Everspace Wiki
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Revision as of 22:28, 7 October 2016


File:Perks.jpg

Perks screen from the Alpha build

Perks can be leveled up prior to a game run using credits. The credits not used are lost when starting a new game. The list below is as of the Alpha build.

Weapons

There are 4 weapons perks:

Primary Weapons Slots (3 levels)

In the Colonial Interceptor at first you have 2 slots for primary weapons.

Requirements: Device Slots.

Colonial

Interceptor

Primary

Weapons

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level 3 slots $200 $400 $600 $800 N/A
2nd. Level 4 slots $500 $800 $1,200
3rd. Level 5 slots $1000

Secondary Weapons Slots (3 levels)

At first you have only 1 slot for secondary weapons.

Requirements: Primary Weapons Slots, Device Slots.

Colonial

Interceptor

Primary

Weapons

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level 2 slots $200 $400 $600 $800 N/A
2nd. Level 3 slots $500 $800 $1,200
3rd. Level 4 slots $1000

Critical Hit Damage (7 levels)

Increases your global hit damage multiplier for all Primary Weapons. You start with x.

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

Colonial

Interceptor

Critical Hit

Damage

Cost
1st. Level 2.50x $500
2nd. Level 2.75x $1,000
3rd. Level 3x $1,500
4th. Level 3.50x $2,500
5th. Level
6th. Level
7th. Level

Critical Hit Chance (10 levels)

Increases your critical hit chance for all Primary Weapons. You start with %.

Requirements: Primary Weapons Slots, Device Slots.

Colonial

Interceptor

Critical Hit

Chance

Cost
1st. Level 0.5% $750
2nd. Level 1% $1,000
3rd. Level 1.5% $1,250
4th. Level 2% $1,500
5th. Level 2.5% $2,000
6th. Level 3% $2,200
7th. Level 3.5% $2,800
8th. Level 4% $3,000
9th. Level 4.5% $3.500
10th. Level 5% $4,000

Engine

There are 2 engine perks:

Max Speed (6 levels)

Increases the maximum speed of your ship. Your starting maximum is 120m/s.

Requirements: Hull Hitpoints.

Colonial

Interceptor

Max

Speed

Cost
1st. Level 125m/s $700
2nd. Level 130m/s $1,200
3rd. Level 135m/s $2,000???
4th. Level 140m/s $2,500
5th. Level 145m/s $3,000???
6th. Level 150m/s $3,500???

Boost Speed (5 levels)

Increases the speed of your ship while boosting. Your starting boost multiplier is 2.5x

Requirements: Max Speed, Hull Hitpoints.

Colonial

Interceptor

Boost Speed Cost
1st. Level 2.6x $2,000
2nd. Level 2.7x
3rd. Level 2.8x
4th. Level 2.9x
5th. Level 3x

Sensor

There are 2 sensor perks:

Sector Scanner (4 levels)

Adds additional information to the sector map:

Colonial

Interceptor

Sector Information Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

1st. Level Shows threat levels to the map $200 $400 $700 $1,000
2nd. Level Shows Wreckages on the map
3rd. Level Shows Vendor Ships on the map $500 $900
4th. Level Shows Service Stations on the map

Sensor Range (4 levels)

Increases your Sensor's range.

Requirements: Hull Hitpoints.

Colonial

Interceptor

Sensor

Range

Cost
1st. Level 5% $1,000
2nd. Level 10% $3,000
3rd. Level 15% $4,000
4th. Level 20% $5,000
5th. Level 25% $6,000
6th. Level 30% $7,000

Defense

There is a single defense perk:

Hull Hitpoints (20 levels)

Increases your ship's Hull hitpoints. Your starting points are 500.

Colonial

Interceptor

Hull

Hitpoints

Cost
1st. Level 515 $250
2nd. Level 530 $500
3rd. Level 545
4th. Level 560
5th. Level 575
6th. Level 590
7th. Level 605
8th. Level 620
9th. Level 635 $2,200
10th. Level $2,400
11th. Level
12th. Level
...# Level (+15 every level) or

(# Level x 15 + 500)

20th. Level 800 $5,000

Shield Generator

There are 3 shield generator perks:

Shield Capacity (20 levels)

Increases your shield's capacity.

Colonial

Interceptor

Shield

Capacity

Cost
1st. Level 2.5% $200
2nd. Level 5% $500
3rd. Level 7.5% $800
4th. Level 10% $1,200
5th. Level 12.5% $1,550
6th. Level 15% $1,700
7th. Level 17.5% $1,850
8th. Level 20%
...# Level (+2.5% every level) or

(# Level x 2.5)%

20th. Level 50%

Shield Shutdown (10 levels)

Decreases the time the shield stops regenerating after the shield points have been depleted.

Requirements: Shield Capacity.

Colonial

Interceptor

Shield

Shutdown

Cost
1st. Level 2% $1,000
2nd. Level 4% $1,100
3rd. Level 6%
4th. Level 8%
5th. Level 10%
6th. Level 12%
7th. Level 14%
8th. Level 16%
9th. Level 18%
10th. Level 20%

Shield Recharge (10 levels)

Increases the speed of shield recharge.

Requirements: Shield Capacity.

Colonial

Interceptor

Shield

Recharge

Cost
1st. Level 2% $1,000
2nd. Level 4% $1,100
...# Level
10th. Level

Energy Core

There are 2 energy core perks:

Energy Capacity (20 levels)

Increases the total energy capacity. You start with 100.

Colonial

Interceptor

Energy

Capacity

Cost
1st. Level 105 $200
2nd. Level 110 $500
3rd. Level 115 $800
4th. Level 120
5th. Level 125 $1,550
...# Level (+5 every level) or

(# Level x 5 + 100)

20th. Level 200

Energy Regeneration (10 levels)

Increases the speed of energy regeneration. You start with 5.00/s.

Requirements: Energy Capacity.

Colonial

Interceptor

Energy

Regeneration

Cost
1st. Level 5.50/s $500
2nd. Level 6.00/s $700
3rd. Level 6.50/s $900
4th. Level 7.00/s
5th. Level 7.50/s
6th. Level 8.00/s
7th. Level 8.50/s
8th. Level 9.00/s
9th. Level 9.50/s
10th. Level 10.00/s

Devices & Consumables

There are 2 devices and consumables perks:

Device Slots (3 levels)

The amount of different Devices your ship can carry. You start with 2 slots.

Colonial

Interceptor

Device

Slots

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level 3 slots $200 $400 $600 $800 N/A
2nd. Level 4 slots $500 $800 $1,200
3rd. Level 5 slots

Consumable Slots (4 levels)

The amount of different consumables your ship can carry.

Requirements: Device Slots.

Colonial

Interceptor

Consumable

Slots

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

1st. Level 3 slots $200 $400 $600 $800
2nd. Level 4 slots $500 $1,500
3rd. Level 5 slots
4th. Level 6 slots

Resource Yield

There are 4 resource yield perks:

Loot

There are 2 loot perks:

Credit Loot Bonus (13 levels)

Increases the amount of credits found.

Colonial

Interceptor

Credit Loot

Bonus

Cost
1st. Level 2% $200
2nd. Level 3% $300
3rd. Level 5% $500
4th. Level 7% $800
5th. Level 10% $1,200
6th. Level 13% $1,700
7th. Level $2,300
8th. Level
9th. Level
10th. Level
11th. Level
12th. Level
13th. Level

Rare Loot Chance (4 levels)

Increases the chance of finding better loot.

Requirements: Credit Loot Bonus.

Colonial

Interceptor

Rare Loot

Chance

Cost
1st. Level 2.5% $2,500
2nd. Level 5% $5,000
3rd. Level 7.5%
4th. Level 10%

Resources

There are 3 resources perks:

Crafting Costs (4 levels)

Decreases the amount of resources needed for crafting.

Requirements: Consumable Slots, Device Slots.

Colonial

Interceptor

Crafting

Costs

Cost
1st. Level 10% $4,000
2nd. Level
3rd. Level
4th. Level

Mining Yield ( levels)

Increases the amount of resources gained from mining.

Requirements: Crafting Costs, Consumable Slots, Device Slots.

Colonial

Interceptor

Mining

Yield

Cost
1st. Level
2nd. Level
3rd. Level
4th. Level

Bonus Resources (4 levels)

Lets you start a run with additional random resources on board.

Requirements: Rare Loot Chance, Credit Loot Bonus.

Colonial

Interceptor

Bonus Resources Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level Add resources worth $500 to your ship $200 $400 $600 $800 N/A
2nd. Level Add resources worth $1,000 to your ship $500 $700 $1,000 $1,400 $1,900
3rd. Level Add resources worth $1,500 to your ship $700
4th. Level Add resources worth $2,000 to your ship

Damage and Repair

There are 4 damage and repair perks:

Nanobot Efficiency (15 levels)

Increases the amount of hull hitpoints repaired by one nanobot. It starts with 35.00.

Requirements: Hull Hitpoints.

Colonial

Interceptor

Nanobot

Efficiency

Cost
1st. Level 36.00 $250
2nd. Level 37.00 $500
3rd. Level 38.00 $750
4th. Level 39.00 $1,000
5th. Level 40.00 $1,250
6th. Level 41.00 $1,500
...# Level (+1.00 every level) or

(# Level x 1.00 + 35.00)

(+$250 every level) or

(# Level x $250)

15th. Level 50.00 $3,750

Hitpoint Repair Rate (12 levels)

Increases the speed of repairing your hull.

Requirements: Hull Hitpoints, Nanobot Efficiency.

Colonial

Interceptor

Hitpoint

Repair Rate

Cost
1st. Level 27.00/s
2nd. Level 30.00/s $1,000
3rd. Level
4th. Level
5th. Level
6th. Level
...# Level
12th. Level

Component Damage Repair Costs (2 levels)

Decreases the costs of repairing damaged ship components.

Requirements: Hull Hitpoints, Nanobot Efficiency, Component Damage Chance.

Colonial

Interceptor

Component Damage

Repair Costs

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

1st. Level 20% $2,000
2nd. Level

Component Damage Chance (6 levels)

Decreases the probability of ship component damage.

Requirements: Hull Hitpoints, Nanobot Efficiency.

Colonial

Interceptor

Component

Damage Chance

Cost
1st. Level 5% $500
2nd. Level 10% $1,000
3rd. Level 15% $1,500
4th. Level 20% $2,000
5th. Level 25% $2,500
6th. Level 30% $3,000

Jump Drive

There are 3 jump drive perks:

Fuel Capacity (2 levels)

Extends your fuel tank, increasing the maximum number of jumps. You start with 4 jumps.

Requirements: Energy Capacity.

Colonial

Interceptor

Fuel

Capacity

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

1st. Level 5 jumps $1,000 $2,000 $3,000
2nd. Level 6 jumps

Lucky Jump Chance (8 levels)

Increases the chance of surviving a jump with insufficient fuel unscathed.

Requirements: Energy Capacity.

Colonial

Interceptor

Lucky Jump

Chance

Cost
1st. Level 27.5% $1,000
2nd. Level 30% $1,500
3rd. Level $2,000
4th. Level $2,500
5th. Level $3,000
6th. Level $3,500
7th. Level $4,000
8th. Level $4,500

Jump Charge Time (6 levels)

Decreases the time your jump drive needs to charge before triggering the jump. You start with 6s.

Requirements: Energy Capacity, Lucky Jump Chance.

Colonial

Interceptor

Jump Charge

Time

Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

1st. Level 5.5s $1,000 $1,100
2nd. Level 5s
3rd. Level 4.5s
4th. Level 4s
5th. Level 3.5s
6th. Level 3s

Misc

There are 3 miscellaneous perks:

Retrieval (6 levels)

Reveals the location of your last clone's ship wreck on the map and lets you salvage it.

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

Colonial

Interceptor

Retrieval Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level Reveals the location of your

last clone's ship wreck

$200 $400 $600 $800 N/A
2nd. Level Adds chance to retrieve

primary and secondary weapons

$500 $800 $1,200 $1,700 N/A
3rd. Level
4th. Level
5th. Level
6th. Level

Store Credits (7 levels)

Increases the amount of credits that will be carried over to your next run.

Requirements: Rare Loot Chance, Credit Loot Bonus.

Colonial

Interceptor

Store

Credits

Cost
1st. Level 5%
2nd. Level 10%
3rd. Level 15%
4th. Level 20% $1,000
5th. Level 25% $1,400
6th. Level 30% $2,000
7th. Level 35%

Bonus Equipment (6 levels)

Lets you choose additional random equipment before each run.

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

Colonial

Interceptor

Bonus Equipment Cost

Part1

Cost

Part2

Cost

Part3

Cost

Part4

Cost

Part5

1st. Level Lets you choose additional random

equipment before each run

$200 $400 $600 $800 N/A
2nd. Level Increases the quality

of the bonus equipment

$500 $800 $1,200
3rd. Level
4th. Level
5th. Level
6th. Level