Item

Items define the contents of an inventory and may exist in various forms. Players have to unlock the ability to create most item instances via Research, collecting Blueprints, or unlocking Recipes. Many item instances are also directly obtainable from defeating NPC Targets or claiming prizes from various Events.

In general, the cost and power level of items also follow the above ordering, with those being obtainable from research being the cheapest but weakest, while those obtainable from recipes being extremely costly yet strongest.

Apart from unlocking the item, certain prerequisites also have to be fulfilled before a player can create instances of the item, most commonly having module(s) at a certain level.

Note that players need not have unlocked an item in order to use an existing instance. This means that pre-fitted or blank hulls are always able to be launched (notwithstanding Fleet Bay mass restrictions).

You may define a new item by creating a new page in the  namespace and including this template.

Ship
Ships are what make up a fleet, which can in turn roam the Galaxy Map.

Categorization
Ships are categorized according to their tier, faction and class.


 * Tier refers to the technological level of the ship: the greater the number, the more advanced it is. Tiers may be subdivided, in which case it is prefixed by either a number (meaning varying levels of advancement between subtiers) or a letter (meaning different branches of the same technological level).
 * Faction refers to the canonical faction of origin of the ship. Many factions offer their ships unique abilities.
 * Class determines the basic characteristics of the ship, which heavily influences its fighting style.

Creating Instances

 * If a player owns its blueprint and meets the prerequisites, they can construct the ship in the Ship Factory at the cost of Helium-3, Antimatter and/or Time.
 * If a player owns its recipe and meets the prerequisite, they can craft the ship in the Workshop at the cost of Helium-3, Antimatter/or and Time, in addition to the required crafting materials.

Deleting Instances

 * Most ships can be scrapped in the Fleet Bay.

Module
Modules are the large structures that appear in an outpost, with sizes ranging from 1x1 km to 2x2 km.

Categorization
Modules are categorized according to their faction.


 * Faction refers to the canonical faction of origin of the module. Many factions offer their modules unique abilities.

Creating Instances

 * If a player meets the prerequisites, they can build a module from the Build menu accessible from The Bridge at the cost of Mineral Ore, Antimatter and/or Time.

Deleting Instances

 * Most modules can be recycled in their Upgrade menu.

Equipment
These items can be equipped to a ship or module. Equipment for modules are also known as "components".

Categorization
Equipment are categorized according to their faction.


 * Faction refers to the canonical faction of origin of the module. Items usually synergize best with ships or modules of their own faction.

Restrictions
Equipment may be restricted according to tier, faction and class. Only ships or modules that are on the whitelist (if it exists) and not included in the blacklist (if it exists) of an item can be equipped with it.

Instance Types
Equipment can exist in the form of Temporary Instance, Credits or Reusable Items.


 * Temporary Instances are non-Reusable Items that have been equipped to a ship or module. They are destroyed once unequipped.
 * Credits are single-use tokens that can be instantly equipped in the form of a Temporary Instance for free, costing the player zero resources and time. They can be equipped even if the player does not own the item's blueprint or does not meet its prerequisites. The Credit is consumed once the item is equipped. The cost-free nature of Credits is ignored when calculating the reduction in refit cost as a result of unequipping the generated Temporary Instance.
 * Reusable Items are persistent instances which are transferred from the player's inventory to the ship or module when equipped, and vice versa when unequipped. They can only be equipped if the player meets the prerequisites, and cost Helium-3, Mineral Ore, Antimatter and/or Time to do so.

Note: Players can only store a maximum of 100 Credits for the same item. The same applies for Reusable Items, but the count also includes those that are already equipped. Items with the same name but different level are considered as distinct items.

Creating Instances

 * If a player owns its blueprint and meets the prerequisites, it can be directly equipped as an Temporary Instance at the cost of Helium-3, Mineral Ore, Antimatter and/or Time.
 * If a player owns its recipe and meets the prerequisites, a Credit or Reusable Item may be crafted in the Workshop, which can in turn be equipped according to the previous section.

Note: When swapping equipment (defined as adding a piece of equipment which belongs to the same slot type as the unequipped), the Time cost of equipping the new one (and only the new one) is reduced by 80% of the old one, down to a minimum of zero.

Deleting Instances

 * Temporary Instances are destroyed when unequipped.
 * Reusable Items in a player's inventory can be scrapped in the Workshop.

Note: Unequipping refunds 50% of the item's Helium-3, Mineral Ore and Antimatter cost when refitting a ship or module, down to at least zero per resource type, except in the case of "Free Refits" that occur when a ship or module is initially overmassed (a negative cost causes resources to be added to your storage).

Crafting Materials
Crafting materials have the sole purpose of being used in recipes and are usually obtained from defeating NPC Targets rather than being created by the player. For information on how to obtain them, please visit this page.

Categorization
There are many types of crafting materials.


 * Patterns, Parts, Cores and Armaments are primarily used to craft Upgrade Credits, which upgrade a ship to the next level.
 * Fragments and Elements are primarily used to craft or upgrade Credits and Reusable Items.

Creating Instances

 * If a player owns its recipe and meets the prerequisites, it can be crafted in the Workshop at the cost of Mineral Ore and/or Time.

Deleting Instances
Not available.

Upgrade Credit
Upgrade credits are used to convert a ship instance from the immediately previous level to the level specified by the upgrade credit. They are consumed after use.

Creating Instances

 * If a player owns its recipe and meets the prerequisites, it can be crafted in the Workshop at the cost of Mineral Ore and/or Time.

Deleting Instances
Not available.

List of Items

 * -|Ships=


 * -|Modules=


 * -|Equipment=


 * -|Formations=


 * -|Other=

Trivia

 * The Reusable Item inventory limit was increased from 100 to 300 per item in the mid-September 2020 downtime.