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Uncommon or higher rarity equipment in Everspace 2 generate sets of modifiers that are stats or unique effects that are listed below the main stats of the item. They are also known as attributes, but are not to be confused with ship attributes.

Modifier Notes[ | ]

  • Weapons and modules have more modifier 'slots' the higher their rarity:
    • Uncommon equipment: one modifier
    • Rare equipment: two modifiers
    • Superior equipment: three modifiers
    • Legendary modules: two to four ship attribute bonus modifiers
      • Legendary weapons cannot generate with modifiers
  • The first modifier on all Uncommon+ modules is guaranteed to be and restricted to one of the 'primary' attribute bonuses (Firepower, Precision, or Structure).
    • The other modifier 'slots' can also be an attribute bonus (including Utility, Resistance, and Expertise), or any other applicable module modifier.
  • Ship Attribute bonuses and certain other stat bonuses have a randomized range and scale with item level. They are maximized with the Optimized prefix.
    • The value of attribute bonuses is approximately the square of item level, ranging from ~3 at Level 1 Uncommon to 527 at Level 30 Starforged-Superior. Un-optimized, their values can be anywhere between 75% and 100% of the maximum attribute bonus for that module's item level.
  • Modifiers can only generate on specific types of equipment. Each equipment type overview page on this wiki has its unique modifiers listed if any, but they are all listed in the below sections for convenience.
    • There is only one modifier that appears on both modules (except platings) and weapons: "Cannot be damaged."

List of Module Modifiers[ | ]

Restriction(s) Effect Notes
Modules (all) +X Firepower/Precision/Structure/Utility/Resistance/Expertise See above notes section for scaling info.
The first modifier 'slot' on all modules is guaranteed to be and restricted to the first three attributes (Firepower, Precision, Structure).
Modules (all) 5% increased corrosion damage
Modules (all) 10% increased corrosion duration
Modules (all) 10% increased EMP duration
Modules (all) 5% reduced device cooldowns
Modules (all) 5% increased ULT generation
Modules (all) 10% increased ULT duration
Modules (all) 5% increased ULT damage
Modules (all) 4% increased shield hitpoints
Modules (all) 4% increased armor hitpoints
Modules (all) 8% increased hull hitpoints
Modules (all) 5% increased critical hit chance
Modules (all) +1% critical hit chance
Modules (all) 10% increased critical hit damage
Modules (all) 4% increased secondary weapon damage
Modules (all) 4% increased primary weapon damage
Modules (all) 4% increased device damage
Modules (all) 10% increased destabilized damage
Modules (all) 10% increased primary weapon range
Modules (all) 10% increased secondary weapon range
Modules (all) 10% increased device range
Modules (all) 5% reduced weapon energy consumption
Modules (all) 5% reduced boost energy consumption
Modules (all) 10% increased primary weapon damage while cloaked
Modules (all) 10% increased secondary weapon damage while cloaked
Modules (all) 10% increased device damage while cloaked
Modules (all) 6% increased energy damage
Modules (all) 6% increased kinetic damage
Energy Cores, Sensors, Cargo Units +[100 @ Level 1 Common]m Tractor Beam Range Effect scales with item level by an exponential base of 1.07.
Energy Cores +30.0% Output at stop
Energy Cores Going below 30% hull fully recharges weapon energy; can only occur once every 10 seconds
Shields Deal 70% of energy damage back to the attacker's own shield
Shields Missiles only deal half of their energy damage to the shield
Shields Fires an EMP blast with a 500m radius that stuns for 2s when the shield enters shutdown state
Shields 2% increased energy recharge rate for each enemy within 500m
Shields Instantly starts recharging when depleted; can only occur once every 20 seconds
Shields 15% increased boost speed while depleted
Platings -[20 @ Level 1 Common]% Collision Damage Effect scales with item level by an exponential base of approx. 1.01.
Sensors Tag mines at 1500m range.
Sensors When stopped, resource scanning range is increased by 10% every second, to a maximum of 50%.
Sensors <Weapon Type> deals 20% increased damage
Boosters Weapon damage increases by 20% when standing still.
Boosters, Cargo Units +[40-100] Handling Affected by Optimized prefix.
Boosters 2% increased energy recharge rate for each enemy within 500m
Cargo Units +[10 max @ Level 1 Common]% Boost Speed Affected by Optimized prefix. Scales with item level by an exponential base of approx. 1.01. Randomized between 75% and 100% of maximum value for that level.
Cargo Units, Cruise Boosters (passive) +[10 max @ Level 1 Common]% Speed Affected by Optimized prefix. Scales with item level by an exponential base of approx. 1.01. Randomized between 75% and 100% of maximum value for that level. Cruise Boosters have this stat as a guaranteed passive, starting at +15%, which does not take up a modifier slot.
Cargo Units When picking up loot, immediately start to recharge the shield.

List of Weapon Modifiers[ | ]

Restriction(s) Effect Notes
Weapons (all) +30% increased damage against units with a higher level than your own.
Weapons (all) 20% increased damage against Ancients and Ancient-controlled units 'Ancient-controlled units' includes all enemies in Ancient Rifts.
Weapons (all) Critical hits have a chance to recharge weapon energy by 2%
Weapons (all) Deals 20% bonus damage against Outlaws
Weapons (all) Deals 20% bonus damage against G&B
Weapons (all) Deals 20% bonus damage against Okkar
Weapons (all) Deals 20% bonus damage against Turrets
Weapons (all) Deals 20% bonus damage against Capital Ships
Primary Weapons (all) +10% experience per kill.
Primary Weapons (all) 10% chance to regenerate 20% of the kinetic damage dealt as hull hitpoints with each hit.
Primary Weapons (all) 10% chance to regenerate 20% of hull hitpoints with each kill.
Primary Weapons (all) 10% of kinetic damage bypasses the shield.
Primary Weapons (all) 10% of energy damage bypasses the armor. Exception: Enforcers cannot generate with this modifier as they are unable to inflict energy damage.
Primary Weapons (all) 10% increased damage against armor.
Primary Weapons (all) Killing an enemy temporarily increases this weapon's damage by 1% up to 25% for 8 seconds
Primary Weapons (all) Killing an enemy with this weapon has a 10% chance to refill your currently equipped secondary weapon by 1
Primary Weapons (all) 2% increased energy recharge rate for each enemy within 500m
Rail Guns, Coil Guns, Gauss Cannons X% chance to disable the target's shield for 2 seconds with each hit. 10% for Rail Guns, 5% for Coil Guns and Gauss Cannons
Rail Guns, Flaks, Pulse Lasers, Scatter Guns X% chance with each hit to deal corrosion damage for 3 seconds. 5% for Rail Guns, 3% for Flaks, 2% for Pulse Lasers and Scatter Guns
Pulse Lasers After 10 non-critical hits, the chance of critical hits is increased by 20% until a critical hit is made.
Pulse Lasers 2% chance to jam the target's weapon system with each hit for 2 seconds.
Rail Guns, Flaks, Pulse Lasers, Scatter Guns X% chance to slow target by 50% with each hit for 3 seconds. 5% for Rail Guns, 3% for Flaks, 2% for Pulse Lasers and Scatter Guns
Rail Guns, Pulse Lasers X% chance for each shot to increase all damage dealt to the target's hull by 100% for 5s. 3% for Rail Guns, 1% for Pulse Lasers
Autocannons Damage is increased by 10% every second fire is held up to a maximum of 100%.
Beam Lasers (no Mining Catalyst) Gain 1 additional higher rarity resource when finishing a resource node.
Beam Lasers (no Mining Catalyst) Gain 3 additional resources when finishing a resource node.
Beam Lasers (no Mining Catalyst) Refund 100% weapon energy when mining.
Pulse Lasers, Blasters, Thermo Guns 20% chance to reflect the shot to enemies closer than 500m
Pulse Lasers, Blasters, Thermo Guns 10% chance for each hit to deal its damage as area damage in a 200m radius
Flaks, Pulse Lasers The last shot before running out of energy deals 500% more damage, can only occur once every 5 seconds
Secondary Weapons (all) 20% chance to refund ammo when firing.
Secondary Weapons (all) 20% chance to disable the target's shield for 2 seconds with each hit.
Missile Launchers (except Scorpion Missiles) +30% damage for each second the missile flies. +10% on Cruise Missiles
Missile Launchers (except Cruise Missiles) On primary weapon critical hit: 20% chance to fire a free missile at the locked target. 1.5s cooldown. 60% reduced damage / effect.
Missile Launchers (all) Lock duration decreased by 80%.
Missile Launchers (all) The last 3 missiles do +100% damage. Also effects auto-fired missiles.
Missile Launchers, Cruise Missiles (passive) Cannot be intercepted. Cruise Missiles have this stat as a guaranteed passive which does not take up a modifier slot.
Mine Launchers (all) Mines are magnetic and will fly towards enemies in a 500m radius.


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