Crafting (ES2)

**Crafting** is a mechanic in *Everspace 2* which is unlocked by equipping a Cargo Unit for the first time. Crafting provides a use for weapons and modules that can be considered as bad, useless, or outdated, with the ability to turn them into better gear which can replace outdated equipment or avoid some grinding for or buying that item.

Crafting can be accessed by holding down the Menu Action 2 button on an empty inventory slot, which is 'R' by default on a keyboard. If there is no empty slot, crafting is not available (modification still is however).

## Mechanics

In order to start crafting and modifying after equipping a cargo unit, equipment needs to be *dismantled* which will give rarity-specific parts and add blueprint unlock progress where applicable. Blueprints of each type of equipment at each rarity (up to superior) must either be looted directly or discovered by dismantling 3 items of that type and rarity (variants contribute progress toward their base type when dismantled). Once its blueprint is unlocked, that type/rarity combination can then be *crafted* at the player's current level with parts, increasing in cost as the rarity increases.

Regardless of blueprint progress, there is always an option to *improvise* as well, crafting a primary weapon, secondary weapon, or module at the player's current level with a specific rarity but a random type. Though most equipment variants can be improvised as long as their minimum rarity requirement is met, this crafting method cannot be used to obtain set items or mission equipment (e.g. the Exorcist Missiles used in Detoxification).

Existing equipment can also be **modified** in five different ways as long as the player's level is not more than 2 levels below that of the equipment being targeted for modification:

1. *Increase rarity* - increases the rarity by one tier, preserving any Prototype prefixes intrinsic to the item.
	* This modification can be performed multiple times on a specific item; however, superior and legendary items are already at or above the highest craftable rarity and cannot have it improved any further.
2. *Increase level* - increases the level of the item by one. This can only be done once and can't go above the player's level.
3. *Remove level restriction* - allows the player to equip a higher-level item without increasing their own level first (equivalent in effect to an Intuitive prefix, but does not require a prefix slot).
4. *Install catalyst* - installs a catalyst onto the item, adding a prefix, overwriting the existing prefix, or otherwise changing its performance. Only one catalyst may be installed at a time --- installing another catalyst will overwrite the previous one's effects. However, if a weapon has an existing prefix that was not added via a catalyst, one of the damage catalysts or the mining catalyst can be installed without removing the prefix.
5. *Re-roll bonus attributes* - replaces all bonus modifiers of an item with new ones while making sure at least one modifier is a different one than before. Legendary items cannot be rerolled.

Crafted items are marked with an "Improvised" tag (a white gear tab below the rarity tab) which means it cannot be modified further, but can still be dismantled.

### Dismantling yields

* Common items: 1 circuitry, 1 spare part.
* Uncommon items: 2 circuitry, 2 spare parts, 1 power coupling
* Rare items: 4 circuitry, 4 spare parts, 2 power couplings, 1 quantum processor
* Superior items: (chance for additional) 7 circuitry, 7 spare parts, 4 power couplings, 2 quantum processors, 1 starcharged conduit

### Crafting costs

* Common: 4 circuitry, 4 spare parts
* Uncommon: 10 circuitry, 10 spare parts, and 4 power couplings
* Rare: 15 circuitry, 15 spare parts, 10 power couplings, and 4 quantum processors
* Superior: 20 circuitry, 20 spare parts,, 15 power couplings, 10 quantum processors, and 4 starcharged conduits

### Modification costs

All modifications increase in cost based on the rarity like crafting and dismantling.

* Increasing level or removing level restriction:
	+ Common: 3 circuitry, 3 spare parts
	+ Uncommon: 5 circuitry, 5 spare parts, and 3 power couplings
	+ Rare: 8 circuitry, 8 spare parts, 5 power couplings, and 3 quantum processors
	+ Superior: 12 circuitry, 12 spare parts, 8 power couplings, 5 quantum processors, and 3 starcharged conduits
* Increasing rarity:
	+ Common to Uncommon: 6 circuitry, 6 spare parts, and 3 power couplings
	+ Uncommon to Rare: 9 circuitry, 9 spare parts, 6 power couplings, and 3 quantum processors.
	+ Rare to Superior: 12 circuitry, 12 spare parts, 9 power couplings, 6 quantum processors, and 3 starcharged conduits
* Re-rolling bonus attributes:
	+ Uncommon: 8 Spare Parts, 8 Circuitry, 3 Power Coupling
	+ Rare: 12 Spare Parts, 12 Circuitry, 8 Power Coupling, 3 Quantum Processor
	+ Superior: 16 Spare Parts, 16 Circuitry, 12 Power Coupling, 8 Quantum Processor, 3 Starcharged Conduit

## Lists of Equipment Crafting Blueprints

### Primary Weapons

Blueprints at all standard rarities are available for the base versions of all primary weapons. Variants of these base forms can only be crafted by improvising at their minimum rarity or higher.

* Pulse Laser
* Beam Laser
* Rail Gun
* Autocannon
* Scatter Gun
* Blaster
* Thermo Gun
* Flak
* Gauss Cannon
* Coil Gun

### Secondary Weapons

* Homing Missiles (Common+, with the exception of Scorpion Missiles, Uncommon+)
* EMP Missiles (Common+)
* Shieldbreaker Missiles (Uncommon+)
* Armorbreaker Missiles (Uncommon+)
* Destabilizer Missiles (Uncommon+)
* Web Missiles (Uncommon+)
* Corrosion Missiles (Uncommon+)
* Cruise Missiles (Rare/Superior)
* Rockets (Common+)
* Mines (Common+)
* Corrosion Mines (Uncommon+)
* Web Mines (Uncommon+)

### Modules

Blueprints at all standard rarities are available for the base versions of all modules. Variants of these base forms can only be crafted by improvising at their minimum rarity or higher.

* Energy Core - direct crafting always produces the balanced version.
* Shield
* Platings
	+ Plating
	+ Phase Plating
	+ Meson Plating
	+ Nano Plating
* Sensor
* Booster
* Cargo Unit

## Lists of Other Crafting Blueprints

Items other than equipment can also be crafted using non-part items.

### Consumables

Crafting a consumable from parts and components always produces a full stack. Blueprints for consumables can be unlocked at random by looting blueprint items.

#### Common Consumables

Common consumable crafting requires 2 spare parts, 2 pieces of circuitry, and a stack of 1-2 common components.

 **Nanobots Small** | 4
 **Damage Limiter** | 3

#### Uncommon Consumables

Uncommon consumable crafting requires 4 spare parts, 4 pieces of circuitry, and 2 stacks of 1-2 common components.

#### Rare Consumables

Rare consumable crafting requires 7 of both common parts, 1 stack of 1-2 common components, 4 power couplings, and 1 stack of 1-2 uncommon components.

 **Nano Injector** | 3
 **Nano Repair Kit** | 3
 **Cloak Field Generator** | 3

#### Superior Consumables

Superior consumable crafting requires 11 of both common parts, 1 stack of 1-2 common components, 4 power couplings, 1 stack of 1-2 uncommon components, 2 quantum processors, and 1 stack of 1-2 rare components.

 **Energy Shield** | 3

### Components

Components are items which are used to unlock many perks and craft consumables and catalysts. Blueprints for components are always available to the player which allow for crafting with ores, crystals, and basic resources obtained from non-mining sources.

### Catalysts

    *Main article: Catalysts*

Catalysts are items, crafted from components, which are used to add prefixes to eligible equipment (increasing their sell value by 5% if a prefix was not already present) or otherwise improve their performance. They are installed via the modification menu. While blueprints for common catalysts are always available to the player, other catalyst blueprints must first be unlocked by clearing High-risk Areas.

#### Common Catalysts

(-50% spread)
 **Catalyst: High-capacity** | Secondary Weapons
(+30% ammo capacity)
 **Catalyst: Accelerated** | Shields
(1.3x recharge speed)

#### Uncommon Catalysts

All High-risk Areas can award blueprints for these catalysts, with uncommon areas being the best sources.

#### Rare Catalysts

Only rare or superior High-risk Areas can award blueprints for these catalysts, with rare areas being the best sources.

#### Superior Catalysts

Only superior High-risk Areas can award blueprints for these catalysts.

(sets all attribute modifiers to their maximum values)
 **Catalyst: Rapid** | Weapons
(+20% fire rate)
 **Catalyst: Barrage** | Primary Weapons