Dark Nebula Prepping

**The article "Dark Nebula Prepping" is a *Work In Progress.***
**Notice**: Data on this page may be for before and after the Dark Nebula update, and may otherwise be incomplete. If data you need is missing, **HadesSpace** is an excellent resource with new information.

... Ctrl C + V forms for when DN is live.

Table for replacing:

## W E A P O N S

### Laser

A single-target weapon that fires a laser beam against the enemy. The beam starts out weak, but will move to higher stages of damage the longer it stays locked to the same target. Damage will reset to the first stage when the weapon switches targets.

 Stage 3

Blueprints are obtained by researching level 2+ Weapon Artifacts.

**DPS** = *Damage Per Second*

**DPH** = *Damage Per Hour*

\*needs white star DPH adjusting

### **Mass Battery:**

   A versatile weapon that will deal constant damage to three enemies in range.

Blueprints are obtained by researching level 3+ Weapon Artifacts.

**DPS** = *Damage Per Second*

**DPH** = *Damage Per Hour*

### Battery

A single-target weapon that does constant damage to its target. 2 second target switch delay normally, 20 minutes in White Star.

Blueprints are obtained by researching level 4+ Weapon Artifacts.

## T R A D E

### Cargo Bay Extension

Increases the total storage of the Transport ship, allowing more Shipments or Artifacts to be carried at once.

Blueprints are obtained by researching level 1+ Trade Artifacts.

### Shipment Computer

    Automatically picks up shipments from intermediate waypoints, if those shipments' destination matches any of the ship's subsequent waypoints. Automatically picked up Credit shipments add a bonus to their reward. After this module is unlocked, selecting any object that holds shipments will reveal numeric indicators showing where the shipments are headed.
Blueprints are obtained by researching level 2+ Trade Artifacts.

### Cargo Repair

Instantly repairs the hull of the target Battleship, up to the maximum Heal Amount. To activate, the Transport ship must be carrying at least one Artifact or Relic originating in the current star system. The Relic or lowest level eligible Artifact is consumed on activation.

Blueprints are obtained by researching level 3+ Trade Artifacts.

*Replaced Trade Boost in the 2023.1 update.*

### Rush

Reduces the Hydrogen consumption and increases the speed of the owner Transport ship, when it carries any shipments destined to the next immediate waypoint.

In Red Stars, reduces the hydrogen consumption and increases the speed of the owner Transport ship, when it carries any Artifacts that originated in the current Red Star.

In White Stars, increases the speed of the owner Transport ship when it carries any Relics. The speed increase is proportional to the number of Relics carried, but never more than the MAX SPEEDUP value.

Blueprints are obtained by researching level 3+ Trade Artifacts.

### Stealth

While the effect is active, the Transport ship cannot be directly targeted by enemy weapons. It will still take Area Damage if within blast range.

Auto-enabled when transports are in danger (*Can be toggled, defaults to on)*.

**Cooldown**: 3m

**Cooldown (WS)**: 1d 12h

Blueprints are obtained by researching level 4+ Trade Artifacts.

*Replaced Stealth in the 2023.1 update.*

### Trade Burst

Counts shipments delivered during the activation period. After a minimum threshold is met, every new Credits shipment delivered by the owner ship while the module is still active will yield a bonus reward. The bonus will also be applied to the additional value of shipments picked up with SHIPMENT COMPUTER.

**Cooldown**: 10h

**Effect duration**: 20m

**Threshold**: 10

Blueprints are obtained by researching level 4+ Trade Artifacts.

### Shipment Drone

Launches a Drone that will automatically pick up and deliver Shipments when possible. The Drone can only cross sectors if they are connected with an active Warp Lane. A modified version of SHIPMENT COMPUTER allows the Drone to automatically pick up shipments to a single destination at a time. The Drone is also equipped with TRADE BURST, activated just before it picks up the first shipments. Both Modules equipped on Shipment Drone are set to the same level they are unlocked for regular Transports. On delivery, the Shipments will yield a bonus payout that is equal to the sum of the installed Module bonuses, plus the Drone Delivery bonus. The ACTIVATION COST Hydrogen amount will be deposited to the Drone upon launch. The Drone will keep delivering until its on board Hydrogen is depleted, or its activation timer runs out.

**Cargo Slots**: 6

**Maximum speed (YS)**: 7200 AU/m

**Cooldown**: 2s

**Lifetime**: 20m

Blueprints are obtained by researching level 5+ Trade Artifacts.

### Red Star Life Extender

Extends the Red Star's Supernova timer by a fixed EXTRA TIME amount. To activate, the Transport ship must be carrying at least one Artifact originating in the current Red Star system. The lowest level eligible Artifact is consumed on activation.

**Cooldown**: 1s

Blueprints are obtained by researching level 6+ Trade Artifacts.

*Replaced Red Star Life Extender in the 2023.1 update.*

### Relic Drone

The Drone will travel to the target planet and start loading Relics until the planet is empty or its capacity is full. It will then automatically travel to the Jumpgate and jump out of the system, depositing the Relics to your Corporation. Upgrading increases the Drone's Relic capacity and reduces the time it takes to load a Relic. Cannot be used at jump gate (?).

**Range**: 600 AU

**Lifetime (WS)**: 25d

**Cooldown (WS)**: 5d

Blueprints are obtained by researching level 7+ Trade Artifacts.

### Dispatch

The Transport ship initiates teleport to the planet with the most Relics in the star system. If more than one planets have the same amount of Relics, the farthest planet is picked. The teleportation completes after the fixed preparation time elapses. Immediately after teleportation, the Transport ship applies Area Damage to all enemy ships in range. You are deactivate on jump.

**Area damage range**: 120 AU

**Cooldown (WS)**: 5d

Blueprints are obtained by researching level 8+ Trade Artifacts.

### Cargo Rocket

The Transport ship launches a powerful Rocket, anywhere in the star system. To activate, the Transport ship must carry at least one cargo item (Shipment, Relic or Artifact). The item is consumed on activation.

**Cooldown**: 1m

**Cooldown (WS)**: 10h

Blueprints are obtained by researching level 9+ Trade Artifacts.

## S H I E L D S

### Alpha Shield

During the limited time Alpha Shield is active, the Battleship does not take any damage from any source.

**Cooldown**: 4m

**Cooldown WS**: 20h

Blueprints are obtained by researching level 2+ Shield Artifacts.

### Impulse Shield

Immediately after activation, and for a short period of time, the Battleship gains an Impulse effect, allowing it to travel faster and apply constant area damage to all enemy objects in a small area around it. The Impulse effect ends after the Impulse Duration expires, or the ship reaches its destination. While Impulse Shield is active, it will absorb incoming damage until it is depleted or its timer runs out. This Shield can only be activated while the Battleship is moving.

Blueprints are obtained by researching level 3+ Shield Artifacts.

*Replaced Delta Shield in the 2023.1 update.*

### Regenerating Shield

A shield that is always active and can regenerate over time. The shield only starts regenerating after it has stopped receiving damage for an amount of time equal to the REGENERATION DELAY.

 **0%-100% Time** | 48s

Blueprints are obtained by researching level 4+ Shield Artifacts.

*Formerly called Passive Shield before the 2023.1 update.*

### Omega Shield

Absorbs incoming damage until it is depleted or the activation timer runs out.

 **Cooldown** | 4m

Blueprints are obtained by researching level 5+ Shield Artifacts.

### Blast Shield

When an enemy object within the Blast Shield's range applies Area Damage, the Area Damage amount is reduced by the Blast Shield's remaining Shield Strength. After the reduction, if there is any Area Damage amount remaining, it will be applied to all objects in range as usual. If there are multiple Blast Shields covering the Area Damage object, they will apply in turn, starting with the Blast Shield that has the least remaining Shield Strength. Direct weapon damage is not absorbed by this Shield and is applied directly to the hull of the ship.

 **Cooldown** | 4m

Blueprints are obtained by researching level 6+ Shield Artifacts.

### Mirror Shield

Shortly after taking any amount of damage, the Mirror Shield will deal a percent of the damage absorbed back to all enemy ships and projectiles in range, as Area Damage.

 **Cooldown** | 4m

Blueprints are obtained by researching level 7+ Shield Artifacts.

### Ally Shield

    Absorbs damage taken by every other friendly Ship, Drone or Rocket in the effect area. The activating Battleship itself is not covered by the Shield. The default range is 160 AU.

 **Cooldown** | 4m

Blueprints are obtained by researching level 8+ Shield Artifacts.

*Replaced Area Shield in the 2023.1 update.*

### Motion Shield

Absorbs a fixed percentage of all incoming damage. Activates passively while the owner Battleship is actively moving.

Blueprints are obtained by researching level 10+ Shield Artifacts.

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 https://userxinos.github.io/HadesSpace/Nebula/shield