Shop
Everything you can buy in the shop: weapons, reactors, Extra modules, drones, ammo and boosts. Plus selling gear and the market.
Bu sayfa henüz çevrilmedi.
The shop is in the launcher. Ships are sold separately, see Ships. Equipment can only be fitted on a base or while you are not in the game.
Weapons
Lasers

QP-0
T1Weakest laser, Photon (48-60 damage per shot). A cheap start; every laser on your ship adds one roll to each volley.
Damage- 111-126

QP-I
T1Basic laser (80-100 damage per shot). Every laser on your ship adds one roll to each volley.
Damage- 167-189

QP-II
T2Improved laser (144-180 damage). The best laser for Q-Credits.
Damage- 241-273

QP-III
T315.000Strong laser (240-300 damage). A full set of QP-III in every laser slot gives +10 % laser damage and a thick beam.
Damage- 324-368

QP-IV
T4not soldThe strongest laser (400-500 damage). Not sold in the shop, drops only from the gold special chest.
Damage- 370-420
Rocket launchers

QR-I
T1Rocket launcher for 3 rockets (150-200 damage per rocket). Key R loads it (1.2 s per rocket), when full it fires a salvo of homing rockets. Needs launcher rockets LR-I or LR-II.
Rocket damage- 370-500
Salvo- 3×
Load per rocket- 1,2 s

QR-II
T2Rocket launcher for 5 rockets (190-250 damage per rocket), loads faster (1 s per rocket). Also carries the strongest LR-III rockets.
Rocket damage- 580-780
Salvo- 5×
Load per rocket- 1 s

QR-III
T324.000The best rocket launcher: a salvo of 8 rockets (230-300 damage per rocket), the fastest loading (0.8 s per rocket) and rocket flight.
Rocket damage- 830-1.120
Salvo- 8×
Load per rocket- 0,8 s
Reactors
Shields

QS-I
T1Basic shield generator: +400 shield capacity and +20 regeneration per second. The shield soaks most of each hit before damage reaches your HP.
Shield capacity- +15.000
Shield regen- +500/s

QS-II
T2Improved shield generator: +800 capacity and +35 regeneration per second.
Shield capacity- +25.000
Shield regen- +1.000/s

QS-III
T320.000The best shield generator: +1,500 capacity and +60 regeneration per second.
Shield capacity- +40.000
Shield regen- +2.000/s
Engines

QE-I
T1Engine: +30 ship speed.
Speed- +5

QE-II
T2Improved engine: +60 ship speed.
Speed- +10

QE-III
T33.000The best engine: +100 ship speed.
Speed- +15
Extra

RB-I
T1Repair bot: repairs 100 HP per second once nobody has hit you for 10 s. Only one works per ship (the strongest).
HP repair- 1.140/s

RB-II
T2Repair bot: 200 HP per second out of combat. Only one works per ship.
HP repair- 1.960/s

RB-III
T318.000The best repair bot: 350 HP per second out of combat. Only one works per ship.
HP repair- 3.270/s

QX-AR
T1Auto rockets: while your lasers fire at a target in range, the ship fires normal rockets (R-I, R-II, R-III) by itself whenever they are ready, no need to press Space. Goes into an Extra slot.

QX-AL
T27.500Auto launcher: the rocket launcher loads by itself and fires the full salvo at the target your lasers shoot at, then waits a moment and loads again. Goes into an Extra slot, needs a QR launcher.

Cloak I
T212.000Cloak I: for 3 s you vanish from everyone else's world and minimap, an escape. Whoever is shooting you right now keeps you, though (use Disengage first). No gate jump while it runs, Cloak II only 10 s after it. 25 uses, then the module falls apart. Extra slot, key F in the game.
Charges- 25

Cloak II
T322.500Cloak II: 60 s of invisibility for scouting, flight 30 % slower (and 3 s after it ends). Your first shot or rocket reveals you, so does an enemy EMP; a gate jump does not end it. Cloak I only 5 s after it. 50 uses. Extra slot, key V.
Charges- 50

Radar RD-1
T215.000Radar: a pulse shows every ship within 12,000 on your minimap for a moment (not cloaked ones; a non-aggression pact shows grey), 10 s cooldown. While equipped it also catches an enemy in Cloak II as a short minimap blip now and then. Permanent Extra module, key X.

EXP-3
T14.500Extra slot expansion: equipped in an Extra slot it gives the ship +3 Extra slots in that config for more modules. One expansion per config; it can be removed once the added slots are free.
Extra slots- +3

EXP-5
T29.000Extra slot expansion: equipped in an Extra slot it gives the ship +5 Extra slots in that config for more modules. One expansion per config; it can be removed once the added slots are free.
Extra slots- +5

EXP-8
T315.000Extra slot expansion: equipped in an Extra slot it gives the ship +8 Extra slots in that config for more modules (repair bot, rocket automation, QX modules). One per config; it can be removed once the added slots are free.
Extra slots- +8
Chest keys

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

Green key
1.250Key to the green special chest (higher maps, better contents).

Purple key
Not soldKey to the purple special chest (high maps, rarer contents).

Gold key
Not soldKey to the gold special chest (CORE). The only source of the strongest QP-IV laser.
Drones
Axen
1 slot · laser or shieldfromDrone with 1 slot (laser or shield). Flies with your ship in formation and its equipment adds to the ship. Each further unit costs more.




Helix
2 slots · laser or shieldfrom 8.000Drone with 2 slots (laser or shield), twice the equipment of an Axen. Each further unit costs more.




Omega-X
3 slots · laser or shield 100 fragments + 15× Exotic MatterElite drone with 3 slots. Not for sale, craft it from 100 Omega fragments (drop from monsters and chests).




Phantom-Z
3 slots · laser or shield 100 fragments + 20× Exotic MatterElite drone with 3 slots. Not for sale, craft it from 100 Phantom fragments (drop from monsters and chests).




Ammo
Laser ammo

QC-I
Basic laser ammo (damage ×1). Each volley uses one round per laser on your ship and drones, no ammo, no fire. Key 1 in the game.
Damage- ×1
Pack- 20

QC-II
15/ 20Laser ammo ×2, double volley damage.
Damage- ×2
Pack- 20

QC-III
30/ 20Laser ammo ×3, triple volley damage.
Damage- ×3
Pack- 20

QC-IV
not soldLaser ammo ×4, quadruple volley damage. The strongest laser ammo.
Damage- ×4
Pack- 20

SC-1
Shield Converter: takes no HP, but drains the target's shield into yours. Useful against heavily shielded ships.
Damage- ×1
Effect- drains shield
Pack- 20

SC-2
20/ 20Stronger Shield Converter: drains 1.5× more shield than SC-1.
Damage- ×1,5
Effect- drains shield
Pack- 20

RAY
60/ 20RAY rapid salvo: ×5 damage, then a 2.5 s cooldown, the lasers do not fire this ammo meanwhile. Fire a salvo, switch to another ammo, come back when the ring on the hex closes.
Damage- ×5
- Cooldown
- 2,5 s
Pack- 20
Rockets

R-I
Normal rocket (1 000-1 500 damage). Fired with Space at your target, no launcher needed. 3 s cooldown.
Damage- 1.000-1.500
Pack- 10

R-II
Stronger normal rocket (2 500-4 500 damage), Space.
Damage- 2.500-4.500
Pack- 10

R-III
40/ 10The strongest normal rocket (5 000-7 500 damage), Space.
Damage- 5.000-7.500
Pack- 10
Launcher rockets

LR-I
Rocket-launcher rocket (launcher damage ×1). Loaded into a QR launcher with R and fired in a salvo. Cannot be fired with Space.
Damage- ×1
Pack- 10

LR-II
Stronger launcher rocket (damage ×1.5).
Damage- ×1,5
Pack- 10

LR-III
40/ 10The strongest launcher rocket (damage ×2.2). Only QR-II and QR-III can carry it.
Damage- ×2,2
Launcher- T2+
Pack- 10
Tactical

EMP
150/ 5EMP: ends Cloak II of enemy ships within firing range (+ a little), never own faction, party, allies or pact; Cloak I cannot be revealed. 15 s cooldown, one unit per use. Key E in the game.
Pack- 5

Disengage
not soldDisengage: everyone (players and monsters) stops attacking you and for 2.5 s nobody can target or select you. Not sold, drops from strong monsters and rewards. Key Q.
Pack- 1
Boosts
Boosters

Shield Booster
1.500Shield booster: +10 % shield capacity for 10 hours. Another unit extends the time.
- Bonus
- +10 %
- Duration
- 10 h

HP Booster
1.500HP booster: +10 % max HP for 10 hours. Another unit extends the time.
- Bonus
- +10 %
- Duration
- 10 h

Damage Booster
1.500Damage booster: +10 % laser and rocket damage for 10 hours.
- Bonus
- +10 %
- Duration
- 10 h

XP Booster
1.000Experience booster: +10 % XP from all rewards for 10 hours.
- Bonus
- +10 %
- Duration
- 10 h

Honor Booster
1.000Honor booster: +10 % honor from rewards for 10 hours (not from PvP).
- Bonus
- +10 %
- Duration
- 10 h

Quantium Booster
1.200+15 % Quantium from killed monsters for 10 hours. Pays off when you farm at least ~800 Quantium per hour.
- Bonus
- +15 %
- Duration
- 10 h
Upgrade boosters
Upgrade booster S
50Upgrade booster: +5 % success chance for one upgrade attempt (Upgrades page).
- Chance
- +5 %
Upgrade booster M
120Upgrade booster: +10 % success chance for one attempt.
- Chance
- +10 %
Upgrade booster L
250Upgrade booster: +15 % success chance for one attempt.
- Chance
- +15 %
Protection booster
400Protection: the item does not break on a failed upgrade. One is used per attempt.
- Chance
- insurance
Selling gear
Free gear (not fitted to any ship) can be sold back in the hangar for 10 % of the shop price, in the same currency. Upgrades are not refunded. Bought drones (Axen, Helix) can be sold the same way.
Group boost
The group boost is bought for Quantium by the hour, and every pilot buys their own. While it runs you get a 5 % bigger share of monster rewards in a party.
Market
Trading between players works only in the game and only on a base. You list an offer for 24, 48 or 72 hours for Q-Credits or Quantium (at least 20). A fee of 5 % is taken from the sale. You can have at most 20 offers at once. Unsold items come back when the offer expires. An upgraded piece keeps its level for the new owner. Omega-X, Phantom-Z, keys and the starter box cannot be traded.
Güncellendi: 11 Ekim 2026
