FARELINE

Perks

Perks are what you buy in the shop between quarters of FARELINE, a free strategy game about running an airline. The game has 94 of them: 89 that turn up on the shelf, and 5 legendary perks that only a TAKEOVER BID offers. A permanent perk takes one of your 5 perk slots (4 from CALM up) and pays for one way of building the airline. A temporary perk lasts a quarter, a year or one use.

The numbers below are the ones the shop card shows. A permanent perk needs seasoning: it pays 1/3 of its line in the quarter you buy it and all of it from 3 quarters on. Permanent perks of one family that really pay (a line of at least half of that perk’s own cap) add a SET line to your PERKS part: +10% for 2, +20% for 3, +35% for 4 or more.

Every perk text on this page is the shop card's own. Read from the game itself, version 1.0.8. Updated .

HOME HUB

Perk Rarity Lasts What it does
HUB BANKS UNCOMMON PERMANENT · TAKES A SLOT

+1.5% for every line at your HQ (max +39%), divided by your number of bases.

For a dense home hub.

FORTRESS HUB RARE PERMANENT · TAKES A SLOT

While your HQ is your only base: 20% more HQ slots (50% at a small hub), and up to +40% as the HQ fills past half. ETERNAL: never sold, and while you hold it you take no other base. Not offered once you have a second base.

For one hub and no other base.

SHUTTLE COMMON PERMANENT · TAKES A SLOT

+2% for every line flown 21 or more times a week that is at least 60% full (max +26%).

For maximum frequency.

FLAGSHIP ROUTES UNCOMMON PERMANENT · TAKES A SLOT

+3% for every line carrying 1 700 or more travellers a week (max +39%), times the square root of their share of your lines.

For few thick routes.

HOME HANGAR UNCOMMON PERMANENT · TAKES A SLOT

+6% for every line at your HQ flown 28 times a week that is at least 60% full (max +36%).

For a few lines from home, flown hard.

It reads the top of the frequency dial at ONE airport, your HQ, and nothing anywhere else. More flights on a line you already hold raise it. A new line from a second base does not. SHUTTLE counts flights wherever they are and from 21 up. This one wants them all in the same place and all the way up. A line under 60% full does not count.

SPOKE CITIES COMMON PERMANENT · TAKES A SLOT

+1.5% for every city only your HQ flies to (max +24%), times the square root of their share of your lines.

For cities only your HQ serves.

WAVE TIMETABLE COMMON PERMANENT · TAKES A SLOT

+1.5% for every HQ line flown 14 times a week or fewer (max +24%), while your HQ holds half your lines or more.

For an HQ of thin lines, flown in banks.

SLOT DISCIPLINE UNCOMMON PERMANENT · TAKES A SLOT

+1.5% for every point of your HQ's slots in use past 70% (max +30%), divided by your number of bases. Only lines at least 60% full count.

For an HQ used to the last slot.

MEGAHUB RARE PERMANENT · TAKES A SLOT

Your PERKS part ×1 + 1% for every line at your HQ past 10 (max ×1.25), while your HQ carries 60% or more of your weekly travellers.

For one hub carrying the airline.

SLOT PORTFOLIO UNCOMMON PERMANENT · TAKES A SLOT

+10% for every slot round won at your HQ (max +30%), while your HQ is the only base you hold.

For one hub, its slots won.

It counts the SLOT ROUNDS won at your HQ, and pays while your HQ is the only base you hold: a second base, flying or not, turns it off. A won round is never lost. It never takes anything from your PERKS part.

NETWORK

Perk Rarity Lasts What it does
MULTI-HUB UNCOMMON PERMANENT · TAKES A SLOT

+20% for every base besides your HQ (max +40%). Every quarter, +6 loyalty at the city closest to talking about a base, credited with the quarter, and a city that talks is dealt more often.

For many bases.

ALLIANCE COMMON PERMANENT · TAKES A SLOT

+6% for every line that joins two of your bases (max +24%).

For bases linked to each other.

CODESHARE UNCOMMON PERMANENT · TAKES A SLOT

Plus whatever share of your travellers changes planes at a base of yours (max +35%).

For connecting passengers.

TWIN HUBS UNCOMMON PERMANENT · TAKES A SLOT

+30% while your second-busiest base flies at least half as many lines as your HQ, and at least 6.

For a second base half as busy as your HQ.

Pays for two real hubs: the busiest base you have besides your HQ has to fly at least half as many lines as the HQ, and at least 6. It never takes anything from your PERKS part. It is not offered while you hold FORTRESS HUB, and FORTRESS HUB is not offered while you hold it.

HOME CONTINENT COMMON PERMANENT · TAKES A SLOT

+5% for every flying base besides your HQ in your HQ's world region (max +25%).

For bases near home.

OFF-HUB FLYING COMMON PERMANENT · TAKES A SLOT

+1% for every line that does not touch your HQ (max +25%).

For lines away from the HQ.

EXPANSION PLAN COMMON PERMANENT · TAKES A SLOT

+5% for every base you win while you hold it (max +25%).

For bases still to win.

FOCUS CITIES UNCOMMON PERMANENT · TAKES A SLOT

+7% for every base besides your HQ that flies 8 or more lines (max +35%).

For second bases with real networks.

CATCHMENT UNCOMMON PERMANENT · TAKES A SLOT

+2.5% for every city, not a base, that you fly to from two or more of your bases (max +35%).

For cities served from two bases.

NETWORK EFFECT RARE PERMANENT · TAKES A SLOT

Your PERKS part ×1 + 4% for every flying base past the first (max ×1.24). Each base that flies nothing takes 4% off.

For many bases that all fly.

ROUTE LAUNCH UNCOMMON PERMANENT · TAKES A SLOT

+2.5% for every line you opened in the last 4 quarters (max +35%).

For new lines, opened every quarter.

A line counts from the month it first flies until it has flown 12 months. A network that keeps opening lines keeps it paying. One that stops growing lets it run down. It never takes anything from your PERKS part.

SLOT BANK COMMON PERMANENT · TAKES A SLOT

+4% for every slot round won at a base besides your HQ (max +20%).

For slot rounds won away from home.

A SLOT ROUND is dealt for your fullest airport with a round left. Every one you win at a base other than your HQ counts, and a won round is never lost. It never takes anything from your PERKS part.

WORLD

Perk Rarity Lasts What it does
GLOBAL SALES UNCOMMON PERMANENT · TAKES A SLOT

+15% for every world region you fly to beyond the first (max +45%).

For a network on many continents.

INTERCONTINENTAL UNCOMMON PERMANENT · TAKES A SLOT

+5% for every line over 2 400 km (max +35%).

For long-haul.

FLAG CARRIER UNCOMMON PERMANENT · TAKES A SLOT

+3% for every country past the fourth you serve (max +36%).

For a network in many countries.

CROSS-BORDER COMMON PERMANENT · TAKES A SLOT

+1.5% for every international line (max +24%).

For international lines.

BILATERALS COMMON PERMANENT · TAKES A SLOT

+2% for every foreign country you fly two or more lines to (max +26%).

For foreign countries flown twice.

PRIME MARKETS COMMON PERMANENT · TAKES A SLOT

+3% for every line to a city of 32 million passengers a year or more (max +24%), times the square root of their share of your lines.

For the biggest cities.

ULTRA LONG HAUL UNCOMMON PERMANENT · TAKES A SLOT

+8% for every line over 6 500 km (max +32%).

Offered once one of your bases holds a LONG-HAUL licence or can buy one.

For the longest lines.

GATEWAY UNCOMMON PERMANENT · TAKES A SLOT

+10% for every base that flies a line over 2 400 km (max +40%).

For long-haul from several bases.

CABOTAGE UNCOMMON PERMANENT · TAKES A SLOT

+4% for every domestic line flown from a base outside your home country (max +36%).

For domestic flying abroad.

ROUND THE WORLD RARE PERMANENT · TAKES A SLOT

+12% for every world region beyond the first where you have a flying base (max +48%).

For bases on several continents.

BLOCK HOURS RARE PERMANENT · TAKES A SLOT

Every line over 2 400 km counts twice where a perk counts HQ lines, lines flown 7 or fewer or 21 or more times a week, lines carrying 145+ travellers a flight or 1 700+ a week, or long, ultra-long, international or cabotage lines. Your total number of lines does not change.

For long lines that count twice.

LANDING RIGHTS COMMON PERMANENT · TAKES A SLOT

+5% for every licence tier held at your bases: a medium-haul licence counts one, a long-haul licence two (max +20%).

For licences at your bases.

Licences are sold in the shop, one base at a time. Every tier you hold counts, at every base. It never takes anything from your PERKS part.

SHORT HAUL

Perk Rarity Lasts What it does
POINT TO POINT UNCOMMON PERMANENT · TAKES A SLOT

+2.5% for every line flown 7 times a week (max +40%), times the square root of their share of your lines.

For many thin routes.

COMMUTER COMMON PERMANENT · TAKES A SLOT

+1.5% for every line under 800 km, −3% for every line over 2 400 km (0 to +24%).

For short regional hops.

HOME MARKET COMMON PERMANENT · TAKES A SLOT

+2% for every domestic line (max +26%), times the square root of their share of your lines.

For domestic routes.

BOUTIQUE AIRLINE UNCOMMON PERMANENT · TAKES A SLOT

+40% while you fly 16 lines or fewer, then 4% less for every line past that, down to nothing.

For a few lines, flown well.

Small is the whole point. It counts the lines in your network, at your HQ and at any other base alike, and is worth nothing from 26 of them. Flying a line you already hold more often, or with a larger aircraft, adds nothing to that count. It never takes anything from your PERKS part.

SECONDARY AIRPORTS COMMON PERMANENT · TAKES A SLOT

+2% for every line to a city under 9 million passengers a year (max +26%), times the square root of their share of your lines.

For small airports.

TWICE DAILY COMMON PERMANENT · TAKES A SLOT

+1.5% for every line flown exactly 14 times a week that is at least 60% full (max +24%).

For lines flown twice a day.

COUNTRY HOPPER COMMON PERMANENT · TAKES A SLOT

+3% for every country in your home world region you fly to besides your own (max +24%).

For neighbouring countries.

MID SECTORS COMMON PERMANENT · TAKES A SLOT

+2% for every line of 800 to 2 400 km (max +26%), times the square root of their share of your lines.

For lines of 800 to 2 400 km.

TRIANGLE ROUTING UNCOMMON PERMANENT · TAKES A SLOT

+5% for every three cities you link to each other with lines (max +35%).

For three cities linked to each other.

DE-HUBBED RARE PERMANENT · TAKES A SLOT

Your PERKS part ×1.20 while no airport has more than a quarter of your lines, falling to ×1 at half.

For no airport carrying the network.

HOME GROUND RARE PERMANENT · TAKES A SLOT

+4% for every line inside your home world region that does not touch your HQ, −3% for every line that leaves it (0 to +44%).

For a network inside your home region.

CITY PAIRS RARE PERMANENT · TAKES A SLOT

+1% for every city you serve (max +45%), while no line flies 21 or more times a week.

For many cities, none flown hard.

CASH

Perk Rarity Lasts What it does
HOT STREAK RARE PERMANENT · TAKES A SLOT

+4% now and +4% more for every quarter in a row you meet the target. No cap. Miss a target and it bursts: the perk is gone.

For never missing a target.

It pays +4% at once and counts every quarter in a row you meet the target while you hold it, boss quarters included: +4% more each time, with no cap. A quarter that misses its target bursts it: it leaves your rack for nothing, no half back. You may sell it before a quarter you fear, for half what you paid, and lose the streak.

WAR CHEST COMMON PERMANENT · TAKES A SLOT

+4% for every month of the quarter's target you keep in cash (max +24%).

For cash kept, not spent.

Reads your cash against one month of the quarter's target (the target over 3). Cash only moves when a quarter ends and in the shop, so it pays the same all quarter. In the shop it is read at the last quarter's target. The next target sets it when the quarter starts.

RESERVE FUEL COMMON PERMANENT · TAKES A SLOT

+3% for every quarter in a row you end with a month of target or more in cash (max +24%). A quarter under that starts it again.

For a month of cash in hand.

NO FRILLS UNCOMMON PERMANENT · TAKES A SLOT

+7% for every empty perk slot, this one counted as empty (max +35%).

At CALM and harder: +7% for every empty perk slot, this one counted as empty (max +28%).

For a small rack.

SALE AND LEASEBACK RARE PERMANENT · TAKES A SLOT

+40%. Always a WET LEASE: a fifth of the price now, then rent at every later shop visit. Pay it to keep the perk, or return it (nothing refunded).

For cash now, rent later.

COST CONTROL COMMON PERMANENT · TAKES A SLOT

+3% for every quarter you have held it since your last REROLL in the shop (max +18%). A REROLL starts it again.

For a shelf taken as it comes.

It counts the quarters since you bought it, or since the last time you paid for a REROLL while you held it, whichever is later. Buying and selling are free of it: only a REROLL starts it again, at one quarter. It pays its whole line from the start (it needs no seasoning). It never takes anything from your PERKS part.

DEEP POCKETS UNCOMMON PERMANENT · TAKES A SLOT

+30% while you keep 2 months of the quarter's target in cash. Nothing under that.

For cash kept, not spent.

It reads your cash against one month of the quarter's target (the target over 3), as WAR CHEST does. Cash only moves when a quarter ends and in the shop, so it pays or it does not for the whole quarter: what you spend in the shop decides it. It never takes anything from your PERKS part.

LOYALTY

Perk Rarity Lasts What it does
LOYALTY DIVIDEND UNCOMMON PERMANENT · TAKES A SLOT

+2% a point of loyalty past 14 where your travellers land (max +36%).

For cities that already know you.

It weighs every city your network touches by the travellers you fly there each week, and reads the loyalty of that: the people you actually carry, not the pins on the map. A daily trunk to a city that knows you counts for far more than a once-a-week spur to one that does not, so opening somewhere new barely costs you. Flying what you have until it is loved is what pays. Loyalty grows fastest with the dial toward MAX LOYALTY, so where you fly the dial is part of this perk.

SEASON TICKETS COMMON PERMANENT · TAKES A SLOT

+2.5% for every city you fly to at loyalty 25 or more (max +25%).

For cities that love you.

Not the pins on your map, and not the cities that merely talk to you: the ones that went on past the talk bar and stayed there. Loyalty is built by the service you fly, and fastest with the dial toward MAX LOYALTY, so this is the perk that end of the dial pays for. A new thin city adds nothing to it for a long time, and a quarter of charter traffic takes it away.

ANCHOR TENANT RARE PERMANENT · TAKES A SLOT

+5% for every city at loyalty 20 or more where you also land 3 200 travellers a week (max +45%).

For cities that know you and fly with you.

A city counts only if it does BOTH: it has come to know you, and it takes a real service from you. It adds up the travellers you land there each week over every line that touches it, so two thin lines to two strangers count for nothing while the same aircraft flown twice as often into one city you have served counts once, properly. It is the only perk in the rack that asks two things of a city.

HOMETOWN COMMON PERMANENT · TAKES A SLOT

+1% for every point of loyalty at your HQ past 20 (max +19%).

For a loved HQ.

MILEAGE RUN COMMON PERMANENT · TAKES A SLOT

+4% for every city that reaches loyalty 20 while you hold it (max +24%).

For cities won over from now.

ELITE TIER UNCOMMON PERMANENT · TAKES A SLOT

+10% for every city you fly to at loyalty 36 or more (max +30%).

For cities that love you most.

AIRPORT LOUNGES COMMON PERMANENT · TAKES A SLOT

+5% for every flying base at loyalty 30 or more, your HQ included (max +20%).

For bases that love you.

It counts your bases that fly, your HQ among them, whose loyalty has reached 30. A base keeps its loyalty for good, so it only grows: fly more from a base, and serve it well, and it gets there sooner. It never takes anything from your PERKS part.

SERVICE AWARDS UNCOMMON PERMANENT · TAKES A SLOT

+40% times the share of the cities you fly to that are at loyalty 15 or more.

For every city you fly to knowing you.

A share, not a count: every city you fly to is in the bottom of the fraction, so a new city with no loyalty yet lowers it until it comes to know you, and a compact network flown well keeps it high. Loyalty never falls. It never takes anything from your PERKS part.

FLEET

Perk Rarity Lasts What it does
BIG IRON UNCOMMON PERMANENT · TAKES A SLOT

+4% for every line carrying 145 or more travellers a flight at 14 flights a week or fewer (max +40%), times the square root of their share of your lines.

For big aircraft.

FULL AIRCRAFT COMMON PERMANENT · TAKES A SLOT

+2.5% for every 250 weekly travellers your average line carries over 1 200 (max +25%).

For lines flown thick, not lines added.

It reads LINE THICKNESS: the travellers you carry a week divided by your lines. More flights or a bigger aircraft on a line you already fly raise it only as far as they fill. A new line, whatever it is, lowers it. FLAGSHIP ROUTES counts how MANY lines are thick. This one reads the average, so it pays a small network that flies everything it has properly.

TURBOPROP OPERATOR COMMON PERMANENT · TAKES A SLOT

+2% for every line flown by a turboprop (max +26%).

For turboprops.

WIDEBODY FLEET COMMON PERMANENT · TAKES A SLOT

+2% for every line whose aircraft carry 200 or more travellers a flight (max +26%).

Offered from year 3.

For big aircraft.

MID-SIZE CARRIER COMMON PERMANENT · TAKES A SLOT

+15% while you fly 20 to 40 lines. Nothing outside that.

For a network of 20 to 40 lines.

COMMON FLEET UNCOMMON PERMANENT · TAKES A SLOT

+30% while you fly 8 or more lines with 3 aircraft types or fewer. Each type past 3 takes 10% off.

For few aircraft types.

RIGHT-SIZED UNCOMMON PERMANENT · TAKES A SLOT

+2% for every flight a week your average line flies past 14 (max +28%), while your average aircraft carries 105 travellers or fewer.

For small aircraft flown often.

UP-GAUGE RARE PERMANENT · TAKES A SLOT

Your PERKS part ×1 + 1% for every 4 travellers your average aircraft carries past 120 (max ×1.25). Each turboprop line takes 1% off.

For bigger aircraft on every line.

OPERATIONS

OPERATIONS perks read the calendar instead of your network. They form no SET, and each counts as a family for DIVERSIFIED.

Perk Rarity Lasts What it does
IRREGULAR OPS COMMON PERMANENT · TAKES A SLOT

+25% in boss quarters. Nothing in other quarters.

For the boss quarter.

PEAK SEASON COMMON PERMANENT · TAKES A SLOT

+4% for every quarter already flown this year: nothing in the first, +16% in the fifth.

For the end of the year.

SENIORITY LIST COMMON PERMANENT · TAKES A SLOT

+2% for every quarter you have held it (max +26%).

For a perk kept for years.

INAUGURAL FLIGHT COMMON PERMANENT · TAKES A SLOT

+20% the quarter you buy it, then 4% less each quarter after. It retires after its fifth quarter.

For a quick lift.

C-CHECK UNCOMMON PERMANENT · TAKES A SLOT

+30%. Every third quarter you hold it, it is in the hangar and pays nothing.

For a lift with a pause.

CHECKRIDE UNCOMMON PERMANENT · TAKES A SLOT

+12% for every boss quarter whose target you meet while you hold it (max +36%).

For boss quarters met.

NO FAMILY

Permanent perks that belong to no family. They never count toward a SET line.

Perk Rarity Lasts What it does
SLOT LAWYERS COMMON PERMANENT · TAKES A SLOT

Every negotiation +10 points.

For many new lines and bases.

CATEGORY KILLER UNCOMMON PERMANENT · TAKES A SLOT

+10% for every other uncommon or rare perk that counts something and pays its full cap (max +40%).

At CALM and harder: +10% for every other uncommon or rare perk that counts something and pays its full cap (max +30%).

For perks paid in full.

Pays for perks that are maxed out, not for many half-paying ones: only an uncommon or rare perk that counts something (lines, bases, cities, loyalty ...) and pays its whole cap counts. A perk that counts lines “times the square root of their share” reaches its cap only when every line you fly fits it.

LONG SERVICE RARE PERMANENT · TAKES A SLOT

Your PERKS part ×1 + 5% for every other permanent perk you have held for 4 quarters or more (max +20%).

At CALM and harder: Your PERKS part ×1 + 5% for every other permanent perk you have held for 4 quarters or more (max +15%).

For a rack you keep instead of trade.

A multiplier on the whole PERKS part, SET lines included, like CHARTER SEASON. This one is earned by NOT trading. It counts the permanent perks in your rack, itself excluded, that have been there 4 quarters or more. Sell one and its count is gone with it. A perk bought to replace it starts again at nothing.

DIVERSIFIED COMMON PERMANENT · TAKES A SLOT

+4% for every family (OPERATIONS included) you hold a paying perk of (max +16%).

At CALM and harder: +4% for every family (OPERATIONS included) you hold a paying perk of (max +12%).

For a paying perk in many families.

ROUTE DEVELOPMENT UNCOMMON PERMANENT · TAKES A SLOT

+2% for every new line you open while you hold it (max +30%).

For new lines from now on.

LONG-TERM CONTRACTS UNCOMMON PERMANENT · TAKES A SLOT

+7% for every ETERNAL perk in your rack, this one included if it is (max +35%).

At CALM and harder: +7% for every ETERNAL perk in your rack, this one included if it is (max +28%).

For perks you can never sell.

SISTER AIRLINE RARE PERMANENT · TAKES A SLOT

Choose a family when you buy it: while that family has a paying perk, it counts as two more for its SET.

For one family built out in full.

TEMPORARY

These take no slot. Each one says how long it lasts.

Perk Rarity Lasts What it does
BOARD CONFIDENCE COMMON REST OF THE YEAR

7% off the board target in every quarter left this year, and the same 7% MORE for as many quarters at the start of next year: a loan, not a gift.

For a hard year.

LOBBYIST COMMON NEXT QUARTER

+20 points in every negotiation next quarter, then −10 in the quarter after: favours are owed.

For a push for new lines.

CITY PARTNERSHIP COMMON ONE USE

+8 loyalty, credited at once, at a city you fly to: you choose which.

Offered when you fly to a city that is not a base.

For a new base.

FARE SALE COMMON NEXT QUARTER

Loyalty earned next quarter is doubled.

For loyalty.

HEADHUNTERS UNCOMMON NEXT QUARTER

Take 4 cards from every hand next quarter instead of 3.

For fast growth.

SLOT SWAP UNCOMMON ONE USE

+14 weekly slots, for good, at a base you choose.

For a full base.

CHARTER SEASON UNCOMMON NEXT QUARTER

Your PERKS part ×1.20 next quarter and ×0.88 the quarter after. Every city you fly to loses 6 loyalty the moment you buy it.

For one hard quarter.

The seats go cheap to tour operators, and both the aircraft and the people who paid full fare pay for it. The multiplier lands on your whole PERKS part, SET lines and all, in every month of next quarter. Then the quarter after that runs 12% under, whatever is in the rack and whatever boss is waiting. The loyalty goes at once, everywhere your network reaches, and a city dropped back under the talk bar stops talking to you about a base. It cannot be bought again until both quarters are past, so the second one cannot be papered over with a third.

LEGENDARY

A TAKEOVER BID turns up rarely, from year 2, and never once you hold a legendary: one per run. It offers two of these, and you pay only for the one you take. A legendary takes a perk slot, needs no seasoning and can never be sold.

Perk Rarity Lasts What it does
TUNNEL VISION LEGENDARY ETERNAL

Your highest-paying perk that counts something counts at twice its rate, up to four times its cap.

For one perk carrying the network.

Every month it reads the perk that counts something (lines, bases, cities, countries, loyalty, cash ...) and pays the most, and counts it at twice its rate, up to four times its cap: the TUNNEL VISION line in the reveal shows what that adds. A perk that multiplies the PERKS part, or counts nothing, is never picked. Your other perks pay as usual. A legendary: ETERNAL, it never leaves your rack.

OVERREACH LEGENDARY ETERNAL

Every perk that counts something counts at one and a quarter times its rate, up to twice its cap.

For a network committed to its perks.

Every perk that counts something (lines, bases, countries, regions, connecting travellers, cash ...) counts at one and a quarter times its rate and may go on to twice its cap: the OVERREACH line in the reveal shows what that adds. A perk that multiplies the PERKS part, or counts nothing, is not lifted. A legendary: ETERNAL, it never leaves your rack.

NETWORK CARRIER LEGENDARY ETERNAL

Your PERKS part ×1 + 2% for every line you fly past 10 (max ×1.60).

For a network of many lines.

A network carrier flies everywhere: every line you fly past the 10th adds 2% to a multiplier on your whole PERKS part, up to ×1.60 at 40 lines. It is added to your other multipliers (LONG SERVICE, MEGAHUB ...) and the sum is applied once. A legendary: ETERNAL, it never leaves your rack.

DUAL HQ LEGENDARY ETERNAL

Your busiest other base is a second HQ: your PERKS part ×1 + 5% for every line you fly from it (max ×1.75).

For two hubs.

Your second HQ is the flying base, other than your HQ, that most of your lines touch. Every line to or from it adds 5% to a multiplier on your whole PERKS part, up to ×1.75 at 15 lines. It is added to your other multipliers (LONG SERVICE, MEGAHUB ...) and the sum is applied once. Perks that read your HQ still read only your HQ, and slots stay where they are. It needs two flying bases and pays nothing while you hold FORTRESS HUB. A legendary: ETERNAL, it never leaves your rack.

ENTRY INTO SERVICE LEGENDARY ETERNAL

Every perk you buy while you hold it pays its whole line at once and arrives ETERNAL. Every ETERNAL perk that adds to your PERKS part adds three quarters as much again.

For a rack you keep.

ETERNAL perks you already hold count as well, FORTRESS HUB among them. The ENTRY INTO SERVICE line in the reveal shows what it adds. Perks that multiply the PERKS part, and SET lines, are not lifted. A legendary: ETERNAL, it never leaves your rack.

NEGATIVE, ETERNAL and leases

About 2% of the permanent perks on a shelf arrive NEGATIVE. A NEGATIVE perk takes no perk slot, so it fits even when your rack is full.

From CROSSWIND up, some shelf perks arrive ETERNAL and can never be sold. HEADWIND adds the short lease and WINDSHEAR the wet lease. The levels page has the shares for each level.

New to the shop? How the shop works explains slots, prices, rerolls and selling.