Endless Space 2 Wiki
Advertisement

Ships are the main units in Endless Space 2.  Ships move in fleets along star-lanes, the white lines connecting systems, and have a limited number of movement points each turn.  Once Baryonic Shielding is researched in Stage 2 of Science and Exploration, ships can move to any discovered system outside of star-lanes, but at a reduced speed.   

Ships are outfitted and upgraded with Modules, which increase the cost of ship production but are necessary for the ships to be effective. More advanced ship designs have greatly increased military power, but are more expensive and require additional Strategic Resources.

This page is more oriented towards the statistical and logistical side of ships, for the page on Fleet military, see Combat.

For the page on Ship modules, see Modules/Weapon, Modules/Defense, Modules/Support and Modules/Squadron.

Fleets Command Points[]

Unfallenprotector

An Unfallen Protector ship above a Planet during a battle

A limited number of ships can be grouped into a single fleet. While a lone ship is technically a fleet, they become more powerful when grouped together. Fleets can engage in Fleet Combat, where they enter into a battle with an enemy fleet.

The number of ships in a fleet is limited to the Empire's max Command Points Command Points, this is by default 4 Command Points, although the initial Tier-1 of Military (always unlocked) gives an additional 1 Command Points, making it 5 Command Points. These can be increased by technologies in the Military tree. Small ships require only 1 Command Points, but larger and more powerful ships will require more.

Movement Movement[]

Every fleet has a maximum amount of Movement Movement they can spend per turn to reach their destinations.

This is by default 2 Movement, although Colony Colonizers and Explorer Explorers have an additional +1 Movement and +2 Movement, respectively. Seeker Seeker Heroes also have an increased +1 Movement on their Ships.

If there are multiple ships with varying amount of Movement in the fleet, the ship with the lowest amount of Movement will be designated as the movement speed for the whole fleet.

When using Probes, the maximum Movement will be decreased proportional to the maximum stock of the probes of the ship. So if you use 1 Probe while have 4 Probe Stock and 4 Movement, it will be decreased by 1 Movement. If you have 7 Movement while the rest stay the same, it will be decreased by 1.75 Movement.

Note that the Movement shown is always rounded down, so it's possible to reach a System and still travel out despite it showing as 0 Movement.

If the fleet in question was intercepted by an enemy (War, Cold-War) fleet using "Guard" action, they would lose all their Movement.

Movement Movement is modified by a variety of factors such as Engines, Heroes leading the Fleet, Faction Traits, Laws, Technology which affect the Movement Ship-wise or Fleet-wise.

Vision and Probes Detection Probe[]

Every fleet has a maximum amount of vision, that is, the range of circle they would see surrounding their areas and how big that circle is. This is by default 0.33? (by rough eye-estimate, equivalent of travelling 0.33 Movement), and is increased by Probes, Heroes and possibly (TODO: What other modifiers?) other stuff.

If there are multiple ships with varying amount of vision, the ship with the highest vision range will provide vision for the entire Fleet. It seems that if there is one ship in the fleet with an Anti-Cloaking module, they can assist the ship with the highest vision range at detecting cloaked fleets regardless if they are the same ship (Todo: Confirm this).

Fleets can probe by clicking on one of the icons on the left and sending it by clicking on a direction, to do so they must be at a system with at least 1 Probe module and 1 Probe available. Probes would also provide a vision extension apart from the fleet, they will travel for 6 Turn (the first turn is automatically used the moment it's sent out) before they no longer provide vision. They have a vision range of 4, and a movement of 6 Movement. Certain Technologies and Heroes can increase the lifespan or vision range of the probes. Probes by default don't have detecting-cloak ability, but Antimatter Channeling and Quadrinix Toroids increase the anti-Cloaking ability to 2 and 3, respectively.

The other notable usage of probes is to use them to Investigate Curiosities.

Fleet Repair Rate Ship Health[]

Fleets with at least one ship that isn't at 100% Ship Health will perform repairs when viable. This appears to be +5%/Turn when stationed at a Neutral system, and +10%/Turn when at a Friendly system.

Some modules, system improvements, heroes and other things increase the fleet repair rate.

Fleets can also be repaired to 100% health at any friendly system instantly, at a significant Dust cost.

Roles Role[]

Each faction has access to the same set of ship Hulls/Roles, but each has slightly different module distributions, may have some bonus/fallacy to the general stats, and completely unique hull names and visual design.

note: currently the bonus/fallacy seems a little weird, as for example the riftborn attacker is calculated from HP with the upgrade, but the defender is calculated without the upgrade.

Explorer Explorer[]

Players start with an Exploration ship.  It is outfitted with an engine, Probes, and a basic weapon.  It has multiple support modules, but limited room for weapon and defense modules. Only Exploration and Hero ships can equip Probe modules.

  • 1,500-2,000 Troop Health Health
  • 50-67 DefenseDefense
  • Base Cost: 50 Industry + 25 Industry per Military stage above stage one
  • Upkeep: 2 Dust Upkeep / Turn
  • Small (1 Command Points)
  • 30 Ship ManpowerCapacity(45 Ship ManpowerCapacity with Machine Bacteria)
  • Bonuses
    • Very Fast: +2 Movement
    • Explorer: +100% Probe Recovery (probes "recharge" twice as fast)

Colonizer Colony[]

Most factions begin with some form of Colonization ship. It is outfitted with an expansion support module, and typically no room for weapon modules. Only Colonization ships can equip colonization modules (and can only equip one at maximum).

If a colony ship launches a colonization probe onto the planet it wants to colonize, the ship will be consumed too, unless it could be recharged.

  • 1,500 Troop Health Health
  • 50 DefenseDefense
  • Base Cost: 50 Industry + 25 Industry per Military stage above stage one
  • Upkeep: 2 Dust Upkeep / Turn
  • Small (1 Command Points)
  • 30 Ship ManpowerCapacity
  • Bonuses
    • Fast: +1 Movement
  • Mechanics may vary heavily between factions, see Colonization
  • Riftborn Riftborn's base cost is increased to 150 Industry.
  • Unfallen Unfallen use Vineship Vineship as substitution; costs 400 Industry.
  • Vodyani Vodyani use Essence Leecher as substitution; uses Essence Essence to build Arks.
  • Vaulters Vaulters use (to add: icon) Argosy as substitution; starts with one and cannot be built.
  • Lumeris Lumeris and Umbral Choir Umbral Choir do not have Colony ships.

Ark Ark[]

Vodyani use Arks instead of outposts, occupying all planets you can on anchored System, their base stats are dependent on their modernization.

  • 10,000-25,000 Troop Health Health
  • 333-833 DefenseDefense
  • Base Cost: 600 Essence +800 Essence per active Ark above the first
  • Upkeep: 1 Dust Upkeep / Turn
  • Ark (4 Command Points)
  • 220-520 Ship ManpowerCapacity

the game incorrectly shows ark as needing 8 CP under size and 8 upkeep

Attacker Attacker[]

Attacker-role ships are unlocked by researching the Empire 2 tech Efficient Shielding.  Their slots tend mostly toward Weapon Modules.

  • 2,000-2,500 Troop Health Health
  • 67-83 DefenseDefense
  • Base Cost: 75 Industry + 37.5 Industry per Military stage above stage one
  • Upkeep: 2 Dust Upkeep / Turn
  • Small (1 Command Points)
  • 80 Ship ManpowerCapacity (120 Ship ManpowerCapacity with Extreme Composites)
  • Bonuses
    • Focus: Focuses fire with the flotilla to quickly eliminate ships
    • Offensive: +10% damage on weapons
  • Priorities
    • Primary Targets: Protector and Coordinator ships
    • Secondary Targets: Carrier Ships

Defender Defender[]

Protector-role ships are unlocked by researching Efficient Shielding in Empire Development Stage Two. Their slots tend mostly toward Defense and Support Modules.

  • 3,500-4,000 Troop Health Health
  • 117-133 DefenseDefense
  • Base Cost: 75 Industry + 37.5 Industry per Military stage above stage one
  • Upkeep: 2 Dust Upkeep / Turn
  • Small (1 Command Points)
  • 80 Ship ManpowerCapacity (120 Ship ManpowerCapacity with Agri Drugs)
  • Bonuses
    • Guardian: Attracts fire from the enemy to protect the other ships
    • Defensive: +10% on Plating and Shields
  • Priorities
    • Primary Target: Attacker and Hunter ships
    • Secondary Target: Protector and Coordinator hips

Hunter Hunter[]

Hunter-role ships are unlocked by researching Applied Cryogenics in Empire Development Stage Three. Their slots tend mostly toward Weapon Modules.

  • 6,000 Troop Health Health
  • 200 DefenseDefense
  • Base Cost: 5 Titanium, 300 Industry + 150 Industry per Military stage above stage two
  • Upkeep: 6 Dust Upkeep / Turn
  • Medium (3 Command Points, Module Multiplier x2)
  • 200 Ship ManpowerCapacity (300 Ship ManpowerCapacity with Low Temperature Construction)
  • Bonuses
    • Focus: Focuses fire with the flotilla to quickly eliminate ships
    • Targeting Systems: +20% damage on weapons
  • Priorities
    • Primary Targets: Protector and Coordinator ships
    • Secondary Targets: Carrier ships

Coordinator Support[]

Coordinator-role ships are unlocked by researching Split-second Ablatives in Empire Development Stage Three

  • 8,500 Troop Health Health
  • 283 DefenseDefense
  • Base Cost: 5 Hyperium, 300 Industry + 150 Industry per Military stage above stage two
  • Medium (3Command Points, Module Multiplier x2)
  • Upkeep: 6 Dust Upkeep / Turn
  • 200 Ship ManpowerCapacity (300 Ship ManpowerCapacity with Dependency Algorithms)
  • Bonuses
    • Guardian: Attracts fire from the enemy to protect the other ships
    • Defensive: +10% on Plating and Shields
  • Priorities
    • Primary Targets: Attacker and Hunter ships
    • Secondary Targets: Protector and Coordinator ships

Carrier Carrier[]

Carrier-role ships are unlocked by researching Liquid Composites in Empire Development Stage Four

  • 14,000 Troop Health Health
  • 467 DefenseDefense
  • Base Cost: 5 Adamantian, 5 Antimatter, 1250 Industry + 625 Industry per Military stage above stage three
  • Upkeep: 12 Dust Upkeep / Turn
  • Large (6 Command Points, Module Multiplier x4)
  • 400 Ship ManpowerCapacity (600 Ship ManpowerCapacity with Far Halo Shipyard)
  • Bonuses
    • Squadron Technicians: +10% Troop Health Health on Squadrons
    • Veteran Pilots: +10% Damage on Squadrons
  • Priorities
    • Primary Targets: Carrier ships
    • Secondary Targets: Attacker and Hunter ships


Behemoth Behemoth[]

(Requires the Supremacy DLC.)

Behemoth ships are identical for all factions. They're massive platforms capable of filling many different roles.

Their technologies are not unlocked at the start of the game; instead, a cooperative quest (Words In Private) will trigger fairly early (Turn 10?) that requires the galaxy to research military technologies. As long as you research at least one for the quest, the Behemoth techs will unlock. The starting Hull technology is in Empire Development level 2 (Behemoth Blueprints), and the rest are scattered around all quadrants of the tech tree.

You can only build a single Behemoth at a time across your entire empire, and by default you can only own a single Behemoth. Every three Behemoth techs you research allows you to build another; each Behemoth C3 Center System Improvement you build also lets you build another, but increases the maintenance cost of all current and future Behemoths significantly (x1.5 Dust Upkeep cost).


Behemoth Types[]

Standard Behemoth Behemoth[]

(initial game set designs give both 'Economical' and 'Scientific' Behemoth design that have different modules, but are otherwise the same)

Military Behemoth Behemoth[]

Has more slots for weaponry than Standard Behemoth, but less Utility slots.

Juggernaut Juggernaut - Specialization unlocked by Juggernaut Blueprints (Military IV)[]

Massive Behemoth Specialized for Fleet annihilation.

Obliterator Obliterator - Specialization unlocked by Obliterator Blueprints (Military IV)[]

Behemoth Specialized to obliterate entire Star Systems and all planets within it.

Citadel Citadel - Specialization unlocked by Citadel Blueprints (Empire Development III)[]

Behemoth Specialized for Star System Defense against Obliterator Obliterators and standard fleets, as well as dramatically improving system defense and production.

Logistics[]

Three types of civilian, or NPC ships may be found moving across Star-lanes in your galaxy. These include automated ships moving food to newly-founded colonies, passengers moving between Spaceports, and ships moving between Trade Companies.

Ships for colonization and passenger transportation function like the Colony Colonizer (they even use the same outview as it, typically looking like a smaller version of the default one), they have +1 Movement movement and is affected by all modifiers that increase the speed of "usual" ships and "civilian" ships. (Todo: Check if trading ships also count as "Civilian" ships)

These ships cannot be manually controlled, and will automatically route across the galaxy. They can, however, be intercepted by enemy military ships who are defending a system. Destroying food and passenger ships denies the empire use of those resources (and grants Dust proportional to Food lost), but destroying trade ships nets the attacker significantly more amounts of Dust.

Fleet Targeting Priorities[]

According to one reddit post, every ships are designated to 3 groups, Carrier, Offense, and Support, and then they target the following ships with the following weights.

Arks count as Carriers for targeting purposes.

Targeting weights for ships
Target Weight Carrier Offense Support
Carrier 20 14 8
Hunter 8 4 12
Attacker 2 1 2
Coordinator 7 16 9
Protector 2 4 2
Hero 2 1 2
Explorer 1 1 1

Ship Level[]

Ship level increases the amount of HP it has, every next level requires more XP to unlock. Base experience is increased by Military tech levels and System Improvements.

The HP bonus does not account for the bonuses/penalties of faction traits, such as +10% for Horatio or -10% for Riftborn and Cravers. However, it is applicable towards modules added on the ships.

Level Health Bonus Experience for next level Total
Rookie 0% 20 0
Rookie II 5% 40 20
Rookie III 10% 60 60
Veteran 15% 80 120
Veteran II 20% 100 200
Veteran III 25% 120 300
Elite 30% 140 420
Elite II 35% 160 560
Elite III 40% 180 720
Legendary 45% 200 (N/A)* 900

*Legendary ships will show 200 xp to the next level, though it's impossible to advance beyond that.

Hull-Upgrade[]

Attacker, Protector, Hunter, Coordinator, and Carrier-role Hulls can be upgraded by researching the relevant facilitating tech in the Empire Development Tree, connected to the tech that unlocked the Hull.  When upgraded, Hulls receive additional module slots, but these slots require additional Strategic Resources

Retreat[]

When a fleet engages or is engaged by an enemy fleet, there is an option to retreat in the lower-right corner. Doing so will automatically route the fleet backwards towards a starlane that connects towards a non-Hostile system, while simultaneously incurring a hefty -60% Troop Health maximum health penalty to all ships in the fleet, destroying those ships with and below the amount of 60% Troop Health (TODO: Check if Hero ships are an exception).

If there are no starlanes at the back available that connects to a non-Hostile System, the entire fleet will be destroyed. This is sometimes warned by the notification on the retreat button.

The Hissho in particular sees retreating as extremely dishonorable, and will incur a significant Keii Keii penalty for doing so.

Guard[]

Fleets with at least one ship that has a Weapon Module can be assigned to "Guard" a system. Doing so prevents enemy fleets from passing through the system to another starlane adjacent by removing all their Movement Movements for 1 turn.

Fleets that are cloaked can bypass the guarding fleet unless they are detected.

In the case of "Guarding" Cold-War opponents systems, this will also cause them to suffer -50% Dust, Science and Influence on the "Guarded" systems. This will also incur a strong negative response from AI opponents.

"Guarding" a system directly adjacent to a cold-war opponent's system, would also incur a negative response from AI.

Refit/Retrofit[]

Ships can be refitted/retrofitted by changing the design of the ship then clicking the icon on the fleet to refit. The ships in question must be in a "Friendly" system (i.e Your own systems, Allied systems, Minor Civilizations with at least a certain relationship level) to be able to do this action.

The cost of refitting a ship has a 30 Dust base with +1 Dust/Industry for every increased Industry cost on the newer designs compared to the current ones, both of these values are adjusted by inflation. They will also require Strategic Resources if the new ones need it (TODO: If previous ship designs have the same strategic resource but the newer ones have more of the same type, would the cost of Strategic Resources decrease?).

If the ships are damaged, they would have to be repaired first before they can be refitted, usually incurring a much bigger Dust cost than otherwise.

Ships By Race[]

Due to hybrid slots, usually (# Slots < Attack + Defense + Support)

Race Class Class Name Name Slots Attack Defense Support Accuracy Squadron Hybrids
Cravers Colonizer Drone Pupa 3 0 0 3 0 0
Cravers Explorer Forager Scavenger 4 2 1 2 0 0 1 Defense/Support
Cravers Explorer+ Forager Scavenger 5 2 1 3 0 0 1 Defense/Support
Cravers Attacker Soldier Slicer 5 2 2 2 0 0 1 Defense/Support
Cravers Attacker+ Soldier Slicer 8 4 3 4 0 0 1 Defense/Support, 1Attack/Defense/Support
Cravers Protector Worker Maurader 5 1 3 2 0 0 1 Defense/Support
Cravers Protector+ Worker Maurader 8 2 4 5 0 0 1 Defense/Support, 1Attack/Defense/Support
Cravers Coordinator Guard Reaper 8 2 3 5 0 2 1 Defense/Support, 1Attack/Squadron/Support, 1Attack/Squadron
Cravers Coordinator+ Guard Reaper 12 3 5 6 1 3 2 Defense/Support, 1Attack/Squadron/Support, 2Attack/Squadron
Cravers Hunter Bishop Butcher 8 4 3 3 0 0 1 Defense/Support, 1 Attack/Support
Cravers Hunter+ Bishop Butcher 11 4 4 5 1 0 2 Defense/Support, 1 Attack/Support
Cravers Carrier Queen Annihilator 10 3 4 5 1 3 1 Defense/Support, 1Attack/Squadron/Support, 1 Attack/Squadron/Defense, 1Attack/Squadron
Cravers Carrier++ Queen Annihilator 15 4 7 7 2 4 Additional: 1 Attack/Defense/Support/Squadron
Hissho Colonizer Roost Broodship 4 0 2 3 0 0
Hissho Explorer Glide Peregrine 5 2 3 2 0 0
Hissho Explorer+ Glide Peregrine 6 2 3 3 0 0
Hissho Attacker Claw Hawk 5 3 2 2 0 0
Hissho Attacker+ Claw Hawk 8 4 3 3 0 0
Hissho Protector Hover Kestrel 5 1 3 4 0 0
Hissho Protector+ Hover Kestrel 8 3 4 5 0 0
Hissho Coordinator Climb Falcon 8 2 4 5 0 2
Hissho Coordinator+ Climb Falcon 11 3 4 6 1 3
Hissho Hunter Strike Kite 7 5 1 4 0 0
Hissho Hunter+ Strike Kite 10 5 3 5 1 0
Hissho Carrier Dive Eagle 10 4 4 3 1 4
Hissho Carrier++ Dive Eagle 15 5 6 6 2 5
Horatio Colonizer Cresce Beautifier 3 0 3 3 0 0
Horatio Explorer Coms Revealer 4 1 3 4 0 0
Horatio Explorer+ Coms Revealer 5 1 3 5 0 0
Horatio Attacker Marchio Weapon 4 2 3 2 0 0
Horatio Attacker+ Marchio Weapon 7 3 6 3 0 0
Horatio Protector Baro Tool 4 1 3 4 0 0
Horatio Protector+ Baro Tool 7 1 5 6 0 0
Horatio Coordinator Archidux Upholder 7 2 4 6 0 2
Horatio Coordinator+ Archidux Upholder 10 3 5 8 1 3
Horatio Hunter Dux Imposer 7 4 5 4 0 0
Horatio Hunter+ Dux Imposer 10 4 7 5 1 0
Horatio Carrier Imperator Exactor 9 3 6 6 1 3
Horatio Carrier++ Imperator Exactor 13 5 8 8 2 5
Lumeris Explorer Arrakyo Caravel 4 2 1 2 0 0
Lumeris Explorer+ Arrakyo Caravel 5 2 1 3 0 0
Lumeris Attacker Velm Brig 5 2 3 1 0 0
Lumeris Attacker+ Velm Brig 9 4 5 3 0 0
Lumeris Protector Drev Junk 6 1 3 3 0 0
Lumeris Protector+ Drev Junk 9 2 5 5 0 0
Lumeris Coordinator Lancellum Schooner 8 2 4 4 0 2
Lumeris Coordinator+ Lancellum Schooner 12 3 6 6 1 3
Lumeris Hunter Omokar Frigate 9 3 5 3 0 0
Lumeris Hunter+ Omokar Frigate 13 4 7 5 1 0
Lumeris Carrier Meos Line 10 3 5 4 1 3
Lumeris Carrier++ Meos Line 15 4 6 7 2 4
Nakalim Colonizer Recitation Petitioner 4 0 1 3 0 0
Nakalim Explorer Salutation Aspirant 5 2 2 2 0 0
Nakalim Explorer+ Salutation Aspirant 6 2 2 3 0 0
Nakalim Attacker Incantation Squire 5 1 3 3 0 0
Nakalim Attacker+ Incantation Squire 8 4 4 4 0 0
Nakalim Protector Invitatory Warden 5 2 3 3 0 0
Nakalim Protector+ Invitatory Warden 8 3 4 6 0 0
Nakalim Coordinator Psalm Seneschal 8 2 3 4 0 1
Nakalim Coordinator+ Psalm Seneschal 11 2 4 6 1 1
Nakalim Hunter Prostration Commander 8 4 3 3 0 0
Nakalim Hunter+ Prostration Commander 11 5 4 4 1 0
Nakalim Carrier Invocation Chancellor 10 4 4 4 1 4
Nakalim Carrier++ Invocation Chancellor 15 6 5 5 2 6
Riftborn Colonizer Irrational Geist 4 0 0 4 0 0
Riftborn Explorer Imaginary Shadow 5 2 0 3 0 0
Riftborn Explorer+ Imaginary Shadow 6 2 0 4 0 0
Riftborn Attacker Natural Phantom 6 4 1 1 0 0
Riftborn Attacker+ Natural Phantom 10 5 4 2 0 0
Riftborn Protector Rational Cipher 6 1 2 3 0 0
Riftborn Protector+ Rational Cipher 10 2 3 5 0 0
Riftborn Coordinator Tetrahedral Wraith 9 1 4 4 0 1
Riftborn Coordinator+ Tetrahedral Wraith 12 1 4 6 1 1
Riftborn Hunter Triangular Spirit 9 7 1 1 0 0
Riftborn Hunter+ Triangular Spirit 12 8 2 1 1 0
Riftborn Carrier Prime Specter 11 3 4 3 1 3
Riftborn Carrier++ Prime Specter 16 5 5 4 2 5
Sophons Colonizer Hecto Incubator 3 0 0 3 0 0
Sophons Explorer Deci Detector 4 2 0 2 0 0
Sophons Explorer+ Deci Detector 5 2 0 3 0 0
Sophons Attacker Kilo Accelerator 6 2 4 1 0 0
Sophons Attacker+ Kilo Accelerator 9 3 6 3 0 0
Sophons Protector Deka Magnet 6 1 2 4 0 0
Sophons Protector+ Deka Magnet 9 2 4 6 0 0
Sophons Coordinator Peta Ring 8 2 5 3 0 2
Sophons Coordinator+ Peta Ring 11 2 6 5 1 2
Sophons Hunter Giga Smasher 8 3 5 2 0 0
Sophons Hunter+ Giga Smasher 11 4 6 4 1 0
Sophons Carrier Yotta Collider 10 4 5 3 1 4
Sophons Carrier++ Yotta Collider 15 6 7 5 2 6
Umbral Choir Explorer Sonata Chord 4 0 2 4 0 0
Umbral Choir Explorer+ Sonata Chord 5 0 2 5 0 0
Umbral Choir Attacker Stanza Slash 5 2 1 2 0 0
Umbral Choir Attacker+ Stanza Slash 8 3 3 4 0 0
Umbral Choir Protector Madrigal Note 5 1 2 3 0 0
Umbral Choir Protector+ Madrigal Note 8 1 4 5 0 0
Umbral Choir Coordinator Epic Echo 8 2 4 4 0 2
Umbral Choir Coordinator+ Epic Echo 11 2 5 5 1 2
Umbral Choir Hunter Sharp Hymn 8 3 2 5 0 0
Umbral Choir Hunter+ Sharp Hymn 11 4 3 5 1 0
Umbral Choir Carrier Cycle Symphony 10 2 4 5 1 2
Umbral Choir Carrier++ Cycle Symphony 15 4 6 7 2 3
Unfallen Colonizer Entwiner Vineship 4 0 2 2 0 0
Unfallen Explorer Heart Questioner 5 1 3 2 0 0
Unfallen Explorer+ Heart Questioner 6 1 3 3 0 0
Unfallen Attacker Thorn Needle 5 2 3 1 0 0
Unfallen Attacker+ Thorn Needle 8 3 5 2 0 0
Unfallen Protector Loam Well 5 1 2 2 0 0
Unfallen Protector+ Loam Well 8 1 5 4 0 0
Unfallen Coordinator Light Lightship 8 2 4 4 0 2
Unfallen Coordinator+ Light Lightship 11 3 5 4 1 3
Unfallen Hunter Fire Fireship 8 3 5 2 0 0
Unfallen Hunter+ Fire Fireship 11 4 6 2 1 0
Unfallen Carrier Forest Hyrcan 9 2 6 2 1 2
Unfallen Carrier++ Forest Hyrcan 15 4 9 4 2 4
United Empire Colonizer Karga Settler 4 1 0 3 0 0
United Empire Explorer Zolya Patrol 5 2 2 2 0 0
United Empire Explorer+ Zolya Patrol 6 2 2 3 0 0
United Empire Attacker Egezrey Corvette 5 3 2 1 0 0
United Empire Attacker+ Egezrey Corvette 8 4 4 2 0 0
United Empire Protector Yeranef Escort 5 1 3 2 0 0
United Empire Protector+ Yeranef Escort 8 1 5 4 0 0
United Empire Coordinator Sheredyn Cruiser 8 3 5 3 0 3
United Empire Coordinator+ Sheredyn Cruiser 11 3 6 5 1 3
United Empire Hunter Sopron Battleship 8 4 4 2 0 0
United Empire Hunter+ Sopron Battleship 11 5 5 3 1 0
United Empire Carrier Zelevas Dreadnought 10 4 5 3 1 4
United Empire Carrier++ Zelevas Dreadnought 15 6 7 4 2 6
Vaulters Colonizer Argosy Argosy 4 0 2 4 0 0
Vaulters Colonizer+ Argosy Argosy 5 0 3 5 0 0
Vaulters Explorer Dart Faering 5 2 1 4 0 0
Vaulters Explorer+ Dart Faering 6 2 1 5 0 0
Vaulters Attacker Arrow Karve 5 2 1 3 0 0
Vaulters Attacker+ Arrow Karve 8 3 3 4 0 0
Vaulters Protector Bolt Knarr 5 1 2 4 0 0
Vaulters Protector+ Bolt Knarr 8 2 3 5 0 0
Vaulters Coordinator Shot Drekar 8 2 3 5 0 2
Vaulters Coordinator+ Shot Drekar 11 3 4 6 1 3
Vaulters Hunter Quarrel Longship 7 3 3 3 0 0
Vaulters Hunter+ Quarrel Longship 11 4 4 5 1 0
Vaulters Carrier Spear Skeld 10 3 3 6 1 3
Vaulters Carrier++ Spear Skeld 15 4 6 8 2 4
Vodyani Colonizer Nayium Leecher 4 1 1 4 0 0
Vodyani Explorer Goaym Wheel 4 2 1 2 0 0
Vodyani Explorer+ Goaym Wheel 5 2 1 3 0 0
Vodyani Attacker Sluaym Gouge 6 2 3 2 0 0
Vodyani Attacker+ Sluaym Gouge 9 3 4 3 0 0
Vodyani Protector Toisam Rack 6 1 3 3 0 0
Vodyani Protector+ Toisam Rack 9 1 5 5 0 0
Vodyani Coordinator Letum Shield 9 3 4 3 0 3
Vodyani Coordinator+ Letum Shield 12 4 4 4 1 4
Vodyani Hunter Jaium Brand 9 3 5 3 0 0
Vodyani Hunter+ Jaium Brand 12 4 6 3 1 0
Vodyani Carrier Ortaam Crusader 10 3 5 5 1 3
Vodyani Carrier++ Ortaam Crusader 15 5 8 7 2 5
Vodyani Ark Ark Ark 7 1 3 4 0 0
Vodyani Ark+ Ark Ark 9 2 4 5 0 1
Vodyani Ark++ Ark Ark 12 3 5 6 0 2
Vodyani Ark+++ Ark Ark 15 4 6 8 1 2
Vodyani Ark++++ Ark Ark 18 5 7 9 2 2
(Average) Colonizer 3.8 0.2 1.3 3.4 0.0 0.0
(Average) Explorer 4.5 1.7 1.6 2.6 0.0 0.0
(Average) Explorer+ 5.5 1.7 1.6 3.6 0.0 0.0
(Average) Attacker 5.2 2.3 2.3 1.8 0.0 0.0
(Average) Attacker+ 8.3 3.6 4.2 3.1 0.0 0.0
(Average) Protector 5.3 1.1 2.6 3.1 0.0 0.0
(Average) Protector+ 8.3 1.8 4.3 5.1 0.0 0.0
(Average) Coordinator 8.1 2.1 3.9 4.2 0.0 2.0
(Average) Coordinator+ 11.3 2.7 4.8 5.6 1.0 2.6
(Average) Hunter 8.0 3.8 3.5 2.9 0.0 0.0
(Average) Hunter+ 11.2 4.6 4.8 3.9 1.0 0.0
(Average) Carrier 9.9 3.2 4.6 4.1 1.0 3.2
(Average) Carrier++ 14.9 4.8 6.7 6.0 2.0 4.8
Advertisement