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Shop

Everything you can buy in the shop: weapons, reactors, Extra modules, drones, ammo and boosts. Plus selling gear and the market.

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The shop is in the launcher. Ships are sold separately, see Ships. Equipment can only be fitted on a base or while you are not in the game.

Weapons

Lasers

QP-0

QP-0

T114.600

Weakest laser, Photon (48-60 damage per shot). A cheap start; every laser on your ship adds one roll to each volley.

Damage
111-126
QP-I

QP-I

T138.800

Basic laser (80-100 damage per shot). Every laser on your ship adds one roll to each volley.

Damage
167-189
QP-II

QP-II

T2150.000

Improved laser (144-180 damage). The best laser for Q-Credits.

Damage
241-273
QP-III

QP-III

T315.000

Strong laser (240-300 damage). A full set of QP-III in every laser slot gives +10 % laser damage and a thick beam.

Damage
324-368
QP-IV

QP-IV

T4not sold

The strongest laser (400-500 damage). Not sold in the shop, drops only from the gold special chest.

Damage
370-420

Rocket launchers

QR-I

QR-I

T1155.300

Rocket launcher for 3 rockets (150-200 damage per rocket). Key R loads it (1.2 s per rocket), when full it fires a salvo of homing rockets. Needs launcher rockets LR-I or LR-II.

Rocket damage
370-500
Salvo
3×
Load per rocket
1,2 s
QR-II

QR-II

T2600.000

Rocket launcher for 5 rockets (190-250 damage per rocket), loads faster (1 s per rocket). Also carries the strongest LR-III rockets.

Rocket damage
580-780
Salvo
5×
Load per rocket
1 s
QR-III

QR-III

T324.000

The best rocket launcher: a salvo of 8 rockets (230-300 damage per rocket), the fastest loading (0.8 s per rocket) and rocket flight.

Rocket damage
830-1.120
Salvo
8×
Load per rocket
0,8 s

Reactors

Shields

QS-I

QS-I

T114.600

Basic shield generator: +400 shield capacity and +20 regeneration per second. The shield soaks most of each hit before damage reaches your HP.

Shield capacity
+15.000
Shield regen
+500/s
QS-II

QS-II

T2120.000

Improved shield generator: +800 capacity and +35 regeneration per second.

Shield capacity
+25.000
Shield regen
+1.000/s
QS-III

QS-III

T320.000

The best shield generator: +1,500 capacity and +60 regeneration per second.

Shield capacity
+40.000
Shield regen
+2.000/s

Engines

QE-I

QE-I

T13.000

Engine: +30 ship speed.

Speed
+5
QE-II

QE-II

T29.000

Improved engine: +60 ship speed.

Speed
+10
QE-III

QE-III

T33.000

The best engine: +100 ship speed.

Speed
+15

Extra

RB-I

RB-I

T18.000

Repair bot: repairs 100 HP per second once nobody has hit you for 10 s. Only one works per ship (the strongest).

HP repair
1.140/s
RB-II

RB-II

T260.000

Repair bot: 200 HP per second out of combat. Only one works per ship.

HP repair
1.960/s
RB-III

RB-III

T318.000

The best repair bot: 350 HP per second out of combat. Only one works per ship.

HP repair
3.270/s
QX-AR

QX-AR

T175.000

Auto rockets: while your lasers fire at a target in range, the ship fires normal rockets (R-I, R-II, R-III) by itself whenever they are ready, no need to press Space. Goes into an Extra slot.

QX-AL

QX-AL

T27.500

Auto launcher: the rocket launcher loads by itself and fires the full salvo at the target your lasers shoot at, then waits a moment and loads again. Goes into an Extra slot, needs a QR launcher.

Cloak I

Cloak I

T212.000

Cloak I: for 3 s you vanish from everyone else's world and minimap, an escape. Whoever is shooting you right now keeps you, though (use Disengage first). No gate jump while it runs, Cloak II only 10 s after it. 25 uses, then the module falls apart. Extra slot, key F in the game.

Charges
25
Cloak II

Cloak II

T322.500

Cloak II: 60 s of invisibility for scouting, flight 30 % slower (and 3 s after it ends). Your first shot or rocket reveals you, so does an enemy EMP; a gate jump does not end it. Cloak I only 5 s after it. 50 uses. Extra slot, key V.

Charges
50
Radar RD-1

Radar RD-1

T215.000

Radar: a pulse shows every ship within 12,000 on your minimap for a moment (not cloaked ones; a non-aggression pact shows grey), 10 s cooldown. While equipped it also catches an enemy in Cloak II as a short minimap blip now and then. Permanent Extra module, key X.

EXP-3

EXP-3

T14.500

Extra slot expansion: equipped in an Extra slot it gives the ship +3 Extra slots in that config for more modules. One expansion per config; it can be removed once the added slots are free.

Extra slots
+3
EXP-5

EXP-5

T29.000

Extra slot expansion: equipped in an Extra slot it gives the ship +5 Extra slots in that config for more modules. One expansion per config; it can be removed once the added slots are free.

Extra slots
+5
EXP-8

EXP-8

T315.000

Extra slot expansion: equipped in an Extra slot it gives the ship +8 Extra slots in that config for more modules (repair bot, rocket automation, QX modules). One per config; it can be removed once the added slots are free.

Extra slots
+8

Chest keys

Blue key

Blue key

1.450 event only

Key to the blue special chest. Chests lie on the maps, fly to one and stay a moment; the key is used and the chest opens.

Green key

Green key

1.250

Key to the green special chest (higher maps, better contents).

Purple key

Purple key

Not sold

Key to the purple special chest (high maps, rarer contents).

Gold key

Gold key

Not sold

Key to the gold special chest (CORE). The only source of the strongest QP-IV laser.

Drones

Axen

1 slot · laser or shieldfrom 232.900

Drone with 1 slot (laser or shield). Flies with your ship in formation and its equipment adds to the ship. Each further unit costs more.

Axen 1
Level 1
from the start
Axen 2
Level 2
8.000 XP
Axen 3
Level 3
24.000 XP
Axen 4
Level 4
60.000 XP
Price per unit – every further unit of the same drone costs more
1. unit
232.900
2. unit
419.200
3. unit
754.600
4. unit
1.358.300
5. unit
2.444.900
6. unit
4.400.800
7. unit
7.921.400
8. unit
14.258.600

Helix

2 slots · laser or shieldfrom 8.000

Drone with 2 slots (laser or shield), twice the equipment of an Axen. Each further unit costs more.

Helix 1
Level 1
from the start
Helix 2
Level 2
10.000 XP
Helix 3
Level 3
30.000 XP
Helix 4
Level 4
75.000 XP
Price per unit – every further unit of the same drone costs more
1. unit
8.000
2. unit
14.400
3. unit
25.900
4. unit
46.700
5. unit
84.000
6. unit
151.200
7. unit
272.100
8. unit
489.800

Omega-X

3 slots · laser or shield 100 fragments + 15× Exotic Matter

Elite drone with 3 slots. Not for sale, craft it from 100 Omega fragments (drop from monsters and chests).

Omega-X 1
Level 1
from the start
Omega-X 2
Level 2
10.000 XP
Omega-X 3
Level 3
30.000 XP
Omega-X 4
Level 4
75.000 XP

Phantom-Z

3 slots · laser or shield 100 fragments + 20× Exotic Matter

Elite drone with 3 slots. Not for sale, craft it from 100 Phantom fragments (drop from monsters and chests).

Phantom-Z 1
Level 1
from the start
Phantom-Z 2
Level 2
10.000 XP
Phantom-Z 3
Level 3
30.000 XP
Phantom-Z 4
Level 4
75.000 XP

Ammo

Laser ammo

QC-I

QC-I

30/ 20

Basic laser ammo (damage ×1). Each volley uses one round per laser on your ship and drones, no ammo, no fire. Key 1 in the game.

Damage
×1
Pack
20
QC-II

QC-II

15/ 20

Laser ammo ×2, double volley damage.

Damage
×2
Pack
20
QC-III

QC-III

30/ 20

Laser ammo ×3, triple volley damage.

Damage
×3
Pack
20
QC-IV

QC-IV

not sold

Laser ammo ×4, quadruple volley damage. The strongest laser ammo.

Damage
×4
Pack
20
SC-1

SC-1

35/ 20

Shield Converter: takes no HP, but drains the target's shield into yours. Useful against heavily shielded ships.

Damage
×1
Effect
drains shield
Pack
20
SC-2

SC-2

20/ 20

Stronger Shield Converter: drains 1.5× more shield than SC-1.

Damage
×1,5
Effect
drains shield
Pack
20
RAY

RAY

60/ 20

RAY rapid salvo: ×5 damage, then a 2.5 s cooldown, the lasers do not fire this ammo meanwhile. Fire a salvo, switch to another ammo, come back when the ring on the hex closes.

Damage
×5
Cooldown
2,5 s
Pack
20

Rockets

R-I

R-I

500/ 10

Normal rocket (1 000-1 500 damage). Fired with Space at your target, no launcher needed. 3 s cooldown.

Damage
1.000-1.500
Pack
10
R-II

R-II

1.500/ 10

Stronger normal rocket (2 500-4 500 damage), Space.

Damage
2.500-4.500
Pack
10
R-III

R-III

40/ 10

The strongest normal rocket (5 000-7 500 damage), Space.

Damage
5.000-7.500
Pack
10

Launcher rockets

LR-I

LR-I

500/ 10

Rocket-launcher rocket (launcher damage ×1). Loaded into a QR launcher with R and fired in a salvo. Cannot be fired with Space.

Damage
×1
Pack
10
LR-II

LR-II

1.500/ 10

Stronger launcher rocket (damage ×1.5).

Damage
×1,5
Pack
10
LR-III

LR-III

40/ 10

The strongest launcher rocket (damage ×2.2). Only QR-II and QR-III can carry it.

Damage
×2,2
Launcher
T2+
Pack
10

Tactical

EMP

EMP

150/ 5

EMP: ends Cloak II of enemy ships within firing range (+ a little), never own faction, party, allies or pact; Cloak I cannot be revealed. 15 s cooldown, one unit per use. Key E in the game.

Pack
5
Disengage

Disengage

not sold

Disengage: everyone (players and monsters) stops attacking you and for 2.5 s nobody can target or select you. Not sold, drops from strong monsters and rewards. Key Q.

Pack
1

Boosts

Boosters

Shield Booster

Shield Booster

1.500

Shield booster: +10 % shield capacity for 10 hours. Another unit extends the time.

Bonus
+10 %
Duration
10 h
HP Booster

HP Booster

1.500

HP booster: +10 % max HP for 10 hours. Another unit extends the time.

Bonus
+10 %
Duration
10 h
Damage Booster

Damage Booster

1.500

Damage booster: +10 % laser and rocket damage for 10 hours.

Bonus
+10 %
Duration
10 h
XP Booster

XP Booster

1.000

Experience booster: +10 % XP from all rewards for 10 hours.

Bonus
+10 %
Duration
10 h
Honor Booster

Honor Booster

1.000

Honor booster: +10 % honor from rewards for 10 hours (not from PvP).

Bonus
+10 %
Duration
10 h
Quantium Booster

Quantium Booster

1.200

+15 % Quantium from killed monsters for 10 hours. Pays off when you farm at least ~800 Quantium per hour.

Bonus
+15 %
Duration
10 h

Upgrade boosters

Upgrade booster S

50

Upgrade booster: +5 % success chance for one upgrade attempt (Upgrades page).

Chance
+5 %

Upgrade booster M

120

Upgrade booster: +10 % success chance for one attempt.

Chance
+10 %

Upgrade booster L

250

Upgrade booster: +15 % success chance for one attempt.

Chance
+15 %

Protection booster

400

Protection: the item does not break on a failed upgrade. One is used per attempt.

Chance
insurance

Selling gear

Free gear (not fitted to any ship) can be sold back in the hangar for 10 % of the shop price, in the same currency. Upgrades are not refunded. Bought drones (Axen, Helix) can be sold the same way.

Group boost

The group boost is bought for Quantium by the hour, and every pilot buys their own. While it runs you get a 5 % bigger share of monster rewards in a party.

Market

Trading between players works only in the game and only on a base. You list an offer for 24, 48 or 72 hours for Q-Credits or Quantium (at least 20). A fee of 5 % is taken from the sale. You can have at most 20 offers at once. Unsold items come back when the offer expires. An upgraded piece keeps its level for the new owner. Omega-X, Phantom-Z, keys and the starter box cannot be traded.

Prices are provisional, the final balance comes before the beta.

Aktualisiert: 11. Oktober 2026