For modules in Everspace, see Equipment#Devices. |
Modules in Everspace 2 are passive items providing various bonuses.
Module types[ | ]
Energy Cores[ | ]
Energy cores recharge primary weapons, shields, and boosters while they are not in use.
Shields[ | ]
Shields provide a regenerating layer of shield hitpoints which is immune to direct kinetic damage.
Platings[ | ]
Platings provide a static layer of armor hitpoints underneath the ship's shield which is immune to energy damage. Missing hitpoints can be restored by killing enemies, paying credits in a station's hangar, or using certain consumables and devices.
Sensors[ | ]
Sensors detect enemies, NPCs, loot, resource deposits, and other points of interest, adding them to the ship's heads-up display.
Boosters[ | ]
Boosters allow the ship to boost, improving movement speed and handling for a short duration.
Cargo Units[ | ]
Cargo units add inventory space and unlock the ability to craft and dismantle equipment.
Universal Module-specific Modifiers[ | ]
Modules can be found or crafted with certain special modifiers and prefixes. These provide a unique synergistic effect or stat boost. Additionally, prefixes can be found naturally on or can be added to a module by installing a catalyst. See Equipment for more information and universal modifiers & prefixes.
- +X Firepower/Precision/Structure/Utility/Resistance/Expertise
- A Firepower, Precision, or Structure attribute bonus is guaranteed to be the first modifier on all Uncommon+ modules.
- Maximum attribute bonuses from these modifiers scale with approximately the square of item level, ranging from ~3 at Level 1 Uncommon to 527 at Level 30 Starforged-Superior. On modules without the Optimized prefix, actual attribute bonus values can be anywhere between 75% and 100% of the maximum attribute bonus for that module's item level.
- 5% increased corrosion damage
- 10% increased corrosion duration
- 10% increased EMP duration
- 5% reduced device cooldowns
- 5% increased ULT generation
- 10% increased ULT duration
- 5% increased ULT damage
- 4% increased shield hitpoints
- 4% increased armor hitpoints
- 8% increased hull hitpoints
- 5% increased critical hit chance
- +1% critical hit chance
- 10% increased critical hit damage
- 4% increased secondary weapon damage
- 4% increased primary weapon damage
- 4% increased device damage
- 10% increased destabilized damage
- 10% increased primary weapon range
- 10% increased secondary weapon range
- 10% increased device range
- 5% reduced weapon energy consumption
- 5% reduced boost energy consumption
- 10% increased primary weapon damage while cloaked
- 10% increased secondary weapon damage while cloaked
- 10% increased device damage while cloaked
- 6% increased energy damage
- 6% increased kinetic damage
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