Everspace Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main Page
Recent Changes
Random Page
Admin noticeboard
Everspace 2
Content Portal
Useful Articles
Kickstarter
Official Site
Everspace
Content Portal
Useful Articles
Tips and Tricks
Official Site
Kickstarter
Buy Everspace
Community
Community Portal
ROCKFISH Games
Official Subreddit
RFG Official Discord
Wiki Feedback/How can I help?
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Everspace Wiki
625
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main Page
Recent Changes
Random Page
Admin noticeboard
Everspace 2
Content Portal
Useful Articles
Kickstarter
Official Site
Everspace
Content Portal
Useful Articles
Tips and Tricks
Official Site
Kickstarter
Buy Everspace
Community
Community Portal
ROCKFISH Games
Official Subreddit
RFG Official Discord
Wiki Feedback/How can I help?
Editing
Natural hazards
(section)
Back to page
Edit
VisualEditor
History
Talk (0)
Edit Page
Natural hazards
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Types == === Marked === *'''Electric storms''' are lightning storms that damage the shield (but not the hull), but also charge the ship's energy core. **When the player first comes across one, it is explained by [[HIVE]]. **Electric storms will damage the spawned [[Ancients#Splitter Ancients|Splitter Ancients]] from the Ancient Friends [[Glyphs|glyph]] until they are at 1 hp, but will not kill them. **Electric storms can also spawn in small 'bubbles' in a zone, but do not cover the whole area. They commonly spawn with a few [[resources]] scattered inside them, similar to other points of interest. *'''Solar Storms''' create a mild inertia effect and constantly damage the ship's shields until depleted then continuing on to deal hull damage whenever in direct sight of the sun, but only for brief periods of time. If the player takes cover behind something facing the star, the ship will not be damaged as long as it shadows the whole ship. All entities in the map are affected by the storm's damage. **Solar storms can be different colors. *'''Scanner Impairment''' in zones is a very thick cloud-like nebula that makes the ship's scanner much less effective. However, [[Okkar]] do not jump in after taking too long in the zone. Every zone with an [[Ancient Structures|Ancient structure]] has scanner impairment. Having a Sensor Relay device installed can restore some targeting ability and general sensor range. *'''Dark Nebula''' zones are a very dark green or blue. The main negative of this type of hazard is greatly reduced visibility, hindering exploration and looting. However, there are occasional lightning flashes that could illuminate points of interest to go to. The scanner is not affected. The unique track [[Original Soundtrack|Electricity]] is played here. *'''Star Hazards''' are easily seen by the zone's close proximity to a star. While spending time in one of these zones, ship [[components]] have a chance to overheat. Overheated ship components are heavily debuffed, much like when damaged. The damage is temporary and limited to the time spent in the zone, but the overheated systems cannot be repaired and will not recover until the player departs. More and more overheat in a random order as the player spends more time in the zone, including Life Support, so being efficient and fast with exploration of the zone is recommended. === Unmarked === *'''Mines''' can naturally spawn in or around certain points of interest, typically in places such as asteroid clusters, abandoned bases, or surrounding jump suppressors. If the [[Hero|player]] gets too close, they will explode, dealing 200 damage (slightly less than a normal [[Plasma Mine]]. Mines can be hard to spot, but continually flash red when in close proximity. They can be taken out from a distance, or if the player's ship is fast enough, can just be flown past to trigger them while avoiding most or all of the explosive damage. **The damage number is both the shield and hull damage. So if the [[Hero|player]] has less than 200 shields, they would take X shield damage (depleting it completely) and then also take 200 hull damage. However, there is damage falloff the further away the ship is from the mine. *[[File:BlackHole-Warning.png|200px]] **'''Black Holes''' or '''singularities''' are somewhat commonly found in zones. They have a dangerously strong gravitational pull that can be difficult to escape, and if a ship is drawn in too far, it is destroyed instantly. **After an [[Ancients#Ancient Warden|Ancient Warden]] is destroyed, it will almost instantly collapse into a black hole, but it is not permanent. **They are a good source of several units of [[Resources#Dark Matter|Dark Matter]] and [[Resources#Dark Energy|Dark Energy]] spawn around them. **Luring an enemy into a black hole is a [[Challenges|challenge]] that awards $1,400 credits. **When inside the gravity well, a warning beep will be repeatedly played (which increases in frequency while getting closer to the black hole) and the above notification will appear (Singularity Warning). **Only one black hole can spawn per zone. *[[File:JumpSuppressor-Icon-Blue.png]]'''[[Jump suppressor]]s''' randomly generate or spawn and prevent the player from jumping to the next area/zone. If stationary, they can be deactivated by flying up close and hacking it for a few seconds. If on an Okkar Frigate or Outlaw Drone Carrier, the ship itself must be destroyed to deactivate the suppressor.
Summary:
Please note that all contributions to the Everspace Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab