Sector Space uses four parallel tier systems: Equipment Tier (T0-T6) tracks required character level and relative power, Sector Tier (T0-T6) tracks Danger Factor and loot level, Modifier Tier (0-3) tracks the strength of stat bonuses on items, and Quality tracks whether a piece of gear is undamaged, damaged, or destroyed.
More context
NPC markets currently top out around T3, so T4+ items must be self-crafted. Blueprints stop at level 40 with the Complex Blueprint sets, which reveal tier 50, 60, and higher products only as the player levels up.
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Four tier systems in use
- Equipment Tier
- T0-T6; marks required character level and relative power
- Sector Tier
- T0-T6; drives difficulty and loot level
- Modifier Tier
- T0-T3; measures the strength of stat bonuses
Equipment Tier (T0-T6)
Equipment Tier (T0-T6) marks both required character level and relative power. T0 is the level 1 starter gear, T1 requires level 10, T2 requires level 20, and so on up to T6 at level 60.
NPC Markets currently top out around T3, so T4, T5, and T6 items must be self-crafted through Fabrication Bays. Blueprints available for purchase end at level 40 with the Complex Blueprint sets, which reveal higher-tier products (such as level 50 items at character level 50) as the player levels. The community rule of thumb is that the level-5 Yacht reward is the first meaningful upgrade from the starter Skiff, costing ~70k in credits plus 17k for a Gauss/Plasma weapon, 20k for a Reactor, 15k for Armor Plates, 22k for Shields, and either an Offensive Module Mk 1 at ~4k or a Capacitor at ~20k.
For ranks of individual ship classes (Skiff, Yacht, Clipper, Half Tanker, Tanker Mk I, Schooner, Warthog, Raptor, Tyrannos, Phantom, Pillbug, Dreadnaught and others), the game does not provide a published tier list. What matters for combat viability is hull slot layout, energy capacity, and which class bonuses (or mission rewards) deliver them. Ships with more Module and Drive slots scale better late-game than ships with more raw HP.
Sector Tier (T0-T6)
| Sector Tier | Danger Factor band |
|---|---|
T0 | DF 0-14 |
T1 | DF 15-29 |
T2 | DF 30-43 |
T3 | DF 44-58 |
T4 | DF 59-73 |
T5 | DF 74-87 |
T6 | DF 88+ |
Sector Tier and loot thresholds
Some loot has both a Sector Tier requirement and a flat roll chance. Message in a Canister requires Sector Tier 3+, Blob Gallstone Tier 3+, Void Pearl Tier 4+ (rolls twice independently), Faulty Warp Coil and Miranda Recording Tier 5+, and Atlas Orb Tier 6+. Each rolls at a flat 1-in-750 chance when the tier threshold is met.
Modifier Tier
Modifiers fit their own tier system. Tier 0 modifiers buff one stat as strongly as the strongest Tier 3 modifiers. Tier 1 modifiers buff 3 stats at about half that value. Tier 2 modifiers buff 4-5 stats at 70-90% of that value. Tier 3 modifiers are extremely rare and combine roughly ten Tier 0 effects.
Common examples include Assassin's, Ascended, Eternal, Infiltrator's, Lucky, and Sniper's. Read the modifier tooltip for the per-stat numbers; do not stack two Tier 0 modifiers on the same slot when a single Tier 2 would cover the role at higher value.