PUBLIC KNOWLEDGE BASEChapter Markdown ↓

MANDRIS / DESIGN REFERENCE

Upgrades and equipment

Every store purchase, combat orb, and weapon drop players can obtain in the reviewed source.

Snapshot: · Source ca26d81327a1

The game may have changed since this snapshot. Routine deployments do not update this reference.

Acquisition and stacking #

Store entries spend personal run credits. Orb entries are found in combat and cannot be bought. Weapon drops give Ratajack and Garmo a new weapon at full strength; they are found, never bought. Ship-specific entries apply only to that hull; prerequisites and maximum ranks are enforced. Each listed price is the cost of that rank, not a cumulative total.

Cooling changes ability cooldowns, not every firing interval or active duration.

ratajack-explosive-rounds · Weapon drop

Explosive Rounds #

Bullet hits cause mini explosions: 30% of bullet damage to other enemies and destructibles within 1.5m. Works with Twin Machine Gun, Third Barrel, Side Cannons, Breach Cannon and Auto Turret. Direct-hit damage stays the same. No extra energy cost or friendly fire; cover blocks splash.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank900 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-third-barrel · Weapon drop

Third Barrel #

An extra forward round accompanies every second primary shot.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-side-cannons · Weapon drop

Side Cannons #

Paired angled rounds accompany every second primary shot.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-auto-turret · Weapon drop

Automatic Turret #

An independent turret tracks nearby air and ground enemies, firing at the cadence of one primary barrel.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-flak-pod · Weapon drop

Flak Pod #

Automatically fires explosive shells at nearby air enemies. Fires three shells per volley.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-breach-cannon · Weapon drop

Breach Cannon #

Fires three heavy rounds with every eighth successful primary shot.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-bomb-bay · Weapon drop

Bomb Bay #

Vector Burst releases falling bombs against ground targets. Releases three bombs per dash.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-flare-mines · Weapon drop

Flare Mines #

Vector Burst scatters missile decoys that explode on interception or expiry. Deploys three flares per dash.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-shrapnel-cluster · Weapon drop

Shrapnel Cluster #

Vector Burst drops a timed aerial mine. Releases sixteen radial fragments.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-salvo-rack · Weapon drop

Expanded Salvo Rack #

Adds two homing air missiles to Rocket Salvo for four total. Volley energy cost stays the same.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-ground-missile-rack · Weapon drop

Ground Missile Rack #

Adds two homing ground missiles to Rocket Salvo. Volley energy cost stays the same.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank800 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-seeker-rack · Weapon drop

Expanded Seeker Rack #

Adds three homing missiles to Vector Burst for five total.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank250 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-buzzsaw · Weapon drop

Buzzsaw Rotary Cannon #

A six-barrel rotary replaces the twin guns. Holding fire spins it up over 0.6s into a dense tracer stream; releasing spins it down. Each round deals 55% primary damage; at full spin it fires 2.5 times as fast. Third Barrel, Side Cannons and Breach Cannon keep their usual timing.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank1500 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-mortar · Weapon drop

Thermobaric Mortar #

Every Rocket Salvo also lobs a canister to your aim point, up to 24m away. It bursts for 26 damage in 4m, then burns for 3s, dealing 16 damage per second to air and ground enemies inside. No extra energy cost.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

ratajack-hive · Weapon drop

Micro-Missile Hive #

Every seven seconds, launches twelve corkscrewing micro-missiles at up to four enemies within 30m. 8 damage each. No extra energy cost.

Availability
PropertyValue
ShipRatajack
CategoryWeapons
Maximum rank1
Prices by rank1200 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-crystal-satellites · Weapon drop

Crystal Satellites #

Two orbiting crystals damage nearby enemies and apply conductive marks for charged lightning.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-arc-reservoir · Weapon drop

Arc Reservoir #

Every three original shards that damage enemies store one charge, up to three. A fully charged lightning hit spends them on extra strikes against surviving chain targets.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank1200 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-prism-drill · Weapon drop

Prism Drill #

Every fifth paid primary burst adds a heavy crystal that pierces four enemies and applies conductive marks. No extra energy cost.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank1500 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-storm-halo · Weapon drop

Storm Halo #

Six crystals circle the hull. Every second the halo arcs to the two nearest enemies within 9m for 7 damage and marks them conductive. No extra energy cost.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank1200 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-prism-splitter · Weapon drop

Prism Splitter #

Every fourth paid primary burst refracts through a muzzle prism into a five-way spectral fan. Each ray deals 10 damage to the first enemy it meets and marks it conductive. No extra energy cost.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

garmo-geode-mines · Weapon drop

Geode Mines #

Seeds a geode behind the ship every five seconds, up to three. An enemy passing within 3m blooms it into crystal spikes: 30 damage in 5m, marking everything hit. Geodes last 12s.

Availability
PropertyValue
ShipGarmo
CategoryWeapons
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/weaponAdditions.ts: WEAPON_ADDITIONS

jivadin-equality-for-all · Store purchase

Equality for All #

While you live, half of incoming damage to any pilot is shared equally among all living pilots, including the target, before their defenses apply. Unlimited range. Multiple copies do not stack; no reduction when alone. Energy drains are not shared.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-impact-dynamo · Store purchase

Impact Dynamo #

Survive a hit to restore 1 energy per 10 incoming base damage before armor mitigation, capped at maximum energy. Includes your share of Equality for All damage. Does not reduce damage or convert blocked hits or energy drains.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-photon-torpedoes · Store purchase

Photon Torpedoes #

Automatically launches a weaving torpedo every 4s after a 2s startup. Targets distant air or ground enemies at 24–64m. Explodes on first contact: 60 damage at the center, falling to 30 at the edge of a 6m blast. No friendly fire or energy cost.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank1200 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-coup-de-grace · Store purchase

Coup de Grâce #

Any successful damage from you executes surviving enemies below 15% hull, including bosses. Applies to all weapons, abilities, torpedoes and explosive scenery you trigger. Executions add no shield restoration.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank1500 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

jivadin-martyrs-aegis · Store purchase

Martyr's Aegis #

When any pilot, including you, drops below 25% hull, a burst from Jivadin fully restores their shields. Once every 30s; works solo.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank900 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-slag-heart · Store purchase

Slag Heart #

Damage your plating and Gravitic Armor absorb heats your core. At 60 heat, your next warp leaves a burning trail between its endpoints for 3s: 24 damage/s and ignition.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank900 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-anvil-landing · Store purchase

Anvil Landing #

Warp arrival blasts stun enemies for 0.6s: no movement or attacks. Bosses and heavies are immune.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank800 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

michen-furnace-pulse · Store purchase

Furnace Pulse #

Releasing Flame Jet after holding it for 1.5s vents a 8m fire ring: 45 damage, instant ignition and knockback on small air enemies. 4s cooldown; no extra energy.

Availability
PropertyValue
ShipMichen
CategoryEffects
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

primary-range · Combat orb

Primary Range Tuning #

+5% base normal primary range per rank. Does not affect ability weapons.

Availability
PropertyValue
ShipAny playable ship
CategoryWeapons
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

armor · Combat orb

Armor Plating #

+0.5 hull armor per rank, up to +2.5. Armor leaves at least 1 damage from a positive hull hit.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

shield-armor · Combat orb

Shield Armor #

+0.5 flat shield damage reduction per rank, up to +2.5. Leaves at least 1 shield damage (smaller hits stay unchanged). Does not reduce hull spillover or armor-bypassing attacks.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

hull · Combat orb

Reinforced Hull #

+5% maximum hull per rank.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

organic-hull · Store purchase

Organic Hull #

Regenerates 0.25 hull per second per rank while flying, even during combat. Requires no energy.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rank125 credits / 200 credits / 275 credits / 350 credits / 425 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

shield · Combat orb

Shield Capacity #

+5% maximum shields per rank.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

shield-recovery · Combat orb

Shield Recovery #

+5% base shield recharge and 5% less base recharge delay per rank.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

energy · Combat orb

Energy Reserves #

+5% maximum energy per rank.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

reactor · Combat orb

Reactor Output #

+5% energy recharge per rank. Active Siege, Auto Turret and Spectre pause passive recharge.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

thrusters · Combat orb

Thruster Tuning #

+5% sideways and forward/backward speed per rank.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

cooling · Combat orb

Ability Cooling #

5% shorter ability cooldowns per rank. Firing rates and active durations stay the same.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank5
Prices by rankFound in combat
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

collector · Store purchase

Salvage Collector #

+75% pickup collection radius. Credits still belong to the collecting pilot.

Availability
PropertyValue
ShipAny playable ship
CategorySystems
Maximum rank1
Prices by rank100 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

jivadin-healing-relay · Store purchase

Healing Relay #

Healing Arc reaches 2 pilots total. Extra jumps ignore distance. Each receives 20 shield/s; the channel costs 40 energy/s.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank600 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

jivadin-hull-restoration · Store purchase

Hull Restoration #

Healing Arc restores shields first, then repairs 5 hull/s per target. Costs 34 energy/s, or 40 energy/s with a relay.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank800 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

jivadin-grand-relay · Store purchase

Grand Relay #

Healing Arc reaches 3 pilots total. Extra jumps ignore distance. Full healing per pilot; 40 energy/s for the whole channel. Requires Healing Relay.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank1500 credits
PrerequisitesHealing Relay

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

twin-lasers · Store purchase

Twin Lasers #

Replaces Auto Turret for this run: two continuous beams, 44m range, 76.8 combined damage/s. Costs 50 energy once, lasts 10s, then 6s cooldown. Turret Calibration carries over.

Availability
PropertyValue
ShipRatajack
CategoryEffects
Maximum rank1
Prices by rank1000 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

salvo-rack · Store purchase

Expanded Salvo Rack #

Adds 1 air missile per rank to Rocket Salvo, up to 5 total. Air missiles home by default. Volley cost remains 60 energy.

Availability
PropertyValue
ShipRatajack
CategoryEffects
Maximum rank2
Prices by rank600 credits / 900 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

ground-missile-rack · Store purchase

Ground Missile Rack #

Adds 1 homing ground missile per rank to every Rocket Salvo, up to 3 total. Volley cost remains 60 energy. Rocket Salvo Calibration applies.

Availability
PropertyValue
ShipRatajack
CategoryEffects
Maximum rank3
Prices by rank800 credits / 1200 credits / 1600 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

seeker-rack · Store purchase

Expanded Seeker Rack #

Adds 1 homing missile per rank to Vector Burst, up to 6 total.

Availability
PropertyValue
ShipRatajack
CategoryEffects
Maximum rank2
Prices by rank250 credits / 400 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG

blessed-capacitors · Store purchase

Blessed Capacitors #

Each Holy Bolt that damages an enemy restores 4 shields to you, once per bolt.

Availability
PropertyValue
ShipJivadin
CategoryEffects
Maximum rank1
Prices by rank250 credits
PrerequisitesNone

Source reference: src/content/upgrades.ts: UPGRADE_CATALOG