Perks



Perks can be leveled up prior to a game run using credits, and are permanent upgrades across all runs. They affect almost all aspects of each run and how strong each ship is, and with no downsides other than spending credits. Some ship perks even have visual upgrades, changing the look of one of the parts of a ship. For images of the visual changes, please see each respective ship's pages.

Upgrading all perks in the game costs $1,429,050 (including the Colonial Sentinel's perks; $1,186,400 without it).

Pilot Perks
Pilot perks go across all ship types and affect non-ship specific aspects of each run. There are currently 17 different pilot perks across seven different groups of perks. Maxing out all Pilot perks awards the Perked Up Achievement. In total, maxing out all pilot perks costs $450,600 credits.

Critical Hits
There are two critical hit perks.

[[File:Perks-CritDam.png]] Critical Hit Damage
Increases your global hit damage multiplier for all Primary Weapons. You start with a 2x damage multiplier. It has seven levels, and has a total cost of $20,600 credits.

Requirements: Primary Weapons Slots, Device Slots, Critical Hit Chance.

[[File:Perks-CritChance.png]] Critical Hit Chance
Increases your critical hit chance for all Primary Weapons. Without this perk, you have a 0% chance. It has ten levels, and has a total cost of $21,100 credits.

Requirements: Primary Weapons Slots, Device Slots.

Map
There is only one perk for upgrading the sector map.

[[File:Perks-SectorScan.png]] Sector Scanner
Adds additional information to the sector map. It has four levels, with multiple parts to buy to unlock each level, and has a total cost of $18,800 credits.

Resources
There are three resource perks:

[[File:Perks-CraftCost.png]] Crafting Costs
Decreases the amount of resources needed for crafting. It has four levels and a total cost of $28,000 credits.

Requirements: Consumable Slots, Device Slots.

[[File:Perks-MineYield.png]] Mining Yield
Increases the amount of resources gained from mining. It has four levels and costs a total of $28,000 credits.

Requirements: Crafting Costs, Consumable Slots, Device Slots.

[[File:Perks-BonusResources.png]] Bonus Resources
Lets you start a run with additional random resources on board. It has four levels and costs a total of $24,000 credits.

Requirements: Rare Loot Chance, Credit Loot Bonus.

Loot
There are 2 loot perks:

[[File:Perks-CreditBonus.png]] Credit Loot Bonus
Increases the amount of credits found. It has thirteen levels and a total cost of $39,000 credits.

[[File:Perks-LootBonus.png]] Rare Loot Chance
Increases the chance of finding better loot. It has four levels and a total cost of $24,500 credits.

Requirements: Credit Loot Bonus.

Damage And Repair
There are four damage and repair perks:

[[File:Perks-NanoEfficient.png]] Nanobot Efficiency
Increases the amount of hull hitpoints repaired by one nanobot. Without any levels invested, nanobots repair 35 hull hitpoints. It has ten levels and a total cost of $15,200 credits.

[[File:Perks-NanoSpeed.png]] Hitpoint Repair Rate
Increases the speed of repairing your hull (after using nanobots). It has twelve levels and a total cost of $39,000 credits.

[[File:Perks-CompCost.png]] Component Damage Repair Costs
Decreases the costs of repairing damaged ship components. It only has two levels, though each level requires buying multiple parts, and has a total cost of $28,000 credits.

[[File:Perks-CompDamChance.png]] Component Damage Chance
Decreases the probability of ship component damage. It has six levels and a total cost of $24,000 credits.

[[File:Perks-LuckyJump.png]] Lucky Jump Chance
Increases the chance of surviving a jump with insufficient fuel unscathed. Without this perk, there is a 25% chance of avoiding all damage. It has eight levels and a total cost of $27,000 credits.

Reputation
There are two reputation perks.

[[File:Perks-Trading.png]] Trading
Get more out of traders and service stations. It has five levels, each level requiring buying of multiple parts, and has a total cost of $26,300 credits.

[[File:Perks-Diplomacy.png]] Diplomacy
Improves your standing with G&B. It has four levels and a total cost of $18,800 credits.

Miscellaneous
There are two miscellaneous perks.

[[File:Perks-Retrieval.png]] Retrieval
Reveals the location of your last clone's shipwreck on the map and lets you salvage it. It has six levels and a total cost of $26,300 credits.

Requirements: Store Credits, Rare Loot Chance, Credit Loot Bonus.

[[File:Perks-BonusEquipment.png]] Bonus Equipment
Lets you choose additional random equipment before each run. It has six levels and a total cost of $34,400 credits.

Requirements: Primary Weapons Slots, Secondary Weapons Slots, Device Slots.

Ship Perks
Each player ship has different perks specific to only them. Some perks are the same type across each type of ship, but have different levels and/or costs. Ship Perks are not global like Pilot Perks so they must be purchased on each ship individually. Maxing all perks on any of the three original ships unlocks the Tinkerer Achievement.

The Colonial Gunship has 13 different perks in six different groups. The total cost of all Gunship perks is $276,650 credits.

The Colonial Interceptor has eleven perks across five different groups. Fully upgrading the Interceptor costs a total of $243,850 credits.

The Colonial Scout has 12 different perks in six different groups. The total cost of all perks for the Scout is $215,300 credits.

The Colonial Sentinel is a ship that is unlocked with the Encounters expansion. It has 12 perks across 7 different groups. Maxing out all perks for the Sentinel unlocks the Tuned To The Max achievement. The total cost of all Sentinel perks is $242,650 credits.

Equipment Slots
There are five equipment perks:

[[File:Perks-Primary.png]] Primary Weapons Slots
The number of different primary weapon systems your ship can carry. The Scout and Sentinel are unable to gain more primary slots meaning they max at two and one weapon slots respectively. The Interceptor can be upgraded to a max of three weapons, while the Gunship can be upgraded to carry four.

Requirements: Device Slots.

[[File:Perks-Secondary.png]] Secondary Weapon Slots
The number of different secondary weapons systems your ship can carry. The Gunship begins with two slots, while the Interceptor, Scout, and Sentinel all begin with one.

Requirements: Primary Weapons Slots, Device Slots.

[[File:Perks-Devices.png]] Device Slots
The number of different devices your ship can carry. The Gunship and Interceptor begin with two slots, The Scout and Sentinel begin with three.

[[File:Perks-Consumables.png]] Consumable Slots
The number of different consumables your ship can carry. The Gunship begins with three, the Interceptor, Scout, and Sentinel begin with two.

Requirements: Device Slots.

[[File:Perks-Enhancements.png]] Enhancement Slots
The amount of different Subroutines or Glyphs your ship can carry. All ships begin with one slot and can gain two more at a total cost of $24,000 credits.

Requirements: Device Slots, Consumable Slots.

Sensors
There is a single Sensors perk, which is unique to the Scout.

[[File:Perks-Sensors.png]] Sensor Range
Increases your sensor's range.

Requirements: Hull Hitpoints.

Hull
There are two Hull perks:

[[File:PerksHull.png]] Hull Hitpoints
Increases your ship's hull hitpoints. The Gunship begins with 1,090 Hitpoints, The Interceptor with 450, and the Sentinel with 300. The Scout's Hull cannot be upgraded.

[[File:Perks-Armor.png]] Armor
Reduces all damage dealt to your hull by a specific percentage. Unique to the Gunship, it has 10 levels and you start with 35% damage reduction.

Energy Core
There are two Energy Core perks:

[[File:Perks-Energy.png]] Energy Capacity
Increases the total energy capacity. The Gunship starts with 140, the Interceptor with 100, the Scout with 75, and the Sentinel with 135. All Ships recieve visual upgrades at levels 5 and 10.

[[File:Perks-EnergyRegen.png]] Energy Regeneration
Increases the speed of energy regeneration. The interceptor begins with a regen rate of 5.00/s, while all the others start at 6.00/s

Requirements: Energy Capacity.

Engine
There are two Engine perks:

[[File:Perks-VMax.png]] Max Speed
Increases the maximum speed of your ship. The Gunship starts with a speed of 110m/s, the Interceptor at 120m/s, the Scout at 130m/s, and the sentinel at 120m/s. All ships recieve visual upgrades at levels three and seven and the Interceptor recieves further upgrades at every level after the first.

Requirements: Hull Hitpoints.

[[File:Perks-BoostSpeed.png]] Boost Speed
Increases the speed of your ship while boosting. All ships receive visual upgrades at their second and last available levels.

Requirements: Max Speed, Hull Hitpoints.

Jump Drive
There are two Jump Drive perks:

[[File:Perks-Fuel.png]] Fuel Capacity
Extends your fuel tank, increasing the maximum number of jumps. All ships start with four jumps and a tank holding 100 fuel.

Requirements: Energy Capacity.

[[File:Perks-JumpSpeed.png]] Jump Charge Time
Decreases the time your jump drive needs to charge before triggering the jump. It starts with a six second jump time. This upgrade is unique to the Scout.

Unique
A few ships have other unique perks:

[[File:Perks-Drones.png]] Drone Efficiency
Improves Drone Deployment. It has five levels. This upgrade is available only the the Gunship.

[[File:Perks-FastHack.png]] Fast Hacking
Increases the speed of hacking. You start with 0%, and it has 5 levels. This perk is unique to the Sentinel.

[[File:Perks-Mods.png]] Mod Slots
Increase the number of modifications that can be installed. You start with 3 modifications. It has 2 levels. This perk is unique to the Sentinel.