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For secondaries in Everspace, see Equipment.

Secondary weapons provide powerful burst damage or utility and can be fired freely without any meaningful cooldown, though their limited internal ammo capacity makes them most effective as a supplement to primary weapons. When depleted, they can be refilled for credits at stations, replenished through Retention mode on the Missile Defense System (ES2), or partially restored with the resupply consumable.

Notably, Bombers have a unique passive that converts all secondary weapons into unlimited-ammo systems powered by the energy core.

  • Sell value of secondary weapons is temporarily reduced based on the number of missing munitions (missiles, rockets or mines), up to 20% of base value at 0 ammo remaining.
  • Restock costs at hangars generally scale with the percentage of munitions being restocked, up to 60% of base weapon value for a 100% restock. However, hangars will always charge at least 1 credit per munition.

Stats[]

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

  • Kinetic Damage: Represents the base power of each missile or mine against armor hitpoints.
  • Energy Damage: Represents the base power of each missile or mine against shield hitpoints.
    • 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).
  • Range: The maximum distance at which the secondary weapon can be fired for effect.
    • For missile launchers, this is the missile's maximum travel distance as well as the launcher's maximum lock-on range.
    • For mine launchers, this is the distance that newly-created mines will travel before they come to a stop.
  • Fire Rate: Represents the minimum delay between consecutive shots from the launcher.
  • Ammo Capacity: The total number of missiles or mines which the secondary weapon can fire by default. Displayed alongside the current number as [Current #] / [Ammo Capacity].
  • Damage Radius: Applicable only to explosive missile launchers, this is the maximum distance at which entities near the missile's impact point (potentially including the player) will take damage from the explosion.
  • Lock-on Duration: Applicable only to missile launchers with homing capabilities, this is the time required to establish a lock-on when the player locks a new target within range (usually 1.5s).
  • Effect Radius: Applicable only to mine launchers, this is the maximum distance at which enemies near an exploding mine will take damage and be afflicted with its condition (where applicable). Scales with item level by an exponential base of 1.02.
    • The range at which mines will detect hostiles and initiate their detonation is 100m for all mines, regardless of whether they are friendly or hostile to the player.
  • Effect Duration: Applicable only to secondary weapons that inflict conditions, this is the time that the condition will remain active on afflicted enemies.
    • For weapons that apply Corrosion, this duration is intrinsic to the weapon type and does not scale with item level.
    • For weapons that apply EMP, Destabilized, or Webbed, this duration scales with item level by an exponential base of 1.02.
  • Damage Dealt: Applicable only to Destabilizer Missiles, this represents the magnitude of the Destabilized condition applied by the weapon's missiles. Scales with item level by an exponential base of 1.02.

Types[]

Missile Launchers

Most secondary weapons in this category will track enemies as long as they are fired with a lock-on (which must be established prior to firing with the help of a sensor). Missiles fired without a lock-on will default to traveling forward.

Mine Launchers

Mines fired from secondary weapons in this category, as well as enemy mines which have been converted by interacting with them within a 100-meter radius, can be moved around and thrown again as long as the player ship is not already carrying another object.

Prefixes[]

See Prefixes for more information and Weapons for universal prefixes.

High-capacity
Increases ammo capacity by 30%.

Modifiers[]

See Modifiers for more information and Weapons for universal modifiers.

All secondaries:

  • 20% chance to refund ammo when firing.
  • 20% chance to disable the target's shield for 2 seconds with each hit.
    - Cruise, Web, Stabilizer, and Corrosion Missiles cannot generate this modifier.

Missiles:

  • Lock duration decreased by 80%.
  • Deal +30% damage for each second the missile flies.
    - Scorpion Missiles and Cruise Missiles cannot generate this modifier.
  • On primary weapon critical hit have a 20% chance to fire a free missile at the locked target. 1.5s cooldown. 60% reduced damage/effect.
    - Cruise Missiles cannot generate this modifier.
  • Deals double damage on the last 3 missiles (+100%). Also affects auto-fired missiles.
    - Cruise Missiles cannot generate this modifier.
  • Cannot be intercepted.
    - Cruise Missiles have this as a guaranteed passive which does not take up a modifier slot.

Mines:

  • Mine Launchers (all) Mines are magnetic and will fly towards enemies in a 500m radius.

Stats Comparison[]

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

Weapon Variant Kinetic Damage Energy Damage Fire Rate Range (m) Ammo Capacity Effect Type Damage / Effect Radius (m) Effect Duration (s) Value (Credits)
Homing Missiles 80 35 2.0 1500 20 --- 50 --- 37.4
EMP Missiles 0 20 1.0 2000 10 EMP --- 5.00 35.2
Shieldbreaker Missiles 0 90 1.0 2000 12 --- --- --- ~36.3
Armorbreaker Missiles 80 0 1.0 2000 12 --- --- --- ~36.3
Destabilizer Missiles 0 0 1.0 2000 10 Destabilized (+50% damage taken) --- 6.00 35.2
Web Missiles 0 0 1.0 2000 10 Webbed --- 6.00 35.2
Corrosion Missiles 85 0 1.0 2000 10 Corrosion --- 8.0 35.2
Scorpion Missiles 80 0 0.8 2500 12 Corrosion --- 8.0 ~39.3
Cruise Missiles 360 260 0.2 4000 5 --- 300 --- 44
Rockets 28 12 8.0 1500 220 --- 20 --- 30.8
Mines 55 45 1.0 1600 16 --- 120 --- 35.2
Corrosion Mines 95 0 1.0 1600 14 Corrosion 120 4.0 ~38.5
Web Mines 20 0 1.0 1600 14 Webbed 120 4.00 37.4