Hades Legacy Mod Pages (pre 2023.1)

## Support

Support Modules are Modules that can be installed on any Spaceship type. They can have various effects, like disabling ships, teleportation, and even healing.

### EMP

    Disables all ships, rockets and Cerberus Stations within the affected area for a short period of time, including the ship that triggered the EMP. Disabled ships do not move or fire, but can still activate Modules.

In **public** Red Stars, EMP cannot be activated without a Cerberus within range of the owner ship.

Blueprints are obtained by researching level 2+ Tetrahedrons.

**Cooldown: 4m 48s** in Red Star. **2d** in White Star.

### Teleport

    After the Activation Delay, the ship teleports to the designated target, which must be within teleportation radius. Cannot teleport into Barrier areas created by enemy ships.

Blueprints are obtained by researching level 2+ Tetrahedrons.

**Activation Delay: 5s** in Red Star. **4h** in White Star.

**Cooldown: 6m** in Red Star. **2d 12h** in White Star.

### Red Star Life Extender

    Adds a small amount of time to a Red Star's life when activated near the star.

Blueprints are obtained by researching level 2+ Tetrahedrons.

**Cooldown: 1h**

### Remote Repair

    Repairs a constant amount of hitpoints per second, shared among all damaged non-enemy ships within range.

Blueprints are obtained by researching level 3+ Tetrahedrons.

**Cooldown: 20m** in Red Star. **8d 8h** in White Star.

Note: Total HP Repair values may be higher than listed due to unknown reasons.

### Time Warp

    Speeds up time in a radius around the ship. Affects travel times, combat, artifact pickup speed, artifact research, construction of buildings, modules' cooldowns and ship repair in your home system. It affects its own active time and cooldown.

If Time Warp is affecting one of two ships engaging in combat, it will only affect the attacking speed of the affected ship.

Overridden by the Suspend module.

Blueprints are obtained by researching level 3+ Tetrahedrons.

**Effect Range: 200AU**

**Real Time Effect Duration: 2m** in Red Stars. **20h** in White Stars.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star. Note: This is counted from the start of the effect.

### Unity

    Increases Damage Per Second for the owner ship when other allied players have ships in the same sector. Also affects DART Launcher. The increase is proportional to the number of other allied players with ships in the sector, up to a maximum of 200% (triple damage).

**Example:** If your Unity module is level 2, 1 allied player with ships in your sector gives user a 20% bonus. If 2 allied players: 40%, 3 allied players: 60%, 5 allied players: 100%, 6 allied players: 120%, (...), up to 10 allied players: 200%

Can only be installed on Battleships.

Blueprints are obtained by researching level 3+ Tetrahedrons.

**Cooldown: 20m** in Red Star. **8d 8h** in White Star. **N/A** for Blue Star.

### Sanctuary

    When the owner ship is about to be destroyed during combat or a Supernova, it jumps back to its home system instead. In a Red Star the corresponding ship slot will be locked for every battleship saved by Sanctuary (For example: A star allowing 3 maximum battleships to be warped in, a battleship gets destroyed with Sanctuary, you will not be allowed to have more than 2 battleships from that point on in that specific Red Star). Also works in the home star system when clearing newly discovered sectors from Cerberus ships. In this case ships will jump to the closest planet from your shipyard to get repaired.

Blueprints are obtained by researching level 3+ Tetrahedrons.

Required
Price
Time
Hydrogen
Use

### Stealth

    Stealth is a support module that, when activated, allows you to evade all direct fire from enemy players' ships and Cerberus ships and makes your ship appear slightly transparent. Stealth does not prevent any AOE damage such as rockets or vengeance, and does not prevent damage from the central sector of a Blue Star. Stealth does not make the activating ship invisible and enemy players can still see the ship while the module is active. Cerberus Interceptors will ignore the owner ship while Stealth is active.

Blueprints are obtained by researching level 4+ Tetrahedrons.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star.

### Fortify

    Reduces direct weapon damage received. All Cerberus ships in the sector move toward the owner. Enemy ships and bases prefer firing on the owner over all other potential targets.

Can only be installed on Battleships.

Blueprints are obtained by researching level 4+ Tetrahedrons.

**Cooldown: 6m** in Red Star. **2d 12h** in White Star.

### Impulse

    Provides the owner a quick boost that helps it travel faster along its current route. Ship speed is increased 4x for the duration of the effect. It also grants the direct-fire-evading effects of Stealth.

Can only be activated if the ship is moving.

Blueprints are obtained by researching level 4+ Tetrahedrons.

**Cooldown: 4m** in Red Star. **1d 16h** in White Star.

### Alpha Rocket

        A fast but weak Rocket that can be launched towards a single fixed target. The Rocket explodes and does area damage to all enemy ships when it reaches its destination. Enemy ships can fire on the Rocket using normal targeting rules. No damage is applied if the rocket is destroyed before it reaches its destination.

Blueprints are obtained by researching level 4+ Tetrahedrons.

**Speed: 1,320AU/m** in Red Star. **132AU/h** in White Star.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Salvage

    Instantly restores a percentage of hull strength each time any ship (other than Ghosts) is destroyed in the same sector.

Disbanded ships and ships saved by Sanctuary also count for the Salvage module.

Can only be installed on Battleships.

Blueprints are obtained by researching level 5+ Tetrahedrons.

### Suppress

    Prevents a single enemy ship from firing for a small period of time. Using this module will also reset the damage of lasers, forcing them to begin ramping up from the minimum again.

Blueprints are obtained by researching level 5+ Tetrahedrons.

**Cooldown: 6m** in Red Star. **2d 12h** in White Star.

### Destiny

    Does massive area damage to all enemy ships in range. Initiator ship instantly jumps to a random asteroid in the star system. After the jump, the ship stays disabled for a short period of time.

Can't be activated if there are no valid teleport targets on the map. In Blue Stars, Destiny might jump the owner ship to any asteroid whose docking point lies outside the safe zone.

Can't be activated if there are no enemies in the same sector.

Can't be activated if the initiator ship is currently teleporting.

Blueprints are obtained by researching level 6+ Tetrahedrons.

**Disable Duration: 4s** in every Star and **8h** in White Star.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star.

### Barrier

    Creates a force field around the ship. Enemy ships and rockets (other than Ghosts and Delta Rockets) cannot move while inside the force field. Enemy ships cannot use any object inside the effect area as a target for the Teleport module.

Blueprints are obtained by researching level 6+ Tetrahedrons.

**Cooldown: 6m** in Red Star. **2d 12h** in White Star.

### Vengeance

    Starts activating automatically when the owner ship drops below the Hull Strength Threshold. Once the Activation Delay passes, and if the owner ship is still not destroyed, a massive explosion will apply Area damage to all enemy ships in range.

Active Shield modules CAN be used while Vengeance is activating.

Can only be installed on Battleships.

Blueprints are obtained by researching level 7+ Tetrahedrons.

**Cooldown: 5m** in Red Star/Blue Star. **2d 2h** in White Star.

**Activation Delay: 5s** in Red Star. **10s** in Blue Star. **4h** in White Star.

### Delta Rocket

    A very fast Rocket that does Area damage to all enemy ships when it reaches its final destination. The owner can optionally set a second waypoint after the launch. It can pass through Barrier areas created by enemy ships.
Enemy ships can fire on the Rocket using normal targeting rules. No damage is applied if the rocket is destroyed before it reaches its destination.

    Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 7+ Tetrahedrons.

**Speed: 1,800AU/m** in Red Star. **180AU/h** in White Star.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Leap

    The owner ship initiates teleportation to the closest ally ship engaged in combat (i.e. currently firing), anywhere in the current star system. After the activation delay period, and if the target ship is still alive, the owner ship will teleport to the object closest to the ally ship. After the jump, both the owner ship and the ally ship are disabled for a small period of time.

Blueprints are obtained by researching level 8+ Tetrahedrons.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Bond

    Creates a movement link with the targeted enemy ship. While the link is active, the enemy ship is unable to move independently. Any movement from the owner ship will be reflected on the enemy ship, so that the distance between the two ships always remains the same.

The owner ship will not be affected by a Barrier field activated by the enemy ship.

The enemy ship can break free from the link earlier by using Bond on the original ship, or a module that causes teleportation.

Does not work on public Red Star level 7 or lower. A ship that has a Cerberus under BOND influence cannot teleport in a public Red Star.

Does not work against Cerberus Storm.

Blueprints are obtained by researching level 8+ Tetrahedrons.

**Cooldown: 6m** in Red Star. **2d 12h** in White Star.

### Laser Turret

    A stand-alone weapon deployed at a fixed position. After a short setup time it will fire a laser beam on up to 3 targets within range. Damage will ramp up independently for each target.

Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 8+ Tetrahedrons.

    **Max Per Red Star: 5**

**Lifetime: 25s** in Red Star. **14h** in White Star.

**Setup Time: 5s** in Red Star. **4h** in White Star.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star.

### Alpha Drone

    Launches a single drone towards a destination anywhere in the Star System. The drone will automatically travel to the destination and stay there until destroyed or its activation timer runs out. Because the drone counts as an ally that is firing, it can be used as a target for Leap. It can be disbanded by the owner player.Disbanding the drone counts for salvage module
Cannot be targeted directly to a star.

    Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 9+ Tetrahedrons.

**Speed: 1,050AU/m** in Red Star. **105AU/h** in White Star.

**Lifetime: 3m** in Red Star. **1d** in White Star.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star.

### Suspend

    Slows down time in a large area around the ship. Overrides any effect of Time Warp within the effect area. An object in range of multiple Suspend areas is only affected by the highest level one.

Suspend 1-5 reduces the effectiveness of Time Warp by 20% per level; At Suspend 6+, it overrides Time Warp completely.

Blueprints are obtained by researching level 9+ Tetrahedrons.

**Cooldown: 5m** in Red Star. **2d 2h** in White Star.

### Omega Rocket

    A strong, but slow Rocket that can be launched within a limited range and does massive Area damage to all enemy ships when it reaches its destination.
Enemy ships can fire on the Rocket using normal targeting rules. The rocket still delivers a small amount of Area damage on a smaller radius to enemy ships if neutralized before reaching its destination.

    Blueprints are obtained by researching level 10+ Tetrahedrons.

**Speed: 600AU/m** in Red Star. **60AU/h** in White Star.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Remote Bomb

    Leaves a stationary Bomb at the ship's current location. The bomb will start triggering once an enemy ship enters the blast range. All enemy ships within the blast range will take area damage after the trigger period is over. The bomb can be targeted by enemy ships using regular targeting rules. If neutralized before the trigger period expires, it will apply less area damage across a smaller range.

Not affected by Area damage.

Not usable in Yellow stars.

Blueprints are obtained by researching level 11 Tetrahedrons.

    **Proximity Trigger: 15s** in Red Star. **2h 30m** in White Star.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Flagship Support Modules

Below is a list of modules that are unobtainable by players, and are only found on Corporation Flagships.

#### Immolation

    Instantly destroys all Cerberus ships in the sector. Immolation is equipped on level 2+ Flagships.
**Cooldown: 10h**

#### Recoil

    The Flagship enters a Teleport countdown, heading anywhere in the star system. After the countdown ends, the Flagship will jump to the destination and will immediately enter a second Teleport cooldown, heading back to its original position. Recoil can not be initiated from sectors with jump gates.

Recoil is equipped on level 3+ Flagships.

**Activation Delay: 16h** (**8h** each)

**Cooldown: 22h 30m**

#### EMP Rocket

    A Rocket that disables all nearby ships on impact.

**Speed: 120AU/h**

**Cooldown: 1d 9h 30m**

#### Floating Shield

    A standalone drone which can be deployed from the Corporation Flagship, and will stay at where it was deployed. It is equipped with an Area Shield.

**Lifetime: 1d 9h 20m**

 2
 3

#### DART Turret

    A standalone drone which can be deployed from the Corporation Flagship, and will stay at where it was deployed. It is equipped with Dart Barrage.

**Lifetime: 1d 9h 20m**

**Cooldown: 50m**

 2
 3

## Trade

Trade Modules are Modules that can be installed on Transports. Removed or replaced trade modules are viewable in Removed Modules: Trade.

### Cargo Bay Extension

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

Blueprints are obtained by researching level 1+ Blue Crystals.

### Shipment Computer

    Automatically picks up shipments from intermediate waypoints, if those shipments' destination matches any of the ship's subsequent waypoints. Automatically picked up shipments add a bonus to their reward (the bonus is added to the base value of the shipment).

Shipment Computer is the only one module that affect Crystal shipment rewards in a positive way.

After researching Shipment Computer, selecting any ship, planet, moon, and trade station on the Yellow Star will show indicators showing how many shipments are destined to a certain location.

Blueprints are obtained by researching level 2+ Blue Crystals.

### Trade Boost

    While active, increases payout on shipment delivery. The value is added as a bonus from the base value. For example, delivering a 100 credit shipment while level 8 Trade Boost is active will show as "+100 (+20)".

Blueprints are obtained by researching level 3+ Blue Crystals.

**Cooldown: 23h**

### Rush

    Increases the speed of the owner Transport ship when it carries any shipments destined to the ship's next waypoint. The speed increase is proportional to the number of shipments destined to the next waypoint. Rush does not work in red, blue, or white stars, and thus does not increase speed when carrying white star relics.

Blueprints are obtained by researching level 3+ Blue Crystals.

### 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 active will yield a bonus reward.

Trade Burst is similar to Trade Boost, but it requires the delivering of a set amount of shipments before it activates. It lasts for twice as long and has the same cool-down while providing larger rewards after the threshold, which makes this module a good competitor to Trade Boost.

Note that Trade Boost and Trade Burst bonuses are additive, not multiplicative. Delivering a 100 credit shipment while level 8 Trade Boost and level 1 Trade Burst is in effect will yield 140 credits, not 144.

Blueprints are obtained by researching level 4+ Blue Crystals.

**Cooldown: 23h**

### 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.

The drone loads shipments to a single destination at a time. When it drops off more than one shipment, the entire delivery will yield a credit reward bonus proportional to the number of additional shipments delivered.It can be disbanded by the owner player.disbanding the drone count for salvage module

Blueprints are obtained by researching level 5+ Blue Crystals.

**Speed: 1,320AU/m**

**Lifetime: 1h**

**Cooldown: 1h**

### Offload

    When active, the Transport ship will deliver all of its shipments upon arrival on a Trade Station, regardless of the shipments' actual destination. Shipments not originally destined to the Trade Station will yield a reduced payoff. Offload also affects crystal rewards.

Blueprints are obtained by researching level 5+ Blue Crystals.

**Cooldown: 20m**

### Shipment Beam

    Instantly loads the lowest value shipments from any target outpost in the star system. Does not work with Artifacts or Relics.

Blueprints are obtained by researching level 6+ Blue Crystals.

**Cooldown: 5m**

### Entrust

    Allows the owner transport ship to instantly teleport its cargo to another transport ship in range. Works with shipments and fully loaded artifacts and relics.

Blueprints are obtained by researching level 6+ Blue Crystals.

**Cooldown: 10m** in Red Star. **4d 4h** in White Star.

### Dispatch

    The Transport ship initiates teleport to the planet with the most items (Shipments, Artifacts or Relics) in the star system. If more than one planets have the same amount of items, the farthest planet is picked.

The Teleport completes after the preparation time elapses. The preparation time is proportional to the amount of items on the target planet at the time of activation.

Blueprints are obtained by researching level 6+ Blue Crystals.

**Cooldown: 12m** in Red Star. **5d** in White Star.

### Recall

    Allows your Transport ship to instantly teleport to any Trade Station in your star system.

Blueprints are obtained by researching level 7+ Blue Crystals.

**Cooldown: 1m**

### 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.

    Does not work on sectors with Jump Gates on White Stars.

Blueprints are obtained by researching level 7+ Blue Crystals.

**Speed: 48AU/h**

**Lifetime: 25d in White Star.**

**Cooldown: 5d** in White Star.

## Weapon

Weapon Modules are Modules that can be installed on Battleships to attack other ships. Some Weapon Modules deal continuous damage on one target at a time while others may increase damage over time while firing on two ships simultaneously. Weapon Module blueprints are obtained by researching Orbs. A Battleship can only carry one weapon module.

Most Cerberus Ships are also equipped with a Weapon Module. Sometimes they use Weapon Modules unobtainable by the player, and they may also use weapons that are available for the player but with unobtainable values.

The effectiveness of weapons are typically measured in damage per second, often abbreviated as DPS.

### Weak Battery

    A weak weapon that does damage to a single target at a time.

The Weak Battery is the first weapon-type module you 'research', and cannot be leveled beyond Level 1. As one can infer from its one level capability, it becomes relatively useless as one progresses in the game and is largely meant solely as a tutorial item. Every Battleship created at the Shipyard is equipped with a Weak Battery by default; however, it is not possible to reinstall the Weak Battery once replaced. It is the only weapon that does not add hydrogen usage when installed.

**Attack Range: 120AU**

### Battery

    Does damage to a single target at a time.

The Battery is a reliable module and likely the first 'real' weapon to be researched. It can only fire on one target a time. Battery can be used reliably far throughout one's journey, but may require support in higher-level Red Star missions to keep up with greater numbers of Cerberus opponents.

Blueprints are obtained by researching level 1+ Orbs.

**Attack Range: 120AU**

### Laser

    A powerful weapon that does increasingly higher damage the longer it stays focused on a single target.

The Laser takes 45 seconds of continuous firing on a single target to reach its maximum DPS. If it must retarget for any reason, it must start over at minimum DPS again. It is commonly used against ships with high hull durability such as the Cerberus Base or Colossus.

Blueprints are obtained by researching level 2+ Orbs.

**Attack Range: 120AU**

### Mass Battery

    Simultaneously fires on multiple enemies within firing range.

Mass Battery deals the same DPS to every target regardless of the number of targets. This makes Mass Battery useful for crowd control against low-health enemies (i.e. Sentinels).

Mass Battery is also used in White Stars to destroy multiple enemy transports and miners. Because it targets multiple at the same time, a defender would need to position multiple battleships to absorb damage or risk Mass Battery targeting utility ships and destroying them immediately.

Mass Battery is usually fitted on "assassins," WS battleships that are designed for their speed and the ability to charge through an enemy's defenses and attack loaded transports and other ships. They are usually equipped with Delta Shield, Impulse, and Barrier to run right through gaps in enemy battleship formations. Barrier helps block any ships that might use an EMP and stop the assassin in its tracks, and Mass Battery attacks multiple ships at the same time, making it very difficult to counter.

Blueprints are obtained by researching level 3+ Orbs.

**Attack Range: 120AU**

### Dual Laser

    Fires a laser beam against up to two enemies within range. Damage ramps up over time if both beams are active. If there are multiple targets in range, the laser will **not** reset after destroying a target and switching to another one.

The Dual Laser is, as its name implies, similar to the Laser. It differs from the latter in that it is capable of firing continuously upon two ships simultaneously. The two lasers' counts towards maximum DPS are independent of one another, but like Mass Battery, do not stack if only one enemy can be targeted.

Blueprints are obtained by researching level 4+ Orbs.

**Attack Range: 120AU**

### Barrage

    A battery that does additional damage to its single target when there are more enemy ships in the sector. Each time it changes targets, it has a 1 second cooldown (10 min in WS) before firing again.

Max damage calculated as cap at 16 additional enemies (17 total).

Maximum additional enemies for white stars is 8 (9 total).

Blueprints are obtained by researching level 5+ Orbs.

**Attack Range: 120AU**

### Dart Launcher

    Launches a DART missile against the targeted enemy ship at regular intervals.

The missile can be neutralized by any enemy ship using normal targeting rules.

When the missile reaches its destination it will apply direct weapon damage to the target ship only, and only if the target ship is still within the impact area.

This weapon will only fire on enemy ships. Rockets and Cerberus stations are ignored.

Blueprints are obtained by researching level 9+ Orbs.

**Attack Range: 150AU**

**Speed: 840AU/m** in Red Star. **84AU/h** in White Star.

**Cooldown: 10s** in Red Star. **1h 40m** in White Star.

### Unobtainable Weapon Modules

Below is a list of modules that are unobtainable by players, and are only found on Cerberus Ships.

#### Bomber Rocket

    Launches one Bomber Rocket towards each enemy player that has ships in the Bomber's sector or any adjacent sectors. Each rocket travels towards the enemy player's closest ship. This module is equipped on Cerberus Bombers.

#### Dart Barrage

    Regularly fires a fast Dart missile against all enemy ships in range. Once the missile reaches its destination, it will apply damage to the target ship if that ship is still within the explosion range. This module is equipped on Cerberus Storms.

## Shield

Shield Modules are Modules that can be installed on Battleships in order to absorb damage. Shield health is displayed as a blue bar above the Battleship's primary health bar. Each Battleship can equip only one Shield Module. A Shield Module is classified as either passive (constantly active, but regenerating slowly after depletion) or active (requiring manual activation, expiring after a certain amount of time, costing Hydrogen, and having a cooldown before reactivation if fully depleted before the timer runs out). Like other Modules, the statistics of Shield Modules change in White Stars. Removed or replaced shield modules are viewable in Removed Modules: Shields.

### Alpha Shield

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

The trusty Alpha Shield is the first shield that players will normally unlock. Veterans will remember with fondness how the Alpha Shield protected their ships at low levels and allowing repair times to be diminished or all together prevented. Its also used by some to farm lower level Red Stars due to its cheap activation cost.

Blueprints are obtained by researching level 1+ Orbs.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

### Delta Shield

    Absorbs incoming damage and increases ship travel speed until it is depleted or the activation time runs out.

Many players choose not to research or unlock the Delta Shield, preferring to wait for the Passive Shield due to the Hydrogen inefficiency of the former. The Delta Shield is often used at higher levels in specific White Stars.

Blueprints are obtained by researching level 2+ Shield Artifacts.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

### Passive Shield

    A shield that is always active and slowly recharges over time.

The Passive Shield is an extremely useful shield. It has the same health at level 1 as a Delta Shield, at level 6. The high shield capacity, along with automatic shield regeneration, ensures that the shield is competitive at all levels. However, a manually activated shield may provide other advantages.

Blueprints are obtained by researching level 3+ Orbs.

**Regeneration Delay: 1m 12s** in all Stars, expanded to **12h** in White Star.

**Full Regeneration Time: 2m 24s** in all Stars, expanded to **1d** in White Star.

### Omega Shield

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

The Omega Shield is quite similar Alpha Shield, albeit significantly superior. It can be seen as the Alpha Shield's successor.

Blueprints are obtained by researching level 4+ Orbs.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

### Mirror Shield

    Applies a percentage of the damage taken back to the attacker. It can mirror both direct and blast damage, although it cannot mirror mirrored damage. The damage reflected will always be direct damage type, regardless of the type of damage actually received by the shield.

Blueprints are obtained by researching level 5+ Orbs.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

### Blast Shield

    Protects the owner ship and all friendly ships within range against area damage only. Direct weapon damage is not absorbed and is applied directly to the hull of the ship. The game prioritizes any AoE damage to be first absorbed by this shield, and if depleted, proceed to damage other friendly ships hull or shield.

Blueprints are obtained by researching level 6+ Orbs.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

### Area Shield

    Absorbs hull damage taken by any allied ship in the effect area, including friendly rockets, darts, transports, and miners.

Blueprints are obtained by researching level 8+ Orbs.

**Effect Duration: 5m** in all Stars, expanded to **2d 2h** in White Star.

**Cooldown: 5m** in all Stars, expanded to **2d 2h** in White Star.

## Mining

Mining Modules are Modules that can be installed on Miners. Removed or replaced mining modules are viewable in Removed Modules: Mining.

### Mining Boost

    Provides a temporary boost to Hydrogen collection speed.

Mining Boost provides an increase in mining speed for a period of 10 minutes. It is a useful module to have if you micromanage effectively and would like your Miners to work faster.

Blueprints are obtained by researching level 1+ Blue Crystals.

**Cooldown: 20m** in Red Star. **8d 8h** in White Star.

### Hydrogen Bay Extension

    Increases the maximum amount of Hydrogen that a Miner ship can carry.

Similar in use Cargo Bay Extension; this module allows for more hydrogen to be stored in a Miner before being required to drop off the gas. It allows for longer mining trips.

Blueprints are obtained by researching level 2+ Blue Crystals.

### Enrich

    Instantly increases the amount of Hydrogen stored on all asteroids in the sector.

**Details:** Asteroids have a cap of 1500 hydrogen, when using the Enrich module. Each sector can be enriched only once a day.

Blueprints are obtained by researching level 2+ Blue Crystals.

**Cooldown: 12h** in Red Star. **300d** in White Star.

**Sector Cooldown**: **1d**

### Remote Mining

    Simultaneously mines Hydrogen from all asteroid fields in the same sector, at reduced speed.

Remote Mining is an extremely useful module that allows your Miners to extract Hydrogen from more than one asteroid at a time. However, a caveat is that, at least in the beginning, the mining speed is reduced, so a Miner equipped with a Level 1 Remote Mining module requires 3 different asteroids in the same system to mine at the same rate as a regular miner of the same level.

Blueprints are obtained by researching level 3+ Blue Crystals.

### Hydrogen Upload

    Instantly uploads a percentage of collected Hydrogen to your Empire's reserves, without needing to return to a planet.Cannot be used in White Stars.

Blueprints are obtained by researching level 4+ Blue Crystals.

**Cooldown: 4m**

### Mining Unity

    Increases mining collection speed for every other player that is mining in the same sector. This includes enemy miners in White Stars.

Mining Drones do not count for the speed increase.

Blueprints are obtained by researching level 4+ Blue Crystals.

**Cooldown: 10m** in Yellow and Red Stars. **4d 4h** in White Star.

### Crunch

    Instantly collects Hydrogen from asteroid fields in the current sector (limited by the Max Amount and the Miner ship's total capacity). The amount is not collected evenly from all asteroids, but one after another!

Blueprints are obtained by researching level 5+ Blue Crystals.

**Cooldown: 12h** in Yellow and Red Stars. **300d** in White Star.

### Genesis

    Instantly creates new asteroid fields on the Miner's current sector. Maximum amount of asteroids per sector is 14.

Blueprints are obtained by researching level 5+ Blue Crystals.

**Cooldown: 1d** in Yellow and Red Stars. **600d** in White Star.

**Sector Cooldown**: **12m** in Yellow and Red Stars. **5d** in White Star.

### Hydrogen Rocket

        Allows the Miner ship to launch a powerful Rocket, anywhere in the star system.

Blueprints are gained by researching level 8+ Blue Crystals.

To activate, the Miner ship must have collected at least the Required Hydrogen amount. The Hydrogen is consumed on activation.

**Speed: 1,380AU/m** in Red Star. **138AU/h** in White Star.

**Cooldown: 1m** in Red Star. **10h** in White Star.

### Mining Drone

 Launches an independent ship towards the targeted asteroid, which must be in range of miner ship. The drone will keep mining from the asteroid until it is depleted or its capacity fills up.

After the mining drone is done, the drone will deposit the hydrogen to the nearest planet and immediately disband. It can also be manually disbanded by the owner player at any time. Disbanding Mining Drones count as targets for the Salvage module.

Blueprints are obtained by researching level 9+ Blue Crystals.

**Speed: 1,200AU/m** in Red Star. **120AU/h** in White Star.

**Lifetime: 1h** in Red Star. **25d** in White Star.

**Cooldown: 4m** in Red Star. **1d16h** in White Star.

**Range: 600AU** in Red Star. **1,000AU** in White Star.