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Everspace-Perks-UI

Perks screen with Colonial Interceptor selected.

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
3 345 $800
4 360 $1,200
5 375 $1,550
6 390 $1,700
7 405 $1,850
8 420 $2,000
9 435 $2,200
10 450 $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
2 150 $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 can be upgraded up to 13 levels.

Requirements: Energy Capacity.

Level Regen Rate Cost
1 6.50/s $500
2 7.00/s $700
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 $2,400?
9 10.50/s $4,000
10 11.00/s $5,000
11 12.00/s $5,500
12 12.50/s $6,000
13 13.00/s $6,500

Jump Drive

There is a single jump drive perk:

Fuel Capacity

Extends your fuel tank, increasing the maximum number of jumps. The Sentinel 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 7 levels with a total cost of $27,900? 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 2.4x, and it has 4 levels with a total cost of $17,500? credits.

Requirements: Max Speed, Hull Hitpoints.

Level Speed Multiplier Cost Visual Upgrade
1 2.5x $2,000
2 2.6x $3,500
3 2.7x $5,000
4 2.8x $7,000

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
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