Shields
Shields are your ship's first layer of defence. All incoming damage hits shields before reaching your hull and blocks. When shields are depleted they enter a recovery lockout before recharging.
Shield Capacitor Blocks
Place Shield Capacitor blocks on your ship to add shields. Each block contributes:
| Stat | Value per block |
|---|---|
| Capacity | 250 |
| Recharge rate | 5 / sec |
Shield radius (the zone around your ship that the shield covers) scales up with block count on an exponential curve — small ships get good coverage quickly; large ships need proportionally more blocks for full hull coverage.
Damage Flow
Recharge Behaviour
Shield recharge has three distinct states:
| State | Recharge rate | Trigger |
|---|---|---|
| Normal | 100% | No recent damage |
| Under fire | 25–50% | Any hit within last 30 sec |
| Lockout | 0% | Shield broken; lasts 10 sec |
Under fire recharge reduction scales with current shield level — low shields regen slower (25%) than high shields (50%) while under fire.
Power Upkeep
Shields consume power continuously: 0.4% of total shield capacity per second, regardless of current shield level. A ship with 10,000 capacity uses 40 e/s just to maintain its shields at idle.
While actively recharging, shields consume additional power per point of recharge.
Turret Shield Interaction
When a turret (rail-docked ship) takes damage, the host ship absorbs the hit through its own shields as long as the host has more than 25% shields remaining. This means large turret loadouts can quickly drain a mothership's shields.
Improving Shields with Chambers
Shield-related chamber trees can boost: - Total capacity (more buffer before breaking) - Recharge rate (recover faster between engagements) - Recovery time (shorter lockout after shield break)
See the Chambers guide for details.