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Produce Flame

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Produce Flame is an ability that characters can use in Sword Coast Legends.

## Ability Info

* Type: Cantrip - Ranged
* Cooldown: 2 Seconds
* Distance: 18 yards

## Description

* A flickering flame appears in your hand which you quickly hurl at an enemy in range. On a hit, the target takes 2-8 Fire damage.

## Ability Upgrades

* Produce Flame II
* Produce Flame III
* Produce Flame IV

## Source

* Sword Coast Legends - E3 2015 Trailer [1]
Blaster (ES2)

Blaster

 Blaster

1

4 Kinetic Damage

8 Energy Damage

9.0/s Fire Rate

850m/s Velocity

2.0° Spread

100 Energy Capacity

8.4/s Energy Consumption

Energy-based quickfire disruptor. Ideal against larger targets and close engagements.

23.8

## Level Scaling

### Grade

**Blasters** are a primary weapon type in *Everspace 2* that rapidly fire small energy spheres with low accuracy, dealing high energy damage.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Primary Weapons.
* Damage and energy-related stats of all primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes), with exponential bases of 1.13, 1.16, and 1.14 applying to damage, energy capacity, and energy consumption, respectively.
* All Blaster variants have a chance to generate with one or more of the following type-specific modifiers:
	+ 20% chance to reflect the shot to enemies closer than 500m
	+ 10% chance for each hit to deal its damage as area damage in a 200m radius
	+ 5% chance to drop credits with each hit
Bomber

The **Bomber** is a subclass of heavy fighter class ship in *Everspace 2*, focused on the use of explosive ordnance to inflict damage against enemies at mid to long range. Its unique Conversion special allows it to use missiles and other explosive secondaries as its main source of firepower, while its ARC-9000 ultimate can clear out large groups of enemy fighters in a single blast. These are supported by its expertise that can regenerate health when dealing damage, and passives that improve its durability against explosive attack and improve the ability of explosive weapons.

## Special

**Conversion**: Secondary weapons use energy instead of ammunition.

## Ultimate Ability (ULT)

**ARC-9000**: Fires a huge ball of destruction that damages enemies in its vicinity and explodes on impact. But can also be manually detonated by pressing the keybind again. (Default is "G")

## Equipment Slots

* Primary Weapons: 2
* Secondary Weapons: 3
* Consumables: 2
* Devices: 2-4
* Cargo: 24-41

## Stats

* Shield Bonus: 310%-546%
* Armor Bonus: 210%-370%
* Base Hull: 620-13,435
* Expertise: Hull repair per hull damage dealt

* Ship Speed: 78-82 m/s
* Handling: 110-121

## Passives

The following passive effects are currently available for Bombers. A ship can only have one of the two exclusive passives.

* Target lock-on duration reduced by 50%.
* 20% reduced damage from enemy explosives.
* Convert mines instead of triggering them when flying close without boosting.
* Take 50% reduced damage from ARC-9000 explosion.
* ARC-9000 damage increases by 2% every second after being fired.
* Target lock-on is maintained off-screen.
* 20% reduced energy consumption for all secondary weapons.
* Activating ARC-9000 fully restores secondary weapon energy. **[Exclusive]**
* When ARC-9000 is manually detonated, gain 40% increased ARC-9000 shockwave damage. **[Exclusive]**

## Trivia

* The ARC-9000 is an explicit reference to the BFG-9000 from the *Doom* franchise, which is not only reflected in the name, but also in its actual firing mechanics including the tendrils of energy lashing out at nearby enemies before exploding.
* In the original *Everspace*, the ARC-9000 was a craftable secondary weapon.
EMP Missiles (ES2)

EMP Missiles

 Missile Launcher

1

1.0/s Fire Rate

500m/s Velocity

5.0s Effect Duration

1.5s Lock Duration

10 Ammo Capacity

Electromagnetic pulse missile. Disrupts subsystems and deals minor energy damage. Requires lock-on.

35.2

## Level Scaling

### Grade

**EMP Missiles** are a secondary weapon type in *Everspace 2* that tracks down a target and inflicts the EMP condition, disabling their weapons and engines for a somewhat long duration.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Secondary Weapons.

* Damage stats of all secondary weapons scale exponentially with item level (including bonus levels from rarities and prefixes) by an exponential base of 1.13 (adds 13% of the current damage value when item level is increased by 1).
Abidan II

All across the "Wheel" the Okkar patrol the area to discourage smugglers from passing through. The smugglers on the other hand keep on creating elaborate tunnels to avoid being detected. It's a game of cat and mouse that has been going on for many sol cycles and is starting to turn into a local tradition.

## DETAILS

### Resource deposits

 Titanium
Aetheum CrystalHigh
Medium

**Abidan II** is a site in the Smuggler's Wheel region of the Union system in *Everspace 2*. This location consists of small Outlaw bases outside and inside of asteroids.

## Gallery

* Secured Container
* Vault with Mainframe Expansion
* 2 Vaults with loot, one contains Mainframe Expansion
Dogmatic Scanner

Redemption

Dogmatic Scanner

 Sensor

1

 Critical hits web targets for 3s.

Scours signatures nearby. Generates concerning energy spikes within the weapon systems.

24.2

## Level Scaling

### Grade

**Dogmatic Scanner** is a variant of the Sensor module in *Everspace 2* and is a piece of the Redemption Set.

## Notes

* For information on targeting mechanics, passive effects, variants, modifiers, and prefixes, see **Sensors**.
Deluxe Edition

The **Deluxe Edition** is a DLC for *Everspace* that was released August 17, 2017. It is available here on Steam and here on GOG. It does not affect or change anything in-game.

## Content

* The Sound of EVERSPACE – Enjoy a huge variety of eerie ambient space sounds made up of electronic synthesizers and real-life audio samples, classical themes, punchy rock riffs, electronic piano tunes, and songs accompanied by floating backing vocals. Driving beats, odd time signatures, and the use of some bizarre “instruments” like a tiny plastic guitar and a drum kit made of chairs and sofas always keep things interesting. This original soundtrack contains more than 60 tracks (FLAC and mp3 format), adding up to a duration of over three hours in total.

* The Art of EVERSPACE – Discover a romanticized interpretation of space with vibrant colors, fantastic visual effects, spectacular planets, and beautiful space backdrops that leave you in awe. It is combined with a cool, yet functional looking technical design for space ships and other man-made structures. This digital artbook contains 48 pages of full-colored art work. It is only available in English.

* EVERSPACE Wallpapers – Space up your desktop with 10 carefully retouched wallpapers in 4K (3840 x 2160 px) and in Full HD (1920 x 1080 px).
Energy Consumption Mod (Primary Weapon)

* Mk1
* Mk2
* Mk3

The **Energy Consumption Mod** is a primary weapon mod in *Everspace* that reduces how much energy the modified weapon uses per second. It has three variants, with the **Energy Consumption Mod (Primary Weapon) Mk2** and **Energy Consumption Mod (Primary Weapon) Mk3** being upgraded versions of the base Energy Consumption Mod (Primary Weapon).

## See also

* Energy Consumption Mod (Device)

}}
Boreas

The entire planet has been deemed a frozen wasteland devoid of life. The downed vessel is a Colonial Clone-class Warship thought to have been decommissioned after the war, but the ship's data logs indicate at least 15 years of emergency operations since.

## DETAILS

### Resource deposits

 Clygon
Glacit
Phazium CrystalMedium
Low
Low

**Boreas** is a site in the Ice Fields region of the Khione system in *Everspace 2*.
Energy Diverter

* Mk1
* Mk2
* Mk3

The **Energy Diverter** is an active device in *Everspace* that instantly recharges energy at the expense of shields. It has three variants, with the **Energy Diverter Mk2** and **Energy Diverter Mk3** being upgraded versions of the base Energy Diverter. It removes the listed conversion amount from shield hitpoints, multiplies it by the conversion ratio, and adds that value to the energy core.

## Tips and Tricks

* Incredibly useful both in and out of combat situations to save time by avoiding the wait for energy recharge.
* Works well with Shield ST and Shield Boosters, which may be more efficient than Energy Injectors.
Controls

* **Left Mouse Button** - Fire Primary Weapon
* **Right Mouse Button** - Fire Secondary Weapon
* **1** - Select Primary Weapon
* **2** - Select Secondary Weapon
* **3** - Select Device
* **4** - Select Consumable
* **R** - Use Device
* **C** - Use Consumable
* **Q** / **E** - Roll Left - Roll Right
* **W** / **S** - Forward - Backward
* **A** / **D** - Strafe Left - Strafe Right
* **Shift** - Boost
* **Ctrl** - Strafe Down
* **Space** - Strafe Up
* **Alt** - Hold to Rotate Camera
* **Z** - Enter action freeze mode
* **V** - Switch Perspective
* **O** - Boost
* **Esc** / **P** - System Menu
* **TAB** - Ingame Menu
* **Middle Mouse Button** / **T** - Lock Target
* **H** - Hide / Show HUD
* **F** - Interact

## Controller

* **LT** - Thrust
* **LB** - Reverse Thrust
* **RT** - Fire Primary Weapon
* **RB** - Fire Secondary Weapon
* **Y** - Switch Camera
* **B** - Use Consumable
* **X** - Activate Device
* **A** - Confirm
* **Back Button** - Open Game Menu
* **Start Button** - Open System Menu
* **Left Stick** - Strafe (Left - Right) / Hover (Up - Down) / Boost (Press)
* **Right Stick** - Aim (Any Direction) / Roll (Hold Left or Right) / Target Lock (Press)
* **D-Pad** - Press to Toggle, Hold for Selection Wheel
	+ **Left** - Devices
	+ **Right** - Consumables
	+ **Up** - Primary Weapons
	+ **Down** - Secondary Weapons
HIVE

*Another bloody clone! I am eternally damned.*

HIVE

* Everspace
* Everspace 2

**HIVE** is the player's main "companion" in *Everspace*. HIVE stands for the **H**uman **I**nterface **V**irtual **E**ntity, and is the ship's AI which assists, advises, and banters with Adam's clone.

The HIVE that the player interacts with is not the only HIVE in the universe - it is an AI installed in all Colonial ships and facilities via the AETERNA network. They adapt and can develop unique personalities (such as the player HIVE's light sarcasm and slight impatience), but still follow a set of standard programming.

## In the Codex

As part of AETERNA, the HIVE has full access to the entire compendium of the Colonial knowledge database, however will only share what is permitted by rank or clearance of its user. The wider system is overseen by human controllers with a "singularity switch" for shut-down in the case of dangerous conclusions drawn from its computing power.

HIVE returns in *Everspace 2* after the player completes the Old Friends mission, which awards the "In Good Company" achievement.

He is found just outside the Ceto Transit Gate in the Union system, and laments about his fate of being "eternally damned" by having to help the constant stream of clones.

Afterwards, the player travels alongside HIVE on their way to locate Maddocks.
Challenges (ES2)

This page lists all 11 **challenges** currently in *Everspace 2*, of which 10 are possible to complete as of v1.1.36529. Challenges consist of several different specific tasks to complete. 3-4 tasks are grouped as 'basic' tasks, partially completing the challenge and giving rewards, with a final task labeled as the 'master' completion requirement. Completing each challenge player with experience and credits, as well as unique special effects from the master completion bonus.

Completing a master challenge for the first time awards the "Challenge Accepted" achievement.
Athor Orbit

In a strangely perfect orbit above Athor lies a massive unidentifiable alien spacecraft from an unknown system radiating volatile energy; extreme caution is advised. Residual jump point energy suggests many have come andgone from the site, likely scrappers trying to salvage parts. A shame, as the technology that lies within seems beyond current Colonial documentation.

## DETAILS

### Secret Stashes

3

**Athor Orbit** is a site in the Athorian Reef region of the Khaït Nebula system in *Everspace 2*. It consists of the large wreck of Khala's ship.

## Secrets

 2 | Valuable Shipwreck
 3 | Secured Container | Located inside Khala's ship, opened during the Spatial Bypass mission.
Outlaw Outpost

A barely concealed hideout near the Ceto rim. Someone is either not expecting anyone to fly out this far or very confident in their defensive systems.

## DETAILS

### Mainframe Expansions

1

**Outlaw Outpost** is a site in the Deep Fields region of the Ceto system in *Everspace 2*. It contains a somewhat large outpost with some station debris floating around it. There is a location challenge here to kill the leader of the outlaws here. Completing the challenge will reward the player with a Mainframe Expansion.
Energized Boost

* Mk1
* Mk2
* Mk3

The **Energized Boost** is an active device in *Everspace* that multiplies ship boost speed by the listed effect value for two seconds. It has three variants, with the **Energized Boost Mk2** and **Energized Boost Mk3** being upgraded versions of the base Energized Boost.

## Tips and Tricks

* The Mk1 comes equipped on the Colonial Interceptor's B loadout.
* Good for getting out of sticky situations, saving time by covering long distances quickly, and escaping from black holes.
* Can still be used on the Gunship, despite having no shields.
Anandra Bishop Starport

Yes *Protected*

The port affiliated with Prescott Starbase and the other big player in the so-called Concession.

## DETAILS

### Devices

1

**Anandra Bishop Starport** is a site in the The Concession region of the Union system in *Everspace 2*. This location consists of a few platforms and a trading station built in the upper atmosphere of a gas moon orbiting Culver. Protected by Okkar patrols.

## Factions

* Okkar
* Outlaws

## Gallery

* Location of Mainframe Expansion
* Location of 2 loot containers
* Containers behinds force field. Field generators with red elements.
Energy Discharger

* Mk1
* Mk2
* Mk3

The **Energy Discharger** is an active device in *Everspace* that removes all remaining energy from the core in order to create a radial energy blast, highly damaging all nearby targets. It has three variants, with the **Energy Discharger Mk2** and **Energy Discharger Mk3** being upgraded versions of the base Energy Discharger.

## Tips and Tricks

* Most useful combined with Energy Core Extensions and backup Energy Injectors.
* A maxed out Colonial Sentinel with a full energy core (255) will deal a maximum of 499 damage with the Mk1, 570 with the Mk2, and 641 with the Mk3. Adding a Mk3 Energy Core Extension (295 energy) with the Mk3 Energy Discharger will deal a maximum of 729 hull and shield damage, which is much more than a Plasma Torpedo but around 300 less damage than the ARC-9000, the highest damaging equipment in the game.
	+ Comparatively, the Remote Energy Discharger Mk3 does 450 hull and shield damage for a cost of 35 energy and a much shorter cooldown of 24 seconds.
Containment Unit

Blightmonger

Containment Unit

 Cargo Unit

1

10% Dismantling Quality

Alternate storage solution using reflective insulators. Enhances onboard corrosive applications when used with conjoining modules.

24.2

## Level Scaling

### Grade

The **Containment Unit** is a variant of the standard Cargo Unit module in *Everspace 2* and is a piece of the Blightmonger Set.

## Notes

* For notes on passive effects, scaling, other variants, prefixes, and modifiers, see **Cargo Units**.
Deserted Mining Station

For Grady & Brunt there is a fine line between letting automation take over and abandoning a station for good.

## DETAILS

### Resource deposits

 IronMedium

**Deserted Mining Station** is a site in the G&B Mining Fields region of the Ceto system in *Everspace 2*. This location has a large asteroid formation with an abandoned station built into the top of it. There is a location challenge here to blow up a special rigged asteroid, which will reward the player with a Mainframe Expansion as well as the resources from the asteroid.

## Notable Loot

 2 | Valuable Shipwreck
 3 | Rigged Asteroid | Location challenge. Four explosive charges are needed to fill the sockets on the asteroid. * One can be easily found on the station, but it is attached. To get it off, shoot a breakable panel below it to reveal a red button. Shooting the button will release the charge.
* The second is also at the station, but is hidden behind another breakable wall - keep an eye out for a blinking light. Alongside this charge is one of two power cores.
* The third is below the station, inside a small opening.
* The last charge is behind a metal wall and pipes built into an asteroid below the rigged asteroid. This one is harder to get to and requires powering up a mining laser to destroy a hardened ore patch blocking the way to get the charge. The laser needs two power cores - one that is found near the second explosive charge, and one that is found near the fourth charge and the wall. Plug the cores into the laser and after a few moments the ore patch will be destroyed (dropping clymouth) revealing an entrance to get the last charge.
* Once all charges are inserted into their sockets on the rigged asteroid, they need to be activated within a 10 second time period (refreshed each activation) to blow up the asteroid, which then drops Clygon and Clygon Cores and completes the challenge.

## Factions

* G&B Turret - despite being abandoned, the station's turrets are still active and will turn hostile if fired upon.
* If the location is revisited, there will be several groups of Outlaws.

## Gallery

* The large rigged asteroid
* Breakable panel
* The button
* Opening below station
* The breakable wall
* The wall (charge behind, power core in front)
* The mining laser & hardened ore patch
Abandoned Military Outpost

Where Bloodstar goes to test their newest weaponry on whoever happens to be around.

## DETAILS

### Resource deposits

 Copper
Aetheum CrystalHigh
Medium

**Abandoned Military Outpost** is a site in the Hinterlands region of the Ceto system in *Everspace 2*. This location consists of a very large asteroid with an old abandoned military outpost built onto it. There is a heavy Outlaw presence here, and there is also a location challenge here to kill all 16 units present, which will reward a Mainframe Expansion when completed.

## Secrets

 2 | Valuable Shipwreck
 3 | Bulletproof Container

## Factions

* Outlaws

As part of the local event:
* Outlaw Detonator Drone (3)
* Outlaw Destroyer
* Outlaw Drone (2)
* Outlaw Madcap (2, and their pods)
* Outlaw Scout (3)
* Outlaw Sniper Drone
* Outlaw Viper
* Outlaw Webber Drone (2)
Adaptive Armor

* Mk1
* Mk2
* Mk3

**Adaptive Armor** is a passive device in *Everspace* that decreases damage taken. Only one Adaptive Armor (of any level) can be installed at one time. It has three variants, with the **Adaptive Armor Mk2** and **Adaptive Armor Mk3** being upgraded versions of the base Adaptive Armor.

## Tips and Tricks

* Armor is flat damage reduction. The armor bonus is additive, meaning that equipping this device will add 10/15/20 percent more damage reduction.
	+ The Colonial Interceptor has 10% base armor, so equipping an Adaptive Armor Mk3 will add 20% to that, giving a total of 30% armor or 30% damage reduction.
	+ The Colonial Gunship with a maxed out Armor perk (40%) will have a total of 60% armor/damage reduction with an Adaptive Armor Mk3.
	+ Both the Colonial Scout and Colonial Sentinel have 0% base armor, so they will get 20% armor with an Adaptive Armor Mk3.
* Armor can be further increased by 5% with the Armor Bonus Subroutine and 5% more with the armor upgrade from a G&B Factory.
* The multiplicative damage reduction from Damage Limiters will reduce the remaining damage after it has been reduced by armor by their effect percentage, so a Damage Limiter Mk3 will take away 60% of the remaining 30% damage (with 70% armor) effectively giving a total of 88% damage reduction. This means that damage limiters are more effective with less armor.

Damage Reduction formula:

```
Damage Reduction = (Ship Armor + (Damage Limiter Percent x (100%-Ship Armor)))
```

## Trivia

* Prior to Update 0.3.0.29930, it was known as Hull Enhancer, with the same appearance & effect.
Components

**Components** are critical parts of the player's ship in *Everspace*. They can be randomly damaged if the ship's hull is below 75%, or can randomly overheat during a battle. If a component is damaged or overheated, it will continue to function but at a significant penalty. Secondary weapons are an exception and no longer work while damaged or overheated. The chance of a component being damaged can be reduced with the Component Damage Chance Perk, and the repair costs can be decreased with the Component Damage Repair Costs Perk.

## Damage Chance

The chance for a component to be damaged is based on a formula and a percentage based on current hull hitpoints.

* There are three different base chances for component damage for every hit: 1% if hull is below 75%, 1.5% if below 50% and 2% if below 25%
	+ Components cannot be damaged when above 75% hull.
* These base chances are modified based on the max hitpoints of the ship and amount of damage the hit deals: `Base % * Damage / max hull hitpoints`
* With the component perks and any ship armor factored in, the final formula for the damage chance is:

```
(([Component Damage Chance] - ([Component Damage Chance] * [Component Damage Chance Perk Percentage])) * ([Weapon Damage Taken] - ([Weapon Damage Taken] * [Armor Percentage]))) / [Max Hull]
```

## Primary Weapons

Effect of being damaged/overheated:

* Fire rate is much slower.
* Energy consumption is higher.

## Shield Generator

Effect of being damaged/overheated:

* 75% slower shield recharge.
* Longer shutdown duration.

## Engine

Effect of being damaged/overheated:

* Maximum speed: -50%
* Maximum acceleration: -50%

## Secondary Weapons

Effect of being damaged/overheated:

* Cannot use any secondary weapons.

## Sensor

Effect of being damaged/overheated:

* Sensor strength is decreased.
* Visible markers flicker in and out of view, making targeting anything impossible.

## Life Support System

Effect of being damaged/overheated:

* The ship/player slowly runs out of oxygen, shown by a percentage in the upper right corner of the screen. Causes death when it reaches 0%.

## Inertia Dampeners

Effect of being damaged/overheated:

* The ship will keep its momentum and won't stop its movement immediately after moving in any direction.

## See Also

* Equipment
* Enhancements
Denara Roslin

**Denara Roslin** was a freelance pilot in *Everspace* and Adam Roslin's sister.

## Story Summary

Hero (the player) encounters Denara several times while traveling to Adam Roslin's lab after reaching Sector 4 for the first time. Her ship is only indentified as "???". She is interested in saving Adam, so she helps the player out in various ways.
What she helps with is random or can be based on any of the player's current needs:

* Give Fuel
* Give Nanobots
* Give supplies
* Jump in to support the player with fights in a zone (flees when nearly destroyed)

When Hero reaches Sector 7 for the first time, she jumps in also and together they investigate, though they are quickly confronted by Seth Nobu, which is when her identity is revealed to Hero. Denara attempts to attack Seth after some dialogue, but moves straight into an ambush and is killed.

## Ship

Denara's ship is an unknown light-fighter class ship. The only part of her equipment known is that she appears to use a Pulse Laser in her final fight.

## Gallery

* Denara's icon/avatar
* Denara's ship
Corrosion Mines

Corrosion Mines

 Mine Launcher

1

1.0/s Fire Rate

700m/s Velocity

0.5° Spread

120m Effect Range

4.0s Effect Duration

14 Ammo Capacity

Shield-bypassing explosives that emit lingering corrosive particles in an area for several seconds.

38.5

## Level Scaling

### Grade

**Corrosion Mines** are a secondary weapon type in *Everspace 2* that inflicts shield-bypassing kinetic damage over time in a medium area of effect when an enemy gets close enough to trigger its detonation.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Secondary Weapons.

* Damage stats of all secondary weapons scale exponentially with item level (including bonus levels from rarities and prefixes) by an exponential base of 1.13 (adds 13% of the current damage value when item level is increased by 1).

* Effect range scales exponentially with item level by an exponential base of 1.02.

* Rather than being applied normally as direct damage, the weapon's listed kinetic damage instead scales the DPS of a shield-bypassing corrosion condition which can be stacked multiple times on the same target.

* Can only be crafted at or generated with uncommon rarity or higher.
Coil Gun (ES2)

Coil Gun

 Coil Gun

1

8 Kinetic Damage

6 Energy Damage

5.0/s Fire Rate

0.5° Spread

100 Energy Capacity

15.6/s Energy Consumption

Mass driver armament for instant assault. Great range, good damage, requires a lot of energy.

26.4

## Level Scaling

### Grade

**Coil Guns** are a primary weapon type in *Everspace 2* that rapidly fire projectiles which instantly reach their target.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Primary Weapons.

* Damage and energy-related stats of all primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes), with exponential bases of 1.13, 1.16, and 1.14 applying to damage, energy capacity, and energy consumption, respectively.
* All standard Coil Gun variants have a chance to generate with the following type-specific modifier:
	+ 5% chance to disable the target's shield for 2 seconds with each hit.

## Unique Variants

### Standard Variants

* {Maverick} Prime Zapper
* {Federal Arms&Crafts} Equalizer
* {Vigilante} Judge
Bird's Nest

Bird's Nest

 Mine Launcher

1

0.5/s Fire Rate

148.5m Effect Range

10.0s Effect Duration

12 Ammo Capacity

Instead of exploding, the mines burst into a cluster of nodes, creating a large mesh of laser beams that web and damage enemies passing through them.

Tame birds sing of freedom. Wild birds annihilate their enemies with laser beams.
Backer submission by jbirdux

## Level Scaling

### Grade

**Bird's Nest** is a legendary variant of the standard mine secondary weapon in *Everspace 2*.

## Notes

* Damage stats of all secondary weapons scale exponentially with item level (including bonus levels from rarities and prefixes) by an exponential base of 1.13 (adds 13% of the current damage value when item level is increased by 1).

* Effect range scales exponentially with item level by an exponential base of 1.02.

* While is the effect is active, the laser beams play a song.
Cloak

* Mk1
* Mk2
* Mk3

The **Cloak** is an active device in *Everspace* that renders the player's ship temporarily and immediately invisible and undetectable to enemies. It has three variants, with the Cloak Mk2 and Cloak Mk3 being upgraded versions of the base Cloak.

It can only be used on the Colonial Scout.

## Tips and Tricks

* The Mk1 comes equipped in the Colonial Scout's A loadout.
* Great for getting out of fights that are too difficult to handle, or throwing off enemies.
* It is possible to disable jump suppressors and use comm hubs while under cloak.
Energy Core (weapon)

Energy Core

 Energy Core

1

Militarized power source focusing on providing weapons with a quickened energy solution.

33

## Level Scaling

### Grade

This **Energy Core** module is a variant of the standard Energy Core in *Everspace 2*. It has increased weapon energy output at the cost of decreased shield and boost output.

For notes on passive effects, variants, and modifiers, see **Energy Cores**.
Blightmonger Set

The **Blightmonger Set** is an equipment set that drops anywhere in the Khaït Nebula system. There are four items in this set.

## Set Pieces

* Containment Unit
* Hazard Shield
* Hazard Plating
* Deteriorator

## Set Bonuses

This set has bonuses for having two, three, and four pieces equipped:

* Two pieces: Enemies take 20% increased corrosion damage.
* Three pieces: Each stack of corrosion on an enemy grants you 1% armor regeneration per second.
* Four pieces: Targets affected by corrosion take 50% increased damage from your secondary weapons.

## Notes

* See each item page for individual notes and details.
Perun IV

Apart from gas harvesting, G&B had of course been also invested in its usual crystal and ore extraction efforts all across Zharkov's outer rim, riddling asteroid after asteroid with holes until nothing was left. Nowadays, outlaws have settled in the abandoned structures, enjoying a relatively comfortable life inside state-of-the-art mining structures.

## DETAILS

### Resource deposits

 Culver Crystal
InsidiumHigh
High

**Perun IV** is a site in the Dust Rim region of the Zharkov system in *Everspace 2*. This location consists of a very large asteroid with three large G&B mining structures drilled into it (now inhabited by Outlaws), with a few other smaller but still large asteroids nearby with some other structures.
Components (ES2)

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*You can help us by uploading an image here because: **something for thumbnail?**
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**Components** are a type of resource in *Everspace 2*. Items of this type are synthetic pieces of technology which can be manufactured from ores, crystals, and other basic resources. Components are stored in the player's crafting inventory, and almost all are required materials for crafting consumables and catalysts or upgrading many perks.

* Memory Recalibrators in particular are used to reset devices and refund device upgrade tokens. 1-4 recalibrators are required for this process based on the number of times the device was upgraded.

## List of Components

All components can be crafted - for crafting costs see Crafting#Components. The last three columns in the below table list what each component can be used for.
Red Tiger Armor

*This article is a stub. You can help Sword Coast Legends Wiki by expanding it.*

The Red Tiger Tribe of the Cold Wood believed that a true warrior's strength was to hunt unaided and unarmed. Suspicious of the unknown, the Red Tiger tribe considered magic to be taboo, and they proved their battle prowess though sheer, physical strength, heedless of the magical danger they would inevitably face.

## Item Info

* Value: 4035
* Weight: 10
* Proficiency: Light
* Armor Class: 1
* 25% Fire, COld, Lightning, Acid damage vulnerability
Crafting

*Everspace* has a **crafting** system which allows players to use various resources to craft and upgrade equipment, most of which are unlocked from blueprints. Blueprints randomly drop from destroying enemies and opening containers. Once picked up, the equipment the blueprint is for is unlocked immediately and permanently for the current run and all future runs. The blueprints for upgraded versions of equipment (mk2, mk3) can only be unlocked after unlocking the original. There are 183 unlockable blueprints.

Crafting is done by clicking the plus sign at the top right corner of an equipment slot, which will open a menu of craftable equipment with the currently available resources. Equipment that the player does not have enough resources to craft will be grayed out and will have a 0 on the right. That number indicates how many of that equipment currently craftable. Up to three of the player's most frequently crafted equipment in the current run will be at the top of the menu, highlighted and marked with a star.

## Modifications

Besides crafting entirely new equipment, most currently equipped primary weapons and devices can be upgraded with 3 (up to 4 with the Colonial Sentinel) modifications. These mods are the main use for crystals, requiring a significant number of them to craft. Once a mod slot has been filled it cannot be removed or replaced except with Mester Throng's removal or re-engineering services. Secondary weapons and consumables do not have any modification slots and can not be upgraded.

## Salvaging

Equipment can also be salvaged, yielding 20% each of the two most common resources of the crafting recipe, rounded to the nearest whole number. If this does not result in a single resource, 1 scrap will always be given as a minimum.

## Gallery

* The notification that pops up in the center of the screen after picking up a blueprint.

## See also

* The Artisan subroutine, which makes it so crafted primary weapons are enhanced but secondary weapons cannot be crafted.
Outlaw Drone (ES2)

**Outlaw Drones** are a drone-class Outlaw enemy in *Everspace 2*. They are uniquely identified on the heads-up display by a ring with a diamond icon.

## Strategy

Drones, whether pre-existing or spawned by Outlaw Drone Carriers, will attempt to orbit the player while periodically shooting Autocannon bursts from their central hardpoint. They can easily be dispatched by most of the player's arsenal (or grabbed and thrown at their allies, if flying a Striker with the appropriate passive).
Everspace 2 Portal/Bottom section

Featured Images
First place winner of "mining"-themed community challenge (by CrispyMuffin).First place winner of "mining"-themed community challenge (by CrispyMuffin).First place winner of "love"-themed community challenge (by Exel).First place winner of "explosions"-themed community challenge (by Kizaw).First place winner of "red & green"-themed community challenge (by The.Chemical.Bro).First place winner of "weapons & devices"-themed community challenge (by Flori).First place winner of "weapons & devices"-themed community challenge (by ThunderFlame).* First place winner of "mining"-themed community challenge (by CrispyMuffin).
* First place winner of "mining"-themed community challenge (by CrispyMuffin).
* First place winner of "love"-themed community challenge (by Exel).
* First place winner of "explosions"-themed community challenge (by Kizaw).
* First place winner of "red & green"-themed community challenge (by The.Chemical.Bro).
* First place winner of "weapons & devices"-themed community challenge (by Flori).
* First place winner of "weapons & devices"-themed community challenge (by ThunderFlame).
Outlaw Ravager

**Outlaw Ravagers** are a heavy fighter-class Outlaw enemy in *Everspace 2*. They are identified on the heads-up display by a twin-triangle icon.

## Strategy

Ravagers are heavily armored combatants which maintain their distance while using turrets to attack, boosting away and leaving multiple Mines in their wake if the player gets too close. Armor durability can be reduced significantly by blasting off their plating with concentrated fire.
Legendary items

**Legendary items** are rare and powerful pieces of equipment that drop inside Ancient Rifts and randomly from tougher enemies while playing on Nightmare difficulty. Each legendary has a unique effect and unique stats, which is meant to have a significant impact on the build and playstyle of a ship. Only two legendaries can be equipped at a time on a ship as of v1.0.34616. Legendaries are not unique or one-time drops - rewarded legendaries from missions can be found again.

* Legendary weapons come with a unique offensive effect, but do not benefit from any of the standard weapon modifiers.
* Legendary modules come with a fourth standard modifier as well as a unique defensive, utility-based or device-based effect.
* 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.

There are currently 18 legendaries as of the 1.0 Launch, which are listed below.

## List of Legendary Weapons

There are five legendary primary weapons and one legendary secondary weapon.

## Trivia

* Seven of the legendary items were designed by Kickstarter backers who pledged for the "Legendary Creator" tier.
* Equipping a legendary item for the first time awards the "My Precious!" achievement.
Executioner

Vigilante

Executioner

 Rail Gun

1

7 Kinetic Damage

8 Energy Damage

1.2/s Fire Rate

2.0s Charge Duration

750% Charge Damage Increase

100 Energy Capacity

17/s Energy Consumption

 Fully charged critical hits instantly kill smaller targets.

Radically altered parallel conductors enable a short charge duration and therefore greater fire rates. Shorter range, but equally as precise.

24.16

## Level Scaling

### Grade

**Executioner** is a primary weapon in *Everspace 2*, a variant of the Rail Gun, and is part of the Vigilante Set.

## Notes

* Energy consumption rates only apply while charging. Holding a full charge blocks energy regeneration, but does not consume energy.
* Listed DPS is computed based on firing fully-charged volleys as quickly as possible, taking into account both charge time and fire rate.
* For more notes on passive effects, scaling, other variants, prefixes, and modifiers, see **Rail Gun**.

* The Enforcer was previously known as Executioner before the Armed & Dangerous update.
Gauss Cannon

Gauss Cannon

 Gauss Cannon

1

3.5 Kinetic Damage

5 Energy Damage

15.0/s Fire Rate

1.3° Spread

100 Energy Capacity

8.4/s Energy Consumption

Heavy weapons system with great damage potential that ramps up fire rate and spread while firing.

26.4

## Level Scaling

### Grade

**Gauss Cannons** are a primary weapon type in *Everspace 2* that slowly ramp up their fire rate and spread while firing and deal high energy and kinetic damage.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Primary Weapons.

* Damage and energy-related stats of all primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes), with exponential bases of 1.13, 1.16, and 1.14 applying to damage, energy capacity, and energy consumption, respectively.

* Displayed DPS and fire rate is the maximum value after ramp-up.
* Gauss Cannon has a chance to generate with the following type-specific modifier:
	+ 5% chance to disable the target's shield for 2 seconds with each hit.

## Unique Variants

* {Commander} Shredder
* {Redemption} Eradicator
Heavy Missile

The **Heavy Missile** is a secondary weapon in *Everspace* that fires a homing, high-damage missile.

## Tips and Tricks

* Comes equipped in the Colonial Gunship's A loadout.
* This secondary is great for one-shotting fighters or severely damaging even tougher enemies (see enemy faction pages for ship stats), but is more than twice the cost of a Light Missile.
G&B Distress Beacon

A **G&B Distress Beacon**  is a consumable in *Everspace*. After using it, a small group of around 3-4 G&B ships will jump in to assist against Outlaws.

## Tips and Tricks

* Comes equipped in the Colonial Sentinel's B loadout.
* If G&B has been turned hostile from a previous or current zone/sector and the attack was reported, they will be hostile towards the player. However, they can still be exploited for extra Resources, Equipment, or Credits.
* Despite being allies, the G&B ships will still not attack Okkar ships attacking the player.
* If there are no enemies they are aggressive against nearby, they will immediately jump out of the zone.
* The Distress Beacon cannot be used in Sector 7.

## See Also

* Grady & Brunt Prospects
* Ancient Friends glyph
Hardpoints

A **hardpoint** in the *Everspace* universe (or in aviation in general) is a mounting point for weapons or external ship modules. In-game, they can be seen as physical weapon models attached to each ship, usually on the wings.

## *Everspace 2*

* Most ships have two primary weapon hardpoints. Adding additional hardpoints increases fire rate, which increases DPS and energy consumption accordingly.
	+ Stinger's special Device Master grants a temporary third primary hardpoint after using a warfare device. This effectively increases DPS, fire rate, and energy consumption by 50%.
	+ The Gunship always has four primary hardpoints, effectively doubling DPS, fire rate, and energy consumption.
* Hardpoints are not primary weapon slots, having more will not increase the number of slots.

* Outlaw Destroyers have turret hardpoints that can be temporarily destroyed.

* Different weapon types and certain unique variants have different hardpoint firing patterns. While firing, asynchronous weapons fire from individual hardpoints sequentially, synchronous weapons fire from all hardpoints simultaneously, and charged weapons fire from all hardpoints once after the charge is released. Weapons & patterns listed below:

## *Everspace*

* All four player ship classes have two primary weapon hardpoints, which cannot be changed or upgraded.
* Some capital ships have hardpoints that can be destroyed.
	+ Okkar frigates have energy core and turret hardpoints. Destroying the energy cores is key to damaging the overall hull of the ship.
	+ Colonial warships have turret hardpoints that can all be destroyed.
Light Missile

The **Light Missile** is a secondary weapon in *Everspace* that fires a homing, low-damage missile.

## Tips and Tricks

* It comes equipped in the Colonial Interceptor's A loadout and the Colonial Gunship's B loadout.
* They are great to be crafted and used very often, as they are very cheap.
* To save time (important in Hardcore), they can be used to instantly mine resource deposits.
Armorbreaker Missiles

Armorbreaker Missiles

 Missile Launcher

1

1.0/s Fire Rate

500m/s Velocity

1.5s Lock Duration

12 Ammo Capacity

 +50%increased damage to armor.

Missile designed for breaching armor. Tracks locked targets. Deals extra kinetic damage to armor.

36.3

## Level Scaling

### Grade

**Armorbreaker Missiles** are a secondary weapon type in *Everspace 2* that tracks down a target and deals a large amount of kinetic damage which is especially effective at depleting armor hitpoints.

## Notes

* For more notes on base stats, prefixes, and modifiers, see Secondary Weapons.

* Damage stats of all secondary weapons scale exponentially with item level (including bonus levels from rarities and prefixes) by an exponential base of 1.13 (adds 13% of the current damage value when item level is increased by 1).

* Can only be crafted at or generated with uncommon rarity or higher.
Mining Site

A well operated mine set firmly on G&B turf.

**Mining Site** is a site in the G&B Mining Fields region of the Ceto system in *Everspace 2*. This location is part of the Back to Work side mission. This is a small location with a few large asteroids - one of which has a mine with a small station at the entrance. The entrance is initially closed, but a nearby asteroid has another structure with a loose energy unit, which can be grappled over to an energy socket in front of the mine to open it. The mine has some resource deposits inside.

## NPCs

* Alexis Iordanou
* G&B Mining Vessels

## Gallery

* The mine
* Asteroid with energy unit structure
* Mine entrance
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Mota Rift

Unstable magma ravines and tunnels stretch throughout Mota for thousands of kilometers. Some industrial stability plants were established to prevent turbulent techtonic collapses, mainly to protect resource deposits. Only a few of these sites remain.

## DETAILS

### Resource deposits

 Insidium
Coruscate
Aetheum CrystalMedium
Low
Medium

**Mota Rift** is a site in the Alpha Draco Claim region of the Drake system in *Everspace 2*.

## Secrets

 2-4
 5
 6
 7
 8-9
Contains a **Mainframe Expansion**.
Final Reckoning

Final Reckoning

 Autocannon

1

3.8 Kinetic Damage

0.9 Energy Damage

20.0/s Fire Rate

100 Energy Capacity

17.0/s Energy Consumption

Dealing damage with this weapon builds up a charge that will make your next secondary weapon shot deal 500% increased damage.

A display of untamed strength that, unfortunately, leaves no witness of its own superiority.

## Level Scaling

### Grade

**Final Reckoning** is a primary weapon in *Everspace 2*, a legendary variant of the Autocannon. It fires high-velocity projectiles dealing primarily kinetic damage. Compared to standard autocannons, it has increased range (+150m), kinetic damage, velocity, and a slightly increased fire rate (+2.0/s), but significantly increased energy consumption. It also fires instantly with no rev-up time.

Dealing damage gives the "Reckoning" buff (  ) that builds up to a 100% charge. At full charge, the next secondary weapon fired deals 500% damage.

## Notes

* Damage and energy-related stats of all primary weapons scale exponentially with item level (including bonus levels from rarities and grades), with exponential bases of 1.13, 1.16, and 1.14 applying to damage, energy capacity, and energy consumption, respectively.

* The Reckoning buff will apply to and be consumed by auto-fired secondary weapons with the "primary weapon crit proc" modifier.
* Only affects damage - secondary weapons that deal no damage such as Destabilizer Missiles will not be affected.
Grey Goo

The **Grey Goo** are groups of out-of-control self-replicating nanobot "bubbles". Once the player is spotted, it will continually chase. When within close enough proximity, it will start directly damaging ship's hulls (bypassing shields) similarly to Splitter Ancients. Shooting at it will drop a few Nanobots, but damaging it too much beyond that and many small nanobot "bubbles" will explode omnidirectionally outward. Neither threat level nor natural hazards change the spawn probability of grey goo.

The post-death explosion will almost certainly kill the player unless a Damage Limiter is used. This is essential for one of Elek's missions, where the player needs to eliminate several Grey Goo swarms.

## See Also

* The name is a reference to the hypothetical end-of-the-world scenario with the same name.