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FTL: Faster Than Light Wiki

Stores can be found at designated beacons or in events. They offer goods and services in exchange for scrap.

Stores availability[]

Guaranteed stores[]

The number of guaranteed stores is determined by the sector type.

Number of guaranteed stores, by sectors
Civilian (starting
sector)
Civilian Engi Zoltan Abandoned Mantis Pirate Rebel Rock Slug Nebulas Uncharted Nebula Hidden Crystal Worlds The Last Stand
Stores 1–2 2–3 2–3 2 2 1–2 1–2 1–2 2 0–1 0–1 2–3 1
Nebula stores - - - - - - - - - 2 1* - -

* Due to issues with how sectors are generated, about 0.8% of Uncharted Nebulas have no stores at all.

Additional stores[]

Additional stores acquirable through events, by sectors [1]
Event name Civilian [2] Engi Zoltan Abandoned Mantis Pirate Rebel Rock Slug
Nebulas
Uncharted
Nebula
Store opening opportunity events
Large trade station [3] + + + + + + + + + +
Lone Lanius ship +
Store opening chance events
Escort civilians [4] + + + +
Escort civilians FTL haywire + + + + + +
Pirate briber [5] + + + + + + + + + +
Settlement mercenary work + + + +
Slug drink +
Slug transport with military escort +
Zoltan trade hub +
  1. Hidden Crystal Worlds and The Last Stand sectors don't have sector-specific store opening opportunity/chance events. (however, Pirate briber can occur in these sectors)
  2. Also applicable to Civilian (starting sector).
  3. Large trade station can occur as an exit beacon event in any sector. (marked grey for sectors when this is the case)
  4. Escort civilians can occur multiple times per sector.
  5. Pirate briber can occur as a filler or as an exit beacon event in any sector. (marked grey for sectors when this is the case)

Store bugs[]

Reloading at an "event generated" store will make it vanish. If you have enemy boarders on your ship, leaving the store interface will also make the store disappear.

Reloading at any store will re-roll crew skills, and will force drone control to come with a Defence Drone Mark 1.

With Advanced Edition Content Off, there is a bug that very often causes item slots to be empty. It affects crew, augmentations, drones, systems, and weapons (e.g. a store might sell only two weapons or even one crew - instead of a regular three).

Also note that a store with Advanced Edition Content On can have some empty systems slots when most or all of the systems are purchased/installed (i.e. with all 8 main systems installed it is possible to not be able to find Sensors or Backup Battery or a different medical unit in a store that sells systems - some sub-slots will be plainly empty).

See game bugs for more information, including advice for avoiding these types of issue.


Stores assortment[]

Hull repairs (in stores)
Sector 1 ― 3 4 ― 6 7 ― 8
Price 2 3 4
Resources (in stores)
Fuel Missiles Drone parts
Stock 3 – 7 2 – 6 2 – 4
Price 3 6 8

Stores sell:

Hull repairs prices vary depending on sector progression: the cost of repairing 1 hull point of damage is determined by the sector number.

Fuel, missiles, and drone parts stock varies, but the price for each type of resource is fixed.

Each slot contains three random items (or crewmembers) of that type (for example, three random weapons). A store will never sell duplicate weapons, drone schematics, augmentations.

Systems[]

Stores may sell three random systems. Systems are installed on your ship in a predetermined location. If you buy a teleporter, it will always have two slots, not four.

Filling all your system slots will not prevent stores from selling systems, even though you can't buy them (except for medical systems, which replace your current one). If your ship has less than 11 systems+subsystems, there is a 50% chance the first store slot will be forced to be systems. When a store is selling systems, the selection is mostly random, but is governed by a few special rules:

  • Stores cannot sell a system you already own
  • Shields are guaranteed if you don't have them
  • A medical system is guaranteed if you don't have one
  • A drone system is guaranteed if the store also sells drones
Purchasable systems

Shields

Medbay [1]

Clone Bay [1][2]

Crew Teleporter

Cloaking

Mind Control [2]

Hacking [2]

Drone Control

Sensors

Door System

Backup Battery [2]
125 50 50 90 150 75 80 75/85 [3] 40 60 35
  1. 1.0 1.1 Buying a medical system will replace whichever one you currently have (medbay becomes a clonebay and vice versa). System levels will be preserved when switching.
  2. 2.0 2.1 2.2 2.3 Advanced Edition Content.
  3. Drone Control system cost depends on which drone it's paired with at the time of purchase: with System Repair Drone the cost is 75, with Combat Drone Mark I or Defense Drone Mark I the cost is 85 .

Items and crew rarity[]

Rarity is a hidden attribute of weapons, drone schematics, augmentations, and crew races. It is used to determine the likelihood of a specific item or a crew race to be found in stores and the possibility (without the likelihood tiers) for an item or a crew race to be received as an event reward in certain sector types.

Rarity normally goes from 1 to 5, 1 being common and 5 being rare.

If rarity is set to 0 on a specific item, then it cannot be randomly found in game. This usually happens in one of the following cases:

Every sector has a table of loot which then gets weighted by its rarity and selected accordingly, e.g.: Crystal Lockdown Bomb has different rarity values for certain sectors; other crystal weapons and crystal crewmembers cannot be acquired outside of Hidden Crystal Worlds (except for one particular event, regarding the crew); Lanius crewmembers are only encountered in Abandoned sectors.

Weapons[]

Weapon Price Rarity
Burst Laser I
50 1
Burst Laser II
80 4
Burst Laser III
95 4
Heavy Laser I
50 2
Heavy Laser II
65 4
Hull Laser I
55 2
Hull Laser II
75 3
Chain Laser [1]
65 3
Chain Vulcan [1]
95 5
Laser Charger [1]
55 3
Laser Charger II [1]
70 3
Weapon Price Rarity
Pike Beam
55 2
Hull Beam
70 3
Halberd Beam
65 2
Glaive Beam
95 5
Fire Beam
50 3
Anti-Bio Beam
50 5
Weapon Price Rarity
Flak Gun I [1]
65 1
Flak Gun II [1]
80 4
Weapon Price Rarity
Hermes Missile
45 2
Breach Missiles
65 3
Hull Missile
65 3
Pegasus Missile
60 3
Swarm Missiles [1]
65 4
Weapon Price Rarity
Crystal Burst I [2]
20 1
Crystal Burst II [2]
20 4
Heavy Crystal I [2]
20 2
Heavy Crystal II [2]
20 5
Weapon Price Rarity
Ion Blast
30 3
Ion Blast II
70 4
Heavy Ion
45 3
Ion Stunner [1]
35 4
Ion Charger [1]
50 3
Chain Ion [1]
55 4
Weapon Price Rarity
Small Bomb
45 1
Breach Bomb II
60 4
Fire Bomb
50 2
Ion Bomb
55 3
Stun Bomb [1]
45 2
Healing Burst
40 3
Repair Burst [1]
40 3
Crystal Lock Bomb
45 0*
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Advanced Edition Content.
  2. 2.0 2.1 2.2 2.3 Purchasable only in Hidden Crystal Worlds sector.

Drones[]

Drone Price Rarity
Combat Drone Mark I
50 2
Combat Drone Mark II
75 5
Beam Drone I
50 3
Beam Drone II [1]
60 5
Fire Drone [1]
60 4
Drone Price Rarity
Defense Drone Mark I
50 1
Defense Drone Mark II
70 3
Anti-Combat Drone [1]
35 1
Shield Overcharger [1]
60 4
Drone Price Rarity
Anti-Personnel Drone
35 2
System Repair Drone
30 1
Hull Repair Drone
85 4
Drone Price Rarity
Boarding Drone
70 4
Ion Intruder [1]
65 4
  1. 1.0 1.1 1.2 1.3 1.4 Advanced Edition Content.

Augmentations[]

Augmentation Price Rarity
 Automated Re-loader 40 2
 Defense Scrambler [1] 80 4
 Explosive Replicator [1] 60 3
 Hacking Stun [1] 60 3
 Stealth Weapons 50 3
 Weapon Pre-Igniter 120 4
Augmentation Price Rarity
 Backup DNA Bank [1] 40 2
 Emergency Respirators [1] 50 2
 Fire Suppression [1] 65 3
 Repair Arm 50 3
 Reverse Ion Field 45 2
 Shield Charge Booster 45 2
Augmentation Price Rarity
 Adv. FTL Navigation 50 3
 Distraction Buoys [1] 55 3
 FTL Jammer 30 3
 FTL Recharge Booster 50 2
Augmentation Price Rarity
 Battery Charger [1] 40 2
 Drone Recovery Arm 50 2
 Lifeform Scanner [1] 40 3
 Long-Ranged Scanners 30 1
 Reconstructive Teleport [1] 70 3
 Scrap Recovery Arm 50 1
 Zoltan Shield Bypass [1] 55 3
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Advanced Edition Content.

Crewmembers[]

Stores may sell three random crew. Stores can sell duplicate crew (for example, a store could sell three Engi).

The possible crew races, and how common they are, depends on the sector. The values: 1 is common, 5 is rare. For a table view with sorting by sectors, look here. The crew rarity also defines what crew races can be present on a pirate ship in a certain sector type, as well as possible crew races for enemy ship default crew kill reward. In later sectors, crew from stores can have random skills for no additional cost (same is true for crew acquirable in events).

Crew cost and rarity in stores, by sectors
Race /
Sector
Humans
Engi
Mantis
Rockmen
Zoltans
Slugs
Lanius [1]
Crystal [2]
Civilian 1 2 2 3 5
Engi 3 1 4
Zoltan 2 3 3 3 1 3
Abandoned 2 3 3 3 4 4 2
Mantis 2 3 1 4
Pirate 1 2 2 3 5
Rebel 1 2 2 3 5
Rock 2 1 3
Slug Nebulas 2 4 4 4 4 2
Uncharted Nebula 1 4 4 4 4 3
The Last Stand 1 2 2 3 5
Cost 45 50 55 55 60 45 50 60
  1. Advanced Edition Content.
  2. Purchasable only in the Hidden Crystal Worlds sector (also, in this sector only the Crystal crew can be purchased or received as a crew kill reward).


Resources[]

Besides stores, resources can be exchanged for scrap and other goods in different trading events, and are often awarded for defeating enemy ships, accepting surrenders or bribes. The amount of resources rewards does not vary by sector number or difficulty (see link).

Fuel[]

"Powers your FTL drive. One jump per fuel."

Fuel cells are required to make FTL Jumps. Each jump between beacons costs 1 fuel, including backtracking to previously visited ones.

All ships start with 16 fuel. Fuel costs 3 from stores, or 2 from refuelling station events.

NO FUEL

No Fuel!

If the player attempts to perform an FTL Jump with no fuel remaining, the Sector Map will spell out "NO FUEL" and will instead offer the option to Wait for one turn, with the Rebels advancing the same distance as they would after a regular FTL Jump. The Rebel advance will be slowed if you are in a nebula (just like a normal nebula jump).

A distress beacon can be activated before waiting. The distress beacon increases the chances of being found by a ship, either hostile or friendly, and therefore increases the chance of obtaining fuel.

When you are out of fuel, all enemy ships will start the fight charging their FTL drives, and will usually jump away after 90 seconds if not interrupted or stopped. There is also an additional anti-stalemate mechanism: when the enemy ship is below a certain hull threshold (likely below 50%, closer to 30-40%) and doesn't receive any more hull damage for 1 minute, the fight ends by granting you 2 fuel; the enemy boarder can sometimes postpone this trigger, but the trigger will work in 60 seconds after the end of the enemy boarder dying animation. (see screenshot)

Missiles[]

"Multipurpose ammo for any missile based weapon."

One missile ammunition is consumed when a missile or bomb is fired. You can reduce missile consumption with the Explosive Replicator augment, which provides a 50% chance of not consuming a missile.

Drone parts[]

"Allows you to deploy drone schematics you've found. Each deployment costs one drone part."

Drone parts are consumed when deploying drones and by launching a hacking drone. Drone parts can be recovered from some external drone types after they have been deployed and weren't destroyed - with the Drone Recovery Arm augment.


See also[]

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