This record describes all currently defined display attributes for items. These are the attributes displayed in the stats block for an item in game.

  • +n% (armor shields weapon) : The item is enhanced by n percent. For armor and shields, maximum hit points are increased by this percentage. For weapons, damage is increased.
  • -n% (armor shields weapon) : The item is weakened by n percent. For armor and shields, maximum hit points are decreased by this percentage. For weapon, damage is reduced.
  • +x (armor shields) : An enhancement causes this item to resist x damage. For example, +laser means the item does not take as much damage from lasers.
  • -x (armor shields) : An enhancement causes this item to be vulnerable to x damage.
  • armor penetrate (weapon) : The weapon does extra damage to armor (but normal damage to shields).
  • blind immune (armor) : The armor is immune to SRS blinding damage. Note: Armor of level 6 and above is always immune to blinding and does not show this attribute.
  • blinding (weapon) : The weapon blinds the target's short-range scanner (SRS).
  • cloud (weapon) : The weapon creates a cloud of energy or sub-munitions which cause damage over an extended area.
  • damaged (all items) : The item is damaged.
  • decay (armor) : The armor loses hit points over time.
  • device damage (weapon) : The weapon has a chance of permanently damaging a device on the target.
  • device ionize (weapon) : The weapon has a chance of temporarily ionizing a device on the target.
  • device protect (armor) : The armor is immune to device damage and device ionization attacks. Note: Armor of level 11 and above is always immune to device attacks and does not show this attribute.
  • disintegration immune (armor) : The armor is immune to disintegration attacks.
  • distributing (armor) : Hit points are distributed to other segments of the same type. For example, if a segment takes 12 points of damage, it will regenerate some points while other segments will lose points until all segments have equal hit points (but the total damage is preserved).
  • EMP (weapon) : The weapon hits the target with an electromagnetic pulse and disables it for a set period of time.
  • EMP immune (armor) : The armor is immune to EMP attacks. Note: Armor of level 9 and above is always immune to EMP and does not show this attribute.
  • +energy resist (armor shields) : An enhancement allows the item to resist energy damage (laser, particle, ion, positron, antimatter, graviton, darkAcid, and darkLightning damage types).
  • -energy vulnerable (armor shields) An enhancement makes this item take extra damage from energy damage.
  • fragmentation (weapon) : The weapon explodes into fragments, each of which does damage.
  • hemi-directional (weapon) : The weapon automatically aims at a target within at least 150 degrees of arc.
  • illegal (all items) : The item is considered contraband in most jurisdictions.
  • inertialess (drives) : The drive upgrade allows the ship to ignore inertia. It will accelerate at an infinite rate.
  • ionize immune (armor) : The armor is immune to blinding, EMP, and device damage attacks. Note: Armor of level 11 and above is always immune to ion effects and does not show this attribute.
  • ionized (device) : The device is temporarily ionized.
  • level n (all items) : Tech level of item.
  • linked-fire (weapons) : This weapon fires in addition to the currently selected weapon.
  • +matter resist (armor shields) : An enhancement allows this item to resist matter damage (kinetic, blast, thermo, plasma, nano, singularity, darkSteel, and darkFire damage).
  • -matter vulnerable (armor shields) : An enhancement allows causes this item to be vulnerable to matter damage.
  • military (all items) : The item requires a special permit or license.
  • no shields (armor) : Shields will not function on this kind of armor.
  • omnidirectional (weapon) : The weapon is mounted on a turret that automatically aims at the target.
  • passthrough (weapon) : The weapon can passthrough its initial hit and continue to do damage.
  • photo-regen (armor) : The armor repairs itself when exposed to solar energy.
  • radiation (weapon) : The weapon contaminates the target with radiation.
  • radiation immune (armor) : The armor is immune to radiation. Note: Armor of level 7 and above is always immune to radiation and does not show this attribute.
  • radiation vulnerable (armor) : The armor can be irradiated. Note: This only applies to armor of level 7 and above, which is normally assumed to be immune to radiation.
  • radius (weapon) : The weapon does damage to all targets within a certain radius.
  • x reflect (armor shields) : The item reflects x damage type. For example, laser reflect means that the armor reflects laser damage. The chance of reflection is proportional to armor integrity.
  • regen (armor) : The armor repairs itself automatically.
  • repair level n (armor) : Treat armor as level n for purposes of repair.
  • shatter immune (armor) : The armor is immune to shatter effects.
  • shield buster (weapon) : The weapon does extra damage to shields.
  • shockwave (weapon) : The weapon creates an expanding shockwave of damage.
  • solar (armor) : The armor recharges the reactor when exposed to solar energy.
  • swivel (weapon) : The weapon can aim at a target within a certain fire arc less than 150 degrees.
  • tracking (weapon) : The weapon can track its target.
  • WMD n (weapon) : The weapon does mass destruction damage. Most stations and some capital ships are highly resistant to non-WMD attacks.
astraltor 17 Jan 2016:

Typo in fragmentation's entry, should be tagged as (armor).

george moromisato 14 Apr 2016:

@astralor: Thank! Fixed!