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The Safari is a generation two ship specifically designed for transporting wildlife. Over its ancestor the Ark, the Safari has better shields, a faster sublight speed, more power available and over double the jump range. It also increases flexibility further with four customisable rooms and a larger 1,000 Mgs hold.

Availability: Civilian Guild

Tier: 5

Shield: 400 ZWs

Hull: 500 GPa

Power: 5.8 ZWs

Speed: 0.20 LY/m

FTL Range: 25 LYs

FTL Charge Time: 2 minutes

Maximum Fuel: 495.0 LYs

Hold: 1,000 Mgs

Customisable Rooms: 4

Bays: 0

Can Land: Yes

Ship Docking: No

Length: 911 m

Width: 299 m

Decks: 10

Cost: 850,000 credits

Skill Requirement: Hunter 10.

Crew Requirement: 6

Guild Requirement: Hunters Pact.

Passive Perk: Wildlife Pens
Ships with this perk feature wildlife pens that can be used to store captured wildlife for delivery to reserve structures.

Logistics Role

Logistics role ships increase their sublight speed for travel proportional to how full their hold is, up to a maximum added speed of 0.2 LY/m.

Starter Cards

[DEFENCE] Repair Crews: Modifies the following statistics instantly for [SELF]: Shields: +20 ZWs. Hull: +20 GPa.

[DEFENCE] Scale Plate: Modifies the following statistics instantly for [SELF]: Hull: +20 GPa.

[SPECIAL] Rapid Retreat: Add a retreat card to all friendly hands that don't have one.

Flight Time Units

As you use a ship for its intended purpose you will accumulate flight time units (FTUs) which can viewed in the tactical window. Once the FTUs reach 100% you will be awarded an upgraded version of the ship (if one is available), parked at a specified location.

The progression path for this ship is: Safari


You can compare this ship to another ship by selecting it from the list below. The compared ship statistics will show in brackets.