Ship Weapons are installed on hulls to grant offensive or defensive capability to attack bases and ships.
Note: Weapon research time varies from the weapon that is being replaced or added to the ship.
A circle on the hull of a ship means above water weapons only can be placed on it. Green/Yellow means the slot is available for either above water or torpedoes.
Overview
There are currently 4 Weapon Tech Categories:
- Researchable Weapons
- Forsaken Blueprint Weapons
- Draconian Blueprint Weapons
- Reaver Blueprint Weapons
And there are currently 6 Weapon Type Categories:
For more info on Weapon Types, see below.
Information on Weapon Type Categories
Ballistic
If you intend to use Ballistic weapons to fight fleets then the first unlocked weapon type usually are Thud Cannons. They have the most range of any cannon type.
Auto-loader and Hardened Barrels improve the rate of fire and the range of these weapons respectively, while the special Layered Armor provides extra protection against ballistic weapons, by reducing the amount of damage dealt relative to the level of special applied. Thrusters increase your evasion reducing the chances of a ballistic based weapon actually hitting your ship.
- Researchable Ballistic Weapons
- Forsaken Blueprint Ballistic Weapons
- Draconian Blueprint Ballistic Weapons
- Reaver Blueprint Ballistic Weapons
Penetrating
Penetrating weapons are missiles and rockets used to "penetrate" enemy targets. They penetrate armor.
Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy of missiles and retargeting allow missiles to hit the next target automatically even if ship is underwater (base defense fleet excluded) while Solid Fuel Booster (SFB) increases the range up to as much as 93 on the Cutlass missiles. Meanwhile the specials Reactive Armor and Guidance Scrambler provide extra protection against them.
Penetrating
Penetrating refers to all missiles in the game, regardless of Draconian or Forsaken technology. Enhanced Warhead increases weapon damage and Laser Targeting increases accuracy while the specials Reactive Armor and Guidance Scrambler provide extra protection against them.
- Researchable Penetrating Weapons
- Forsaken Blueprint Penetrating Weapons
- Draconian Blueprint Penetrating Weapons
Explosive
Best used for attacking bases or targets that are slow moving because their long projectile flight time after firing can give the target the ability to move out of splash range.
These weapons do not have an accuracy rating so are unaffected by a ships evade. Instead they land within the weapon's spread. This means weapons with a lower spread are more likely to have their shell land on the target so specials like Electronic Range Finder help them hit more accurately. some prefer a high spread so mortars will have the opportunity to land on targets that would otherwise be out of range.
The damage of the weapon radiates from the point of impact to the limit of the weapon's splash. This means specials like Highly Explosive Shells increases the area in which the weapon will do damage. Splash is useful to hit adjacent or stacked targets. Splash 4 is the width of one wall.
- Researchable Explosive Weapons
- Forsaken Blueprint Explosive Weapons
- Draconian Blueprint Explosive Weapons
- Reaver Blueprint Explosive Weapons
Concussive
Underwater projectiles can only be mounted in underwater/hybrid weapon-slots where they are allowed by the blueprint. Concussive Warheads and concussive upgrade are special that increase damage of underwater projectiles.
- Researchable Concussive Weapons
- Forsaken Blueprint Concussive Weapons
- Draconian Blueprint Concussive Weapons
Anti-Explosive
These are designed to shoot down incoming mortar attacks in order to protect your ships.
Anti-Penetrating
These are designed to shoot down incoming missile attacks in order to protect your ships.
Researchable Weapons
These ship weapons can be researched in the Weapons Lab.
Ballistic
Thud Cannon
Thud Cannon | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 0 - 49 | 0 - 49 | 0 - 49 | 0 - 49 |
Damage | 14 | 30 | 68 | 150 |
Building Damage | 24 | 52 | 119 | 262 |
Accuracy | 100% | 90% | 80% | 70% |
Reload Time | 2.0s | 2.5s | 3.0s | 3.5s |
D * A / RT | 7.0 | 10.8 | 18.1 | 30 |
D * A / RT (Buildings) | 12.0 | 18.7 | 31.7 | 52.4 |
Type | Ballistic | Ballistic | Ballistic | Ballistic |
Weight | 4 ton | 9 ton | 24 ton | 62 ton |
Research | ||||
Research Requirements | Start | None | Thud II |
Weapons Lab 2 Thud lll |
Research Time | - | 1m 20s | 4m | 20m |
Research Oil | - | 7,188 | 17,969 | 44,922 |
Research Metal | - | 4,600 | 9,200 | 18,400 |
Research Energy | - | 4,600 | 9,200 | 18,400 |
Research Zynthium | - | 3,522 | 6,163 | 10,786 |
Build | ||||
Build Time | 5s | 20s | 4m | 10m |
Build Oil | 719 | 1,797 | 4,492 | 11,230 |
Build Metal | 575 | 1,150 | 2,300 | 4,600 |
Build Energy | 575 | 1,150 | 2,300 | 4,600 |
Build Zynthium | 503 | 880 | 1,541 | 2,696 |
Ripper Cannon
Focusing more on a sequel to the Thud Cannon, the Ripper Cannon focuses on getting in fast and dealing damage. The range is limited on Ripper Cannons, forcing them to get closer to the enemy to attack. They are described as "twin barrelled rapid fire cannons".
Ripper Cannon | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 0 - 38 | 0 - 38 | 0 - 38 | 0 - 38 |
Damage | 40 | 72 | 130 | 234 |
Building Damage | 70 | 126 | 227 | 409 |
Salvo | 3 | 3 | 3 | 3 |
Accuracy | 90% | 80% | 70% | 60% |
Reload Time | 1.5s | 1.5s | 1.5s | 1.5s |
D * A / RT | 24.0 | 38.4 | 60.7 | 93.6 |
D * A / RT (Buildings) | 42.0 | 67.2 | 105.9 | 163.6 |
Type | Ballistic | Ballistic | Ballistic | Ballistic |
Weight | 18 ton | 43 ton | 104 ton | 249 ton |
Research | ||||
Research Requirements | Weapon Lab 6 | |||
Research Time | 2h 23m | 7h 10m | 21h 30m | 2d 16h 30m |
Research Oil | 62,500 | 312,000 | 1,562,000 | 7,812,500 |
Research Metal | 50,000 | 200,000 | 800,000 | 3,200,000 |
Research Energy | 50,000 | 200,000 | 800,000 | 3,200,000 |
Research Zynthium | 43,750 | 153,125 | 535,938 | 1,875,781 |
Build | ||||
Build Time | 14m 20s | 43m | 2h 9m | 6h 27m |
Build Oil | 10,417 | 52,083 | 260,417 | 1,302,083 |
Build Metal | 8,333 | 33,333 | 133,333 | 533,333 |
Build Energy | 8,333 | 33,333 | 133,333 | 533,333 |
Build Zynthium | 7,292 | 25,521 | 89.323 | 312,630 |
Penetrating
Rapier Missiles
The second unlocked weapon type, they are simply described as "heat-seeking missiles".
They are the first weapons with a minimum range, meaning the weapon cannot fire at any enemy closer than 30.
Rapiers are of little to no use against typical foes as most players prefer using the Cutlass missiles.
Rapier Missiles | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 30 - 58 | 30 - 58 | 30 - 58 | 30 - 58 |
Damage | 24 | 42 | 72 | 122 |
Accuracy | 100% | 80% | 66% | 50% |
Reload Time | 3.0s | 4.0s | 5.0s | 6.0s |
D * A / RT | 8.0 | 8.4 | 9.5 | 10.2 |
Type | Penetrating | Penetrating | Penetrating | Penetrating |
Weight | 30 ton | 69 ton | 159 ton | 365 ton |
Research | ||||
Research Requirements | Weapon Lab ? | Weapon Lab ? | Weapon Lab ? | Weapon Lab 4 |
Research Time | - | 1h 41m | 5h 03m | |
Research Oil | - | 275,000 | 1,375,000 | |
Research Metal | - | 140,800 | 563,200 | |
Research Energy | - | 140,800 | 563,200 | |
Research Zynthium | - | 94,325 | 330,138 | |
Build | ||||
Build Time | 51s | 3m 22s | 10m 6s | 30m 18s |
Build Oil | 2,200 | 11,000 | 55,000 | 275,000 |
Build Metal | 1,760 | 7,040 | 28,160 | 112,640 |
Build Energy | 1,760 | 7,040 | 28,160 | 112,640 |
Build Zynthium | 1,540 | 5,390 | 18,865 | 66,028 |
Cutlass Missiles
The Cutlass Missiles are the heavy-duty counterpart to the Rapier Missiles . With much the same stat gradients, the tactic of Cutlass Missiles , they "pack a heavy punch and can put a dent in most hulls". Their range can be increased by Solid Fuel Boosters with 10%, 19% and 30% to 38.5 to 79, 41.6 to 86 and 45.5 to 93.6 with SFB I, II or III, respectively. This makes it potentially one of the longest ranged weapons for a fleet. Their accuracy can be increased with Laser Targeting with 20%, 40% and 60% with Laser Targeting I, II and III.
Cutlass Missiles | level I | level II | level III | level IV |
---|---|---|---|---|
Range | 35 - 72 | 35 - 72 | 35 - 72 | 35 - 72 |
Damage | 60 | 104 | 178 | 305 |
Accuracy | 80% | 70% | 66% | 50% |
Reload Time | 5 | 6 | 7 | 8 |
D * A / RT | 9.60 | 12.13 | 16.78 | 19.06 |
Type | Penetrating | Penetrating | Penetrating | Penetrating |
Weight | 70 ton | 161 ton | 370 ton | 852 ton |
Research | ||||
Research Time | 6h 56m | 20 h 50 m | 2d 14h 30m | 7d 19h 30m |
Research Requirements | Weapon Lab 5 | Weapon Lab 6 | Weapon Lab 7 |
Weapon Lab 8 |
Research Oil | 264,450 | 1,084,245 | 4,445,405 | 18,226,158 |
Research Metal | 258,000 | 1,032,000 | 4,128,000 | 16,512,000 |
Research Energy | 258,000 | 1,032,000 | 4,128,000 | 16,512,000 |
Research Zynthium | 225,750 | 790,125 | 2,765,438 | 9,679,031 |
Build | ||||
Build Time | 41m 40s | 2h 5m | 6h 15m |
18h 45m |
Build Oil | 44,075 | 180,708 | 740,901 | 3,037,693 |
Build Metal | 28,667 | 114,667 | 458,667 | 1,834,667 |
Build Energy | 36,857 | 147,429 | 589,714 | 2,358,857 |
Build Zynthium | 56,438 | 197,531 | 691,359 | 2,419,758 |
Explosive
Diplomat Mortar
The third unlocked weapon type, Diplomat Mortars are very slow to fire, but have a very high damage to weight ratio. Best described as 'one shot only', it's unlikely a Diplomat Mortar will get in many shots before the end of a battle. They are described as "high-arching explosive mortars". They are probably best used while the enemy is in pursuit and you are "running away," also known as "kiting".
Diplomat Mortar | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 40 - 76 | 40 - 76 | 40 - 76 | 40 - 76 |
Damage | 100 | 146 | 210 | 304 |
Building Damage | 75 | 109 | 157 | 228 |
Reload Time | 6.0s | 6.0s | 6.0s | 6.0s |
D / RT | 16.7 | 24.2 | 35 | 50.8 |
D / RT (Buildings) | 12,5 | 18,8 | 26,2 | 38 |
Type | Explosive | Explosive | Explosive | Explosive |
Splash | 10 | 10 | 10 | 10 |
Spread | 80 | 80 | 80 | 80 |
Weight | 105 ton | 179 ton | 303 ton | 516 ton |
Research | ||||
Research Requirements |
Weapons Lab 5 Rapier IV | |||
Research Time | 10h 30m 0s | 1d 7h 30m | ||
Research Oil | 568,750 | 2,843,750 | ||
Research Metal | 291,200 | 1,164,800 | ||
Research Energy | 291,200 | 1,164,800 | ||
Research Zynthium | 195,081 | 682,784 | ||
Build | ||||
Build Time | 7m | 21m | 1h 3m | 3h 9m |
Build Oil | 3,792 | 18,958 | 94,792 | 473,958 |
Build Metal | 3,033 | 12,133 | 48,533 | 194,133 |
Build Energy | 3,033 | 12,133 | 48,533 | 194,133 |
Build Zynthium | 2,654 | 9,290 | 32,514 | 113,797 |
Peacemaker Mortar
A true upgrade to the Diplomat Mortar, the Peacemaker Mortar shows improvement in all stats except reload time, while keeping in play with the gradients upon which they lie. They are best and simply described as "massively explosive mortars". Just like the Diplomat mortar, they are very effective attacking an enemy behind you while staying out of their weapons range.
Peacemaker Mortar | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 50 - 86 | 50 - 86 | 50 - 86 | 50 - 86 |
Damage | 186 | 286 | 444 | 688 |
Building Damage | 139 | 214 | 333 | 516 |
Reload Time | 7.0s | 7.0s | 7.0s | 7.0s |
D / RT | 26.4 | 41.0 | 63.4 | 98.4 |
D / RT (Buildings) | 19,9 | 30,6 | 47,6 | 73,7 |
Splash | 12 | 12 | 12 | 12 |
Spread | 90 | 90 | 90 | 90 |
Type | Explosive | Explosive | Explosive | Explosive |
Weight | 235 ton | 423 ton | 761 ton | 1,371 ton |
Research | ||||
Research Time | 1d 5h 10m | 3d 0h 55m | 7d 14h 17m | |
Research Requirements | Weapons Lab 7 | Weapon Lab 8 |
Weapon Lab 9 Rapier IV Diplomat Mortar IV | |
Research Oil | 1,626,480 | 5,855,328 | 21,079,181 | |
Research Energy | 1,537,375 | 5,380,813 | 18,832,844 | |
Research Metal | 1,537,375 | 5,153,485 | 17,779,523 | |
Research Zynthium | 1,450,780 | 4,932,652 | 16,771,017 | |
Build | ||||
Build Time | 58m 20s | 2h 55m | 7h 17m 30s | 18h 13m |
Build Oil | 75,300 | 271,080 | 975,888 | 3,513,197 |
Build Metal | 73,208 | 256,229 | 896,802 | 3,138,807 |
Build Energy | 72,163 | 248,961 | 858,914 | 2,963,254 |
Build Zynthium | 71,117 | 241,797 | 822,109 | 2,795,169 |
Hydra Rockets
Much like the previous Ripper Cannon, Hydra Rockets have a limited range from which they can fire powerful shots, but take a good while to reload. They are described as "launches a volley of rockets".
Hydra Rockets | Level I | Level II | Level III | Level IV |
---|---|---|---|---|
Range | 40 | 40 | 40 | 40 |
Damage | 150 | 256 | 434 | 736 |
Splash | 8 | 8 | 8 | 8 |
Spread | 80 | 80 | 80 | 80 |
Salvo | 3 | 4 | 5 | 6 |
Reload Time | 6.0s | 6.5s | 7.0s | 7.5s |
D / RT | 25.0 | 39.38 | 62.0 | 98.13 |
Type | Explosive | Explosive | Explosive | Explosive |
Weight | 51 ton | 83 ton | 120 ton | 182 ton |
Research | ||||
Research Time | 9h 10m 0s | 1d 3h 30m | 3d 10h 30m | |
Research Requirements | Weapon Lab 6 |
Weapon Lab 7 Rapier IV Diplomat Mortar IV | ||
Research Oil | 462,500 | 2,312,500 | 11,562,500 | |
Research Energy | 296,000 | 1,184,000 | 4,763,000 | |
Research Metal | 296,000 | 1,184,00 | 4,763,000 | |
Research Zynthium | 226,625 | 793,188 | 2,776,156 | |
Build | ||||
Build Time | 18m 20s | 55m | 2h 45m | 8h 15m |
Build Oil | 15,417 | 77,083 | 385,417 | 1,927,083 |
Build Metal | 12,333 | 49,333 | 197,333 | 789,333 |
Build Energy | 12,333 | 49,333 | 197,333 | 789,333 |
Build Zynthium | 10,792 | 37,771 | 132,198 | 462,693 |
Maelstrom Rockets
Maelstrom Rockets show their superiority with massive damage, albeit a low fire rate. They are said to "employ centrifugal technology to deliver epic explosions".
Maelstrom Rockets |
Level I |
Level II |
Level III |
Level IV |
Level V | ||||
---|---|---|---|---|---|---|---|---|---|
Range |
45 |
45 |
45 |
45 |
58 | ||||
Damage |
246 |
442 |
794 |
1,428 |
1,640 | ||||
Splash |
10 |
10 |
10 |
10 |
12 | ||||
Spread |
100 |
100 |
100 |
100 |
100 | ||||
Salvo |
3 |
4 |
5 |
6 |
6 | ||||
Reload Time |
7.00s |
7.25s |
7.50s |
8.00s |
7.50s | ||||
D / RT |
35.14 |
60.97 |
105.87 |
178.13 |
218.67 | ||||
Type |
Explosive |
Explosive |
Explosive |
Explosive |
Explosive | ||||
Weight |
82 Tons |
172 Tons |
362 Tons |
759 Tons |
689 Tons | ||||
Research |
|||||||||
Research Time |
9h 10m |
1d 3h 30m |
3d 10h 30m |
10d 7h 30m |
Raid reward | ||||
Research Requirements |
Weapons Lab 7 |
Weapons Lab 8 |
Weapons Lab 9 Hydra Rockets III |
Weapons Lab 10 Rapier Missile IV Diplomat Mortar IV Hydra Rockets III |
Unknown | ||||
Research Oil |
765,000 |
2,295,000 |
6,885,000 |
20,655,000 |
None | ||||
Research Metal |
739,500 |
2,144,550 |
6,219,195 |
18,035,666 |
None | ||||
Research Energy |
739,500 |
2,144,550 |
6,219,195 |
18,035,666 |
None | ||||
Research Zynthium |
714,000 |
1,999,200 |
5,597,760 |
15,673,728 |
None | ||||
Build |
|||||||||
Build Time |
55m |
2h 45m |
8h 15m |
1d 45m |
1d 5h 42m | ||||
Build Oil |
127,500 |
382,500 |
1,147,500 |
3,442,500 |
4,131,000 | ||||
Build Metal |
123,250 |
357,425 |
1,036,533 |
3,005,944 |
3,607,133 | ||||
Build Energy |
123,250 |
357,425 |
1,036,533 |
1,805,944 |
3,607,133 | ||||
Build Zynthium |
119,000 |
333,200 |
932,960 |
2,612,288 |
3,134,746 |
Concussive
Havok Torpedoes
Underwater projectile that can be fired from a submarine or a small ship. The Forsaken hulls:Gunboat, Skirmisher, Longship, Predator Submarine, Mercury, Arbiter, Hurricane, Barrecuda, Specter and Stalker Submarine can be equipped with Havok Torpedoes, as well as the Draconian hulls:Corvette, Battle-Cruiser, Interdictor,and Reaper
Torpedo Level | I | II | III | IV |
---|---|---|---|---|
Range | 30-75 | 30-75 | 30-75 | 30-75 |
Damage | 60 | 96 | 154 | 246 |
Reload Time | 7 | 7 | 7 | 7 |
Accuracy | 80% | 80% | 80% | 80% |
Type | Concussive | Concussive | Concussive | Concussive |
D * A / RT | 6.86 | 10.1 | 17.6 | 28.1 |
Weight | 20 Tons | 40 Tons | 80 Tons | 160 Tons |
Visible range | 30 | 30 | 30 | 30 |
Research | ||||
Requirements | Weapons Lab 3 |
Weapons Lab 4 |
Weapons Lab 5 |
Weapons Lab 6 |
Research Time | 1h 10m | 3h 30m | 10h 30m | 1d 7h 30m |
Oil | 22,750 | 113,750 | 568,750 | 2,843,750 |
Metal | 18,200 | 72,800 | 291,200 | 1,164,800 |
Energy | 18,200 | 72,800 | 291,200 | 1,164,800 |
Zynthium | 15,925 | 55,738 | 195,081 | 682,748 |
Build | ||||
Build Time | 7m | 21m | 1h 3m | 3h 9m |
Build Oil | 3,792 | 18,958 | 94,792 | 473,958 |
Build Metal | 3,033 | 12,133 | 48,533 | 194,133 |
Build Energy | 3,033 | 12,133 | 48,533 | 194,133 |
Build Zynthium | 2,654 | 9,290 | 32,514 | 113,797 |
Anti-Explosive
Hellstorm Anti-Mortar
The less effective Forsaken version of the Draconian Hailstorm, these cannons are intended to shoot down incoming mortar rounds. While it says "anti-explosive", it has no effect on rockets like Hydra Rockets. Anti-Mortars will keep firing at each incoming mortar until it is destroyed.
Anti-Explosive | ||||
---|---|---|---|---|
Level | I | II | III | IV |
Range | 28 | 28 | 28 | 28 |
Salvo | 2 | 3 | 4 | 5 |
Reload Time | 5 | 5 | 5 | 5 |
Accuracy | 20% | 20% | 20% | 20% |
Weight | 100 Tons | 200 Tons | 400 Tons | 600 Tons |
Research | ||||
Requirements | Weapons Lab 6 |
Weapons Lab 7 |
Weapons Lab 8 |
Weapons Lab 10 |
Research Time | 2d 22h 50m | 6d 4h 45m | 10d 12h 52m 30s | |
Oil | 4,375,000 | 10,937,500 | 27 343 750 | |
Metal | 3,703,000 | 8,516,900 | 19 588 870 | |
Energy | 3,703,000 | 8,516,900 | 19 588 870 | |
Zynthium | 3,087,000 | 6,482,700 | 13 613 670 | |
Build | ||||
Build Time | 2h 21m 40s | 7h 5m 00s | 14h 52m 30s | 22h 40m 31s |
Build Oil |
291,667 |
729,167 | 1,822,917 | 4,557,292 |
Build Metal | 268,333 | 617,167 | 1,419,483 | 3,264,812 |
Build Energy | 268,333 | 617,167 | 1,419,483 | 3,264,812 |
Build Zynthium | 245,000 | 514,500 | 1,080,450 | 2,268,945 |
Forsaken Blueprint Weapons
You must have the appropriate blueprint of Forsaken origin in your lab to build these weapons.
Ballistic
Shredder Cannons
Modified Ripper cannon, sacrificing accuracy for increased range. Only available through raid events.
Version: | Shredder Cannon I | Shredder Cannon II | Shredder Cannon III |
---|---|---|---|
Range | 45 | 45 | 45 |
Damage | 66 | 122 | 248 |
Building Damage | 148 | 274 | 558 |
Accuracy | 40 | 40 | 40 |
Reload Time | 1.6 | 1.6 | 1.6 |
D * A / RT | 16.5 | 30.5 | 62.0 |
D * A / RT (Buildings) | 37.0 | 68.5 |
139.5 |
Type | Ballistic | Ballistic | Ballistic |
Salvo | 4 | 4 | 4 |
Weight | 96 | 152 | 284 |
Parts | 1 | 1 | 1 |
Requirements | ? | ? | ? |
Tier | Forsaken Mission 1 | Forsaken Mission 2 | Forsaken Mission 3 |
Build | |||
Build Time | 6h 33m | 11h 38m | 19h 23m |
Build Oil | 572,055 | 1,097,864 | 1,584,055 |
Build Metal | 388,421 | 701,543 | 1,158,943 |
Build Energy | 328,754 | 687,345 | 1,094,678 |
Build Zynthium | 298,564 | 600,152 | 946,222 |
Penetrating
Downpour Missile
Equipped in multi-purpose weapon slots only, these precision strike missiles can fire while submerged. Ship/sub must be stopped for weapon to fire. Pre-fire delay occurs when ships stop, so ships must sit for 0.75 seconds before missiles will fire.
I | II | III | |
---|---|---|---|
Range | 24 - 64 | 24 - 64 | 24 - 64 |
Damage | 48 | 104 | 236 |
Building Damage | 96 | 208 | 472 |
Accuracy | 70% | 70% | 70% |
Reload Time | 5 | 5 | 5 |
D * A / RT | 6.72 | 14.56 | 33.04 |
D * A / RT (Building) | 13.44 | 29.12 | 66.08 |
Type | Penetrating | Penetrating | Penetrating |
Weight | 175 ton | 350 ton | 700 ton |
Pre-fire Delay | 0.75 | 0.75 | 0.75 |
Flak Evasion | 34% | 34% | 34% |
Build | |||
Build Time | |||
Build Oil | |||
Build Metal | |||
Build Energy | |||
Build Zythium |
Explosive
Negotiator Mortars
A Forsaken low arc assault mortars with longer range but lower damage output only available through blueprints. Stats are taken from bp.tel4u.gr and needs to be verified from ingame.
Version: | Negotiator Mortar I | Negotiator Mortar II | Negotiator Mortar III |
---|---|---|---|
Range | 40-88 | 40-88 | 40-88 |
Damage | 52 | 116 | 240 |
Building Damage | 52 | 116 | 240 |
Splash | 13 | 13 | 13 |
Spread | 100 | 100 | 100 |
Reload Time | 5 | 5 | 5 |
Type | Explosive | Explosive | Explosive |
Weight | 156 | 312 | 624 |
Parts | ? | ? | ? |
Requirements | ? | ? | ? |
Tier | ? | ? | ? |
Build | |||
Build Time | 2h 22m | 1d 2h 23m | 3d 7h 10m |
Build Oil | 350,000 | 3,000,000 | 7,500,000 |
Build Metal | 280,000 | 2,400,000 | 6,000,000 |
Build Energy | 280,000 | 2,400,000 | 6,000,000 |
Build Zynthium | 1,050,000 | 4,500,000 | 11,250,000 |
Concussive
Poseidon Depth Charges
Depth Charges fire barrel bombs that explode underwater catching subs unguarded and sink them to the corals at the bottom of the seas.
Poseidon Depth Charge Stats
Poseidon Depth Charge: | I | II | III |
---|---|---|---|
Splash |
10 |
12 | 15 |
Spread | 100 | 100 | 100 |
Range | 8 - 64 | 8 - 64 | 8-64 |
Damage | 44 | 88 | 182 |
Building Damage | 4 | 8 | 18 |
Salvo | 4 | 5 | 6 |
Reload Time | 7 | 7 | 7 |
Type | Concussive | Concussive | Concussive |
Weight | 150 | 300 | 600 |
Explosive Damage | 88 | 176 | 364 |
Submerged Damage | 264 | 528 | 1092 |
Submerged Explosive Damage | 528 | 1056 | 2184 |
Build | |||
Build Time | 2h 21m 40s | 1d 2h 23m 20s | 3d 16h 53m 20s |
Build Oil | 350,000 | 3,000,000 | 5,880,000 |
Build Metal | 280,000 | 2,400,000 | 4,704,000 |
Build Energy | 280,000 | 2,400,000 | 4,704,000 |
Build Zynthium | 1,050,000 | 4,500,000 | 11,760,000 |
Piranha Depth Charges
A powerful close range weapon that hurls depth charges just below the surface for devastating damage. It can be intercepted by
Phalanx Anti-Missiles, but are not very good due to minimal range.
Piranha Depth Charge: | I | II | III |
---|---|---|---|
Splash |
4 |
4 | 4 |
Spread | 45 | 45 | 45 |
Range | 18 | 18 | 18 |
Damage | 2,592 | 5,212 | 7,776 |
Building Damage | 259 | 521 |
777 |
Salvo | 4 | 5 | 6 |
Reload Time | 6 | 6 | 6 |
Type | Concussive | Concussive | Concussive |
Weight | 311 | 514 | 722 |
Explosive Damage | |||
Submerged Damage | 2,592 | 5,212 | 7,776 |
Submerged Explosive Damage | |||
Build | |||
Build Time | 6h 51m | 15h 18m | 1d 8h 3m |
Build Oil | 350,000 | 3,000,000 | 8,232,000 |
Build Metal | 280,000 | 2,400,000 | 6,585,000 |
Build Energy | 280,000 | 2,400,000 | 6,585,000 |
Build Zynthium | 1,050,000 | 4,500,000 | 16,467,000 |
Anti-Penetrating
Phalanx Anti-Missile
Anti-Missile defence weapon used to shoot down incoming enemy missiles before they strike. Phalanxes will target each incoming missile with a single shot from the phalanx.
Anti-Missile | ||||
---|---|---|---|---|
Level | I | II | III | |
Range | 5-30 | 5-30 | 5-30 | |
Salvo | 4 | 5 | 6 | |
Reload Time | 6 | 6 | 6 | |
Accuracy | 50% | 55% | 60% | |
Missile Defence | 0% | 5% | 10% | |
Weight | 125 Tons | 250 Tons | 500 Tons | |
Build | ||||
Build Time | 2h 36m 40s | 6h 48m 20s | 16h 26m 40s | |
Build Oil | 200,000 | 2,150,000 | 4,675,000 | |
Build Metal | 160,000 | 1,720,000 | 3,740,000 | |
Build Energy | 160,000 | 1,720,000 | 3,740,000 | |
Build Zynthium | 600,000 | 3,225,000 | 9,350,000 |
Draconian Blueprint Weapons
You must have the appropriate blueprint of Draconian origin in your lab to build these weapons.
Ballistic
D30 Impact Cannons
Mysterious Draconian Tech similar to Thud cannons. Generally more powerful than the Thud III, but with shorter range, heavier, and more expensive.
Not advisable to use in any stage of the game. Only for really desprate people.
Impact Cannon: | D30-N | D30-A | D30-L |
---|---|---|---|
Range | 36 | 42 | 42 |
Damage | 100 | 70 | 100 |
Building Damage | 150 | 105 | 150 |
Accuracy | 100 | 100 | 66 |
Reload Time | 3 | 3 | 3 |
D * A / RT | 33.3 | 23.3 |
22 |
D * A / RT (Buildings) | 50 | 35 | 33 |
Type | Ballistic | Ballistic | Ballistic |
Salvo | 1 | 1 | 1 |
Weight | 80 | 80 | 80 |
Parts | 4 | 5 | 5 |
Requirements | Intelligence Lab 1 | Intelligence Lab 2 | Intelligence Lab 2 |
Tier | 1 | 2 | 1 |
Build | |||
Build Time | 15m | 15m | 15m |
Build Oil | 50,000 | 50,000 | 50,000 |
Build Metal | 40,000 | 40,000 | 40,000 |
Build Energy | 40,000 | 40,000 | 40,000 |
Build Zynthium | 150,000 | 150,000 | 150,000 |
D33 Assault Cannons
The Assault Cannons have better damage and range than the Ripper III and are also more accurate, but weigh more and are vastly more expensive. The D33-Z (brand new as of May 2013) is an impressive FvF weapon with the highest DPS of any ship-based gun.
Assault Cannon: | D33-A | D33-X | D33-P | D33-Z | D33-D |
---|---|---|---|---|---|
Range | 42 | 42 | 42 | 42 | 42 |
Damage | 100 | 100 | 100 | 150 | 100 |
Additional Damage | None | 25 (Explosive) | 25 (Penetrating) | 37 (Explosive) | None |
Accuracy | 100 | 100 | 100 | 100 | 100 |
Reload Time | 1.5 | 1.5 | 1.5 | 1.5 | 1.5 |
Slow Effect | +5% per hit (75% max) | ||||
D * A / RT | 66.67 | 66.67 + 16.67 (Explosive) | 66.67 + 16.67 (Penetrating) |
100 + 24.67 (Explosive) |
66.67 |
Type | Ballistic | Ballistic | Ballistic | Ballistic | Ballistic |
Salvo | 2 | 2 | 2 | 2 | 2 |
Armor | 80 | 40 | 40 | 100 | 50 |
Weight | 150 | 150 | 150 | 200 | 150 |
Parts | 7 | 6 | 6 | Reward for Drac Hunt 4 | 1 |
Requirements |
Intelligence Lab 3, Ripper Cannon 4 |
||||
Tier | 2 | 1 | 2 | FM-3 | |
Build | |||||
Build Time | 9h 43m | 9h 43m | 9h 43m | 20h 50m | 1d 8h |
Build Oil | 950,000 | 950,000 | 950,000 | 1,750,000 | 4,488,964 |
Build Metal | 760,000 | 760,000 | 760,000 | 1,400,000 | 3,232,054 |
Build Energy | 760,000 | 760,000 | 760,000 | 1,400,000 | 3,052,496 |
Build Zynthium | 1,350,000 | 1,350,000 | 1,350,000 | 2,625,000 | 7,182,342 |
D35 Siege Cannons
Siege cannons are the ultimate Draconian Ballistic weapons. Shooting globules of metal their range is limited but their additional explosive and splash damage (D35-S, D35-W, and D35-Z only), combined with Hardened Barrels and Auto Reloader make this a highly sought after weapon.
This is one of the few weapons to grant a Combat Speed bonus making it perfect for FvF fighting or Blitz Fleets.
Siege Cannon: | D35-S | D35-L | D35-X | D35-Z | D35-W | ||
---|---|---|---|---|---|---|---|
Range | 40 | 41 | 38 | 40 | 40 | ||
Damage | 300 | 300 | 400 | 350 | 250 | ||
Building Damage | 675 | 675 | 900 | 962 | 500 | ||
Wall Damage | 1500 | ||||||
Other Damage | 150 (Explosive) | 150 (Explosive) | 200 (Explosive) | 175 (Explosive) | 125 (Explosive) | ||
Accuracy | 40 | 40 | 40 | 40 | 40 | ||
Reload Time | 4.5 | 4.5 | 4.5 | 4.5 | 4.5 | ||
D * A / RT |
26.67 + 13.34 (Explosive) |
26.67 + 13.34 (Explosive) | 35.55 + 17.77 (Explosive) | 31.11 + 15.56 (Explosive) | 22.22 + 11.11 (Explosive) | ||
D * A / RT (Buildings) |
60 + 13.34 (Explosive) |
60 + 13.34 (Explosive) |
80 + 17.77 (Explosive) |
85.51 + 15.56 (Explosive) | 44.44 + 11.11 (Explosive) | ||
Type | Ballistic | Ballistic | Ballistic | Ballistic | Ballistic | ||
Salvo | 1 | 1 | 1 | 1 | 1 | ||
Splash | 4 | no | no | 4 | 6 | ||
Weight | 350 Tons | 350 Tons | 350 Tons | 350 Tons | 350 Tons | ||
Combat Speed | +5% | +5% | +5% | +5% | +5% | ||
Parts | 8 | 8 | 8 | Prize for Dragon's Nest 2 | 1 | ||
Requirements |
Intelligence Lab 8 Howitzer cannon IV |
Intelligence Lab 8 Howitzer cannon IV |
Intelligence Lab 8 Howitzer cannon IV |
? | |||
Tier | 2 | 3 | 3 | Forsaken Mission 3 | |||
Build | |||||||
Build Time | 2d 35m | 2d 35m |
2d 35m |
||||
Build Oil | 1,900,000 | 1,900,000 | 1,900,000 | ||||
Build Metal | 1,520,000 | 1,520,000 | 1,520,000 | ||||
Build Energy | 1,520,000 | 1,520,000 | 1,520,000 | ||||
Build Zynthium | 3,800,000 | 3,800,000 | 3,800,000 |
Penetrating
D51 Strike Missiles
Strike Missiles are better than any other kind of forsaken missle excluding the N variant. They have significantly more, have good range and are lightweight, however in order for them to become useful, SFB will be a necesseasry requirement for them, as well as Laser targeting for the L variant and Enhanced Warheads for the A variant. They drop from level 17 and 23 cargo fleets.
Strike Missiles: | D51-N | D51-A | D51-L |
---|---|---|---|
Range | 60 | 66 | 66 |
Damage | 100 | 72 | 100 |
Accuracy | 90 | 90 | 60 |
Reload Time | 3 | 3 | 3 |
D * A / RT | 30 | 21.6 | 20 |
Type | Penetrating | Penetrating | Penetrating |
Salvo | 1 | 1 | 1 |
Weight | 120 | 120 | 120 |
Parts | 4 | 5 | 4 |
Requirements |
Intelligence Lab 3 Rapier Missiles IV |
Intelligence Lab 4 Rapier Missiles IV |
Intelligence Lab 3 Rapier Missiles IV |
Tier | 1 | 1 | 1 |
Build | |||
Build Time | 1h 6m 40s | 1h 6m 40s | 1h 6m 40s |
Build Oil | 125,000 | 125,000 | 125,000 |
Build Metal | 100,000 | 100,000 | 100,000 |
Build Energy | 100,000 | 100,000 | 100,000 |
Build Zynthium | 375,000 | 375,000 | 375,000 |
D53 Assault Missiles
These missiles are better than anything the Forsaken have been able to come up with. They have better statistics than the Cutlass IV across the board: better DPS, slightly better range, no minimum range exclusion, lower weight, higher accuracy, and faster reload times.
D53's are considered the ultimate missiles as combined with SFB3 and Laser Targetting 3, it's possible to create fleets that can be sent in to "Auto" level 40 salvages. They are also useful in "Sniping" bases to get access to the enemies warehouses/outposts without running the gauntlet of the defences.
Not advisded in a full scale base assult as for low buliding damadge.
Assault Missiles: | D53-C | D53-M | D53-R |
---|---|---|---|
Range | 74 | 74 | 74 |
Damage | 150 | 150 | 150 |
Building Damage | 75 | 75 | 75 |
Other Damage | 37 (Ballistic) | 37 (Penetrating) | 37 (Explosive) |
Accuracy | 75 | 75 | 75 |
Reload Time | 4 | 4 | 4 |
D * A / RT | 28.125 + 6.94 (Ballistic) |
28.125 + 6.94 (Penetrating) |
28.125 + 6.94 (Explosive) |
D * A / RT (Building) | 14.06 + 6.94 (Ballistic) |
14.06 + 6.94 (Penetrating) |
14.06 + 6.94 (Explosive) |
Type | Penetrating | Penetrating | Penetrating |
Salvo | 2 | 2 | 2 |
Weight | 600 | 600 | 600 |
Parts |
6 |
6 |
7 |
Requirements |
Intelligence Lab 5 |
Intelligence Lab 6 |
Intelligence Lab 7 |
Tier: | 2 | 2 | 2 |
Build | |||
Build Time | 1d 2h 23m | 1d 2h 23m | 1d 2h 23m |
Build Oil | 2,000,000 | 2,000,000 | 2,000,000 |
Build Metal | 1,600,000 | 1,600,000 | 1,600,000 |
Build Energy | 1,600,000 | 1,600,000 | 1,600,000 |
Build Zynthium | 3,000,000 | 3,000,000 | 3,000,000 |
D55 Siege Missiles
drops at salvages Level 40+
Heavy Duty anti building Missiles, deals extra damage to structures.
Better damage than strike and assault missles! Except for FvF, Assult Missles are best at that.
Siege Missiles: | D55-E | D55-A | D55-V | D55-F | |||
---|---|---|---|---|---|---|---|
Range | 66 | 66 | 66 | 66 | |||
Damage | 450 | 450 | 450 | 450 | |||
Building Damage | 900 | 900 | 900 | 900 | |||
Other Damage | 148 (Explosive) | ||||||
Accuracy | 50 | 50 | 50 | 60 | |||
Reload Time | 5 | 5 | 5 | 5 | |||
D * A / RT | 45 | 45 | 45 | 54 + 17.76 (Explosive) | |||
D * A / RT (Building) | 90 | 90 | 90 | 108 + 17.76 (Explosive) | |||
Type | Penetrating | Penetrating | Penetrating | Penetrating | |||
Weight | 1,200 Tons | 1,200 Tons | 1,200 Tons | 1,200 Tons | |||
Armor Points | 150 | 250 | 150 | 150 | |||
Turn Speed | +10% | - | - | ||||
Combat Speed | - | - | +5% | ||||
Flak Evasion | +25% | ||||||
Parts | 7 |
8 |
8 | 1 | |||
Requirements |
Intelligence Lab 9 Sentinel Missiles IV |
Intelligence Lab 10 Sentinel Missiles IV |
Intelligence Lab 9 Sentinel Missiles IV |
||||
Tier | 3 | 3 | 3 | ||||
Build | |||||||
Build Time | 1d 15h 35m | 1d 15h 35m | 1d 15h 35m | ||||
Build Oil | 3,000,000 | 3,000,000 | 3,000,000 | ||||
Build Metal | 2,400,000 | 2,400,000 | 2,400,000 | ||||
Build Energy | 2,400,000 | 2,400,000 | 2,400,000 | ||||
Build Zynthium | 6,000,000 | 6,000,000 | 6,000,000 |
Explosive
D71 Shockwave Mortars
Light Mortars perfect for base hitting. It is advisable to put this on any mortar ship.
The most popular from blueprints is the L version, although the D71-Q reward from Tier 3 of Forsaken Missions is now considered the ulitmate Shockwave, with increased damage, a slightly faster reload time, and a salvo of two to help overcome anti-mortar defenses.
Shockwave Mortar: | D71-N | D71-A | D71-L | D71-Q | |||
---|---|---|---|---|---|---|---|
Range | 40-76 | 40-84 | 40-84 | 40-84 | |||
Damage | 600 | 490 | 600 | 800 | |||
Building Damage | 450 | 367 | 450 | 600 | |||
Reload Time | 7 | 7 | 7 | 6.5 | |||
D / RT | 85.7 | 70 | 85.7 | 123 | |||
D / RT (Building) | 64.3 | 52.4 | 64.3 | 92.3 | |||
Type | Explosive | Explosive | Explosive | Explosive | |||
Salvo | 1 | 1 | 1 | 2 | |||
Splash | 10 | 10 | 8 | 8 | |||
Spread | 80 | 80 | 100 | 100 | |||
Weight | 350 | 350 | 350 | 350 | |||
Armor Points | - | - | - | +100 | |||
Parts |
4 |
5 | 4 |
Forsaken Mission | |||
Requirements |
Intelligence Lab 4 Diplomat Mortar 4 |
Intelligence Lab 6 Diplomat Mortar 4 |
Intelligence Lab 5 Diplomat Mortar 4 |
Unknown | |||
Tier | 2 | 2 | 2 | FM-3 | |||
Build | |||||||
Build Time | 2h 5m | 2h 5m | 2h 5m | 3h 30m | |||
Build Oil | 200,000 | 200,000 | 200,000 | 300,000 | |||
Build Metal | 160,000 | 160,000 | 160,000 | 240,000 | |||
Build Energy | 160,000 | 160,000 | 160,000 | 240,000 | |||
Build Zynthium | 600,000 | 600,000 | 600,000 | 900,000 |
D73 Assault Mortar
Reduced spread, faster reload, higher damage, and a propensity to anticipate the location of the target make the Assault Mortar a powerful weapon, when compared to the Shockwave Mortar. The only drawbacks are, lower building damage and higher weight, which means you won't be able to effectively fit one of these into every weapon slot on a ship. However, having one to accompany a couple Shocks is usually a good idea when kiting the enemy.
Assault Mortar: | D73-C | D73-M | D73-R | D73-X | |||
---|---|---|---|---|---|---|---|
Range | 50-84 | 50-84 | 50-84 | 50-88 | |||
Damage | 1,200 | 1,200 | 1,200 | 1,500 | |||
Building Damage | 240 | 240 | 240 | 300 | |||
Other Damage | 300 (Ballistic) | 300 (Penetrating) | 300 (Explosive) | 450 (Explosive) | |||
Reload Time | 6 | 6 | 6 | 6 | |||
D / RT | 200 + 50 (Ballistic) | 200 + 50 (Penetrating) | 250 | 325 | |||
D / RT (Buildings) | 40 + 50 (Ballistic) | 40 + 50 (Penetrating) | 90 | 125 | |||
Type | Explosive | Explosive | Explosive | Explosive | |||
Salvo | 1 | 1 | 1 | 3 | |||
Splash | 10 | 10 | 10 | 10 | |||
Spread | 60 | 60 | 60 | 60 | |||
Weight | 1,200 Tons | 1,200 Tons | 1,200 Tons | 1,200 Tons | |||
Parts | 6 | 6 | 7 | Raid Reward | |||
Requirements |
Intelligence Lab 7 Peacemaker Mortar 4 |
Intelligence Lab 8 Peacemaker Mortar 4 |
Intelligence Lab 9 Peacemaker Mortar 4 |
Unknown | |||
Tier | 3 | 3 | 3 | Raid 4 | |||
Build | |||||||
Build Time | 1d 5h 10m | 1d 5h 10m | 1d 5h 10m | ||||
Build Oil | 3,000,000 | 3,000,000 | 3,000,000 | ||||
Build Metal | 2,400,000 | 2,400,000 | 2,400,000 | ||||
Build Energy | 2,400,000 | 2,400,000 | 2,400,000 | ||||
Build Zynthium | 4,500,000 | 4,500,000 | 4,500,000 |
D75 Siege Mortar
The top of the line, as far as base-crushing weapons are concerned. With four times the building damage of the Shockwave Mortar, and far superior splash radius, the Siege Mortar is something to be feared. Its massive weight and minimum range are really the only limiting factors holding it back, but in the hands of an experienced player, they can walk through just about any base, making even DU 4 turrets melt like butter from the massive damage. The D75-B is the new ultimate Siege Mortar, with close to double the building damage and bonuses to Armor and Ballistic Defense.
Siege Mortar: | D75-V | D75-S | D75-D | D75-B | |||
---|---|---|---|---|---|---|---|
Range | 50-84 | 60-84 | 50-84 | 60-84 | |||
Damage | 1,200 | 1,200 | 1,200 | 1,600 | |||
Building Damage | 1,680 | 1,680 | 1,680 | 3,200 | |||
Reload Time | 7 | 7 | 7 | 7 | |||
D / RT | 171.4 | 171.4 | 171.1 | 228.6 | |||
D / RT (Buildings) | 240 | 240 | 240 | 457 | |||
Type | Explosive | Explosive | Explosive | Explosive | |||
Splash | 12 | 18 | 12 | 18 | |||
Spread | 120 | 100 | 120 | 100 | |||
Weight | 1,800 Tons | 1,800 Tons | 1,800 Tons | 1,800 Tons | |||
Combat Speed | 10 | - | - | - | |||
Armor Points | 200 | 150 | 400 | 1,200 | |||
Ballistic Defense | - | - | - | +10% | |||
Parts | 7 | 8 | 8 | Forsaken Mission | |||
Requirements |
Intelligence Lab 9 Victory Mortar 4 |
Intelligence Lab 10 Victory Mortar 4 |
Intelligence Lab 9 Victory Mortar 4 |
Unknown | |||
Tier | 3 | 3 | 3 | FM-3 | |||
Build | |||||||
Build Time | 1d 19h 45m | 1d 19h 45m | 1d 19h 45m | ||||
Build Oil | 4,200,000 | 4,200,000 | 4,200,000 | ||||
Build Metal | 3,360,000 | 3,360,000 | 3,360,000 | ||||
Build Energy | 3,360,000 | 3,360,000 | 3,360,000 | ||||
Build Zynthium | 8,400,000 | 8,400,000 | 8,400,000 |
D91 Firestorm Rockets
The most basic of Draconian rocket technology, the Firestorm is already superior to Hydra Rockets as well as Maelstorm Rockets I,II, and III. This is due to its superior range, quick reload time, and remarkably lower tonnage. Although stats say that Forsaken rockets are superior, this is not necessarily true; due to the extremely low weight of Firestorm Rockets, more available tonnage can be used for armor and specials, or other weaponry. This is especially true if a player has anything weaker than a Leviathan for unlocked hulls, or if a player plans to use rockets to cover the mininum range of a mortar-based ship, allowing more mortars to be built. Advided not to only put firestorm on all the weapon slots of a ship.
Firestorm Rockets: | D91-N | D91-A | D91-L | D91-S |
---|---|---|---|---|
Range | 47 | 51 | 51 | 51 |
Damage | 70 | 58 | 70 | 70 |
Other Damage | None | None | None | None |
Reload Time | 1 | 1 | 1 | 1 |
D / RT | 70 | 58 | 70 | 70 |
Type | Explosive | Explosive | Explosive | Explosive |
Salvo | 1 | 1 | 1 | 1 |
Splash | 10 | 10 | 10 | 10 |
Spread | 100 | 100 | 150 | 65 |
Weight | 100 | 100 | 100 | 200 |
Parts | 4 | 5 | 4 | Reward for Forsaken Missions |
Requirements |
Intelligence Lab 3 Rapier Missile IV |
Intelligence Lab 5 Rapier Missile IV |
Intelligence Lab 4 Rapier Missile IV |
Intelligence Lab ? Rapier Missile IV |
Tier | 1 | 2 | 2 | 1 |
Build | ||||
Build Time | 2h 21m 40s | 2h 21m 40s | 2h 21m 40s | 2h 21m 40s |
Build Oil | 350,000 | 350,000 | 350,000 | 350,000 |
Build Metal | 280,000 | 280,000 | 280,000 | 280,000 |
Build Energy | 280,000 | 280,000 | 280,000 | 280,000 |
Build Zynthium | 1,050,000 | 1,050,000 | 1,050,000 | 1,050,000 |
D93 Assault Rockets
Assault rockets are best suited for close to mid-range warfare. Spewing 300 damage every second makes this weapon one which would be wise to avoid. Still too heavy to be built en masse, they are usually accompanied by a slew of Firestorm Rockets. If you have the Cluster Warhead special, this weapon becomes a fearsome FvF tool that can quickly take down even capital ships.
Assault Rockets: | D93-C | D93-M | D93-R | D93-S |
---|---|---|---|---|
Range | 56 | 56 | 56 | 56 |
Damage | 300 | 300 | 300 | 180 |
Building Damage | 150 | 150 | 150 | 90 |
Other Damage | 75 (Ballistic) | 75 (Penetrating) | 75 (Explosive) | 45 (Explosive) |
Reload Time | 1 | 1 | 1 | 0.75 |
D / RT |
300 + 75 (Ballistic) |
300 + 75 (Penetrating) |
300 + 75 (Explosive) |
240 + 60 (Explosive) |
D / RT (Building) |
150 + 75 (Ballistic) | 150 + 75 (Penetrating) | 150 + 75 (Explosive) | 120 + 60 (Explosive) |
Type | Explosive | Explosive | Explosive | Explosive |
Salvo | 2 | 2 | 2 | 1 |
Splash | 10 | 10 | 10 | 12 |
Spread | 100 | 100 | 100 | 50 |
Weight | 600 Tons | 600 Tons | 600 Tons | 1,200 Tons |
Parts | 6 | 6 | 7 | Reward for Forsaken Missions |
Requirements | Intelligence Lab 7 | Intelligence Lab 7 | Intelligence Lab 8 | Intelligence Lab ? |
Tier | 3 | 3 | 3 | 2 |
Build | ||||
Build Time | 1d 2h 23m | 1d 2h 23m | 1d 2h 23m | 1d 2h 23m |
Build Oil | 3,000,000 | 3,000,000 | 3,000,000 | 3,000,000 |
Build Metal | 2,400,000 | 2,400,000 | 2,400,000 | 2,400,000 |
Build Energy | 2,400,000 | 2,400,000 | 2,400,000 | 2,400,000 |
Build Zynthium | 4,500,000 | 4,500,000 | 4,500,000 | 4,500,000 |
D * A / RT = Damage per second
D95 Siege Rockets
Siege Rockets would be a great weapon to simply blitz through a base... if they weren't so darned heavy. Weighing in at a whopping 2300 tons, you'd be hard pressed to fit more than 5 or 6 of these in a decent fleet. The flak/wall avoiding attributes almost make these worth the massive weight. Having the same reload as other Draconian rockets, Cluster Warhead helps this weapon tremendously. Unfortunately, Siege Rockets also have one of the shortest ranges of any drac weapons. On the bright side, each variant adds a considerable amount of armor points to your ships.
The short range, combined with the high weight, make this great weapon useless for serious base attacks, and make it more suited to base prep for your Siege Mortar fleet.
Siege Rockets: | D95-F | D95-W | D95-D | D95-S |
---|---|---|---|---|
Range | 45 | 45 | 45 | 45 |
Damage | 600 | 600 | 600 | 430 |
Building Damage |
4,000 |
1,200 | 1,200 | 860 |
Reload Time | 1 | 1 | 1 | 1 |
D / RT | 600 | 600 | 600 | 430 |
D / RT (Building) | 1,200 | 1,200 | 1,200 | 860 |
Type | Explosive | Explosive | Explosive | Explosive |
Salvo | 3 | 3 | 3 | 1 |
Splash | 10 | 10 | 10 | 16 |
Spread | 150 | 150 | 150 | 90 |
Weight | 1,300 Tons | 1,300 Tons | 1,300 Tons | 2,300 Tons |
Flak Evasion | 34% | - | - | - |
Wall Evasion | - | 34% | - | - |
Armor points | 400 | 400 | 800 | 400 |
Ballistic Defense | - | - | +5% | +5% |
Explosive Defense | - | - | +5% | +5% |
Missile Defense | +5% | +5% | +5% | +5% |
Parts | 7 | 7 | 7 | Reward for Forsaken Missions |
Requirements |
Intelligence Lab 10 Maelstrom Rockets IV |
Intelligence Lab 10 Maelstrom Rockets IV |
Intelligence Lab 10 Maelstrom Rockets IV |
Intelligence Lab ? Maelstrom Rockets IV |
Tier | 3 | 3 | 3 | 3 |
Build | ||||
Build Time | 1d 18h | 1d 18h | 1d 20h | 1d 18h |
Build Oil | 4,200,000 | 4,200,000 | 4,200,000 | 4,200,000 |
Build Metal | 3,360,000 | 3,360,000 | 3,360,000 | 3,360,000 |
Build Energy | 3,360,000 | 3,360,000 | 3,360,000 | 3,360,000 |
Build Zynthium | 8,400,000 | 8,400,000 | 8,400,000 | 8,400,000 |
Concussive
D61 vortex torpedoes
Light weighted torpedoes for smaller crafts. For players who don't Havco or Assult Torpedo.
Vortex D61-T | Vortex D61-M | Vortex D61-A | |
---|---|---|---|
Type | Concussive | Concussive | Concussive |
Range | 24-60 | 24-60 | 24-60 |
Damage | 172 | 172 + 43 Missile | 172 |
Building Damage | 172 | 172 + 43 Missile | 172 |
Accuracy | 90 | 75 | 100 |
Reload Time | 7 | 7 | 7 |
D * A / RT | 22.1 | 18.4 + 4.6 Missile | 24.6 |
D * A / RT (Building) | 22.1 | 18.4 + 4.6 Missile | 24.6 |
Salvo | 1 | 1 | 1 |
Weight | 60 Tons | 60 Tons | 60 Tons |
Visible range | 30 | 30 | 30 |
Bonus | +10% Turnspeed | ||
Parts | 1 | 1 | 1 |
Requirements | Intelligence Lab ? | ||
Tier | 1 | Forsaken Mission | |
Build | |||
Build Time | 2h 21m 40s | ||
Build Oil | 125 000 | ||
Build Metal | 100 000 | ||
Build Energy | 100 000 | ||
Build Zynthium | 187 500 |
D63 Assault torpedoes
Fleet sinking torpedoes with range and power.
Assault D63-R | Assault D63-V | Assault D63-X | Assault D63-B | ||||
---|---|---|---|---|---|---|---|
Type | Concussive | Concussive | Concussive | Concussive | |||
Range | 27-78 | 27-74 | 27-75 | 27-78 | |||
Damage | 256 | 256 | 256 + 64 (Explosive) | 420 | |||
Building Damage | 256 | 256 | 256 | 420 | |||
Accuracy | 75 | 75 | 75 | 75 | |||
Reload Time | 6 | 6 | 6 | 6 | |||
D * A / RT | 32 | 32 | 32 + 8 (Explosive) | 52,5 | |||
D * A / RT (Building) | 32 | 32 | 32 + 8 (Explosive) | 52,5 | |||
Salvo | 1 | 1 | 1 | 1 | |||
Weight | 220 Tons | 220 Tons | 220 Tons | 220 Tons | |||
Visible range | 40 | 40 | 40 | 40 | |||
Bonus | +5% Combatspeed | +5% Combatspeed | |||||
Parts | 1 | 1 | 1 | ||||
Requirements | Intelligence Lab <6 | ||||||
Tier | Raid / FM 2 | Raid / FM 2 | Raid / FM 2 | Weekly T3 | |||
Build | |||||||
Build Time | 9h 43m 20s | 9h 43m 20s | 1d | ||||
Build Oil | 625 000 | 625 000 | 7,500,500 | ||||
Build Metal | 500 000 | 500 000 | 6,000,000 | ||||
Build Energy | 500 000 | 500 000 | 6,000,000 | ||||
Build Zynthium | 937 500 | 937 500 | 11,250,000 |
D65 Siege torpedoes
Building destroyer use to decimate building fast.
Siege D65-S | Siege D65-C | Siege D65-D | |
---|---|---|---|
Type | Concussive | Concussive | Concussive |
Range | 16-55 | 16-55 | 16-55 |
Damage | 504 | 504 + 126 (Ballistic) | 504 + 126 (Explosive) |
Building Damage | 705 | 705 + 126 (Ballistic) | 705 + 126 (Explosive) |
Accuracy | 60 | 60 | 60 |
Reload Time | 5 | 5 | 5 |
D * A / RT | 60.5 | 60.5 + 15.1 (Ballistic) | 60.5 + 15.1 (Explosive) |
D * A / RT (Building) | 84.6 | 84.6+ 15.1 (Ballistic) | 84.6+ 15.1 (Explosive) |
Salvo | 1 | 1 | 1 |
Weight | 400 Tons | 400 Tons | 400 Tons |
Visible range | 20 | 30 | 30 |
Bonus | +100 Armor | +100 Armor | +100 Armour |
Parts | 1 | 1 | 1 |
Requirements | |||
Tier | Raid / FM 3 | Raid / FM 3 | Raid / FM 3 |
Build | |||
Build Time | 1d 5h 10m 0s | ||
Build Oil | 2 500 000 | ||
Build Metal | 2 000 000 | ||
Build Energy | 2 000 000 | ||
Build Zynthium | 3 750 000 |
Anti-Explosive
Hailstorm Anti-Mortar
Anti-mortar defence weapon used to shoot down incoming enemy mortar rounds before they strike. While it says "anti-explosive", it has no effect on rockets like Hydra Rockets. Anti-Mortars will keep firing at each incoming mortar until it is destroyed.
Anti-Explosive | ||||
---|---|---|---|---|
Level | A | B | C | |
Range | 28 | 28 | 28 | |
Salvo | 3 | 4 | 5 | |
Reload Time | 5 | 5 | 5 | |
Accuracy | 25% | 25% | 25% | |
Explosive Defence | 0% | 5% | 10% | |
Weight | 120 Tons | 240 Tons | 480 Tons | |
Build | ||||
Build Time | 2h 21m 40s | 4h 43m 20s | 9h 26m 40s | |
Build Oil | 150,000 | 450,000 | 1,350,000 | |
Build Metal | 120,000 | 360,000 | 1,080,000 | |
Build Energy | 120,000 | 360,000 | 1,080,000 | |
Build Zynthium | 300,000 | 900,000 | 2,700,000 |
Reaver Blueprint Weapons
For more Information about Reavers, visit Reaver Faction.
Ballistic
Reaver Chaingun
Visit Reaver Chaingun for information.
Explosive
Inferno Rockets
Visit Inferno Rockets for information.