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. A maximum of 500 artifacts can be received in a single pull. Your pull will also be interrupted if your Cargo capacity is reached.

While this table includes the galaxypoints.png GP cost to buy common artifacts, most galaxypoints.png GP should be reserved to buy much more limited artifacts.

The minimum price for sendable common artifacts on the Galactic Trading Center is 10,000 credits.

Minimum scrap value in credits for each common artifact is 5x the Artifact Points Cost.

Maximum scrap value in credits for each common artifact is 20x the Artifact Points Cost



Artifact Name Type Effect Artifact Points Cost Min Scrap Value Max Scrap Value Send-able? galaxypoints.png GP Cost
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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. 1800 009,000 036,000 Yes 14
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Alien Data Disc
Research Grants 700 Research Points.

Note: You can also purchase 1000 Research Points for 15 Galaxy Points. This is generally considered an extremely bad use of Galaxy Points.

0700 003,500 014,000 No N/A
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Ancient Crystal Foci
Ship module, temporary Increases the power of weapon systems by 5% for a short amount of time. 0400 002,000 008,000 Yes 3
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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 permanently increased your defense by 3. 2000 010,000 040,000 No 16
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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. 1800 009,000 036,000 No 14
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Calming Amplifier
Battle, player, 4 hours Prevents your ship from being attacked, but also prevents your ship from attacking. 0900 004,500 018,000 Yes 7
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Cloning Pods
Planet, player Quickly maximizes the target planet population. 0400 002,000 008,000 Yes 3
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Containment Cage
Battle, player Removes all harmful effects (except traps) from your ship. 0600 003,000 012,000 Yes 5
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Containment Missile
Battle, enemy Removes most beneficial effects from an enemy ship. This does not include traps like mines. 0850 004,250 017,000 No 7
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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 Tachyon Cylinders, Subspace Seekers, and Stryll Seekers. Use one of each when scanning for planets for best effect. Always use the additive (Tachyon, Subspace) buffs before the percentage buffs (Continuum, Stryll).

5000 025,000 100,000 Yes 40
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Crimson Obelisk
Ship module, temporary Magnifies the intensity of weapon systems, temporarily increasing attack by 10%. Costs 5 energy to use. 0900 004,500 018,000 Yes 7
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Dark Pyramid
Ship module, 10 hours Temporarily increases your cloaking ability by 50. 0350 001,750 007,000 Yes 3
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Disarming Bomb
Ship module, temporary Disrupts the systems of a target ship, temporarily reducing attack by 10%. 0900 004,500 018,000 Yes 7
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Drannik Saboteur
Battle, enemy Sabotages the systems of a non-player enemy (NPC), temporarily reducing its defense by 50%. 1600 008,000 032,000 Yes 13
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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 13 because of the Fixer's +30% hull bonus. If you were to switch away from Fixer to another profession, you'd see that you still only permanently increased your hull by 10. If you are of the Lazuli race the boost increases to 15 due to the race's 50% boost to hull, which would go back to 10 if you swapped races. It is possible to be a Lazuli Fixer, which would mean a total boost of 19.5 (1.3 from Fixer * 1.5 from Lazuli) per artifact for the cumulative +95% bonus. 1800 009,000 036,000 No 14
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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.

0900 004,500 018,000 Yes 7
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Engineered Virus
Planet, enemy, 24 hours Stops population growth on an enemy planet. 0500 002,500 010,000 Yes 4
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Flux Probe
Planet This probe returns data on the number of other ships that have scanned the target planet. 0250
(set of 3)
001,250 005,000 Yes 2
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Grav-Whip Trap
Trap, planet, 1 week When applied, the first ship to attack the target planet will take 400 damage. 1500 007,500 030,000 Yes 12
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Grid Console
Ship module, 2 hours A temporary firmware package, increasing your ship defenses by 20%. Costs 5 energy to use. 0700 003,500 014,000 Yes 6
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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. 1500 007,500 030,000 Yes 12
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Ion Repulsor Charge
Planet, player, 24 hours Bolsters structural defenses on a planet by 30%. 0900 004,500 018,000 Yes 7
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Ion Storm Charge
Planet, enemy, 1 hour Reduces all defenses of an enemy planet by 15%. 0900 004,500 018,000 Yes 7
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Krionus Virus Trap
Trap, ship, 1 week When applied, the first ship to attack you will lose 90% attack for 30 minutes. 1000 005,000 020,000 Yes 8
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Longevity Serum
Planet, player, 48 hours Increases a planet's maximum population by 50%. 1000 005,000 020,000 Yes 8
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Mass Storage Pod
Ship module, permanent Permanently expands the cargo capacity of your ship by 60. 20,000 100,000 400,000 No N/A
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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. 0750 003,750 015,000 Yes 6
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Neural Interface
Player, 20 minutes Enhances your situational awareness, increasing all experience gains by 15%. 3500 017,500 070,000 Yes 28
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Null Fuse
Battle, player Removes a harmful trap effect (at random) from your ship. 2000 010,000 040,000 No 16
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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.

1000 005,000 020,000 Yes 8
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Phase Cutter Chassis
Planet structure [Size: 1, Mining: 1, Attack: 100 ]

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

1000 005,000 020,000 No 8
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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!

0550 002,750 011,000 Yes 4
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Planet Vortex Deflector
Planet, 24 hours Gives the target planet immunity to artifacts.

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

0900 004,500 018,000 Yes 7
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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. 0400 002,000 008,000 Yes 3
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Processing Core Chassis
Planet structure [Size: 1, Artifact: 1, Mining: 1, Limit: 1]

Constructs a Processing Core on your planet.

2000 010,000 040,000 No 16
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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) 1200 006,000 024,000 Yes 10
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Quantum Flare
Battle, enemy, 15 minutes Emits rapid pulses of jamming energy, reducing enemy scan ability by 50%. 0500 002,500 010,000 Yes 4
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Refining Lab Chassis
Planet structure [Size: 1, Mining: 1, Research: 1, Limit: 1]

Constructs a Refining Lab on your planet.

2000 010,000 040,000 No 16
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Relay Tower Chassis
Planet structure [Size: 1, Artifact: 1, Research: 1, Limit: 1]

Constructs a Relay Tower on your planet.

2000 010,000 040,000 No 16
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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.

0300 001,500 006,000 Yes N/A
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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.

4000 020,000 080,000 No N/A
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Sentry Guards
Trap, planet, 24 hours Activates Sentry Guards on the target planet, boosting its attack output by 300. 1000 005,000 020,000 Yes 8
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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.

1200 006,000 024,000 Yes 10
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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 automatically repair themselves over time.

0350 001,750 007,000 Yes N/A
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Shield Sentries
Trap, planet, 24 hours Activates Shield Sentries on a target planet, boosting its defense by 300 for 1 day (24 hours). 1200 006,000 024,000 Yes 10
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Ship-Bot
Ship, permanent Permanently adds 2 decks to your ship when used. 3000 015,000 060,000 No 24
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Space Elevator Chassis
Planet structure [Size: 1, Artifact: 1, Population: 50 ]

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

1000 005,000 020,000 No 8
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Spy Probe - Defenses
Battle, enemy This probe returns data on the total amount of defense the target ship has. 0250
(set of 2)
001,250 005,000 Yes 2
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Spy Probe - Resources
Battle, enemy This probe returns data on the target ship's resource contents in cargo. 0600 003,000 012,000 Yes 5
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Spy Probe - Weapons
Battle, enemy This probe returns data on the total amount of attack power the target ship has. 0250
(set of 2)
001,250 005,000 Yes 2
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Spy Uplink Chassis
Planet structure [Size:1, Research: 1, Cloak: 40 ]

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

1000 005,000 020,000 No 8
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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.

1000 005,000 020,000 No 8
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Subspace Seeker
Ship module, 1 hour Temporarily increases the scanning capability of your ship by 175. 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.

2000 010,000 040,000 Yes 16
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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.

0700 009,000 036,000 Yes 6
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Tesseract Container
Ship, permanent Permanently expands the cargo capacity of your ship by 10. 1750 003,500 014,000 No 14
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Time Manipulator
Player Removes any active timers for your hack, raid, repair, and trade abilities, allowing you to use those abilities again. 0750 003,750 015,000 Yes N/A
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Unstable Wormhole Emitter
Battle, player Warps away 1 guard of a target enemy planet. 2100 010,500 042,000 Yes 17
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Void Shell
Planet, player, 1 day Surrounds a planet in a strong stealth field, increasing its cloak by 100 for 1 day. 0550 002,750 011,000 Yes 4
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Warp Gate Chassis
Planet Structure [Size: 1, Mining: 1, Artifact: 1, Research: 1, Limit: 1]

Constructs a Warp Gate on your planet.

4000 020,000 080,000 No 32
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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 permanently increased your shield by 5. 1800 009,000 036,000 No 14



Artifacts | Battle Market Artifacts | Mission Artifacts | NPC-Dropped Artifacts | Market Artifacts | Base-Raiding Artifacts | Collective Theory Lab


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