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Ports are a modular system used to modify the ships of TextSpaced. All ships in the game come with port slots ranging from the petty 1 of a shuttle to the gargantuan 10 of the enhanced capital. A port slot can be equipped as the captain deems necessary with ports such as mining beams, cargo extensions and weapons. Generally the ports are classed as equipment ports and weapon ports, with self explanatory differences between the two.

Equipment ports

Weapon ports

(this section will only include NPC weapons that are always available, for crafted weapons please consult crafted weapons page.)

Comparison table

Port name Manufacturer Price (Credits) Weapon type Damage type Shield (ZW) Hull (GPa) Critical chance (%) Cards Illegal Ship limitation Perk
Rusty Star Cannon Civilian Research Guild 25 Cannon Kinetic 2 3 0 5 No None Misfire
Star Cannon I Civilian Research Guild 100 Cannon Kinetic 5 5 5 7 No None

None

Star Cannon II Civilian Research Guild 200 Cannon Kinetic 5 6 5 7 No None None
Star Cannon III Civilian Research Guild 300 Cannon Kinetic 5 7 10 7 No None None
Star Cannon IV Civilian Research Guild 400 Cannon Kinetic 5 8 15 7 No None None
Star Cannon V Civilian Research Guild 500 Cannon Kinetic 8 12 20 7 No None None
Star Cannon VI Civilian Research Guild 600 Cannon Kinetic 10 18 25 7 No None None
Star Cannon VII Civilian Research Guild 700 Cannon Kinetic 10 22 25 7 No None None
Star Cannon VIII Civilian Research Guild 800 Cannon Kinetic 10 24 18 7 No None None
Star Cannon IX Civilian Research Guild 900 Cannon Kinetic 10 28 17 7 No None None
Star Cannon X Civilian Research Guild 1000 Cannon Kinetic 10 30 16 7 No None None
Pulse Beam I Civilian Research Guild 100 Turret Kinetic 5 5 5 7 No None None
Pulse Beam II Civilian Research Guild 200 Turret Kinetic 6 5 24 7 No None None
Pulse Beam III Civilian Research Guild 300 Turret Kinetic 7 5 23 7 No None None
Pulse Beam IV Civilian Research Guild 400 Turret Kinetic 8 5 22 7 No None None
Pulse Beam V Civilian Research Guild 500 Turret Kinetic 9 5 21 7 No None None
Pulse Beam VI Civilian Research Guild 600 Turret Kinetic 10 6 20 7 No None None
Pulse Beam VII Civilian Research Guild 700 Turret Kinetic 12 8 19 7 No None None
Pulse Beam VIII Civilian Research Guild 800 Turret Kinetic 14 10 18 7 No None None
Pulse Beam IX Civilian Research Guild 900 Turret Kinetic 15 10 17 7 No None None
Pulse Beam X Civilian Research Guild 1000 Turret Kinetic 18 10 16 7 No None None
Dual Cannon I Civilian Research Guild 250 Cannon Shock 5 5 5 7 No None Dual Shot
Dual Cannon II Civilian Research Guild 350 Cannon Shock 6 6 24 7 No None Dual Shot
Dual Cannon III Civilian Research Guild 450 Cannon Shock 7 7 23 7 No None Dual Shot
Dual Cannon IV Civilian Research Guild 550 Cannon Shock 8 8 22 7 No None Dual Shot
Dual Cannon V Civilian Research Guild 650 Cannon Shock 9 9 21 7 No None Dual Shot
Dual Cannon VI Civilian Research Guild 750 Cannon Shock 10 10 20 7 No None Dual Shot
Dual Cannon VII Civilian Research Guild 850 Cannon Shock 11 11 19 7 No None Dual Shot
Dual Cannon VIII Civilian Research Guild 950 Cannon Shock 12 12 18 7 No None Dual Shot
Dual Cannon IX Civilian Research Guild 1050 Cannon Shock 13 13 17 7 No None Dual Shot
Dual Cannon X Civilian Research Guild 1150 Cannon Shock 15 15 16 7 No None Dual Shot
Scout Blaster I Civilian Research Guild 500 Turret Kinetic 5 5 10 7 No None None
Scout Blaster II Civilian Research Guild 600 Turret Kinetic 6 5 12 7 No None None
Scout Blaster III Civilian Research Guild 700 Turret Kinetic 7 5 15 7 No None None
Scout Blaster IV Civilian Research Guild 800 Turret Kinetic 8 6 25 7 No None None
Scout Blaster V Civilian Research Guild 900 Turret Kinetic 9 6 26 7 No None None
Scout Blaster VI Civilian Research Guild 1000 Turret Kinetic 10 7 34 7 No None None
Scout Blaster VII Civilian Research Guild 1100 Turret Kinetic 12 7 39 7 No None None
Scout Blaster VIII Civilian Research Guild 1200 Turret Kinetic 15 8 42 7 No None None
Scout Blaster IX Civilian Research Guild 1300 Turret Kinetic 16 8 48 7 No None None
Scout Blaster X Civilian Research Guild 1400 Turret Kinetic 18 10 50 7 No None Advanced Weaponry

 Weapon perks

Name Effect
Advanced Weaponry The attack cannot be avoided by a reactive card.
Arc Stack Deals additional arc damage.
Area Damages the entire opposing team.
Bio Saturate Deal biogenic damage to the entire opposing team.
Bio Sewage Sends some of the biogenic contamination onboard your ship to the target.
Contamination Deals nuclear damage to the entire opposing team.
Critical Hit A guaranteed critical hit.
Disable Disables the target for one turn.
Disabler Does additional damage to a targets engines.
Disrupt Shields Disrupts the targets shields for one turn.
Dual Shot Fires two attacks, the first being kinetic, the second being the main weapon damage type.
Force Cloak Forces a ship to cloak for one turn.
Lightning Storm Deals arc damage to the entire opposing team.
Linked Firing Fires three attacks each of the weapons main damage type.
Locked Fires the same attack card for an additional two turns, regardless if it is in your hand or not.
Misfire Has a chance of misfiring.
Resistance Slows the target for one turn.
Ricochet Some of the damage is dealt to a random target from either team.
Scatter Causes random area of effect damage to the opposing team.
Staggered Firing Fires three shots, the first two being kinetic, the last being of the weapons main damage type.
Suppression Removes one cards from the targets hand upon a successful hit.
Syphon Syphon's some of the targets shields to replenish yours.
Thunderstorm Fires an arc attack followed by a shock attack.