Equipment (ES2)

*Everspace 2* has a modular **equipment** system with ten unique elements/slots, categorized into three different groups. Each piece of equipment has varying stats depending on their type, level, and rarity. They can also have unique modifiers and prefixes, and can be further modified in various ways or crafted.

## Overview

* Weapons and modules can be dismantled for parts to craft more equipment and modify existing equipment.

### Levels

The level displayed on a piece of equipment is the minimum player level required by default to add it to a ship's loadout (though this requirement can be removed if the player's current level is 1-2 levels lower).

* *Item level*, equal to the sum of displayed level and any bonus levels from quality, is representative of the overall effectiveness of a piece of equipment.
* Equipment with a displayed level higher than the player's level has a slight purple coloration.

### Grades

Rare and superior weapons and modules can be generated with a *grade*, displayed below the item's level. Each equipment item can only generate with one grade, and grades cannot be added or removed via crafting.

* **Prototype** (generates on both rare and superior equipment): increases all passive effects of the item by 1 level.
* **Starforged** (only generates on superior equipment): increases all passive effects of the item by 2 levels.

### Prefixes

Weapons and modules generate with *prefixes*, each of which has a unique effect on the item. Prefixes can be added via catalysts, but equipment can only have one prefix at a time. Some equipment types have unique prefixes & catalysts available, but there are two that are available for all weapons and modules:

* Intuitive: Can be used at a lower player Level. Only generates when equipment is dropped from enemies that are a higher level than the player. There is no catalyst for this prefix, but level requirements can be removed with the same function as the Intuitive prefix via crafting. However, that modification does not add the prefix.
* Optimized: Sets all bonus attribute values to their maximum values.

### Modifiers

*Main article: Modifiers*

Weapons and modules also generate with a set of *modifiers* based on their equipment type, providing a unique ability or effect. The amount of modifiers depends on the rarity.
There is only one universal modifier:

* "Cannot be damaged." Does not generate on Platings, as they cannot be damaged innately.

### Value

Equipment can be bought and sold at stations with a shop for credits.

* Generally, the value of equipment in the ship's cargo hold or loadout is equal to [value @ Level 1 Common] \* [displayed level] \* [rarity factor], increased by an additional 5% if it has a prefix.
* The buy price of equipment offered by a shop is 5 times its value (not applicable to rebuys of equipment accidentally sold by the player).

### Damaged Equipment

* Most types of equipment can be damaged, halving the efficacy of a type-specific primary stat (e.g. Recharge Rate for Shields) and reducing sell price to 30% of base value.
	+ Damaged equipment can be repaired at any hangar by paying 125% of its base value in credits by default, restoring its degraded stat and sell price to their original values upon departure.

## Equipment Groups

### Weapons

*Main article: Weapons (ES2)*

Weapons are active items used in combat to deal the majority of the player's damage.

### Modules

*Main article: Modules (ES2)*

Modules are passive items providing various bonuses for ship components.

### Consumables

*Main article: Consumables (ES2)*

Consumables are single-use items designed to be instantly used in a pinch to boost ship stats, among many other effects.

## Rarities

Each piece of equipment has one of five rarity levels. Higher rarity generally means it is harder to find and has better stats, among other effects.

### Common (Grey)

* Common equipment is the most easily found, dropping from almost anything and being offered in shops for the lowest prices.
	+ They usually don't have any special bonuses beyond basic effects and, occasionally, a craftable common or uncommon prefix which raises the efficacy of a specific stat above its standard value.

### Uncommon (Aquamarine)

* Uncommon equipment comes with a special bonus, called a *modifier*, and marginally better passive effects for their level (equal to those of a Common item with 1.4 more item levels).
	+ For modules, this first modifier is guaranteed to be an attribute boost.
	+ Natural prefixes for uncommon equipment include craftable common and uncommon prefixes as well as the Sustained prefix (primary weapons only).
	+ Generally, shop values for uncommon equipment are 80% higher than those of their same-level common counterparts.

### Rare (Blue)

* Rare equipment comes with a second modifier, somewhat better passive effects for their level (equal to those of a Common item with 2.2 more item levels), and a chance of generating with an intrinsic Prototype grade for even better effects.
	+ Natural prefixes for rare equipment include craftable non-superior prefixes as well as the Sustained prefix (primary weapons only) and the Intuitive prefix.
	+ Generally, shop values for rare equipment are 200% higher than those of their same-level common counterparts.

### Superior (Pink)

* Superior equipment comes with a third modifier, much better passive effects for their level (equal to those of a Common item with 3.8 more item levels), and a chance of generating with an intrinsic Prototype or Starforged grade for even better effects.
	+ All craftable prefixes, along with the Sustained prefix (primary weapons only) and the Intuitive prefix, can generate naturally on superior equipment.
	+ Generally, shop values for superior equipment are 500% higher than those of their same-level common counterparts.

### Legendary (Orange)

* Legendary items are rare and extremely powerful pieces of equipment that only drop inside an Ancient Rift or from enemies in Nightmare Difficulty. There are 18 legendaries in the game as of v1.1.36529, but the player can only equip 2 of them at a time on a ship.
	+ Legendary weapons come with a unique offensive effect, but do not benefit from any of the standard weapon modifiers.
	+ Legendary modules come with a unique defensive, utility-based or device-based effect as well as 2-4 attribute boost modifiers.
	+ All legendary items also come with best-in-class passive effects for their level (equal to those of a Common item with 7.0 more item levels), but cannot have natural prefixes or be modified with catalysts.

## Sets

*Main article: Equipment sets*

 Some equipment pieces are part of a linked **set** which provide unique bonuses when enough pieces are equipped. All pieces of a set have the same minimum rarity. An example is the Union Eclipse set: When both pieces are equipped, switching primary weapons will increase their damage by 30% for 5 seconds.

## See also

* Devices: Devices grant active abilities