NPCs Ancient Crystal The purest form of the condensed, gaseous energy that create the mysterious Crystals, Ancient Crystals exist in a wholly unaltered state. Like stem cells, they have yet to evolve into their mature state by coming into contact with a symbiotic energy source. The Ancient Crystals, strangely enough however, pose the greatest threat of all to space-goers. Their energy signal, nearly nonexistent, is the most difficult for pilots to detect from long distances, while the gaseous energy they are able to release upon any craft that nears their vicinity is stronger than that of any other Crystal ever encountered, even the enigmatic Rive Crystal. Locations Ancient crystals are found exclusively in the Pardus Core, Dubhe, Menkar, and Gomesia. Stats Skills Tactics 60 Hit accuracy 50 Maneuver 105 Weaponry >100 Engineering 65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing 2050 Loot from killing Spawn type Fixed, within a 3x3 area Roams?   Cloaks? Retreat hold frequency Retreat hold rounds Respawn time Old age death time Weapons Guns Gun Base damage Shots per round Total damage Weapon type Ancient Shock 225 1 225 Pardus Ancient Shock 225 1 225 Pardus Missiles Missile Base damage Average reload time Ancient Sting 900 19 Skilling guide Ancient crystals are considered one of the best end-game skilling NPCs for weaponry. Asp Hatchlings Asp Mothers, one of the few creatures of the Kingdom Animalia to embrace parthenogenesis (Asexual Reproduction), use their diploidic chromosomes to fertilize their own eggs, storing them within their bodies until mere hours of their hatching. The newborn serpents nonetheless find themselves orphaned upon their birth, forced to fend for themselves against the harsh elements of space, the dangerous predators that lurk around them, and even their very own family. Highly territorial, Hatchlings find themselves embroiled in a vicious battle for supremacy, bearing fangs against their own brothers and sisters in a vicious form of sibling rivalry, ceasing their battle only after all others have perished, or they find themselves floating alone amidst the vastness of space. Locations Asp hatchlings are found exclusively in the Pardus Core, spawning around an Asp Mother in and around viral clouds. Stats Skills Tactics 70 Hit accuracy 45 Maneuver 45 Weaponry 70 Engineering 60 Health Hull 225 Armour 560 Armour strength 3 Armour type Pardus Shield 270 Shield regeneration Total health 2175 Other XP for killing 725 Loot from killing Spawn type Random, near Asp Mother Roams? No Cloaks? No Retreat hold frequency   Retreat hold rounds   Respawn time N/A Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Small Asp Shockers 50 2 100 Electro-Magnetic Small Asp Shockers 50 2 100 Electro-Magnetic Small Asp Shockers 50 2 100 Electro-Magnetic Skilling guide Asp hatchlings are an efficient NPC to train weaponry on, up to 70 weaponry, as they are often found in large quantities. Asp Mother While significantly larger than Nebula Serpents, their bodies have nevertheless evolved to require less of the precious nebula gas they breathe, able to survive even for short periods of time in regions where there are trace amounts. Though many full grown adults are recorded as reaching lengths of 75-90 meters, legend suggest that, like the mammoth kyaals of Keldana and the giant anacondas found on Earth, Asp Mothers may contain no biological mechanism that stunts their growth after a certain amount of years, left to grow only larger and larger until their bodies are forced to submit to age. Locations Asp mothers are found exclusively in the viral clouds of the Pardus Core. Stats Skills Tactics 75 Hit accuracy 60 Maneuver 65 Weaponry 85 Engineering 55 Health Hull 1000 Armour 740 Armour strength 4 Armour type Pardus Shield 420 Shield regeneration Total health 4380 Other XP for killing Loot from killing Spawn type Random in viral clouds Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Asp Shocker 120 1 120 Electro-Magnetic Asp Spit 120 1 120 Organic Asp Stinger 120 1 120 Pardus Skilling guide Asp mothers are an acceptable NPC to shoot for weaponry training, but are not worth hunting on their own. Biks While some think of the Biks as the lunatic followers of a sect seeking absolution through their own annihilation, scientists tell the story of a tragic cloning accident in the life of an old pirate. Clones from the date of this incident up to the current day retained serious flaws, most of the time only managing to enter their Liberator and seek the nearest source of laser fire, though occasionally merchants report actually talking to a Biks and even selling them a nuclear drive. What is going on in the minds of these creatures remains a mystery. Locations Biks can be found exclusively in the sector of Lahola. Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing 20 - 30t Electronics Spawn type Random in Lahola Roams? Yes Cloaks? No Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Biks does not have any weapons. Bio Scavanger Feeding upon all types of biological matter, as their name implies, Bio Scavengers are unique because they are speculated to be lifeforms native to no charted region of space due to their wholly unique genetic makeup. Believed to be carried back in the ballasts of barges returning from deep space exploration missions, these creatures are so dissimilar from anything science has yet to witness, they are presumed to be descendants of a completely divergent evolutionary ladder. Never has the question been raised so poignantly, since man first took to space, as to what new forms of life linger beyond what our eyes have seen. Locations Bio Scavangers can be found in all parts of the universe. They spawn in fixed locations. Stats Skills Tactics 17 Hit accuracy 17 Maneuver 17 Weaponry 17 Engineering 17 Health Hull 300 Total health 300 Other XP for killing Loot from killing Spawn type Fixed Roams? No Cloaks? No Retreat hold frequency Never Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Bio-Acid Secretor 24 1 24 Organic Blood Amoeba Though highly evolved from the single celled parasite that gave them their names, the Blood Amoeba nonetheless shares many of the same traits as its primitive cousins. Propelled by pseudopods the Blood Amoeba exists naturally in a translucent state, almost invisible to the naked eye amidst the vacuum of space. These vampiric parasites however permanently take on the crimson color they are notorious for upon their first contact with another creature's lifeblood, the Amoeba's sole source of sustenance. Locations Blood Amoebas can be found in nebula fields across the universe. Stats Skills Tactics 50 Hit accuracy 35 Maneuver 40 Weaponry 30 Engineering 30 Health Hull 615 Armour 410 Armour strength x1 Armour type Organic Total health 1,025 Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Amoeba Clots 40 2 80 Organic Missiles Missile Base damage Average reload time Amoeba Blob 165 4 Blue Crystal Blue Crystals are found most commonly in the proximity of stars, whether they be red giants or white dwarves. Their atomic makeup, though unique, resembles the nuclear fusion found at the center of all stars. Unlike stars however, which exist as a result of proton-proton, helium, or carbon based fusion, Blue Crystals are the result of a symbiotic mesh between this very fusion and what is speculated to be a bacteria based gaseous energy-form. Easiest of the Crystals to avoid due to the radiant energy output of the nearby stars, Blue Crystals nonetheless wield a terrifyingly destructive power of their own. Locations Blue Crystals spawn in fixed locations all over the universe, typically near large concentrations of energy tiles. Stats Skills Tactics 40 Hit accuracy 40 Maneuver 40 Weaponry 40 Engineering 40 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Ceylacennia Third and final stage of its evolution, the Ceylacennia is by far the most fearsome of the three Cennias. No longer dependant on the light emitted by stars, Xalgucennia find that photosynthesis alone can no longer satiate their ravenous hunger and travel off in search of food, becoming more aggressive in their hunt as the universe grows ever more crowded and the battle for survival grows more and more competitive. Locations Ceylacennias are found exclusively in viral clouds in the Pardus Core, often towards the centre of the sector around the two dead planets ([52,47] and [65,47]). Stats Skills Tactics 95 Hit accuracy 60-65 Maneuver 105 Weaponry 90 Engineering >75 Health Hull 1,200 Armour 1,040 Armour strength x5 Armour type Organic Shield 270 Shield regeneration Total health 6,670 Other XP for killing 4,400 Loot from killing Biowaste, Exotic Crystals Roams? Yes Cloaks? Yes Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Acid Tentacles 84 2 168 Organic Acid Tentacles 84 2 168 Organic Huge Cosmic Eye 264 1 264 Electro-magnetic Skilling guide Ceylacennias are a good option for end-game weaponry skilling, providing slow but steady gains up to 90 weaponry. It is not recommended to exclusively hunt Ceylacennias, as they can be difficult and unreliable to find.  Cyborg Manta Even before space travel was possible, the concept of a cybernetic, or living, self-sustaining and self-repairing, vessel has intrigued science. The unfortunate Cyborg Manta is the result of an attempt to develop just such a craft. Though most of the facts are lost in the haze of history, it is known that these massive beasts originated from the watery planet of Nhandu, where they dwell harmlessly on the sea floors, grazing on plant life. It is also known that some time shortly before the First Great War, a number of these animals were captured for use by Dr. Theula Illen, who merged metal and flesh, wires and neurons; and by replacing the manta's need for oxygen with the need for hydrogen, the resulting monstrosities were no longer bound to the sea. Torn between instinct and programming, tortured by metal woven through flesh, the Cyborg Mantas proved completely uncontrollable, savagely attacking anything in their path. Now scattered throughout the Pardus Core, they continue to present a serious threat to spacefarers. Locations Cybord Mantas are found on fuel tiles in the Pardus Core and Pardus Contingents. Stats Skills Tactics 75 Hit accuracy 45 Maneuver 35(?) Weaponry 45 Engineering 40 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams? Yes Cloaks? Yes Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Developed Manifestation Having reached the second stage of their metamorphosis, Developed Manifestations are considerably more dangerous than their younger siblings. Aside from having grown much larger, Developed Manifestations have undergone a substantial change in density and are much more resistant to many of the threats space has to offer. No longer largely composed of gases, they have become gelatinous and thick, corrosive to even the most resistant of elements. Locations Developed Manifestations are found in the north west and central parts of the Pardus Core.  Stats Skills Tactics 50 Hit accuracy 35 Maneuver 50 Weaponry 35 Engineering 50 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Dreadscorp The Dreadscorp is a fearsome opponent; most notably so for the fact that the huge metasoma extending from its body is tipped with a venom laden telson. This makes its offensive capability incredibly high and gives it a reputation for ripping through even the toughest amours. The fact that the Dreadscorp bears some resemblance in genetic construction to that of the Earth arthropods known as scorpions led to its similar name. Many have underestimated the creature's formability due to its relatively weak outer carapace- only to regret it afterwards. Locations Dreadscorps are found on nebula tiles across the neutral and premium sectors. Stats Skills Tactics 55(?) Hit accuracy 80 Maneuver 60 Weaponry 70 Engineering 60 Health Hull 600 Armour 990 Armour strength Organic Armour type x3 Total health 3,570 Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Scorp Arms   2   Organic Periodontal Outgrowth 2 Organic Missiles Missile Base damage Average reload time Scorp Spine 375 1 Drosera The proverbial thorn in any space traveler's paw is undoubtedly the bothersome Drosera. These insectoid looking creatures are in truth flora with long, silky vines that are often mistaken for antennae, legs, or other appendages. Using these vines as arms to snare their prey and anesthetizing them with venomous barbs, used also to deter potential predators, they then proceed to feed on the blood of their victim much like a spider or mosquito. Locations Drosera can be found on nebula tiles in the neutral and premium sectors. Stats Skills Tactics 45 Hit accuracy 20-25(?) Maneuver 40 Weaponry 35 Engineering 25 Health Hull 375 Armour 495 Armour strength x2 Armour type Organic Total health 1,365 Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Death Spores 40 3 120 Organic Elder Space Dragon Elder Space Dragons truly are the stuff of legend. As large as many of even the biggest spacecraft, these proud creatures can fight with a vicious ferocity when provoked, using fang, claw, and a corrosive gaseous substance produced by two lung-like cavities located in their chests. Considered mature at the tender age of 200 years, Elder Space Dragons will still fail to reach their full size and sexual maturity until 500 years after their birth. Only then will a Queen reveal herself, and only then will a single suitable male be chosen to fertilize her eggs. Locations Elder Space Dragons can be found all over the universe, most commonly in dragon dens. Stats Skills Tactics 25 Hit accuracy 25 Maneuver 25 Weaponry 25 Engineering 25 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Energy Bees Their name originating from the patterns of their erratic flight, Energy Bees have long been considered one of the greatest nuisances amidst the cosmos. Though relatively small compared to their cousin the Energy Minnow, Energy Bees pose a much greater threat to the standard wayfarer, the sheer droves they travel in a true test for any pilot's evasive capabilities. Their reluctance also to travel great distances away from their Hive makes Energy Bees an all the more formidable annoyance, drawing an even greater power from the heart of the swarm. Locations Energy Bees spawn on energy tiles in any sector considered north of the Pardus Core. This includes the clusters North Pardus Rim, Lane, Gap, Federation Rashkir Core, Union North Rashkir Core, as well as the sectors Fornacis, Sargas, Quaack, Labela, Cor Caroli, Gomeisa, Ras Elased, and Cebece. Stats Skills Tactics 60 Hit accuracy 60 Maneuver 60 Weaponry 50 Engineering 65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Energy Locust The energy locust shares the same characteristics as its cousin, the space locust, but has adapted its mimicry to an energy field environment. Energy locusts have evolved a digestive system which processes pure energy. Locations Energy Locusts spawn on energy tiles in the same or neighbouring sectors as a Locust Hive . Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Energy Minnow Though the second largest of the Energy Forms encountered in deep space, Energy Minnows pose the least threat to space travelers. Driven reasons as yet incomprehensible, or simply by their solitary nature, these lone scouts travel deep through the reaches of the Pardus Cluster, easily distinguishable as part of the Energy classification due to their unique bluish-white incandescence. Locations Energy Minnows spawn on energy tiles in the Pardus Cluster, the North Pardus Rim, and the South Pardus Rim. Stats Skills Tactics 20 Hit accuracy 20 Maneuver 25 Weaponry 40 Engineering 45 Health Hull 30 Armour 150 Armour strength x1 Armour type Electro-Magnetic Shield 270 Shield regeneration Total health 450 Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Minnow Sparks 40 2 80 Electro-Magnetic Energy Sparker Referred to by many simply as Sparkers, Energy Sparkers are massive conglomerations of the same solidified nebula energy that gave birth to the Energy Minnows and Bees. Far more evolved than their cousins, Sparkers appear to possess the ability to control the flow of the energy around them. Radiating the same luminescent aura that all members of the Energy Species do, within the Energy Sparker it is far more concentrated and far more caustic, therefore posing a much greater threat, despite their non-aggressive nature. Biologists have also grown increasingly intrigued by what appear to be primitive sensory apparatuses encased within the Sparkers' fluid shells, anxiously awaiting and anticipating the day these creatures might develop a more complete central nervous system. Locations Energy Sparkers spawn on energy tiles across the universe, specifically in sectors that do not contain a planet. Stats Skills Tactics 70 Hit accuracy 60 Maneuver 70 Weaponry 50 Engineering 45 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Escorted Smuggler Few who take up the smuggling profession achieve their dreams of quickly and easily growing their wealth. Indeed, few even survive more than a few months; hunted mercilessly by authorities and bounty hunters, and frequently backstabbed by their colleagues in the underground, life as a smuggler is typically hard and short. There are, of course, always exceptions. A handful of smugglers are uncommonly good at their work and earn significant credits and respect among their peers. Addicted to life in the fast lane, these pilots often reinvest their wealth into their vessels – making them bigger, faster, and better armed. Made bold with past success, they often hire mercenaries to act as escorts and bodyguards rather than rely solely on stealth. The wisdom of attacking such a group of renegades is questionable – you would not be the first pilot to vanish forever into the sinister depths of a smuggler's cargo hold. Locations Escorted Smugglers can be found in the Neutral Zone. Stats Skills Tactics 50 Hit accuracy Maneuver Weaponry Engineering 60 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type 5 MW Impulse Laser 30 1 30 Conventional 20 MW Particle Laser 60 2 120 Conventional 20 MW Particle Laser 60 2 120 Conventional Missiles Missile Base damage Average reload time LV111 Intelligent Missile 135 4 Eulerian Found in nebula fields, the Eulerian get their unusual reddish-orange color from the ionized gas they feed on while slowly roaming. Once the resources are depleted in an area they move on to other nebula fields. Having a natural ability to hide in nebula, they pose a threat to any careless pilot that might happen to startle one. Locations Eulerians spawn on nebula tiles in the West Pardus Rim, South Pardus Rim, and Split clusters. Stats Skills Tactics 45 Hit accuracy Maneuver 45 Weaponry 40 Engineering 40 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Euryale Second sister of the Medusa, the Euryale is considered the greatest threat of all within the Skyphos Genus. Like the Stheno its toxin acts as a paralytic agent against both flesh and metals. Though smallest of the three Skyphos sisters, the Euryale has the most voracious appetite, continually migrating through the Pardus Cluster feasting upon anything and everything that draws near. Locations Euryales spawn exclusively in the Pardus Cluster. There is a universe-wide limit of three Euryales at any point in time. Stats Skills Tactics 100 Hit accuracy 90(?) Maneuver 85 Weaponry 95 Engineering 55 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time Once per day at server reset Old age death time 7 days Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Euryales are considered the best post trade-ins skilling NPC to take your skills up to 90s before moving onto Lucidi Squad skilling.  Euryale Swarmlings Euryale Swarmlings, though numerous, are arguably a rare creature to encounter, due to the fact they are able to reach full maturity in an unprecedented two months. Swarmlings often left to ripen in the preserved cavities of the Euryale's host victim, they slowly eat their way to freedom in order to wreak havoc on the numerous other species through the galaxy. Locations Euryale Swarmlings spawn near a Euryale , and are found exclusively in the Pardus Cluster. Stats Skills Tactics 75 Hit accuracy 70 Maneuver 70 Weaponry 70 Engineering 40 Health Hull 500 Armour 950 Armour strength 4x Armour type Organic Shield 270 Shield regeneration Total health 4570 Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time 7 days Weapons Guns Gun Base damage Shots per round Total damage Weapon type Undeveloped Outer Tentacles 110 2 220 Organic Undeveloped Inner Tentacles 40 3 120 Organic Undeveloped Inner Tentacles 40 3 120 Organic Skilling guide Euryale Swarmlings are considered the best NPC to gain Advanced Skill Points from, providing extremely fast tactics and engineering gains within the trade-in limits. Exocrab Though their incredibly short life span often takes care of these crustaceans when genocide cannot, the time when Exocrabs do invade the cosmos the damage they cause is astronomical. Though only one in every 500,000 Exocrabs is capable of reproducing, the few of the species that are able to, lay microscopic eggs that number in the hundreds of thousands. For years these eggs float unseen throughout the universe, drawn by magnetic charges to spacecraft, spaceports, and starbases as they latch onto the nutrient rich metal materials. Upon their hatching the tiny larvae burrow into niches in the metal, feeding off of it until their bodies grow too large for their old homes and they are forced to move to the metal's exterior. When finally large enough to see with the naked eye, space pioneers find it already too late, hundreds of trillions of these creatures infesting the area and beginning again their cycle of havoc. Locations Exocrabs spawn in sectors with exotic matter during a special event. Stats Skills Tactics Hit accuracy Maneuver Weaponry 45-50 Engineering 45-50 Health Hull 255 Armour 105 Armour strength x4 Armour type Pardus Total health 675 Other XP for killing Loot from killing Roams? No Cloaks? No Retreat hold frequency   Retreat hold rounds   Respawn time Extremely fast during exocrab event Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Exo Ray 100 1 100 Pardus Experienced Pirate Like the thousands of larvae laid in the nests of Space Worms and Maggots to ensure the continued survival of their species, a great number of the inexperienced pirates that roam the galaxies will eventually mature into an even greater threat. Using their newly found wealth to upgrade their dilapidated crafts into the far more intimidating and better equipped vessels, these hardened veterans continue patrolling the far reaches of space for any and all unwitting prey. Locations Experienced Pirates can be found everywhere in the universe. Stats Skills Tactics 25 Hit accuracy 25 Maneuver 25 Weaponry 25 Engineering 25 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Famous Pirate After years of proving themselves to the cosmos, a select few will carve their names forever in the stars. These men and women have rightfully earned themselves a permanent fixture on bounty boards stretching from the Cesoho Sector all the way to the Izar Sector. Each month the bounty on their heads goes up, yet each month they remain as one of the most prominent names listed. If your name is not as readily whispered amongst the stars be wary of facing off against one of these veteran scoundrels, for their fame has undoubtedly garnered them wealth, and their sleek, state of the art ships and weaponry will only further reflect their many achievements. Locations Famous Pirates can be found in pirate dens all over the universe. Stats Skills Tactics 70 Hit accuracy 70 Maneuver 70 Weaponry 70 Engineering 70 Health Hull 600 Armour 600 Armour strength x3 Armour type Conventional Shield 600 Shield regeneration Total health 3,000 Other XP for killing Loot from killing Spawn type Roams?   Cloaks? Yes Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type 100 MW Particle Laser 84 2 168 Conventional Large Pulse Cannon 165 1 165 Electro-magnetic Missiles Missile Base damage Average reload time NN500 Fleet Missile 255 4 Feral Serpent Though almost nothing is known about the incredibly elusive Feral Serpent, stories of its existence have been passed down for generations. Thought by some to be the eldest of the ferocious Asp Mothers and thought by others to be a unique species, they are believed by the rest to be little more than figments of pilots' imagination. Reports of attacks by this Feral Serpent have emerged from all corners of the universe however, leading true believers to wonder if there is more than just one. Locations The Feral Serpent roams the entire universe, moving very quickly. There is at most one in the universe at any point in time. It's spawn is triggered by searching the Feral Den at Nhandu [23,26] at least seven server resets after the death of the previous Feral Serpent. Lifecycle The Feral Serpent is unique in having four stages: pink, dark pink, brown, and red (in order). When the Feral Serpent first spawns, it is in its pink stage. After a period of time (suspected 48 hours) it evolves to the next stage, until eventually it reaches the red stage which it stays in until killed. Its stats differ between each stage, with pink being the weakest, and red being the strongest. Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time Search the Feral Den at least seven server resets after the death of the previous Feral Serpent Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Frost Crystal Often located in the same regions of the universe where Class I planets exist, the Frost Crystals, like the planets themselves, have come to embody the very element of ice. Slightly easier to detect due to the increased amounts of energy they emit, and because of their unique evolution into an actual semi-solid substance, rather than a gas, Frost Crystals pose less of a threat to travelers. Their energy signature is still difficult to detect the further one travels away from them however, and like all Crystals they are the sole inhabitants of their spatial area, allowing no other forms of solid matter to exist within their reach. Locations Frost Crystals spawn on nebula tiles south of the Pardus Core. Stats Skills Tactics 65 Hit accuracy 45 Maneuver 55 Weaponry 35 Engineering 70 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Fuel Tanker Dispatching from planets and space stations throughout the universe, Fuel Tankers are always on the alert for distress calls and prepared to quickly come to the aid of pilots stranded without fuel. Using advanced pressurization technology to compress hydrogen fuel to a dense liquid state, Fuel tankers can transport great quantities of fuel across vast distances. Though these industrial workhorses carry only light weaponry, the many perils of space travel ensure they are heavily armored. There have been some reports of attacks on these rescue vehicles, particularly in areas where fuel is a scarce commodity; however, even pilots of questionable ethics might think twice about the wisdom of firing at a large, flying fuel tank. Locations Fuel Tankers spawn in clusters with a crime rate of Medium or lower. They are normally found on planets, but will move towards the location of any out of fuel distress signal in the cluster. Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Glowprawn Big, vicious and extremely dangerous, Glowprawns often attach themselves to their victims, rendering them immobile while they slowly digest their still-living prey. Interestingly, Glowprawns emit high amounts of gamma radiation, which gives them their distinctive glow. Unfortunately this same radiation is powerful enough to corrode down starship hulls even with little exposure. Locations Glowprawns spawn in specific sectors of the West Pardus Rim, Split, and Lane clusters, and the Pardus Core. Stats Skills Tactics <90 Hit accuracy 50(?) Maneuver Weaponry 95 Engineering 80+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Gorefang Aptly named for the huge tusk-like fangs jutting from its mouth, the Gorefang lurks in thick clouds of nebula, absorbing the gas into its bloodstream through the thin membranes in its mouth. Though fearsome looking, the barbed fangs are actually quite fragile and are used to attach the Gorefang to a victim rather than for the mastication of food. Once attached the parasite is nearly impossible to dislodge, as its smooth outer shell is exceedingly difficult to get a grip on. Often unable to distinguish between organic and inorganic objects, the Gorefang frequently attempts to attach itself to anything that moves, including drones and piloted vessels. Though far from the most dangerous organism in the universe, an unexpected attack from a Gorefang can certainly have deadly results. Locations Gorefangs can be found on nebula tiles in the South West and North East parts of the universe.  Stats Skills Tactics 55 Hit accuracy <35(?) Maneuver 45 Weaponry 40 Engineering 30 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Gorefangling Immature offspring of the more formidable adult Gorefang, the lone Gorefangling presents little threat to anyone or anything. Having dispersed from its parents, a solitary Gorefangling is able to survive primarily off of the rich nebula gasses in which it is found, supplemented by occasionally scavenged detritus. Its outer shell not yet fully hardened, the vulnerable young Gorefangling only attempts to feed off living organisms when driven by starvation. If confronted, a lone Gorefangling typically attempts to hide and only attacks if pursued and provoked. Locations Gorefanglings can be found on nebula tiles throughout the universe. Stats Skills Tactics 17 Hit accuracy 17 Maneuver 17 Weaponry 17 Engineering 17 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Hidden Drug Stash In this day and age, as it has been for countless millennia, certain substances are worth many times their weight in gold. A large majority of the more unscrupulous pilots throughout the universe rely heavily on illegal drugs to enhance both their pocketbooks and their stamina. In the cutthroat world of the underground, however, only the very foolish or very powerful keep such treasure close to home. Fearing both law enforcement and the lawless, these rogue pilots frequently squirrel away small fortunes of these illicit substances; usually in dense energy fields where sensors are rendered nearly useless. Quite some of these small packages are equipped with highly unstable self defense mechanisms. Pilots are advised to steer clear of any suspicious looking objects they encounter and report them immediately to the proper authorities. Locations Hidden Drug Stashes can be found all over the universe, but due to their cloaking can only be found through luck. Stats Skills Tactics Hit accuracy Maneuver Weaponry 45 Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks? Yes, always Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Missiles Missile Base damage Average reload time Heavy Subspace Ripper 750(?) 20+ Ice Beast The Ice Beast is not its own species of creature, but instead a unique genetic mutation observed to exist within various different species of the cosmos. Affecting the sweat glands and hair follicles of animalia, this mutation denies bodies the regulation of their own pores. Forced to retreat to the coldest regions of space, or else perish, Ice Beasts come to be plated with a thick outer carapace which appear to be made of scales of pure ice, a veritable tank like armor. Locations Ice Beasts can be found on nebula tiles, or occasionally fuel tiles next to a nebula tile, all over the universe.  Stats Skills Tactics 50 Hit accuracy 40 Maneuver 35 Weaponry 40 Engineering 45 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Inexperienced Pirate New to the shady arts, these men and women have nonetheless chosen their path in life. Scraping together what they could manage of a ship and a decent set of weaponry they scour the reaches of both the neutral zones as well as the sectors occupied by the Empire, Federation and Union. Most often the danger they pose to space-travelers is reflected in the dilapidated hulls of the near obsolete vessels they have managed to procure, but they loom a constant threat over pilots all the same, if only in the sheer numbers in which they exist. Locations Inexperienced Pirates can be found everywhere in the universe. Stats Skills Tactics 15 Hit accuracy 15 Maneuver 15 Weaponry 15 Engineering 15 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Infected Creature Many unfortunate creatures of the Pardus Cluster, simply unable to withstand the destructive energy of the Lucisti Virus yet unable also to perish from it, find themselves without purpose and even without name. Their bodies ravaged so greatly by the virus, mutated so irrevocably by it, they no longer even resemble the entities they once were. Even tests run by Federation and Imperial geneticists are unable to ascertain on a mitochondrial level what these wretched beasts used to be. Locations Infected Creatures spawn exclusively on viral clouds in the Pardus Core. Stats Skills Tactics 45 Hit accuracy 55 Maneuver 40 Weaponry 65 Engineering 45 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Random in viral clouds Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Infected Creatures are a quick way to raise weaponry to 65. Locust Hive Sometimes very well hidden in the remotest corners of a galaxy, sometimes popping up right in front of your space dock, these colossal structures house billions of locust nymphs waiting to be unleashed upon the universe. It is speculated that taking down a locust hive can drive back a locust infestation, though it is not clear how. Also, this is easier said than done - hives have a tremendously huge biomass exceeding any other known lifeform by several orders of magnitude. Making even a dent into a locust hive can take weeks, but fortunately locust hives do not possess any defensive mechanisms. While not being sentient per se, astrobiologists classify locust hives as sentient life due to their features of self-organized swarm intelligence. Locations Locust Hives can spawn anywhere in the universe. Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Lone Smuggler As long as there is demand, there will be those willing to supply – for the right price – even the most abhorrent merchandise. And those who would supply must find a way to deliver the goods; seldom a difficult obstacle to overcome, as the lure of easy credits converts many an upstanding pilot into a skulking, hardened criminal. A seldom seem but ever-present scourge, the neutral zones house untold numbers of smugglers continually running contraband to contacts on faction borders. Most smugglers will launch a quick defense in the event they are discovered, but the bulky cargo vessels are modified for stealth, not combat, and generally pose little threat. Locations Lone Smugglers can be found in the Neutral Zone. Stats Skills Tactics Hit accuracy 35 Maneuver Weaponry 35 Engineering 40 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Random Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Missiles Missile Base damage Average reload time LV111 Intelligent Missile 135 4 Lucidi Mothership Flagship of the Lucidian armada, the Lucidi Mothership boasts not only the most advanced weapon systems of any space-going vessel, but is also one of the many carriers of the trademark Lucidi glow, the energy source that fuels these massive space behemoths. Often flanked by a half dozen of its armada's warships, the Lucidi Mothership has the tactical capacity to house over three dozen Lucidi fighters and scouts, a true testament to space warfare each pilot should be wholly wary of. Locations Lucidi Motherships can only be found in the North West and South Lucidi dens in the Pardus Core. Stats Skills Tactics 135 Hit accuracy 120 Maneuver 125+ Weaponry 105+ Engineering 75+ Health Hull 2,000 Armour 1,550 Armour strength x5 Armour type Pardus Shield 1,800 Shield regeneration Total health 11,550 Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds 6-15 Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Lucidi Cannon Turret 330 1 330 Pardus Lucidi Gun Turret 130 2 260 Pardus Lucidi Gun Turret 130 2 260 Pardus Missiles Missile Base damage Average reload time Lucidi Ultimate Redeemer 2,800 19 Skilling guide Have a WN or scorp. Lucidi Squad Though the smallest vessels in the Lucidian fleet, the Lucidi Squad fighters are not to be underestimated. Powered by the luminescent green glow that binds the whole of the Lucidi as one, these single manned spacecraft fly not only with the advanced weaponry of the Lucidian fleet, but with an enhanced speed and maneuverability as well. Also, if the rumors of the Lucidians' descendancy are true, these crafts are piloted by none other than the sons and daughters of the veteran soldiers of the First Great War, often times leaving pilots that happen upon these fighters with the option neither to fight or flee. Locations Lucidi Squads are found exclusively in the Pardus Core, Heze, Procyon, Mintaka, Enif, Sargas, Quaack, Etamin, and Nhandu. There is one Lucidi Squad permanently in the non-premium part of Heze, and the Lucidi Squads found in Mintaka, Sargas, and Etamin can occasionaly roam into the non-premium parts of their respective sectors.  Stats Skills Tactics 115 Hit accuracy 110 Maneuver 105 Weaponry >100 Engineering >90 Health Hull 425 Armour 625 Armour strength 5 Armour type Pardus Shield 900 Shield regeneration 450 Total health 4450 Other XP for killing 7000 Loot from killing Exotic crystals Roams? Yes Cloaks? Yes Retreat hold frequency Moderate Retreat hold rounds 1-3 Respawn time 2 days Old age death time 26 days Weapons Guns Gun Base damage Shots per round Total damage Weapon type Lucidi Plasma Thrower 130 2 260 Pardus Lucidi Plasma Thrower 130 2 260 Pardus Lucidi Plasma Thrower 130 2 260 Pardus Missiles Missile Base damage Average reload time Lucidi Strike Rocket 1200 10 Skilling guide Lucidi Squads are considered one of the best end-game skilling NPCs for tactics, hit accuracy, and maneuver. You should consider starting to skill on Lucidi Squads once your tactics, hit accuracy, and maneuver are above 80, and preferably when at least one is above 90. Premium players are recommended to finish skilling on Euryales prior to switching to Lucidi Squads, especially reaching the Euryale's tactics cap of 100, as tactics on Lucidi Squads will be significantly slower. As the average reload time of the Lucid Squad's missile is 10, it is guaranteed to fire one missile every 11 rounds. If you choose to attack for 12 rounds or more, it may fire a second missile. If you are in a ship with less than 700 armour, it is recommended to only attack for 11 rounds at a time, and with x5 armour you should typically expect to receive between 300-400 armour damage. Recommended locations to skill on Lucidi Squads The following are the recommended locations to skill on Lucidi Squads, in order of most recommended to least recommended. Places that are rarely used to skill on Lucidi Squads are omited. PEC South East Heze (non-premium area) South West Heze (premium area) PFC East Enif North Sargas PUC South West Quaack Etamin Lucidi Warship Frontrunner of the Lucidian armada, the Lucidi Warships most often strike the first blow in any major battle in the reborn Pardus Cluster. Many stationed permanently at the wormholes leading into the Pardus Sector, these Warships bring with them the very scent of battle. Armed at full capacity with a half dozen Lucidi fighters, and over three dozen gun turrets, from no angle is this space cruiser blind to other approaching vessels, many times blasting opponents from the sky before their enemies even find them within range. Locations Lucidi Warships are found exclusively in the Pardus Core: there are two inside each of the three Lucidi dens, and one at [59,38]. Stats Skills Tactics 115 Hit accuracy 115 Maneuver 125+ Weaponry 105+ Engineering 75+ Health Hull 950 Armour 1,125 Armour strength x5 Armour type Pardus Shield 1,200 Shield regeneration Total health 7,775 Other XP for killing Loot from killing Spawn type Roams? No Cloaks? Yes Retreat hold frequency   Retreat hold rounds   Respawn time Spawns 2nd server reset after death Old age death time Dies after 26th server reset Weapons Guns Gun Base damage Shots per round Total damage Weapon type Lucidi Gun Turret 130 2 260 Pardus Lucidi Gun Turret 130 2 260 Pardus Missiles Missile Base damage Average reload time Lucidi Redeemer 2,300 15 Skilling guide Attack up to 16 rounds. 17 rounds or more risks a second missile, which only a War Nova can consistently survive. With x6 armour, War Nova, Harvester, Scorpion, Sudden Death, Mooncrusher, and EPS Liberator can skill on LWS without consistently going into hull. With x5 armour, War Nova, Harvester, Scorpion, and Sudden Death can skill on LWS with a smaller number of rounds (e.g., 5) without going into hull. Take lots of bots. You can pack them into your hull, and withdraw whilst on the LWS, just be careful that you do not unpack into your magscoop or you will significantly decrease your effective maneuver in combat. Defensive Combat Medusa The first species of the Skyphos Genus to be discovered by space travelers due to their abundance in the sectors outside of the Pardus Cluster, the Medusa was aptly named, not only for the snake-like flagella that extend from their bodies, but for the preserved state in which they leave their host victim after they have completed their union. Bonding most often with creatures that are able to exist within the vacuum of space, Human, Rashkir, Ska'ari, and Keldon have nonetheless fallen prey to these parasites as well, their perfectly preserved corpses like stone statues floating throughout the universe, the truest testament to the Medusa's infamy amidst the cosmos. Locations Medusae can be found everywhere except the Pardus Cluster. There is a universe-wide limit of 10 Medusae at any point in time. Stats Skills Tactics 70 Hit accuracy 60 Maneuver 75 Weaponry 80 Engineering 65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Medusa Swarmlings Progeny of the dreaded Medusa Species, Swarmlings pose nearly as great a threat as their matured parents. Though smaller, the poison found within the barbs of their flagella is just as potent, paralyzing their host victim within seconds and leaving them helpless. Locations Medusa Swarmlins spawn on the tiles around a Medusa . Stats Skills Tactics 60 Hit accuracy 65 Maneuver 65 Weaponry 60 Engineering 60 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Mutated Medusa Mutated by the energies of the Lucisti Virus that have come to infect the Pardus Core, these already fearsome monstrosities have evolved into a wholly new state of being. Though it matters little, the Medusa's poison, already potent enough to paralyze even some of the largest space beasts, in its mutated form has been found to be even more concentrated. The more pressing threat however is their increased resilience to modern weaponry, their gelatinous masses able to reflect many attacks based upon particle beam energy. Locations Mutated Medusa are found exclusively on the viral clouds in the Pardus Core. Stats Skills Tactics 80 Hit accuracy 70 Maneuver 85 Weaponry 80 Engineering 65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Mutated Space Maggot Unlike many of the other species mutated by the Lucisti Virus, Mutated Space Maggots have not lost sight of their original purpose within the life cycle. Innocently they continue their dutiful work, unaware of the change the virus has caused their bodies to undergo. Rather than secrete the nutrients required to sustain life, their altered bodies secrete an evolved form of the very virus itself, an ecological disaster by any means that places a heavy burden upon the remaining life within the Pardus Cluster. Locations Mutated Space Maggots are found on or around asteroid tiles in the Pardus Core. Stats Skills Tactics Hit accuracy 35 Maneuver Weaponry 35 Engineering 35-40 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Mutated Space Worm The Lucisti Virus claiming yet another creature of the universe, Mutated Space Worms have become an all too common threat within the Pardus Cluster. Though researchers are unsure whether the Lucisti Virus altered these once docile creatures, causing them to be far more aggressive than they once were, or whether these pitiable creatures simply no longer understand their place in the cosmos, these Space Worms attempt to break down any and all matter, both living and dead. Locations Mutated Space Worms can be found on or around asteroid tiles in the Pardus Core. Stats Skills Tactics 50(?) Hit accuracy 55 Maneuver 55 Weaponry 45 Engineering 45 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Nebula Locust The nebula locust shares the same characteristics as its cousin, the space locust, but has adapted its mimicry to the space nebula environment. Nebula locusts have evolved a digestive system which processes nebula gas. Locations Nebula Locusts spawn on energy tiles in the same or neighbouring sectors as a Locust Hive . Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Nebula Mole The Nebula Mole, as indicated by its name, can mainly be found in nebula clouds. While their sight is underdeveloped they still pose a notable threat to the average space traveler. Caution is recommended when traveling through areas with a high concentration of these creatures. The Nebula Mole is able to blend in with the nebula cloud, where it waits for unwary prey to approach. Once the would-be prey is engaged it will use its body parts to attack its victim and will actively give chase should the prey slip away. Locations Nebula Moles can be found on nebula tiles in the neutral and Pardus Clusters. Stats Skills Tactics 35(?) Hit accuracy 65 Maneuver 45 Weaponry 45 Engineering 60-65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Nebula Serpent Thought to be the least evolved of the Space Serpents, the Nebula Serpent is able to exist only within the thick clouds of nebula gas that encompass the various sectors. Required to breathe massive amounts of nebula gas simply to sustain their internal organs, they are nonetheless often sighted slithering through the less dense clouds of a sector's inner ring. Locations Nebula Serpents can be found on nebula tiles in the Pardus Cluster. Stats Skills Tactics Hit accuracy 30 Maneuver Weaponry 35 Engineering 30 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Oblivion Vortex Though similar to the Wormholes and Xholes used in everyday trade and travel, Oblivion Vortices differ from them in some very significant ways; the increased gravitational fields which surround these rifts makes travel through them impossible for even the densest of spacecraft, and their uncanny ability to seal themselves closed in a microsecond would make travel through them a gamble at best. Oblivion Vortices are believed to exist in the 4th dimension, and some argue they exist also in a 5th. Believers in this theory assert that the Manifestations which emerge from the vortex are actually transported from the 5th dimension, while others argue that the Manifestations are merely chunks of super-condensed energy laced with the Lucisti virus that have broken free from the chaotic forces surrounding the vortex. Locations Oblivion Vortex can only be found in a 3x3 grid around Pardus [28,4]. Stats Skills Tactics 95(?) Hit accuracy Maneuver 95 Weaponry 95 Engineering 80+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Pirate Captain After years of being downtrodden and considered to be the scum of the universe, some pirates banded together a group of others to invade a cluster - these being lead by the infamous pirate captain. Their skills are legend, and the number of followers they have only increases with time. Should you find one of these in a sector near you, be warned - for unless they are removed from this universe they will only bring more trouble. Locations Pirate Captains are found during special events in clusters with the highest crime rates, often in sectors with a high number of illegal buildings. Stats Skills Tactics 110 Hit accuracy Maneuver 100(?) Weaponry 100(?) Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Preywinder It was once believed that the Preywinder was just a harmless, overgrown flower, but closer observation shows that it takes on the traits of Earth's Venus Fly Trap and is actually quite dangerous. Its serene beauty lures prey, only to snare its victim in a fatal embrace when it gets too close. During the Preywinder's mating season, it releases clouds of pheromones to attract a mate. However, most of the time, it just attracts an over-confident and under-skilled pilot. Locations Preywinders can be found in the East Pardus Rim and Split clusters, and the Pardus Core. Stats Skills Tactics 85+ Hit accuracy Maneuver 80 Weaponry 80-90 Engineering 75+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Ripe Manifestation The eldest and most dangerous of the Manifestations, Ripe Manifestations have reached the third and final stage of their growth, limited only by their incredible density. Likewise their corrosive properties have grown all the more potent, with no known counteragent able to neutralize the scourge. The aimless drifting of these Manifestations makes them all the more dangerous, as they are impossible to predict. Locations Ripe Manifestations are found in the north west and central parts of the Pardus Core. Stats Skills Tactics 70 Hit accuracy <50 Maneuver 70 Weaponry 70 Engineering 70 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Rive Crystal The youngest of the Crystals, Rive Crystals were born during the end of the First Great War, though they were not discovered until the Pardus Cluster was reopened centuries later. Unlike the infected lifeforms that now roam the Pardus Sector, the crystals trapped within the Pardus Cluster found the Lucisti Virus to be beneficial, slowly evolving into the Rive Crystal form we know today. Left to mutate for centuries, foreign energy sources began to be absorbed by the crystals, many of them radioactive energies that would have originally been rejected. Though their solitary nature makes study of the Rive Crystals difficult, scientists have reason to believe these radioactive energy sources are remnants of the power sources used in the warships of the First Great War. Locations Rive Crystals can be found in nebula fields in the Pardus Core, the Pardus Empire Contingent, Pardus Federation Contingent, and Pardus Union Contingent. Stats Skills Tactics 60 Hit accuracy 55 Maneuver 95 Weaponry 75 Engineering 80+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Rive Crystals are a recommended NPC to train weaponry on up to 75. Roidworm Horde Intrinsically docile and harmless creatures, Roidworms carry out the same task as all biodegraders. Rather than converting organic waste into nutrients however, they secrete another building block of life, ammonia. Traveling in large swarms through space, the clouds these Roidworms produce are toxic to many forms of life in their highly concentrated state, poisonous to the living tissue of many creatures, and highly erosive to many types of metals. When attacked their bodies may explode violently, releasing an even more concentrated liquid form of this ammonia, causing further damage. Locations Roidworm Hordes can be found on asteroid tiles everywhere in the universe. Stats Skills Tactics 55 Hit accuracy 55 Maneuver 55 Weaponry 55 Engineering 55 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Sarracenia The first stage of the Ceylacennia 's evolution, Sarracenia are the most vulnerable to the toils of space. Sustained in part by the various elements found in Nebula clouds, these hapless pods spend their lives suspended in the red mists. Unable to propel themselves, they become slaves to the natural drift of the Nebula gasses, often times withering away to nothing in remote regions of space when denied the light of nearby stars for extended periods of time. Fooling their prey with pleasant smelling secretions, Sarracenias lure their victims in for the kill and thus survive in even the most desolate areas of the universe if life so demands of them. Locations Sarracenias can be found on nebula tiles everywhere in the universe. Stats Skills Tactics 35 Hit accuracy 20(?) Maneuver 35 Weaponry 25 Engineering 20 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Shadow Little is known about the legendary creature known only as The Shadow. Stories and hearsay speak of a void-like entity wreaking havoc in many different sectors of the galaxy, but survivors are rarely left in its wake to speak firsthand of its terrible, destructive powers. Locations Shadows can only be found on fuel tiles in the Neutral Zone. There is a universe-wide limit of one Shadow at any point in time.  Stats Skills Tactics 80+ Hit accuracy 75+ Maneuver 80+ Weaponry 80-90 Engineering 80+ Health Hull 2,500 Armour 400 Armour strength x5 Armour type Pardus Total health 4,500 Other XP for killing 5,000 Loot from killing Spawn type Random Roams? Yes Cloaks? No Retreat hold frequency Extremely frequent Retreat hold rounds 4-9 Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Unanalyzable Weapon 325 1 325 Pardus Unanalyzable Weapon 325 1 325 Pardus Slave Trader While many moral deviants found their way into the slave trade by chance, just as a majority of pirates had, so too had a good number been persuaded into the position by their former/current employers. As the need for lower prices and greater profits grows ever more prominent in the current age, so too will the means for such an end. Often funded by nameless corporations, allowing them to equip their ships with high-tech cloaking and weaponry systems, members of the Black Market Slave Trade are foes not to be trifled with. Even if you do manage to overpower their well equipped freighters, you might suddenly find yourself an unwelcome guest in many of the cluster's most prosperous sectors. Locations Slave Traders can be found all over the universe in sectors with a Class D planet. Stats Skills Tactics 45 Hit accuracy 55 Maneuver 25 Weaponry 55 Engineering 25 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type 20 MW Particle Laser 60 2 120 Conventional 120 MT Magnetic Defractor 51 2 102 Electro-Magnetic Missiles Missile Base damage Average reload time Illegal Underground Missile 350 6 Solar Banshee Little more than apparitions created by solar winds emanated from the most powerful of stars, Solar Banshees receive their name from the horrid wailing cry that can be heard screeching on any nearby radio set as they pass by on their journey through the cosmos. More than just an annoyance or a discomfort to space travelers, these high frequency electromagnetic waves can tear through stone and metal alike, having unexpectedly laid waste to starbases and entire asteroid fields in a single pass. In addition their ethereal form makes them an extremely difficult opponent to combat. The most effective weapons found to date are anything that creates a great deal of EMI (Electromagnetic Inferference), such as electronics, fluorescent lights, and the newly patented intermodulation cannon. Locations Solar Banshees can be found on energy tiles in the Neutral Zone and Pardus Cluster. Stats Skills Tactics 80 Hit accuracy 65 Maneuver 70 Weaponry 45 Engineering 70 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Clam Like most biodegraders, the Space Clam is docile by nature, leading a solitary life searching for biological debris on the edges of energy fields. Despite their incredibly delicate build, Space Clams are not without defenses- an acidic slime squirted in the faces of would-be predators, and the unusual ability to channel a strong, sub-static vibration outward from its shell. Seemingly oblivious to everything around it, the Space Clam makes no effort to hide or otherwise avoid potential enemies, making them favored prey among many predatory life forms. Locations Space Clams are found on asteroid tiles all over the universe. Stats Skills Tactics Hit accuracy 20 Maneuver Weaponry 30 Engineering 30 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Crystal One of the two newer species of Crystal, it has been discovered that the energy signature of the Space Crystals resembles that of the very natural riftgates used in interstellar space travel. Man-made wormholes used to transport large groups of spacecraft across great distances give off as well a nearly identical energy signature. With the yet to be understood choices the Crystals make as to which sources of energy to absorb, and which to reject, the manifestation of these Space Crystals raise many questions in researchers' minds about the many naturally occurring wormholes. Once thought to be abnormalities, mysterious anomalies, many scientists have been fascinated by the possibility of a deeper purpose behind these unexplained phenomena of the universe. Locations Space Crystals are found in sectors with exotic matter all over the universe. They are commonly blocking passages to the exotic matter. Stats Skills Tactics 70(?) Hit accuracy 55 Maneuver 55 Weaponry 65 Engineering 60+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Dragon Queen It is the Queen the thousands of myths and legends written in the ancient tomes of history circle around. For a single decade, once every 500 years, this glorious monarch will descend from the cosmos onto fertile land, unprotected by her worrisome brood as she continues yet again the cycle of life. Nestled deep within the sheltering land where the atmosphere provides warmth enough to incubate the eggs of the new generation she lays, the Space Dragon Queen watches over them for 10 long years until they are ready to hatch and once again return to their true home amidst the stars. The most formidable of the Dragon species, rest assured the Queen is, at any given time while in space, protected by the warriors of her brood, their beloved matriarch one the Dragons will not give up easily without a bitter battle. Locations Space Dragon Queens spawn in dragon dens all over the universe. Stats Skills Tactics 55 Hit accuracy 40(?) Maneuver 45 Weaponry 55 Engineering 55(?) Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Locust Able to inflict only the most miniscule amount of damage to spacecraft, the space locust's devastating powers lie elsewhere. These vermin tend to encroach upon whole sectors, sucking up any hydrogen they can find into their ample-sized bodies, leaving behind uninhabitable wasteland. The space locust's migratory behavior is highly complex and a mystery to science. It seems that infestations come in long-term waves, and appear to happen more or less simultaneously with other locust hives. It is an open debate as to what causes an infestation and how it can be eradicated, but surely destruction of a hive should help. Locations Space Locusts spawn on energy tiles in the same or neighbouring sectors as a Locust Hive . Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Maggot Space Maggots are undoubtedly the easiest prey in the universe. Their slow, sluggish movements, non-existent offensive capabilities, and soft outer membranes their only protection, they provide easy practice for inexperienced pilots looking to hone their skills. Leaving crafts caked with their inner ooze is the only real threat they pose to space pilots, leaving them unfortunately with a very large cleaning bill. Locations Space Maggots can be found on or around asteroid tiles all over the universe. Stats Skills Tactics 13 Hit accuracy 13 Maneuver 13 Weaponry 13 Engineering 13 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Snail The bad boy of the biodegrading bunch, Space Snails' most devastating trait is their horrible temper. These aggressive creatures never take politely to unwanted guests who watch them dine, which is nearly every waking hour of the day. Their shells often composed of asteroid rock, and even the discarded metal of spacecraft, Space Snails become veritable tanks when coiled within them. Able to let loose thick globules of mucus, they are also known for ramming their husks directly into traveling spacecraft they view as a threat. Locations Space Snails can be found on or around asteroid tiles southeast from the Pardus Core. Stats Skills Tactics Hit accuracy Maneuver Weaponry 70(?) Engineering 80(?) Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Worm Like Space Maggots, Space Worms are tasked with the humble job of clearing the universe of its cosmic waste. Considerably larger than their blobbish cousins, and considerably more aware, Space Worms have been known to grow aggressive when they, or specifically when their eggs, become threatened. Though invertebrates, they are crowned with a single bone-like spike made of solid tissue that they use to viciously defend their eggs with their lives if need be, only to abandon the newly hatched mere moments after their birth. Locations Space Worms can be found on nebula tiles all over the universe. Stats Skills Tactics 20 Hit accuracy 35 Maneuver 35 Weaponry 17(?) Engineering 20 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Space Worm Albino An odd natural occurrence, Space Worm Albinos are occasionally sighted. Though otherwise genetically identical to normal Space Worms, save for their pigment deficiency, Albinos are yet another creature of great interest to many biologists. Extremely sensitive to UV light, the Space Worm Albino is also highly allergic to even faint traces of the Lucisti Virus that exist within the Pardus Cluster. Introduced to the Lucisti Virus, Space Worm Albinos are found to die within minutes, unlike their relatives which are transformed and mutated by it. Though still in the primary stages of study, researchers hope to use these non-aggressive creatures to understand the root cause of the Lucisti Mutations, and perhaps even one day the Lucidi. Locations Space Worm Albinos can be found on or around asteroid tiles all over the universe. Stats Skills Tactics 20 Hit accuracy 30 Maneuver 30 Weaponry 25 Engineering 25 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Starclaw One of the largest life forms currently known, the Starclaw possesses great physical strength- in fact these dreadnoughts are capable of literally breaking ships in two. Primarily feeding on the minerals found in the nebula fields and possessing the ability to cloak, Starclaws are highly territorial and aggressive towards any intrusion to their habitat. Locations Starclaws can only be found in the Split cluster. Stats Skills Tactics 75 Hit accuracy 50 Maneuver 70 Weaponry 65 Engineering 70 Health Hull 850 Armour 550 Armour strength x5 Armour type Organic Shield 270 Shield regeneration Total health 3870 Other XP for killing 2750 Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Giant Claw 120 1 120 Organic Missiles Missile Base damage Average reload time Hug of Death 450   Stheno First sister to the Medusa, the Stheno shares one distinct difference with its sibling. Rather than drawing its sustenance from the nutrient rich flesh of living matter, the Stheno feeds upon the ionic nutrients most commonly found in metal ores. Its toxin, though extremely harmful to the living, just like the Medusa's, has a property which allows it to paralyze metallic ions, much like a freezing effect metals go through when introduced to extreme, sub-zero temperatures. While a single Stheno poses a threat to any tiny spacecraft, swarms of these parasites have been known to latch onto outposts, buildings, and even entire starbases, neutralizing their offensive capabilities in a matter of moments, and leaving them defenseless for the feast. Locations Sthenos spawn on fuel tiles in the Pardus Cluster and Neutral Zone, with the exception of the Split cluster. Stats Skills Tactics 80 Hit accuracy 55 Maneuver 85 Weaponry 75 Engineering 65 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Stheno Swarmlings Offspring of the Stheno Species, or rather replications of the Stheno's genetic makeup, Swarmlings continue the misunderstood life-cycle of these ectoparasites. Their entire classification detested simply because of their natural way of life, Stheno Swarmlings innocently feast upon their host's lifeforce, entire legions sometimes found munching on the nutrient rich ores of asteroid fields. Locations Stheno Swarmlings spawn near a Stheno , which can appear in the Pardus Cluster and Neutral Zone, with the exception of the Split cluster. Stats Skills Tactics 55 Hit accuracy 70 Maneuver 70 Weaponry 50 Engineering 55 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Small Deformed Outgrowth 40 3 120 Organic Small Deformed Outgrowth 40 3 120 Organic Missiles Missile Base damage Average reload time Bags of Nanoblobs 165 1 Swarm of Gorefanglings Having dispersed from their parents, many young Gorefanglings travel together in large swarms. Their sheer numbers quickly deplete the vital nutrients found in the nebula clouds in which they live; hence the swarms are usually voraciously hungry and readily attack nearby organisms. Though individually weak, a hungry and persistent swarm of the creatures can overpower a surprisingly large opponent. Occasionally a swarm becomes so thick that a pilot is simply unable to navigate through them, likely suffering a terrible fate as countless Gorefanglings attempt to latch onto and feed from the immobilized spacecraft. Locations Swarms of Gorefanglings can be found on nebula tiles throughout the universe. Stats Skills Tactics 35 Hit accuracy 25 Maneuver 30 Weaponry 25 Engineering 15 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Verdant Manifestation Emerging from the mysterious and chaotic depths of Oblivion Vortices, Verdant Manifestations are easily distinguished by both their small size and the faint blue glow near the center of their forms. Slowly drifting outward from their point of origin, newly created Manifestations will absorb all forms of energy, enabling them to rapidly grow larger. Though more gaseous than solid, these small Manifestations should not be underestimated as they are highly corrosive against the metal skin of spacecraft. Locations Verdant Manifestations are found in the north west and central parts of the Pardus Core.  Stats Skills Tactics Hit accuracy Maneuver Weaponry 20 Engineering 25 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Vyrex Assassin Astro-epidemiologists are currently in the process of studying these recently appearing life forms. Not much is known yet about their behavior. Locations Vyrex Assassins can spawn anywhere in the universe during a Vyrex Outbreak.  Stats Skills Tactics 50 Hit accuracy 40 Maneuver 55 Weaponry 25 Engineering 25 Health Hull 400 Armour 320 Armour strength x3 Armour type Pardus Total health 1360 Other XP for killing 105 Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Venom Talon 65 3 195 Organic Vyrex Hatcher Astro-epidemiologists are currently in the process of studying these recently appearing life forms. Not much is known yet about their behavior. Locations Vyrex Hatchers can spawn anywhere in the universe during a Vyrex Outbreak. There can only be one Vyrex Hatcher per sector. Stats Skills Tactics 35 Hit accuracy Maneuver Weaponry 35 Engineering 15 Health Hull 8,000 Armour 30,000 Armour strength x5 Armour type Pardus Total health 158,000 Other XP for killing 750 Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Missiles Missile Base damage Average reload time Ejected Palp 150 4 Vyrex Larva Astro-epidemiologists are currently in the process of studying these recently appearing life forms. Not much is known yet about their behavior. Locations Vyrex Larvae spawn in a 13x13 grid centred around a Vyrex Hatcher . Stats Skills Tactics 20 (?) Hit accuracy 15 Maneuver 20 (?) Weaponry 25 Engineering 15 Health Hull 320 Armour 300 Armour strength x2 Armour type Pardus Total health 920 Other XP for killing 55 Loot from killing Spawn type Roams? No Cloaks? Yes Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Larval Mucus 40 1 40 Organic Evolution After a period of time, a Vyrex Larva may evolve into a Vyrex Stinger . Vyrex Mutant Mauler Astro-epidemiologists are currently in the process of studying these recently appearing life forms. Not much is known yet about their behavior. Locations can spawn anywhere in the universe during a Vyrex Outbreak. There is a universe-wide limit of four Vyrex Mutant Maulers at any point in time. Stats Skills Tactics 90(?) Hit accuracy 85(?) Maneuver 85(?) Weaponry 100 Engineering 75+ Health Hull 620 Armour 2160 Armour strength 5 Armour type Pardus Shield Shield regeneration Total health Other XP for killing 5500 Loot from killing Spawn type Random during event Roams? Yes Cloaks? Yes Retreat hold frequency Moderate Retreat hold rounds   Respawn time Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Venom Claw 175 1 175 Organic Mutated Venom Claw 350 1 350 Organic Missiles Missile Base damage Average reload time Mutated Venom Stinger 2200 8 Vyrex Stinger Astro-epidemiologists are currently in the process of studying these recently appearing life forms. Not much is known yet about their behavior. Locations Vyrex Stingers can spawn anywhere in the universe during a Vyrex Outbreak. They evolve from Vyrex Larvae , which in turn spawn within a 13x13 grid centered around a Vyrex Hatcher , and the Vyrex Stingers will only move within a 3x3 grid from where it evolved. Stats Skills Tactics 60 Hit accuracy 45 Maneuver 50 Weaponry 65 Engineering 60 Health Hull 600 Armour 1200 Armour strength x4 Armour type Pardus Total health 5400 Other XP for killing 800 Loot from killing Spawn type Roams? Yes, within a 3x3 grid Cloaks? Yes Retreat hold frequency High Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Venom Claw 180 2 360 Organic Venom Claw 180 2 360 Organic Missiles Missile Base damage Average reload time Venom Stinger 1400 11 Wormhole Monster Wormholes, both natural and man-made, are generally regarded to be phenomena yet to be fully understood, even by those who have managed to replicate their energy signature. This is made only clearer every few months when the energies of these rifts in space fluctuate dramatically, opening what some believe may be doorways to alternate dimensions. The limited amount of time these altered gateways remain open, paired with the abundant life that comes swarming through, life aptly named Wormhole Monsters, make exploration impossible, even though many of the most zealous scientists yearn to one day travel through these portals to see what mysteries lie beyond. Locations Wormhole Monsters spawn near wormholes during the wormhole special event. Stats Skills Tactics Hit accuracy 40 Maneuver 50(?) Weaponry 35 Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       X-993 Battlecruiser Lumbering through space like behemoths, the primary warship of the X-993 Series finds its new station as assigned by CASSN a far more humble one. Boasting the largest cargo hold of any single craft, the X-993 Battlecruisers freight the harvested raw materials through space to their newly reconstructed processing facilities. Though remade by CASSN into the gargantuan wheelbarrows they are today, the X-993 Battlecruisers still have not lost sight of their original purpose, touting an arsenal fit for any warship, as well as parent to over two dozen X-993 Drones that double as gatherers and fighters. Locations X-993 Battlecruisers can be found in energy or open space tiles in the Neutral Zone and Pardus Cluster. Stats Skills Tactics 65 Hit accuracy 35 Maneuver 45 Weaponry 50 Engineering 45 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       X-993 Mothership Having come to serve as giant floating starbases in their own right, the X-993 Motherships situate themselves in many nutrient rich sectors. Though capable of mobility they are often found stationary, silently offering oversight to their many workers as they continue production of the X-993 Series line. These massive industrial space vessels are the very core of X-993's construction, giving birth to the drones and the battlecruisers within their complex metal wombs. Well armed and armored itself, be certain that like any hive-minded creature its drones will swarm swiftly back to their queen at the very first sign of danger. One of the many X-993 Motherships throughout the various sectors is also widely rumored to house CASSN itself, assuredly making it an even more veritable threat than any other. Locations X-993 Motherships can be found in Remo, Hooth, Aya, Procyon, and Cor Caroli. Stats Skills Tactics 85 Hit accuracy 65 Maneuver 80 Weaponry 70 Engineering 75 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       X-993 Squad Tasked with gathering the basic raw materials for continued production of the X-993 Series, the X-993 Drone is a craft of the simplest kind. Fitted with mining lasers, gas harvesters, and unique energy cells created by CASSN upon its evolution, these tiny vessels are quite often found in the dozens, busily working away the long hours of the day. Due to the repeated hostilities by the Empire against the X-993 Series, CASSN has retrofitted many of its drones with basic weaponry systems, making this working class craft an able soldier as well, a cunning intelligence hidden beneath its plain and harmless appearance. Locations X-993 Battlecruisers can be found in the Neutral Zone and Pardus Cluster. Stats Skills Tactics 35 Hit accuracy 40 Maneuver 55 Weaponry 30 Engineering 30 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Xalgucennia The second stage of the Ceylacennia's evolution, the Xalgucennia at last breaks free from the bonds of immobility, able to exist for short periods outside the Nebula clouds which have housed it from its birth. Choosing to either migrate towards sources of light to fuel their photosynthesis, or away to lead a more predatory lifestyle, the Xalgucennia, like the Sarracennia, can smell sweet and alluring, but has a ferocity unexpected and rarely seen in celluloid life forms. Locations Xalgucennias can be found on viral clouds in the Pardus Core. Stats Skills Tactics 85 Hit accuracy 45 Maneuver 90 Weaponry 75 Engineering 55 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Xhole Monster Like Wormhole Monsters, Xhole Monsters are the result of energy fluctuations in Xholes opening gateways to worlds unknown. Though their origin is still not understood, the devastation the swarms of these creatures can cause within moments of their coming is unprecedented, making them one of the universe's many serious threats. Despite intense research into the matter, the cause behind the vicious energy fluctuations in Xholes and Wormholes is still not understood, and unfortunately there is still no way to predict when these attacks will occur. Locations Xhole Monsters spawn near xholes during the wormhole special event. Stats Skills Tactics Hit accuracy Maneuver Weaponry Engineering Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Young Space Dragon In the infant stage of their development until they reach approximately 200 years of age, Young Space Dragons are quite vulnerable to the elements that surround them. Their scales yet to fully harden and their wings still unable to propel them at full speed through the cosmos, many infant Dragons fall victim to mortal curiosity, often times wandering from their brood and encountering the many dangers of space on their own. Locations Young Space Dragons are found all over the universe, most commonly in dragon dens. Stats Skills Tactics 15 Hit accuracy 25 Maneuver 15 Weaponry 15 Engineering 15 Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Z-15 Fighter No army would be complete without the sword that strikes the necessary fear into the hearts of their enemies. Z-15 Fighters, the front lines of the Z-Series armada, are the true footsoldiers of their war, the first to strike out onto the field of battle and the last to leave the field of debris. Armed with both long and short range weaponry systems, and a maneuverability mortal fighter pilots can only one day hope to achieve, the Z-15 Fighter is both an efficient and soulless soldier, undeterred by the threat of its own destruction; for where one of these fighters lurks is a repair drone most often nearby, ready to collect its remains and build it anew. Locations Z-15 Fighters can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 95 Hit accuracy 90 Maneuver 85 Weaponry 90 Engineering 80+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Z-15 Repair Drone The backbone of any civilization, no matter how big or how small, is that which creates and ensures continued existence. Without the Z-15 Repair Drone the Z-Series would be a withering mass of metal decay. Though optimized for on base repairs, like the medics of the ancient wars these fearless drones more often than not find themselves as soldiers just as necessary upon the field, repairing their brethren craft in the heat of battle while at the same time becoming warriors in their own right. Locations Z-15 Repair Drones can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 75 Hit accuracy 80 Maneuver 85 Weaponry 80 Engineering 75+ Health Hull 450 Armour 900 Armour strength x5 Armour type Conventional Shield 420 Shield regeneration Total health 5370 Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type 120 MW Particle Laser 100 2 200 Conventional 120 MW Particle Laser 100 2 200 Conventional Missiles Missile Base damage Average reload time Modified NN500 Fleet Missile 255 3 Z700 Avenger Missile 225 3 Skilling guide Z-15 Scout By far the fastest of the Z-Series fleet, the Z-15 Scouts speed through the various sectors, the rift engines installed within their small frames allowing them instantaneous travel through much of their territories, and their telecommunication systems allowing them to relay their intelligence back to the numerous Spacepads in fractions of a second. Though reconnaissance had been the Scout's main task in the Z-Series armada, each of them had been equipped, as a proactive measure, with both offensive and defensive capabilities. Locations Z-15 Scouts can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 80 Hit accuracy 75 Maneuver 75 Weaponry 75 Engineering 75 Health Hull 360 Armour 1080 Armour strength x3 Armour type Conventional Shield 420 Shield regeneration Total health 4,020 Other XP for killing 1,700 Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type 60 MW Particle Laser 72 2 144 Conventional 60 MW Particle Laser 72 2 144 Conventional Missiles Missile Base damage Average reload time KL760 Homing Missile 90 4 Skilling guide Z-15 Spacepad Miniature docking stations built specifically for the Z-Series set to be stationed in remote sectors of the Neutral Zone, the Z-15 Spacepad acts as a sanctuary for ships in its armada that require upkeep, maintenance, or a full repair, given their central positron core was not damaged or in other ways compromised. Base to the core operations of the Z-Series, the objectives of the Z-15 Spacepad and its rogue machines are still unknown to the Federation and the rest of the universe. Be assured, however, that these technological abnormalities fight with a passion towards that end all the same, regarded as a power within the galaxy ever since their reemergence from the storm. Locations Z-15 Spacepad can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 90 Hit accuracy 85 Maneuver 90 Weaponry 85 Engineering 75+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Z-16 Fighter Knowing the rogue Z-15s embraced enhanced physical capabilities, the designers of the Z-16 Series combined the sleek form of the Z-15 Scout with the awesome attack power of the Z-15 Fighter, giving birth to arguably one of the most advanced spacecraft of the time. Thought to be one of the few small craft that could hunt down and destroy the obsolete Z-15s, they instead came to define the new generation of space warfare. Locations Z-16 Fighters can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 80 Hit accuracy 105 Maneuver 90 Weaponry 85 Engineering 80+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type           Missiles Missile Base damage Average reload time       Skilling guide Z-16 Repair Drone Though originally intended to have been to the Z-16 Fighter as the Z-15 Repair Drone was to the Z-15 Series, the Z-16 Repair Drone found its job unnecessary when joining the ranks of its Z-Series brethren. Thus, built to craft machinery anew, the Z-16 Repair Drones rebuilt themselves into further crafts of war, flying alongside the Fighters and the Scouts to increase the offensive capabilities of their already impressive armada. Locations Z-16 Repair Drones can be found in Solaqu, UZ 8-466, Sodaack, Veareth, Grefaho, Electra, SD 3-56, Nex 0006, Nusakan, and HW 3-863. Stats Skills Tactics 100 Hit accuracy 90 Maneuver 100 Weaponry 90 Engineering 75+ Health Hull Armour Armour strength Armour type Shield Shield regeneration Total health Other XP for killing Loot from killing Spawn type Roams?   Cloaks?   Retreat hold frequency   Retreat hold rounds   Respawn time   Old age death time   Weapons Guns Gun Base damage Shots per round Total damage Weapon type Unstable 170MW Particle Laser 125 2 250 Conventional Unstable 170MW Particle Laser 125 2 250 Conventional Missiles Missile Base damage Average reload time Modified NN500 Fleet Missile 300 4 Z700 Avenger Missile 240 2 Skilling guide