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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. Upgrading all perks in the complete 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.
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 |
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.
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:
Crafting Costs
Decreases the amount of resources needed for crafting. It has four levels, and has 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 |
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 |
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:
Credit Loot Bonus
Increases the amount of credits found. It has thirteen levels, and has 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 |
Rare Loot Chance
Increases the chance of finding better loot. It has four levels, and has 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:
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 has 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 |
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.
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 |
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 |
Component Damage Chance
Decreases the probability of ship component damage. It has six levels, and has 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 |
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.
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.
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 |
Diplomacy
Improves your standing with G&B. It has four levels, and has 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.
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.
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 |
Bonus Equipment
Lets you choose additional random equipment before each run. It has six levels, and has 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 and are not global like the pilot perks. Maxing all perks on any of the three ships unlocks the Tinkerer Achievement.
Colonial Interceptor
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
The amount of different 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.
Requirements: Device Slots.
Level | Slots | 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 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.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Two | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Three | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
Device Slots
The amount of different devices your ship can carry. The Interceptor starts with two slots. It has three levels, and has a total cost of $18,500.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Four | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Five | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 | $10,500 |
Consumable Slots
The amount of different consumables your ship can carry. The Interceptor starts with two slots. It has three levels, and has a total cost of $18,500 credits.
Requirements: Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Four | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Five | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 | $10,500 |
Enhancement 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.
Requirements: Device Slots, Consumable Slots.
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.
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.
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.
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.
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.
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 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.
Level | Jumps | 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 secondary weapons systems your ship can carry. It begins with one slot.
Requirements: Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Total | |||
1 | Two | $200 | $400 | $600 | $800 | $2,000 |
Device Slots
The amount of different devices your ship can carry. It begins with three slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Total | |||
1 | Four | $200 | $ | $ | $ | $2,000 |
Consumable Slots
The amount of different consumables your ship can carry. It begins with two slots.
Requirements: Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Four | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Five | $1,000 | $1,500 | $2,000 | $2,500 | $3,000 | $10,500 |
Enhancement Slots
The amount of different Subroutines or Glyphs your ship can carry. You start with one, and it has two levels.
Requirements: Consumable Slots, Device 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.
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 is a single Hull perk:
Hull Hitpoints
Increases your ship's hull hitpoints.
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.
Level | Capacity | Cost | Visual Upgrade |
---|---|---|---|
1 | 80 | $200 | |
2 | 85 | $500 | |
3 | 90 | $800 | |
4 | 95 | $1,200 | |
5 | 100 | $1,550 | ✓ |
6 | 105 | $1,700 | |
7 | 110 | $1,850 | |
8 | 115 | $2,000 | |
9 | 120 | $2,200 | |
10 | 125 | $2,400 | ✓ |
11 | 130 | $2,650 | |
12 | 135 | $2,900 | |
13 | 140 | $3,200 | |
14 | 145 | $3,500 | |
15 | 150 | $3,850 |
Energy Regeneration
Increases the speed of energy regeneration. You start with 6.00/s, and it has 11 levels.
Requirements: Energy Capacity.
Level | Regen Rate | Cost |
---|---|---|
1 | 6.50/s | $200 |
2 | 7.00/s | $500 |
3 | 7.50/s | $900 |
4 | 8.00/s | $1,200 |
5 | 8.50/s | $1,500 |
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
There are two Engine perks:
Max Speed
Increases the maximum speed of your ship.
Requirements: Hull Hitpoints.
Level | Regen Rate | Cost | Visual Upgrade |
---|---|---|---|
1 | 133m/s | $700 | |
2 | 136m/s | $1,200 | |
3 | 139m/s | $2,000 | ✓ |
4 | 142m/s | $3,000 | |
5 | 145m/s | $5,000 | |
6 | 148m/s | $7,000 | |
7 | 150m/s | $9,000 | ✓ |
Boost Speed
Increases the speed of your ship while boosting.
Requirements: Max Speed, Hull Hitpoints.
Level | Speed Multiplier | Cost | Visual Upgrade |
---|---|---|---|
1 | 3.1x | $2,000 | |
2 | 3.2x | $3,500 | |
3 | 3.3x | $5,000 | ✓ |
4 | 3.4x | $7,000 | |
5 | 3.5x | $10,000 | ✓ |
Jump Drive
There are two Jump Drive perks:
Fuel Capacity
Extends your fuel tank, increasing the maximum number of jumps.
Level | Jumps | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Total | |||
1 | Five | $1,000 | $2,000 | $3,000 | $4,000 | $10,000 |
Jump Charge Time
Decreases the time your jump drive needs to charge before triggering the jump. It starts with a six second jump time.
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 |
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 primary weapon systems your ship can carry. It begins with two slots.
Requirements: Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Four | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
Secondary Weapon Slots
The amount of different secondary weapons systems your ship can carry. It begins with two slots.
Requirements: Primary Weapons Slots, Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Four | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Five | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 | $10,500 |
Device Slots
The amount of different devices your ship can carry. You start with two slots, and it has two levels.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Four | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Five | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
Consumable Slots
The amount of different consumables your ship can carry. You start with three, and it has three levels.
Requirements: Device Slots.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Four | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Five | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Six | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 | $10,500 |
Enhancement Slots
The amount of different Subroutines or Glyphs your ship can carry. You start with one, and it has two levels.
Level | Slots | Cost |
---|---|---|
1 | Two | $8,000 |
2 | Three | $16,000 |
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.
Level | Hitpoints | Cost |
---|---|---|
1 | 1,105 | $300 |
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
Reduces all damage dealt to your hull by a specific percentage. Unique to the Gunship, it has 10 levels and you start with 35%.
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 perks:
Energy Capacity
Increases the total energy capacity. The Gunship starts with 140, and it has 20 levels.
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 | |
14 | 210 | $3,500 | |
15 | 215 | $3,850 | |
16 | 220 | $4,250 | |
17 | 225 | $4,700 | |
18 | 230 | $5,200 | |
19 | 235 | $5,750 | |
20 | 240 | $6,300 |
Energy Regeneration
Increases the speed of energy regeneration. The Gunship starts with 6.00/s, and it has seven levels.
Requirements: Energy Capacity.
Level | Regen Rate | Cost |
---|---|---|
1 | 6.5/s | $500 |
2 | 7.0/s | $700 |
3 | 7.5/s | $900 |
4 | 8.0/s | $1,200 |
5 | 8.5/s | $1,500 |
6 | 9.0/s | $1,900 |
7 | 9.5/s | $2,400 |
Engine
There are two Engine perks:
Max Speed
Increases the maximum speed of your ship. It has seven levels, and the Gunship starts with 110m/s.
Requirements: Hull Hitpoints.
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.
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
Extends your fuel tank, increasing the maximum number of jumps. The Gunship starts with four jumps, which is 100 fuel. It has two levels.
Requirements: Energy Capacity.
Level | Jumps | 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 |
Drones
Unique to the Gunship, there is a single drone perk:
Drone Efficiency
Improves Drone Deployment. It has five levels.
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 | $ | $ | $ | $ | $6,500 |
4 | Deployed Drones will come equipped with adaptive armor and shields. | $1,100 | $ | $ | $ | $ | $8,100 |
5 | Deployed Drones will regenerate 10% hull hitpoints after jumping. | $ | $ | $ | $ | $ | $ |
Colonial 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
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 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.
Level | Slots | Cost | ||||
---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Total | ||
1 | Three | $200 | $400 | $600 | $800 | $2,000 |
Device Slots
The number of different 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.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Four | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Five | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
3 | Six | $1,000 | $1,500 | $2,000 | $2,500 | $3,500 | $10,500 |
Consumable Slots
The number of different 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.
Level | Slots | Cost | |||||
---|---|---|---|---|---|---|---|
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Total | ||
1 | Four | $200 | $400 | $600 | $800 | N/A | $2,000 |
2 | Five | $500 | $800 | $1,200 | $1,500 | $2,000 | $6,000 |
Enhancements Slots
The number of different 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.
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
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.
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 it can be upgraded up to 13 levels.
Requirements: Energy Capacity.
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 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.
Level | Jumps | 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 ? levels with a total cost of $ credits.
Requirements: Hull Hitpoints.
Requirements: Hull Hitpoints.
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 x, and it has ? levels with a total cost of $1 credits.
Requirements: Max Speed, Hull Hitpoints.
Hacking
Fast Hacking
Increases the speed of hacking. You start with 0%, and it has 5 levels
Level | Speed | Cost |
---|---|---|
1 | 10% | $1,000 |
2 | % | $ |
3 | % | $ |
4 | % | $ |
5 | % | $ |
Modifications
Mod Slots
Increase the number of modifications that can be installed. You start with 3 modifications. It has 2 levels.
Level | Slots | Cost |
---|---|---|
1 | Four for primary weapons | $6,000 |
2 | Four for devices | $8,000 |