Everspace Wiki
📃
This article is a stub or still in development. You can help by adding to or improving this article.
ES2-Icon-Sentinel
Sentinel I
  • Ship
  • Special
  • Ultimate
Fortified with electronic stabilizers, the Sentinel-class fighter benefits from shield mitigation and energy enhancements. A great all-around vessel to be customized for weaponry, defenses, or devices.
Primary weapons have their fire rate increased by up to 20% depending on current shield charge percentage.
Turns the ship's primary weapons into lightning guns, firing arcing electricity at enemies and everything around them.
ES2-Icon-Credits
14,500
ES2-Icon-Induction
Special
Induction
ES2-Icon-Ultimate-StaticOverload
ULT
Static Overload
ES2-Icon-ShipPassive
Passives
1
Shield Bonus
140%
Armor Bonus
50%
Hull
280
Handling
420
Speed
90m/s
Tractor Beam
800m
ES2-Icon-Primary
2
primaries
ES2-Icon-Type-Secondary
2
secondaries
ES2-Icon-Crafting-Consumables
4
consumables
ES2-Icon-Device
2
devices
ES2-Icon-Type-CargoUnit
18
cargo

The Sentinel is a subclass of medium fighter class ship in Everspace 2 that is intended to incentivize consumables & devices to alter their potency.

DisambigFor the ship in Everspace, see Colonial Sentinel.


Adam initially pilots a tier I Sentinel at level 10 during The Wingman. After losing that ship, he then steals a Nemesis-B9 Sentinel from the Bloodstar at the start of Flying Blind which serves as his only ship for the first few post-tutorial missions.

Special[]

Induction: Primary weapons have their fire rate increased by up to 20% depending on current shield charge percentage.

Notes:[]

  • The effect strength scales proportionally to current shield charge, meaning 20% fire rate increase at fully charged shields, 10% fire rate increase at 50% shields, and so on.

Ultimate Ability (ULT)[]

Static Overload: Turns the ship's primary weapons into lightning guns, firing arcing electricity at enemies and everything around them.

Notes:[]

  • This functions similarly to the Lightning Gun from Everspace, but is significantly more powerful.
  • The damage of this weapon does not depend on the currently selected standard weapon.
  • Has unlimited firing energy for the duration, and an approximate max range of 1300m. Damage output rate is quite reasonable.

Equipment Slots[]

  • Primary Weapons: 2
  • Secondary Weapons: 2
  • Consumables: 4
  • Devices: 2-4
  • Cargo: 18-30

Stats[]

  • Shield Bonus: 140%-247%
  • Armor Bonus: 50%-88%
  • Base Hull: 280-6284
  • Expertise: Shield damage reduction
Expertise 0 20 100 200 300 400 500 1000 2000 5000 Infinity
Shield damage reduction 0 1.2% 5.5% 10.0% 13.8% 17.1% 20.0% 30.0% 40.0% 50.0% 60.0%
  • Ship Speed: 90-95 m/s
  • Handling: 420-464

Passives[]

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

  • 20% reduced cooldowns for warfare devices
  • 15% increased shield hitpoints.
  • Killing an enemy using Static Overload restores 10% of shield hitpoints.
  • Static Overload has a 10% chance per second to apply EMP to affected targets.
  • Instantly reset all support device cooldowns when shield depletes (once every 2 minutes).
  • Each kill reduces the cooldown of a random device by 1s.
  • Collecting an energy orb deploys an energy shield for 2s.
  • Using a consumable immediately triggers the shield to recharge.
  • While shields are at least 50% charged, gain corrosion immunity. [Exclusive]
  • While shields are fully charged, gain 20% reduced boost energy and weapon energy consumption. [Exclusive]

Tactical Analysis[]

A reasonably effective, adaptable ship. As this is the very first ship class you have access to, the Sentinel is the baseline to which all other ships are compared. It has a good baseline spread of damage output, toughness and speed, and while short-ranged its Ultimate is decently powerful. Other ship classes can certainly outperform it in certain areas, but it is a good baseline to start with.

Gallery[]