Perks

Perks are bonuses to choose from at the beginning of each run, with number and size of perks player can pick being based on Fate points that were collected during previous run. Perks vary in avalaibility and effects, but in all perks in general have positive impact on how well you can perform.

## Fate points

Fate points are a special resource that you can collect during a run.

You start any run with x always available fate points. Dependent on the sector you start at:

* 1st sector: 31 Fate points
* 2nd sector: 32 Fate points
* 3rd sector: 33 Fate points
* 4-10th sector: not possible to start a game.

And have extra temporary fate points from various performed actions from your previous run.

* You get 1 fate points per any combat won
* Some events allow you to earn 1-2 fate points. In general, choices that would be fitting for "wise race that cares about lesser beings" earn fate points. For example, is common to find oneself in a choice between harvesting a valuable resource or not touching the world in order to preserve local ecosystem; not being greedy will earn you fate points.
* You will also gain a fate point bonus at the end of each sector, as long as you didn't unlock any ship or Perk instead.

Additionally, to basic & earned fate points you get a bonus from various unlockable permanent Perks for completing various sectors.

It is recommended to spend all Fate points you can, as they will be just discarded otherwise.

## Basic perks

Basic perks are avalaible from beginning, to all ships. They add extra resources, crew or modules you start with, some even alternate ship's stats.

## Basic permanent perks

Permanent perks are quite expensive, too much for the effect they provide for one run. However, what makes tham different from most perks is that effect they provide doesn't last just one run and instead works permanently on all future runs, without need to invest perk points into it again. This allows for actual permanent progression, as each run with decent amount of fate points earned can result in more permanent perks bought.

Basic Permanent perks list
 44
 45
 50

## Ship-specific perks

These perks are unique in that they can't be bought anywhere except on specific ship(s). These often include upgrade of ship-specific weaponry or starting modules or other feature that ship has as starting advantage. They are all unlocked from the start (you only need to use the ship they are for) and are never permanent.

## Unlockable perks

These perks are unavalaible from the start and must be unlocked before player can choose them. Currently only way to unlock them is to complete a sector, which will randomly award either fate points bonus or unlock one of the perks for that sector (unless sector's ship hasn't been unlocked yet, in which case it will be unlocked instead).

## Unlockable permanent perks

These perks are unavalaible from the start and must be unlocked before player can choose them. Currently only way to unlock them is to complete a sector, which will randomly award either fate points bonus or unlock one of the perks for that sector (unless sector's ship hasn't been unlocked yet, in which case it will be unlocked instead).
Permanent perks are quite expensive, too much for the effect they provide for one run. However, what makes tham different from most perks is that effect they provide doesn't last just one run and instead works permanently on all future runs, without need to invest perk points into it again. This allows for actual permanent progression, as each run with decent amount of fate points earned can result in more permanent perks bought.