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Ceto

**Ceto** is the starting system of *Everspace 2.*

Adam Roslin was working as a wingman for G&B with Corben "Ben" Grendal, and where he met his first two companions Dax Bashar and Dr. Delia Wendo, as well as recovering a HIVE unit. Ceto is home to a large G&B presence, focusing on mining Aetheum crystals, which appear to be abundant in this system. There is also a significant Outlaw presence - most likely attracted by G&B - raiding bases and freighters.

There is a single Jump Gate here at Union Bridge, connected to the Union system. It is initially inaccessible, but Adam gains access to it during the main storyline.

## List of sites by region

### Cold Sun Orbit

A small region in the center of Ceto encompassing the star and a single site in orbit.

Sites

* Ceto Orbit - Solar Research Station (trade)

Resource Deposits

* Titanium - Medium
* Insidium - Medium
* Culver Crystal - Medium

### Home Turf

The first revealed region, located in the upper-right of the Ceto system with eight locations and two planets - Rhodia and Nemertes.

Sites

* Ceto Outer Rim - Planetary Debris
* Mining Remnants
* Rhodia II - Homebase
* Rhodia Orbit - Satellite Ruins
* Ship Wreck
* Station Debris
* Union Bridge - Jump Gate & Trading Station

Resource Deposits

* Iron - Low-Medium
* Aetheum Crystal - Low-High

### Deep Fields

The start of Outlaw territory, with 5 locations and one planet (called Pontus).

Sites

* Asteroid Field
* Derelict Station
* Fort Cetus - Outlaw HQ (Flying Blind location)
* G&B Mining Grounds - crystal mine (tutorial location)
* Outlaw Base
* Outlaw Outpost
* Siren's Sea

Resource Deposits

* Iron - Medium
* Aetheum Crystal - Medium

### G&B Mining Fields

The main area of G&B activity in Ceto with 8 locations and the planet Nerea.

Sites

* Abandoned Facility
* Alcyone Station - G&B Outpost
* Charybdis Bowl - Scrapyard
* Deserted Mining Station
* Mining Site
* Grady & Brunt Refinery
* Nephtys Plains - G&B Mining Hub
* Nerea Transit Point - Transport convoy (In Transit location)
* Outlaw Frontier

Resource Deposits

* Iron - Medium-High
* Aetheum Crystal - Medium-High

### Hinterlands

A large region with only three locations with Outlaw activity, and a single planet named Achelous.

Sites

* Asteroid Cluster
* Abandoned Structure
* Abandoned Military Outpost

Resource Deposits

* Copper - High
* Aetheum Crystal - Medium - High

### Open Space

An empty region in the lower right of Ceto.

Resource Deposits

*Resources can only be found in Unknown Signals and Distress Calls*

* Iron
* Copper
* Aetheum Crystal

### Shattered Planetoid

The heart of Outlaw territory in Ceto, containing the 'shattered planetoid' Palaemon and 3 locations.

Sites

* Destroyed Mining Station
* Palaemon's Wound - Outlaw Stronghold
* Ghost Fleet - Wreck Field (revealed during Ceto Ghost Hunt)

Resource Deposits

* Iron - Low
* Copper - Low
* Titanium - Low
* Aetheum Crystal - Medium-High
Crystal (ES2)

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**Crystals** are a type of resource in *Everspace 2* that are primarily naturally forming crystals found in the DMZ. Resource deposits of these crystals can usually be mined from glowing crystal fields.
Abandoned Facility

An ambitious investment made by a visionary start-up and realized at the wrong end of the galaxy.

## DETAILS

### Secret Stashes

1

**Abandoned Facility** is a site in the G&B Mining Fields region of the Ceto system in *Everspace 2*. This location is a broken up abandoned station with some mines surrounding a part of it. There is a location challenge here to find a hidden stash, which will give an Mainframe Expansion and 1000 Credits when completed.

## Factions

* G&B
* Outlaws

## Gallery

* An explosive charge
* Breakable wall with charge
* Another charge
* Charge socket
* Where the container comes out after explosion (storage)
Difficulty

There are three standard **difficulties** in *Everspace*: Easy, Normal, and Hard. There is also Hardcore, which is more like a different mode rather than a fourth difficulty, but is considered much harder than hard difficulty. Easier difficulties can allow for easier story progression, but give fewer credits resulting in slower upgrade progression.
Energy Core Extension

* Mk1
* Mk2
* Mk3

The **Energy Core Extension** is a passive device in *Everspace* that increases maximum energy. It has no downside other than taking up a device slot. It has three variants, with the **Energy Core Extension Mk2** and **Energy Core Extension Mk3** being upgraded versions of the base Energy Core Extension.
Critical Hit Chance Mod

* Mk1
* Mk2
* Mk3

The **Critical Hit Chance Mod** is a primary weapon mod in *Everspace* that additively increases the crit chance of the modified weapon at the cost of increased energy consumption. It has three variants, with the **Critical Hit Chance Mod Mk2** and **Critical Hit Chance Mod Mk3** being upgraded versions of the base Critical Hit Chance Mod.
Energy Core (shield)

Energy Core

 Energy Core

1

Militarized power source that provides shields with hyperlacing reconstruction technology.

33

## Level Scaling

### Grade

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

For notes on passive effects, variants, and modifiers, see **Energy Cores**.
Beam Laser

The **Beam Laser** is a primary weapon in *Everspace* that fires a continuous dual energy beam that instantly reaches its target.

## Tips and Tricks

* Comes equipped in the Colonial Scout's A loadout.
* Critical Hit Chance Mods cannot be installed as the Beam Laser cannot crit.
* Fire Rate Mods cannot be installed as they would have no effect.

## Gallery

* The Beam Laser's model equipped on the Gunship.
Devices (ES2)

**Devices** in *Everspace 2* are active abilities with a cooldown after they are used. There are two types: Warfare and Support. Warfare devices are vital tools for handling tougher enemies or large groups whereas support devices will help a pilot to survive longer. Some devices will need a target that is in range to function, while others can be activated in any situation. Devices do not require energy to use and do not recharge while docked at a station.

Devices can be freely equipped/changed at any time, even during combat, except while on cooldown.

## Device Upgrades

Each Level-up gives one *Device Upgrade Token* alongside the other effects. These upgrades can be used to improve devices. Each device can be upgraded up to 4 times each at the cost of one token each, improving their effects and cooldown slightly each level. The fourth upgrade token spent masters the device, unlocking three unique modes that add a special ability to or significantly change one aspect of the device. Only one mode can be selected at a time, but the selected mode can be freely changed. Mastering a device awards the "Device Master" achievement.

A device's upgrade level can be reset at any time using Memory Recalibrator components. It costs one recalibrator per upgrade level on the device to reset it. The upgrades can then be spent elsewhere.

A total of 29 device upgrades can be earned from levels, which means that 7 devices can be mastered in total, with one spare device upgrade.

The only way to bypass the 4-upgrade cap is with Stinger's Device Master special, which upgrades all devices by 1 additional level and ignores level caps.

## Obtaining Devices

The EMP Generator and Energized Boost are automatically acquired when starting the From Scratch main mission, after Dax installs it for Adam. All other devices can be found in secret stashes in various Locations (ES2) or are sold by certain stations. See each device page for where to find them.

Most devices are found in several different locations. If the player has already acquired one and finds it again from a container, credits will be awarded instead.

Acquiring all devices awards the "Gotta Find 'Em All" achievement.
Ceto Explorer

**Ceto Explorer** is a challenge in *Everspace 2* unlocked by discovering three regions of Ceto. Take a tour and tidy up your new neighborhood in the remote hinterlands of the DMZ.

## Objective

**Basic:**

* Visit all of Ceto's Regions.
* Complete 10 Location Challenges.
* Complete 3 Distress Calls.
* Complete 3 High Risk Areas.

**Master:**

* Get very close to the sun.

## Rewards

**Basic:**

* 3,000 Credits
* XP Bonus

**Master:**

* With the auto-pilot active, boost to fast-forward time while traveling in the Ceto System.

## Walkthrough

* You can simply fly through the space and unlock all of them.
* Most Locations with nothing to them have a challenge, completing them counts aswell as a mainframe expansion.
* You can get the Distress Calls randomly when flying through space, most of the time its to combat Outlaws or remove mines.
* High Risk Areas can be called upon by [fill in]. Prepare consumables as they can get very challenging for new players.
* Flying through the sun counts.
Cargo Units

Cargo Unit

 Cargo Unit

1

10.0% Dismantling Quality

Optimizes storage limitations for more efficient use of available space. Needed for dismantling of equipment.

22

## Level Scaling

### Grade

**Cargo Units** are a type of module in *Everspace 2* that increases inventory space, increases dismantling results, and permanently enables crafting of equipment on first-time installation.

## Cargo Unit Passive Effects

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

* **Cargo Slots**: The number of additional items that the ship can hold while the cargo bay is equipped.
	+ Though this value nominally scales exponentially with item level by an exponential base of 1.036 (adds 3.6% of the current value when item level goes up by 1), the full value is rounded to the nearest integer for visual and functional purposes. For this reason, item level scaling does not actually change a base +4 slot bonus to +5 slots until Level 5 Common (item level 5) or Level 3 Uncommon (item level 4.4).
* **Dismantling Quality (%)**: Impacts the likelihood of gaining bonus components when dismantling equipment. Scales exponentially with item level by an exponential base of 1.05.

## Cargo Unit Variants

### Standard Variants

* {Autonomous} Repair Bay
* {Blightmonger} Containment Unit
* {Escort Duty} Secure Hold
* {Opulence} Treasury Unit

### Legendary Variants

* Bob
* Wrath of the Fallen

## Cargo Unit Modifiers

The following modifiers can be found on cargo units with a rarity of Uncommon or higher. See Equipment for information about modifiers & prefixes and Modules for universal modifiers & prefixes.

* +[40-100] Handling {affected by Optimized prefix}
* +[100 @ Level 1 Common]m Tractor Beam Range
	+ Modifier effect scales with item level by an exponential base of 1.07.
* +[10 max @ Level 1 Common]% Boost Speed {affected by Optimized prefix}
* +[10 max @ Level 1 Common]% Speed {affected by Optimized prefix}
	+ Maximum bonuses of (boost) speed modifiers scale with item level by an exponential base of approx. 1.01. On Cargo Units without the Optimized prefix, actual bonus values can be anywhere between 75% and 100% of the maximum (boost) speed bonus for that item level.
* When picking up loot, immediately start to recharge the shield.

## Cargo Unit Prefixes

Cargo units have no unique prefixes. See See Equipment for more information about prefixes.
Containers

**Containers** are the main looting attraction in *Everspace*. There are several types of containers, each dropping resources, equipment, blueprints, credits, or ship decal colors. In regards to their origin, HIVE suggests that they were dropped by freighters or were left behind after the Colonial-Okkar War.

G&B containers, when looted, cause nearby G&B ships and turrets to turn hostile towards the looter, but this does not cause full hostility in the current sector.

## Gallery

* A looted tech container.
* While not actually containers, the model of floating resources is a container.
* An open secure container.
Bloodstar Raid Set

The **Bloodstar Raid Set** is an equipment set that drops anywhere in the Ceto System. There are five items in this set, and they cannot be crafted.

## Set Pieces

* {Bloodstar} FFT Core
* {Bloodstar} Decimator
* {Bloodstar} Raid Booster
* {Bloodstar} Renegade Plating
* {Bloodstar} Repeater

## Set Bonuses

This set only has bonuses for two and three pieces equipped despite there being a total of five pieces.

1. Two pieces: Refill 10% boost energy on kill.
2. Three pieces: Boosting increases Bloodstar weapon damage by 25%.

## Notes

* See each item page for individual notes and details.
Energy Injector

* Mk1
* Mk2
* Mk3

The **Energy Injector** is a consumable in *Everspace* that instantly recharges some energy. It has three variants, with the **Energy Injector Mk2** and **Energy Injector Mk3** being upgraded versions of the base Energy Injector.

## Tips and Tricks

* Four Mk1s come equipped in the Colonial Scout's C loadout.
ANCILE

**ANCILE** is a corporation in *Everspace*.

## Products

* Adaptive Armor (Mk2, Mk3)
* Corrosion Missile
* Damage Limiter (Mk2, Mk3)
* Destabilizer Missile
* Emergency Shield (Mk2, Mk3)
* Front Shield Generator (Mk2, Mk3)
* Missile Defense System (Mk2, Mk3)
* Nano Injector (Mk2, Mk3)
* Shield (Mk2, Mk3)
* Shield XC (Mk2, Mk3)
* Shield ST (Mk2, Mk3)
* Shield Disruptor (Mk2, Mk3
* Shield Breaker Missile
* Shield Booster (Mk2, Mk3)
* Stasis Missile
Beam Laser M3

The **Beam Laser M3** is a primary weapon in *Everspace* that fires a continuous dual energy beam that instantly reaches its target. A variant of the Beam Laser, it does much more damage, but at the expense of having a charge time, increased energy consumption, and decreased range.

## Tips and Tricks

* Comes equipped in the Colonial Gunship's C loadout and the Colonial Interceptor's B loadout.
* It does not consume energy while pre-charging, so it is possible to keep it permanently close to full charge.
* Critical Hit Chance Mods cannot be installed as the Beam Laser M3 cannot crit.
* Fire Rate Mods only affect initial charge time.
Demilitarized Zone

The **Demilitarized Zone** (or **DMZ** for short) is the location that the player travels through in *Everspace*, which is located inside of Cluster 34. Many different factions, characters, and Extraplanetary Lifeforms can be found while traversing the DMZ. It is filled with debris and derelicts left over from the Colonial - Okkar War. Despite the limited Colonial presence in the DMZ (a likely requirement of the peace treaty), the Jump Gates they built are still active and can be used.
Abandoned Transit Point

This used to be a popular spot for freighters to take a rest and transfer wares. Unfortunately it was also a popular spot for Outlaw ambushes. After everyone got tired of the constant raids and damages, the place was abandoned altogether.

## DETAILS

### Mainframe Expansions

1Titanium
Culver CrystalHigh
Medium

**Abandoned Transit Point** is a site in the Zharkov Border region of the Union system in *Everspace 2*. This location consists of a few large asteroids, mine and debris fields, and navigation buoys in a pink-tinted area of what appears to be a small and dense nebula. There is a beacon for The Flying Dutchess here.

There is a location challenge here to find & repair five damaged buoys. A **Mainframe Expansion** is received upon completion.

## Factions

* Freelancers
* Outlaws
* Hydra Anemone

## Gallery

* Buoy 1
* Buoy 2
* Buoy 3
* Buoy 4
* Buoy 5
* Freelancer Cargo Carrier
* The Flying Dutchess
Alcyone Station

Due to numerous violent encounters with outlaws in the nearby Deep Fields, G&B struggled to find qualified staff willing to apply for Alcyone Station. The company's last resort was an initiative that promised untrained civilians a pass to the homeworlds if they signed up for a year of service. A cost-effective solution considering that only 63% of all participants ever finished their service alive...

## DETAILS

### Resource deposits

 Iron
Aetheum CrystalHigh
High

**Alcyone Station** is a site in the G&B Mining Fields region of the Ceto system in *Everspace 2*. It is revealed after starting the Spares and Scrap mission. This location has high G&B activity with two large dockable stations, alongside several other structures, overseeing aetheum crystal mining on the large asteroids present. There is a very bright yellow/green gas cloud below the large asteroids & stations with a corrosive center.

## Secrets

 2 | Valuable Shipwreck
 3 | Valuable Shipwreck
 4 | Valuable Shipwreck
 5 | Rigged Asteroid | Located in the distance from the end of the race course

## Minigames

* Race gate near the main station with 24 rings (the rigged asteroid is near its finish ring)

## Factions

* G&B
* Hydra Anemone
* Outlaws

## NPCs

* Krazinski - operates the G&B Crystal Refinery station. Source of Back to Work side mission.

## Trivia

* This location was originally named "The Ulcer" in the alpha and beta stage of development.

## Gallery

* Main station
* Crystal Refinery
* Derelict with Missile Defense System
* Hydra-infested asteroid
* Another asteroid with loot
* Small debris field
* Race start
* Race finish
Drone Override

A **Drone Override** is a consumable in *Everspace* that temporarily makes all nearby enemy drones an ally.

## Tips and Tricks

* Two come equipped in the Colonial Scout's A loadout.
* Useful against Okkar Corvettes as they spawn with four Shield Charge Drones.
* The Outlaw Drone Carrier's link drones are immune to the override.
* Necessary to earn the "Fly, My Lovely" achievement.
Ceto Orbit

Considering all its undiscovered life forms and transdimensional mysteries, the Beltegrades are strikingly poor of scientists researching them. The most common exception are company-funded institutes who care more about arms manufacturing than the reproductive methods of hydra anemones. Still, every once in a while an independent team manages to set up a base in the cluster. Although, how they manage to survive in this shark tank may be the greatest scientific mystery of all.

## DETAILS

### Resource deposits

 Culver Crystal
Insidium
TitaniumMedium
Medium
Medium

**Ceto Orbit** is a site in the "Deep Fields" region of the Ceto system in *Everspace 2* in close orbit around the star. It consists of a very large asteroid, anchored to which is a colonial solar research station, with a few other smaller asteroid clusters & rock formations nearby.

## Secrets

 3 | Valuable Shipwreck
 4

## Factions

* There is a small Outlaw presence in this area, near the asteroid clusters. Some Hydra Anemone can be found below the station.

## Gallery

* Research station
* Abandoned base
* Container room w/ device
* Energy sphere dispenser
* Secure container, energy socket
* Breakable panel (glowing orange cracks)
* Second Mainframe Expansion location (go to the red light)
Energizer SP

Shiva

Energizer SP

 Energy Core

1

Known for their high profile energy armaments, Shiva Systems "Swift Power" generation provides the resources for a fine-tuned, well-balanced performance.

39.6

## Level Scaling

### Grade

The **Energizer SP** is a variant of the Energy Core module in *Everspace 2*. Compared to the standard energy core, it has slightly increased weapon energy with no downside.

For notes on passive effects, variants, and modifiers, see **Energy Cores**.
Emergency Shield

* Mk1
* Mk2
* Mk3

**Emergency Shield** is a passive device in *Everspace*. It essentially grants a second chance at surviving a fight, possibly allowing a quick escape or enough hull repair (with sufficient nanobots to survive the rest of the fight. It automatically activates when the player's ship would otherwise be destroyed, leaving it with 1 hull hitpoint remaining.
It has three variants, with the **Emergency Shield Mk2** and **Emergency Shield Mk3** being upgraded versions of the base Emergency Shield.
Challenges

Special **Challenges** are given at the start of each run, up to a maximum of three available challenges.

Each challenge awards credits upon completion, and can only be completed once. Challenges awarding the least amount of credits are given the earliest – in case of two challenges worth the same amount and only one finished challenge, it is not confirmed if they are chosen randomly or one takes priority. Completing all challenges awards the *Getting Sidetracked* Achievement. Kills done from Colonial Gunship turrets does not count, so for the challenges requiring to kill something, make sure you get the final hit yourself.
Catalysts

**Catalysts** in *Everspace 2* are powerful items that can be added to equipment to increase their effectiveness in different ways. Many catalysts add their bonus in the form of a prefix, but not all. They can be crafted from components (after unlocking their blueprints) and installed via the crafting modification menu.

## Overview

* High-risk Areas are the sole source of catalyst blueprints. Completing an HRA (defeating the boss) awards one, matching the HRA's rarity or lower.
	+ For example, a High-risk Area created with a Superior signal decoder can give a superior, rare, or uncommon catalyst blueprint, while an Uncommon HRA can only give uncommon or common catalyst blueprint.
	+ Catalyst items (not the blueprints) can be found as a loot reward from specific encounters, such as Stranded Pilots. Renown level 3 gives a Powerful catalyst.

* Items can only have one prefix and/or one catalyst at a time. Installing a prefix catalyst will override any pre-existing prefix and catalyst. However, items that naturally generated with a prefix can be installed with a non-prefix catalyst, without removing the existing prefix.

* Catalysts cannot be installed on Legendary items.

* The added prefix will be the same as the name of the catalyst adding it. All prefixes that can be added via catalyst can also generate naturally.

* The credit value of items is increased by 5% with a catalyst installed.

## List of Catalysts

See crafting#catalysts for catalyst crafting costs.
Ancient Depot (ES2)

## Ancient Depot

Early explorers had stumbled across similar structures all across the Beltegrades. There was no discernable trace of life for almost a thousand cycles.,and yet all sites were in perfectly good shape as if no time had passed since their initial construction. Scientists of practically every relevant field were deployed - their almost immediate retreat instantly adding to the mystery.

## DETAILS

### Resource deposits

 Culver Crystal
InsidiumHigh
High

**Ancient Depot** is a site in the Dust Rim region of the Zharkov system in *Everspace 2*. It contains an structure similar to the Ancient Structures in *Everspace*, along with some vertical asteroids and other smaller Ancient structures in a dense part of Zharkov's dust rings with common lightning.

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

Several habitable planets are scattered across the DMZ, yet lifeforms have mostly been found in a primordial state. The gas giant Athor is orbited by two moons, one of which has grown a dense, thriving ecosystem that lies underneath the arid surface of the world in a labyrinth of biodiversity. For research purposes, the planet is considered hostile.

## DETAILS

### Resource deposits

 Baromite
Mallemite Crystal
GlacitHigh
High
Medium

**Athor I** is a site in the Chabar Sounds region of the Khaït Nebula system in *Everspace 2*. This location consists of a large flat area on the desert surface dotted with dozens of pits and cave entrances, many of which have various flora and fauna inside. There are also a few Ancient structures here and a leviathan skeleton.
DNA

**DNA** is a unique story-related resource that is only found by killing other clones in *Everspace*.

## Summary

DNA is unlocked after reaching Sector 7 for the first time, and defeating Seth Nobu's forces. Hero, the Adam Roslin clone that the player controls, needs to collect all 8 DNA fragments in order to have a normal human lifespan. Otherwise, the clone will die after a short period of time, as a result of mistakes made in the DNA sequencing by Adam. In order to repair a DNA fragment, the player must complete the run without dying. During this phase of the game, Sector 7 will have several Outlaw scavengers that must be defeated before entering the lab. Dying before entering the lab will result in the loss of any DNA on board.

After successfully repairing all 8 DNA fragments, Admiral Gorc's warship will jump in, which the player must defeat in order to fully beat the story.

## Location

DNA is shown on the map with this icon:

That marks the location of another Adam Roslin clone. Destroying the clone drops a single DNA fragment. Multiple clones/DNA fragments can be found in a single run.
Cargo Drone

**Cargo Drones** are hidden enemies in *Everspace 2* that can be found in several locations and drop lots of loot when damaged and destroyed. However, they jump out quickly when attacked, so it is best to immobilize them with EMP or webbing.

To locate cargo drones, look for a distinctive red engine trail near points of interest. When up close, they will be marked on the HUD as a neutral NPC, but turn hostile (red) when attacked. They have no weaponry or defensives, but will attempt to boost away very quickly and jump out.

## List of Locations

* Charybdis Bowl
* Grady&Brunt Refinery
* Zharkov Border Control - Gas storage structure near Jump Gate
* Abandoned Transit Point - near structure with shield generator
* Freelancer Outpost - near structure with two power core sockets
* Anandra Bishop Starport - near vaultworthy vault
* Okrot Trading Station - near small station structure
* Ross Orbit - above small structure with antennae and blue cables
* Terra Nova Claim - near damaged buoy
* Quimper Belt - near warship wreck
Drake

**Drake** is the fifth system in *Everspace 2*. It is easily recognized by its rectangular asteroids and fire-and-ice aesthetics. Its sole link to another system is a wormhole leading to Union.

## List of sites by region

### Alpha Draco Claim

Sites

* Alpha Draco Claim I
* Alpha Draco Claim II
* Alpha Draco Thermal Plant
* Drake Research Station
* Mota Rift
* Quimper Belt

Resource Deposits

* Insidium - Medium-High
* Coruscate - Low-Medium
* Aetheum Crystal - Medium-High

### Gilbert Range

Sites

* Gilbert Shelf
* Gilbert Naval Base
* Morana
* Outer Rim

Resource Deposits

* Iron - Medium-High
* Phazium Crystal - Medium-High

### Terra Nova

Sites

* León Orbit
* Coalition Cargo Terminal
* Galiano Gate
* Letho Starport
* Ross Orbit
* Terra Nova Claim

Resource Deposits

* Titanium - Medium-High
* Clygon - Low-Medium
* Culver Crystal - Medium-High
Characters

There are several important **characters** found in *Everspace*. In the base game, all are important to the main story. With the Encounters expansion, several new characters are added that enrich gameplay and exploration, but do not impact the story in a significant way. Click the link in the name column for each listed character to read more in-depth information about each.

## See also

* Factions
* Enemies
Ancient Structures

**Ancient Structures**, also known as **Ancient Depots** on the sector map or **Ancient Warp Gates** are an important and rare location in *Everspace*, containing a Glyph and Ancient Warp Gate once the Ancient Warden is killed. The zones they are in do not have many other points of interest besides the structure and possibly large asteroids or freighter wrecks, and always have the scanner impairment hazard.

## Overview

There is little known about these mysterious structures, but they were most likely constructed by an old race called the Ancients. They are always guarded by a single Ancient Warden, a very powerful enemy. Once the Ancient Warden is defeated, a red glow *(See gallery)* will surround the player's ship and the monolith in the center of the structure can be opened. Once the monolith is opened, a Glyph will drop and the warp gate at the top of the monolith room will activate.

The first time an Ancient structure is found, the warden does not appear until after the player goes in and leaves the inside of the structure. In all subsequent Ancient Depot zones, the Warden will already be spawned. Once all glyphs are unlocked, the monolith will only yield Dark Matter or Dark Energy, but will still activate the warp gate. One or two Ancient Splitters will often spawn in these zones, but not always.

When used, the warp gate will jump the player forward several zones, skipping at most 7 zones, typically skipping at least 2. Sometimes, if the warp gate is in a penultimate zone of a sector, it can skip the next sector entirely and go to the one after. Using the warp gate does not use fuel, similarly to Jump Gates and wormholes.

Two ancient structures will always generate in each new run, never in the same sector, and never in sector 1 or 6.

## Tips and Tricks

* Once the Ancient Structures glyph is obtained, it is recommended to equip it until all glyphs are obtained, as it makes it much faster and easier to find the structures and glyphs. With it equipped, Ancient Structures will appear in zones marked with .

## Gallery

* A screenshot of the activated warp gate, directly above the monolith.
* A screenshot of the monolith room, with the red glow surrounding the player's ship.
* A screenshot of an opening monolith, revealing a Glyph inside.

## Trivia

* The monolith in the center of the structure was designed by the backer of the $7,000 tier "Space Relic" on the Everspace Kickstarter.

## See also

* Ancients
* Glyphs
Destroyed Mining Station

There is a rumor that Bloodstar's last chief used to be a miner working beneath the surface of Palaemon. This is of course highly doubtful given that not even the staff assigned to this distant outpost survived the explosion caused by the Okkar.

## DETAILS

### Resource deposits

 Aetheum Crystal
Copper
Iron
TitaniumMedium
Low
Low
Low

**Destroyed Mining Station** is a site in the Shattered Planetoid region of the Ceto system in *Everspace 2*. This location has a few large asteroids along with an old damaged mining station, debris, and some mining lasers. There is a location challenge here to break open a hardened ore patch, which will reward the player with a Mainframe Expansion when completed.

## Secrets

To complete the location challenge, a mining laser must be reactivated and redirected towards the ore patch.

* Two power cores are needed to activate the mining laser - one is at an asteroid with a small structure, the second is at another mining laser in the open, and a third is on top of the station.
* Once activated, the laser will be shooting into part of an abandoned structure, where some large debris will need to be cleared out. To get the laser through the structure, take the extra power core to open a door on the other side of the wall the laser is aiming at.
* Then a reflecting panel is needed to redirect the laser - head to the other large wreck (near another asteroid) to get one. Then reflect the laser onto the patch, which will drop some valuable ore and complete the challenge.

## Gallery

* Location of a power core
* The ore patch
* Reflecting Panel location (hole)
Corrosion Missiles (ES2)

Corrosion Missiles

 Missile Launcher

1

1.0/s Fire Rate

600m/s Velocity

8.0s Effect Duration

1.5s Lock Duration

10 Ammo Capacity

Vicious missile designed to bypass shielding and disintegrate armor and hull over time. Locks on to targets.

35.2

## Level Scaling

### Grade

**Corrosion Missiles** are a secondary weapon type in *Everspace 2* that tracks down a target and inflicts shield-bypassing kinetic damage over time.

## 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).

* Rather than being applied normally as direct damage, the weapon's listed kinetic damage instead scales the potency 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.
Ancient Weapon

The **Ancient Weapon** is a special primary weapon. It is only usable with the Ancient Weapon Glyph equipped, which also removes al other primary and secondary weapon slots. Similar to the Shock Rifle, this weapon can hit enemies at extreme distances instantly. It deals 4 hull self damage per shot with no damage reduction.

It cannot be modified.

## Tips and Tricks

* This weapon is less effective in close fights and is best used at a distance.
* Every shot counts, so be sure to aim well. If the crosshair turns red, that means it is hovering directly over an enemy.
* Using this weapon will likely make the game much easier, but at the same time much less fun.
* Firing this weapon at one hull hp will not cause death. Depending on the ship's armor, it will not go below a value that would kill you.
	+ Damage from this weapon also does not have a chance to cause component damage.
* The Ancient Weapon is the only weapon with an innate critical hit chance (5%).
* The base Scout and Sentinel take 4 hull self damage per shot, the Interceptor takes 3.6, and the Gunship takes 2.4 (armor perk maxed).

* The Colonial Gunship is recommended for the ship to use with this weapon. It has the most hull hitpoints and has high base armor which lowers the damage from each shot. Also, turrets and drones make up for the loss of other weapons and make close-range fights a lot easier.
	+ Even at high hull hitpoints, such as at 1100 hp with the Gunship, the weapon still does around 120 hull and shield damage.
	+ If playing with the Interceptor or Scout, equipping the passive Adaptive Armor device will also help with self-damage reduction.
* Max damage on an un-armored, fully upgraded Interceptor is about 180 damage at 4/660 hull, giving 359.33 dps.

## Gallery

* A screenshot of the weapon being fired. The red outer edge is from being damaged from firing it.
* The Ancient Weapon equipped on the Colonial Gunship.

## See also

* Shock Rifle
* Shock Rifle PRO
* Ancients
Alpha Draco Thermal Plant

The thermal plants of Mota are one of the original Colonial mining interests estabished in 3022, before any major conflict. When the Okkar retaliated a few years later, Mota's stationed personnel were forcibly overworked to increasing Colonial demands. Near the end of the war, the inhabitants of the Alpha Draco claims isloated themselves and formed Zurilia.

## DETAILS

### Resource deposits

 Insidium
Coruscate
Aetheum CrystalHigh
Medium
Medium

**Alpha Draco Thermal Plant** is a site in the Alpha Draco Claim region of the Drake system in *Everspace 2*.
Colonial Sentinel

The **Colonial Sentinel** is a medium fighter class ship. It comes with the Encounters expansion, and is the second medium fighter class ship to be added to the game. The Sentinel comes unlocked immediately for free, just like the Colonial Interceptor. Fully upgrading the Sentinel's Perks costs a total of $242,650 credits.

## Loadouts

### Loadout A

* Lightning Gun
* Corrosion Missile x8
* Shield ST
* EMP Generator
* Device Charger x4
* Turret Override x2

### Loadout B

Unlocked by reaching sector 4 with the Sentinel.

* Coil Gun
* Destabilizer Missile x8
* Shield ST
* Drone Disassembler
* G&B Distress Beacon
* Shield Charge Drone x4

### Loadout C

Unlocked by reaching Sector 7 with the Sentinel.

* Pulse Laser MX
* Seeker Missile Battery x4
* Shield ST
* Static Discharger
* Shield Booster x3
* Damage Booster x3

## Achievements

* Maxing out all perks for the Sentinel is one of the possible criteria for unlocking the "Tinkerer" achievement, and unlocks the "Tuned To The Max" achievement.
* Using the Sentinel for 15 runs unlocks the "Vigorous and Versatile" achievement.
* Down and to the left in the Sentinel's cockpit, there is a red box that has the words "Emergency Entertainment System" or "ESS" on it. This is an easter egg of some sort.

## Gallery

* A view of the Sentinel in the hangar.
* Another view in the hangar.
* Stats screen for the Sentinel.
* An unupgraded Sentinel in-run.
* An upgraded Sentinel in-run.
* The cockpit view in a Sentinel.
* Emergency Entertainment System

## See also

* Colonial Scout
* Colonial Gunship
* Colonial Interceptor
* Ships comparison
* Perks#Colonial Sentinel
Asteroid Cluster (Hinterlands)

## Asteroid Cluster

For some it's just another generic asteroid, for those hydra anemones though it must be a place close to paradise.

## DETAILS

### Resource deposits

 Aetheum CrystalHigh

**Asteroid Cluster (Hinterlands)** is a site in the Hinterlands region of the Ceto system in *Everspace 2*. This location consists of several large asteroids and a wreck. There is a location challenge here to destroy fifteen Hydra Anemones which are scattered around the area and inside a cave in one of the asteroids.

## Secrets

 2 | Valuable Shipwreck

There is an entrance to the cave near the wreck. There are two paths inside - one with aetheum crystal deposits at the end, and the other a breakable wall which leads to another pocket with more anemones and ore deposits.

## Factions

* Hydra Anemone
* Outlaws
Energy Cores (ES2)

Energy Core

 Energy Core

1

Standardized power source that provides rechargeable energy for ship weapons, shields, and thrusters.

33

## Level Scaling

### Grade

**Energy Cores** are a type of module in *Everspace 2* which is required to recharge the internal energy stores of a ship's weapons, shield and booster.

## Energy Core Passive Effects

All passive effects of energy cores scale exponentially with item level (including bonus levels from rarities and prefixes). Namely, an exponential base of 1.18 applies to the following effects:

* **Output: Weapons** - The base rate of energy recharge for the ship's equipped primary weapons (and secondary weapons as well, if flying a Bomber) while they are not in use. Also known as **Weapon Energy Output**.
	+ This value applies individually to each weapon, regardless of how many weapons are being recharged at once, once a recharge delay of approx. 1.0s elapses after the last shot fired from that weapon.
* **Output: Shield** - The base hitpoint recovery rate for the ship's equipped shield. Also known as **Shield Energy Output**.
* **Output: Boost** - The base rate of energy recharge for the ship's equipped booster. Also known as **Boost Energy Output**.

## Energy Core Variants

### Standard Variants

* Energy Core: Randomly generates as either balanced or specialized in a single output type (weapon / shield / boost).
	+ Energy Cores crafted using the Energy Core blueprint are always balanced.
* {Shiva} Energizer SP
* {Bloodstar} FFT Core
* {Stormchaser} Multi-Cell
* {Tides of Siren's Sea} Triton Core
* {Redemption} Zealous Core

### Legendary Variants

* Nexus Heart
* Thundercore

## Energy Core-specific Prefixes

See Equipment for information about prefixes.

* Tuned: Increases weapon energy output by 20%.

## Energy Core-specific Modifiers

See Equipment for information about modifiers and Modules for universal modifiers.

* +[100 @ Level 1 Common]m Tractor Beam Range
	+ Modifier effect scales with item level by an exponential base of 1.07.
* +30.0% Output at stop
* Going below 30% hull fully recharges weapon energy; can only occur once every 10 seconds
Decimator

Bloodstar

Decimator

 Autocannon

1

8.3 Kinetic Damage

2.8 Energy Damage

10.0/s Fire Rate

100 Energy Capacity

16.8/s Energy Consumption

Heavy-ordnance gatling, engineered by Bloodstar's finest. Fires less quickly and requires more energy than average, but decimates armor and hull at a decent range.

23.1

## Level Scaling

### Grade

The **Decimator** is a primary weapon in *Everspace 2*, a variant of the Autocannon, and is part of the Bloodstar Raid Set. It fires high-velocity projectiles dealing primarily kinetic damage after a short rev-up time. Compared to standard autocannons, it has slightly increased range (+50m) and increased kinetic and energy damage, but has a reduced fire rate (-8.0/s) and significantly increased energy consumption.

## 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.

* Ramp-up time for this weapon is approx. 0.40s by default (approx. 0.28s with a Swift prefix)

* Only generates with uncommon rarity or higher.

* Can have the unique modifier: "Damage is increased by 10% every second fire is held up to a maximum of 100%."
Asteroid Field

Scattered crystal debris just beyond the border between Grady & Brunt and Bloodstar territories.

## DETAILS

### Resource deposits

 Aetheum Crystal
IronMedium
Medium

**Asteroid Field** is a site in the "Deep Fields" region of the Ceto system in *Everspace 2*. It is the second location in the Back to Work side mission. It contains several asteroids and an Outlaw presence with a small base, minefield, and a few enemies. There is no notable loot here.

## Gallery

* The small Outlaw base
* Minefield at one of the asteroids
Commodities

**Commodities** are a type of resource in *Everspace 2* primarily used as a mean of gaining Credits as they typically have no other use in gameplay outside of unlocking 2 perks and being the deliverables of item acquisition jobs.

## Trading

Demand for commodities varies across the DMZ, with stations in some systems willing to exchange them at higher prices than those in other systems. Enterprising players can take advantage of this by purchasing commodities with a low demand in one system, then selling them at a premium in another system with a high demand for those goods.

When buying from or selling to a station, commodity icon border colors will change depending on their demand at that station. When buying at low demand (cheap), it will be green, medium is orange, and high (expensive) is red. When selling, it is reversed - high is green, low is red.

Earning at least 5000 Credits by selling one stack of Commodities awards the "Credits Where Credits Are Due" achievement.

* This can be done by selling a full stack of Solar Panels or Cybernetic Implants at Zethes Research Station.

## List of Commodities

### List of commodity prices

Detailed list of prices and possible trade routes can be found here.
Autocannon (ES2)

Autocannon

 Autocannon

1

4 Kinetic Damage

1 Energy Damage

18.0/s Fire Rate

0.4s Ramp Up Duration

1300m/s Velocity

0.9° Spread

100 Energy Capacity

9.2/s Energy Consumption

Rapidfire projectile cannon that shreds through armor. Optimized for mid-range combat.

23.1

## Level Scaling

### Grade

**Autocannons** are a primary weapon type in *Everspace 2* that fires high-velocity projectiles dealing primarily kinetic damage. They have a short rev-up time before they can be fired.

## 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 grades), with exponential bases of 1.13, 1.16, and 1.14 applying to damage, energy capacity, and energy consumption, respectively.

* Ramp-up time for this weapon is approx. 0.28s with a Swift prefix.

* The Nemesis-B9 starter Sentinel stolen by Adam at the start of Flying Blind comes with a procedurally generated Level 1 Common Autocannon (which may or may not have a prefix).

* All Autocannon variants have a chance to generate with one or more of the following type-specific modifiers:
	+ 5% chance to drop credits with each hit
	+ Damage is increased by 10% every second fire is held up to a maximum of 100%.

## Unique Variants

### Standard Variants

* {Bloodstar} Decimator
* {Rogue} Rattler
Destabilizer Missiles (ES2)

Destabilizer Missiles

 Missile Launcher

1

1.0/s Fire Rate

600m/s Velocity

+50% Damage Dealt

6.0s Effect Duration

1.5s Lock Duration

10 Ammo Capacity

Destabilizes the target's atomic structure and makes them more susceptible to kinetic and energetic stress.

35.2

## Level Scaling

### Grade

**Destabilizer Missiles** are a secondary weapon type in *Everspace 2* that tracks down a target and weakens them for a long duration, causing them to take more damage from all sources.

## 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).
* Both damage dealt and effect duration scale exponentially with item level by an exponential base of 1.02 (adds 2% of the current value when item level goes up by 1).

* Can only be crafted at or generated with uncommon rarity or higher.
Corrosion Missile

A **Corrosion Missile** is a secondary weapon in *Everspace* that fires a missile which damages the target's hull over time, bypassing shields.

## Tips and Tricks

* Comes equipped in the Colonial Interceptor's B loadout, the Colonial Gunship's C loadout, the Colonial Scout's C loadout and the Colonial Sentinel's A loadout.
* Better when combined with a Destabilizer Missile.
* The damage stacks with multiple hits on a single target.
* Because of the shield bypass, it is good to save these for Okkar Corvettes, as they have very strong shields. It takes 5 corrosion missiles to kill a Mk1 corvette without any additional hull damage, and 7 for a Mk2 corvette.
Chabar Tower

Reported to be some kind of hold - or perhaps a prison - the ancient structure in Chabar's low orbit emanates an immense power from within. Research data was meant to be filed but it was never received. This was followed by funding being cut during the war, which leaves the ruins in a great state of mystery to this day.

## DETAILS

### Secret Stashes

6

**Chabar Tower** is a site in the Chabar Sounds region of the Khaït Nebula system in *Everspace 2*. This location consists of an Ancient structure in low orbit around Chabar. The structure has a central tower with 5 outer pylons.

## Secrets

 6 | Ancient Jar | Co-located with puzzle 5, located inside the Sealed Ancient Structure.
Elek

Elek is a high-ranking Outlaw operating in Coalition, a major clan in the Demilitarized Zone in *Everspace*. He was rescued by the Coalition from being sold as a pet on the black market, and has since climbed its ranks (with help from Hero). By the end of his questline, he is a councilor, overseeing raids on hostile clans. He has married five times and supposedly has 26 children.

## Missions

After encountering him for the first time, Elek sequentially gives the player five tasks to assist him with, all with the goal of helping the Coalition grow. Completing all tasks permanently unlocks a chance for Elek and Coalition outlaws to jump in to help the player with combat and the rest of the current zone.

 4 | Raid a rival clan and kill their chief, Zack. | Stay far enough away to avoid detection and wait for the chief to reach the debris field.
However, he will still send an emergency signal and the rest of the clan will start targeting you and Elek's forces.
 5 | Raid another rival clan, the Phantom Retaliators (clear several outposts). | Elek and the Coalition will fight with the player, moving as a group.
The player can choose to fight together or solo.

## Achievements

* Completing all of Elek's missions will award the "Nobody Expects the Coalition" achievement.

## Trivia

* The Coalition's name and logo are based on a streamer named CohhCarnage.

## Gallery

* Elek's icon/avatar
* The Coalition logo on Elek's ship
* Elek's ship
* Another view of Elek's ship
* A Coalition Scout ship