Tools
Quantum Star guide
The corporation's star: flare-ups, Quantum Bases, Quantum artifacts, Dark and Light upgrades and the Quantum Cerberus.
Quantum Stars experience unstable flareups during their long lifetime. Each flareup reveals a different quantum state of the dark section of the Star, giving the Corporation a time-limited opportunity to destroy Quantum Bases, upgrade Artifacts with Quantum boosts, and obtain other resources.
How it works
Scan a Quantum Star to allow your Corporation members to access additional challenges and enrich Artifacts. Quantum Stars last for several months.
Flare-ups happen over time and reveal a new Quantum State of the star. Each flareup lasts for 24h, during which your Corporation has a chance to destroy Quantum Bases and upgrade regular Artifacts to Quantum ones.
The Flare-up timer can be rushed with Crystals, up to 24h before the event, by any player linked to the Quantum Star. The Crystal price will double after each 3d of rushing.
Bring your ship to the gate, and with the ship selected, press the JUMP button. You can only jump up to one ship of each type in a Quantum Star.
TRANSPORTS can transfer Artifacts to and from the Quantum Star. MINERS can collect Hydrogen and transfer back to your Empire, using the HYDROGEN UPLOAD module. All ship types can participate in combat during flare-ups.
Jumping ships to Quantum Stars costs Hydrogen. Ships will need to pay additional Hydrogen costs to reuse most activated modules, and to repair damage.
Jumping any ship to a Quantum Star costs Hydrogen. Returning the ship is free.
After the Supernova timer elapses, the Quantum Star is immediately destroyed. All player ships and artifacts left in the system will be lost. Your Corporation will need to scan for a new Quantum Star.
A corporation needs at least 10 active members to search for a Quantum Star; 20 are recommended.
Hydrogen to jump into the Quantum Star
| Red Star level | TRANSPORT | MINER | BATTLESHIP |
|---|---|---|---|
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| 6 | |||
| 7 | |||
| 8 | |||
| 9 | |||
| 10 | |||
| 11 | |||
| 12 |
The game keeps these prices by Red Star level, so we read them as the Red Star level the player has reached. Returning a ship is free.
- You must return to your original Corporation to access your current Quantum Star. Alternatively, you can link to another Corporation's Quantum Star, but may be subject to a cooldown.
QUANTUM BASE
A Cerberus Fortress, equipped with strong weapons and shields. This station is only vulnerable to a specific player, and can only be targeted by that player's Battleship. Coordinate with your Corporation members to make an attack plan.
Each participating player is assigned one Quantum Base to destroy. When any Base is destroyed, the first eligible Artifact on ALL active Link Gates will randomly receive Quantum properties. Only Link Gates that exist when the flare-up begins will be active.
| Level | HULL STRENGTH | SHIELD STRENGTH | Weapons | SHIELD REGENERATION / min | REGENERATION DELAY |
|---|---|---|---|---|---|
| 1 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 2 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 3 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 4 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 5 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 6 | 40,000 | 40,000 | 1 | 75 | 1 h |
| 7 | 50,000 | 50,000 | 2 | 75 | 1 h |
| 8 | 75,000 | 75,000 | 2 | 75 | 1 h |
| 9 | 100,000 | 100,000 | 3 | 75 | 1 h |
| 10 | 125,000 | 125,000 | 3 | 75 | 1 h |
| 11 | 150,000 | 150,000 | 3 | 75 | 1 h |
| 12 | 200,000 | 200,000 | 3 | 75 | 1 h |
| 13 | 200,000 | 200,000 | 3 | 75 | 1 h |
| 14 | 200,000 | 200,000 | 3 | 75 | 1 h |
| 15 | 200,000 | 200,000 | 3 | 75 | 1 h |
Only the player shown here can target this Base. The Base itself will still target any player in range. Other players can assist by drawing fire away from the assigned player.
Quantum Base weapons
Each Quantum Base fires its own weapons (how many is in the Weapons column), taken from the ones below, which only the bases use. The game files do not say which ones each base gets.
Quantum artifacts
When any Quantum Base is destroyed, the first non-Quantum Artifact stored on every Link Gate will be enriched to a Quantum one. The Quantum Module and type (Dark or Light) is determined randomly.
Each Corporation Member that links their Quantum Star Gate to this Quantum Star automatically gets a Link Gate. Additional Link Gates increase the number of Quantum Bases spawning during Flare-ups. Destroying more Quantum Bases will enrich more Artifacts, and enable Quantum Planets to spawn more regularly.
- LINK GATE
- 8 artifacts
- Lowest artifact level
- 5
Dark and Light versions of the modules
Each module has a Dark and a Light version with 5 levels of their own, unlocked with the blueprints that Quantum artifacts give.
| Level | Module level needed | DARK BLUEPRINTS / LIGHT BLUEPRINTS | Credits |
|---|---|---|---|
| 1 | 5 | 150 | |
| 2 | 9 | 600 | |
| 3 | 11 | 2,000 | |
| 4 | 12 | 6,000 | |
| 5 | 13 | 15,000 |
From the game settings QuantumUpgradeBaseLevels, QuantumArtifactBPReqs and QuantumUpgradeCosts. The stats of each version are on the module pages.
Planets and bonuses
Quantum Fire Planet
Each new flare-up recreates the Quantum Fire Planet, allowing players to collect a high value shipment after clearing the Cerberus defenses. When participating players collect 10 or more shipments, the total shipment value on the next flare-up will increase by 5%. The total bonus is cumulative, increasing the value exponentially through subsequent flare-ups.
Quantum Ice Planet
Destroy the required number of Quantum Bases to reveal the rare Ice Planet on the next flare-up.
When the Ice planet appears, and after clearing the Cerberus defenses, you can bring Quantum Artifacts on its surface to double their yield bonus.
Quantum Bases needed: 65
HYDROGEN
Each new flare-up recreates the Hydrogen Belt, allowing players to mine Hydrogen and return it home by using the HYDROGEN UPLOAD module. Hydrogen is instanced per player.
When all participants collectively mine more than a set amount of Hydrogen, the next Hydrogen Belt will contain more Hydrogen.
15% more Hydrogen after the participants mine 600,000 together.
Quantum Cerberus
A strong ship that Cerberus often use to provide cover for Sentinels. Quantum Sentinels are invulnerable to all damage while there are any Quantum Guardians in their sector.
Quantum Cerberus ships award EMPIRE POWER points when destroyed. The points are awarded to the last player that dealt damage before the ship was destroyed.
| Ship | HULL STRENGTH | Weapon | DAMAGE PER SECOND |
|---|---|---|---|
| QUANTUM INTERCEPTOR | 12,000 | MASS BATTERY | 250 |
| QUANTUM GUARDIAN | 25,000 | WEAK BATTERY | 60 |
| QUANTUM SENTINEL | 2,500 | BATTERY | 200 |
| QUANTUM COLOSSUS | 30,000 | LASER, SALVAGE | 600 |
| QUANTUM DESTROYER | 11,000 | PULSE, DESTROYER VENGEANCE | 200, 5,000 |
| QUANTUM BOMBER | 60,000 | BOMBER ROCKET | – |
| QUANTUM PHOENIX | 50,000 | DUAL LASER, ALLY SHIELD | 500 |
| QUANTUM HYDRA | 11,000 | HYDRA BARRAGE | 40 |
| QUANTUM HYDRA | 22,000 | HYDRA BARRAGE | 60 |
| QUANTUM HYDRA | 66,000 | HYDRA BARRAGE | 150 |
| QUANTUM STORM | 33,000 | DART BARRAGE | – |
| QUANTUM CARRIER | 100,000 | MULTI-TARGET LASER, TELEPORT | 250 |
Modules in the Quantum Star
★ the module works differently in the Quantum Star: its page explains how.
Buildings
| Space station | Credits | Build time |
|---|---|---|
| QuantumStarGate | 1 d | |
| QuantumScanner | 3 s |
Corporation levels
| Level | XP | Members | Passive income | Artifact bonus | Max artifact bonus | Flagship level |
|---|---|---|---|---|---|---|
| 1 | 0 | 25 | 100% | 0% | 0% | 0 |
| 2 | 1 | 26 | 102% | 1% | 22% | 1 |
| 3 | 30 | 27 | 104% | 2% | 24% | 2 |
| 4 | 100 | 28 | 106% | 3% | 26% | 3 |
| 5 | 250 | 29 | 108% | 4% | 28% | 4 |
| 6 | 500 | 30 | 110% | 5% | 30% | 5 |
| 7 | 1,000 | 31 | 112% | 6% | 32% | 6 |
| 8 | 2,000 | 32 | 114% | 7% | 34% | 7 |
| 9 | 3,000 | 33 | 116% | 8% | 36% | 8 |
| 10 | 5,000 | 34 | 118% | 9% | 38% | 9 |
| 11 | 7,000 | 35 | 120% | 10% | 40% | 10 |
| 12 | 9,000 | 36 | 122% | 11% | 42% | 11 |
| 13 | 11,000 | 37 | 124% | 12% | 44% | 12 |
| 14 | 13,000 | 38 | 126% | 13% | 46% | 13 |
| 15 | 16,000 | 39 | 128% | 14% | 48% | 14 |
| 16 | 20,000 | 40 | 130% | 15% | 50% | 15 |
| 17 | 25,000 | 40 | 132% | 16% | 52% | 16 |
| 18 | 32,000 | 40 | 134% | 17% | 54% | 17 |
| 19 | 40,000 | 40 | 136% | 18% | 56% | 18 |
| 20 | 50,000 | 40 | 138% | 19% | 58% | 19 |
| 21 | 60,000 | 40 | 140% | 20% | 60% | 20 |
The maximum level the Corporation Flagship can be upgraded to. Members need to donate Credits to upgrade the Flagship up to this level.
