Entry-level directed energy weapon. Reliable hit rate, modest damage. The starting gun for beam doctrine fleets. Wide arc of fire at range.
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.
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 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.
Fastest hull in the game. Minimal slots, minimal cost. Used for reconnaissance and harassment rather than front-line combat.
Entry combat hull. Cheap to produce in volume. Effective as a screening layer in front of heavier ships.
Balanced combat vessel. Enough slots for a full weapons + armor + engine loadout. The workhouse of most early fleets.
Mid-weight multi-role hull. Can support shield and armor simultaneously. Effective through most of the game.
First hull class where capital-grade components become efficient. Carries meaningful anti-matter devices.
Heavy assault platform. Slow enough to need screen support but powerful enough to anchor a line battle.
Primary capital ship. Slots support full weapon batteries plus shield and armor layers. The backbone of late-game fleets.
Siege-grade capital. Can carry fighter launch systems alongside multiple heavy weapon mounts. Rarely deployed without escort.
Rare line-of-battle ship. Extremely high HP and slot count but production cost limits fielding to the largest empires.
Galaxy-class capital. Highest HP, most slots, slowest speed. A single Colossus shapes an entire engagement — if you can afford to build one.
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.
Entry-level directed energy weapon. Reliable hit rate, modest damage. The starting gun for beam doctrine fleets. Wide arc of fire at range.
Wider arc beam with improved damage. Excellent in formation engagements where multiple enemies cluster within the firing cone simultaneously.
Anti-matter powered beam weapon. Catastrophic damage output at close range with armor-piercing effect. Requires Anti-Matter Core research path.
Self-guided munition with excellent range and 360-degree targeting. The opener for missile doctrine: engage enemies before they close to beam range.
Shield-distorting warhead that reduces deflection solidity before impact. Softens heavily shielded targets for follow-up beam fire.
Warhead that temporarily collapses local gravity on detonation. Bypasses both shields and armor simultaneously — one of few weapons that does both.
Rapid-fire kinetic slugs. Short range but devastating in close formation. High attack rate rewards aggressive tactics and tight positioning.
Compressed void-matter rounds that crack through armor plating on contact. Armor-piercing at closer ranges makes this a premium close-engagement weapon.
Light strike craft launched from carrier ships. Swarms enemy shields to drain and distract before capital weapon fire arrives on the same targets.
Heavy ordnance carrier craft. Each wave trades survivability for concentrated shield-penetrating damage against capital ship targets.
Focused psionic beam that bypasses conventional shielding entirely. Effective only against enemies with low psi resistance. Exclusive to psionic race research paths.
Guided psionic warhead that distorts shields on detonation. Psionic races fire with enhanced potency. Longest effective psionic range available.
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.
Layered alloy construction. Reliable, cheap, widely available from day one. No special effects — pure HP and baseline defense rate.
Denser alloy composition with improved impact absorption. The standard upgrade path for mid-game fleets before exotic armor becomes available.
Capital-grade laminate. Turns smaller weapons aside almost entirely. The benchmark for heavy capital ship survivability in late-game engagements.
Living armor grown from Everian colony organisms. Self-sealing under fire — repairs micro-damage between firing phases without external maintenance.
Second-generation living armor with accelerated regeneration. Ships equipped with this recover significantly between engagement phases in extended battles.
Detonates on impact, redirecting explosive force outward. Punishes enemies for concentrating fire — especially effective against missile clusters.
Highly flexible reactive plating that deflects missile and beam impacts. Less raw HP than standard reactive but dramatically reduces damage from guided weapons.
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.
Entry-level deflection field. Marginal protection against all weapon types. Enough to turn aside light fire while you close to effective weapon range.
Improved solidity and recharge. Standard choice for mid-game warships across all hull classes. Holds up meaningfully against beam and missile fire.
Collapses micro-void pockets around the hull. Near-impenetrable to standard weapons when fully charged. Requires Anti-Matter Core research as prerequisite.
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.
Reliable FTL-capable propulsion available to all commanders. Decent battle speed for all hull classes. The baseline every fleet starts with.
Second-generation propulsion with better speed-to-mass ratio at all hull sizes. The standard mid-game engine upgrade for competitive fleets.
Matter-annihilation engine. Exceptional speed and mobility at all hull sizes but hazardous to crew on protracted use. Enables fast-retreat maneuvers.
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.
Basic targeting and tracking suite. Minimal bonuses but available immediately. A floor, not a ceiling — upgrade as soon as research allows.
Anticipates target movement using combat analytics. Significant attack rate bonus that compounds with high-rate weapons like the Mass Driver Array.
Commander's mind links directly with targeting systems. Highest attack rate available plus fleet efficiency bonus — the end-game combat computer.
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.
Basic deep-space sensor array. Extends fleet detection range and improves targeting resolution. Every fleet benefits from at least one scanner slot.
Entanglement-assisted sensor suite. Greater range than basic sensors and detects weak cloaking fields — essential for hunting stealth fleets.
Reveals both weak and complete cloaking fields. The definitive counter-intelligence sensor. Necessary if you're facing a cloaking doctrine opponent.
Weak cloaking field that reduces sensor detection probability. Effective on small to mid hulls. Can be detected by Quantum Relay Scanners.
Total sensor suppression. Invisible to all detection systems until weapon fire. Restricted to small hulls only — the ultimate ambush tool for fast attack craft.
Accelerated regeneration system derived from Everian biology. Hull self-repairs between fire phases — reduces fleet attrition in extended engagements.
Pure antimatter containment module. Boosts all weapon damage by 20% but reduces hull HP by 10%. A glass cannon upgrade for dedicated attack platforms.
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.
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.
Concentrates combat power at a single forward point. Fires first, hits hard, but takes full return fire on the leading ships without distribution.
Ships spread in a horizontal line, distributing incoming fire evenly across the formation. Extends fleet longevity in sustained engagements.
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.
Defensive formation maximizing damage absorption. Ships clump together to support mutual repair and shield overlap, trading offensive reach for survival.
Forces engagement from multiple angles simultaneously. Effective against slow capital ships that cannot rotate fire arcs fast enough to cover all vectors.
High-speed fast-attack pattern. Closes to mass driver range, fires, withdraws before the enemy can retaliate at full rate. Demands fast engines.
Ships need techs to equip. Syndicates coordinate the fleets. The Sovereignty decides your political reality.