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Conditions in Everspace 2 are modifiers to the stats or behavior of a combatant. The player ship, enemies, and some environmental objects can inflict conditions on each other, and they come in three main types: buffs (green), debuffs (red), and equipment conditions (yellow).
- Conditions currently applied to the player ship can be inspected on the Ship tab of the in-game menu; as well, their icons show up at the top of the screen with information on remaining duration and number of condition stacks, where applicable.
- Conditions currently applied to non-player entities can be inspected by targeting that entity or coming within interaction range of the entity.
Buffs[ | ]
Buffs, indicated with green icons, improve the performance of a combatant in some way.
- Common sources of buffs on the player include certain consumables; ship class-specific passives, specials and ULTs; equipment modifiers and set bonuses; conditional perks; and sphere-type puzzle elements.
- Common sources of buffs on NPCs include enemy type-intrinsic mechanics and modifiers applied by High Risk Areas and Ancient Rifts.
Assorted Player Buffs[ | ]
- Weapon Boost: Increased damage output. Sources:
- Heat Sphere (until the sphere is thrown or expires)
- Bloodstar Raid set (+25% Bloodstar weapon damage while boosting)
- Union Eclipse set (+30% primary weapon damage for 5s on switching primary weapons)
- Advanced Combat challenge mastery (+50% damage for 20s upon arrival at a location)
- Boost Speed Increase: Increased boost speed and acceleration.
- Sources: Raid Booster (+50% boost speed for 3s on kill)
- Energy Flow: Unlimited weapon and boost energy.
- Sources: Energy Sphere (until the sphere is thrown or expires), The Magic of Umami (activated by HIVE for part of the mission's Sato Orbit segment)
- Protector Sphere: Prevents debuffs and environmental damage from being applied to the player, regardless of their source, until the sphere expires or the player leaves its aura.
- Reckoning: Builds up to a 100% charge when dealing damage. At full charge, the next secondary weapon fired deals 500% damage. Source: Final Reckoning weapon effect.
- Toxic Revenge: Stacks up to 10 times, causing your primary weapon hits to consume a charge to apply 6s of Corrosion. Corrosion damage equals 50% of the weapon's kinetic damage. Source: Toxic Revenger shield effect.
- Reflect: Damage taken is reflected back to the attacking source. Amount depends on the buff sources:
- Stormchaser 3/4 set bonus: When collecting an energy orb, reflect 4% of incoming damage back to your attackers for 20s. Stacks up to 40%.
- Stormchaser 4/4 set bonus causes all enemies within 800m to take all reflected damage.
- Tailwind - While boosting, reflect 10% of incoming damage back to your attackers.
- Cloaked: Renders the ship invisible. Firing weapons will briefly give away the ship's location to nearby enemies. Sources:
- Cloak Field Generator (15s)
- Pango's Pride (after not boosting for 3s)
- Shadow Strike (until manually cancelled or ULT gauge empties)
- Stinger passives (5s on shield shutdown)
- Redemption Set 4/4 bonus (10s after flying into an orange jellyfish)
Consumable Buffs[ | ]
- Energy Injector: +100% energy core output for 10s.
- Damage Limiter: -30% damage taken for 20s.
- Damage Booster: +40% primary weapon damage for 20s.
- Energy Shield: Grants invulnerability for 8s or until the shield absorbs damage equal to 60% of maximum hull.
- Main mission bosses and certain neutral entities can also be protected by energy shields, with the condition for breaking the shield varying on a case-by-case basis.
Class Buffs[ | ]
- Device Master (Stinger): Powers the ship's third hardpoint, increasing DPS and energy consumption rate of primary weapons by 50% with at least one buff stack. Using a device adds a stack for 5.0-12.5 seconds based on Expertise.
- Shadow Strike (Scout): +20% weapon damage per stack, capping at 10 stacks (+200% total). Stacks are gained over time by not firing weapons; all stacks are removed 1 second after any weapon is fired.
- Static Overload (Sentinel): Overrides primary weapons with a lightning gun that chains between enemies.
- Weapon Overdrive (Interceptor): Primary weapons fire much faster and deal more damage, and the ship is granted unlimited weapon and boost energy.
- Close Combat (Striker): +5% weapon damage per stack, capping at 6 stacks (+30% total). Each enemy within 500m grants a stack.
- Reanimator (Vindicator): +20% shield capacity per stack, capping at 5 stacks (+100% total). The ship starts with all 5 stacks but loses a stack for each living drone.
Perk Buffs[ | ]
- Exit Strategy: -25% damage taken. Active only while boosting.
- Close Call: Invincible for 10s. Triggers once on taking otherwise-lethal damage, then must be refreshed by docking the ship at a landing pad before it can be triggered again.
- Downtime Warrior: -15% weapon energy consumption per stack, with each device currently on cooldown adding a stack.
- Reactive Armor: The next impact taken by the ship is negated. Activating a warfare device while Play It Safe is active grants 4 stacks for 5 seconds.
- Excessive Force: +30% energy damage of primary weapons. Active only while the shield is at 100% charge or greater.
- ULT Regeneration: +100% to ULT energy gains. Losing all shield hitpoints with the Ulterior Motive perk active applies this buff until shield hitpoints are raised above 0.
- Preparation: +5% secondary weapon damage per stack, capping at 6 stacks (+30% total). Stacks are gained over time by avoiding damage (1 stack per second); taking damage removes all stacks.
Common Enemy Buffs[ | ]
- Armored: The enemy benefits from a temporary layer of armor hitpoints until the source is destroyed. Typical sources of this buff are Outlaw Armor Drones and Outlaw Link Drones.
- Damage Boost: The enemy deals much more damage until the source, usually an Outlaw Damage Booster in a nearby base, is destroyed.
- Damage Reduction: The enemy takes less damage than usual.
- Outlaw Vipers gain this buff when they transform into their close-quarters combat form, and Redeemer Crusaders have this buff active while their frontal shield is not in use.
- Secure Hold passive also adds this buff to the player - collecting loot grants 8% damage reduction for 4s, to a max of 40%.
- EMP Immunity: Usually granted to enemies after an EMP debuff expires, this buff protects them from being affected by EMP again for a time equal to 2x the duration of the preceding EMP debuff (e.g. 16 seconds if the preceding EMP was 8 seconds long).
- Frost Shield: Granted by Retaliator Frostshield Drones to nearby fighter-class Retaliators.
High Risk Area/Ancient Rift Buffs[ | ]
- Evolution: +1 to enemy level every 15 seconds, stacking up to 5 times.
- Hull Repair: Lost hull regenerates over time. Granted by the Enemy Regen modifier.
- Strength in Death: +5% to speed and all health types whenever an ally is destroyed, stacking indefinitely.
Debuffs[ | ]
Debuffs, indicated with red icons, degrade the performance of a combatant in some way. Most debuffs on the player can be removed using a System Recovery Routine.
Common Debuffs[ | ]
- Corrosion: The victim takes shield-bypassing kinetic damage over time. Multiple debuffs of this type can stack for additional damage.
- Player Sources: Flak, Pulse Laser, Rail Gun and Scatter Gun variants with a corrosion modifier (3s); Corrosion Missiles and Scorpion Missiles (8s); Corrosion Mines (4s); Corrosion Injector (7-12s)
- Non-player Sources: Outlaw Viper missiles and death cloud, bio tank ruptures, Alcyone Station's acid clouds, hostile Corrosion Mines, Cave Crawler projectiles, large Hydra and Acid Pouch emissions
- EMP: The victim's electrical systems are overloaded, disabling engines and weapons.
- Player Sources: Shields with an EMP modifier (5s), EMP Missiles (6s or longer), EMP Generator (6-8s), Sentinel passives (5s)
- Non-player Sources: Lightning crystal discharges
- Shield Shutdown: The victim's shield is temporarily disabled. However, the shield bar will return with all of its prior hitpoints still intact once the debuff expires.
- Player Sources: Coil Gun variants and Gauss Cannons with a shield-disabling modifier (2s)
- Non-player Sources: Outlaw Bomb Thrower pods
- Webbed: The victim's engines are overwhelmed by a sticky substance, slowing them to a crawl.
- Player Sources: Web Missiles (6.0s or longer), Web Mines (4.0s or longer), Energized Boost's Great Escape mode (4.0s), Dogmatic Scanner (on crit, 3.0s)
- Non-player Sources: Outlaw Webber Drones, hostile Web Mines, Outlaw Raider missiles
Debuffs from Player Sources[ | ]
- Destabilized: The target's structure is weakened, making it take more damage from all sources, including damage over time debuffs.
- Sources: Destabilizer Missiles (+50% or more damage taken for 6s or longer), Pulse Laser (ES2) variants and Rail Guns with a hull damage modifier (+100% damage taken for 5s), and the Vigilante Set's 2/3 bonus.
- Speed Reduction: The target is slowed, but not stopped entirely.
- Sources: Striker passives (20% reduction while the target is locked); Vindicator passives(?); Flak, Pulse Laser, Rail Gun and Scatter Gun variants with a slowing modifier (50% reduction for 3s)
- Weapons Jammed: The target temporarily loses its ability to attack.
- Sources: Peacemaker (5s), Pulse Laser variants with a jamming modifier (2s)
- Quantum Tether (Striker): The target has been linked to one or more allies, causing direct damage taken to also apply to linked allies. Damage taken by the target is increased by an additional +5% for every linked ally.
- Annihilator Virus: The target has been infected and will take a large amount of kinetic and energy damage once the debuff wears off or when the player manually triggers the device again.
- Magnetic Repulsor: The target is disoriented, losing its ability to take action and receiving an additional +100%-200% collision damage for 5-7s.
- Quantum Entangler: The target has been tethered and will take any damage received by the player, plus an additional 40-100% damage, for the next 14-19s or until the tether is manually severed.
- Malware: The target's mainframe has been subverted, disabling engines and weapons indefinitely. Can only be inflicted during certain main missions.
Debuffs from Other Sources[ | ]
- Infested: Deals damage over time. Inflicted by Athorian Worms when they attach to their targets. Killing the worm or escaping its grasp will clear the debuff.
- Radiated: Maximum hull reduced based on the number of stacks. Stacks are inflicted by traversing radiation clouds and allowing Radiation buildup to reach 100%. Accumulated stacks can only be purged by docking at a landing pad.
- Scorching: Overheats two equipped items per stack for a time, reducing their effectiveness. Inflicted by allowing Heat buildup from Zurilia attacks and mine explosions or environmental damage to reach 100%.
- Frozen: Disables all player ship functionality for a short time. Inflicted by allowing Frost buildup from Retaliator attacks and mine explosions or environmental cold to reach 100%.
- Submerged: Disables weapons, devices and consumables. Upon exceeding a certain depth, also deals shield- and armor-bypassing damage over time.
- Solar Exposure: Deals heavy energy damage over time and induces Radiation buildup. Stacks up to 10 times.
- Jump Supressor: Disables the player's supralight capability, preventing them from leaving the location. Inflicted by Okkar Suppressor Drones as part of the wanted system.
Equipment Conditions[ | ]
Equipment conditions, indicated with yellow icons, degrade the performance of specific pieces of equipment.
- [Equipment Type] Overheated: Inflicted by heat accumulation and certain enemy missiles, this condition temporarily reduces the performance of one or more items in a specific equipment slot, cutting an equipment type-specific stat in half until the condition ends. Overheated weapons in particular are marked in the heads-up display by a red overlay.
- Primary / Secondary / Energy / Shield / Plating / Sensor / Booster / Cargo
- [Equipment Type] Damaged / Sensor Impaired: Inflicted randomly when taking hull damage, this condition reduces a equipment type-specific primary stat (e.g. energy damage on Cruise Missiles) by 50% (multiplicative) until the affected equipment is switched out or repaired.
- Additionally, damaged equipment suffers a 70% reduction in credit value. Repairs at a station hangar or via use of a Nano Repair Kit will restore this lost value after the player leaves the hangar.
- Debuff icons shown are the same as the overheated icons, just without the flame/heat symbol in the background.
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