Augmentations (also known as augments) are items that provide benefits to your ship. They can be bought at stores or rewarded from events. Your ship can have only up to three augmentations, and the cargo storage cannot hold any of them.
Their benefits range from improving stats (FTL Recharge Booster, Automated Re-loader) to granting entirely new abilities (Adv. FTL Navigation) and effects (Reverse Ion Field).
Most stat-boosting Augmentations stack with each other. Augments that don't stack will be greyed out in stores if you already own one (once your ship's augmentation slots are filled, any store augmentations will be greyed out too). If you loot an augment that you already own and it does not stack, you will receive 25 scrap instead (regardless of the augment's value). In other cases, if you loot an augment and don't have room for it, you must choose one augment to leave behind without receiving any scrap value, and this augment will be permanently lost after the FTL jump.
Note: augmentations that can be stacked will have a corresponding note.
Offensive Augmentations[]
Automated Re-loader[]
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- Purchase price: 40 (Store rarity: 2)
- Stacks additively with multiple reloaders, and stacks multiplicatively with crew skill.
- The augment description is somewhat misleading. It actually increases firing rate by 10%. You could think of it as increasing shots per minute. Reloaders stack additively, so three of them increase firing rate by 30%. Cooldown is the inverse of firing rate, so one Automated Reloader divides cooldown by 1.1.
- If "C" is the crew skill multiplier and "R" is the number of reloaders, the charge time multiplier is: .
- For example, with fully-trained crew and three reloaders, the multiplier is , meaning a Flak 1 would fire in 6.15 seconds. (Weapon charge calculator)
- Provides boost even if the Weapon Control system is damaged, hacked, or ionized.
- The boost is also applied to artillery systems of the Federation Cruisers.
Defense Scrambler[]
- Purchase price: 80 (Store rarity: 4) (Advanced Edition Content)
- Prevents enemy defensive drones from acquiring and shooting down targets.
- Affects only Defense Drone I and II and Anti-Combat Drone.
- Starting augmentation for Engi C.
Explosive Replicator[]
- Purchase price: 60 (Store rarity: 3) (Advanced Edition Content)
- Multi-shot weapons - Swarm Missiles and Pegasus Missiles - use only one missile resource per volley and have the same 50 percent chance of not using it in their volley.
Hacking Stun[]
- Purchase price: 60 (Store rarity: 3) (Advanced Edition Content)
- Affects both the enemy's and the player's crewmembers and drones.
- Any crew or drone that enter the room during the hacking pulse will also be stunned.
Stealth Weapons[]
- Purchase price: 50 (Store rarity: 3)
- Removes the cloak-shortening effect caused by firing non-beam weapons while cloaked.
Weapon Pre-Igniter[]
- Purchase price: 120 (Store rarity: 4)
- Only works for weapons that were powered from the previous beacon.
- Only skips the first charge cycle of chain weapons (so no "instant Vulcan").
- Only gives one charge to charge weapons, by default. Can fully charge them using a trick [1].
- Does not affect artillery systems of the Federation Cruisers.
- Allows multiple depowered weapons to be almost fully charged at the start of a fight. [2]
Defensive Augmentations[]
Backup DNA Bank[]
- Purchase price: 40 (Store rarity: 2) (Advanced Edition Content)
- Dead crewmembers will remain in the clone queue regardless of the state of the Clone Bay, allowing you to delay their cloning for as long as necessary. Hacking pulse doesn't kill crew in the cloning queue.
- If Clone Bay is destroyed without any means to repair it (with System Repair Drone or Repair Burst), while all crew is in the cloning queue, the game will soft-lock and require a manual restart (the game over screen won't appear).
- Has no effect with a Medbay.
- Can be used in the Crystalline research facility event.
Emergency Respirators[]
- Purchase price: 50 (Store rarity: 2) (Advanced Edition Content)
- The effect also works when boarding enemy ships, allowing safer boarding of Lanius and Automated ships.
- Allows crewmembers to heal in a level 1 Medbay without oxygen.
- Crystal crewmembers take only 25% damage from low oxygen with this augment.
- Starting augmentation for all Lanius Cruisers and Federation C.
Fire Suppression[]
- Purchase price: 65 (Store rarity: 3) (Advanced Edition Content)
- Puts out all fires at once, at the same speed as a Crystal crew (slightly slower than a Human).
Repair Arm[]
- Purchase price: 50 (Store rarity: 3)
- Repairs your hull for 2 points every time you collect scrap.
- The final scrap reward value with a decimal number is rounded down (against you).
- Does not reduce scrap gain if your hull is at maximum.
- The final scrap reward value will be displayed on the HUD (the preceding screen with reward shows a regular scrap amount).
Reverse Ion Field[]
- Purchase price: 45 (Store rarity: 2)
- Stackable: immunity to all sources of ion damage, including a pulsar, with two or more.
- Ion protection is also applied to a Zoltan Shield.
Shield Charge Booster[]
- Purchase price: 45 (Store rarity: 2)
- Stacks additively with multiple Shield Charge Boosters, and multiplicatively with crew skill.
- It's a 15% increase in recharge rate, not a 15% decrease in recharge time. Recharge time is the inverse of recharge rate. To find the improved time, divide by 1.15, giving about 87% of the base time (not 85%).
- If "C" is the crew skill multiplier and "B" is the number of boosters, the recharge time multiplier is: .
- For example, with fully-trained crew and three boosters, the multiplier is: .
- The resulting regeneration time of a shield layer is a product of the recharge time multiplier and the base regeneration time of a shield layer (layer 1 and 2 restore in 2 seconds each, layer 3 - in 1.72, layer 4 - in 1.5, layer 5 - in 1.33 seconds). (Shield layer recharge time calculator)
- Provides boost even if the Shields system is damaged, hacked, or ionized.
FTL Augmentations[]
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- Purchase price: 50 (Store rarity: 3)
- Allows jumping to previously visited beacons which were later overtaken by the Rebel Fleet.
- Can be used in the Civilian FTL haywire escort event.
Distraction Buoys[]
- Purchase price: 55 (Store rarity: 3) (Advanced Edition Content)
- Its effect works at the beginning of a sector.
- Has no effect in the final sector.
- Can be used in the Crystalline ship messaging about Rebels event.
FTL Jammer[]
FTL Recharge Booster[]
- Purchase price: 50 (Store rarity: 2)
- Stacks additively with multiple FTL Recharge Boosters.
- It's a 125% multiplier for the charge rate, not a 75% multiplier to the charge time; so charge time is multiplied by 80%. With two of them the charge time is multiplied by 67%, and with three of them - by 57%. (see FTL charge time table)
Misc. Augmentations[]
Battery Charger[]
- Purchase price: 40 (Store rarity: 2) (Advanced Edition Content)
- Reduces the battery cooldown period from 20 down to 10 seconds.
Drone Recovery Arm[]
- Purchase price: 50 (Store rarity: 2)
- Only recovers your deployed external drones: combat drones - after the ship fight, defense drones - after initiating the FTL Jump.
- Does not recover Boarding Drones, Ion Intruders, or hacking drones.
- Can be used together with Hull Repair Drone: the drone vanishes after repairing 3-5 hull points, so jumping after 2 repairs makes those repairs always free.
Lifeform Scanner[]
- Purchase price: 40 (Store rarity: 3) (Advanced Edition Content)
- Functions exactly like the slugs' ability to sense live crew.
- Can be used in some events.
Long-Ranged Scanners[]
- Purchase price: 30 (Store rarity: 1)
- Reveal environmental hazards and possible ship presence of adjacent beacons.
- Work proactively and retroactively: adjacent beacons left far behind will also have the information revealed after acquiring the scanners, all previously revealed information won't be shown anymore if the scanners are sold (or swapped out).
- If the scanners don't indicate a ship presence at a beacon, it may still result in a ship fight. Likewise, even if a ship is detected, there may be options to avoid a fight.
- Environment hazards, which may occur due to some event choices after arrival at the beacon, are not shown.
- Can be used in some events.
- Starting augmentation for all Stealth Cruisers.
Reconstructive Teleport[]
- Purchase price: 70 (Store rarity: 3) (Advanced Edition Content)
- Will also heal mind-controlled enemies.
Scrap Recovery Arm[]
- Purchase price: 50 (Store rarity: 1)
- The final scrap reward value with a decimal number is rounded down (against you): if you received 19 scrap, you would get 1 extra scrap.
- Multiple Scrap Recovery Arms stack additively before rounding down: if you had 2 arms and received 15 scrap, you would get 3 extra scrap.
- The final scrap reward value will be displayed on the HUD, while the regular scrap reward amount is shown on a preceding pop-up screen.
- Contrary to in-game description, does not increase scrap collected from items sold in a Store.
- Can be used in the Large asteroid field event.
Zoltan Shield Bypass[]
- Purchase price: 55 (Store rarity: 3) (Advanced Edition Content)
- Hacking drones still cannot be launched and will be destroyed if it comes into contact with a Zoltan Shield (e.g. when the hacking drone was launched prior to a Shield Overcharger drone creating a Zoltan Shield layer).
- Boarding drones can be launched but will be destroyed upon contact with a Zoltan Shield. (the enemy doesn't launch drones against Zoltan Shield)
Non-Purchasable Augmentations[]
Crystal Vengeance[]
- Sell price: 40
- Fires a crystal shot that does 1 damage, has a 10% chance to breach, completely ignores shields, and is affected by evasion; can be shot down by defense drones. [ bugged: friendly defense drones can shoot it down, and friendly projectiles can intercept it, as it is considered a neutral projectile like asteroids ]
- Starting augmentation for all Crystal Cruisers.
- Can be acquired by any ship through the Crystal Cruiser unlock event regardless if the Crystal Cruiser has already been unlocked.
Damaged Stasis Pod[]
- Sell price: 15
- This "augment" is used to acquire a Crystal crewmember (named Ruwen) and, successively, to access the Hidden Crystal Worlds in a special event sequence.
- Can only be acquired in the Dense asteroid field distress call event. More than one Stasis Pod can be acquired and held at a time (each one will occupy an augmentation slot).
- Can only be used during the Zoltan research facility event. Zoltan research facility can be encountered multiple times per Engi sector and once per Zoltan sector, and each one will open a single pod.
Drone Reactor Booster[]
- Sell price: 25
- Increases the speed of crew drones by 25%, however, the actual crew drone speed is increased from 50% of regular crew speed to 62.5%.
- Starting augmentation for Engi B.
- Can be acquired by any ship in the Engi Virus event.
Engi Med-bot Dispersal[]
- Sell price: 30
- Heals 1.6 health points per second.
- Medbay must be powered for it to work.
- Not affected by Medbay upgrades.
- Does not work on crew that is on another ship (teleported).
- Does nothing if you have a Clone Bay.
- Can be used in some events.
- Starting augmentation for Engi A.
- Can be acquired by any ship in the Rebel attacking Engi event.
Mantis Pheromones[]
- Sell price: 25
- Applies both on your ship and when boarding an enemy.
- Starting augmentation for all Mantis Cruisers.
- Can be acquired by any ship through the Mantis Cruiser unlock event, even if the Mantis Cruiser has already been unlocked.
Rock Plating[]
- Sell price: 40
- Allows a guaranteed retrieval of a Damaged Stasis Pod in the Dense asteroid field distress call event (without it the chances are only 1/3).
- Can be used in some events.
- Doesn't protect from solar flares, fire and sabotage damage.
- Doesn't protect from damage sources with 100% breach chance -- i.e. ASBs.
- Doesn't protect from event-scripted hull damage.
- Starting augmentation for all Rock Cruisers.
- Can be acquired by any ship through the Rock Cruiser unlock event, even if the Rock Cruiser has already been unlocked.
Slug Repair Gel[]
- Sell price: 30
- Fixes all breaches simultaneously, at 75% regular crew speed.
- Stacks with crew repairs.
- Starting augmentation for all Slug Cruisers.
- Can be acquired by any ship through the Slug Cruiser unlock event, even if the Slug Cruiser has already been unlocked.
Titanium System Casing[]
- Sell price: 40
- Doesn't protect from solar flares, fire and sabotage damage.
- Doesn't protect from event-scripted system damage.
- Starting augmentation for Stealth A.
- Can be acquired by any ship through the Stealth Cruiser unlock event, even if the Stealth Cruiser has already been unlocked.
Zoltan Shield[]
- Sell price: 40
- Upon arrival at a beacon, you start with an additional green energy shield that will absorb 5 points of damage before your standard shields and hull will start to take damage.
- Absorbs damage from all weapon types, including missiles, bombs and beams, but takes twice as much damage from ion weapons. Beam weapons deal their room damage twice to the shield (including the Artillery Beam).
- Aiming the Hull Beam at systemless rooms will not increase damage on a Zoltan Shield.
- Until they are destroyed, Zoltan Shields prevent boarding, hacking, and mind control.
- Zoltan Shield Bypass augmentation (available only for player ships) will allow boarding, bomb teleportation, and mind control.
- Does not prevent boarding events.
- Leaving and returning to an area with an enemy ship that has a Zoltan Shield will cause the enemy's Zoltan Shield to replenish.
- Pulsar waves cannot penetrate the Zoltan Shield, but will quickly strip it.
- Starting augmentation for all Zoltan Cruisers.
- Can be acquired by any ship through the Zoltan Cruiser unlock event, even if the Zoltan Cruiser has already been unlocked.
- The Rebel Flagship uses a more powerful version of a Zoltan Shield (12 hit points) in phase 3.
- For more information, see the main article: Zoltan Shield.
Augmentations blue options[]
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Backup DNA Bank[]
Damaged Stasis Pod[]
Distraction Buoys[]
Engi Med-bot Dispersal[]
Lifeform Scanner[]
- Drifting debris
- Rebel ship in nebula (equivalent of Long-Ranged Scanners or Sensors-3)
- Small research station with no response
Long-Ranged Scanners[]
- Destroyed cargo ship (equivalent of Sensors 2-3)
- Encrypted federation signal (equivalent of Sensors-3 at Hidden Federation Base)
- Engi distress call (equivalent of Sensors-3 at Hidden Federation Base; Engi crew is a preliminary requirement)
- Engi research station (equivalent of Sensors 2-3)
- Federation ship in need of aid (equivalent of Sensors-3 at Hidden Federation Base)
- Heavily damaged Federation ship (inferior to Crew Teleporter blue option)
- Prepare to dock (equivalent of Sensors-3)
- Rebel ship in nebula (equivalent of Lifeform Scanner or Sensors-3)
- Small asteroid belt distress beacon (equivalent of Sensors-3 at Hidden Federation Base)
Rock Plating[]
- Dense asteroid field distress call (Unlock Crystal Cruiser)
- Mantis ship with Rock body parts
- Small asteroid belt distress beacon
Scrap Recovery Arm[]
References[]
- ↑ Before making an FTL Jump: fully charge the weapon, pause the game, then depower the weapon and make the Jump. After the Jump: pause the game before the combat start (i.e. during the event intro), power up the charger weapon, let the weapon complete its current, final shot charge (it requires only few frames/moments). Now the weapon is capable of firing the maximum amount of shots at the start of a fight. (see video)
- ↑ Before making an FTL Jump: fully charge the weapons which you would like to shoot first at the start of the combat, pause the game; depower these weapons, and power the weapons which you would like to use after firing the initial weapons, make the Jump. After the Jump: pause the game before the combat start (i.e. during the event intro), depower the weapons which are fully charged and power the initial set of weapons, which will require only a tiny bit of time to fully charge again (only few frames/moments); shoot the "initial volley" weapons and once all shots are fired (e.g. from a burst laser), quickly swap to the other set of weapons (the pause buttons help keep the interval as short as possible). (see video)