www.pardus.at
Equipment |
|
|
Installing faction-equipment on a ship from another faction or a syndicate-only ship is not possible!
Installing syndicate-only equipment on a faction ship or a ship with faction-only equipment is not possible!
Installing equipment available to both Union and TSS is possible on Union and TSS/neutral ships.
Repairing faction equipment is only possible if:
1) the repair place is controlled by that faction
and
2) the player is member of that faction
(Exception: Repairing armor, refreshing shield)
Lasers
Conventional | Damage | Firerate | Eff. Dmg. | Mass | Buy Price | Sell Price | Restrictions |
10 MW Mining* | | 6 | 1 | 6 | 4t | 1,000 | 500 | - |
30 MW Mining* | | 15 | 1 | 15 | 6t | 5,000 | 2,500 | - |
1 MW Impulse | | 21 | 1 | 21 | 2t | 12,000 | 6,000 | - |
5 MW Impulse | | 30 | 1 | 30 | 3t | 28,000 | 14,000 | - |
1 MW Particle | | 27 | 2 | 54 | 4t | 86,000 | 43,000 | 360 Exp |
4 MW Particle | | 42 | 2 | 84 | 8t | 210,000 | 105,000 | 1,600 Exp |
4 MW Light-weight Particle | | 42 | 2 | 84 | 5t | 510,000 | 255,000 | 4,600 Exp |
20 MW Particle | | 60 | 2 | 120 | 14t | 550,000 | 275,000 | 5,000 Exp |
20 MW Light-weight Particle | | 60 | 2 | 120 | 10t | 925,000 | 462,500 | 8,750 Exp |
100 MW Particle | | 84 | 2 | 168 | 30t | 980,000 | 490,000 | 9,300 Exp |
100 MW Light-weight Particle | | 84 | 2 | 168 | 24t | 2,000,000 | 1,000,000 | 19,500 Exp |
140 MW Particle | | 102 | 2 | 204 | 36t | 1,400,000 | 700,000 | |
140 MW Light-weight Particle | | 102 | 2 | 204 | 28t | 2,400,000 | 1,200,000 | |
4 MW Gatling | | 30 | 3 | 90 | 22t | 180,000 | 90,000 | |
4 MW Light-weight Gatling | | 30 | 3 | 90 | 14t | 540,000 | 270,000 | |
6 MW Gatling | | 48 | 3 | 144 | 34t | 400,000 | 200,000 | |
6 MW Light-weight Gatling | | 48 | 3 | 144 | 20t | 1,200,000 | 600,000 | |
10 MW Gatling | | 69 | 3 | 207 | 50t | 720,000 | 360,000 | |
10 MW Light-weight Gatling | | 69 | 3 | 207 | 30t | 2,160,000 | 1,080,000 | |
35 MW Plasma | | 240 | 1 | 240 | 38t | 2,280,000 | 1,140,000 | |
40 MW Plasma | | 270 | 1 | 270 | 42t | 2,500,000 | 1,250,000 | |
60 MW Plasma | | 345 | 1 | 345 | 54t | 8,250,000 | 4,125,000 | |
20 MW Gatling | | 115 | 3 | 345 | 78t | 2,200,000 | 1,100,000 | |
20 MW Light-weight Gatling | | 115 | 3 | 345 | 60t | 6,600,000 | 3,300,000 | |
Organic | Damage | Firerate | Eff. Dmg. | Mass | Buy Price | Sell Price | Restrictions |
Exoplasm Launcher | | 36 | 2 | 72 | 4t | 580,000 | 290,000 | 5,300 Exp |
Endoplasm Launcher | | 42 | 2 | 84 | 8t | 400,000 | 200,000 | 3,500 Exp |
Bio-Spore Array | | 42 | 3 | 126 | 16t | 850,000 | 425,000 | 8,000 Exp |
Viral Glands | | 78 | 2 | 156 | 28t | 1,680,000 | 840,000 | 16,300 Exp |
Electro-Magnetic | Damage | Firerate | Eff. Dmg. | Mass | Buy Price | Sell Price | Restrictions |
80 MT Magnetic Defractor | | 39 | 2 | 78 | 6t | 650,000 | 325,000 | 6,000 Exp |
120 MT Magnetic Defractor | | 51 | 2 | 102 | 7t | 950,000 | 475,000 | 9,000 Exp |
Large Pulse Cannon | | 165 | 1 | 165 | 30t | 1,980,000 | 990,000 | 19,300 Exp |
Very Large Pulse Cannon | | 210 | 1 | 210 | 40t | 2,600,000 | 1,300,000 | 25,500 Exp |
Pardus | Damage | Firerate | Eff. Dmg. | Mass | Buy Price | Sell Price | Restrictions |
Lucidi Enforcer I [S²] | | 40 | 2 | 80 | 5t | ? | ? | - |
Lucidi Enforcer II [S²] | | 55 | 2 | 110 | 12t | ? | ? | - |
Lucidi Conqueror [S²] | | 150 | 1 | 150 | 28t | ? | ? | - |
Lucidi Plasma Thrower [S²] | | 105 | 2 | 210 | 50t | ? | ? | - |
Feral | Damage | Firerate | Eff. Dmg. | Mass | Buy Price | Sell Price | Restrictions |
Feral-Lucidi Crossover Cannon [S] | | 215 | 1 | 215 | 54t | ? | ? | - |
Eff. Dmg. = Damage * Firerate
For efficiency relations between laser/armor-classes see [MECH:Laser/Armor Class].
* Note that the amount of ore mined depends on your Asteroid Mining Skill and the field's resources, and not on the mining laser's type.
Missiles
| Damage | Intelligence | Mass | ART | Buy Price | Sell Price | Restrictions |
P80 Sidewinder | | 45 | 1 | 1t | 4 | 1,000 | 500 | - |
KL760 Homing | | 90 | 1 | 1t | 4 | 2,500 | 1,250 | - |
LV111 Intelligent | | 135 | 2 | 2t | 4 | 6,000 | 3,000 | - |
NN500 Fleet | | 255 | 2 | 5t | 4 | 16,000 | 8,000 | - |
NN550 Fleet | | 255 | 3 | 5t | 4 | 32,000 | 16,000 | - |
Imperial MO89 Lord | | 315 | 3 | 5t | 4 | 17,500 | 8,750 | |
Heavy MO89 Lord | | 335 | 3 | 6t | 4 | 35,000 + 7 TP | 17,500 | + |
Imperial G-7 Smartwinder | | 60 | 4 | 1t | 3 | 1,500 | 750 | |
Imperial A/50 Pogo | | 150 | 2 | 2t | 3 | 7,000 | 3,500 | |
Imperial D/70 Havar | | 225 | 3 | 4t | 3 | 18,000 | 9,000 | |
Imperial Elite Mk.I | | 270 | 4 | 5t | 3 | 62,500 | 31,250 | |
Imperial Elite Mk.II | | 270 | 5 | 6t | 3 | 62,500 | 31,250 | |
King Relon | | 1,200 | 6 | 20t | 19 | 1,000,000 | 500,000 | |
Overloaded King Relon Prototype | | 1,350 | 5 | 25t | 19 | 600,000 + 120 TP | 300,000 | + |
King Kraak | | 1,800 | 6 | 28t | 19 | 1,500,000 | 750,000 | |
Royal Redeemer | | 2,300 | 3 | 12t | 15 | 2,500,000 | 1,250,000 | |
ART = Average Reload Time: Average amount of combat rounds where a missile needs reloading and is not fired
Drives
| Speed | Fuel Consumption | Tank Size | Mass | Evasion Bonus | Buy Price | Sell Price | Restrictions |
Nuclear | | 1 | 100 | 2 | 22t | 0% | 4,000 | 2,000 | - |
Fusion | | 2 | 125 | 3 | 26t | 4% | 20,000 | 10,000 | - |
Enhanced Fusion [S] | | 2 | 100 | 4 | 25t | 20% | 40,000 | 20,000 | |
Ion | | 3 | 150 | 3 | 35t | 8% | 48,000 | 24,000 | - |
Z Series Ion [S] | | 3 | 125 | 4 | 30t | 22% | 96,000 + 20 TP | 48,000 | + |
Anti-Matter | | 4 | 200 | 6 | 55t | 12% | 92,000 | 46,000 | 420 Exp |
Enhanced Anti-Matter [S] | | 4 | 150 | 7 | 51t | 28% | 184,000 | 92,000 | |
Hyper | | 5 | 225 | 8 | 73t | 16% | 220,000 | 110,000 | 1,700 Exp |
Z Series Hyper [S] | | 5 | 200 | 9 | 66t | 30% | 440,000 + 88 TP | 220,000 | + |
Interphased | | 6 | 250 | 9 | 87t | 20% | 400,000 | 200,000 | 3,500 Exp |
Enhanced Interphased [S] | | 6 | 225 | 10 | 80t | 36% | 800,000 | 400,000 | |
Feral Spin Apparatus [S] | | 6 | 100 | 4 | 85t | 33% | ? | ? | - |
Evasion Bonus = Decrease of chance of being hit in combat
Fuel Consumption / 1000 = Amount of fuel consumed by moving 1 field
Sensitive drives are replaced by a Nuclear drive on destruction.
Armors
Conventional | Strength | Buy Price | Sell Price | Restrictions |
Titanium | | 1 | 6,500 | 3,250 | - |
Tritanium | | 2 | 56,000 | 28,000 | 60 Exp |
Zortrium | | 3 | 290,000 | 145,000 | 2,400 Exp |
Neutronium | | 4 | 935,000 | 467,500 | 8,850 Exp |
Adamantium | | 5 | 2,870,000 | 1,435,000 | 28,200 Exp |
Ebidium | | 6 | 2,990,000 | 1,495,000 | |
Organic | Strength | Buy Price | Sell Price | Restrictions |
Worm-Slime armor | | 2 | 190,000 | 95,000 | 1,400 Exp |
Mykoplasmic armor | | 3 | 435,000 | 217,500 | 3,850 Exp |
Mutagen armor | | 4 | 1,400,000 | 700,000 | 13,500 Exp |
Genotrope armor | | 5 | 4,305,000 | 2,152,500 | 42,550 Exp |
Electro-Magnetic | Strength | Buy Price | Sell Price | Restrictions |
Fermion armor | | 2 | 200,000 | 100,000 | 1,500 Exp |
Boson armor | | 3 | 464,000 | 232,000 | 4,140 Exp |
Positron armor | | 4 | 1,560,000 | 780,000 | 15,100 Exp |
Anti-Neutrino armor | | 5 | 4,856,000 | 2,428,000 | 48,060 Exp |
For efficiency relations between laser/armor-classes see [MECH:Laser/Armor Class].
Shields
| Points | Recharge Rate | Mass | Buy Price | Sell Price | Restrictions |
Tiny | | 60 | 1 | 2t | 1,000 | 500 | |
Small | | 120 | 1 | 4t | 8,000 | 4,000 | - |
Standard | | 270 | 1 | 11t | 140,000 | 70,000 | 900 Exp |
Medium | | 420 | 2 | 28t | 320,000 | 160,000 | 2,700 Exp |
Large | | 660 | 3 | 48t | 740,000 | 370,000 | 6,900 Exp |
Q-Small | | 120 | 3 | 5t | 10,000 | 5,000 | |
Q-Standard | | 270 | 3 | 11t | 180,000 | 90,000 | |
Q-Medium | | 400 | 5 | 26t | 400,000 | 200,000 | |
Q-Large | | 630 | 7 | 46t | 860,000 | 430,000 | |
Huge | | 870 | 3 | 52t | 820,000 | 410,000 | |
Q-Huge | | 840 | 8 | 52t | 980,000 | 490,000 | |
L-Huge | | 870 | 3 | 40t | 1,100,000 | 550,000 | |
LQ-Large | | 630 | 7 | 35t | 1,160,000 | 580,000 | |
LQ-Huge | | 840 | 8 | 40t | 1,290,000 | 645,000 | |
Recharge Rate * 10 = Amount of shield points recharged every 6 minutes
Specials
| Mass | Buy Price | Sell Price | Features | Restrictions | Outlawed in |
Auto refueler | | 2t | 3,000 | 1,500 | [MECH:Movement & Status] | - | - |
Escape Pod | | 5t | 10,000 | 5,000 | [MECH:Ship Destruction] | - | - |
Fuel Scoop | | 1t | 1,800 | 900 | [MECH:Fields & Mining] | - | - |
Bussard Ramscoop | | 2t | 24,000 | 12,000 | Automatically harvests up to 5t of fuel from space tiles having 151+ field resources as long as there is enough free space in the ship's cargo hold and less than 10t of fuel already in it. Per collected ton of fuel 1 AP is deducted, your APs may turn negative. | - | - |
Magnetic Scoop | | 2t | 20,000 | 10,000 | Increases capacity for cargo by 150t, with higher movement cost and lower maneuver skill when Magnetic Scoop holds cargo. Prerequisite to packing goods. | - | - |
Ambush Teleporter | | 1t | 30,000 | 15,000 | Needed for setting and using ambush retreat points, [MECH:Raiding & Ambush] | - | - |
Class I Teleporter | | 5t | 25,000 | 12,500 | 60% Success, [MECH:Teleporting] | - | - |
Class II Teleporter | | 8t | 60,000 | 30,000 | 75% Success, [MECH:Teleporting] | 100 Exp | - |
Map Pack I | | 0t | 2,000 | 1,000 | Shows sectors in overview screen, and gains access to the building indices of these surrounding sectors | - | - |
Map Pack II | | 0t | 7,000 | 3,500 | Shows sectors and wormholes in overview screen, and gains access to the building indices of these surrounding sectors | - | - |
Bounty Link I | | 0t | 15,000 | 7,500 | Shows players with bounties | - | - |
Bounty Link II | | 0t | 150,000 | 75,000 | Shows bounty rewards too | 1,000 Exp | - |
Bounty Link III | | 0t | 375,000 | 187,500 | Shows building bounties too | 3,250 Exp | - |
Alliance Combat Uplink | | 0t | 115,000 | 57,500 | Connects your ship to your alliance's network of dominated NPC bases, granting combat-related bonuses according to [MECH:Alliance Territory] | - | - |
Alliance Trade Uplink | | 0t | 115,000 | 57,500 | Connects your ship to your alliance's network of dominated NPC bases, granting trade-related bonuses according to [MECH:Alliance Territory] | - | - |
Gyro Stabilizer I | | 0t | 860,000 | 430,000 | Reduces AP cost for wormhole jumps by 40% (does not affect AP cost for X-hole or Y-hole jumps) | | - |
Gyro Stabilizer II | | 0t | 2,400,000 | 1,200,000 | Reduces AP cost for wormhole jumps by 90% (does not affect AP cost for X-hole or Y-hole jumps) | | - |
Bodypart Masker | | 0t | 80,000 + 16 TP | 40,000 | The bodypart masker software upgrade hides all bodyparts in your cargo from external scans by changing the bodypart bio-signals to the bio-signals of animal embryos. | + | |
ECM Jammer [S] | | 1t | 240,000 | 120,000 | Uses electronic counter-measures to reduce probability of being hit with missiles in combat by 30% | - | - |
Strong ECM Jammer [S] | | 1t | 280,000 | 140,000 | Uses electronic counter-measures to reduce probability of being hit with missiles in combat by 40% | | - |
ECCM Jammer [S] | | 1t | 40,000 | 20,000 | Uses electronic counter-measures to nullify the effect of your opponent's ECM Jammer | | - |
Weak Gas Flux Capacitor [S] | | 2t | 340,000 | 170,000 | This device reduces your ship's movement cost in Nebulas by 1 Action Point. Only one flux capacitor can be installed on a ship. | | - |
Weak Energy Flux Capacitor [S] | | 2t | 460,000 | 230,000 | This device reduces your ship's movement cost in Energy by 1 Action Point. Only one flux capacitor can be installed on a ship. | | - |
Strong Gas Flux Capacitor [S] | | 2t | 980,000 | 490,000 | This device reduces your ship's movement cost in Nebulas by 2 Action Points. Only one flux capacitor can be installed on a ship. | | - |
Strong Energy Flux Capacitor [S] | | 2t | 1,400,000 | 700,000 | This device reduces your ship's movement cost in Energy by 2 Action Points. Only one flux capacitor can be installed on a ship. | | - |
Small Missile Battery [S] | | 1t | 750,000 | 375,000 | This missile battery increases the missile mounts of your ship by 2 slots. Additionally, the mass of each single installed missile is effectively reduced by 1t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship. | | - |
Large Missile Battery [S] | | 3t | 3,000,000 | 1,500,000 | This missile battery increases the missile mounts of your ship by 10 slots. Additionally, the mass of each single installed missile is effectively reduced by 2t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship. | | - |
Misappropriated Missile Battery [S] | | 3t | 1,350,000 + 270 TP | 675,000 | This missile battery increases the missile mounts of your ship by 6 slots. Additionally, the mass of each single installed missile is effectively reduced by 2t (but each missile weighs at least 1t). Only one missile battery can be installed on a ship. | + | - |
Key of Sheppard [S] | | 1t | 7,000,000 | 3,500,000 | This device allows your ship to jump through Sheppard Warp Gates. Only active Union members may utilize Sheppard Warp Gates. [MECH:Universe Structure & Jumps] Destinations within the Pardus Cluster are excluded for pilots who have no Anti-Lucidi Cloaker installed. | | - |
EPS Contraband Scanner [S] | | 1t | 32,000 | 16,000 | Enables EPS ships to scan the cargo of ships for contraband, in faction territory forwarding the findings to local authorities resulting in faction bounties. May result in a significant improvement of the scanner's competency on bounty collection. | | - |
EPS Contraband Drone [S] | | 1t | 280,000 | 140,000 | Enables EPS ships to place a scan-drone on a wormhole. For 50% of all ships entering this wormhole (on the respective side) the drone will scan their cargo for contraband, until 10 ships were scanned or until contraband is found; the drone returns to the owner once its job is done. If placed in faction territory, the drone will forward its findings to local authorities resulting in faction bounties. May result in a significant improvement of the placer's competency on bounty collection. If placed outside of faction territory, the drone will induce a subspace anomaly on the wormhole in case contraband was detected, leading to hull damage for the jumping ship. Only one contraband drone can be installed on a ship. If multiple drones reside on the same field, they will work off their scans in order of placement. | | - |
EPS Core Sensitizer [S] | | 1t | 1,200,000 | 600,000 | Enables EPS ships to sensitize the ship computer's core of a fellow pilot, once every 24 hours. A sensitized core has a significantly higher probability of earlier shutdown the next time it is credit hacked. [MECH:Raiding & Ambush] The higher the hacking skill of the sensitizing pilot, the better the protection. [MECH:Hacking & Firewalls] | | - |
Cloaking Device [S] | | 2t | 200,000 (+ 40 TP if TSS) | 100,000 | Adds 25 percentage points to the probability to successful cloaking (e.g. 2% changes to 27%). | or + | |
Improved Cloaking Device [S] | | 3t | 350,000 + 70 TP | 175,000 | Adds 40 percentage points to the probability to successful cloaking (e.g. 2% changes to 42%). | + | |
Single-Wave Interferometer [S] | | 1t | 60,000 (+ 12 TP if TSS) | 30,000 | Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 100 times in building attacks and 25 out of 100 times in attacks against other ships. | or + | |
Dual-Wave Interferometer [S] | | 1t | 160,000 (+ 32 TP if TSS) | 80,000 | Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 500 times in building attacks and 25 out of 500 times in attacks against other ships. | or + | |
Triple-Wave Interferometer [S] | | 1t | 260,000 + 52 TP | 130,000 | Interferes with outgoing signals from attacked buildings and ships to Alliance Command Stations and attempts to nullify any signals. Fails once out of 2500 times in building attacks and 25 out of 2500 times in attacks against other ships. | + | |
Signature Shielding [S] | | 1t | 220,000 | 110,000 | Reduces the chance you are detected at military outposts by 5 percentage points, thus increasing your chance of flying by unnoticed. | | |
Advanced Signature Shielding [S] | | 2t | 500,000 | 250,000 | Reduces the chance you are detected at military outposts by 10 percentage points, thus increasing your chance of flying by unnoticed. | | |
Signature Dissipator [S] | | 1t | 125,000 + 25 TP | 62,500 | Reduces the chance you are detected at military outposts by 7 percentage points, thus increasing your chance of flying by unnoticed. | + | |
Complex Signature Dissipator [S] | | 2t | 275,000 + 55 TP | 137,500 | Reduces the chance you are detected at military outposts by 15 percentage points, thus increasing your chance of flying by unnoticed. | + | |
Damping Field Generator [S] | | 1t | 65,000 + 13 TP | 32,500 | Decreases equipment damage in combat (including ship destruction during combat) and wormhole-accidents by 40%. | + | |
Reinforced Damping Field Generator [S] | | 1t | 190,000 + 38 TP | 95,000 | Decreases equipment damage in combat (including ship destruction during combat) and wormhole-accidents by 55%. | + | |
Perfected Damping Field Generator [S] | | 1t | 650,000 + 130 TP | 325,000 | Decreases equipment damage in combat (including ship destruction during combat) and wormhole-accidents by 65%. | + | |
Light Dematerializer Mk.I [S] | | 6t | 400,000 + 80 TP | 200,000 | Allows dematerialization with an AP cost of 300+(size*20). Recovery time: 48 hours | + | |
Medium Dematerializer Mk.I [S] | | 10t | 500,000 + 150 TP | 250,000 | Allows dematerialization with an AP cost of 400+(size*8). Recovery time: 48 hours | + | |
Heavy Dematerializer Mk.I [S] | | 18t | 600,000 + 100 TP | 300,000 | Allows dematerialization with an AP cost of 500+(size*1). Recovery time: 48 hours | + | |
Light Dematerializer Mk.II [S] | | 6t | 750,000 + 190 TP | 375,000 | Allows dematerialization with an AP cost of 300+(size*20). Recovery time: 36 hours | + | |
Medium Dematerializer Mk.II [S] | | 10t | 950,000 + 120 TP | 475,000 | Allows dematerialization with an AP cost of 400+(size*8). Recovery time: 36 hours | + | |
Heavy Dematerializer Mk.II [S] | | 18t | 1,150,000 + 230 TP | 575,000 | Allows dematerialization with an AP cost of 500+(size*1). Recovery time: 36 hours | + | |
Hackotron 5000 [S] | | 3t | 1,600,000 + 320 TP | 800,000 | Increases your hacking skill in combat by 10, doubles credit hack booty, and enables Turnover Hacks on faction bases. Only one Hackotron can be installed on a ship. [MECH:Hacking & Firewalls] | + | |
Hackotron 6000 [S] | | 1t | 2,400,000 + 480 TP | 1,200,000 | Increases your hacking skill in combat by 20, doubles credit hack booty, and enables Turnover Hacks on faction bases. Only one Hackotron can be installed on a ship. [MECH:Hacking & Firewalls] | + | |
Bussard Ramscoop 2.0 [S] | | 2t | 0 | 0 | Version 2 of the Bussard Ramscoop allows configuration of its features: amount collected (1-15t), amount in ship (1-30t), minimum field resources (150-500t). | Starbase Popularity: 45,000 Ship class ≥
Cooldown: 90 days | - |
Enhanced Magnetic Scoop [S] | | 4t | 0 | 0 | This superior version of the magnetic scoop can carry up to 250 tons of commodities with a smaller penalty to movement speed than the original device (still 0.2 APs per ton, but without the initial 10 APs penalty). | Planet M/A Popularity: 50,000 Ship class ≥
Cooldown: 100 days | - |
Quick Freeze Module [S] | | 1t | 0 | 0 | This firewall module is able to speed up your ship computer's shut down time by 25 percent. | Planet I Popularity: 48,000 Ship class ≥
Cooldown: 150 days | - |
Trader Safety Shield [S] | | 5t | 0 | 0 | Despite its name this equipment is not a shield per se but an addon. As long as your shields stay up this module will guarantee that all credit hacking attempts are blocked. | Planet R Popularity: 41,000 Ship class ≥
Cooldown: 180 days | - |
Spatial Warp Pod [S] | | 1t | 0 | 0 | This refined version of the original escape pod features a new kind of technology for movement, saving space previously required for its ship drive and bringing you to a safe place almost instantly. Aside from the advantages of the standard escape pod this version also halves your loss of APs, experience and skills on ship destruction. | Planet G Popularity: 35,000 Ship class ≥
Cooldown: 200 days | - |
Remote Accounting Gateway [S] | | 1t | 0 | 0 | By keeping a persistent connection to your friends from Accounting about 50 percent of any credits hacked can be saved. | Planet D Popularity: 33,000 Ship class ≥
Cooldown: 240 days | - |
Feral Scales Upgrade [S] | | 1t | ? | ? | This upgrade provides your ship with extra protection by reorganizing its armor coating and making it flexible similar to the scales of the Feral Serpent. | Armor must also be installed. | - |
Last modification on this page: 2017-07-09
|