Capital Ship Powers

With all the guides I see out here, I was wondering if someone could point me in the direction to a list of the capital ships . . more than that, their powers, and how they work - the little bit of text really is not enough to understand them all.  I have read about a few here in the forums . . is there a place listing their abilities, antimatter cost, cooldown, and so on?

 

If not . . someone should make one, like the other cool guides in this forum :D

4,518 views 4 replies
Reply #1 Top
The best I know of is the Sons of a Solar Empire Wiki which tells you the basic statistics of various abilities. To my knowledge though, is no in depth guide on all of them that explains all the things you're interested in (I know of at least one in the works, but not sure how long that one will take, ultimately).

If there's a specific ability or capital ship who's abilities you want to know about though, I'm sure people would be happy to explain them at some length...
Reply #2 Top
Here's the notes I have on the stats for capital ship abilities, along with a couple notes which everyone is free to (and perhaps should) ignore. ;p


TEC



Kol Battleship

Gauss Rail Gun
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 6
Affects: enemy frigate, capital ship or structure
Range: 5000
Effect(s):
Damage: 300 / 550 / 800

Flak Burst
Level available: 1 / 3 / 5
Antimatter cost: 100 / 100 / 100
Cooldown time: 12 / 10 / 8
Affects: enemy strikecraft
Range: self
Area radius: 2400 / 3000 / 3600
Max targets: infinite
Effect(s):
Damage: 30 / 45 / 60

Adaptive Forcefield
Level available: 1 / 3 / 5
Antimatter cost: 40 / 50 / 60
Cooldown time: 45 / 40 / 35
Affects: self
Duration: 20 / 30 / 40
Effect(s):
Damage reduction: 15% / 25% / 35%
Shield bypass reduction: 25% / 45% / 60%

Notes: This is the only ability in the game that can reduce the effectiveness
of Vasari phase missile shield bypass. The fully upgraded forcefield can be on
at all times with no gaps as long as you have the antimatter.

Finest Hour (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: self
Duration: 60
Effect(s):
Autocannon splash radius: 1000
Autocannon splash damage: 60
Antimatter regeneration rate: 5
Hull repair rate: 10
Ability cooldown reduction: 20%

Notes: Better used in the middle of a battle rather than to start to get the
full regen benefits.

Sova Carrier

Missile Batteries
Level available: 1 / 3 / 5
Antimatter cost: 125
Cooldown time: 50
Effect(s):
Creates Missile Battery (frigate)
Lifetime: 180
Hull points: 750 / 1000 / 1250
Hull repair rate: 1
Shields: 120 / 140 / 160
Shield regeneration: 1
Armor: 3.0 / 4.0 / 5.0
Armor class: light
Weapon: missile
Damage type: anti-medium
Range: 8500
DPS: 13.00 / 17.33 / 22.75

Notes: The Missile Battery acts as a stationary, hardier Javelis frigate, with
upgrades increasing both its damage and survivability. It's considered a
frigate, so research upgrades will also improve it like any other ship. The
battery's range is less than that of a real Javelis, so you'll want to drop it
closer to the action.

Embargo
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 120
Affects: enemy planet, enemy cargo ships
Area radius: planetary system
Max targets: infinite
Duration: 120
Effect(s):
Planet production stolen: 40% / 70% / 100%
Planet ship/structure build time increase: 30% / 60% / 100%
Disable Phase Jump (cargo ships)

Notes: Embargo steals all of what the target planet is producing, so save it
for productive enemy planets and ones with heavy trade and/or refinery traffic,
as it prevents the cargo ships from leaving the system. The defining power
involved in a Sova rush strategy where you attempt to Embargo the opponent's
home planet early and fatally cripple their economy.

Heavy Fighters
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%
Strikecraft armor increase: 1.0 / 2.0 / 3.0

Notes: Despite the name, the buff applies for both fighters and bombers.

Rapid Manufacturing (ultimate ability)
Level available: 6
Antimatter cost: 120
Cooldown time: 120
Affects: self
friendly planet
Area radius: planetary system
Duration: 45
Effect(s):
Instant strikecraft creation
Planet ship/structure build time reduction: 30%

Notes: Use to replace strikecraft quickly if destroyed or to scrap your current
squads and change your fighter/bomber ratio during a battle. The planetary
build bonus is nice but brief.

Akkan Battlecruiser

Ion Bolt
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 10 / 12 / 14
Affects: enemy frigate, capital ship or structure
Range: 7000
Duration: 3 / 5 / 7
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

Notes: While this completely disables an enemy target, it's very brief, so save
it for important targets and to cancel impending Phase Jumps. Generally
inferior to the Reverie ability from the Advent Rapture Battlecruiser, although
unlike Reverie it won't fail early if you focus fire on the disabled target.
Can interrupt enemy ship abilities.

Colonize +
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
resource asteroids
Range: 5000
Duration: permanent
Effect(s):
Colonize planet
Free resource extractors: 0 / 1 / 2

Notes: The side effect with free resource extractors is pretty weak, so I'd
spend my ability upgrades elsewhere.

Targeting Uplink
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 8000
Duration: permanent (self)
until out of range (others)
Effect(s):
Chance to hit increase: 5% / 10% / 15%
Weapon range increase: 6% / 12% / 20%

Notes: Most targets have a base chance to hit of 100%, so the increased
accuracy is mainly useful for Garda flak frigates to hit the wilier
strikecraft. Moving targets also are harder to hit, so this will give a better
chance to nail targets on approach. Similarly, the weapon range increase is
best used when you're not already engaged, so it most benefits the initial
approach in battles and ships with long range (looking at you, Javelis).

Armistice (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: all frigates, capital ships, strikecraft and structures
Area radius: 12000
Max targets: infinite
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Interrupt
Invulnerable
Disable abilities
Disable weapons

Notes: Pretty much a panic button to stage a getaway or prevent your fleet from
getting wiped, as it prevents damage for everything around the Akkan. Could
also be used to buy time for reinforcements to arrive.

Dunov Battlecruiser

Shield Restore
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 16
Affects: other friendly frigate, capital ship or structure with
damaged shield
Range: 6000
Effect(s):
Shield restoration: 350 / 700 / 1050

EMP Charge
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 50 / 45 / 40
Affects: enemy frigates, capital ships and structures
Range: 4500
Area radius: 2500 / 3000 / 3500
Max targets: infinite
Effect(s):
Damage: 150 / 300 / 450
Antimatter removal: 50 / 100 / 150

Notes: Damages and drains all enemy ships and structures around the selected
target. Unlike the Detonate Antimatter ability from the Advent Radiance
Battleship, the enemy targets do not need to have an antimatter pool, so the
EMP will still damage them. Best used to both damage and drain the antimatter
of support cruisers and capital ships.

Magnetize
Level available: 1 / 3 / 5
Antimatter cost: 80
Cooldown time: 15
Affects: enemy frigate, capital ship or structure
enemy strikecraft
Range: 5000
Area radius: 5000 / 6000 / 7000
Max targets: 1 (frigate, capital ship or structure)
8 / 12 / 16 (strikecraft)
Duration: 10 / 12.5 / 15, or 8 / 12 / 16 strikecraft killed
Effect(s):
Disable abilities
Strikecraft collision damage: 25

Notes: Use on an enemy ship or structure with nearby enemy strikecraft to
damage the target and thin out the enemy fighters. Poetic justice when used
against carriers, but not useful when there's no enemy strikecraft around,
although it will still disable abilities on the target regardless. Also
possibly the funniest ability to see in action as the strikecraft get sucked
towards the target. ;P

Flux Field (ultimate ability)
Level available: 6
Antimatter cost: 120
Cooldown time: 180
Affects: friendly ships and structures with antimatter pool
Range: self
Area radius: 4000
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Ability antimatter cost reduction (non-ultimate): 300%

Notes: Greatly cheapens the cost of using abilities, so use it before throwing
out other abilities from nearby ships.

Marza Dreadnought

Radiation Bomb
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 12
Affects: enemy frigate, capital ship or structure (initial damage),
enemy frigates, capital ships and structures (radiation)
Range: 6000
Area radius: 1200 (radiation)
Max targets: 1 (initial damage)
infinite (radiation)
Duration: 20
Pulse interval: 2.5 (radiation damage)
Effect(s):
Initial damage: 125 / 250 / 375
Radiation damage rate: 7 / 14 / 21
Radiation damage duration: 5

Notes: It's difficult to figure out what this power does from the stats, so
here's a walkthrough: Radiation Bomb does straight damage to a targeted enemy
ship or structure. That target is then considered irradiated, and any enemy
ships and structures within 1200 of the target take radiation damage until they
either move out of range or the radiation on the target expires. As with other
abilities with area effects, this is best used against tight clumps of enemies
and also against stronger targets that survive long enough to fully spread the
radiation damage.

Raze Planet
Level available: 1 / 3 / 5
Antimatter cost: 90 / 80 / 70
Cooldown time: 40 / 45 / 50
Affects: enemy planet
Range: 5000
Effect(s):
Shots fired: 2 / 4 / 6
Damage per shot: 80
Population killed per shot: 10

Notes: Fire off, damage planet. The in-game info doesn't really represent the
effectiveness of this ability, as it doesn't mention that you get multiple
damaging shots per use.

Incendiary Shells
Level available: 1 / 3 / 5
Affects: own autocannon/missile attacks
Duration: permanent
Effect(s):
Incendiary damage rate: 3.0 / 4.5 / 6.0
Incendiary damage duration: 15

Notes: Since this ability doesn't stack, further hits on the same target with
your weapons just resets the damage duration.

Missile Barrage (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 240
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 10000
Max targets: infinite
Duration: 25
Interruptable
Channeling
Effect(s):
Missile salvos: 20
Salvo interval: 1.25
Damage per salvo: 150

Notes: The important thing to note about this ability is that it's channeling,
so it will stop if you give the Marza other commands while it's firing, and
that it takes a long time to finish. Turn off auto-everything when using
this lest your capital ship decide it's a good time to, say, auto-attack a
scout in the middle of your barrage. Again, the in-game info doesn't really
describe what this ability does. Namely, while it's firing, the Marza shoots
missiles at every target within range, each of which does 150 damage. If
uninterrupted, the Marza will shoot 20 multiple-target missile salvos over 25
seconds. Obviously, this is best used against clusters of enemy targets around
the Marza. Given that the Marza can't really move while firing, an enemy can
move their ships out of range (or just interrupt the ability), but enemy
structures within range and ships that don't notice the copious number of
explosives spewing out of the Marza are fair game.

Advent



Radiance Battleship

Detonate Antimatter
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 20
Affects: enemy frigate, capital ship or structure with antimatter pool
Range: 4500
Duration: 12 / 15 / 18
Effect(s):
Interrupt
Disable abilities
Damage rate: 16.67 / 26.67 / 33.33
Antimatter drain rate: 10

Notes: Both damages and drains an enemy target over time, so this is best used
against larger targets so the ability can run for the full duration, although
pesky support ships are also good. Can interrupt other enemy ship abilities,
quite a nice ability for a frontline capital ship.

Animosity
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 3000 / 4000 / 5000
Max targets: 6 / 12 / infinite
Duration: 20
Effect(s):
Enemies forced to attack self

Notes: Occupy nearby enemy attention while the rest of your fleet hits them.
Not the best power to use if your Radiance is heavily damaged (although at that
point your enemy's probably focusing their attacks on you anyway). Make sure
every enemy you want to affect is within range before using this, as it doesn't
affect any enemies that wander within range after activation.

Energy Absorptive Armor
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: self
Duration: permanent
Effect(s):
Damage converted to antimatter: 5% / 10% / 15%
Armor increase: 1.0 / 2.0 / 3.0

Cleansing Brilliance (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 75
Affects: enemy frigates, capital ships and structures
Range: 8000
Beam radius: 1000
Max targets: infinite
Duration: 2 (charging)
8 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 250

Notes: Unlike most abilities that affect multiple targets, Cleansing Brilliance
is in the form of a beam that damages anything in its path from the capital
ship to the target. Thus, you want to aim at a target in the back of a group
to maximize the number of targets. This combos extremely well with Malice from
the Progenitor Mothership, which greatly multiplies the area effect damage.
Cleansing Brilliance is a channeling ability, so don't twiddle with your ship
after telling it to fire. The damage rate is 250 per second, after all, so you
definitely don't want to break out of firing early.

Revelation Battlecruiser

Reverie
Level available: 1 / 3 / 5
Antimatter cost: 75 / 75 / 50
Cooldown time: 15
Affects: enemy frigate or capital ship
Range: 8000
Duration: 20 / 30 / 40, or 200 / 300 / 400 damage taken by target
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

Notes: While this can't target a structure like Ion Bolt from the TEC Akkan
Battlecruiser can, in most respects this is a better ability, costing less
antimatter and lasting longer, although the damage limit means the ability will
quickly drop if you're trying to focus fire the target. Very effective if you
use it more as a way to take a particular ship out of the battle for a long
period of time while you clear out other enemies. Interrupts enemy (and
friendly) abilities.

Guidance
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: other friendly frigate or capital ship with antimatter pool
Range: 6000
Duration: 15 / 30 / 45
Effect(s):
Ability cooldown rate reduction: 40%

Clairvoyance
Level available: 1 / 3 / 5
Antimatter cost: 80 / 70 / 60
Cooldown time: 20 / 15 / 10
Affects: planet
Range: infinite
Duration: 50 / 100 / 150
Stackable
Effect(s):
Planetary remote sensor

Notes: Great scouting tool, as it has unlimited range (assuming you know a
planet even exists). While the effect lasts, you'll have realtime knowledge
about the target planet.

Provoke Hysteria (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 5000
Duration: 5 (charging)
40 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 1%
Polulation kill rate: 0.75%

Notes: Unlike the other planet-killer abilities, this one does damage based on
a percentage of the planet's max, so it's more effective against fully
developed, heavily populated planets compared to, say, asteroids.

Progenitor Mothership

Colonize
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize planet)
360 / 360 / 600 (planet upgrade cost reduction)
Effect(s):
Colonize planet
Planet upgrade cost reduction: 20% / 40% / 60%
Note: there's a short delay before the cost reduction kicks in.

Notes: The cost reduction is perhaps the best of the capital ship colonize
abilities, and well worth waiting for, as there's a short delay after
colonization before the reduction appears.

Malice
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 20
Affects: enemy frigates, capital ships and structures
Range: 8000
Area radius: 3000
Max targets: infinite
Duration: 20
Stackable
Effect(s):
Damage propagation: 8% / 16% / 25%
Affects: other enemy frigates, capital ships, and structures
affected by Malice
Area radius: 5000
Max targets: infinite

Notes: While the concept is easy to grasp (other ships share the damage of any
one), the specific mechanics take some explaining. When you fire Malice at an
enemy target, that target and all the other enemies in a 3000 radius around the
target are affected. Whenever any of those enemies takes damage, a percentage
of that damage is broadcast in a 5000 radius, and any other enemies affected by
Malice in that range take the propagated damage. This makes an area damage
ability like Cleansing Brilliance incredibly lethal when combined with Malice,
as each enemy in the area taking damage progates some of it to surrounding
enemies.

Shield Regeneration
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 20
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 8
Interruptable
Channeling
Effect(s):
Shield regeneration rate: 37.5 / 50.0 / 62.5

Notes: Turn it on, and all friendlies around the Mothership start regenerating
their shields. One of the few non-ultimate abilities that channels, so be
aware that you shouldn't give the Mothership any other orders while this is on.

Resurrection (ultimate ability)
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: other friendly capital ship
Range: 5000
Effect(s):
Transfer destroyed friendly capital ship level

Notes: As you might imagine, this is useless until you've had a capital ship go
down.

Halycon Carrier

Telekinetic Push
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 10
Affects: enemy strikecraft
Range: self
Area radius: 4200
Max targets: infinite
Duration: 15
Effect(s):
Pushes strikecraft away from self
Damage: 20 / 30 / 40
Max speed reduction: 25% / 50% / 75%
Thrust reduction: 25% / 50% / 75%

Notes: Outside of Anima Tempest, this is the only ability the Halycon has that
actually uses antimatter.

Adept Drone Anima
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):
Extra strikecraft per squadron: 1 / 2 / 3

Notes: This helps bombers more than fighters, as bomber squads have less
strikecraft per squad to start, but regardless, this is still a significant
upgrade to each squad.

Amplify Energy Aura
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures with energy
weapons
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self)
until out of range (others)
Pulse interval: 2.5
Effect(s):
Energy weapon cooldown reduction: 7.5% / 15.0% / 22.5%

Notes: Every weapon in the Advent arsenal is any energy weapon, so this is
effectively a blanket weapon cooldown for any ships near the Halycon.

Anima Tempest (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Effect(s):
Creates 30 strikecraft
Note: will divide strikecraft evenly between existing squads or create
one squad of 30 bombers if no squads exist
Lifetime: 75

Notes: As if you didn't have enough strikecraft in space... The 30 extra
strikecraft are split amongst your existing squads, so the ratio of fighters to
bombers you get is dependent on the ratio you are already fielding.

Rapture Battlecruiser

Vertigo
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: enemy frigates and strikecraft
Range: 4500
Area radius: 2000 / 2500 / 3000
Max targets: infinite
Duration: 25
Effect(s):
Weapon cooldown increase: 10% / 20% / 30%
Accuracy reduction: 10% / 20% / 30%

Vengeance
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 30 / 35 / 45
Affects: friendly frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage retaliation: 40% / 80% / 120%

Notes: Put this on a friendly taking fire and watch the attackers crumble. At
the highest level this actually reflects more damage back to the attacker than
they dished out. Best used on something that can survive long enough for the
duration to be effective, plus something that's of course being fired on in the
first place.

Concentration Aura
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 30 / 35 / 45
Affects: friendly frigates, capital ships and structures with
strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self)
until out or range (others)
Pulse interval: 2.5
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%

Notes: Note that this doesn't actually affect strikecraft directly. Rather,
the effect targets friendly carriers and hangars, which then pass on the damage
bonus to their linked strikecraft. You could be huddled with a bunch of Aeria
Drone Hosts in a corner and their strikecraft would still be doing more damage.
As you might expect, this doesn't do much if you're not fielding any
strikecraft, and the Rapture itself only fields a few.

Domination (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 90
Affects: enemy frigate
Range: 6000
Duration: 10
Effect(s):
Gain control

Notes: Best used on the nastiest enemy frigate you can find, with heavy
cruisers making juicy targets, preferably not one you've already beaten the
bejeezus out of. Also useful for taking over annoying support cruisers with
antimatter left and turning their abilities against their owner.

Vasari



Kortul Devastator

Power Surge
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 30 / 35 / 40
Affects: self
Duration: 20 / 25 / 30
Effect(s):
Weapon cooldown reduction: 25% / 50% / 75%
Shield regeneration rate: 0.75 / 1.50 / 2.25

Jam Weapons
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 15
Affects: enemy strikecraft
Range: self
Area radius: 3500 / 4500 / 5500
Max targets: infinite
Duration: 15 / 25 / 35
Effect(s):
Disable weapons

Notes: Only disables the strikecraft weapons rather than outright destroying
them. On the other hand, the area is quite large, and the duration is decently
long.

Disruptive Strikes
Level available: 1 / 3 / 5
Affects: own wave/beam attacks against enemies with antimatter pools
Duration: permanent
Effect(s):
Chance: 35%
Antimatter removal: 8 / 12 / 16
Ability cooldown increase: 10% / 20% / 30%
Disruption duration: 10

Notes: Nice when it works, but not as reliable as other permanent self-buffs.
eBut hey, it's free to use.

Volatile Nanites (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy frigates, capital ships and structures
Range: 6000
Area radius: 2000
Max targets: infinite
Duration: 60
Stackable
Effect(s):
Incoming damage increase: 30%
Damage to enemies on death: 150
Damage on death area radius: 1000

Notes: This ability has two effects: one, it increases damage done to affected
targets; and two, any of those targets that blow up cause damage to nearby
enemy ships and structures. While the damage increase is nice against
anything, this is most effective against groups of lighter targets that you can
quickly destroy to take the most advantage of the death damage.

Skirantra Carrier

Repair Cloud
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 12
Affects: friendly frigates, capital ships, strikecraft and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 10
Effect(s):
Hull repair rate: 20 / 25 / 30

Notes: Repair Cloud is an instant-use ability, so all friendlies you want to
repair will need to be in range the imoment you use it.

Scramble Bombers
Level available: 1 / 3 / 5
Antimatter cost: 100 / 75 / 50
Cooldown time: 60
Effect(s):
Creates bomber squadron
Lifetime: 120

Notes: As you might expect, a full bomber squadron appears when you use this.
The bomber squadron is no different than any other, so the only benefit to
increasing the level of this ability is the lower antimatter cost.

Microphasing Aura
Level available: 1 / 3 / 5
Affects: friendly strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: until out of range
Pulse interval: 4 / 4 / 3
Effect(s):
Chance: 20% / 30% / 30%
Teleportation range: 750
Invulnerable
Teleportation duration: 1

Notes: A rather bizarre ability, this permanent aura gives any friendly
strikecraft within range a small chance to teleport 750 towards their target.
During the second-long teleport, the strikecraft is immune to damage. This is
the only ability where upgrading affects the pulse interval; normally, you only
get a chance to teleport every 4 seconds, but when fully upgraded, you get a
check every 3 seconds.

Replicate Forces (ultimate ability)
Level available: 6
Antimatter cost: 125
Cooldown time: 180
Affects: own frigate
Range: 6000
Effect(s):
Creates three copies of frigate
Lifetime: 150

Notes: This ability is only as good as your surrounding fleet. Much better to
copy a heavy cruiser rather than a scout, right? Although hey, if you really
need the scouting... Also flexible enough to copy support cruisers for
instant-use abilities, although the clones only come with half of their
antimatter pool to start. The Bombardment Platform is also a valid target if
you need to speed up your planet bombing and your Skirantra is hanging around a
Vulkoras Devastator; siege frigates will do in a pinch.

Jarrasul Evacuator

Colonize
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize planet)
240 / 480 / 720 (structure build time reduction)
Effect(s):
Colonize planet
Structure build time reduction: 20%
Note: there's a short delay before the build time reduction kicks in.

Notes: The build time reduction bonus goes from decent to enormously long with
a full upgrade. Remember, you need to wait a bit before the bonus kicks in
after colonization.

Gravity Warhead
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 25
Affects: enemy frigates and capital ships
Range: 6000
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 12 / 15 / 18
Effect(s):
Max speed reduction: 30% / 45% / 60%
Thrust reduction: 60% / 80% / 120%
Disable Phase Jump

Notes: Mainly useful to prevent enemies from fleeing a system so you can finish
mopping them up.

Nano-Disassembler
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 12
Affects: enemy frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage rate: 30
Armor reduction: 2.0 / 4.0 / 6.0

Notes: Best used against a hard-to-crack target that you can then focus fire.
While the damage rate stays the same, the higher armor reduction and duration
at higher levels effectively makes the overall damage higher.

Drain Planet (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 6600
Duration: 5 (charging)
30 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 45
Population kill rate: 2
Resource rate: 15

Notes: As with other channeling abilities, ordering your capital ship to do
something else breaks this ability's use. The resource rate boost is for
metal and crystal and is a flat rate, rather than depending on how productive
the target enemy planet is.

Antorak Marauder

Phase Out Hull
Level available: 1 / 3 / 5
Antimatter cost: 60 / 50 / 40
Cooldown time: 5 / 3 / 2
Affects: friendly or enemy frigate, capital ship or structure
Range: 7000
Duration: 6 / 8 / 10
Effect(s):
Interrupt
Invulnerable
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons
Phase out (cannot be targeted)

Notes: This acts differently than Ion Bolt and Reverie because the target is
essentially removed from the battle temporarily rather than crippled and
vulnerable. With the short cooldown, you can use this to keep multiple enemy
ships on the sidelines or to delay the destruction of some of your own ships.
Be careful about putting this on auto as you can quickly drain your antimatter.

Distort Gravity
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 45
Affects: friendly frigates and capital ships
Range: self
Area radius: 5000
Max targets: infinite
Duration: 30
Effect(s):
Max speed increase: 33% / 66% / 100%
Thrust increase: 50% / 75% / 100%
Gravity well range to Phase Jump reduction: 8% / 16% / 24%

Notes: Great for chasing down fleeing enemies, closing on soft targets in the
rear of a formation, or conversely making your getaway or simply your travel
go faster.

Subversion
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 50 / 45 / 40
Affects: enemy planet
Range: 5000
Duration: 300 / 450 / 600
Stackable
Effect(s):
Structure build time increase: 15% / 30% / 45%
Ship build time increase: 15% / 30% / 45%
Planetary remote sensor

Notes: While the penalties are modest, the duration is quite long, and the
sensor allows you to spy in on the enemy the entire time. You can also stack
multiple instances on the same planet to increase the penalties.

Stabilize Phase Space (ultimate ability)
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: self
Range: 6600
Duration: 75
Interruptable
Channeling
Effect(s):
Acts as Phase Stabilizer structure

Notes: Powerful, but you need to be prepared: you need to have Phase
Stabilizers built and a fleet ready to send over if you're bringing in
reinforcements. Also useful as a way to quickly send a defense force (sans the
Marauder, which can't use its own virtual Phase Stabilizer) back to any of your
planets with a Phase Stabilizer.

Vulkoras Destroyer

Phase Missile Swarm
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 15
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 5000
Max targets: 3 / 5 / 7
Effect(s):
Damage: 200 / 400 / 600

Notes: Use it, love it, don't waste it by being impatient and firing before you
get multiple nearby enemies in range.

Deploy Siege Platform
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 55
Affects: enemy planet
Range: 2600
Effect(s):
Creates Bombardment Platform (frigate)
Lifetime: 180
Hull points: 735
Hull repair rate: 1
Armor: 2.0
Armor class: light
Range: 3000
Bombardment damage: 20 / 26 / 32
Population killed: 1.1 / 2.2 / 3.3

Notes: Be careful to move extremely close to the planet *before* activating
this, as you can sometimes deploy the platform outside of its range, rendering
it useless. The platform itself is a siege-frigate-on-a-stick, although it has
no shields, making it more fragile than a real Karrastra Destructor despite its
higher hull points.

Assault Specialization
Level available: 1 / 3 / 5
Affects: own phase missile weapons/bombardment
Duration: permanent
Effect(s):
Phase missile damage to enemy structures: 60 / 120 / 180
Bombing cooldown reduction: 25% / 50% / 100%

Notes: The bonus damage to structures is in addition to the damage the missiles
themselves will do.

Disintegration (ultimate ability)
Level available: 6
Antimatter cost: 150
Cooldown time: 120
Affects: enemy frigate, capital ship or structure (damage)
self (hull repair)
Range: 6000
Duration: 2 (charging)
8 (activated)
Interruptable
Channeling
Effect(s):
Damage rate: 200
Nanite hull repair pulses: 6
Repair pulse interval: 1.5
Hull repair per pulse: 187.5

Notes: Six pulses means 1125 points of hull repair if Disintegration is
uninterrupted.
Reply #3 Top
Ah, bugger, all the formatting disappeared. I'll make my own topic with this so I can edit it.
Reply #4 Top
Okay, go here for a readable set of stats.