Everspace Wiki
m (Fixed wrong value)
(41 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{stub|A lot of perks still need to be filled in with costs/effects.}}
 
 
 
[[File:Everspace-Perks-UI.png|thumb|455px|Perks screen with [[Colonial Interceptor]] selected.]]
 
[[File:Everspace-Perks-UI.png|thumb|455px|Perks screen with [[Colonial Interceptor]] selected.]]
  +
{{DisambigMsg|perks in ''[[Everspace]]''|perks in ''[[Everspace 2]]''|Perks (ES2)}}
'''Perks''' can be leveled up prior to a game run using [[credits]], and are permanent upgrades across all runs. They affect almost all aspect 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.
 
  +
'''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 [[Player ships|ship's]] pages.
Upgrading all perks in the complete game costs $1,429,050 (including the [[Colonial Sentinel]]'s perks; $1,186,400 without it).
 
  +
  +
Upgrading all perks in the game costs $1,429,050 (including the [[Colonial Sentinel]]'s perks; $1,186,400 without it).
 
{{tocright}}
 
{{tocright}}
   
Line 12: Line 12:
 
There are two critical hit perks.
 
There are two critical hit perks.
   
==== Critical Hit Damage ====
+
==== [[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.
 
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.
   
Line 36: Line 36:
 
|}
 
|}
   
==== 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.
 
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.
   
Line 69: Line 69:
 
There is only one perk for upgrading the sector map.
 
There is only one perk for upgrading the sector map.
   
==== Sector Scanner ====
+
==== [[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.
 
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.
 
{| class="wikitable"
 
{| class="wikitable"
Line 90: Line 90:
 
There are three resource perks:
 
There are three resource perks:
   
==== Crafting Costs ====
+
==== [[File:Perks-CraftCost.png]] Crafting Costs ====
Decreases the amount of resources needed for crafting. It has four levels, and has a total cost of $28,000 credits.
+
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.
 
Requirements: Consumable Slots, Device Slots.
Line 108: Line 108:
 
|}
 
|}
   
==== Mining Yield ====
+
==== [[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.
+
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.
 
Requirements: Crafting Costs, Consumable Slots, Device Slots.
Line 126: Line 126:
 
|}
 
|}
   
==== Bonus Resources ====
+
==== [[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.
+
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.
 
Requirements: Rare Loot Chance, Credit Loot Bonus.
Line 149: Line 149:
 
There are 2 loot perks:
 
There are 2 loot perks:
   
==== Credit Loot Bonus ====
+
==== [[File:Perks-CreditBonus.png]] Credit Loot Bonus ====
Increases the amount of credits found. It has thirteen levels, and has a total cost of $39,000 credits.
+
Increases the amount of credits found. It has thirteen levels and a total cost of $39,000 credits.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 183: Line 183:
 
|}
 
|}
   
==== Rare Loot Chance ====
+
==== [[File:Perks-LootBonus.png]] Rare Loot Chance ====
Increases the chance of finding better loot. It has four levels, and has a total cost of $24,500 credits.
+
Increases the chance of finding better loot. It has four levels and a total cost of $24,500 credits.
   
 
Requirements: Credit Loot Bonus.
 
Requirements: Credit Loot Bonus.
Line 204: Line 204:
 
There are four damage and repair perks:
 
There are four damage and repair perks:
   
==== Nanobot Efficiency ====
+
==== [[File:Perks-NanoEfficient.png]] Nanobot Efficiency ====
Increases the amount of hull hitpoints repaired by one [[Resources#Nanobots|nanobot]]. Without any levels invested, nanobots repair 35 hull hitpoints. It has ten levels, and has a total cost of $15,200 credits.
+
Increases the amount of hull hitpoints repaired by one [[Resources#Nanobots|nanobot]]. Without any levels invested, nanobots repair 35 hull hitpoints. It has ten levels and a total cost of $15,200 credits.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 232: Line 232:
 
|}
 
|}
   
==== Hitpoint Repair Rate ====
+
==== [[File:Perks-NanoSpeed.png]] Hitpoint Repair Rate ====
Increases the speed of repairing you hull (after using nanobots). It has twelve levels, and has a total cost of $39,000 credits.
+
Increases the speed of repairing your hull (after using nanobots). It has twelve levels and a total cost of $39,000 credits.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 264: Line 264:
 
|}
 
|}
   
==== Component Damage Repair Costs ====
+
==== [[File:Perks-CompCost.png]] Component Damage Repair Costs ====
 
Decreases the costs of repairing damaged ship [[Components|components]]. It only has two levels, though each level requires buying multiple parts, and has a total cost of $28,000 credits.
 
Decreases the costs of repairing damaged ship [[Components|components]]. It only has two levels, though each level requires buying multiple parts, and has a total cost of $28,000 credits.
 
{| class="wikitable"
 
{| class="wikitable"
Line 278: Line 278:
 
|}
 
|}
   
==== Component Damage Chance ====
+
==== [[File:Perks-CompDamChance.png]] Component Damage Chance ====
Decreases the probability of ship [[Components|component]] damage. It has six levels, and has a total cost of $24,000 credits.
+
Decreases the probability of ship [[Components|component]] damage. It has six levels and a total cost of $24,000 credits.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 298: Line 298:
 
|}
 
|}
   
==== Lucky Jump Chance ====
+
==== [[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. It has eight levels, and has a total cost of $27,000 credits.
+
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 325: Line 325:
 
There are two reputation perks.
 
There are two reputation perks.
   
==== Trading ====
+
==== [[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.
 
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.
 
{| class="wikitable"
 
{| class="wikitable"
Line 345: Line 345:
 
|}
 
|}
   
==== Diplomacy ====
+
==== [[File:Perks-Diplomacy.png]] Diplomacy ====
Improves your standing with G&B. It has four levels, and has a total cost of $18,800 credits.
+
Improves your standing with G&B. It has four levels and a total cost of $18,800 credits.
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" |Level
 
! rowspan="2" |Level
Line 366: Line 366:
 
There are two miscellaneous perks.
 
There are two miscellaneous perks.
   
==== Retrieval ====
+
==== [[File:Perks-Retrieval.png]] Retrieval ====
Reveals the location of your last clone's ship wreck on the map and lets you salvage it. It has six levels, and has a total cost of $26,300 credits.
+
Reveals the location of your last clone's [[Wreck|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.
 
Requirements: Store Credits, Rare Loot Chance, Credit Loot Bonus.
Line 396: Line 396:
 
|}
 
|}
   
==== Bonus Equipment ====
+
==== [[File:Perks-BonusEquipment.png]] Bonus Equipment ====
Lets you choose additional random equipment before each run. It has six levels, and has a total cost of $34,400 credits.
+
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.
 
Requirements: Primary Weapons Slots, Secondary Weapons Slots, Device Slots.
Line 421: Line 421:
   
 
== Ship Perks ==
 
== Ship Perks ==
Each [[:Category:Player ships|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 and are not global like the pilot perks. Maxing all perks on any of the three ships unlocks the Tinkerer [[Achievements| Achievement]].
+
Each [[Player ships|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 [[Achievements| Achievement]]. <br />
  +
[[File:Icons-Gunship.png|25px]] The [[Colonial Gunship]] has 13 different perks in six different groups. The total cost of all Gunship perks is $276,650 credits.<br />
  +
[[File:Icons-Interceptor.png|25px]] The [[Colonial Interceptor]] has eleven perks across five different groups. Fully upgrading the Interceptor costs a total of $243,850 credits.<br />
  +
[[File:Icons-Scout.png|25px]] The [[Colonial Scout]] has 12 different perks in six different groups. The total cost of all perks for the Scout is $215,300 credits.<br />
  +
[[File:Icons-Sentinel.png|25px]] 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 [[Achievements| achievement]]. The total cost of all Sentinel perks is $242,650 credits.
   
===Colonial Interceptor===
+
=== Equipment Slots ===
  +
There are five equipment perks:
The [[Colonial Interceptor]] has eleven perks across five different groups. Fully upgrading the Interceptor costs a total of $243,850 credits.
 
   
==== Equipment Slots ====
 
There are five equipment slot perks:
 
   
===== Primary Weapons Slots =====
+
===== [[File:Perks-Primary.png]] Primary Weapons Slots =====
The amount of different [[Equipment#Primary Weapons|primary weapon]] systems your ship can carry. The Interceptor begins with two slots, and can be upgraded to a max of three for a total of $2,000 credits.
+
The number of different [[Equipment#Primary Weapons|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.
 
Requirements: Device Slots.
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="5" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Three || $200 || $400 || $600 || $800 || $2,000
 
|}
 
 
===== Secondary Weapons Slots =====
 
The amount of different [[Equipment#Secondary Weapons|secondary weapons]] systems your ship can carry. The Interceptor begins with one slot. It has two levels, and has a total cost of $8,000 credits.
 
 
Requirements: Primary Weapons Slots, Device Slots.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! rowspan="2" | Slots
  +
! rowspan="2" | Availability
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Two || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 1 || Three || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] || $200 || $400 || $600 || $800 || N/A || $2,000
 
|-
 
|-
| 2 || Three || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 2 || Four || [[File:Icons-Gunship.png|link=Colonial Gunship]] || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
 
|}
 
|}
   
===== Device Slots =====
+
===== [[File:Perks-Secondary.png]] Secondary Weapon Slots =====
The amount of different [[Equipment#Devices|devices]] your ship can carry. The Interceptor starts with two slots. It has three levels, and has a total cost of $18,500.
+
The number of different [[Equipment#Secondary Weapons|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 ([[File:Icons-Gunship.png|25px|link=Colonial Gunship]], [[File:Icons-Interceptor.png|25px|link=Colonial Interceptor]]), Device Slots.
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | Slots
+
! rowspan="2" | Extra Slots
  +
! rowspan="2" | Availability
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Three || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 1 || One || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $200 || $400 || $600 || $800 || N/A || $2,000
 
|-
 
|-
| 2 || Four || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 2 || Two || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
 
|-
 
|-
| 3 || Five || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
+
| 3 || Three || [[File:Icons-Gunship.png|link=Colonial Gunship]] || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
 
|}
 
|}
   
===== Consumable Slots =====
+
===== [[File:Perks-Devices.png]] Device Slots =====
The amount of different [[Equipment#Consumables|consumables]] your ship can carry. The Interceptor starts with two slots. It has three levels, and has a total cost of $18,500 credits.
+
The number of different [[Equipment#Devices|devices]] your ship can carry. The Gunship and Interceptor begin with two slots, The Scout and Sentinel begin with three.
   
Requirements: Device Slots.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | Slots
+
! rowspan="2" | Extra Slots
  +
! rowspan="2" | Availability
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Three || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 1 || One || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $200 || $400 || $600 || $800 || N/A || $2,000
 
|-
 
|-
| 2 || Four || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 2 || Two || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]]|| $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
 
|-
 
|-
| 3 || Five || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
+
| 3 || Three || [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]]|| $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
 
|}
 
|}
   
===== Enhancement Slots =====
+
===== [[File:Perks-Consumables.png]] Consumable Slots =====
The amount of different [[Subroutines]] or [[Glyphs]] your ship can carry. The Interceptor starts with one slot. It has two levels, and has a total cost of $24,000 credits.
+
The number of different [[Equipment#Consumables|consumables]] your ship can carry. The Gunship begins with three, the Interceptor, Scout, and Sentinel begin with two.
 
Requirements: Device Slots, Consumable Slots.
 
{| class="wikitable"
 
! Level
 
! Slots
 
!Cost
 
|-
 
| 1 || Two || $8,000
 
|-
 
| 2 || Three || $16,000
 
|}
 
 
==== Hull ====
 
There is a single hull perk for the Interceptor:
 
 
===== Hull Hitpoints =====
 
Increases your ship's hull hitpoints. It has fourteen levels, and has a total cost of $26,650 credits.
 
{| class="wikitable"
 
! Level !! Hitpoints !! Cost
 
|-
 
| 1 || 465 || $200
 
|-
 
| 2 || 480 || $500
 
|-
 
| 3 || 495 || $800
 
|-
 
| 4 || 510 || $1,200
 
|-
 
| 5 || 525 || $1,550
 
|-
 
| 6 || 540 || $1,700
 
|-
 
| 7 || 555 || $1,850
 
|-
 
| 8 || 570 || $2,000
 
|-
 
| 9 || 585 || $2,200
 
|-
 
| 10 || 600 || $2,400
 
|-
 
| 11 || 615 || $2,650
 
|-
 
| 12 || 630 || $2,900
 
|-
 
| 13 || 645 || $3,200
 
|-
 
| 14 || 660 || $3,500
 
|}
 
 
==== Energy Core ====
 
There are two energy core perks:
 
 
===== Energy Capacity =====
 
Increases the total energy capacity. The Interceptor starts with 100, and it has 20 levels with a total cost of $56,700 credits.
 
{| class="wikitable"
 
! Level !! Capacity !! Cost !! Visual Upgrade
 
|-
 
| 1 || 105 || $200 ||
 
|-
 
| 2 || 110 || $500 ||
 
|-
 
| 3 || 115 || $800 ||
 
|-
 
| 4 || 120 || $1,200 ||
 
|-
 
| 5 || 125 || $1,550 || ✓
 
|-
 
| 6 || 130 || $1,700 ||
 
|-
 
| 7 || 135 || $1,850 ||
 
|-
 
| 8 || 140 || $2,000 ||
 
|-
 
| 9 || 145 || $2,200 ||
 
|-
 
| 10 || 150 || $2,400 || ✓
 
|-
 
| 11 || 155 || $2,650 ||
 
|-
 
| 12 || 160 || $2,900 ||
 
|-
 
| 13 || 165 || $3,200 ||
 
|-
 
| 14 || 170 || $3,500 ||
 
|-
 
| 15 || 175 || $3,850 ||
 
|-
 
| 16 || 180 || $4,250 ||
 
|-
 
| 17 || 185 || $4,700 ||
 
|-
 
| 18 || 190 || $5,200 ||
 
|-
 
| 19 || 195 || $5,750 ||
 
|-
 
| 20 || 200 || $6,300 ||
 
|}
 
 
===== Energy Regeneration =====
 
Increases the speed of energy regeneration. You start with 5.00/s, and it has nine levels with a total cost of $16,100 credits.
 
 
Requirements: Energy Capacity.
 
{| class="wikitable"
 
! Level !! Regen Rate !! Cost
 
|-
 
| 1 || 5.5/s || $500
 
|-
 
| 2 || 6.0/s || $700
 
|-
 
| 3 || 6.5/s || $900
 
|-
 
| 4 || 7.0/s || $1,200
 
|-
 
| 5 || 7.5/s || $1,500
 
|-
 
| 6 || 8.0/s || $1,900
 
|-
 
| 7 || 8.5/s || $2,400
 
|-
 
| 8 || 9.0/s || $3,000
 
|-
 
| 9 || 9.5/s || $4,000
 
|}
 
 
==== Engine ====
 
There are two Engine perks:
 
 
===== Max Speed =====
 
Increases the maximum speed of your ship. It has seven levels with a total cost of $27,900 credits.
 
 
Requirements: Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Speed !! Cost !! Visual Upgrade
 
|-
 
| 1 || 123m/s || $700 ||
 
|-
 
| 2 || 126m/s || $1,200 || ✓
 
|-
 
| 3 || 129m/s || $2,000 || ✓
 
|-
 
| 4 || 132m/s || $3,000 || ✓
 
|-
 
| 5 || 135m/s || $5,000 || ✓
 
|-
 
| 6 || 138m/s || $7,000 || ✓
 
|-
 
| 7 || 140m/s || $9,000 || ✓
 
|}
 
 
===== Boost Speed =====
 
Increases the speed of your ship while boosting. Your starting boost multiplier is 2.5x, and it has four levels with a total cost of $17,500 credits.
 
 
Requirements: Max Speed, Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Speed Multiplier !! Cost !! Visual Upgrade
 
|-
 
| 1 || 2.6x || $2,000 ||
 
|-
 
| 2 || 2.7x || $3,500 || ✓
 
|-
 
| 3 || 2.8x || $5,000 ||
 
|-
 
| 4 || 2.9x || $7,000 || ✓
 
|}
 
 
==== Jump Drive ====
 
There is a single jump drive perk:
 
 
===== Fuel Capacity =====
 
Extends your [[Resources#Fuel|fuel]] tank, increasing the maximum number of jumps. The Interceptor starts with four max jumps, which is 100 max fuel. It has two levels with a total cost of $28,000 credits.
 
 
Requirements: Energy Capacity.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Jumps
 
! colspan="5" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Five || $1,000 || $2,000 || $3,000 || $4,000 || $10,000
 
|-
 
| 2 || Six || $3,000 || $4,000 || $5,000 || $6,000 || $18,000
 
|}
 
 
 
=== Colonial Scout ===
 
The Colonial Scout has 12 different perks in six different groups. The total cost of all perks for the Scout is $215,300 credits.
 
 
==== Equipment Slots ====
 
There are four equipment perks.
 
 
The Scout is the only ship without a primary weapons slot upgrade.
 
 
===== Secondary Weapon Slots =====
 
The amount of different [[Equipment#Secondary Weapons|secondary weapons]] systems your ship can carry. It begins with one slot.
 
   
 
Requirements: Device Slots.
 
Requirements: Device Slots.
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | Slots
+
! rowspan="2" | Extra Slots
! colspan="6" | Cost
+
! rowspan="2" | Availability
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Two || $200 || $400 || $600 || $800 || $2,000
 
|}
 
 
===== Device Slots =====
 
The amount of different [[Equipment#Devices|devices]] your ship can carry. It begins with three slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Four || $200 || $ || $ || $ || $2,000
 
|}
 
 
===== Consumable Slots =====
 
The amount of different [[Equipment#Consumables|consumables]] your ship can carry. It begins with two slots.
 
 
Requirements: Device Slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Three || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 1 || One || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $200 || $400 || $600 || $800 || N/A || $2,000
 
|-
 
|-
| 2 || Four || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 2 || Two || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
 
|-
 
|-
| 3 || Five || $1,000 || $1,500 || $2,000 || $2,500 || $3,000 || $10,500
+
| 3 || Three || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
 
|}
 
|}
   
===== Enhancement Slots =====
+
===== [[File:Perks-Enhancements.png]] Enhancement Slots =====
The amount of different [[Subroutines]] or [[Glyphs]] your ship can carry. You start with one, and it has two levels.
+
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: Consumable Slots, Device Slots.
+
Requirements: Device Slots, Consumable Slots.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level
 
! Level
Line 746: Line 518:
 
|}
 
|}
   
==== Sensors ====
+
=== Sensors ===
There is a single Sensors perk, which is unique to the Scout.
+
There is a single Sensors perk, which is unique to the Scout. [[File:Icons-Scout.png|50px]]
   
===== Sensor Range =====
+
===== [[File:Perks-Sensors.png]] Sensor Range =====
 
Increases your sensor's range.
 
Increases your sensor's range.
   
Line 765: Line 537:
 
|}
 
|}
   
==== Hull ====
+
=== Hull ===
There is a single Hull perk:
+
There are two Hull perks:
   
===== Hull Hitpoints =====
+
===== [[File:PerksHull.png]] Hull Hitpoints =====
Increases your ship's 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.
{| class="wikitable"
 
!Level !! Hitpoints !! Cost
 
|-
 
|1 || 265 || $200
 
|-
 
|2 || 280 || $500
 
|-
 
|3 || 295 || $800
 
|-
 
|4 || 310 || $1,200
 
|-
 
|5 || 325 || $1,550
 
|-
 
|6 || 340 || $1,700
 
|-
 
|7 || 355 || $1,850
 
|}
 
 
==== Energy Core ====
 
There are two Energy Core perks:
 
   
===== Energy Capacity =====
 
Increases the total energy capacity. You start with 75, and it has 15 levels.
 
 
{| class="wikitable"
 
{| class="wikitable"
  +
! Level !! [[File:Icons-Gunship.png|link=Colonial Gunship]] !! [[File:Icons-Interceptor.png|link=Colonial Interceptor]] !! [[File:Icons-Sentinel.png|link=Colonial Sentinel]] !! Cost
! Level !! Capacity !! Cost !! Visual Upgrade
 
 
|-
 
|-
| 1 || 80 || $200 ||
+
| 1 || 1,105 || 465 || 310 || $200
 
|-
 
|-
| 2 || 85 || $500 ||
+
| 2 || 1,120 || 480 || 330 || $500
 
|-
 
|-
| 3 || 90 || $800 ||
+
| 3 || 1,135 || 495 || 345 || $800
 
|-
 
|-
| 4 || 95 || $1,200 ||
+
| 4 || 1,150 || 510 || 360 || $1,200
 
|-
 
|-
| 5 || 100 || $1,550 ||
+
| 5 || 1,165 || 525 || 375 || $1,550
 
|-
 
|-
| 6 || 105 || $1,700 ||
+
| 6 || 1,180 || 540 || 390 || $1,700
 
|-
 
|-
| 7 || 110 || $1,850 ||
+
| 7 || 1,195 || 555 || 405 || $1,850
 
|-
 
|-
| 8 || 115 || $2,000 ||
+
| 8 || 1,210 || 570 || 420 || $2,000
 
|-
 
|-
| 9 || 120 || $2,200 ||
+
| 9 || 1,225 || 585 || 435 || $2,200
 
|-
 
|-
| 10 || 125 || $2,400 ||
+
| 10 || 1,240 || 600 || 450 || $2,400
 
|-
 
|-
| 11 || 130 || $2,650 ||
+
| 11 || 1,255 || 615 || N/A || $2,650
 
|-
 
|-
| 12 || 135 || $2,900 ||
+
| 12 || 1,270 || 630 || N/A || $2,900
 
|-
 
|-
| 13 || 140 || $3,200 ||
+
| 13 || 1,285 || 645 || N/A || $3,200
 
|-
 
|-
| 14 || 145 || $3,500 ||
+
| 14 || 1,300 || 660 || N/A || $3,500
 
|-
 
|-
| 15 || 150 || $3,850 ||
+
| Total || $26,650 || $26,650 || $14,400 ||
 
|}
 
|}
   
===== Energy Regeneration =====
+
===== [[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. [[File:Icons-Gunship.png|50px]]
Increases the speed of energy regeneration. You start with 6.00/s, and it has 11 levels.
 
   
Requirements: Energy Capacity.
 
 
{| class="wikitable"
 
{| class="wikitable"
!Level !! Regen Rate !! Cost
+
! Level !! Damage Reduction !! Cost
 
|-
 
|-
|1 || 6.50/s || $200
+
| 1 || 36% || $500
 
|-
 
|-
|2 || 7.00/s || $500
+
| 2 || 37% || $1,000
 
|-
 
|-
|3 || 7.50/s || $900
+
| 3 || 38% || $2,000
 
|-
 
|-
|4 || 8.00/s || $1,200
+
| 4 || 39% || $3,000
 
|-
 
|-
|5 || 8.50/s || $1,500
+
| 5 || 40% || $4,000
|-
 
|6 || 9.00/s || $1,900
 
|-
 
|7 || 9.50/s || $2,400
 
|-
 
|8 || 10.00/s || $3,000
 
|-
 
|9 || 10.50/s || $4,200
 
|-
 
|10 || 11.00/s || $5,000
 
|-
 
|11 || 12.00/s || $5,500
 
 
|}
 
|}
   
==== Engine ====
+
=== Energy Core ===
There are two Engine perks:
+
There are two Energy Core perks:
   
===== Max Speed =====
+
===== [[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.
Increases the maximum speed of your ship.
 
   
Requirements: Hull Hitpoints.
 
 
{| class="wikitable"
 
{| class="wikitable"
  +
! Level !! [[File:Icons-Gunship.png|link=Colonial Gunship]] !! [[File:Icons-Interceptor.png|link=Colonial Interceptor]] !! [[File:Icons-Scout.png|link=Colonial Scout]] !! [[File:Icons-Sentinel.png|link=Colonial Sentinel]] !! Cost
!Level !! Regen Rate !! Cost !! Visual Upgrade
 
 
|-
 
|-
|1 || 133m/s || $700 ||
+
| 1 || 145 || 105 || 80 || 142 || $200
 
|-
 
|-
|2 || 136m/s || $1,200 ||
+
| 2 || 150 || 110 || 85 || 150 || $500
 
|-
 
|-
|3 || 139m/s || $2,000 ||
+
| 3 || 155 || 115 || 90 || 157 || $800
 
|-
 
|-
|4 || 142m/s || $3,000 ||
+
| 4 || 160 || 120 || 95 || 165 || $1,200
 
|-
 
|-
|5 || 145m/s || $5,000 ||
+
| 5 || 165 || 125 || 100 || 172 || $1,550
 
|-
 
|-
|6 || 148m/s || $7,000 ||
+
| 6 || 170 || 130 || 105 || 180 || $1,700
 
|-
 
|-
|7 || 150m/s || $9,000 ||
+
| 7 || 175 || 135 || 110 || 187 || $1,850
|}
 
 
===== Boost Speed =====
 
Increases the speed of your ship while boosting.
 
 
Requirements: Max Speed, Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Speed Multiplier !! Cost !! Visual Upgrade
 
 
|-
 
|-
| 1 || 3.1x || $2,000 ||
+
| 8 || 180 || 140 || 115 || 195 || $2,000
 
|-
 
|-
| 2 || 3.2x || $3,500 ||
+
| 9 || 185 || 145 || 120 || 202 || $2,200
 
|-
 
|-
| 3 || 3.3x || $5,000 ||
+
| 10 || 190 || 150 || 125 || 210 || $2,400
 
|-
 
|-
| 4 || 3.4x || $7,000 ||
+
| 11 || 195 || 155 || 130 || 217 || $2,650
 
|-
 
|-
| 5 || 3.5x || $10,000 ||
+
| 12 || 200 || 160 || 140 || 225 || $2,900
|}
 
 
==== Jump Drive ====
 
There are two Jump Drive perks:
 
 
===== Fuel Capacity =====
 
Extends your fuel tank, increasing the maximum number of jumps.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Jumps
 
! colspan="6" | Cost
 
 
|-
 
|-
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
+
| 13 || 205 || 165 || 145 || 232 || $3,200
 
|-
 
|-
| 1 || Five || $1,000 || $2,000 || $3,000 || $4,000 || $10,000
+
| 14 || 210 || 170 || 150 || 240 || $3,500
|}
 
 
===== Jump Charge Time =====
 
Decreases the time your jump drive needs to charge before triggering the jump. It starts with a six second jump time.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Time
 
! colspan="6" | Cost
 
 
|-
 
|-
  +
| 15 || 215 || 175 || N/A || 247 || $3,850
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || 5.5s || $200 || $400 || $700 || $1,000 || N/A || $2,300
+
| 16 || 220 || 180 || N/A || 255 || $4,250
 
|-
 
|-
|2 || 5.0s || $500 || $700 || $1,000 || $1,400 || $1,900 || $5,500
+
| 17 || 225 || 185 || N/A || N/A || $4,700
 
|-
 
|-
|3 || 4.5s || $700 || $900 || $1,200 || $1,600 || $2,100 || $6,500
+
| 18 || 230 || 190 || N/A || N/A || $5,200
 
|-
 
|-
|4 || 4s || $900 || $1,100 || $1,400 || $1,800 || $2,300 || $7,500
+
| 19 || 235 || 195 || N/A || N/A || $5,750
|-
 
|5 || 3.5s || $1,100 || $1,300 || $1,600 || $2,000 || $2,500 || $8,500
 
|}
 
 
=== Colonial Gunship ===
 
The [[Colonial Gunship]] has 13 different perks in six different groups. The total cost of all Gunship perks is $276,650 credits.
 
 
==== Equipment Slots ====
 
There are five equipment perks:
 
 
===== Primary Weapon Slots =====
 
The amount of different [[Equipment#Primary Weapons|primary weapon]] systems your ship can carry. It begins with two slots.
 
 
Requirements: Device Slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || Three || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 20 || 240 || 200 || N/A || N/A || $6,300
 
|-
 
|-
| 2 || Four || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| Total || $56,700 || $56,700 || $30,500 || $38,600 ||
 
|}
 
|}
   
===== Secondary Weapon Slots =====
+
===== [[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
The amount of different [[Equipment#Secondary Weapons|secondary weapons]] systems your ship can carry. It begins with two slots.
 
   
Requirements: Primary Weapons Slots, Device Slots.
+
Requirements: Energy Capacity.
 
{| class="wikitable"
 
{| class="wikitable"
  +
! Level !! [[File:Icons-Gunship.png|link=Colonial Gunship]] !! [[File:Icons-Interceptor.png|link=Colonial Interceptor]] !! [[File:Icons-Scout.png|link=Colonial Scout]] !! [[File:Icons-Sentinel.png|link=Colonial Sentinel]] !! Cost
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
 
|-
 
|-
  +
| 1 || 6.5/s || 5.5/s || 6.5/s || 6.5/s || $500
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || Three || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 2 || 7.0/s || 6.0/s || 7.0/s || 7.0/s || $700
 
|-
 
|-
| 2 || Four || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 3 || 7.5/s || 6.5/s || 7.5/s || 7.5/s || $900
 
|-
 
|-
| 3 || Five || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
+
| 4 || 8.0/s || 7.0/s || 8.0/s || 8.0/s || $1,200
|}
 
 
===== Device Slots =====
 
The amount of different [[Equipment#Devices|devices]] your ship can carry. You start with two slots, and it has two levels.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
 
|-
 
|-
  +
| 5 || 8.5/s || 7.5/s || 8.5/s || 8.5/s || $1,500
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || Four || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 6 || 9.0/s || 8.0/s || 9.0/s || 9.0/s || $1,900
 
|-
 
|-
| 2 || Five || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 7 || 9.5/s || 8.5/s || 9.5/s || 9.5/s || $2,400
|}
 
 
===== Consumable Slots =====
 
The amount of different [[Equipment#Consumables|consumables]] your ship can carry. You start with three, and it has three levels.
 
 
Requirements: Device Slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
 
|-
 
|-
  +
| 8 || N/A || 9.0/s || 10.0/s || 10.0/s || $3,000
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || Four || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 9 || N/A || 9.5/s || 10.5/s || 10.5/s || $4,000
 
|-
 
|-
| 2 || Five || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 10 || N/A || N/A || 11.0/s || 11.0/s || $5,000
 
|-
 
|-
| 3 || Six || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
+
| 11 || N/A || N/A || 12.0/s || 12.0/s || $5,500
|}
 
 
===== Enhancement Slots =====
 
The amount of different [[Subroutines]] or [[Glyphs]] your ship can carry. You start with one, and it has two levels.
 
{| class="wikitable"
 
! Level !! Slots !! Cost
 
 
|-
 
|-
| 1 || Two || $8,000
+
| 12 || N/A || N/A || N/A || 12.5/s || $6,000
 
|-
 
|-
| 2 || Three || $16,000
+
| 13 || N/A || N/A || N/A || 13.0/s || $6,500
|}
 
 
==== Hull ====
 
There are two Hull perks:
 
 
===== Hull Hitpoints =====
 
Increases your ship's hull hitpoints. It has 20 levels, and the Gunship starts with 1,090.
 
{| class="wikitable"
 
! Level !! Hitpoints !! Cost
 
 
|-
 
|-
| 1 || 1,105 || $300
+
| Total || $9,100 || $16,100 || $26,600 || $39,100 ||
|-
 
| 2 || 1,120 || $500
 
|-
 
| 3 || 1,135 || $800
 
|-
 
| 4 || 1,150 || $1,200
 
|-
 
| 5 || 1,165 || $1,550
 
|-
 
| 6 || 1,180 || $1,700
 
|-
 
| 7 || 1,195 || $1,850
 
|-
 
| 8 || 1,210 || $2,000
 
|-
 
| 9 || 1,225 || $2,200
 
|-
 
| 10 || 1,240 || $2,400
 
|-
 
| 11 || 1,255 || $2,650
 
|-
 
| 12 || 1,270 || $2,900
 
|-
 
| 13 || 1,285 || $3,200
 
|-
 
| 14 || 1,300 || $3,500
 
 
|}
 
|}
   
===== Armor =====
+
=== Engine ===
  +
There are two Engine perks:
Reduces all damage dealt to your hull by a specific percentage. Unique to the Gunship, it has 10 levels and you start with 35%.
 
{| class="wikitable"
 
! Level !! Damage Reduction !! Cost
 
|-
 
| 1 || 36% || $500
 
|-
 
| 2 || 37% || $1,000
 
|-
 
| 3 || 38% || $2,000
 
|-
 
| 4 || 39% || $3,000
 
|-
 
| 5 || 40% || $4,000
 
|}
 
   
==== Energy Core ====
+
===== [[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.
There are two Energy perks:
 
   
  +
Requirements: Hull Hitpoints.
===== Energy Capacity =====
 
Increases the total energy capacity. The Gunship starts with 140, and it has 20 levels.
 
 
{| class="wikitable"
 
{| class="wikitable"
  +
! Level !! [[File:Icons-Gunship.png|link=Colonial Gunship]] !! [[File:Icons-Interceptor.png|link=Colonial Interceptor]] !! [[File:Icons-Scout.png|link=Colonial Scout]] !! [[File:Icons-Sentinel.png|link=Colonial Sentinel]] !! Cost
! Level !! Capacity !! Cost !! Visual Upgrade
 
|-
 
| 1 || 145 || $200 ||
 
|-
 
| 2 || 150 || $500 ||
 
|-
 
| 3 || 155 || $800 ||
 
|-
 
| 4 || 160 || $1,200 ||
 
|-
 
| 5 || 165 || $1,550 || ✓
 
|-
 
| 6 || 170 || $1,700 ||
 
|-
 
| 7 || 175 || $1,850 ||
 
|-
 
| 8 || 180 || $2,000 ||
 
|-
 
| 9 || 185 || $2,200 ||
 
|-
 
| 10 || 190 || $2,400 || ✓
 
|-
 
| 11 || 195 || $2,650 ||
 
|-
 
| 12 || 200 || $2,900 ||
 
 
|-
 
|-
| 13 || 205 || $3,200 ||
+
| 1 || 113m/s || 123m/s || 133m/s || 123m/s || $700
 
|-
 
|-
| 14 || 210 || $3,500 ||
+
| 2 || 116m/s || 126m/s || 136m/s || 126m/s || $1,200
 
|-
 
|-
| 15 || 215 || $3,850 ||
+
| 3 || 119m/s || 129m/s || 139m/s || 129m/s || $2,000
 
|-
 
|-
| 16 || 220 || $4,250 ||
+
| 4 || 122m/s || 132m/s || 142m/s || 132m/s || $3,000
 
|-
 
|-
| 17 || 225 || $4,700 ||
+
| 5 || 125m/s || 135m/s || 145m/s || 135m/s || $5,000
 
|-
 
|-
| 18 || 230 || $5,200 ||
+
| 6 || 128m/s || 138m/s || 148m/s || 138m/s || $7,000
 
|-
 
|-
| 19 || 235 || $5,750 ||
+
| 7 || 130m/s || 140m/s || 150m/s || 140m/s || $9,000
 
|-
 
|-
| 20 || 240 || $6,300 ||
+
| Total || $27,900 || $27,900 || $27,900 || $27,900 ||
 
|}
 
|}
   
===== Energy Regeneration =====
+
===== [[File:Perks-BoostSpeed.png]] Boost Speed =====
Increases the speed of energy regeneration. The Gunship starts with 6.00/s, and it has seven levels.
+
Increases the speed of your ship while boosting. All ships receive visual upgrades at their second and last available levels.
   
Requirements: Energy Capacity.
+
Requirements: Max Speed, Hull Hitpoints.
 
{| class="wikitable"
 
{| class="wikitable"
  +
! Level !! [[File:Icons-Gunship.png|link=Colonial Gunship]] !! [[File:Icons-Interceptor.png|link=Colonial Interceptor]] !! [[File:Icons-Scout.png|link=Colonial Scout]] !! [[File:Icons-Sentinel.png|link=Colonial Sentinel]] !! Cost
! Level !! Regen Rate !! Cost
 
|-
 
| 1 || 6.5/s || $500
 
 
|-
 
|-
| 2 || 7.0/s || $700
+
| 1 || 2.45x || 2.6x || 3.1x || 2.5x || $2,000
 
|-
 
|-
| 3 || 7.5/s || $900
+
| 2 || 2.55x || 2.7x || 3.2x || 2.6x || $3,500
 
|-
 
|-
| 4 || 8.0/s || $1,200
+
| 3 || 2.65x || 2.8x || 3.3x || 2.7x || $5,000
 
|-
 
|-
| 5 || 8.5/s || $1,500
+
| 4 || N/A || 2.9x || 3.4x || 2.8x || $7,000
 
|-
 
|-
| 6 || 9.0/s || $1,900
+
| 5 || N/A || N/A || 3.5x || N/A || $10,000
 
|-
 
|-
| 7 || 9.5/s || $2,400
+
| Total || $10,500 || $17,500 || $27,500 || $17,500 ||
 
|}
 
|}
   
==== Engine ====
+
=== Jump Drive ===
There are two Engine perks:
+
There are two Jump Drive perks:
 
===== Max Speed =====
 
Increases the maximum speed of your ship. It has seven levels, and the Gunship starts with 110m/s.
 
 
Requirements: Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Max Speed !! Cost !! Visual Upgrade
 
|-
 
| 1 || 113m/s || $ ||
 
|-
 
| 2 || 116m/s || $1,200 ||
 
|-
 
| 3 || 119m/s || $2,000 || ✓
 
|-
 
| 4 || 122m/s || $3,000 ||
 
|-
 
| 5 || 125m/s || $5,000 ||
 
|-
 
| 6 || 128m/s || $7,000 ||
 
|-
 
| 7 || 130m/s || $9,000 || ✓
 
|}
 
 
===== Boost Speed =====
 
Increases the speed of your ship while boosting. The Gunship's starting boost multiplier is 2.35x, and it has 3 levels.
 
 
Requirements: Max Speed, Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Speed Multiplier !! Cost !! Visual Upgrade
 
|-
 
| 1 || 2.45x || $2,000 ||
 
|-
 
| 2 || 2.55x || $3,500 || ✓
 
|-
 
| 3 || 2.65x || $5,000 || ✓
 
|}
 
 
==== Jump Drive ====
 
There is a single jump drive perk:
 
   
===== Fuel Capacity =====
+
===== [[File:Perks-Fuel.png]] Fuel Capacity =====
Extends your [[Resources#Fuel|fuel]] tank, increasing the maximum number of jumps. The Gunship starts with four jumps, which is 100 fuel. It has two levels.
+
Extends your [[Resources#Fuel|fuel]] tank, increasing the maximum number of jumps. All ships start with four jumps and a tank holding 100 fuel.
   
 
Requirements: Energy Capacity.
 
Requirements: Energy Capacity.
Line 1,190: Line 739:
 
! rowspan="2" | Level
 
! rowspan="2" | Level
 
! rowspan="2" | Jumps
 
! rowspan="2" | Jumps
  +
! rowspan="2" | Availability
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
|-
| 1 || Five || $1,000 || $2,000 || $3,000 || $4,000 || $10,000
+
| 1 || Five || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Scout.png|link=Colonial Scout]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $1,000 || $2,000 || $3,000 || $4,000 || $10,000
 
|-
 
|-
| 2 || Six || $3,000 || $4,000 || $5,000 || $6,000 || $18,000
+
| 2 || Six || [[File:Icons-Gunship.png|link=Colonial Gunship]] [[File:Icons-Interceptor.png|link=Colonial Interceptor]] [[File:Icons-Sentinel.png|link=Colonial Sentinel]] || $3,000 || $4,000 || $5,000 || $6,000 || $18,000
 
|}
 
|}
   
  +
===== [[File:Perks-JumpSpeed.png]] Jump Charge Time =====
==== Drones ====
 
  +
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. [[File:Icons-Scout.png|50px]]
Unique to the Gunship, there is a single drone perk:
 
 
===== Drone Efficiency =====
 
Improves Drone Deployment. It has five levels.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | Effect
+
! rowspan="2" | Time
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Increases drone limit from 1 to 2. || $200 || $400 || $700 || $1,000 || N/A || $2,300
+
| 1 || 5.5s || $200 || $400 || $700 || $1,000 || N/A || $2,300
 
|-
 
|-
| 2 || Deployed Drones will come equipped with adaptive armor. || $500 || $700 || $1,000 || $1,400 | $1,900 || N/A || $5,500
+
|2 || 5.0s || $500 || $700 || $1,000 || $1,400 || $1,900 || $5,500
 
|-
 
|-
| 3 || Increase Drone Limit from 2 to 3. || $700 || $ || $ || $ || $ || $6,500
+
|3 || 4.5s || $700 || $900 || $1,200 || $1,600 || $2,100 || $6,500
 
|-
 
|-
| 4 || Deployed Drones will come equipped with adaptive armor and shields. || $1,100 || $ || $ || $ || $ || $8,100
+
|4 || 4s || $900 || $1,100 || $1,400 || $1,800 || $2,300 || $7,500
 
|-
 
|-
| 5 || Deployed Drones will regenerate 10% hull hitpoints after jumping. || $ || $ || $ || $ || $ || $
+
|5 || 3.5s || $1,100 || $1,300 || $1,600 || $2,000 || $2,500 || $8,500
 
|}
 
|}
   
=== Colonial Sentinel ===
+
=== Unique ===
  +
A few ships have other unique perks:
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 [[Achievements|achievement]]. The total cost of all Sentinel perks is $242,650 credits.
 
   
==== Equipment Slots ====
+
===== [[File:Perks-Drones.png]] Drone Efficiency =====
  +
Improves Drone Deployment. It has five levels. This upgrade is available only the the Gunship. [[File:Icons-Gunship.png|50px]]
The Sentinel is the only ship that cannot increase it's total primary weapon slots. There are 4 other equipment slot perks:
 
 
===== Secondary Weapon Slots =====
 
The number of different [[Equipment#Secondary Weapons|secondary weapons]] your ship can carry. The Sentinel begins with one slot, and can be upgraded to a max of two for a total of $2,000 credits.
 
 
Requirements: Device Slots.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | Slots
+
! rowspan="2" | Effect
! colspan="5" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Three || $200 || $400 || $600 || $800 || $2,000
 
|}
 
 
===== Device Slots =====
 
The number of different [[Equipment#Devices|devices]] your ship can carry. The Sentinel begins with three slots, and can be upgraded to a max of six for a total of $18,500 credits.
 
 
Requirements: Device Slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
 
! colspan="6" | Cost
 
! colspan="6" | Cost
 
|-
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
|-
 
|-
| 1 || Four || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 1 || Increases drone limit from 1 to 2. || $200 || $400 || $700 || $1,000 || N/A || $2,300
 
|-
 
|-
| 2 || Five || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 2 || Deployed Drones will come equipped with adaptive armor. || $500 || $700 || $1,000 || $1,400 | $1,900 || N/A || $5,500
 
|-
 
|-
| 3 || Six || $1,000 || $1,500 || $2,000 || $2,500 || $3,500 || $10,500
+
| 3 || Increase Drone Limit from 2 to 3. || $700 || $900 || $1200 || $1600 || $2100 || $6,500
|}
 
 
===== Consumable Slots =====
 
The number of different [[Equipment#Consumables|consumables]] your ship can carry. The Sentinel begins with two slots, and can be upgraded to a max of five for a total of $8,000 credits.
 
 
Requirements: Device Slots.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Slots
 
! colspan="6" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Part 5 !! Total
 
 
|-
 
|-
| 1 || Four || $200 || $400 || $600 || $800 || N/A || $2,000
+
| 4 || Deployed Drones will come equipped with adaptive armor and shields. || $900 || $1,100 || $1,400 || $1,800 || $2,300 || $7,500
 
|-
 
|-
| 2 || Five || $500 || $800 || $1,200 || $1,500 || $2,000 || $6,000
+
| 5 || Deployed Drones will regenerate 10% hull hitpoints after jumping. || $1,100 || $1,300 || $1,600 || $2,000 || $2,500 || $8,500
 
|}
 
|}
   
===== Enhancements Slots =====
+
===== [[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:Icons-Sentinel.png|50px]]
The number of different [[Equipment#Enhancements|enhancements]] your ship can install simultaneously. The Sentinel begins with one slot, and can be upgraded to a max of three for a total of $24,000 credits.
 
   
Requirements: Consumable Slots.
 
{| class="wikitable"
 
! Level !! Slots !! Cost
 
|-
 
| 1 || Two || $8,000
 
|-
 
| 2 || Three || $16,000
 
|}
 
 
==== Hull ====
 
There is one hull perk:
 
 
==== Hull Hitpoints ====
 
Increases your ship's hull hitpoints. The Sentinel starts with 300, but can be increased up to 10 for a total cost of $14,400
 
{| class="wikitable"
 
! Level !! Hitpoints !! Cost
 
|-
 
| 1 || 310 || $200
 
|-
 
| 2 || 330 || $500
 
|-
 
| 3 || || $800
 
|-
 
| 4 || || $1,200
 
|-
 
| 5 || || $1,550
 
|-
 
| 6 || || $1,700
 
|-
 
| 7 || || $1,850
 
|-
 
| 8 || || $2,000
 
|-
 
| 9 || || $2,200
 
|-
 
| 10 || || $2,400
 
|}
 
 
==== Energy Core ====
 
There are two Energy perks:
 
 
===== Energy Capacity =====
 
Increases the total energy capacity. The Sentinel starts with 135, but can be upgraded up to 16 levels.
 
{| class="wikitable"
 
! Level !! Capacity !! Cost !! Visual Upgrade
 
|-
 
| 1 || 142 || $200 ||
 
|-
 
| 2 || || $500 ||
 
|-
 
| 3 || || $800 ||
 
|-
 
| 4 || || $1,200 ||
 
|-
 
| 5 || || $1,550 || ✓
 
|-
 
| 6 || || $1,700 ||
 
|-
 
| 7 || || $1,850 ||
 
|-
 
| 8 || || $2,000 ||
 
|-
 
| 9 || || $2,200 ||
 
|-
 
| 10 || || $2,400 || ✓
 
|-
 
| 11 || || $2,650 ||
 
|-
 
| 12 || || $2,900 ||
 
|-
 
| 13 || || $3,200 ||
 
|-
 
| 14 || || $3,500 ||
 
|-
 
| 15 || || $3,850 ||
 
|-
 
| 16 || || $4,250 ||
 
|}
 
 
===== Energy Regeneration =====
 
Increases the speed of energy regeneration. The Sentinel starts with 6.00/s, but can be upgraded up to 13 levels.
 
 
Requirements: Energy Capacity.
 
{| class="wikitable"
 
! Level !! Regen Rate !! Cost
 
|-
 
| 1 || /s || $500
 
|-
 
| 2 || /s || $700
 
|-
 
| 3 || /s || $900
 
|-
 
| 4 || /s || $1,200
 
|-
 
| 5 || /s || $1,500
 
|-
 
| 6 || /s || $1,900
 
|-
 
| 7 || /s || $2,400
 
|-
 
| 8 || /s || $2,400
 
|-
 
| 9 || /s || $2,400
 
|-
 
| 10 || /s || $2,400
 
|-
 
| 11 || /s || $2,400
 
|-
 
| 12 || /s || $2,400
 
|-
 
| 13 || /s || $2,400
 
|}
 
 
==== Jump Drive ====
 
There is a single jump drive perk:
 
 
===== Fuel Capacity =====
 
Extends your [[Resources#Fuel|fuel]] tank, increasing the maximum number of jumps. The Sentinel starts with four max jumps, which is 100 max fuel. It has two levels with a total cost of $28,000 credits.
 
 
Requirements: Energy Capacity.
 
{| class="wikitable"
 
! rowspan="2" | Level
 
! rowspan="2" | Jumps
 
! colspan="5" | Cost
 
|-
 
! Part 1 !! Part 2 !! Part 3 !! Part 4 !! Total
 
|-
 
| 1 || Five || $1,000 || $2,000 || $3,000 || $4,000 || $10,000
 
|-
 
| 2 || Six || $3,000 || $4,000 || $5,000 || $6,000 || $18,000
 
|}
 
 
==== Engine ====
 
There are two Engine perks:
 
 
===== Max Speed =====
 
Increases the maximum speed of your ship. It has 7 levels with a total cost of $27,900? credits.
 
 
Requirements: Hull Hitpoints.
 
 
Requirements: Hull Hitpoints.
 
{| class="wikitable"
 
! Level !! Speed !! Cost !! Visual Upgrade
 
|-
 
| 1 || 123m/s || $700 ||
 
|-
 
| 2 || 126m/s || $1,200 ||
 
|-
 
| 3 || 129m/s? || $2,000? || ✓?
 
|-
 
| 4 || 132m/s? || $3,000? || ✓?
 
|-
 
| 5 || 135m/s? || $5,000? || ✓?
 
|-
 
| 6 || 138m/s? || $7,000? || ✓?
 
|-
 
| 7 || 140m/s? || $9,000? || ✓?
 
|}
 
 
===== Boost Speed =====
 
Increases the speed of your ship while boosting. Your starting boost multiplier is 2.4x, and it has 4 levels with a total cost of $17,500? credits.
 
 
Requirements: Max Speed, Hull Hitpoints.
 
 
{| class="wikitable"
 
! Level !! Speed Multiplier !! Cost !! Visual Upgrade
 
|-
 
| 1 || 2.5x || $2,000 ||
 
|-
 
| 2 || ? || $3,500? || ✓?
 
|-
 
| 3 || ? || $5,000? ||
 
|-
 
| 4 || ? || $7,000? || ✓?
 
|}
 
 
==== Hacking ====
 
 
===== Fast Hacking =====
 
Increases the speed of hacking. You start with 0%, and it has 5 levels
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level !! Speed !! Cost
 
! Level !! Speed !! Cost
Line 1,464: Line 800:
 
| 1 || 10% || $1,000
 
| 1 || 10% || $1,000
 
|-
 
|-
| 2 || % || $
+
| 2 || 20% || $1,000
 
|-
 
|-
| 3 || % || $
+
| 3 || 30% || $2,000
 
|-
 
|-
| 4 || % || $
+
| 4 || 40% || $4,000
 
|-
 
|-
| 5 || % || $
+
| 5 || 50% || $6,500
 
|}
 
|}
   
==== Modifications ====
+
===== [[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. [[File:Icons-Sentinel.png|50px]]
   
===== Mod Slots =====
 
Increase the number of modifications that can be installed. You start with 3 modifications. It has 2 levels.
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! Level !! Slots !! Cost
 
! Level !! Slots !! Cost
Line 1,484: Line 819:
 
| 2 || Four for devices || $8,000
 
| 2 || Four for devices || $8,000
 
|}
 
|}
  +
[[Category:Everspace]]
 
  +
== External Links ==
  +
* [https://docs.google.com/spreadsheets/d/1JQalspiGtk5vsjG7oml-Z8w1kGtLkn-aUGPgJXQU66c/edit#gid=1292184591 EVERSPACE Details spreadsheet on Google Docs – Perk Upgrade Table]
  +
[[Category:Mechanics]]

Revision as of 03:43, 17 January 2022

Everspace-Perks-UI

Perks screen with Colonial Interceptor selected.

Disambig This article is about perks in Everspace. For perks in Everspace 2, see Perks (ES2).

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.

Perks-CritDam 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.

Level Damage Multipier Cost
1 2.5x $300
2 2.75x $800
3 3x $1,500
4 3.5x $2,500
5 4x $3,500
6 4.5x $5,000
7 5x $7,000

Perks-CritChance 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.

Level Chance Cost
1 0.5% $500
2 1% $700
3 1.5% $900
4 2% $1,500
5 2.5% $2,000
6 3% $2,200
7 3.5% $2,800
8 4% $3,000
9 4.5% $3,500
10 5% $4,000

Map

There is only one perk for upgrading the sector map.

Perks-SectorScan 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.

Level Sector Information Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Shows threat levels on the sector map. $200 $400 $700 $1,000 N/A $2,300
2 Shows natural hazards on the sector map. $300 $500 $800 $1,200 $1,700 $4,500
3 Shows traders on the sector map. $500 $700 $1,000 $1,400 $1,900 $5,500
4 Shows Service Stations on the sector map. $700 $900 $1,200 $1,600 $2,100 $6,500

Resources

There are three resource perks:

Perks-CraftCost 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.

Level Percent Decrease Cost
1 10% $4,000
2 15% $6,000
3 20% $8,000
4 25% $10,000

Perks-MineYield 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.

Level Percent Increase Cost
1 10% $4,000
2 15% $6,000
3 20% $8,000
4 25% $10,000

Perks-BonusResources 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.

Level Bonus Resources Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Add resources worth $500 to your ship $300 $500 $800 $1,200 $1,700 $4,500
2 Add resources worth $1,000 to your ship $500 $700 $1,000 $1,400 $1,900 $5,500
3 Add resources worth $1,500 to your ship $700 $900 $1,200 $1,600 $2,100 $6,500
4 Add resources worth $2,000 to your ship $900 $1,100 $1,400 $1,800 $2,300 $7,500

Loot

There are 2 loot perks:

Perks-CreditBonus Credit Loot Bonus

Increases the amount of credits found. It has thirteen levels and a total cost of $39,000 credits.

Level Percent Increase Cost
1 2% $200
2 3% $300
3 5% $500
4 7% $800
5 10% $1,200
6 13% $1,700
7 17% $2,300
8 21% $3,000
9 26% $3,800
10 30% $4,700
11 35% $5,700
12 41% $6,800
13 50% $8,000

Perks-LootBonus 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.

Level Chance Cost
1 2.5% $2,500
2 5% $5,000
3 7.5% $7,000
4 10% $10,000

Damage And Repair

There are four damage and repair perks:

Perks-NanoEfficient 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.

Level Hitpoints Repaired Cost
1 36 $500
2 37 $600
3 38 $800
4 39 $1,000
5 40 $1,200
6 41 $1,500
7 42 $1,800
8 43 $2,100
9 44 $2,600
10 45 $3,100

Perks-NanoSpeed 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.

Level Repair rate Cost
1 27/s $500
2 30/s $1,000
3 35/s $1,500
4 40/s $2,000
5 45/s $2,500
6 50/s $3,000
7 55/s $3,500
8 60/s $4,000
9 65/s $4,500
10 70/s $5,000
11 75/s $5,500
12 80/s $6,000

Perks-CompCost 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.

Level Percent Reduction Cost
Part 1 Part 2 Part 3 Part 4 Total
1 20% $1,000 $2,000 $3,000 $4,000 $10,000
2 40% $3,000 $4,000 $5,000 $6,000 $18,000

Perks-CompDamChance Component Damage Chance

Decreases the probability of ship component damage. It has six levels and a total cost of $24,000 credits.

Level Percent Chance Reduction Cost
1 5% $500
2 10% $1,000
3 20% $2,000
4 30% $4,000
5 40% $6,500
6 50% $10,000

Perks-LuckyJump 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.

Level Chance Cost
1 27.5% $1,000
2 30% $1,500
3 32,5% $2,000
4 35% $2,500
5 37.5% $3,000
6 40% $3,500
7 45% $5,500
8 60% $8,000

Reputation

There are two reputation perks.

Perks-Trading 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.

Level Effects Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Service stations offer two services. $200 $400 $700 $1,000 N/A $2,300
2 Traders and service stations occasionally buy resources. $300 $500 $800 $1,200 $1,700 $4,500
3 Service stations offer three services. $500 $700 $1,000 $1,400 $1,900 $5,500
4 Increases fuel and repair capacity of service stations. $700 $900 $1,200 $1,600 $2,100 $6,500
5 Service stations and traders have more offers $900 $1,100 $1,400 $1,800 $2,300 $7,500

Perks-Diplomacy Diplomacy

Improves your standing with G&B. It has four levels and a total cost of $18,800 credits.

Level Effects Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Reduce the chance of G&B units reporting your attacks. $200 $400 $700 $1,000 N/A $2,300
2 Further reduce the chance of G&B units reporting your attacks. $300 $500 $800 $1,200 $1,700 $4,500
3 G&B fighters will occasionally jump in to aid you in fighting outlaws. $500 $700 $1,000 $1,400 $1,900 $5,500
4 G&B fighters will more often jump in to aid you in fighting outlaws. $700 $900 $1,200 $1,600 $2,100 $6,500

Miscellaneous

There are two miscellaneous perks.

Perks-Retrieval 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.

Level Retrieval Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Reveals the location of your last clone's ship wreck. $200 $400 $700 $1,000 N/A $2,300
2 Adds chance to retrieve primary and secondary weapons. $300 $500 $800 $1,200 $1,700 $4,500
3 Adds chance to retrieve fuel. $500 $700 $1,000 $1,400 $1,900 $5,500
4 Adds chance to retrieve devices and consumables $700 $900 $1,200 $1,600 $2,100 $6,500
5 Increases chances of retrieving anything. $900 $1,100 $1,400 $1,800 $2,300 $7,500
6 Retrieve at least one piece of equipment of each category (primary, secondary, devices, consumables). $1,000 $1,200 $1,500 $1,900 $2,500 $8,100

Perks-BonusEquipment 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.

Level Bonus Equipment Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Lets you choose additional random equipment before each run (two offers). $200 $400 $700 $1,000 N/A $2,300
2 Increases the quality of the bonus equipment. $300 $500 $800 $1,200 $1,700 $4,500
3 Adds a second item to each offer. $500 $700 $1,000 $1,400 $1,900 $5,500
4 Increases the quality of the bonus equipment. $700 $900 $1,200 $1,600 $2,100 $6,500
5 Adds a third offer. $900 $1,100 $1,400 $1,800 $2,300 $7,500
6 Allows one re-roll of equipment offered. $1,000 $1,200 $1,500 $1,900 $2,500 $8,100

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.
Icons-Gunship The Colonial Gunship has 13 different perks in six different groups. The total cost of all Gunship perks is $276,650 credits.
Icons-Interceptor The Colonial Interceptor has eleven perks across five different groups. Fully upgrading the Interceptor costs a total of $243,850 credits.
Icons-Scout The Colonial Scout has 12 different perks in six different groups. The total cost of all perks for the Scout is $215,300 credits.
Icons-Sentinel 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:


Perks-Primary 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.

Level Slots Availability Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Three Icons-Gunship Icons-Interceptor $200 $400 $600 $800 N/A $2,000
2 Four Icons-Gunship $500 $800 $1,200 $1,500 $2,000 $6,000
Perks-Secondary 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 (Icons-Gunship, Icons-Interceptor), Device Slots.

Level Extra Slots Availability Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 One Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel $200 $400 $600 $800 N/A $2,000
2 Two Icons-Gunship Icons-Interceptor $500 $800 $1,200 $1,500 $2,000 $6,000
3 Three Icons-Gunship $1,000 $1,500 $2,000 $2,500 $3,500 $10,500
Perks-Devices 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.

Level Extra Slots Availability Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 One Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel $200 $400 $600 $800 N/A $2,000
2 Two Icons-Gunship Icons-Interceptor Icons-Sentinel $500 $800 $1,200 $1,500 $2,000 $6,000
3 Three Icons-Interceptor Icons-Sentinel $1,000 $1,500 $2,000 $2,500 $3,500 $10,500
Perks-Consumables 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.

Level Extra Slots Availability Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 One Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel $200 $400 $600 $800 N/A $2,000
2 Two Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel $500 $800 $1,200 $1,500 $2,000 $6,000
3 Three Icons-Gunship Icons-Interceptor Icons-Scout $1,000 $1,500 $2,000 $2,500 $3,500 $10,500
Perks-Enhancements 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.

Level Slots Cost
1 Two $8,000
2 Three $16,000

Sensors

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

Perks-Sensors Sensor Range

Increases your sensor's range.

Requirements: Hull Hitpoints.

Level Range Increase Cost Visual Upgrade
1 5% $1,000
2 10% $1,500
3 15% $2,200
4 20% $3,500

Hull

There are two Hull perks:

PerksHull 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.

Level Icons-Gunship Icons-Interceptor Icons-Sentinel Cost
1 1,105 465 310 $200
2 1,120 480 330 $500
3 1,135 495 345 $800
4 1,150 510 360 $1,200
5 1,165 525 375 $1,550
6 1,180 540 390 $1,700
7 1,195 555 405 $1,850
8 1,210 570 420 $2,000
9 1,225 585 435 $2,200
10 1,240 600 450 $2,400
11 1,255 615 N/A $2,650
12 1,270 630 N/A $2,900
13 1,285 645 N/A $3,200
14 1,300 660 N/A $3,500
Total $26,650 $26,650 $14,400
Perks-Armor 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. Icons-Gunship

Level Damage Reduction Cost
1 36% $500
2 37% $1,000
3 38% $2,000
4 39% $3,000
5 40% $4,000

Energy Core

There are two Energy Core perks:

Perks-Energy 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.

Level Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel Cost
1 145 105 80 142 $200
2 150 110 85 150 $500
3 155 115 90 157 $800
4 160 120 95 165 $1,200
5 165 125 100 172 $1,550
6 170 130 105 180 $1,700
7 175 135 110 187 $1,850
8 180 140 115 195 $2,000
9 185 145 120 202 $2,200
10 190 150 125 210 $2,400
11 195 155 130 217 $2,650
12 200 160 140 225 $2,900
13 205 165 145 232 $3,200
14 210 170 150 240 $3,500
15 215 175 N/A 247 $3,850
16 220 180 N/A 255 $4,250
17 225 185 N/A N/A $4,700
18 230 190 N/A N/A $5,200
19 235 195 N/A N/A $5,750
20 240 200 N/A N/A $6,300
Total $56,700 $56,700 $30,500 $38,600
Perks-EnergyRegen 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.

Level Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel Cost
1 6.5/s 5.5/s 6.5/s 6.5/s $500
2 7.0/s 6.0/s 7.0/s 7.0/s $700
3 7.5/s 6.5/s 7.5/s 7.5/s $900
4 8.0/s 7.0/s 8.0/s 8.0/s $1,200
5 8.5/s 7.5/s 8.5/s 8.5/s $1,500
6 9.0/s 8.0/s 9.0/s 9.0/s $1,900
7 9.5/s 8.5/s 9.5/s 9.5/s $2,400
8 N/A 9.0/s 10.0/s 10.0/s $3,000
9 N/A 9.5/s 10.5/s 10.5/s $4,000
10 N/A N/A 11.0/s 11.0/s $5,000
11 N/A N/A 12.0/s 12.0/s $5,500
12 N/A N/A N/A 12.5/s $6,000
13 N/A N/A N/A 13.0/s $6,500
Total $9,100 $16,100 $26,600 $39,100

Engine

There are two Engine perks:

Perks-VMax 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.

Level Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel Cost
1 113m/s 123m/s 133m/s 123m/s $700
2 116m/s 126m/s 136m/s 126m/s $1,200
3 119m/s 129m/s 139m/s 129m/s $2,000
4 122m/s 132m/s 142m/s 132m/s $3,000
5 125m/s 135m/s 145m/s 135m/s $5,000
6 128m/s 138m/s 148m/s 138m/s $7,000
7 130m/s 140m/s 150m/s 140m/s $9,000
Total $27,900 $27,900 $27,900 $27,900
Perks-BoostSpeed 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.

Level Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel Cost
1 2.45x 2.6x 3.1x 2.5x $2,000
2 2.55x 2.7x 3.2x 2.6x $3,500
3 2.65x 2.8x 3.3x 2.7x $5,000
4 N/A 2.9x 3.4x 2.8x $7,000
5 N/A N/A 3.5x N/A $10,000
Total $10,500 $17,500 $27,500 $17,500

Jump Drive

There are two Jump Drive perks:

Perks-Fuel 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.

Level Jumps Availability Cost
Part 1 Part 2 Part 3 Part 4 Total
1 Five Icons-Gunship Icons-Interceptor Icons-Scout Icons-Sentinel $1,000 $2,000 $3,000 $4,000 $10,000
2 Six Icons-Gunship Icons-Interceptor Icons-Sentinel $3,000 $4,000 $5,000 $6,000 $18,000
Perks-JumpSpeed 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. Icons-Scout

Level Time Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 5.5s $200 $400 $700 $1,000 N/A $2,300
2 5.0s $500 $700 $1,000 $1,400 $1,900 $5,500
3 4.5s $700 $900 $1,200 $1,600 $2,100 $6,500
4 4s $900 $1,100 $1,400 $1,800 $2,300 $7,500
5 3.5s $1,100 $1,300 $1,600 $2,000 $2,500 $8,500

Unique

A few ships have other unique perks:

Perks-Drones Drone Efficiency

Improves Drone Deployment. It has five levels. This upgrade is available only the the Gunship. Icons-Gunship

Level Effect Cost
Part 1 Part 2 Part 3 Part 4 Part 5 Total
1 Increases drone limit from 1 to 2. $200 $400 $700 $1,000 N/A $2,300
2 Deployed Drones will come equipped with adaptive armor. $500 $700 $1,000 $1,900 N/A $5,500
3 Increase Drone Limit from 2 to 3. $700 $900 $1200 $1600 $2100 $6,500
4 Deployed Drones will come equipped with adaptive armor and shields. $900 $1,100 $1,400 $1,800 $2,300 $7,500
5 Deployed Drones will regenerate 10% hull hitpoints after jumping. $1,100 $1,300 $1,600 $2,000 $2,500 $8,500
Perks-FastHack Fast Hacking

Increases the speed of hacking. You start with 0%, and it has 5 levels. This perk is unique to the Sentinel. Icons-Sentinel

Level Speed Cost
1 10% $1,000
2 20% $1,000
3 30% $2,000
4 40% $4,000
5 50% $6,500
Perks-Mods 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. Icons-Sentinel

Level Slots Cost
1 Four for primary weapons $6,000
2 Four for devices $8,000

External Links