Upgrades can be bought at the Upgrade Station available in each system. They increase the effectiveness of one of your ship's systems or weapons.
The cost of an upgrade depends on how many upgrades you have already purchased. You can discard (reset) all upgrades and reclaim the purchase prices for each at an Upgrade Station, but the transaction will cost you 200 Flux. All pieces of the upgrade are additive, which means they are cumulative; changing the order that upgrades happen in does not change the cost. For instance, buying Level 1 of Shield and Armor, and then Level 2 of Shield and Armor, costs the same as buying Level 1 and 2 of Shield, then buying Level 1 and 2 of Armor.
Ships with premanufactured upgrades are the only exception to this rule. More details in Upgrade Cost Tables.
Elite tech is explained at a separate article, here: Elite Tech.
Weapon upgrades give bonuses to different aspects of the weapon depending on the weapon being upgraded. See each weapon's description for details.
For a general guide to upgrading, go to the general guide.
These are upgrades to your ship unrelated to any specific weapon. Each has a special ability activated with a hotkey; when you purchase the related upgrade, a helpful icon will appear on the right side of your HUD reminding you of the hotkey and showing a cooldown timer.
Reduces damage done to shield by 35%
The active ability Hardened Shields (hotkey: Q) reduces damage taken to 1 per hit for two seconds. This is great in both player and enemy battle, and is very vital for some precedures.
Increases ship health, and reduces incoming damage per hit. Armor and health are used after your shields are depleted.
The active ability Repair (hotkey: F) restores your ship's health score by consuming a fraction of your active shields (not maximum shield score). This is the only way (Besides special weapons) to get your health back.
|Level 1||+60 health||+2 armor||25% of current shields converts to health with 200% efficiency|
|Level 2||+60 health||+2 armor|
|Level 3||+60 health||+2 armor||35% of current shields converts to health with 300% efficiency|
|Level 4||+120 health||+3 armor|
|Level 5||+180 health||+3 armor|
|Level 6||+240 health||+5 armor||50% of current shields converts to health with 400% efficiency|
|Total||+720 health||+17 armor||50% of current shields converts to health with 400% efficiency|
- Increased Health by 100%
- Increase armor by 100%
- Sacrifice 25% of Maximum Health to gain 75% shield regeneration
- Increased amount of health gained by 100%
Rapid Recharge Repair
- Decreases cooldown of convert by 50%
- Armor can not be reduced under 75% of maximum
Increases acceleration and speed
The active ability Speed Boost (hotkey: E) gives a 1 second increase in current speed, but the player cannot turn. You can still be attacked in this speedy state. This is very useful for escaping fights with players and enemies, and to get places faster.
|Level 1||+4% max speed||+4% max acceleration||+30% speed boost; cooldown 12 seconds|
|Level 2||+4% max speed||+4% max acceleration|
|Level 3||+4% max speed||+4% max acceleration||+60% speed boost; cooldown 12 seconds|
|Level 4||+6% max speed||+6% max acceleration|
|Level 5||+6% max speed||+6% max acceleration|
|Level 6||+8% max speed||+8% max acceleration||+100% speed boost; cooldown 6 seconds|
|Total||+32% max speed||+32% max acceleration||+100% speed boost; cooldown 6 seconds|
Overcharged Speed Boost
- Increased bonus speed gained by speed boost by 100%
- Increases Engine speed by 10%
Rapid Recharge Speed Boost
- Decreases cooldown of speed boost by 40%
Long Lasting Speed boost
- Increases Speed Boost duration by 300%
Increases max power and power regeneration
The active ability Overload (hotkey: R) increases damage dealt and power consumed by all weapons for 5 seconds. This is good in battle for dealing a lot of damage in a small amount of time. You regain 22 power per second without any artifacts and regain 11 power per second when in the "red zone" of the power bar (less than 40).
|Level 1||+5% max power||+1% power regeneration||+15% damage & power cost; cooldown 60 seconds|
|Level 2||+5% max power||+1% power regeneration|
|Level 3||+8% max power||+2% power regeneration||+25% damage & power cost; cooldown 45 seconds|
|Level 4||+8% max power||+2% power regeneration|
|Level 5||+10% max power||+2% power regeneration|
|Level 6||+14% max power||+2% power regeneration||+35% damage & power cost; cooldown 30 seconds|
|Total||+50% max power||+10% power regeneration||+35% damage & power cost; cooldown 30 seconds|
- Increased damage from all weapons by 20%
- Increases attack speed of all weapons by 15%
- Reduced power use of weapons by 15%
Lasting power boost
- Increases duration of damage boost by 200%
Super charged power boost
- Increases damage bonus by 100%
Optimized power boost
- Reduces power penalty of damage boost by 200%
Upgrade Cost Tables
The Steel cost of an Upgrade is related to two things:
- The level of the Upgrade you're purchasing. This is referred to here as the "Fixed Cost" or "Level Cost".
- The number of Upgrades you have previously purchased, regardless of level. This is referred to here as the "Incremental Cost" or "Cost Factor". Premanufactured upgrades do not contribute to Cost Factor.
Since these costs are additive, it does not matter which order upgrades are purchased in.
The exception to this rule is related to premanufactured upgrades. The incremental cost factor ignores any premanufactured upgrades, reducing the cost of other upgrades. However, once an upgrade is made to the premanufactured attribute, the premanufactured upgrades count towards incremental cost. For example, the Level 5 upgrade to the engine of a new Eagle Eye has an incremental cost factor of zero, but once that particular upgrade has been purchased, the next upgrade on the same ship will be priced as if 5 upgrades had been previously purchased. Thus, it becomes less expensive to upgrade other attributes before improving a premanufactured upgrade.
Fixed costs operate on a very simple rule: Cost starts at 400 for a level 1 Upgrade, and doubles for each additional level. The following table is complete and exhaustive; since the Cost Factor is zero before you buy your first Upgrade, these numbers are laid bare and are measurable to exact precision.
|Level of Upgrade||Fixed Cost|
The incremental cost increases the price of all upgrades each time you buy an upgrade. For example, the first time you buy an upgrade, all costs go up by 416. The second time you buy an upgrade, all costs go up again, by 448 more. In general, the Nth time you buy an upgrade, all costs go up by 384+32N. This means that if you have already bought x upgrades, then all the costs will be higher than the above table, by 16x2 + 400x.
The Fixed Cost is added to the Incremental Cost to produce the final purchase price. Incremental Cost is harder to calculate, as it is based on a quadratic (parabolic) curve. Many elements of the following table are interpolated; numbers are given from both experimentally verified data points as well as a "best-effort" parabolic curve for the data so far. Projections listed are for 16x2 + 400x, which is an exact fit for low-level data points (through 9 upgrades) but may not be an accurate reflection of high-level prices. Finally, take "Observed" values with a grain of salt: Since they are displayed like "1.3K" instead of 1300, they have a big error bar: +/- 50 Steel! And that's just assuming they're being rounded to the nearest hundred and not "floored", which would push the error to +100.
|Incremental Cost: Projected and Experimental|
|Number of Previous Upgrades||Projected Cost Factor||Observed Cost Factor|
Levels 4, 5, and 6 seem to have a fixed cost of 320 hydrogen crystals, 360 plasma fluids, and 400 iridium, respectively. This fixed cost ignores however many upgrades you have already purchased, but increase at their own upgrade levels: the hydrogen crystal price seems to go up after you've purchased your first Level 4 Upgrade according to its own Cost Factor. This cost will be investigated in future studies.