Progression
Your Estelar Online pilot goes from level 1 to 100 by earning experience (XP). Each level makes the ship a bit stronger on its own and gives you 5 attribute points to spend however you like. Together with the ship class and your equipment, that’s what defines what your ship and your astronaut can do.
Where to see it
Section titled “Where to see it”- On the HUD: the strip at the top center of the screen shows the level, the experience ticks lit up to where you’ve reached, the percentage and the XP still needed. When you have points to spend, a badge shows up next to the level.
- In RECORD › PILOT ([Y] by default): level, XP to the next one, the attributes with the + button, the respec and what the ship and the astronaut deliver right now.
Where experience comes from
Section titled “Where experience comes from”| Activity | Experience |
|---|---|
| Kill a pirate | Grows with the pirate’s level. Heavy is worth double, elite five times and boss forty times. |
| Discover a system (first visit) | 40 + 25 × the system level (farther from the Sun, more XP) |
| Scan a body for the first time | Half of the discovery credits (star, planet, moon, station or asteroid field) |
| Complete a contract | 40% of the contract payment |
| First human landing on a planet | 300 |
The pirate’s level relative to yours changes the math: a pirate more than 10 levels below you gives only 10% of the experience, and one 6 to 10 below gives half. A pirate more than 5 levels above gives 30% more. Camping an easy spot doesn’t pay off; the spot’s color on the map ([M] › ⚔ HUNT) tells you the danger for your level. See Pirates and spots.
Some equipment items give extra XP, and the corporation holding fortresses in the Fortress War also gets an experience bonus.
How much each level takes
Section titled “How much each level takes”The experience needed grows fast. When you level up, the leftover counts toward the next one.
| Level | XP to the next | Total XP since level 1 |
|---|---|---|
| 1 | 500 | 500 |
| 2 | 1,229 | 1,729 |
| 5 | 4,937 | 12,309 |
| 10 | 16,589 | 69,126 |
| 20 | 61,971 | 459,660 |
| 30 | 138,460 | 1,473,778 |
| 50 | 389,689 | 6,658,870 |
| 75 | 896,221 | 22,532,086 |
| 99 | 1,591,393 | 52,315,908 |
When you level up, hull and shield are fully restored. Every ten levels, the game announces the achievement to all pilots.
What the level gives on its own
Section titled “What the level gives on its own”Even without points, each level above the first adds to the ship:
- +10 hull;
- +6 shield;
- +1.2 damage per shot;
- +1 ton of hold every 5 levels.
The ship class multiplies these values: a Fighter gets more damage out of the same level, a Freighter carries more cargo.
Attribute points
Section titled “Attribute points”Each level gives 5 points. Spend them in RECORD › PILOT with each attribute’s +, any time and anywhere.
| Attribute | What each point does |
|---|---|
| Firepower | +0.6 damage per shot and a higher fire rate |
| Armor | +6 hull |
| Shield | +4 shield |
| Engine | More speed and faster warp |
| Sensors | Faster, longer-range scanner, and more luck with items |
Speed and fire rate are capped (adding points and equipment, up to +80%), and scan time drops by at most 60%.
Respec
Section titled “Respec”Made the wrong choice? Respec gives all your points back so you can spend them again. It costs 500 ¢ × your level (at level 10, 5,000 ¢).
Death and experience
Section titled “Death and experience”Being destroyed costs 3% of the experience needed for your current level, taken from the XP you’ve already earned in it. Your level never drops. Everything else you lose when you die is in Damage and repair.
Level and equipment
Section titled “Level and equipment”Items have levels: the equipment pirates drop and what you craft at the workshop require a minimum level to equip. Leveling up opens better items. See Equipment.
