SUBTRENCHPlay

Equipment

Free hull evolutions, module prices, and fitting limits.

Module progression

Follow an arrow to its next purchase. You must own the previous module, fitted or in Inventory, before buying the next one for the first time. Each card shows its own price. Select a module for its effects and fitting rules.

Requires previous moduleTier 1 · Level 5Tier 2 · Level 15Tier 3 · Level 30
Weapons30 modules · 15 links
Engines12 modules · 2 links

Scroll sideways to follow the full path on a small screen.

Armor13 modules · 4 links

Scroll sideways to follow the full path on a small screen.

Direct purchases

No prerequisite module needed. Ship offers are prototypes sold only by surface merchants.

Utility21 modules

A first build at level 5

At level 5, you can buy Twin Tubes (150 Parts), Tuned Screws (120 Parts), and Keel Braces (120 Parts): 390 Parts total, before any other purchases. These tier 1 modules add a second torpedo tube, movement speed, and Hull.

The engine and braces fit their dedicated slots. Twin Tubes uses a weapon bay. Return Standard Tubes to Inventory before fitting it. The Skiff has 1 weapon bay and 2 utility bays; utilities cannot use a spare weapon bay.

You can keep Standard Tubes and spend Parts on other modules. At level 15, choose a free hull evolution from the cards above your callsign. Hulls set movement, durability, cargo, and fitting limits; modules remain your choice.

What to upgrade

  • Missing moving targets: try a different projectile pattern or speed, and change your firing angle.
  • Unable to retreat: compare sustained engine speed with acceleration and a burst ability. Check the burst cooldown before relying on it to escape.
  • Returning with a full hold: consider a larger frame or Cargo Racks, while keeping enough survivability to bank the extra load.
  • Losing sight of attacks in deep water: visibility gear can matter more than another gun. Read its effect on fog and blackout before buying.

Fitting rules

Prototypes: surface merchants each sell three offers at level 15. Stock changes every 10 minutes and is shared across rooms. Buy one copy of each with Parts and fit one prototype at a time. Check ship stock on the expanded map. Purchases stay in Inventory when stock changes; death uses the normal equipment reset.

Stats use level points and cost no Parts. Each line is capped by your hull. Evolution preserves Hull percentage, returns overflow gear to Inventory, and refunds points above the new cap. Hull evolution is separate from depth clearance, which comes from pressure trials.

Three Cutter builds

Choose Cutter from Skiff at level 15. These totals include every listed module and prerequisite, with no sales. Hull evolution is free. Subtract equipment you already own; stat points are separate.

Cutter for cargo runs

Level 15+ · 540 Parts total · Weapon bays 1/2 · Utility bays 1/2

Cargo Racks doubles the Cutter’s carrying capacity. This build keeps the free Standard Tubes and spends the rest on speed and Hull. Use it when you’re filling the hold comfortably and want to make fewer dock trips.

Fitted: Standard Tubes, Tuned Screws, Keel Braces, Cargo Racks. The engine and armor use their dedicated slots.

Cost: Tuned Screws 120 + Keel Braces 120 + Cargo Racks 300 = 540 Parts.

Buy and fit: Buy Tuned Screws and Keel Braces at level 5. Choose the free Cutter evolution at level 15. Keep Standard Tubes fitted and add Cargo Racks at a safe dock.

Tradeoff: This keeps Standard Tubes instead of adding another firing pattern. The bigger hold takes longer to fill and bank, and puts more cargo at risk if you sink. Head home early when your Hull is low.

Cutter with a shield and Afterburner

Level 15+ · 1,450 Parts total · Weapon bays 1/2 · Utility bays 1/2

Twin Tubes fires two streams of torpedoes. When you need to leave a fight, use Afterburner to get some distance. Bio-Lattice and Shield Generator help you recover during the break.

Fitted: Twin Tubes, Bio-Lattice, Afterburner, Shield Generator. The engine and armor use their dedicated slots.

Cost: Twin Tubes 150 + Bio-Lattice 300 + Afterburner 450 + Shield Generator 550 = 1,450 Parts.

Buy and fit: Start with Twin Tubes and Bio-Lattice. Return Standard Tubes to Inventory. Choose the free Cutter evolution at level 15, then add Afterburner and Shield Generator at a safe dock.

Tradeoff: Hull regeneration and shield recharge need time without damage, so constant hits prevent recovery. Afterburner also has a cooldown; check it before rushing into another fight. Cargo capacity stays at the Cutter’s base amount.

Railgun Cutter

Level 15+ · 1,650 Parts total · Weapon bays 1/2 · Utility bays 1/2

Railgun charges a heavy shot, and Capacitor Bank shortens the charge. Cavitation Drive helps you move between shots; Reinforced Plating adds Hull. Open water gives you space to line up a shot and back away during the reload.

Fitted: Railgun, Capacitor Bank, Cavitation Drive, Reinforced Plating. The engine and armor use their dedicated slots.

Cost: Harpoon Launcher 150 + Railgun 600 + Capacitor Bank 300 + Cavitation Drive 300 + Reinforced Plating 300 = 1,650 Parts.

Buy and fit: Choose the free Cutter evolution at level 15. At a safe dock, buy Harpoon Launcher to unlock Railgun. Return Standard Tubes and Harpoon Launcher to Inventory: Railgun must be your only fitted weapon. Add the drive, plating, and capacitor.

Tradeoff: A missed shot leaves you waiting through a long reload. Plating reduces speed, and Cavitation Drive makes fauna and bosses notice you from farther away. Avoid this drive if you’re trying to slip past creatures unnoticed.

Check your fitted slots before you leave: purchases that do not fit stay in Inventory. The level guide covers hull evolution, module tiers, and pressure trials.

Hull evolution

All 29 hulls include one engine slot and one armor slot. Weapon and utility bays are separate. No hull has more than three weapon bays. Depth clearance comes from pressure trials.

Scroll sideways to compare every hull stat. Hull names stay visible as you scroll.

Base values before modules and stat points
HullParentLevelHull pointsHaul capWeapon baysUtility baysStat capSpeedRole and effects
SkiffStarting hull1100400124100%100 Hull, 400 Haul capacity, 1 weapon bay, 2 utility bays, stat cap 4. 100% base speed.
CutterSkiff15160800225110%160 Hull, 800 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 5. 110% base speed. +8% weapon damage, +15% acceleration.
CorvetteSkiff15190900225100%190 Hull, 900 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 5. 100% base speed. +18% weapon damage.
TrencherCorvette302351,30032694%235 Hull, 1,300 Haul capacity, 3 weapon bays, 2 utility bays, stat cap 6. 94% base speed. +20% weapon damage.
LeviathanBastion303102,10023682%310 Hull, 2,100 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 6. 82% base speed. +20% weapon damage, −10% acceleration, +20% Hull regeneration.
SpecterCutter30165950226118%165 Hull, 950 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 6. 118% base speed. +30% weapon damage, +15% acceleration.
BastionSkiff152101,10022588%210 Hull, 1,100 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 5. 88% base speed. +5% weapon damage, +15% body damage, −5% acceleration.
SurveyorSkiff151551,300135102%155 Hull, 1,300 Haul capacity, 1 weapon bay, 3 utility bays, stat cap 5. 102% base speed. +30% weapon damage, 15% less pressure damage, 15% shorter sonar cooldown.
InterceptorCutter30180900226122%180 Hull, 900 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 6. 122% base speed. +18% weapon damage, −10% torpedo lifetime, +30% acceleration.
ArtilleryCorvette302101,20014692%210 Hull, 1,200 Haul capacity, 1 weapon bay, 4 utility bays, stat cap 6. 92% base speed. +75% weapon damage, 10% longer reload, +15% torpedo lifetime.
BulwarkBastion302801,40014690%280 Hull, 1,400 Haul capacity, 1 weapon bay, 4 utility bays, stat cap 6. 90% base speed. +50% weapon damage, +70% body damage, +15% acceleration.
ProspectorSurveyor302202,40023694%220 Hull, 2,400 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 6. 94% base speed. +15% weapon damage, +10% Hull regeneration, 15% less pressure damage.
PathfinderSurveyor301901,500236113%190 Hull, 1,500 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 6. 113% base speed. +15% weapon damage, 20% less pressure damage, 35% shorter sonar cooldown.
PhantomSpecter451901,100137126%190 Hull, 1,100 Haul capacity, 1 weapon bay, 3 utility bays, stat cap 7. 126% base speed. +85% weapon damage, +12% torpedo lifetime, +15% acceleration.
WraithSpecter451851,000227130%185 Hull, 1,000 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 7. 130% base speed. +45% weapon damage, +25% acceleration.
RaptorInterceptor452051,100227132%205 Hull, 1,100 Haul capacity, 2 weapon bays, 2 utility bays, stat cap 7. 132% base speed. +25% weapon damage, 15% shorter reload, −10% torpedo lifetime, +55% acceleration.
MakoInterceptor452201,500237122%220 Hull, 1,500 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 7. 122% base speed. +40% weapon damage, +35% acceleration, +40% Hull regeneration.
DreadnoughtTrencher453001,80032784%300 Hull, 1,800 Haul capacity, 3 weapon bays, 2 utility bays, stat cap 7. 84% base speed. +50% weapon damage, −10% acceleration.
BarrageTrencher452451,40031798%245 Hull, 1,400 Haul capacity, 3 weapon bays, 1 utility bay, stat cap 7. 98% base speed. +25% weapon damage, 18% shorter reload.
LancerArtillery452351,400137100%235 Hull, 1,400 Haul capacity, 1 weapon bay, 3 utility bays, stat cap 7. 100% base speed. +95% weapon damage, 15% longer reload, +35% torpedo lifetime, −5% acceleration.
SiegeArtillery452801,80014785%280 Hull, 1,800 Haul capacity, 1 weapon bay, 4 utility bays, stat cap 7. 85% base speed. +115% weapon damage, 25% longer reload, +15% torpedo lifetime, −10% acceleration.
CitadelLeviathan453902,60024774%390 Hull, 2,600 Haul capacity, 2 weapon bays, 4 utility bays, stat cap 7. 74% base speed. +45% weapon damage, +20% body damage, −15% acceleration, +25% Hull regeneration.
FortressLeviathan454403,00015770%440 Hull, 3,000 Haul capacity, 1 weapon bay, 5 utility bays, stat cap 7. 70% base speed. +80% weapon damage, −20% acceleration, +50% Hull regeneration, 20% less pressure damage.
JuggernautBulwark453501,90014795%350 Hull, 1,900 Haul capacity, 1 weapon bay, 4 utility bays, stat cap 7. 95% base speed. +60% weapon damage, +130% body damage, +20% acceleration.
BreakerBulwark453101,700237100%310 Hull, 1,700 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 7. 100% base speed. +35% weapon damage, +70% body damage, +35% acceleration.
FreighterProspector453104,00024782%310 Hull, 4,000 Haul capacity, 2 weapon bays, 4 utility bays, stat cap 7. 82% base speed. +35% weapon damage, −10% acceleration, 30% less pressure damage.
SalvagerProspector452703,100237102%270 Hull, 3,100 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 7. 102% base speed. +40% weapon damage, +20% acceleration, +25% Hull regeneration.
NautilusPathfinder452602,100247103%260 Hull, 2,100 Haul capacity, 2 weapon bays, 4 utility bays, stat cap 7. 103% base speed. +35% weapon damage, 45% less pressure damage, 40% shorter sonar cooldown.
VoyagerPathfinder452302,000237122%230 Hull, 2,000 Haul capacity, 2 weapon bays, 3 utility bays, stat cap 7. 122% base speed. +35% weapon damage, +25% acceleration, 30% shorter sonar cooldown.

Weapons

A weapon’s listed damage is per shot or projectile. Spread, reload, range, and hits affect total damage. Fitted weapons, including Auto-Turret, share output: two each deal 71% of their listed damage, three each deal 56%. Each type keeps its normal reload speed. Hull damage and reload modifiers apply separately. Duplicate and mixed weapons use the same rule. Railgun requires a solo weapon mount.

Contour Torpedo

1,050 Parts · Tier 2 · Level 15 · Merchant only

110% damage. Follows a wall for up to 2.4s after impact. 1.15× reload time.

Echo Charges

1,000 Parts · Tier 2 · Level 15 · Merchant only

Plant up to 4 wall charges. Sonar detonates nearby charges for 240% damage. 1.6× reload time.

Siphon Needles

950 Parts · Tier 2 · Level 15 · Merchant only

60% Hull damage, 4× damage to shields. Returns 75% of shield damage to your Shield Generator. 30% shorter reload.

Wake Mine

900 Parts · Tier 2 · Level 15 · Merchant only

Up to 4 mines. Triggers on fast enemies. Slow movement is safe. 340% damage, 1.6× reload time.

Standard Tubes

Starter equipment

Single 100%-damage torpedo with standard speed and reload.

Twin Tubes

150 Parts · Tier 1 · Level 5

2 parallel streams at 65% damage.

Harpoon Launcher

150 Parts · Tier 1 · Level 5

220% damage, 15% faster projectile, base penetration 2; 2.4× reload time.

Flak Sprayer

150 Parts · Tier 1 · Level 5

5 short-range pellets at 25% damage; standard reload.

Quad Tubes

600 Parts · Tier 2 · Level 15 · Requires Twin Tubes

4 parallel streams at 38% damage; 10% longer reload.

Railgun

600 Parts · Tier 2 · Level 15 · Requires Harpoon Launcher

Charge up to 1s for 550% damage and base penetration 6; 2.2× reload time. Solo weapon only.

Depth Charge Rack

600 Parts · Tier 2 · Level 15 · Requires Flak Sprayer

Sinking charge: 320% damage, 120-unit blast, 2.8× reload time.

Scattergun

200 Parts · Tier 1 · Level 5

7 close-range pellets at 38% damage; 1.9× reload time.

Burst Tubes

550 Parts · Tier 2 · Level 15 · Requires Twin Tubes

3 aimed shots at 65% damage, 0.12s apart; 1.5× reload time.

Heavy Torpedo

600 Parts · Tier 2 · Level 15

Huge shell: 60% projectile speed, 300% damage, 2.2× reload time.

Mine Layer

500 Parts · Tier 2 · Level 15

Drops a 260%-damage mine behind you; arms after 1s; max 6; 2× reload time.

Cavitation Lance

900 Parts · Tier 3 · Level 30 · Requires Harpoon Launcher

3× projectile speed, 160% damage, base penetration 9; 2× reload time.

Swarm Pods

900 Parts · Tier 3 · Level 30 · Requires Flak Sprayer

6 self-homing torpedoes at 22% damage; 2.2× reload time.

Triplet Tubes

500 Parts · Tier 2 · Level 15 · Requires Twin Tubes

3 parallel streams at 56% damage; 1.2× reload time.

Penta Sprayer

850 Parts · Tier 3 · Level 30 · Requires Scattergun

5-way spread at 46% damage with extended range; 1.8× reload time.

Stern Chaser

220 Parts · Tier 1 · Level 5

Fires forward and backward at 80% damage; 1.1× reload time.

Crossfire

550 Parts · Tier 2 · Level 15 · Requires Stern Chaser

Fires in 4 directions at 68% damage; 1.25× reload time.

Octo Barrage

950 Parts · Tier 3 · Level 30 · Requires Crossfire

8 directions at 50% damage; 1.5× reload time.

Gatling Tubes

500 Parts · Tier 2 · Level 15

2 short-range darts at 18% damage; 62% shorter reload.

Cavitation Stream

900 Parts · Tier 3 · Level 30 · Requires Gatling Tubes

30% damage, +40% projectile speed, base penetration 2; 70% shorter reload.

Annihilator Tube

950 Parts · Tier 3 · Level 30 · Requires Heavy Torpedo

540% damage, half projectile speed, 3.4× reload, 6× recoil.

Skipper

480 Parts · Tier 2 · Level 15

110% damage; ricochets off terrain twice; 1.3× reload time.

Hydra Torpedo

900 Parts · Tier 3 · Level 30 · Requires Burst Tubes

140% damage; splits after 0.65s into 3 warheads at 40% of parent damage. Each keeps remaining penetration and flight time; 2× reload time.

Pulse Emitter

520 Parts · Tier 2 · Level 15

150%-damage shockwave in a 230-unit radius; 2.2× reload time.

Mortar Rack

800 Parts · Tier 3 · Level 30 · Requires Depth Charge Rack

Fires a shallow-arc charge: 380% damage in a 120-unit blast on impact or expiry; 3× reload time.

Seeker Pod

900 Parts · Tier 3 · Level 30 · Requires Swarm Pods

One self-homing torpedo at 170% damage; 2× reload time.

Engines

Use the dedicated engine slot for steady speed, acceleration, a timed burst, or stealth. Ballast Jets and Afterburner need an input to activate; passive engines work while fitted.

Grapnel Drive

1,000 Parts · Tier 2 · Level 15 · Merchant only

Shift: pull toward an aimed wall within 720 units in 0.35s. 4s cooldown.

Vector Reverser

850 Parts · Tier 2 · Level 15 · Merchant only

Shift: burst opposite your movement at 520 units/s for 0.3s. 3.5s cooldown.

Cavitation Drive

300 Parts · Tier 1 · Level 5

+22% speed, +5% acceleration; fauna and bosses notice you from 25% farther away.

Silent Screws

400 Parts · Tier 1 · Level 5

+10% speed, +15% acceleration; fauna and bosses detect you at 40% shorter range.

Ballast Jets

250 Parts · Tier 1 · Level 5

+10% speed, +20% acceleration. Shift: vertical dash burst; 6s cooldown.

Ghost Drive

950 Parts · Tier 3 · Level 30

+12% speed, +20% acceleration. Stay below 45% speed for 1.6s to cloak. Firing, boosting, sonar, or damage reveals you.

Afterburner

450 Parts · Tier 1 · Level 5

Shift: 70% faster movement and thrust for 2s; 6s cooldown.

Trench Crawler

350 Parts · Tier 1 · Level 5

+8% speed, increasing to +28% deeper than 4,000 m. +10% acceleration.

Micro-Adjust Drive

500 Parts · Tier 1 · Level 5

+100% acceleration for quick starts and reversals, +10% top speed.

Tuned Screws

120 Parts · Tier 1 · Level 5

+8% speed, +10% acceleration.

Geared Turbine

320 Parts · Tier 2 · Level 15 · Requires Tuned Screws

+18% speed, +20% acceleration.

Twin Shafts

550 Parts · Tier 3 · Level 30 · Requires Geared Turbine

+30% speed, +30% acceleration.

Armor

Armor uses the dedicated armor slot. Extra Hull, regeneration, and collision effects serve different roles. Glass Autoloader disables the armor slot.

Barnacle Shell

900 Parts · Tier 2 · Level 15 · Merchant only

R: attach to a wall. 30% smaller profile, 95% less recoil, 160° aim arc. Moving detaches after 0.2s.

Conflicts: Glass Autoloader.

Ram Prow

350 Parts · Tier 1 · Level 5

+80% body damage, +10% speed; holds contact against fauna. Contact damage scales with Ram Force. Incompatible with Glass Autoloader.

Conflicts: Pressure Membrane, Glass Autoloader.

Hydraulic Prow

600 Parts · Tier 2 · Level 15 · Requires Ram Prow

×2.2 body damage, +10% speed; holds contact against fauna and hard impacts slow targets. Incompatible with Glass Autoloader.

Conflicts: Pressure Membrane, Glass Autoloader.

Serrated Keel

950 Parts · Tier 3 · Level 30 · Requires Hydraulic Prow

×2.6 body damage and +10% speed. Holds contact against fauna. Contact with enemy subs adds 2.5s bleed, and hard impacts slow them. Incompatible with Glass Autoloader.

Conflicts: Pressure Membrane, Glass Autoloader.

Reinforced Plating

300 Parts · Tier 1 · Level 5

+40% max Hull, −5% speed. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Bio-Lattice

300 Parts · Tier 1 · Level 5

+15% max Hull; 2× Hull regeneration after 5s without damage. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Anechoic Coating

520 Parts · Tier 2 · Level 15

+20% max Hull; hidden from enemy Hydrophones and minimaps; homing acquisition range halved. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Barnacle Spikes

300 Parts · Tier 1 · Level 5

+25% max Hull, +40% body damage; ramming subs take 30% of their contact damage back. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Ablative Shell

450 Parts · Tier 1 · Level 5

+60% max Hull, −35% regeneration, −12% speed. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Kinetic Damper

400 Parts · Tier 1 · Level 5

+25% max Hull. Reduces sub-collision knockback by 70% and trial guardian pushes by 35%. Prevents eel and prow slowing. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Keel Braces

120 Parts · Tier 1 · Level 5

+15% max Hull. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Double Hull

320 Parts · Tier 2 · Level 15 · Requires Keel Braces

+30% max Hull. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Titanium Hull

650 Parts · Tier 3 · Level 30 · Requires Double Hull

+50% max Hull. Incompatible with Glass Autoloader.

Conflicts: Glass Autoloader.

Utility

Most of these modules use utility bays. Auto-Turret uses a weapon bay and counts toward its limit. Choose cargo, salvage, visibility, and pressure equipment for your route.

Crush Capacitor

950 Parts · Tier 2 · Level 15 · Merchant only

Each 1% of max Hull lost to pressure adds 2% damage to your next volley, up to +100%. Charge expires after 10s.

Blackout Lens

700 Parts · Tier 2 · Level 15 · Merchant only

Stand still without firing for 0.5s to illuminate water and walls within 950 units. Moving or firing ends the effect.

Tow Harness

650 Parts · Tier 2 · Level 15 · Merchant only

R: tow or release oversized salvage. Deliver to a merchant for 1,200 Parts. Towing reduces speed by 15%.

Capacitor Bank

300 Parts · Tier 1 · Level 5

Railgun charges 50% faster.

Magnetic Casings

250 Parts · Tier 1 · Level 5

Adds homing to non-homing torpedoes at −28% damage. Excludes prototypes.

Sonar Array

250 Parts · Tier 1 · Level 5

Reduces sonar cooldown from 8s to 5s.

Salvage Claw

350 Parts · Tier 1 · Level 5

+50% Haul from every source.

Cargo Racks

300 Parts · Tier 1 · Level 5

+100% Haul capacity.

Pressure Membrane

400 Parts · Tier 1 · Level 5

Halves pressure damage below your certified depth.

Conflicts: Ram Prow, Hydraulic Prow, Serrated Keel.

Glass Autoloader

500 Parts · Tier 1 · Level 5

+55% fire rate, −15% max Hull. DISABLES THE ARMOR SLOT: no armor can be fitted while equipped.

Conflicts: Reinforced Plating, Ram Prow, Hydraulic Prow, Serrated Keel, Bio-Lattice, Anechoic Coating, Barnacle Spikes, Ablative Shell, Kinetic Damper, Keel Braces, Double Hull, Titanium Hull, Barnacle Shell.

Floodlights

250 Parts · Tier 1 · Level 5

+60% deep-fog visibility radius; reduces boss blackout strength by 20%.

Abyssal Eyes

500 Parts · Tier 1 · Level 5

+40% deep-fog visibility, caps deep-fog opacity at 80%, and reduces boss blackout strength by 30%. Stacks with Floodlights.

Echo Chamber

450 Parts · Tier 1 · Level 5

Your sonar pings linger 3× longer.

Hydrophones

550 Parts · Tier 1 · Level 5

Faint nearby contacts glow through deep fog and boss blackouts; reduces blackout strength by 15%. Cloaked and anechoic enemies stay hidden.

Shield Generator

550 Parts · Tier 1 · Level 5

Shield equal to 30% of max Hull; recharges 10%/s after 6s without damage.

Decoy Bubbler

400 Parts · Tier 1 · Level 5

Below 35% Hull, automatically distracts pursuing fauna within 400 units and the pursuing boss for 3s. Activates only with a pursuer. 18s cooldown.

Auto-Turret

650 Parts · Tier 3 · Level 30

Uses a weapon bay. Targets the nearest enemy within 300 units. Base shot: 8 damage every 1.2s. Hull traits and shared weapon load apply. With Ghost Drive, fires only when you fire and are uncloaked.

Repair Nanobots

500 Parts · Tier 1 · Level 5

Hull regeneration resumes after 1s at 40% rate, reaching full rate after 5s.

Reactor Overclock

600 Parts · Tier 1 · Level 5

+20% torpedo damage; −35% Hull regeneration.

Periscope Optics

300 Parts · Tier 1 · Level 5

Camera zooms out 15%.

Armored Hold

700 Parts · Tier 1 · Level 5

On death, adds 50 percentage points to carried Haul recovery, up to full recovery; wreck contains 32.5%.

Prices, requirements, and item effects in this reference follow the game’s v0.6.0 balance definitions. For the banking route and buying controls, see your first refit. Report a mismatch through support.