More numbers to add up.
Every player ship in Everspace 2 comes with their own stats and attributes. Most of the attributes can be increased with getting bonuses on modules.
Make & Model[ | ]
- Class: what subclass of ship type it is.
- Type: what type of ship it is (light/medium/heavy).
- Tier: a higher tier means it has better attributes as well as a higher credits value at ship dealers.
- The possible tiers are I (common), I+ (uncommon), II (rare), II+ (prototype-rare), III (superior), III+ (prototype-superior), and tier IV (legendary).
Abilities[ | ]
A ship's abilities vary depending on what subclass it is.
- Ultimate: the ship's main, powerful ability which must be charged by killing enemies.
- Special: the ship's signature passive ability. All ships of the same subclass have the same Special.
- Passives: additional abilities, drawn from a pool of 5-6 possible choices per subclass. Each ship comes with 1-4 Passives based on its tier.
Health Bonuses[ | ]
Each ship has a percent bonus to shield (Shield+) and armor (Armor+) which increase the amount gained from shields and platings, respectively. In addition, ships have a certain amount of base hull, depending on their subclass and tier, which is scaled up by the structure rating.
- Shield+ and Armor+ values scale exponentially with ship tier by an exponential base of 1.12 (i.e. they increase by 12% of their current value when ship tier goes up one step).
- Base hull values scale exponentially with ship tier by an exponential base of 1.85.
Equipment slots[ | ]
Each ship has a varying number of slots for weapons, consumables, and devices, along with base inventory space, based on both subclass and tier.
- Primary Weapons: 3 slots for Interceptor, Striker, and Gunship; 2 slots for all other subclasses
- Secondary Weapons: 3 slots for Interceptor and Bomber; 1 slot for Vindicator; 2 slots for all other subclasses
- Consumables: 4 slots for Stinger, Sentinel, and Vindicator; 2 slots for Gunship and Bomber; 3 slots for all other subclasses
- Devices: 2 slots at tier I(+), 3 slots at tier II(+), 4 slots from tier III onward
- Cargo: 15-25 for light fighters, 18-30 for medium fighters, 24-41 for heavy fighters
- Scaling for each type scales with ship tier by an exponential base of approx. 1.11.
Attributes[ | ]
Attributes give passive bonuses to ship performance based on their magnitude. They start at an initial value of 20 at level 1 and are improved by leveling up (+20 to all base attributes per level-up), applying Mainframe Expansions (+5% total attribute value per upgrade, up to 5 upgrades per attribute), and using modules of at least Uncommon rarity.
Attribute Bonus Scaling[ | ]
Bonuses obtained from attributes increase quickly with each added point at low attribute values but grant significantly diminished returns at higher values. Specifically, the net bonus provided at a specific attribute value can be described by the following general function
where x is the current attribute value, y(x) is the magnitude of the stat bonus granted at that attribute value, and the other terms y0 and y1 are bonus type-specific constants:
- y1 is the increase in bonus value when the attribute value is raised from 200 (level 10 base attributes) to 500 (level 25 base attributes)
- y0 is the theoretical bonus value at an attribute value of 0 (for most bonus types, this is itself 0)
Primary Attributes[ | ]
The first modifier of Uncommon and better modules is always a boost to one of the following three primary attributes:
- Firepower: Increases all kinetic and energy damage by a percentage value.
- Precision: Increases critical hit chance and critical hit damage multiplier.
- Structure: Increases hull hitpoints by a percentage value and makes modules more resistant to breaking whenever the ship takes hull damage.
Attribute | Attribute Bonus | 0 | 20 | 100 | 200 | 300 | 400 | 500 | 1000 | 2000 | 5000 | Infinity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Firepower | Kinetic Damage | +0% | +3.7% | +17.3% | +31.7% | +43.8% | +54.3% | +63.3% | +95.0% | +126.7% | +158.3% | +190% |
Energy Damage | +0% | +3.7% | +17.3% | +31.7% | +43.8% | +54.3% | +63.3% | +95.0% | +126.7% | +158.3% | +190% | |
Precision | Critical Hit Chance | 4.2% | 4.7% | 6.4% | 8.2% | 9.7% | 11.1% | 12.2% | 16.2% | 20.2% | 24.2% | 28.2% |
Critical Hit Multiplier | ~1.2x | 1.2x | 1.3x | 1.4x | 1.4x | 1.5x | 1.5x | ~1.7x | ~1.9x | ~2.0x | ~2.2x | |
Structure | Hull Hitpoints | +0% | +8% | +38% | +70% | +97% | +120% | +140% | +210% | +280% | +350% | +420% |
Module Damage Resistance | 0% | 0.7% | 3.4% | 6.2% | 8.5% | ~10.5% | 12.3% | ~18.5% | ~24.6% | ~31.1% | ~36.9% |
Secondary Attributes[ | ]
Rare and better modules can generate with any possible bonus, including a boost to one of the three secondary attributes, as second, third, or fourth modifiers:
- Utility: Decreases device cooldown time and increases device and ULT damage by a percentage value.
- Resistance: Increases hull damage reduction and reduces the duration of timed debuffs.
Attribute | Attribute Bonus | 0 | 20 | 100 | 200 | 300 | 400 | 500 | 1000 | 2000 | 5000 | Infinity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Utility | Cooldown | -0% | -0.8% | -3.6% | -6.7% | -9.2% | -11.4% | -13.3% | -20.0% | -26.7% | -33.3% | -40.0% |
Device Kinetic Damage | +0% | +6.5% | +30.0% | +55.0% | +76.2% | +94.3% | +110.0% | +165.0% | +220.0% | +285.0% | +330.0% | |
Device Energy Damage | +0% | +6.5% | +30.0% | +55.0% | +76.2% | +94.3% | +110.0% | +165.0% | +220.0% | +285.0% | +330.0% | |
Resistance | Hull Damage Reduction | 0% | 1.2% | 5.5% | 10.0% | 13.8% | 17.1% | 20.0% | 30.0% | 40.0% | 50.0% | 60.0% |
Debuff Duration Reduction | 0% | 1.4% | 6.4% | 11.7% | 16.2% | 20.0% | 23.3% | 35.0% | 36.7% | 58.3% | 70.0% |
- Expertise: Provides a different bonus based on the current ship's subclass
Subclass | Expertise Bonus | 0 | 20 | 100 | 200 | 300 | 400 | 500 | 1000 | 2000 | 5000 | Infinity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Scout | Weapon Range | +0% | +2.0% | +9.1% | +16.7% | +23.1% | +28.6% | +33.3% | +50.0% | +66.7% | +83.3% | +100.0% |
Vanguard | Rear attack critical chance increase | 0% | 9% | 41% | 75% | 104% | 129% | 150% | 225% | 300% | 375% | 450% |
Stinger | Added hardpoint duration | +0% | +3% | +14% | +25% | +35% | +43% | +50% | +75% | +100% | +125% | +150% |
Interceptor | Weapon Energy Consumption | -0% | -0.8% | -3.6% | -6.7% | -9.2% | -11.4% | -13.3% | -20.0% | -26.7% | -33.3% | -40.0% |
Sentinel | Shield damage reduction | 0 | 1.2% | 5.5% | 10.0% | 13.8% | 17.1% | 20.0% | 30.0% | 40.0% | 50.0% | 60.0% |
Striker | Boost Speed | 0% | 2% | 10% | 18% | 25% | 31% | 37% | 55% | 73% | ~91.7% | ~110% |
Gunship | Armor damage reduction | 0% | 0.8% | 3.6% | 6.7% | 9.2% | 11.4% | 13.3% | 20.0% | 26.7% | 33.3% | 40.0% |
Bomber | Hull repair per hull damage dealt | 0% | 0.8% | 3.6% | 6.7% | 9.2% | 11.4% | 13.3% | 20.0% | 26.7% | 33.3% | 40.0% |
Vindicator | Drone hull hitpoints | +0% | +4% | +20% | +37% | +51% | +63% | +73% | +110% | +147% | +183% | +220% |
Drone damage | +0% | +4% | +16% | +30% | +42% | +51% | +60% | +90% | +120% | +150% | +180% | |
Wreck interaction range | 230m | 246m | 306m | 370m | 424m | 470m | 510m | 650m | 790m | 930m | 1070m |
Movement & Misc[ | ]
- Speed: How fast the ship can move forward without boosting.
- Hover, strafe, and reverse speeds are restricted to ~85% of forward speed for all ships.
- A ship's base speed scales exponentially with ship tier by an exponential base of 1.01.
- Handling: The strength of lateral thrusters and the ship's inertia dampener. Higher values improve the ship's ability to rotate and change directions, allowing for tighter turns at speed and more responsive hover and strafe movements.
- A ship's base handling scales exponentially with ship tier by an exponential base of 1.02.
- Tractor Beam Range: Range at which items can be manually retrieved.
- Starts out at 400m, and doesn't scale with tier. Can be increased to 800m with the Tractor Beam perk from Dax/Ben (which also upgrades to allow pulling all nearby objects and increasing the speed of the pull)
- Energy Cores, Sensors, and Cargo Units can generate with a modifier: "+[100 @ Level 1 Common]m Tractor Beam Range", which scales with item level by an exponential base of 1.07.
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