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ES2-Icon-ShipPassive

Passive icon

Passives are modifiers unique to each ship subclass, providing a beneficial passive effect, usually related to the ship's ULT, Special, or some other unique benefit.

The amount of passives a ship has depends on its Tier:

  • Tier I(+) - 1 passive
  • Tier II(+) - 2 passives
  • Tier III(+) - 3 passives
  • Tier IV - 4 passives

Passives can be rerolled with Tareen's Ship Dealer perk at level 3. In the ship dealer menu, pressing "Menu Action 3" (X by default on PC) will generate a new combination of passives for the selected ship. Pressing it again will switch back to the old set of passives. Once a ship is bought, the passives cannot be changed again. However, it is possible to sell a bought ship back to a ship dealer (exchanging it for another), which will then put it in the ship dealer's current stock. The passives can then be rerolled and the ship bought back again.

List of passives[ | ]

Each ship has a set of 9 to 11 possible passives, listed below for convenience. Each ship has two possible exclusive passives - only one of them can be on the ship.

Scout[ | ]

  • 30% increased weapon range.
  • 100% increased boost energy regeneration during Shadow Strike.
  • Shadow Strike prevents detection by mines.
  • Gain 5s of invincibility after Shadow Strike ends.
  • 25% reduced enemy detection range.
  • 20% increased device activation range.
  • 20% increased cloak duration.
  • 50% increased velocity to all primary weapon projectiles. [Exclusive]
  • 50% reduced spread to all primary weapons. [Exclusive]

Vanguard[ | ]

  • Can activate cruise drive with enemies nearby.
  • 50% reduced Web effect.
  • Up to 20% support device cooldown reduction depending on overcharge percentage.
  • Time Extender immediately restores all weapon and boost energy.
  • Flying closely behind an enemy grants 20% increased weapon damage.
  • At 200m range, primary weapons gain 20% shield and armor piercing.
  • While shields are overcharged, gain 25% increased critical hit damage.
  • Overcharge is gained 25% faster. [Exclusive]
  • Overcharge never deflates. [Exclusive]

Stinger[ | ]

  • 20% reduced cooldowns for support devices.
  • 20% reduced cooldowns for warfare devices.
  • Void Swarm radius increased by 25%
  • Become cloaked for 5s after shield is depleted.
  • Using a device restores 15% shields.
  • While the third hardpoint is active, gain 33% reduced weapon energy consumption.
  • Using a device restores 25% boost energy.
  • 25% increased corrosion damage. [Exclusive]
  • 25% increased EMP duration. [Exclusive]

Interceptor[ | ]

  • When flying toward a locked enemy target beyond 1500m range, gain 15% increased speed.
  • 10% increased primary weapon damage.
  • Collecting an energy orb grants +1% increased critical hit chance for 6 seconds, up to 20%.
  • Primary weapon hits refund 30% of energy cost.
  • Critical hits have a 20% chance to recharge Weapon Overdrive by 1%.
  • When entering a location, gain 20% increased boost and fire rate for 60s.
  • While firing primary weapons, gain 1% increased critical hit damage every second to a maximum of 20%.
  • While Weapon Overdrive is active, gain 100% increased energy orb collection range. [Exclusive]
  • While Weapon Overdrive is active, gain 50% chance to refund secondary weapons upon use. [Exclusive]


Sentinel[ | ]

  • 20% reduced cooldowns for warfare devices
  • 15% increased shield hitpoints.
  • Killing an enemy using Static Overload restores 10% of shield hitpoints.
  • Static Overload has a 10% chance per second to apply EMP to affected targets.
  • Instantly reset all support device cooldowns when shield depletes (once every 2 minutes).
  • Each kill reduces the cooldown of a random device by 1s.
  • Collecting an energy orb deploys an energy shield for 2s.
  • Using a consumable immediately triggers the shield to recharge.
  • While shields are at least 50% charged, gain corrosion immunity. [Exclusive]
  • While shields are fully charged, gain 20% reduced boost energy and weapon energy consumption. [Exclusive]

Striker[ | ]

  • 30% increased boost speed while under missile lock.
  • Locked enemy targets suffer 20% speed reduction.
  • Can grab and throw drones.
  • Activating Quantum Tether instantly repairs 50% of armor.
  • Enemies within 300m cannot regenerate shields.
  • 60% reduced self-damage.
  • Enemies within 1km range deal 20% less damage.
  • 20% debuff duration reduction. [Exclusive]
  • 20% hull damage reduction. [Exclusive]

Gunship[ | ]

  • Turret will also attack mines.
  • 30% bonus damage against drones.
  • 15% increased boost speed.
  • After 10s of not being hit, gain 2% armor recovery every second, up to half total armor.
  • When using a consumable, restore 8% armor.
  • Instantly reset all warfare device cooldowns when armor depletes (once every 2 minutes).
  • When hull is 50% or lower, gain 40% hull damage reduction.
  • 20% increased armor repair per kill.
  • Pulse Laser Turret. [Exclusive]
  • Coil Gun Turret. [Exclusive]

Bomber[ | ]

  • Target lock-on duration reduced by 50%.
  • 20% reduced damage from enemy explosives.
  • Convert mines instead of triggering them when flying close without boosting.
  • Take 50% reduced damage from ARC-9000 explosion.
  • ARC-9000 damage increases by 2% every second after being fired.
  • Target lock-on is maintained off-screen.
  • 20% reduced energy consumption for all secondary weapons.
  • Activating ARC-9000 fully restores secondary weapon energy. [Exclusive]
  • When ARC-9000 is manually detonated, gain 40% increased ARC-9000 shockwave damage. [Exclusive]

Vindicator[ | ]

  • Maximum number of active drones increased by 1.
  • Drones are invulnerable during Phalanx.
  • Drones regenerate 1% hull per second.
  • 50% reduced damage from enemy drones.
  • Drones violently explode on death, damaging and slowing nearby enemies.
  • When a drone is destroyed, gain 20% increased weapon damage for 6s.
  • Drones are immune to all debuff conditions.
  • Collecting wreckage restores 10% shields.
  • When a drone is destroyed, the drone has a 20% chance to be instantly reconstructed.
  • Locked enemy targets suffer 20% increased damage from drones. [Exclusive]
  • Enemy support drones within 2km range have passive abilities disrupted and disabled. [Exclusive]
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