Jump to content

Rarity and quality

From Citadel Wiki
Early accessCitadel is still in development. Numbers and rules on this page can change between patches. Last checked October 2026.

Every ship, module and conduit has a quality and a rarity. Quality scales what the item already does. Rarity decides what extra modifiers it carries.

Quality

Quality As shown Effect
Faction Faction (-15%) 85%
Flawed Flawed (-10%) 90%
Standard Standard 100%
Superior Superior (+10%) 110%
Masterwork Masterwork (+20%) 120%

What quality scales:

  • On a hull: max hull, max armor and max heat.
  • On a module: its own bonuses. A +10% bonus becomes +11% at Superior. Flat bonuses and resistances are multiplied directly.
  • On a turret: damage only. Cycle time, range, tracking and crit chance do not change.
  • ECM range, barrier HP and barrier regen.
  • The item's rating.

What it does not scale: rolled modifiers, cipher bonuses, drone bandwidth, cargo capacity, ports, magazine and charge counts, and winch speed.

Where quality comes from:

  • Loot rolls Flawed, Standard or Superior. Loot never drops Masterwork.
  • Building rolls by the blueprint's research tier. Higher tiers move the odds toward Superior, and Masterwork becomes possible from tier 3.
  • A PTAH Crucible rerolls it. See Consumables.

Faction quality

Faction quality marks faction-issue gear: the free starter ship and its modules, and everything a faction quartermaster sells. Faction-issue gear is destroyed when the ship is lost instead of dropping, is worth nothing to a merchant or the recycler, and cannot be traded or handed to another pilot.

Rarity

Rarity Modifiers Notes
Normal None The only rarity that rolls ports, and the only one that can become Harmonic.
Advanced 1 or 2 At most one prefix and one suffix.
Prototype 2 to 4 At most two prefixes and two suffixes.
Artifact A fixed set A named unique item. Only one of each can be fitted.
Regalia A fixed set A set piece. Only one of each can be fitted. See Regalia.
Harmonic From the harmonic A Normal module whose ciphers were activated with a Cipher Key. See harmonics.

When modifiers are added or removed with consumables, the rarity follows the count: none is Normal, one or two is Advanced, three or four is Prototype.

Identification

An item above Normal rarity can drop unidentified. Its modifiers, ports and rating are hidden, and it cannot be fitted or used. Identifying it costs ORE equal to 10% of its rating, with a minimum of 1. As the tutorial says: "You'll need to identify it before it can be equipped, which costs ORE."

Modifiers

A modifier is one rolled bonus: a stat, a value and a tier from T1, the weakest, to T4, the strongest. The tooltip shows the tier as a badge. Each modifier is a prefix or a suffix, which only matters for how many of each an item can hold.

Each module type rolls from its own pool, and hulls have a pool of their own. Deeper breach tiers roll higher tiers more often. The ranges below run from the weakest T1 roll to the strongest T4 roll, in percent unless marked. Entries marked "Advanced" roll only on Advanced-rarity items.

Pool Prefixes Suffixes
Turret Turret damage 2 to 10; crit chance 2 to 12; fire rate 2 to 9 Tracking 2 to 14; turret range 2 to 10; salvage luck 3 to 12; max ammo +1 or +2 (Advanced)
ECM ECM range 2 to 15; sensor range 2 to 11; mine damage 2 to 10; max mines +1 (Advanced) Max heat 3 to 13; heat dissipation 2 to 11; signature -3 to -13; salvage luck 2 to 11; mine trigger radius 2 to 9; mine recharge 4 to 15 faster (Advanced)
Propulsion Max speed 2 to 9; thrust 2 to 11; max heat 2 to 9; heat dissipation 2 to 10; missile speed 2 to 12 (Advanced) Torque 2 to 14; mass -2 to -8; salvage luck 2 to 10
Armor Max armor 2 to 8; max hull 3 to 15; max heat 2 to 10; repair amount 2 to 15; barrier HP 3 to 13 Max hull +14 to +74 flat (Advanced); max armor +36 to +111 flat (Advanced); sensor range 3 to 13; heat dissipation 3 to 14; salvage luck 2 to 12; repair charges +1 or +2 (Advanced); kinetic resist 2 to 8
Hull Max armor 2 to 12; max hull 3 to 21; max heat 3 to 15; max speed 2 to 11; heat dissipation 3 to 16; cargo +2 to +8 slots (Advanced) Max armor +64 to +311 flat (Advanced); max hull +51 to +172 flat (Advanced); thrust 3 to 14; salvage luck 3 to 20; kinetic resist 3 to 11; torque 3 to 16; barrier HP 4 to 24; signature -3 to -14; winch speed 3 to 14
Missile Missile damage 3 to 10; missile speed 3 to 13; sensor range 2 to 11; missile range 2 to 14; ECM range 3 to 14 Homing 2 to 11; missile recharge 3 to 18 faster; heat dissipation 2 to 11; max missiles +1 (Advanced)
Drone Drone output 3 to 13; drone speed 3 to 13; bandwidth +1 or +2 (Advanced) Drone endurance 2 to 11; mining speed 3 to 15; heat dissipation 3 to 12; salvage luck 2 to 10
Utility Max hull 3 to 16; heat dissipation 3 to 12; max heat 2 to 11; salvage luck 3 to 14 Kinetic resist 2 to 8; sensor range 2 to 11; mass -1 to -6; repair amount 4 to 15 (Advanced); barrier regen 4 to 15; signature -3 to -10; mining speed 3 to 10; winch speed 3 to 10
Shield Barrier HP 3 to 16; heat dissipation 3 to 12; max heat 2 to 11 Barrier regen 3 to 14; sensor range 2 to 11; mass -1 to -6; signature -3 to -10
Mining Max heat 3 to 13; mining speed 5 to 24; salvage luck 2 to 14 Heat dissipation 3 to 15; sensor range 2 to 15; signature -3 to -16; repair amount 4 to 14

A modifier adds to the item's rating, by tier. Consumables can add, remove, reroll and lock modifiers.