Energy Discharger
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Active Device
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Discharges the ship's remaining energy to create a radial blast around it. Base damage is increased by the available energy. Shuts down shield if available. Manufacturer: First Aeronautics |
Class Restriction Interceptor Gunship Sentinel Hull DPS /s Shield DPS /s Hull Damage 40 base Shield Damage 40 base Hull Area Damage Shield Area Damage Fire Rate /s Energy Consumption /s Energy Consumption Damage Per Energy 1.8 Velocity m/s Spread ° Range 500m Full Charge Duration s Area Damage Range m Full Charge Damage Bonus x Full Charge Add. Projectiles Damage Increase +% Energy Consumption Increase +% Energy Allocation Hitpoints Recharge Rate /s Recharge Delay s Shutdown Duration s Cooldown Duration 60s Cooldown Duration Decrease -% Fire Rate Increase +% Energy Consumption Decrease -% Hitpoints Increase +% Recharge Rate Increase +% Recharge Delay Decrease -% Shutdown Duration Decrease -% Resource Amount Homing {{{homing}}} Effect Effect Duration s Repair Amount Life Time s Critical Hit Chance Increase +% Velocity Increase +% Range Increase +% Spread Decrease -% Effect Duration Increase +% Jump Cooldown Increase +% Full Charge Damage Mulitplier x Success Chance % Nano Bot Drop Chance % Max Stack Size Shield Piercing +% Conversion Percentage % Conversion Amount Conversion Ratio
Critical Hit Chance % |
CRAFTING
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Required Resources Nano Bots Viridian Energy Scrap 38 Gel Compounds Power Cells 8 Processors Crystals Gas Ore Plasma 23 Dark Matter Dark Energy 4 |
SALVAGING
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Obtained Resources Nano Bots Viridian Energy {{{salvenergy}}} Scrap 8 Gel {{{salgel}}} Compounds {{{salcompound}}} Power Cells {{{salpcell}}} Processors {{{salprocessor}}} Crystals {{{salcrystal}}} Gas Ore Plasma 5 Dark Matter {{{saldmatter}}} Dark Energy {{{saldenergy}}} |
Energy Discharger Mk2
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Active Device
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Discharges the ship's remaining energy to create a radial blast around it. Base damage is increased by the available energy. Shuts down shield if available. Manufacturer: First Aeronautics |
Class Restriction Interceptor Gunship Sentinel Hull DPS /s Shield DPS /s Hull Damage 60 base Shield Damage 60 base Hull Area Damage Shield Area Damage Fire Rate /s Energy Consumption /s Energy Consumption Damage Per Energy 2 Velocity m/s Spread ° Range 600m Full Charge Duration s Area Damage Range m Full Charge Damage Bonus x Full Charge Add. Projectiles Damage Increase +% Energy Consumption Increase +% Energy Allocation Hitpoints Recharge Rate /s Recharge Delay s Shutdown Duration s Cooldown Duration 75s Cooldown Duration Decrease -% Fire Rate Increase +% Energy Consumption Decrease -% Hitpoints Increase +% Recharge Rate Increase +% Recharge Delay Decrease -% Shutdown Duration Decrease -% Resource Amount Homing {{{homing}}} Effect Effect Duration s Repair Amount Life Time s Critical Hit Chance Increase +% Velocity Increase +% Range Increase +% Spread Decrease -% Effect Duration Increase +% Jump Cooldown Increase +% Full Charge Damage Mulitplier x Success Chance % Nano Bot Drop Chance % Max Stack Size Shield Piercing +% Conversion Percentage % Conversion Amount Conversion Ratio
Critical Hit Chance % |
CRAFTING
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Required Resources Nano Bots Viridian Energy Scrap 56 Gel Compounds 6 Power Cells 11 Processors Crystals Gas Ore Plasma 34 Dark Matter Dark Energy 11 |
SALVAGING
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Obtained Resources Nano Bots Viridian Energy {{{salvenergy}}} Scrap 11 Gel {{{salgel}}} Compounds {{{salcompound}}} Power Cells {{{salpcell}}} Processors {{{salprocessor}}} Crystals {{{salcrystal}}} Gas Ore Plasma 7 Dark Matter {{{saldmatter}}} Dark Energy {{{saldenergy}}} |
Energy Discharger Mk3
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Active Device
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Discharges the ship's remaining energy to create a radial blast around it. Base damage is increased by the available energy. Shuts down shield if available. Manufacturer: First Aeronautics |
Class Restriction Interceptor Gunship Sentinel Hull DPS /s Shield DPS /s Hull Damage 80 base Shield Damage 80 base Hull Area Damage Shield Area Damage Fire Rate /s Energy Consumption /s Energy Consumption Damage Per Energy 2.2 Velocity m/s Spread ° Range 700m Full Charge Duration s Area Damage Range m Full Charge Damage Bonus x Full Charge Add. Projectiles Damage Increase +% Energy Consumption Increase +% Energy Allocation Hitpoints Recharge Rate /s Recharge Delay s Shutdown Duration s Cooldown Duration 90s Cooldown Duration Decrease -% Fire Rate Increase +% Energy Consumption Decrease -% Hitpoints Increase +% Recharge Rate Increase +% Recharge Delay Decrease -% Shutdown Duration Decrease -% Resource Amount Homing {{{homing}}} Effect Effect Duration s Repair Amount Life Time s Critical Hit Chance Increase +% Velocity Increase +% Range Increase +% Spread Decrease -% Effect Duration Increase +% Jump Cooldown Increase +% Full Charge Damage Mulitplier x Success Chance % Nano Bot Drop Chance % Max Stack Size Shield Piercing +% Conversion Percentage % Conversion Amount Conversion Ratio
Critical Hit Chance % |
CRAFTING
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Required Resources Nano Bots Viridian Energy Scrap 66 Gel Compounds 10 Power Cells 13 Processors Crystals Gas Ore Plasma 39 Dark Matter 3 Dark Energy 16 |
SALVAGING
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Obtained Resources Nano Bots Viridian Energy {{{salvenergy}}} Scrap 13 Gel {{{salgel}}} Compounds {{{salcompound}}} Power Cells {{{salpcell}}} Processors {{{salprocessor}}} Crystals {{{salcrystal}}} Gas Ore Plasma 8 Dark Matter {{{saldmatter}}} Dark Energy {{{saldenergy}}} |
“ | Hero: Wow! What a kick! HIVE: Don't get too comfortable with it, it has a long recharge. |
„ |
~ Hero and HIVE after using the Energy Discharger the first time. |
The Energy Discharger is an active device in Everspace that removes all remaining energy from the core in order to create a radial energy blast, highly damaging all nearby targets. It has three variants, with the Energy Discharger Mk2 and Energy Discharger Mk3 being upgraded versions of the base Energy Discharger.
Tips and Tricks[ | ]
- Most useful combined with Energy Core Extensions and backup Energy Injectors.
- A maxed out Colonial Sentinel with a full energy core (255) will deal a maximum of 499 damage with the Mk1, 570 with the Mk2, and 641 with the Mk3. Adding a Mk3 Energy Core Extension (295 energy) with the Mk3 Energy Discharger will deal a maximum of 729 hull and shield damage, which is much more than a Plasma Torpedo but around 300 less damage than the ARC-9000, the highest damaging equipment in the game.
- Comparatively, the Remote Energy Discharger Mk3 does 450 hull and shield damage for a cost of 35 energy and a much shorter cooldown of 24 seconds.