{
  "version": "0.4.0",
  "title": "SpaceCorps 2027 Wiki & Codex",
  "description": "Comprehensive pilot manual, ship specifications, mechanics, alien encounter logs, and equipment data programmatically derived from the base game package.",
  "categories": [
    {
      "id": "general",
      "name": "General",
      "order": 1,
      "dir": "01-General",
      "article_slugs": [
        "getting-started",
        "spacemap-travel"
      ]
    },
    {
      "id": "ships",
      "name": "Ships",
      "order": 2,
      "dir": "02-Ships",
      "article_slugs": [
        "kitefin",
        "ostirion",
        "paragon",
        "protos",
        "wraith"
      ]
    },
    {
      "id": "mechanics",
      "name": "Mechanics",
      "order": 3,
      "dir": "03-Mechanics",
      "article_slugs": [
        "abilities",
        "cargo",
        "clans",
        "combat",
        "company-pilots",
        "mechanics-drones",
        "inventory",
        "quests",
        "mechanics-shields",
        "skylab",
        "speed",
        "wipe-timeline"
      ]
    },
    {
      "id": "aliens",
      "name": "Aliens",
      "order": 4,
      "dir": "04-Aliens",
      "article_slugs": [
        "bulwark",
        "crystalys",
        "gorvane",
        "phantasm",
        "seeker"
      ]
    },
    {
      "id": "items",
      "name": "Items",
      "order": 5,
      "dir": "05-Items",
      "article_slugs": [
        "boosters",
        "items-drones",
        "lasers",
        "overview",
        "propulsion",
        "items-shields"
      ]
    }
  ],
  "articles": {
    "getting-started": {
      "id": "getting-started",
      "title": "Getting Started in SpaceCorps",
      "category": "General",
      "categoryId": "general",
      "filename": "Getting-Started.md",
      "path": "01-General/Getting-Started.md",
      "html": "<h1 id=\"getting-started-in-spacecorps\">Getting Started in SpaceCorps</h1>\n<p>Welcome to the ultimate space warfare experience. As a pilot in SpaceCorps, you will represent your chosen faction to battle for galactic dominance, gather precious resources, and build your prestige in the universe.</p>\n<h2 id=\"core-resources\">Core Resources</h2>\n<p>To survive and thrive, you must manage three essential resources:</p>\n<ul>\n<li><strong>Credits</strong>: The primary standard currency, earned from defeating alien NPC enemies, finishing quests, and selling raw minerals. Used to buy basic gear, ships, and standard equipment.</li>\n<li><strong>Thulium</strong>: The premium radioactive ore and high-value currency, found in rare drops, galaxy gate completion rewards, and PvP activities. Used to purchase elite weaponry, propulsion thrusters, hybrid shields, and powerful booster packs.</li>\n<li><strong>Honor</strong>: A measure of your faction rank, loyalty, and standing. Earning Honor increases your rank title, but attacking friendly pilots from your own faction will heavily penalize your Honor rating: destroying a pilot of your own company, a player&#x27;s ship or one of its <a href=\"?article=company-pilots\" class=\"wiki-link\" data-article=\"company-pilots\">Company Pilots</a>, costs 100 Honor. So does hitting one in the 15 seconds before something else destroys it: softening up a company mate for an alien to finish costs as much as the kill. Killing a company mate is no PvP kill and earns no PvP points.</li>\n</ul>\n<h2 id=\"missions\">Missions</h2>\n<p>Missions are the fastest way to level up. Open <strong>Mission Control</strong> from the toolbar: 88 missions take you from level 1 to 8, ten a level in any order plus a <strong>Special</strong> that opens when the ten are done. Each level&#x27;s missions lead you one sector further out, from your base to the border and the PvP centre. See <a href=\"?article=quests\" class=\"wiki-link\" data-article=\"quests\">Quests</a> for how they work and what every mission pays.</p>\n<h2 id=\"keyboard-controls-keybindings\">Keyboard Controls &amp; Keybindings</h2>\n<p>SpaceCorps supports customizable keyboard layout controls (accessible via the in-game Settings panel). Below are the default keybindings:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Action</th>\n<th>Control / Keybind</th>\n<th>Description</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Move Ship</strong></td>\n<td><code>Left Click</code> on Spacemap</td>\n<td>Directs your ship to fly to the clicked destination coordinates.</td>\n</tr>\n<tr>\n<td><strong>Select Target</strong></td>\n<td><code>Left Click</code> on Entity</td>\n<td>Selects an alien, enemy pilot, or portal as your active target.</td>\n</tr>\n<tr>\n<td><strong>Attack Selected Target</strong></td>\n<td><code>Key A</code> (or <code>Ctrl + Click</code>)</td>\n<td>Starts firing your lasers and rockets at the selected target.</td>\n</tr>\n<tr>\n<td><strong>Jump Portal</strong></td>\n<td><code>Key J</code></td>\n<td>Activates portal transit when positioned inside a jump gate safe zone.</td>\n</tr>\n<tr>\n<td><strong>Swap Configuration</strong></td>\n<td><code>Key C</code></td>\n<td>Swaps between Config 1 and Config 2 (swaps active lasers/shields/speed setup).</td>\n</tr>\n<tr>\n<td><strong>Primary Hotbar</strong></td>\n<td><code>Digits 1 - 9</code></td>\n<td>Activates items/actions in your primary HUD hotbar slot (e.g., ammo, repair bots).</td>\n</tr>\n<tr>\n<td><strong>Secondary Hotbar</strong></td>\n<td><code>Shift + Digits 1 - 9</code></td>\n<td>Activates items/actions in your secondary hotbar slots. The row shows above the primary one once it holds something; open the Ammo, Rockets or Extras picker (or drag a slot) to place an item there.</td>\n</tr>\n</tbody></table></div>\n<h2 id=\"quick-pro-tips-for-beginners\">Quick Pro-Tips for Beginners</h2>\n<ol>\n<li><strong>Configurations</strong>: Always prepare two distinct setups. For example, use <strong>Config 1</strong> with all engines/thrusters in ship support slots for fast escaping or traveling, and <strong>Config 2</strong> with shields and lasers for combat.</li>\n<li><strong>Safe Zones</strong>: Portals and bases have <strong>Safe Zones</strong> around them. In these areas, other pilots cannot attack you, allowing you to recover shields or wait out combat cooldowns safely.</li>\n<li><strong>Daily Faction Taxes</strong>: If you are a member of a Clan, be aware that the clan treasury deducts a tax percentage (0% to 5%) from your daily Credits balance at UTC midnight. Make sure to choose your clan wisely!</li>\n</ol>",
      "toc": [
        {
          "level": 2,
          "title": "Core Resources",
          "anchor": "core-resources"
        },
        {
          "level": 2,
          "title": "Missions",
          "anchor": "missions"
        },
        {
          "level": 2,
          "title": "Keyboard Controls & Keybindings",
          "anchor": "keyboard-controls-keybindings"
        },
        {
          "level": 2,
          "title": "Quick Pro-Tips for Beginners",
          "anchor": "quick-pro-tips-for-beginners"
        }
      ],
      "wordCount": 590,
      "readingTime": "3 min read",
      "markdown": "# Getting Started in SpaceCorps\n\nWelcome to the ultimate space warfare experience. As a pilot in SpaceCorps, you will represent your chosen faction to battle for galactic dominance, gather precious resources, and build your prestige in the universe.\n\n## Core Resources\n\nTo survive and thrive, you must manage three essential resources:\n- **Credits**: The primary standard currency, earned from defeating alien NPC enemies, finishing quests, and selling raw minerals. Used to buy basic gear, ships, and standard equipment.\n- **Thulium**: The premium radioactive ore and high-value currency, found in rare drops, galaxy gate completion rewards, and PvP activities. Used to purchase elite weaponry, propulsion thrusters, hybrid shields, and powerful booster packs.\n- **Honor**: A measure of your faction rank, loyalty, and standing. Earning Honor increases your rank title, but attacking friendly pilots from your own faction will heavily penalize your Honor rating: destroying a pilot of your own company, a player's ship or one of its [Company Pilots](/wiki/03-Mechanics/Company-Pilots.md), costs 100 Honor. So does hitting one in the 15 seconds before something else destroys it: softening up a company mate for an alien to finish costs as much as the kill. Killing a company mate is no PvP kill and earns no PvP points.\n\n## Missions\n\nMissions are the fastest way to level up. Open **Mission Control** from the toolbar: 88 missions take you from level 1 to 8, ten a level in any order plus a **Special** that opens when the ten are done. Each level's missions lead you one sector further out, from your base to the border and the PvP centre. See [Quests](/wiki/03-Mechanics/Quests.md) for how they work and what every mission pays.\n\n## Keyboard Controls & Keybindings\n\nSpaceCorps supports customizable keyboard layout controls (accessible via the in-game Settings panel). Below are the default keybindings:\n\n| Action | Control / Keybind | Description |\n| :--- | :--- | :--- |\n| **Move Ship** | `Left Click` on Spacemap | Directs your ship to fly to the clicked destination coordinates. |\n| **Select Target** | `Left Click` on Entity | Selects an alien, enemy pilot, or portal as your active target. |\n| **Attack Selected Target** | `Key A` (or `Ctrl + Click`) | Starts firing your lasers and rockets at the selected target. |\n| **Jump Portal** | `Key J` | Activates portal transit when positioned inside a jump gate safe zone. |\n| **Swap Configuration** | `Key C` | Swaps between Config 1 and Config 2 (swaps active lasers/shields/speed setup). |\n| **Primary Hotbar** | `Digits 1 - 9` | Activates items/actions in your primary HUD hotbar slot (e.g., ammo, repair bots). |\n| **Secondary Hotbar** | `Shift + Digits 1 - 9` | Activates items/actions in your secondary hotbar slots. The row shows above the primary one once it holds something; open the Ammo, Rockets or Extras picker (or drag a slot) to place an item there. |\n\n## Quick Pro-Tips for Beginners\n\n1. **Configurations**: Always prepare two distinct setups. For example, use **Config 1** with all engines/thrusters in ship support slots for fast escaping or traveling, and **Config 2** with shields and lasers for combat.\n2. **Safe Zones**: Portals and bases have **Safe Zones** around them. In these areas, other pilots cannot attack you, allowing you to recover shields or wait out combat cooldowns safely.\n3. **Daily Faction Taxes**: If you are a member of a Clan, be aware that the clan treasury deducts a tax percentage (0% to 5%) from your daily Credits balance at UTC midnight. Make sure to choose your clan wisely!\n"
    },
    "spacemap-travel": {
      "id": "spacemap-travel",
      "title": "Spacemap Travel",
      "category": "General",
      "categoryId": "general",
      "filename": "Spacemap Travel.md",
      "path": "01-General/Spacemap Travel.md",
      "html": "<h1 id=\"spacemap-travel\">Spacemap Travel</h1>\n<p>The Spacemap is your navigational interface for traversing the SpaceCorps universe. Each company controls a sector of space, arranged in a specific topology that facilitates both safe exploration and dangerous PvP encounters.</p>\n<h2 id=\"the-universe-structure\">The Universe Structure</h2>\n<p>The universe comprises three main company sectors (Mars, Terra, Galactic) and a central PvP zone.</p>\n<ul>\n<li><strong>x-1 (Home Base)</strong>: The starting map for each company (M-1, T-1, G-1). Safest zone.</li>\n<li><strong>x-2 -&gt; x-3</strong>: Expansion zones with progressively tougher aliens.</li>\n<li><strong>x-4 (Border)</strong>: The gateway to the PvP sector.</li>\n<li><strong>4-x (PvP Zone)</strong>: The central conflict zone connecting all companies.</li>\n</ul>\n<p>Each <a href=\"?article=wipe-timeline#worlds-alpha-beta-and-gamma\" class=\"wiki-link\" data-article=\"wipe-timeline\">world</a> (Alpha, Beta, Gamma) has its own copy of this whole map, and where pilots may fight each other depends on it: in Alpha only in <code>x-4</code> and <code>4-x</code>, in Beta everywhere except <code>x-1</code>, in Gamma everywhere. The galaxy map colours the sectors by your world&#x27;s rule.</p>\n<h2 id=\"visualization\">Visualization</h2>\n<p>The Galaxy Map below shows the real-time layout of the known universe.</p>\n<pre><code></code></pre>\n<h2 id=\"how-to-travel\">How to Travel</h2>\n<p>Spacemap travel is conducted via <strong>Jump Gates</strong> (Portals).</p>\n<ol>\n<li><strong>Locate a Portal</strong>: Portals are typically found at the corners or edges of a map.</li>\n<li><strong>Navigation</strong>: Fly your ship close to the portal structure.</li>\n<li><strong>Activation</strong>: Press <strong>&#x27;J&#x27;</strong> to initiate the jump sequence.</li>\n<li><strong>Destination</strong>: You will arrive at the corresponding portal in the target map.</li>\n</ol>\n<h3 id=\"jump-links\">Jump Links</h3>\n<ul>\n<li><strong>Standard Company Routes</strong>: Connections flow as <code>1 &lt;-&gt; 2 &lt;-&gt; 3</code> and <code>2 &lt;-&gt; 4</code> and <code>3 &lt;-&gt; 4</code>. This forms a loop between the secondary maps (<code>x-2</code> and <code>x-3</code>) and the border map (<code>x-4</code>), with <code>x-1</code> functioning as a secure entry-point tail connected only to <code>x-2</code>.</li>\n<li><strong>PvP Access Gates</strong>: Each company&#x27;s border map (<code>x-4</code>) connects directly to a dedicated PvP sector:</li>\n<li><code>M-4</code> connects to <code>4-1</code></li>\n<li><code>T-4</code> connects to <code>4-2</code></li>\n<li><code>G-4</code> connects to <code>4-3</code></li>\n<li><strong>Invasion Paths (Inter-Company Travel)</strong>: To enter enemy company territory, you must cross through the PvP zones. For example, a Mars pilot seeking to invade Terra must fly from <code>M-4</code> into PvP sector <code>4-1</code>, cross the jump gate to PvP sector <code>4-2</code>, and then enter Terra space through <code>T-4</code>.</li>\n<li><strong>The Core Center</strong>: All three outer PvP sectors (<code>4-1</code>, <code>4-2</code>, and <code>4-3</code>) connect directly to the center map <strong><code>4-4</code></strong>, the most dangerous and rewarding PvP zone in the universe.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "The Universe Structure",
          "anchor": "the-universe-structure"
        },
        {
          "level": 2,
          "title": "Visualization",
          "anchor": "visualization"
        },
        {
          "level": 2,
          "title": "How to Travel",
          "anchor": "how-to-travel"
        },
        {
          "level": 3,
          "title": "Jump Links",
          "anchor": "jump-links"
        }
      ],
      "wordCount": 384,
      "readingTime": "2 min read",
      "markdown": "# Spacemap Travel\n\nThe Spacemap is your navigational interface for traversing the SpaceCorps universe. Each company controls a sector of space, arranged in a specific topology that facilitates both safe exploration and dangerous PvP encounters.\n\n## The Universe Structure\n\nThe universe comprises three main company sectors (Mars, Terra, Galactic) and a central PvP zone.\n\n- **x-1 (Home Base)**: The starting map for each company (M-1, T-1, G-1). Safest zone.\n- **x-2 -> x-3**: Expansion zones with progressively tougher aliens.\n- **x-4 (Border)**: The gateway to the PvP sector.\n- **4-x (PvP Zone)**: The central conflict zone connecting all companies.\n\nEach [world](/wiki/03-Mechanics/Wipe-Timeline.md#worlds-alpha-beta-and-gamma) (Alpha, Beta, Gamma) has its own copy of this whole map, and where pilots may fight each other depends on it: in Alpha only in `x-4` and `4-x`, in Beta everywhere except `x-1`, in Gamma everywhere. The galaxy map colours the sectors by your world's rule.\n\n## Visualization\n\nThe Galaxy Map below shows the real-time layout of the known universe.\n\n```spacemap\n\n```\n\n## How to Travel\n\nSpacemap travel is conducted via **Jump Gates** (Portals).\n\n1. **Locate a Portal**: Portals are typically found at the corners or edges of a map.\n2. **Navigation**: Fly your ship close to the portal structure.\n3. **Activation**: Press **'J'** to initiate the jump sequence.\n4. **Destination**: You will arrive at the corresponding portal in the target map.\n\n### Jump Links\n\n- **Standard Company Routes**: Connections flow as `1 <-> 2 <-> 3` and `2 <-> 4` and `3 <-> 4`. This forms a loop between the secondary maps (`x-2` and `x-3`) and the border map (`x-4`), with `x-1` functioning as a secure entry-point tail connected only to `x-2`.\n- **PvP Access Gates**: Each company's border map (`x-4`) connects directly to a dedicated PvP sector:\n  - `M-4` connects to `4-1`\n  - `T-4` connects to `4-2`\n  - `G-4` connects to `4-3`\n- **Invasion Paths (Inter-Company Travel)**: To enter enemy company territory, you must cross through the PvP zones. For example, a Mars pilot seeking to invade Terra must fly from `M-4` into PvP sector `4-1`, cross the jump gate to PvP sector `4-2`, and then enter Terra space through `T-4`.\n- **The Core Center**: All three outer PvP sectors (`4-1`, `4-2`, and `4-3`) connect directly to the center map **`4-4`**, the most dangerous and rewarding PvP zone in the universe.\n"
    },
    "kitefin": {
      "id": "kitefin",
      "title": "Kitefin",
      "category": "Ships",
      "categoryId": "ships",
      "filename": "Kitefin.md",
      "path": "02-Ships/Kitefin.md",
      "html": "<h1 id=\"kitefin\">Kitefin</h1>\n<p>The Kitefin is a light gunship and the first ship most pilots buy: a third laser, twice the hull of the Protos and a quicker drive, for under a third of an Ostirion&#x27;s price.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 16,000</li>\n<li><strong>Base Speed</strong>: 175</li>\n<li><strong>Laser Slots</strong>: 3</li>\n<li><strong>Extra Slots</strong>: 3</li>\n</ul>\n<h3 id=\"generator-support-slots\">Generator &amp; Support Slots</h3>\n<ul>\n<li><strong>Core Slots (100% efficiency)</strong>: 2</li>\n<li><strong>Support Slots (75% efficiency)</strong>: 3</li>\n<li><strong>Auxiliary Slots (50% efficiency)</strong>: 0</li>\n</ul>\n<hr>\n<h2 id=\"price\">Price</h2>\n<ul>\n<li><strong>Credits</strong>: 200,000</li>\n<li><strong>Thulium</strong>: 0</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>The Kitefin began as a courier airframe for the supply runs between company stations: a flat kite of a hull, cheap to fuel and easy to patch. When the Swarm turned every courier lane into a front line, the yards bolted a cannon under each wing and a third under the nose, doubled the plating and sold the result to pilots who had outgrown their Protos but could not yet afford an Ostirion. Its forked tail, coral-tipped prongs and warm canopy light are a common sight on escort duty, where its three guns keep pace with far bigger ships and its thin hull teaches pilots to mind their shields.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 3,
          "title": "Generator & Support Slots",
          "anchor": "generator-support-slots"
        },
        {
          "level": 2,
          "title": "Price",
          "anchor": "price"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 197,
      "readingTime": "1 min read",
      "markdown": "# Kitefin\n\nThe Kitefin is a light gunship and the first ship most pilots buy: a third laser, twice the hull of the Protos and a quicker drive, for under a third of an Ostirion's price.\n\n## Stats\n\n- **Hitpoints (HP)**: 16,000\n- **Base Speed**: 175\n- **Laser Slots**: 3\n- **Extra Slots**: 3\n\n### Generator & Support Slots\n\n- **Core Slots (100% efficiency)**: 2\n- **Support Slots (75% efficiency)**: 3\n- **Auxiliary Slots (50% efficiency)**: 0\n\n---\n\n## Price\n\n- **Credits**: 200,000\n- **Thulium**: 0\n\n## Lore\n\nThe Kitefin began as a courier airframe for the supply runs between company stations: a flat kite of a hull, cheap to fuel and easy to patch. When the Swarm turned every courier lane into a front line, the yards bolted a cannon under each wing and a third under the nose, doubled the plating and sold the result to pilots who had outgrown their Protos but could not yet afford an Ostirion. Its forked tail, coral-tipped prongs and warm canopy light are a common sight on escort duty, where its three guns keep pace with far bigger ships and its thin hull teaches pilots to mind their shields.\n"
    },
    "ostirion": {
      "id": "ostirion",
      "title": "Ostirion",
      "category": "Ships",
      "categoryId": "ships",
      "filename": "Ostirion.md",
      "path": "02-Ships/Ostirion.md",
      "html": "<h1 id=\"ostirion\">Ostirion</h1>\n<p>The Ostirion is a solid mid-tier interceptor, offering a significant upgrade in speed, defense, and firepower over the basic Protos chassis.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 32,000</li>\n<li><strong>Base Speed</strong>: 200</li>\n<li><strong>Laser Slots</strong>: 3</li>\n<li><strong>Extra Slots</strong>: 3</li>\n</ul>\n<h3 id=\"generator-support-slots\">Generator &amp; Support Slots</h3>\n<ul>\n<li><strong>Core Slots (100% efficiency)</strong>: 3</li>\n<li><strong>Support Slots (75% efficiency)</strong>: 3</li>\n<li><strong>Auxiliary Slots (50% efficiency)</strong>: 0</li>\n</ul>\n<hr>\n<h2 id=\"price\">Price</h2>\n<ul>\n<li><strong>Credits</strong>: 655,000</li>\n<li><strong>Thulium</strong>: 0</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>Designed as the spearhead of the SpaceCorps Vanguard, the Ostirion interceptor is a masterpiece of tactical agility. Developed by the Centauri Shipyards, it is equipped with high-yield thermal thrusters and specialized reinforcement alloys. It is the preferred choice for pilots engaging in skirmishes and high-risk scouting missions.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 3,
          "title": "Generator & Support Slots",
          "anchor": "generator-support-slots"
        },
        {
          "level": 2,
          "title": "Price",
          "anchor": "price"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 122,
      "readingTime": "1 min read",
      "markdown": "# Ostirion\n\nThe Ostirion is a solid mid-tier interceptor, offering a significant upgrade in speed, defense, and firepower over the basic Protos chassis.\n\n## Stats\n\n- **Hitpoints (HP)**: 32,000\n- **Base Speed**: 200\n- **Laser Slots**: 3\n- **Extra Slots**: 3\n\n### Generator & Support Slots\n\n- **Core Slots (100% efficiency)**: 3\n- **Support Slots (75% efficiency)**: 3\n- **Auxiliary Slots (50% efficiency)**: 0\n\n---\n\n## Price\n\n- **Credits**: 655,000\n- **Thulium**: 0\n\n## Lore\n\nDesigned as the spearhead of the SpaceCorps Vanguard, the Ostirion interceptor is a masterpiece of tactical agility. Developed by the Centauri Shipyards, it is equipped with high-yield thermal thrusters and specialized reinforcement alloys. It is the preferred choice for pilots engaging in skirmishes and high-risk scouting missions.\n\n"
    },
    "paragon": {
      "id": "paragon",
      "title": "Paragon",
      "category": "Ships",
      "categoryId": "ships",
      "filename": "Paragon.md",
      "path": "02-Ships/Paragon.md",
      "html": "<h1 id=\"paragon\">Paragon</h1>\n<p>The Paragon is a heavy combat cruiser designed with balanced defense and offense, suitable for fleet operations and border patrol.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 128,000</li>\n<li><strong>Base Speed</strong>: 210</li>\n<li><strong>Laser Slots</strong>: 6</li>\n<li><strong>Extra Slots</strong>: 3</li>\n</ul>\n<h3 id=\"generator-support-slots\">Generator &amp; Support Slots</h3>\n<ul>\n<li><strong>Core Slots (100% efficiency)</strong>: 3</li>\n<li><strong>Support Slots (75% efficiency)</strong>: 3</li>\n<li><strong>Auxiliary Slots (50% efficiency)</strong>: 2</li>\n</ul>\n<hr>\n<h2 id=\"price\">Price</h2>\n<ul>\n<li><strong>Credits</strong>: 0 (Crafted in Assembly)</li>\n<li><strong>Thulium</strong>: 0</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>The Paragon combat cruiser is the workhorse of the sector patrol fleets. Engineered for endurance, it features a heavy titanium-shielded hull and advanced weapon mounting arrays. Its multi-nozzle engine configuration allows it to maintain exceptional stability under fire, making it a reliable bulwark against alien incursions.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 3,
          "title": "Generator & Support Slots",
          "anchor": "generator-support-slots"
        },
        {
          "level": 2,
          "title": "Price",
          "anchor": "price"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 123,
      "readingTime": "1 min read",
      "markdown": "# Paragon\n\nThe Paragon is a heavy combat cruiser designed with balanced defense and offense, suitable for fleet operations and border patrol.\n\n## Stats\n\n- **Hitpoints (HP)**: 128,000\n- **Base Speed**: 210\n- **Laser Slots**: 6\n- **Extra Slots**: 3\n\n### Generator & Support Slots\n\n- **Core Slots (100% efficiency)**: 3\n- **Support Slots (75% efficiency)**: 3\n- **Auxiliary Slots (50% efficiency)**: 2\n\n---\n\n## Price\n\n- **Credits**: 0 (Crafted in Assembly)\n- **Thulium**: 0\n\n## Lore\n\nThe Paragon combat cruiser is the workhorse of the sector patrol fleets. Engineered for endurance, it features a heavy titanium-shielded hull and advanced weapon mounting arrays. Its multi-nozzle engine configuration allows it to maintain exceptional stability under fire, making it a reliable bulwark against alien incursions.\n\n"
    },
    "protos": {
      "id": "protos",
      "title": "Protos",
      "category": "Ships",
      "categoryId": "ships",
      "filename": "Protos.md",
      "path": "02-Ships/Protos.md",
      "html": "<h1 id=\"protos\">Protos</h1>\n<p>The Protos is the basic starter ship given to all new pilots in SpaceCorps. It is lightweight but highly upgradeable for beginner operations.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 8,000</li>\n<li><strong>Base Speed</strong>: 150</li>\n<li><strong>Laser Slots</strong>: 2</li>\n<li><strong>Extra Slots</strong>: 3</li>\n</ul>\n<h3 id=\"generator-support-slots\">Generator &amp; Support Slots</h3>\n<ul>\n<li><strong>Core Slots (100% efficiency)</strong>: 2</li>\n<li><strong>Support Slots (75% efficiency)</strong>: 2</li>\n<li><strong>Auxiliary Slots (50% efficiency)</strong>: 0</li>\n</ul>\n<hr>\n<h2 id=\"price\">Price</h2>\n<ul>\n<li><strong>Credits</strong>: 0 (Starter Ship)</li>\n<li><strong>Thulium</strong>: 0</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>The Protos is the legendary starter chassis issued to all newly commissioned SpaceCorps academy graduates. While basic in its stock configuration, its highly modular design has made it a favorite among tinkerers and salvage operators. Many legendary captains began their journeys in the humble, trusty cockpit of a Protos.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 3,
          "title": "Generator & Support Slots",
          "anchor": "generator-support-slots"
        },
        {
          "level": 2,
          "title": "Price",
          "anchor": "price"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 128,
      "readingTime": "1 min read",
      "markdown": "# Protos\n\nThe Protos is the basic starter ship given to all new pilots in SpaceCorps. It is lightweight but highly upgradeable for beginner operations.\n\n## Stats\n\n- **Hitpoints (HP)**: 8,000\n- **Base Speed**: 150\n- **Laser Slots**: 2\n- **Extra Slots**: 3\n\n### Generator & Support Slots\n\n- **Core Slots (100% efficiency)**: 2\n- **Support Slots (75% efficiency)**: 2\n- **Auxiliary Slots (50% efficiency)**: 0\n\n---\n\n## Price\n\n- **Credits**: 0 (Starter Ship)\n- **Thulium**: 0\n\n## Lore\n\nThe Protos is the legendary starter chassis issued to all newly commissioned SpaceCorps academy graduates. While basic in its stock configuration, its highly modular design has made it a favorite among tinkerers and salvage operators. Many legendary captains began their journeys in the humble, trusty cockpit of a Protos.\n\n"
    },
    "wraith": {
      "id": "wraith",
      "title": "Wraith",
      "category": "Ships",
      "categoryId": "ships",
      "filename": "Wraith.md",
      "path": "02-Ships/Wraith.md",
      "html": "<h1 id=\"wraith\">Wraith</h1>\n<p>The Wraith is the ultimate battleship-class vessel, boasting unmatched firepower, massive shield capacity, and exceptional speeds.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 324,000</li>\n<li><strong>Base Speed</strong>: 225</li>\n<li><strong>Laser Slots</strong>: 12</li>\n<li><strong>Extra Slots</strong>: 3</li>\n</ul>\n<h3 id=\"generator-support-slots\">Generator &amp; Support Slots</h3>\n<ul>\n<li><strong>Core Slots (100% efficiency)</strong>: 4</li>\n<li><strong>Support Slots (75% efficiency)</strong>: 4</li>\n<li><strong>Auxiliary Slots (50% efficiency)</strong>: 4</li>\n</ul>\n<hr>\n<h2 id=\"price\">Price</h2>\n<ul>\n<li><strong>Credits</strong>: 0 (Crafted in Assembly)</li>\n<li><strong>Thulium</strong>: 0</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>A product of classified black-ops research, the Wraith battleship represents the pinnacle of dreadnought engineering. Its dark-matter drive and dense energy grids allow it to field multiple high-power laser banks simultaneously. Extremely rare and expensive, the sight of a Wraith on the sensors is enough to make even the most seasoned pirate captains turn back.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 3,
          "title": "Generator & Support Slots",
          "anchor": "generator-support-slots"
        },
        {
          "level": 2,
          "title": "Price",
          "anchor": "price"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 128,
      "readingTime": "1 min read",
      "markdown": "# Wraith\n\nThe Wraith is the ultimate battleship-class vessel, boasting unmatched firepower, massive shield capacity, and exceptional speeds.\n\n## Stats\n\n- **Hitpoints (HP)**: 324,000\n- **Base Speed**: 225\n- **Laser Slots**: 12\n- **Extra Slots**: 3\n\n### Generator & Support Slots\n\n- **Core Slots (100% efficiency)**: 4\n- **Support Slots (75% efficiency)**: 4\n- **Auxiliary Slots (50% efficiency)**: 4\n\n---\n\n## Price\n\n- **Credits**: 0 (Crafted in Assembly)\n- **Thulium**: 0\n\n## Lore\n\nA product of classified black-ops research, the Wraith battleship represents the pinnacle of dreadnought engineering. Its dark-matter drive and dense energy grids allow it to field multiple high-power laser banks simultaneously. Extremely rare and expensive, the sight of a Wraith on the sensors is enough to make even the most seasoned pirate captains turn back.\n\n"
    },
    "abilities": {
      "id": "abilities",
      "title": "Active Ship Abilities",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Abilities.md",
      "path": "03-Mechanics/Abilities.md",
      "html": "<h1 id=\"active-ship-abilities\">Active Ship Abilities</h1>\n<p>Active Ship Abilities are powerful tactical options that you can trigger in the heat of combat or navigation. These abilities are granted directly by equipping specialized modules in your ship&#x27;s <strong>Ability Slots</strong>.</p>\n<h2 id=\"how-it-works\">How It Works</h2>\n<p>Every ship has a fixed number of <strong>Ability Slots</strong> available in the Hangar:</p>\n<ul>\n<li><strong>Protos</strong> (Starter): 1 Slot</li>\n<li><strong>Kitefin</strong>: 1 Slot</li>\n<li><strong>Ostirion</strong>: 2 Slots</li>\n<li><strong>Paragon</strong>: 3 Slots</li>\n<li><strong>Wraith</strong>: 3 Slots</li>\n</ul>\n<p>Equipping <strong>Shield Cells (Type 7)</strong> or <strong>Thrusters (Type 8)</strong> directly to these slots grants their corresponding active ability.</p>\n<hr>\n<h2 id=\"active-abilities-list\">Active Abilities List</h2>\n<h3 id=\"1-shield-regen-shield-cells\">1. Shield Regen (Shield Cells)</h3>\n<ul>\n<li><strong>Trigger Key</strong>: <code>Q</code> (Default, configurable in settings)</li>\n<li><strong>Description</strong>: Activates a temporary shield regeneration field. No matter what, you will start regenerating a percentage of your maximum shield capacity over a set duration. This regeneration is <strong>uninterrupted by damage</strong>.</li>\n<li><strong>Potency</strong>: Calculated as the <strong>average</strong> potency of all equipped Shield Cells. (e.g., equipping a 10% regen cell and a 20% regen cell will yield a 15% regen ability).</li>\n</ul>\n<h3 id=\"2-speed-boost-thrusters\">2. Speed Boost (Thrusters)</h3>\n<ul>\n<li><strong>Trigger Key</strong>: <code>W</code> (Default, configurable in settings)</li>\n<li><strong>Description</strong>: Overcharges your ship&#x27;s thrusters, increasing your engine speed by a percentage for a short duration.</li>\n<li><strong>Potency</strong>: Calculated as the base boost scaling factor multiplied by the average quality factor of the equipped Thrusters.</li>\n</ul>\n<hr>\n<h2 id=\"ability-scaling-table\">Ability Scaling Table</h2>\n<p>Equipping multiple modules of the same type increases efficiency by drastically reducing the cooldown and duration of the ability, allowing for more frequent tactical bursts:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Modules Equipped</th>\n<th>Cooldown</th>\n<th>Duration</th>\n<th>Base Potency (Shield Cells / Thrusters)</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>1 Module</strong></td>\n<td>60 seconds</td>\n<td>5 seconds</td>\n<td>+10.0% / +10.0% Speed</td>\n</tr>\n<tr>\n<td><strong>2 Modules</strong></td>\n<td>45 seconds</td>\n<td>4 seconds</td>\n<td>+Average Cell % / +15.0% Speed</td>\n</tr>\n<tr>\n<td><strong>3 Modules</strong></td>\n<td>30 seconds</td>\n<td>3 seconds</td>\n<td>+Average Cell % / +20.0% Speed</td>\n</tr>\n<tr>\n<td><strong>4+ Modules</strong></td>\n<td>20 seconds</td>\n<td>2 seconds</td>\n<td>+Average Cell % / +25.0% Speed</td>\n</tr>\n</tbody></table></div>\n<p>&gt; [!NOTE]</p>\n<p>&gt; Equipping mixed modules (e.g. 1 Shield Cell and 1 Thruster on an Ostirion) grants both abilities separately, each using their respective &quot;1 Module&quot; scaling tier (60s cooldown, 5s duration). Equipping 2 of the same module upgrades that specific ability to the &quot;2 Modules&quot; scaling tier (45s cooldown, 4s duration).</p>\n<hr>\n<h2 id=\"technical-specifications\">Technical Specifications</h2>\n<ul>\n<li><strong>Damage Interruption</strong>: Standard passive shield regeneration has a 15-second combat delay. <strong>Active Shield Regen ignores this delay</strong> and regenerates shields even while taking continuous damage.</li>\n<li><strong>Speed Overlap</strong>: Speed Boost stacks multiplicatively with passive engine bonuses, but does not stack with other active speed bursts of the same type.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "How It Works",
          "anchor": "how-it-works"
        },
        {
          "level": 2,
          "title": "Active Abilities List",
          "anchor": "active-abilities-list"
        },
        {
          "level": 3,
          "title": "1. Shield Regen (Shield Cells)",
          "anchor": "1-shield-regen-shield-cells"
        },
        {
          "level": 3,
          "title": "2. Speed Boost (Thrusters)",
          "anchor": "2-speed-boost-thrusters"
        },
        {
          "level": 2,
          "title": "Ability Scaling Table",
          "anchor": "ability-scaling-table"
        },
        {
          "level": 2,
          "title": "Technical Specifications",
          "anchor": "technical-specifications"
        }
      ],
      "wordCount": 447,
      "readingTime": "2 min read",
      "markdown": "# Active Ship Abilities\n\nActive Ship Abilities are powerful tactical options that you can trigger in the heat of combat or navigation. These abilities are granted directly by equipping specialized modules in your ship's **Ability Slots**.\n\n## How It Works\n\nEvery ship has a fixed number of **Ability Slots** available in the Hangar:\n- **Protos** (Starter): 1 Slot\n- **Kitefin**: 1 Slot\n- **Ostirion**: 2 Slots\n- **Paragon**: 3 Slots\n- **Wraith**: 3 Slots\n\nEquipping **Shield Cells (Type 7)** or **Thrusters (Type 8)** directly to these slots grants their corresponding active ability.\n\n---\n\n## Active Abilities List\n\n### 1. Shield Regen (Shield Cells)\n* **Trigger Key**: `Q` (Default, configurable in settings)\n* **Description**: Activates a temporary shield regeneration field. No matter what, you will start regenerating a percentage of your maximum shield capacity over a set duration. This regeneration is **uninterrupted by damage**.\n* **Potency**: Calculated as the **average** potency of all equipped Shield Cells. (e.g., equipping a 10% regen cell and a 20% regen cell will yield a 15% regen ability).\n\n### 2. Speed Boost (Thrusters)\n* **Trigger Key**: `W` (Default, configurable in settings)\n* **Description**: Overcharges your ship's thrusters, increasing your engine speed by a percentage for a short duration.\n* **Potency**: Calculated as the base boost scaling factor multiplied by the average quality factor of the equipped Thrusters.\n\n---\n\n## Ability Scaling Table\n\nEquipping multiple modules of the same type increases efficiency by drastically reducing the cooldown and duration of the ability, allowing for more frequent tactical bursts:\n\n| Modules Equipped | Cooldown | Duration | Base Potency (Shield Cells / Thrusters) |\n| :--- | :--- | :--- | :--- |\n| **1 Module** | 60 seconds | 5 seconds | +10.0% / +10.0% Speed |\n| **2 Modules** | 45 seconds | 4 seconds | +Average Cell % / +15.0% Speed |\n| **3 Modules** | 30 seconds | 3 seconds | +Average Cell % / +20.0% Speed |\n| **4+ Modules** | 20 seconds | 2 seconds | +Average Cell % / +25.0% Speed |\n\n> [!NOTE]\n> Equipping mixed modules (e.g. 1 Shield Cell and 1 Thruster on an Ostirion) grants both abilities separately, each using their respective \"1 Module\" scaling tier (60s cooldown, 5s duration). Equipping 2 of the same module upgrades that specific ability to the \"2 Modules\" scaling tier (45s cooldown, 4s duration).\n\n---\n\n## Technical Specifications\n\n- **Damage Interruption**: Standard passive shield regeneration has a 15-second combat delay. **Active Shield Regen ignores this delay** and regenerates shields even while taking continuous damage.\n- **Speed Overlap**: Speed Boost stacks multiplicatively with passive engine bonuses, but does not stack with other active speed bursts of the same type.\n"
    },
    "cargo": {
      "id": "cargo",
      "title": "Cargo Boxes",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Cargo.md",
      "path": "03-Mechanics/Cargo.md",
      "html": "<h1 id=\"cargo-boxes\">Cargo Boxes</h1>\n<p>Destroyed aliens and ships leave their spoils in space as glowing cargo crates. Fly over and pick them up before someone else does.</p>\n<h2 id=\"what-drops\">What Drops</h2>\n<ul>\n<li><strong>Aliens</strong> drop their loot as one crate where they blew up: the resources and parts listed under each alien&#x27;s <em>Loot Drops</em> (see the <a href=\"?article=phantasm\" class=\"wiki-link\" data-article=\"phantasm\">Aliens</a> articles). Credits, Thulium, XP and Honor are still paid the moment you make the kill. An alien whose loot rolls nothing (a Seeker four times in five) leaves no crate.</li>\n<li><strong>Ships</strong> leave salvage: parts scavenged from the hull, never anything from the pilot&#x27;s own inventory, so being destroyed costs you no items. Bigger hulls give more:</li>\n</ul>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Ship</th>\n<th>Salvage</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Protos</strong> (and any other hull)</td>\n<td>1–2 Ship Fragments</td>\n</tr>\n<tr>\n<td><strong>Kitefin</strong></td>\n<td>1–3 Ship Fragments, 15% chance of a Reinforced Hull Plate</td>\n</tr>\n<tr>\n<td><strong>Ostirion</strong></td>\n<td>2–3 Ship Fragments, 30% chance of a Reinforced Hull Plate</td>\n</tr>\n<tr>\n<td><strong>Paragon</strong></td>\n<td>3–5 Ship Fragments, 60% chance of 1–2 Reinforced Hull Plates, 25% chance of a Power Core</td>\n</tr>\n<tr>\n<td><strong>Wraith</strong></td>\n<td>5–8 Ship Fragments, 2–3 Reinforced Hull Plates, 50% chance of a Power Core, 10% chance of an Ancient Control Unit</td>\n</tr>\n</tbody></table></div>\n<p>A ship drops salvage at most once every <strong>5 minutes</strong>, however often it is destroyed, and its own pilot can never salvage it: the wreck is for everyone else.</p>\n<p><a href=\"?article=company-pilots\" class=\"wiki-link\" data-article=\"company-pilots\">Company pilots</a> count as ships here: a destroyed one leaves an Ostirion&#x27;s salvage. An alien a company pilot finishes drops its loot for the pilot the kill counts for (the one holding its claim, else the pilot of its company fighting it); one a company pilot fought alone drops nothing, since company pilots never collect.</p>\n<p>The crate&#x27;s lights take the colour of the rarest item inside: teal for common loot, amber for common salvage, green, blue, purple, pink, gold and orange-red from uncommon to eternal.</p>\n<h2 id=\"collecting\">Collecting</h2>\n<ul>\n<li><strong>Left-click</strong> a crate: your ship flies to it and takes it once within reach (200 units). A click on a crate never counts as a move order; any other move order (a click in space, the minimap) calls the pickup off. When a ship or alien is right under the pointer too, the click goes to whichever is nearer the pointer, so a fight passing over a crate keeps its targets.</li>\n<li>Hover a crate to see what&#x27;s inside, who it&#x27;s reserved for and, in its last minute, how long it has left.</li>\n<li>Picking a crate up plays a short pickup sound where it was; you hear other pilots&#x27; pickups nearby too, more quietly.</li>\n<li>What you collect goes straight to your Hangar inventory, onto your loose stack of that item (never onto equipment or anything in the Transport Cache). A toast tells you what you got; crates collected one after another add up in the same toast.</li>\n</ul>\n<h2 id=\"who-gets-it\">Who Gets It</h2>\n<ul>\n<li>The pilot paid for the kill, and the members of that pilot&#x27;s <strong>clan</strong>, have the crate to themselves for <strong>30 seconds</strong>. For an alien that is the pilot holding its claim, the first to hit it (see <a href=\"?article=combat\" class=\"wiki-link\" data-article=\"combat\">Combat</a>), whoever finished it. Other pilots see it dimmed and can&#x27;t take it yet; a ship sent to it waits nearby until the time is up.</li>\n<li>After that, <strong>anyone</strong> on the map may take it. Salvage from a ship destroyed by an alien is free for everyone at once, except the pilot who flew it.</li>\n<li>Only a ship on the crate&#x27;s map can take it: if you are destroyed, jump or log off on the way, the crate stays for the others.</li>\n<li>If two pilots reach a crate at the same moment, exactly one of them gets it.</li>\n<li>A crate nobody takes drifts away after <strong>3 minutes</strong> (it blinks in its last 10 seconds). A map holds at most 64 crates; when a new one would pass that, the oldest goes.</li>\n</ul>\n<h2 id=\"boosters\">Boosters</h2>\n<ul>\n<li><strong>Loot Luck</strong> (and the Luck Boost permanent buff) raise the chance of each loot entry when the killer makes the kill.</li>\n<li><strong>Resource Magnet</strong> adds <strong>25%</strong> to the resources in every crate you collect, whoever made the kill.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "What Drops",
          "anchor": "what-drops"
        },
        {
          "level": 2,
          "title": "Collecting",
          "anchor": "collecting"
        },
        {
          "level": 2,
          "title": "Who Gets It",
          "anchor": "who-gets-it"
        },
        {
          "level": 2,
          "title": "Boosters",
          "anchor": "boosters"
        }
      ],
      "wordCount": 698,
      "readingTime": "3 min read",
      "markdown": "# Cargo Boxes\n\nDestroyed aliens and ships leave their spoils in space as glowing cargo crates. Fly over and pick them up before someone else does.\n\n## What Drops\n\n- **Aliens** drop their loot as one crate where they blew up: the resources and parts listed under each alien's *Loot Drops* (see the [Aliens](/wiki/04-Aliens/Phantasm.md) articles). Credits, Thulium, XP and Honor are still paid the moment you make the kill. An alien whose loot rolls nothing (a Seeker four times in five) leaves no crate.\n- **Ships** leave salvage: parts scavenged from the hull, never anything from the pilot's own inventory, so being destroyed costs you no items. Bigger hulls give more:\n\n| Ship | Salvage |\n| :--- | :--- |\n| **Protos** (and any other hull) | 1–2 Ship Fragments |\n| **Kitefin** | 1–3 Ship Fragments, 15% chance of a Reinforced Hull Plate |\n| **Ostirion** | 2–3 Ship Fragments, 30% chance of a Reinforced Hull Plate |\n| **Paragon** | 3–5 Ship Fragments, 60% chance of 1–2 Reinforced Hull Plates, 25% chance of a Power Core |\n| **Wraith** | 5–8 Ship Fragments, 2–3 Reinforced Hull Plates, 50% chance of a Power Core, 10% chance of an Ancient Control Unit |\n\nA ship drops salvage at most once every **5 minutes**, however often it is destroyed, and its own pilot can never salvage it: the wreck is for everyone else.\n\n[Company pilots](/wiki/03-Mechanics/Company-Pilots.md) count as ships here: a destroyed one leaves an Ostirion's salvage. An alien a company pilot finishes drops its loot for the pilot the kill counts for (the one holding its claim, else the pilot of its company fighting it); one a company pilot fought alone drops nothing, since company pilots never collect.\n\nThe crate's lights take the colour of the rarest item inside: teal for common loot, amber for common salvage, green, blue, purple, pink, gold and orange-red from uncommon to eternal.\n\n## Collecting\n\n- **Left-click** a crate: your ship flies to it and takes it once within reach (200 units). A click on a crate never counts as a move order; any other move order (a click in space, the minimap) calls the pickup off. When a ship or alien is right under the pointer too, the click goes to whichever is nearer the pointer, so a fight passing over a crate keeps its targets.\n- Hover a crate to see what's inside, who it's reserved for and, in its last minute, how long it has left.\n- Picking a crate up plays a short pickup sound where it was; you hear other pilots' pickups nearby too, more quietly.\n- What you collect goes straight to your Hangar inventory, onto your loose stack of that item (never onto equipment or anything in the Transport Cache). A toast tells you what you got; crates collected one after another add up in the same toast.\n\n## Who Gets It\n\n- The pilot paid for the kill, and the members of that pilot's **clan**, have the crate to themselves for **30 seconds**. For an alien that is the pilot holding its claim, the first to hit it (see [Combat](/wiki/03-Mechanics/Combat.md)), whoever finished it. Other pilots see it dimmed and can't take it yet; a ship sent to it waits nearby until the time is up.\n- After that, **anyone** on the map may take it. Salvage from a ship destroyed by an alien is free for everyone at once, except the pilot who flew it.\n- Only a ship on the crate's map can take it: if you are destroyed, jump or log off on the way, the crate stays for the others.\n- If two pilots reach a crate at the same moment, exactly one of them gets it.\n- A crate nobody takes drifts away after **3 minutes** (it blinks in its last 10 seconds). A map holds at most 64 crates; when a new one would pass that, the oldest goes.\n\n## Boosters\n\n- **Loot Luck** (and the Luck Boost permanent buff) raise the chance of each loot entry when the killer makes the kill.\n- **Resource Magnet** adds **25%** to the resources in every crate you collect, whoever made the kill.\n"
    },
    "clans": {
      "id": "clans",
      "title": "Clans",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Clans.md",
      "path": "03-Mechanics/Clans.md",
      "html": "<h1 id=\"clans\">Clans</h1>\n<p>Forming or joining a Clan allows you to pool resources, level up shared banking, set taxation rates, coordinate with faction members, and manage diplomacy.</p>\n<h2 id=\"clan-progression\">Clan Progression</h2>\n<p>Clans start at Level 1 and can upgrade to Level 5. Upgrading the clan requires Credits to be paid from the <strong>Clan Bank</strong>. Upgrades increase member capacity and daily payout limits.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Clan Level</th>\n<th>Member Limit</th>\n<th>Daily Payout Limit (Per Member)</th>\n<th>Upgrade Cost (Credits)</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Level 1</strong></td>\n<td>10</td>\n<td>1,000,000 Cr</td>\n<td>—</td>\n</tr>\n<tr>\n<td><strong>Level 2</strong></td>\n<td>25</td>\n<td>2,000,000 Cr</td>\n<td>10,000,000 Cr</td>\n</tr>\n<tr>\n<td><strong>Level 3</strong></td>\n<td>50</td>\n<td>3,000,000 Cr</td>\n<td>100,000,000 Cr</td>\n</tr>\n<tr>\n<td><strong>Level 4</strong></td>\n<td>75</td>\n<td>4,000,000 Cr</td>\n<td>1,000,000,000 Cr</td>\n</tr>\n<tr>\n<td><strong>Level 5</strong></td>\n<td>100</td>\n<td>5,000,000 Cr</td>\n<td>10,000,000,000 Cr</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"clan-economy-taxation\">Clan Economy &amp; Taxation</h2>\n<p>Clans operate on a tax-based financial system:</p>\n<h3 id=\"1-daily-taxation\">1. Daily Taxation</h3>\n<ul>\n<li><strong>Tax Rate</strong>: The Leader or Co-Leaders can set a daily tax rate between <strong>0% and 5%</strong>.</li>\n<li><strong>Automated Collection</strong>: Once per day (UTC), the server automatically collects taxes from all clan members.</li>\n<li><strong>Formula</strong>: The tax is calculated as <code>ClanTaxRate</code> of each member&#x27;s current Credit balance.</li>\n<li><em>Example</em>: If you have 10,000,000 Credits and the clan tax is 2%, 200,000 Credits will be deducted from your account and deposited into the Clan Bank.</li>\n<li>Voluntary credit donations can also be made at any time.</li>\n</ul>\n<h3 id=\"2-bank-payouts\">2. Bank Payouts</h3>\n<ul>\n<li><strong>Payout Limits</strong>: Clan leaders and officers can distribute credits from the Clan Bank to individual members.</li>\n<li><strong>Daily Cap</strong>: A member cannot receive more than <code>1,000,000 * ClanLevel</code> Credits in payouts in a single calendar day (UTC).</li>\n</ul>\n<hr>\n<h2 id=\"hierarchy-roles\">Hierarchy &amp; Roles</h2>\n<p>Clans utilize a role-based rank structure to manage permissions:</p>\n<ul>\n<li><strong>Leader (Role 3)</strong>: Has complete administrative access, including upgrading, sets taxes, diplomacy, promotions, kicking, and disbanding the clan.</li>\n<li><strong>Co-Leader (Role 2)</strong>: Can set tax rates, payout credits, manage diplomacy, and promote/demote lower ranks.</li>\n<li><strong>Elder (Role 1)</strong>: Trusted member who can accept new applications to the clan.</li>\n<li><strong>Member (Role 0)</strong>: Standard player with no administrative permissions.</li>\n</ul>\n<h3 id=\"permissions-table\">Permissions Table</h3>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Action</th>\n<th>Leader</th>\n<th>Co-Leader</th>\n<th>Elder</th>\n<th>Member</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Disband Clan</strong></td>\n<td>✅</td>\n<td>❌</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Upgrade Clan</strong></td>\n<td>✅</td>\n<td>❌</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Set Tax Rate</strong></td>\n<td>✅</td>\n<td>✅</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Payout Credits</strong></td>\n<td>✅</td>\n<td>✅</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Manage Diplomacy</strong></td>\n<td>✅</td>\n<td>✅</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Promote / Kick</strong></td>\n<td>✅</td>\n<td>✅*</td>\n<td>❌</td>\n<td>❌</td>\n</tr>\n<tr>\n<td><strong>Accept Applications</strong></td>\n<td>✅</td>\n<td>✅</td>\n<td>✅</td>\n<td>❌</td>\n</tr>\n</tbody></table></div>\n<p><em>\\</em>Co-Leaders can only promote, demote, or kick members of a lower rank than themselves.*</p>\n<h3 id=\"when-the-leader-leaves\">When the Leader Leaves</h3>\n<p>A Leader can&#x27;t leave a clan that still has other members: promote a Co-Leader to Leader first (the Leader steps down to Co-Leader), or leave last, which disbands the clan. If the Leader deletes their account (Settings › Account), the lead passes to the highest-ranking member, the longest-serving on a tie; a Leader alone in the clan disbands it, bank included.</p>\n<hr>\n<h2 id=\"diplomacy\">Diplomacy</h2>\n<p>Clans can establish formal diplomatic relations with other organizations by entering the target clan&#x27;s Tag:</p>\n<ul>\n<li><strong>Alliance</strong>: Formally allied clans. Friendly status is displayed on the map.</li>\n<li><strong>NAP (Non-Aggression Pact)</strong>: Agree not to engage in hostilities.</li>\n<li><strong>War</strong>: Formal declaration of war. War targets can be engaged anywhere without penalty.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Clan Progression",
          "anchor": "clan-progression"
        },
        {
          "level": 2,
          "title": "Clan Economy & Taxation",
          "anchor": "clan-economy-taxation"
        },
        {
          "level": 3,
          "title": "1. Daily Taxation",
          "anchor": "1-daily-taxation"
        },
        {
          "level": 3,
          "title": "2. Bank Payouts",
          "anchor": "2-bank-payouts"
        },
        {
          "level": 2,
          "title": "Hierarchy & Roles",
          "anchor": "hierarchy-roles"
        },
        {
          "level": 3,
          "title": "Permissions Table",
          "anchor": "permissions-table"
        },
        {
          "level": 3,
          "title": "When the Leader Leaves",
          "anchor": "when-the-leader-leaves"
        },
        {
          "level": 2,
          "title": "Diplomacy",
          "anchor": "diplomacy"
        }
      ],
      "wordCount": 607,
      "readingTime": "3 min read",
      "markdown": "# Clans\n\nForming or joining a Clan allows you to pool resources, level up shared banking, set taxation rates, coordinate with faction members, and manage diplomacy.\n\n## Clan Progression\n\nClans start at Level 1 and can upgrade to Level 5. Upgrading the clan requires Credits to be paid from the **Clan Bank**. Upgrades increase member capacity and daily payout limits.\n\n| Clan Level | Member Limit | Daily Payout Limit (Per Member) | Upgrade Cost (Credits) |\n| :---: | :---: | :---: | :--- |\n| **Level 1** | 10 | 1,000,000 Cr | — |\n| **Level 2** | 25 | 2,000,000 Cr | 10,000,000 Cr |\n| **Level 3** | 50 | 3,000,000 Cr | 100,000,000 Cr |\n| **Level 4** | 75 | 4,000,000 Cr | 1,000,000,000 Cr |\n| **Level 5** | 100 | 5,000,000 Cr | 10,000,000,000 Cr |\n\n---\n\n## Clan Economy & Taxation\n\nClans operate on a tax-based financial system:\n\n### 1. Daily Taxation\n\n- **Tax Rate**: The Leader or Co-Leaders can set a daily tax rate between **0% and 5%**.\n- **Automated Collection**: Once per day (UTC), the server automatically collects taxes from all clan members.\n- **Formula**: The tax is calculated as `ClanTaxRate` of each member's current Credit balance.\n  - *Example*: If you have 10,000,000 Credits and the clan tax is 2%, 200,000 Credits will be deducted from your account and deposited into the Clan Bank.\n  - Voluntary credit donations can also be made at any time.\n\n### 2. Bank Payouts\n\n- **Payout Limits**: Clan leaders and officers can distribute credits from the Clan Bank to individual members.\n- **Daily Cap**: A member cannot receive more than `1,000,000 * ClanLevel` Credits in payouts in a single calendar day (UTC).\n\n---\n\n## Hierarchy & Roles\n\nClans utilize a role-based rank structure to manage permissions:\n\n- **Leader (Role 3)**: Has complete administrative access, including upgrading, sets taxes, diplomacy, promotions, kicking, and disbanding the clan.\n- **Co-Leader (Role 2)**: Can set tax rates, payout credits, manage diplomacy, and promote/demote lower ranks.\n- **Elder (Role 1)**: Trusted member who can accept new applications to the clan.\n- **Member (Role 0)**: Standard player with no administrative permissions.\n\n### Permissions Table\n\n| Action | Leader | Co-Leader | Elder | Member |\n| :--- | :---: | :---: | :---: | :---: |\n| **Disband Clan** | ✅ | ❌ | ❌ | ❌ |\n| **Upgrade Clan** | ✅ | ❌ | ❌ | ❌ |\n| **Set Tax Rate** | ✅ | ✅ | ❌ | ❌ |\n| **Payout Credits** | ✅ | ✅ | ❌ | ❌ |\n| **Manage Diplomacy** | ✅ | ✅ | ❌ | ❌ |\n| **Promote / Kick** | ✅ | ✅* | ❌ | ❌ |\n| **Accept Applications** | ✅ | ✅ | ✅ | ❌ |\n\n*\\*Co-Leaders can only promote, demote, or kick members of a lower rank than themselves.*\n\n### When the Leader Leaves\n\nA Leader can't leave a clan that still has other members: promote a Co-Leader to Leader first (the Leader steps down to Co-Leader), or leave last, which disbands the clan. If the Leader deletes their account (Settings › Account), the lead passes to the highest-ranking member, the longest-serving on a tie; a Leader alone in the clan disbands it, bank included.\n\n---\n\n## Diplomacy\n\nClans can establish formal diplomatic relations with other organizations by entering the target clan's Tag:\n\n- **Alliance**: Formally allied clans. Friendly status is displayed on the map.\n- **NAP (Non-Aggression Pact)**: Agree not to engage in hostilities.\n- **War**: Formal declaration of war. War targets can be engaged anywhere without penalty.\n"
    },
    "combat": {
      "id": "combat",
      "title": "Combat Mechanics",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Combat.md",
      "path": "03-Mechanics/Combat.md",
      "html": "<h1 id=\"combat-mechanics\">Combat Mechanics</h1>\n<p>This section details how damage is calculated, applied, and repaired during engagements in SpaceCorps.</p>\n<h2 id=\"damage-calculation\">Damage Calculation</h2>\n<p>When a ship fires its lasers, the server calculates the damage output using the following sequence:</p>\n<h3 id=\"1-base-damage-random-variance\">1. Base Damage &amp; Random Variance</h3>\n<p>The base damage of all equipped lasers (including lasers on drones) and their slotted laser amplifiers is summed.</p>\n<ul>\n<li><strong>Random Roll</strong>: The actual damage of a volley is randomized between <strong>80%</strong> and <strong>100%</strong> of the total base damage.</li>\n<li>Formula: <code>Roll = (0.8 + (Random * 0.2)) * BaseDamage</code></li>\n</ul>\n<h3 id=\"2-critical-hits\">2. Critical Hits</h3>\n<p>Every volley has a chance to be a Critical Hit.</p>\n<ul>\n<li><strong>Critical Chance</strong>: The average critical chance of equipped lasers plus the sum of all equipped laser amplifier critical chances.</li>\n<li><strong>Critical Multiplier</strong>: If a shot is critical, the damage roll is multiplied by <strong>1.5x</strong>.</li>\n<li><strong>Fixed Critical Damage</strong>: Any flat critical damage from laser amplifiers is added after the multiplier.</li>\n<li>Formula: <code>CritDamage = (Roll * 1.5) + FixedCritDamage</code></li>\n</ul>\n<h3 id=\"3-global-multipliers\">3. Global Multipliers</h3>\n<p>Finally, global multipliers (such as active boosters or laser ammunition multipliers like x2, x3, x4) are applied to obtain the final damage output:</p>\n<ul>\n<li>Formula: <code>FinalDamage = Damage * AmmoMultiplier * (1.0 + BoosterDamagePercent)</code></li>\n</ul>\n<h3 id=\"4-facing-the-target\">4. Facing the Target</h3>\n<p>A ship or alien locked on and firing turns to face its target, whichever way it is flying (circling, backing off or holding still), and turns back to its course when it stops firing.</p>\n<hr>\n<h2 id=\"kill-rewards-first-hit-claims\">Kill Rewards: First Hit Claims</h2>\n<p>An alien&#x27;s rewards go to the pilot who shot it first, not to whoever lands the last hit.</p>\n<ul>\n<li><strong>Claiming</strong>: the first pilot whose shot damages an alien claims it. Every hit of yours renews your claim.</li>\n<li><strong>Losing it</strong>: if you don&#x27;t hit the alien for <strong>10 seconds</strong>, your claim lapses and the next pilot to hit it claims it. Your claim also ends when your ship is destroyed or you leave the map (through a portal, or by logging off), and coming back within the 10 seconds doesn&#x27;t bring it back.</li>\n<li><strong>The kill</strong>: when the alien is destroyed, the pilot holding its claim gets everything: Credits, Thulium, XP, Honor, the kill for quests and Wipe Points, and the <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo</a> crate. A pilot who finishes an alien someone else claimed gets nothing, and the Game Log says so.</li>\n<li><strong>Seeing it</strong>: when you select an alien another pilot has claimed, the target panel shows <em>Claimed by</em> that pilot and <em>No reward</em>.</li>\n<li><a href=\"?article=company-pilots\" class=\"wiki-link\" data-article=\"company-pilots\">Company pilots</a> never claim an alien, and an alien they finish still pays the pilot holding its claim.</li>\n</ul>\n<hr>\n<h2 id=\"taking-damage-safe-zones\">Taking Damage &amp; Safe Zones</h2>\n<p>When your ship is hit by an enemy or NPC, damage is processed as follows:</p>\n<h3 id=\"1-shield-absorption\">1. Shield Absorption</h3>\n<p>Incoming damage is divided between shields and hitpoints by your ship&#x27;s <strong>Average Absorbance</strong>: the average of your shields&#x27; absorbance, each with its Shield Cells&#x27;, at most 100% (see <a href=\"?article=mechanics-shields\" class=\"wiki-link\" data-article=\"mechanics-shields\">Shield Mechanics</a>):</p>\n<ul>\n<li><strong>Absorbance</strong> (e.g. 88% for a Basic Shield Core with two Advanced cells) of each hit is taken by the shields.</li>\n<li>The rest (12% there) bypasses shields and hits HP directly (&quot;Shield Penetration&quot;).</li>\n<li>A shield too low for its share passes the difference to HP; if shields are fully depleted, <strong>100%</strong> of all remaining damage hits HP.</li>\n<li>Aliens have no absorbance: their shields take 80% of each hit, their hull 20%.</li>\n</ul>\n<h3 id=\"2-safe-zone-immunity\">2. Safe Zone Immunity</h3>\n<p>Each faction&#x27;s home base (X-1 maps) contains safe zones.</p>\n<ul>\n<li>Entering a safe zone makes your ship completely immune to damage.</li>\n<li><strong>Aggro Break</strong>: Attacking an enemy will immediately remove your safe zone immunity, even if you are physically located inside one.</li>\n</ul>\n<hr>\n<h2 id=\"recovery-repair\">Recovery &amp; Repair</h2>\n<p>To recover from combat, pilots can rely on passive regeneration and active utility bots:</p>\n<h3 id=\"1-shield-passive-regeneration\">1. Shield Passive Regeneration</h3>\n<ul>\n<li><strong>Operation</strong>: Restores shield points equal to your shield&#x27;s recharge rate per second.</li>\n<li><strong>Delay</strong>: Interrupted by combat; passive regeneration resumes only after <strong>15 seconds</strong> of taking no damage.</li>\n</ul>\n<h3 id=\"2-repair-drones-hull-repair\">2. Repair Drones (Hull Repair)</h3>\n<ul>\n<li><strong>Operation</strong>: If you equip a Repair Drone (under Hangar extras), it will automatically repair your hull (HP).</li>\n<li><strong>Repair Rate</strong>: Restores a percentage of your maximum hitpoints per second:</li>\n<li><strong>Repair Drone I</strong>: 0.5% max HP / s</li>\n<li><strong>Repair Drone II</strong>: 0.75% max HP / s</li>\n<li><strong>Repair Drone III</strong>: 1.25% max HP / s</li>\n<li><strong>Delay</strong>: Repair drones will only begin patching the hull after <strong>10 seconds</strong> of taking no damage.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Damage Calculation",
          "anchor": "damage-calculation"
        },
        {
          "level": 3,
          "title": "1. Base Damage & Random Variance",
          "anchor": "1-base-damage-random-variance"
        },
        {
          "level": 3,
          "title": "2. Critical Hits",
          "anchor": "2-critical-hits"
        },
        {
          "level": 3,
          "title": "3. Global Multipliers",
          "anchor": "3-global-multipliers"
        },
        {
          "level": 3,
          "title": "4. Facing the Target",
          "anchor": "4-facing-the-target"
        },
        {
          "level": 2,
          "title": "Kill Rewards: First Hit Claims",
          "anchor": "kill-rewards-first-hit-claims"
        },
        {
          "level": 2,
          "title": "Taking Damage & Safe Zones",
          "anchor": "taking-damage-safe-zones"
        },
        {
          "level": 3,
          "title": "1. Shield Absorption",
          "anchor": "1-shield-absorption"
        },
        {
          "level": 3,
          "title": "2. Safe Zone Immunity",
          "anchor": "2-safe-zone-immunity"
        },
        {
          "level": 2,
          "title": "Recovery & Repair",
          "anchor": "recovery-repair"
        },
        {
          "level": 3,
          "title": "1. Shield Passive Regeneration",
          "anchor": "1-shield-passive-regeneration"
        },
        {
          "level": 3,
          "title": "2. Repair Drones (Hull Repair)",
          "anchor": "2-repair-drones-hull-repair"
        }
      ],
      "wordCount": 742,
      "readingTime": "4 min read",
      "markdown": "# Combat Mechanics\n\nThis section details how damage is calculated, applied, and repaired during engagements in SpaceCorps.\n\n## Damage Calculation\n\nWhen a ship fires its lasers, the server calculates the damage output using the following sequence:\n\n### 1. Base Damage & Random Variance\n\nThe base damage of all equipped lasers (including lasers on drones) and their slotted laser amplifiers is summed.\n- **Random Roll**: The actual damage of a volley is randomized between **80%** and **100%** of the total base damage.\n  - Formula: `Roll = (0.8 + (Random * 0.2)) * BaseDamage`\n\n### 2. Critical Hits\n\nEvery volley has a chance to be a Critical Hit.\n- **Critical Chance**: The average critical chance of equipped lasers plus the sum of all equipped laser amplifier critical chances.\n- **Critical Multiplier**: If a shot is critical, the damage roll is multiplied by **1.5x**.\n- **Fixed Critical Damage**: Any flat critical damage from laser amplifiers is added after the multiplier.\n  - Formula: `CritDamage = (Roll * 1.5) + FixedCritDamage`\n\n### 3. Global Multipliers\n\nFinally, global multipliers (such as active boosters or laser ammunition multipliers like x2, x3, x4) are applied to obtain the final damage output:\n- Formula: `FinalDamage = Damage * AmmoMultiplier * (1.0 + BoosterDamagePercent)`\n\n### 4. Facing the Target\n\nA ship or alien locked on and firing turns to face its target, whichever way it is flying (circling, backing off or holding still), and turns back to its course when it stops firing.\n\n---\n\n## Kill Rewards: First Hit Claims\n\nAn alien's rewards go to the pilot who shot it first, not to whoever lands the last hit.\n\n- **Claiming**: the first pilot whose shot damages an alien claims it. Every hit of yours renews your claim.\n- **Losing it**: if you don't hit the alien for **10 seconds**, your claim lapses and the next pilot to hit it claims it. Your claim also ends when your ship is destroyed or you leave the map (through a portal, or by logging off), and coming back within the 10 seconds doesn't bring it back.\n- **The kill**: when the alien is destroyed, the pilot holding its claim gets everything: Credits, Thulium, XP, Honor, the kill for quests and Wipe Points, and the [cargo](/wiki/03-Mechanics/Cargo.md) crate. A pilot who finishes an alien someone else claimed gets nothing, and the Game Log says so.\n- **Seeing it**: when you select an alien another pilot has claimed, the target panel shows *Claimed by* that pilot and *No reward*.\n- [Company pilots](/wiki/03-Mechanics/Company-Pilots.md) never claim an alien, and an alien they finish still pays the pilot holding its claim.\n\n---\n\n## Taking Damage & Safe Zones\n\nWhen your ship is hit by an enemy or NPC, damage is processed as follows:\n\n### 1. Shield Absorption\n\nIncoming damage is divided between shields and hitpoints by your ship's **Average Absorbance**: the average of your shields' absorbance, each with its Shield Cells', at most 100% (see [Shield Mechanics](/wiki/03-Mechanics/Shields.md)):\n- **Absorbance** (e.g. 88% for a Basic Shield Core with two Advanced cells) of each hit is taken by the shields.\n- The rest (12% there) bypasses shields and hits HP directly (\"Shield Penetration\").\n- A shield too low for its share passes the difference to HP; if shields are fully depleted, **100%** of all remaining damage hits HP.\n- Aliens have no absorbance: their shields take 80% of each hit, their hull 20%.\n\n### 2. Safe Zone Immunity\n\nEach faction's home base (X-1 maps) contains safe zones.\n- Entering a safe zone makes your ship completely immune to damage.\n- **Aggro Break**: Attacking an enemy will immediately remove your safe zone immunity, even if you are physically located inside one.\n\n---\n\n## Recovery & Repair\n\nTo recover from combat, pilots can rely on passive regeneration and active utility bots:\n\n### 1. Shield Passive Regeneration\n\n- **Operation**: Restores shield points equal to your shield's recharge rate per second.\n- **Delay**: Interrupted by combat; passive regeneration resumes only after **15 seconds** of taking no damage.\n\n### 2. Repair Drones (Hull Repair)\n\n- **Operation**: If you equip a Repair Drone (under Hangar extras), it will automatically repair your hull (HP).\n- **Repair Rate**: Restores a percentage of your maximum hitpoints per second:\n  - **Repair Drone I**: 0.5% max HP / s\n  - **Repair Drone II**: 0.75% max HP / s\n  - **Repair Drone III**: 1.25% max HP / s\n- **Delay**: Repair drones will only begin patching the hull after **10 seconds** of taking no damage.\n"
    },
    "company-pilots": {
      "id": "company-pilots",
      "title": "Company Pilots",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Company-Pilots.md",
      "path": "03-Mechanics/Company-Pilots.md",
      "html": "<h1 id=\"company-pilots\">Company Pilots</h1>\n<p>Every company keeps a small squad of NPC pilots on its home sectors (<code>M-1</code> to <code>M-4</code>, <code>T-1</code> to <code>T-4</code>, <code>G-1</code> to <code>G-4</code>). They fly for the company around the clock and give a hand to its pilots.</p>\n<h2 id=\"who-they-are\">Who They Are</h2>\n<ul>\n<li><strong>Squad</strong>: 3 pilots per company sector in each world (Alpha, Beta and Gamma have squads of their own), each named with the company&#x27;s tag and a callsign, e.g. <strong>[M] Vesper</strong>. Their name tags carry a small robot mark and the company&#x27;s colour.</li>\n<li><strong>Ship</strong>: an <a href=\"?article=ostirion\" class=\"wiki-link\" data-article=\"ostirion\">Ostirion</a> with three <strong>Quantum Laser 2</strong>, two <strong>Light Shield Cores</strong>, an <strong>Engine I</strong> and a <strong>Repair Drone I</strong>:</li>\n<li>32,000 hitpoints, 22,000 shield points, speed 202</li>\n<li>absorbance 70%: their shields take 70% of each hit, the hull 30%</li>\n<li>180 base damage per volley (x1 ammo), 700 range</li>\n<li><strong>On the minimap</strong>: a green diamond for your company&#x27;s pilots, an amber one for another company&#x27;s.</li>\n</ul>\n<h2 id=\"what-they-do\">What They Do</h2>\n<ul>\n<li><strong>Patrol</strong> a loop through the sector&#x27;s station, its portals and a few points in between.</li>\n<li><strong>Hunt</strong> aliens they can take (Seekers and Phantasms; they leave Bulwarks, Gorvanes and Crystalys alone) while pilots are flying in the sector. An alien another company&#x27;s pilot is fighting is theirs: the squad leaves it alone.</li>\n<li><strong>Help</strong>: when a pilot of their company within 1,500 of them is attacked, or opens fire on an alien, they join that fight. An alien they finish pays the pilot holding its claim (the first to hit it, see <a href=\"?article=combat\" class=\"wiki-link\" data-article=\"combat\">Combat</a>); if nobody holds one, it counts for the nearest pilot of their company firing at it (locked on, within range, a volley in the last 2.5 seconds). Either way the rewards are that pilot&#x27;s, and its <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo</a> crate is reserved for them as if they had made the kill. Company pilots never claim an alien and never earn or collect anything themselves: an alien they fight alone leaves no crate. Locking on from afar, or only being shot at, earns nothing.</li>\n<li><strong>Fight back</strong> when shot by aliens, and by other companies&#x27; pilots once PvP is open and where their <a href=\"?article=wipe-timeline#worlds-alpha-beta-and-gamma\" class=\"wiki-link\" data-article=\"wipe-timeline\">world</a> allows PvP: none in Alpha&#x27;s <code>x-1</code> to <code>x-3</code>, nor in Beta&#x27;s <code>x-1</code>.</li>\n<li><strong>Repair</strong> with their drone whenever their hull is down: 0.5% of it per second, from 10 seconds after the last hit.</li>\n<li><strong>Retreat</strong> at 30% hull to the nearest safe zone and repair there until 90%.</li>\n<li><strong>Respawn</strong> at the sector&#x27;s station (or its first portal) 60 seconds after being destroyed.</li>\n</ul>\n<h2 id=\"rules-of-engagement\">Rules of Engagement</h2>\n<ul>\n<li>Their lasers never hit their own company&#x27;s pilots or ships.</li>\n<li>Safe zones protect them like any pilot, and they never fire into a safe zone.</li>\n<li><strong>Your own company&#x27;s pilots</strong> can be attacked, but destroying one costs <strong>100 Honor</strong> (your honor can drop below 0), and so does hitting one in the 15 seconds before an alien or anyone else destroys it. Your fire never moves onto one by itself: selecting one while firing holds your fire, and only the attack key or an ammo slot fires on it. A click beside one (to fly there) doesn&#x27;t select it.</li>\n<li><strong>Another company&#x27;s pilots</strong> pay nothing when destroyed (no credits, honor or ranking points), and can&#x27;t be attacked during the Peace Protocol (the season&#x27;s first three days).</li>\n<li>Attacking any company pilot follows the PvP rules of your <a href=\"?article=wipe-timeline#worlds-alpha-beta-and-gamma\" class=\"wiki-link\" data-article=\"wipe-timeline\">world</a>: none in Alpha&#x27;s <code>x-1</code> to <code>x-3</code>, nor in Beta&#x27;s <code>x-1</code>.</li>\n<li><strong>Wrecks</strong>: a destroyed company pilot leaves its Ostirion&#x27;s salvage as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo</a> crate (2–3 Ship Fragments, 30% chance of a Reinforced Hull Plate), at most once every 5 minutes per pilot. The pilot who shot it down has the crate for 30 seconds; one shot down by an alien leaves a crate anyone may take.</li>\n</ul>\n<h2 id=\"combat-notes\">Combat Notes</h2>\n<p>A ship locked on and firing turns to face its target, whichever way it is flying: company pilots circle their target with their guns on it, and aliens turn toward whoever they shoot.</p>\n<p>You hear them as pilots: their lasers sound like any pilot&#x27;s x1 fire, their ships explode large, and another company&#x27;s pilot coming after you brings in the combat music like an alien would. Your own company&#x27;s pilots fighting nearby leave the music calm until you join in.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Who They Are",
          "anchor": "who-they-are"
        },
        {
          "level": 2,
          "title": "What They Do",
          "anchor": "what-they-do"
        },
        {
          "level": 2,
          "title": "Rules of Engagement",
          "anchor": "rules-of-engagement"
        },
        {
          "level": 2,
          "title": "Combat Notes",
          "anchor": "combat-notes"
        }
      ],
      "wordCount": 712,
      "readingTime": "4 min read",
      "markdown": "# Company Pilots\n\nEvery company keeps a small squad of NPC pilots on its home sectors (`M-1` to `M-4`, `T-1` to `T-4`, `G-1` to `G-4`). They fly for the company around the clock and give a hand to its pilots.\n\n## Who They Are\n\n- **Squad**: 3 pilots per company sector in each world (Alpha, Beta and Gamma have squads of their own), each named with the company's tag and a callsign, e.g. **[M] Vesper**. Their name tags carry a small robot mark and the company's colour.\n- **Ship**: an [Ostirion](/wiki/02-Ships/Ostirion.md) with three **Quantum Laser 2**, two **Light Shield Cores**, an **Engine I** and a **Repair Drone I**:\n  - 32,000 hitpoints, 22,000 shield points, speed 202\n  - absorbance 70%: their shields take 70% of each hit, the hull 30%\n  - 180 base damage per volley (x1 ammo), 700 range\n- **On the minimap**: a green diamond for your company's pilots, an amber one for another company's.\n\n## What They Do\n\n- **Patrol** a loop through the sector's station, its portals and a few points in between.\n- **Hunt** aliens they can take (Seekers and Phantasms; they leave Bulwarks, Gorvanes and Crystalys alone) while pilots are flying in the sector. An alien another company's pilot is fighting is theirs: the squad leaves it alone.\n- **Help**: when a pilot of their company within 1,500 of them is attacked, or opens fire on an alien, they join that fight. An alien they finish pays the pilot holding its claim (the first to hit it, see [Combat](/wiki/03-Mechanics/Combat.md)); if nobody holds one, it counts for the nearest pilot of their company firing at it (locked on, within range, a volley in the last 2.5 seconds). Either way the rewards are that pilot's, and its [cargo](/wiki/03-Mechanics/Cargo.md) crate is reserved for them as if they had made the kill. Company pilots never claim an alien and never earn or collect anything themselves: an alien they fight alone leaves no crate. Locking on from afar, or only being shot at, earns nothing.\n- **Fight back** when shot by aliens, and by other companies' pilots once PvP is open and where their [world](/wiki/03-Mechanics/Wipe-Timeline.md#worlds-alpha-beta-and-gamma) allows PvP: none in Alpha's `x-1` to `x-3`, nor in Beta's `x-1`.\n- **Repair** with their drone whenever their hull is down: 0.5% of it per second, from 10 seconds after the last hit.\n- **Retreat** at 30% hull to the nearest safe zone and repair there until 90%.\n- **Respawn** at the sector's station (or its first portal) 60 seconds after being destroyed.\n\n## Rules of Engagement\n\n- Their lasers never hit their own company's pilots or ships.\n- Safe zones protect them like any pilot, and they never fire into a safe zone.\n- **Your own company's pilots** can be attacked, but destroying one costs **100 Honor** (your honor can drop below 0), and so does hitting one in the 15 seconds before an alien or anyone else destroys it. Your fire never moves onto one by itself: selecting one while firing holds your fire, and only the attack key or an ammo slot fires on it. A click beside one (to fly there) doesn't select it.\n- **Another company's pilots** pay nothing when destroyed (no credits, honor or ranking points), and can't be attacked during the Peace Protocol (the season's first three days).\n- Attacking any company pilot follows the PvP rules of your [world](/wiki/03-Mechanics/Wipe-Timeline.md#worlds-alpha-beta-and-gamma): none in Alpha's `x-1` to `x-3`, nor in Beta's `x-1`.\n- **Wrecks**: a destroyed company pilot leaves its Ostirion's salvage as a [cargo](/wiki/03-Mechanics/Cargo.md) crate (2–3 Ship Fragments, 30% chance of a Reinforced Hull Plate), at most once every 5 minutes per pilot. The pilot who shot it down has the crate for 30 seconds; one shot down by an alien leaves a crate anyone may take.\n\n## Combat Notes\n\nA ship locked on and firing turns to face its target, whichever way it is flying: company pilots circle their target with their guns on it, and aliens turn toward whoever they shoot.\n\nYou hear them as pilots: their lasers sound like any pilot's x1 fire, their ships explode large, and another company's pilot coming after you brings in the combat music like an alien would. Your own company's pilots fighting nearby leave the music calm until you join in.\n"
    },
    "mechanics-drones": {
      "id": "mechanics-drones",
      "title": "Drone Mechanics",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Drones.md",
      "path": "03-Mechanics/Drones.md",
      "html": "<h1 id=\"drone-mechanics\">Drone Mechanics</h1>\n<p>Drones are autonomous support units that fly alongside your ship. They provide additional equipment slots and contribute directly to your ship&#x27;s combat performance.</p>\n<h2 id=\"formation-movement\">Formation &amp; Movement</h2>\n<p>Drones fly in a standard <strong>&quot;Wingman&quot; Formation (2-2-4)</strong>:</p>\n<ul>\n<li><strong>2 Drones</strong> on the left flank.</li>\n<li><strong>2 Drones</strong> on the right flank.</li>\n<li><strong>4 Drones</strong> following behind.</li>\n</ul>\n<p>They utilize a smooth following algorithm that adjusts their position based on your ship&#x27;s speed and rotation, tightening the formation during sharp maneuvers.</p>\n<h2 id=\"equipment-stats\">Equipment &amp; Stats</h2>\n<p>Drones function as extending equipment racks for your ship.</p>\n<ul>\n<li>Each drone has a specific number of <strong>Slots</strong>.</li>\n<li>You can equip <strong>Lasers</strong>, <strong>Shields</strong>, or <strong>Hybrid Generators</strong> into these slots.</li>\n<li><strong>Stats Stack</strong>: All items equipped on drones contribute 100% of their stats to your main ship totals.</li>\n<li>A laser on a drone fires when you fire.</li>\n<li>A shield on a drone adds to your total shield capacity.</li>\n</ul>\n<h2 id=\"combat-behavior\">Combat Behavior</h2>\n<ul>\n<li><strong>Lasers</strong>: Drones will fire their equipped lasers at your locked target.</li>\n<li><strong>Damage</strong>: Drones can take damage (if distinct entity logic exists, currently they share ship pool mostly but visually distinct). _Note: Currently, Drones are indestructible extensions of the ship._</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Formation & Movement",
          "anchor": "formation-movement"
        },
        {
          "level": 2,
          "title": "Equipment & Stats",
          "anchor": "equipment-stats"
        },
        {
          "level": 2,
          "title": "Combat Behavior",
          "anchor": "combat-behavior"
        }
      ],
      "wordCount": 198,
      "readingTime": "1 min read",
      "markdown": "# Drone Mechanics\n\nDrones are autonomous support units that fly alongside your ship. They provide additional equipment slots and contribute directly to your ship's combat performance.\n\n## Formation & Movement\n\nDrones fly in a standard **\"Wingman\" Formation (2-2-4)**:\n\n- **2 Drones** on the left flank.\n- **2 Drones** on the right flank.\n- **4 Drones** following behind.\n\nThey utilize a smooth following algorithm that adjusts their position based on your ship's speed and rotation, tightening the formation during sharp maneuvers.\n\n## Equipment & Stats\n\nDrones function as extending equipment racks for your ship.\n\n- Each drone has a specific number of **Slots**.\n- You can equip **Lasers**, **Shields**, or **Hybrid Generators** into these slots.\n- **Stats Stack**: All items equipped on drones contribute 100% of their stats to your main ship totals.\n  - A laser on a drone fires when you fire.\n  - A shield on a drone adds to your total shield capacity.\n\n## Combat Behavior\n\n- **Lasers**: Drones will fire their equipped lasers at your locked target.\n- **Damage**: Drones can take damage (if distinct entity logic exists, currently they share ship pool mostly but visually distinct). _Note: Currently, Drones are indestructible extensions of the ship._\n"
    },
    "inventory": {
      "id": "inventory",
      "title": "Inventory & Equipment",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Inventory.md",
      "path": "03-Mechanics/Inventory.md",
      "html": "<h1 id=\"inventory-equipment\">Inventory &amp; Equipment</h1>\n<p>The Hangar allows you to manage your ships and equipment. Equipping items effectively is key to survival and dominance.</p>\n<h2 id=\"equipment-slots-stat-efficiencies\">Equipment Slots &amp; Stat Efficiencies</h2>\n<p>Unlike traditional space games, SpaceCorps features dynamically tiered equipment slots that scale the effectiveness of fitted modules.</p>\n<ul>\n<li><strong>Laser Slots</strong>: For offensive weapons (Lasers). These always operate at <strong>100% damage and range</strong>.</li>\n<li><strong>Generator Slots</strong>: Shared slots for defensive and engine modules. They are divided into three efficiency bands:</li>\n<li><strong>Core Slots</strong>: Items placed here receive <strong>100%</strong> of their base stats.</li>\n<li><strong>Support Slots</strong>: Items placed here receive <strong>75%</strong> of their base stats (e.g. 75% speed or shield capacity).</li>\n<li><strong>Auxiliary Slots</strong>: Items placed here receive <strong>50%</strong> of their base stats.</li>\n<li><strong>Unassigned/Legacy Slots</strong>: Items placed here do not contribute to stats.</li>\n<li><strong>Extra Slots</strong>: For specialized utility items, such as Repair Drones.</li>\n</ul>\n<h2 id=\"item-to-item-equipping-sub-sockets\">Item-to-Item Equipping (Sub-Sockets)</h2>\n<p>Some primary items can &quot;equip&quot; secondary support items (called sub-socketing) to amplify their parameters. To sub-socket, drag the support item directly onto the primary item in your Hangar inventory.</p>\n<h3 id=\"compatibility-table\">Compatibility Table</h3>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Primary Item</th>\n<th>Acceptable Sub-Socket Items</th>\n<th>Resulting Effect</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Laser</strong></td>\n<td>Laser Amplifier (Amp)</td>\n<td>Boosts base damage and critical hit stats</td>\n</tr>\n<tr>\n<td><strong>Shield Core</strong></td>\n<td>Shield Cell</td>\n<td>Boosts shield capacity and recharge rate</td>\n</tr>\n<tr>\n<td><strong>Engine</strong></td>\n<td>Thruster</td>\n<td>Boosts engine speed and multipliers</td>\n</tr>\n<tr>\n<td><strong>Hybrid Generator</strong></td>\n<td>Shield Cell OR Thruster</td>\n<td>Boosts shield capacity, recharge rate, or speed</td>\n</tr>\n<tr>\n<td><strong>Drone</strong></td>\n<td>Laser, Shield, OR Hybrid Generator</td>\n<td>Adds 100% of the equipped item&#x27;s stats to your ship</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"ammo-management\">Ammo Management</h2>\n<p>Laser Ammo is a consumable resource.</p>\n<ul>\n<li>Ammo stacks in your inventory.</li>\n<li>You can change active laser ammo via your HUD hotbar.</li>\n<li>Higher quality ammo provides damage multipliers (e.g., standard x1, advanced plasma x2, ultra core x3, experimental fusion core x4).</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Equipment Slots & Stat Efficiencies",
          "anchor": "equipment-slots-stat-efficiencies"
        },
        {
          "level": 2,
          "title": "Item-to-Item Equipping (Sub-Sockets)",
          "anchor": "item-to-item-equipping-sub-sockets"
        },
        {
          "level": 3,
          "title": "Compatibility Table",
          "anchor": "compatibility-table"
        },
        {
          "level": 2,
          "title": "Ammo Management",
          "anchor": "ammo-management"
        }
      ],
      "wordCount": 320,
      "readingTime": "2 min read",
      "markdown": "# Inventory & Equipment\n\nThe Hangar allows you to manage your ships and equipment. Equipping items effectively is key to survival and dominance.\n\n## Equipment Slots & Stat Efficiencies\n\nUnlike traditional space games, SpaceCorps features dynamically tiered equipment slots that scale the effectiveness of fitted modules.\n\n- **Laser Slots**: For offensive weapons (Lasers). These always operate at **100% damage and range**.\n- **Generator Slots**: Shared slots for defensive and engine modules. They are divided into three efficiency bands:\n  - **Core Slots**: Items placed here receive **100%** of their base stats.\n  - **Support Slots**: Items placed here receive **75%** of their base stats (e.g. 75% speed or shield capacity).\n  - **Auxiliary Slots**: Items placed here receive **50%** of their base stats.\n  - **Unassigned/Legacy Slots**: Items placed here do not contribute to stats.\n- **Extra Slots**: For specialized utility items, such as Repair Drones.\n\n## Item-to-Item Equipping (Sub-Sockets)\n\nSome primary items can \"equip\" secondary support items (called sub-socketing) to amplify their parameters. To sub-socket, drag the support item directly onto the primary item in your Hangar inventory.\n\n### Compatibility Table\n\n| Primary Item | Acceptable Sub-Socket Items | Resulting Effect |\n| :--- | :--- | :--- |\n| **Laser** | Laser Amplifier (Amp) | Boosts base damage and critical hit stats |\n| **Shield Core** | Shield Cell | Boosts shield capacity and recharge rate |\n| **Engine** | Thruster | Boosts engine speed and multipliers |\n| **Hybrid Generator** | Shield Cell OR Thruster | Boosts shield capacity, recharge rate, or speed |\n| **Drone** | Laser, Shield, OR Hybrid Generator | Adds 100% of the equipped item's stats to your ship |\n\n---\n\n## Ammo Management\n\nLaser Ammo is a consumable resource.\n- Ammo stacks in your inventory.\n- You can change active laser ammo via your HUD hotbar.\n- Higher quality ammo provides damage multipliers (e.g., standard x1, advanced plasma x2, ultra core x3, experimental fusion core x4).\n"
    },
    "quests": {
      "id": "quests",
      "title": "Quests",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Quests.md",
      "path": "03-Mechanics/Quests.md",
      "html": "<h1 id=\"quests\">Quests</h1>\n<p>Missions are the main way to level up. Mission Control hands them out: every mission comes from an officer of your own company, and each pays experience, credits, Thulium and honor when you claim it. There are <strong>88 missions for levels 1 to 8</strong>, eleven a level, and together they carry you from a fresh Protos to the frontline of the PvP centre.</p>\n<hr>\n<h2 id=\"mission-control\">Mission Control</h2>\n<ul>\n<li>Open <strong>Mission Control</strong> from the toolbar. The <strong>Normal Missions</strong> tab lists your missions by level; <strong>Completed Missions</strong> holds the ones waiting for you to claim their reward.</li>\n<li><strong>Accept</strong> a mission to start it. You can run <strong>5 missions at once</strong>. The mission you accepted last is the one you&#x27;re <strong>tracking</strong>: it shows in the <strong>Active Quests</strong> window, and kills and flight count toward it first. Pick another with the dots in the window&#x27;s title bar.</li>\n<li><strong>Abandon</strong> a mission to drop it and its progress. It is back in the list at once, and you can take it again.</li>\n<li>A finished mission waits under <strong>Completed Missions</strong> until you <strong>claim</strong> it. Claim it whenever you like: the reward doesn&#x27;t expire.</li>\n<li>Every mission can be done <strong>once per pilot</strong>. Your missions, done and in progress, survive the season&#x27;s wipe.</li>\n</ul>\n<h2 id=\"levels\">Levels</h2>\n<ul>\n<li>Each level from 1 to 8 has <strong>ten missions and a Special</strong>. A level&#x27;s missions open when you reach it and stay open at every level above it.</li>\n<li><strong>Take them in any order.</strong> None of the ten waits for another.</li>\n<li>The missions of a level pay <strong>85% of the experience</strong> to the next level. The aliens they have you destroy pay the rest, and at low levels quite a bit more: you usually reach the next level before a set is finished.</li>\n</ul>\n<h2 id=\"special-missions\">Special missions</h2>\n<ul>\n<li>The eleventh mission of each level is its <strong>Special</strong>. It is locked until <strong>all ten</strong> of the level&#x27;s other missions are done (claimed, or waiting for their claim), and its card says how many you have left.</li>\n<li>Specials pay more experience than any other mission of their level, and <strong>items</strong> besides: lasers, shield parts, generators, Power Cores, Ship Fragments, ammo and booster time.</li>\n<li>Level 1&#x27;s regular missions also give a small starter item each: a Light Shield Core, a Repair Drone, a Damage Amp, a Basic Shield Cell and some ammo.</li>\n</ul>\n<h2 id=\"where-it-counts\">Where it counts</h2>\n<p>Every task names the sector where it counts, and only kills and distance flown <strong>there</strong> count toward it. The sector shows next to the task as one of your own maps:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>In the tables</th>\n<th>Means</th>\n<th>You see (a Mars pilot)</th>\n</tr></thead><tbody>\n<tr>\n<td><code>x-1</code> … <code>x-4</code></td>\n<td>that sector of any company: yours, or another company&#x27;s</td>\n<td><code>M-3</code></td>\n</tr>\n<tr>\n<td><code>4-x</code></td>\n<td>any sector of the PvP centre, <code>4-1</code> to <code>4-4</code></td>\n<td><code>4-x</code></td>\n</tr>\n<tr>\n<td><code>rival x-4</code></td>\n<td>another company&#x27;s border sector (not yours), through the centre</td>\n<td><code>T-4 · G-4</code></td>\n</tr>\n</tbody></table></div>\n<p>The missions climb the sectors with your level:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Level</th>\n<th>Where you fight</th>\n<th>Where it leads</th>\n</tr></thead><tbody>\n<tr>\n<td>1</td>\n<td>your base (<code>x-1</code>) and second sector (<code>x-2</code>)</td>\n<td>–</td>\n</tr>\n<tr>\n<td>2</td>\n<td>the second sector</td>\n<td>a first look through the gate into <code>x-3</code></td>\n</tr>\n<tr>\n<td>3</td>\n<td>the third sector (<code>x-3</code>), near its gate; a few warm-ups in <code>x-2</code></td>\n<td>–</td>\n</tr>\n<tr>\n<td>4</td>\n<td>the third sector</td>\n<td>a look through the border gate into <code>x-4</code></td>\n</tr>\n<tr>\n<td>5</td>\n<td>the third sector</td>\n<td>the first crossings of the border (<code>x-4</code>)</td>\n</tr>\n<tr>\n<td>6</td>\n<td>the border (<code>x-4</code>)</td>\n<td>–</td>\n</tr>\n<tr>\n<td>7</td>\n<td>the border</td>\n<td>runs into the PvP centre (<code>4-x</code>)</td>\n</tr>\n<tr>\n<td>8</td>\n<td>the border</td>\n<td>the centre, and other companies&#x27; borders</td>\n</tr>\n</tbody></table></div>\n<ul>\n<li><strong>Patrols count outside safe zones only.</strong> Circling a gate&#x27;s ring doesn&#x27;t patrol a sector.</li>\n<li><strong>One kill or one stretch of flight counts toward one mission</strong>: the one you track, if it can use it, else the first of your active missions that can.</li>\n<li>An alien a <a href=\"?article=company-pilots\" class=\"wiki-link\" data-article=\"company-pilots\">Company Pilot</a> of yours finishes while you&#x27;re fighting it counts as your kill, for your missions too.</li>\n</ul>\n<h2 id=\"time-limits\">Time limits</h2>\n<ul>\n<li>Some missions are <strong>timed</strong>. Mission Control shows the limit on the mission&#x27;s card before you accept it (a clock and &quot;15 min&quot;), and once you accept it a <strong>countdown</strong> runs on the card and in Active Quests. It turns amber in the last minute and red when time is up.</li>\n<li>A timed mission that runs out <strong>fails</strong>: it leaves your active missions and you can accept it again at once, from the start.</li>\n<li>The limits in the tables below are <strong>Alpha&#x27;s</strong>. Beta&#x27;s aliens are 1.5 times as strong and Gamma&#x27;s twice, so their limits are 1.5 and 2 times as long. The clock is set when you accept the mission, for the world you&#x27;re in.</li>\n<li>Tasks have no limits of their own: the mission&#x27;s limit covers all of them.</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li>Experience, credits, Thulium and honor are paid by the <a href=\"?article=wipe-timeline#worlds-alpha-beta-and-gamma\" class=\"wiki-link\" data-article=\"wipe-timeline\">world</a> the mission was done in: 1x in Alpha, 2x in Beta, 3x in Gamma. Your boosters (the Experience Kit, the Honor Beacon) add to them, and premium doubles the experience.</li>\n<li><strong>Items and booster time are the same in every world.</strong> Items go to your inventory, booster hours add to what the booster has left, and ammo is ready to fire even if you claim while flying.</li>\n</ul>\n<h2 id=\"danger\">Danger</h2>\n<p>The higher sectors are where the missions pay, and where you can die. Plan your kit for them:</p>\n<ul>\n<li><strong>PvP</strong>: other companies&#x27; pilots can attack you in <code>x-4</code> and the centre in every world, from <code>x-2</code> up in Beta, and everywhere in Gamma (except in safe zones and during the Peace Protocol).</li>\n<li><strong>Bulwarks</strong> (<code>x-3</code>, <code>x-4</code>) outrun a Protos and hit hard. Fight them from an <a href=\"?article=ostirion\" class=\"wiki-link\" data-article=\"ostirion\">Ostirion</a>, near a gate&#x27;s safe zone, and pull back into it to repair.</li>\n<li><strong>Gorvanes</strong> (<code>x-3</code>, <code>x-4</code>) have a range of 800. A <a href=\"?article=lasers\" class=\"wiki-link\" data-article=\"lasers\">Starfire-3</a> (range 850) outranges them and Bulwarks alike: with a ship faster than they are you can fire without taking a hit. Level 5&#x27;s Special gives you one; you can also craft one from 50 Cataclysite.</li>\n<li><strong>Crystalys</strong> roam the border (<code>x-4</code>). Nothing in reach of level 8 outranges one, and only a fast ship outruns it: keep your distance, and watch the minimap.</li>\n<li>Destroyed in your own company&#x27;s sectors, you respawn in the same sector; destroyed in the centre or another company&#x27;s sector, back at your base. A timed mission&#x27;s clock keeps running meanwhile.</li>\n</ul>\n<h2 id=\"the-missions\">The missions</h2>\n<p>&quot;→&quot; joins tasks that must be done in order; tasks joined by &quot;;&quot; can be done in any order. The time limits are Alpha&#x27;s (&quot;–&quot;: none).</p>\n<p>&lt;!-- quests:begin --&gt;</p>\n<p>&lt;!-- Generated from server/Resources/quests.json by scripts/quests-wiki.sh: don&#x27;t edit by hand. --&gt;</p>\n<h3 id=\"level-1-flight-school\">Level 1: Flight School</h3>\n<p>10 missions and a Special, 17,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Basic Training: Combat</td>\n<td>Combat</td>\n<td>Destroy 8 Seekers in x-1</td>\n<td>–</td>\n<td>950</td>\n<td>5,000</td>\n<td>10</td>\n<td>10</td>\n<td>Standard Battery ×500</td>\n</tr>\n<tr>\n<td>Basic Training: Navigation</td>\n<td>Recon</td>\n<td>Patrol 15,000 units in x-1 → Patrol 15,000 units in x-2</td>\n<td>–</td>\n<td>900</td>\n<td>4,500</td>\n<td>10</td>\n<td>9</td>\n<td>Light Shield Core ×1</td>\n</tr>\n<tr>\n<td>Speed Trial</td>\n<td>Ops</td>\n<td>Destroy 8 Seekers in x-1</td>\n<td>8 min</td>\n<td>1,050</td>\n<td>5,000</td>\n<td>10</td>\n<td>10</td>\n<td>Advanced Plasma ×100</td>\n</tr>\n<tr>\n<td>Home Sector Defense</td>\n<td>Combat</td>\n<td>Destroy 12 Seekers in x-1</td>\n<td>–</td>\n<td>1,300</td>\n<td>6,500</td>\n<td>15</td>\n<td>13</td>\n<td>Standard Battery ×500</td>\n</tr>\n<tr>\n<td>Rapid Recon</td>\n<td>Recon</td>\n<td>Patrol 35,000 units in x-1</td>\n<td>7 min</td>\n<td>900</td>\n<td>4,500</td>\n<td>10</td>\n<td>9</td>\n<td>Repair Drone I ×1</td>\n</tr>\n<tr>\n<td>Combined Operations</td>\n<td>Ops</td>\n<td>Destroy 8 Seekers in x-1; Patrol 15,000 units in x-1</td>\n<td>–</td>\n<td>1,200</td>\n<td>6,000</td>\n<td>10</td>\n<td>12</td>\n<td>Advanced Plasma ×100</td>\n</tr>\n<tr>\n<td>Hit and Run</td>\n<td>Recon</td>\n<td>Destroy 4 Seekers in x-2 → Patrol 20,000 units in x-2</td>\n<td>–</td>\n<td>1,000</td>\n<td>5,000</td>\n<td>10</td>\n<td>10</td>\n<td>Basic Shield Cell ×1</td>\n</tr>\n<tr>\n<td>Big Game Hunter</td>\n<td>Combat</td>\n<td>Destroy 20 Seekers in x-1</td>\n<td>–</td>\n<td>2,050</td>\n<td>10,000</td>\n<td>20</td>\n<td>20</td>\n<td>Standard Battery ×1,000</td>\n</tr>\n<tr>\n<td>Frontier Defense</td>\n<td>Combat</td>\n<td>Destroy 15 Seekers in x-2</td>\n<td>–</td>\n<td>1,650</td>\n<td>8,000</td>\n<td>15</td>\n<td>16</td>\n<td>Damage Amp 1 ×1</td>\n</tr>\n<tr>\n<td>The Gauntlet</td>\n<td>Ops</td>\n<td>Destroy 8 Seekers in x-1 → Patrol 12,000 units in x-2 → Destroy 8 Seekers in x-2</td>\n<td>20 min</td>\n<td>2,600</td>\n<td>13,000</td>\n<td>25</td>\n<td>26</td>\n<td>Advanced Plasma ×150</td>\n</tr>\n<tr>\n<td><strong>Phantasm Hunter</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 2 Phantasm in x-2; Destroy 15 Seekers in x-2</td>\n<td>–</td>\n<td>3,400</td>\n<td>17,000</td>\n<td>35</td>\n<td>34</td>\n<td>Quantum Laser 1 ×1, Engine I ×1, Advanced Plasma ×250</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-2-first-contact\">Level 2: First Contact</h3>\n<p>10 missions and a Special, 17,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Phantom Pack</td>\n<td>Ops</td>\n<td>Destroy 5 Phantasm in x-2</td>\n<td>–</td>\n<td>1,100</td>\n<td>7,500</td>\n<td>20</td>\n<td>11</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Long Patrol</td>\n<td>Recon</td>\n<td>Patrol 40,000 units in x-2</td>\n<td>–</td>\n<td>850</td>\n<td>6,000</td>\n<td>15</td>\n<td>8</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Scout and Strike</td>\n<td>Recon</td>\n<td>Patrol 15,000 units in x-2; Destroy 12 Seekers in x-2</td>\n<td>–</td>\n<td>1,200</td>\n<td>8,500</td>\n<td>25</td>\n<td>12</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Sector Sweep</td>\n<td>Combat</td>\n<td>Destroy 25 Seekers in x-2</td>\n<td>–</td>\n<td>1,800</td>\n<td>12,500</td>\n<td>35</td>\n<td>18</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Marathon</td>\n<td>Recon</td>\n<td>Patrol 60,000 units in x-2</td>\n<td>15 min</td>\n<td>1,350</td>\n<td>9,500</td>\n<td>25</td>\n<td>14</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Triple Threat</td>\n<td>Combat</td>\n<td>Destroy 15 Seekers in x-2; Destroy 4 Phantasm in x-2</td>\n<td>–</td>\n<td>1,900</td>\n<td>13,500</td>\n<td>40</td>\n<td>19</td>\n<td>–</td>\n</tr>\n<tr>\n<td>First Blood Then Run</td>\n<td>Ops</td>\n<td>Destroy 2 Phantasm in x-2 → Patrol 20,000 units in x-2</td>\n<td>–</td>\n<td>900</td>\n<td>6,500</td>\n<td>20</td>\n<td>9</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Seeker Cull</td>\n<td>Combat</td>\n<td>Destroy 30 Seekers in x-2</td>\n<td>–</td>\n<td>2,100</td>\n<td>14,500</td>\n<td>40</td>\n<td>21</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Gate Run</td>\n<td>Recon</td>\n<td>Patrol 20,000 units in x-2 → Patrol 3,000 units in x-3</td>\n<td>–</td>\n<td>800</td>\n<td>5,500</td>\n<td>15</td>\n<td>8</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Ambush Drill</td>\n<td>Ops</td>\n<td>Destroy 3 Phantasm in x-2; Destroy 10 Seekers in x-2</td>\n<td>15 min</td>\n<td>1,600</td>\n<td>11,000</td>\n<td>30</td>\n<td>16</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Phantasm Purge</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 6 Phantasm in x-2 → Destroy 15 Seekers in x-2 → Patrol 4,000 units in x-3</td>\n<td>30 min</td>\n<td>3,400</td>\n<td>24,000</td>\n<td>70</td>\n<td>34</td>\n<td>Advanced Shield Cell ×1, Crit Amp 1 ×1, Ship Fragment ×5, Advanced Plasma ×300</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-3-the-third-sector\">Level 3: The Third Sector</h3>\n<p>10 missions and a Special, 34,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Phantasm Patrol</td>\n<td>Combat</td>\n<td>Destroy 10 Phantasm in x-2</td>\n<td>–</td>\n<td>2,100</td>\n<td>17,000</td>\n<td>50</td>\n<td>21</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Deep Survey</td>\n<td>Recon</td>\n<td>Patrol 25,000 units in x-3</td>\n<td>–</td>\n<td>1,300</td>\n<td>10,500</td>\n<td>30</td>\n<td>13</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Clean Sweep</td>\n<td>Combat</td>\n<td>Destroy 12 Phantasm in x-3</td>\n<td>–</td>\n<td>3,800</td>\n<td>30,500</td>\n<td>95</td>\n<td>38</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Strike Package</td>\n<td>Ops</td>\n<td>Destroy 8 Phantasm in x-2</td>\n<td>10 min</td>\n<td>2,000</td>\n<td>16,000</td>\n<td>50</td>\n<td>20</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Beacon Run</td>\n<td>Recon</td>\n<td>Destroy 3 Phantasm in x-3 → Patrol 15,000 units in x-3</td>\n<td>–</td>\n<td>1,900</td>\n<td>15,000</td>\n<td>50</td>\n<td>19</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Phantasm Nest</td>\n<td>Combat</td>\n<td>Destroy 15 Phantasm in x-3</td>\n<td>–</td>\n<td>4,600</td>\n<td>37,000</td>\n<td>115</td>\n<td>46</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Rapid Response</td>\n<td>Ops</td>\n<td>Destroy 6 Phantasm in x-3</td>\n<td>15 min</td>\n<td>2,400</td>\n<td>19,000</td>\n<td>60</td>\n<td>24</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Long Range Scan</td>\n<td>Recon</td>\n<td>Patrol 30,000 units in x-3</td>\n<td>–</td>\n<td>1,600</td>\n<td>13,000</td>\n<td>40</td>\n<td>16</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Twin Threat</td>\n<td>Combat</td>\n<td>Destroy 10 Phantasm in x-3; Patrol 10,000 units in x-3</td>\n<td>–</td>\n<td>3,700</td>\n<td>29,500</td>\n<td>90</td>\n<td>37</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Hunter&#x27;s Mark</td>\n<td>Ops</td>\n<td>Destroy 5 Phantasm in x-3 → Patrol 8,000 units in x-3 → Destroy 5 Phantasm in x-3</td>\n<td>–</td>\n<td>3,800</td>\n<td>30,500</td>\n<td>95</td>\n<td>38</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Nightfall</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 18 Phantasm in x-3; Patrol 15,000 units in x-3</td>\n<td>35 min</td>\n<td>6,800</td>\n<td>54,500</td>\n<td>170</td>\n<td>68</td>\n<td>Quantum Laser 2 ×1, Ship Fragment ×10, Ultra Core ×200</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-4-heavy-work\">Level 4: Heavy Work</h3>\n<p>10 missions and a Special, 68,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Phantasm Cull</td>\n<td>Combat</td>\n<td>Destroy 25 Phantasm in x-3</td>\n<td>–</td>\n<td>7,750</td>\n<td>39,000</td>\n<td>230</td>\n<td>78</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Outer Survey</td>\n<td>Recon</td>\n<td>Patrol 40,000 units in x-3</td>\n<td>–</td>\n<td>3,000</td>\n<td>15,000</td>\n<td>90</td>\n<td>30</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Clockwork</td>\n<td>Ops</td>\n<td>Destroy 15 Phantasm in x-3</td>\n<td>15 min</td>\n<td>5,750</td>\n<td>29,000</td>\n<td>170</td>\n<td>58</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Sector Tour</td>\n<td>Recon</td>\n<td>Patrol 20,000 units in x-3 → Patrol 3,000 units in x-4</td>\n<td>–</td>\n<td>2,750</td>\n<td>14,000</td>\n<td>80</td>\n<td>28</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Hard Target</td>\n<td>Combat</td>\n<td>Destroy 20 Phantasm in x-3</td>\n<td>–</td>\n<td>6,500</td>\n<td>32,000</td>\n<td>195</td>\n<td>65</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Pathfinder</td>\n<td>Recon</td>\n<td>Patrol 25,000 units in x-3; Destroy 5 Phantasm in x-3</td>\n<td>–</td>\n<td>3,500</td>\n<td>18,000</td>\n<td>105</td>\n<td>35</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Pincer</td>\n<td>Ops</td>\n<td>Destroy 10 Phantasm in x-2; Destroy 12 Phantasm in x-3</td>\n<td>–</td>\n<td>6,750</td>\n<td>34,000</td>\n<td>200</td>\n<td>68</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Picket Line</td>\n<td>Recon</td>\n<td>Destroy 10 Phantasm in x-3 → Patrol 20,000 units in x-3</td>\n<td>–</td>\n<td>5,000</td>\n<td>25,000</td>\n<td>150</td>\n<td>50</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Mop-Up</td>\n<td>Combat</td>\n<td>Destroy 18 Phantasm in x-3</td>\n<td>–</td>\n<td>6,000</td>\n<td>30,000</td>\n<td>180</td>\n<td>60</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Blitz</td>\n<td>Ops</td>\n<td>Destroy 20 Phantasm in x-3</td>\n<td>20 min</td>\n<td>7,500</td>\n<td>38,000</td>\n<td>225</td>\n<td>75</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Bulwark Breaker</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 2 Bulwarks in x-3; Destroy 15 Phantasm in x-3; Patrol 4,000 units in x-4</td>\n<td>–</td>\n<td>13,500</td>\n<td>68,000</td>\n<td>405</td>\n<td>135</td>\n<td>Basic Shield Core ×1, Ship Fragment ×10, Reinforced Hull Plate ×2, Shield Regen booster, 5 h</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-5-the-bulwark-line\">Level 5: The Bulwark Line</h3>\n<p>10 missions and a Special, 136,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Bulwark Buster</td>\n<td>Ops</td>\n<td>Destroy 3 Bulwarks in x-3</td>\n<td>–</td>\n<td>9,500</td>\n<td>38,000</td>\n<td>285</td>\n<td>71</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Phantasm Sweep</td>\n<td>Combat</td>\n<td>Destroy 30 Phantasm in x-3</td>\n<td>–</td>\n<td>14,000</td>\n<td>56,000</td>\n<td>420</td>\n<td>105</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Watchkeeper</td>\n<td>Recon</td>\n<td>Patrol 25,000 units in x-3 → Patrol 5,000 units in x-4</td>\n<td>–</td>\n<td>6,000</td>\n<td>24,000</td>\n<td>180</td>\n<td>45</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Iron Wall</td>\n<td>Combat</td>\n<td>Destroy 4 Bulwarks in x-3</td>\n<td>–</td>\n<td>12,500</td>\n<td>50,000</td>\n<td>375</td>\n<td>94</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Rapid Strike</td>\n<td>Ops</td>\n<td>Destroy 2 Bulwarks in x-3; Destroy 8 Phantasm in x-3</td>\n<td>15 min</td>\n<td>11,500</td>\n<td>46,000</td>\n<td>345</td>\n<td>86</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Relay Network</td>\n<td>Recon</td>\n<td>Patrol 15,000 units in x-3 → Patrol 8,000 units in x-4</td>\n<td>–</td>\n<td>5,500</td>\n<td>22,000</td>\n<td>165</td>\n<td>41</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Heavy Hitters</td>\n<td>Combat</td>\n<td>Destroy 3 Bulwarks in x-3; Destroy 15 Phantasm in x-3</td>\n<td>–</td>\n<td>16,000</td>\n<td>64,000</td>\n<td>480</td>\n<td>120</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Night Shift</td>\n<td>Recon</td>\n<td>Patrol 30,000 units in x-3</td>\n<td>–</td>\n<td>4,000</td>\n<td>16,000</td>\n<td>120</td>\n<td>30</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Shield Breakers</td>\n<td>Combat</td>\n<td>Destroy 5 Bulwarks in x-3</td>\n<td>–</td>\n<td>15,500</td>\n<td>62,000</td>\n<td>465</td>\n<td>116</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Hammer and Anvil</td>\n<td>Ops</td>\n<td>Destroy 12 Phantasm in x-3 → Destroy 2 Bulwarks in x-3 → Patrol 5,000 units in x-4</td>\n<td>–</td>\n<td>14,500</td>\n<td>58,000</td>\n<td>435</td>\n<td>109</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Iron Tide</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 5 Bulwarks in x-3 → Destroy 15 Phantasm in x-3 → Patrol 6,000 units in x-4</td>\n<td>35 min</td>\n<td>27,000</td>\n<td>108,000</td>\n<td>810</td>\n<td>202</td>\n<td>Starfire-3 ×1, Adaptive Core II ×1, Power Core ×1, Reinforced Hull Plate ×3, Ship Fragment ×15, Experience Kit booster, 5 h</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-6-the-border\">Level 6: The Border</h3>\n<p>10 missions and a Special, 272,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Bulwark Hunt</td>\n<td>Combat</td>\n<td>Destroy 8 Bulwarks in x-4</td>\n<td>–</td>\n<td>31,000</td>\n<td>110,000</td>\n<td>930</td>\n<td>232</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Border Recon</td>\n<td>Recon</td>\n<td>Patrol 22,000 units in x-4</td>\n<td>–</td>\n<td>7,000</td>\n<td>25,000</td>\n<td>210</td>\n<td>52</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Titan Slayer</td>\n<td>Combat</td>\n<td>Destroy 1 Gorvane in x-3</td>\n<td>–</td>\n<td>11,000</td>\n<td>40,000</td>\n<td>330</td>\n<td>82</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Timed Assault</td>\n<td>Ops</td>\n<td>Destroy 6 Bulwarks in x-4</td>\n<td>20 min</td>\n<td>28,000</td>\n<td>100,000</td>\n<td>840</td>\n<td>210</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Deep Patrol</td>\n<td>Recon</td>\n<td>Patrol 12,000 units in x-4 → Destroy 2 Bulwarks in x-4</td>\n<td>–</td>\n<td>13,000</td>\n<td>45,000</td>\n<td>390</td>\n<td>98</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Frontier Circuit</td>\n<td>Recon</td>\n<td>Patrol 8,000 units in x-3 → Patrol 12,000 units in x-4</td>\n<td>–</td>\n<td>8,000</td>\n<td>30,000</td>\n<td>240</td>\n<td>60</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Border Storm</td>\n<td>Combat</td>\n<td>Destroy 10 Bulwarks in x-4</td>\n<td>–</td>\n<td>39,000</td>\n<td>135,000</td>\n<td>1,170</td>\n<td>292</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Siege Breaker</td>\n<td>Ops</td>\n<td>Destroy 6 Bulwarks in x-4; Patrol 8,000 units in x-4</td>\n<td>–</td>\n<td>26,000</td>\n<td>90,000</td>\n<td>780</td>\n<td>195</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Watchtower</td>\n<td>Recon</td>\n<td>Destroy 3 Bulwarks in x-4 → Patrol 10,000 units in x-4</td>\n<td>–</td>\n<td>16,000</td>\n<td>55,000</td>\n<td>480</td>\n<td>120</td>\n<td>–</td>\n</tr>\n<tr>\n<td>The Long Gauntlet</td>\n<td>Ops</td>\n<td>Destroy 5 Bulwarks in x-4 → Destroy 1 Gorvane in x-4</td>\n<td>25 min</td>\n<td>39,000</td>\n<td>135,000</td>\n<td>1,170</td>\n<td>292</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Colossus</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 2 Gorvanes in x-4; Destroy 6 Bulwarks in x-4</td>\n<td>–</td>\n<td>54,000</td>\n<td>190,000</td>\n<td>1,620</td>\n<td>405</td>\n<td>Elite Shield Cell ×1, Power Core ×1, Reinforced Hull Plate ×3, Ship Fragment ×15</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-7-gorvane-hunts\">Level 7: Gorvane Hunts</h3>\n<p>10 missions and a Special, 544,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Gorvane Hunt</td>\n<td>Combat</td>\n<td>Destroy 3 Gorvanes in x-4</td>\n<td>–</td>\n<td>42,000</td>\n<td>125,000</td>\n<td>1,050</td>\n<td>210</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Bulwark Purge</td>\n<td>Combat</td>\n<td>Destroy 15 Bulwarks in x-4</td>\n<td>–</td>\n<td>59,000</td>\n<td>175,000</td>\n<td>1,475</td>\n<td>295</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Border Survey</td>\n<td>Recon</td>\n<td>Patrol 25,000 units in x-4</td>\n<td>–</td>\n<td>11,000</td>\n<td>35,000</td>\n<td>275</td>\n<td>55</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Strike Window</td>\n<td>Ops</td>\n<td>Destroy 2 Gorvanes in x-4</td>\n<td>15 min</td>\n<td>33,000</td>\n<td>100,000</td>\n<td>825</td>\n<td>165</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Iron Harvest</td>\n<td>Combat</td>\n<td>Destroy 12 Bulwarks in x-4</td>\n<td>–</td>\n<td>48,000</td>\n<td>145,000</td>\n<td>1,200</td>\n<td>240</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Long Haul</td>\n<td>Recon</td>\n<td>Patrol 10,000 units in x-4 → Patrol 12,000 units in 4-x</td>\n<td>–</td>\n<td>15,000</td>\n<td>45,000</td>\n<td>375</td>\n<td>75</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Crossfire</td>\n<td>Ops</td>\n<td>Destroy 2 Gorvanes in x-4; Destroy 8 Bulwarks in x-4</td>\n<td>–</td>\n<td>59,000</td>\n<td>175,000</td>\n<td>1,475</td>\n<td>295</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Crystal Watch</td>\n<td>Recon</td>\n<td>Patrol 8,000 units in x-4 → Destroy 5 Bulwarks in x-4 → Patrol 8,000 units in x-4</td>\n<td>–</td>\n<td>28,000</td>\n<td>85,000</td>\n<td>700</td>\n<td>140</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Titan&#x27;s Fall</td>\n<td>Combat</td>\n<td>Destroy 3 Gorvanes in x-4; Destroy 6 Bulwarks in x-4</td>\n<td>–</td>\n<td>64,000</td>\n<td>190,000</td>\n<td>1,600</td>\n<td>320</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Relentless</td>\n<td>Ops</td>\n<td>Destroy 6 Bulwarks in x-4 → Destroy 2 Gorvanes in x-4 → Destroy 6 Bulwarks in x-4</td>\n<td>–</td>\n<td>76,000</td>\n<td>230,000</td>\n<td>1,900</td>\n<td>380</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Gorvane Siege</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 4 Gorvanes in x-4 → Destroy 8 Bulwarks in x-4 → Patrol 8,000 units in 4-x</td>\n<td>–</td>\n<td>109,000</td>\n<td>325,000</td>\n<td>2,725</td>\n<td>545</td>\n<td>Power Core ×2, Reinforced Hull Plate ×5, Ship Fragment ×20, Experimental Fusion Core ×300</td>\n</tr>\n</tbody></table></div>\n<h3 id=\"level-8-frontline\">Level 8: Frontline</h3>\n<p>10 missions and a Special, 1,088,000 XP in all.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Mission</th>\n<th>Giver</th>\n<th>Tasks</th>\n<th>Time limit</th>\n<th>XP</th>\n<th>Credits</th>\n<th>Thulium</th>\n<th>Honor</th>\n<th>Items</th>\n</tr></thead><tbody>\n<tr>\n<td>Gorvane Cull</td>\n<td>Combat</td>\n<td>Destroy 6 Gorvanes in x-4</td>\n<td>–</td>\n<td>104,000</td>\n<td>260,000</td>\n<td>2,080</td>\n<td>520</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Frontier Sweep</td>\n<td>Recon</td>\n<td>Patrol 30,000 units in x-4</td>\n<td>–</td>\n<td>22,000</td>\n<td>55,000</td>\n<td>440</td>\n<td>110</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Bulwark Rout</td>\n<td>Combat</td>\n<td>Destroy 20 Bulwarks in x-4</td>\n<td>–</td>\n<td>110,000</td>\n<td>275,000</td>\n<td>2,200</td>\n<td>550</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Lightning Raid</td>\n<td>Ops</td>\n<td>Destroy 4 Gorvanes in x-4</td>\n<td>20 min</td>\n<td>82,000</td>\n<td>205,000</td>\n<td>1,640</td>\n<td>410</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Grand Tour</td>\n<td>Recon</td>\n<td>Patrol 10,000 units in x-4 → Patrol 15,000 units in 4-x → Patrol 8,000 units in rival x-4</td>\n<td>–</td>\n<td>44,000</td>\n<td>110,000</td>\n<td>880</td>\n<td>220</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Titan Hunter</td>\n<td>Combat</td>\n<td>Destroy 5 Gorvanes in x-4; Destroy 8 Bulwarks in x-4</td>\n<td>–</td>\n<td>128,000</td>\n<td>320,000</td>\n<td>2,560</td>\n<td>640</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Endurance</td>\n<td>Recon</td>\n<td>Patrol 30,000 units in 4-x</td>\n<td>–</td>\n<td>28,000</td>\n<td>70,000</td>\n<td>560</td>\n<td>140</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Hold the Border</td>\n<td>Ops</td>\n<td>Destroy 12 Bulwarks in x-4; Destroy 3 Gorvanes in x-4</td>\n<td>30 min</td>\n<td>134,000</td>\n<td>335,000</td>\n<td>2,680</td>\n<td>670</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Recon in Force</td>\n<td>Recon</td>\n<td>Destroy 3 Gorvanes in x-4 → Patrol 12,000 units in 4-x</td>\n<td>–</td>\n<td>74,000</td>\n<td>185,000</td>\n<td>1,480</td>\n<td>370</td>\n<td>–</td>\n</tr>\n<tr>\n<td>Iron Gauntlet</td>\n<td>Ops</td>\n<td>Destroy 10 Bulwarks in x-4 → Destroy 3 Gorvanes in x-4 → Patrol 8,000 units in 4-x</td>\n<td>30 min</td>\n<td>144,000</td>\n<td>360,000</td>\n<td>2,880</td>\n<td>720</td>\n<td>–</td>\n</tr>\n<tr>\n<td><strong>Frontline Command</strong> (Special)</td>\n<td>Ops</td>\n<td>Destroy 10 Bulwarks in x-4 → Patrol 10,000 units in 4-x → Destroy 4 Gorvanes in rival x-4</td>\n<td>–</td>\n<td>218,000</td>\n<td>545,000</td>\n<td>4,360</td>\n<td>1,090</td>\n<td>Ancient Control Unit ×1, Power Core ×1, Ship Fragment ×25, Damage Amp booster, 10 h</td>\n</tr>\n</tbody></table></div>\n<p>&lt;!-- quests:end --&gt;</p>",
      "toc": [
        {
          "level": 2,
          "title": "Mission Control",
          "anchor": "mission-control"
        },
        {
          "level": 2,
          "title": "Levels",
          "anchor": "levels"
        },
        {
          "level": 2,
          "title": "Special missions",
          "anchor": "special-missions"
        },
        {
          "level": 2,
          "title": "Where it counts",
          "anchor": "where-it-counts"
        },
        {
          "level": 2,
          "title": "Time limits",
          "anchor": "time-limits"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Danger",
          "anchor": "danger"
        },
        {
          "level": 2,
          "title": "The missions",
          "anchor": "the-missions"
        },
        {
          "level": 3,
          "title": "Level 1: Flight School",
          "anchor": "level-1-flight-school"
        },
        {
          "level": 3,
          "title": "Level 2: First Contact",
          "anchor": "level-2-first-contact"
        },
        {
          "level": 3,
          "title": "Level 3: The Third Sector",
          "anchor": "level-3-the-third-sector"
        },
        {
          "level": 3,
          "title": "Level 4: Heavy Work",
          "anchor": "level-4-heavy-work"
        },
        {
          "level": 3,
          "title": "Level 5: The Bulwark Line",
          "anchor": "level-5-the-bulwark-line"
        },
        {
          "level": 3,
          "title": "Level 6: The Border",
          "anchor": "level-6-the-border"
        },
        {
          "level": 3,
          "title": "Level 7: Gorvane Hunts",
          "anchor": "level-7-gorvane-hunts"
        },
        {
          "level": 3,
          "title": "Level 8: Frontline",
          "anchor": "level-8-frontline"
        }
      ],
      "wordCount": 4166,
      "readingTime": "21 min read",
      "markdown": "# Quests\n\nMissions are the main way to level up. Mission Control hands them out: every mission comes from an officer of your own company, and each pays experience, credits, Thulium and honor when you claim it. There are **88 missions for levels 1 to 8**, eleven a level, and together they carry you from a fresh Protos to the frontline of the PvP centre.\n\n---\n\n## Mission Control\n\n- Open **Mission Control** from the toolbar. The **Normal Missions** tab lists your missions by level; **Completed Missions** holds the ones waiting for you to claim their reward.\n- **Accept** a mission to start it. You can run **5 missions at once**. The mission you accepted last is the one you're **tracking**: it shows in the **Active Quests** window, and kills and flight count toward it first. Pick another with the dots in the window's title bar.\n- **Abandon** a mission to drop it and its progress. It is back in the list at once, and you can take it again.\n- A finished mission waits under **Completed Missions** until you **claim** it. Claim it whenever you like: the reward doesn't expire.\n- Every mission can be done **once per pilot**. Your missions, done and in progress, survive the season's wipe.\n\n## Levels\n\n- Each level from 1 to 8 has **ten missions and a Special**. A level's missions open when you reach it and stay open at every level above it.\n- **Take them in any order.** None of the ten waits for another.\n- The missions of a level pay **85% of the experience** to the next level. The aliens they have you destroy pay the rest, and at low levels quite a bit more: you usually reach the next level before a set is finished.\n\n## Special missions\n\n- The eleventh mission of each level is its **Special**. It is locked until **all ten** of the level's other missions are done (claimed, or waiting for their claim), and its card says how many you have left.\n- Specials pay more experience than any other mission of their level, and **items** besides: lasers, shield parts, generators, Power Cores, Ship Fragments, ammo and booster time.\n- Level 1's regular missions also give a small starter item each: a Light Shield Core, a Repair Drone, a Damage Amp, a Basic Shield Cell and some ammo.\n\n## Where it counts\n\nEvery task names the sector where it counts, and only kills and distance flown **there** count toward it. The sector shows next to the task as one of your own maps:\n\n| In the tables | Means | You see (a Mars pilot) |\n| :--- | :--- | :--- |\n| `x-1` … `x-4` | that sector of any company: yours, or another company's | `M-3` |\n| `4-x` | any sector of the PvP centre, `4-1` to `4-4` | `4-x` |\n| `rival x-4` | another company's border sector (not yours), through the centre | `T-4 · G-4` |\n\nThe missions climb the sectors with your level:\n\n| Level | Where you fight | Where it leads |\n| --: | :--- | :--- |\n| 1 | your base (`x-1`) and second sector (`x-2`) | – |\n| 2 | the second sector | a first look through the gate into `x-3` |\n| 3 | the third sector (`x-3`), near its gate; a few warm-ups in `x-2` | – |\n| 4 | the third sector | a look through the border gate into `x-4` |\n| 5 | the third sector | the first crossings of the border (`x-4`) |\n| 6 | the border (`x-4`) | – |\n| 7 | the border | runs into the PvP centre (`4-x`) |\n| 8 | the border | the centre, and other companies' borders |\n\n- **Patrols count outside safe zones only.** Circling a gate's ring doesn't patrol a sector.\n- **One kill or one stretch of flight counts toward one mission**: the one you track, if it can use it, else the first of your active missions that can.\n- An alien a [Company Pilot](/wiki/03-Mechanics/Company-Pilots.md) of yours finishes while you're fighting it counts as your kill, for your missions too.\n\n## Time limits\n\n- Some missions are **timed**. Mission Control shows the limit on the mission's card before you accept it (a clock and \"15 min\"), and once you accept it a **countdown** runs on the card and in Active Quests. It turns amber in the last minute and red when time is up.\n- A timed mission that runs out **fails**: it leaves your active missions and you can accept it again at once, from the start.\n- The limits in the tables below are **Alpha's**. Beta's aliens are 1.5 times as strong and Gamma's twice, so their limits are 1.5 and 2 times as long. The clock is set when you accept the mission, for the world you're in.\n- Tasks have no limits of their own: the mission's limit covers all of them.\n\n## Rewards\n\n- Experience, credits, Thulium and honor are paid by the [world](/wiki/03-Mechanics/Wipe-Timeline.md#worlds-alpha-beta-and-gamma) the mission was done in: 1x in Alpha, 2x in Beta, 3x in Gamma. Your boosters (the Experience Kit, the Honor Beacon) add to them, and premium doubles the experience.\n- **Items and booster time are the same in every world.** Items go to your inventory, booster hours add to what the booster has left, and ammo is ready to fire even if you claim while flying.\n\n## Danger\n\nThe higher sectors are where the missions pay, and where you can die. Plan your kit for them:\n\n- **PvP**: other companies' pilots can attack you in `x-4` and the centre in every world, from `x-2` up in Beta, and everywhere in Gamma (except in safe zones and during the Peace Protocol).\n- **Bulwarks** (`x-3`, `x-4`) outrun a Protos and hit hard. Fight them from an [Ostirion](/wiki/02-Ships/Ostirion.md), near a gate's safe zone, and pull back into it to repair.\n- **Gorvanes** (`x-3`, `x-4`) have a range of 800. A [Starfire-3](/wiki/05-Items/Lasers.md) (range 850) outranges them and Bulwarks alike: with a ship faster than they are you can fire without taking a hit. Level 5's Special gives you one; you can also craft one from 50 Cataclysite.\n- **Crystalys** roam the border (`x-4`). Nothing in reach of level 8 outranges one, and only a fast ship outruns it: keep your distance, and watch the minimap.\n- Destroyed in your own company's sectors, you respawn in the same sector; destroyed in the centre or another company's sector, back at your base. A timed mission's clock keeps running meanwhile.\n\n## The missions\n\n\"→\" joins tasks that must be done in order; tasks joined by \";\" can be done in any order. The time limits are Alpha's (\"–\": none).\n\n<!-- quests:begin -->\n<!-- Generated from server/Resources/quests.json by scripts/quests-wiki.sh: don't edit by hand. -->\n\n### Level 1: Flight School\n\n10 missions and a Special, 17,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Basic Training: Combat | Combat | Destroy 8 Seekers in x-1 | – | 950 | 5,000 | 10 | 10 | Standard Battery ×500 |\n| Basic Training: Navigation | Recon | Patrol 15,000 units in x-1 → Patrol 15,000 units in x-2 | – | 900 | 4,500 | 10 | 9 | Light Shield Core ×1 |\n| Speed Trial | Ops | Destroy 8 Seekers in x-1 | 8 min | 1,050 | 5,000 | 10 | 10 | Advanced Plasma ×100 |\n| Home Sector Defense | Combat | Destroy 12 Seekers in x-1 | – | 1,300 | 6,500 | 15 | 13 | Standard Battery ×500 |\n| Rapid Recon | Recon | Patrol 35,000 units in x-1 | 7 min | 900 | 4,500 | 10 | 9 | Repair Drone I ×1 |\n| Combined Operations | Ops | Destroy 8 Seekers in x-1; Patrol 15,000 units in x-1 | – | 1,200 | 6,000 | 10 | 12 | Advanced Plasma ×100 |\n| Hit and Run | Recon | Destroy 4 Seekers in x-2 → Patrol 20,000 units in x-2 | – | 1,000 | 5,000 | 10 | 10 | Basic Shield Cell ×1 |\n| Big Game Hunter | Combat | Destroy 20 Seekers in x-1 | – | 2,050 | 10,000 | 20 | 20 | Standard Battery ×1,000 |\n| Frontier Defense | Combat | Destroy 15 Seekers in x-2 | – | 1,650 | 8,000 | 15 | 16 | Damage Amp 1 ×1 |\n| The Gauntlet | Ops | Destroy 8 Seekers in x-1 → Patrol 12,000 units in x-2 → Destroy 8 Seekers in x-2 | 20 min | 2,600 | 13,000 | 25 | 26 | Advanced Plasma ×150 |\n| **Phantasm Hunter** (Special) | Ops | Destroy 2 Phantasm in x-2; Destroy 15 Seekers in x-2 | – | 3,400 | 17,000 | 35 | 34 | Quantum Laser 1 ×1, Engine I ×1, Advanced Plasma ×250 |\n\n### Level 2: First Contact\n\n10 missions and a Special, 17,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Phantom Pack | Ops | Destroy 5 Phantasm in x-2 | – | 1,100 | 7,500 | 20 | 11 | – |\n| Long Patrol | Recon | Patrol 40,000 units in x-2 | – | 850 | 6,000 | 15 | 8 | – |\n| Scout and Strike | Recon | Patrol 15,000 units in x-2; Destroy 12 Seekers in x-2 | – | 1,200 | 8,500 | 25 | 12 | – |\n| Sector Sweep | Combat | Destroy 25 Seekers in x-2 | – | 1,800 | 12,500 | 35 | 18 | – |\n| Marathon | Recon | Patrol 60,000 units in x-2 | 15 min | 1,350 | 9,500 | 25 | 14 | – |\n| Triple Threat | Combat | Destroy 15 Seekers in x-2; Destroy 4 Phantasm in x-2 | – | 1,900 | 13,500 | 40 | 19 | – |\n| First Blood Then Run | Ops | Destroy 2 Phantasm in x-2 → Patrol 20,000 units in x-2 | – | 900 | 6,500 | 20 | 9 | – |\n| Seeker Cull | Combat | Destroy 30 Seekers in x-2 | – | 2,100 | 14,500 | 40 | 21 | – |\n| Gate Run | Recon | Patrol 20,000 units in x-2 → Patrol 3,000 units in x-3 | – | 800 | 5,500 | 15 | 8 | – |\n| Ambush Drill | Ops | Destroy 3 Phantasm in x-2; Destroy 10 Seekers in x-2 | 15 min | 1,600 | 11,000 | 30 | 16 | – |\n| **Phantasm Purge** (Special) | Ops | Destroy 6 Phantasm in x-2 → Destroy 15 Seekers in x-2 → Patrol 4,000 units in x-3 | 30 min | 3,400 | 24,000 | 70 | 34 | Advanced Shield Cell ×1, Crit Amp 1 ×1, Ship Fragment ×5, Advanced Plasma ×300 |\n\n### Level 3: The Third Sector\n\n10 missions and a Special, 34,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Phantasm Patrol | Combat | Destroy 10 Phantasm in x-2 | – | 2,100 | 17,000 | 50 | 21 | – |\n| Deep Survey | Recon | Patrol 25,000 units in x-3 | – | 1,300 | 10,500 | 30 | 13 | – |\n| Clean Sweep | Combat | Destroy 12 Phantasm in x-3 | – | 3,800 | 30,500 | 95 | 38 | – |\n| Strike Package | Ops | Destroy 8 Phantasm in x-2 | 10 min | 2,000 | 16,000 | 50 | 20 | – |\n| Beacon Run | Recon | Destroy 3 Phantasm in x-3 → Patrol 15,000 units in x-3 | – | 1,900 | 15,000 | 50 | 19 | – |\n| Phantasm Nest | Combat | Destroy 15 Phantasm in x-3 | – | 4,600 | 37,000 | 115 | 46 | – |\n| Rapid Response | Ops | Destroy 6 Phantasm in x-3 | 15 min | 2,400 | 19,000 | 60 | 24 | – |\n| Long Range Scan | Recon | Patrol 30,000 units in x-3 | – | 1,600 | 13,000 | 40 | 16 | – |\n| Twin Threat | Combat | Destroy 10 Phantasm in x-3; Patrol 10,000 units in x-3 | – | 3,700 | 29,500 | 90 | 37 | – |\n| Hunter's Mark | Ops | Destroy 5 Phantasm in x-3 → Patrol 8,000 units in x-3 → Destroy 5 Phantasm in x-3 | – | 3,800 | 30,500 | 95 | 38 | – |\n| **Nightfall** (Special) | Ops | Destroy 18 Phantasm in x-3; Patrol 15,000 units in x-3 | 35 min | 6,800 | 54,500 | 170 | 68 | Quantum Laser 2 ×1, Ship Fragment ×10, Ultra Core ×200 |\n\n### Level 4: Heavy Work\n\n10 missions and a Special, 68,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Phantasm Cull | Combat | Destroy 25 Phantasm in x-3 | – | 7,750 | 39,000 | 230 | 78 | – |\n| Outer Survey | Recon | Patrol 40,000 units in x-3 | – | 3,000 | 15,000 | 90 | 30 | – |\n| Clockwork | Ops | Destroy 15 Phantasm in x-3 | 15 min | 5,750 | 29,000 | 170 | 58 | – |\n| Sector Tour | Recon | Patrol 20,000 units in x-3 → Patrol 3,000 units in x-4 | – | 2,750 | 14,000 | 80 | 28 | – |\n| Hard Target | Combat | Destroy 20 Phantasm in x-3 | – | 6,500 | 32,000 | 195 | 65 | – |\n| Pathfinder | Recon | Patrol 25,000 units in x-3; Destroy 5 Phantasm in x-3 | – | 3,500 | 18,000 | 105 | 35 | – |\n| Pincer | Ops | Destroy 10 Phantasm in x-2; Destroy 12 Phantasm in x-3 | – | 6,750 | 34,000 | 200 | 68 | – |\n| Picket Line | Recon | Destroy 10 Phantasm in x-3 → Patrol 20,000 units in x-3 | – | 5,000 | 25,000 | 150 | 50 | – |\n| Mop-Up | Combat | Destroy 18 Phantasm in x-3 | – | 6,000 | 30,000 | 180 | 60 | – |\n| Blitz | Ops | Destroy 20 Phantasm in x-3 | 20 min | 7,500 | 38,000 | 225 | 75 | – |\n| **Bulwark Breaker** (Special) | Ops | Destroy 2 Bulwarks in x-3; Destroy 15 Phantasm in x-3; Patrol 4,000 units in x-4 | – | 13,500 | 68,000 | 405 | 135 | Basic Shield Core ×1, Ship Fragment ×10, Reinforced Hull Plate ×2, Shield Regen booster, 5 h |\n\n### Level 5: The Bulwark Line\n\n10 missions and a Special, 136,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Bulwark Buster | Ops | Destroy 3 Bulwarks in x-3 | – | 9,500 | 38,000 | 285 | 71 | – |\n| Phantasm Sweep | Combat | Destroy 30 Phantasm in x-3 | – | 14,000 | 56,000 | 420 | 105 | – |\n| Watchkeeper | Recon | Patrol 25,000 units in x-3 → Patrol 5,000 units in x-4 | – | 6,000 | 24,000 | 180 | 45 | – |\n| Iron Wall | Combat | Destroy 4 Bulwarks in x-3 | – | 12,500 | 50,000 | 375 | 94 | – |\n| Rapid Strike | Ops | Destroy 2 Bulwarks in x-3; Destroy 8 Phantasm in x-3 | 15 min | 11,500 | 46,000 | 345 | 86 | – |\n| Relay Network | Recon | Patrol 15,000 units in x-3 → Patrol 8,000 units in x-4 | – | 5,500 | 22,000 | 165 | 41 | – |\n| Heavy Hitters | Combat | Destroy 3 Bulwarks in x-3; Destroy 15 Phantasm in x-3 | – | 16,000 | 64,000 | 480 | 120 | – |\n| Night Shift | Recon | Patrol 30,000 units in x-3 | – | 4,000 | 16,000 | 120 | 30 | – |\n| Shield Breakers | Combat | Destroy 5 Bulwarks in x-3 | – | 15,500 | 62,000 | 465 | 116 | – |\n| Hammer and Anvil | Ops | Destroy 12 Phantasm in x-3 → Destroy 2 Bulwarks in x-3 → Patrol 5,000 units in x-4 | – | 14,500 | 58,000 | 435 | 109 | – |\n| **Iron Tide** (Special) | Ops | Destroy 5 Bulwarks in x-3 → Destroy 15 Phantasm in x-3 → Patrol 6,000 units in x-4 | 35 min | 27,000 | 108,000 | 810 | 202 | Starfire-3 ×1, Adaptive Core II ×1, Power Core ×1, Reinforced Hull Plate ×3, Ship Fragment ×15, Experience Kit booster, 5 h |\n\n### Level 6: The Border\n\n10 missions and a Special, 272,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Bulwark Hunt | Combat | Destroy 8 Bulwarks in x-4 | – | 31,000 | 110,000 | 930 | 232 | – |\n| Border Recon | Recon | Patrol 22,000 units in x-4 | – | 7,000 | 25,000 | 210 | 52 | – |\n| Titan Slayer | Combat | Destroy 1 Gorvane in x-3 | – | 11,000 | 40,000 | 330 | 82 | – |\n| Timed Assault | Ops | Destroy 6 Bulwarks in x-4 | 20 min | 28,000 | 100,000 | 840 | 210 | – |\n| Deep Patrol | Recon | Patrol 12,000 units in x-4 → Destroy 2 Bulwarks in x-4 | – | 13,000 | 45,000 | 390 | 98 | – |\n| Frontier Circuit | Recon | Patrol 8,000 units in x-3 → Patrol 12,000 units in x-4 | – | 8,000 | 30,000 | 240 | 60 | – |\n| Border Storm | Combat | Destroy 10 Bulwarks in x-4 | – | 39,000 | 135,000 | 1,170 | 292 | – |\n| Siege Breaker | Ops | Destroy 6 Bulwarks in x-4; Patrol 8,000 units in x-4 | – | 26,000 | 90,000 | 780 | 195 | – |\n| Watchtower | Recon | Destroy 3 Bulwarks in x-4 → Patrol 10,000 units in x-4 | – | 16,000 | 55,000 | 480 | 120 | – |\n| The Long Gauntlet | Ops | Destroy 5 Bulwarks in x-4 → Destroy 1 Gorvane in x-4 | 25 min | 39,000 | 135,000 | 1,170 | 292 | – |\n| **Colossus** (Special) | Ops | Destroy 2 Gorvanes in x-4; Destroy 6 Bulwarks in x-4 | – | 54,000 | 190,000 | 1,620 | 405 | Elite Shield Cell ×1, Power Core ×1, Reinforced Hull Plate ×3, Ship Fragment ×15 |\n\n### Level 7: Gorvane Hunts\n\n10 missions and a Special, 544,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Gorvane Hunt | Combat | Destroy 3 Gorvanes in x-4 | – | 42,000 | 125,000 | 1,050 | 210 | – |\n| Bulwark Purge | Combat | Destroy 15 Bulwarks in x-4 | – | 59,000 | 175,000 | 1,475 | 295 | – |\n| Border Survey | Recon | Patrol 25,000 units in x-4 | – | 11,000 | 35,000 | 275 | 55 | – |\n| Strike Window | Ops | Destroy 2 Gorvanes in x-4 | 15 min | 33,000 | 100,000 | 825 | 165 | – |\n| Iron Harvest | Combat | Destroy 12 Bulwarks in x-4 | – | 48,000 | 145,000 | 1,200 | 240 | – |\n| Long Haul | Recon | Patrol 10,000 units in x-4 → Patrol 12,000 units in 4-x | – | 15,000 | 45,000 | 375 | 75 | – |\n| Crossfire | Ops | Destroy 2 Gorvanes in x-4; Destroy 8 Bulwarks in x-4 | – | 59,000 | 175,000 | 1,475 | 295 | – |\n| Crystal Watch | Recon | Patrol 8,000 units in x-4 → Destroy 5 Bulwarks in x-4 → Patrol 8,000 units in x-4 | – | 28,000 | 85,000 | 700 | 140 | – |\n| Titan's Fall | Combat | Destroy 3 Gorvanes in x-4; Destroy 6 Bulwarks in x-4 | – | 64,000 | 190,000 | 1,600 | 320 | – |\n| Relentless | Ops | Destroy 6 Bulwarks in x-4 → Destroy 2 Gorvanes in x-4 → Destroy 6 Bulwarks in x-4 | – | 76,000 | 230,000 | 1,900 | 380 | – |\n| **Gorvane Siege** (Special) | Ops | Destroy 4 Gorvanes in x-4 → Destroy 8 Bulwarks in x-4 → Patrol 8,000 units in 4-x | – | 109,000 | 325,000 | 2,725 | 545 | Power Core ×2, Reinforced Hull Plate ×5, Ship Fragment ×20, Experimental Fusion Core ×300 |\n\n### Level 8: Frontline\n\n10 missions and a Special, 1,088,000 XP in all.\n\n| Mission | Giver | Tasks | Time limit | XP | Credits | Thulium | Honor | Items |\n| :--- | :--- | :--- | --: | --: | --: | --: | --: | :--- |\n| Gorvane Cull | Combat | Destroy 6 Gorvanes in x-4 | – | 104,000 | 260,000 | 2,080 | 520 | – |\n| Frontier Sweep | Recon | Patrol 30,000 units in x-4 | – | 22,000 | 55,000 | 440 | 110 | – |\n| Bulwark Rout | Combat | Destroy 20 Bulwarks in x-4 | – | 110,000 | 275,000 | 2,200 | 550 | – |\n| Lightning Raid | Ops | Destroy 4 Gorvanes in x-4 | 20 min | 82,000 | 205,000 | 1,640 | 410 | – |\n| Grand Tour | Recon | Patrol 10,000 units in x-4 → Patrol 15,000 units in 4-x → Patrol 8,000 units in rival x-4 | – | 44,000 | 110,000 | 880 | 220 | – |\n| Titan Hunter | Combat | Destroy 5 Gorvanes in x-4; Destroy 8 Bulwarks in x-4 | – | 128,000 | 320,000 | 2,560 | 640 | – |\n| Endurance | Recon | Patrol 30,000 units in 4-x | – | 28,000 | 70,000 | 560 | 140 | – |\n| Hold the Border | Ops | Destroy 12 Bulwarks in x-4; Destroy 3 Gorvanes in x-4 | 30 min | 134,000 | 335,000 | 2,680 | 670 | – |\n| Recon in Force | Recon | Destroy 3 Gorvanes in x-4 → Patrol 12,000 units in 4-x | – | 74,000 | 185,000 | 1,480 | 370 | – |\n| Iron Gauntlet | Ops | Destroy 10 Bulwarks in x-4 → Destroy 3 Gorvanes in x-4 → Patrol 8,000 units in 4-x | 30 min | 144,000 | 360,000 | 2,880 | 720 | – |\n| **Frontline Command** (Special) | Ops | Destroy 10 Bulwarks in x-4 → Patrol 10,000 units in 4-x → Destroy 4 Gorvanes in rival x-4 | – | 218,000 | 545,000 | 4,360 | 1,090 | Ancient Control Unit ×1, Power Core ×1, Ship Fragment ×25, Damage Amp booster, 10 h |\n\n<!-- quests:end -->\n"
    },
    "mechanics-shields": {
      "id": "mechanics-shields",
      "title": "Shield Mechanics",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Shields.md",
      "path": "03-Mechanics/Shields.md",
      "html": "<h1 id=\"shield-mechanics\">Shield Mechanics</h1>\n<p>Shields absorb the majority of incoming damage, protecting your ship&#x27;s hull from direct damage.</p>\n<h2 id=\"shield-calculations\">Shield Calculations</h2>\n<p>Your ship&#x27;s final shield parameters are calculated as follows:</p>\n<p>\\[\\text{Final Shield Capacity} = \\text{Total Base Capacity} \\times (1.0 + \\text{Total Shield Bonus Percent})\\]</p>\n<p>\\[\\text{Final Shield Recharge Rate} = \\text{Total Base Recharge} \\times (1.0 + \\text{Total Shield Bonus Percent})\\]</p>\n<h3 id=\"1-slot-efficiency-diminishing-returns\">1. Slot Efficiency &amp; Diminishing Returns</h3>\n<p>Similar to engines, equipped shields (and hybrid generators) are sorted by capacity and subjected to slot efficiency (Core: 100%, Support: 75%, Auxiliary: 50%) and a diminishing returns curve based on their rank:</p>\n<ul>\n<li><strong>1st to 4th shield</strong>: <strong>100%</strong> (1.0) marginal efficiency.</li>\n<li><strong>5th shield</strong>: <strong>85%</strong> (0.85) marginal efficiency.</li>\n<li><strong>6th shield</strong>: <strong>70%</strong> (0.70) marginal efficiency.</li>\n<li><strong>7th shield</strong>: <strong>55%</strong> (0.55) marginal efficiency.</li>\n<li><strong>8th and beyond</strong>: <strong>25%</strong> (0.25) marginal efficiency.</li>\n</ul>\n<h3 id=\"2-shield-absorbance-damage-split\">2. Shield Absorbance (Damage Split)</h3>\n<p>Absorbance is the share of every hit your shields take; the rest goes directly to hitpoints (HP).</p>\n<ul>\n<li><strong>Per shield</strong>: a shield&#x27;s absorbance plus the absorbance of the Shield Cells fitted into it (Basic +2%, Advanced +4%, Elite +6%).</li>\n<li><strong>Average Absorbance</strong>: your ship&#x27;s absorbance is the simple average over the shields in core, support and auxiliary slots, <strong>at most 100%</strong>. Adaptive Cores have no absorbance of their own and don&#x27;t count in the average (cells in an Adaptive Core add capacity and recharge only). With no shield equipped your absorbance is 0%: the hull takes every hit, and shield points from cells in an Adaptive Core go unused, so fit a shield alongside.</li>\n<li><strong>Example</strong>: a Basic Shield Core (80%) with two Advanced Shield Cells is 88%; add a Light Shield Core (70%) and the average is 79%. A Heavy Shield Core with three Elite cells (103%) is capped at 100%.</li>\n<li><strong>Damage Allocation</strong>: With 88% absorbance:</li>\n<li><strong>88%</strong> of damage is subtracted from Shields.</li>\n<li><strong>12%</strong> of damage goes directly to HP (Shield Penetration).</li>\n<li>A shield too low for its share passes the difference to HP; if shields are at 0, all damage hits HP directly.</li>\n<li>Aliens have no absorbance: they split every hit 80% / 20%.</li>\n</ul>\n<hr>\n<h2 id=\"shield-passive-regeneration\">Shield Passive Regeneration</h2>\n<p>Shields regenerate passively over time to keep you combat-ready.</p>\n<ul>\n<li><strong>Regeneration Tick</strong>: If shields are below maximum capacity, they restore shield points equal to your Recharge Rate per second.</li>\n<li><strong>Combat Interrupt (15s delay)</strong>: Regeneration ceases when taking damage and only resumes after <strong>15 seconds</strong> of taking no damage.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Shield Calculations",
          "anchor": "shield-calculations"
        },
        {
          "level": 3,
          "title": "1. Slot Efficiency & Diminishing Returns",
          "anchor": "1-slot-efficiency-diminishing-returns"
        },
        {
          "level": 3,
          "title": "2. Shield Absorbance (Damage Split)",
          "anchor": "2-shield-absorbance-damage-split"
        },
        {
          "level": 2,
          "title": "Shield Passive Regeneration",
          "anchor": "shield-passive-regeneration"
        }
      ],
      "wordCount": 406,
      "readingTime": "2 min read",
      "markdown": "# Shield Mechanics\n\nShields absorb the majority of incoming damage, protecting your ship's hull from direct damage.\n\n## Shield Calculations\n\nYour ship's final shield parameters are calculated as follows:\n\n\\[\\text{Final Shield Capacity} = \\text{Total Base Capacity} \\times (1.0 + \\text{Total Shield Bonus Percent})\\]\n\\[\\text{Final Shield Recharge Rate} = \\text{Total Base Recharge} \\times (1.0 + \\text{Total Shield Bonus Percent})\\]\n\n### 1. Slot Efficiency & Diminishing Returns\n\nSimilar to engines, equipped shields (and hybrid generators) are sorted by capacity and subjected to slot efficiency (Core: 100%, Support: 75%, Auxiliary: 50%) and a diminishing returns curve based on their rank:\n\n- **1st to 4th shield**: **100%** (1.0) marginal efficiency.\n- **5th shield**: **85%** (0.85) marginal efficiency.\n- **6th shield**: **70%** (0.70) marginal efficiency.\n- **7th shield**: **55%** (0.55) marginal efficiency.\n- **8th and beyond**: **25%** (0.25) marginal efficiency.\n\n### 2. Shield Absorbance (Damage Split)\n\nAbsorbance is the share of every hit your shields take; the rest goes directly to hitpoints (HP).\n- **Per shield**: a shield's absorbance plus the absorbance of the Shield Cells fitted into it (Basic +2%, Advanced +4%, Elite +6%).\n- **Average Absorbance**: your ship's absorbance is the simple average over the shields in core, support and auxiliary slots, **at most 100%**. Adaptive Cores have no absorbance of their own and don't count in the average (cells in an Adaptive Core add capacity and recharge only). With no shield equipped your absorbance is 0%: the hull takes every hit, and shield points from cells in an Adaptive Core go unused, so fit a shield alongside.\n- **Example**: a Basic Shield Core (80%) with two Advanced Shield Cells is 88%; add a Light Shield Core (70%) and the average is 79%. A Heavy Shield Core with three Elite cells (103%) is capped at 100%.\n- **Damage Allocation**: With 88% absorbance:\n  - **88%** of damage is subtracted from Shields.\n  - **12%** of damage goes directly to HP (Shield Penetration).\n- A shield too low for its share passes the difference to HP; if shields are at 0, all damage hits HP directly.\n- Aliens have no absorbance: they split every hit 80% / 20%.\n\n---\n\n## Shield Passive Regeneration\n\nShields regenerate passively over time to keep you combat-ready.\n\n- **Regeneration Tick**: If shields are below maximum capacity, they restore shield points equal to your Recharge Rate per second.\n- **Combat Interrupt (15s delay)**: Regeneration ceases when taking damage and only resumes after **15 seconds** of taking no damage.\n"
    },
    "skylab": {
      "id": "skylab",
      "title": "Skylab",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Skylab.md",
      "path": "03-Mechanics/Skylab.md",
      "html": "<h1 id=\"skylab\">Skylab</h1>\n<p>The Skylab is your personal orbital facility for resource production and technological advancement. It allows you to construct and upgrade modules that generate Credits and Thulium, providing a steady stream of income to support your operations.</p>\n<h2 id=\"overview\">Overview</h2>\n<p>Your Skylab operates independently of your ship, continuing to produce resources even while you are offline. However, proper management of power and upgrade schedules is essential to maximize efficiency.</p>\n<h2 id=\"modules\">Modules</h2>\n<h3 id=\"core-module\">Core Module</h3>\n<p>The heart of your Skylab. The level of the Core Module determines the maximum level cap for all other modules. You cannot upgrade any facility higher than your Core Module.</p>\n<h3 id=\"solar-module\">Solar Module</h3>\n<p>Power is the lifeblood of the Skylab. The Solar Module generates the energy required to run your production facilities.</p>\n<ul>\n<li><strong>Production</strong>: Generates Power.</li>\n<li><strong>Importance</strong>: If your power consumption exceeds production, your farming modules will shut down.</li>\n</ul>\n<h3 id=\"credit-module\">Credit Module</h3>\n<p>An automated financial exchange center.</p>\n<ul>\n<li><strong>Production</strong>: Generates <a href=\"?article=getting-started\" class=\"wiki-link\" data-article=\"getting-started\">Credits</a> over time.</li>\n<li><strong>Consumption</strong>: Requires Power to operate.</li>\n</ul>\n<h3 id=\"thulium-module\">Thulium Module</h3>\n<p>A specialized refinery for processing raw materials into Thulium.</p>\n<ul>\n<li><strong>Production</strong>: Generates <a href=\"?article=getting-started\" class=\"wiki-link\" data-article=\"getting-started\">Thulium</a> over time.</li>\n<li><strong>Consumption</strong>: Requires Power to operate.</li>\n</ul>\n<h2 id=\"mechanics\">Mechanics</h2>\n<h3 id=\"building-and-upgrading\">Building and Upgrading</h3>\n<ul>\n<li><strong>Construction</strong>: Each module must be built individually. Upgrading a module increases its production rate (or power output) and storage capacity, but also increases its power consumption (for farms).</li>\n<li><strong>Time &amp; Cost</strong>: Upgrades cost Credits and Thulium and take time to complete.</li>\n<li><strong>Production Pause</strong>: While a module is being upgraded, it <strong>stops producing resources</strong> and <strong>consumes no power</strong>. Plan your upgrades accordingly!</li>\n</ul>\n<h3 id=\"power-management\">Power Management</h3>\n<p>Your Skylab has a limited power budget.</p>\n<ul>\n<li><strong>Balance</strong>: Ensure your Solar Module output is always higher than the combined consumption of your farms.</li>\n<li><strong>Active State</strong>: You can manually turn modules ON or OFF to manage power. If you are low on energy, you might need to disable one farm to keep another running.</li>\n<li><strong>Blackout</strong>: If total consumption exceeds production, all farming modules will automatically cease production until the power balance is restored.</li>\n</ul>\n<h3 id=\"resource-collection\">Resource Collection</h3>\n<p>Modules have a limited internal storage capacity (approx. 72 hours of production). You must manually collect the resources to transfer them to your ship&#x27;s account.</p>\n<ul>\n<li><strong>Capacity</strong>: Once a module&#x27;s storage is full, it will stop producing until you collect.</li>\n<li><strong>Transfer</strong>: Collected resources are immediately added to your global account balance.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Overview",
          "anchor": "overview"
        },
        {
          "level": 2,
          "title": "Modules",
          "anchor": "modules"
        },
        {
          "level": 3,
          "title": "Core Module",
          "anchor": "core-module"
        },
        {
          "level": 3,
          "title": "Solar Module",
          "anchor": "solar-module"
        },
        {
          "level": 3,
          "title": "Credit Module",
          "anchor": "credit-module"
        },
        {
          "level": 3,
          "title": "Thulium Module",
          "anchor": "thulium-module"
        },
        {
          "level": 2,
          "title": "Mechanics",
          "anchor": "mechanics"
        },
        {
          "level": 3,
          "title": "Building and Upgrading",
          "anchor": "building-and-upgrading"
        },
        {
          "level": 3,
          "title": "Power Management",
          "anchor": "power-management"
        },
        {
          "level": 3,
          "title": "Resource Collection",
          "anchor": "resource-collection"
        }
      ],
      "wordCount": 391,
      "readingTime": "2 min read",
      "markdown": "# Skylab\n\nThe Skylab is your personal orbital facility for resource production and technological advancement. It allows you to construct and upgrade modules that generate Credits and Thulium, providing a steady stream of income to support your operations.\n\n## Overview\n\nYour Skylab operates independently of your ship, continuing to produce resources even while you are offline. However, proper management of power and upgrade schedules is essential to maximize efficiency.\n\n## Modules\n\n### Core Module\n\nThe heart of your Skylab. The level of the Core Module determines the maximum level cap for all other modules. You cannot upgrade any facility higher than your Core Module.\n\n### Solar Module\n\nPower is the lifeblood of the Skylab. The Solar Module generates the energy required to run your production facilities.\n\n- **Production**: Generates Power.\n- **Importance**: If your power consumption exceeds production, your farming modules will shut down.\n\n### Credit Module\n\nAn automated financial exchange center.\n\n- **Production**: Generates [Credits](/wiki/01-General/Getting-Started.md) over time.\n- **Consumption**: Requires Power to operate.\n\n### Thulium Module\n\nA specialized refinery for processing raw materials into Thulium.\n\n- **Production**: Generates [Thulium](/wiki/01-General/Getting-Started.md) over time.\n- **Consumption**: Requires Power to operate.\n\n## Mechanics\n\n### Building and Upgrading\n\n- **Construction**: Each module must be built individually. Upgrading a module increases its production rate (or power output) and storage capacity, but also increases its power consumption (for farms).\n- **Time & Cost**: Upgrades cost Credits and Thulium and take time to complete.\n- **Production Pause**: While a module is being upgraded, it **stops producing resources** and **consumes no power**. Plan your upgrades accordingly!\n\n### Power Management\n\nYour Skylab has a limited power budget.\n\n- **Balance**: Ensure your Solar Module output is always higher than the combined consumption of your farms.\n- **Active State**: You can manually turn modules ON or OFF to manage power. If you are low on energy, you might need to disable one farm to keep another running.\n- **Blackout**: If total consumption exceeds production, all farming modules will automatically cease production until the power balance is restored.\n\n### Resource Collection\n\nModules have a limited internal storage capacity (approx. 72 hours of production). You must manually collect the resources to transfer them to your ship's account.\n\n- **Capacity**: Once a module's storage is full, it will stop producing until you collect.\n- **Transfer**: Collected resources are immediately added to your global account balance.\n"
    },
    "speed": {
      "id": "speed",
      "title": "Speed Calculation",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Speed.md",
      "path": "03-Mechanics/Speed.md",
      "html": "<h1 id=\"speed-calculation\">Speed Calculation</h1>\n<p>Speed determines how fast your ship moves on the spacemap, allowing you to chase targets, escape combat, or transit zones.</p>\n<h2 id=\"the-speed-formula\">The Speed Formula</h2>\n<p>Your ship&#x27;s final speed is calculated on the server using the following formula:</p>\n<p>\\[\\text{Final Speed} = (\\text{Ship Base Speed} + \\text{Total Engine Speed}) \\times (1.0 + \\text{Total Speed Bonus Percent})\\]</p>\n<h3 id=\"1-effective-engine-speed\">1. Effective Engine Speed</h3>\n<p>Every engine equipped generates speed. If thrusters are nested in the engine, its speed is modified:</p>\n<p>\\[\\text{Engine Speed} = (\\text{Engine Base Speed} \\times \\text{Thruster Multiplier}) + \\text{Thruster Flat Bonus}\\]</p>\n<ul>\n<li><strong>Thruster Multiplier</strong>: The product of all thruster speed multipliers slotted in that engine (e.g. Thruster III is <code>1.1</code> or <code>+10%</code>).</li>\n<li><strong>Thruster Flat Bonus</strong>: The sum of all flat speed additions from thrusters (e.g. Thruster III is <code>+15</code> speed).</li>\n</ul>\n<h3 id=\"2-diminishing-returns-marginal-efficiency\">2. Diminishing Returns (Marginal Efficiency)</h3>\n<p>To prevent players from stacking infinite engines for infinite speed, a <strong>Diminishing Returns (Marginal Efficiency)</strong> curve is applied. All engines are sorted by their speed contribution and processed in order:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Engine Rank</th>\n<th>Efficiency Multiplier</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>1st to 4th</strong></td>\n<td><strong>100%</strong> (1.0)</td>\n</tr>\n<tr>\n<td><strong>5th</strong></td>\n<td><strong>85%</strong> (0.85)</td>\n</tr>\n<tr>\n<td><strong>6th</strong></td>\n<td><strong>70%</strong> (0.70)</td>\n</tr>\n<tr>\n<td><strong>7th</strong></td>\n<td><strong>55%</strong> (0.55)</td>\n</tr>\n<tr>\n<td><strong>8th and beyond</strong></td>\n<td><strong>25%</strong> (0.25)</td>\n</tr>\n</tbody></table></div>\n<p>Additionally, the engine speed is multiplied by its slot efficiency (Core: 100%, Support: 75%, Auxiliary: 50%).</p>\n<h3 id=\"3-speed-bonus-percent-shield-penalties\">3. Speed Bonus Percent &amp; Shield Penalties</h3>\n<p>Total speed bonus percent is the sum of all speed bonuses from equipped engines (and hybrids) minus the penalties from equipped shields:</p>\n<ul>\n<li><strong>Engine speed bonus</strong>: Engines add positive speed percentages (e.g. Engine III adds <code>+5%</code>).</li>\n<li><strong>Shield speed penalty</strong>: Heavy shields weigh down your ship, adding negative speed percentages (e.g. Heavy Shield Core adds <code>-5%</code> speed).</li>\n<li><strong>Slot scaling</strong>: These percentage bonuses and penalties are also scaled by the slot efficiency where the item is equipped.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "The Speed Formula",
          "anchor": "the-speed-formula"
        },
        {
          "level": 3,
          "title": "1. Effective Engine Speed",
          "anchor": "1-effective-engine-speed"
        },
        {
          "level": 3,
          "title": "2. Diminishing Returns (Marginal Efficiency)",
          "anchor": "2-diminishing-returns-marginal-efficiency"
        },
        {
          "level": 3,
          "title": "3. Speed Bonus Percent & Shield Penalties",
          "anchor": "3-speed-bonus-percent-shield-penalties"
        }
      ],
      "wordCount": 314,
      "readingTime": "2 min read",
      "markdown": "# Speed Calculation\n\nSpeed determines how fast your ship moves on the spacemap, allowing you to chase targets, escape combat, or transit zones.\n\n## The Speed Formula\n\nYour ship's final speed is calculated on the server using the following formula:\n\n\\[\\text{Final Speed} = (\\text{Ship Base Speed} + \\text{Total Engine Speed}) \\times (1.0 + \\text{Total Speed Bonus Percent})\\]\n\n### 1. Effective Engine Speed\n\nEvery engine equipped generates speed. If thrusters are nested in the engine, its speed is modified:\n\n\\[\\text{Engine Speed} = (\\text{Engine Base Speed} \\times \\text{Thruster Multiplier}) + \\text{Thruster Flat Bonus}\\]\n\n- **Thruster Multiplier**: The product of all thruster speed multipliers slotted in that engine (e.g. Thruster III is `1.1` or `+10%`).\n- **Thruster Flat Bonus**: The sum of all flat speed additions from thrusters (e.g. Thruster III is `+15` speed).\n\n### 2. Diminishing Returns (Marginal Efficiency)\n\nTo prevent players from stacking infinite engines for infinite speed, a **Diminishing Returns (Marginal Efficiency)** curve is applied. All engines are sorted by their speed contribution and processed in order:\n\n| Engine Rank | Efficiency Multiplier |\n| :---: | :--- |\n| **1st to 4th** | **100%** (1.0) |\n| **5th** | **85%** (0.85) |\n| **6th** | **70%** (0.70) |\n| **7th** | **55%** (0.55) |\n| **8th and beyond** | **25%** (0.25) |\n\nAdditionally, the engine speed is multiplied by its slot efficiency (Core: 100%, Support: 75%, Auxiliary: 50%).\n\n### 3. Speed Bonus Percent & Shield Penalties\n\nTotal speed bonus percent is the sum of all speed bonuses from equipped engines (and hybrids) minus the penalties from equipped shields:\n\n- **Engine speed bonus**: Engines add positive speed percentages (e.g. Engine III adds `+5%`).\n- **Shield speed penalty**: Heavy shields weigh down your ship, adding negative speed percentages (e.g. Heavy Shield Core adds `-5%` speed).\n- **Slot scaling**: These percentage bonuses and penalties are also scaled by the slot efficiency where the item is equipped.\n"
    },
    "wipe-timeline": {
      "id": "wipe-timeline",
      "title": "Wipe Timeline & Seasons",
      "category": "Mechanics",
      "categoryId": "mechanics",
      "filename": "Wipe-Timeline.md",
      "path": "03-Mechanics/Wipe-Timeline.md",
      "html": "<h1 id=\"wipe-timeline-seasons\">Wipe Timeline &amp; Seasons</h1>\n<p>The universe of SpaceCorps is governed by a recurring seasonal cycle. Every 30 days, the galaxy undergoes a cosmic reset known as the <strong>Wipe</strong>. While a reset might sound daunting, it represents the ultimate test of preparation and planning, allowing you to carry over your best gear, choose your next world, and build permanent cross-season bonuses.</p>\n<hr>\n<h2 id=\"30-day-season-schedule\">30-Day Season Schedule</h2>\n<p>Each season lasts exactly 30 days and progresses through several distinct phases. You can monitor the current season day and active phase directly from the in-game HUD.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Phase</th>\n<th>Days</th>\n<th>Protocol / Event</th>\n<th>Description</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Peace Protocol</strong></td>\n<td>Days 1–3</td>\n<td>No PvP Enabled</td>\n<td>A fresh start focused entirely on PvE progression, resource farming, and ship building without the threat of player conflict.</td>\n</tr>\n<tr>\n<td><strong>First Contact</strong></td>\n<td>Days 4–10</td>\n<td>Event 1</td>\n<td>The start of PvP activities and the introduction of themed alien spawn groups with starter progression rewards.</td>\n</tr>\n<tr>\n<td><strong>Tech Surge</strong></td>\n<td>Days 11–18</td>\n<td>Event 2</td>\n<td>A mid-season surge featuring increased resource yields and advanced alien encounters on the border maps.</td>\n</tr>\n<tr>\n<td><strong>War Games</strong></td>\n<td>Days 19–25</td>\n<td>Event 3</td>\n<td>A faction-wide call to arms focusing heavily on PvP battles and control of the central PvP zone maps.</td>\n</tr>\n<tr>\n<td><strong>Final Countdown</strong></td>\n<td>Days 26–30</td>\n<td>Event 4</td>\n<td>The final countdown phase. All pilots race to complete and lock their carrying cargo before the eruption.</td>\n</tr>\n<tr>\n<td><strong>The Reset</strong></td>\n<td>Day 30</td>\n<td>Blackhole Eruption</td>\n<td>The universe is destroyed and reborn. Pilots move to the world they chose as their destination for the next season.</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"chrono-gate-energy-materializer\">Chrono-Gate &amp; Energy Materializer</h2>\n<p>The <strong>Chrono-Gate</strong> (also referred to as the Galaxy Gate) is a massive seasonal structure that acts as a bridge between seasons. Building and stabilizing this gate is essential to unlocking your carry-over transport privileges.</p>\n<h3 id=\"gate-assembly\">Gate Assembly</h3>\n<p>To fully stabilize the Chrono-Gate, you must collect exactly <strong>100 Chrono-Gate parts</strong>.</p>\n<h3 id=\"the-energy-materializer\">The Energy Materializer</h3>\n<p>You obtain parts by using the Energy Materializer interface, which spins local energy sectors to locate gate parts:</p>\n<ul>\n<li><strong>Credit Spin</strong> (50,000 Credits): Has a <strong>1% chance</strong> to produce a gate part.</li>\n<li><strong>Thulium Spin</strong> (50 Thulium): Has a <strong>10% chance</strong> to produce a gate part.</li>\n</ul>\n<p><em>Pro-Tip: You can use multipliers (1x, 5x, 10x, 100x) to perform bulk spins and accelerate gate construction.</em></p>\n<hr>\n<h2 id=\"transport-cache-travel-capsule\">Transport Cache (Travel Capsule)</h2>\n<p>Once all 100 parts are collected and the Chrono-Gate is fully stabilized, the portal opens access to your personal <strong>Transport Cache</strong> (also known as the carry-over cart or travel capsule). This pocket dimension shields your belongings from being deleted during the wipe.</p>\n<h3 id=\"automatic-carry-over-free\">Automatic Carry-Over (Free)</h3>\n<p>The following items are always protected and carry over to the next season automatically, consuming <strong>zero</strong> capacity in your Transport Cache:</p>\n<ol>\n<li>Your currently active ship.</li>\n<li>Every item currently equipped on that active ship across both <strong>Configuration 1</strong> and <strong>Configuration 2</strong> (including lasers, shields, engines, and generators).</li>\n</ol>\n<h3 id=\"manual-carry-over-transport-cache\">Manual Carry-Over (Transport Cache)</h3>\n<p>For additional items in your inventory that you want to save (e.g., spare weaponry, crafting resources, or extra shield generators):</p>\n<ul>\n<li><strong>Weight Limit</strong>: The Transport Cache has a strict capacity limit of <strong>50 Tons (50,000 kg)</strong>.</li>\n<li><strong>Loading Items</strong>: You can manually drag and drop items from your hangar inventory into the Transport Cache slots.</li>\n<li><strong>Item Weight</strong>: Different item classes have distinct weights:</li>\n<li><em>Lasers / Weaponry</em>: 10 kg</li>\n<li><em>Shield Generators</em>: 20 kg</li>\n<li><em>Engines / Propulsion</em>: 30 kg</li>\n<li><em>Generators</em>: 30 kg</li>\n<li><em>Resources / Minerals</em>: Varying weights based on rarity</li>\n</ul>\n<h3 id=\"confirm-lock\">Confirm &amp; Lock</h3>\n<p>Before the season ends, you must click <strong>Confirm &amp; Lock</strong> in the Materializer interface.</p>\n<ul>\n<li>Locking the cache is a safety protocol to prepare the jump mirror.</li>\n<li><strong>WARNING</strong>: Any item that is not equipped on your active ship or stored in a locked Transport Cache will be <strong>permanently destroyed</strong> during the Blackhole Eruption.</li>\n</ul>\n<hr>\n<h2 id=\"worlds-alpha-beta-and-gamma\">Worlds: Alpha, Beta and Gamma</h2>\n<p>SpaceCorps runs three <strong>worlds</strong>. Each one is a separate copy of the whole galaxy: every sector, with its own aliens, <a href=\"?article=company-pilots\" class=\"wiki-link\" data-article=\"company-pilots\">company pilots</a>, cargo, chat and pilots. You fly only in your own world and meet only its pilots; your account, items, clan and the leaderboards are shared by all three.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>World</th>\n<th>Risk</th>\n<th>Alien strength</th>\n<th>Kill and quest pay</th>\n<th>PvP</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Alpha</strong></td>\n<td>Casual / Starter</td>\n<td>1.0x</td>\n<td>1.0x Credits, Thulium, XP, Honor</td>\n<td><strong>High Security</strong>: only on the border maps (<code>x-4</code>) and in the central PvP zone (<code>4-x</code>). No PvP in the company sectors <code>x-1</code> to <code>x-3</code>.</td>\n</tr>\n<tr>\n<td><strong>Beta</strong></td>\n<td>Normal / Intermediate</td>\n<td>1.5x</td>\n<td>2.0x Credits, Thulium, XP, Honor</td>\n<td><strong>Medium Security</strong>: everywhere except the base sectors (<code>x-1</code>).</td>\n</tr>\n<tr>\n<td><strong>Gamma</strong></td>\n<td>Hardcore / Elite</td>\n<td>2.0x</td>\n<td>3.0x Credits, Thulium, XP, Honor</td>\n<td><strong>Low Security</strong>: everywhere. Maximum risk, maximum pay.</td>\n</tr>\n</tbody></table></div>\n<p>How the worlds work:</p>\n<ul>\n<li><strong>Aliens</strong>: a world&#x27;s alien strength multiplies their hit points, shields, shield recharge and damage. Their speed and range are the same everywhere.</li>\n<li><strong>Pay</strong>: a kill pays by the world it happens in. A quest pays by the world you did it in (the lowest one, should it span two), whichever world you claim it in, and a timed quest&#x27;s limit is 1.5 times as long in Beta and twice as long in Gamma (<a href=\"?article=quests\" class=\"wiki-link\" data-article=\"quests\">Quests</a>). Loot drops and company pilots are the same in every world, so a higher world earns more per hour, but its fights cost more repairs.</li>\n<li><strong>PvP</strong>: everyone on a map belongs to its world, so one rule holds for the whole map, company pilots included. Safe zones and the Peace Protocol (days 1–3) protect every world.</li>\n<li><strong>In flight</strong>: the world&#x27;s name sits before the sector&#x27;s id at the top right (&quot;Beta · M-2&quot;). The badge in the title bar of the Ship window says where you stand: <strong>Safe</strong> in a safe zone, <strong>No PvP</strong> during the Peace Protocol or where your world forbids PvP, <strong>PvP</strong> where other pilots can attack you. Hover it for the rule. The <a href=\"?article=spacemap-travel\" class=\"wiki-link\" data-article=\"spacemap-travel\">galaxy map</a> colours the sectors by your world&#x27;s rule.</li>\n</ul>\n<h3 id=\"joining-and-moving\">Joining and moving</h3>\n<ul>\n<li><strong>Joining</strong>: a new pilot picks a world at Setup, once a season. A world takes up to 1,000 pilots a season; a full one can&#x27;t be joined.</li>\n<li><strong>Moving</strong>: only at the Blackhole Eruption (day 30), to the <strong>Destination</strong> chosen under Galaxy Gates. Every change of world lands you at your company&#x27;s home sector (<code>M-1</code>, <code>T-1</code> or <code>G-1</code>). With no destination chosen, you pick a world again at Setup. Destinations count against the next season&#x27;s room: a world as many pilots are heading to as it takes can&#x27;t be chosen.</li>\n<li><strong>No in-season transfers</strong>: the <strong>Travel Token</strong> every pilot gets at the wipe has no use for now.</li>\n</ul>\n<hr>\n<h2 id=\"cross-season-progression-permanent-buffs\">Cross-Season Progression (Permanent Buffs)</h2>\n<p>While your ship level, standard credits, and unlocked maps reset, your overall pilot achievements contribute to permanent power. Defeating aliens and completing missions awards <strong>Wipe Points (WP)</strong>. Your <a href=\"?article=quests\" class=\"wiki-link\" data-article=\"quests\">missions</a> themselves, done and in progress, carry over: each can be done once per pilot, ever.</p>\n<h3 id=\"the-permanent-buff-store\">The Permanent Buff Store</h3>\n<p>You can spend your accrued WP on permanent buffs that carry over across all seasons forever. These buffs stack and provide significant passive bonuses:</p>\n<ul>\n<li><strong>Damage Boost</strong>: +0.1% damage dealt per level (Max 30% / 300 levels) - <em>Cost: 15 WP</em></li>\n<li><strong>Experience Boost</strong>: +0.1% XP gained per level (Max 50% / 500 levels) - <em>Cost: 10 WP</em></li>\n<li><strong>Credit Boost</strong>: +0.1% Credits earned per level (Max 50% / 500 levels) - <em>Cost: 5 WP</em></li>\n<li><strong>Thulium Boost</strong>: +0.1% Thulium found per level (Max 30% / 300 levels) - <em>Cost: 15 WP</em></li>\n<li><strong>Honor Boost</strong>: +0.1% Honor gained per level (Max 50% / 500 levels) - <em>Cost: 10 WP</em></li>\n<li><strong>Hitpoints Boost</strong>: +0.1% maximum HP per level (Max 50% / 500 levels) - <em>Cost: 15 WP</em></li>\n<li><strong>Shield Boost</strong>: +0.1% maximum Shields per level (Max 50% / 500 levels) - <em>Cost: 10 WP</em></li>\n<li><strong>Shield Absorption</strong>: +0.1% shield absorption per level (Max 10% / 100 levels) - <em>Cost: 25 WP</em></li>\n<li><strong>Luck Boost</strong>: +0.1% critical and loot luck per level (Max 10% / 100 levels) - <em>Cost: 15 WP</em></li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "30-Day Season Schedule",
          "anchor": "30-day-season-schedule"
        },
        {
          "level": 2,
          "title": "Chrono-Gate & Energy Materializer",
          "anchor": "chrono-gate-energy-materializer"
        },
        {
          "level": 3,
          "title": "Gate Assembly",
          "anchor": "gate-assembly"
        },
        {
          "level": 3,
          "title": "The Energy Materializer",
          "anchor": "the-energy-materializer"
        },
        {
          "level": 2,
          "title": "Transport Cache (Travel Capsule)",
          "anchor": "transport-cache-travel-capsule"
        },
        {
          "level": 3,
          "title": "Automatic Carry-Over (Free)",
          "anchor": "automatic-carry-over-free"
        },
        {
          "level": 3,
          "title": "Manual Carry-Over (Transport Cache)",
          "anchor": "manual-carry-over-transport-cache"
        },
        {
          "level": 3,
          "title": "Confirm & Lock",
          "anchor": "confirm-lock"
        },
        {
          "level": 2,
          "title": "Worlds: Alpha, Beta and Gamma",
          "anchor": "worlds-alpha-beta-and-gamma"
        },
        {
          "level": 3,
          "title": "Joining and moving",
          "anchor": "joining-and-moving"
        },
        {
          "level": 2,
          "title": "Cross-Season Progression (Permanent Buffs)",
          "anchor": "cross-season-progression-permanent-buffs"
        },
        {
          "level": 3,
          "title": "The Permanent Buff Store",
          "anchor": "the-permanent-buff-store"
        }
      ],
      "wordCount": 1390,
      "readingTime": "7 min read",
      "markdown": "# Wipe Timeline & Seasons\n\nThe universe of SpaceCorps is governed by a recurring seasonal cycle. Every 30 days, the galaxy undergoes a cosmic reset known as the **Wipe**. While a reset might sound daunting, it represents the ultimate test of preparation and planning, allowing you to carry over your best gear, choose your next world, and build permanent cross-season bonuses.\n\n---\n\n## 30-Day Season Schedule\n\nEach season lasts exactly 30 days and progresses through several distinct phases. You can monitor the current season day and active phase directly from the in-game HUD.\n\n| Phase | Days | Protocol / Event | Description |\n| :--- | :--- | :--- | :--- |\n| **Peace Protocol** | Days 1–3 | No PvP Enabled | A fresh start focused entirely on PvE progression, resource farming, and ship building without the threat of player conflict. |\n| **First Contact** | Days 4–10 | Event 1 | The start of PvP activities and the introduction of themed alien spawn groups with starter progression rewards. |\n| **Tech Surge** | Days 11–18 | Event 2 | A mid-season surge featuring increased resource yields and advanced alien encounters on the border maps. |\n| **War Games** | Days 19–25 | Event 3 | A faction-wide call to arms focusing heavily on PvP battles and control of the central PvP zone maps. |\n| **Final Countdown** | Days 26–30 | Event 4 | The final countdown phase. All pilots race to complete and lock their carrying cargo before the eruption. |\n| **The Reset** | Day 30 | Blackhole Eruption | The universe is destroyed and reborn. Pilots move to the world they chose as their destination for the next season. |\n\n---\n\n## Chrono-Gate & Energy Materializer\n\nThe **Chrono-Gate** (also referred to as the Galaxy Gate) is a massive seasonal structure that acts as a bridge between seasons. Building and stabilizing this gate is essential to unlocking your carry-over transport privileges.\n\n### Gate Assembly\nTo fully stabilize the Chrono-Gate, you must collect exactly **100 Chrono-Gate parts**.\n\n### The Energy Materializer\nYou obtain parts by using the Energy Materializer interface, which spins local energy sectors to locate gate parts:\n* **Credit Spin** (50,000 Credits): Has a **1% chance** to produce a gate part.\n* **Thulium Spin** (50 Thulium): Has a **10% chance** to produce a gate part.\n\n*Pro-Tip: You can use multipliers (1x, 5x, 10x, 100x) to perform bulk spins and accelerate gate construction.*\n\n---\n\n## Transport Cache (Travel Capsule)\n\nOnce all 100 parts are collected and the Chrono-Gate is fully stabilized, the portal opens access to your personal **Transport Cache** (also known as the carry-over cart or travel capsule). This pocket dimension shields your belongings from being deleted during the wipe.\n\n### Automatic Carry-Over (Free)\nThe following items are always protected and carry over to the next season automatically, consuming **zero** capacity in your Transport Cache:\n1. Your currently active ship.\n2. Every item currently equipped on that active ship across both **Configuration 1** and **Configuration 2** (including lasers, shields, engines, and generators).\n\n### Manual Carry-Over (Transport Cache)\nFor additional items in your inventory that you want to save (e.g., spare weaponry, crafting resources, or extra shield generators):\n* **Weight Limit**: The Transport Cache has a strict capacity limit of **50 Tons (50,000 kg)**.\n* **Loading Items**: You can manually drag and drop items from your hangar inventory into the Transport Cache slots.\n* **Item Weight**: Different item classes have distinct weights:\n  * *Lasers / Weaponry*: 10 kg\n  * *Shield Generators*: 20 kg\n  * *Engines / Propulsion*: 30 kg\n  * *Generators*: 30 kg\n  * *Resources / Minerals*: Varying weights based on rarity\n\n### Confirm & Lock\nBefore the season ends, you must click **Confirm & Lock** in the Materializer interface. \n* Locking the cache is a safety protocol to prepare the jump mirror.\n* **WARNING**: Any item that is not equipped on your active ship or stored in a locked Transport Cache will be **permanently destroyed** during the Blackhole Eruption.\n\n---\n\n## Worlds: Alpha, Beta and Gamma\n\nSpaceCorps runs three **worlds**. Each one is a separate copy of the whole galaxy: every sector, with its own aliens, [company pilots](/wiki/03-Mechanics/Company-Pilots.md), cargo, chat and pilots. You fly only in your own world and meet only its pilots; your account, items, clan and the leaderboards are shared by all three.\n\n| World | Risk | Alien strength | Kill and quest pay | PvP |\n| :--- | :--- | :--- | :--- | :--- |\n| **Alpha** | Casual / Starter | 1.0x | 1.0x Credits, Thulium, XP, Honor | **High Security**: only on the border maps (`x-4`) and in the central PvP zone (`4-x`). No PvP in the company sectors `x-1` to `x-3`. |\n| **Beta** | Normal / Intermediate | 1.5x | 2.0x Credits, Thulium, XP, Honor | **Medium Security**: everywhere except the base sectors (`x-1`). |\n| **Gamma** | Hardcore / Elite | 2.0x | 3.0x Credits, Thulium, XP, Honor | **Low Security**: everywhere. Maximum risk, maximum pay. |\n\nHow the worlds work:\n\n* **Aliens**: a world's alien strength multiplies their hit points, shields, shield recharge and damage. Their speed and range are the same everywhere.\n* **Pay**: a kill pays by the world it happens in. A quest pays by the world you did it in (the lowest one, should it span two), whichever world you claim it in, and a timed quest's limit is 1.5 times as long in Beta and twice as long in Gamma ([Quests](/wiki/03-Mechanics/Quests.md)). Loot drops and company pilots are the same in every world, so a higher world earns more per hour, but its fights cost more repairs.\n* **PvP**: everyone on a map belongs to its world, so one rule holds for the whole map, company pilots included. Safe zones and the Peace Protocol (days 1–3) protect every world.\n* **In flight**: the world's name sits before the sector's id at the top right (\"Beta · M-2\"). The badge in the title bar of the Ship window says where you stand: **Safe** in a safe zone, **No PvP** during the Peace Protocol or where your world forbids PvP, **PvP** where other pilots can attack you. Hover it for the rule. The [galaxy map](/wiki/01-General/Spacemap%20Travel.md) colours the sectors by your world's rule.\n\n### Joining and moving\n\n* **Joining**: a new pilot picks a world at Setup, once a season. A world takes up to 1,000 pilots a season; a full one can't be joined.\n* **Moving**: only at the Blackhole Eruption (day 30), to the **Destination** chosen under Galaxy Gates. Every change of world lands you at your company's home sector (`M-1`, `T-1` or `G-1`). With no destination chosen, you pick a world again at Setup. Destinations count against the next season's room: a world as many pilots are heading to as it takes can't be chosen.\n* **No in-season transfers**: the **Travel Token** every pilot gets at the wipe has no use for now.\n\n---\n\n## Cross-Season Progression (Permanent Buffs)\n\nWhile your ship level, standard credits, and unlocked maps reset, your overall pilot achievements contribute to permanent power. Defeating aliens and completing missions awards **Wipe Points (WP)**. Your [missions](/wiki/03-Mechanics/Quests.md) themselves, done and in progress, carry over: each can be done once per pilot, ever.\n\n### The Permanent Buff Store\nYou can spend your accrued WP on permanent buffs that carry over across all seasons forever. These buffs stack and provide significant passive bonuses:\n\n* **Damage Boost**: +0.1% damage dealt per level (Max 30% / 300 levels) - *Cost: 15 WP*\n* **Experience Boost**: +0.1% XP gained per level (Max 50% / 500 levels) - *Cost: 10 WP*\n* **Credit Boost**: +0.1% Credits earned per level (Max 50% / 500 levels) - *Cost: 5 WP*\n* **Thulium Boost**: +0.1% Thulium found per level (Max 30% / 300 levels) - *Cost: 15 WP*\n* **Honor Boost**: +0.1% Honor gained per level (Max 50% / 500 levels) - *Cost: 10 WP*\n* **Hitpoints Boost**: +0.1% maximum HP per level (Max 50% / 500 levels) - *Cost: 15 WP*\n* **Shield Boost**: +0.1% maximum Shields per level (Max 50% / 500 levels) - *Cost: 10 WP*\n* **Shield Absorption**: +0.1% shield absorption per level (Max 10% / 100 levels) - *Cost: 25 WP*\n* **Luck Boost**: +0.1% critical and loot luck per level (Max 10% / 100 levels) - *Cost: 15 WP*\n"
    },
    "bulwark": {
      "id": "bulwark",
      "title": "Bulwark",
      "category": "Aliens",
      "categoryId": "aliens",
      "filename": "Bulwark.md",
      "path": "04-Aliens/Bulwark.md",
      "html": "<h1 id=\"bulwark\">Bulwark</h1>\n<p>Bulwarks are heavily armored defensive platforms. They are highly aggressive and pack a punch.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 16,000</li>\n<li><strong>Shield</strong>: 16,000</li>\n<li><strong>Damage</strong>: 1,200</li>\n<li><strong>Speed</strong>: 170</li>\n<li><strong>Attack Range</strong>: 700</li>\n<li><strong>Behavior</strong>: Aggressive</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li><strong>Credits</strong>: 4,000</li>\n<li><strong>Thulium</strong>: 25</li>\n<li><strong>Experience (XP)</strong>: 800</li>\n<li><strong>Honor</strong>: 10</li>\n<li><strong>Shield Recharge</strong>: 50 per second (5s delay)</li>\n</ul>\n<h2 id=\"loot-drops\">Loot Drops</h2>\n<p>Dropped as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo crate</a> where it blows up, the killer&#x27;s for 30 seconds.</p>\n<ul>\n<li><strong>Ship Fragment</strong>: 100% chance (Min: 2, Max: 2)</li>\n<li><strong>Cataclysite</strong>: 100% chance (Min: 2, Max: 2)</li>\n<li><strong>Reinforced Hull Plate</strong>: 30% chance (Min: 1, Max: 1)</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>Serving as heavy guard platforms for Swarm nests, Bulwarks are armored monstrosities designed to absorb immense punishment. Their hulls are reinforced with dense crystal composites that react dynamically to energy weapons. Bulwarks are highly aggressive and will relentlessly hunt down anything invading their defensive perimeter.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Loot Drops",
          "anchor": "loot-drops"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 152,
      "readingTime": "1 min read",
      "markdown": "# Bulwark\n\nBulwarks are heavily armored defensive platforms. They are highly aggressive and pack a punch.\n\n## Stats\n\n- **Hitpoints (HP)**: 16,000\n- **Shield**: 16,000\n- **Damage**: 1,200\n- **Speed**: 170\n- **Attack Range**: 700\n- **Behavior**: Aggressive\n\n## Rewards\n\n- **Credits**: 4,000\n- **Thulium**: 25\n- **Experience (XP)**: 800\n- **Honor**: 10\n- **Shield Recharge**: 50 per second (5s delay)\n\n## Loot Drops\n\nDropped as a [cargo crate](/wiki/03-Mechanics/Cargo.md) where it blows up, the killer's for 30 seconds.\n\n- **Ship Fragment**: 100% chance (Min: 2, Max: 2)\n- **Cataclysite**: 100% chance (Min: 2, Max: 2)\n- **Reinforced Hull Plate**: 30% chance (Min: 1, Max: 1)\n\n## Lore\n\nServing as heavy guard platforms for Swarm nests, Bulwarks are armored monstrosities designed to absorb immense punishment. Their hulls are reinforced with dense crystal composites that react dynamically to energy weapons. Bulwarks are highly aggressive and will relentlessly hunt down anything invading their defensive perimeter.\n\n"
    },
    "crystalys": {
      "id": "crystalys",
      "title": "Crystalys",
      "category": "Aliens",
      "categoryId": "aliens",
      "filename": "Crystalys.md",
      "path": "04-Aliens/Crystalys.md",
      "html": "<h1 id=\"crystalys\">Crystalys</h1>\n<p>Crystalys is a massive battleship-class alien entity. Encountering one is highly dangerous, requiring exceptional shield capacity and firepower to survive.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 256,000</li>\n<li><strong>Shield</strong>: 160,000</li>\n<li><strong>Damage</strong>: 10,000</li>\n<li><strong>Speed</strong>: 230</li>\n<li><strong>Attack Range</strong>: 900</li>\n<li><strong>Behavior</strong>: Aggressive</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li><strong>Credits</strong>: 60,000</li>\n<li><strong>Thulium</strong>: 200</li>\n<li><strong>Experience (XP)</strong>: 12,000</li>\n<li><strong>Honor</strong>: 52</li>\n<li><strong>Shield Recharge</strong>: 500 per second (5s delay)</li>\n</ul>\n<h2 id=\"loot-drops\">Loot Drops</h2>\n<p>Dropped as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo crate</a> where it blows up, the killer&#x27;s for 30 seconds.</p>\n<ul>\n<li><strong>Ship Fragment</strong>:</li>\n<li>100% chance (Min: 5, Max: 5)</li>\n<li>50% chance (Min: 1, Max: 1)</li>\n<li>25% chance (Min: 2, Max: 2)</li>\n<li><strong>Cataclysite</strong>: 100% chance (Min: 8, Max: 8)</li>\n<li><strong>Power Core</strong>: 50% chance (Min: 1, Max: 1)</li>\n<li><strong>Ancient Control Unit</strong>: 20% chance (Min: 1, Max: 1)</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>The Crystalys is a legendary, battleship-class alien dreadnought. Formed from super-dense crystalline lattices, its energy absorption is unparalleled, allowing it to field shields that recover rapidly from damage. A Crystalys behaves with extreme aggression, obliterating target ships in seconds. Approaching one without a fully-kitted battleship is considered suicide.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Loot Drops",
          "anchor": "loot-drops"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 185,
      "readingTime": "1 min read",
      "markdown": "# Crystalys\n\nCrystalys is a massive battleship-class alien entity. Encountering one is highly dangerous, requiring exceptional shield capacity and firepower to survive.\n\n## Stats\n\n- **Hitpoints (HP)**: 256,000\n- **Shield**: 160,000\n- **Damage**: 10,000\n- **Speed**: 230\n- **Attack Range**: 900\n- **Behavior**: Aggressive\n\n## Rewards\n\n- **Credits**: 60,000\n- **Thulium**: 200\n- **Experience (XP)**: 12,000\n- **Honor**: 52\n- **Shield Recharge**: 500 per second (5s delay)\n\n## Loot Drops\n\nDropped as a [cargo crate](/wiki/03-Mechanics/Cargo.md) where it blows up, the killer's for 30 seconds.\n\n- **Ship Fragment**:\n  - 100% chance (Min: 5, Max: 5)\n  - 50% chance (Min: 1, Max: 1)\n  - 25% chance (Min: 2, Max: 2)\n- **Cataclysite**: 100% chance (Min: 8, Max: 8)\n- **Power Core**: 50% chance (Min: 1, Max: 1)\n- **Ancient Control Unit**: 20% chance (Min: 1, Max: 1)\n\n## Lore\n\nThe Crystalys is a legendary, battleship-class alien dreadnought. Formed from super-dense crystalline lattices, its energy absorption is unparalleled, allowing it to field shields that recover rapidly from damage. A Crystalys behaves with extreme aggression, obliterating target ships in seconds. Approaching one without a fully-kitted battleship is considered suicide.\n\n"
    },
    "gorvane": {
      "id": "gorvane",
      "title": "Gorvane",
      "category": "Aliens",
      "categoryId": "aliens",
      "filename": "Gorvane.md",
      "path": "04-Aliens/Gorvane.md",
      "html": "<h1 id=\"gorvane\">Gorvane</h1>\n<p>Gorvanes are formidable cruiser-class alien vessels. They possess high shield capacity and deal massive damage.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 64,000</li>\n<li><strong>Shield</strong>: 48,000</li>\n<li><strong>Damage</strong>: 4,000</li>\n<li><strong>Speed</strong>: 200</li>\n<li><strong>Attack Range</strong>: 800</li>\n<li><strong>Behavior</strong>: Aggressive</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li><strong>Credits</strong>: 12,000</li>\n<li><strong>Thulium</strong>: 75</li>\n<li><strong>Experience (XP)</strong>: 3,000</li>\n<li><strong>Honor</strong>: 24</li>\n<li><strong>Shield Recharge</strong>: 100 per second (5s delay)</li>\n</ul>\n<h2 id=\"loot-drops\">Loot Drops</h2>\n<p>Dropped as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo crate</a> where it blows up, the killer&#x27;s for 30 seconds.</p>\n<ul>\n<li><strong>Ship Fragment</strong>:</li>\n<li>100% chance (Min: 3, Max: 3)</li>\n<li>25% chance (Min: 1, Max: 1)</li>\n<li><strong>Cataclysite</strong>: 100% chance (Min: 4, Max: 4)</li>\n<li><strong>Reinforced Hull Plate</strong>: 60% chance (Min: 1, Max: 1)</li>\n<li><strong>Power Core</strong>: 25% chance (Min: 1, Max: 1)</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>A formidable cruiser-class vessel within the alien hierarchy, the Gorvane (a designation given by early SpaceCorps cartographers, who knew it by its distinct domed crest) is a frontline warship. Equipped with heavy shield generators and a massive plasma discharge beam, it poses a severe threat to standard sector patrols.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Loot Drops",
          "anchor": "loot-drops"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 174,
      "readingTime": "1 min read",
      "markdown": "# Gorvane\n\nGorvanes are formidable cruiser-class alien vessels. They possess high shield capacity and deal massive damage.\n\n## Stats\n\n- **Hitpoints (HP)**: 64,000\n- **Shield**: 48,000\n- **Damage**: 4,000\n- **Speed**: 200\n- **Attack Range**: 800\n- **Behavior**: Aggressive\n\n## Rewards\n\n- **Credits**: 12,000\n- **Thulium**: 75\n- **Experience (XP)**: 3,000\n- **Honor**: 24\n- **Shield Recharge**: 100 per second (5s delay)\n\n## Loot Drops\n\nDropped as a [cargo crate](/wiki/03-Mechanics/Cargo.md) where it blows up, the killer's for 30 seconds.\n\n- **Ship Fragment**:\n  - 100% chance (Min: 3, Max: 3)\n  - 25% chance (Min: 1, Max: 1)\n- **Cataclysite**: 100% chance (Min: 4, Max: 4)\n- **Reinforced Hull Plate**: 60% chance (Min: 1, Max: 1)\n- **Power Core**: 25% chance (Min: 1, Max: 1)\n\n## Lore\n\nA formidable cruiser-class vessel within the alien hierarchy, the Gorvane (a designation given by early SpaceCorps cartographers, who knew it by its distinct domed crest) is a frontline warship. Equipped with heavy shield generators and a massive plasma discharge beam, it poses a severe threat to standard sector patrols.\n\n"
    },
    "phantasm": {
      "id": "phantasm",
      "title": "Phantasm",
      "category": "Aliens",
      "categoryId": "aliens",
      "filename": "Phantasm.md",
      "path": "04-Aliens/Phantasm.md",
      "html": "<h1 id=\"phantasm\">Phantasm</h1>\n<p>Phantasms are aggressive spectral-class drones. They will attack any player who enters their aggro radius (600 units).</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 1,600</li>\n<li><strong>Shield</strong>: 3,200</li>\n<li><strong>Damage</strong>: 400</li>\n<li><strong>Speed</strong>: 140</li>\n<li><strong>Attack Range</strong>: 700</li>\n<li><strong>Behavior</strong>: Aggressive</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li><strong>Credits</strong>: 2,400</li>\n<li><strong>Thulium</strong>: 12</li>\n<li><strong>Experience (XP)</strong>: 300</li>\n<li><strong>Honor</strong>: 6</li>\n<li><strong>Shield Recharge</strong>: 20 per second (5s delay)</li>\n</ul>\n<h2 id=\"loot-drops\">Loot Drops</h2>\n<p>Dropped as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo crate</a> where it blows up, the killer&#x27;s for 30 seconds.</p>\n<ul>\n<li><strong>Ship Fragment</strong>: 100% chance (Min: 1, Max: 1)</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>A bizarre manifestation of dark-matter energy, the Phantasm is a spectral combat drone that hovers silently in asteroid fields. It operates with a simple, highly aggressive defense routine, attacking any ship that wanders into its proximity. Sensors struggle to lock onto its shifting, non-euclidean geometry, making it a frustrating target to hit.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Loot Drops",
          "anchor": "loot-drops"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 144,
      "readingTime": "1 min read",
      "markdown": "# Phantasm\n\nPhantasms are aggressive spectral-class drones. They will attack any player who enters their aggro radius (600 units).\n\n## Stats\n\n- **Hitpoints (HP)**: 1,600\n- **Shield**: 3,200\n- **Damage**: 400\n- **Speed**: 140\n- **Attack Range**: 700\n- **Behavior**: Aggressive\n\n## Rewards\n\n- **Credits**: 2,400\n- **Thulium**: 12\n- **Experience (XP)**: 300\n- **Honor**: 6\n- **Shield Recharge**: 20 per second (5s delay)\n\n## Loot Drops\n\nDropped as a [cargo crate](/wiki/03-Mechanics/Cargo.md) where it blows up, the killer's for 30 seconds.\n\n- **Ship Fragment**: 100% chance (Min: 1, Max: 1)\n\n## Lore\n\nA bizarre manifestation of dark-matter energy, the Phantasm is a spectral combat drone that hovers silently in asteroid fields. It operates with a simple, highly aggressive defense routine, attacking any ship that wanders into its proximity. Sensors struggle to lock onto its shifting, non-euclidean geometry, making it a frustrating target to hit.\n\n"
    },
    "seeker": {
      "id": "seeker",
      "title": "Seeker",
      "category": "Aliens",
      "categoryId": "aliens",
      "filename": "Seeker.md",
      "path": "04-Aliens/Seeker.md",
      "html": "<h1 id=\"seeker\">Seeker</h1>\n<p>Seekers are basic scouting and reconnaissance units. They are passive, meaning they will not attack unless provoked first.</p>\n<h2 id=\"stats\">Stats</h2>\n<ul>\n<li><strong>Hitpoints (HP)</strong>: 800</li>\n<li><strong>Shield</strong>: 800</li>\n<li><strong>Damage</strong>: 200</li>\n<li><strong>Speed</strong>: 120</li>\n<li><strong>Attack Range</strong>: 600</li>\n<li><strong>Behavior</strong>: Passive</li>\n</ul>\n<h2 id=\"rewards\">Rewards</h2>\n<ul>\n<li><strong>Credits</strong>: 800</li>\n<li><strong>Thulium</strong>: 4</li>\n<li><strong>Experience (XP)</strong>: 100</li>\n<li><strong>Honor</strong>: 2</li>\n<li><strong>Shield Recharge</strong>: 10 per second (5s delay)</li>\n</ul>\n<h2 id=\"loot-drops\">Loot Drops</h2>\n<p>Dropped as a <a href=\"?article=cargo\" class=\"wiki-link\" data-article=\"cargo\">cargo crate</a> where it blows up, the killer&#x27;s for 30 seconds.</p>\n<ul>\n<li><strong>Ship Fragment</strong>: 20% chance (Min: 1, Max: 1)</li>\n</ul>\n<h2 id=\"lore\">Lore</h2>\n<p>Seekers are light scouting probes deployed by the alien Swarm to map sector jumpgates and trace electromagnetic signatures of human fleets. Possessing minimal armaments and fragile structures, they are highly passive, retreating or ignoring vessels unless fired upon. However, they coordinate with larger combat units, signaling their positions if engaged.</p>",
      "toc": [
        {
          "level": 2,
          "title": "Stats",
          "anchor": "stats"
        },
        {
          "level": 2,
          "title": "Rewards",
          "anchor": "rewards"
        },
        {
          "level": 2,
          "title": "Loot Drops",
          "anchor": "loot-drops"
        },
        {
          "level": 2,
          "title": "Lore",
          "anchor": "lore"
        }
      ],
      "wordCount": 143,
      "readingTime": "1 min read",
      "markdown": "# Seeker\n\nSeekers are basic scouting and reconnaissance units. They are passive, meaning they will not attack unless provoked first.\n\n## Stats\n\n- **Hitpoints (HP)**: 800\n- **Shield**: 800\n- **Damage**: 200\n- **Speed**: 120\n- **Attack Range**: 600\n- **Behavior**: Passive\n\n## Rewards\n\n- **Credits**: 800\n- **Thulium**: 4\n- **Experience (XP)**: 100\n- **Honor**: 2\n- **Shield Recharge**: 10 per second (5s delay)\n\n## Loot Drops\n\nDropped as a [cargo crate](/wiki/03-Mechanics/Cargo.md) where it blows up, the killer's for 30 seconds.\n\n- **Ship Fragment**: 20% chance (Min: 1, Max: 1)\n\n## Lore\n\nSeekers are light scouting probes deployed by the alien Swarm to map sector jumpgates and trace electromagnetic signatures of human fleets. Possessing minimal armaments and fragile structures, they are highly passive, retreating or ignoring vessels unless fired upon. However, they coordinate with larger combat units, signaling their positions if engaged.\n\n"
    },
    "boosters": {
      "id": "boosters",
      "title": "Boosters",
      "category": "Items",
      "categoryId": "items",
      "filename": "Boosters.md",
      "path": "05-Items/Boosters.md",
      "html": "<h1 id=\"boosters\">Boosters</h1>\n<p>Boosters provide temporary stat modifications to enhance your ship&#x27;s combat, defense, leveling, and resource collection capabilities.</p>\n<h2 id=\"stacking-rules\">Stacking Rules</h2>\n<p>Boosters use an additive scaling system:</p>\n<ol>\n<li><strong>Bonus Percentages Stack Additively</strong>: If you buy two different boosters that both grant +10% Laser Damage, you will receive a total bonus of <strong>+20% Laser Damage</strong>.</li>\n<li><strong>Durations Stack Multiplicatively</strong>: Purchasing the _same_ booster multiple times extends its active duration. Timers for _different_ boosters run in parallel.</li>\n<li><strong>Timer View</strong>: Active boosters are displayed on the HUD under the Booster window, showing total grouped active bonuses and the next expiration event.</li>\n</ol>\n<hr>\n<h2 id=\"active-boosters\">Active Boosters</h2>\n<p>Every booster lasts for a base duration of <strong>10 hours</strong> and activates immediately upon purchase or receipt.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Base Effect (10 Hours)</th>\n<th>Price (Thulium)</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Damage Amp</strong></td>\n<td>Rare</td>\n<td>+10% Laser Damage</td>\n<td>20,000</td>\n</tr>\n<tr>\n<td><strong>Damage Amp II</strong></td>\n<td>Rare</td>\n<td>+10% Laser Damage</td>\n<td>Drop / Event Only</td>\n</tr>\n<tr>\n<td><strong>Shield Wall</strong></td>\n<td>Rare</td>\n<td>+25% Shield Capacity</td>\n<td>15,000</td>\n</tr>\n<tr>\n<td><strong>Shield Wall II</strong></td>\n<td>Rare</td>\n<td>+25% Shield Capacity</td>\n<td>Drop / Event Only</td>\n</tr>\n<tr>\n<td><strong>Hull Plating</strong></td>\n<td>Rare</td>\n<td>+10% Max Hitpoints</td>\n<td>15,000</td>\n</tr>\n<tr>\n<td><strong>Hull Plating II</strong></td>\n<td>Rare</td>\n<td>+10% Max Hitpoints</td>\n<td>Drop / Event Only</td>\n</tr>\n<tr>\n<td><strong>Shield Regen</strong></td>\n<td>Rare</td>\n<td>+25% Shield Regen Speed</td>\n<td>10,000</td>\n</tr>\n<tr>\n<td><strong>Experience Kit</strong></td>\n<td>Common</td>\n<td>+20% Experience gain</td>\n<td>8,000</td>\n</tr>\n<tr>\n<td><strong>Honor Beacon</strong></td>\n<td>Common</td>\n<td>+20% Honor points gain</td>\n<td>10,000</td>\n</tr>\n<tr>\n<td><strong>Resource Magnet</strong></td>\n<td>Rare</td>\n<td>+25% Cargo box yield</td>\n<td>18,000</td>\n</tr>\n<tr>\n<td><strong>Loot Luck</strong></td>\n<td>Legendary</td>\n<td>+5% Rare drop chance from NPCs</td>\n<td>30,000</td>\n</tr>\n</tbody></table></div>",
      "toc": [
        {
          "level": 2,
          "title": "Stacking Rules",
          "anchor": "stacking-rules"
        },
        {
          "level": 2,
          "title": "Active Boosters",
          "anchor": "active-boosters"
        }
      ],
      "wordCount": 292,
      "readingTime": "1 min read",
      "markdown": "# Boosters\n\nBoosters provide temporary stat modifications to enhance your ship's combat, defense, leveling, and resource collection capabilities.\n\n## Stacking Rules\n\nBoosters use an additive scaling system:\n1. **Bonus Percentages Stack Additively**: If you buy two different boosters that both grant +10% Laser Damage, you will receive a total bonus of **+20% Laser Damage**.\n2. **Durations Stack Multiplicatively**: Purchasing the _same_ booster multiple times extends its active duration. Timers for _different_ boosters run in parallel.\n3. **Timer View**: Active boosters are displayed on the HUD under the Booster window, showing total grouped active bonuses and the next expiration event.\n\n---\n\n## Active Boosters\n\nEvery booster lasts for a base duration of **10 hours** and activates immediately upon purchase or receipt.\n\n| Name | Rarity | Base Effect (10 Hours) | Price (Thulium) |\n| :--- | :--- | :--- | :--- |\n| **Damage Amp** | Rare | +10% Laser Damage | 20,000 |\n| **Damage Amp II** | Rare | +10% Laser Damage | Drop / Event Only |\n| **Shield Wall** | Rare | +25% Shield Capacity | 15,000 |\n| **Shield Wall II** | Rare | +25% Shield Capacity | Drop / Event Only |\n| **Hull Plating** | Rare | +10% Max Hitpoints | 15,000 |\n| **Hull Plating II** | Rare | +10% Max Hitpoints | Drop / Event Only |\n| **Shield Regen** | Rare | +25% Shield Regen Speed | 10,000 |\n| **Experience Kit** | Common | +20% Experience gain | 8,000 |\n| **Honor Beacon** | Common | +20% Honor points gain | 10,000 |\n| **Resource Magnet** | Rare | +25% Cargo box yield | 18,000 |\n| **Loot Luck** | Legendary | +5% Rare drop chance from NPCs | 30,000 |\n"
    },
    "items-drones": {
      "id": "items-drones",
      "title": "Drones",
      "category": "Items",
      "categoryId": "items",
      "filename": "Drones.md",
      "path": "05-Items/Drones.md",
      "html": "<h1 id=\"drones\">Drones</h1>\n<p>Drones are purchasable or craftable support units. You can equip up to <strong>8 Drones</strong> active at once.</p>\n<h2 id=\"available-drones\">Available Drones</h2>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Slots</th>\n<th>Description</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Slave Drone</strong></td>\n<td>Common</td>\n<td>1</td>\n<td>A basic drone with a single equipment slot.</td>\n<td>100,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Master Drone</strong></td>\n<td>Rare</td>\n<td>2</td>\n<td>An advanced drone with two equipment slots.</td>\n<td>_Loot / Event_</td>\n</tr>\n</tbody></table></div>\n<h2 id=\"usage\">Usage</h2>\n<ol>\n<li><strong>Buy/Obtain</strong> drones from the Shop or via loot.</li>\n<li><strong>Equip</strong> them in the Hangar under the &quot;Drones&quot; tab.</li>\n<li><strong>Load</strong> them with Lasers or Shields to boost your power.</li>\n</ol>",
      "toc": [
        {
          "level": 2,
          "title": "Available Drones",
          "anchor": "available-drones"
        },
        {
          "level": 2,
          "title": "Usage",
          "anchor": "usage"
        }
      ],
      "wordCount": 116,
      "readingTime": "1 min read",
      "markdown": "# Drones\n\nDrones are purchasable or craftable support units. You can equip up to **8 Drones** active at once.\n\n## Available Drones\n\n| Name             | Rarity | Slots | Description                                 | Cost            |\n| :--------------- | :----- | :---- | :------------------------------------------ | :-------------- |\n| **Slave Drone**  | Common | 1     | A basic drone with a single equipment slot. | 100,000 Credits |\n| **Master Drone** | Rare   | 2     | An advanced drone with two equipment slots. | _Loot / Event_  |\n\n## Usage\n\n1. **Buy/Obtain** drones from the Shop or via loot.\n2. **Equip** them in the Hangar under the \"Drones\" tab.\n3. **Load** them with Lasers or Shields to boost your power.\n"
    },
    "lasers": {
      "id": "lasers",
      "title": "Lasers & Ammo",
      "category": "Items",
      "categoryId": "items",
      "filename": "Lasers.md",
      "path": "05-Items/Lasers.md",
      "html": "<h1 id=\"lasers-ammo\">Lasers &amp; Ammo</h1>\n<p>Weapons are the primary means of dealing damage in SpaceCorps.</p>\n<h2 id=\"lasers\">Lasers</h2>\n<p>Equip lasers directly on ship weapon slots or inside drones to increase your offensive capabilities.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Base Damage</th>\n<th>Critical Chance</th>\n<th>Range</th>\n<th>Amp Slots</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Quantum Laser 1</strong></td>\n<td>Shoddy</td>\n<td>50</td>\n<td>10%</td>\n<td>600</td>\n<td>1</td>\n<td>10,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Quantum Laser 2</strong></td>\n<td>Common</td>\n<td>60</td>\n<td>20%</td>\n<td>700</td>\n<td>2</td>\n<td>100,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Quantum Laser 3</strong></td>\n<td>Rare</td>\n<td>70</td>\n<td>30%</td>\n<td>800</td>\n<td>3</td>\n<td>15,000 Thulium</td>\n</tr>\n<tr>\n<td><strong>Starfire-3</strong></td>\n<td>Mythical</td>\n<td>120</td>\n<td>35%</td>\n<td>850</td>\n<td>3</td>\n<td>Craftable Only</td>\n</tr>\n<tr>\n<td><strong>Helios Beam</strong></td>\n<td>Mythical</td>\n<td>180</td>\n<td>40%</td>\n<td>900</td>\n<td>1</td>\n<td>Craftable Only</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"laser-amplifiers-amps\">Laser Amplifiers (Amps)</h2>\n<p>Equip these directly into a laser&#x27;s slot to augment its characteristics:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Base Damage Boost</th>\n<th>Critical Chance Boost</th>\n<th>Flat Critical Damage</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Damage Amp 1</strong></td>\n<td>Shoddy</td>\n<td>+10</td>\n<td>+5%</td>\n<td>+5</td>\n<td>10,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Crit Amp 1</strong></td>\n<td>Shoddy</td>\n<td>+0</td>\n<td>+15%</td>\n<td>+0</td>\n<td>15,000 Credits</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"laser-ammunition\">Laser Ammunition</h2>\n<p>Consumable batteries that multiply the damage of your laser volleys:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Damage Multiplier</th>\n<th>Price Per Unit</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Standard Battery</strong></td>\n<td>Common</td>\n<td>1.0x</td>\n<td>10 Credits</td>\n</tr>\n<tr>\n<td><strong>Advanced Plasma</strong></td>\n<td>Rare</td>\n<td>2.0x</td>\n<td>0.5 Thulium</td>\n</tr>\n<tr>\n<td><strong>Ultra Core</strong></td>\n<td>Rare</td>\n<td>3.0x</td>\n<td>1.0 Thulium</td>\n</tr>\n<tr>\n<td><strong>Experimental Fusion Core</strong></td>\n<td>Epic</td>\n<td>4.0x</td>\n<td>2.2 Thulium</td>\n</tr>\n</tbody></table></div>",
      "toc": [
        {
          "level": 2,
          "title": "Lasers",
          "anchor": "lasers"
        },
        {
          "level": 2,
          "title": "Laser Amplifiers (Amps)",
          "anchor": "laser-amplifiers-amps"
        },
        {
          "level": 2,
          "title": "Laser Ammunition",
          "anchor": "laser-ammunition"
        }
      ],
      "wordCount": 311,
      "readingTime": "2 min read",
      "markdown": "# Lasers & Ammo\n\nWeapons are the primary means of dealing damage in SpaceCorps.\n\n## Lasers\n\nEquip lasers directly on ship weapon slots or inside drones to increase your offensive capabilities.\n\n| Name | Rarity | Base Damage | Critical Chance | Range | Amp Slots | Cost |\n| :--- | :--- | :---: | :---: | :---: | :---: | :--- |\n| **Quantum Laser 1** | Shoddy | 50 | 10% | 600 | 1 | 10,000 Credits |\n| **Quantum Laser 2** | Common | 60 | 20% | 700 | 2 | 100,000 Credits |\n| **Quantum Laser 3** | Rare | 70 | 30% | 800 | 3 | 15,000 Thulium |\n| **Starfire-3** | Mythical | 120 | 35% | 850 | 3 | Craftable Only |\n| **Helios Beam** | Mythical | 180 | 40% | 900 | 1 | Craftable Only |\n\n---\n\n## Laser Amplifiers (Amps)\n\nEquip these directly into a laser's slot to augment its characteristics:\n\n| Name | Rarity | Base Damage Boost | Critical Chance Boost | Flat Critical Damage | Cost |\n| :--- | :--- | :---: | :---: | :---: | :--- |\n| **Damage Amp 1** | Shoddy | +10 | +5% | +5 | 10,000 Credits |\n| **Crit Amp 1** | Shoddy | +0 | +15% | +0 | 15,000 Credits |\n\n---\n\n## Laser Ammunition\n\nConsumable batteries that multiply the damage of your laser volleys:\n\n| Name | Rarity | Damage Multiplier | Price Per Unit |\n| :--- | :--- | :---: | :--- |\n| **Standard Battery** | Common | 1.0x | 10 Credits |\n| **Advanced Plasma** | Rare | 2.0x | 0.5 Thulium |\n| **Ultra Core** | Rare | 3.0x | 1.0 Thulium |\n| **Experimental Fusion Core** | Epic | 4.0x | 2.2 Thulium |\n"
    },
    "overview": {
      "id": "overview",
      "title": "Items Overview",
      "category": "Items",
      "categoryId": "items",
      "filename": "Overview.md",
      "path": "05-Items/Overview.md",
      "html": "<h1 id=\"items-overview\">Items Overview</h1>\n<p>Items are the core components that upgrade your ship&#x27;s capabilities. They can be purchased from the Shop, found as drops, crafted in Assembly, or merged through Fusion.</p>\n<h2 id=\"rarity-levels\">Rarity Levels</h2>\n<p>Items come in different rarities, which determine their quality and base stats:</p>\n<ul>\n<li><strong>Shoddy</strong>: Basic starter equipment.</li>\n<li><strong>Common</strong>: Standard military grade.</li>\n<li><strong>Rare</strong>: High-performance gear.</li>\n<li><strong>Epic</strong>: Advanced technology.</li>\n<li><strong>Mythical</strong>: Legendary experimental prototypes.</li>\n<li><strong>Legendary</strong>: Rare and powerful relic modules.</li>\n<li><strong>Eternal</strong>: Cosmic tier modules with unrivaled power.</li>\n</ul>\n<h2 id=\"item-enchants\">Item Enchants</h2>\n<p>When you craft an item in the Assembly, it has a chance to receive an <strong>Enchant</strong>. Enchants modify the base parameters of an item dynamically with random multiplier bonuses. There are 5 Enchant tiers:</p>\n<ol>\n<li><strong>Standard</strong> (Default, 90% chance): No extra stat modifications.</li>\n<li><strong>Tainted</strong> (10% craft chance): Up to 1 parameter modified (up to +2.0% bonus).</li>\n<li><strong>Godly</strong> (1% craft chance): Up to 2 parameters modified (up to +3.5% bonus).</li>\n<li><strong>Rupturing</strong> (0.1% craft chance): Up to 3 parameters modified (up to +5.0% bonus).</li>\n<li><strong>Eternal</strong> (0.01% craft chance): Up to 4 parameters modified (up to +7.5% bonus).</li>\n</ol>\n<p>Enchanted stats are displayed on the item icon grid card (e.g. <code>[T]</code> for Tainted, <code>[G]</code> for Godly) and outlined in the item&#x27;s statistics tooltip.</p>\n<h2 id=\"item-fusion-merging\">Item Fusion (Merging)</h2>\n<p>Players can merge items to improve their enchants through the <strong>Fusion</strong> page in the main menu:</p>\n<ul>\n<li><strong>Requirements</strong>: You must select exactly <strong>5 items</strong> of the same item definition (e.g. 5x Light Shield Core) and the <strong>same enchant tier</strong> (e.g. 5x Tainted).</li>\n<li><strong>Free Fusion</strong>: Merging is completely free (consumes the 4 extra items, but has no credit or thulium cost).</li>\n<li><strong>Upgrade Chance</strong>: Fusion has a <strong>25% chance to upgrade</strong> the resulting item&#x27;s enchant to the next tier (e.g. Tainted -&gt; Godly), and a <strong>75% chance</strong> to keep it at the same tier.</li>\n<li><strong>Stat Inheritance</strong>: The resulting item is guaranteed to keep the <strong>best stats</strong> from all 5 merged items. If multiple items have the same stat bonus, the highest multiplier is selected.</li>\n<li><strong>Parameter Capping</strong>: If the resulting tier has a lower parameter limit than the number of unique inherited stats, a random subset of those enchants is selected.</li>\n<li><strong>Upgrade Rolls</strong>: If the item upgrades to a higher tier, new stat bonuses are rolled. For each stat, the maximum of the inherited merged stat and the new roll is kept.</li>\n</ul>\n<h2 id=\"currencies\">Currencies</h2>\n<ul>\n<li><strong>Credits</strong>: Standard currency used for basic items. Earned by killing aliens and completing <a href=\"?article=quests\" class=\"wiki-link\" data-article=\"quests\">quests</a>; each level&#x27;s Special mission also pays items (lasers, shield parts, Power Cores, Ship Fragments).</li>\n<li><strong>Thulium</strong>: Premium resource used for high-end equipment. Rare drop from bosses or purchased.</li>\n</ul>\n<h2 id=\"categories\">Categories</h2>\n<ul>\n<li><strong>Lasers</strong>: Your primary weapon systems.</li>\n<li><strong>Shields</strong>: Generators and cells for defense.</li>\n<li><strong>Propulsion</strong>: Engines and thrusters for speed.</li>\n</ul>",
      "toc": [
        {
          "level": 2,
          "title": "Rarity Levels",
          "anchor": "rarity-levels"
        },
        {
          "level": 2,
          "title": "Item Enchants",
          "anchor": "item-enchants"
        },
        {
          "level": 2,
          "title": "Item Fusion (Merging)",
          "anchor": "item-fusion-merging"
        },
        {
          "level": 2,
          "title": "Currencies",
          "anchor": "currencies"
        },
        {
          "level": 2,
          "title": "Categories",
          "anchor": "categories"
        }
      ],
      "wordCount": 464,
      "readingTime": "2 min read",
      "markdown": "# Items Overview\n\nItems are the core components that upgrade your ship's capabilities. They can be purchased from the Shop, found as drops, crafted in Assembly, or merged through Fusion.\n\n## Rarity Levels\n\nItems come in different rarities, which determine their quality and base stats:\n\n- **Shoddy**: Basic starter equipment.\n- **Common**: Standard military grade.\n- **Rare**: High-performance gear.\n- **Epic**: Advanced technology.\n- **Mythical**: Legendary experimental prototypes.\n- **Legendary**: Rare and powerful relic modules.\n- **Eternal**: Cosmic tier modules with unrivaled power.\n\n## Item Enchants\n\nWhen you craft an item in the Assembly, it has a chance to receive an **Enchant**. Enchants modify the base parameters of an item dynamically with random multiplier bonuses. There are 5 Enchant tiers:\n\n1. **Standard** (Default, 90% chance): No extra stat modifications.\n2. **Tainted** (10% craft chance): Up to 1 parameter modified (up to +2.0% bonus).\n3. **Godly** (1% craft chance): Up to 2 parameters modified (up to +3.5% bonus).\n4. **Rupturing** (0.1% craft chance): Up to 3 parameters modified (up to +5.0% bonus).\n5. **Eternal** (0.01% craft chance): Up to 4 parameters modified (up to +7.5% bonus).\n\nEnchanted stats are displayed on the item icon grid card (e.g. `[T]` for Tainted, `[G]` for Godly) and outlined in the item's statistics tooltip.\n\n## Item Fusion (Merging)\n\nPlayers can merge items to improve their enchants through the **Fusion** page in the main menu:\n\n- **Requirements**: You must select exactly **5 items** of the same item definition (e.g. 5x Light Shield Core) and the **same enchant tier** (e.g. 5x Tainted).\n- **Free Fusion**: Merging is completely free (consumes the 4 extra items, but has no credit or thulium cost).\n- **Upgrade Chance**: Fusion has a **25% chance to upgrade** the resulting item's enchant to the next tier (e.g. Tainted -> Godly), and a **75% chance** to keep it at the same tier.\n- **Stat Inheritance**: The resulting item is guaranteed to keep the **best stats** from all 5 merged items. If multiple items have the same stat bonus, the highest multiplier is selected.\n- **Parameter Capping**: If the resulting tier has a lower parameter limit than the number of unique inherited stats, a random subset of those enchants is selected.\n- **Upgrade Rolls**: If the item upgrades to a higher tier, new stat bonuses are rolled. For each stat, the maximum of the inherited merged stat and the new roll is kept.\n\n## Currencies\n\n- **Credits**: Standard currency used for basic items. Earned by killing aliens and completing [quests](/wiki/03-Mechanics/Quests.md); each level's Special mission also pays items (lasers, shield parts, Power Cores, Ship Fragments).\n- **Thulium**: Premium resource used for high-end equipment. Rare drop from bosses or purchased.\n\n## Categories\n\n- **Lasers**: Your primary weapon systems.\n- **Shields**: Generators and cells for defense.\n- **Propulsion**: Engines and thrusters for speed.\n"
    },
    "propulsion": {
      "id": "propulsion",
      "title": "Propulsion & Speed",
      "category": "Items",
      "categoryId": "items",
      "filename": "Propulsion.md",
      "path": "05-Items/Propulsion.md",
      "html": "<h1 id=\"propulsion-speed\">Propulsion &amp; Speed</h1>\n<p>Propulsion systems determine your ship&#x27;s movement velocity and maneuverability.</p>\n<h2 id=\"engines\">Engines</h2>\n<p>Engines are the primary source of thrust for your ship.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Base Speed</th>\n<th>Speed Bonus %</th>\n<th>Shield Bonus %</th>\n<th>Slots</th>\n<th>Special Effect</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Engine I</strong></td>\n<td>Shoddy</td>\n<td>+2</td>\n<td>+2%</td>\n<td>-2%</td>\n<td>1</td>\n<td>—</td>\n<td>20,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Engine II</strong></td>\n<td>Common</td>\n<td>+4</td>\n<td>+4%</td>\n<td>-8%</td>\n<td>2</td>\n<td>Shield Pen +5%</td>\n<td>2,000 Thulium</td>\n</tr>\n<tr>\n<td><strong>Engine III</strong></td>\n<td>Rare</td>\n<td>+6</td>\n<td>+5%</td>\n<td>-15%</td>\n<td>3</td>\n<td>Evasion Roll</td>\n<td>Craftable Only</td>\n</tr>\n</tbody></table></div>\n<p>The engines&#x27; Shield Bonus is in the item data, but the game has never applied it: engines don&#x27;t weaken your shields, and the item cards leave it out.</p>\n<hr>\n<h2 id=\"thrusters\">Thrusters</h2>\n<p>Thrusters are nested inside Engines or Adaptive Cores to boost their speed output:</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Flat Speed Boost</th>\n<th>Speed Multiplier</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Thruster I</strong></td>\n<td>Shoddy</td>\n<td>+5</td>\n<td>1.00x</td>\n<td>20,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Thruster II</strong></td>\n<td>Common</td>\n<td>+10</td>\n<td>1.05x</td>\n<td>2,000 Thulium</td>\n</tr>\n<tr>\n<td><strong>Thruster III</strong></td>\n<td>Rare</td>\n<td>+15</td>\n<td>1.10x</td>\n<td>Craftable Only</td>\n</tr>\n</tbody></table></div>",
      "toc": [
        {
          "level": 2,
          "title": "Engines",
          "anchor": "engines"
        },
        {
          "level": 2,
          "title": "Thrusters",
          "anchor": "thrusters"
        }
      ],
      "wordCount": 233,
      "readingTime": "1 min read",
      "markdown": "# Propulsion & Speed\n\nPropulsion systems determine your ship's movement velocity and maneuverability.\n\n## Engines\n\nEngines are the primary source of thrust for your ship.\n\n| Name | Rarity | Base Speed | Speed Bonus % | Shield Bonus % | Slots | Special Effect | Cost |\n| :--- | :--- | :---: | :---: | :---: | :---: | :--- | :--- |\n| **Engine I** | Shoddy | +2 | +2% | -2% | 1 | — | 20,000 Credits |\n| **Engine II** | Common | +4 | +4% | -8% | 2 | Shield Pen +5% | 2,000 Thulium |\n| **Engine III** | Rare | +6 | +5% | -15% | 3 | Evasion Roll | Craftable Only |\n\nThe engines' Shield Bonus is in the item data, but the game has never applied it: engines don't weaken your shields, and the item cards leave it out.\n\n---\n\n## Thrusters\n\nThrusters are nested inside Engines or Adaptive Cores to boost their speed output:\n\n| Name | Rarity | Flat Speed Boost | Speed Multiplier | Cost |\n| :--- | :--- | :---: | :---: | :--- |\n| **Thruster I** | Shoddy | +5 | 1.00x | 20,000 Credits |\n| **Thruster II** | Common | +10 | 1.05x | 2,000 Thulium |\n| **Thruster III** | Rare | +15 | 1.10x | Craftable Only |\n"
    },
    "items-shields": {
      "id": "items-shields",
      "title": "Shields & Defense",
      "category": "Items",
      "categoryId": "items",
      "filename": "Shields.md",
      "path": "05-Items/Shields.md",
      "html": "<h1 id=\"shields-defense\">Shields &amp; Defense</h1>\n<p>Defensive modules provide shield capacity, absorb damage, and recharge your defenses.</p>\n<h2 id=\"shield-cores\">Shield Cores</h2>\n<p>Equip shield cores to generate active defensive barriers. Note that heavy shields weigh down your speed.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Capacity</th>\n<th>Recharge Rate</th>\n<th>Absorbance</th>\n<th>Shield %</th>\n<th>Speed %</th>\n<th>Cell Slots</th>\n<th>Special Effect</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Light Shield Core</strong></td>\n<td>Shoddy</td>\n<td>10,000</td>\n<td>333/s</td>\n<td>70%</td>\n<td>+5%</td>\n<td>-1%</td>\n<td>1</td>\n<td>—</td>\n<td>20,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Basic Shield Core</strong></td>\n<td>Common</td>\n<td>15,000</td>\n<td>500/s</td>\n<td>80%</td>\n<td>+10%</td>\n<td>-3%</td>\n<td>2</td>\n<td>Shield Regen +10%</td>\n<td>2,000 Thulium</td>\n</tr>\n<tr>\n<td><strong>Heavy Shield Core</strong></td>\n<td>Rare</td>\n<td>25,000</td>\n<td>833/s</td>\n<td>85%</td>\n<td>+20%</td>\n<td>-5%</td>\n<td>3</td>\n<td>Shield Overload</td>\n<td>Craftable Only</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"hybrid-generators-adaptive-cores\">Hybrid Generators (Adaptive Cores)</h2>\n<p>Adaptive cores act as hybrid generators, combining shield and speed capabilities. They accept both Thrusters and Shield Cells in their slots (one module per slot, of either kind). Their Shield and Speed Bonus count like a shield&#x27;s or an engine&#x27;s (the four best, times the slot&#x27;s share). They have no absorbance: they don&#x27;t change your ship&#x27;s absorbance, and cells in them add capacity and recharge only. Only shields take a share of a hit, so cells in an Adaptive Core need a shield on the ship too.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Shield Bonus %</th>\n<th>Speed Bonus %</th>\n<th>Slots</th>\n<th>Special Effect</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Adaptive Core I</strong></td>\n<td>Shoddy</td>\n<td>+5%</td>\n<td>+3%</td>\n<td>1</td>\n<td>—</td>\n<td>100,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Adaptive Core II</strong></td>\n<td>Common</td>\n<td>+8%</td>\n<td>+4%</td>\n<td>2</td>\n<td>—</td>\n<td>4,000 Thulium</td>\n</tr>\n<tr>\n<td><strong>Adaptive Core III</strong></td>\n<td>Rare</td>\n<td>+15%</td>\n<td>+5%</td>\n<td>3</td>\n<td>Status Cleanse</td>\n<td>Craftable Only</td>\n</tr>\n</tbody></table></div>\n<hr>\n<h2 id=\"shield-cells\">Shield Cells</h2>\n<p>Shield Cells are fitted inside Shield Cores or Adaptive Cores (as many as the core&#x27;s slots) to boost that core. In a Shield Core they raise its absorbance too, and with it the share of each hit your shields take (at most 100%). Unequipping or fusing the core returns its cells to the inventory.</p>\n<div class=\"table-wrap\"><table><thead><tr>\n<th>Name</th>\n<th>Rarity</th>\n<th>Capacity Boost</th>\n<th>Recharge Boost</th>\n<th>Absorbance Boost</th>\n<th>Cost</th>\n</tr></thead><tbody>\n<tr>\n<td><strong>Basic Shield Cell</strong></td>\n<td>Shoddy</td>\n<td>+1,000</td>\n<td>+100/s</td>\n<td>+2%</td>\n<td>10,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Advanced Shield Cell</strong></td>\n<td>Common</td>\n<td>+2,500</td>\n<td>+250/s</td>\n<td>+4%</td>\n<td>30,000 Credits</td>\n</tr>\n<tr>\n<td><strong>Elite Shield Cell</strong></td>\n<td>Rare</td>\n<td>+6,000</td>\n<td>+500/s</td>\n<td>+6%</td>\n<td>5,000 Thulium</td>\n</tr>\n</tbody></table></div>",
      "toc": [
        {
          "level": 2,
          "title": "Shield Cores",
          "anchor": "shield-cores"
        },
        {
          "level": 2,
          "title": "Hybrid Generators (Adaptive Cores)",
          "anchor": "hybrid-generators-adaptive-cores"
        },
        {
          "level": 2,
          "title": "Shield Cells",
          "anchor": "shield-cells"
        }
      ],
      "wordCount": 474,
      "readingTime": "2 min read",
      "markdown": "# Shields & Defense\n\nDefensive modules provide shield capacity, absorb damage, and recharge your defenses.\n\n## Shield Cores\n\nEquip shield cores to generate active defensive barriers. Note that heavy shields weigh down your speed.\n\n| Name | Rarity | Capacity | Recharge Rate | Absorbance | Shield % | Speed % | Cell Slots | Special Effect | Cost |\n| :--- | :--- | :---: | :---: | :---: | :---: | :---: | :---: | :--- | :--- |\n| **Light Shield Core** | Shoddy | 10,000 | 333/s | 70% | +5% | -1% | 1 | — | 20,000 Credits |\n| **Basic Shield Core** | Common | 15,000 | 500/s | 80% | +10% | -3% | 2 | Shield Regen +10% | 2,000 Thulium |\n| **Heavy Shield Core** | Rare | 25,000 | 833/s | 85% | +20% | -5% | 3 | Shield Overload | Craftable Only |\n\n---\n\n## Hybrid Generators (Adaptive Cores)\n\nAdaptive cores act as hybrid generators, combining shield and speed capabilities. They accept both Thrusters and Shield Cells in their slots (one module per slot, of either kind). Their Shield and Speed Bonus count like a shield's or an engine's (the four best, times the slot's share). They have no absorbance: they don't change your ship's absorbance, and cells in them add capacity and recharge only. Only shields take a share of a hit, so cells in an Adaptive Core need a shield on the ship too.\n\n| Name | Rarity | Shield Bonus % | Speed Bonus % | Slots | Special Effect | Cost |\n| :--- | :--- | :---: | :---: | :---: | :--- | :--- |\n| **Adaptive Core I** | Shoddy | +5% | +3% | 1 | — | 100,000 Credits |\n| **Adaptive Core II** | Common | +8% | +4% | 2 | — | 4,000 Thulium |\n| **Adaptive Core III** | Rare | +15% | +5% | 3 | Status Cleanse | Craftable Only |\n\n---\n\n## Shield Cells\n\nShield Cells are fitted inside Shield Cores or Adaptive Cores (as many as the core's slots) to boost that core. In a Shield Core they raise its absorbance too, and with it the share of each hit your shields take (at most 100%). Unequipping or fusing the core returns its cells to the inventory.\n\n| Name | Rarity | Capacity Boost | Recharge Boost | Absorbance Boost | Cost |\n| :--- | :--- | :---: | :---: | :---: | :--- |\n| **Basic Shield Cell** | Shoddy | +1,000 | +100/s | +2% | 10,000 Credits |\n| **Advanced Shield Cell** | Common | +2,500 | +250/s | +4% | 30,000 Credits |\n| **Elite Shield Cell** | Rare | +6,000 | +500/s | +6% | 5,000 Thulium |\n"
    }
  }
}