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Fleet

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The Fleet screen

Fleet is a late-game system unlocked after reinforcing 5 times. Here, players can travel to Galaxies, short gauntlets of multiple battles against enemy fleets, which grant powerful permanent upgrades that last through reinforces. It is the first system that takes place outside the reinforce-layer, finally making reinforcing a true second Prestige-layer. Hence, nothing about the Fleet system gets reset on reinforces.

Fleet gameplay takes place entirely separate from standard and capital gameplay.

Galaxies[edit | edit source]

A galaxy

The Fleet system is split into multiple Galaxies, to which players can travel in order to complete Nodes, and spend Artifacts on strong permanent upgrades that activate on the next reinforce.

Travelling to a galaxy costs Astrium Fuel, which players generate passively at a rate of 1 per second. For convenience, Astrium Fuel is expressed as a time, meaning if a player has 3600 of it, it will be displayed as "0D 1:00:00". Astrium Fuel is capped at 4 days. The amount of fuel it costs depends on the galaxy, as well as any "Transit Speed" upgrades inside that galaxy.

Fleet Resources[edit | edit source]

Each galaxy has a certain recommended amount of Fleet Resources, which players can increase by reaching higher and higher sectors. Although most galaxies can be completed with slightly less than that, it's recommended players get at least close to this amount, as it makes progression a lot faster. Each sector reached above 100 multiplies the players Fleet Resources by x1.1, meaning the resources for any given reached sector can be calculated like this: 100 * 1.1 ^ (sector-100) (so 110 in S101, 121 in S102, etc...).

The amount of Fleet Resources players get after travelling to a galaxy depends on the players base resources, as well as any upgrades to in-galaxy FR in that specific galaxy. For galaxies 7 and above, in-galaxy FR is reduced to 10%. These Fleet Resources can then be spent on ships and upgrades inside the galaxy, and will be refilled once travelling to it again.

Recommended Fleet Resources per galaxy
Galaxy Recommendation Max Recommended Sector Max Sector
UNND-GLX-z121-1 100 133 S100 S103
UNND-GLX-z113-2 100 133 S100 S103
UNND-GLX-z107-3 146 194 S104 S107
UNND-GLX-z95-4 259 345 S110 S113
UNND-GLX-z89-5 459 611 S116 S119
UNND-GLX-z69-6 895 1191 S123 S126
UNND-GLX-z60-7 1586 2111 S129 S132
UNND-GLX-z52-8 2554 3400 S134 S137
The Galaxy Guide Hub provides detailed guides for each galaxy.

Galaxy Nodes[edit | edit source]

Galaxies are split into multiple Nodes, which can be battles, Artifacts, galaxy-specific upgrades, extra ships, or entirely new ships or weapons. Players have to complete nodes in order, meaning clearing a node enables access to all further directly connected nodes.

Each Galaxy ends with a bossfight against an enemy base, which unlocks the next galaxy in the list.

Battle Nodes (B)[edit | edit source]

A fleet battlefield
A Battle Node

Battles make up the majority of nodes in most galaxies. Here, players have to deploy a fleet of their own ships in order to defeat the enemy fleet, while sustaining minimal damage. Deploying ships costs Fleet Resources (10 for light ships, 20 for medium ones), and overdeploying over the limit increases this cost by 10 for every ship. It is recommended to deploy as few ships as possible to beat a battle.

Players can repeat a battle as often as they want without any loss of resources, until they "accept" a win, after which the battle will count as completed for this run and any committed Fleet Resources will be lost. Likewise, players can abandon any battle without any loss of resources.

After "committing" Fleet Resources to a battle, half of them will always be lost by default (though this can be decreased by galaxy-specific upgrades), and the other half may be refunded to the player based on how much damage their ships sustained. If none of the players ships take any damage, half of the committed resources will always be refunded.

Completing a battle grants Fleet Scrap, which can be spent on various upgrade nodes. On the first clear, players will also recieve small bonus to Astrium Fuel Efficiency, which reduces the Astrium Fuel needed to re-enter the galaxy.

Astrium Fuel Efficiency gain on first clear
Galaxy Efficiency gain
UNND-GLX-z121-1 z121-1 Astrium Fuel Efficiency x1.025
UNND-GLX-z113-2 z113-2 Astrium Fuel Efficiency x1.02
UNND-GLX-z107-3 z107-3 Astrium Fuel Efficiency x1.02
UNND-GLX-z95-4 z95-4 Astrium Fuel Efficiency x1.015
UNND-GLX-z89-5 z89-5 Astrium Fuel Efficiency x1.005
UNND-GLX-z69-6 z69-6 Astrium Fuel Efficiency x1.005
Base Battles (BB)[edit | edit source]
A Base Battle Node

Base Battles are the bossfights of galaxies, and each galaxy has at least one of them at the end, which unlocks the next galaxy (though there may be more spread throughout, granting various permanent upgrades).

In addition to the normal battle against the enemy fleet, there will also be an alien base. This base won't attack or interfere with the fleet battle in any way, until all enemy ships have been defeated. The players ships will then close in on and attack the enemy base, which will retaliate in return, destroying every ship that attacks it in a single shot (effectively causing each of the players ships to deal a single attack to it before being destroyed). Once all the players ships have been defeated by the base, the battle counts as a "win" and will show how much damage the enemy base has sustained. The base battle can then be repeated as many times as needed, until the bases HP reaches 0, after which it is completed. Any damage dealt to the enemy base gets retained through runs, meaning players can leave a galaxy and then defeat the base on their next run.

Unique Base Battle Rewards
Galaxy Node First Clear Reward
UNND-GLX-z113-2 BB1 Turns off Void Energy and Salvage Scrap spawns - gain permanent upgrade with similar effects
Salvage Amount Multiplier x1.00e4
Void Power Generation x4
Synth Speed x2
Compute Levels Gained x2
Energy Voids -1
Salvage Scrap -1

Getting this upgrade also removes the relevant auto-collect Modules

UNND-GLX-z107-3 BB1 Unlock new row of fixtures and Fixture Speed x20
UNND-GLX-z95-4 BB1 Unlock button on Sector Data tab to jump to any cleared sector
BB2 Unlocks new Alien Synth recipes
UNND-GLX-z89-5 BB1 New Compute Spec Damage/Durability Upgrades, +5 Spec Points
BB2 Warp Overdrive Charge Speed x10
BB3 Synth Speed x10
UNND-GLX-z69-6 BB1 Max Shard Links +1
BB2 Research Datacores now apply to all researches automatically
Universal Data Cores +1
Data Core Exponent +0.25
BB3 Unlock Tether Warps (Requires all warp upgrades purchased)
Warp Overdrive Charge Speed x6
UNND-GLX-z60-7 BB1 Overdrive Catch Up Cutoff -4
S. Battle Overdrive Charge Speed x5
Overdrive Catch Up Bonus x1.25
UNND-GLX-z52-8 BB1 Unlock new row of fixtures and Fixture Speed x20
Command Ship Carriers (B)[edit | edit source]
CommandShipCarrierNode.png

Command Ship Carrier battles are battle nodes similar to Base Battles, but with a Command Ship Carrier instead of an enemy base. They behave similarly to normal bases, can be defeated over multiple fights, but don't retaliate to attack and instead fire at the players ships like normal. When defeated, the corresponding Hazard will be disabled for all affected nodes. Additionally, players will gain a small amount of Astrium Fuel Efficiency for the galaxy.

Ship Fabricator (L/M)[edit | edit source]

ShipFabricatorNode.png

Ship Fabricators allow players to spend Fleet Resources in order to add a ship of their choice to their fleet. The types of ships available depends on which ones players have unlocked. They are temporary and need to be purchased each run. There are two types of Ship Fabricators:

  • Light Ship Fabricator (L)
  • Medium Ship Fabricator (M)

Ship Printer (FP/CP)[edit | edit source]

ShipPrinterNode.png

Ship Printers allow players to spend Fleet Resources in order to add a new ship to their starting-fleet, meaning from that point on they will start every run with an extra ship already. These nodes are permanent.

Localized Printer (CL/HL)[edit | edit source]

Localized Printers act the same as Ship Printers, being permanent. However, they only apply to the specific galaxy.

Foundry (FF/CL/MI/AR/SH/MR/AT)[edit | edit source]

FoundryNode.png

Foundries allow players to spend Fleet Resources in order to unlock new ship types, weapons, or other mods, which can then be bought from Ship Fabricators. Some Foundries also grant a small bonus to the Fleet Resources Mulitpiler when completed. These nodes are permanent.

Galaxy Foothold (GF)[edit | edit source]

GalaxyFootholdNode.png

Galaxy Foothold nodes allow players to spend excess Fleet Resources in order to upgrade their available resources and combat stats inside that galaxy. These nodes are permanent, but it's recommended to only upgrade these nodes after progressing as far as possible in a galaxy, and only spending excess resources on them as these are very expensive and weak, and it is usually far more efficient to spend fleet resources to battle enemies for fleet scrap, then use that to upgrade shipyards and resource deposits.

Shipyard (S)[edit | edit source]

ShipyardNode.png

Shipyards allow players to spend Fleet Scrap in order to upgrade their combat stats in that specific galaxy. These upgrades apply instantly. They can each be upgraded several times, costing more and more resources to do so, and are permanent.

Resource Deposit (R)[edit | edit source]

ResourceDepositNode.png

Resource Deposits allow players to spend Fleet Scrap in order to upgrade their available Fleet Resources in that specific galaxy. These upgrades apply the next time players travel to that galaxy. Most of them can each be upgraded several times, costing more and more resources to do so, and are permanent.

Temporary Power Amplifier (TP)[edit | edit source]

TemporaryPowerAmplifierNode.png

Temporary Power Amplifiers allow players to spend Fleet Resources in order to gain a major boost to their combat stats in that specific galaxy. They are temporary and need to be bought again each run.

Resource Manipulator (RM)[edit | edit source]

ResourceManipulatorNode.png

Resource Manipulators allow players to spend Fleet Resources in order to decrease the amount of lost resources after a battle. With these, players can potentially keep much more than half of their committed resources. These nodes are permanent.

Artifact Trove (A)[edit | edit source]

ArtifactTroveNode.png

Artifact Troves allow players to spend Fleet Resources in order to gain Artifacts, which can be spent on powerful upgrades that activate upon the next reinforce. They need to be purchased again every run, granting further artifacts, but can be completed for free after all Artifact upgrades in that galaxy have been purchased. In Galaxy 2 and above, there is a special type of Artifact Trove that is repeatable after the final Base Battle node. Player can use excess Fleet Resources on this node to gain more Artifacts based on Fleet Resources.

Debris Fields (D)[edit | edit source]

AdaptiveNode.png

Debris fields, first seen in UNND-GLX-z89-1 (Galaxy 5), require large amounts of Fleet Resources in order to pass, similar to Artifact Troves. They grant small amount of Fleet Scrap for completing, and each completion reduces the required Fleet Resources by 50%. Once this becomes less than 1, they become free to complete and grant a secret achievement.

Locked Nodes[edit | edit source]

Locked nodes require a certain amount of fleet resources to unlock. Each locked node only needs to be unlocked once, then the node can be used as normal.

Fleet Support Nodes (F)[edit | edit source]

Fleet support nodes cost fleet resources to add support to nearby battles. Supports are the opposite to hazards, weakening enemies. Friendly support nodes reset on leaving the galaxy so they need to be activated every time you visit the galaxy.

Patrol Nodes (PL/PM)[edit | edit source]

Patrol nodes temporarily remove a chosen ship(light or medium depending on the node) from the player fleet. If a ship has been reduced to 0, it cannot be deployed at all.

Artifacts[edit | edit source]

An artifact upgrade grid.

Each Galaxy has a grid of upgrades, which players can spend Artifacts on. In order to access an upgrade, at least one of the adjacent ones needs to already be unlocked. The amount of Artifacts needed to completely fill out the grid is shown in the top right corner.

Upgrades from Artifacts are permanent, but don't get activated immediately. Instead, they get granted when players perform their next Reinforce. This also means players can freely undo any of these upgrades that are still pending, and put their points into something else.

Galaxy 1 Artifacts[edit | edit source]

Galaxy 1 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Synth Speed 1 5 4 Synth Speed x1.15 (+0.15 Per Level) Synth Speed x1.75
Capital Battle 2 5 8 Capital Damage x1.15 (+0.15 Per Level)

Capital Shields x1.15 (+0.15 Per Level)

Capital Damage x1.75

Capital Shields x1.75

Galaxy 2 Artifacts[edit | edit source]

Galaxy 2 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Capital Battle 1 5 4 Capital Damage x1.4 (+0.4 Per Level)

Capital Shields x1.4 (+0.4 Per Level)

Capital Damage x3

Capital Shields x3

Synth Speed 2 5 8 Synth Speed x1.2 (+0.2 Per Level) Synth Speed x2
Applied Research 2 5 12 Bonus to Applied Research x3 (+2 Per Level) Bonus to Applied Research x11
Fundamental Research 2 5 12 Bonus to Fundamental Research x3 (+2 Per Level) Bonus to Fundamental Research x11
OverDrive Charge Speed 3 5 16 Overdrive Charge Speed x1.1 (+0.1 Per Level) Overdrive Charge Speed x1.5
Crew Mastery 3 5 24 Mastery Gain Multiplier x1.7 (+0.7 Per Level) Mastery Gain Multiplier x4.5
Base Production 3 5 24 Base 1-4 Production Multiplier x1.25 (+0.25 Per Level)

Base 5 Production Multiplier x1.6 (+0.6 Per Level)

Base 1-4 Production Multiplier x2.25

Base 5 Production Multiplier x4

Combined Battle 4 5 32 Capital Damage x1.4 (+0.4 Per Level)

Capital Shields x1.4 (+0.4 Per Level)

Damage x1.2 (+0.2 Per Level)

Shields x1.2 (+0.2 Per Level)

Capital Damage x3

Capital Shields x3

Damage x2

Shields x2

Galaxy 3 Artifacts[edit | edit source]

Galaxy 3 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Fighter Improvement 1 5 4 Fighter Damage x1.15 (+0.15 Per Level)

Fighter Durability x1.15 (+0.15 Per Level)

Fighter Damage x1.75

Fighter Durability x1.75

Salvage and VM Utility Maxing 2 1 40 Salvage and VM no longer used for Computer and Reactor

Compute Salvage and VM Upgrades Maxed +1

Reactor VM Conversion Maxed +1

Void Power Max 2 5 12 Max Void Power x4 (+3 Per Level) Max Void Power x16
Data Cores 2 5 12 Starting Data Cores +2 Starting Data Cores +10
Specimen Research 3 5 16 Bonus to Specimen Research x3 (+2 Per Level) Bonus to Specimen Research x11
Capital Damage 3 5 24 Capital Damage x1.75 (+0.75 Per Level) Capital Damage x4.75
Capital Shield 3 5 24 Capital Max Shields x1.75 (+0.75 Per Level) Capital Max Shields x4.75
Retrofit Travel Bonus 4 1 160 Grants a Retrofit (up to your max) when you travel to a galaxy in Fleet

Retrofit Travel Bonus +1

Compute Spec Points 4 5 48 Compute Base Spec Points +2 Compute Base Spec Points +2
Compute Speed 4 5 48 Compute Speed x3.5 (+2.5 Per Level) Compute Speed x13.5
Overdrive Charge Speed 4 5 72 Overdrive Charge Speed x1.2 (+0.2 Per Level) Overdrive Charge Speed x2
Veil Piercer Charge Rate 4 5 72 Veil Piercer Charge Rate x1.025 (+0.025 Per Level) Veil Piercer Charge Rate x1.125
Crew Mastery Start With 5 1 320 Crew Starting Mastery Level +1
Synth Speed 5 5 96 Synth Speed x1.3 (+0.3 Per Level) Synth Speed x2.5
Fighter Efficiency 5 5 96 Fighter Efficiency x1.15 (+0.15 Per Level) Fighter Efficiency x1.75
Shard Link 6 1 640 Max Shard Links +1

Galaxy 4 Artifacts[edit | edit source]

Galaxy 4 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Enemy Strength Reduction 1 1 0 Reduces enemy capital scaling in sectors 112+ by 50x
Capital Damage 2 5 12 Capital Damage x1.55 (+0.55 Per Level) Capital Damage x3.75
Compute Speed 2 5 8 Compute Speed x7 (+6 Per Level) Compute Speed x31
Capital Shield 2 5 12 Capital Max Shields x1.55 (+0.55 Per Level) Capital Max Shields x3.75
Pulverium Gain 3 5 24 Pulverium Amount Multiplier x1.25 (+0.25 Per Level) Pulverium Amount Multiplier x2.25
Fortifium Gain 3 5 16 Fortifium Amount Multiplier x1.25 (+0.25 Per Level) Fortifium Amount Multiplier x2.25
Adaptium Gain 3 5 24 Adaptium Amount Multiplier x1.25 (+0.25 Per Level) Adaptium Amount Multiplier x2.25
Applied and Fundamental Research 4 5 72 Bonus to Applied Research x3 (+2 Per Level)

Bonus to Fundamental Research x3 (+2 Per Level)

Bonus to Applied Research x11

Bonus to Fundamental Research x11

Fighter Improvement 4 5 48 Fighter Damage x1.2 (+0.2 Per Level)

Fighter Durability x1.2 (+0.2 Per Level)

Fighter Damage x2

Fighter Durability x2

Completed Shard Bonus 4 5 32 Previously Completed Shard Drop Amount x3 (+2 Per Level) Previously Completed Shard Drop Amount x11
Synth Speed 4 5 48 Synth Speed x1.3 (+0.3 Per Level) Synth Speed x2.5
Specimen Research 4 5 72 Bonus to Specimen Research x2.75 (+1.75 Per Level) Bonus to Specimen Research x9.75
Veil Piercer Charge Rate 5 5 144 Veil Piercer Charge Rate x1.025 (+0.025 Per Level) Veil Piercer Charge Rate x1.125
Capital Damage 5 5 96 Capital Damage x1.55 (+0.55 Per Level) Capital Damage x3.75
Shard Drop Amount 5 1 320 Shard Drop Amount x2
Capital Shield 5 5 96 Capital Max Shields x1.55 (+0.55 Per Level) Capital Max Shields x3.75
Warp Improvement 5 5 144 Warp Essence Gain Multiplier x1.5 (+0.5 Per Level)

Warp Auto Sync + 2

Warp Essence Gain Multiplier x3.5

Warp Auto Sync + 10

Overdrive Charge Speed 6 5 192 Overdrive Charge Speed x1.15 (+0.15 Per Level) Overdrive Charge Speed x1.75
Base 6 Material Gain 6 5 128 Base 6 Material Multiplier x1.2 (+0.2 Per Level)

Base 1-5 Production Multiplier x201 (+200 Per Level)

Base 6 Material Multiplier x2

Base 1-5 Production Multiplier x1001

Void Power Supercharge 6 5 192 Max Power Generation x4 (+3 Per Level)

Max Void Power x4 (+3 Per Level)

Max Power Generation x16

Max Void Power x16

Specimen Gain Bonus 7 5 256 Specimen Gain Bonus x2.75 (+1.75 Per Level) Specimen Gain Bonus x9.75

Galaxy 5 Artifacts[edit | edit source]

Galaxy 5 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Enemy Strength Reduction 1 1 0 Reduces enemy capital scaling in sectors 117+ by 50x
Capital Damage 2 5 27 Capital Damage x1.7 (+0.7 Per Level) Capital Damage x4.5
Specimen Research 2 5 18 Bonus to Specimen Research x2.5 (+1.5 Per Level) Bonus to Specimen Research x8.5
Capital Shield 2 5 27 Capital Max Shields x1.7 (+0.7 Per Level) Capital Max Shields x4.5
Specimen Gain Bonus 3 5 54 Specimen Gain Bonus x2.25 (+1.25 Per Level) Specimen Gain Bonus x7.25
Power Improvement 3 1 180 Purchasing with Power no longer consumes it

Max Overdrives Charging + 1

Free Power + 1

Base 6 Component Gain 3 5 54 Base 6 Components Multiplier x1.4 (+0.4 Per Level) Base 6 Component Multiplier x3
Applied Research 4 5 162 Bonus to Applied Research x3.5 (+2.5 Per Level) Bonus to Applied Research x13.5
Fighter Improvement 4 5 108 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Bio Sleeve Generation 4 1 360 Bio Sleeve Generation Speed x5
Compute Power 4 5 108 Compute Power x6 (+5 Per Level) Compute Power x 26
Fundamental Research 4 5 162 Bonus to Fundamental Research x3.5 (+2.5 Per Level) Bonus to Fundamental Research x13.5
Overdrive Combat Charge Speed 5 5 486 Capital Battle Overdrive Charge Speed x1.1 (+0.1 Per Level)

S.Battle Overdrive Charge Speed x1.3 (+0.3 Per Level)

Fighter Overdrive Charge Speed x1.1 (+0.1 Per Level)

Compute Overdrive Charge Speed x1.1 (+0.1 Per Level)

Capital Battle Overdrive Charge Speed x1.5

S.Battle Overdrive Charge Speed x2.5

Fighter Overdrive Charge Speed x1.5

Compute Overdrive Charge Speed x1.5

Fixture Speed 5 5 324 Fixture Creation Speed x1.25 (+0.25 Per Level) Fixture Creation Speed x2.25
Pulverium Gain 5 5 216 Pulverium Amount Multiplier x1.25 (+0.25 Per Level) Pulverium Amount Multiplier x2.25
Fortifium Gain 5 5 144 Fortifium Amount Multiplier x1.25 (+0.25 Per Level) Fortifium Amount Multiplier x2.25
Adaptium Gain 5 5 216 Adaptium Amount Multiplier x1.25 (+0.25 Per Level) Adaptium Amount Multiplier x2.25
Synth Speed 5 5 324 Synth Speed x1.6 (+0.6 Per Level) Synth Speed x4
Overdrive Support Charge Speed 5 5 486 Synth Overdrive Charge Speed x1.1 (+0.1 Per Level)

Reactor Overdrive Charge Speed x1.1 (+0.1 Per Level)

Research Overdrive Charge Speed x1.1 (+0.1 Per Level)

Warp Overdrive Charge Speed x1.1 (+0.1 Per Level)

Synth Overdrive Charge Speed x1.5

Reactor Overdrive Charge Speed x1.5

Research Overdrive Charge Speed x1.5

Warp Overdrive Charge Speed x1.5

Capital Damage 6 5 678 Capital Damage x1.7 (+0.7 Per Level) Capital Damage x4.5
Compute Spec Points 6 5 432 Compute Base Spec Points +1 Compute Base Spec Points +5
Compute Tiers Per Spec Point 6 1 1440 Compute Tiers Per Spec Point -1
Warp Improvement 6 5 432 Warp Essence Gain Multiplier x1.75 (+0.75 Per Level)

Warp Auto Sync + 1

Warp Essence Gain Multiplier x4.75

Warp Auto Sync + 5

Capital Shield 6 5 648 Capital Max Shields x1.7 (+0.7 Per Level) Capital Max Shields x4.5
Veil Piercer Charge Rate 7 5 864 Veil Piercer Charge Rate x1.01 (+0.01 Per Level) Veil Piercer Charge Rate x1.05
Crew Mastery Start With 7 1 2880 Crew Starting Mastery Level + 1
Fighter Improvement 7 5 864 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Crew Splicing 8 1 5760 Unlocks Crew Splicing (Availlable After Crew Supremacy and Sector 117+)

Crew Splicing + 1

Galaxy 6 Artifacts[edit | edit source]

Galaxy 6 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Enemy Strength Reduction 1 1 0 Reduces enemy capital scaling in sectors 123+ by 50x
Capital Damage 2 5 75 Capital Damage x1.5 (+0.5 Per Level) Capital Damage x3.5
Specimen Research 2 5 50 Bonus to Specimen Research x1.5 (+0.5 Per Level) Bonus to Specimen Research x3.5
Capital Shield 2 5 75 Capital Max Shields x1.5 (+0.5 Per Level) Capital Max Shields x3.5
Compute Power 3 5 225 Compute Power x6 (+5 Per Level) Compute Power x 26
Fixture Speed 3 5 150 Fixture Creation Speed x1.2 (+0.2 Per Level) Fixture Creation Speed x2
Data Cores 3 5 100 Starting Data Cores +3 Starting Data Cores +15
Shard Drop Amount 3 5 150 Shard Drop Amount x1.2 (+0.2 Per Level) Shard Drop Amount x2
Synth Speed 3 5 225 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Overdrive Combat Charge Speed 4 5 675 Capital Battle Overdrive Charge Speed x1.03 (+0.03 Per Level)

S.Battle Overdrive Charge Speed x1.03 (+0.03 Per Level)

Fighter Overdrive Charge Speed x1.03 (+0.03 Per Level)

Compute Overdrive Charge Speed x1.03 (+0.03 Per Level)

Capital Battle Overdrive Charge Speed x1.15

S.Battle Overdrive Charge Speed x1.15

Fighter Overdrive Charge Speed x1.15

Compute Overdrive Charge Speed x1.15

Fighter Improvement 4 5 450 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Applied Research 4 5 300 Bonus to Applied Research x2.75 (+1.75 Per Level) Bonus to Applied Research x9.75
Rapid Development 4 1 1000 Spliced Crew now starts at Sector 115, this includes the mastery scaling.

Mastery Gain Sector Start -2

Fundamental Research 4 5 300 Bonus to Fundamental Research x2.75 (+1.75 Per Level) Bonus to Fundamental Research x9.75
Fighter Efficiency 4 5 450 Fighter Efficiency x1.25 (+0.25 Per Level) Fighter Efficiency x2.25
Overdrive Support Charge Speed 4 5 675 Synth Overdrive Charge Speed x1.03 (+0.03 Per Level)

Reactor Overdrive Charge Speed x1.03 (+0.03 Per Level)

Research Overdrive Charge Speed x1.03 (+0.03 Per Level)

Warp Overdrive Charge Speed x1.03 (+0.03 Per Level)

Synth Overdrive Charge Speed x1.15

Reactor Overdrive Charge Speed x1.15

Research Overdrive Charge Speed x1.15

Warp Overdrive Charge Speed x1.15

Fast Fueling 5 5 2025 z69-6 Astrium Fuel Efficiency x1.03 (+0.03 Per Level) z69-6 Astrium Fuel Efficiency x1.15
Capital Damage 5 5 1350 Capital Damage x1.5 (+0.5 Per Level) Capital Damage x3.5
Completed Shard Bonus 5 5 900 Previously Completed Shard Drop Amount x2 (+1 Per Level) Previously Completed Shard Drop Amount x6
Siphon Improvement 5 1 3000 Siphoning Multiplier x1.1
Base 6 Renovation 5 1 2000 Unlocks Base 6 Renovation upgrades that cap and increase the bonus then starts a new one. 3e23 Components for the first one.

Base 6 Production Multiplier x10

Corruption Tolerence 5 1 3000 Corruption Cap Multiplier x1.1
Compute Spec Points 5 5 900 Compute Base Spec Points +2 Compute Base Spec Points +10
Capital Shield 5 5 1350 Capital Max Shields x1.5 (+0.5 Per Level) Capital Max Shields x3.5
Veil Piercer Charge Rate 5 5 2025 Veil Piercer Charge Rate x1.025 (+0.025 Per Level) Veil Piercer Charge Rate x1.125
Acclimation Aspects 6 5 2700 Acclimation Rate x1.4 (+0.4 Per Level) Acclimation Rate x3
Specimen Gain Bonus 6 5 1800 Specimen Gain Bonus x1.5 (+0.5 Per Level) Specimen Gain Bonus x3.5
Fixture Speed 6 5 1200 Fixture Creation Speed x1.1 (+0.1 Per Level) Fixture Creation Speed x1.5
Warp Improvement 6 5 800 Warp Essence Gain Multiplier x1.5 (+0.5 Per Level)

Warp Auto Sync + 2

Warp Essence Gain Multiplier x3.5

Warp Auto Sync + 10

Data Core Exponent 6 5 1200 Data Core Exponent +0.025 Data Core Exponent +0.125
Veil Piercer Rare Bonus 6 5 1800 Rare Bonus Multiplier + 0.05 Rare Bonus Multiplier + 0.25
Adapting Acclimation 6 5 2700 Acclimation Adaption Coefficient + 0.004 Acclimation Adaption Coefficient + 0.02
Overdrive Combat Charge Speed 7 5 3600 Capital Battle Overdrive Charge Speed x1.03 (+0.03 Per Level)

S.Battle Overdrive Charge Speed x1.03 (+0.03 Per Level)

Fighter Overdrive Charge Speed x1.03 (+0.03 Per Level)

Compute Overdrive Charge Speed x1.03 (+0.03 Per Level)

Capital Battle Overdrive Charge Speed x1.15

S.Battle Overdrive Charge Speed x1.15

Fighter Overdrive Charge Speed x1.15

Compute Overdrive Charge Speed x1.15

Fighter Improvement 7 5 2400 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Crew Keep Supremacy 7 1 8000 Pre-Splicing Crew no longer resets on Reinforce (keep Supremacy)

Crew Keep Supremacy + 1

Synth Speed 7 5 2400 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Overdrive Support Charge Speed 7 5 3600 Synth Overdrive Charge Speed x1.03 (+0.03 Per Level)

Reactor Overdrive Charge Speed x1.03 (+0.03 Per Level)

Research Overdrive Charge Speed x1.03 (+0.03 Per Level)

Warp Overdrive Charge Speed x1.03 (+0.03 Per level)

Synth Overdrive Charge Speed x1.15

Reactor Overdrive Charge Speed x1.15

Research Overdrive Charge Speed x1.15

Warp Overdrive Charge Speed x1.15

Spliced Phenomenologist 8 1 24000 Unlock Spliced Phenomenologist
Warp Charge Speed 8 5 3200 Warp Core Charge Speed x1.2 (+0.2 Per Level) Warp Core Charge Speed x2
Ship Upgrades 8 1 24000 Unlock Battleship at 75 with second Combat Amp slot and unlocks a new Utility Core

Galaxy 7 Artifacts[edit | edit source]

Galaxy 7 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Enemy Strength Reduction 1 1 100 Reduces enemy capital scaling in sectors 131+ by 2500x
Discipline Mastery 2 5 60 Discipline Mastery Gain Multiplier x1.75 (+0.75 Per Level) Discipline Mastery Gain Multiplier x4.75
Overdrive Max Charging 2 1 200 Max Overdrives Charging +4
Specimen Gain 2 5 60 Specimen Gain Bonus x1.75 (+0.75 Per Level) Specimen Gain Bonus x4.75
Pulverium Gain 3 5 120 Pulverium Amount Multiplier x1.5 (+0.5 Per Level) Pulverium Amount Multiplier x3.5
Fortifium Gain 3 5 80 Fortifium Amount Multiplier x1.5 (+0.5 Per Level) Fortifium Amount Multiplier x3.5
Adaptium Gain 3 5 120 Adaptium Amount Multiplier x1.5 (+0.5 Per Level) Adaptium Amount Multiplier x3.5
Capital Damage 4 5 240 Capital Damage x1.3 (+0.3 Per Level) Capital Damage x2.5
Synth Speed 4 5 160 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Capital Shield 4 5 240 Capital Max Shield x1.3 (+0.3 Per Level) Capital Max Shield x2.5
Base 6 Component Gain 5 5 480 Base 6 Component Multiplier x1.7 (+0.7 Per Level) Base 6 Component Multiplier x4.5
Discipline Potency 5 1 1600 Discipline Potency x1.05
AF Research 5 5 480 Bonus to Applied Research x2.5 (+1.5 Per Level)

Bonus to Fundamental Research x2.5 (+1.5 Per Level)

Bonus to Applied Research x8.5

Bonus to Fundamental Research x8.5

Galaxy 8 Artifacts[edit | edit source]

Galaxy 8 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Fighter Damage 1 5 67 Fighter Damage x1.06 (+0.06 Per Level) Fighter Damage x1.3
Fixture Speed 1 5 45 Fixture Creation Speed x1.1 (+0.1 Per Level) Fixture Creation Speed x1.5
Fighter Durability 1 5 67 Fighter Durability x1.06 (+0.06 Per Level) Fighter Durability x1.3
Specimen Research 2 5 135 Bonus to Specimen Research x1.3 (+0.3 Per Level) Bonus to Specimen Research x2.5
Base 6 Materials 2 5 90 Base 6 Material Multiplier x1.4 (+0.4 Per Level) Base 6 Component Multiplier x3
Acclimation Rate 2 5 135 Acclimation Rate x1.25 (+0.25 Per Level) Acclimation Rate x2.25
Capital Damage 3 5 405 Capital Damage x1.3 (+0.3 Per Level) Capital Damage x2.5
Skein Gain 3 5 270 Warp Skein Gain x1.04 (+0.04 Per Level) Warp Skein Gain x1.2
Synth Speed 3 5 180 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Data Core Exponent 3 5 270 Data Core Exponent +0.0125 Data Core Exponent +0.0625
Capital Shield 3 5 405 Capital Max Shield x1.3 (+0.3 Per Level) Capital Max Shield x2.5
OverDrive Charge Speed 4 5 540 Overdrive Charge Speed x1.05 (+0.05 Per Level) Overdrive Charge Speed x1.25
Compute Spec Points 4 5 360 Compute Base Spec Points +2 Compute Base Spec Points +10
Adaptation Speed 4 5 540 Adaptation Speed x2 (+1 Per Level) Adaptation Speed x6

Player Ships[edit | edit source]

[Missing information]

Enemies[edit | edit source]

[Missing information]

Hazards and Supports[edit | edit source]

Hazards, first seen in UNND-GLX-z89-5 (Galaxy 5), are additional events in battles that makes them harder. There are 4 types of hazards:

  • R: Enemy reinforcement comes a few seconds after starting the battle. The locations and types of enemies spawning from reinforcements depends on the battle. Reinforcements take a few seconds to fully appear, but can be damaged in this state already.
  • L: A volley of laser projectiles is fired at the players ships a few seconds after starting the battle, with variable projectile count and damage depending on the battle. When triggered, they with fire one time at the ship closest to the source of the volley.
  • D: All player ships constantly take damage, the amount and interval depending on the battle. There is a special type of D hazard with a long interval, which instantly defeat all player ships.
  • G: Some enemy grid slots gained bonuses.
  • H: Multiple types of hazards.

Most L, R and G hazards are linked to Command Ship Carrier battles. In these battles the corresponding hazards will happen repeatedly at a set interval instead of only happening once after starting the battle. Once the Command Ship Carrier is destroyed, its hazard will disappear permanently, along with the hazards in all battles linked to this one, making these battles much easier the next time. D hazards cannot be removed.

Supports are the opposite of hazards. For example, R provides player ship reinforcements and L volley fires at enemies.

Unstable Transit[edit | edit source]

[Missing information]

Run Modifiers[edit | edit source]

[Missing information]

Mods[edit | edit source]

Stacking multiple of the same mods is self additive while different mods are multiplicative.

Unstable Transit Mods
Name Icon Effect Requirement
Damage Boost Damage +10% none, repeatable
Damage Amplifier (rare) Damage +20% Origin z52 or further, repeatable
Fire Rate Fire Rate +5% none, repeatable
Burst Fire(rare) Damage x0.7
Burst Fire +1
Getting this on the same ship for the 3rd time is a downgrade to DPS
none, repeatable
Range Boost Range +3% none, repeatable
Hull Boost Hull +15% none, repeatable
Hull Amplifier (rare) Hull +30% Origin z52 or further, repeatable
Ship Improvement (rare) Damage +10%
Fire Rate +5%
Range +3%
Hull +15%
origin z89 or further
Glass Cannon Damage x1.2
Hull x0.9
Origin z52 or further
Grants a Barrier (rare) Damage x0.9
Barrier +1
none
Single Cruiser reduces damage taken(always takes some damage)(rare) # Ships -1
Damage x1.75
Fire Rate x1.3
Hull x2
Damage Block = 1% of Hull
exclusive to Cruiser
Charge Laser Damage x2.4
Fire Rate x0.5
Armor Damage = 1
Shield Damage = 2
Range x1.33
Speed -1
ship has no Missile Launchers or Mini Rail Gun mods
Missile Launchers Damage x0.5
Fire Rate x0.8
Targets +2
Armor Damage = 2
Shield Damage = 1
Range x0.92
ship has no Charge Laser or Mini Rail Gun mods
Mini Rail Gun Fire Rate x1.2
Range x1.04
ship has no Charge Laser or Missile Launchers mods
Charge Laser Quick Fire Rate x1.2
Speed -0.5
ship has Charge Laser mod
Charge Laser Snipe Damage x1.2
Fire Rate x0.9
Range x1.2
Speed -0.65
ship has Charge Laser mod
Barrage Missile Launchers Damage x0.9
Targets +1
Range x1.2
Speed -0.4
ship has Missile Launchers mod
Close Range Missile Launchers Fire Rate x1.2
Range x0.75
Speed +0.5
ship has Missile Launchers mod
Rapid Mini Rail Gun Damage x0.75
Fire Rate x1.5
ship has Mini Rail Gun mod
Versatile Mini Rail Gun Damage x1.1
Shield Damage = 2
Range x1.1
ship has Mini Rail Gun mod
Grants Rapid Fire Ability (rare) Ability: Rapid Fire
1.5x Fire Rate
Charge Time: 6s
Duration: 4s
exclusive to Corvette
Grants Fleet Rapid Fire Ability (very rare) Adds Rapid Fire ability to all ship types Corvette has Rapid Fire mod
Grants Double Tap Ability (rare) Ability: Double Tap
2x Burst Fire
Charge Time: 6s
Duration: 4s
exclusive to Frigate
Grants Fleet Double Tap Ability (very rare) Adds Double Tap ability to all ship types Frigate has Double Tap mod
Grants Hull Bomb Ability (rare) Ability: Hull Bomb
Deals damage equal to 25% of ship's max hull to closest enemy
Charge Time: 5s
exclusive to Cruiser
Grants Dispersion Pulse Ability (rare) Ability: Dispersion Pulse
Deals 1.5% of your max hull to enemies within 500 radius
Charge Time: 2s
exclusive to Heavy Cruiser
Grants Teleport Drive Ability (rare) Ability: Teleport Drive
Jumps to the furthest enemy one time, 2x damage
Charge Time: 3s
exclusive to Fighter
Grants Fleet Teleport Drive Ability (very rare) Adds Teleport Drive ability to all ship types Fighter has Teleport mod
Grants Exploitation Field Ability (very rare) Ability: Exploitation Field
Increases damage taken by enemies by 20%
Charge Time: 6s
exclusive to Base, replace previous Base abilities
Grants Barrier Projection Ability (very rare) Ability: Barrier Projection
Gives a barrier to all allies
Charge Time: 8s
exclusive to Base, replace previous Base abilities
Grants Fleet Barrage Ability (very rare) Ability: Fleet Barrage
1.25x Fire Rate to all allies
Charge Time: 8s
exclusive to Base, replace previous Base abilities

Grid Slot Buffs

Only available in z69 or further; the slot is randomly chosen when selecting the reward.

Grid Slot Buff
Name Icon Effect Requirement
Damage (rare) 2x Damage none
Health (rare) 2x Health none
Fire Rate (rare) 2x Fire Rate none
Barrier (rare) Grands Barrier that absorbs damage none
Teleportation Drive (rare) Jump to furthest enemy after 2 seconds,
brief 2x damage
none
×