recursal/Fanatic-Fandom huggingface dataset:
Thruster (Planetary Class)

## Description

The Quarg, who do all things efficiently, view the Korath propulsion systems with particular distaste.

## Location

Planetary Class Thrusters can be obtained by looting Korath ships. In addition, after being offered the Remnant storyline mission Remnant: Salvage 6, Planetary Class Thrusters can be purchased from the following planets:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Korath thrusters generate high amounts of thrust, but they also generate high amounts of heat.
* These engines are comparable to the Quarg's equivalent, the Medium Graviton Thruster. They weight 1 ton less, and have the energy and heat values flipped - the Quarg's engines have a bit less than half the energy efficiency (1200 vs 534 thrusting energy), but a bit over twice the heat efficiency (600 vs 1,362 thrusting heat), for the exact same thrust of 288,000.
Silver Bell

## Commodity Prices

### Luxury Goods

1040

Silver Bell is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Silver Bell has the following landing locations:

* Periaxle Circuit
* Chosen Nexus

## Links

Silver Bell links to the following systems:

* Bright Void
* Broken Bowl
* Homeward
* Last Word
* Silver String

## Amenities

Chosen Nexus possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Silver Bell:

* Lead
* Tungsten

## Fleets

The following fleets spawn in Silver Bell:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Splinter

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

The **Megaparsec Splinter** is an agile warship with a reasonably large cargo hold.

## Description

The Splinter is the largest warship produced by the Megaparsec shipyard. It is designed to be faster and more maneuverable than other ships of a similar size, in order to serve as a heavy escort ship or as part of a planetary defense and patrol fleet. Because of its intended use in merchant convoys, it also has a fair amount of cargo space.

## Location

The Splinter can be purchased at the following ports:

* Buccaneer Bay, Algenib
* Covert, Gienah
* Foundry, Achernar
* Greenrock, Shaula
* Haven, Arneb
* New Tortuga, Misam
* Smuggler's Den, Men
* Sunracer, Mirfak
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Outfits

These are the standard outfits initially equipped on each Splinter.

## Performance Information

The Splinter is a decent ship with plenty of room for upgrades, and it has a high amount of crew which is an advantage during boarding actions. The player can purchase these from Syndicate shipyards. The Splinter is, arguably, inferior to the Corvette in terms of speed and overall performance as a combat ship, but it is cheaper to purchase and it has Proton Guns instead of the latter's missile launchers, so the player doesn't need to worry about ammo if going for an "as is" ship build. Furthermore, the Splinter requires a smaller crew and it has a larger cargo capacity, albeit at the tradeoff of a lower number of passenger bunks.

Pirates flying groups of these vessels can be rather annoying, as they tend to have one take the lead and expend its energy firing Proton Guns and then fall back for another with full energy reserves to step up and continue the battle. These makes groups of Splinters dangerous even into the later game.
Telis'het

## Description

When the Builders designed the exoskeleton of the Telis, they came to the conclusion that it would have been impossible to make it resilient enough without compromising its agility and integrity. Instead, they focused heavily on improving their shield technology, giving the Telis many of their regenerators.

## Location

This ship cannot be purchased, but it can be found in the Graveyard.

## Outfits

These are the standard outfits equipped on a Telis'het.

 Telis Engine NacellesKa'het Sustainer Nacelles (2)

## Information

* This ship cannot be captured and only some variants can be looted (those where the last segment of hull is coloured red).
* This ship has built in engines.
Subarashii Rift Thruster

## Description

Given the lower size and thrust of rift engines, Bunrodean ships aren't well known for their pursuit capabilities. But there are rumors among some Bunrodea of an ancient cache of engines, more powerful than even those of the Korath, that would allow any ship to zip across the stars like a comet and chase down any potential target.

## Location

This outfit cannot be purchased but can be found equipped on some Bunrodean ships.

## Information

* The only way to obtain this is by looting it.
Supercapacitor

With a powerful enough generator, many ships do not need batteries at all. The one exception is projectile weapons, which usually require a burst of energy far exceeding what the generator produces. Supercapacitors provide just enough energy storage for those weapons, without requiring you to install a bulky battery pack.

## Location

The Supercapacitor can be purchased at ports around the galaxy.

## Information

A Supercapacitor expands your storage capacity by 750. These are primarily used to provide burst power to weapons. When paired with a sufficiently strong generator, the capacitors can be fully recharged during the weapon's cooldown time, allowing for continuous firing. They are not suitable for large-scale energy storage, as even the LP036a Battery Pack provides more storage-per-mass-unit, and for less than half the price per-outfit.

As the smallest possible energy storage, supercapacitors can also be useful on cargo-expanding fighters, like the Boxwing, which are not ordinarily intended to be deployed.

Because of their high cost-to-mass ratio, supercapacitors are highly valued as plunder from captured ships.
Sunbeam Turret

## Description

As the Wanderers slowly cope with the transition from peacetime to the growing conflict with the Unfettered Hai, they have begun building ships that are capable of carrying turret-mounted weapons. Because of the sheer size of the Sunbeam, this turret only carries one of them.

## Location

The Sunbeam Turret is found in Wanderer space.

These are the ports where the Sunbeam Turret can be purchased.

## Information

* Purchasing the Sunbeam Turret requires a Wanderer Outfits License.
* The Sunbeam Turret only becomes available during the Wanderer campaign.
* This is the turret version of the Sunbeam. It is also available as a Dual Sunbeam Turret.
Violetwake

Violetwake is an uninhabited station in the Da Ent system. It is controlled by the Hai.

## Background

### Outfitter

No

This station was mothballed sometime in the last sixty thousand years. The docking area has an atmosphere, and a status panel indicates that the station's generators are functional but shut down, with standby mechanisms running on solar power alone.

## Information

Hai planets and stations cannot be dominated.
Var' Roi

Var' Roi is a moon in the Si'yak'ku system. It is controlled by the Wanderers.

## Image

The surface of this small icy moon is constantly cracked and broken by tidal force from the gas giant that it orbits. The tidal disturbances also heat the moon enough to keep its oceans warm enough to support life despite the small amount of sunlight that reaches here.

## Spaceport

The only habitation on this moon is a Wanderer research station suspended on metal pylons well above the icy surface of the ocean. The gravity here is low enough that even though the atmosphere is thin, the Wanderers who work in the station can fly out across the ocean on their own power, wearing some sort of breathing gear. The researchers also have a fleet of submarine ships, sturdy enough to pierce through the shifting ice and travel deep below the ocean surface.

## Information

* Landing on Var' Roi requires the player to have 25 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Type 1 Radiant Steering

## Description

This tiny steering system is used by the Wanderers to power their unpiloted mining and surveying drones.

## Location

This can be purchased from most Wanderer outfitters.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low thrust/mass, but have very good energy efficiency and even provide cooling.
* The Type 1 Radiant Steering is used by the wanderers in their Earth Shaper.
Thornlight

Thornlight is a station in the Io Mann system. It is controlled by the Hai.

## Image

A visitor to this station will immediately notice that the gravity is lower than most planets by about a third. The reception area is lavish with several artworks and exotic plants. A well-groomed Hai receptionist informs you that, unless you have family at this respite facility, you will not be permitted to wander the station.

## Spaceport

The spaceport is small but serviceable, featuring a luxuriously appointed Centipede parked in a berth, presumably for entertainment voyages. There is a small but fancy cafe, and a gift shop with gold watches, jewelry, wines, and other pricey trinkets. This place must provide aged care services for only the very wealthy.

## Information

Hai planets and stations cannot be dominated.
Thermoelectric Cooler

## Description

This cooler is actually just one of the power-generating elements of a Millennium Cell, but wired so it can run in reverse: consuming electricity in order to transfer heat from a ship's systems to its exterior.

## Location

These are the ports where the Thermoelectric Cooler can be purchased.

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus
* Ssil Vida, Postverta (Becomes available during the Remnant storyline)

## Information

* Purchasing this requires a Remnant License.
* This is active cooling, so it will only ramp up to full power when additional cooling is required.
Solar Battery

## Description

Bunrodean solar batteries are required for the installation of solar cells, but solar batteries are perfectly capable of going without solar cells. Many captains will install batteries to store energy gained from normal reactors without ever installing solar cells.

## Location

The Solar Battery can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit can be used on its own as a battery, but can also be upgraded with the addition of up to 36 Solar Cells. Solar Cells add solar collection, but also generate heat while collecting energy and take up some outfit space.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Tranquility

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Location

The Tranquility can be found flying around the galaxy.

## Outfits

These are the outfits initially equipped on this ship.

## Information

* The Tranquility is a Person Ship and a reference to Serenity, the main ship of the *Firefly* television series. It has a unique ship class with the same basic design as Serenity, and is one of the only Person Ships that can be captured, allowing the player to fly it. That said, since Tranquility has no weapon slots of any kind and isn't the best Heavy Freighter in the game, it could be seen as little more than a trophy ship.
* The ship's class is also a *Firefly* reference, as *Lampyrid* is the scientific name for fireflies.
Steering (Planetary Class)

## Description

Where other species might focus on converting energy into thrust as efficiently as possible, the Korath instead strive to pack as much power as possible into the smallest area. This steering system is a classic example of their work.

## Location

Planetary Class Steering systems can be obtained by looting Korath ships. In addition, after being offered the Remnant storyline mission Remnant: Salvage 6, Planetary Class Steering systems can be purchased from the following planets:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Korath Engines are very powerful, but they also generate high amounts of heat.
* This steering module is considerably more space efficient than it's Quarg equivalent, the Medium Graviton Steering, which provides 28,176 less turning.
Thunderhead Launcher

## Description

A prime example of Wanderer ingenuity, Thunderhead Missiles each carry five submunitions that are capable of independent tracking. Even if the target is able to shoot down or evade a few of them, the remaining missile fragments will still find their mark.

## Location

These are the ports where the Thunderhead Launcher can be purchased.

* Vara Rakak, Es'sprak'ai
* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Varu Mer'ek, Ik'kara'ka
* Varu K'est, Chy'chra

## Information

* This uses Thunderhead Missiles as ammunition and Thunderhead Storage Arrays as storage.
* Purchasing this requires a Wanderer Outfits License.
* When fired, these split into 5 submunitions, which makes them harder to shoot down and harder to avoid.
Trading

Redirect to:

* Planet Facilities
Sourced from here: https://github.com/endless-sky/endless-sky/wiki/PlayersManual#planets

They say that to an experienced merchant, the flow of goods from star to star and planet to planet does not appear random. Instead, it is as clear as lines on a map, dividing up the regions of human space. The Core, rich in resources, home to many mining planets. Beyond the Core, the Syndicate worlds of industry and manufacturing, where the flow of raw materials from the galactic East meets the overflowing population from Earth and other old, stagnant worlds. To Earth, the constant flow of merchant caravans, bringing food to feed ten billion hungry mouths. Along the galactic spiral north of Earth, the paradise planets, humanity's largest market for luxury goods. And farther north, the Deep, a region of ancient stars on the fringe of the galaxy, sufficient to itself and isolated. Next to the Deep and even farther north, the last fringes of civilization and a scattering of anarchist and pirate worlds.

To the galactic south of Earth: the Dirt Belt, planets poor in resources, passed over by the early settlers: frontier worlds where food and medicine is precious. Farther south, the breadbasket of the galaxy, where the factories produce more tractors than starships. Spiraling west from there, the Rim: a strip of long-settled worlds and well-developed industry. On the very southern fringes of human space, the pirate worlds, far from the reach of the Navy. And then, far to the east, the systems where human beings coexist with the Quarg, aliens who cannot survive Earth-like gravity and prefer instead to settle the small and nearly airless moons that humanity has no interest in.

## How to

Most planets have a variety of trade goods available for sale. You can make a profit by buying at a low price, and carrying the cargo to a different star system where it can be sold for a profit. The trading panel shows the price of each trade good, plus an indication of how high or low the price is. Some goods, like clothing, plastic, and electronics, have prices that vary significantly from system to system, but the total range of fluctuation is relatively small. Others, like food, medical supplies, and heavy metals, are much more expensive in some parts of the galaxy than others, but you need to carry them a significant distance to earn a profit.

Once you have explored a system, your ship's computer remembers the commodity prices there. When you are trying to pick out a trade good to invest in, you can press the map key ('M' by default) to view your map. The systems will be color-coded according to the prices of the selected commodity. You can also click on any star system to view the exact prices of each commodity.

## Key Combo's

To buy more than one ton of a given trade good at a time, you can hold down the shift key (5x), the control key (20x), or both (100x). For players with enormous cargo fleets, the alt / option key (500x) can be used in combination with those other keys to sell up to 50,000 tons of cargo per click
Swarm Pod

## Description

The Swarm Pod proved to be an effective weapon in early conflicts with the Korath by overpowering early Korath anti-missile defenses. But just as the Bunrodea developed technology to combat Korath weaponry, the Korath did the same, prompting them to create their own rapid-fire anti-missile turret that limited the usefulness of the Swarm Pod against some Korath targets.

## Location

This cannot be purchased, but can be found equipped on some Bunrodean ships.

## Information

This uses Swarm Missiles as ammunition, which can be stored in Swarm Clips.
Vareti'het

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Hull Repair
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

The Vareti was the strongest Het the Builders were able to complete, starting its mass production only a year before the beginning of the invasion. It relies on shield matrixes even more than its little brothers, using larger and more effective restorers that were developed alongside this project.

## Location

These cannot be purchased but appear in the Graveyard.

## Outfits

These are the standard outfits equipped on the Vareti'het.

## Information

* This ship cannot be captured and only some variants can be looted.
Volax

## Volax

### Outfitter

No

Volax is an uninhabited system that is controlled by the Republic.

## Landing Locations

Volax does not have any landing locations.

## Links

Volax links to the following systems:

* Cardax
* Nihal
* Sospi

## Fleets

The following fleets spawn in Volax:

* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic
* Large Republic
Slylandro

Slylandro is a planet in the Nenia system. It is uninhabited.

## Image

Far beneath the swirling blue surface of Slylandro's atmosphere, void sprites and other strange creatures float about. As improbable as it may seem, the void sprites must have somehow evolved the capability to manipulate gravity fields, because every once in a while one of them will rise up from the surface powered by an antigravity field similar to the landing repulsors used by human ships. When they do so, the decrease in atmospheric pressure causes them to nearly double in size.

## Information

* Landing on Slylandro requires the gaslining attribute, which only some Remnant ships have.
* Slylandro is one of the two landable gas planets in the game, the other is Nasqueron.
* As with other names in the game (like the Korath), Slylandro is named in homage to the homonymous planet in Star Control 2, where it is too a gas giant, and the only one who harbors life in the entire adventure.
Small Reverse Module

## Description

Placing this tiny thruster in the front of a freighter or transport allows Coalition merchants to considerably improve their energy efficiency, which is of great benefit when relying on solar power.

Because a reverse thruster must be facing forwards, it must be installed in the weapon section of your ship instead of the engine section.

## Location

Small Reverse Modules can be purchased at the following ports:

* Ablub's Invention, Ablub
* Ahr, Sol Arach
* Ashy Reach, 3 Axis
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blubipad's Workshop, Blubipad
* Blue Interior, 4 Spring Rising
* Brass Second, 3 Pole
* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Dwelling of Speloog, Speloog
* Far Garden, Companion
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Midway Emerald, 14 Winter Below
* Remote Blue, 14 Pole
* Rusty Second, 4 Axis
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Second Viridian, 14 Summer Above
* Starting Rubin, Sol Kimek
* Station Cian, 12 Autumn Above
* Stronghold of Flugbu, Flugbu
* Warm Slope, Steep Roof

## Information

* Purchasing this outfit requires a Coalition License.
Sol Arach

## Commodity Prices

### Luxury Goods

1425

Sol Arach is the home system of the Arachi. It is controlled by the Coalition.

## Landing Locations

Sol Arach has the following landing locations:

* Ahr

## Links

Sol Arach links to the following systems:

* Blubipad
* Blugtad
* Glubatub
* Gupta
* Meblumem
* Miblulub
* Plort

## Amenities

Ahr possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Sol Arach:

* Iron
* Silicon
* Titanium

## Fleets

The following fleets spawn in Sol Arach:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Surveillance Pod

## Description

This is Navy technology, a collection of scanners designed to fit perfectly inside one of their surveillance drones. Since the outputs are fairly standard, you could connect it to your own ship's systems if you want. Installing more than one increases the scan range and speed.

## Location

This cannot be purchased but can be found equipped on Surveillance Drones.

## Information

By default this scanning outfit is only found on Republic Surveillance Drones. It can detect both outfits and cargo, but has less scanning power than dedicated scanners and weighs more than the combined weight of a standard Outfit Scanner and Cargo Scanner, which makes it impractical to equip on a larger ship.

Currently, the only way to obtain this outfit (without modifying game data) is to capture a Surveillance Drone from the Republic with a ship that has a drone bay. This will most likely turn any Navy ships nearby hostile if they catch you in the act, but since the drone is unmanned they should revert to neutral if you leave and return to the system, with only a little if any reputation lost.

When the Republic storyline is finished, it should be theoretically possible to purchase a Surveillance Drone legally with a Navy License, allowing you to take its pod like any other outfit.
Vega

**Vega** is a binary system that is located near Earth. It is controlled by the Republic.

## Landing Locations

Vega has the following landing locations:

* Silver

## Links

Vega links to the following systems:

* Altair
* Menkent
* Nocte
* Sol

## Amenities

Vega does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Vega:

* Copper
* Lead
* Titanium

## Fleets

The following fleets spawn in Vega before July 4, 3014.

* Human Miners
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic

These are the fleets that spawn in Vega after July 4, 3014.

* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
Valley of the Damned

Valley of the Damned is an uninhabited planet in the Zubenelhakrabi system.

## Image

From afar, this looks like a habitable planet, comfortably located on the near end of the goldilocks zone of its star. It has a high concentration of water vapor in its atmosphere and hosts primitive life, with mosses covering nearly all moist surfaces and exotic crustacean-like animals roaming the land, their carapaces made of what would be considered synthetic plastic elsewhere.

However, there is an unusually high concentration of toxic chlorine in the lower atmosphere. Without special equipment, one can only stay on the mountains to avoid the dense gas, and even then, only for a few hours before problems arise. Most traces of attempted colonization by the Sheragi have eroded away by now, leaving only broken buildings and decaying bones.

## Information

* This planet is part of the Emerald Sword storyline.
Smew

## Description

The Remnant have long favored turns of action that avoid putting crew directly at risk; though their Terns are a rather effective result of this ideology, the Remnant still had to face the fact that, eventually, one of their manned ships was going to end up too crippled to escape to safety. To that end, the Smew was developed; though quite lightly armed, Smews are capable of carrying a considerable quantity of cargo and passengers for a ship of their size, and are durable enough to absorb some fire from enemies while doing so.

Though originally designed as lifeboats, the surprisingly mobile freighter-fighter hybrid has seen a remarkable amount of usage in mining fleets, as a way to supplement the otherwise poor cargo capacity of the Ibis. Because their purpose can vary from fleet to fleet, Smews are traditionally sold with a fair amount of free space: enough for a small weapon, upgraded engines, or additional support systems.

Fighters do not come equipped with a hyperdrive. You cannot carry a fighter unless you have a ship in your fleet with a fighter bay.

## Location

The Smew can be purchased at the following ports:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Outfits

These are the standard outfits initially equipped on each Smew.

## Information

* Purchasing the Smew requires a Remnant License.
* This ship has built in shield and hull repair.
* This ship has built in outfit, tactical, and asteroid scanning.
Tek Far 78 - Osk

## Shipyard Description

This carrier is equipped with docking clamps for up to nine fighters. When loaded with a full complement of the powerful Kor Sestor robotic fighters, it is a formidable opponent.

## Location

The Tek Far 78 - Osk cannot be purchased, but it can be captured from Kor Sestor space.

## Outfits

These are the standard outfits equipped on each TF78 Osk

## Information

* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the TF78 Osk, you have a 30% chance of being able to board and loot the ship, and then another 30% chance of being able to capture it. In total, you have a 9% chance of being able to capture the Tek Far 78 - Osk.
Varu Mer'ek

Varu Mer'ek is a planet in the Ik'kara'ka system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This Wanderer factory world is now home to more abandoned villages than populated ones: entire factories rusting and decaying as a result of the recent threat from the Unfettered Hai. Most of the factories that remain active have been repurposed to produce weapons or ammunition for the defense of Wanderer space.

## Spaceport

Very few Wanderer children are present in the spaceport. Most of the inhabitants still live far above the ground in the customary Wanderer tree-houses, but that portion of the village is dwarfed by the more recently constructed factories and warehouses for war supplies. A steady stream of freighters brings in new equipment and raw materials for the factories.

## Information

* Landing on Varu Mer'ek requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Lenz's Loop

Lenz's Loop is an uninhabited gas planet in the Kochab system.

## Image

Lenz's Loop takes its name from the powerful magnetic field produced by its metallic hydrogen core. As one of the most powerful natural sources of magnetism known to humanity, it is named for Emil Lenz and his discoveries about the interactions between magnetism and electric currents.

While your ship's shielding fortunately keeps it safe from the dangerously strong magnetic field, captured charged particles from Kochab's frequent flares are channeled into the atmosphere near the poles, where it would be exceedingly dangerous for you to venture.
Unagi

Unagi is an uninhabited system that is located in the Far North. It is controlled by Pirates.

## Landing Locations

Unagi does not have any landing locations.

## Links

Unagi links to the following systems:

* Almaaz

## Mining

The following mineable asteroids spawn in Unagi:

* Gold
* Tungsten

## Fleets

The following fleets spawn in Unagi:

* Small Northern Pirates
* Large Northern Pirates
Longjump

Longjump is a planet in the Sabik system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

Longjump is a mostly industrial world, with lower than normal gravity that makes it relatively easy to operate and transport heavy equipment. Hang-gliding is also a popular sport here, although for safety reasons it is prohibited anywhere near the spaceport.

Longjump was the first planet discovered in the region of space known today as the Rim. Every year in the month of August, the Rim celebrates Han Sizer month, a whole month of activities commemorating the first explorer of the region. Wealthier citizens of the Rim celebrate by visiting as many Rim worlds as they can in the month, paralleling Han Sizer's month-long exploration of the region.

## Spaceport

The spaceport consists of four large towers connected by bridges, with openings for hangars in the sides. The upper stories are for landing ships; business takes place down below, at street level.

You can recognize the natives immediately because they are almost all taller than you, a result of growing up in a low-gravity environment.

## Outfitter

* Ammo South
* Basic Outfits
* Delta V Basics

## Information

* Longjump has a tribute value of 600 and is defended by large Militia fleets.
Vara Pug

Vara Pug is a planet in the Pug Iyik system. It is controlled by the Pug.

## Image

Vara Pug is an ocean world, wild and almost unsettled, except for a single Pug city on the coast of one of the major continents. The animals and plants on the land are relatively uninteresting, but the oceans are home to an enormous variety of creatures, including whales the size of a Bulk Freighter, a highly intelligent species of jellyfish, and other, far stranger creatures that rarely venture up from the sunless ocean depths.

To avoid contact with these marine creatures, when the Pug travel to other parts of the planet they use massive solar-powered airships rather than boats.

## Spaceport

The Pug here all seem to be busy with various tasks, none of which make any sense to you: rushing from building to building on their long, spindly legs; playing a game involving colored stones on a hexagonal table; constructing what appears to be collaborative holographic artwork.

None of them speak to you, but a worker in the spaceport digs around in a closet for a while and comes up with a conversion attachment that allows your fuel tanks to be filled using their style of fuel nozzle.
Sies Upi

Sies Upi is a planet in the Nnaug system that is controlled by the Gegno Vi.

## Image

Sies Upi is one of the most recently colonized planets of the Gegno Vi. This hot, dry, and harsh world serves as more of an outpost than it does a colony, but nevertheless the Vi have found ways to create manageable living conditions for their settlers.

## Spaceport

This spaceport seems a lot more militarized than other Gegno planetary spaceports, full of geared up Vi with their ships parked close by. The roar of an enormous cruiser's engines can be heard just as often as the shutting down of another. There doesn't look to be very many non-military personnel here, and it feels somewhat claustrophobic with all of the guards standing around.

## Information

* Landing on Sies Upi requires a reputation of 1.
Thruster (Stellar Class)

## Description

A legend among the Korath claims that when they were first testing out their latest generation of plasma thrusters, a concerned Quarg fleet approached and volunteered to help evacuate the Korath crew from what they assumed was a dying ship. The Quarg were surprised to learn that the flames shooting out the back of the ship were in fact its intended mode of propulsion.

## Location

Thruster (Stellar Class) outfits can be found equipped on the following Kor Sestor and Korath Exiles ships:

* Ikatila'ej
* Kar Ik Vot 349 (Defense variant only)
* Kasichara A'awoj
* Korsmanath A'awoj
* Lor'kas Ik 577
* Lor'nag Ik 590 (Standard variant only)
* Ra'at Ik 621 (Standard and Storm variants)
* Ra'gru Ik 618 (Standard variant only)

## Information

* Korath thrusters generate high amounts of thrust, but they also generate high amounts of heat.
* This is the largest Korath thruster, and the second-most powerful thruster in the game as of version 0.10.0; while the Fusion Drive is more powerful, only one set can be obtained.
* While the need for cooling outfits (like the Large Heat Shunt) means that the effective size of these thrusters is larger than atomic engines, note that coolers are not counted in your engine space, so you can fit greater thrust in the same amount of engine space, then sacrifice normal outfit space to cooling systems. Also note that unlike generators, which produce constant heat, these thrusters only heat your ship while they're in use, so you can use periods of drifting at high speed to cool off if needed.
Thunderhead Missile

## Description

Thunderhead cluster munitions are long-range Wanderer missiles that split into five fast and agile submunitions when they are close to their target. Each launcher can hold up to 40 of these.

## Location

Thunderhead Missiles can be purchased at the following ports:

* Var' Kar'i'i, Kiro'ku
* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Vara Ke'stai, Ka'pru
* Vara Kehi'ki, Iyech'yek
* Vara Rakak, Es'sprak'ai
* Varu Ek'lak'lai, Kiru'kichi
* Varu K'est, Chy'chra
* Varu K'prai, Aya'k'k
* Varu Mer'ek, Ik'kara'ka
* Varu Tek'kai, Si'yak'ku
* Varu Tev'kei, Ap'arak
* Spera Anatrusk, Kaliptari (Added during the Wanderer storyline)

## Information

* Purchasing Thunderhead Missiles requires a Wanderer Outfits License.
* This is ammunition for the Thunderhead Launcher. It can be stored in a Thunderhead Storage Array.
The Dirt Belt

**The Dirt Belt** is a region of space in the western section of human space. It is located below The Deep and above The South. It is controlled by the Republic.

## Overview

The Dirt Belt is a collection of systems running from the west to the south of human space. Many of the planets are recently settled and are not very habitable, and so are some of the poorer systems in Human space. Their economies are agricultural, and are the main food producers of the Republic, supplying to much more populated sectors like the Paradise Planets, the Deep, and the Core, and the highly populated planets near Earth. Most of the populations of these planets live in villages or on farmsteads, and are wary of the corruption and poverty in the cities. Even the larger cities, however, only have populations of about 60 thousand.

### Outfitters

* Ammo South
* Basic Outfits
* Common Outfits
* Delta V Basics
* Kraz Basics

### Shipyards

* Basic Ships
* Tarazed Basics

## History

* 2350 - A group of philanthropic billionaires establish several colonies in the southern galactic rim, which probably included some Dirt Belt planets.
* 2420 - The first of the "Turf Wars" occurs, over mining rights in the Dirt Belt.
* 2730 - The Republic is formed, which includes the few Dirt Belt planets which are inhabited.
* 2890 - A hidden colony of Alphas is found in the Dirt Belt, having survived the Alpha War.
* 2890 - Many Dirt Belt planets are growing in population, but most are still very poor and barely habitable. There is a growing gap between rich and poor planets.

## Notes

* If you help the Wolf Pack during the Free Worlds campaign, one of their missions is to cut off the food shipments from the Dirt Belt to the rest of the Republic in order to force a faster conclusion to the war.
Spica

Spica is a system that is located in the Rim. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Landing Locations

Spica has the following landing locations:

* Oasis

## Links

Spica links to the following systems:

* Gamma Corvi
* Minkar

## Amenities

Spica does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Spica:

* Lead
* Silicon
* Titanium

## Fleets

The following fleets spawn in Spica before July 24, 3014:

* Small Militia
* Large Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates

The following fleets spawn in Spica on and after July 24, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
Systems Core (Large)

## Description

This massive bank of computers, shield generators, capacitors and repair microbot reservoirs holds everything needed to keep the very largest of Korath ships in working condition.

## Location

These cannot be purchased, but they can be found equipped on some Korath ships.

## Information

* The only way to obtain these is by looting them.
* Systems Cores provide shield and hull repair as well as battery all built in.
* Systems Cores are almost always more outfit space efficient than batteries, shield gens, and hull repair outfits installed separately, but might consume more power and/or produce more heat than the other outfits installed seperately. This is not always the case, however, compared against certain power hungry and/or hot-running shield gens and hull repair outfits.
Skipper Railgun

## Description

The Hai designed this weapon to best complement their Flea drones. Each Skipper Railgun provides a significant amount of force upon firing, pushing the Flea drone backwards and therefore forcing it to keep its distance from its target.

Flea drone pilots joke that they provide more thrust than engines of similar size, so Unfettered should be using them at the back of their ships. There's probably a cultural component to the joke that many miss, because it's told quite often and the Hai laugh hysterically about it - every time.

## Location

Skipper Railguns can be purchased from Hai space after they become available during the Wanderers campaign.

## Information

* This weapon uses Skipper Railgun Slugs as ammunition, which can be stored in the Skipper Slug Rack.
* The skipper railgun is a long-range secondary weapon. It has tracking like typical missiles, but does not do much damage.
Warder Anti-Missile

## Description

This anti-missile system helps defend Korath warships from long-range attacks.

## Location

Warder Anti-Missiles can be found equipped on the following Kor Efreti, Kor Sestor and Korath Exiles ships:

* Arch-Carrack
* Charm-Shallop
* Echo-Galleon
* Ikatila'ej
* Kar Ik Vot 349 (Standard and Defense variants)
* Kas'lor Ik 582
* Kasichara A'awoj
* Korsmanath A'awoj
* Lor'kas Ik 577
* Lor'nag Ik 590
* Met Par Tek 53 (Sniper variant only)
* Palavret
* Ra'at Ik 621
* Ra'gru Ik 618
* Rai'alorej
* Rano'erek
* Tek Far 71 - Lek
* Tek Far 78 - Osk
* Tubfalet

After making sufficient progress in the Remnant storyline, Warder Anti-Missiles can be purchased from the following locations:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* This outfit is normally only obtainable by looting Korath ships; however, this outfit becomes available for purchase late in the Remnant campaign.
* Warders are best at taking out swarms of less powerful missiles.
* Warders have a better fire rate, more range, stronger individual shots, and take less mass than the human Heavy Anti-Missile Turret, but consume more energy and produce more heat.
* The Wanderer Anti-Missile is better in every way *except* when facing swarms of weaker missiles, since the Wanderer version requires less energy, generates less heat, takes less mass, and has slightly more range, for the same DPS. (The Warder provides a small amount of energy storage, but its extra energy requirements will consume that storage in a fraction of a second.)
Sunbeam

## Description

The Wanderers do not devote much time to developing weapon technology, preferring to focus their attention on more constructive endeavors. However, the few weapons they have created are efficient and deadly.

## Information

Purchasing the Sunbeam requires a Wanderer Outfits License.

The **Sunbeam** is a Wanderer beam weapon. True to its description, it is a powerful weapon, though it is relatively large, and very expensive. In addition, its single and dual turreted versions do not become available until later in the Wanderer storyline.

Being a tier 2 weapon, the Sunbeam inflicts 53.3% more shield damage per ton than the next strongest human beam weapon, the Electron Beam, although it is noticeably ineffective against hull. However, it does have the bonus of a slightly longer range, along with the ability to inflict heat damage. The combination of high shield damage, low hull damage, and continuous fire, also makes it effective at disabling ships without destroying them. In effect, it acts as an upgraded Plasma Cannon.

The Sunbeam gun is available as soon as you meet the Wanderers after returning from Greenwater with the translator device from the Hai technologist named Eruk. The turrets are unlocked later, shortly after you defeat the Alpha Carrier "Giftbringer."

## Locations

Before the Unfettered Hai invasion begins, the Sunbeam can be bought on the following worlds:

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Vara Rakak, Es'sprak'ai
* Varu K'est, Chy'chra
* Varu Mer'ek, Ik'kara'ka
Version 0.9.9

This version of the game was released on May 27, 2019. This release followed a long period of no updates to the game, but it brought much new content to the game and was about three times larger than any other update. Odd numbered updates are "unstable" updates and version 0.9.10 will be mainly bug fixes.

Full Changelog

More Info+Downloads
Void Sprite (Infant)

## Description

This is the immature form of the void sprite. While they typically rely on their tendrils and natural buoyancy to fly within atmospheres, they have demonstrated the unusual ability to manipulate gravitational fields to propel themselves off-world.

## Location

These cannot be obtained but can be seen flying in Nenia.

## Outfits

Void Sprites are equipped with Mouthparts as weapons and have Void Sprite Parts installed, everything else is built in.

## Information

* Void Sprites are an indigenous life form found in Nenia. They are under protection of an Archon.
* This is the smaller of the two types of Void Sprites.
* This ship has built in engines.
* This ship can land on gas giants.
* These can drop Void Sprite Parts when killed.
Yeer e Ki Cooperative

This page contains summary information for the in-game Hai Organization Yeer e Ki Cooperative*.*

Yeer e Ki Cooperative is a shipyard whose defining motto is: "Service for Life". Most famous for the Cicada, they are the incumbent shipbuilder that now has a direct competitor in the Imo Loo Mer Corporation with its newly expanded roster of ship designs. The Cooperative is headquartered with their primary (and only) shipyard on Makerplace. They are the owners of the original Aphid design, which the Mon Ki i'Hiya Consortium maintain a license to also manufacture for themselves.

Yeer e Ki Cooperative retails in a limited capacity across Hai space. It has the in-game retail groupings Yeer e Ki Basics and Yeer e Ki Advanced; the Basics list is *distinct* from the Advanced.

### Design Philosophy

Yeer e Ki design philosophy is very rigid and typically favours 3 key elements:

* "Shouldered" cockpits that are set in the bulk of the ship but still maintain a relatively unobstructed field of view.
* A central structural "spine" element that is more pronounced on bigger vessels.
* A tapered rear section with closely spaced engines.

## Retail Locations

### Yeer e Ki Basics

* Giverstone, Zuba Zub
* Greenwater, Fah Soom
* Hai-home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Stonebreak, Imo Dep
Vesvii

## Vesvii

### Outfitter

No

Vesvii is an uninhabited binary system in Gegno space.

## Landing Locations

Vesvii does not have any landing locations.

## Links

Vesvii links to the following systems:

* Huud
* Jyelio
* Yerser

## Mining

The following mineable asteroids spawn in Vesvii:

* Aluminum
* Gold
* Iron
* Lead

## Fleets

The following fleets spawn in Vesvii:

* Scin Warfleet
* Vi Warfleet
Skyfarm

Skyfarm is a planet in the Io Mann system. It is controlled by the Hai.

## Image

Due to the low gravity here, some of the alien crops planted by the Hai grow to heights of five meters or more. The air is too thin for humans or Hai to breathe without carrying supplemental oxygen tanks, so the population is very small.

The fields are tended by enormous spider-like robots which are equipped not only for irrigation and harvesting, but also for pollination, since the thin atmosphere has made it impossible for native insects to evolve here.

## Spaceport

The spaceport is a small city built under a pressurized glass dome, with a ring of hangars and landing pads around its periphery.

As with most Hai architecture, the dome and the buildings within it are simple and sparsely decorated, but as you walk through the city everything feels very solid, and ancient. Everything is metal, even the roads and walkways, and the center of many of the roads dips down slightly due to millennia of foot traffic slowly wearing down the metal.
Small Battery Module

## Description

Because Coalition ships rely on solar power, they must also be able to store a substantial amount of energy. This small battery pack is much more efficient than comparable human technology.

## Location

This can be purchased from Coalition space.

## Information

* Purchasing this requires a Coalition License.
* This is one of two Coalition batteries, the other is the Large Battery Module.
* Coalition batteries are some of the most efficient batteries in the game, behind only the Remnant Crystal Capacitor and the Quarg Nanotech Battery.
* This outfit renders the Hai Chasm Batteries obsolete by storing roughly 66% more energy while being 1 mass unit lighter.
Zaurak

Zaurak is a frontier system that is located in the Core and controlled by the Syndicate.

## Landing Locations

Zaurak has the following landing locations:

* Canyon

## Links

Zaurak links to the following systems:

* Alcyone
* Menkar
* Sheratan

## Amenities

Zaurak does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Zaurak:

* Iron

## Fleets

The following fleets spawn in Zaurak:

* Human Miners
* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Large Core Pirates
* Small Syndicate
* Large Syndicate
Solace

Solace is a planet in the Pherkad system and the home of the Delta V Corporation. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

Solace is a fertile world that was already home to Earth-like vegetation and animals even before the first settlers arrived. It has now been inhabited for nearly half a millennium, and sprawling cities cover much of its surface.

In addition to being one of the major metropolitan centers of the galactic South, Solace is best known as the home of Delta V Corporation, makers of plasma engines and rockets of various sorts.

## Spaceport

Solace's spaceport is located in a satellite town of one of its major cities. Surrounding the spaceport is an extensive industrial park that stretches out for some distance, until the warehouses and factories abruptly give way to valleys and farmlands.

The spaceport serves not only for incoming and outgoing commerce, but also as a testing ground for the next generation of Delta V technology. On your way around the port you stop to watch some tests of engines so powerful that the ground shakes beneath them.

At the heart of the spaceport are a few bars, plus restaurants representing nearly every style of cuisine that you are familiar with. All the buildings are well maintained; this strikes you as a quite prosperous world, for this section of the galaxy.

## Outfitter

* Ammo South
* Common Outfits
* Delta V Advanced
* Kraz Basics
* Stack Core (late Free Worlds campaign)
* Syndicate Assistance (early Free Worlds campaign)

If you choose to follow the Checkmate route of the Free Worlds campaign, the following outfitter will be added to Solace.

* Nuke

## Information

* Solace has a tribute value of 1000 and is defended by large Militia fleets.