Conditions

**Conditions** in *Everspace 2* are modifiers to the stats or behavior of a combatant. The player ship, enemies, and some environmental objects can inflict conditions on each other, and they come in three main types: buffs (green), debuffs (red), and equipment conditions (yellow).

* Conditions currently applied to the player ship can be inspected on the Ship tab of the in-game menu; as well, their icons show up at the top of the screen with information on remaining duration and number of condition stacks, where applicable.
* Conditions currently applied to non-player entities can be inspected by targeting that entity or coming within interaction range of the entity.

## Buffs

Buffs, indicated with green icons, improve the performance of a combatant in some way.

* Common sources of buffs on the player include certain consumables; ship class-specific passives, specials and ULTs; equipment modifiers and set bonuses; conditional perks; and sphere-type puzzle elements.
* Common sources of buffs on NPCs include enemy type-intrinsic mechanics and modifiers applied by High Risk Areas and Ancient Rifts.

### Assorted Player Buffs

* **Weapon Boost**: Increased damage output. Sources:
	+ Heat Sphere (until the sphere is thrown or expires)
	+ Bloodstar Raid set (+25% Bloodstar weapon damage while boosting)
	+ Union Eclipse set (+30% primary weapon damage for 5s on switching primary weapons)
	+ Advanced Combat challenge mastery (+50% damage for 20s upon arrival at a location)

* **Engine Boost**: Increased engine performance.
	+ Sources: Rare energy orbs (+20% handling for 10s)

* **Boost Speed Increase**: Increased boost speed and acceleration.
	+ Sources: Raid Booster (+50% boost speed for 3s on kill)

* **Energy Flow**: Unlimited weapon and boost energy.
	+ Sources: Energy Sphere (until the sphere is thrown or expires), The Magic of Umami (activated by HIVE for part of the mission's Sato Orbit segment)

* **Protector Sphere**: Prevents debuffs and environmental damage from being applied to the player, regardless of their source, until the sphere expires or the player leaves its aura.
* **Reckoning**: Builds up to a 100% charge when dealing damage. At full charge, the next secondary weapon fired deals 500% damage. Source: Final Reckoning weapon effect.
* **Toxic Revenge**: Stacks up to 10 times, causing your primary weapon hits to consume a charge to apply 6s of Corrosion. Corrosion damage equals 50% of the weapon's kinetic damage. Source: Toxic Revenger shield effect.

* **Reflect**: Damage taken is reflected back to the attacking source. Amount depends on the buff sources:
	+ Stormchaser 3/4 set bonus: When collecting an energy orb, reflect 4% of incoming damage back to your attackers for 20s. Stacks up to 40%.
	+ Stormchaser 4/4 set bonus causes all enemies within 800m to take all reflected damage.
	+ Tailwind - While boosting, reflect 10% of incoming damage back to your attackers.

* **Cloaked**: Renders the ship invisible. Firing weapons will briefly give away the ship's location to nearby enemies. Sources:
	+ Cloak Field Generator (15s)
	+ Pango's Pride (after not boosting for 3s)
	+ Shadow Strike (until manually cancelled or ULT gauge empties)
	+ Stinger passives (5s on shield shutdown)
	+ Redemption Set 4/4 bonus (10s after flying into an orange jellyfish)

### Consumable Buffs

* Energy Injector: +100% energy core output for 10s.
* Damage Limiter: -30% damage taken for 20s.
* Damage Booster: +40% primary weapon damage for 20s.
* Energy Shield: Grants invulnerability for 8s or until the shield absorbs damage equal to 60% of maximum hull.
	+ Main mission bosses and certain neutral entities can also be protected by energy shields, with the condition for breaking the shield varying on a case-by-case basis.

### Class Buffs

* **Device Master** (Stinger): Powers the ship's third hardpoint, increasing DPS and energy consumption rate of primary weapons by 50% with at least one buff stack. Using a device adds a stack for 5.0-12.5 seconds based on Expertise.
* **Shadow Strike** (Scout): +20% weapon damage per stack, capping at 10 stacks (+200% total). Stacks are gained over time by not firing weapons; all stacks are removed 1 second after any weapon is fired.
* **Static Overload** (Sentinel): Overrides primary weapons with a lightning gun that chains between enemies.
* **Weapon Overdrive** (Interceptor): Primary weapons fire much faster and deal more damage, and the ship is granted unlimited weapon and boost energy.
* **Close Combat** (Striker): +5% weapon damage per stack, capping at 6 stacks (+30% total). Each enemy within 500m grants a stack.
* **Reanimator** (Vindicator): +20% shield capacity per stack, capping at 5 stacks (+100% total). The ship starts with all 5 stacks but loses a stack for each living drone.

### Perk Buffs

* **Exit Strategy**: -25% damage taken. Active only while boosting.
* **Close Call**: Invincible for 10s. Triggers once on taking otherwise-lethal damage, then must be refreshed by docking the ship at a landing pad before it can be triggered again.
* **Downtime Warrior**: -15% weapon energy consumption per stack, with each device currently on cooldown adding a stack.
* **Reactive Armor**: The next impact taken by the ship is negated. Activating a warfare device while Play It Safe is active grants 4 stacks for 5 seconds.
* **Excessive Force**: +30% energy damage of primary weapons. Active only while the shield is at 100% charge or greater.
* **ULT Regeneration**: +100% to ULT energy gains. Losing all shield hitpoints with the Ulterior Motive perk active applies this buff until shield hitpoints are raised above 0.
* **Preparation**: +5% secondary weapon damage per stack, capping at 6 stacks (+30% total). Stacks are gained over time by avoiding damage (1 stack per second); taking damage removes all stacks.

### Common Enemy Buffs

* **Armored**: The enemy benefits from a temporary layer of armor hitpoints until the source is destroyed. Typical sources of this buff are Outlaw Armor Drones and Outlaw Link Drones.
* **Damage Boost**: The enemy deals much more damage until the source, usually an Outlaw Damage Booster in a nearby base, is destroyed.
* **Damage Reduction**: The enemy takes less damage than usual.
	+ Outlaw Vipers gain this buff when they transform into their close-quarters combat form, and Redeemer Crusaders have this buff active while their frontal shield is not in use.
	+ Secure Hold passive also adds this buff to the player - collecting loot grants 8% damage reduction for 4s, to a max of 40%.
* **EMP Immunity**: Usually granted to enemies after an EMP debuff expires, this buff protects them from being affected by EMP again for a time equal to 2x the duration of the preceding EMP debuff (e.g. 16 seconds if the preceding EMP was 8 seconds long).
* **Frost Shield**: Granted by Retaliator Frostshield Drones to nearby fighter-class Retaliators.

### High Risk Area/Ancient Rift Buffs

* **Evolution**: +1 to enemy level every 15 seconds, stacking up to 5 times.
* **Hull Repair**: Lost hull regenerates over time. Granted by the Enemy Regen modifier.
* **Strength in Death**: +5% to speed and all health types whenever an ally is destroyed, stacking indefinitely.

## Debuffs

Debuffs, indicated with red icons, degrade the performance of a combatant in some way. Most debuffs on the player can be removed using a System Recovery Routine.

### Common Debuffs

* **Corrosion**: The victim takes shield-bypassing kinetic damage over time. Multiple debuffs of this type can stack for additional damage.
	+ Player Sources: Flak, Pulse Laser, Rail Gun and Scatter Gun variants with a corrosion modifier (3s); Corrosion Missiles and Scorpion Missiles (8s); Corrosion Mines (4s); Corrosion Injector (7-12s)
	+ Non-player Sources: Outlaw Viper missiles and death cloud, bio tank ruptures, Alcyone Station's acid clouds, hostile Corrosion Mines, Cave Crawler projectiles, large Hydra and Acid Pouch emissions
* **EMP**: The victim's electrical systems are overloaded, disabling engines and weapons.
	+ Player Sources: Shields with an EMP modifier (5s), EMP Missiles (6s or longer), EMP Generator (6-8s), Sentinel passives (5s)
	+ Non-player Sources: Lightning crystal discharges
* **Shield Shutdown**: The victim's shield is temporarily disabled. However, the shield bar will return with all of its prior hitpoints still intact once the debuff expires.
	+ Player Sources: Coil Gun variants and Gauss Cannons with a shield-disabling modifier (2s)
	+ Non-player Sources: Outlaw Bomb Thrower pods
* **Webbed**: The victim's engines are overwhelmed by a sticky substance, slowing them to a crawl.
	+ Player Sources: Web Missiles (6.0s or longer), Web Mines (4.0s or longer), Energized Boost's Great Escape mode (4.0s), Dogmatic Scanner (on crit, 3.0s)
	+ Non-player Sources: Outlaw Webber Drones, hostile Web Mines, Outlaw Raider missiles

### Debuffs from Player Sources

* **Destabilized**: The target's structure is weakened, making it take more damage from all sources, including damage over time debuffs.
	+ Sources: Destabilizer Missiles (+50% or more damage taken for 6s or longer), Pulse Laser (ES2) variants and Rail Guns with a hull damage modifier (+100% damage taken for 5s), and the Vigilante Set's 2/3 bonus.
* **Speed Reduction**: The target is slowed, but not stopped entirely.
	+ Sources: Striker passives (20% reduction while the target is locked); Vindicator passives(?); Flak, Pulse Laser, Rail Gun and Scatter Gun variants with a slowing modifier (50% reduction for 3s)
* **Weapons Jammed**: The target temporarily loses its ability to attack.
	+ Sources: Peacemaker (5s), Pulse Laser variants with a jamming modifier (2s)
* **Quantum Tether** (Striker): The target has been linked to one or more allies, causing direct damage taken to also apply to linked allies. Damage taken by the target is increased by an additional +5% for every linked ally.
* Annihilator Virus: The target has been infected and will take a large amount of kinetic and energy damage once the debuff wears off or when the player manually triggers the device again.
* Magnetic Repulsor: The target is disoriented, losing its ability to take action and receiving an additional +100%-200% collision damage for 5-7s.
* Quantum Entangler: The target has been tethered and will take any damage received by the player, plus an additional 40-100% damage, for the next 14-19s or until the tether is manually severed.
* **Malware**: The target's mainframe has been subverted, disabling engines and weapons indefinitely. Can only be inflicted during certain main missions.

### Debuffs from Other Sources

* **Infested**: Deals damage over time. Inflicted by Athorian Worms when they attach to their targets. Killing the worm or escaping its grasp will clear the debuff.
* **Radiated**: Maximum hull reduced based on the number of stacks. Stacks are inflicted by traversing radiation clouds and allowing **Radiation** buildup to reach 100%. Accumulated stacks can only be purged by docking at a landing pad.
* **Scorching**: Overheats two equipped items per stack for a time, reducing their effectiveness. Inflicted by allowing **Heat** buildup from Zurilia attacks and mine explosions or environmental damage to reach 100%.
* **Frozen**: Disables all player ship functionality for a short time. Inflicted by allowing **Frost** buildup from Retaliator attacks and mine explosions or environmental cold to reach 100%.
* **Submerged**: Disables weapons, devices and consumables. Upon exceeding a certain depth, also deals shield- and armor-bypassing damage over time.
* **Solar Exposure**: Deals heavy energy damage over time and induces Radiation buildup. Stacks up to 10 times.
* **Jump Supressor**: Disables the player's supralight capability, preventing them from leaving the location. Inflicted by Okkar Suppressor Drones as part of the wanted system.

## Equipment Conditions

Equipment conditions, indicated with yellow icons, degrade the performance of specific pieces of equipment.

* **[Equipment Type]** **Overheated**: Inflicted by heat accumulation and certain enemy missiles, this condition temporarily reduces the performance of one or more items in a specific equipment slot, cutting an equipment type-specific stat in half until the condition ends. Overheated weapons in particular are marked in the heads-up display by a red overlay.
	+ Primary / Secondary / Energy / Shield / Plating / Sensor / Booster / Cargo

 /  /  /  /  /  /  /
* **[Equipment Type] Damaged / Sensor Impaired**: Inflicted randomly when taking hull damage, this condition reduces a equipment type-specific primary stat (e.g. energy damage on Cruise Missiles) by 50% (multiplicative) until the affected equipment is switched out or repaired.
	+ Additionally, damaged equipment suffers a 70% reduction in credit value. Repairs at a station hangar or via use of a Nano Repair Kit will restore this lost value after the player leaves the hangar.
	+ Debuff icons shown are the same as the overheated icons, just without the flame/heat symbol in the background.