Both Ship Specials and Base Specials can be researched in the Advanced Lab or accessed via Blueprints gained through events. Specials you have gained through events can be found under the "Advanced" tab in your Intelligence Lab.
Ship Specials are applied to modify the weapons, armor, or other characteristics of ships. They are installed onto Hulls from within the Shipyard. The Ships Specials are sorted below into Armor, Weapons, Hull, and Systems Specials.
Armor Specials
These specials increase the ship's resistance to one or more types of damage from attacker's weapons.
Reactive Armor (RA)
Reduces damage from Penetrating Weapons (Missile Weapons). NOT ON ROCKETS such as Hydra Rockets. Only one type of special armour is permitted on each ship (Including compound armour). This is one of the few armours offering great protection from the dreaded Halo defence missile.
Reactive Armor
I
II
III
Missile Defense
+33%
+50%
+66%
Armor Weight
+5%
+10%
+14%
Research
Oil
101,700
1,746,900
21,960,000
Metal
96,050
1,649,850
20,740,000
Energy
113,000
1,941,000
24,400,000
Zynthium
75,333
1,294,000
16,266,667
Time
1h 00m
3d 0h 00m
7d 8h 00m
Requirements
Advance Lab 2
Advance Lab 6
Reactive Armor I
Advance Lab 10
Reactive Armor II
Build
Oil
16,950
291,150
21,690,000
Metal
16,008
274,985
20,740,000
Energy
18,833
323,500
24,400,000
Zynthium
12,556
215,667
16,266,667
Time
56min 43secs
4hrs 56 mins
Ablative Armor (AA or ABL)
Reduces damage from explosive weapons (mortar and rockets).
Ablative Armor
I
II
III
Explosive Defense
+33%
+50%
+66%
Armor Weight
+5%
+10%
+14%
Research
Oil
229,500
5,896,800
22,950,000
Metal
216,750
5,569,200
21,675,000
Energy
255,000
6,552,000
25,500,000
Zynthium
170,000
4,368,000
17,000,000
Research Time
4h 00m
4d 0h 00m
8d 0h 00m
Requirements
Advance Lab 3
Advance Lab 8
Ablative Armor I
Advance Lab 10
Ablative Armor II
Build
Oil
38,250
982,800
3,825,000
Metal
36,125
928,200
3,422,500
Energy
42,500
1,092,000
4,250,000
Zynthium
28,333
728,000
2,833,333
Build Time
1h 45m 00s
6h 15m 00s
8h 56m 24s
Layered Armor (LA)
Reduces damage from ballistic weapons (cannons).
Layered Armor
I
II
III
Ballistic Defense
+33%
+50%
+66%
Armor Weight
+5%
+10%
+14%
Research
Oil
1,164,600
8,845,200
23,940,000
Metal
1,099,900
8,353,800
22,610,000
Energy
1,294,000
9,828,000
26,600,000
Zynthium
862,667
6,552,000
17,733,333
Research Time
2d 0h 00m
5d 8h 00m
8d 16h 00m
Requirements
Advance Lab 6
Advance Lab 9
Layered Armor I
Advance Lab 10
Layered Armor II
Build
Oil
194,100
Metal
183,317
Energy
215,667
Zynthium
143,778
Build Time
5hrs 26mins
Compound Armor
Zynthium-based armor forged using advanced Draconian technology that provides additional protection bonusses against all types of weapons. Awarded during the Revenge Raid V - Base Invaders, Storm Strike and Drac Hunt events.
Compound Armor
I
II
III
Ballistic Defence
+11%
+22%
+33%
Explosive Defence
+11%
+22%
+33%
Missile Defence
+11%
+22%
+33%
Armor Weight
+4%
+6%
+8%
Build
Build Oil
38 250
982 800
3,990,000
Build Metal
36 125
928 200
3,768,333
Build Energy
42 500
1 092 000
4,433,333
Build Zynthium
28 333
728 000
2,955,556
Build Time
3h 14m 0s
6h 56m 40s
9h 24m 00s
Alloy Armor: CX Series
An advanced Draconian armor alloy that prevents weapon penetration, providing additional protection from Ballistic and explosive weapon types.
These specials adjust hull characteristics such as speed and evasion.
Guidance Scrambler
Increase ships' evasion ability during combat. Note that this is NOT limited to missiles in spite of the description. This does not work on damage caused by Mortars and does not protect from splash damage. Use GS's evade to protect against Torps, Cannons, and Missiles.
Guidance Scrambler
I
II
III
Evade
+20%
+33%
+40%
Total Weight
+4%
+8%
+12%
Research
Oil
153,000
517,500
13,950,000
Metal
144,500
488,750
13,175,000
Energy
170,000
575,000
15,500,000
Zynthium
133,333
282,333
10,333,333
Research Time
2h 00m
16h 00m
6d 0h 00m
Requirements
Advanced Lab 3
Advanced Lab 5
Advanced Lab 9
Build
Oil
25,500
86,250
2,235,000
Metal
24,083
81,458
2,195,833
Energy
28,333
95,833
2,583,333
Zynthium
18,889
63,889
1,722,222
Build Time
2hrs 26mins
3hrs 56mins
7hrs 36min
Engine Upgrade
Increases ships' combat and map speed at the expense of weapon accuracy. Advised not to use Eng 3 on HH/FF without thrusters as the hulls get land locked and even more susceptible to attacks from mortars. Use Speed System III (SPD3 - a valued Drac print prize) instead on HHs & FFs.
Engine Upgrade Stats
Engine Upgrade
I
II
III
Accuracy
-10%
-15%
-20%
Combat Speed
+30%
+50%
+80%
Total Weight
+5%
+10%
+14%
Map Speed
+25%
+33%
+50%
Research
Oil
67,500
13,367,800
24,930,000
Metal
63,750
12,530,700
23,545,000
Energy
75,000
14,742,000
27,700,000
Zynthium
50,000
9,828,000
18,466,667
Research Time
30m
4d 16h 00m
9d 8h 00m
Requirements
Advanced Lab 2
Advanced Lab 8
Engine Upgrade I
Advanced Lab 10
Engine Upgrade II
Build
Oil
11,250
2,211,300
4,155,000
Metal
10,625
2,088,450
3,924,167
Energy
12,500
2,457,000
4,616,667
Zynthium
8,333
1,638,000
3,077,778
Build Time
1h 18min
6h 42min
9h 50min
Thrusters
Drastically increases ships' turn rate and improves evasion during combat.
Thruster Type
I
II
III
Evade
+4%
+8%
+12%
Turn Speed
+39%
+100%
+166%
Total Weight
+2%
+4%
+6%
Research
Oil
45,000
230,400
2,304,000
Metal
42,500
217,600
2,176,000
Energy
50,000
256,000
2,560,000
Zynthium
33,333
170,667
1,706,667
Research Time
05m
6h 00m
2d 16h 00m
Requirements
Advanced Lab 1
Advanced Lab 4
Advance Lab 7
Build
Oil
7,500
38,400
384,000
Metal
7,083
36,267
362,667
Energy
8,333
42,667
426,667
Zynthium
5,556
28,444
284,444
Build Time
26mins
2hrs 56mins
5hrs 56mins
Sonar Pod
Increase the range at which a ship detects submarines and torpedoes. (SONAR: SOund Navigation And Ranging)
Sonar Pod Type
I
II
III
Detection Range
8
16
25
Total Weight
+10%
+10%
+10%
Research
Oil
729,000
2,880,000
30,340,000
Metal
688,500
2,720,000
19,210,000
Energy
810,000
3,200,000
22,600,000
Zynthium
540,000
2,133,333
15,066,667
Research Time
1d 3h 55m
3d 15h 34m
6d 8h 30m
Requirements
Advanced Lab 5
Advanced Lab 7
Sonar Pod I
Advanced Lab 9
Sonar Pod II
Build
Oil
121,500
480,000
3,390,000
Metal
114,750
453,333
3,201,667
Energy
135,000
533,333
3,376,120
Zynthium
90,000
355,556
2,511,111
Build Time
4h 26m
6h 26m
9h 10m
Nautilus Battery
Increases the time a submarine stays submerged.
Battery Type
I
II
III
Weapon Weight
+10%
+19%
+33%
Cloak time
+14%
+27%
+39%
Research
Research Oil
1,962,000
20M
26M
Research Metal
1,853,000
19M
25M
Research Energy
2,180,000
22M
29M
Research Zynthium
1,453,333
15M
19M
Research Time
17h 47m
6d 17h
10d 9h
Requirements
Advanced Lab 9
NB I
Advanced Lab 10
NB II
Build
Build Oil
327,000
Build Metal
308,833
Build Energy
363,333
Build Zynthium
242,222
Build Time
5h 6m
Caterpillar Drive
Decreases the range at which opposing ships can detect your submarine. For foes with Sonar specials it drastically reduces the range of their Sonar detection.
Caterpillar Type
I
II
III
Weapon Weight
+5%
+10%
+14%
Cloak efficiency
+19%
+40%
+60%
Research
Research Oil
1,750,000
12,816,000
25M
Research Metal
1,653,250
12,104,000
23M
Research Energy
1,945,000
14,240,000
27M
Research Zynthium
1,296,667
9,493,333
18M
Research Time
13h 20m
4d 14h 43m 20s
9d 11h 56m 40s
Requirements
Advanced Lab 8
CD I
Advanced Lab 10
CD II
Build
Build Oil
291,750
Build Metal
275,542
Build Energy
324,167
Build Zynthium
216,111
Build Time
5h 11m
Cargo Hold
Cargo hold was awarded to players who have collected a set amount of salvage from Draconian salvage fleets during the Revenge Raid event. It can now be found as blueprints. It increases your cargo capacity, which means you can carry additional resources.
NOTE:
Combat Speed is no longer affected!
More than one can now be built on a ship!
Now available as Blueprint!
Draconian Cargo Hold Stats
Small Cargo Hold
Medium Cargo Hold
Large Cargo Hold
Weight
50 Tons
500 Tons
2000 Tons
Cargo Hold
20,000
100,000
500,000
Parts
4
5
6
Tier
1
2
3
Build
Build Oil
50,000
200,000
1000,000
Build Metal
40,000
160,000
800,000
Build Energy
40,000
160,000
800,000
Build Zynthium
200,000
200,000
200,000
Build Time
11minutes,15seconds
45 minutes
3 hour 45 min
Weapon Specials
These specials modify the effects of specific weapons or types of weapons equipped on the ship.
Electronic Range Finder
Reduces the spread radius of mortar and rocket based weapons concentrating their firepower to a tighter radius.
Range Finder Type
I
II
III
Weapon Weight
+3%
+6%
+9%
Spread
-9%
-19%
-30%
Research
Oil
72,000
248,400
1,687,500
Metal
68,000
234,600
1,593,750
Energy
80,000
276,000
1,875,000
Zynthium
53,333
184,000
1,250,000
Research Time
33m
6h 23m
2d 21h 26m
Requirements
Advanced Lab 2
Advanced Lab 4
Advanced Lab 6
Build
Oil
12,000
41,400
281,250
Metal
11,333
39,100
265,625
Energy
13,333
46,000
312,500
Zynthium
8,889
30,667
208,333
Build Time
1hr 26mins
3hrs 26mins
5hrs 26mins
Enhanced Warhead
Increases damage from missile based weapons.
Enhanced Warhead
I
II
III
Weapon Weight
+6%
+9%
+12%
Missile Damage
+14%
+21%
+33%
Research
Oil
261,000
1,809,000
16,920,000
Metal
246,500
1,708,500
15,980,000
Energy
290,000
2,010,000
18,800,000
Zynthium
193,333
1,340,000
12,533,333
Research Time
5h 41m
3d 8h 33m
6d 19h 53m
Requirements
Advanced Lab 3
Advanced Lab 6
Enhanced Warhead I
Advanced Lab 9
Enhanced Warhead II
Build
Oil
43,500
301.500
Metal
41,083
284,750
Energy
48,333
335,000
Zynthium
32,222
223,333
Build Time
2hrs 26mins
5hrs 26mins
Laser Targeting
Pinpoint Accuracy
Increases accuracy of missile based weapons AND allows missiles to hit submerged submarines if the missiles were fired while the subs are either surfaced or visible underwater*. Re-targeting only affects missiles.
Kixeye has publicly stated that Laser Targeting was never originally intended to allow missiles to hit subs while underwater, and this has been an ignored glitch for so long, it has become normal. This is why they introduced Sonar built-in to the Stalker Sub and Draconian Battle Cruiser.
Laser Type
I
II
III
Penetrating Accuracy
+20%
+40%
+60%
Weapon Weight
+3%
+6%
+10%
Retargetable
true
true
true
Research
Oil
198,000
472,500
2,137,500
Metal
187,000
446,250
2,018,750
Energy
220,000
525,000
2,375,000
Zynthium
146,667
350,000
1,583,333
Research Time
3h 23m
12h 30m
3d 18h 25m
Requirements
Advanced Lab 3
Advanced Lab 5
Advanced Lab 7
Build
Oil
33,000
78,750
356,250
Metal
31,167
74,375
336,458
Energy
36,667
87,500
395,833
Zynthium
24,444
58,333
263,889
Build Time
2hrs 26mins
4hrs 26mins
6hrs 26mins
Auto-loader
Reduces ballistic reload time.
Please note that AL III will add 60% to your weapon weight, and combined with Hardened Barrels III will make Assault Cannons very heavy and Rippers IV extremely heavy, making them fit only on relatively large ships.
Loader Type
I
II
III
Weapon Weight
+19%
+39%
+60%
Ballistic Reload
+39%
+75%
+110%
Research
Oil
344,700
3,931,200
25,920,000
Metal
325,550
3,712,800
24,480,000
Energy
383,000
4,368,000
28,800,000
Zynthium
255,333
2,912,000
19,200,000
Research Time
8h 00m
3d 8h 00m
10d 0h 00m
Requirements
Advanced Lab 4
Advanced Lab 7
Auto-loader I
Advanced Lab 10
Auto-loader II
Build
Oil
57,450
655,200
4,320,000
Metal
54,258
618,800
4,080,000
Energy
63,833
728,000
4,800,000
Zynthium
42,556
485,333
3,200,000
Build Time
3hrs 26mins
6hrs 26mins
11hrs 26min 40sec
High Explosive Shells
Increases splash damage of any weapon with splash effect.
Shell Type
I
II
III
Weapon Weight
+5%
+10%
+14%
Splash
+14%
+35%
+50%
Research
Oil
255,600
2,025,000
27,090,000
Metal
241,400
1,912,500
25,585,000
Energy
284,000
2,250,000
30,100,000
Zynthium
189,333
1,500,000
20,066,667
Research Time
6h 46m
3d 14h 15m
11d 1h 16m
Requirements
Advanced Lab 4
Advanced Lab 7
High Explosive Shell I
Advanced Lab 10
High Explosive Shell II
Build
Oil
42,600
337,500
Metal
40,233
318,750
Energy
47,333
375,000
Zynthium
31,556
250,000
Build Time
3h 26m
6h 26m
Cluster Warheads
Cluster Warheads reduce reload times for ship based rockets (Hydra, Maelstrom, Drac Rockets). They don't reduce missile reload. Originally they could only be won during the Storm Warning event but have been made available during other events. They are also available as a 4-part blueprint drop.
Cluster Warheads
I
II
III
Weapon weight
+9%
+17%
+30%
Reload speed
+60%
+110%
+170%
Build
Build Oil
42,500
1,275,000
4,462,500
Build Metal
39,375
1,181,250
3,543,750
Build Energy
46,700
1,401,000
3,502,500
Build Zynthium
52,050
1,561,500
3,903,750
Build Time
3h 39m 00s
8h 13m 00s
11h 49m 00s
Hardened Barrels
Increases ballistic weapon range.
Please note that HB III will add 60% to your weapon weight, and combined with Auto -Loader III will make Assault Cannons and Rippers IV extremely heavy, making them only fit on relatively large ships like the Hammerhead. A new Cannon System special (introduced early 2013) combines hardened barrels and auto-loader.
Barrel Type
I
II
III
Weapon Weight
+19%
+39%
+60%
Ballistic Range
+25%
+35%
+50%
Research
Oil
775,800
19,901,700
27,270,000
Metal
732,700
18,796,050
25,755,000
Energy
862,000
22,113,000
30,300,000
Zynthium
574,667
14,742,000
20,200,000
Research Time
1d 8h 00m
6d 16h 00m
10d 16h 00m
Requirements
Advanced Lab 5
Advanced Lab 9
Hardened Barrels I
Advanced Lab 10
Hardened Barrels II
Build
Oil
129,300
3,316,950
4,545,000
Metal
122,117
3,132,675
4,292,500
Energy
143,667
3,685,500
5,050,000
Zynthium
95,778
2,457,000
3,366,667
Build Time
4h 26m
9h 50m
12h 50m
Solid Fuel Booster
Increase missile weapon range. D53 missiles and SFB3 are a lethal, long-range combo, although if you don't have the blueprint unlocked Cut 3 can be used instead for the cost of less dps and range. Highly recommended to combine with Laser Upgrade 2-3.
Long Range Plans - Solid Fuel Boosters launch.
Solid Fuel Booster Type
I
II
III
Weapon Weight
+4%
+8%
+12%
Missile Range
+10%
+19%
+30%
Research
Research Oil
261,000
4,050,000
23,850,000
Research Metal
246,500
3,825,000
22,525,000
Research Energy
290,000
4,500,000
26,500,000
Research Zynthium
193,333
3,000,000
17,666,666
Research Time
1d 8h
6d 16h
10d 16h
Requirements
Advanced Lab 4
Advanced Lab 7
SF Booster I
Advanced Lab 10
SF Booster II
Build
Build Oil
43,500
675,000
3,975,000
Build Metal
41,083
637,500
3,754,167
Build Energy
48,333
750,000
4,416,667
Build Zynthium
32,222
500,000
2,944,444
Build Time
3h 18m
6h 31m
9h 45m
Concussion Warhead
Increases the damage of weapons that do concussive damage (most often torpedos).
Torpedo Warhead Type
I
II
III
Weapon Weight
+3%
+6%
+10%
Torpedo damage
+11%
+21%
+33%
Research
Research Oil
562,500
2,547,000
19,575,000
Research Metal
531,250
2,405,500
18,487,500
Research Energy
625,000
2,830,000
21,750,000
Research Zynthium
416,667
1,886,667
14,500,666
Research Time
6h 23m
3d 10h 01m
6d 16h 08m
Requirements
Advanced Lab 5
Advanced Lab 7
CW I
Advanced Lab 9
CW II
Build
Build Oil
93,750
424,500
Build Metal
88,542
400,917
Build Energy
104,167
471,667
Build Zynthium
69,444
314,444
Build Time
4h 36m
6h 20m
combusition system
insreases splash and projecttile speed of explosive weapons.
tech
draconian
projectile speed
+30%
weapon weight
+21%
splash
+35%
Systems Specials
The Systems combine the effects of two other specials. They usually do not stack with the specials whose effects they duplicate.
Stealth Attack System
An advanced system that improves the energy efficiency of submarine components, allowing for improved submerge time and torpedo firepower.
Stealth Attack System
I
II
III
Image
Stealth Attack System I
Stealth Attack System II
Stealth Attack System III
Total Weight
+9%
+18%
+30%
Cloak time
+10%
+19%
+27%
Concussive damage
+6%
+17%
+21%
Research
Reward from Forsaken Missions
Requirements
Unknown
Unknown
Unknown
Build
Build Oil
2,211,300
Unknown
Unknown
Build Metal
2,088,450
Unknown
Unknown
Build Energy
2,457,000
Unknown
Unknown
Build Zynthium
1,638,000
Unknown
Unknown
Build Time
7h 26m 40s
Unknown
Unknown
Cannon System III is equal to the combination of AL2 and HB2
An advanced system that improves your cannons' load rates and reach.
Cannon System III increases reload rate by 75% and ballistic range by 35%. It is a little less powerful than AL3 and HB3 combined, but this one Cannon Sys special occupies just the one slot on your ship -- a nice trade off.
Missile System
Increase the range and accuracy of missiles.
Missile System 1
Missile System 2
Missile System 3
Penetrative Accuracy
+10%
+20%
+40%
Weapon Weight
+6%
+9%
+15%
Missile Range
+5%
+10%
+25%
Strike System
An advanced electronic strike package that improves speed & missile range without accuracy loss.
Strike System
I
II
III
Image
Strike System I
Strike System II
Strike System III
Total Weight
+4%
+6%
+11%
Combat speed
+20%
+40%
+60%
Missile Range
+5%
+10%
+25%
Map Speed
+25%
+33%
+50%
Research
Reward from Forsaken Missions
Requirements
Unknown
Unknown
Unknown
Build
Build Oil
2,211,300
2,893,722
4,155,000
Build Metal
2,088,450
2,733,007
3,924,167
Build Energy
2,457,000
3,215,303
4,616,667
Build Zynthium
1,638,000
2,143,535
3,077,778
Build Time
7h 27m 40s
8h 21m 30s
10h 56m 40s
Explosive System
Details needed
Combustion System
Details needed
Speed System
An advanced engine system that combines enhanced speed & turning capabilities.