m (→Enhancements) |
(→Primary Weapons: Added pulse laser KS) |
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==Primary Weapons== |
==Primary Weapons== |
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− | There are |
+ | There are 20 total primary weapons. Before they got their official names, all variants of the base weapons were named with numbers (Ex: Gatling II or Beam Laser II). |
{|class="wikitable" |
{|class="wikitable" |
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| [[Beam Laser]] || [[Beam Laser M3]] |
| [[Beam Laser]] || [[Beam Laser M3]] |
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| [[Thermo Gun]] || [[Thermo Gun X10]] |
| [[Thermo Gun]] || [[Thermo Gun X10]] |
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− | | [[Ancient Weapon]] |
+ | | [[Ancient Weapon]] || [[Pulse Laser KS]] |
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Revision as of 17:08, 24 October 2017
This article is a stub or a work in progress. You can help by expanding or improving it. |
Equipment can be crafted using resources, found in containers, dropped from destroyed enemies, or bought from traders and Service Stations. There are 5 types of equipment, primary weapons, secondary weapons, devices, consumables, and mods.
Note: The Resources stated in the pages for each equipment type for crafting is without any level in the Crafting Costs Perk.
Starting Equipment
Each class of ship has three loadouts (A,B,C) of equipment that are unlocked as the player progresses through sectors. See player ships for more information.
Additionally, you can buy the Bonus Equipment perk which will allow you to choose a few different options of random extra starting equipment.
Primary Weapons
There are 20 total primary weapons. Before they got their official names, all variants of the base weapons were named with numbers (Ex: Gatling II or Beam Laser II).
Secondary Weapons
There are 8 total secondary weapons.
- ARC-9000
- Corrosion Missile
- Heavy Missile
- Light Missile
- Mine Cluster
- Plasma Torpedo
- Shield Breaker Missile
- Stasis Missile
Devices
Devices have many unique abilities, and are divided into active (requires you to activate it for energy) and passive (always on, but allocates a certain amount of energy from your core). There are 51 total devices.
Active Devices
There are 33 active devices.
Passive Devices
There are 18 passive devices.
Consumables
Consumables are one-time use equipment. They're most useful in sticky situations when you need a little extra help, so make sure you keep them stocked up. There are 28 total Consumables.
Mods
Primary Weapons and Devices can be upgraded in your inventory with modifications via the blueprints you have obtained in earlier runs. There are 30 total modifications.
Weapon Mods
- Critical Hit Chance Mod (Mk2, Mk3)
- Energy Consumption Mod (Primary Weapon) (Mk2, Mk3)
- Fire Rate Mod (Mk2, Mk3)
- Hull Damage Mod (Mk2, Mk3)
- Range Mod (Mk2, MK3)
- Shield Damage Mod (Mk2, Mk3)
- Spread Mod (Mk2, Mk3)
- Velocity Mod (Mk2, Mk3)
Device Mods
- Cooldown Mod
- Duration Mod
- Energy Consumption Mod (Device)
- Shield Capacity Mod
- Shield Recharge Delay Mod
- Shield Shutdown Duration Mod
Enhancements
There are two types. (linked below)
More info Here
Removed Equipment
Currently, only the Scanning Probe has been removed from the game. Hull Enhancers are now known as Adaptive Armor.