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Disambig For primary weapons in Everspace, see Equipment.


Primary Weapons are an equipment type in Everspace 2 that are the 'primary' source of damage against enemies. Each equipped primary weapon has its own energy pool. Most specialize in either kinetic or energy damage, but some are more general-purpose. Most primary weapons have alternate or unique variants which can be found on their respective pages.

Primary weapon stats[ | ]

Several stats of primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes). See below for exponential bases which apply to these stats.

  • Kinetic DPS: Represents the overall effectiveness of the weapon against armor hitpoints. Derived from kinetic damage, fire rate, and any applicable charge stats.
  • Energy DPS: Represents the overall effectiveness of the weapon against shield hitpoints. Derived from energy damage, fire rate, and any applicable charge stats.
  • Range: The maximum distance at which the weapon can be fired for effect.
    • For projectile weapons, this is the maximum travel distance of each shot.
    • For hitscan weapons, this is the maximum distance at which the weapon is capable of dealing damage.
  • Kinetic Damage: The ability of a single volley to deplete armor hitpoints.
  • Energy Damage: The ability of a single volley to deplete shield hitpoints.
    • For synchronous weapons, the weakest possible discharge from all primary weapon hardpoints is a volley. Displayed damage is based on firing volleys from 2 hardpoints.
      • Volley size (and, by extension, synchronous weapon damage) increases above the displayed value by 50% for each additional hardpoint.
    • For asynchronous weapons, the discharge from 1 hardpoint is a volley.
    • For all primary weapons, both types of damage scale with item level by an exponential base of 1.13 (adds 13% of the current values when item level increases by 1).
  • Fire Rate: Represents the minimum delay between consecutive volleys from the weapon.
    • For charge weapons, this represents the time after firing a volley which must elapse before the player can begin to charge another volley.
    • For asynchronous weapons, displayed fire rate is based on firing alternating volleys from 2 hardpoints (i.e. fire rate of a single hardpoint is 50% of displayed fire rate).
      • Fire rate (and, by extension, asynchronous weapon damage) increases above the displayed value by 50% for each additional hardpoint.
  • Damage Radius: Applicable only to explosive weapons, this is the maximum range at which enemies near the projectile's detonation location will take damage.
  • Charge Damage Increase: Applicable only to charge weapons, this is the ratio between the damage of a fully-charged volley to that of a minimally-charged volley.
  • Energy Capacity: The size of the weapon's energy pool which is filled by the ship's energy core and used to power weapon hardpoints. The amount of weapon energy remaining in this pool is displayed on the third-person heads-up display via a gauge on the right side of the aim reticle.
    • For all primary weapons, energy capacity starts at 100.0 at Level 1 Common and scales with item level by an exponential base of 1.16.
  • Energy Consumption: The overall rate at which the weapon's energy pool drains during sustained fire. Displayed consumption is based on sustaining 2 hardpoints.
    • For charge weapons, this is the rate at which weapon energy is drained while charging a volley. Displayed consumption is based on charging 2 hardpoints.
    • For all primary weapons, energy consumption scales with item level by an exponential base of 1.14.
      • Powering more than 2 hardpoints further increases consumption above the displayed value by 50% for each additional hardpoint.

Hidden Stats[ | ]

  • Charge Duration: The time required for a charge weapon to fully charge a volley. Reduced by the Swift prefix.
  • Ramp-up Duration: The time required for a ramp-up weapon to begin firing from a standstill. Reduced by the Swift prefix.
  • Spread: Represents the maximum level of deviation from the center of the aim reticle or auto-aim target. Reduced by the Calibrated prefix.
    • When a primary weapon overheats but does not show a red stat in its tooltip, this hidden stat is usually what is being degraded.
  • Projectile Velocity: Applicable only to projectile weapons, this is the speed at which shots travel toward the target. Increased by the High-velocity prefix.
  • Projectiles Per Shot: Applicable only to Scatter Guns variants, this is how many projectiles a base volley will shoot.
  • Projectiles When Charged: Applicable only to charging scatter gun variants, this is how many projectiles a fully charged volley will shoot in addition to the base projectiles.

Primary weapons also generate with a random projectile/beam color, which is purely aesthetic and cannot be changed without acquiring a different weapon of the same type with a different color.

List of primary weapon types[ | ]

Primary Weapon Prefixes[ | ]

For more information, see Prefixes or Weapons for universal prefixes.

  • Calibrated (Projectile Weapons): Reduces projectile spread by 50%.
  • Efficient (Primary Weapons): Reduces energy consumption by 20%.
  • High-velocity (Projectile Weapons): Increases projectile velocity by 20%.
  • Rapid (Non-Continuous Weapons): Increases fire rate (and, by extension, energy consumption rate) by 20%.
  • Swift (Charge/Ramp-Up Weapons): Reduces charge or ramp-up duration by 30%.
  • Sustained (Primary Weapons): Increases energy capacity by 30%.

Primary Weapon Modifiers[ | ]

For more information, see Modifiers or Weapons for universal modifiers.

Common-Pool Modifiers[ | ]

  • +10% experience per kill.
  • 10% chance to regenerate 20% of the kinetic damage dealt as hull hitpoints with each hit.
  • 10% chance to regenerate 20% of hull hitpoints with each kill.
  • 10% of kinetic damage bypasses the shield.
  • 10% of energy damage bypasses the armor.
    • Exception: Enforcers cannot generate with this modifier as they are unable to inflict energy damage.
  • 10% increased damage against armor.
  • Killing an enemy temporarily increases this weapon's damage by 1% up to 25% for 8 seconds
  • Killing an enemy with this weapon has a 10% chance to refill your currently equipped secondary weapon by 1
  • 2% increased energy recharge rate for each enemy within 500m

Type-Specific Modifiers[ | ]

  • 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
  • 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
  • 2% chance to jam the target's weapon system with each hit for 2 seconds. (Pulse Lasers only)
  • 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
  • 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
  • After 10 non-critical hits, the chance of critical hits is increased by 20% until a critical hit is made. (Pulse Lasers only)
  • Damage is increased by 10% every second fire is held up to a maximum of 100%. (Autocannons only)
  • [10% at Level 1 Common] chance to mine an additional resource with every resource mined. (Beam Lasers only without a Mining catalyst)
    • This modifier's effect scales exponentially with item level by an exponential base of 1.05 (increases by 5% of its current value when item level goes up by 1).
  • [20% at Level 1 Common] increased chance to extract higher rarity resources when mining. (Beam Lasers only without a Mining catalyst)
    • This modifier's effect scales with item level by an exponential base of 1.07.
  • Refund [10% at Level 1 Common] weapon energy with every resource mined. (Beam Lasers only without a Mining catalyst)
    • This modifier's effect scales with item level by an exponential base of 1.04.
  • 20% chance to reflect the shot to enemies closer than 500m (Pulse Laser, Blaster, Thermo Gun, Flak)
  • 10% chance for each hit to deal its damage as area damage in a 200m radius (Pulse Laser, Blaster, Thermo Gun)
  • 5% chance to drop credits with each hit (Projectile Weapons, except Scatter Gun)
  • The last shot before running out of energy deals 500% more damage, can only occur once every 5 seconds (Flak, Pulse Laser)

Primary weapon comparison[ | ]

For comparison purposes, an item level of 1.0 (level 1 common) is assumed for all primary weapon variants.

Weapon Variant Type Pattern Kinetic DPS Energy DPS Fire Rate (/s) Range (m) Energy Consumption (/s) Value (Credits)
Autocannon Projectile Async 72 18 18.0 1150 9.2 ~23.1
Decimator Projectile Async 83 28 10.0 1200 16.8 ~23.1
Rattler Projectile Async 64 16 16.0 1300 10 ~24.2
Final Reckoning Projectile Async 76 18 20 1300 17.0
Beam Laser Hitscan Sync 30 30 --- 1300 16.8 19.8
Disintegrator Hitscan Sync 38 38 --- 1400 19.8 30.8
RGBeam Laser Hitscan Sync 28 28 --- 1300 8.9
The Pigeon's Stare Hitscan Sync 30 30 --- 1200 11.24
Blaster Projectile Async 36 72 9.0 800 8.4 ~23.8
Umbra Projectile Async 41 82 10.0 900 10.8 ~23.8
Coil Gun Hitscan Async 40 30 5.0 2000 15.6 26.4
Judge Hitscan Sync (Burst) ? ? 2.0 1800 14 ~26.33
Prime Zapper Hitscan Sync 38 48 2.5 1700 18 26.4
Equalizer Hitscan Async 52 26 6.5 1600 17.0 26.4
Devotion Hitscan Sync 81 104 1.3 1700 18
Flak Projectile Async 35 17 1.4 2200 12.0 ~25.3
Penumbra Projectile Async 40 18 2.0 1900 14.0 ~25.3
Crimson Sun Projectile Async 29 15.5 1.1 2000 16.8
Gauss Cannon Hitscan Async 53 75 15.0 1200 8.4 ~26.4
Eradicator Hitscan Async 48 72 8.0 1600 9 ~26.33
Shredder Hitscan Async 98 53 15.0 900 12 ~26.33
Pulse Laser Projectile Async 15 55 5.0 1700 8.4 22
Jaeger Projectile Async 25 48 5.0 1800 8.4 28.6
Synchro Pulse Projectile Sync 21 72 6.0 1500 24.4 26.4
Rail Gun Hitscan Charge 16 22 1.8 3500 18.5 24.2
Executioner Hitscan Charge 19 21 1.2 2500 17 ~24.16
Scatter Gun Projectile Charge 119 34 1.8 550 14.8 ~18.7
Repeater Projectile Async 60 24 6.0 650 26 ~24.3
Enforcer Projectile Charge 153 0 1.8 550 14.8 22
Thermo Gun Projectile Async 12 36 12.0 1500 15 ~25.3
Deteriorator Projectile Async 16 26 8.0 1400 16 ~25.16
Soul Seeker Projectile Async 14 36 9.0 1800 18 ~25.16


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