Perks

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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. (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 Wreckages on the map N/A
3rd. Level Shows Vendor Ships on the map $500 $700 $1,000 $1,400 N/A
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 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% $5,000

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 (+1.00 every level) or

(# Level x 1.00 + 35.00)

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

primary and secondary weapons

$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%
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)

$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.