Energy Cores are a type of module in Everspace 2 which is required to recharge the internal energy stores of a ship's weapons, shield and booster.
Energy Core Passive Effects[ | ]
All passive effects of energy cores scale exponentially with item level (including bonus levels from rarities and prefixes). Namely, an exponential base of 1.18 applies to the following effects:
- Output: Weapons - The base rate of energy recharge for the ship's equipped primary weapons (and secondary weapons as well, if flying a Bomber) while they are not in use. Also known as Weapon Energy Output.
- This value applies individually to each weapon, regardless of how many weapons are being recharged at once, once a recharge delay of approx. 1.0s elapses after the last shot fired from that weapon.
- Output: Shield - The base hitpoint recovery rate for the ship's equipped shield. Also known as Shield Energy Output.
- Output: Boost - The base rate of energy recharge for the ship's equipped booster. Also known as Boost Energy Output.
Energy Core Variants[ | ]
Standard Variants[ | ]
- Energy Core: Randomly generates as either balanced or specialized in a single output type (weapon / shield / boost).
- Energy Cores crafted using the Energy Core blueprint are always balanced.
- {Shiva} Energizer SP
- {Bloodstar} FFT Core
- {Stormchaser} Multi-Cell
- {Tides of Siren's Sea} Triton Core
- {Redemption} Zealous Core
Legendary Variants[ | ]
Energy Core-specific Prefixes[ | ]
For more information, see Prefixes.
- Tuned: Increases weapon energy output by 20%.
Energy Core-specific Modifiers[ | ]
For more information, see Modifiers and Modules for universal modifiers.
- +[100 @ Level 1 Common]m Tractor Beam Range
- Modifier effect scales with item level by an exponential base of 1.07.
- +30.0% Output at stop
- Going below 30% hull fully recharges weapon energy; can only occur once every 10 seconds
Gallery[ | ]
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