FEATURE DEEP-DIVE

Mothership

The floating home base that quietly feeds every weapon you fire. Forty grades of hull, twenty reform stars, four turret slots and eighteen training lines — every level, every cost, straight from the config tables.

What it is

The Mothership (unlocked at campaign stage 12) is a permanent stat platform: its own contribution terms sit inside every weapon's attack formula and your HP formula — (atk#tgt50 + atk#tgt51)·(1 + atkP#tgt50 + atkP#tgt51) — so everything on this page multiplies your whole sheet, in every mode. Mid-run it's also the Docking event: your fighter lands on it to heal and re-draft (see Combat).

Mothership hull
// the Mothership hull

The hull — 40 grades × 10 levels

Leveling is paid in Mothership Pieces ("precision parts made by the Titans" — the loc's own lore) at every level, plus Power Engines at each level-10 grade-up. Costs climb from 15 Pieces at Grade 1 to 3,988 at Grade 40; the full run to max costs Pieces and Power Engines.

The payoff is flat Attack and HP that ends at +19,600 attack / +78,400 HP — before the reform multiplier below. Grade-ups also gate other systems (mothership_unlock): trainings open at hull level 11, reform at 21, more turret slots at 31 and 41.

Per-grade rollup

Every level (400 rows)


Reform — the 20-star track

Reform ("modification") stars are bought with Mothership Cores ("contains the full Titan energy core") — a linear ramp of 1 core at ★1 up to 20 at ★20, 210 cores total, plus 100 Stars each. Each star adds +1% attack and +1% HP to everything the Mothership grants (a multiplier on the whole hull + training stack, up to +20%), and most stars also expand a training line's session cap by +10.

The loc table ships five docking skills ("Attack increased against strong foes after docking", "extra 30% HP shield when docking — all enemy barrages cleared when it breaks", …) but mother_reform_skill_id is null on all 21 rows in this build — the skill hooks exist, unwired. Expect them in a future patch.

All 21 star rows


Turrets — 4 slots × 6 grades, level 200 each

Four turret slots (Mothership Maingun → your maingun attack, Offshore Quick-Firer → winggun, Anti-Submarine Torpedo → missile, Aegis Anti-Air Radar → HP), each with six grade tiers (white → red). A turret levels 1→200 by feeding Turret Pieces (white 10 EXP → red 2,000 EXP); duplicates auto-convert to pieces. Total EXP to take one turret to 200 ranges from ~91k (Grade 1) to ~447k (Grade 6).

Full level ladders — stat at every level

One column per grade tier; the value is the flat stat the slot grants at that level (Radar rows are HP, the rest attack).

EXP required per level (by grade tier)


The training camp — 18 lines, 5 disciplines

Each training session consumes one Training item (dropped by Hyper Battlefield rankings, the Battlefield Shop — and the Titan Shop, which sells the same chests). Sessions stack a tiny fixed bonus up to a hard cap. The caps are worth reading twice: maxed Air Training is +40% attack on every weapon line, and maxed Joint Training is +10–20% across dodge/hit/crit lines.

Session caps are the original_max — reform stars raise them by +10 per matching star. The Space discipline is PvP-only (damage dealt to / taken from players ±20%).

Where it lands in the formula

From the attribute algebra: the Mothership term added to each weapon attack is

(atk#tgt50 + atk#tgt51_emitX) × (1 + atkP#tgt50 + atkP#tgt51_emitX)

…where tgt50 = hull levels + Land/Maritime trainings (flat) and reform stars (%), and tgt51_emitX = the slot turret (flat) + Air training (%). A maxed Mothership contributes roughly (19,600 + 12,000 + 6,000 + 20,000) × 1.60 attack to a single weapon line before anything else multiplies it.

Materials cheat-sheet

Sources: mothership_levels, mothership_reform, mothership_train, mothership_equip_base/levels, mothership_equip_material_def, mothership_unlock + the English loc table. Mothership Pieces/Cores/Engines drop from the Lost Battlefield idle chapter and packs.

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