Multitool modules

What can a multitool upgrade module raise? As many as four stats of one weapon or the scanner, and the class sets how many and how far: an S-Class Mining Beam upgrade raises all four of its stats, a C-Class one only one or two. Each weapon and the scanner has its own family. You buy the classes at the multitool merchant of a station, as station technology merchants shows.

Each stat reads as the module's card prints it. Illegal modules are sold at an Outlaw Station and now and then by the Scrap Dealer, Rusted ones are sea salvage, and the Forbidden module is a Sentinel one.

Upgrade modules

One table per family: each class, how many stats one install raises, and the limits of each stat. Below each table a second one shows what one install rolls: how many stats it raises, how often it comes near the best its kind can add to the stat it names, and how often each stat is raised; a third shows how often a raised stat lands in the top tenth of its limits, where the Illegal and Forbidden modules stand out by a one-in-ten draw that raises the most stats their kind allows. Where to put them for the most damage is on supercharged slots.

Mining Beam

ModuleStats raisedMining SpeedHeat DispersionFuel EfficiencyOverheat Downtime

C-Class

1 to 2+6% to +11%+5% to +15%+1% to +11%-6% to -11%

B-Class

2 to 3+6% to +15%+15% to +21%+11% to +15%-11% to -15%

A-Class

3 to 4+11% to +20%+21% to +40%+15% to +21%-11% to -15%

S-Class

4+15% to +20%+40% to +50%+21%-15% to -20%

Illegal

1 to 4+6% to +20%+5% to +55%+1% to +25%-6% to -25%

Rusted

1 to 4+1% to +6%+1% to +2%+1% to +2%-1% to -6%
Mining Beam upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best Mining SpeedMining SpeedHeat DispersionFuel EfficiencyOverheat Downtime

C-Class

1: 84% 2: 16%3.1%29.3%29%29%28.7%

B-Class

2: 84% 3: 16%4.2%54.2%53.8%54%54%

A-Class

3: 84% 4: 16%8.3%79.1%79%78.9%79%

S-Class

422.4%100%100%100%100%

Illegal

1: 57.7% 2: 18% 3: 10.4% 4: 13.8%2.4%45.2%45.1%45%45.2%

Rusted

1: 63.7% 2: 20.3% 3: 11.6% 4: 4.4%2.6%39.4%39.3%39%39%
What one install of each Mining Beam upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Mining Speed any install of its kind adds, a dash where Mining Speed has one value. Each stat: how often an install raises it.
ModuleMining SpeedHeat DispersionFuel EfficiencyOverheat Downtime

C-Class

5.1%2.7%2.8%1.5%

B-Class

5.1%5.2%2.7%2.6%

A-Class

5.1%5.2%2.6%5.2%

S-Class

5.1%5.1%—5.2%

Illegal

4%18.4%16.7%3.9%

Rusted

5.2%5.2%2.7%5.3%
How often a raised stat of each Mining Beam upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Analysis Visor

ModuleStats raisedScan RadiusFauna Analysis RewardsFlora Analysis RewardsMineral Analysis Rewards

C-Class

1 to 2+5% to +11%+1,000% to +2,000%+1,000% to +2,000%+1,000% to +2,000%

B-Class

2 to 3+11% to +21%+2,500% to +5,000%+2,500% to +5,000%+2,500% to +5,000%

A-Class

2 to 4+21% to +30%+5,000% to +10,000%+5,000% to +10,000%+5,000% to +10,000%

S-Class

3 to 4+30% to +40%+6,500% to +10,000%+6,500% to +10,000%+6,500% to +10,000%

Illegal

2 to 4+5% to +50%+1,000% to +11,000%+1,000% to +11,000%+1,000% to +11,000%

Rusted

2 to 4+1% to +4%+200% to +300%+200% to +300%+200% to +300%
Analysis Visor upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best analysis rewardsScan RadiusFauna Analysis RewardsFlora Analysis RewardsMineral Analysis Rewards

C-Class

1: 90% 2: 10%0.1%27.8%27.4%27.5%27.3%

B-Class

2: 70.5% 3: 29.5%0.1%57.6%57.2%57.3%57.5%

A-Class

2: 70.5% 3: 22.6% 4: 6.9%under 0.1%59.3%59%59%59.2%

S-Class

3: 70.5% 4: 29.5%1.4%82.6%82.4%82.3%82.3%

Illegal

2: 63.7% 3: 20.2% 4: 16.1%9.3%63.4%63.1%62.8%63.2%

Rusted

2: 70.5% 3: 22.6% 4: 6.9%0.5%59.3%59%59%59.2%
What one install of each Analysis Visor upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most analysis rewards any install of its kind adds, a dash where analysis rewards has one value. Each stat: how often an install raises it.
ModuleScan RadiusFauna Analysis RewardsFlora Analysis RewardsMineral Analysis Rewards

C-Class

5%5.3%5.5%5%

B-Class

5.1%5.2%5.3%5%

A-Class

5.1%1.6%1.5%1.4%

S-Class

5.1%5.2%5.2%5.1%

Illegal

14.7%14.6%14.8%14.8%

Rusted

5.1%5.2%5.3%5%
How often a raised stat of each Analysis Visor upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Boltcaster

ModuleStats raisedDamageReload TimeClip SizeFire RateShots Per BurstBurst Cooldown

C-Class

2 to 3+1%, always-6% to -11%+2.0+1% to +11%+1.0-1% to -6%

B-Class

3 to 4+1%, always-11% to -15%+4.0+5% to +11%+1.0-6% to -11%

A-Class

4+1%, always-11% to -20%+6.0+11% to +15%+1.0 to +2.0-11% to -15%

S-Class

4+1% to +2%, always-11% to -20%+8.0+11% to +15%+1.0 to +2.0-15%

Illegal

3 to 4+1% to +2%, always-6% to -25%+2.0 to +10.0+1% to +21%+1.0 to +2.0-1% to -20%

Rusted

3 to 4+1%, always-1% to -5%+1.0+1% to +2%+1.0-1% to -2%
Boltcaster upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best damage per secondDamageReload TimeClip SizeFire RateShots Per BurstBurst Cooldown

C-Class

2: 84% 3: 16%0.7%100%23.3%23.2%23.1%23.1%23.2%

B-Class

3: 84% 4: 16%4.7%100%43.5%43%43.1%43.2%43.2%

A-Class

43.4%100%60.2%59.8%60%59.9%60.1%

S-Class

410.8%100%60.2%59.8%60%59.9%60.1%

Illegal

3: 63.7% 4: 36.3%5.6%100%47.4%47.2%47.3%47.3%47.2%

Rusted

3: 70.5% 4: 29.5%6.1%100%46.2%45.7%45.9%45.9%45.9%
What one install of each Boltcaster upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most damage per second any install of its kind adds, a dash where damage per second has one value. Each stat: how often an install raises it.
ModuleDamageReload TimeClip SizeFire RateShots Per BurstBurst Cooldown

C-Class

—5.2%—2.6%—2.5%

B-Class

—5.2%—5.2%—2.6%

A-Class

—1.5%—1.5%1.5%2.5%

S-Class

5.1%5.2%—5.2%2.5%—

Illegal

11.1%4.5%10.7%12.9%10.4%10.7%

Rusted

—5.2%—5.2%—2.6%
How often a raised stat of each Boltcaster upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Scatter Blaster

ModuleStats raisedDamageReload TimeShots Per BurstClip SizeFire RateBurst Cooldown

C-Class

2 to 3+1%, always-6% to -11%+1.0———

B-Class

3 to 4+1%, always-11% to -15%+1.0+8.0+1% to +5%-6% to -11%

A-Class

4+1% to +2%, always-15% to -20%+1.0+8.0+5% to +11%-11% to -15%

S-Class

4+2% to +3%, always-20% to -25%+1.0+8.0+11% to +15%-15% to -20%

Illegal

3 to 4+1% to +4%, always-6% to -31%+1.0+8.0+1% to +21%-6% to -25%
Scatter Blaster upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageReload TimeShots Per BurstClip SizeFire RateBurst Cooldown

C-Class

2: 84% 3: 16%—100%58.1%57.9%———

B-Class

3: 84% 4: 16%—100%43.5%43.2%43%43.1%43.2%

A-Class

43.2%100%60.2%59.9%59.8%60%60.1%

S-Class

413.3%100%60.2%59.9%59.8%60%60.1%

Illegal

3: 63.7% 4: 36.3%13.4%100%47.4%47.3%47.2%47.3%47.2%
What one install of each Scatter Blaster upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageReload TimeShots Per BurstClip SizeFire RateBurst Cooldown

C-Class

—5.2%————

B-Class

—5.2%——5.2%2.7%

A-Class

1.5%5.2%——5.2%2.7%

S-Class

5.1%5.2%——5.2%10.1%

Illegal

11.1%4.5%——12.9%10.4%
How often a raised stat of each Scatter Blaster upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Pulse Spitter

ModuleStats raisedDamageFire RateClip SizeReload Time

C-Class

1 to 2+1%+1% to +11%+12.0—

B-Class

2 to 3+1% to +2%+1% to +11%+12.0-1% to -11%

A-Class

3 to 4+1% to +3%+5% to +11%+12.0-1% to -11%

S-Class

4+2% to +3%+11% to +15%+12.0-6% to -11%

Illegal

2 to 4+1% to +4%+1% to +21%+12.0-1% to -15%
Pulse Spitter upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageFire RateClip SizeReload Time

C-Class

1: 84% 2: 16%—38.6%38.8%38.6%—

B-Class

2: 84% 3: 16%2.9%54.2%53.8%54%54%

A-Class

3: 84% 4: 16%3.1%79.1%79%79%78.9%

S-Class

416.3%100%100%100%100%

Illegal

2: 63.7% 3: 20.2% 4: 16.1%12.4%63.4%63.1%63.2%62.8%
What one install of each Pulse Spitter upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageFire RateClip SizeReload Time

C-Class

—1.5%——

B-Class

2.6%2.6%—1.5%

A-Class

2.6%5.2%—2.6%

S-Class

5.1%5.1%—5.1%

Illegal

14.7%14.6%—12.4%
How often a raised stat of each Pulse Spitter upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Blaze Javelin

ModuleStats raisedDamageTime to Full Power

C-Class

1+2%-6% to -11%

B-Class

1 to 2+2% to +3%-11% to -15%

A-Class

2+3% to +4%-11% to -20%

S-Class

2+4% to +5%-11% to -20%

Illegal

1 to 2+2% to +5%-6% to -25%
Blaze Javelin upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageTime to Full Power

C-Class

1—50%50%

B-Class

1: 70.5% 2: 29.5%19%64.9%64.6%

A-Class

236.9%100%100%

S-Class

229.4%100%100%

Illegal

1: 75.7% 2: 24.3%14.2%62.3%62%
What one install of each Blaze Javelin upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageTime to Full Power

C-Class

—4.9%

B-Class

5.1%5%

A-Class

5.2%1.6%

S-Class

5.2%5%

Illegal

15.1%4.3%
How often a raised stat of each Blaze Javelin upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Plasma Launcher

ModuleStats raisedDamageBounce PotentialExplosion RadiusProjectile Velocity

C-Class

1 to 2+20% to +40%+33%+1% to +5%+100% to +200%

B-Class

1 to 3+40% to +60%+33% to +66%+5% to +11%+100% to +300%

A-Class

2 to 3+60% to +80%+66% to +100%+5% to +11%+100% to +300%

S-Class

3+70% to +80%+100%+11% to +15%+200% to +300%

Illegal

2 to 3+20% to +90%+33% to +133%+1% to +21%+100% to +400%
Plasma Launcher upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageBounce PotentialExplosion RadiusProjectile Velocity

C-Class

1: 84% 2: 16%3.1%29.3%29%29%28.7%

B-Class

1: 70.5% 2: 22.6% 3: 6.9%5.6%34.3%34.1%34.1%33.9%

A-Class

2: 70.5% 3: 29.5%6.9%57.6%57.2%57.3%57.5%

S-Class

341.5%75.1%74.9%74.9%75%

Illegal

2: 75.7% 3: 24.3%9.5%56.3%56%55.8%56.1%
What one install of each Plasma Launcher upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageBounce PotentialExplosion RadiusProjectile Velocity

C-Class

5%—5.5%1.4%

B-Class

5%5.3%1.6%2.4%

A-Class

2.6%5.2%2.7%5%

S-Class

5%—1.5%5.1%

Illegal

13%10.8%10.3%13.3%
How often a raised stat of each Plasma Launcher upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Geology Cannon

ModuleStats raisedDamageExplosion RadiusProjectile Velocity

C-Class

1+10% to +20%+11% to +21%+100% to +200%

B-Class

1 to 2+20% to +30%+21% to +30%+100% to +300%

A-Class

1 to 2+30% to +40%+30% to +50%+100% to +300%

S-Class

2+35% to +40%+40% to +50%+200% to +300%

Illegal

1 to 2+10% to +45%+11% to +61%+100% to +400%
Geology Cannon upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageExplosion RadiusProjectile Velocity

C-Class

13.6%33.4%33.4%33.2%

B-Class

1: 84% 2: 16%6.4%38.6%38.8%38.6%

A-Class

1: 84% 2: 16%8.8%38.6%38.8%38.6%

S-Class

236.9%66.6%66.7%66.7%

Illegal

1: 75.7% 2: 24.3%7.9%41.6%41.2%41.4%
What one install of each Geology Cannon upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageExplosion RadiusProjectile Velocity

C-Class

5.3%5.3%1.6%

B-Class

5.4%5.2%2.8%

A-Class

5.4%2.6%5.5%

S-Class

5.3%5.2%5.4%

Illegal

14.8%15.2%15%
How often a raised stat of each Geology Cannon upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Neutron Cannon

ModuleStats raisedDamageIon Spheres CreatedIon Sphere SpeedCharging Speed

C-Class

2 to 3+1% to +4%+1.0+2% to +5%-6% to -11%, always

B-Class

3 to 4+4% to +5%+1.0+5% to +8%-11% to -15%, always

A-Class

4+5% to +10%+1.0+8% to +11%-20% to -31%, always

S-Class

4+10% to +15%+1.0+11% to +13%-31% to -50%, always

Illegal

3 to 4+4% to +15%+1.0+2% to +13%-6% to -50%, always
Neutron Cannon upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best DamageDamageIon Spheres CreatedIon Sphere SpeedCharging Speed

C-Class

2: 84% 3: 16%1.7%38.6%38.8%38.6%100%

B-Class

3: 84% 4: 16%13.9%72.1%72%72%100%

A-Class

46.5%100%100%100%100%

S-Class

416.4%100%100%100%100%

Illegal

3: 63.7% 4: 36.3%14.1%79%78.6%78.7%100%
What one install of each Neutron Cannon upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most Damage any install of its kind adds, a dash where Damage has one value. Each stat: how often an install raises it.
ModuleDamageIon Spheres CreatedIon Sphere SpeedCharging Speed

C-Class

2.5%—1.5%1.6%

B-Class

5.1%—2.6%1.6%

A-Class

2.5%—5.1%2.6%

S-Class

5.1%—5.1%5.1%

Illegal

12.9%—12.8%8.7%
How often a raised stat of each Neutron Cannon upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Forbidden module

ModuleStats raisedDamageReload TimeFire Rate

Forbidden

2 to 3+1% to +2%-1% to -15%+1% to +21%
Multi-Tool upgrade modules, their limits as the game's card prints them. Stats raised is how many stats one install shows on its card.
ModuleStats raisedNear best damage per secondDamageReload TimeFire Rate

Forbidden

2: 63.7% 3: 36.3%9.1%79%78.6%78.7%
What one install of each Multi-Tool upgrade module rolls, exact over every install. Stats raised: how often its card shows each number of stats. Near best: how often it adds at least nine tenths of the most damage per second any install of its kind adds, a dash where damage per second has one value. Each stat: how often an install raises it.
ModuleDamageReload TimeFire Rate

Forbidden

12.8%10.2%12.9%
How often a raised stat of each Multi-Tool upgrade module lands in the top tenth of its limits, a dash where the module has no such stat or the stat has one value.

Every multitool module

The modules you build or receive, apart from upgrade modules. A blueprint is bought at the Space Anomaly. How to upgrade the multitool itself to S is how to upgrade a multitool. The quest They Who Returned gives the Scan Harmoniser and the Polyphonic Core, which let the scanner decode the cloaked Autophage, and the armourer's quest Weapons Research gives the Advanced Mining Laser. The story, The Artemis Path, gives the Personal Forcefield, and the living ship's quest Starbirth the Solar Ray and the Animus Beam.

ModuleWhat it doesBuilt from

Analysis Visor

Specialist Discovery and Survey unit.

Survey Device

A self-contained circuitry upgrade for the Analysis Visor, adding real-time terrain analysis to the scanning array.Magnetic Resonator ×3, Quantum Computer ×1, Wiring Loom ×2

Combat Scope

A recoil-stabilising weapon scope for precise combat.Ion Battery ×2, Wiring Loom ×1

Scanner

A Personal Surface Radar augmentation for the Multi-Tool.

Waveform Recycler

A powerful lateral processor inserted into the Multi-Tool Scanning System allows the device to recharge at a significantly improved rate.Magnetised Ferrite ×100, Ion Battery ×1

Scan Harmoniser

An attachment for the Multi-Tool Scanner that allows the device to detect and decode the cloaking signal of nearby Autophage units.

Resonance Amplifier

An attachment for the Multi-Tool Scanner, designed by Specialist Polo for the detection of atlantideum-infused sentience echoes.

Polyphonic Core

An attachment for the Multi-Tool Scanner that allows the device to detect and decode the cloaking signal of nearby Autophage units.

Terrain Manipulator

Advanced terraforming device. This module overloads existing multi-tool systems, allowing the user to reshape regions as they wish.Carbon Nanotubes ×2, Di-hydrogen Jelly ×1

Personal Forcefield

On activation, this module draws power from Exosuit Life Support systems to overload the Multi-Tool, distorting the electromagnetic field around the user and creating a powerful personal shield.Ion Battery ×2, Wiring Loom ×1

Cloaking Device

On activation, this module draws power from Exosuit Life Support systems to manipulate the gravitational field around the user, refracting the light and creating an active camouflage effect.Solar Mirror ×2, Ion Battery ×3, Wiring Loom ×1

Mining Beam

Multi-Tool Mining Beam powered by Carbon-based Elements. Fire the beam with ATTACK.

Plasma Resonator

A significant upgrade for the Mining Beam.

Advanced Mining Laser

Replaces standard Mining Beam optics with high-grade Living Glass, allowing the beam to be effective against large and/or rare resource deposits.Carbon Nanotubes ×1, Hermetic Seal ×1, Wiring Loom ×2

Optical Drill

Wafer-thin lens arrays are arranged in a highly calibrated matrix, focusing the Mining Beam on an atomic level.Quantum Computer ×3, Solar Mirror ×3, Wiring Loom ×5

Fishing Rig

A versatile piece of angling equipment, enabling the user to fish in a variety of water conditions.Carbon Nanotubes ×3, Di-hydrogen Jelly ×1, Chromatic Metal ×60

Lost Angler's Rig

A versatile piece of angling equipment, enabling the user to fish in a variety of water conditions. This rig was once owned by the legendary Lost Angler.

Gravitino Coil

This remarkable technology transforms the Multi-Tool into a powerful kinetic manipulator, capable of attracting and repelling industrial waste via a localised magnetic field.Magnetic Resonator ×3, Gravitino Ball ×1, Chromatic Metal ×50

Boltcaster

Generalist weapon attachment for the Multi-Tool. Access fire mode by pressing CYCLEWEAPON and fire weapon with ATTACK.Chromatic Metal ×100, Carbon Nanotubes ×3

Barrel Ioniser

Inserts a powerful field ionisation device into the barrel of the Boltcaster, increasing projectile stability through the air.Glass ×4, Wiring Loom ×1

Boltcaster Ricochet Module

Creates an antimatter field around the shots of the Boltcaster, causing them to be repelled by non-damaged surfaces.Glass ×4, Wiring Loom ×1

Boltcaster SM

Boltcaster shots deliver added physical damage upon impact.

Plasma Launcher

High-impact projectile weapon. Launched plasma shells bounce off surfaces until their internal timer triggers a large explosion.Amino Chamber ×1, Hermetic Seal ×1, Wiring Loom ×1

Geology Cannon

Large-bore projectile launcher. Propels plasma shells designed for rapid ground excavation.Magnetic Resonator ×1, Wiring Loom ×1

Paralysis Mortar

Non-violent projectile weapon. Launched projectiles will incapacitate nearby targets with a burst of electrical energy. Effective against both biological and electronic entities.Hermetic Seal ×2, Di-hydrogen Jelly ×2, Wiring Loom ×1

Blaze Javelin

Aggressive weapon attachment for the Multi-Tool. Access fire mode by pressing CYCLEWEAPON and fire weapon with ATTACK.Chromatic Metal ×200, Condensed Carbon ×150, Wiring Loom ×1

Mass Accelerator

Extends the firing chamber of the Blaze Javelin, allowing the internal particle accelerators to reach both greater mass and speed.Solar Mirror ×1, Wiring Loom ×1

Waveform Oscillator

Overloads the energy beam generated by the Blaze Javelin, causing it to deliver a power electrical charge at its point of impact.Chromatic Metal ×125, Ionised Cobalt ×75, Wiring Loom ×1

Scatter Blaster

Specialist close combat weapon attachment for the Multi-Tool. Access fire mode by pressing CYCLEWEAPON and fire weapon with ATTACK.Pugneum ×200, Wiring Loom ×1

Shell Greaser

Advanced self-lubricating components decrease friction within the Scatter Blaster, offering significant improvements to reload times.Magnetic Resonator ×1, Wiring Loom ×1

Pulse Spitter

Specialist rapid fire weapon attachment for the Multi-Tool. Access fire mode by pressing CYCLEWEAPON and fire weapon with ATTACK.Deuterium ×200, Wiring Loom ×1

Amplified Cartridges

Specialist harmonic resonators allow the Pulse Spitter to split inserted ammunition, effective manufacturing more shots from fewer materials.Solar Mirror ×1, Wiring Loom ×1

Pulse Spitter Ricochet Module

Creates an antimatter field around the shots of the Pulse Spitter, causing them to be repelled by non-damaged surfaces.Solar Mirror ×1, Quantum Computer ×1, Wiring Loom ×1

Impact Igniter

A powerful combat upgrade for the Pulse Spitter. This module installs series of delicately calibrated fuel-injection nozzles within the firing chamber, which are used to initiate a controlled burn within its plasma projectiles.Phosphorus ×200, Hermetic Seal ×4, Wiring Loom ×1

Incinerator

Specialist high temperature weapon attachment for the Multi-Tool. Access fire mode by pressing CYCLEWEAPON and fire weapon with ATTACK.

Neutron Cannon

A high-energy weapon attachment for the Multi-Tool. The Neutron Cannon energises atmospheric particles before propelling them towards hostile targets, delivering significant area damageMagnetised Ferrite ×95, Magnetic Resonator ×1, Wiring Loom ×1

P-Field Compressor

A powerful upgrade to the Neutron Cannon. Additional resonance compressors allow significantly more energy to be routed through the cannon's central core, dramatically increasing operating power.Gold ×120, Microprocessor ×3, Wiring Loom ×1

Voltaic Amplifier

A generalised upgrade for all Multi-Tool weapon systems, causing its projectiles to resonate dramatically upon impact with any appropriate electromagnetic field.Basalt ×70, Ion Battery ×2, Wiring Loom ×1

Solar Ray

A highly specialised addition to the Multi-Tool's mining capabilities, transforming terrain deposits into liquid sun.

Animus Beam

A unique overload to the Multi-Tool's standard mining laser. Beam frequency is modulated precisely in a feedback loop with the delta-waves generated by the impact target.
Every multitool module the game lists, apart from upgrade modules.

Sentinel multitool only

A Sentinel multitool comes with its own beam in the place of the Mining Beam, and no other multitool takes it.

ModuleWhat it does

Hijacked Laser

This Multi-Tool is made with material and methods known to no conventional manufacturer, its core a unfathomable array of impossible optics and glassy foam. Nonetheless, there is a layer of recogniseable technology. It shows signs of having been tampered with by an unknown craftsman, who has repurposed its scanner array into a high-powered mining laser.
Modules only the sentinel multitool takes.

Atlantid multitool only

An Atlantid multitool's Runic Lens mines like a Mining Beam with more heat to spare, and hides you as it does.

ModuleWhat it does

Runic Lens

The geometric heart of this ancient weapon is the Runic Lens. Its impossible geometry not only concentrates light into a high-powered Mining Laser, but can also warp the local electromagnetic field so as to render the user invisible.
Modules only the atlantid multitool takes.

The tool covered, the next find is the ship you fly, and it starts with ship types.