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{{SeeAlso|[[Ships]]|[[Systems]]|[[Weapons]]|[[Drones]]|[[Augmentations]]|[[Random Events|Events]]|[[Sectors]]|[[Resources]]}}
 
{{SeeAlso|[[Ships]]|[[Systems]]|[[Weapons]]|[[Drones]]|[[Augmentations]]|[[Random Events|Events]]|[[Sectors]]|[[Resources]]}}
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Augmentations are items that passively provide benefits to your ship. Your ship can equip up to three of them; spare augmentations cannot be stored in the cargo hold. They can be bought at stores or rewarded from events.
   
 
Their benefits range from improving stats ([[#FTL Recharge Booster|FTL Recharge Booster]]) to granting entirely new abilities ([[#Adv. FTL Navigation|Adv. FTL Navigation]]) and effects ([[#Reverse Ion Field|Reverse Ion Field]]).
   
 
Most of the stat-boosting Augmentations stack with each other. The ones that don't stack are grayed out in stores if you already own one (or if all your augmentation slots are filled). If you loot an augment that you already own and does not stack, you receive 25 scrap instead (regardless of the augment value). If you loot an augment and don't have room for it, you must choose one augment to leave behind, and you do not earn the resale value.
Augmentations are items that passively provide upgrades for your ship. Every ship can hold and equip up to three of them. They can be bought at random stores for scrap and found through random encounters and quests. Their benefits range from improving stats ([[#FTL Recharge Booster|FTL Recharge Booster]]) to granting entirely new abilities ([[#Adv. FTL Navigation|Adv. FTL Navigation]]) and effects ([[#Reverse Ion Field|Reverse Ion Field]]).
 
 
Most of the stat boosting Augmentations stack with each other. The ones that don't stack are grayed out in stores if you already own one (or if all of your augmentation slots are filled). All augments can be sold to any store for half of their cost (rounded down). If you loot an augment that you already own and it's not one that stacks, you are notified and it's salvaged on the spot for resale value. If you loot an augment and don't have room for it, you must choose one augment to leave behind when you jump, and you do not earn the resale value.
 
   
 
==Weapon Augmentations==
 
==Weapon Augmentations==
 
===Automated Re-loader===
 
===Automated Re-loader===
 
''"Cooldown between weapon shots is improved by 10 percent."''
 
''"Cooldown between weapon shots is improved by 10 percent."''
* This applies to all weapons, including the artillery weapons of the Federation Cruiser variants.
+
* This also applies to the artillery system on the Federation Cruisers
  +
* Stackable, but each one is less effective than the last
* Stackable additively with itself and the weapon manned bonus. For instance, 2 Automated Re-loader and a 15% weapon manned bonus would result in a 35% cooldown reduction.
 
  +
* One Reloader multiplies weapon charge by 0.909. Two Reloaders, 0.833. Three Reloaders, 0.769
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
   
  +
Reloader bonuses stack with crew skill but are calculated differently. Crew skill is a simple multiplier of 0.9, 0.85, or 0.8. Reloaders are "divided instead of multiplied". If "C" is crew skill and "N" is the number of reloaders, the charge multiplier is: C/(1 + N/10)
<!-- This discussion should be in the talk/comment page rather than here. Putting it in comment in case someone want to add something or copy/paste it.
 
   
  +
For example, with fully-trained crew and three reloaders, the multiplier is 0.8/(1 + 3/10) = 0.615.
*<strike>Cooldown between shots reduced by</strike> Firing Rate is increased by 15% (10% since the Advanced Edition).
 
*I am pretty sure that this has not always been what was listed here. This is inaccurate and may have been edited. It is not a reduction to firing time per se, it is an increase in firing rate. The difference? To match a 50% reduction to the time between shots, you would have to increase the rate by 100%. So a 15% increase in rate is not equal to a 15% decrease in firing time since in a numerical sense increasing the rate by a % is not equal to decreasing the time between shots using the same %.
 
   
*Stackable. Measured charge times for Pike Beam with 0e,1,2 and 3 automated re-loaders were, respectively, 14.6s, 12.7s, 11.2s, 10.0s. The first time is shorter than the pike beam's stock 16s due to weapons officer. Each successive time is about 13% off the previous time. <s>These numbers suggest that automated reloaders stack additively with itself (rather than multiplicatively with itself) and multiplicatively with the manned bonus. </s> I disagree, the numbers clearly show that all the bonuses are additive.
 
* Initial time = 16s. Manned bonus(10%) = 14.4s. One reloader multiplicative with manned = 12.96s. One reloader additive with manned = 12.8s. Two reloaders multiplicative with manned = 11.52s. Two reloaders additive with manned = 11.2s. Three reloaders multiplicative with manned= 10.08s. Three reloaders additive with manned = 9.6s. Also the numbers contradict the statement that firing rate is increased. You are actually getting a cooldown reduction equal to the sum of your manned bonus plus your reloaders. To calculate your actual cooldown just use the formula (Cooldown of weapon * (100-(manned bonus + reloader bonus))/100.
 
-->
 
 
===Weapon Pre-Igniter===
 
===Weapon Pre-Igniter===
 
''"Weapons are made immediately available after an FTL jump."''
 
''"Weapons are made immediately available after an FTL jump."''
 
*Only works for weapons that were powered from the previous beacon.
*Only charges a '''single charge''' of multi-charge weapons (Advanced Edition).
 
  +
*Only skips the first charge cycle of chain weapons (so no "instant Vulcan")
*This does not apply to the artillery weapons found on Federation Cruiser variants.
 
  +
*Only gives one charge to charge weapons, by default. Can [https://www.youtube.com/watch?v=cMVlkQhF3Kw fully charge them using a trick].
*This only works for the weapons that were powered when you left the previous beacon.
 
 
*Does not affect the artillery weapons found on the Federation Cruisers.
  +
*The '''most expensive''' augment in the game.
 
* Cost: 120 [[File:Ftlgame-scrap.png]]
 
* Cost: 120 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 4
 
* [[Rarity]]: 4
A good tactic is to turn off everything and divert all power to your weapons before jumping away. This way you can "alpha strike" with 3-4 weapons the moment you arrive, overwhelming the enemy. After the initial volley you can shut down the extra weapons and immediately power up other systems to finish off the fight, or keep the pressure on.
 
   
 
===Stealth Weapons===
 
===Stealth Weapons===
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* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 3
 
* [[Rarity]]: 3
Helpful with quick-firing weapons, if you want to fire during your cloak that is. Otherwise, the quick-shots will drain your cloak very quickly. Intentionally draining your cloaking can be incredibly useful in ensuring your cloak recharges when the flagship uses its power surges/missiles. Having this augment ensures you can't do that.
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Helpful with quick-firing weapons, if you want to fire during your cloak that is. Otherwise, the quick-shots will drain your cloak very quickly. Intentionally draining your cloaking can be useful to help your cloak recharge when the [[The Rebel Flagship|flagship]] uses its power surges. Having this augment ensures you can't do that.
   
 
===Explosive Replicator===
 
===Explosive Replicator===
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* [[Rarity]]: 3
 
* [[Rarity]]: 3
 
* '''Advanced Edition''' only.
 
* '''Advanced Edition''' only.
  +
You can use this to keep crew in a room that is dangerous rooms such as ones that lack oxygen or have fires, though hacking a system already closes the doors of the system, so this augment is redundant.
 
  +
This augment is almost useless, since hacking already locks doors and impedes enemy crew movement.
   
 
===Defense Scrambler===
 
===Defense Scrambler===
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* Cost: 45 [[File:Ftlgame-scrap.png]]
 
* Cost: 45 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
Useful when dealing with a lot of lasers, such as the drone assault in phase two of the flagship. Having a single shield charge booster greatly increases your ability to survive it, and two in combination with high evasion makes it unlikely you'll take damage. The 90 scrap towards buying multiple of these could just be put to better defenses, cancelling out most reasons to purchase this.
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Useful when dealing with a lot of lasers, such as the drone assault in phase two of the flagship.
   
 
===Reverse Ion Field===
 
===Reverse Ion Field===
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* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 3
 
* [[Rarity]]: 3
Before 1.5.10 would charge Scrap penalty even if Player's Ship is completely repaired, but doesn't do that anymore. It's generally advised to sell it off whenever you get it from an event, as the amount of scrap saved from not having to repair is generally more than the amount you would lose.
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Before 1.5.10 would charge Scrap penalty even if Player's Ship is completely repaired, but doesn't do that anymore.
  +
Usually disadvantageous, for example: average scrap in sector 4 on easy 45, repair price at shop - 3 for one hull. Repair Arm augmentation would take 7 scrap for 2 points (in best case).
   
 
===Emergency Respirators===
 
===Emergency Respirators===
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* [[Rarity]]: 3
 
* [[Rarity]]: 3
 
* '''Advanced Edition''' only.
 
* '''Advanced Edition''' only.
* Puts out fires at the speed of a Mantis; you are advised to sell it.
+
* Puts out fires at the speed of a Mantis; you are advised to sell it, unless your crew or [[The_Rock_Cruiser#Layout_B|your ship]] are really bad against fire.
   
 
===Backup DNA Bank===
 
===Backup DNA Bank===
 
''"Your crew is safe in clone storage even if the system is off or broken."''
 
''"Your crew is safe in clone storage even if the system is off or broken."''
 
* Dead crew members will remain in the clone queue regardless of the state of the [[Clone Bay]], effectively allowing you to delay the cloning process for as long as necessary.
 
* Dead crew members will remain in the clone queue regardless of the state of the [[Clone Bay]], effectively allowing you to delay the cloning process for as long as necessary.
* Does not resurrect crew members who died before getting the augment, or who died when a Clone Bay was not installed.
+
* Does not resurrect crew members who died before getting the augment or who died when a Clone Bay was not installed. 
 
* Discarding the augment while crew members are in the clone queue with the Clone Bay depowered will trigger the "Crew are dying" warning back.
 
* Discarding the augment while crew members are in the clone queue with the Clone Bay depowered will trigger the "Crew are dying" warning back.
 
* If all of your crew die and the Clone Bay is destroyed, there will be no-one to repair the Clone Bay (unless you are able to deploy a System Repair Drone or Repair Burst) and your crew will stay in the bank forever. The game over screen won't show, forcing you to restart manually.
 
* If all of your crew die and the Clone Bay is destroyed, there will be no-one to repair the Clone Bay (unless you are able to deploy a System Repair Drone or Repair Burst) and your crew will stay in the bank forever. The game over screen won't show, forcing you to restart manually.
  +
* Since the Backup DNA Bank serves no purpose without an installed Clone Bay, you're advised to sell it or to acquire a Clone Bay at the earliest opportunity.  If you plan to fly with a Med Bay, don't use a Backup DNA Bank.
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
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* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
  +
* The recharge boost from this augment is rather weak, so scrap is usually better spent on engines instead.
* Unfortunately, the effect is largely too weak to avoid most ASBs before they fire.
 
   
 
===FTL Jammer===
 
===FTL Jammer===
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* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 3
 
* [[Rarity]]: 3
  +
* Occasionally this lets you get extra beacons when "diving" past the exit. Otherwise, mostly useless providing you plan your route in advance.
* Might be useful if you happen to realise you don't have a path to the exit beacon without having to do loads of backtracking. Otherwise, though, it's mostly unhelpful.
 
   
 
===Distraction Buoys===
 
===Distraction Buoys===
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* [[Rarity]]: 3
 
* [[Rarity]]: 3
 
* '''Advanced Edition''' only.
 
* '''Advanced Edition''' only.
* Advise to sell by Sector 7 as its effects become pointless in [[Sectors#The_Last_Stand|the final sector]].
+
* Best to sell it by Sector 7 as its effects become pointless in [[Sectors#The_Last_Stand|the final sector]]. This augment is effectively a slightly worse version of Scrap Recovery Arm.
   
 
==Misc. Augmentations==
 
==Misc. Augmentations==
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''"Adds additional info about nearby Beacons on the star map."''
 
''"Adds additional info about nearby Beacons on the star map."''
 
* Allows you to see if an adjacent beacon contains a ship or an [[Environmental_Hazard|environmental hazard]] before jumping to it.
 
* Allows you to see if an adjacent beacon contains a ship or an [[Environmental_Hazard|environmental hazard]] before jumping to it.
* If a beacon does not indicate a ship in wait, it may still result in some kind of fight, so be wary. Likewise, even if a ship is detected, there may be ways to avoid a fight.
+
* If a beacon does not indicate a ship, it may still result in a ship fight. Likewise, even if a ship is detected, there may be ways to avoid a fight.
* [[Blue_Options#Long_Range_Scanners|Is used in some events]]. Most of its blue options are the same as for Scanners at level 3, which might be preferred to save an augmentation slot.
+
* [[Blue_Options#Long_Range_Scanners|Is used in some events]].
 
* [[The Stealth Cruiser]] (All Layouts, A, B and C) starts with this augment.
 
* [[The Stealth Cruiser]] (All Layouts, A, B and C) starts with this augment.
 
* Some quests will not be shown on the map with the scanner (Rebel Shipyard, Unarmed Zoltan Transport, and The Engi Fleet Discussion).
 
* Some quests will not be shown on the map with the scanner (Rebel Shipyard, Unarmed Zoltan Transport, and The Engi Fleet Discussion).
 
* Cost: 30 [[File:Ftlgame-scrap.png]]
 
* Cost: 30 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 1
 
* [[Rarity]]: 1
* This augment is almost always worth purchasing, knowing what lies ahead is incredibly helpful for optimizing sector scrap gain and minimizing loss.
+
* This augment is well worth purchasing. Finding more fights significantly increases scrap income, and seeing hazards is also useful.
   
 
===Scrap Recovery Arm===
 
===Scrap Recovery Arm===
 
''"Allows the ship to collect 10 percent more scrap from any source."''
 
''"Allows the ship to collect 10 percent more scrap from any source."''
 
* It always rounds down, and extra arms stack additively (before rounding).
 
* It always rounds down, and extra arms stack additively (before rounding).
* If you had the arm and got 19 scrap, you would get 1 extra scrap because 1.9 isn't a full two. If you had 2 arms, and get 15 scrap, you would get 3 extra scrap.
+
* If you had the arm and got 19 scrap, you would get 1 extra scrap. If you had 2 arms, and got 15 scrap, you would get 3 extra scrap.
 
* Provides a blue event option which involves [[Large asteroid field|mining an asteroid field]].
 
* Provides a blue event option which involves [[Large asteroid field|mining an asteroid field]].
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 1
 
* [[Rarity]]: 1
  +
The blue option for this item can come as early as sector 1 and can easily net 30 scrap (the reward range is 18-60 scrap pre-bonus). Since it is quite easy to collect hundreds of scrap in sector 7 alone, this is often still profitable if purchased as late as sector 6 if you sell it at a store in sector 7.<br />
 
  +
This augment will almost always pay for itself, unless purchased very late. The scrap gains are considerable. However, the opportunity cost can also be high, especially when purchased early. Rarely a wise purchase on Hard.
For the scrap arm to pay for itself, you would have to collect 250 scrap with remainder rounded down before the bonus or 275 after, or in other words, you would have to get enough scrap for the scrap bonus to be equal to the sale price minus the sell price. (500 and 550 if you fail to sell it before the end of the game) This assessment, of course, does not account for the blue option you gain for having the scrap recovery arm.
 
   
 
===Drone Recovery Arm===
 
===Drone Recovery Arm===
 
''"Non-destroyed drones will be retrieved when jumping, allowing their parts to be reused."''
 
''"Non-destroyed drones will be retrieved when jumping, allowing their parts to be reused."''
  +
*Only recovers your own drones, not enemy drones.
*Functional drones that are not disabled will be received at the end of the battle, allowing the parts to be reused. This includes drones that are unpowered, as they remain intact and functional.
 
  +
*Only recovers external drones. Does not recover Boarding Drones, Ion Intruders, or hacking drones.
*Enemy drones are always disabled at the end of a battle, so they can't be recovered. Boarding drones and Ion Intruder Drones are also excluded; once launched to an enemy ship, they cannot be recovered, even if they remain functional. Hacking drones cannot be recovered.
 
  +
*Allows you to use multiple combat or defensive drones in every fight, without running out of parts.
*Most drone part costs are eliminated with this augmentation. The few drones that are shot down are more readily replaced with only the drone parts that you get from rewards and ship salvage.
 
*This augment pairs effectively with the [[Drones#Hull_Repair_Drone|Hull Repair Drone]], which becomes disabled after a random 3 to 5 hull repair (or by being prematurely depowered). With this augment, jumping to another beacon before the drone finishes returns it to you. This means that you can get a minimum of 2 hull repair at every jump-point at no part cost, leaving you with more parts for additional repairs when needed. No more repair costs!
+
*Can be used together with [[Drones#Hull_Repair_Drone|Hull Repair Drone]]. The drone always repairs a minimum of 3 hull before vanishing, so jumping after 2 repairs makes those repairs always free. Waiting longer might gain more free hull, but has a chance to lose the drone part.
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
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''"Backup Battery's lock time is halved."''
 
''"Backup Battery's lock time is halved."''
 
* Not stackable.
 
* Not stackable.
  +
* Reduces the battery cooldown period to 10 seconds.
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* Cost: 40 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 2
 
* [[Rarity]]: 2
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===Zoltan Shield Bypass===
 
===Zoltan Shield Bypass===
 
''"Allows crew/bomb teleportation and mind control to work through [[Zoltan shield|Zoltan Shields]]."''
 
''"Allows crew/bomb teleportation and mind control to work through [[Zoltan shield|Zoltan Shields]]."''
* Also works on the [[Rebel Flagship]]'s phase 3 shield, which is very handy when going with boarding-based boss strategy.
+
* Can be useful when boarding, especially against the [[Rebel Flagship]] in phase 3.
 
* Cost: 55 [[File:Ftlgame-scrap.png]]
 
* Cost: 55 [[File:Ftlgame-scrap.png]]
 
* [[Rarity]]: 3
 
* [[Rarity]]: 3
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* Cost: 60 [[File:Ftlgame-scrap.png]]
 
* Cost: 60 [[File:Ftlgame-scrap.png]]
 
* Heals 1.67 health points per second.
 
* Heals 1.67 health points per second.
  +
* Does not work on crew that is on another ship (teleported).
* Can almost negate no oxygen or fire damage, allowing for easy gunship use. Also great for 4-men boarding events.
 
   
 
===Rock Plating===
 
===Rock Plating===
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* Can be acquired by any ship through the [[Rock war vessel encounter|Rock Cruiser unlock event]], even if the Rock Cruiser has already been unlocked.
 
* Can be acquired by any ship through the [[Rock war vessel encounter|Rock Cruiser unlock event]], even if the Rock Cruiser has already been unlocked.
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
* Assuming decent luck this effectively grants you about 5 "extra" hull points on the flagship fight. It also saves some repair prices if your ship tends to suffer a lot from missiles.
+
* Assuming decent luck this effectively grants you about 5 "extra" hull points on the flagship fight. It also saves some repair costs.
   
 
===Titanium System Casing===
 
===Titanium System Casing===
 
''"All ship systems have additional plating that provides a 15 percent chance to negate damage when hit (hull will still be damaged)"''
 
''"All ship systems have additional plating that provides a 15 percent chance to negate damage when hit (hull will still be damaged)"''
*[[The Nesasio]] (Stealth Cruiser Layout A) starts with this augment.
+
*[[The Nesasio]] (Stealth Cruiser Layout A) starts with this augment. You are advised to sell this in favour of a [[Shields]] [[system]].
 
* Can be acquired by any ship through the [[Engi_Fleet_Discussion|Stealth Cruiser unlock event]], even if the Stealth Cruiser has already been unlocked.
 
* Can be acquired by any ship through the [[Engi_Fleet_Discussion|Stealth Cruiser unlock event]], even if the Stealth Cruiser has already been unlocked.
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
  +
* This augment is essentially the counterpart to Rock Plating: instead of reducing hull damage, it reduces system damage.
* It almost solely exists to sell off and buy Shields if you're using the Stealth ships.
 
   
 
===Drone Reactor Booster===
 
===Drone Reactor Booster===
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*Can be acquired by any ship through the [[The_Engi_Virus|Engi Virus event]].
 
*Can be acquired by any ship through the [[The_Engi_Virus|Engi Virus event]].
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
* A very negligible boost. It makes drones move from 50% the speed of most crew to 62% the speed of most crew. Selling it for 25 scrap is the recommended strategy, as its abilities are useless.
+
* A very negligible boost. It makes drones move from 50% the speed of most crew to 62.5% the speed of most crew. Selling it for 25 scrap is the recommended strategy.
   
 
===Slug Repair Gel===
 
===Slug Repair Gel===
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* Can be acquired by any ship through the [[Slug_Home_Nebula_Surrender|Slug Cruiser unlock event]], even if the Slug Cruiser has already been unlocked.
 
* Can be acquired by any ship through the [[Slug_Home_Nebula_Surrender|Slug Cruiser unlock event]], even if the Slug Cruiser has already been unlocked.
 
* Cost: 60 [[File:Ftlgame-scrap.png]]
 
* Cost: 60 [[File:Ftlgame-scrap.png]]
* The effect can be emulated by having level 2 oxygen, as the rate your oxygen refills almost counteracts the rate one breach drains it.
 
   
 
===Mantis Pheromones===
 
===Mantis Pheromones===
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* Can be acquired by any ship through the [[Legendary_thief_KazaaakplethKilik_Random_Event|Mantis Cruiser unlock event]], even if the Mantis Cruiser has already been unlocked.
 
* Can be acquired by any ship through the [[Legendary_thief_KazaaakplethKilik_Random_Event|Mantis Cruiser unlock event]], even if the Mantis Cruiser has already been unlocked.
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
 
* Cost: 50 [[File:Ftlgame-scrap.png]]
  +
* Somewhat useful, especially when boarding with 2 crew. Faster movement is helpful with advanced boarding techniques. Less relevant on 4-crew boarding setups.
* Allows your Mantis to be able to outrun any crew member, so keeping it is justifiable. Very useful when a few crew must repair multiple damages and breaches, as they can reach their destination quicker, especially for rock crew.
 
  +
* [https://mikehopley.github.io/ftl-crew-speed/ In practice], Mantis Pheromones seems to give about a 23% speed increase.
   
 
===Crystal Vengeance===
 
===Crystal Vengeance===
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* Can be acquired by any ship through the Crystal Cruiser unlock event even if the Crystal Cruiser has already been unlocked.
 
* Can be acquired by any ship through the Crystal Cruiser unlock event even if the Crystal Cruiser has already been unlocked.
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
  +
* This should always be sold at the first store visited. The effect is very weak, and actively harmful when boarding (it could randomly kill your boarders).
* The odds of this augment even activating, and the fact that enemies can just dodge the shard ensure that you should sell it off for 40 scrap.
 
** Be careful pairing this augment with [[Boarding]]. As an essentially automatic weapon, Crystal Vengeance will randomly target a room on the enemy ship, which can potentially damage your boarders or destroy the enemy ship if it is at low hull, killing your boarders. If you have a Clone Bay, this is less of a problem, although it is not a good choice for boarding ships.
 
   
 
===Zoltan Shield===
 
===Zoltan Shield===
 
''"An unexplained technology creates this nearly impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge it."''
 
''"An unexplained technology creates this nearly impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge it."''
 
* Cost: 80 [[File:Ftlgame-scrap.png]]
 
* 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.
 
* 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]]). Also note that aiming the Hull Beam at systemless rooms will not increase damage on the Zoltan shield.
 
* 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]]). Also note that aiming the Hull Beam at systemless rooms will not increase damage on the Zoltan shield.
  +
*Until they are destroyed, Zoltan Shields prevent boarding, hacking, and mind control. However, the '''Super Shield Bypass''' augment will allow boarding and mind control. Certain events that spawn intruders aboard your ship are explained in-game by the enemy having that augment.
*Crew cannot board a ship with an active Zoltan Shield. However, the player's ship will still be boarded if an event specifically calls for it, with the additional message "They must have a Super Shield Bypass Unit!". Additionally, in Advanced Edition, Mind Control and Hacking cannot be used on enemies protected by an active Zoltan Shield.
 
 
*[[The Zoltan Cruiser]] (A, B and C Variants) starts with this augment.
 
*[[The Zoltan Cruiser]] (A, B and C Variants) starts with this augment.
 
* Can be acquired by any ship through the [[Unarmed_Zoltan_Transport|Zoltan Cruiser unlock event]], even if the Zoltan Cruiser has already been unlocked.
 
* Can be acquired by any ship through the [[Unarmed_Zoltan_Transport|Zoltan Cruiser unlock event]], even if the Zoltan Cruiser has already been unlocked.
  +
*With [https://www.youtube.com/watch?v=hyJ37Eln-h8 precise use of some beams], it's possible to "pierce" a Zoltan Shield and deal damage to one or two rooms.
* Cost: 80 [[File:Ftlgame-scrap.png]]
 
A [[Glaive Beam]] is the only weapon that can down the Zoltan Shield in one shot and still potentially do damage (given that the enemy's less than three actual shields); the beam must be aimed so that the tip just enters a room for it to damage the ship.
 
   
 
===Damaged Stasis Pod===
 
===Damaged Stasis Pod===
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* More than one Stasis Pod can be acquired and held at a time; each one will occupy an augmentation slot. It is also possible to encounter multiple Zoltan research facilities (even in the same sector), and each one will open a single pod.
 
* More than one Stasis Pod can be acquired and held at a time; each one will occupy an augmentation slot. It is also possible to encounter multiple Zoltan research facilities (even in the same sector), and each one will open a single pod.
 
* Cost: 30 [[File:Ftlgame-scrap.png]]
 
* Cost: 30 [[File:Ftlgame-scrap.png]]
  +
[[Category:Augmentations]]

Revision as of 17:31, 19 March 2020

Template:SeeAlso Augmentations are items that passively provide benefits to your ship. Your ship can equip up to three of them; spare augmentations cannot be stored in the cargo hold. They can be bought at stores or rewarded from events.

Their benefits range from improving stats (FTL Recharge Booster) to granting entirely new abilities (Adv. FTL Navigation) and effects (Reverse Ion Field).

Most of the stat-boosting Augmentations stack with each other. The ones that don't stack are grayed out in stores if you already own one (or if all your augmentation slots are filled). If you loot an augment that you already own and does not stack, you receive 25 scrap instead (regardless of the augment value). If you loot an augment and don't have room for it, you must choose one augment to leave behind, and you do not earn the resale value.

Weapon Augmentations

Automated Re-loader

"Cooldown between weapon shots is improved by 10 percent."

  • This also applies to the artillery system on the Federation Cruisers
  • Stackable, but each one is less effective than the last
  • One Reloader multiplies weapon charge by 0.909. Two Reloaders, 0.833. Three Reloaders, 0.769
  • Cost: 40 Ftlgame-scrap
  • Rarity: 2

Reloader bonuses stack with crew skill but are calculated differently. Crew skill is a simple multiplier of 0.9, 0.85, or 0.8. Reloaders are "divided instead of multiplied". If "C" is crew skill and "N" is the number of reloaders, the charge multiplier is: C/(1 + N/10)

For example, with fully-trained crew and three reloaders, the multiplier is 0.8/(1 + 3/10) = 0.615.

Weapon Pre-Igniter

"Weapons are made immediately available after an FTL jump."

  • 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.
  • Does not affect the artillery weapons found on the Federation Cruisers.
  • The most expensive augment in the game.
  • Cost: 120 Ftlgame-scrap
  • Rarity: 4

Stealth Weapons

"Prevents your weapon fire from disrupting your cloak, allowing you to shoot at will while cloaked."

  • This augmentation negates the cloak duration shortening effect caused by firing non-beam weapons while cloaked.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 3

Helpful with quick-firing weapons, if you want to fire during your cloak that is. Otherwise, the quick-shots will drain your cloak very quickly. Intentionally draining your cloaking can be useful to help your cloak recharge when the flagship uses its power surges. Having this augment ensures you can't do that.

Explosive Replicator

"Missile based weapons have a 50 percent chance of not using a missile."

  • Multi-shot weapons (Swarm and the Pegasus Missiles) have the same 50 percent chance of not using a missile in their volley. This is because one missile is used when firing these weapons, even though there are multiple attacks from them.
  • Not stackable.
  • Cost: 60 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.

Hacking Stun

"All crew inside a room during a Hacking Pulse will be stunned for the duration."

  • Affects both the enemy's and player's crew members.
  • Crew members who enter the affected room during the Hacking Pulse are stunned to the end of the duration as well.
  • Cost: 60 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.

This augment is almost useless, since hacking already locks doors and impedes enemy crew movement.

Defense Scrambler

"Prevents enemy defense drones from targeting anything."

  • Causes defensive drones (Eg: Defense Drone Mk1, Defense Drone Mk2, Anti-Combat Drone) to be unable to shoot down projectiles (Lasers, Missiles, Asteroids, combat drones, boarding drones, hacking drone).
  • Does not affect the enemy Shield Overcharger.
  • Does not affect enemy combat drones or boarding drones.
  • Will show the enemy defensive drones spinning when the augment is in use.
  • The Engi Cruiser Layout C starts with this augment.
  • Cost: 80 Ftlgame-scrap
  • Rarity: 4
  • Advanced Edition only.

Defensive Augmentations

Shield Charge Booster

"Boosts the ship's shield recharge rate by 15 percent."

Useful when dealing with a lot of lasers, such as the drone assault in phase two of the flagship.

Reverse Ion Field

"Protects your ship from ion damage, giving a 50 percent chance to negate it entirely."

  • Stackable.
  • Immunity to ion damage with multiple. (A.E.)
  • Can protect from the ion pulse environmental hazard.
  • Cost: 45 Ftlgame-scrap
  • Rarity: 2

Repair Arm

"Repairs your hull every time you collect scrap, but reduces scrap collected by 15 percent."

  • Repairs your hull for 1-2 points every time you collect scrap.
  • The scrap reduction percentage rounds against you.
  • Not stackable.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 3

Before 1.5.10 would charge Scrap penalty even if Player's Ship is completely repaired, but doesn't do that anymore. Usually disadvantageous, for example: average scrap in sector 4 on easy 45, repair price at shop - 3 for one hull. Repair Arm augmentation would take 7 scrap for 2 points (in best case).

Emergency Respirators

"Crew take half damage from low oxygen."

  • Crystal crew members take only 25% damage from low oxygen with this augment.
  • The effect also works when boarding enemy ships, allowing the crew to more safely board into vacuums.
  • The Lanius Cruiser (Type A and Type B) start with this augment. This can help when trying to achieve the Loss of Cabin Pressure achievement or when using depressurization to defend your ship from fire and invaders.
  • The Federation Cruiser (Type C) Starts with this augment. With this augment, a boarding crew can survive long enough to disable a system or two on oxygenless ships.
  • Crew members can heal in a lvl 1 medbay without oxygen with this augment.
  • Not stackable.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 2
  • Advanced Edition only.

Fire Suppression

"Automatically put out fires throughout the ship."

  • Cost: 65 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.
  • Puts out fires at the speed of a Mantis; you are advised to sell it, unless your crew or your ship are really bad against fire.

Backup DNA Bank

"Your crew is safe in clone storage even if the system is off or broken."

  • Dead crew members will remain in the clone queue regardless of the state of the Clone Bay, effectively allowing you to delay the cloning process for as long as necessary.
  • Does not resurrect crew members who died before getting the augment or who died when a Clone Bay was not installed. 
  • Discarding the augment while crew members are in the clone queue with the Clone Bay depowered will trigger the "Crew are dying" warning back.
  • If all of your crew die and the Clone Bay is destroyed, there will be no-one to repair the Clone Bay (unless you are able to deploy a System Repair Drone or Repair Burst) and your crew will stay in the bank forever. The game over screen won't show, forcing you to restart manually.
  • Since the Backup DNA Bank serves no purpose without an installed Clone Bay, you're advised to sell it or to acquire a Clone Bay at the earliest opportunity.  If you plan to fly with a Med Bay, don't use a Backup DNA Bank.
  • Cost: 40 Ftlgame-scrap
  • Rarity: 2
  • Advanced Edition only.

FTL Augmentations

FTL Recharge Booster

"The ship's FTL Drive powers up 25 percent faster."

  • Stackable.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 2
  • The recharge boost from this augment is rather weak, so scrap is usually better spent on engines instead.

FTL Jammer

"Scramble enemy ships' FTL computers, doubling the time it takes for them to jump."

  • Not stackable.
  • Cost: 30 Ftlgame-scrap
  • Rarity: 3
  • Can be slightly useful for defensive setups, though the 30 scrap might be better spent on improving your offensive capabilities instead.

Adv. FTL Navigation

"Allows the ship to jump to any previously visited Beacon."

  • Not stackable.
  • This means you can go back to any 'blue' beacon in only one jump.
  • Used in some blue events.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 3
  • Occasionally this lets you get extra beacons when "diving" past the exit. Otherwise, mostly useless providing you plan your route in advance.

Distraction Buoys

"Leaves a false signal at sector start to delay Rebels 1 jump."

  • Not stackable.
  • Only works at the beginning of a sector, so it's never useful right away.
  • Cost: 55 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.
  • Best to sell it by Sector 7 as its effects become pointless in the final sector. This augment is effectively a slightly worse version of Scrap Recovery Arm.

Misc. Augmentations

Long-Ranged Scanners

"Adds additional info about nearby Beacons on the star map."

  • Allows you to see if an adjacent beacon contains a ship or an environmental hazard before jumping to it.
  • If a beacon does not indicate a ship, it may still result in a ship fight. Likewise, even if a ship is detected, there may be ways to avoid a fight.
  • Is used in some events.
  • The Stealth Cruiser (All Layouts, A, B and C) starts with this augment.
  • Some quests will not be shown on the map with the scanner (Rebel Shipyard, Unarmed Zoltan Transport, and The Engi Fleet Discussion).
  • Cost: 30 Ftlgame-scrap
  • Rarity: 1
  • This augment is well worth purchasing. Finding more fights significantly increases scrap income, and seeing hazards is also useful.

Scrap Recovery Arm

"Allows the ship to collect 10 percent more scrap from any source."

  • It always rounds down, and extra arms stack additively (before rounding).
  • If you had the arm and got 19 scrap, you would get 1 extra scrap. If you had 2 arms, and got 15 scrap, you would get 3 extra scrap.
  • Provides a blue event option which involves mining an asteroid field.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 1

This augment will almost always pay for itself, unless purchased very late. The scrap gains are considerable. However, the opportunity cost can also be high, especially when purchased early. Rarely a wise purchase on Hard.

Drone Recovery Arm

"Non-destroyed drones will be retrieved when jumping, allowing their parts to be reused."

  • Only recovers your own drones, not enemy drones.
  • Only recovers external drones. Does not recover Boarding Drones, Ion Intruders, or hacking drones.
  • Allows you to use multiple combat or defensive drones in every fight, without running out of parts.
  • Can be used together with Hull Repair Drone. The drone always repairs a minimum of 3 hull before vanishing, so jumping after 2 repairs makes those repairs always free. Waiting longer might gain more free hull, but has a chance to lose the drone part.
  • Cost: 50 Ftlgame-scrap
  • Rarity: 2

Battery Charger

"Backup Battery's lock time is halved."

  • Not stackable.
  • Reduces the battery cooldown period to 10 seconds.
  • Cost: 40 Ftlgame-scrap
  • Rarity: 2
  • Advanced Edition only.

Zoltan Shield Bypass

"Allows crew/bomb teleportation and mind control to work through Zoltan Shields."

  • Can be useful when boarding, especially against the Rebel Flagship in phase 3.
  • Cost: 55 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.

Reconstructive Teleport

"Crew gets fully healed by teleportation."

  • More useful with a clone bay, allowing you to have full-health boarders without waiting multiple jumps or resurrecting them with loss of skill
  • A defeated ship can be teleported on as long as you still have boarders remaining on it. That way you can heal post-combat your normally non-boarding crew.
  • Will heal mind-controlled enemies
  • Cost: 70 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.

Lifeform Scanner

"Detects the location of any life forms, even when sensors don't function."

  • Functions exactly like a slug crewman showing crew. You could just spend 45 scrap and outright buy a Slug crewman, however.
  • Cost: 40 Ftlgame-scrap
  • Rarity: 3
  • Advanced Edition only.

Non-Purchasable Augmentations

Engi Med-bot Dispersal

"Engi nano med-bots heal the crew outside of the med-bay (at a reduced speed)."

  • Does not work if you have a Clone Bay instead of a Medbay.
  • Not affected by Medbay upgrades.
  • Will not work outside your ship.
  • Used in some blue event options.
  • Not stackable.
  • The Torus (Engi Cruiser Layout A) starts with this augment.
  • Can be acquired by any ship through the Rebel attacking Engi event.
  • Cost: 60 Ftlgame-scrap
  • Heals 1.67 health points per second.
  • Does not work on crew that is on another ship (teleported).

Rock Plating

"Superior hull armor provides a 15 percent chance to negate incoming hull damage (hit systems will still be damaged)."

Titanium System Casing

"All ship systems have additional plating that provides a 15 percent chance to negate damage when hit (hull will still be damaged)"

  • The Nesasio (Stealth Cruiser Layout A) starts with this augment. You are advised to sell this in favour of a Shields system.
  • Can be acquired by any ship through the Stealth Cruiser unlock event, even if the Stealth Cruiser has already been unlocked.
  • Cost: 80 Ftlgame-scrap
  • This augment is essentially the counterpart to Rock Plating: instead of reducing hull damage, it reduces system damage.

Drone Reactor Booster

"Your shipboard drones have their movement speed increased by 25 percent."

  • The Vortex (Engi Cruiser Layout B) starts with this augment.
  • Can be acquired by any ship through the Engi Virus event.
  • Cost: 50 Ftlgame-scrap
  • A very negligible boost. It makes drones move from 50% the speed of most crew to 62.5% the speed of most crew. Selling it for 25 scrap is the recommended strategy.

Slug Repair Gel

"Slug ships excrete a thick gel that automatically repairs any hull breaches."

Mantis Pheromones

"Your crew's movement speed is increased by 25 percent."

  • Applies both on your ship and when boarding an enemy.
  • The Mantis Cruiser (A, B and C Variants) starts with this augment.
  • Can be acquired by any ship through the Mantis Cruiser unlock event, even if the Mantis Cruiser has already been unlocked.
  • Cost: 50 Ftlgame-scrap
  • Somewhat useful, especially when boarding with 2 crew. Faster movement is helpful with advanced boarding techniques. Less relevant on 4-crew boarding setups.
  • In practice, Mantis Pheromones seems to give about a 23% speed increase.

Crystal Vengeance

"Every time your ship takes damage, there is a 10 percent chance to break off a shard that flies at your enemy."

  • This counts as a normal missile shot that does 1 damage and has a 10% chance to breach. Like any other projectile, the enemy can dodge it with their current evasion percentage.
  • The Crystal Cruiser (A and B Variants) starts with this augment.
  • Can be acquired by any ship through the Crystal Cruiser unlock event even if the Crystal Cruiser has already been unlocked.
  • Cost: 80 Ftlgame-scrap
  • This should always be sold at the first store visited. The effect is very weak, and actively harmful when boarding (it could randomly kill your boarders).

Zoltan Shield

"An unexplained technology creates this nearly impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge it."

  • Cost: 80 Ftlgame-scrap
  • 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). Also note that aiming the Hull Beam at systemless rooms will not increase damage on the Zoltan shield.
  • Until they are destroyed, Zoltan Shields prevent boarding, hacking, and mind control. However, the Super Shield Bypass augment will allow boarding and mind control. Certain events that spawn intruders aboard your ship are explained in-game by the enemy having that augment.
  • The Zoltan Cruiser (A, B and C Variants) starts with this augment.
  • Can be acquired by any ship through the Zoltan Cruiser unlock event, even if the Zoltan Cruiser has already been unlocked.
  • With precise use of some beams, it's possible to "pierce" a Zoltan Shield and deal damage to one or two rooms.

Damaged Stasis Pod

Spoiler Warning!
"This bizarre alien artifact appears to be barely operational. It has no practical function but perhaps someone can repair it."

  • This "augment" is used exclusively in an event sequence to access the Hidden Crystal Worlds.
  • Can only be acquired during the Dense Asteroid Field Distress Call random event.
  • Can only be used during the Zoltan Research Facility random event.
  • More than one Stasis Pod can be acquired and held at a time; each one will occupy an augmentation slot. It is also possible to encounter multiple Zoltan research facilities (even in the same sector), and each one will open a single pod.
  • Cost: 30 Ftlgame-scrap