Modules & Fabricator
Modules are gear for your host: chips, scripts and daemons with random stats, dropped encrypted and decrypted with keys. Anyone can find them. Building them is another story: the only factories in the network belong to corporations.
The Industrial Loop
- Your corporation researches a target: a module type, a schematic or materials.
- While the research runs, members can drop it from hacks, dungeons and hex captures.
- Members deliver materials and schematics to the corp Warehouse host. Or they don't.
- Staff queue crafts at the Fabricator: a schematic, materials and a build timer.
- The output is corp property: staff hands it to members under a digital license.
Modules
A module is a piece of hardware or code with a fixed implicit bonus (its identity) plus random affixes. There are three categories:
- Chips: socket into hardware components (CPU, GPU, RAM, Storage, Miner…)
- Scripts: socket into software components (Firewall, Cracker, Back-tracing…)
- Daemons: background processes in their own host slots. They define a build.
Rarity
Base model. Implicit bonus only, no affixes. A clean slate for crafting.
Modified firmware. Rolls a couple of random affixes.
Heavily reworked. Rolls up to the maximum number of affixes.
Unique, hand-built relics tied to the lore. Fixed, unusual powers.
Affixes & Item Level
Affixes come as prefixes (raw power) and suffixes (utility), with a maximum of 2 of each per module. Every affix rolls at a tier (T3 → T1, where T1 is the strongest) with a value somewhere inside the tier's range.
A module's item level is inherited from its source: the level of the host you hacked, the dungeon you cleared, the hex you captured. Stronger sources can roll higher affix tiers: the gear worth chasing comes from endgame content.
Sockets & Daemon Slots
- Each host component unlocks one socket when it reaches level 3
- Chips and scripts only fit their compatible components (see the table above)
- Every host has one daemon slot; a second unlocks at host level 7
- Encrypted modules must be decrypted before they can be equipped
Encrypted Modules
Most dropped modules arrive encrypted: you can see the base type and rarity, but the affix lines are glitched (▓▓▓ +▓▓% ▓▓▓▓). Spend Decryption Keys to reveal them. Rarer modules cost more keys. Occasionally a module drops with one affix already leaked, or even fully readable.
- Decrypting is instant: use keys from your inventory, or apply them at the Fabricator from the corp Warehouse.
- Corporations with a Lab host pay one key less, for personal and Fabricator decryption alike.
- Deciding WHICH module deserves your keys is the real game
Craft Currency
Currency items modify modules, but only at the Fabricator. They drop for everyone, corp or not.
Research (R&D)
Nothing drops for a corporation until it's researched. Staff with the research permission picks a target, a module type, a schematic, or materials, paying Bits from the treasury. While the research is active, every member becomes a potential source of that drop.
- Limited research slots (2 base): a Lab host grants an extra one
- Schematic researches complete when the schematic is found
- All research activity is visible in the corp logs, transparency feeds the spy meta
Schematics, The File Heist
Schematics don't drop into your inventory. They appear as files planted on the target's filesystem during a hack. When your hack starts you may see the warning: ⚠ SCHEMATIC DETECTED.
- Crack the target before the trace completes
- Hunt the .schematic file through the filesystem, it could be anywhere
- Download it (copy to your host) before you get traced
- Deliver it to your corp Warehouse. It is consumed by a single craft.
Corp Host Roles
The corporation owner assigns industrial roles to corp hosts. Each role can be active on one host at a time, one host can hold several roles, concentrating convenience… and future risk.
- Fabricator: the factory lives here, builds, craft queue, currency application
- Warehouse: corp storage, members deliver materials, schematics and modules here
- Lab: extra research slot and decryption discounts
- Vault: high-security storage (its day will come)
The Fabricator
The factory itself must be built: research its schematic, steal it, deliver it with materials, then run the build. Factories come in three tiers,each unlocking more powerful crafting options.
- Crafts consume a schematic + materials from the Warehouse and run on a build timer
- Any member can RUSH a build with Bytes, each rush makes the next one pricier, and timers can only be cut so far
- Factory-made modules come out fully readable. The factory does cleaner work than the streets.
Distribution & Licenses
Crafted modules are corporate property. When staff assigns one to a member, the member physically holds it under a digital license, and the module only works while that license is valid.
- Leave the corp? You keep the module…
- …but staff can REVOKE the license at any time, and the module goes dead
- Returning a module to the Warehouse closes its license so it can be reassigned
Where Things Drop
- Hacks (players and NPCs): the bread and butter, currency for everyone, more for corp members with active research
- Dungeons: better odds and higher item levels. The hardest difficulties drop the best gear.
- Hex captures: a bonus roll for whoever completes a Nexus capture