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General

Crafting is a large in-game mechanic that allows players to upgrade their ships to different levels of marks, such as Mk.II, Mk.III, and so on and so forth. The reason this mechanic will be a single page is because of the sheer size and variety in this update. So, let's get to it.

What is crafting?

Most hulls, with the exception of the corvettes, have the ability to be upgraded by using certain pieces of equipment that are salvaged from enemy fleets from various factions, in a module called the Workshop. They are ranging from Mk.II to Mk.V. The Workshop is also capable of fusing certain materials, such as cores, to get a higher tier core to upgrade higher tier ships, such as a Mk.IV ship.

How does one craft MK+ ships?

Crafting upgraded hulls is not too difficult, it's actually more tedious. To build an upgraded hull, you will need to accomplish the following in no particular order:

  1. Build a module that is called the Workshop, which has a max level of IX.
  2. Construct the basic version of the hull you wish to upgrade.
    • Each level of MK+ upgrade needs the level before to be added. So for example an Mk.III credit would need an Mk.II hull to apply it to.
  3. Research the upgraded version of the hull in your Ship Lab.
  4. Obtain the materials required to build your upgrade credit. The amount and type needed varies by upgrade and is displayed on the Crafting tab in the Workshop after you have researched the upgrade. There are four of these materials required, which are:
  • Ship Patterns
  • Cores
  • Ship Parts
  • Armaments

These materials will be covered individually in later sections.

What can be upgraded and how far?

Ships can only get up to a certain level of MK upgrade designated by the hull's Tier. This tier designation can be checked by the color of the ship's name in the Fleet Manager or Ship Lab. Early game ships will usually be white, and can only get Mk.II upgrades (if they can get any). On the other end of the scale, Event hulls will usually be purple or orange and can get MKV upgrades.

The Pathfinder and Voyager corvettes do not receive mark upgrades, and so can be considered to be in a de facto "Tier 0".

Tier 1 Miner Rebellion hulls (Common, white font/black background) can be marked up to a maximum of Mk.II.

Tier 2 Miner Rebellion hulls (Uncommon, green font/background) can receive up to Mk.III upgrades.

Tier 3 Miner Rebellion hulls (Rare, blue font/background) can be marked up to Mk.IV.

Tier 4 VEGA & VSec hulls (Epic, purple font/background) can be marked up to Mk.V.

Tier 5 Iron Star and VEGA Demon Corps hulls (Legendary, orange font/background) can also be marked up to a maximum of Mk.V.

Tier 6 Xeno Division hulls (Legendary, orange font/background) can be marked up to Mk VI(Elite).

Hull Bonuses

Mark-upgraded ships gain generic bonuses to maximum mass (+5% per mark level) and cargo capacity (double capacity at Mark V), plus a host of other class-specific bonuses.

  • Frigates get reduced thruster mass, a slight increase to shield damage, bonus damage against destroyers and battleships and significant stasis resistance. High marks (Mark IV and above) gain an extra Special slot.
  • Cruisers get boosted armor health, reduced armor mass and bonus damage against frigates and cutters. It is important to note that the armor health modifier does not incur additional repair time; it is effectively "free" hitpoints. High marks gain an extra Armor slot.
  • Destroyers get reduced weapon mass, a built-in shield bypass (phased) bonus and bonus damage against cruisers. High marks gain an extra Weapon slot.
  • Battleships get reduced weapon mass, a built-in shield bypass (phased) bonus and some bonus damage against cruisers. High marks gain an extra Weapon slot.
  • Cutters get boosted armor health, reduced armor mass, a slight increase to shield damage, bonus damage against battleships and some stasis resistance. As for cruisers, the armor health boost does not incur additional repair time. High marks gain an extra Armor slot (Aside from the Decimator Cutter which gains a weapon slot at Mk. IV).
  • Carriers get an overall boost to damage against all ships, reduced squadron mass and a slight increase to shield damage. High marks gain an extra Special slot.

In addition to the bonuses listed above, all ships, with the notable exception of the Harrier Frigate, get a Resistance slot, allowing Resistor tech to be equipped. Some specific ships may gain other slots as they mark up, such as the Broadsword Destroyer, which gains a Shield slot at Mk. III.

Mk. II hulls have slightly higher base XP values than unmarked ships, but there is no further gain in XP for subsequent marks.

Strong Boxes

Strongboxes contain all of the materials below, except Armaments. They are sometimes rewarded when defeating a faction fleet. The type and level of strongbox depends upon the type of faction and the level of fleet you defeat, with higher level fleets giving better (i.e higher tier), but not necessarily more, materials.

Any unopened strongboxes are stored on the Inventory tab of your Workshop, so it is not necessary to open them immediately.

Armaments

Armaments are the most common materials found. When attacking a certain faction, the armaments are dropped independently, and do not need to be found in strongboxes. We will cover these factions and strongboxes later, unless you decided to skip to that section. There are 4 types of armaments: Rebel Armaments, VEGA Armaments, VSec Armaments, and Iron Star Company Armaments. These armaments are a common, but not guaranteed drop, from crafting fleets, no matter what the level. The level has been observed to influence the drop rate and quantity of the armaments you get. Your current supply of Armaments are displayed on the Materials tab of the Workshop.

Parts

Parts are less common, and randomly found through Parts strongboxes dropped by faction fleets. Each part is specific to a certain hull. The number of parts received per box varies by tier, but each box will always yield a batch of parts for one specific hull. Each tier of enemy faction fleets drop their own specific parts, listed below:

Your current supply of Parts are displayed on the Materials tab of the Workshop.

Cores

Core materials are rarer pieces of equipment that can also be found from strongboxes. They range in tiers from 1-5. Lower tier cores can be fused into higher tier cores to upgrade higher tiers of ships. Core strongboxes always distribute cores by ship class, for frigates, cruisers, destroyers, battleships, cutters, or carriers. The Core box tiers are listed below:

  • T1 Core strongboxes from level 10-17 Rebel fleets give Tier 1 cores. These boxes will not yield Cutter or Carrier cores.
  • T2 Core strongboxes from level 23-27 Rebel fleets give Tier 1-2 cores. These boxes will not yield Cutter cores.
  • T3 Core strongboxes from level 33-35 Rebel fleets give Tier 1-3 cores.
  • T4 Core strongboxes from level 40-45 VEGA fleets give Tier 1-4 cores.
  • T4 Core strongboxes from level 53-55 VSec fleets give Tier 1-4 cores.
  • T5 Core strongboxes from level 63-65 Iron Star and Demon Corp fleets give Tier 2-5 cores.
  • T6 Core strongboxes from level ~70-100 Alien fleets give strongboxes with atleast 1 T6 Core for hull type.
  • Level 20 and 30 rebel fleets, level 37 VEGA fleets, level 50 VSec fleets and level 60 Iron Star fleets do not give cores, so they are recommended for farming other materials.

Your current supply of Cores are displayed on the Materials tab of the Workshop.

Patterns

The most important part. Patterns are also salvaged from strongboxes, but they are the rarest type of drop. They are very specific to their individual hull upgrades, such as a Nighthawk Frigate Mk. IV pattern not being able to be used as a Nighthawk Frigate Mk. II pattern. The patterns you find from individual fleets are as follows:

Your current supply of Patterns is displayed on the Materials tab of the Workshop.

Fusion

Similar to how one can craft ships, if a person has 4 of a certain type of core, these cores can be fused into a single higher tier core.

Example - 4 Tier 2 Battleship cores can be fused into a single Tier 3 Battleship core.

This process has no other time or resource cost associated with it, with the exception of Flagship Core crafting. This is also currently the only method of obtaining Flagship Cores, by fusing two Tier 5 cores of the same class.

Trivia

  • The original Mk.II hulls from the Black Market were renamed with the "Enhanced" suffix before the release of crafting. They have better stats than regular Mk.II hulls and could be upgraded to Mk.III directly.
  • The Kixeye user SKoyote confirmed in a forum post that users would have to use all of their old Enhanced upgrade credits before they would be able to use the new crafting system upgrade credits.

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