Energy
Energy E is one of the most important resources that you will manage as captain of your ship. Your current Energy reserve is shown by the yellow bar in the upper left portion of your screen (above Hull) along with numbers showing your current usable energy reserve and current energy capacity when full. Players start with 80 energy, provided by 80 Engineers. Having insufficient energy may mean you have to wait on your energy to recharge in order to do anything.
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Using Energy
Energy allows you to complete the basic functions of Galaxy Legion, these being...
- To advance in Missions
- To colonize, attack and invade Planets
- To attack and disable other ships and Legion Bases
- To hack or raid other players
- To use certain Artifacts
- To post on individual Ship Comms (not Legion Comms)
- To bid on items in the Galactic Trading Center
Restoring Energy
Energy is regenerated in several ways:
- Regenerates for free over time.
- The base regeneration period is 180 seconds per energy point.
- The regeneration period is reduced by the amounts and types of Relays, certain Mission Items and Artifacts installed on your ship.
- The countdown timer to the right of the Energy Bar shows the time remaining until the next energy point is added.
- Full Energy Refills can be done.
- Using certain Energy Boosting Artifacts.
- Using Galaxy Points.
- Advancing in Rank refills energy reserves to the installed capacity.
Energy Restoring Artifacts
- Remember to Uninstall any Relays you may have in your ship before using an energy booster
- Remember to Install any Reactors or Cores you may have in your ship before using an energy booster
Image | Artifact Name | Obtained From | Event | Effect |
---|---|---|---|---|
Energy Cube | Daily Reward | Daily / Ongoing | Fully restores energy.
Note: uninstall your relays, uninstall any weapon modules that drain energy, and equip all of your best power cores BEFORE you use the Energy Cube to get the maximum energy recharge possible. | |
Tri-Matrix Emblem | Daily Reward | Daily / Ongoing | Fully restores hull, shields and energy.
Note: uninstall your relays, uninstall any weapon modules that drain energy, equip all of your best power cores, equip all of your best shields, and equip all of your best hull modules BEFORE you use the Tri-Matrix Emblem to get the maximum energy recharge, shield recharge, and hull repair possible. | |
Elios Heliacal Plant (planet structure) | Artifact Market | Elios (seasonal event) | Fully restores energy (2 charges).
Note: uninstall your relays, uninstall any weapon modules that drain energy, and equip all of your best power cores BEFORE you use the charge of the Elios Heliacal Plant to get the maximum energy recharge possible. |
Improvements
Energy can be improved in three ways:
- Recharge Rate: Installing Relays and certain Mission Rewards and Artifacts onto your ship will reduce the time it takes to recharge one point of energy Energy Charge Rate, allowing you to do more in the game sooner. This often comes at the cost of lowering your max energy capacity, so be careful not to be gone too long, or energy will fill and the benefit is wasted.
- Energy capacity: Installing Reactors and certain Artifacts onto your ship will increase your maximum energy capacity, thereby letting you get a good night's sleep (or earn a living) without worrying about filling up and wasting regeneration cycles. Installing some of these is often considered essential if you use Relays, to counter the capacity reduction inherent in them.
- Crew: Purchasing Engineers with Rank Points will permanently increase your max energy. You gain two Engineers (and thus, two max energy) for every rank point spent. Where ship modules come with install and upkeep costs, Engineers take no space and will happily work for free. They also improve your chance of successfully raiding.
Reductions
Energy will be reduced by using certain Relays and Weapons.
Maximum Energy reduction is 630.
Relays
Image URL | Name | Size | Charge Rate | Max Energy Reduction | Upkeep | Gained From |
---|---|---|---|---|---|---|
Power Conduit | 5 | +1 | -5 | 50 CR per day | Advanced Power Systems | |
High Energy Relay | 5 | +3 | -10 | 299 CR per day | Superconductive Relays | |
Plasma Relay | 5 | +6 | -20 | 1,200 CR per day | Plasma Relays | |
Wave Conduit | 5 | +9 | -30 | 4,900 CR per day | Wave Conduits | |
Positron Relay | 5 | +12 | -40 | 20K CR per day | Positron Relays | |
X Conduit | 5 | +15 | -50 | 90K CR per day | X Conduits | |
Transconduit | 5 | +18 | -60 | 405K CR per day | Transconduits | |
Isomophic Repeater | 5 | +21 | -70 | 1,850K CR per day | Isomorphic Entanglement | |
Wormhole Relays | 5 | +24 | -90 | 10M CR per day | Wormhole Channeling | |
HyperChannel Relays | 5 | +27 | -120 | 45M CR per day | Flux Vibration Channeling |
Weapons
Image URL | Name | Size | ATK (Attack) | Second Bonus | ATK/Deck | Gained From | Equip Limit | Upkeep per Day |
---|---|---|---|---|---|---|---|---|
Ion Pulse Ballistae | 10 | 80 | -40 Energy | 8 | NPC: Drannik Ballistae | 4 Drannik Weapons | 125,000 CR | |
Exotic Pulser | 5 | 30 | -10 Energy | 6.000 | Mission: Slowing the Prejor Advance | 3 Exotic Pulsers | 2,100 CR |
Energy Recharge
The recharge rate starts at 180 seconds per energy unit.
This is mostly increased by way of relays.
All other increases come from the Artifact Market or from Mission Tier Rewards.
Energy Recharge Modules - Relays
Module | Limit | Decks | Effect | Obtained from | Cost | Seconds Per Energy | Energy Per Hour (3600/SPE) |
---|---|---|---|---|---|---|---|
Default (none) | 180 | 20 | |||||
Omicron Injector | 1 | 0 | +10 Charge | Mission Completion 1st Tier Reward | 170 | 21 | |
Chron-Transistor | 1 | 0 | +5 Charge | Mission Completion 10th Tier Reward | 165 | 22 | |
Krionite Transducer | 1 | 0 | +8 Charge | Mission Completion 23rd Tier Reward | 157 | 23 | |
F.A.T.H.E.R. | 2 | 5 | +5 Charge | Artifact market | 40 GP | 147 | 24 |
Silthion T-Plasma Hub | 3 | 5 | +3 Charge | Silthion Hive Colony | 138 | 26 | |
HyperChannel Relays | 4 | 5 | +27 Charge | Flux Vibration Channeling | 30 | 120 | |
Elios Collector | 2 | 10 | +5 Charge | Artifact market during Elios_(seasonal_event) starting in 2014 | 56 GP | 20 | 180 |
Elios Collector II | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2015 | 47 GP | 18 | 200 |
Elios Collector III | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2016 | 47 GP | 16 | 225 |
Elios Collector IV | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2017 | 47 GP | 14 | 257 |
Elios Collector V | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2018 | 47 GP | 12 | 300 |
Elios Collector VI | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2019 | 47 GP | 10 | 360 |
Elios Collector VII | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2020 | 47 GP | 8 | 450 |
Elios Collector VIII | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2021 | 47 GP | 6 | 600 |
Elios Collector IX | 2 | 10 | +1 Charge | Artifact market during Elios_(seasonal_event) starting in 2021 | 51 GP | 4 | 900 |
See Also: