groups","s":"Clans","u":"/guide/clans-and-groups#clans","h":"Joining a clan · Founding a clan · Ranks · Treasury and bounty tax · Livery, leaving and succession","x":"A clan is a named group of pilots with a short tag, a shared treasury, its own chat channel and a ship livery. Clan members see each other as friendly in…","w":"clan named group pilots short tag shared treasury own chat channel ship livery members see friendly space share loot rights wrecks boost doctrine arrays clans declare war hold territory lawless open window menu service station three tabs once directory every systems held wars joining invitation officer leader invite exact pilot name card invitations appear top tab press join accept time looking ask global help channels community discord founding shows found enter characters letters digits spaces apostrophes hyphens both must unique costs 000 wallet become clan's guest trial can't save first account ranks rank action member deposit leave yes withdraw kick lower officers promote demote set colors bounty tax surrender credits sets new start earns including office head prices goes straight pays declarations leaving succession picks primary secondary member's painted next anyone come back need leaves leadership passes longest-serving last disbanded paid"},{"c":"Clans and groups","s":"Clan wars and territory","u":"/guide/clans-and-groups#wars","h":"Holding territory","x":"A clan war lets two clans fight each other anywhere, including Secure space, without the usual penalties. Declare An officer or the leader opens the Directory…","w":"clan war lets clans fight anywhere including secure space without usual penalties declare officer leader opens directory presses next another costs 000 treasury run between time prepare announced once becomes active hours later giving both sides ready days members attack being flagged criminals losing security standing enemy ships show targets settle side's kills value destroyed tallied week ends side wins equal draw surrender early hands win halberd gunship exchanging fire carrion raider open count war's winner wars tab lists recent across cluster result captured systems score board rankings remote repair can't pilots may engage clan's flotilla crews freely read law before outside holding territory every lawless system planets control beacon near worlds named after captures keeping within about capture takes minutes second arrives progress stops different starts capturing slowly drains nobody colors tag appear galaxy map's layer counts toward total bounty earned paid scores take way defended marshals anyone bring friends see"},{"c":"Clans and groups","s":"Squads","u":"/guide/clans-and-groups#squads","h":"Forming a squad · The squad panel · Warp to a squadmate · Leading and leaving · Combat and rewards · Invites and privacy","x":"A squad is a group of up to 8 pilots flying together for a session: friends, clanmates or pilots you just met. Squadmates see each other's shield, armor and…","w":"squad group pilots flying together session friends clanmates just met squadmates see other's shield armor hull glance find map tactical warp talk own chat channel separate clan keep mix clans factions forming invite pilot right-click long-press pilot's name anywhere pick press card select ship target leader exact window menu social must online join appears panel decline block lasts seconds first accepted forms inviter leads fly left hud tab opens cluster docked space row per squadmate marked three thin bars where distance system whether offline click actions sensor range route plots message make remove leave marker beyond tagged button right galaxy map's layer marks systems hover sits column above flotilla crews retainer wings folds header tap title small screen fold themselves nothing covers quest tracker flight controls manage full roster every action invites settings blocked works open farther approach ordinary drops short way even isn't offered landed atmosphere jumping inside private rift stronghold pocket another leading leaving removes hands lead someone else anyone time leaves longest-serving needs disbands survives logging off server restarts minutes combat rewards friendly ships show color shots modules don't affect point defense missiles auto-retaliate never picks retainers too doctrine arrays boost array kind strongest being both doubles follow usual rules below bounties split damage damaging kill credit world bosses events reward contributor claim wreck shared security law wars unchanged everyone outside privacy gameplay choose may nobody page lists unblock declines blocks can't send messages ever aren't taking now minute declined repeated position stops moment"},{"c":"Clans and groups","s":"Flying with friends","u":"/guide/clans-and-groups#fleets","h":"How rewards are shared · Supporting each other · Finding and meeting up","x":"You don't need a group to fight together: a friend can warp to you, help with a pirate or a world boss, and get paid for it. A squad adds shared status,…","w":"don't need group fight together friend warp help pirate world boss paid squad adds shared status markers chat channel rewards bounties pirate's bounty split between every pilot damaged proportion damage dealt clan's tax territory holder's cut comes share kill credit npc combat progress matching job board missions just landed last shot wreck loot first claim minutes clanmates squadmates anyone else loots early flagged suspect theft bosses events raids strongholds dynamic track pilot's contribution live main target less escorts plus remote repair contributors earn own reward per account least total rank top supporting barrier projector nanite modules shields armor locked ally work good standing isn't war healing counts toward event doctrine arrays siege rampart vector broadcast short boost defense layers speed agility within array kind strongest train leadership level makes little stronger see skills trading trade button card drafts private contract accept wallet service sends credits name transfers can't reversed finding meeting click open faction clan security message invite tag system plot route select friend's ship approach join panel's announced whole cluster announcement travel easiest way alongside strangers eligible contributor"},{"c":"Clans and groups","s":"Flotillas: hired mining crews","u":"/guide/clans-and-groups#flotillas","h":"Getting started · Security, risk and the haul license","x":"Vanguard Charter Flotillas and the Flotilla skill are part of the Vanguard Charter. The Charter can also be bought with Aether earned in play. A Flotilla is a…","w":"vanguard charter flotillas flotilla skill part bought aether earned play team contracted mining crews flying real ships visible everyone system warp belt base mine rocks bring ore home station hangar even after offline deliver trains convenience strategic layer way out-earn playing nets small fraction earn yourself daily haul license caps getting started hire office dock want open service run working belts crew costs one-off contract fee wallet fund payroll deposit credits flotilla's 000 pays wages work fuel repairs withdraw isn't spent empty simply sends choose policy pick happens attacked flee stand ground where goes sell buy orders never below usual price send press recall retreat now again minutes regroup needed hud waypoint join before level discount danger pay every extra best works reduced rate smallest fleet fills usually hull role delver 250 800 mule haulers hauling 500 none halberd escort 200 quarrier 600 bulwark slots escorts security risk space affects figures value account's may cut pilots together crews' share keep per load hour day secure 272 330 270 contested 381 462 578 lawless 872 056 464 crown skimmers raid often harder drive off without standing loses destroyed leaves wreck back crew's bond attacking ship counts owner crime rules clan can't shoot own engage anyone fired recently until hours were last online wait lapses down nothing lost perks perk effect steady cutter faster tight formation fight master lower"},{"c":"Clans and groups","s":"Retainers: hired escort wings","u":"/guide/clans-and-groups#retainers","h":"Writs and mustering · Captaincy · Orders · Morale · Rules of engagement and rewards","x":"Vanguard Charter Retainers and the Captaincy skill are part of the Vanguard Charter. Anyone can browse a Retainer Hall's desks and prices, but only Charter…","w":"vanguard charter retainers captaincy skill part anyone browse retainer hall's desks prices members buy muster command writs wings five contracted warships fly anywhere cluster warping jumping gates commanding trains level lead ten fifty ships every station hall service window opens tab companies keep desk hulls offer change sells dartwing hull new captain always start right where docked ashwake skirmishers light crews quick contracts cheap rates they'll chase anything hold nothing brightlance company disciplined line dependable escorts fair price redmark irregulars raiders work contested lawless edges cheapest heavy find halls tallwater pact defensive sworn faction home systems expensive worth mustering writ item ship crew set number hours land station's hangar never expire until trade market dock open pick contract length many need wing clock starts refundable deposit per charged add hazard pay optional paying another writs' value raises wing's morale doubles fast recovers give orders works space hotkeys below runs heads deposits surviving come back list charges little less adds small spread longer cost hour drop slightly rises points 000 240 183 600 518 400 palisade 320 244 800 691 200 halberd 264 960 734 073 157 bulwark 300 104 060 640 125 carrion 380 398 876 944 704 ironclad 040 827 608 952 234 monolith 776 160 810 losses real destroyed forfeits leaves wreck modules cargo bonds cover decides spend costs choose between few ones online damage deal hostile npcs victories strike target raid site cleared allows monoliths prize cap unlocks 500 seasoned perk paymaster 105 144 162 veteran 111 180 121 196 perks effect quartermaster lower close order take agent share reach iron discipline break whatever selected alt escort formation around warp jump fight whoever attacks guard point position celestial flotilla's belt hostiles near attack locked dies away gate clear legal screen ahead intercept closing stop defend themselves recall nearest wait cycle turn 100 musters gains kill minute system drops loses deals somewhat refuses strikes raids breaks docks rally rules engagement rewards secure pilot pilot's except criminals suspects clan war targets attacked last minutes neutral pilots allowed victim security standing flags season half pilots' captain's fire once bounties loot split crews' receive retainers' capped see table safety extra income lapses stands down paused lost ready again renew keeps mining safe crown skimmers elsewhere"},{"c":"Clans and groups","s":"Chat","u":"/guide/clans-and-groups#chat","h":"","x":"On a desktop, chat sits in the bottom-left corner of the flight view. Drag its grip to move it (double-click the grip to reset). On touch screens, phones and…","w":"desktop chat sits bottom-left corner flight view drag grip move double-click reset touch screens phones windows narrower 900 pixels open menu instead appears window channels tab reads system every pilot current star changes jump global whole cluster faction pilots clan clanmates once squad squadmates help everyone ask questions here answer trade buying selling contract offers private conversation message someone privately click name card press select ship target opens pilot's tags show brackets before names vanguard members carry small badge messages 400 characters recent history loads channel guest trial read send save join keep friendly staff mute spam break rules kind new"},{"c":"Clans and groups","s":"Discord and feedback","u":"/guide/clans-and-groups#community","h":"Sending feedback from the game","x":"The official XETODUS community lives on Discord. Find a clan, share screenshots, ask for help and hear about updates first. There's a Discord button on the…","w":"official xetodus community lives discord find clan share screenshots ask help hear about updates first there's button title screen pilot-select settings sending feedback game found bug idea press need signed pick kind choose balance prompts helps write describe happened make happen again you'd like why 000 characters attach screenshot view was opened window technical details graphics preset browser device type bugs send goes straight team crashes low frame rates check troubleshooting"},{"c":"Clans and groups","s":"Recruit a Wingmate","u":"/guide/clans-and-groups#recruit","h":"The recruiter ladder · Fair play","x":"Bring a friend into the cluster with your personal recruitment link. When they play for real (not just sign up), you both earn: they get a welcome pack, and…","w":"bring friend cluster personal recruitment link play real just sign both earn welcome pack exclusive squadron liveries aether vanguard time every reward cosmetic account-bound charter never credits items power tradeable open recruit menu copy share show code make new old stops working recruits already signed stay yours signs create account through within days clicking game greets pilot's name milestones unlock verified email flight school pilot level hours across several spent flying hand progress shows window rewards milestone must aboard verifies graduates none fledgling pilot-card emblem 100 wingmate least chevron livery frame 250 joins paid month after 14-day refund recruiter sparrow painted gray orange formation chevrons first reaches lead olive drab bone-white spine stripe earned three qualified ladder counts climb cosmetics titles title wing leader emberwing commander's gilt commander peregrine midnight blue gilded gold drive fair yearly caps per 365 500 180 granted once capped recruit's payment refunded reverses recruiting yourself own accounts someone shared household device doesn't count reviewed staff before full program page sides faq economy includes works"},{"c":"Vanguard and economy","s":"The Vanguard Charter","u":"/guide/vanguard-and-economy#vanguard","h":"","x":"The Vanguard were the first hulls of the exodus fleet to cross into the Xetodus Cluster. Charter-holders fly under their colors. The free way to play is called…","w":"vanguard were first hulls exodus fleet cross xetodus cluster charter-holders fly under colors free way play called freeflyer every combat mining trade ship fit module visit core system train skill price month service station menu cancel time perks last end paid earn charter bought aether 500 days vouchers drop market redeems 100 dedicated pilot keep without spending money stipend members receive 200 liveries toward next refunds billing questions covered page terms convenience breadth never power sells room pilots orders contracts favorites looks badge card styles things skills members' areas stats rates ships modules loot fees anything another could beaten"},{"c":"Vanguard and economy","s":"What's included","u":"/guide/vanguard-and-economy#whats-included","h":"Vanguard skills · Vanguard hulls · Members' areas · Looks","x":"Freeflyer (free) and Vanguard Charter side by side Freeflyer Vanguard Pilot slots 3 pilots 5 pilots Market orders 25 per pilot 60 per pilot Open contracts 6…","w":"freeflyer free vanguard charter side pilot slots pilots market orders per open contracts aether stipend none 200 month liveries faction clan schemes card standard earned styles member badge included chevron cloud-saved layout device every colonial network colonization level colony flotilla skill crews reclamation salvage tugs xenobiology greenhouse plots cartography charting across cluster members' areas regions deep drift bays signals hulls survey yacht tender favorites 100 250 perk does account lapses nothing deleted recently flown stay playable others wait cryo-storage until you're back keep buy sell books once now never needs slot list item exchanges time days toward next exclusive paint space see including finishes paints don't metal flake pearl thin-film sheen trims glow frames backgrounds emblems name chat hide window audio control settings follow found allows worlds build faster income extra earns less last hire contracted mining station's office train hauls offline cost contract fees wages fuel fly real ships attack capped haul far hour flying yourself stand down dock lost send yard timed expeditions fully automated standing sailing hours after log off bring home components odd exodus relic daily manifest well below grow alien strains station lumen moss voidvine crops away treat blight between stages harvest food medical supplies luxury goods dusk resin void matter hangar chart stars belts gates anomalies offices earn filing charts fresh week opens deeper fields wreck beyond charted reached tug bay signal star system members-only site past outermost world long big fee sometimes sealed databank plus frontier reach lantern veil halcyon choir thunderhead silverbough cradle vesper reliquary starwell hollows own biomes pulsars magnetars nebulae gate ruins elite sites variety better rate play moves ship nearest built skills bought credits store astrolabe further driftcomber fifth richer docked sidegrades combat upgrades safely renew starred places stations colonies whole systems saved points click travel convenience just can't add under limit members extracting captaincy content classic sense new activities enjoy power bonuses work inside activity high makes else count total overall ranking achievement hiscore board marked core everyone costs run day tomes bonus contracting commanding trained ore delivers bigger crew yield flotillas sending expedition growing flora tend come planting harvesting crop greenhouses surveying moons seismic beacons building drill rigs deposits syndicate's deep-bore tradition where seen moon fueled land beside collect everything rig heavier output tracing system's file harder targets hiring retainers wings warships escort hold point strike raid anywhere online fights duty read clans groups planets exploration in-game berths capital trade hubs utility weaker fight tier hull class role pathfinder 600 range fast cruise light guns hauler 000 frontier's stellar sights looks sees sits livery description ivory colors first through wormhole nebula violet glowing magenta trim solar wind burnt orange plating charred panels sun-gold accent runner near-black cold cyan running lights moonpearl warm plum-gray lavender edges softly breathing nightprism coat slides teal gold turns mint aft along chrome bright metal-flake silver graphite electric-blue accents blue drive tidal deep-water bioluminescent bands roll rose anodize anodized rose-copper dark cocoa champagne bearer parade navy spine chevrons slow too freeflyers plenty color sold harbor dune courier 500 apex line racing duskhide complete hunting tasks seam ochre verdigris archive crack derelict caches podium bounty"},{"c":"Vanguard and economy","s":"If your Charter lapses","u":"/guide/vanguard-and-economy#lapse","h":"","x":"Nothing you earned is deleted or taken away. Members-only things pause until you renew, and everything picks up where it left off. Pilots: your account drops…","w":"nothing earned deleted taken away members-only things pause until renew everything picks where left off pilots account drops back pilot slots recently flown stay playable others wait cryo-storage you're vanguard skills keep every point hiscore entries just can't train hulls safely docked board another ship undock items packaged ships retainer writs extracting gear blueprints list send open market orders canceled buy escrow wallet listings station hangar contracts holding return see trading crews wings flotilla stand down dock contract clocks paused members' regions charter lapses gate control moves nearest free liveries livery quietly returns faction colors bought aether credits yours good favorites add under limit 100 balance stays"},{"c":"Vanguard and economy","s":"Fair play","u":"/guide/vanguard-and-economy#fair-play","h":"Playing fair","x":"The Charter comes with a promise, shown in the store so you can check it yourself: Every module, every core activity (combat, mining, trade, colonies) and…","w":"charter comes promise shown store check yourself every module core activity combat mining trade colonies ship open pilot vanguard hulls utility sidegrades skills weaker fight free tier members' regions add places never better rates space skill stats loot everyone flotilla reclamation xenobiology extracting cartography captaincy own hiscore boards count toward total level overall ranking achievement bonuses stay inside market fees taxes mission rewards aether perks become credits items ships modules earned play playing fair xetodus competitive world shared economy piracy ambushes rivalry rules part few things put account risk cheating bots macros modified clients exploiting bugs found bug report instead real-money trading buying selling accounts services money anything outside game sharing person owns don't share sell lend scams details harassment impersonating staff full terms service problem discord automated assists gives auto-mining engage travel runs fine tools"},{"c":"Vanguard and economy","s":"How the economy works","u":"/guide/vanguard-and-economy#economy","h":"Station traders and the player market · Hull Bonds","x":"XETODUS has one shared, player-driven economy. Credits enter the game when you earn them from the game itself, change hands between pilots on the market and in…","w":"xetodus shared player-driven economy credits enter game earn itself change hands between pilots market contracts leave pay fees taxes upkeep almost everything buy was made pilot where come pirate bounties job board missions quests story station orders selling ore materials salvage loot flight school lessons colony hull bond payouts members' activities market's broker fee sales tax contract listing repairs shields free armor cost premiums building running costs crews tugs rigs credit liveries whatever sellers else trades transfers move around without creating destroying traders player every keeps own sell safety net always ammunition never best deal ask player-made item make buyers less stock shallow refills hours prices bulk demand goes miners builders haulers supply differ region type faction makes hauling see trading things scarce purpose ever sells named modules relics trophies novacite crown alloy aether vouchers play rich resources slow regrow rare asteroids take back belts reward work ship camping rewards balanced against risk lawless space pays contested secure bonds losing part keelwright mutual loss premium per 14-day term destroyed share keel value raw hangar docked fitted declared cargo added tiers days fall level rises largest classes cheap cover hulls expect lose usual working full 100 whole resting bay written details covered renewals few losses half nothing ships"},{"c":"Vanguard and economy","s":"Currencies","u":"/guide/vanguard-and-economy#currencies","h":"Credits · Aether · Aether Vouchers","x":"Money in XETODUS Currency Symbol Where it comes from What it's for Tradeable Credits ₡ Everything you do in play: bounties, missions, trade, mining, industry…","w":"money xetodus currency symbol where comes tradeable credits everything play bounties missions trade mining industry ships modules materials fees repairs colonies credit liveries yes market contracts wallet transfers aether vouchers vanguard stipend recruit wingmate rewards packs store card payments open charter time pilot frames account-bound merits job board quests events faction gear station's merit bounty points finished tasks hunting upgrades office game's shown top station screen service shows balance journal every send pay another account's premium buys nothing else never become items cash value shared pilots account item kind price days membership 500 glacier livery yours good 300 crimson comet jade circuit 400 gilded exodus 600 trace frame 150 bezel voucher bridge between ordinary drops raids example trades freely redeeming store's tab turns 100 can't undone means anything earned playing who'd rather fly spend buy those real outside game break rules cost real-money purchases own trading markets hauling skills core perks honors invite friends earn"},{"c":"Vanguard and economy","s":"The Merit Store","u":"/guide/vanguard-and-economy#merit-store","h":"Tiers · Faction-Issue gear","x":"Merits (◆) are what the factions pay you for your service, on top of credits: every Job Board mission, most quests and dailies, and the big dynamic events pay…","w":"merits factions pay service top credits every job board mission quests dailies big dynamic events hover next see balance click docked open station's merit store under missions activities services accord syndicate dominion station runs hollow crown hideouts don't sells core field kits seals plus own faction's gear accord's modules found stations shop pilot another faction pays item credit price paid along goods buy faction-issue rare sidegrades standard style 250 700 trusted level repair gel barrier charges surge cells kit packs pack enlisted requisition sign-off build needs blueprints yourself modules' worth 500 200 commended opening story livery paint ship account 000 stock solari accord-issue pulse emitter amplifier regenerator point defense marshal's dress kheper syndicate-issue mass driver mining laser seam cutter hold extension structural bracing guild hazard vanta dominion-issue missile launcher siege burst thruster nanite array reserve cell bank crimson muster tiers standing grind stores trust everyone need three-part locked shows better module thing worse steady efficient syndicate's rugged dominion's run hot never stronger exodus-pattern wrecks nowhere near legendary card exact numbers skill floor crown-forged applies blueprint builds industry line quantum processors per copy itself after several bound everything bought liveries can't sold traded listed given away lost like fitted turn items delivered hangar yours once pick fitting"},{"c":"Settings and help","s":"Graphics presets","u":"/guide/settings-and-troubleshooting#graphics-presets","h":"Phones, tablets and integrated graphics · What a preset keeps","x":"Open Settings from the gear at the end of the menu bar in flight, or from the Settings button on the title and pilot-select screens. The first tab, Graphics,…","w":"open settings gear end menu bar flight button title pilot-select screens first tab graphics starts quality preset row low medium high ultra cinematic custom launch game reads card runs short calibration under second pick shows gpu detected recommends different recommended puts back integrated phones spatial upscaling shadows ambient occlusion entry-level cards older laptops sharpest mode basic half-resolution mainstream target fps xetodus temporal upscaler soft sun shafts detailed materials strong desktop full-resolution contact lens effects far detail fastest available everything best supersampled where display leaves headroom shown soon change option sets own mix kept until again names appear bloom color grading vignette every ray tracing off turn yourself fsr balanced native resolution scale 100 125 200 supersampling shadow pcss med global illumination epic reflections textures pilots' regalia markings full lod distance near normal max cluster geometry perf view terrain forests sparse ground cover planet clouds water sky anti-aliasing fxaa dirt film grain chromatic aberration window glass auto light tablets presets adjust themselves lighter hardware caps frame rate uses instead keeps below never supersamples little memory drop effect renders internal switching touches personal choices field brightness eye adaptation cap background camera shake dynamic sharpening show generation preference adaptive api hdr options changing those name hover details small tooltip says does roughly costs dots next performance impact dot four close ship hull showing panel lines worn paint surface decide much see captured"},{"c":"Settings and help","s":"Performance tips","u":"/guide/settings-and-troubleshooting#performance","h":"Graphics API · Resolution and upscaling · Let the game hold your frame rate · The heaviest options · Laptops with two graphics chips","x":"If the game feels slow, start with the preset: drop one step and see how it plays. When you want finer control, these are the options that move your frame rate…","w":"game feels slow start preset drop step see plays want finer control these options move frame rate graphics api menu display group chooses browser draws auto webgl webgpu compatibility path works every current need newer optional renderer website lists beta looks adds few extras own ray tracing hdr output measures both device during real play keeps where runs least fast ever fails stops drawing switches back changing reloads stay signed return ship line under shows running right now resolution upscaling scale 200 biggest single cost capped gpu time follows pixel count renders about pixels scene lower internal rebuilds full picture xetodus temporal game's upscaler gathers detail several frames doubles anti-aliasing gives best image recommended desktop cards fsr option sharpens cheapest everywhere phones low-end machines mode sets native 100 ultra quality balanced perf modes faster fine takes settle sharpening crisp upscaled supersampling above sharpest edges off expensive costs settings add heavy load warning says suggests instead let hold dynamic default lowers down run long raises again room target 144 adaptive steps enough message undo button brings lasting headroom turn never changed cap v-sync fixed 165 fps sits saves power heat laptops evens pacing background unlimited slows window focused video another app next smoothly hidden tab does draw either way heaviest set things hand carry highest markers first watch difference show turned ambient occlusion global illumination lighting shadows high terrain forests worlds matter near planets rebuild sky artwork lot memory advanced msaa chips preference asks performance saving browsers pick actual chip themselves still weaker dedicated card operating system's applies after reload quick wins plug laptop close tabs games keep phone landscape recent result large departing busy trade hub station lit docking arms stations among scenes captured cinematic"},{"c":"Settings and help","s":"Advanced graphics","u":"/guide/settings-and-troubleshooting#advanced-graphics","h":"Comfort options","x":"A few options go beyond the presets. None of them is needed to enjoy the game, and some depend on your renderer or display. Ray tracing WebGPU renderer only,…","w":"few options beyond presets none needed enjoy game depend renderer display ray tracing webgpu off phones five levels run reflections through steps add traced shadows ambient occlusion full adds bounce light ships stations asteroids around cost grows step much higher laptops adaptive quality lowers first photo mode enter press hides hud depth field f10 saves picture view refines path-traced image camera holds still give seconds hdr output brighter highlights turning reloads sliders appear paper white bright game's raise room peak brightness match display's frame generation experimental fills every refresh generated high-refresh looks smoother needs xetodus temporal upscaler switches itself real rate drops too low stays just responsive edges fast smear slightly global illumination radiance sunlit hulls ground glowing windows engine plumes explosions nearby surfaces epic plus ultra cluster geometry keeps big detailed close drawing far fewer triangles distance uses classic detail window glass frosted-glass blur behind auto cheapest small gpus pilots' regalia honors shown markings own ship always shows yours comfort default widens speed eye adaptation shake film grain chromatic aberration vignette bloom color grading system's look star nebula mostly about taste turn hits make uncomfortable"},{"c":"Settings and help","s":"Audio, gameplay and interface","u":"/guide/settings-and-troubleshooting#settings","h":"Audio · Gameplay · Windows and layout","x":"The Settings window has four tabs: Graphics, Audio, Controls and Gameplay. Along the top sit the Account, Discord and Feedback buttons. You can open Settings…","w":"settings window four tabs graphics audio controls gameplay along top sit account discord feedback buttons open title pilot-select screens too tune before launch volume sliders master effects interface music variety shuffle tracks theme per area faction stations secure contested lawless space planet types colonies greenhouses deep own pool shuffled none repeats until others played quiet gaps between adds silent stretches songs now playing shows current track where belongs next button combat boss adapts fight can't skipped auto-retaliate off return fire default lock another ship attacks yours locks fires back turrets missiles ever lawful target never makes criminal stands down warp dock engage press flight cycle mode see security rules follows transit cutscenes full skip animations skipping removes decorative gate-jump travel time loading destination stay windows layout drag bar drop edge maximize left right half screen corner quarter resize double-click restore esc closes front remember unlock hud lets status gauge portrait modules tactical card chat new places available reset puts everything review school replays in-game lessons defaults restores every setting included red bottom tab leaves world takes pilot select cloud-saved vanguard charter members save positions load saved device since machine different what's"},{"c":"Settings and help","s":"Controls settings","u":"/guide/settings-and-troubleshooting#controls-settings","h":"Flight controls · Touch · Joystick & gamepad","x":"The Controls tab covers touch, mouse, keyboard and controllers. For the key bindings themselves, see Desktop controls; in flight, H opens the full key…","w":"controls tab covers touch mouse keyboard controllers key bindings themselves see desktop flight opens full reference click view take stick cursor hides moves virtual joystick further reticle center harder turn default aim through space ship turns follow guns fire arrow keys pitch yaw roll never stays free windows map targeting below scheme tune feels invert sensitivity slider camera depending dead zone response curve small graph stick's higher gives finer control near edge returns off where leave left right rolls instead hold alt press assist nudges onto hostile's lead pip close linked missiles engage main trigger fires along once lock complete on-screen auto shows buttons phones tablets whenever finger touches screen gamepad switch enable controller steers interface wake device connect pick menu axes live readouts pressed assign throttle missile boost brake travel objective set unused unassigned stop drift fine-tune adjust axis physical lever levers speed directly"},{"c":"Settings and help","s":"Troubleshooting","u":"/guide/settings-and-troubleshooting#troubleshooting","h":"The game won't start · Graphics device reset · Slow or choppy · Connection lost and server updates · Graphics diagnostics · Still stuck?","x":"The game won't start XETODUS needs WebGL 2 (WebGPU is optional). If your browser can't provide either, you'll see a page titled XETODUS needs WebGL 2 or…","w":"game won't start xetodus needs webgl webgpu optional browser can't provide either you'll see page titled work through these press try again update current chrome edge firefox safari newer turn hardware acceleration sometimes called graphics browser's settings restart driver check system requirements device reset gpu resets hiccup phone sending tab background running video memory view restored drops straight back happens restarts lighter tells raise keep coming stops offers safe mode instead looping paused site close tabs apps completely open consider updating slow choppy recommended next preset drop dynamic resolution adaptive quality lower scale switch upscaling temporal laptop plug preference performance tips especially connection lost server updates message says reconnects pilot itself retrying before gives don't need reload were fight dropped ship stays space short time getting quickly matters banner counts down left reconnect automatically reaches zero reads now reconnecting moment docking countdown ends choice new version went playing shows been updated please reloads could you're menu wait minute launch diagnostics bottom card detected api calibration result live frame rate describes copy report copies plain-text summary setup paste bug measures 120 frames fly dock where runs slowly blocks clipboard screen download buttons re-run apply differs still stuck feedback send idea balance note team screenshot problems ask pilots discord"},{"c":"Settings and help","s":"Frequently asked questions","u":"/guide/settings-and-troubleshooting#faq","h":"","x":"The full answers live on the home page FAQ. Here is each question with the guide section that covers it. Is XETODUS free to play? Yes, every ship, module,…","w":"full answers live home page faq here question guide section covers xetodus free play yes every ship module system core skill membership optional need download anything runs modern browser webgl install app devices browsers work current desktop phones tablets presets adapt gpu requirements minimum recommended specs mac single-player game pilot meet shares persistent universe phone touch flight controls lighter vanguard charter room style members' skills give members edge never count toward total level overall ranking buy credits ships items real money earned aether become reward bringing friends through recruit wingmate cosmetic account-bound rewards community join official discord feedback screenshots were rendered itself cinematic preset want referral rules see"}]