|This article is about equipment from Everspace. For equipment from Everspace 2, see Equipment (ES2).|
Equipment can be crafted using resources, found in containers, dropped from destroyed enemies, or bought from traders and Service Stations. There are 6 types of equipment: primary weapons, secondary weapons, devices, consumables, mods, and Enhancements.
Note: The Resources stated in the pages for each equipment type for crafting is without any level in the Crafting Costs Perk.
Starting Equipment[edit | edit source]
Each class of ship has three loadouts (A, B, and C) of equipment that are unlocked as the player progresses through sectors. See player ships for more information.
Additionally, the Bonus Equipment perk can be bought which allows choosing a few different options of random extra starting equipment.
Enhanced Equipment[edit | edit source]
Rarely, enhanced primary weapons and devices can be found, which are marked with a star and have random stat bonuses. When floating in space as loot, they are surrounded by a circular pattern similar to access keys. This is not to be confused with Enhancements, which are a different type of equipment and are explained below.
Eligible equipment can also be enhanced by Throng for viridian energy.
Primary Weapons[edit | edit source]
Primary weapons are the main damage dealer in the game, and there are a total of 24. Before they got their official names during development, all variants of the base-game weapons were named with numbers (Ex: Gatling II or Beam Laser II).
Beam Laser M3
Coil Gun T-1
Flak Cannon 5-5
Fusion Blaster M6-A
Pulse Laser MX
Pulse Laser KS
Scatter Gun 2880
Shock Rifle PRO
Thermo Gun X10
Secondary Weapons[edit | edit source]
Secondary weapons also do a lot of damage, but due to the fact that each one is a one time use, they are best used as only a compliment to the primary weapons, finishing off enemies or taking down capital ships faster, reducing potential damage taken. There are a total of 10 secondary weapons.
Seeker Missile Battery
Shield Breaker Missile
Devices[edit | edit source]
Devices have many unique abilities, and are divided into active (requires energy to activate for a limited time) and passive (always "active" or ready to be used, but allocates a certain amount of energy from the energy core). There are 30 unique but 84 total devices.
Active Devices[edit | edit source]
There are 19 unique but 51 total active devices.
Passive Devices[edit | edit source]
There are 10 unique but 30 total passive devices.
Consumables[edit | edit source]
Consumables are one-time use equipment. They're most useful in sticky situations for extra help, so they are good to be kept stocked up. There are 19 unique but 33 total consumables.
Mods[edit | edit source]
Primary Weapons and Devices can be upgraded in the inventory with modifications that upgrade some part of the equipment's stats, but usually with a negative effect as well. There are 15 unique but 34 total modifications.
Weapon Mods[edit | edit source]
- Critical Hit Chance Mod (Mk2, Mk3)
- Energy Consumption Mod (Primary Weapon) (Mk2, Mk3)
- Fire Rate Mod (Mk2, Mk3)
- Hull Damage Mod (Mk2, Mk3)
- Randomize Mod
- Range Mod (Mk2, MK3)
- Shield Damage Mod (Mk2, Mk3)
- Shield Piercing Mod (Mk2, Mk3)
- Spread Mod (Mk2, Mk3)
- Velocity Mod (Mk2, Mk3)
Device Mods[edit | edit source]
- Cooldown Mod
- Duration Mod
- Energy Consumption Mod (Device)
- Shield Capacity Mod
- Shield Recharge Delay Mod
- Shield Shutdown Duration Mod
Enhancements[edit | edit source]
Enhancements upgrade the player's ship with varying effects, often with a negative effect to balance out the positive. Some force or encourage varying or more unique playstyles. There are two types.
- Subroutines, which can be obtained from behind locked doors in derelict Colonial stations. There are 17 total.
- Glyphs, which can be obtained from opening the monolith in an Ancient Depot. There are 11 total.
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