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ES2-Popup-Crafting
Disambig For crafting in Everspace, see Crafting.

Crafting is a mechanic in Everspace 2 which is unlocked by equipping a Cargo Unit for the first time. Crafting provides a use for weapons and modules that can be considered as bad, useless, or outdated, with the ability to turn them into better gear which can replace outdated equipment or avoid some grinding for or buying that item.

Crafting can be accessed by holding down the Menu Action 2 button on an empty inventory slot, which is 'R' by default on a keyboard. If there is no empty slot, crafting is not available (modification still is however).

Mechanics[ | ]

In order to start crafting and modifying after equipping a cargo unit, equipment needs to be dismantled which will give rarity-specific parts and add blueprint unlock progress where applicable. Blueprints of each type of equipment at each rarity (up to superior) must either be looted directly or discovered by dismantling 3 items of that type and rarity (variants contribute progress toward their base type when dismantled). Once its blueprint is unlocked, that type/rarity combination can then be crafted at the player's current level with parts, increasing in cost as the rarity increases.

Regardless of blueprint progress, there is always an option to improvise as well, crafting a primary weapon, secondary weapon, or module at the player's current level with a specific rarity but a random type. Though most equipment variants can be improvised as long as their minimum rarity requirement is met, this crafting method cannot be used to obtain set items or mission equipment (e.g. the Exorcist Missiles used in Detoxification).

Existing equipment can also be modified in five different ways as long as the player's level is not more than 2 levels below that of the equipment being targeted for modification:

  1. Increase rarity - increases the rarity by one tier, preserving any Prototype prefixes intrinsic to the item.
    • This modification can be performed multiple times on a specific item; however, superior and legendary items are already at or above the highest craftable rarity and cannot have it improved any further.
  2. Increase level - increases the level of the item by one. This can only be done once and can't go above the player's level.
  3. Remove level restriction - allows the player to equip a higher-level item without increasing their own level first (equivalent in effect to an Intuitive prefix, but does not require a prefix slot).
  4. Install catalyst - installs a catalyst onto the item, adding a prefix, overwriting the existing prefix, or otherwise changing its performance. Only one catalyst may be installed at a time --- installing another catalyst will overwrite the previous one's effects. However, if a weapon has an existing prefix that was not added via a catalyst, one of the damage catalysts or the mining catalyst can be installed without removing the prefix.
  5. Re-roll bonus attributes - replaces all bonus modifiers of an item with new ones while making sure at least one modifier is a different one than before. Legendary items cannot be rerolled.

Crafted items are marked with an "Improvised" tag (a white gear tab below the rarity tab) which means it cannot be modified further, but can still be dismantled.

Dismantling yields[ | ]

  • Common items: 1 circuitry, 1 spare part.
  • Uncommon items: 2 circuitry, 2 spare parts, 1 power coupling
  • Rare items: 4 circuitry, 4 spare parts, 2 power couplings, 1 quantum processor
  • Superior items: (chance for additional) 7 circuitry, 7 spare parts, 4 power couplings, 2 quantum processors, 1 starcharged conduit

Crafting costs[ | ]

  • Common: 4 circuitry, 4 spare parts
  • Uncommon: 10 circuitry, 10 spare parts, and 4 power couplings
  • Rare: 15 circuitry, 15 spare parts, 10 power couplings, and 4 quantum processors
  • Superior: 20 circuitry, 20 spare parts,, 15 power couplings, 10 quantum processors, and 4 starcharged conduits

Modification costs[ | ]

All modifications increase in cost based on the rarity like crafting and dismantling.

  • Increasing level or removing level restriction:
    • Common: 3 circuitry, 3 spare parts
    • Uncommon: 5 circuitry, 5 spare parts, and 3 power couplings
    • Rare: 8 circuitry, 8 spare parts, 5 power couplings, and 3 quantum processors
    • Superior: 12 circuitry, 12 spare parts, 8 power couplings, 5 quantum processors, and 3 starcharged conduits
  • Increasing rarity:
    • Common to Uncommon: 6 circuitry, 6 spare parts, and 3 power couplings
    • Uncommon to Rare: 9 circuitry, 9 spare parts, 6 power couplings, and 3 quantum processors.
    • Rare to Superior: 12 circuitry, 12 spare parts, 9 power couplings, 6 quantum processors, and 3 starcharged conduits
  • Re-rolling bonus attributes:
    • Uncommon: 8 Spare Parts, 8 Circuitry, 3 Power Coupling
    • Rare: 12 Spare Parts, 12 Circuitry, 8 Power Coupling, 3 Quantum Processor
    • Superior: 16 Spare Parts, 16 Circuitry, 12 Power Coupling, 8 Quantum Processor, 3 Starcharged Conduit

Lists of Equipment Crafting Blueprints[ | ]

Primary Weapons[ | ]

Blueprints at all standard rarities are available for the base versions of all primary weapons. Variants of these base forms can only be crafted by improvising at their minimum rarity or higher.

Secondary Weapons[ | ]

Modules[ | ]

Blueprints at all standard rarities are available for the base versions of all modules. Variants of these base forms can only be crafted by improvising at their minimum rarity or higher.

Lists of Other Crafting Blueprints[ | ]

Items other than equipment can also be crafted using non-part items.

Consumables[ | ]

Crafting a consumable from parts and components always produces a full stack. Blueprints for consumables can be unlocked at random by looting blueprint items.

Common Consumables[ | ]

Common consumable crafting requires 2 spare parts, 2 pieces of circuitry, and a stack of 1-2 common components.

Name Stack Size Common Component
Energy Injector 4 Power Cell (2)
Nanobots Small 4 Power Cell (1)
Damage Limiter 3 Crystal Diode (2)

Uncommon Consumables[ | ]

Uncommon consumable crafting requires 4 spare parts, 4 pieces of circuitry, and 2 stacks of 1-2 common components.

Name Stack Size Common Component 1 Common Component 2
Damage Booster 4 Supra Gel (1) Charge Compensator (2)
Nanobots Medium 3 Supra Gel (1) Power Cell (1)
Sticky Turret 4 Wiring Kit (1) Power Casing (1)
Peacemaker 4 Wiring Kit (1) Charge Compensator (2)
Mineral Mender 3 Supra Gel (2) Crystal Diode (1)
System Recovery Routine 4 Supra Gel (1) Power Cell (1)

Rare Consumables[ | ]

Rare consumable crafting requires 7 of both common parts, 1 stack of 1-2 common components, 4 power couplings, and 1 stack of 1-2 uncommon components.

Name Stack Size Common Component Uncommon Component
Nanobots Large 2 Power Cell (2) Power Unit HX-1 (1)
Nano Injector 3 Power Cell (2) Neutron Membrane (2)
Nano Repair Kit 3 Power Cell (2) Cooling Unit (2)
Cloak Field Generator 3 Wiring Kit (2) Heat Detector (2)

Superior Consumables[ | ]

Superior consumable crafting requires 11 of both common parts, 1 stack of 1-2 common components, 4 power couplings, 1 stack of 1-2 uncommon components, 2 quantum processors, and 1 stack of 1-2 rare components.

Name Stack Size Common Component Uncommon Component Rare Component
Device Charger 2 Wiring Kit (2) Hadron Buffers (1) Proton Capacitor (1)
Energy Shield 3 Crystal Diode (2) Fusion Core (1) Particle Modulator (1)

Components[ | ]

Components are items which are used to unlock many perks and craft consumables and catalysts. Blueprints for components are always available to the player which allow for crafting with ores, crystals, and basic resources obtained from non-mining sources.

Common Components[ | ]

Name Resource 1 Resource 2 Resource 3
Supra Gel Copper (3) Plasma (3) Scrap Metal (4)
Power Cell Iron (2) Aetheum Crystal (4) Scrap Metal (3)
Crystal Diode Copper (1) Aetheum Crystal (5) Plasma (4)
Wiring Kit Iron (2) Copper (5) Scrap Metal (3)
Power Casing Iron (4) Plasma (1) Scrap Metal (3)
Charge Compensator Iron (3) Copper (3) Aetheum Crystal (4)

Uncommon Components[ | ]

Name Resource 1 Resource 2 Resource 3
Cooling Unit Plasma (2) Pure Iron (2) Insidium (3)
Power Unit HX-1 Scrap Metal (2) Pure Copper (4) Culver Crystal (2)
Heat Detector Pure Copper (2) Flawless Aetheum Crystal (2) Mallemite Crystal (4)
Neutron Membrane Copper (4) Insidium (2) Culver Crystal (5)
Hadron Buffers Pure Iron (3) Titanium (1) Flawless Aetheum Crystal (3)
Fusion Core Iron (3) Titanium (2) Mallemite Crystal (2)

Rare Components[ | ]

Name Resource 1 Resource 2 Resource 3 Resource 4
Quantum Conductor Plasma (2) Baromite (2) Flawless Culver Crystal (2) Flawless Mallemite Crystal (4)
Pulse Mutator Aetheum Crystal (3) Culver Crystal (2) Clygon (3) Flawless Mallemite Crystal (2)
Proton Capacitor Scrap Metal (4) Titanium (3) Pure Insidium (3) Baromite (2)
Bio Processor Plasma (2) Pure Copper (2) Biomass (2) Flawless Culver Crystal (3)
Particle Modulator Mallemite Crystal (2) Pure Titanium (3) Pure Insidium (2) Flawless Mallemite Crystal (2)
Signal Circulator Flawless Aetheum Crystal (3) Pure Titanium (2) Clygon (2) Flawless Culver Crystal (4)
Memory Recalibrator Plasma (5) Pure Copper (3) Culver Crystal (4) Pure Titanium (1)

Superior Components[ | ]

Name Resource 1 Resource 2 Resource 3 Resource 4 Resource 5
Fission Controller Dark Matter (1) Baromite (3) Pure Clygon (3) Dark Energy (2) ---
Echo Canceller Plasma (2) Culver Crystal (3) Pure Insidium (3) Phazium Crystal (2) Coruscate (2)
Tachyon Emitter Solar Particles (4) Pure Baromite (5) Glacit (3) Dark Energy (3) ---
Gauss Receptor Insidium (4) Phazium Crystal (3) Pure Clygon (2) Glacit (4) ---
Resistor Array Scrap Metal (4) Pure Iron (5) Dark Matter (2) Pure Baromite (2) Flawless Phazium Crystal (4)
Multiphase Propellant Copper (4) Pure Copper (6) Solar Particles (3) Coruscate (3) Flawless Phazium Crystal (3)

Catalysts[ | ]

ES2-Icon-Catalysts-All
Main article: Catalysts


Catalysts are items, crafted from components, which are used to add prefixes to eligible equipment (increasing their sell value by 5% if a prefix was not already present) or otherwise improve their performance. They are installed via the modification menu. While blueprints for common catalysts are always available to the player, other catalyst blueprints must first be unlocked by clearing High-risk Areas.

Common Catalysts[ | ]

Name Target Equipment Effect Component 1 Component 2 Component 3
Catalyst: Calibrated Weapons Adds "Calibrated" prefix

(-50% spread)

Crystal Diode (3) Wiring Kit (2) Power Casing (3)
Catalyst: High-capacity Secondary Weapons Adds "High-capacity" prefix

(+30% ammo capacity)

Power Cell (3) Wiring Kit (2) Power Casing (3)
Catalyst: Accelerated Shields Adds "Accelerated" prefix

(1.3x recharge speed)

Supra Gel (3) Crystal Diode (2) Charge Compensator (3)

Uncommon Catalysts[ | ]

All High-risk Areas can award blueprints for these catalysts, with uncommon areas being the best sources.

Name Target Equipment Effect Component 1 Component 2 Component 3 Component 4
Catalyst: Kinetic Damage Weapons +15% kinetic damage Cooling Unit (3) Power Unit HX-1 (3) Hadron Buffers (3) ---
Catalyst: Efficient Weapons Adds "Efficient" prefix

(-20% weapon energy consumption)

Supra Gel (2) Heat Detector (3) Neutron Membrane (2) ---
Catalyst: Marksman Weapons Adds "Marksman" prefix

(+30% range)

Crystal Diode (3) Neutron Membrane (3) Fusion Core (3) ---
Catalyst: High-velocity Weapons Adds "High-velocity" prefix

(+20% projectile velocity)

Supra Gel (2) Cooling Unit (3) Fusion Core (2) ---
Catalyst: Eco Boosters Adds "Eco" prefix

(-30% boost energy consumption)

Power Cell (2) Power Unit HX-1 (4) Hadron Buffers (3) ---
Catalyst: Tuned Energy Cores Adds "Tuned" prefix

(+20% weapon energy output)

Power Cell (2) Heat Detector (3) Neutron Membrane (2) ---
Catalyst: Primed Shields Adds "Primed" prefix

(-30% recharge delay and shutdown duration)

Crystal Diode (4) Wiring Kit (3) Heat Detector (4) ---
Catalyst: Mining Primary Weapons Adds bonus attributes (if not already present) to a weapon, increasing mining quality, quantity, and refunding energy costs when mining.
  • Gain 1 additional higher rarity resource when finishing a resource node.
  • Gain 3 additional resources when finishing a resource node.
  • Refund 100% weapon energy when mining.
Charge Compensator (2) Neutron Membrane (2) Hadron Buffers (3) Fusion Core (1)
Catalyst: Repair Protocol Platings Increases the armor repair on kill by 50%.
Catalyst: Restore Protocol Shields If your shield is hit but remains above 70%, it immediately starts regenerating. Crystal Diode (2) Cooling Unit (1) Power Unit HX-1 (3) Fusion Core (3)

Rare Catalysts[ | ]

Only rare or superior High-risk Areas can award blueprints for these catalysts, with rare areas being the best sources.

Name Target Equipment Effect Component 1 Component 2 Component 3
Catalyst: Kinetic Damage Weapons +25% kinetic damage Pulse Mutator (3) Particle Modulator (2) Signal Circulator (3)
Catalyst: Energy Damage Weapons +25% energy damage Quantum Conductor (2) Pulse Mutator (3) Bio Processor (2)
Catalyst: Powerful Weapons Adds "Powerful" prefix

(+20% kinetic and energy damage)

Quantum Conductor (3) Proton Capacitor (3) Signal Circulator (4)
Catalyst: Swift Weapons Adds "Swift" prefix

(-30% charge/ramp-up duration)

Pulse Mutator (3) Bio Processor (2) Particle Modulator (3)
Catalyst: Overcharged Shields Adds "Overcharged" prefix

(+20% shield capacity)

Proton Capacitor (3) Bio Processor (3) Signal Circulator (2)
Catalyst: EMP Charges Primary Weapons Shots cause EMP disruptions. When a target has 8 disruption charges, an EMP is triggered, which paralyzes the target for 1.0s. Quantum Conductor (3) Particle Modulator (3) Signal Circulator (2)

Superior Catalysts[ | ]

Only superior High-risk Areas can award blueprints for these catalysts.

Name Target Equipment Effect Component 1 Component 2 Component 3
Catalyst: Optimized Any Modules Adds "Optimized" prefix

(sets all attribute modifiers to their maximum values)

Tachyon Emitter (2) Gauss Receptor (3) Multiphase Propellant (3)
Catalyst: Rapid Weapons Adds "Rapid" prefix

(+20% fire rate)

Echo Canceller (2) Tachyon Emitter (3) Resistor Array (3)
Catalyst: Barrage Primary Weapons Increases damage by 4% for each second firing to a maximum of 40%


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