- Ship
- Special
- Ultimate
The Sentinel is a subclass of medium fighter class ship in Everspace 2 that is intended to incentivize consumables & devices to alter their potency.
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[]
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Sentinel - Tier I
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Concept Art


