5Dim Wiki Component

Component

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What are components?

Components are the parts you use to design your ships. Each component has unique characteristics and is unlocked when you reach a certain level in the corresponding research.

Remember: When you raise the level of a research, you not only unlock new components, but also automatically improve all components already equipped on your ships.

Component types

Weapons
Cannons: Direct structure damage, with variants that shift range or target rows without drifting too far from the base total damage
Missiles: High damage, low rate of fire
Lasers: Continuous damage

Unlocks with: Weapons Technology

Armor
Increase the ship's structure
Protect against all types of damage
A ship without armor is easily destroyed

Unlocks with: Armor Technology

Reactors
Provide energy to the ship
Without enough energy you cannot create a design
Each component consumes energy

Unlocks with: Reactor Technology

Impulse Engines
Allow movement in combat
The highest impulse engine level in the design sets its base cap; bonuses are applied afterwards
Affect evasion in battle

Unlocks with: Impulse Engine Technology

Hyper Engines
Allow travel between systems
The highest hyper engine level in the design sets its base cap; bonuses are applied afterwards
Do not affect combat

Unlocks with: Hyper Engine Technology

Other modules
Cargo: Transport resources
Hangars: Carry ships
Collectors: Collect from asteroids

Various civilian research

Component sizes

Components come in different sizes that correspond to the type of ship where they can be mounted:

Fighter
Fighters
Small, cheap, low energy consumption
Corvette
Corvettes
Balance between cost and power
Cruiser
Cruisers
Versatility and moderate power
Battleship
Battleships
High power, high consumption
Titan
Titans
Maximum power, maximum consumption
You can only mount components of the size corresponding to your ship or smaller. For example, a Cruiser can carry Fighter, Light, or Medium components.

Component classes

In addition to size, components have different classes (A, B, C, D, E...) representing variants with different characteristics:

  • Simple classes (A, B, C, D, E): Specialized in one type of damage or defense
  • Combined classes (AB, BC, CD...): Hybrids that combine two types
  • Special classes (LR, PR, OI, PI, PL, TR): Unique components with special abilities
Experiment with different class combinations to find the strategy that best suits your playstyle.

Class modifiers (A–E)

Classes A–E not only determine the impact row for weapons, but also modify the base costs and stats of any component type:

A
Economic
Resource cost −25%
Ideal for mass production.
B
Light
Component mass −15%
Useful for designs that need to save weight.
C
Structural
Armor structure +10%
Class C armor gets additional structure.
D
Fast
Fabrication ×0.5 · Fuel −15%
Perfect for producing ships quickly.
E
Efficient
Energy ×0.5 · Reactors +10%
Class E reactors generate more energy.
These modifiers apply to all component types (weapons, armor, reactors, engines, etc.), not just weapons.

Simple weapon classes (A–E)

Combat takes place on a 5-row by 10-column grid. Each simple weapon class targets a different row on the battlefield:

  • Class A: Targets row 1 (top)
  • Class B: Targets row 2
  • Class C: Targets row 3 (center)
  • Class D: Targets row 4
  • Class E: Targets row 5 (bottom)
Damage partially spreads to adjacent rows and previous columns. Choose the class based on where you think enemy ships will be positioned.
Combined weapon classes

Combined classes (AB, AC, AD, AE, BC, BD, BE, CD, CE, DE) impact two rows simultaneously. The first letter indicates the main impact row and the second the secondary row.

The greater the distance between the two target rows, the higher the primary row damage multiplier. For example, AE (rows 1 and 5) has more primary damage than AB (rows 1 and 2).

Special weapon classes

  • LR — "Sniper": Increases range by +1 column. Attacks further enemies than normal. Available in Fighter, Light, Medium and Heavy.
  • PR — "Ram": Reduces range by -1 column. Attacks closer but with compensated damage. Available in all sizes.
  • TR — "Mega Ram": Reduces range by -5 columns. Devastating at point-blank, massive short-range damage. Heavy and Titan only.
  • PL — "Aggressive alliance artillery": ×7 damage across all rows. Devastating weapon requiring aggressive alliance. Heavy and Titan only.
  • OI — "Designer alliance constant": Uniform ×3.2 damage that barely decays with distance. Requires designer alliance. Heavy and Titan only.

Special engine classes

  • KG — Mixed Hyper Engine: Hyper ×1.15 + provides 15% additional impulse speed. Not available in Fighter.
  • GK — Mixed Impulse Engine: Normal impulse + provides 15% additional hyper speed. Not available in Fighter.
  • IH — Converted Impulse Engine: Impulse ×0.6 but provides hyper equal to 60% of base impulse. Not available in Fighter.
  • HI — Converted Hyper Engine: Hyper ×0.6 but provides impulse equal to 60% of base hyper. Not available in Fighter.
Mixed engines allow you to save design slots by combining two functions in a single component, at the cost of some efficiency.

Special hangar classes

  • Z — Massive fighter hangar: Large capacity to transport fighters. Only available on Medium-sized ships or larger.
  • Y — Massive corvette hangar: Large capacity to transport corvettes. Only available on Heavy or larger.
  • W — Massive cruiser hangar: Large capacity to transport cruisers. Only available on Titan.
Massive hangars cancel the ability to carry other ship sizes — they are specialized in a single size.

Class WR — Universal Collector

WR — Universal Collector: Collects all resource types simultaneously instead of just one. Cost ×1.85 and mass ×2. Medium, Heavy and Titan only.

Tips for new players

  • Start with class A components — they are the cheapest and let you learn without spending too many resources
  • Don't obsess over advanced classes early on — focus on leveling up research to unlock more options
  • Always make sure you have enough reactors — without energy, you can't complete a ship design
  • A design with more armor not only resists more, but also deals more damage — in combat, offensive damage is proportional to remaining structure
  • Check the "Components" tab above to see which components you have unlocked and which ones you're missing

Advanced component strategies

  • Use combined classes (AB, CD, etc.) to cover multiple battlefield rows with fewer components
  • LR weapons for long-range bombardment fleets; PR/TR for close assault ships that attack at point-blank
  • Class D for mass production — the ×0.5 fabrication time lets you replenish fleets quickly
  • Class E to optimize energy in complex designs with many components
  • Z/Y/W hangars to transport large numbers of smaller ships — ideal for mass attacks
  • WR collectors to maximize collection with fewer ships, though at a higher unit cost

How do I know what components I have?

In the table below you can see all the components in the game and which ones you have unlocked:

  • Green: You already have it unlocked
  • Red: You don't have it yet, you need to level up
  • The "Tech Level" column shows your current level in that research
  • The "Level" column shows the required level to unlock the component

Unlockable by technological level

Check what components you unlock with each technology level:

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