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In Everspace 2, a small number of ships are available to players, but some of them are not as easy to obtain as it might seem at first glance. In this guide, we will tell you how to open and get new spaceships, as well as describe their characteristics.
Where to buy and how to get new ships
To gain access to upgraded ships, players will first have to progress through the story. While completing the Spares & Scrap quest, you will meet Officer Shaw in the Nephtys Plains. When you deal with the criminals who attacked the colony, you can dock at the station and purchase one of the available starships.
Visit a ship merchant where you can buy one of five different flying devices. Some variants are only cosmetic changes, while others are completely unique and have their own characteristics.
As you progress through the story to the Union System, the Freelancer Hangar will have even more spaceships for you to acquire. From now on, you will be able to buy almost all combat vehicles in the game.
Note: Everspace 2 is in development, so it's possible that more starships could be added to the game soon. We will definitely update this guide.
Sentinel I
The starter ship, which is available to all Everspace 2 players. It is equipped with a fragile shield, so you often have to return to the station for the next repair.
Characteristics:
- Shield: 25%;
- Armor: 0%;
- Body: 280;
- Feature: "Calibration" (Calibration) - increase the duration of buffs by 30%;
- Ultimate ability: "Static Overload" - turns the main weapon of a spaceship into lightning cannons that release electric arcs at enemy ships;
- Passive: Killing an enemy with Static Overload restores 10% of the shield's durability.
Sentinel I Plus
- Shield: 30%;
- Armor: 5%;
- Body: 392;
- Feature: "Calibration" (Calibration) - increase the duration of buffs by 30%;
- Ultimate ability: "Static Overload" - turns the main weapon of the starship into lightning cannons that release electric arcs at enemy ships;
- Passive Ability: Reduces the cooldown of combat devices by 20%.
- The cooldown of all support devices is instantly reset when the shield is depleted (can be used once every 2 minutes);
- Each time an enemy is destroyed, the cooldown on a random device is reduced by 1 second.
Interceptor I
- Shield: 10%;
- Armor: 5%;
- Body: 360;
- Feature: "Power Converter" (Power Converter) - the weapon uses reserve energy after the main supply of energy of the weapon is exhausted;
- Ultimate Ability: Weapon Overdrive - Significantly increases weapon damage and rate of fire, and grants unlimited energy. Killing an enemy increases the remaining duration by 1 second;
- Passive: Increases primary weapon damage by 10%.
Interceptor I "Plus" (Interceptor I+)
- Shield: 15%;
- Armor: 10%;
- Body: 504;
- Feature: "Power Converter" (Power Converter) - the weapon uses reserve energy after the main supply of energy of the weapon is exhausted;
- Ultimate Ability: Weapon Overdrive - Significantly increases weapon damage and rate of fire, and grants unlimited energy. Killing an enemy increases the remaining duration by 1 second;
- Passive: Increases primary weapon damage by 10%.
- Gathering an energy ball increases the chance of a critical shot by 1-20% for 8 seconds;
- Hits from the main weapon restore 30% of the energy.
Striker I
- Shield: 5%;
- Armor: 10%;
- Hull: 300;
- Feature: "Close Combat" - increases damage by 5% for each enemy within 500 meters to 30%;
- Ultimate ability: "Quantum Tether" - damage dealt to one target is transferred to other enemies within the radius of action. The more enemy ships around the target, the greater the maximum damage;
- Passive Ability: The speed of blocked enemy targets is reduced by 20%.
Forward I "Plus" (Striker I +)
- Shield: 10%;
- Armor: 15%;
- Body: 420;
- Feature: "Close Combat" - increases damage by 5% for each enemy within 500 meters to 30%;
- Ultimate ability: "Quantum Tether" - damage dealt to one target is transferred to other enemies within the radius of action. The more enemy ships around the target, the greater the maximum damage;
- Passive Ability: The speed of blocked enemy targets is reduced by 20%.
Gunship I
- Shield: 0%;
- Armor: 60%;
- Hull: 480
- Feature: "Arsenal" (Arsenal) - uses four main nodes, effectively doubling both the rate of fire and energy consumption;
- Ultimate ability: "Turret" - an automatic turret that fires projectiles at your enemies for 20 seconds after activation;
- Passive: When activated, the turret will also attack mines.
Gunship I Cosmetic
Gunship I Plus (Gunship I+)
- Shield: 5%;
- Armor: 65%;
- Body: 672;
- Feature: "Arsenal" (Arsenal) - thanks to the four main nodes, the rate of fire of the guns doubles, and with them the energy consumption;
- Ultimate ability: "Turret" - activates an automatic turret that fires at enemy ships for 20 seconds.
- Passive: Grants a 30% damage bonus against drones.
Scout IÂ
- Shield: -5%;
- Armor: -15%;
- Hull: 160;
- Feature: "Ranger" (Ranger) - deals 2% more damage for every 100 m distance to the target;
- Ultimate ability: "Shadow Strike" (Shadow Strike) - makes the ship invisible to enemies and gradually increases weapon damage up to 300%. Dropped when fired. Firing weapons will also attract attention and allow enemies to activate auto-target;
- Passive Ability: The ship ignores mines during an active ult.
- Accelerates energy regeneration during ult (13,524 credits);
- Grants 5 seconds of invulnerability after the end of the ult (13,432 credits).
Scout I "Plus" (Scout I+)
- Shield: 0%;
- Armor: -10%;
- Body: 224;
- Feature: "Ranger" (Ranger) - deals 2% more damage for every 100 m distance to the target.
- Ultimate ability: "Shadow Strike" (Shadow Strike) - makes the ship invisible to enemies and gradually increases weapon damage up to 300%. Dropped when fired. Firing weapons will also attract attention and allow enemies to activate auto-target;
- Passive: The ship ignores mines during an active ult.
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