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

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

Number of stores, by sectors
Civilian (starting sector) Civilian, Engi Zoltan, Rock, Abandoned Mantis, Pirate, Rebel Slug Nebulas Uncharted Nebula Hidden Crystal Worlds The Last Stand
Stores 1–2 2–3 2 1–2 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 acquirable through events, by sectors
Event name Civilian,
Pirate
Engi Zoltan Mantis,
Rebel
Rock Abandoned Slug
Nebulas
Uncharted
Nebula
Store opening opportunity events
Large trade station + + + + + + + +
Lone Lanius ship +
Store opening chance events
Escort civilians * + + +
Escort civilians FTL haywire + + + +
Pirate briber + + + + + + + +
Settlement mercenary work + + +
Slug drink +
Slug transport with military escort +
Zoltan trade hub +

*   Escort civilians can occur multiple times per sector.
+  Large trade station can occur as an exit beacon event in any sector. Pirate briber can occur as a filler or as an exit beacon event in any sector.
Hidden Crystal Worlds and The Last Stand sectors don't have sector-specific store opening opportunity/chance events. (also see the previous note)

Stores: assortment[]

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

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
ShieldsSymbol
Shields
MedbaySymbol
Medbay [1]
CloneBaySymbol
Clone Bay [1][2]
CrewTeleporterSymbol
Crew Teleporter
CloakingSymbol
Cloaking
MindControlSymbol
Mind Control [2]
HackingSymbol
Hacking [2]
DroneControlSymbol
Drone Control
SensorsSymbol
Sensors
DoorSystemSymbol
Door System
BackupBatterySymbol
Backup Battery [2]
125 Ftlgame-scrap 50 Ftlgame-scrap 50 Ftlgame-scrap 90 Ftlgame-scrap 150 Ftlgame-scrap 75 Ftlgame-scrap 80 Ftlgame-scrap 75/85 Ftlgame-scrap [3] 40 Ftlgame-scrap 60 Ftlgame-scrap 35 Ftlgame-scrap
  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 Ftlgame-scrap.

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
Burst Laser I
50 Ftlgame-scrap 1
Burst Laser II
Burst Laser II
80 Ftlgame-scrap 4
Burst Laser III
Burst Laser III
95 Ftlgame-scrap 4
Heavy Laser I
Heavy Laser I
50 Ftlgame-scrap 2
Heavy Laser II
Heavy Laser II
65 Ftlgame-scrap 4
Hull Laser I
Hull Laser 1&2
55 Ftlgame-scrap 2
Hull Laser II
Hull Laser 1&2
75 Ftlgame-scrap 3
Chain Laser [1]
Chain Laser Weapon 2-1
65 Ftlgame-scrap 3
Chain Vulcan [1]
Chain Vulcan
95 Ftlgame-scrap 5
Laser Charger [1]
Laser Charger I
55 Ftlgame-scrap 3
Laser Charger II [1]
Charge Laser II Weapon
70 Ftlgame-scrap 3
Weapon Price Rarity
Pike Beam
Pike Beam
55 Ftlgame-scrap 2
Hull Beam
Hull Beam
70 Ftlgame-scrap 3
Halberd Beam
Halberd Beam
65 Ftlgame-scrap 2
Glaive Beam
Glaive
95 Ftlgame-scrap 5
Fire Beam
Fire Beam
50 Ftlgame-scrap 3
Anti-Bio Beam
Antibiobeam
50 Ftlgame-scrap 5
Weapon Price Rarity
Flak Gun I [1]
Flak Gun I
65 Ftlgame-scrap 1
Flak Gun II [1]
Flak Gun II
80 Ftlgame-scrap 4
Weapon Price Rarity
Hermes Missile
Hermes, Breach, Hull Missiles
45 Ftlgame-scrap 2
Breach Missiles
Hermes, Breach, Hull Missiles
65 Ftlgame-scrap 3
Hull Missile
Hermes, Breach, Hull Missiles
65 Ftlgame-scrap 3
Pegasus Missile
Artemis, Pegasus Missiles
60 Ftlgame-scrap 3
Swarm Missiles [1]
Swarm
65 Ftlgame-scrap 4
Weapon Price Rarity
Crystal Burst I [2]
FTL Crystal B. l
20 Ftlgame-scrap 1
Crystal Burst II [2]
Crystal Burst 2
20 Ftlgame-scrap 4
Heavy Crystal I [2]
Heavy Crystal 1
20 Ftlgame-scrap 2
Heavy Crystal II [2]
Heavy Crystal 2
20 Ftlgame-scrap 5
Weapon Price Rarity
Ion Blast
Ion Blast
30 Ftlgame-scrap 3
Ion Blast II
Ion Blast 2
70 Ftlgame-scrap 4
Heavy Ion
Heavy Ion
45 Ftlgame-scrap 3
Ion Stunner [1]
Ion Stunner Weapon
35 Ftlgame-scrap 4
Ion Charger [1]
Charge Ion Weapon
50 Ftlgame-scrap 3
Chain Ion [1]
Chain Ion
55 Ftlgame-scrap 4
Weapon Price Rarity
Small Bomb
S. Bomb
45 Ftlgame-scrap 1
Breach Bomb II
Breach Bomb 1&2
60 Ftlgame-scrap 4
Fire Bomb
Firebomb
50 Ftlgame-scrap 2
Ion Bomb
Ion Bomb
55 Ftlgame-scrap 3
Stun Bomb [1]
Stun Bomb n
45 Ftlgame-scrap 2
Healing Burst
Healing Burst
40 Ftlgame-scrap 3
Repair Burst [1]
Repair Burst
40 Ftlgame-scrap 3
Crystal Lock Bomb
FTL Lock B.
45 Ftlgame-scrap 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
CombatDroneI
50 Ftlgame-scrap 2
Combat Drone Mark II
CombatDroneII
75 Ftlgame-scrap 5
Beam Drone I
BeamDroneI
50 Ftlgame-scrap 3
Beam Drone II [1]
BeamDroneII
60 Ftlgame-scrap 5
Fire Drone [1]
FireDrone
60 Ftlgame-scrap 4
Drone Price Rarity
Defense Drone Mark I
Defense Drone I
50 Ftlgame-scrap 1
Defense Drone Mark II
Defense Drone II
70 Ftlgame-scrap 3
Anti-Combat Drone [1]
Anti-CombatDrone
35 Ftlgame-scrap 1
Shield Overcharger [1]
ShieldDrone
60 Ftlgame-scrap 4
Drone Price Rarity
Anti-Personnel Drone
AntiPersonelDrone
35 Ftlgame-scrap 2
System Repair Drone
SystemRepairDrone
30 Ftlgame-scrap 1
Hull Repair Drone
HullRepairDrone
85 Ftlgame-scrap 4
Drone Price Rarity
Boarding Drone
Boarding Drone
70 Ftlgame-scrap 4
Ion Intruder [1]
IonIntruderDrone
65 Ftlgame-scrap 4
  1. 1.0 1.1 1.2 1.3 1.4 Advanced Edition Content.

Augmentations[]

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

In later sectors, crew from stores can have random skills for no additional cost (same is true for crew acquirable in events). The possible crew races, and how common they are, depends on the sector. The values: 1 is common, 5 is rare.

Crew cost and rarity in stores, by sectors
Race /
Sector
Humans
MaleHuman1FemaleHuman1
Engi
Engi1
Mantis
Mantis2
Rockmen
Rockmen4
Zoltans
Zoltan2
Slugs
Slug4
Lanius [1]
Lanius1
Crystal [2]
Crystal1
Civilian, Pirate, Rebel, The Last Stand 1 2 2 3 5
Engi 3 1 4
Zoltan 2 3 3 3 1 3
Mantis 2 3 1 4
Rock 2 1 3
Abandoned 2 3 3 3 4 4 2
Slug Nebulas 2 4 4 4 4 2
Uncharted Nebula 1 4 4 4 4 3
Cost 45 Ftlgame-scrap 50 Ftlgame-scrap 55 Ftlgame-scrap 55 Ftlgame-scrap 60 Ftlgame-scrap 45 Ftlgame-scrap 50 Ftlgame-scrap 60 Ftlgame-scrap
  1. Advanced Edition Content.
  2. Purchasable only in the Hidden Crystal Worlds sector.

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 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 Ftlgame-scrap from stores, or 2 Ftlgame-scrap 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; the enemy piloting system status doesn't affect the anti-stalemate trigger. (see screenshot)

Missiles 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.

DroneParts 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.

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 being 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.

See also[]

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