There are five ships in Everspace 2 Early Access: Sentinel, Scout, Striker, Interceptor, and Gunship.
There are currently five ships in Everspace 2, although each variant is available in a few different visual flavors and rarities. You won't be able to purchase a new ship until you progress through the story and reach the Nephthys Plains station in the Ceto system, but you will slowly find additional ship merchants in other stations afterwards. that.
For starters, each of the five ships in Everspace 2 has its own special and ultimate skills unique to its class. Each will have at least one passive skill built around their strengths and skills, but these passives are random and the number available is based on the rarity of the ship. That might change during Early Access, and I'll update this guide if it does.
The five ships in Everspace 2 have different amounts of shields, armor, and hulls, largely depending on their specific in-game function (a Gunship has more armor than a Scout, for example). There are also five types of slots assigned to ships - Primary Weapons, Secondary Weapons, Consumables, Devices, and Cargo - and the values for each are also primarily dictated by the role of the ship (an attacker can equip three primary weapons, compared to both of the Sentinel). Ship handling and speed is also determined by which of the five ships you are looking at. A Scout is exceptionally mobile for example, with higher speed and maneuverability than the other types of ships in Everspace 2.
Ships are purchased from ship dealers located in certain outposts, and you can either buy and transfer your current ship to your base, purchase and transfer the new ship to your base, or purchase the new ship and sell your current ship. to cover part of the cost. The appearance is random (although the five ships each have a unique, uniform aesthetic), and you can either reload the game or the area back and into the system if you want to mix up the deck.
The five Everspace 2 ships currently available in Early Access, to include their Specials and Ultimates, are:
- Sentinel: versatile with decent shields, armor and hull, but doesn't excel in any area.
- Special - Calibration: 30% increased duration of buffs applied to self.
- Ult - Static Overload: Turns the ship's primary weapons into lightning rifles, shooting electricity at enemies and everything around them.
- Scout: weak defenses, but long-range power.
- Special - Ranger: Deals 2% more damage per 100m away from the target.
- Ult - Shadow Strike: Makes the ship invisible to enemies and gradually increases weapon damage up to 300%. Resets when a shot is fired. Firing weapons will also attract attention and allow enemies to briefly target the ship.
- Striker: Close-range brawler with an emphasis on armor and hull over shields.
- Special - Close Combat: + 5% more damage for each enemy within 500m up to 30%.
- Ult - Quantum Tether: Turns the target into a tether anchor that connects it to surrounding enemies who will receive any damage dealt to the target. Damage increases with each enemy tethered.
- Interceptor: Mid-range skirmish with an emphasis on armor and hull.
- Special - Power Converter: Weapons use boost energy after weapon energy is depleted.
- Ult - Greatly increases weapon damage and rate of fire and provides unlimited energy. Killing an enemy increases the remaining duration by 1.0s.
- Gunship: tanky, punchy, but slow; has high armor and hull at the expense of shields.
- Special - Arsenal: Uses four main hard points, effectively doubling the rate of fire and energy consumption.
- Ult - Automated turret that shoots projectiles at your enemies for 20 seconds after activation.
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