@DeletedUser40610190 (talk | contribs) mNo edit summary |
@DeletedUser40610190 (talk | contribs) Tag: Visual edit |
||
Line 322: | Line 322: | ||
=== Shield Capacity (20 levels) === |
=== Shield Capacity (20 levels) === |
||
− | Increases your shield's capacity. |
+ | Increases your shield's hitpoints capacity. |
{| class="wikitable" |
{| class="wikitable" |
||
!Colonial |
!Colonial |
Revision as of 15:56, 24 October 2016
This article is a stub or a work in progress. You can help by expanding or improving it. |
Perks can be leveled up prior to a game run using credits. The credits not used are lost when starting a new game. The lists below are as of the Early Access 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. (See chart below)
Requirements: Device Slots.
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 |
Secondary
Weapons |
Cost
Part1 |
Cost
Part2 |
Cost
Part3 |
Cost
Part4 |
Cost
Part5 |
---|---|---|---|---|---|---|---|
1st. Level | 3 slots | 2 slots | $200 | $400 | $600 | $800 | N/A |
2nd. Level | 4 slots | 3 slots | $500 | $800 | $1,200 | $1,500 | $2,000 |
3rd. Level | 5 slots | 4 slots | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 |
Critical Hit Damage (7 levels)
Increases your global hit damage multiplier for all Primary Weapons. You start with 2x.
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 | 4x | $3,500 |
6th. Level | 4.5x | $5,000 |
7th. Level | 5x | $7,000 |
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 | $3,000 |
5th. Level | 145m/s | $5,000 |
6th. Level | 150m/s | $7,000 |
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 | $3,500 |
3rd. Level | 2.8x | $5,000 |
4th. Level | 2.9x | $7,000 |
5th. Level | 3x | $10,000 |
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 |
Cost
Part5 |
---|---|---|---|---|---|---|
1st. Level | Shows threat levels to the map | $200 | $400 | $700 | $1,000 | N/A |
2nd. Level | Shows natural hazards on the map | $300 | $500 | $800 | $1,200 | $1,700 |
3rd. Level | Shows trader ship on the map | $500 | $700 | $1,000 | $1,400 | $1,900 |
4th. Level | Shows Service Stations on the map | $700 | $900 | $1,200 | $1,600 | $2,100 |
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% | $12,000 |
Defense
There is a single defense perk:
Hull Hitpoints (20 levels)
Increases your ship's hull hitpoints. Your starting points are 500. (See chart below)
Shield Generator
There are 3 shield generator perks:
Shield Capacity (20 levels)
Increases your shield's hitpoints capacity.
Colonial
Interceptor |
Hull
Hitpoints |
Shield
Capacity |
Cost |
---|---|---|---|
1st. Level | 515 | 2.5% | $200 |
2nd. Level | 530 | 5% | $500 |
3rd. Level | 545 | 7.5% | $800 |
4th. Level | 560 | 10% | $1,200 |
5th. Level | 575 | 12.5% | $1,550 |
6th. Level | 590 | 15% | $1,700 |
7th. Level | 605 | 17.5% | $1,850 |
8th. Level | 620 | 20% | $2,000 |
9th. Level | 635 | 22.5% | $2,200 |
10th. Level | 650 | 25% | $2,400 |
11th. Level | 665 | 27.5% | $2,650 |
12th. Level | 680 | 30% | $2,900 |
13th. Level | 695 | 32.5% | $3,200 |
14th. Level | 710 | 35% | $3,500 |
15th. Level | 725 | 37.5% | $3,850 |
16th. Level | 740 | 40% | $4,250 |
17th. Level | 755 | 42.5% | $4,700 |
18th. Level | 770 | 45% | |
19th. Level | 785 | 47.5% | |
20th. Level | 800 | 50% |
Shield Shutdown (10 levels)
Decreases the time the shield stops regenerating after the shield points have been depleted. (See chart below)
Requirements: Shield Capacity.
Shield Recharge (10 levels)
Increases the speed of shield recharge.
Requirements: Shield Capacity.
Colonial
Interceptor |
Shield
Shutdown |
Shield
Recharge |
Cost |
---|---|---|---|
1st. Level | 2% | 2% | $1,000 |
2nd. Level | 4% | 4% | $1,100 |
3rd. Level | 6% | 6% | $1,250 |
4th. Level | 8% | 8% | $1,400 |
5th. Level | 10% | 10% | $1,550 |
6th. Level | 12% | 12% | $1,700 |
7th. Level | 14% | 14% | $1,850 |
8th. Level | 16% | 16% | $2,000 |
9th. Level | 18% | 18% | $2,200 |
10th. Level | 20% | 20% | $2,400 |
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 | $1,200 |
5th. Level | 125 | $1,550 |
6th. Level | 130 | $1,700 |
7th. Level | 135 | $1,850 |
8th. Level | 140 | $2,000 |
9th. Level | 145 | $2,200 |
10th. Level | 150 | $2,400 |
11th. Level | 155 | $2,650 |
12th. Level | 160 | $2,900 |
13th. Level | 165 | $3,200 |
14th. Level | 170 | $3,500 |
15th. Level | 175 | |
16th. Level | 180 | |
17th. Leve | 185 | |
18th. Level | 190 | |
19th. Level | 195 | |
20th. Level | 200 | $5,000 |
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 | $1,200 |
5th. Level | 7.50/s | $1,500 |
6th. Level | 8.00/s | $1,900 |
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 | $1,500 | $2,000 |
3rd. Level | 5 slots | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 |
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 |
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 | 17% | $2,300 |
8th. Level | 21% | $3,000 |
9th. Level | 26% | $3,800 |
10th. Level | 30% | $4,700 |
11th. Level | 35% | $5,700 |
12th. Level | 41% | $6,800 |
13th. Level | 50% | $8,000 |
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% | $7,000 |
4th. Level | 10% | $10,000 |
Resources
There are 3 resources perks:
Crafting Costs (4 levels)
Decreases the amount of resources needed for crafting. (See table below).
Requirements: Consumable Slots, Device Slots.
Mining Yield (4 levels)
Increases the amount of resources gained from mining.
Requirements: Crafting Costs, Consumable Slots, Device Slots.
Colonial
Interceptor |
Crafting
Costs |
Mining
Yield |
Cost |
---|---|---|---|
1st. Level | 10% | 10% | $4,000 |
2nd. Level | 15% | 15% | $6,000 |
3rd. Level | 20% | 20% | $8,000 |
4th. Level | 25% | 25% | $10,000 |
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 | $900 | $1,200 | $1,600 | $2,100 |
4th. Level | Add resources worth $2,000 to your ship | $900 | $1,100 | $1,400 | $1,800 | $2,300 |
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 | $500 |
2nd. Level | 37.00 | $600 |
3rd. Level | 38.00 | $800 |
4th. Level | 39.00 | $1,000 |
5th. Level | 40.00 | $1,250 |
6th. Level | 41.00 | $1,500 |
7th. Level | 42.00 | $1,800 |
8th. Level | 43.00 | |
9th. Level | 44.00 | |
10th. Level | 45.00 | |
11th. Level | 46.00 | |
12th. Level | 47.00 | |
13th. Level | 48.00 | |
14th. Level | 49.00 | |
15th. Level | 50.00 |
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 | $500 |
2nd. Level | 30.00/s | $1,000 |
3rd. Level | 35.00/s | $1,500 |
4th. Level | 40.00/s | $2,000 |
5th. Level | 45.00/s | $2.500 |
6th. Level | 50.00/s | $3,000 |
7th. Level | ||
8th. Level | ||
9th. Level | ||
10th. Level | ||
11th. 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% | $1,000 | $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 | 20% | $2,000 |
4th. Level | 30% | $4,000 |
5th. Level | 40% | $6,500 |
6th. Level |
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 | $4,000 |
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 |
Cost
Part5 |
---|---|---|---|---|---|---|
1st. Level | 5.5s | $1,000 | $1,100 | $1,200 | $1,300 | N/A |
2nd. Level | 5s | $1,100 | $1,200 | $1,300 | $1,400 | $1,500 |
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 | $700 | $1,000 | N/A |
2nd. Level | Adds chance to retrieve
primary and secondary weapons |
$300 | $500 | $800 | $1,200 | $1,700 |
3rd. Level | Adds chance to retrieve fuel | $500 | $700 | $1,000 | $1,400 | $1,900 |
4th. Level | Adds chance to retrieve
devices and consumables |
$700 | $900 | $1,200 | $1,600 | $2,100 |
5th. Level | Increases chances of retrieving anything | $900 | $1,100 | $1,400 | $1,800 | |
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% | $600 |
3rd. Level | 15% | $800 |
4th. Level | 20% | $1,000 |
5th. Level | 25% | $1,400 |
6th. Level | 30% | $2,000 |
7th. Level | 35% | $3,000 |
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 (1 or 1) |
$200 | $400 | $600 | $800 | N/A |
2nd. Level | Increases the quality
of the bonus equipment (1 or 1) |
$300 | $500 | $800 | $1,200 | $1,700 |
3rd. Level | Increases the quality
of the bonus equipment (2 or 2) |
$500 | $700 | $1,000 | $1,400 | $1,900 |
4th. Level | Increases the quality
of the bonus equipment (2 or 2) |
$700 | $900 | $1,200 | $1,600 | $2,100 |
5th. Level | Adds a third offer | $900 | $1,100 | $1,400 | $1,800 | |
6th. Level | Allows one re-roll of equipment offered |