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Upgrade Module

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Upgrade Module
Upgrade Module
Category Consumable
Type Moderate (C)
Significant (B)
Powerful (A)
Supreme (S)
Upgrade
Release Desolation

Upgrade Modules are consumable products. These are important additions to base technologies and enhance them.

Summary[edit | edit source]

Upgrade Modules can greatly improve properties of the installed technologies in your exosuit, multi-tool, or starship. These can be bought with nanites from technology merchants in space stations. Unwanted modules obtained from other sources (Damaged Machinery, Operations Centres, Crashed Ships, and so on) can be sold to these merchants for nanites to spend on more desirable modules. The prices vary between locations and it can be wise to buy an S-class module in a system offering a cheap supply due to its random property. At 400 nanite cost, 5% can mean around 20.

You will never be able to install all existing modules at the same time. Choose the ones that suit your play style and feel like the most fun for your character. With the right modules, you can be any combination of fast, resilient, and powerful. Technologies do not count as a module and their limit and thus can be used in combination with them.

Mechanics[edit | edit source]

Properties[edit | edit source]

Modules are one-off purchases. You can dismantle them and gain resources, but not reinstall them like technologies. Plan ahead and install modules of the same type next to each other, to benefit from the synergy bonus.

You can only install three of the same module family in each of the base inventory and the technology slots, amounting to a maximum module count of six (3+3) per family.

Upgrade Stat Generation[edit | edit source]

Upgrade modules follow a static progression during module installation, but the generation seed is used for all module families at the same time and changes during the installation of one for all of them. This means the name and stats of a specific upgrade changes whenever any other type of upgrade module is installed, whether it be Exosuit, Starship, or Multi-tool. The new module they change into correlates to their order of installation. The seed is static!

If the game is reloaded, the exact same pool will be offered to the player, no matter the order they install other modules. If an S-class module had 200 ly Hyperdrive Range bonus on the third installation no matter in what order the former modules are installed or their class, if the same S-class module is used third again, it will once again be the 200 ly bonus module even if the name changes. Only if used second or fourth will it change! This is independent of overall mods and stat bonuses currently installed in your inventory. The module pool remains static at all times!

Dismantling a module does not affect the module pool. It will not be rerolled. This guarantees the exact same item when purchased afterwards and can be used to dismantle a lesser module before installing a new one to keep the old synergy after reload.

Quality[edit | edit source]

Each module exists in the typical class order: C < B < A < S.

  • C-class modules, valued at ~65 nanites, often contain upgrades with bad stats. For module types with at least four possible stats, upgrades from these modules will usually have one stat.
  • B-class modules, valued at ~150 nanites, often contain upgrades with mediocre stats. For module types with at least four possible stats, upgrades from these modules will usually have two stats.
  • A-class modules, valued at ~300 nanites, often contain upgrades with good stats. For module types with at least four possible stats, upgrades from these modules will usually have three stats.
  • S-class modules, valued at ~500 nanites, often contain upgrades with very good stats. For module types with at least four possible stats, upgrades from these modules will usually have four stats.

Technology merchants always sell C-class (or B-class, for Exosuit module types lacking a C-class quality) modules for each module type. They also stock a random assortment of higher-class upgrade modules which varies between star systems.

If the player is unlucky, their new A-class module can be worse than their old C-class module, especially for those having only one stat (Starship Shield etc.) due to the low % ranges overlapping the top-tier of lower classes.

Names[edit | edit source]

Names are generated by adding random Prefix (adjective) and Suffix (subsystem name), and have no direct effect on module stats. You can have 2 module with the same name but very different stats depending on the order of installation.

Values[edit | edit source]

No Man's Sky uses a decimal system that always rounds down. So while there might be a hidden 0.1 to 0.9999 in any maximum value of any module, a true 90% can never be reached. Thus all numbers below that are like 89% are all rounded down by the game but effectively are part of the maximum. This does not go for 1/3 which is shown as 33% as 33.333% is still rounded down to 33%. The player notices no difference for absolute non-linear values and numbers based on fractions.

How to Install Modules[edit | edit source]

Press Psbutton.circle.png/KEY.E.png/XBOXBUTTON.X.png (PS4/PC/Xbox) on a module and click on a General or Technology slot to install it. Installing them in general slots comes at the expense of inventory space. For example one can install three movement modules in general slots and three more movement modules in the technology slots and have their cumulative bonus.

Tips[edit | edit source]

When you buy a high-grade module, create a restore point (e.g. get in and out of your starship), then install the module. If it is worse than your bonus target (see bonus stats on the module family pages), reload the game and buy a cheap C-class module. Install it and dismantle it immediately. Your module pool now is rerolled and the former useless item might be useful now. Then repeat the above procedure until you get module stats you are happy with. This way you can prevent wasting huge amounts of nanites by sacrificing low grade modules. Just remember that the module order is static, so reloading to change it won't work. The installation order has to be mixed up.

Available Module Types[edit | edit source]

Tech Layout - 1. Exosuit

Exosuit Modules:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
.

C

Life Support Keeps the player alive and provides power for movement
Oxygen Recycler Increases life support capacity by 10%
A Oxygen Rerouter Uses Life Support system as an emergency oxygen supply
.

B

.

.

.

.

Hazard Protection Protects from extreme temperatures, radiation & toxicity
Shield Lattice Increases Hazard Protection's protection duration
Toxic Suppressant Supplements Hazard Protection in toxic environments
Radiation Defense Supplements Hazard Protection in radioactive environments
Thermic Layer Supplements Hazard Protection in cold environments
Coolant Network Supplements Hazard Protection in hot environments
.

S

A

A

B

Jetpack Allows a player to temporarily fly
Airburst Engine Allows a player to recharge exosuit jetpack while airborne
Rocket Boots Enables advanced Jetpack functionality
Efficient Water Jets Uses jetpack for faster underwater travel than swimming
Neural Stimulator Increases running distance and Jetpack flight time
B Aeration Membrane Adds a secondary oxygen supply which can be recharged
S

A

B

C

Advanced Translator Temporarily translates 3 words in each interaction
Superior Translator Temporarily translates 2 words in each interaction
Simple Translator Temporarily translates 1 word in each interaction
Artemis Translator 1 word in each interaction created during the Artemis Path
Haz-Mat Gauntlet Required to harvest some substances, e.g. flowers
Personal Refiner Single item refiner that you carry with you at all times
Star Seed Reward for finishing the Atlas Path. Grants a boost to health
Remembrance Reward for finishing the Artemis Path.
Grants a boost to health & grants access to Remembrance Terminals

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Life Support B 1-2

A/S 2

Life Support Tanks n/a 5 20 20 50 50 100
Solar Panel Power 0 10 0 25 25 50
Movement Always Jetpack Tanks 100 150 100 150 150 200 200 225
Initial Boost Power n/a 0 5 0 5 5 10
C 0-1

B 0-2

A 1-2

S 2

Fuel Efficiency 5 10 10 15 10 20 10 20
Sprint Recovery Time 0 10 10 20 20 30 30 50
Recharge Rate 0 5 5 10 10 15 15 25
Sprint Distance 10 20 10 30 20 50 40 50
Shield Module C/B 1-2

A/S 2

Core Health 20 (shows as 33)
Shield Strength 90 95 85 90 80 90 80 90
Toxic Protection Always Toxic Protection n/a 180 265 200 265 220 265
Radiation Protection Always Radiation Protection n/a 180 265 200 265 220 265
Heat Protection Stats

show

wrong

Heat Protection n/a 180 265 200 265 220 265
Cold Protection Cold Protection n/a 180 265 200 265 220 265
Underwater Protection Oxygen Tank n/a 180 265 200 265 220 265

Please add new modules directly to Life Support Upgrade; Movement System Upgrade; Defence Systems Upgrade.

Tech Layout - 2. Starship

Star-ship Modules:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
.

S

B

Launch Thruster Required for landing and lift-off
Launch System Recharger Recharges LT at 4% per minute
Efficient Thrusters Launch cost -20%
.

S

A

A

Pulse Engine Powers all in-system flight
Sub-Light Amplifier Increases pulse engine speed
Instability Drive Increases fuel efficiency
Photonix Core +25% Power, +15% Boost, +11% Maneuverability
.

C

Deflector Shield Energy shield that protects spacecraft
Ablative Armour +7% Shield Strength
.

S

A

A

B

Hyperdrive Travel to Yellow Systems
Indium Drive Travel to Yellow, Red, Green & Blue Systems
Emeril Drive Travel to Yellow, Red & Green Systems
Emergency Warp Unit Allows escape from combat by warping
Cadmium Drive Travel to Yellow & Red Systems
.

C

Photon Cannon Rate: 7 shots/sec / Overheat: 5.6s / Cooldown: 4s
Non-Linear Optics +21% Heat Dispersion
.

B

Phase Beam Spacefaring beam weapon and asteroid mining tool
Fourier De-Limiter +11% Heat Dispersion
.

B

Positron Ejector 20 shot, wide cone of destruction, lacks range
Fragment Supercharger +20% Accuracy / +25% Range
.

B

Infra-Knife Accelerator Rapid sequences of fire.
Q-Resonator Changes 2 shot to 3 shot per volley, increasing Dmg
.

B

Cyclotron Ballista Large concentrated ball of charged particles
Dyson Pump +11% Heat Dispersion
.

B

Rocket Launcher Highly destructive weapon
Large Rocket Tubes +20% Heat Recovery
Teleport Receiver Increases material teleport range from 50u to 150u
Economy Scanner Grants ability to check a system's economy details
Conflict Scanner Grants ability to check a system's Conflict Level

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Pulse Engine C 1-2

B 2

A 2-3

S 3

Fuel Efficiency 5 10 10 15 15 20 20
Maneuverability 0 5 0 10 5 12 5 12
Boost 0 5 5 10 5 15 10 15
Deflector Shield Always Shield Strength 10 20 10 20 20 30 30 or 40
Hyperdrive C/B 1

A/S 2

Warp Cell Efficiency n/a n/a 100 100
Hyperdrive Range 50 100 100 150 150 200 200 250
Photon Cannon

(Damage Stats don't

appear as they should)

C/B 1-2

A 2-3

S 3

Fire Rate 0 1 1 2 2 3 3
Heat Dispersion 0 1 1 2 2 3 3
Damage 8 16 12 20 16 24 20 (6) 28 (8)
Phase Beam

(Damage Stats don't

appear as they should)

C/B 1-2

A/S 2

Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
Positron

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 5 10 10 14 14 15 15
Heat Dispersion 1 5 5 10 10 15 15
Damage 2 6 4 10 8 10 10 (3)
Infra-Knife

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 1 5 1 5 5 10 5 10
Heat Dispersion 1 3 3 5 5 7 7 9
Damage 2 6 4 10 8 12 10 (6) 12 (7)
Cyclotron

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Fire Rate 1 5 1 5 5 10 10 15
Heat Dispersion 10 20 20 25 25 30 30 35
Damage 2 6 4 10 8 12 10 12

Please add new modules directly to Pulse Engine Upgrade; Hyperdrive Upgrade; Deflector Shield Upgrade;

Photon Cannon Upgrade; Phase Beam Upgrade; Positron Ejector Upgrade; Infra-Knife Accelerator Upgrade; Cyclotron Ballista Upgrade.

Tech Layout - 3. Bioship

Living-ship Modules:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Neural Assembly Vertical Take-off System
Pulsing Heart Starship Flight Booster
Singularity Cortex Lightspeed Warp Drive
Scream Suppressor Spacecraft Hull Protection
Grafted Eyes Spacecraft Laser Device
Spewing Vents Spacecraft Projectile Weapon

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Neural Assembly Always Launch Cost 5 10 10 15 15 20 20
Automatic Recharging No Yes
Pulsing Heart 1-2 Fuel Efficiency 5 10 10 15 15 20 20
Maneuverability 0 5 0 10 5 12 5 12
Boost 0 5 5 10 5 15 10 15
Always Teleport Receiver Activated (Hidden)
Singularity Cortex Always Hyperdrive Range 50 100 100 150 150 200 200 250
Possible Warp Cell Efficiency 100 100
Always Hyperdrive Scramble Activated (Hidden)
Scream Suppressor Always Shield Strength 0.05 0.1 0.05 0.1 0.1 0.2 0.2 (30)
Scan Activated (Hidden)
Grafted Eyes

(Damage Stats don't

appear as they should)

1-2 Heat Dispersion 10 35 35 55 55 75 75 95
Damage 30 40 40 50 50 60 60 (24) 70 (27)
Spewing Vents

(Stats don't appear

as they should)

1-2 Fire Rate 0 1 1 2 2 2.1 (3)
Heat Dispersion 0 1 1 2 2 3 1900 2700 (3)
Damage 8 16 12 20 16 24 20 (6) 28 (8)
Tech Layout - 4. Multi-Tools

Multi-Tool Modules:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Analysis Visor Allows you to scan your environment
A Survey Device Allows you to search for hotspots
.

B

Scanner Highlights a selection of resources within its scan radius
Waveform Recycler -20% Recharge Time / +11% Scan Radius
.

S

A

C

Mining Beam Fires an intense laser beam at its target. Used for mining
Optical Drill +50% to mined resources
Advanced Mining Laser Enables mining of larger rocks / +11% Mining Speed
Plasma Resonator +6% Mining Speed / +5% Heat Dispersion
.

A

C

C

Boltcaster Assault rifle
Boltcaster Ricochet Makes bullets bounce
Barrel Ioniser +31% Accuracy
Boltcaster SM +1% Damage / +21% Fire Rate / +8.0 Clip Size
.

C

Blaze Javelin Charged energy weapon. Longer hold = more power
Mass Accelerator +20% Damage
.

A

C

Pulse Spitter Machine Gun
Pulse Spitter Ricochet Makes bullets bounce
Amplified Cartridges +20.0 Clip Size
.

C

Scatter Blaster Shotgun
Shell Greaser -11% Reload Time
Incinerator Flamethrower
Solar Ray Mines deposits for Liquid Sun
Animus Beam Good against Fauna. Gives Fragmented Qualia
Terrain Manipulator Add, remove, restore or flatten terrain
Plasma Launcher Grenade
Geology Cannon Grenade that damages the ground
Combat Scope Allows you to zoom
Personal Forcefield A temporary forcefield

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Scanner C 1-2

B 2

A 2-3

S 3

Scan Radius 5 10 10 20 20 30 30 40
Flora Scanned 1000 2000 2500 5000 5000 9999 6500 9999
Fauna Scanned 1000 2000 2500 5000 5000 9999 6500 9999
Mining Beam C 1-2

B 2-3

A 3-4

S 4

Mining Speed 5 10 5 15 10 20 15 20
Fuel Efficiency 0 10 10 15 15 20 20
Heat Dispersion 5 15 15 20 20 40 40 50
Overheat Downtime 5 10 10 15 10 15 15 20
Boltcaster

(Needs Testing

Desolation)

C 1-2

B 2-3

A 3-4

S 4

Damage 1 1 2 2 3 3 4
Reload Time 5 10 10 15 10 20 10 20
Fire Rate 0 10 5 10 10 15 10 15
Burst Cooldown 15
Shots Per Burst 1.2 1.4
Clip Size 2 4 6 8
Blaze Javelin C 1

B 1-2

A 2

S 2

Damage 30-40 (1) 40-50 (2) 50-60 (3) 60-75 (4)
Time To Full Power 5 10 10 15 10 20 10 20
Pulse Spitter

(Needs Testing

Desolation)

C 1-2

B 2-3

A 3-4

S 4

Damage 1 1 2 1 3 2 (6) 3 (9)
Reload Time n/a 0 10 0 10 5 10
Fire Rate 0 10 0 10 5 10 10 15
Clip Size 12 12 12 12
Scatter Blaster C 1-2

B 2-3

A 3-4

S 4

Damage 1 1 3 2 4 3 5
Reload Time 5 10 10 15 15 20 20 25
Fire Rate n/a 0 5 5 10 10 15
Clip Size n/a 8 8 8
Plasma Launcher C 1-2

B 1-3

A 2-3

S 3

Damage 10 20 20 30 30 40 35 40
Explosion Radius 0 5 5 10 5 10 10 15
Projectile Velocity 100 200 100 300 100 300 200 300
Bounce Potential 1 1 2 2 3 3
Geology Cannon C 1

B 1-2

A 1-2

S 2

Damage 10 20 20 30 30 40 35 40
Explosion Radius 10 20 20 30 30 50 40 50
Projectile Velocity 100 200 100 300 100 300 200 300

Please add new modules directly to Mining Beam Upgrade; Analysis Visor Upgrade; Boltcaster Upgrade; Plasma Launcher Upgrade; Geology Cannon Upgrade; Blaze Javelin Upgrade; Scatter Blaster Upgrade; Pulse Spitter Upgrade.

Tech Layout - 5. Exocraft

Exocraft Modules:[edit | edit source]

Exocraft modules can be purchased from the Exocraft Technician (requires a built Exocraft Terminal) as well as from any space station marketplace.

Exocraft - Roamer / Colossus / Nomad / Pilgrim:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Fusion Engine Engine
Icarus Fuel System Generates energy during daylight hours
E.Acceleration Module Allows short bursts of speed
.

A

E.Mining Laser Mining Laser with no overheat
E.Mining Laser Sigma Ability to harvest tough minerals / +20% Mining Laser Power
E.Mounted Cannon Lobs explosives toward targets
.

A

B

E.Signal Booster Finds Resource Deposits & Depots / +100% Scan
E.Signal Booster Tau Finds Ruins & Monoliths / +100% Scan
E. Advanced Signal Booster Finds Abandoned Buildings & Drop Pods / +100% Scan
A

A

A

Drift Suspension Drift / +200% Forwards Grip / -34% Angular Grip
Grip Boost Suspension Sharp Turns / -50% Forwards Grip / +110% Angular Grip
Hi-Slide Suspension Slide / -50% Forwards Grip / -34% Angular Grip
Air Filtration Unit Protects against Toxic environments
Neutron Shielding Protects against Radioactive environments
Megawatt Heater Protects against Cold environments
Thermal Buffer Protects against Hot environments

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Engine C 1

B/A 1-2

S 2

Top Speed 1 3 3 8 8 15 10 15
Fuel Usage 1 5 5 10 10 15 15 20
Boost C 1

B/A 1-2

S 2

Boost Power 10 20 20 35 35 55 55 70
Tank Size 10 20 15 30 30 50 50 60
Laser

(Laser Power

needs testing)

C 1

B/A 1-2

S 2

Laser Power 5 10 10 20 20 30 30 50
Laser Efficiency 1 5 5 10 10 15 15 20
Cannon

(Damage Stats don't

appear as they should)

C 1-2

B 2-3

A/S 3

Damage 5 10 10 20 20 30 30 (12) 40 (17)
Rate Of Fire 1 5 5 10 10 15 15 20 (21)
Weapon Efficiency 1 5 5 10 10 15 15 20

Please add new modules directly to Exocraft Mounted Cannon Upgrade; Exocraft Mining Laser Upgrade; Exocraft Acceleration Module Upgrade; Fusion Engine Upgrade

Exocraft - Minotaur:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
Daedalus Engine Engine
Self-Greasing Servos Significantly reduces fuel burn in the engine
Icarus Fuel System Generates energy during daylight hours
Ariadne's Flame Jet thrusters
.

A

Minotaur Laser Mining Laser with no overheat
Precision Minotaur Laser Ability to harvest tough minerals / +20% Mining Laser Power
Minotaur Cannon Lobs explosives toward targets
Minotaur Bore Terrain Manipulator for the Minotaur
Minotaur Radar Array Scans for nearby minerals & buildings
Environment Control Unit Protects against all hostile environments

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module Name Stats

Drawn

Module Improves C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Engine B 1

A 1-2

S 2

Boost Tank Size n/a 10 15 15 25 25 30
Fuel Usage 5 10 10 15 15 20
Laser B 1-2

A 1-2

S 2

Laser Power n/a 10 20 20 30 30 40
Laser Efficiency 5 (95) 10 (90) 10 (90) 15 (85) 15 (85) 20 (80)
Cannon B 2-3

A 3

S 3

Damage n/a 10 20 20 30 30 40
Rate Of Fire 5 10 10 15 15 20
Weapon Efficiency 5 10 10 15 15 20

Please add new modules directly to Minotaur Engine Upgrade; Minotaur Laser Upgrade; Minotaur Cannon Upgrade.

Exocraft - Nautilon:[edit | edit source]

Technology Blueprints:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Technology / Upgrade Effect
.

C

Humboldt Drive A thermally-efficient, inversion-proof reactor engine
Osmotic Generator Fuel Efficiency +20%
Tethys Beam Submarine Mining Laser
Nautilon Cannon Lobs explosive projectiles
High Power Sonar Scans for nearby minerals & points of interest

Upgrade Modules:[edit | edit source]

Info & pictures provided by Craig Mark of facebook.com/groups/NMSResources
Module Name Stats

Drawn

Module Improves C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Humbolt Drive C 1

B 1-2

A 2-3

S 3

Top Speed 1 3 3 8 8 15 10 15
Fuel Usage 1 5 5 10 10 15 15 20
Acceleration 10 20 20 35 35 55 55 70
Nautilon Cannon

(Damage Stats don't appear as they should)

C 1

B/A 1-2

S 2

Damage 5 10 10 20 20 30 30 (13) 40 (18)
Rate Of Fire 1 5 5 10 10 15 15 20

Please add new modules directly to Humboldt Drive Upgrade; Nautilon Cannon Upgrade;

Tech Layout -6. Freighter

Freighter:[edit | edit source]

Technology Blueprints:[edit | edit source]

Technology / Upgrade Effect
Hyperdrive +100 ly Travel to Yellow Systems
Warp Core Resonator +200 ly
Plasmatic Warp Injector +300 ly
Reality De-threader +800 ly
Amplified Warp Shielding +50 ly Travel to Yellow & Red Systems
Chromatic Warp Shielding +50 ly Travel to Yellow, Red & Green Systems
Temporal Warp Computer +50 ly Travel to Yellow, Red, Green & Blue Systems
Matter Beam Send & receive products & substances to exosuit over a long distance

Upgrade Modules:[edit | edit source]

Module

Name

Stats

Drawn

Module

Improves

C-Class B-Class A-Class S-Class
Min Max Min Max Min Max Min Max
Hyperdrive Always Hyperdrive Range 50 100 100 150 150 200 200 250
Fuel Unit Always Fuel Efficiency 2 5 6 10 11 15 16 20
Beacon Always Fleet Speed 2 2 6 6 11 11 15 15
Combat Unit Always Fleet Combat 2 2 6 6 11 11 15 15
Exploration Unit Always Fleet Exploration 2 2 6 6 11 11 15 15
Mining Unit Always Fleet Mining 2 2 6 6 11 11 15 15
Trade Unit Always Fleet Trade 2 2 6 6 11 11 15 15


Frigate Modules[edit | edit source]

Frigates can equip special Modules that are used up during the mission and give a bonus. Up to three can be equipped on each expedition.


Min-Max Stats on S-Class Upgrade Modules[edit | edit source]

Graphics & information provided with permission of Craig Mark of NMSResources

Video[edit | edit source]

Release history[edit | edit source]