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In Everspace 2, the player gains experience from killing enemies or completing missions, challenges, and jobs. Each level grants +20 to the base attributes (not specific to the currently equipped ship) Firepower, Precision, Structure, Utility, Resistance, and Expertise which will give bonuses to hitpoints, damage, critical hit chance, etc. Each level after the first also grants a Device Upgrade Token, upgrades the base damage of devices and other non-weapon damage sources, and unlocks the usage of Equipment requiring that level without needing to remove their level requirements first.

Both enemies and locations have levels as well which indicate roughly how dangerous they are. Enemies which are more than 2 levels higher than the player are marked purple instead of the usual red.

  • Persistent locations take on one of several fixed levels based on the player's story progress and whether they are at the maximum level.
  • Spontaneously generated locations (Unknown Signals and Distress Calls) scale their level with the player, while High Risk Areas have a fixed level based on the level of the Signal Decoder used to locate them.

The maximum level is 30.

Experience Chart[ | ]

Level XP to Next Level XP Diff % Inc
1 690 -- --
2 1,401 711
3 2,581 1,180
4 3,861 1,280
5 5,219 1,358
6 6,638 1,419
7 8,112 1,474
8 9,630 1,518
9 11,190 1,560
10 12,788 1,598
11 14,420 1,632
12 16,083 1,663
13 17,775 1,692
14 19,494 1,719
15 21,240 1,746
16 23,009 1,769
17 24,802 1,793
18 26,616 1,814
19 28,452 1,836
20 30,307 1,855
21 32,181 1,874
22 34,074 1,893
23 35,984 1,910
24 37,912 1,928
25 (39,856) (1,944)
26
27
28
29
30

Bonus stat growth[ | ]

Each level-up also comes with a banner showing increases to hull hitpoints, weapon damage, critical hit chance, and device cooldown reductions. These values are procedurally displayed based on how the +20 attribute increase from leveling up changes the bonuses granted by Firepower, Precision, and Utility, so they may be smaller than what is shown here when the player has a lot of attribute boosts on their modules.

Level Hull hitpoints bonus Weapon damage Critical Hit Chance Device cooldowns
2 +8% +3.6% 0.5% -0.8%
3 +8% +3.4% 0.4% -0.7%
4 +7% +3.3% 0.4% -0.7%
5 +7% +3.2% 0.4% -0.7%
6 +7% +3.1% 0.4% -0.6%
7 +7% +3.0% 0.4% -0.6%
8 +6% +2.9% 0.4% -0.6%
9 +6% +2.8% 0.4% -0.6%
10 +6% +2.7% 0.3% -0.6%
11 +6% +2.6% 0.3% -0.5%
12 +6% +2.5% 0.3% -0.5%
13 +5% +2.4% 0.3% -0.5%
14 +5% +2.4% 0.3% -0.5%
15 +5% +2.3% 0.3% -0.5%
16 +5% +2.2% 0.3% -0.5%
17 +5% +2.1% 0.3% -0.5%
18 +5% +2.1% 0.3% -0.4%
19 +4% +2.0% 0.3% -0.4%
20 +4% +2.0% 0.2% -0.4%
21 +4% +1.9% 0.2% -0.4%
22 +4% +1.9% 0.2% -0.4%
23 +4% +1.8% 0.2% -0.4%
24 +4% +1.8% 0.2% -0.4%
25 +4% +1.7% 0.2% -0.4%
26
27
28
29
30


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