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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 |
---|---|---|---|---|---|
1st. Level | 3 slots | ||||
2nd. Level | 4 slots | $800 | |||
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 |
---|---|---|---|---|---|
1st. Level | 2 slots | ||||
2nd. Level | 3 slots | $500 | $1,200 | ||
3rd. Level | 4 slots |
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 | 3.25x | |
5th. Level | 3.50x | |
6th. Level | 3.75x | |
7th. Level | 4x |
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% | |
6th. Level | 3% | |
7th. Level | 3.5% | |
8th. Level | 4% | |
9th. Level | 4.5% | |
10th. Level | 5% |
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 | $1,000 |
2nd. Level | 130m/s | $1,500 |
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 | ||
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 |
...# Level | (+15 every level) or
(# Level x 15 + 500) |
(+$250 every level) or
(# Level x $250) |
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% | |
5th. Level | 12.5% | $1,550 |
...# 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 |
---|---|---|---|---|---|
1st. Level | 3 slots | $200 | $400 | $600 | $800 |
2nd. Level | 4 slots | $500 | $800 | ||
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 | ||||
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 | ||
7th. Level | ||
8th. Level | ||
...# 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 |
---|---|---|
1st. Level | Add resources worth $500 to your ship | |
2nd. Level | Add resources worth $1,000 to your ship | $500 |
3rd. Level | Add resources worth $1,500 to your ship | |
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 |
---|---|---|---|---|---|
1st. Level | Reveals the location of your
last clone's ship wreck |
||||
2nd. Level | Adds chance to retrieve
primary and secondary weapons |
$500 | |||
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% | |
6th. Level | 30% | |
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 |
---|---|---|---|---|---|
1st. Level | Lets you choose additional random
equipment before each run |
||||
2nd. Level | Increases the quality
of the bonus equipment |
$800 | |||
3rd. Level | |||||
4th. Level | |||||
5th. Level | |||||
6th. Level |