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Iridium Magnets   Iridium Arrays


Iridium Magnets increase the muzzle velocity of Projectile weapons, making them harder to evade.
  — In-Game Description 

Stats

Iridium Magnets I
IridiumMagnets1
II
IridiumMagnets2
III
IridiumMagnets3
IV
IridiumMagnets4
V
IridiumMagnets5
SPECIFICATIONS Notepad
Weapon Mass 6% 12% 18% 24% 30%
Weapon Speed +540 m/s +1,080 m/s +1,350 m/s +1,620 m/s +1,890 m/s
Hull XP 863 XP 1,618 XP 2,447 XP 3,359 XP 4,127 XP
Applies to Projectile
RESEARCH TechLabResearch
Prerequisites Previous level of Iridium Magnets
Tech Lab Required III V VII IX X
Time Time 28m 00s 5h 33m 1d 0h 59m 2d 14h 59m 4d 12h 15m
Helium-3 Helium3 80,100 1,123,560 4,876,535 10,897,200 18,750,000
Antimatter Antimatter 0 124,840 860,565 3,632,400 6,250,200
Module XP 432 XP 809 XP 1,224 XP 1,680 XP 2,064 XP
EQUIP ModuleRefit
Time Time 4m 00s 17m 30s 1h 03m 2h 30m 4h 13m
Helium-3 Helium3 16,130 224,928 975,605 2,179,800 3,750,570
Antimatter Antimatter 0 24,992 172,166 726,600 1,250,190


General

Iridium Magnets boost Projectile weapons by increasing their speed.

Strategy and Setup

Advantages

Iridium Magnets are the standard weapon booster for Projectile weapons as most of them are quite slow and have difficulty hitting moving enemies.

Notably, the level I-II versions are most efficient in terms of mass, but you should still equip the highest level possible for the sake of accuracy.

Disadvantages

Iridium Magnets are not recommended when fighting base modules because they cannot move and get hit no matter how slow the projectile speed.

Iridium Magnets give a lot of XP compared to the other researchable weapon boosts. However, this is usually worth it because they make a huge difference between whether or not you can reliably hit enemy ships.

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