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The Equipment UI in-game, showing many examples of equipment.
Disambig.png 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).

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.

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.

Cloak Cloak Mk2 Cloak Mk3
Decoy Generator Decoy Generator Mk2 Decoy Generator Mk3
Drone Disassembler Drone Disassembler Mk2 Drone Disassembler Mk3
EMP Generator EMP Generator Mk2 EMP Generator Mk3
Energized Boost Energized Boost Mk2 Energized Boost Mk3
Energy Discharger Energy Discharger Mk2 Energy Discharger Mk3
Energy Diverter Energy Diverter Mk2 Energy Diverter Mk3
Engine Booster Engine Booster Mk2 Engine Booster Mk3
Front Shield Generator Front Shield Generator Mk2 Front Shield Generator Mk3
Mainframe Override Mainframe Override Mk2 Mainframe Override Mk3
Missile Defense System Missile Defense System Mk2 Missile Defense System Mk3
Remote Energy Discharger Remote Energy Discharger Mk2 Remote Energy Discharger Mk3
Shield Disruptor Shield Disruptor Mk2 Shield Disruptor Mk3
Static Discharger Static Discharger Mk2 Static Discharger Mk3
Teleporter Teleporter Mk2 Teleporter Mk3
Time Extender Time Extender Mk2 Time Extender Mk3
Gatling Turret Laser Turret Missile Turret
Weapon Overdrive Weapon Overdrive Mk2 Weapon Overdrive Mk3

Passive Devices[edit | edit source]

There are 10 unique but 30 total passive devices.

Adaptive Armor Adaptive Armor Mk2 Adaptive Armor Mk3
Damage Converter Damage Converter Mk2 Damage Converter Mk3
Energy Core Extension Energy Core Extension Mk2 Energy Core Extension Mk3
Emergency Shield Emergency Shield Mk2 Emergency Shield Mk3
Sensor Relay Sensor Relay Mk2 Sensor Relay Mk3
Shield Shield Mk2 Shield Mk3
Shield ST Shield ST Mk2 Shield ST Mk3
Shield XC Shield XC Mk2 Shield XC Mk3
Target Decelerator Target Decelerator Mk2 Target Decelerator Mk3
Tractor Beam Tractor Beam Mk2 Tractor Beam Mk3

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.

Anti-Missile Drone Shield Charge Drone Webber Drone
Combat Drone Sensor Drone Drone Override
Damage Booster Damage Booster Mk2 Damage Booster Mk3
Damage Limiter Damage Limiter Mk2 Damage Limiter Mk3
Energy Injector Energy Injector Mk2 Energy Injector Mk3
G&B Distress Beacon Tareen Beacon Throng Beacon
Shield Booster Shield Booster Mk2 Shield Booster Mk3
Plasma Mine Plasma Mine Mk2 Plasma Mine Mk3
Nano Injector Nano Injector Mk2 Nano Injector Mk3
Nano Kit Nano Extractor
Jump Stabilizer Plasma-Powered-Jump
Turret Override Device Charger

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]

Device Mods[edit | edit source]

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.

More info Here

Removed Equipment[edit | edit source]

Currently, only the Scanning Probe has been removed from the game. Hull Enhancers are now known as Adaptive Armor.