Research
There are two separate progression systems. Both are docked-only.
UI locations follow the client UI overview (Character window → extensions; the tech tree has its own window). Mechanics below are confirmed against the server.
flowchart LR
subgraph EP["Extension tree (per character)"]
A["EP pool (account-level,\n1,440/day batch)"] --> B["Extension levels 1–10\n(prereqs gate the path)"]
B --> C["Unlock gameplay:\nrobot enablers, facility bonuses …"]
end
subgraph TT["Tech tree (per character or corp)"]
K["Kernels (from NPC loot /\nartifacting / production)"] -->|1:1| P["Research points\n(7 point types)"]
P --> N["Unlock nodes\n(parent chain + enabler extension)"]
end
The extension tree (character skills)
Extensions are per-character skill levels that unlock gameplay — most importantly the enabler extensions that let you pilot a robot class (required to undock and select a robot, see movement and robots).
How learning works
- You must be docked to learn.
- Each extension can be raised to levels 1–10 (level 10 is the cap).
- Level 1 costs credits (the extension's
price), spent from your wallet. - Every level costs Extension Points (EP) according to a fixed rank × level table —
for levels 1–5 the cost is
60 × rank × level; levels 6–10 jump torank × (1440, 2520, 3840, 5400, 12000). A rank-1 extension's ten levels cost 60 → 6,000 EP, 13,500 in total; a rank-10 one costs ten times as much at each level. - Prerequisites must already be learned before you can take an extension (the "prerequire" list).
- EP is an account-level pool: it is shared across your characters and earned over time (see "EP sources" below).
Managing extensions
- Category list / get all / learned list / prerequire list — browse the tree and what you already have.
- Available points — see your current EP pool.
- Remove one level — drop a single level of an extension.
- Reset character extensions — reset the whole tree for a character.
- Free locked EP — release EP that is locked (e.g. after removing levels).
- Buy an EP boost — a paid accelerator that increases EP gain.
- EP-for-activity daily log — review how much EP you've been earning from play.
EP sources
EP is not a spendable currency you buy — it accrues on a daily batch:
- Every account receives 1,440 EP per day (granted once a day, between 08:00 and
11:00 server time, by the
extensionPointsAddprocedure). The code also defines a doubled 2,880 EP batch for paid-subscription accounts, but the current procedure pays the base batch to all accounts. - Paid boosts (EP boost purchases) add on top.
- Your available EP = all daily batches received − penalties − EP spent in-game. (The EP-for-activity log shows the daily earnings breakdown.)
Full catalog — every extension (rank, level-1 price, bonus, prerequisites) is in Extensions, and every tech tree node (unlocked item, enabler extension, point prices) is in Tech tree.
The tech tree (unlocks)
The tech tree is a graph of nodes you unlock by spending research points. Unlike EP (account pool), tech-tree points are earned by consuming "kernels" — items you research and then submit.
How it works
- Research kernels — submit kernel items from a container. Each kernel converts 1:1 into research points of a given point type; the kernels are consumed. There are seven kernel types, one per point type: Theodica, Pelistal, Nüimqol, Industrial, Common, HiTech and NewTech.
- Unlock a node — spend the required research points. A node can only be unlocked if:
- all of its parent nodes are already unlocked, and
- you have the node's enabler extension learned on your character.
- Corporation unlocks — with the right corporation role, a node can be unlocked for the corporation (shared). Corporation unlocks cost more (a corporation price multiplier applies) and are paid from the corporation's points.
- Donate — donate research points (e.g. to your corporation).
- Info / logs — view node details and your unlock/research history.
Why it matters
Unlocked tech-tree nodes gate access to higher-tier content and features. Check a node's prerequisites (parent chain + enabler extension) before spending points.
Practical notes
- Enabler extensions gate robots — you can't pilot a robot class you haven't researched (this is the same check that blocks undock/select).
- Level 1 is the only credit cost in the extension tree; beyond that it's all EP.
- Tech tree is irreversible — points spent on an unlock are gone; plan your path.
- Corporation tech is a team effort — it uses shared points and a price multiplier.
Developer notes: Extensions/ExtensionBuyForPoints.cs (docked, prereq, level cap 10,
level-1 credit price, EP by rank/level, account pool, training-char free);
Extensions/ExtensionGetAvailablePoints.cs; Extensions/ExtensionBuyEpBoost.cs,
ExtensionFreeLockedEp.cs, ExtensionRemoveLevel.cs, ExtensionResetCharacter.cs;
EpForActivityDailyLog.cs; TechTree/TechTreeResearch.cs (kernels → points);
TechTree/TechTreeUnlock.cs (parent chain + enabler extension, corp multiplier);
TechTree/TechTreeDonate.cs. -->