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Hangar, ship level & element stones

Permanent progress between flights — ions, the hangar with its two menus, ship level, weapon talents and the rare element stones.

Whatever you collect during a flight, you keep. The hangar (Werft) in the main menu is where it turns into permanent progress. On top of that, your ship level grows with every flight — the reason your tenth flight takes you further than your first.

Ions

Ions are the main currency. Kills and copper ore drop them as green crystals; you have to collect them yourself, and they vanish after eighteen seconds. In Orbit you also sell ore at the stations, and some achievements pay out ions.

Cadet gives half ions. Veteran and Legend pay more per enemy and send more enemies — together roughly triple and almost seven times the yield. Mutators add a little extra, and the Ion Collector hangar upgrade 20 % per level.

The hangar

The hangar has two menus, switched in the header. That’s also where your ions, element stones and ship level are shown.

On your first visit, a short six-step introduction walks you through the hangar; the ? in the top right starts it again at any time. The markers on the ship show what’s currently fitted — weapon at the nose, protection on the hull, jump at the engine, lab in the core. Clicking one jumps to the matching category.

Category What’s in it
Hull Armor plating, shield cells, nova depot, escape pods, emergency protocol — and the three defenses Armor, Parry and Phase Hull
Weaponry (Bewaffnung) Weapon core (+10 % damage per level) and workbench (weapons start one level higher, at most two)
Drive Thrusters, tractor coils, resonance hull — and the jumps Blink, Impact and Decoy
Lab Lab (more XP), prior knowledge (skill points at take-off), Lucky Core (weapon levels drop sooner), Ion Collector
Hangar Upgrades by ship level (see below)

Upgrading takes a moment: the button fills up over a little more than a second while a tone rises, and you only pay once it’s full. Next to it sits a small dismantle button: it removes one level and refunds half the price — the exact amount is in its tooltip. Its spot is always reserved so nothing shifts while you buy, and nobody dismantles by accident. Everything takes effect from your next take-off.

Ship hulls no longer exist. You always fly the RAYCION; your play style comes from weapon, jump and defense. The former hull category is now the Hangar category, the upgrades by ship level.

Ship level

Every flight pays ship XP, even an aborted one — most of it from waves, plus kills, flight time, guardians and victories. The bar appears at the end of every flight and at the top of the hangar.

The ship level sets three limits:

Weapon from ship level Ions
Pulse Gun — free
Heavy Gun 3 4,500
Ion Laser 6 5,000
Homing Missiles 9 5,000
Snake Gun 12 5,500
Drone Swarm 15 5,500
Hangar module from ship level Effect
Filter system 3 / 6 / 10 Zone plagues in Orbit 22 % weaker per level
Starting companion 5 You start Orbit with an ion satellite
Reserve tank 7 / 12 The ion chamber starts with 15 resonance charges per level
Cargo hold 9 / 17 +1 boon slot per level
Test bench 14 +1 element stone per trial passed
Work dock 20 Weapons start two levels higher than the workbench allows

Weapon talents

In the Arsenal, every weapon has its own permanent talent tree. You pay for it with a resource that only comes from flying that weapon — and flying it the way it wants to be flown:

Weapon Resource earned by
Pulse Gun Rail dust kills
Heavy Gun Shard cores kills, plus every pellet that passes through an enemy
Ion Laser Burning glass seconds the beam stays on a target
Homing Missiles Fuse heads missiles that hit
Snake Gun Venom glands kills, including by decay
Drone Swarm Swarm chips kills by the swarm

It’s credited continuously — whatever you earn in a flight stays, even if you abort. Every weapon has three branches with three ranks each (15, 35 and 70):

Talents work from the very first shot. Respeccing is possible at any time, one rank back, with a 70 % refund.

Element stones

Element stones are the rare currency. They only come from trials — special challenges within a flight, such as five guardians in one run or ten Orbit minutes without a hit. A trial grants two to five stones, one more with the test bench. They are credited immediately, not at the end of the flight.

In the Arsenal you use them to strengthen one specific upgrade path: three ranks per path, costing 1, 2 and 3 stones. These upgrades can’t be chosen during a flight — they take effect as soon as you take the path. What each path gains is listed on the Weapons page; the trials are under Achievements & trials.

Other unlocks

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