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<div class="vv-language-bar">'''English''' · [[Irregularity/de|Deutsch]]</div>
<div class="vv-language-bar">'''English''' · [[Irregularity/de|Deutsch]]</div>
= Irregularity =
= Irregularity =
''Only on servers with the Void realm, currently '''Vex'''. Elsewhere there is no Irregularity and no meter.''
''Only on servers with the Void realm, currently '''Era''' (www) and '''Vex'''. Elsewhere there is no Irregularity and no meter.''
The '''Irregularity''' is a distortion that spreads through a whole world. It belongs to the [[The Void Arc|Void Arc]]: battles between players raise it, peace lets it fade. Every player of the world shares the same value.
The '''Irregularity''' is a distortion of the galaxy's solar systems. It belongs to the [[The Void Arc|Void Arc]]: battles between players and fights against the Void raise it, peace lets it fade. Every galaxy solar system has its own value, from '''0% to 100%'''. Systems of the [[Void Realm]] have none.


== Where to see it ==
== Where to see it ==
Once a world has any Irregularity, a meter with its value appears in the header of [[Galaxy]] and [[Fleet Movement]]. Hover or focus it for a short explanation.
Once a world has any Irregularity, the header of [[Galaxy]] shows a '''System Irregularity''' meter with the value of the system you are viewing. Hover or focus it for a short explanation. On a sealed twin in the Void realm, the page shows the value of its galaxy system instead.


== What raises it ==
== What raises it ==
* Only '''battles between two players''' count. Fights with bots, [[Void Boss Combat|Void Bosses]] and other non-player targets never do.
=== Battles between players ===
* Only '''battles between two players''' count here. Battles with or against bots never do.
* A battle counts in full for '''two systems''': the system of the attacked planet and the attacker's '''origin system''', the system the fleet started from. If both are the same system, it counts there once.
* The defender must have played within the last '''7 days'''. Attacks on inactive players do not count.
* The defender must have played within the last '''7 days'''. Attacks on inactive players do not count.
* Each battle adds the value destroyed on '''both sides''', compared with the strength of the world's top players: the median total points of the 10 strongest players. A clash between leading players moves the meter; a small skirmish barely does. That keeps the pace the same on small and large worlds.
* Each battle adds the value destroyed on '''both sides''', compared with the strength of the world's top players: the median total points of the 10 strongest players. A clash between leading players moves the meter; a small skirmish barely does. That keeps the pace the same on small and large worlds.
* For example: if the median of the top 10 is 200 million points, a battle that destroys 2 million in ships on both sides together adds 1%.
* For example: if the median of the top 10 is 200 million points, a battle that destroys 2 million in ships on both sides together adds 1% to each of the two systems.
* One attacker and one defender together add at most '''5% per day''' in that direction. Farming the same target does not push it faster.
* One attacker and one defender together add at most '''5% per day''' in that direction. Farming the same target does not push it faster.
=== Fights against the Void ===
* Fights against [[Void Boss Combat|Void bosses]] and [[Void Incursions|Void incursions]] in the galaxy raise the Irregularity of the boss's system.
* Destroying a whole boss's hull and shields adds '''4%''': a fight that breaks a tenth of a boss's hull and shields together adds 0.4%.
* All Void fights of the world together add at most '''3% per day''', so fighting the Void alone moves the meter more slowly than a war.
* Fights against [[Void Realm#Void holds|Void holds]] in the realm do not count, since realm systems have no Irregularity.


== What lowers it ==
== What lowers it ==
After '''24 hours''' without a counted battle, the Irregularity falls by '''2% per day''' until the next one. A short war leaves a mark; a long war builds it up.
After '''24 hours''' without a counted battle or Void fight in a system, that system's Irregularity falls by '''2% per day''' until the next one. A short war leaves a mark; a long war builds it up.


== Updates ==
== Updates ==
The value is updated '''once per hour''' from the battles since the last update, so a big battle shows up on the meter within the hour.
The values are updated '''once per hour''' from the battles and Void fights since the last update, so a big battle shows up on the meter within the hour.


== Milestones ==
== The hottest system ==
At '''25%, 50%, 75% and 90%''' every player of the world receives a [[Transmissions|transmission]], whatever their own story stage. A milestone is reached once: its transmission stays in your archive even if the value falls again. The first one unlocks the next part of the story.
Some effects follow the '''hottest system''' of the world, the galaxy system with the highest Irregularity:
* '''Milestones:''' when the hottest system reaches '''25%, 50%, 75% and 90%''', every player of the world receives a [[Transmissions|transmission]], whatever their own story stage. A milestone is reached once: its transmission stays in your archive even if the value falls again. The first one unlocks the next part of the story.
* '''[[Void Incursions]]:''' from '''25%''' the Void starts to break into players' home systems, first where the home system itself is hottest. Every further 25% allows one more at a time.
* '''[[Void Realm#Void holds|Void holds]]''' grow stronger with it.


What happens at 100% is not known yet.
== Rifts ==
When a galaxy system reaches '''100%''' for the first time, it opens its own '''Rift''' on one of its empty tiles, into its twin in the [[Void Realm]]. Every system has at least one empty tile for it.
* A Rift never heals or closes: it stays for good, with the same two ends.
* It lets fleets through only while its system is at '''50%''' or more. Below 50% nothing passes; fleets already on their way finish their flight. From 50% on, passage works again.
* See [[Void Realm#Rifts and twins|Rifts and twins]] for where a Rift leads and how fleets cross.


[[The Void Arc]] · [[Transmissions]] · [[Player Combat]] · [[Main Page|Back to the wiki home]]
[[The Void Arc]] · [[Void Incursions]] · [[Void Realm]] · [[Transmissions]] · [[Player Combat]] · [[Void Boss Combat]] · [[Main Page|Back to the wiki home]]

Latest revision as of 14:46, 3 November 2026

English · Deutsch

Irregularity

Only on servers with the Void realm, currently Era (www) and Vex. Elsewhere there is no Irregularity and no meter. The Irregularity is a distortion of the galaxy's solar systems. It belongs to the Void Arc: battles between players and fights against the Void raise it, peace lets it fade. Every galaxy solar system has its own value, from 0% to 100%. Systems of the Void Realm have none.

Where to see it

Once a world has any Irregularity, the header of Galaxy shows a System Irregularity meter with the value of the system you are viewing. Hover or focus it for a short explanation. On a sealed twin in the Void realm, the page shows the value of its galaxy system instead.

What raises it

Battles between players

  • Only battles between two players count here. Battles with or against bots never do.
  • A battle counts in full for two systems: the system of the attacked planet and the attacker's origin system, the system the fleet started from. If both are the same system, it counts there once.
  • The defender must have played within the last 7 days. Attacks on inactive players do not count.
  • Each battle adds the value destroyed on both sides, compared with the strength of the world's top players: the median total points of the 10 strongest players. A clash between leading players moves the meter; a small skirmish barely does. That keeps the pace the same on small and large worlds.
  • For example: if the median of the top 10 is 200 million points, a battle that destroys 2 million in ships on both sides together adds 1% to each of the two systems.
  • One attacker and one defender together add at most 5% per day in that direction. Farming the same target does not push it faster.

Fights against the Void

  • Fights against Void bosses and Void incursions in the galaxy raise the Irregularity of the boss's system.
  • Destroying a whole boss's hull and shields adds 4%: a fight that breaks a tenth of a boss's hull and shields together adds 0.4%.
  • All Void fights of the world together add at most 3% per day, so fighting the Void alone moves the meter more slowly than a war.
  • Fights against Void holds in the realm do not count, since realm systems have no Irregularity.

What lowers it

After 24 hours without a counted battle or Void fight in a system, that system's Irregularity falls by 2% per day until the next one. A short war leaves a mark; a long war builds it up.

Updates

The values are updated once per hour from the battles and Void fights since the last update, so a big battle shows up on the meter within the hour.

The hottest system

Some effects follow the hottest system of the world, the galaxy system with the highest Irregularity:

  • Milestones: when the hottest system reaches 25%, 50%, 75% and 90%, every player of the world receives a transmission, whatever their own story stage. A milestone is reached once: its transmission stays in your archive even if the value falls again. The first one unlocks the next part of the story.
  • Void Incursions: from 25% the Void starts to break into players' home systems, first where the home system itself is hottest. Every further 25% allows one more at a time.
  • Void holds grow stronger with it.

Rifts

When a galaxy system reaches 100% for the first time, it opens its own Rift on one of its empty tiles, into its twin in the Void Realm. Every system has at least one empty tile for it.

  • A Rift never heals or closes: it stays for good, with the same two ends.
  • It lets fleets through only while its system is at 50% or more. Below 50% nothing passes; fleets already on their way finish their flight. From 50% on, passage works again.
  • See Rifts and twins for where a Rift leads and how fleets cross.

The Void Arc · Void Incursions · Void Realm · Transmissions · Player Combat · Void Boss Combat · Back to the wiki home