Encyclopedia · Ships

Ship Design & Components

Select your hull. Stack your components. Set your formation. Every fleet that deploys in Ariadoss Online is a configuration decision — one that your enemy is betting against.


Game Mechanic

The Ship Design System

Ships in Ariadoss Online are built at your Void Nexus using a slot-based design system. Every hull class has a fixed number of component slots. You fill those slots with weapons, armor, shields, engines, computers, and special devices — all of which must be unlocked through the technology tree before they become available.

A ship with more slots can carry more firepower or more survivability — but larger hulls are slower and more expensive to produce. There is no universal best configuration. The right ship design depends on your opponent's fleet composition, your research path, your production capacity, and whether you are planning to attack or defend.

Fleet formations add another layer: the same ships behave differently in Wedge versus Shield versus Turtle. Understanding both your components and your formation is the difference between winning a 2-to-1 engagement and losing a fair fight.


Hull Classes

From Scout to Dreadnought

Hull size determines slot count, base HP, battle speed, and production cost. Ten size classes span the range from disposable interceptors to galaxy-class capital ships. Larger is not always better — a fleet of well-equipped medium hulls often defeats a fleet of poorly-configured capitals.

I
Scout

Fastest hull in the game. Minimal slots, minimal cost. Used for reconnaissance and harassment rather than front-line combat.

2–3 Slots · Speed 30
II
Frigate

Entry combat hull. Cheap to produce in volume. Effective as a screening layer in front of heavier ships.

4–5 Slots · Speed 28
III
Destroyer

Balanced combat vessel. Enough slots for a full weapons + armor + engine loadout. The workhouse of most early fleets.

6–7 Slots · Speed 25
IV
Cruiser

Mid-weight multi-role hull. Can support shield and armor simultaneously. Effective through most of the game.

8–9 Slots · Speed 22
V
Heavy Cruiser

First hull class where capital-grade components become efficient. Carries meaningful anti-matter devices.

10–12 Slots · Speed 19
VI
Battlecruiser

Heavy assault platform. Slow enough to need screen support but powerful enough to anchor a line battle.

13–15 Slots · Speed 16
VII
Battleship

Primary capital ship. Slots support full weapon batteries plus shield and armor layers. The backbone of late-game fleets.

16–18 Slots · Speed 13
VIII
Dreadnought

Siege-grade capital. Can carry fighter launch systems alongside multiple heavy weapon mounts. Rarely deployed without escort.

19–22 Slots · Speed 10
IX
Leviathan

Rare line-of-battle ship. Extremely high HP and slot count but production cost limits fielding to the largest empires.

23–27 Slots · Speed 8
X
Colossus

Galaxy-class capital. Highest HP, most slots, slowest speed. A single Colossus shapes an entire engagement — if you can afford to build one.

28+ Slots · Speed 6

Category Weapons

Ariadoss Online supports four weapon paradigms: beam weapons for sustained fire, missiles for long-range alpha strikes, mass drivers for close-range shock damage, and fighters for sub-craft carrier attacks. Psionic races gain access to a fifth — mind-attack weapons that ignore conventional defenses entirely. Each weapon has a range, angle of fire, attack rate, and damage roll. Fleet combat resolution plays all of these against the opponent's defense configuration simultaneously.

Beam · Level 1
Void Lancer

Entry-level directed energy weapon. Reliable hit rate, modest damage. The starting gun for beam doctrine fleets. Wide arc of fire at range.

Range 300 · Arc 180° · Req: Beam Weapons
Beam · Level 3
Ion Burst Cannon

Wider arc beam with improved damage. Excellent in formation engagements where multiple enemies cluster within the firing cone simultaneously.

Range 350 · Arc 240° · Req: Beam Weapons
Beam · Level 7
Annihilator Beam

Anti-matter powered beam weapon. Catastrophic damage output at close range with armor-piercing effect. Requires Anti-Matter Core research path.

Range 400 · Arc 120° · Armor Piercing · Req: Anti-Matter Core
Missile · Level 2
Seeker Torpedo

Self-guided munition with excellent range and 360-degree targeting. The opener for missile doctrine: engage enemies before they close to beam range.

Range 600 · Arc 360° · Speed 25 · Req: Missile Doctrine
Missile · Level 4
Void Breacher Missile

Shield-distorting warhead that reduces deflection solidity before impact. Softens heavily shielded targets for follow-up beam fire.

Range 700 · Shield Distortion · Req: Missile Doctrine
Missile · Level 8
Gravity Collapse Torpedo

Warhead that temporarily collapses local gravity on detonation. Bypasses both shields and armor simultaneously — one of few weapons that does both.

Range 800 · Shield + Armor Pierce · Req: Anti-Matter Core
Projectile · Level 2
Mass Driver Array

Rapid-fire kinetic slugs. Short range but devastating in close formation. High attack rate rewards aggressive tactics and tight positioning.

Range 200 · Arc 90° · Speed 40 · Req: Mass Drivers
Projectile · Level 5
Void Cannon

Compressed void-matter rounds that crack through armor plating on contact. Armor-piercing at closer ranges makes this a premium close-engagement weapon.

Range 250 · Armor Piercing · Req: Mass Drivers
Fighter · Level 4
Scout Interceptors

Light strike craft launched from carrier ships. Swarms enemy shields to drain and distract before capital weapon fire arrives on the same targets.

Range 500 · Arc 360° · Req: Fighter Launch Systems
Fighter · Level 6
Strike Bombers

Heavy ordnance carrier craft. Each wave trades survivability for concentrated shield-penetrating damage against capital ship targets.

Range 600 · Shield Pierce · Req: Fighter Launch Systems
Psionic · Level 6
Psi Lance

Focused psionic beam that bypasses conventional shielding entirely. Effective only against enemies with low psi resistance. Exclusive to psionic race research paths.

Range 800 · Bypasses Shields · Req: Psi Weaponry
Psionic · Level 7
Psi Surge Cannon

Guided psionic warhead that distorts shields on detonation. Psionic races fire with enhanced potency. Longest effective psionic range available.

Range 1200 · Shield Distortion · Req: Psi Weaponry

Category Armor

Armor determines a ship's base HP multiplier and passive defense rate. Three armor paradigms exist in Ariadoss Online: standard laminate plating, bio-carapace grown from Everian colony organisms that regenerates under fire, and reactive lattice armor that detonates on impact to counterblast the attacker. Each has a different tradeoff between raw HP, active defense, and secondary effects.

Standard · Level 1
Standard Hull Plating

Layered alloy construction. Reliable, cheap, widely available from day one. No special effects — pure HP and baseline defense rate.

Defense Rate 10 · HP ×1.0 · Req: Standard Hull Construction
Standard · Level 2
Reinforced Hull Plating

Denser alloy composition with improved impact absorption. The standard upgrade path for mid-game fleets before exotic armor becomes available.

Defense Rate 20 · HP ×1.3 · Req: Standard Hull Construction
Standard · Level 5
Fortress Hull Plating

Capital-grade laminate. Turns smaller weapons aside almost entirely. The benchmark for heavy capital ship survivability in late-game engagements.

Defense Rate 40 · HP ×1.8 · Req: Standard Hull Construction
Bio · Level 3
Everian Bio-Carapace

Living armor grown from Everian colony organisms. Self-sealing under fire — repairs micro-damage between firing phases without external maintenance.

Defense Rate 15 · HP ×1.4 · Self-Repair 5% · Req: Everian Parasite Studies
Bio · Level 6
Advanced Bio-Carapace

Second-generation living armor with accelerated regeneration. Ships equipped with this recover significantly between engagement phases in extended battles.

Defense Rate 30 · HP ×1.7 · Self-Repair 10% · Req: Everian Parasite Studies
Reactive · Level 4
Reactive Lattice Armor

Detonates on impact, redirecting explosive force outward. Punishes enemies for concentrating fire — especially effective against missile clusters.

Defense Rate 25 · HP ×1.2 · Chain Reaction vs Attacker · Req: Reactive Armor Lattice
Reactive · Level 5
Reflexium Weave Armor

Highly flexible reactive plating that deflects missile and beam impacts. Less raw HP than standard reactive but dramatically reduces damage from guided weapons.

Defense Rate 30 · HP ×1.5 · Missile Defense +40% · Req: Reactive Armor Lattice

Category Shields

Shields provide an active deflection layer that absorbs damage before it reaches the hull. Each shield has a deflection solidity rating (how much damage it deflects per hit), a strength value that scales with hull class, and a recharge rate. Higher solidity costs more slots but keeps shield integrity up across multiple sustained hits. The top-tier Void Collapse Shield is near-impenetrable to standard weapons when fully charged.

Shield · Level 1
Phase I Deflector

Entry-level deflection field. Marginal protection against all weapon types. Enough to turn aside light fire while you close to effective weapon range.

Solidity 10 · Recharge 5–20 · Req: Deflection Shield Arrays
Shield · Level 3
Phase II Deflector

Improved solidity and recharge. Standard choice for mid-game warships across all hull classes. Holds up meaningfully against beam and missile fire.

Solidity 20 · Recharge 8–35 · Req: Deflection Shield Arrays
Shield · Level 7
Void Collapse Shield

Collapses micro-void pockets around the hull. Near-impenetrable to standard weapons when fully charged. Requires Anti-Matter Core research as prerequisite.

Solidity 50 · +15 Shield Integrity · Req: Deflection Arrays + Anti-Matter Core

Category Engines

Engine choice determines battle speed, battle mobility, and cruise speed across the galaxy map. Each engine has different performance characteristics at each of the ten hull size classes — a larger ship on the same engine is slower and less maneuverable than a smaller one. The Anti-Matter Torch is the fastest propulsion available but dangerous on extended use.

Engine · Level 1
Standard Void Drive

Reliable FTL-capable propulsion available to all commanders. Decent battle speed for all hull classes. The baseline every fleet starts with.

Battle Speed 30 (Class I) / 6 (Class X) · Cruise 100 · Req: Void Drive Propulsion
Engine · Level 3
Enhanced Void Drive

Second-generation propulsion with better speed-to-mass ratio at all hull sizes. The standard mid-game engine upgrade for competitive fleets.

Battle Speed 38 (Class I) / 9 (Class X) · Cruise 130 · Req: Void Drive Propulsion
Engine · Level 6
Anti-Matter Torch

Matter-annihilation engine. Exceptional speed and mobility at all hull sizes but hazardous to crew on protracted use. Enables fast-retreat maneuvers.

Battle Speed 50 (Class I) / 12 (Class X) · Cruise 180 · Fast Retreat · Req: Anti-Matter Core

Category Computers

Combat computers provide attack rate and defense rate bonuses that apply to all weapons on the ship. Higher-tier computers are not just better versions of the same thing — the Neural Combat Interface links the commander's mind directly to the targeting system, providing efficiency bonuses that extend beyond raw attack rate into fleet-wide coordination.

Computer · Level 1
Standard Fire Control

Basic targeting and tracking suite. Minimal bonuses but available immediately. A floor, not a ceiling — upgrade as soon as research allows.

Attack Rate +5 · Defense Rate +5 · Req: Standard Hull Construction
Computer · Level 3
Predictive Targeting Array

Anticipates target movement using combat analytics. Significant attack rate bonus that compounds with high-rate weapons like the Mass Driver Array.

Attack Rate +15 · Defense Rate +10 · Req: Predictive Intercept Doctrine
Computer · Level 5
Neural Combat Interface

Commander's mind links directly with targeting systems. Highest attack rate available plus fleet efficiency bonus — the end-game combat computer.

Attack Rate +30 · Defense Rate +20 · +10 Efficiency · Req: Neural Battle Interface

Category Devices

Devices are special-purpose components that add capabilities unavailable through the standard weapon/armor/shield/engine slots. They include sensors that extend detection range, cloaking systems that hide your fleet from enemy scans, bio-repair modules that accelerate hull recovery, psionic amplifiers that boost mind-weapon output, and anti-matter devices that trade hull integrity for dramatic damage increases.

Scanner · Level 1
Void Cartographer

Basic deep-space sensor array. Extends fleet detection range and improves targeting resolution. Every fleet benefits from at least one scanner slot.

Detection +25 · Computer +5% · Req: Void Cartography
Scanner · Level 2
Quantum Relay Scanner

Entanglement-assisted sensor suite. Greater range than basic sensors and detects weak cloaking fields — essential for hunting stealth fleets.

Detection +50 · Computer +10% · Detects Weak Cloak · Req: Quantum Relay Networks
Scanner · Level 3
Ghost Track Scanner

Reveals both weak and complete cloaking fields. The definitive counter-intelligence sensor. Necessary if you're facing a cloaking doctrine opponent.

Detects All Cloaks · Computer +10% · Req: Predictive Intercept Doctrine
Cloak · Level 4
Static Cloak

Weak cloaking field that reduces sensor detection probability. Effective on small to mid hulls. Can be detected by Quantum Relay Scanners.

Weak Cloaking · Small-Medium Hulls (Class 1–6) · Req: Void Static Cloak
Cloak · Level 8
Complete Stealth Matrix

Total sensor suppression. Invisible to all detection systems until weapon fire. Restricted to small hulls only — the ultimate ambush tool for fast attack craft.

Full Cloaking · Small Hulls Only (Class 1–4) · Req: Complete Cloaking Matrix
Bio Device · Level 5
Bio Repair Module

Accelerated regeneration system derived from Everian biology. Hull self-repairs between fire phases — reduces fleet attrition in extended engagements.

Repair Speed +15 · Req: Regenerative Hull Tissue
Anti-Matter · Level 6
Anti-Matter Core Device

Pure antimatter containment module. Boosts all weapon damage by 20% but reduces hull HP by 10%. A glass cannon upgrade for dedicated attack platforms.

Damage +20% · HP -10% · Capital Hulls (Class 5–10) · Req: Anti-Matter Core
Psionic · Level 9
Void Nexus Amplifier

Area-effect psionic broadcast device. All allied fleets within range gain a morale boost — turning a psionic anchor ship into a force multiplier for an entire wing.

Area Morale +25 · Range 300 · Large Hulls (Class 6–10) · Req: Nintal Threshold Studies

Tactical System

Formation Tactics

Before a fleet deploys, you set its formation. Formation determines how ships position themselves during combat — which affects damage distribution, speed of engagement, and which ships take fire first. The same fleet composition performs very differently in Wedge versus Phalanx. Experienced commanders change their formation based on the specific opponent they expect to face.

Wedge

Concentrates combat power at a single forward point. Fires first, hits hard, but takes full return fire on the leading ships without distribution.

Best against: disorganized fleets, outnumbered fights where first-strike ends the battle
Phalanx

Ships spread in a horizontal line, distributing incoming fire evenly across the formation. Extends fleet longevity in sustained engagements.

Best against: concentrated beam fire, when you expect a long battle
Shield

Heaviest ships pushed forward to absorb fire while lighter vessels attack from behind. Protects your DPS ships at the cost of losing your tanks faster.

Best against: missile fleets, when you have heavy capitals and light attackers
Turtle

Defensive formation maximizing damage absorption. Ships clump together to support mutual repair and shield overlap, trading offensive reach for survival.

Best against: superior numbers, when your goal is to delay rather than win
Pincer

Forces engagement from multiple angles simultaneously. Effective against slow capital ships that cannot rotate fire arcs fast enough to cover all vectors.

Best against: capital-heavy fleets with limited arc-of-fire weapons
Corsair Strike

High-speed fast-attack pattern. Closes to mass driver range, fires, withdraws before the enemy can retaliate at full rate. Demands fast engines.

Best against: slow beam fleets; requires Anti-Matter Torch or Enhanced Void Drive

Encyclopedia

Explore Further

Ships need techs to equip. Syndicates coordinate the fleets. The Sovereignty decides your political reality.


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Your fleet is your argument.

Every component decision is a bet on what the enemy is running. Build the fleet that wins the fight they're not expecting.