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Disambig For secondaries in Everspace, see Equipment.

Secondary Weapons are items with limited use on all ships but the Bomber. They can be used without any significant cooldown until they run out, at which point they will need to be restocked at any station with credits or restored with Missile Defense System's Retention mode. They typically supplement primary weapons with significant damage or utility in varying forms.

  • 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.

Secondary weapon 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.

List of base secondary weapons[ | ]

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.

Secondary Weapon Prefixes[ | ]

See Equipment for information about prefixes and Weapons for universal prefixes.

  • High-capacity (Secondary Weapons): Increases ammo capacity by 30%.

Secondary Weapon Modifiers[ | ]

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

  • 20% chance to refund ammo when firing.
  • 20% chance to disable the target's shield for 2 seconds with each hit.
  • +30% damage for each second the missile flies.
  • On primary weapon critical hit: 20% chance to fire a free missile at the locked target. 1.5s cooldown. 60% reduced damage / effect.
  • Mines are magnetic and will fly towards enemies in a 500m radius.
  • Lock duration decreased by 80%.
  • The last 3 missiles do +100% damage.
    • Also effects auto-fired missiles.
  • Cannot be intercepted.
    • Is a guaranteed passive on Cruise Missiles, which doesn't take up a modifier slot.

Secondary weapon 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


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