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Encounters

**Encounters** is the first major expansion for *Everspace*, adding new story characters and questlines, a player ship, novel equipment, additional enemies and other content. It was released October 24th, 2017.

## Main Features

* New playable ship: the Colonial Sentinel.
* Five new non-playable characters, each with a unique story and quest-line.
* Four new primary weapons: the Goo Gun, Lightning Gun, Neutron Cannon, and Plasma Thrower.
* Two new secondary weapons: the Seeker Missile Battery and the Destabilizer Missile.
* Nine new unique devices, but 27 total including each upgraded version.
* Five new consumables
* One new Resource: Viridian Energy
* Two new Outlaw enemy types: The Cargo Thief and the Marauder.
* G&B Factories, which require power activation to use and provide multiple services, including: ship upgrades, refining resources, and hull repairs.
* Travel to the Okkar homeworlds via wormholes
* Several new Extraplanetary Lifeforms
* Five new skins for each ship

## External Links

* Official forum post
* On Steam
* On GOG
Energized Boost (ES2)

Energized Boost

 Support Device

* 1
* 2
* 3
* 4
* Mastered
* Stinger

Instantly catapults the ship forward for 2.0s.

52 Cooldown

Instantly catapults the ship forward for 2.5s.

49 Cooldown

Instantly catapults the ship forward for 3.0s.

47 Cooldown

Instantly catapults the ship forward for 4.5s.

45 Cooldown

Instantly catapults the ship forward for 5.0s.

42 Cooldown

Instantly catapults the ship forward for 5.5s.

40 Cooldown

 Great Escape
*Leaves enemies in a radius webbed for 4.0s.*

 Compressor
*Double speed boost, half duration.*

 High Pressure
*Flying closely past enemies deals up to  80 and  80 damage and pushes them away.*

The **Energized Boost (ES2)** is a support device. It gives the ship very high forward speed for 2s or longer with a 52s or shorter cooldown.

## Stat Scaling

Several of Energized Boost's stats, including its effect duration and base cooldown, scale with device level as follows (level 6 is obtainable only via Stinger's Device Master special):

 Base Cooldown

## Modes

Using device upgrade tokens to purchase 4 device levels on Energized Boost masters the device, unlocking three additional device modes which may be cycled through at any time.

* **Great Escape**: Leaves enemies in a radius webbed for 4.0s.
* **Compressor**: Double speed boost, half duration.
* **High Pressure**: Flying closely past enemies deals up to [80 base kinetic and 80 base energy at player level 1] damage and pushes them away.
	+ High Pressure's base kinetic and energy damage values are scaled up by a factor of 1.13 ^ (player level - 1), then modified further by the Utility attribute's device damage bonuses and rounded to the nearest whole number in order to produce the final kinetic and energy damage values shown in-game.

## Obtaining

It is automatically unlocked and equipped when starting the From Scratch main mission, after Dax installs it for Hero.

## Tips and tricks

* Destroying three enemies with one use of Energized Boost with the High Pressure mode selected awards the "Under Pressure" achievement.
Key bindings

List of keys:

## Move

* Move forward: `Z` or `W`
* Move backward: `S`
* Strafe left: `Q` or `A`
* Strafe right: `D`
* Jump: `Space`
* Crouch: `Ctrl`
* Run: `Shift`
* Autorun: `Shift`
* Fly mode: `F2`

## Actions

* Primary action (use selected item): Left Mouse Button
* Secondary action: Right Mouse Button
* Use or interact or exit vehicle: `F`
* Interact with a tutorial window: `U`
* Chat: `Enter`
* Switch weapon ammo: `X`
* Unstack: `Shift` + Right Mouse Button drag & drop

## User interface

* Show/hide map: `M` or `,`
* Show/hide character sheet: `C`
* Help: `F1` or `H`
* Show/hide HUD: `F6`
* In-game menu: `Echap`

## Belt

* Select previous hotbar slot: Mouse Wheel Up
* Select previous next slot: Mouse Wheel Down
* Select belt slot 1: `1`
* Select belt slot 2: `2`

...

* Select belt slot 10: `0`

## Construction

* Increase tool size: `Shift` + Mouse Wheel Up
* Decrease tool size: `Shift` + Mouse Wheel Down
* Pick the block type: Middle Mouse Button
* Pick block shape only: `Shift` + Middle Mouse Button
* Select previous block shape: `Alt` + Mouse Wheel Down
* Select next block shape: `Alt` + Mouse Wheel Up
* Undo: `Home` or `Alt`+`X`
* Redo: `End` or `Alt`+`C`

## Advanced construction

* Change block placement mode: `N`
* Rotate block around viewing axis clockwise: `T`
* Rotate block around viewing axis counter-clockwise: `Shift`+`T`
* Rotate block around horizontal axis clockwise: `Y`
* Rotate block around horizontal axis counter-clockwise: `Shift`+`Y`
* Rotate block around vertical axis clockwise: `R`
* Rotate block around vertical axis counter-clockwise: `Shift`+`R`
* Symmetry along the longitudinal axis: `Alt`+`T`
* Symmetry along the lateral axis: `Alt`+`Y`
* Symmetry along the vertical axis: `Alt`+`R`
* Flood fill replace: `Alt`+`F`
* Toggle snap to grid: `V`

## Miscellaneous

* Toggle Light: `L`
* Take screenshot: `F12` or `J`
BRI Bioplant

The Beltegrades Research Institute began as a highly motivated and well-funded operation in an attempt to discover new medicines and technologies to aid Colonial expansion. Instead, mining interests took priority to fortify the war efforts against the Okkar, leaving many bioplants forgotten and abandoned. The solar energy from the nebula's star has kept this facility far more than active, however.

## DETAILS

### Resource deposits

 Coruscate
Glacit
Mallemite Crystal
Phazium CrystalMedium
Medium
Low
Low

**BRI Bioplant** is a site in the The Naught Side region of the Khaït Nebula system in *Everspace 2*. This location consists of a large bio research station and a large asteroid in orbit around Khaït Nebula's star. It has three shielded research biomes, each with different flora and fauna.

There is a location challenge here to investigate all three biomes. A **Mainframe Expansion** is received upon completion.

## Secrets

 2 | Cloaked Container | Located below bottom asteroid, near the Spatial Bypass.
 5 | Secured Container | Located on top of station, shoot Shield Generators in all three biomes to access.

## Factions

* Freelancers
* Redeemers
Difficulty (ES2)

Difficulty works differently in *Everspace 2* compared to the first game. Rather than modifying resources drops, the environment, and minor tweaks to enemies, difficulty options instead change the scaling of enemy stats.

Unlike the original game, difficulty can be changed at anytime in the "Game" tab of the settings menu.

## Difficulty differences

*Nightmare difficulty is unlocked after completing the game's story.*

*Enemies are supercharged in offensive and defensive capabilities.*
*Tougher enemies have a small chance to drop Legendary Equipment anywhere in the DMZ.*

## Trivia

* The description of Very Hard is a reference to a line of dialogue Dax Bashar says early in the game
Abandoned Structure

The perfect spot for a secret stash - if only it didn't end up on everyone's radars...

## DETAILS

### Resource deposits

 CopperHigh

**Abandoned Structure** is a site in the Hinterlands region of the Ceto system in *Everspace 2*. This location is a small area with a thin green gas cloud and several pieces of a wrecked structure near a large asteroid. There is a Location challenge here to find three cloaked containers.

## Gallery

* Breakable wall hiding a container
* The debris & mine field
Bob

Bob

 Cargo Unit

1

Gain a permanent combat drone ally named Bob. 20s respawn timer.

When Bob does something, he does it right and leaves only ashes in his wake.

### Grade

**Bob** is a legendary variant of the Cargo Unit module in *Everspace 2*. Compared to standard Cargo Units, Bob has more cargo slots, but no dismantling quality bonus. Instead, this module gives the ship a permanent attack drone that follows the ship around and provides supporting fire.

## Notes

* For information on passive effects, other variants, and modifiers, see Cargo Units.

* Bob's stats are based on player level.

* The drone's attack behavior is identical to the attack drones found on the Vindicator.
	+ Bob does not benefit from any of the Vindicator's bonuses to its drones.

* Concept art
Drone

There are several pages related to drones for both *Everspace* and *Everspace 2*.

## Everspace 2

* Okkar Drone
* Outlaw Armor Drone
* Outlaw Detonator Drone
* Outlaw Drone
* Outlaw Missile Drone
* Outlaw Sniper Drone
* Outlaw Webber Drone

## Everspace

### Player Drones

* Anti-Missile Drone
* Combat Drone
* Shield Charge Drone
* Sensor Drone
* Webber Drone

### Equipment

* Drone Disassembler
* Drone Override

### Enemies

* For more information on a specific faction's drone enemies, see their individual pages here.
Castiel's Protection

Castiel's Protection

 Shield

1

5.0s Recharge Delay

20.0s Shutdown Duration

Upon depletion, creates two autonomous holographic copies of your ship that will distract enemies and persist until the shield is back up again.

Holograms to some, angels to others.

Backer submission by TenStorms

## Level Scaling

### Grade

**Castiel's Protection** is a legendary variant of the standard Shield module in *Everspace 2*. It has greatly increased capacity and recharge speed (+100%) at the cost of a slightly longer recharge delay and a much longer shutdown duration. Its unique effect creates two invincible and intangible decoys of the player ship after shield depletion that fly around randomly, drawing enemy fire. They disappear when the shutdown duration is over.

## Notes

* For notes on passive effects, variants, and modifiers, see **Shields**.
* The increased shutdown duration is often mitigated by the decoys, allowing the player to regenerate shield without taking much armor/hull damage.
* Pairs well with the EMP Generator's Shield Surge mode - the decoys will persist after gaining shield hitpoints back with the EMP as it does not affect the shutdown duration.
* When the ship is not moving, the decoys will align themselves to the left and right of the ship.
* Rewarded upon completion of the Detoxification side mission.
Beam Laser (ES2)

Beam Laser

 Beam Laser

1

30 Kinetic Damage

30 Energy Damage

100 Energy Capacity

16.8/s Energy Consumption

High-intensity consistency beam. No tracking needed. Moderate damage output.

19.8

### Grade

**Beam Lasers** are a primary weapon type in *Everspace 2* that fire a continuous beam from each hardpoint that instantly reaches its target, dealing moderate kinetic and 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.

* Beam Lasers do not have a listed fire rate, as they fire continuously. However, they have damage 'ticks' or hits 10 times per second.
* All standard Beam Laser variants have a chance to naturally generate with one or more mining modifiers (without use of a Mining catalyst).
	+ Gain 1 additional higher rarity resource when finishing a resource node.
	+ Gain 3 additional resources when finishing a resource node.
	+ Refund 100% weapon energy when mining.

## Unique Variants

### Legendary Variants

* RGBeam Laser
* The Pigeon's Stare
Abandoned Jumpgate

Officially, Zharkov is the last system inhabited by Colonials before the Beltegrades gradually open up to the Okkar homeworlds. But between here and there still lies the infamous Khaït Nebula. Few venture past this point and fewer return. Rumors speak of a strange anomaly, stranger creatures, and madness that befalls anyone who dares to delve too deep into this otherworldly territory.

## DETAILS

### Resource deposits

 Insidium
Culver CrystalMedium
Medium

**Abandoned Jumpgate** is a site in the Dust Rim region of the Zharkov system in *Everspace 2*. It is a small location with a functioning jumpgate guarded by tall Ancient structures with blue crystals. Should the player destroy the blue crystals, a group of Redeemers will warp in to defend them. In front of the jumpgate itself, there are dozens of abandoned ships presumed to be those of the travelers who were sacrificed by the Redeemers.

## Factions

* Redeemers
* Outlaws

## Gallery

* The numerous abandoned ships in front of the jumpgate
Alpha Draco Claim II

There was an attempt at large-scale mining here. Regardless, a noteworthy installation has been established and seems to be extracting something from the volcanic quarry, perhaps used in Zurilia's weaponry.

## DETAILS

### Resource deposits

 Insidium
Coruscate
Aetheum CrystalMedium
Low
Medium

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

## Secrets

 2
 3-4
 5
 6
 7-10
Ayres Relay Station

Yes *Protected*

Originally part of a military supply route moving Aetheum Crystals from Palaemon to the arms manufacturing plants in Aethon, Ayres Relay station is now a rest stop for the few freelancers who still care about moving cargo between Union and Ceto.

## DETAILS

### Devices

1

**Ayres Relay Station** is a site in the Ceto Supply Route region of the Union system in *Everspace 2*. This location consists of a trading station and few destroyed station modules in orbit around Ayres. Protected by Okkar patrols.

## Factions

* Outlaws
* Hydra

## Gallery

* Button to open Room with Secured Container above station
* Room with Secured Container above station
* Room with Secured Container with rare loot in Hydra infested area
* Room with shielded Sphere Dispenser
* Door with 4 Power Core lock
* Hidden Area final room with 2 Secured Containers with Mainframe Expansion
* Cloaked Container location
* Bulletproof Container location with Teleporter (ES2)
Enemies

There are many types of **enemies** in *Everspace*. However, all enemy ship types can be found on their respective Faction page. You might be looking for:

* Ancients - Wardens and Splitters
* Colonials - Warships, Drones, and Turrets
* Okkar - Many types of fighters and drones, corvettes, and frigates
* Outlaws - Many types of fighters and drones, drone carriers, turrets
* G&B - Neutral enemies, many types of fighters, mining drones, turrets
* Enemies in *Everspace 2*, many of which were also present in Everspace

## See Also

* Characters
* Extraplanetary Lifeforms
* Grey Goo
* Service Station
* Trader
Bless

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

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

## Ability Info

* Type: Point Blank Area of Effect
* Cooldown: 40 seconds
* Duration: 60 seconds
* Distance: 15 yards

## Description

* You bless all of your allies within range. Whenever an affected target makes an attack roll or saving throw it gains a +2 to the roll. These effects last 60 seconds.

## Source

* Sword Coast Legends:Player Campaign Live! [1]
Damage Converter

* Mk1
* Mk2
* Mk3

**Damage Converter** is a passive device in *Everspace* that converts damage from enemies to energy. It takes each incoming individual damage value (to shield or hull), multiplies it by the conversion percent, then multiplies it by the conversation ratio, and adds the resulting value to the energy pool instantly.
It has three variants, with the **Damage Converter Mk2** and **Damage Converter Mk3** being upgraded versions of the base Damage Converter.
Crimson Sun

Crimson Sun

 Flak

1

26.339 Kinetic Damage

14.109 Energy Damage

1.1/s Fire Rate

92.75 Energy Capacity

16.88/s Energy Consumption

100m Damage Radius

Direct hits create a supernova-like explosion that deals 100% increased damage.

You've always wanted to see a blood-red star explode? Look no further!
Backer submission by Randy|Ratschke|Bengel

### Grade

**Crimson Sun** is a legendary variant of the Flak, a primary weapon in *Everspace 2*. It has a low fire rate, but deals double damage with direct hits.

## Notes

* 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.

* Rewarded upon completion of the Same Day Delivery side mission.
Devotion

Devotion

 Coil Gun

1

62 Kinetic Damage

80 Energy Damage

1.3/s Fire Rate

100 Energy Capacity

18.0/s Energy Consumption

Extremely powerful but uses 5% ULT energy for each shot.

Nothing good ever comes of violence. But much less so for the recipient.

### Grade

**Devotion** is a primary weapon in *Everspace 2*, a legendary variant of the Coil Gun. It slowly fires projectiles which instantly reach their target. Compared to the standard Coil Gun, Devotion deals extremely high kinetic and energy DPS at the cost of 5% ULT charge with every shot, reduced range (-300m), greatly decreased fire rate (-3.7/s), and slightly higher energy consumption.

## Notes

* 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.

## Tips

* Best used on ships with fast ULT generation like the Interceptor, as they can more quickly charge the necessary energy to fire the weapon more often.
* It cannot be fired if ULT energy is depleted.

## See Also

* Prime Zapper
* Equalizer
Crash Site

During the war, military vessels were forced to avoid supralight and hide within the vortex in order to avoid enemy surveillance. Occasionally, some ended up flying too low and found their final destination in one of thenumerous vast lighting storms spread across the vortex.

## DETAILS

### Resource deposits

 Iron
Insidium
Clygon
Mallemite CrystalMedium
Low
Low
Medium

**Crash Site** is a site in the The Vortex region of the Zharkov system in *Everspace 2*. This location consists of a large Colonial warship wreck and several asteroids inside a lightning storm dust cloud.

## Secrets

 3 | Secured Container | Located in top/front segment of ship along with two non-secret Containers, shoot Shield Generator behind debris to access.
Asteroid Cluster (Smuggler's Wheel)

## Asteroid Cluster

Sometimes, all you need to become a warlord is a bad-ass ship, an asteroid lair and no one caring enough to tell you how shortlived plans like these are in the DMZ.

## DETAILS

### Resource deposits

 Titanium
Aetheum CrystalHigh
Medium

**Asteroid Cluster** is a site in the Smuggler's Wheel region of the Union system in *Everspace 2*. This location consists of a closely clustered group of large asteroids with some Outlaw bases.

There is a Location challenge here to kill the Outlaw leader. A **Mainframe Expansion** is received upon completion.

## Factions

* Outlaws
	+ Outlaw Leader (Elite Ravager)
Ancient Citadel

Okkar hold great respect towards the ancient civilization they deem as their precursors, yet they leave the ancient sites alone through their great understanding. The Redeemers have tampered with some ancient sites likethe one here, which has forced the hand of certain Okkar orders to intervene begrudgingly.

## DETAILS

### Resource deposits

 Coruscate
Glacit
Mallemite Crystal
Phazium CrystalMedium
Medium
Medium
Medium

**Ancient Citadel** is a site in the The Naught Side region of the Khaït Nebula system in *Everspace 2*. This location consists of a large asteroid with several Ancient structures built on it, with a larger Ancient structure floating above it.

There is a location challenge here to "Investigate the ancient secret". A **Mainframe Expansion** is received upon completion.

## Secrets

 2 | Valuable Shipwreck
 6 | Shadow Creature | Located under rock overhand, directly line of sight in this screenshot (can use Energized Boost to cheese this puzzle).

## Factions

* Okkar
* Redeemers
Codex (ES2)

The **Codex** is a repository of information in *Everspace 2* that can be accessed via the data tab in the menu. It has four sections: "The Story So Far", Characters, "World", and lastly "Guides and Tutorials".

## The Story So Far

This section is a recap of various aspects of the main story, unlocked as the player progresses through the main missions. Associated cutscene videos are available for a re-watch.

## Characters

This section contains a list of all major and minor characters encountered so far, with details on their name, birth, current whereabouts, and an overview of their life.

## World

This section contains information on several different aspects of *Everspace 2*, including Factions, major locations, weapons, and ships, along with some other miscellaneous entries.

## Guides and Tutorials

This section contains an entry for each tutorial pop-up that the player has seen so far so it can be read again.
Ceto Outer Rim

When the Okkar blew up the mining planet Palaemon, pieces of crystal rich planetary debris and state-of-the-art mining tech were scattered all across Ceto. Now, years later, even the once barren outer rim became attractive to prospectors, scavengers and traders alike.

## DETAILS

### Resource deposits

 Aetheum Crystal
IronHigh
Medium

**Ceto Outer Rim** is a site on the edge of the Home Turf region of the Ceto system in *Everspace 2* with planetary debris. It is one of the locations that contain a bean bag for the Edge of the Universe main mission. This location is mainly comprised of large asteroid/rock formations in a long line. There are a few wrecks, outlaw bases, and small asteroid clusters.

There is also a trading station called the Flying Dutchess here, which is run by Marie de Windt. If she has been called to Siren's Sea or Abandoned Transit Point with a beacon, a beacon will be at her usual location here to call her back to trade.

## Secrets

 x | Rigged Asteroid | Located between 2 & 5

## Factions

* Outlaws
* G&B

## Gallery

* An asteroid covered with Aetheum crystals
* Asteroid w/ breakable wall
* Outlaw base
* Large wreck w/ power sockets
* The Flying Dutchess
* Escape pod
* Location of first Mainframe Expansion & Quantum Entangler
* Second bypass
* Inaccessible door
Corporations

There are many active **corporations** in the *Everspace* and *Everspace 2* universe. Many are weapons and equipment manufacturers or mining corporations like Grady & Brunt Prospects.

## List of Corporations

* Adumbratech Quantum Technologies PLC
* Alioth Electronics
* ANCILE
* Baron Nova Gunnery Ltd
* BENCA
* Federal Arms & Crafts
* First Aeronautics
* First Aerospace
* Grady & Brunt Prospects
* Hellhound Ordnance Inc
* Maverick Precision Technologies Inc
* Primesense Instruments
* Salvor Armament Group
* Scheunemann Heavy Industries
* Shiva Systems
* Sirius United Spaceyards
* Vohs Space Industries

## Everspace 2

Many unique variants of the various equipment types have a corporation listed as their manufacturer.

## Everspace

Most equipment in *Everspace* has a listed manufacturer. Several of the corporations (at most 7) were partly designed by backers of the $500 tier "Space Hero" on the Everspace Kickstarter.

ISC's are vast and complex in their structure and employ many millions of personnel spread throughout any part of the galaxy where civilization is present. The ratio of robotic assistants to organic personnel is usually about 20 to 1. Some Colonial corporations employ clones for service, although this practice is frowned upon and often only licensed for frontier operations where a shortage of staff may occur. Corporate employees are highly devoted to their company, usually remain for the duration of their lives, and pass their job skills on to their children to continue their duties upon retirement. All employees needs are met by their company, including housing, healthcare, food, and entertainment. Mingling socially with employees of other companies or vacationing in another corporation's resort is highly taboo for a corporate employee and may result in termination.
A vast number of planets, moons, re-purposed asteroids and space stations are now only owned by a single corporation. Worries have been voiced over the evolving cultures of these societies, although authorities are generally averse to imposing any form of action on such monopolies. ISC's hold much power and can influence government policy to a great degree. ISC directors and top executives are a particular class which live on exclusive pleasure-resorts and are primarily concerned with their own immortality. Most of the practical business is conducted by middle-management, with top executives and shareholders only giving approval for high-level decisions.
There have been several incidents where a clash of interests or uncontrolled competition between ISC's has led to open warfare, and there continue to be instances of historical rivalries reaching violent confrontation. In such cases the relevant authorities intervene.
Commander Set

The **Commander Set** is an equipment set that drops anywhere in the Drake system. There are four items in this set.

## Set Pieces

* Tactical Shield
* Frontline Plating
* Recon Booster
* Shredder

## Set Bonuses

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

* Two pieces: Allies gain 10% increased damage and 20% damage reduction.
* Three pieces: When an ally dies or expires, your shield is fully restored.
* Four pieces: After 5s, drones and turrets within 300m are converted to fight on your side for 30s.

## Notes

* The two and three piece set bonus can apply to Vindicator drones and the combat drone & sticky turret consumables.
* See each item page for individual notes and details.
Boosters (ES2)

Booster

 Booster

1

300% Acceleration

175.66 Energy Capacity

19.74 Energy Consumption

1.0s Recharge Delay

Main source for all forms of energized spacecraft propulsion. Rechargeable.

19.8

### Grade

**Boosters** are a type of module in *Everspace 2* that allows the player ship to boost on command, moving faster and with improved handling for a short time.

## Booster Passive Effects

Most passive effects of boosters scale exponentially with item level (including bonus levels from rarities and prefixes). See below for the exponential bases used to scale specific effects.

* **Speed Gain (%)**: The speed multiplier applied while boosting. Scales with item level by an exponential base of 1.01 (adds 1% of the current value when item level goes up by 1). Also known as **Boost Speed**.
	+ Example: A speed gain of 200% elevates a base speed of 100 m/s to 200 m/s while boosting.
* **Recharge Speed (%)**: The efficiency multiplier applied to an energy core's boost output for the purposes of recovering boost energy. Scales with item level by an exponential base of 1.01. Also known as **Boost Recharge Speed**.
	+ Example: A recharge speed of 200% converts a boost output of 100 energy per second to a boost energy recharge rate of 200 boost energy per second.
* **Acceleration (%)**: The handling multiplier applied while boosting. Scales with item level by an exponential base of 1.01.
	+ Example: An acceleration of 250% elevates a base handling of 400 to 1000 while boosting.
* **Energy Capacity**: The maximum amount of boost energy which can be stored at a time. Scales with item level by an exponential base of 1.16.
* **Energy Consumption**: The rate at which boost energy is depleted while boosting. Scales with item level by an exponential base of 1.14.
* **Recharge Delay (s)**: The time required for the energy core to start restoring boost energy after some energy has been consumed.
	+ This effect is intrinsic to the booster's type and does not scale with item level.

## Booster Variants

### Standard Variants

* Booster: High speed gain, low recharge speed, average acceleration and recharge delay.
* Recharge Booster: High recharge speed, high acceleration, and short recharge delay in exchange for low speed gain.
* Cruise Booster: Low speed gain in exchange for a bonus to base speed and cruise mode benefits.
* {Bloodstar} Raid Booster: High speed gain, enhanced recharge speed, increased acceleration, and a special boost on kill effect in exchange for a long recharge delay.
* {Commander} Recon Booster
* {Opulence} Deluxe Booster
* {Stormchaser} Tailwind
* {Tides of Siren's Sea} Hydrosurge Drive

## Booster Specific Modifiers

The following modifier can be found on boosters with a rarity of Uncommon or higher. See Equipment for information about modifiers and Modules for universal modifiers.

* Weapon damage increases by 20% when standing still.
* +[50-100] Handling (affected by Optimized prefix, also appears on Cargo Units)
* 2% increased energy recharge rate for each enemy within 500m

## Booster Specific Prefixes

See Equipment for information about prefixes.

* Eco: Reduces energy consumption by 30%.
Abandoned Station

Due to its vicinity to Prescott Starbase this freelancer station required a license to operate, but due to its distance the settlers may have once believed that they could get away without one.

## DETAILS

### Resource deposits

 InsidiumMedium

**Abandoned Station** is a site in the Archer's Nave region of the Union system in *Everspace 2*. This location consists of a station and small asteroid cluster. Interacting with the station begins the Delivery Pending side mission, which concludes in the same area, on the far side of a nearby asteroid with a minefield and debris around it.

## Factions

* G&B (neutral)
* Okkar
* Outlaws

## Gallery

* Location for conclusion of the area's side mission
* Location of missing drone
Deluxe Booster

Opulence

Deluxe Booster

 Booster

1

180 Acceleration

119.98 Energy Capacity

10 Energy Consumption

1.6s Recharge Delay

Engineered to have a rather visually exquisite output system, sought after by entrepreneurs and exhibitionists.

110

## Level Scaling

### Grade

**Deluxe Booster** is a variant of the standard Booster module in *Everspace 2* and is a piece of the Opulence Set.

## Notes

* For information on passive effects, variants, modifiers, and prefixes, see **Boosters**.
Autonomous Set

The **Autonomous Set** is an equipment set that drops anywhere after reaching Level 15. There are three items in this set.

## Set Pieces

* Genesis Barrier
* Reactive Radar
* Repair Bay

## Set Bonuses

This set has bonuses for two and three pieces equipped:

* Two pieces: While in combat, armor regenerates 2% per second, so long as shields are full.
* Three pieces: While in combat, hull regenerates 4% per second, so long as both shields and armor are full.

## Notes

* See each item page for individual notes and details.
Cephas Downs

A weak signal coming from beneath a vast desert...

## OBJECTS

**Cephas Downs** is a site in the Archer's Nave region of the Union system in *Everspace 2*. This location consists of a desert canyons and plateaus with a few abandoned facilities. Part of the Old Friends main mission takes place here.

## Factions

* Cave Crawlers
* Okkar
* Outlaws

## Gallery

* Vault with loot inside
* Closed container with Mainframe Expansion. Shoot lights to unlock.
Devana Gas Orbit

Managing the primordial chaos Of Zharkov is no small feat. To accomplish this, G&B installed colossal Harvesters to extract and process valuable gases all across the system. Some get torn over time; a few even disappear entirely: but G&B sees no need to worry. Because the Harvesters that stick, still yield enough to guarantee the concern and its shareholders an obscene amount of profit.

## DETAILS

### Secret Stashes

7

**Devana Gas Orbit** is a site in the The Vortex region of the Zharkov system in *Everspace 2*. This location is located in a large gap in the atmosphere of the gas giant Devana, and consists of two large G&B gas harvesters plus the wreck of a third. Many other gas harvesters are visible in the distance.

## Factions

* G&B

Outlaws
Cruise Missiles (ES2)

Cruise Missiles

 Missile Launcher

1

300m Damage Radius

0.2/s Fire Rate

300m/s Velocity

4.0s Lock Duration

5 Ammo Capacity

 Cannot be intercepted.

Radar-guided warhead for long-distance engagements.

44

### Grade

**Cruise Missiles** are a secondary weapon type in *Everspace 2* that slowly tracks down a target and explodes for a massive burst of damage in a large area of effect.

## 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 rare rarity or higher.

* Can cause extreme (often fatal) self-damage if within 300m of the target/explosion.

* Cruise missiles have a chance to generate with a unique modifier:
	+ +10% damage for each second the missile flies. [+30% for all other missile weapons]
AETERNA

**AETERNA** is a large Colonial network in *Everspace* and *Everspace 2*. It connects almost all Colonial operations, including cloning facilities such as where Adam Roslin clones were produced and uses HIVE units as communication outlets. As part of the cloning process, it handled the transfer of memories and skills to the clones from the original.

AETERNA houses the entire Colonial knowledge database, however will only share what is permitted by rank or clearance of its user. It and the HIVE units are overseen by human controllers with a kill switch in the case of dangerous conclusions drawn from its computing power.
Disintegrator

Disintegrator

 Beam Laser

1

38 Kinetic Damage

38 Energy Damage

1.0/s Fire Rate

100 Energy Capacity

19.8/s Energy Consumption

Dangerously overclocked version of the standard Beam Laser. Needs to spool up before firing. Please mind the recoil.

30.8

## Level Scaling

### Grade

The **Disintegrator** is a primary weapon type in *Everspace 2*, a variant of the Beam Laser. It fires a continuous beam from each hardpoint that instantly reaches its target, dealing moderate kinetic and energy damage after a short spool-up time. Compared to the standard Beam Laser, the Disintegrator has increased range (+100m) and DPS at the cost of increased energy consumption and recoil.

## Notes

* 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.

* This weapon has a 0.90s spool-up period (approx. 0.63s with a Swift prefix) prior to firing.

* Only generates with rare rarity or higher.
Bloodstar

The **Bloodstar** are an outlaw gang mainly located in the Ceto system. Lead by Chief Bolton prior to his death, they are ruthless outlaws who will plunder anyone they see. They have powerful weaponry and usually pose more of a challenge than normal outlaw enemies. They are the manufacturer of the Bloodstar Raid Set and Bloodstar enemies occasionally drop pieces of the set.
EMP Generator

* Mk1
* Mk2
* Mk3

The **EMP Generator** is an active device in *Everspace* that creates an EMP blast centered around the player's ship, disabling all other nearby ships temporarily. It has three variants, with the **EMP Generator Mk2** and **EMP Generator Mk3** being upgraded versions of the base EMP Generator.

## Tips and Tricks

* The Mk1 comes equipped in the Colonial Sentinel's A loadout.
Athorian Fault

A layered asteroid field classified as an inconvenience to explorers; no routing through the fault is recommended. Living particulate has been observed albeit briefly, thus leading to a theory that the slabs of cosmic rock are hollow with caverns sprawling with extraterrestrial life, but the lack of research and reporting leaves this as a mere claim.

## DETAILS

### Resource deposits

 Baromite
Phazium Crystal
CoruscateHigh
High
Medium

**Athorian Fault** is a site in the Athorian Reef region of the Khaït Nebula system in *Everspace 2*. It consists of a large complex asteroid with many cracks and caves with extraplanetary lifeforms, as well as some Ancient structures.
Credits

**Credits** are the currency in the *Everspace* universe.

* Everspace 2
* Everspace

## Everspace 2

Credits (  ) are a permanent resource in *Everspace 2*, rather than being semi-temporary like the first game. The means of obtaining and spending them is similar, but there are a few new options present in the second game.

## Obtaining credits

* Looting dropped credits from destroyed ships
* Looting from various wrecks and derelicts
* Looting containers
* Selling equipment and commodities
* Completing side missions
* Completing jobs
* Completing distress calls (reward based on player level. Also gives 50 renown)
* Completing challenges

## Spending credits

* Repair the hull and plating
* Refill ammo on secondary weapons
* Buying ships
* Buying resources, equipment, devices, and commodities

## Everspace

Credits are a temporary resource in *Everspace*. There are several ways to obtain and spend them throughout the game. At the end of a run - regardless of how it ended - credits can be spent on unlocking/buying Perks, or unlocking the other ships in the hangar. Unspent credits are lost upon beginning a new run.

While in the hangar and the in-game equipment menu, the current amount of credits can be seen in the bottom left corner of the screen. While in third-person, the current amount of credits is shown below the fuel at the top right of the screen. In the first-person view, it is shown in the center section of the cockpit's hud, on the right.

## Obtaining credits

Credits can be obtained by:

* Looting dropped credits from destroyed ships
* Looting from various wrecks and derelicts (sometimes found randomly adrift in space).
* Looting containers
* Completing missions for certain Characters
* Completing random G&B missions
* Selling resources to traders and service stations
* Scanning Wrecks
* Completing challenges
* Scanning Extraplanetary Lifeforms
* At the end of a run, a credit bonus is awarded based on the sector reached:
	+ $500 per sector on easy, $800 per on normal, and $1,000 per on hard.

Looted credit amounts can be increased with the Credit Loot Bonus perk (up to 50% increase).

## Spending credits

During a run, credits can be used to:

* Purchase Resources and Equipment from Traders and Service Stations
* Repair hull HP and buy fuel from Service Stations
* Buy ship upgrades from G&B Factories
Creatures (ES2)

Alien **Creatures** in *Everspace 2* include various forms of strange space-dwelling flora and fauna present in many locations.

## Passive Creatures

* Hydra Anemone - often encountered as an infestation, these are relatively harmless plants found on asteroids and abandoned structures. They can be killed and occasionally drop Biomass or reveal a secret stash.
* Plasma Jellyfish
* Shadow Creatures

## Hostile Creatures

* Athorian Worm
* Cave Crawlers

## Gallery

* Leviathan concept art
* Cave Anemone concept art
Derelict Station

An old station - deserted but miraculously still functional.

## OBJECTS

**Derelict Station** is a site in the "Deep Fields" region of the Ceto system in *Everspace 2*. This is the last location of the Back to Work side mission. It has a few large asteroids and debris, but the only notable point of interest is the rundown station in the center.

## Notable Loot

* Two containers near the station, plus some scrap metal floating around.
* A bulletproof container can be found inside a wreck near the station. Enter the station and exit through the side door, then follow the L-shaped wreck to the debris blocking it. Collecting it will count the location as 100% complete.

## NPCs

* Alexis Iordanou
* G&B Mining Vessels
Coalition Cargo Terminal

Resource collection in the Terra Nova claim must be handled with great care to avoid the gangs of Drake. The Coalition Cargo Terminal exists as a key defensive and offensive jumping-off point for resource allocation, be it civilian or military.

## DETAILS

### Resource deposits

 Titanium
Clygon
Culver CrystalHigh
Medium
High

**Coalition Cargo Terminal** is a site in the Terra Nova Claim region of the Drake system in *Everspace 2*.
Chaperone

Escort Duty

Chaperone

 Shield

1

1.5 Recharge Delay

12 Shutdown Duration

 4% increased shield capacity and recharge speed for any allied or neutral unit (drones excluded) within 2km, to a max of 32%.

A board-certified shield capable of withstanding incoming damage based on other registered shields nearby, for combat escorts.

30.66

## Level Scaling

### Grade

The **Chaperone** is a variant of the Shield module in *Everspace 2* and is a piece of the Autonomous Set.

## Notes

* For notes on passive effects, scaling, other variants, prefixes, and modifiers, see **Shields**.
Avonrest

There is a saying in Cluster 34 that sooner or later everyone in the DMZ turns outlaw. This small hub founded by a former gang is proof that it can go the other way around as well.

## DETAILS

### Mainframe Expansions

1

**Avonrest** is a site in the Archer's Nave region of the Union system in *Everspace 2*. This location lies in the upper atmosphere of the gas giant Anath. It contains a large station/platform with many landing pads and few smaller stations and solar panel installations.

Docking at the Settlement station starts the Becoming Invisible side mission.

## Factions

* Freelancers
* G&B
* Okkar
* Outlaws
	+ Outlaw Destroyer at the end of Becoming Invisible side mission

## Gallery

* Cloaked container location with Mainframe Expansion.
Drake Research Station

Current logs state this station should still be in operation with over 200 acting operators, but scans show that's not the case. This Colonial research station's demise was recent, but it's unclear as to why.

## DETAILS

### Mainframe Expansions

1

**Drake Research Station** is a site in the Alpha Draco Claim region of the Drake system in *Everspace 2*.
Damage Limiter

* Mk1
* Mk2
* Mk3

A **Damage Limiter** is a consumable in *Everspace* that reduces incoming damage. It has three variants, with the **Damage Limiter Mk2** and **Damage Limiter Mk3** being upgraded versions of the base Damage Limiter.

## Tips and Tricks

* Like many other consumables, damage limiters have a multiplicative effect.
	+ The 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.
	+ See Adaptive Armor for more information about its damage reduction.
* Four Mk1s come equipped in the Colonial Interceptor's C loadout, the Colonial Scout's B loadout, and two Mk1s in the Colonial Gunship's A and B loadouts.
Cartwright's Wake

Another generic cluster of asteroids. Some believe that this is the endpoint of the smuggling route starting at Prescott's, although none could ever satisfyingly explain what happens to the contraband once it gets here...

## DETAILS

### Resource deposits

 Titanium
Aetheum CrystalHigh
Medium

**Cartwright's Wake** is a site in the Smuggler's Wheel region of the Union system in *Everspace 2*. This location consists of small Outlaw bases inside and outside of asteroids in a large asteroid field filled with blue clouds.

## Gallery

* Nano Transmitter location
* Wreck with Mainframe Expansion
Charybdis Bowl

An amendment to the Space Security Directive 93 states that obsolete tools, facilities and general infrastructure must be brought to and collected at a stable gravitational hub, so not to interfere with intra- and interstellar traffic. In other words, G&B is legally bound to dump their scrap where it cannot float away. Welcome to Charybdis Junkyard.

## DETAILS

### Resource deposits

 Aetheum Crystal
IronMedium
Medium

**Charybdis Bowl** is a site in the G&B Mining Fields region of the Ceto system in *Everspace 2* and is where a large part of the main mission Spares and Scrap takes place. This location is a very large scrapyard on the surface of a desert planet. There is very little faction activity here.

## Secrets

 2 | Valuable Shipwreck
 3 | Bulletproof Container
 4 | Valuable Shipwreck
 5 | Valuable Shipwreck
 6

Points of interest listed below use the hill with a bright Aetheum crystal deposit as a reference, with directions facing towards the scrapyard (away from the sun and the aetheum hill).

## Notable Loot & Points of Interest

* Small hill at one edge of the scrapyard with a bright Aetheum crystal under some metal debris.
* There is a scrapped Jump Gate partly buried in the sand near the station. It has a jump gate module that can be opened as part of the Spares and Scrap mission with three pieces of scrap metal inside.
* There are a few basic containers and shipwrecks scattered around the various wrecks and scrap heaps.

### Minigames

* 42 ring race gate on a hill between secret 3 and 4.

## NPCs

* Banjack, a barely functional scavenger bot in charge of the Charybdis Recycling Plant - is initially "hostile" towards Hero, trying to get his ship for parts, but is easily persuaded to be friendly. Typically has equipment and resources for sale.

## Gallery

* Aetheum Hill (landmark)
* Scrapped Jump Gate
* Race Gate start
* Wreck w/ Annihilator Virus and Mainframe Expansion
* Generator inside virus wreck
* Recyling Plant
* Wreck with suppressor
* Wreck w/ Nano Transmitter and Mainframe Expansion
* Wreck w/ bulletproof container and broken doors

## Trivia

* The sign above the recycling plant station has an advertisement for Federal Arms & Crafts with a slogan "We build it. You finish it!", and next to it an advertisement for containers.
* Banjack orginally used text-to-speech for dialogue, left in by popular demand as all voices pre-early access were also TTS.
Energy Core (boost)

Energy Core

 Energy Core

1

Militarized power source for low-downtime, high-speed engine reconstitution.

33

### 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**.