Items

Resonators

Level 4 Resonator

Resonators align a portal to your faction, and help keep the portal aligned to your faction. They’re used to gain control of and level up portals, and every resonator contains a tank of XM. When this tank runs out, the resonator is destroyed. Resonators lose an amount of health each day, and XMP Bursters reduce the health of resonators too. You can recharge resonators to keep their tanks full.

Resonators are levelled items from L1 to L8, each level having an a larger XM tank and decay rate from the last. You can only use levelled items which are at your level or lower.

Resonators always decay over time at the same rate, no matter the level. Thus, if you deploy a portal with different levels of resonator, and nobody recharges it, then after several days, all resonators will have the same percentage health. After seven days, the resonator will have completely decayed.

Weapons

XMP Burster

Level 6 XMP Burster

The XMP Burster is the main weapon in Ingress. It provides an explosion of XM, which damages resonators and has a chance of destroying portal mods. Bursters are levelled items from L1 to L8, each level having an increased damage and range from the last. You can only use levelled items which are at your level or lower.

If you destroy six of the resonators on a portal (leaving only two), the portal will no longer be able to sustain the links, so all links and fields anchored from that portal will also be destroyed.

UltraStrike

Level 8 UltraStrike

The UltraStrike is very similar to an XMP, but has a much reduced range. This means all it’s energy can be channelled into one very small spot. This makes it good for targeting a single resonator on a portal, and if fired directly on top of a portal, has a good chance of ripping off a mod.

Power Cube

Level 5 Power Cube

Power Cubes are a single-use block of XM that you can use to recharge your XM bar. They are levelled items from L1 to L8, each level having an increased store of XM from the last. You can only use levelled items which are at your level or lower. L1 cubes store 1000 XM, L2 stores 2000 XM, and so on up to L8 storing 8000 XM.

Defensive Mods

Portal Shields

A Common Shield

Shields are used to defend a portal from attack, which you can see as an energy dome over the portal.

Shields come in several different varieties:

• Common
• Rare
• Very Rare
• AXA

Each variety is harder to come across than the former, but is also much more effective, and resistant to attack. Shields are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed.

An AXA Shield

Common shields have a mitigation of 30, rare shields have a mitigation of 40, Very Rare shields have a mitigation of 60, and AXA shields have a mitigation of 70. Mitigation is a percentage value of how much of an attack is defended against, but this value is capped at 95%. Thus, deploying more shields above the mitigation cap will only help if a shield is destroyed – this can be valuable to give you more time to defend the portal.

Force Amps

Rare Force Amp

Force amps increase the attack damage of a portal when an enemy attacks or hacks a portal.

Force amps only come in the rare variety, and it doubles the attack strength. When a portal attacks a player, it removes a portion of the player’s stored XM.

Using multiple force amps on a single portal has diminishing returns – using a single force amp does 2x damage, but using four only does 3x damage!

Force amps are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed.

Turrets

Rare Turret

Turrets increase the attack frequency of portals.

Using multiple turrets on a single portal has diminishing returns – using a single turret doubles the attack frequency, but using four only triples it! Turrets also increase the hit bonus by +0.2 per turret.

Turrets are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed.

Hacking Mods

Heat Sinks

A Common Heat Sink

A portal can normally only be hacked once every 5 minutes, but a heat sink allows you to reduce this time between hacks. Heat sinks come in several variations – common, rare, and very rare.

A common heat sink will reduce the time between hacks by 20%, a rare will reduce the time by 50%, and a very rare by 70%. For example, a portal with a single rare heat sink will become hackable every 2.5 minutes.

Deploying multiple heat sinks has diminishing returns. The highest rarity heat sink will have it’s full effect, but any other heat sinks will only have half the effect. For example, deploying two rare heat sinks, and one common heat sink would have the effect of:

$1-(1-0.5)*(1-\frac{0.5}{2})*(1-\frac{0.2}{2}) = 66.25%$

There is no difference in the order of deployment, the highest rarity heat sink will always take priority.

Heat sinks also have the ability to reset the deployment and cooldown counters when deployed to a portal. This means that if you deploy a heat sink, then you can treat the portal as if you’ve not hacked it at all – the portal will be ready to hack immediately. This effect only works for the agent who deployed the heat sink.

Heat sinks are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed.

Multi-hacks

A Common Multi-hack

A portal can normally only be hacked four times every four hours, but a multi-hack allows you to increase this limit. Multi-hacks come in several variations – common, rare, and very rare.

A common multi-hack will add four hacks to the counter, a rare will add eight hacks, and a very rare will add 12 hacks. This means that a portal with a single rare multi-hack will be hackable a total of twelve times (four initially, plus the extra eight from the multi-hack).

Deploying multiple multi-hacks has diminishing returns. The highest rarity multi-hack will have it’s full effect, but any other multi-hacks will only have half the effect. For example, deploying two rare multi-hacks, and one common multi-hack would have the effect of:

$4 + 8 + (8/2) + (4/2) = 18$

There is no difference in the order of deployment, the highest rarity multi-hack will always take priority.

Multi-hacks are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed.

Link amps come in two varieties, rare and very rare. A rare link amp increases the maximum length of a link by 2x, and a very rare link amp increases it by 7x. For a Level 8 portal, the maximum range is 655km, which is increased to 1310km with a single rare link amp or 4585km with a single very rare link amp. Link amps have diminishing returns like other portal mods.

Very rare link amps are impossible to obtain except by request from Niantic, who will provide a passcode. It is thought that links placed with the very rare link amp are persistent, not being dropped when the portal is destroyed, thus requiring their manual removal by Niantic.

Link amps are portal mods, and hence count towards the maximum of four mods that can be deployed on a portal. As a portal mod, it cannot be removed or replaced once it has been deployed. In most situations, this makes their use in dense portal clusters annoying to your own team. There is almost no situation where deploying link amps is a good idea.

Capsules

Capsule

Capsules are special items which can hold other items. Note that while a capsule can store 100 items inside, the stored items still count towards your inventory limit (think of it like weight). Items stored in capsules cannot be used until they are removed from the capsule.

Capsules cannot store other capsules, and are mainly used for transferring items between agents.

Every capsule has it’s own unique hexadecimal identification number.

Viruses

Viruses are special items which can flip the alignment of a portal. These are very powerful weapons to which there is practically no defence. Either virus can be used by either faction, but using them provides no access points and does not contribute to statistics.

Using a virus will destroy all links and fields anchored to that portal (otherwise there would be links going to a portal owned by the other faction, which isn’t allowed).

You need 1000XM per portal level to flip a portal, and you can flip a portal which is two levels above you if you have a completely full XM bar (L5 player can hold 7000 XM etc)

JARVIS Virus

The ADA Refactor can be used on any Enlightened portal, which will flip the portal from Enlightened to Resistance. All attributes of the portal including deployed resonators, health, mods, and deployment distance will remain. If used by an Enlightened agent, the portal, resonators, and mods will be owned by __ADA__, if used by a Resistance agent, the portal, resonators and mods will be owned by that agent.

Similarly, the JARVIS Virus can be used on any Resistance portal, flipping it to the Enlightened. If used by a Resistance agent, all ownership will be __JARVIS__, otherwise it will be owned by the Enlightened agent who used the virus.

Both viruses are identical in behaviour, except one flips one way and the other flips the other way.

Beware – you can only use a virus on a portal if it has not been hit by a virus in the past hour. If a virus has been used in the past hour, then the virus will fail and be consumed.

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