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  • Races
    …as a racial trait that applies a %bonus to a ship stat, applied after ship modules and crew effects. Changing your race will cause you to lose the trait bon… …hrough [[Reactors]] and engineers than other races, but also reduce more [[Energy]] lost from [[Relays]].
    34 KB (4628 words) - 04:08, 1 July 2025
  • Main Page
    == Ship Modules == * [[Other Modules]]
    3 KB (327 words) - 19:52, 5 May 2024
  • Cargo
    *Hold more heavy materials: {{Neutronium}}, {{Corruption}}, {{Prismodyne Energy}}. * {{Prismodyne Energy}}
    5 KB (712 words) - 05:14, 12 July 2025
  • Rank Points
    …decks allow you to equip more, or larger, and therefore more powerful ship modules. …ce allows your ship to carry more minerals, artifacts, and unequipped ship modules at a time.
    5 KB (874 words) - 21:31, 23 January 2020
  • Energy
    [[Category:Ship Energy]][[Category:Gameplay and Help]] …Engineers]]. Having insufficient energy may mean you have to wait on your energy to recharge in order to do anything.
    14 KB (1877 words) - 03:51, 6 July 2025
  • Stats
    | align="center" | [[Defensive Modules|Thrusters and Dampeners]] (Defenses/Shields) | align="center" | [[Jammers and Cloaking Modules|Cloaks and Jammers]] (Devices)
    5 KB (705 words) - 18:56, 21 June 2025
  • Modules
    '''Modules''' include all of the equipment that can be installed in any of the 5 ship… *Energy - [[Reactors]] and [[Relays]]
    5 KB (740 words) - 23:38, 27 August 2014
  • Weapons
    | align="left" | [[Research_Tree#Advanced_Weapons|Phased Energy]] | align="left" | [[Research_Tree#Advanced_Weapons|Phased Energy]]
    61 KB (7385 words) - 21:15, 26 May 2024
  • Minerals
    All minerals can be sold and are used to create [[Structures]] and [[Modules]]. If you wish to build a structure or buy a module without having to che… …arn [[Credits]] at later ranks. Selling minerals is also easier and more [[Energy]] efficient then gaining [[Credits]] through [[Missions]].
    6 KB (798 words) - 04:58, 12 July 2025
  • Structures
    | align="left" | [[Habitation Modules]] | align="left" | [[Research_Tree#Weapons|Phased Energy]]
    19 KB (2221 words) - 22:07, 23 January 2020
  • Combat
    …thers will give you a chance to improve your ship or planets via special [[modules]], [[artifacts]], and sometimes [[research]] points. Some may only be enco… … [[Allies|ship allies]]. They can also be used to further upgrade existing modules, structures or ship allies that you already own.
    11 KB (1790 words) - 01:06, 24 January 2020
  • Prejoran Power-Diffuser Blueprints
    …]][[Category:Mission Artifacts]][[Category:Ship Artifacts]][[Category:Ship Modules]][[Category:Blueprints]] '''Cost in [[Energy]] to Use:''' <br>
    1 KB (155 words) - 04:46, 16 February 2017
  • Ship Shields
    [[Category:Ship Modules]][[Category:Ship]][[Category:Combat]][[Category:Ship Shields]] … total unbuffed shield per 'tick') when they take damage. Shield recharge modules can also reduce the recharge time (thereby increasing the repair rate), ma…
    31 KB (3630 words) - 22:20, 19 June 2025
  • Hulls
    [[Category:Ship Modules]][[Category:Ship]][[Category:Combat]][[Category:Ship Hull]] | align="center" | +20 Energy <small><sup>4</sup></small>
    19 KB (2173 words) - 21:22, 26 May 2024
  • Mission Rewards
    [[Category:Missions]][[Category:Ship Modules]][[Category:Structures]][[Category:Artifacts]][[Category:Mission Artifacts… They allow for special buildings or modules to be constructed. Known blueprints include Anti-Resistance Base, Exotic T…
    10 KB (1489 words) - 03:59, 16 June 2024
  • Exotic Dynamo
    …egory:Mission Completion Rewards]][[Category:Ship Modules]][[Category:Ship Energy]][[Category:Ship Size 0]][[Category:Ship Artifacts]] '''Cost in [[Energy]] to Use:''' None<br>
    1 KB (154 words) - 09:10, 15 April 2019
  • AI Supercomputer
    '''Cost in [[Energy]] to Use:''' None<br> Return to [[Ship Modules]]<BR>
    1,019 B (148 words) - 08:58, 15 April 2019
  • Relays
    …Category:Ship Modules]][[Category:Ship]][[Category:Combat]][[Category:Ship Energy]] …l. You can equip up to four standard Relays at a time, but like other ship modules, you can conduct research to access better relays that increase your recha…
    16 KB (2153 words) - 02:12, 15 August 2024
  • Senator Test
    …rovides a 5% boost to invasion attack for one hour. This ability costs 250 energy per use and can be activated every 20 hours. …orum with the planet, Boosting all production permanently by 5%. Costs 50 energy to install
    55 KB (7557 words) - 18:51, 12 December 2019
  • Hull
    …represented by a red bar in the upper left portion of your screen (below [[Energy]], and above [[Shield]]). …lls|Hull Modules]] provide more durability per space than [[Shields|Shield Modules]]. Generally about double the durability at similar research levels.
    3 KB (424 words) - 03:49, 13 July 2025

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