Void Realm: Difference between revisions
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A fresh veteran commander shrugs off the outer realm; the core asks for your best commanders, rested. The combat report shows morale against dread, your fighting strength and the ships lost to dread. | A fresh veteran commander shrugs off the outer realm; the core asks for your best commanders, rested. The combat report shows morale against dread, your fighting strength and the ships lost to dread. | ||
== Voidgen shards and boosters == | |||
'''Voidgen shards''' are the only reward that leaves the realm. They come from nowhere else. | |||
* A fallen Void hold may leave a shard for the player who landed the final blow: '''10%''' in the outer realm, '''20%''' next to the core, '''35%''' in the core. | |||
* When '''The Hollow Crown''' falls, every player who damaged it receives '''2 shards''', and the one who dealt the most damage '''3 more'''. | |||
* On the Overview of any of your planets, shards buy a '''Void booster''' for one resource (Aslit, Crlit, Iopla or SEM) for '''7 days''': | |||
{| class="wikitable" | |||
! Booster !! Production !! Shards | |||
|- | |||
| Tier 1 || +5% || 1 | |||
|- | |||
| Tier 2 || +10% || 3 | |||
|- | |||
| Tier 3 || +20% || 6 | |||
|} | |||
* A planet holds one booster; a new one replaces it. The booster '''adds''' to the planet's own bonus and its [[Relics|relic]], it does not multiply them. | |||
[[The Void Arc]] · [[Irregularity]] · [[Transmissions]] · [[Void Boss Combat]] · [[Main Page|Back to the wiki home]] | [[The Void Arc]] · [[Irregularity]] · [[Transmissions]] · [[Void Boss Combat]] · [[Main Page|Back to the wiki home]] | ||
Revision as of 22:59, 26 October 2026
Void Realm
Only on servers with the Void realm, currently Vex.
The Void realm is the shadow of the galaxy: 27 solar systems (3×3×3) beyond the Rift, held by the Void. It is the endgame of the Void Arc. It opens once and stays open; there are no seasons and nothing is reset.
The Rift
- The Rift opens the first time the world's Irregularity reaches 100%. Every player receives a transmission when it happens.
- One end sits on an empty void tile in the galaxy, the other in an outer system of the realm. In Galaxy it shows as The Rift with a link to its other side, and a Void realm button switches the view between the galaxy and the realm.
- The realm's systems have their own coordinates, 101 to 103 on each axis. Inside the realm, travel works like in the galaxy.
- Every trip between the galaxy and the realm flies through both ends of the Rift: the flight time and the fuel are those of the two legs.
Getting in
- The first colony in the realm needs the Rift colony ship, built from a galaxy colony. It needs the research Rift Navigation (requires Subspace Drives 10, Government Network 6 and Energy Research 24), costs far more than a regular colony ship and takes longer to build.
- Once you have a colony in the realm, your fleets may follow through the Rift. Colonizing further realm planets from a realm colony uses the regular colony ship.
- Bots never enter the realm.
One way
- Nothing returns. A fleet sent into the realm belongs to your realm colony nearest to its target from the moment it launches; it comes home there, and every later mission starts there.
- Fleets and colony ships from the realm can only fly to targets inside the realm.
- Plan what you send: the ships and cargo you send through the Rift stay in the realm for good.
Void holds
The realm is held by the Void. Its strongholds are Void holds: you fight them like Void Bosses, with the same weaknesses, damage caps and rewards, and the stronger a hold, the bigger its rewards.
- Holds wake up around players: every realm system with a player colony is guarded by 2 holds, each neighbouring system by 1. Far from any colony the realm stays quiet.
- A fallen hold is replaced after 12 hours.
- The deeper the system, the stronger its holds: outer systems hold the weakest, the systems next to the core stronger ones.
- The core system holds the Void's central entity, The Hollow Crown. It waits there from the moment the Rift opens. When it falls, it returns three days later, 1.5 times stronger each time.
- Holds grow stronger with the world's Irregularity: wars in the galaxy make the Void stronger.
Morale and dread
The Void does not fight with steel alone. In every battle against a Void hold, your fleet's morale meets the hold's dread.
- Morale comes from your fleet's commander: 40 + the commander's level, minus their fatigue. A fleet without a commander starts at 25.
- Dread depends on the hold: 35 in the outer realm, 55 next to the core, 75 in the core and 85 for The Hollow Crown.
- For every point of morale below the dread, your fleet deals 0.5% less damage and loses 0.25% of its ships to dread, which ignores shields (at most 15%). This comes on top of the hold's counterattack.
- At 40 points below the dread the fleet routs: it fires a single volley and retreats.
- Every battle against a hold adds 20 fatigue to the commander. Fatigue recovers by 25 per day on its own.
A fresh veteran commander shrugs off the outer realm; the core asks for your best commanders, rested. The combat report shows morale against dread, your fighting strength and the ships lost to dread.
Voidgen shards and boosters
Voidgen shards are the only reward that leaves the realm. They come from nowhere else.
- A fallen Void hold may leave a shard for the player who landed the final blow: 10% in the outer realm, 20% next to the core, 35% in the core.
- When The Hollow Crown falls, every player who damaged it receives 2 shards, and the one who dealt the most damage 3 more.
- On the Overview of any of your planets, shards buy a Void booster for one resource (Aslit, Crlit, Iopla or SEM) for 7 days:
| Booster | Production | Shards |
|---|---|---|
| Tier 1 | +5% | 1 |
| Tier 2 | +10% | 3 |
| Tier 3 | +20% | 6 |
- A planet holds one booster; a new one replaces it. The booster adds to the planet's own bonus and its relic, it does not multiply them.
The Void Arc · Irregularity · Transmissions · Void Boss Combat · Back to the wiki home