Avorion

Avorion

152 ratings
[2.4+] The Ultimate Avorion Guide
By SkeL
A in-depth guide for Avorion!
This guide was made while I was playing in a multiplayer server, I started taking notes on what I was doing to progress towards Avorion area and decided to create this guide. I hope it is helpful!


If this guide was helpful to you, consider buying me a coffee! :D
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=== Information - Game Progression
--- [TIER] Iron/Titanium
Titanium Building Knowledge: 5 Subsystems Slots
HOW TO OBTAIN: Finish the starting mission called "Emergency Call" where you meet the NPC "The Adventurer", then find and mine a Titanium Asteroid.

  • Finish the Tutorial if you are a new player.

  • Jump sectors until you find Titanium Asteroids to mine.
    • Mine Iron/Titanium and sell some of it to buy a Captain to start automating your tasks.
    • Mine enough Iron/Titanium for a Starter ship and put your Captain to work by ordering him to Mine Sector or run Mining Missions.
    • Lookout for the large Claimable Asteroids (worth more than 100K each), sell them to the highest bidder. Those big Asteroids can be found in Yellow Blip sectors. Initially you can use the sector "Strategy View" to locate those asteroids, later you can use a Object Detector Subsystem to spot it.

  • Build a Combat Tank Ship and arm it, later put a Commodore/Daredevil Captain on it.
    • Look out for Stations that offers "A Lost Friend" mission on the "Bulletin Boards" tab in the Strategy View. These will be your main source of Tier 3 Captains and Turrets/Subsystems for the entire game and in any region, and you will also make some money.
    • Check the Captains Section to know which combinations are worth to take.
    • As soon as you get one of the good captains, build it a ship and put it to work.

  • Mine or sell some turrets/subsystems to buy enough Iron and Titanium to make 2 Miners Ships, 2 Merchant Ships, 1 Scout Ship, 2 Escort Ships.
    • Ships with 2-3 Slots are good enough for now, but increase their slots as soon as you are able to.
    • If you are using Workshop Ships there's a option to increase/decrease the amount of Slots by +2/-2.
    • If you have some spare money buy the needed Turrets/Subsystems in case you don't have them, at the beginning cheap "Common" quality is good as placeholders so its easier to know what goes where and to swap with upgrades when needed.
    • Check the Subsystems Section to know what to fit in each ship class.

  • Build 2 Mining ships, get Miner Captains and fit them with the Mining Turrets/Subsystems. When you get a mining ship with cargo hold you can start using R-Mining Turrets.
    • Send Mining ships on "Mine" Missions, put some Armed/Defensive Turrets on it to lower the Ambush Probability if its too high. Usually I don't let it go above 10%.

  • Build 1 Scout Ship, get a Explorer Captain and Radar Reach subsystems. Use this ship to run "Scout" missions to reveal the area around, enable the "Add Captain's notes" in mission window.
    • "Scout" missions ran by ships commanded with a Explorer captain will leave "notes" on sectors. Hover your mouse over the sectors to read them.
      • If it contains the word "asteroids" = High amount of resource asteroids.
      • If it contains the word "wrecks" = Ship Wrecks
      • If it contains the word "containers" = Container Field, some containers may need a Hacking Device to be opened.
      • If it contains the word "smuggler" = Smuggler Hideout
      • If it contains the word "pirates hiding" = Pirate ships
      • If it contains the word "pirate infested" = Pirate Sector, with station and ships
      • If it contains the word "something strange" = The Cult ships, Wormholes
    • Uncontrolled Sectors with 1500+ asteroids may have a Claimable Asteroid, otherwise jump manually to Yellow Blips to find them.

  • Build 2 Merchant Ships, get Merchant Captains and Trading subsystem.
    • Run Trading Missions, select the more profitable option per flight.
    • You can also look in the currently explored area for profitable locations to "Procure" and "Sell" goods, Prioritize Antigrav Generators or Antigrav Units.
    • Send the Merchants on "Procure" Missions with the Lowest Price % available (~ -30%) then send on "Sell" Missions with Highest Price % available (~ +30%) to get a huge profit!

  • Build 2 Escort ships, get Commodore Captains, Combat Turrets and subsystems.
    • Use them to escort your ships on missions that has a High % of Ambush Probability, to lower it.
--- [TIER] Naonite
Naonite Building Knowledge: 6 Subsystems Slots
HOW TO OBTAIN: Search for Containers, Kill Pirates, Sell Naonite Ores to a Merchant Ship.
  • Add Shield to your ships using Naonite.

  • Refit your ships Turret Base with Naonite, to be able to place better turrets.

  • Change all your Turrets to Naonite material when possible, specially the Mining/Salvaging turrets, to be able to mine/salvage Trinium from asteroids/ships.

  • Coming back to Titanium Region after you get a strong ship to run "A Lost Friend" missions to farm lots of Captains faster, is a really good choice.
--- [TIER] Trinium
Trinium Building Knowledge: 8 Subsystems Slots
HOW TO OBTAIN: Search for Containers, Kill Pirates, Sell Trinium Ores to a Merchant Ship.
  • Add Hangars to your Mining Ships, to be able to use Fighters for combat, mining or salvaging.
    • Get some cheap Trinium Mining Fighters with decent efficiency from Fighter Factory for your Mining Ships to boost the output from missions.

  • Refit your ships with Trinium material, the entire ship! Trinium is way better than the previous materials in all aspects.

  • Look for Turret Factories and get the best Trinium turrets you can find for Combat, Mining, Salvaging. Railguns & Rocket Launchers are great options!

  • Change all your Turrets to Trinium material when possible, specially the Mining/Salvaging turrets, to be able to mine/salvage Xanion from asteroids/ships.

  • Prepare for Xanion Pirates, they are tough. They have weapons that hit trough the shields!
--- [TIER] Xanion
Xanion Building Knowledge: 10 Subsystems Slots
HOW TO OBTAIN: Search for Containers, Kill Pirates, Sell Xanion Ores to a Merchant Ship.
  • Improve your relations with a Faction inside Xanion Region, so you can have access to their Turret Factories and best Turrets available.
    • Easiest way to increase Relations is by killing Pirates in sectors inside the Faction Territory, you can use a Explorer to identify sectors with Pirates.

  • Spend some time checking Turret Factories to find the best turrets for your ships and fighters.
    • It may require you to improve relations with multiple factions due to their best Turrets being locked behind relations requirement.

  • Send your Miners/Salvagers equipped with Trinium Mining/Salvaging Turrets or Fighters to start harvesting resources in Xanion Region.

  • Refit your ships Turret Base / Shield Generator / Generator / Energy Storage with Xanion material.

  • Change all your Turrets to Xanion material when possible, specially the Mining/Salvaging turrets, to increase your current yield and to be able to mine/salvage Ogonite from asteroids/ships in the next region.

  • Xanion Region is a good area to start building Stations to increase your income and have a Base of Operation, where you can craft Fighters to supply lost ones and Train crew members for current or future needs.
    • Some good Factories to build is Accelerator, Body Armor, War Robot, Vehicle and Mining Robot factories.
--- [TIER] Ogonite
Ogonite Building Knowledge: 12 Subsystems Slots
HOW TO OBTAIN: Search for Containers, Kill Pirates, Sell Ogonite Ores to a Merchant Ship.
    --- [TIER] Avorion
    Avorion Building Knowledge: 15 Subsystems Slots
    HOW TO OBTAIN: Search for Containers, Kill Pirates, Sell Avorion Ores to a Merchant Ship.
    • Settle near the center of the galaxy and build Turrets Factories to get the best available turrets in the game. (Not recommended for PvP Servers, but you can found a Station near the center to get the max Turret Factory Tech and move it elsewhere with the towing mod if its available)
    === Information - Ship Building
    --- Ideal Ship Stats
    The idea here is to prioritize a decent acceleration, deceleration and maneuverability above everything else. Many stats here depends on the ship class you want, more information on the Guide Index in the right side.
    High Speed and Maneuverability helps a lot on evading/outrunning enemy fire/torpedoes while maintaining your aim at the target.

    [GENERAL STATS]
    Hull HP: Hull Blocks / Smart Hull Blocks / Armor Blocks
    - Highest amount possible, Armor Blocks are heavier but gives more Hull HP
    - Don't forget to use Integrity Field Generator Blocks to protect your ship Hull
    Shield HP: Shield Generator Block = Creates a protective shield, consumes lots of Energy
    - Highest amount possible
    Cargo: Cargo Bay Block = Increases cargo storage
    - Military: No or Low Cargo
    - Industrial or Support: A lot of Cargo
    Crew: Crew Quarters Block = Increases Crew capacity
    - Amount Required for the ship you are using, or more if you have Academy

    [MOVEMENT STATS]
    Acceleration: Engine Block = Increases primary acceleration
    - At least 100m/s²
    Deceleration: Thruster / Directional Thruster / Inertia Dampener Blocks
    - At least 100m/s²
    Max Velocity: Engine Block = Increases MaxVelocity
    - At least 500m/s to be able to outrun Pirates
    Yaw: At least 0.5 rad/s
    Pitch: At least 0.5 rad/s
    Roll: At least 0.5 rad/s

    [TECHNICAL STATS]
    Hyperspace Cooldown: Lowest possible
    Hyperspace Reach: Hyperspace Core Block = Increases Hyperspace jump range, best on Combat / Scout / Command / Merchant ships
    Radar Reach: Subsystems = Radar Booster, best on Scout / Command ships
    Subsystem Sockets: Determined by the total Processing Power on the ship
    Processing Power: Computer Core Block / Functional Blocks = Increases the Processing Power
    - Functional Blocks are Engines, Generators, Shields, etc...
    Production Capacity / Speedup / Productions Assembly Block = Speeds up production of Factories or Fighters
    - Use on stations to produce Trade Goods faster, or use it on Carriers to produce Fighters faster
    Cloning Capacity: Cloning Pods Block = Allows to clone existing crew members
    - Only needed on Command Ships or your Main Station
    Academy Capacity: Academy Block = Train Crew members
    - Only needed on Command Ships or your Main Station

    [WEAPONRY STATS]
    Free Arbitrary Turrets: Increased by Subsystem Modules
    - Armed and Unarmed turrets can use these slots
    Armed Turrets: All Classes
    Unarmed Turrets: Miners and Scavengers
    Defensive Turrets: All Classes
    Hangar Space: Hangar Block = Increase Storage for Fighters
    - It depends on the size of the fighters you are using on the Carriers/Stations. (More information on how to build your fighters on the Guide Index in the right side)
    Each squad can field 12 fighters, a squad with fighters sized 1 equals 12 Hangar Space, and sized 8 equals 96 Hangar Space.

    [ENERGY STATS]
    Required Energy: Functional Blocks and Subsystem Modules consumes Energy
    Generated Energy: Generator Block = Produces Energy
    - At least 2x the Required Energy.
    Storable Energy: At least 3x the Hyperspace Jump Energy.
    Hyperspace Jump Energy: ---
    --- Workshop Ships/Fighters/Stations
    Workshop Ships Stats comparison list:
    A spreadsheet listing all the stats from interesting ships that I found in the workshop.
    https://docs.google.com/spreadsheets/d/1k-UlvMYM1jVYTZb_PpAdMZbjwaIu7Ndq5CtREf7xM7k/edit?usp=sharing

    --- Military & Industrial Ships Collection ---
    https://steamcommunity.com/sharedfiles/filedetails/?id=3374208568
    --- Fighters Collection ---
    https://steamcommunity.com/sharedfiles/filedetails/?id=3374187485
    --- Stations Collection ---
    https://steamcommunity.com/sharedfiles/filedetails/?id=3374178963
    === Information - Captains
    Captain Tier
    Positive Perks
    Neutral Perks
    NegativePerks
    TIER 0
    0 ~ 1
    1 ~ 2
    0 ~ 2
    TIER 1
    1 ~ 2
    1 ~ 2
    0 ~ 1
    TIER 2
    2 ~ 3
    0 ~ 2
    0
    TIER 3
    2 ~ 4
    1 ~ 2
    0

    Tier 3 Captains
    HOW TO OBTAIN: From "A Lost Friend" missions, which can be found on "Bulletin Boards" tab in the Strategy View.

    These missions gives you a Tier 3 Captain, they have 2 professions and only Positive and Neutral Perks!

    Use the "Search" field in the top left corner of the "Galactic Map" to find the stations below.
    Captain Type
    Where to Find
    DLC Needed
    COMMODORE
    Military Outposts
    DAREDEVIL
    Casinos, Resource Depot
    EXPLORER
    Research Stations, Travel Hubs, Resource Depots
    MERCHANT
    Trading Posts
    MINER
    Multiple Mining Stations
    SCAVENGER
    Scrapyards
    SMUGGLER
    Smuggler Hideouts, Resource Depots
    Black Market
    SCIENTIST
    Rift Research Stations
    Into the Rift
    XSOTAN HUNTER
    Into the Rift

    Best Captain Combinations
    NOTE: Perks below are listed in priority order.

    [Military Ships]
      Perks:
      • Positive: Lucky, Navigator, Stealthy, Educated, Humble.
      • Neutral: Reckless, Noble, Cunning.
      Captain:
      • Commodore / Daredevil
        Great for a Military Ship, more Armed Turrets and higher Fire Rate.
    [Exploration Ships]
      Perks:
      • Positive: Lucky, Stealthy, Navigator, Educated, Humble.
      • Neutral: Noble, Reckless, Cunning.
      Captain:
      • Explorer / Commodore
        Great for a Scout Ship, for running "Scout" missions.
      • Explorer / Daredevil
        Great for a Expedition Ship, gives bonus Armed Turrets from "Expedition" missions.
      • Explorer / Miner
        Great for a Expedition Ship, gives bonus Mining Turrets from "Expedition" missions.
      • Explorer / Scavenger
        Great for a Expedition Ship, gives bonus Salvaging Turrets from "Expedition" missions.
    [Trading Ships]
      Perks:
      • Positive: Market Expert, Intimidating, Stealthy, Navigator, Lucky, Educated, Humble.
      • Neutral: Commoner, Reckless, Cunning.
      Captain:
      • Merchant / Smuggler
        Great for a Merchant Ship, includes Buying/Selling Stolen Goods while running "Procure/Sell" missions, which increases your profit margin by a huge amount!
      • Merchant / Commodore
        Great for a Merchant Ship, lower the ambush probability while running "Procure/Sell" missions.
    [Resource Gathering Ships]
      Perks:
      • Positive: Connected, Navigator, Stealthy, Lucky, Educated, Humble.
      • Neutral: Reckless, Cunning.
      Captain:
      • Miner / Scavenger
        Great for "Mine/Scrap" missions with a escort, gives more Unarmed Turret Slots which will increase your yield.
      • Miner / Commodore
        Good for "Mine" missions without a escort, lower the ambush probability while running "Mine" missions.
      • Scavenger / Commodore
        Good for "Scrap" missions without a escort, lower the ambush probability while doing "Scrap" missions.

    Captains Classes
    [Commodore]
    • Armed Turret Slots +2
    • Auto-Turret Slots +4
    • Ambush Chance -15%

    [Daredevil]
    • +10% Turret Fire Rate.
    • Receive bonus Armed Turrets from "Expedition" missions.

    [Explorer]
    • +3 Deep Scan Range.
    • Faster travel time.
    • Reveals unexplored sectors during "Scout" missions.
    • Receives bonus random Subsystems from "Expedition" missions.

    [Merchant]
    • Access to "Trade" missions.
    • Licenses for Suspicious and Dangerous goods.
    • Double bonus chance for good prices in "Procure/Sell" missions.
    • Receives bonus Trading Subsystems from "Expedition" missions.

    [Miner]
    • Unarmed Turret Slots +2
    • Highlights Hidden Ores
    • Increases max duration on "Mine" missions.
    • Gives bonus yield to "Mine" missions.
    • Receives bonus Mining Turrets from "Expedition" mission.

    [Scavenger]
    • Unarmed Turret Slots +2
    • Highlights Valuable Wreckage
    • Increases max duration on "Scrap" missions.
    • Gives bonus yield to "Scrap" missions.
    • Receives bonus Salvaging Turrets from "Expedition" mission.

    DLC - Black Market
    [Smuggler]
    • Licenses for all goods.
    • Can Procure/Sell goods as stolen.
    • Receives random cargo from "Expedition" missions.

    DLC - Into the Rift
    [Xsotan Hunter]

    [Scientist]
    === Information - Subsystems
    --- Researching Subsystems/Turrets
    If you got a lot of Subsystems/Turrets its time to find a Research Station and start upgrading everything to free up some space. The following is the amount of subsystems/turrets that I use in each research per quality. In overall by using 3 items you will get more upgrades than using 5, but if its something really hard to come by and you don't want to risk losing it, use 5 items.

    Always use the same subsystem/turret on researches if you want a upgraded version of it, otherwise if you mix it you will get one of the items being researched.
    • 3 Items - 60% chance of success
    • 4 Items - 80% chance of success
    • 5 Items - 100% chance of success

    • Petty - 3
    • Common - 3
    • Uncommon - 3
    • Rare - 4
    • Exceptional - 4
    • Exotic - 5
    --- XSOTAN Artifacts
    • XSTN-K I
      Obtainable from "Project Exodus" Mission
      You can start this mission by interacting with beacons on Yellow blips, you need to find the X and Y of the same "number" to find the right location.
      For example:
      #38 X = -200
      #38 Y = -200

    • XSTN-K II
      Obtainable from Research Station by researching 3 Legendary Subsystems (Not Weapons!)
      and one of those subsystems can be a Xsotan Artifact, its a great choice if you have multiple artifacts that you don't use.
      • Gives Arbitrary Turret Slots(+8) and Auto-Turret Slots(+6)

    • XSTN-K III
      Obtainable from "Pirate Captain Swoks" Boss (Between distance 430~350 from the Center)
      Can be found on Titanium Region and early area of Naonite Region, to trigger the encounter, jump 10 times in a empty sector (Not on Green or Yellow blips).
      • Gives Armed Turret Slots(+10) and Auto-Turret Slots(+6)

    • XSTN-K IV
      Obtainable from a Allied Travelling Equipment Salesman for 3M Credits, they randomly appears in your sector and remains there for 15min. Instead of searching for it, you can buy a Trade Guild Beacon (with Rare Artifacts) from your allied npc faction Equipment Dock and summon the Salesman so you can buy the Artifact.
      • Gives Unarmed Turret Slots(+10) and Auto-Turret Slots(+6)

    • XSTN-K V
      Obtainable from the "The Four" (Between distance 180~150 from the Center)
      Can be found on Xanion Region near The Barrier by accepting and following the bulletin board mission "Looking for Xsotan Artifacts".
      • Gives Generated Energy(+30%), Battery Recharge(+25%), Armed Turret Slots(+2), Arbitrary Turret Slot(+1), Unarmed Turret Slots(+2), Shield Durability(+25%), Jump Range(+1), Recharge Energy(-15%), Cargo Hold(+30%), Velocity(+30%), Loot Collection Range(+0.1 Km), Deep Scan Range(+3), Radar Range(+5)

    • XSTN-K VI
      Obtainable from "The AI" Boss (Between distance 340~240 from the Center)
      You need a Xsotan artifact equipped to be able to damage The AI.
      Can be found in Naonite and Trinium Regions, to trigger the encounter, jump 10 times in a empty sector (Not on Green or Yellow blips).
      • Gives the ability to a AI to control Gunners, Miners and Pilots. Removes the requirement for Gunners and Miners, adds 1200 Pilot Workforce and +4 Fighter Squadrons.
        Attention: Fighters controlled by the AI doesn't perform well in combat battles, expect to lose some fighters. Use real Pilots for combat battles instead

    • XSTN-K VII
      Obtainable from "MAD Science Mobile Energy Lab" (Between distance 240~150 from the Center)
      Can be found by destroying at least 4 MAD Science Satellites, which can be found in Yellow blips.
      • Gives Generated Energy(+200%), Battery Recharge(+125%)

    • XSTN-K VIII
      Obtainable from "Bottan the Smuggler".
      Can be found by going to a sector with a "Smuggler Hideout" and interacting with a ship that offers you a way to make some easy money by smuggling some goods. Follow the quest and read the Mail you will get eventually. You can repeat this mission every 30 minutes to obtain more Artifacts.
      • Gives Jump Range(+7), Hyperspace Cooldown(-50%), Hyperspace Recharge Energy(-80%)
    === Information - Turrets & Fighters
    Look out for Turret Factories and check out what kind of turrets are available, you don't need to dock the station to check the factory.

    When you find good turrets get the needed materials to craft it, then transform the turret into a blueprint to lower the cost of crafting it.

    If you have a Turret Blueprint you can craft multiple times the same turret.

    Build your own Turret & Fighter Factory!

    In-Game Best Turrets Stats
    A spreadsheet listing all the turrets and stats found in Trinium region and above.
    *Its a WIP list, when I find better turrets stats I'll update it.
    * Locations are for US TREE CAFE 01 Server

    https://docs.google.com/spreadsheets/d/1k-UlvMYM1jVYTZb_PpAdMZbjwaIu7Ndq5CtREf7xM7k/edit?usp=sharing
    === Information - Ship Classes
    Military Ships
    • Combat Tank Ship
      Captain: Commodore / Daredevil
      Mission: Main combat ship, it will be the first to engage the enemies from a very close distance, while taking all the hits.

    • Combat Carrier
      Captain: Commodore / Daredevil
      Mission: Support other military ships with lots of fighters, while maintaining a safe distance.

    Support Ships
    • Scout Ship
      Captain: Explorer / Commodore
      Mission: Scout Green/Yellow Blips, capable of getting to Claimable Asteroid / Treasures very fast and jumping out of sector while evading enemies. Some hackable containers may trigger a defense force to spawn, get your combat ship nearby.
      Manually ordering the captain to jump to green blips with a fast jumping ship is faster than doing the "Scout" missions.
      If you are controlling a Command Ship with increased Radar Reach just send your Scout ship on each Green Blip by pressing Shift key and right clicking in every green blip.

    • Command Ship
      Captain: Commodore / Explorer
      Mission: A Mobile Main Base with increased Radar Reach, can also be used as a main Fighter Factory / Academy / Cloning Facility

    • Repair Carrier
      Captain:
      Mission: Support other ships by repairing them with Repair Fighters, during combat or not.

    Industrial Ships
    • Merchant Ship
      Captain: Merchant / Smuggler
      Mission: Run "Trade" or "Procure/Sell" missions to make you lots of profit!

    • Mining Ship
      Captain: Mining / Scavenger
      Mission: Mine Sectors or run "Mine" Missions (Mining Operation)

    • Salvaging Ship
      Captain: Scavenger / Miner
      Mission: Salvage Battlefield or run "Scrap" Missions (Salvaging Operation)

    Expedition Ships
    • Armed Turrets Expedition Ship
      Captain: Explorer / Daredevil
      Mission: Run "Expedition" missions to get bonus Armed Turrets.

    • Mining Turrets Expedition Ship
      Captain: Explorer / Mining
      Mission: Run "Expedition" missions to get bonus Mining Turrets.

    • Salvaging Turrets Expedition Ship
      Captain: Explorer / Scavenger
      Mission: Run "Expedition" missions to get bonus Salvaging Turrets.
    MILITARY SHIPS
    [-----COMBAT TANK SHIP-----]
    Stats to focus:
    Hull, Shield, Yaw, Pitch, Roll, Hyperspace Reach, Armed Turret Slots, Generated Energy, Storable Energy.

    Pros:
    High Hull, High Shield, Far Hyperspace Reach, Alot of Armed Turret Slots
    Cons:
    No Cargo, Slow Speed, Slow Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • Combat Mainframe (Mod)
    • XSTN-K III (Obtainable from SWOKS)
    • Armed Turret Control Subsystem
    • Reviving Shield Booster
    • Energy-To-Shield Converter
    • Hyperspace Booster
    • Auto-Turret Control Subsystem
    • Shield Ionizer (Multiple Damage Types)
    • Shield Impenetrator

    [-----COMBAT CARRIER-----]
    Stats to focus:
    Hyperspace Reach, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Slow Speed, Slow Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • XSTN-K VI (Obtainable from the AI)







    SUPPORT SHIPS
    [-----SCOUT SHIP-----]
    Stats to focus:
    Acceleration, Deceleration, Yaw, Pitch, Hyperspace Reach, Radar Reach, Generated Energy, Storable Energy.

    Pros:
    Very Fast Speed, Very Fast Braking, Very Maneuverable, Far Hyperspace Reach, Far Radar Reach
    Cons:
    Low Hull, Low Shield

    Subsystem priority order:
    • Generator Booster (If needed)
    • Universal Adventuring Companion (Mod)
    • Object Detector/Finder
    • Injector (Hacking Device)
    • Hyperspace Booster
    • Deep-Scan Radar Booster
    • Scanner Booster
    • Trading Subsystem
    • Accelerating Engine Booster
    • Velocity Security Control Bypass

    [-----COMMAND SHIP-----]
    Stats to focus:
    Radar Reach, Hyperspace Reach, Production Capacity, Productions, Academy Capacity, Cloning Capacity, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Radar Reach, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Medium Speed, Medium Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • Combat Mainframe (Mod)
    • Universal Adventuring Companion (Mod)
    • Scanner Booster
    • Deep-Scan Radar Booster
    • Hyperspace Booster
    • XSTN-K VI (Obtainable from the AI)





    [-----REPAIR CARRIER-----]
    Stats to focus:
    Hyperspace Reach, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Medium Speed, Medium Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • XSTN-K VI (Obtainable from the AI)
    • Combat Mainframe (Mod)





    INDUSTRIAL SHIPS
    [-----MERCHANT SHIP-----]
    Stats to focus:
    Hyperspace Reach, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Slow Speed, Slow Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • Trading Subsystem
    • Combat Turret Control Subsystem (XSTN-K 3)
    • Cargo Extension by %
    • Hyperspace Booster (XSTN-K 8)
    • Chameleon
    • Transport Software
    • Shield Booster

    [-----MINING SHIP-----]
    Stats to focus:
    Hyperspace Reach, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Slow Speed, Slow Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • Arbitrary/Unarmed Turret Control Subsystem
    • Mining Subsystem
    • Tractor Beam Upgrade
    • Transporter Software
    • Cargo Extension by %


    [-----SALVAGING SHIP-----]
    Stats to focus:
    Hyperspace Reach, Hangar Space, Generated Energy, Storable Energy.

    Pros:
    Medium Hull, Medium Shield, Far Hyperspace Reach, Large Hangar Space
    Cons:
    Slow Speed, Slow Deceleration

    Subsystem priority order:
    • Generator Booster (If needed)
    • Industrial Mainframe (Mod)
    • Arbitrary/Unarmed Turret Control Subsystem
    • Internal Refinery (Mod)
    • Universal Adventuring Companion (Mod)
    • Wreckage Detector
    • Tractor Beam Upgrade
    • Transporter Software
    • Cargo Extension by %


    12 Comments
    SkeL  [author] Nov 21, 2024 @ 1:35pm 
    If anyone is interested:
    https://docs.google.com/spreadsheets/d/1k-UlvMYM1jVYTZb_PpAdMZbjwaIu7Ndq5CtREf7xM7k/edit?usp=sharing

    If you know any good ships in the workshop, comment the link and I will take a look and add to the list.
    NoxamanteTTV Mar 31, 2024 @ 11:39am 
    Just killed the AI without artifacts, it is my first Artifact. The AI was being attacked by pirates when I found it and so I killed the pirates which made it hostile and damageable.
    FlareFluffsune Jul 3, 2023 @ 7:22am 
    This is a lovely guide and I've been using it, however there's something I had to search for about The AI as it was neutral and indestructible when I found it. You must have a Xsotan artefact installed in your ship subsystems to trigger it to attack you.
    Ap6aHoB May 7, 2023 @ 11:41am 
    How does Internal Refinery subsystem works? Installed it, but doesn't work.
    Joining Player . . . Mar 21, 2023 @ 5:28am 
    Amazing guide for a new player! I have never thought of using a fleet to help me in this game!
    SkeL  [author] Feb 11, 2023 @ 7:59pm 
    @Stone Legion Thanks :) I'll give it another shot in the singleplayer since the server I was playing in probably wiped by now.
    YouTube.com/StoneLegion Feb 11, 2023 @ 7:52pm 
    Amazing post! I kind of wish you continued updating it. I believe research now takes three items and there's some changes to it. And it would be neat to see more information about rifting. Hopefully if you're taking a break from the game you'll give it another shot!
    lllib Jan 28, 2023 @ 6:29am 
    What's thinking on Daredevil/Miner captain combo? Kinda like Daredevil/Commodore, I suppose?
    AndrewZen Jan 25, 2023 @ 5:55pm 
    For what it's worth I found a Xsotan Hunter at a "Semi Conductor Manufacturer M"
    SkeL  [author] Nov 30, 2022 @ 4:57am 
    This is more like a progression guide than a tutorial on basic mechanics of the game. My intention with this guide was to find out the fastest and most efficient way to get to Avorion region.