Active module: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 24: | Line 24: | ||
|- | |- | ||
|align=center|[[File:Experimental.png]] | |align=center|[[File:Experimental.png]] | ||
|align=center|''' | |align=center|'''Mk IV''' | ||
|The most powerful kind of item. Created by upgrading a Mk III item with an experimental upgrade kit, or by paying Artifacts. | |The second most powerful kind of item. Created by upgrading a Mk III item with an experimental upgrade kit, or by paying Artifacts. | ||
|- | |||
|align=center| | |||
|align=center|'''Mk V''' | |||
|The most powerful kind of utem. It is created in the workshop, by using parts either salvaged from MK II items and above, or found in the open-world invasion game mode. | |||
|} | |} | ||
Revision as of 22:42, 24 October 2014
- Active Modules
- Active Modules are trigger Abilities/Skills that can be bought or sold and fitted into slots that are numbered One(1) through Four(4). Once modules are placed they can be used by pressing a number on the keyboard corresponding to the numbered location of the module.
- The amount of Active Modules per ship depends on the Tech level of said ship. Current ships have no less than two and no more than four Active Module slots. Some modules may be used by all classes of ship while others are specific to certain roles.
- Note that Module effects typically do not stack. So if two Command ships are within range of providing an Aegis buff to your ship, only the stronger Aegis effect will be applied.
- Hierarchy of Module Efficiency