Everspace Wiki
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{{Equipment infobox
 
{{Equipment infobox
 
| name = Ancient Weapon
 
| name = Ancient Weapon
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| energyconweap = 12.6
 
| energyconweap = 12.6
 
| range = 4,000
 
| range = 4,000
  +
| crithit = 5
 
}}
 
}}
   
   
The '''Ancient Weapon''' is a special [[Equipment#primary weapon|primary weapon]]. It is only usable with the Ancient Weapon [[Glyphs|Glyph]] equipped. Similar to the [[Shock Rifle]], this weapon can hit enemies at extreme distances and instantly reaches its target. Even at high hull hitpoints, such as at 1100 hp with the Gunship, the weapon still does around 120 hull and shield damage, which is incredibly powerful.
+
The '''Ancient Weapon''' is a special [[Equipment#primary weapon|primary weapon]]. It is only usable with the Ancient Weapon [[Glyphs|Glyph]] equipped. Similar to the [[Shock Rifle]], this weapon can hit enemies at extreme distances instantly. Even at high hull hitpoints, such as at 1100 hp with the Gunship, the weapon still does around 120 hull and shield damage, which is incredibly powerful.
   
  +
It cannot be [[Equipment#Mods|modified]].
== Tips and Tricks ==
 
  +
*This weapon is ineffective in close fights and is best used at a distance. It also may not be very effective versus [[Okkar]] frigates, due to how many times it might have to be fired.
 
 
==[[Tips and Tricks]]==
*Every shot counts, so be sure to aim well. If your crosshair turns red, that means your crosshair is hovering directly over the enemy you're targeting.
 
  +
*This weapon is less effective in close fights and is best used at a distance.
*The [[Colonial Gunship]] is recommended for the ship to use with this weapon. It has the most hull hitpoints, and has increased armor which lowers the damage from each shot. Also, turrets and drones make up for the loss of other weapons and make close-range fights a lot easier.
 
 
*Every shot counts, so be sure to aim well. If the crosshair turns red, that means it is hovering directly over an enemy.
*It deals at least under five damage to the hull with the gunship, but further testing is needed.
 
 
*The [[Colonial Gunship]] is recommended for the ship to use with this weapon. It has the most hull hitpoints and has increased armor which lowers the damage from each shot. Also, turrets and drones make up for the loss of other weapons and make close-range fights a lot easier.
 
**It deals less than five damage to the hull with the gunship with one shot - armor decreases the damage taken from it.
  +
**If playing with the [[Interceptor]] or [[Scout]], equipping the passive [[Adaptive Armor]] device will also help with self-damage reduction.
  +
*Using this weapon will likely make the game much easier, but at the same time much less fun.
  +
*Firing this weapon at one hull hp will not cause death. Depending on the ship's armor, it will not go below a value that would kill you.
  +
**Damage from this weapon also does not have a chance to cause [[Components|component]] damage.
  +
*Max damage on an un-armored, fully upgraded Interceptor is about 180 damage at 4/660 hull, giving 359.33 dps.
  +
*The Ancient Weapon is the only weapon with an innate critical hit chance.
   
 
== Gallery ==
 
== Gallery ==
  +
<gallery mode="packed" style=text-align:left>
<gallery>
 
 
Everspace-AncientWeapon-Screenshot.png|A screenshot of the weapon being fired. The red outer edge is from being damaged from firing it.
 
Everspace-AncientWeapon-Screenshot.png|A screenshot of the weapon being fired. The red outer edge is from being damaged from firing it.
 
Everspace-Gunship-AncientWeapon.png|The Ancient Weapon equipped on the [[Colonial Gunship]].
 
Everspace-Gunship-AncientWeapon.png|The Ancient Weapon equipped on the [[Colonial Gunship]].
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* [[Shock Rifle]]
 
* [[Shock Rifle]]
 
* [[Shock Rifle PRO]]
 
* [[Shock Rifle PRO]]
  +
* [[Ancients]]
   
 
[[Category:Equipment]]
 
[[Category:Equipment]]

Latest revision as of 00:27, 7 June 2021

Everspace-PrimaryWeapon-AncientRifle-NewIcon.png
Ancient Weapon
Primary Weapon
This mysterious alien weapon fuses with the ship and replaces its weapon systems completely. The heat created from its raw power cannot be channeled by conventional means which leads to some damage to the ship's hull with every shot fired. However, it will not destroy the ship and its damage output increases with declining hull integrity.

Manufacturer: {{{manu}}}
Class Restriction
{{{classres}}}

{{{classres2}}}

{{{classres3}}}

{{{classres4}}}

Hull DPS
{{{hulldps}}}/s
Shield DPS
{{{shielddps}}}/s
Hull Damage
Varies
Shield Damage
Varies
Hull Area Damage
{{{hullareadmg}}}
Shield Area Damage
{{{shieldareadmg}}}
Fire Rate
2/s
Energy Consumption
12.6/s
Energy Consumption
{{{energycon}}}
Damage Per Energy
{{{dmgxen}}}
Velocity
{{{speed}}}m/s
Spread
{{{spread}}}°
Range
4,000m
Full Charge Duration
{{{fullchdur}}}s
Area Damage Range
{{{areadmgrange}}}m
Full Charge Damage Bonus
{{{fullchdmgx}}}x
Full Charge Add. Projectiles
{{{fullchpro}}}
Damage Increase
+{{{dmginc}}}%
Energy Consumption Increase
+{{{energyconinc}}}%
Energy Allocation
{{{energyalloc}}}
Hitpoints
{{{hp}}}
Recharge Rate
{{{rechargerate}}}/s
Recharge Delay
{{{rechargedel}}}s
Shutdown Duration
{{{shutdowndur}}}s
Cooldown Duration
{{{cooldur}}}s
Cooldown Duration Decrease
-{{{cooldurdec}}}%
Fire Rate Increase
+{{{firerateinc}}}%
Energy Consumption Decrease
-{{{energycondec}}}%
Hitpoints Increase
+{{{hpincper}}}%
Recharge Rate Increase
+{{{rechrateinc}}}%
Recharge Delay Decrease
-{{{rechdeldec}}}%
Shutdown Duration Decrease
-{{{shutdowndurdec}}}%
Resource Amount
{{{resamt}}}
Homing
{{{homing}}}
Effect
{{{effect}}}
Effect Duration
{{{effectdur}}}s
Repair Amount
{{{repamt}}}
Life Time
{{{lifetime}}}s
Critical Hit Chance Increase
+{{{crithitchinc}}}%
Velocity Increase
+{{{speedinc}}}%
Range Increase
+{{{rangeinc}}}%
Spread Decrease
-{{{spreaddec}}}%
Effect Duration Increase
+{{{effectdurinc}}}%
Jump Cooldown Increase
+{{{jmpcooldinc}}}%
Full Charge Damage Mulitplier
{{{fullchdamx}}}x
Success Chance
{{{succha}}}%
Nano Bot Drop Chance
{{{nanodrop}}}%
Max Stack Size
{{{slotmax}}}
Shield Piercing
+{{{shieldpierce}}}%
Conversion Percentage
{{{convpercent}}}%
Conversion Amount
{{{convamt}}}
Conversion Ratio
{{{convratio}}}
Critical Hit Chance
5%
CRAFTING
Required Resources
Resource-SmallIcon-NanoBots.png
Nano Bots
{{{nanobot}}}
Resource-SmallIcon-ViridianEnergy.png
Viridian Energy
{{{venergy}}}
Resource-SmallIcon-Scrap.png
Scrap
{{{scrap}}}
Resource-SmallIcon-Gel.png
Gel
{{{gel}}}
Resource-SmallIcon-Compound.png
Compounds
{{{compound}}}
Resource-SmallIcon-PowerCell.png
Power Cells
{{{pcell}}}
Resource-SmallIcon-Processor.png
Processors
{{{processor}}}
Resource-SmallIcon-Crystal.png
Crystals
{{{crystal}}}
Resource-SmallIcon-Gas.png
Gas
{{{gas}}}
Resource-SmallIcon-Ore.png
Ore
{{{ore}}}
Resource-SmallIcon-Plasma.png
Plasma
{{{plasma}}}
Resource-SmallIcon-DarkMatter.png
Dark Matter
{{{dmatter}}}
Resource-SmallIcon-DarkEnergy.png
Dark Energy
{{{denergy}}}
SALVAGING
Obtained Resources
Resource-SmallIcon-NanoBots.png
Nano Bots
{{{salnanobot}}}
Resource-SmallIcon-ViridianEnergy.png
Viridian Energy
{{{salvenergy}}}
Resource-SmallIcon-Scrap.png
Scrap
{{{salscrap}}}
Resource-SmallIcon-Gel.png
Gel
{{{salgel}}}
Resource-SmallIcon-Compound.png
Compounds
{{{salcompound}}}
Resource-SmallIcon-PowerCell.png
Power Cells
{{{salpcell}}}
Resource-SmallIcon-Processor.png
Processors
{{{salprocessor}}}
Resource-SmallIcon-Crystal.png
Crystals
{{{salcrystal}}}
Resource-SmallIcon-Gas.png
Gas
{{{salgas}}}
Resource-SmallIcon-Ore.png
Ore
{{{salore}}}
Resource-SmallIcon-Plasma.png
Plasma
{{{salplasma}}}
Resource-SmallIcon-DarkMatter.png
Dark Matter
{{{saldmatter}}}
Resource-SmallIcon-DarkEnergy.png
Dark Energy
{{{saldenergy}}}


The Ancient Weapon is a special primary weapon. It is only usable with the Ancient Weapon Glyph equipped. Similar to the Shock Rifle, this weapon can hit enemies at extreme distances instantly. Even at high hull hitpoints, such as at 1100 hp with the Gunship, the weapon still does around 120 hull and shield damage, which is incredibly powerful.

It cannot be modified.

Tips and Tricks[]

  • This weapon is less effective in close fights and is best used at a distance.
  • Every shot counts, so be sure to aim well. If the crosshair turns red, that means it is hovering directly over an enemy.
  • The Colonial Gunship is recommended for the ship to use with this weapon. It has the most hull hitpoints and has increased armor which lowers the damage from each shot. Also, turrets and drones make up for the loss of other weapons and make close-range fights a lot easier.
    • It deals less than five damage to the hull with the gunship with one shot - armor decreases the damage taken from it.
    • If playing with the Interceptor or Scout, equipping the passive Adaptive Armor device will also help with self-damage reduction.
  • Using this weapon will likely make the game much easier, but at the same time much less fun.
  • Firing this weapon at one hull hp will not cause death. Depending on the ship's armor, it will not go below a value that would kill you.
    • Damage from this weapon also does not have a chance to cause component damage.
  • Max damage on an un-armored, fully upgraded Interceptor is about 180 damage at 4/660 hull, giving 359.33 dps.
  • The Ancient Weapon is the only weapon with an innate critical hit chance.

Gallery[]

See also[]