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Statistics (also known as "stats") determine the properties of each piece of technology in the game. The vast majority of stats are listed in the stat block of the corresponding technology, but some are hidden and are only publicly documented on this wiki. Use the find function of your Internet browser to skip to specific entries in the table of contents.

List of Statistics[ | ]

Data PageNameImageDescription
Ablative Alien RecoveryAlien RecoveryAblativerecovery-alRestore %s ablative health after dealing enough Alien Damage
Ablative Armor DefenseAblative DefenseDefense-StatIntercept %s of incoming damage
Ablative Armor HealthAblative HealthArmorSlots-StatCan take %s damage before being depleted
Ablative Armor SlotsAblative SlotsAblativeArmorSlots-StatCan equip %s ablative armor pieces
Ablative Blight RecoveryBlight RecoveryAblativerecovery-blRestore %s ablative health after dealing enough Blight Damage
Ablative Damage ThresholdDamage ThresholdWeaponSlots-StatRestore ablative health for every %s damage dealt
Ablative Energy RecoveryEnergy RecoveryAblativerecovery-enRestore %s ablative health after dealing enough Energy Damage
Ablative Explosive RecoveryExplosive RecoveryAblativerecovery-exRestore %s ablative health after dealing enough Explosive Damage
Ablative Kinetic RecoveryKinetic RecoveryAblativerecovery-kiRestore %s ablative health after dealing enough Kinetic Damage
Ablative Plasma RecoveryPlasma RecoveryAblativerecovery-plRestore %s ablative health after dealing enough Plasma Damage
Ablative RecoveryRecoveryAblativerecoveryRestore %s ablative health after dealing enough damage
Ablative Void RecoveryVoid RecoveryAblativerecovery-voRestore %s ablative health after dealing enough Void Damage
AccelerationAccelerationAcceleration-StatAccelerate at %s in combat
Alien DamageAlien DamageAlDeal %s Alien Damage
Alien Damage Per IntervalAlien Damage Per IntervalAlDeal %s Alien Damage per interval
Alien DPSAlien DPSAlDeal an average of %s Alien Damage per second
Alien Nebula ResistanceAlien Nebula ResistAl-nTake %s less damage from Alien Nebula
Alien ResistanceAlien ResistAlTake %s less Alien Damage
Altairian DamageAltairian DamageAltairianDamage-StatDeal %s damage to ships of the Altairian faction
Antimatter ProductionAntimatter ProductionAntimatterProduce Antimatter at a rate of %s
AoE RadiusAoE RadiusAoERadius-StatProjectiles explode and deal 100%% of their normal damage to enemies within %s
Armor HealthArmor HealthArmorSlots-StatContributes %s Health
Armor SlotsArmor SlotsArmorSlots-StatCan equip %s armor pieces
Battlecruiser DamageBattlecruiser DamageWeaponSlots-StatDeal %s damage to ships of the Battlecruiser class
Battleship DamageBattleship DamageBattleshipDamage-StatDeal %s damage to ships of the Battleship class
Blight DamageBlight DamageBlDeal %s Blight Damage
Blight Damage Per IntervalBlight Damage Per IntervalBlDeal %s Blight Damage per interval
Blight DPSBlight DPSBlDeal an average of %s Blight Damage per second
Blight Nebula ResistanceBlight Nebula ResistBl-nTake %s less damage from Blight Nebula
Blight ResistanceBlight ResistBlTake %s less Blight Damage
Blood Amber ProductionBlood Amber ProductionBloodAmberProduce Blood Amber at a rate of %s
Bonus AntimatterBonus AntimatterAntimatterThe fleet obtains %s more Antimatter
Bonus Helium-3Bonus Helium-3Helium3The fleet obtains %s more Helium-3
Bonus Mineral OreBonus Mineral OreMineralOreThe fleet obtains %s more Mineral Ore
Build AntimatterAntimatterAntimatterTake %s Antimatter to build
Build Helium-3Helium-3Helium3Take %s Helium-3 to build
Build Mineral OreMineral OreMineralOreTake %s Mineral Ore to build
Build TimeTimeTime-StatTake %s to build
Bursts Per CycleBursts Per CycleWeaponSlots-StatFire %s bursts before cooling down
Cargo CapacityCargoStorage-StatCan normally hold %s of resources
Carrier DamageCarrier DamageCarrierDamage-StatDeal %s damage to ships of the Carrier class
Chain AmountChainChain-StatCan bounce across up to %s different enemies
Chain Damage ModifierDamage ModifierWeaponSlots-StatDamage is multiplied by %s after each bounce
Chain Projectile RangeProjectile RangeRange-StatBounced projectiles can travel up to %s
Chain RadiusChain RadiusRange-StatCan bounce across enemies up to %s apart
Charge TimeCharge TimeTime-StatTake %s to charge up before firing
Coin ProductionCoin ProductionCoinsProduce Coins at a rate of %s
Collateral DamageCollateralCollateral-StatDeal %s damage to each adjacent module upon destruction
Cooldown TimeCooldown TimeTime-StatTake %s to cool down before restarting the cycle
Corvette DamageCorvette DamageWeaponSlots-StatDeal %s damage to ships of the Corvette class
Counter ChainCounter ChainCounterChain-StatIncoming projectiles have their Chain Amount reduced by an additional %s
Counter PierceCounter PierceCounterPierce-StatIncoming projectiles have their Piercing Amount reduced by an additional %s
Counter RicochetCounter RicochetCounterRicochet-StatIncoming projectiles have their Ricochet Amount reduced by an additional %s
Craft AntimatterAntimatterAntimatterTake %s Antimatter to craft
Craft Helium-3Helium-3Helium3Take %s Helium-3 to craft
Craft Mineral OreMineral OreMineralOreTake %s Mineral Ore to craft
Craft TimeTimeTimeTake %s to craft
Cruiser DamageCruiser DamageCruiserDamage-StatDeal %s damage to ships of the Cruiser class
Cutter DamageCutter DamageCutterDamage-StatDeal %s damage to ships of the Cutter class
DamageDamageWeaponSlots-StatDeal %s damage
Damage Per IntervalDamage Per IntervalWeaponSlots-StatDeal %s damage per interval
Debuffer DamageDebuffer DamageDebufferDeal %s damage to ships with the Debuffer role.
Destroyer DamageDestroyer DamageDestroyerDamage-StatDeal %s damage to ships of the Destroyer class
Devour RecoveryDevour RecoveryAblativerecoveryRestore %s of ablative health when an enemy ship or module is destroyed within maximum range
DoT Damage ThresholdDamage ThresholdWeaponSlots-StatApply DoT Stacks on an enemy for every %s damage dealt to it
DoT DurationDurationTime-StatDoT Stacks last for %s
DoT IntervalIntervalTime-StatDoT Stacks tick once every %s
DoT StacksDoT StacksDoT-StatThe enemy receives %s DoT Stacks after taking enough damage
DPSDPSWeaponSlots-StatDeal an average of %s damage per second
Dreadnought DamageDreadnought DamageWeaponSlots-StatDeal %s damage to ships of the Dreadnought class
Enemy Shield DefenseEnemy Shield DefenseBypass-StatTreats enemy shield defense as modified by %s
Energy DamageEnergy DamageEnDeal %s Energy Damage
Energy Damage Per IntervalEnergy Damage Per IntervalEnDeal %s Energy Damage per interval
Energy DPSEnergy DPSEnDeal an average of %s Energy Damage per second
Energy Nebula ResistanceEnergy Nebula ResistEn-nTake %s less damage from Energy Nebula
Energy ResistanceEnergy ResistEnTake %s less Energy Damage
Escort LimitEscort LimitEscortLimit-StatSupports at most %s escorts
Escort Maximum LevelEscort Max. LevelXP-StatSupports escorts that are at most level %s
Escort Minimum LevelEscort Min. LevelXP-StatSupports escorts that are at least level %s
Explosive DamageExplosive DamageExDeal %s Explosive Damage
Explosive Damage Per IntervalExplosive Damage Per IntervalExDeal %s Explosive Damage per interval
Explosive DPSExplosive DPSExDeal an average of %s Explosive Damage per second
Explosive Nebula ResistanceExplosive Nebula ResistEx-nTake %s less damage from Explosive Nebula
Explosive ResistanceExplosive ResistExTake %s less Explosive Damage
Fighter DamageFighter DamageFighterDeal %s damage to ships with the Fighter role.
Firing TimeFiring TimeTime-StatTake %s to open fire before cooling down
Flagship DamageFlagship DamageWeaponSlots-StatDeal %s damage to ships of the Flagship class
Fleet ResurgenceFleet ResurgenceFleetResurgence-StatAdd %s points towards the fleet's Fleet Resurgence
Fleet XPFleet XPXP-StatContribute %s to the fleet
Frigate DamageFrigate DamageFrigateDamage-StatDeal %s damage to ships of the Frigate class
Guided Flight TimeGuided Flight TimeTime-StatTracks target for %s after being fired
Hangar SlotsHangar SlotsHangarSlots-StatCan equip %s hangar weapons
Harmonic AgilityHarmonic AgilityShipSpeed-StatAdd %s points towards the fleet's Harmonic Agility
Harmonic ShieldHarmonic ShieldShieldSlots-StatAdd %s points towards the fleet's Harmonic Shield
Harmonic SiegeHarmonic SiegeModuleDamage-StatAdd %s points towards the fleet's Harmonic Siege
Harmonic WarfareHarmonic WarfareShipDamage-StatAdd %s points towards the fleet's Harmonic Warfare
HealthHealthArmorSlots-StatCan take %s damage before being destroyed
Health DamageHealth DamageHealthDamage-StatDeal %s damage to health
Helium-3 ProductionHelium-3 ProductionHelium3Produce Helium-3 at a rate of %s
Kinetic DamageKinetic DamageKiDeal %s Kinetic Damage
Kinetic Damage Per IntervalKinetic Damage Per IntervalKiDeal %s Kinetic Damage per interval
Kinetic DPSKinetic DPSKiDeal an average of %s Kinetic Damage per second
Kinetic Nebula ResistanceKinetic Nebula ResistKi-nTake %s less damage from Kinetic Nebula
Kinetic ResistanceKinetic ResistKiTake %s less Kinetic Damage
Liberatus DamageLiberatus DamageWeaponSlots-StatDeal %s damage to ships of the Liberatus faction
Liberatus ResistanceLiberatus ResistResistanceSlots-StatTake %s damage from ships of the Liberatus faction
Local Jump CooldownJump CooldownTime-StatTake %s to prepare for the next local jump
Local Jump Maximum RangeMax. RangeRange-StatLocal jump distance can be at most %s
Local Jump Minimum RangeMin. RangeRange-StatLocal jump distance must be at least %s
Local Jump WarmupJump WarmupTime-StatTake %s to execute a local jump
MassMassMass-StatTakes up %s of mass
Maximum MassMaximum MassMass-StatCan hold up to %s of mass including itself
Maximum RangeMax. RangeRange-StatCan fire at enemies at most %s away
Maximum Ricochet AngleMax. Ricochet AngleRicochetAngle-StatCan bounce across enemies in a %s arc centered at the heading of the projectile upon hitting an enemy
Maximum Scramble RangeMax. ScrambleRange-StatCan lock onto enemies at most %s away
Maximum TargetsMax. TargetsMaxTargets-StatAutomatically assigns weapons against up to %s different enemies at once (focus-fire is still possible via manual targeting).
Mineral Ore ProductionMineral Ore ProductionMineralOreProduce Mineral Ore at a rate of %s
Minimum RangeMin. RangeRange-StatCan fire at enemies as close as %s away
Minimum Scramble RangeMin. ScrambleRange-StatCan lock onto enemies as close as %s away
Module DamageModule DamageModuleDamage-StatDeal %s damage to modules
Module MassModule MassMass-StatTakes up %s of the total mass of the module, excluding itself and other equipment that have this statistic
Oligarch DamageOligarch DamageOligarchDamage-StatDeal %s damage to ships of the Oligarch faction
Operation SlotsOperation SlotsOperationSlots-StatCan equip %s operation items
Outpost XPOutpost XPXP-StatContribute %s to the outpost
Overcharge AmountOvercharge AmountWeaponSlots-StatModify DPS by %s after a certain delay
Overcharge DelayOvercharge DelayWeaponSlots-StatIncrease DPS by a certain amount after each interval of %s
Overcharge DurationOvercharge DurationWeaponSlots-StatOvercharge lasts for %s
Overcharge MaximumOvercharge MaxWeaponSlots-StatDPS can be modified up to %s
Pharmakon DamagePharmakon DamagePharmakonDamage-StatDeal %s damage to ships of the Pharmakon faction
Phase Screen ChargePhase ChargePhaseScreenCharge-StatCharge %s until full, then enter Phase State
Phase Screen DrainPhase DrainPhaseScreenDrain-StatDrain %s until empty, then exit Phase State
Phase ThresholdPhase ThresholdScreenSlots-StatPhase State can only be maintained while Screen Energy is at least %s
Piercing AmountPiercingPiercing-StatCan hit up to %s enemies in a line
Plasma DamagePlasma DamagePlDeal %s Plasma Damage
Plasma Damage Per IntervalPlasma Damage Per IntervalPlDeal %s Plasma Damage per interval
Plasma DPSPlasma DPSPlDeal an average of %s Plasma Damage per second
Plasma Nebula ResistancePlasma Nebula ResistPl-nTake %s less damage from Plasma Nebula
Plasma ResistancePlasma ResistPlTake %s less Plasma Damage
PowerPowerWeaponSlots-StatSpecial stat which correlates positively with damage output. The value %s is input into the relevant function to calculate the actual damage dealt.
Primary Antimatter StorageAntimatter StorageAntimatterCan store %s of Antimatter which contributes to your resource bar
Primary Blood Amber StorageBlood Amber StorageBloodAmberStorage-StatCan store %s which contributes to your resource bar
Primary Helium-3 StorageHelium-3 StorageHelium3Can store %s of Helium-3 which contributes to your resource bar
Primary Mineral Ore StorageMineral Ore StorageMineralOreCan store %s of Mineral Ore which contributes to your resource bar
Prime Shift Charge (Attack)Attack Charge RateAttackChargeRate-StatCharge %s after dealing health damage
Prime Shift Charge (Defense)Defense Charge RateDefenseChargeRate-StatCharge %s after taking health damage
Prime Shift Charge DurationCharge DurationTime-StatCharge for %s after the condition is met
Prime Shift DrainDrain RateDrainRate-StatDrain %s when not in active combat
Prime Shift Drain DelayDrain DelayTime-StatStart draining after %s of not charging
Prime Shift ThresholdPrime Shift ThresholdPrimeShift-StatPrime Shift is maintained while the meter is above %s full
Projectile RangeProjectile RangeRange-StatCan travel up to %s
Projectile Range PercentProjectile RangeRange-StatCan travel up to %s
Ranger DamageRanger DamageRangerDeal %s damage to ships with the Ranger role.
Rear SpeedRear SpeedRearSpeed-StatTravel up to %s backwards in combat
Repair AntimatterAntimatterAntimatterTake %s Antimatter to fully repair when destroyed
Repair Helium-3Helium-3Helium3Take %s Helium-3 to fully repair when destroyed
Repair Mineral OreMineral OreMineralOreTake %s Mineral Ore to fully repair when destroyed
Repair TimeTimeTime-StatTake %s to fully repair when destroyed
Research AntimatterAntimatterAntimatterTake %s Antimatter to research
Research Helium-3Helium-3Helium3Take %s Helium-3 to research
Research Mineral OreMineral OreMineralOreTake %s Mineral Ore to research
Research TimeTimeTimeTake %s to research
Resistance SlotsResistance SlotsResistanceSlots-StatCan equip %s resistors
ResurgenceResurgenceResurgence-StatRecover %s of damage taken upon PvP fleet victory
Ricochet AmountRicochetRicochet-StatCan bounce across up to %s enemies
Ricochet Damage ModifierDamage ModifierWeaponSlots-StatDamage is multiplied by %s after each bounce
Ricochet Detection RangeDetection RangeRange-StatCan bounce across enemies up to %s apart
Ricochet Per TargetRicochet Per TargetRicochet-StatCan hit the same enemy up to %s times
Ricochet Projectile RangeProjectile RangeRange-StatBounced projectiles can travel up to %s
Screen DefenseScreen DefenseDefense-StatIntercept %s of incoming damage
Screen EnergyScreen EnergyShieldSlots-StatCan take %s damage before being depleted
Screen SlotsScreen SlotsScreenSlots-StatCan equip %s screens
Secondary Antimatter StorageAntimatter StorageProductionStorage-StatCan store %s of Antimatter which does not contribute to your resource bar
Secondary Blood Amber StorageBlood Amber StorageProductionStorage-StatCan store %s which does not contribute to your resource bar
Secondary Coin StorageCoin StorageProductionStorage-StatCan store %s which does not contribute to your resource bar
Secondary Helium-3 StorageHelium-3 StorageProductionStorage-StatCan store %s of Helium-3 which does not contribute to your resource bar
Secondary Mineral Ore StorageMineral Ore StorageProductionStorage-StatCan store %s of Mineral Ore which does not contribute to your resource bar
Sector Jump CooldownJump CooldownTime-StatTake %s to prepare for the next sector jump
Sector Jump Maximum RangeSector RangeRange-StatCan jump across at most %s sectors
Sector Jump WarmupJump WarmupTime-StatTake %s to execute a sector jump
Sector SpeedSector SpeedShipSpeed-StatTravel %s on the sector map
Shield DamageShield DamageShieldDamage-StatDeal %s damage to shields
Shield DefenseShield DefenseDefense-StatIntercept %s of incoming damage
Shield EnergyShield EnergyShieldSlots-StatCan take %s damage before being depleted
Shield RechargeRechargeRecharge-StatRegenerate %s until damage is taken
Shield Recharge DelayRecharge DelayRecharge-StatStart recharging %s after damage is taken
Shield SlotsShield SlotsShieldSlots-StatCan equip %s shields
Ship DamageShip DamageShipDamage-StatDeal %s damage to ships
Ship MassShip MassMass-StatTakes up %s of the total mass of the ship, excluding itself and other equipment that have this statistic
Ship SizeShip SizeAoERadius-StatOccupy a circle of radius %s
Ship SpeedSpeedShipSpeed-StatTravel up to %s forwards in combat
Shots Per BurstShots Per BurstWeaponSlots-StatShoots %s projectiles for each burst
Skin SlotsSkin SlotsSkinSlots-StatCan equip %s skins
Spawner SlotsSpawner SlotsSpawnerSlots-StatCan equip %s spawners
Special SlotsSpecial SlotsSpecialSlots-StatCan equip %s specials
Specialist DamageSpecialist DamageWeaponSlots-StatDeal %s damage to ships of the Specialist class
Spectre ResistanceSpectre ResistResistanceSlots-StatTake %s damage from ships of the Spectre faction
Spread ArcSpreadSpread-StatProjectiles can be inaccurate within an arc of %s
Squadron DamageSquadron DamageWeaponSlots-StatDeal %s damage to squadrons
Squadron Flight TimeFlight TimeTime-StatSquadrons can leave their base for %s before being recalled
Squadron SpeedSpeedWeaponSpeed-StatSquadrons travel at %s
Stasis ResistanceStasis ResistStasis-StatIncoming stasis effects are %s less effective
Strafe SpeedStrafeStrafe-StatTravel up to %s sideways in combat
Titan DamageTitan DamageTitanDeal %s damage to ships with the Titan role.
Trigger SlotsTrigger SlotsTriggerSlots-StatCan equip %s trigger items
Turning SpeedTurningTurning-StatRotate by %s in combat
Umbra DamageUmbra DamageUmbraDamage-StatDeal %s damage to ships of the Umbra faction
Unladen MassUnladen MassMass-StatTakes up %s of mass without any equipment
Untyped ResistanceUntyped ResistResistanceSlots-StatTake %s less Untyped Damage
Upgrade AntimatterAntimatterAntimatterTake %s Antimatter to upgrade
Upgrade Helium-3Helium-3Helium3Take %s Helium-3 to upgrade
Upgrade Mineral OreMineral OreMineralOreTake %s Mineral Ore to upgrade
Upgrade TimeTimeTime-StatTake %s to upgrade
Void DamageVoid DamageVoDeal %s Void Damage
Void Damage Per IntervalVoid Damage Per IntervalVoDeal %s Void Damage per interval
Void DPSVoid DPSVoDeal an average of %s Void Damage per second
Void Nebula ResistanceVoid Nebula ResistVo-nTake %s less damage from Void Nebula
Void ResistanceVoid ResistVoTake %s less Void Damage
Wall Piercing AmountWall PiercingPiercing-StatCan hit up to %s walls in a line
Weapon Disruption ResistanceDisruption ResistWeaponDisruption-StatIncoming Weapon Disruption effects are %s less effective
Weapon MassWeapon MassMass-StatTakes up %s of the total mass of all equipped weapons
Weapon SlotsWeapon SlotsWeaponSlots-StatCan equip %s weapons
Weapon SpeedSpeedWeaponSpeed-StatProjectiles travel at %s
Winter DamageWinter DamageSnowflake-StatDeal %s damage to ships of the Winter faction
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