



Artefacts Currently in Rotation
| The Ether Gardens | Increases your energy production by 10%! | |
| The Mirny Mine | Increases your mineral production by 15%! | |
| The Crystal Synthesis | Increases your crystal production by 15%! | |
| The Research Laboratory | Increases your research production by 10%! | |
| The t-Veronica | Improves populations fighting strength, also fight in stage 3! | |
| The Military Might | Decreases unit upkeep by 10%, or 20% with The General! | |
| The Terraformer | An ancient gate allows planets to be transformed! | |
| The The Recycler | Funds research from Energy Decay, Tech Research impoves performance! | |
| The Ironside Effect | The resting site of a great viking encourages your army to steal resources! | |
| The Scroll of the Necromancer | Traps the souls of the dead, raising a great army! | |
| The Foohon Technology | Increases your ectrolium production by 10%! | |
| The Crystal Recharger | Quarters crystal Decay! | |
| The Darwinism | 10% more population upkeep, population upkeep no longer capped! | |
| The Churchills Brandy | The War Chest has been found, improving your Fleets Readiness return! | |
| The Advanced Robotics | Technology requirements are now halved! | |
| The Flying Dutchman | Travelling the galaxy, the Flying Dutchman reports back on the findings! | |
| The You Grow, Girl! | This Planet grows by 1 every week! | |
| The Playboy Quantum | Raises Portals Research maximum by 100% and improves Portals Research production by 50%! | |
| The The General | Enamoured by The Generals Presence, your troops are stronger defending! Range doubled with Military Might! | |
| The Shield Network | Connects your Shield Networks across the Galaxy, removes the Technology requirement but reduces their effectiveness to 1/3! | |
| The Double 0 | Raises your Agents defence by 25% but lowers Military defence by 15%! | |
| The Rabbit Theorum | Doubles your Population Research production! | |
| The Engineers Son | A lifetime of watching his father has resulted in Fighters being 20% cheaper to build! | |
| The Engineer | Reduces building upkeep by 10% or 20% with the Engineers Son! | |
| The Magus Cloak | Grants all self spells and reduces their cost by 25%! | |
| The Genghis Effect | Reduces exploration costs by 25%! | |
| The Blackhole | Opening blackholes, Travel Speed is increased by 60%! | |
| The Tyrs Justice | Temporarily reduces attack costs after being attacked! | |
| The Mary Celeste | The lost crew of Mary Celeste grants you all Incantations and cuts Ghosts Ships build cost in half! | |
| The Skrullos Fragment | Grants you the ability to change race once a day! | |
| The Obelisk | Raises readiness maximums by 15%! | |
| The Alchemist | Your psychics learn a new spell, converting Energy into a random resource! | |
| The Resource Tree | Your scientists developed a new research, improving resource production! | |
| The Hahn Hypothesis | Your Engineers develop a relationship between Nuclear Reactivity and Ectrolium production, resulting in greater Reactivity output! | |
| The Ace of Spies | You manage to recruit Sidney Reilly, aiding your Operations! | |
| The Unified Field Theory | Your scientists have finished developing a Unified Field Theory, giving you full control over matter! | |
| The Burning Resolve | Stationed forces improve defence strength by 50%! | |
| The Proton Pack | Decreases enemy Ghost Ships attack and Phantoms battle strength by 15%! | |
| The Steganography | Using the art of Steganography, Cruiser Networth is reduced by 50%! | |
| The Architect | Reduces Buildings Mineral costs by 15%, or 20% with The Citadel! | |
| The Mad Scientist | Experiments on Soldiers increases Research Production however, their pay is doubled! | |
| The Citadel | Increases base City Population by 50%! |
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