Common Artifacts


Common artifacts are artifacts that can be acquired through cashing in your hourly artifact hauls from planets. Save up your hourly artifact hauls if you want a chance to get more expensive artifacts.



Artifact Name Type Effect Cost in Galaxy Points Artifact Points Cost
Alarm Sentry Trap, planet, 1 week When applied, the first ship to attack the target planet will cause the planet to strike to action, boosting its defense by 600 for 12 hours. 14 1800
Ancient Crystal Foci Ship module, temporary Increases the power of weapon systems by 5% for a short amount of time. 3 400
Android Helmsman Ship, permanent Hiring this droid will add 3 helmsmen to your crew, increasing your defense by 3. The effect is permanent unless you lose a helmsman during raiding or XTS-9 refinement. If your current race is Aerlen when you use one, your defense effectively increases by 3.9 because of the Aerlen's +30% defense bonus. If you were to switch away from Aerlen to another race, you'd see that you still only permanantly increased your defense by 3. 16 2000
Android Scientist Ship, permanent Hiring this droid will add 4 scientists to your crew, increasing your hourly research output by 4 (output increases by 5 if you are a Vygoid due to the 20% research bonus). The effect is permanent unless you lose a scientist during raiding or XTS-9 refinement. 14 1800
Alien Data Disc Research Grants 700 Research Points.

Note: You can also purchase 1000 Research Points for 15 Galaxy Points. This is generally only considered a good use of Galaxy Points early in the game however, as you will eventually earn far more than 1000 research points PER HOUR from planetary production.

N/A 700
Calming Amplifier Battle, player, 4 hours Prevents your ship from being attacked, but also prevents your ship from attacking. 7 900
Cloning Pods Planet, player Quickly maximizes the target planet population. 3 400
Containment Cage Battle, player Removes all harmful effects (except traps) from your ship. 5 600
Containment Missile Battle, enemy Removes most beneficial effects from an enemy ship. This does not include traps like mines. 7 850
Continuum Beacon Ship module, 1 hour Increases the Scanning capability of your ship by 15%. Costs 10 energy to use.

Note 1: only one Continuum Beacon may be used at any time.

Note 2: effects stack with the effects of Stryll Seekers, Subspace Seekers, and Tachyon Cylinders. Use one of each when scanning for planets for best effect.

40 5000
Crimson Obelisk Ship module, temporary Magnifies the intensity of weapon systems, temporarily increasing attack by 10%. Costs 5 energy to use. 7 900
Dark Pyramid Ship module, 10 hours Temporarily increases your cloaking ability by 50. 3 350
Disarming Bomb Ship module, temporary Disrupts the systems of a target ship, temporarily reducing attack by 10%. 7 900
Drannik Saboteur Battle, enemy Sabotages the systems of a non-player enemy (NPC), temporarily reducing its defense by 50%. 13 1600
Durtanium Brackets Ship module, permanent Stabilizes interior bulkheads, permanently increasing ship hull integrity by 10. If your current profession is Fixer when you use one, your hull effectively increases by 15 because of the Fixer's +50% hull bonus. If you were to switch away from Fixer to another profession, you'd see that you still only permanantly increased your hull by 10. 14 1800
EMP Sphere Battle, enemy Disrupts the systems of a target ship, temporarily reducing defense by 10%.

Note : Can be used multiple times on a enemy player so the effects stacked. However, It can only be used once on a NPC.

7 900
Engineered Virus Planet, enemy, 24 hours Stops population growth on an enemy planet. 4 500
Flux Probe Planet This probe returns data on the number of other ships that have scanned the target planet. 2 250
Grav-Whip Trap Trap, planet, 1 week When applied, the first ship to attack the target planet will take 400 damage. 12 1500
Grid Console Ship module, 2 hours A temporary firmware package, increasing your ship defenses by 20%. Costs 5 energy to use. 6 700
Halcyon Trap Trap, ship, 1 week When applied, the first ship to attack you will cause you to become pacified for 2 hours, being unable to attack or be attacked by others. 12 1500
Ion Repulsor Charge Planet, player, 24 hours Bolsters structural defenses on a planet by 30%. 7 900
Ion Storm Charge Planet, enemy, 1 hour Reduces all defenses of an enemy planet by 15%. 7 900
Krionus Virus Trap Trap, ship, 1 week When applied, the first ship to attack you will lose 90% attack for 30 minutes. 8 1000
Longevity Serum Planet, player, 48 hours Increases a planet's maximum population by 50%. 8 1000
Mass Storage Pod Ship module, permanent Permanently expands the cargo capacity of your ship by 60. N/A 20,000
Nanite Swarm Capsules Ship module, 2 hours Releases a swarm of armor nanites around your ship, increasing ship hull integrity by 50%. Costs 5 energy to use. 6 750
Neural Interface Player, 20 minutes Enhances your situational awareness, increasing all experience gains by 15%. 28 3500
Null Fuse Battle, player Removes a harmful trap effect (at random) from your ship. 16 2000
Omicron Mine Trap Trap, ship, 1 week When applied, the first ship to attack you will take 400 additional damage instantly.

Note: Omicron Mine Traps can be traded in for the more powerful Thetacron Mine Trap artifact through the Thetacron Yield Tests mission. This mission can be completed an unlimited number of times.

8 1000
Phase Cutter Chassis Planet structure [Size: 1, Mining: 1, Attack: 100 ]

Constructs a Phase Cutter on your planet (limit 2 per planet).

8 1000
Planetary Time Vortex Planet, player Instantly advances the growth of a recently-colonized planet by 1 day.

Note: does not have any effect on planets that have already peaked in development. The game will still allow you to use them though, so be careful or you will waste them!

4 550
Planet Vortex Deflector Planet, 24 hours Gives the target planet immunity to artifacts.

Note: the immunity to artifacts includes beneficial artifacts including Planet Fluxes!

7 900
Positron Clouder Battle, enemy Reduces the Target Players cloak by 50%. This artifact can be used multiple times on the enemy player so the effects stack. 3 400
Processing Core Chassis Planet structure [Size: 1, Artifact: 1, Mining: 1, Limit: 1]

Constructs a Processing Core on your planet.

16 2000
Quantum Firewall Trap Trap, ship, 1 week When applied, the first ship to hack you will lose all cloaking power for 2 hours. (Their cloak rating will be reduced to 0) 10 1200
Quantum Flare Battle, enemy, 15 minutes Emits rapid pulses of jamming energy, reducing enemy scan ability by 50%. 4 500
Refining Lab Chassis Planet structure [Size: 1, Mining: 1, Research: 1, Limit: 1]

Constructs a Refining Lab on your planet.

16 2000
Relay Tower Chassis Planet structure [Size: 1, Artifact: 1, Research: 1, Limit: 1]

Constructs a Relay Tower on your planet.

16 2000
Repair Nanodrones Battle, player Restores full hull integrity when used.

Note: A full hull restoration may also be purchased directly for 3 Galaxy Points. Your ship will also be fully repaired every time you increase in rank, or when a Tri-Matrix Emblem artifact is used.

N/A 300
Rescued Prisoners Ship, permanent Releasing the prisoners will grant goodwill from their homeworld.

Adds 3 Rank Points. Go to the "Ship Crew & Size" section of the Ship tab to assign them however you like.

Note: most players agree that Decks are the best way to spend Rank points, but it is ultimately up to you to decide how best to spend them.

N/A 4000
Sentry Guards Trap, planet, 24 hours Activates Sentry Guards on the target planet, boosting its attack output by 300. 8 1000
Shield Amplifier Ship module, 4 hours Doubles the amount of shield power available on your ship for four hours.

Note: since shield recharge (Repair) rate is based on max shield strength, this artifact also doubles your shield repair rate whilst it is in effect.

10 1200
Shield Restorer Battle, player Fully restores your Shields when used.

Note: A full Shield restoration may be purchased directly for 3 Galaxy Points. Your shields will also be fully repaired each time you increase in rank, or when you use a Tri-Matrix Emblem artifact. Shields will also auomatically repair themselves over time.

N/A 350
Shield Sentries Trap, planet, 24 hours Activates Shield Sentries on a target planet, boosting its defense by 300 for 1 day (24 hours). 10 1200
Ship-Bot Ship, permanent Permanently adds 2 decks to your ship when used. 24 3000
Space Elevator Chassis Planet structure [Size: 1, Artifact: 1, Population: 50 ]

Constructs a Space Elevator on your planet (limit 2 per planet).

8 1000
Spy Probe - Defenses Battle, enemy This probe returns data on the total amount of defense the target ship has. 2 250
Spy Probe - Resources Battle, enemy This probe returns data on the target ship's resource contents in cargo. 5 600
Spy Probe - Weapons Battle, enemy This probe returns data on the total amount of attack power the target ship has. 2 250
Spy Uplink Chassis Planet structure [Size:1, Research: 1, Cloak: 40 ]

Constructs a Spy Uplink on your planet (limit 2 per planet).

8 1000
Star Chart Purger Planet Removes the target planet from your scan database, increasing your chances of scanning for new locations. Costs 5 energy to use.

Note: it is possible, albeit unlikely, to re-scan a planet you have previously purged.

8 1000
Subspace Seeker Ship module, 1 hour Temporarily increases the scanning capability of your ship by 150. Costs 10 energy to use.

Note 1: only one Subspace Seeker may be used at any time.

Note 2: effects stack with the effects of Continuum Beacons, Stryll Seekers, and Tachyon Cylinders. Use one of each at the same time when scanning for planets for best effect.

16 2000
Tachyon Cylinder Ship module, 1 hour Temporarily increases the scanning capability of your ship by 50.

Note 1: only one Tachyon Cylinder may be used at any time.

Note 2: effects stack with the effects of Continuum Beacons, Stryll Seekers, and Subspace Seekers. Use one of each at the same time when scanning for planets for best effect.

6 700
Tesseract Container Ship, permanent Permanently expands the cargo capacity of your ship by 10. 14 1750
Time Manipulator Player Removes any active timers for your hack, raid, repair, and trade abilities, allowing you to use those abilities again. N/A 750
Unstable Wormhole Emitter Battle, player Warps away 1 guard of a target enemy planet. 17 2100
Void Shell Planet, player, 1 day Surrounds a planet in a strong stealth field, increasing its cloak by 100 for 1 day. 4 550
Warp Gate Chassis Planet Structure [Size: 1, Mining: 1, Artifact: 1, Research: 1, Limit: 1]

Constructs a Warp Gate on your planet.

32 4000
XCharge Cells Ship module, permanent Integrates into existing field systems, permanently increasing your shield capacity by 5. If your current profession is Physicist when you use one, your shield effectively increases by 6.5 because of the Physicist's +30% shield bonus. If you were to switch away from Physicist to another profession, you'd see that you still only permanantly increased your shield by 5. 14 1800

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