recursal/Fanatic-Fandom huggingface dataset:
Systems Core (Medium)

Description

The Systems Core houses a powerful computer, shield generators, reserve power, and a control center for repair microbots that can move across a ship's exterior and slowly repair damage to the hull. The microbot reservoir is capable of supporting a significant swarm.

## Location

Systems Core (Medium) outfits can be found equipped on the following Kor Efreti, Kor Mereti, Kor Sestor and Korath Exiles ships:

* Charm-Shallop
* Kar Ik Vot 349 (Defense, Offense and Trapper variants)
* Lor'kas Ik 577 (Standard and Digger variants)
* Met Par Tek 53
* Model 64
* Model 128
* Palavret (Standard, Blaze, Ember, Ember Blaze, Ember Shunt and Hyperdrive variants)
* Ra'at Ik 621 (Digger and Probes variants)
* Rai'alorej
* Tek Far 71 - Lek
* Tek Far 78 - Osk
* Tek Far 109
* Tubfalet

After making sufficient progress in the Remnant storyline, Systems Core (Medium) outfits can be purchased from the following locations:

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

## Information

* System cores provide shield and hull repair as well as batteries all built in.
* System core shielding is considerably more energy efficient than Wanderer shielding. It is slightly less efficient per ton, but this is offset by the inclusion of hull repair and batteries, so it is difficult to compare them on equal footing.
Varu Tek'kai

Varu Tek'kai is a moon in the Si'yak'ku system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This Wanderer world is almost uninhabited and devoid of any indigenous ecosystem, except perhaps on the microscopic level. It has none of the beauty of other Wanderer settlements. Here, factories have been built to process the most dangerous and destructive of industrial chemicals. If disaster strikes one of the factories, the only result will be the contamination of a world that is already dead and lifeless - far better, in the judgment of the Wanderers, than allowing such risky industries to operate on a living world.

## Spaceport

Nearly all the operations of the factories here are automated, and the outside atmosphere is too thin for even the Wanderers to breathe. The workers live in dormitory apartments in a ring surrounding a large central dome. Inside the dome, protected from the elements, is a park whose gardens contain everything from towering conifers to fields of wildflowers; a necessary place of sanctuary and rest for the Wanderers who must spend the rest of their time servicing machines in the bleak environment outside the spaceport.

## Information

* Landing on Varu Tek'kai requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Zug

**Zug** is a planet in the Zubeneschamali system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence. It was once a Sheragi colony before their extinction.

## Background

### Government

Sheragi-> Uninhabited -> Republic -> Free Worlds

## Description

Zug is a pleasant world of rolling hills, fertile fields, and a few small oceans. Hundreds of millions of people live here, with more immigrants arriving every day, almost faster than the construction industry can keep up with them. In addition to the larger cities, many people live in smaller farming villages, making this one of the few worlds in the region that is truly self-sufficient both in industry and in agriculture.

The largest industry on Zug is Southbound Shipyards, which focuses on designing well-defended merchant ships to survive the pirates that are so common here.

## Spaceport

The spaceport of Zug has been growing by amalgamation for centuries. At its core is the "Old Port," a set of quaint and rudimentary shops and warehouses. The landing pads for the Old Port were torn up to make room for what the locals call "The Port," a set of buildings that were constructed a century ago, with bolder architecture and more modern design.

Some distance away is the "New Port," a towering structure with robotic cargo lifts and large hangars for more expensive ships. Meanwhile, plans are apparently underway for an expansion of the New Port. You can't help but wonder what the new expansion will be named.

During the Free Worlds campaign, the second paragraph is changed to the following:

Some distance away is the "New Port," a towering structure with robotic cargo lifts and large hangars for more expensive ships. Meanwhile, an expansion to the New Port is currently ongoing. You can't help but wonder what the new expansion will be named.

120 days after the first change, it changes to the following:

Some distance away is the "New Port," a towering structure with robotic cargo lifts and large hangars for more expensive ships. It was recently expanded to handle the increased activity demanded by the Free Worlds, making Zug the chief ship foundry of the galactic south. It's not surprising to learn that the addition to the New Port has quickly been dubbed "The Expansion".

## Shipyard

* Basic Ships
* Southbound Basics
* Southbound Advanced
* Tarazed Basics (early Free Worlds campaign)
* Tarazed Advanced (early or middle Free Worlds campaign)

## Outfitter

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

## Information

* Zug has a tribute value of 1200 and is defended by large Militia fleets.
Waypoint

Waypoint is an uninhabited system that is located in Hai space. It is controlled by the Hai.

## Links

Waypoint links to the following systems:

* Heia Due

Waypoint also possesses a wormhole that links to Ultima Thule.

## Mining

The following mineable asteroids spawn in Waypoint:

* Lead
* Silicon

## Fleets

The following fleets spawn in Waypoint:

* Small Hai
* Hai Surveillance
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
Var Oti

Var Oti is an uninhabited planet in the Nssryos system.

## Image

This rocky world is covered with vast ranges of desert. While some places have plateaus of rugged rock formations, others have articulate valleys of sand. When it comes to less distinct locations, it is hard to tell at first glance whether or not they are simply a formation of rocks resting on a deep layer of sand, or a thin layer of sand resting on a great foundation of rock. In addition, common dust storms constantly reshape the terrain, and together with the harsh, dry conditions, Var Oti is a dangerous world to visitors who aren't prepared.

## Information

* Var Oti is an uninhabited planet and cannot be dominated.
Windblain

Windblain is a planet in the Regor system. It is controlled by the Republic.

## Image

Nearly three quarters of the surface of Windblain is ocean. Most of the industry here centers around petrochemicals: deep sea oil drilling, refining, and manufacture of plastic composites and synthetic fabrics for clothing. There are a few large cities on the continents, but also plenty of wilderness spaces as yet untouched by human activity.

The local climate and economy are neither good enough to attract immigration, nor bad enough to drive people to leave. There seems to be almost no interest in the affairs of the wider galaxy.

## Spaceport

The spaceport is in one of the main cities, and is built partly on land and partly on piers that stretch out into the harbor, so that cargo can be brought to the port by truck or by barge. There are even a few runways for aircraft, in addition to the landing pads for starships.

In the wharf area, fresh cooked fish and sushi are sold from a small cluster of wooden huts. Farther inland, cargo crates are stacked under the immense tents that serve as warehouses. There is a constant flow of people and cargo in between the harbor and the city.

## Outfitter

* Basic Outfits
* Deep Sky Basics
* Ammo North

## Information

* Windblain has a tribute value of 800 and is defended by Small Deep Security Fleets.
* Landing here has no required reputation.
Warm Slope

Warm Slope is a planet in the Steep Roof system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

This is an ideal world, by Saryd standards: rugged, hilly, mostly forested, with oceans and land masses in equal proportions. It serves mostly as a residential world, because this system's heavy industry is focused on the automated factories on its sister world of Ceaseless Toil.

## Spaceport

The spaceport is part of a city built into one of the slopes of a large mountain, with the landing pads and spaceport facilities near the peak. Saryds, Arachi, and Kimek mingle freely here and converse with the aid of interpreters or translation devices as they amble up and down the steep city streets.

## Information

* Coalition planets and stations cannot be dominated.
Watcher

Watcher is an uninhabited planet in the Algieba system. It is controlled by the Republic.

## Background

### Outfitter

No

Watcher is a small moon, the only world in this system that sustains any indigenous life. Because of the low gravity, humans have not yet built a permanent settlement here, but it is occasionally visited by biologists interested in studying low-gravity life forms. There are forests here where the trees grow over two hundred meters tall.

## Information

Watcher is uninhabited and therefore cannot be dominated.
Sundive

Sundive is a planet in the Sheratan system. It is controlled by the Syndicate.

## Image

Sundive is largely covered in tropical rainforests and savanna, but with enough open plains that it has also become a major agricultural world. For most of the year, the weather here is quite mild, but tornadoes and massive thunderstorms are not uncommon in the summer months.

Sundive is also home to a large astronomical laboratory with radio telescopes and other devices for studying the galactic core and the massive black hole that resides there.

## Spaceport

The spaceport is in a wide, open plain; most of the landing sites are just packed dirt. Surrounding it is nothing but farmland and forests; the laboratory and telescopes are far beyond the horizon, where incoming ships will not interfere with their operation.

The buildings are short and made of wood; even the roofs are clapboard shingles rather than metal or rubber. Several farmers have brought in goods to sell; most of them came in trucks, but you also see a few horse-drawn wagons.

## Information

* Sundive has a tribute value of 300 and is defended by Small Syndicate Fleets.
* Landing here has no required reputation.
Xerolophos

Xerolophos is an uninhabited planet in the Arculus system.

## Image

Although formerly classified as a "Hot Jupiter," Xerolophos does not present all the characteristics of one: it is very far from the system star - so distant that it isn't even tidally locked to it. Its temperature, instead, is unusually high even for a Hot Jupiter, with the core internally heating up the atmosphere much more than expected.

While it's possible that Xerolophos might have migrated here long ago, the Remnant haven't been able to explain the extreme temperatures of the planet even after years of studies and dispatching dozens of probes.

## Information

* Landing on Xerolophos requires the gaslining attribute, which is only available on certain Remnant ships.
Zydee

Zydee is an uninhabited planet in the Kneirc system.

## Image

Although this moon initially seems barren and lifeless, there is evidence that the nearby Gegno Scin have recently attempted to set up an outpost here. Several partially-constructed buildings and landing zones are scattered about the surface, but none of them show any signs of activity, likely due to recent warfare with the Gegno Vi. Despite this, a small number of satellites actively orbit Zydee, likely providing important tactical information such as the volume of system traffic.
Wanderer Heat Sink

## Description

Most Wanderer systems are so efficient that ancillary cooling is unnecessary. As a result, their recent attempts to add cooling to their heavy warships are somewhat rudimentary.

## Location

This can be purchased from Wanderer space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* The Wanderer Heat Sink is not very efficient for a Tier 2 outfit. It is more space efficient than most Human Cooling outfits but less than Liquid Helium Cooling, and is easily outmatched by Korath heat shunts (both Small and Large).
Zubeneschamali

**Zubeneschamali** is a binary 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

Zubeneschamali has the following landing locations:

* Zug

## Links

Zubeneschamali links to the following systems:

* Hadar
* Kochab
* Ildaria
* Zubenelgenubi

## Amenities

Zug possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Zubeneschamali:

* Neodymium
* Silicon
* Titanium

## Fleets

The following fleets spawn in Zubeneschamali before August 14, 3014:

* Human Miners
* Small Militia
* Large Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates

The following fleets spawn in Zubeneschamali on and after August 14, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Xurelei

Xurulei is an uninhabited gas planet in the Huud system.

## Image

Xurelei's atmosphere is covered with huge tempests that would engulf an Earth-sized planet many times over. Strangely enough, these storms are initially much less violent than those recorded from other gas giants, and are easily traversable by probes and other exploration craft. Once below a certain depth, these storms become exponentially more dangerous. The cause of this drastic shift in intensity is unknown.

In the lower layers, small, peculiar twinkles of light in the form of organic shapes begin to appear, flowing gracefully along with the harsh winds. Although further exploration is impossible due to the fierce weather, the unusual objects darting beneath the clouds appear to be unaffected.
Zuba Zub

## Commodity Prices

### Luxury Goods

1225

Zuba Zub is a system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Zuba Zub has the following landing locations:

* Giverstone
* Redwatch

## Links

Zuba Zub links to the following systems:

* Imo Dep
* Mei Yohn
* Wah Ki

## Amenities

Giverstone possesses both an outfitter and a shipyard.

## Fleets

The following fleets spawn in Zuba Zub:

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
Zubenelgenubi

Zubenelgenubi is a binary system that is located in the Rim. It is initially controlled by the Republic, but it is claimed by the Free Worlds when they declare independence.

## Landing Locations

Zubenelgenubi does not have any landing locations.

## Links

Zubenelgenubi links to the following systems:

* Sabik
* Unukalhai
* Zubeneschamali

## Amenities

Zubenelgenubi does not have any amenities.

## Mining

The following mineable asteroids spawn in Zubenelgenubi:

* Gold
* Iron

## Fleets

The following fleets spawn in Zubenelgenubi before August 29, 3014:

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

The following fleets spawn in Zubenelgenubi on and after August 29, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
W-3197

## W-3197

### Outfitter

No

W-3197 is an uninhabited system in The Umbral Reach.

## Landing Locations

W-3197 does not have any landing locations.

## Links

W-3197 links to the following systems:

* G-719
* G-819

## Mining

The following mineable asteroids spawn in this system:

* Titanium
* Neodymium

## Fleets

The following fleets spawn in this system:

* Iije (Uninterested)
* Iije (Swarming)
* Iije (Surveillance)
Weir of Glubatub

Weir of Glubatub is a planet in the Glubatub system. It is controlled by the Coalition.

## Background

### Outfitter

No

The Weir of Glubatub is a quiet ocean world, lit by a dim red sun, whose atmosphere seldom gathers enough energy to spawn storms or other violent weather. Nearly all the life in the oceans is very close to the surface, where the sun's light is bright enough for algae and seaweed to flourish.

A few of the larger islands have been settled by the Arachi, and most of the locals work in the fishing industry. Some of the fishing boats are so large that a small starship can land on their decks.

## Spaceport

The spaceport is on an island near one of the planet's poles, where the temperature is cool and sea ice can be gathered to stock the warehouses where the fish are kept cold until they can be shipped off-world. Even with most of the fish being kept on ice, the smell is still overpowering, except at the rare moments when the wind picks up and it is replaced by the smell of fresh salt air.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Weir of Glubatub requires a reputation of 15; this cannot be bypassed through bribery.
Wanderer License

## Description

Managed to broker a temporary ceasefire between the Unfettered Hai and the Wanderers. Was granted access to purchase the non-military Wanderer ships, as a reward.

## Information

* This license is required to be able to purchase non-military Wanderer ships.
* This license is obtained through completing the Wanderer Storyline mission Unfettered Diplomacy.
The South

**The South** is a region in human space. It is located to the east of the Rim and Outer Rim, and below the Dirt Belt.

## Overview

The South is a collection of systems in the southern regions of human space. Like the nearby Rim, the South is usually not defended properly by the Republic Navy and is often the target of pirate attacks, with several worlds in the South serving as their bases of operations. In an attempt to combat the pirate threat, several worlds in the Rim and the western half of the South formed the Southern Mutual Defense Pact, which would later become the Free Worlds.

Humans are not the only species to colonize the South; the easternmost region is controlled by the Quarg, a powerful and ancient alien race that humans made contact with centuries ago.

## History

* Thule was founded shortly after the discovery of the hyperdrive, as an anarchist colony. This puts it at after 2200.
* Cornucopia was inhabited since the early days of interstellar travel, after 2200.
* Deep was originally founded "in the early days of the hyperdrive", after 2200, and lasted for two centuries.
* Wayfarer was founded shortly after contact with the Quarg. This is around 2330.
* The Quarg assisted humanity in establishing a colony and embassy on Humanika in 2330.
* Greenrock was founded in 2490.
* Solace was founded nearly 500 years ago, after 2500.
* Charon Station was founded during the Caravan era, around 2620.
* Lagrange was constructed by the Quarg centuries ago, before they began construction of a ringworld in Enif.
* New India and Winter were founded about a century ago, after 2900.
* Poisonwood was controlled by an outlaw cartel until 2985, when it was liberated by the Republic Navy.
* A mining corporation from Zug established a colony on Clink about a decade ago, after 3000.

## Services

### Outfitters

* Ammo North
* Ammo South
* Basic Outfits
* Common Outfits
* Delta V Basics
* Delta V Advanced
* Lovelace Basics
* Kraz Basics
* Kraz Advanced
* Nuke (Becomes available during the Checkmate branch of the Free Worlds campaign)
* Pirate Outfits
* Stack Core (Becomes available during the Free Worlds campaign)
* Syndicate Assistance (Becomes available during the Free Worlds campaign)
* Syndicate Basics

### Shipyards

* Advanced Core Pirates
* Advanced Southern Pirates
* Basic Ships
* Core Pirates
* Northern Pirates
* Southbound Basics
* Southern Pirates
* Tarazed Basics
* Tarazed Advanced
Winter

Winter is a planet in the Yed Prior system. It is initially controlled by the Republic but becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

No

This is the description at the start of the game.

> The dense clouds in Winter's atmosphere block out much of the sunlight, creating a frigid landscape below. The planet was not settled until about a century ago, when a group of investors from Pherkad decided to build a manufacturing center here, rather than trying to find more land on the already overcrowded planet of Solace. Claiming that the industrial emissions of carbon dioxide and other greenhouse gases would eventually warm the planet and turn it into a tropical paradise, they were able to draw enough settlers to keep the factories going.
>
>

> The temperatures have risen measurably since the arrival of the human colonists, but without more intentional efforts it may be another century before the planet warms enough to be truly comfortable to live on.
>
>

This is the description after the conservatory is founded on Winter during the Free Worlds campaign.

> The dense clouds in Winter's atmosphere block out much of the sunlight, creating a frigid landscape below. The planet was not settled until about a century ago, when a group of investors from Pherkad decided to build a manufacturing center here, rather than trying to find more land on the already overcrowded planet of Solace. Claiming that the industrial emissions of carbon dioxide and other greenhouse gases would eventually warm the planet and turn it into a tropical paradise, they were able to draw enough settlers to keep the factories going.
>
>

> Winter is home to the Free Worlds Conservatory, a new university that is focused on making terraforming technology and expertise available at a reasonable price, as well as on ecological protection and renewal.
>
>

## Spaceport

The spaceport is built on a large rock outcropping, with brilliant blue glaciers flowing to either side down into a lake below. The sight is stunning, and all the more appealing because you are able to view it from behind plate glass windows, in the warmth of the spaceport, rather than in the frigid air outside. Above you, several layers of clouds are scudding across the sky in different directions.

Faded posters on the walls advise you to buy an estate on Winter now before prices skyrocket. The posters depict children playing in a lush green landscape while their grandparents stand by, looking quietly pleased with the wisdom of their investment.

## Information

Winter has a tribute value of 300 and is defended by Large Militia fleets.
White Sun Reactor

## Description

The White Sun is a large nuclear reactor that the Wanderers use for powering their Strong Wind warships.

## Location

White Sun Reactors are sold at the following ports:

* 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

## Information

* Purchasing this outfit requires a Wanderer Outfits License.
* Wanderer reactors also double as batteries.
* Wanderer reactors are named after various types of stars.
* The White Sun renders the Armageddon Core obsolete, producing slightly more power while taking up slightly less outfit space and producing less than half as much waste heat. The energy storage capacity is roughly comparable to a combination of LP144a and LP072a Battery Packs, the Korath Large Systems Core, a Crystal Capacitor, or a Hai Gorge Battery.
Xutluno Fali

Xutluno Fali is an uninhabited system in Bunrodean space that is controlled by the Bunrodea.

## Links

Xutluno Fali links to the following systems:

* Kifrana Terberah
* Mego Inito

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Xutluno Fali:

* Bunrodea Defense

## Information

* The Quarg once attempted to build a ringworld in this system; however, construction was ended due to intervention from the Bunrodea. An abandoned segment of the ringworld can still be seen in the system.
Wah Yoot

## Commodity Prices

### Luxury Goods

1245

Wah Yoot is a system in Hai space controlled by the Unfettered Hai.

## Landing Locations

Wah Yoot contains one landing location, Darkcloak.

## Links

Wah Yoot links to the following systems.

* Wah Ki
* Ehma Ti
* Hi Yahr

## Amenities

Darkcloak has both a shipyard and an outfitter.

## Mining

These are the mineable asteroids that spawn in Wah Yoot.

* Lead
* Silicon

## Fleets

These are the fleets that naturally spawn in Wah Yoot.

* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Unfettered
* Large Unfettered
* Unfettered Logistics
World's End

World's End is an uninhabited system in the second galaxy unlocked at the end of the Free Worlds campaign. The highlight of this system is the destroyed Quarg ringworld that inhabits it.

## Links

World's End does not link to any systems. The only way to reach it is by using a jump drive from Terra Incognita.

## Mining

No mineable asteroids spawn in World's End.

## Fleets

No fleets naturally spawn in World's End.

## Information

* This system contains a broken Quarg ringworld. It is believed to have previously been located in Queri but "was lost in our war with the despicable Pug. When we tried to resist them."
Zeta Centauri

Zeta Centauri 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

Zeta Centauri has the following landing locations:

* Dune

## Links

Zeta Centauri links to the following systems:

* Acrux
* Hadar

## Amenities

Dune possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Zeta Centauri:

* Silicon

## Fleets

The following fleets spawn in Zeta Centauri before August 14, 3014:

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

The following fleets spawn in Zeta Centauri on and after August 14, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Wei

Wei is an uninhabited system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Wei has the following landing locations:

* Hope

## Links

Wei links to the following systems:

* Alioth
* Alnasl
* Kornephoros
* Seginus

## Fleets

The following fleets spawn in Wei before August 29, 3014:

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

The following fleets spawn in Wei on and after August 29, 3014:

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Yniu Ena

Yniu Ena is an uninhabited planet in the Kanguwa system.

## Image

Like its parent planet below, Yniu Ena has a thick purple-reddish web of unnatural material spread across its surface, forming rivers and large lakes. While most of these lakes are rather small relative to the planet's surface, there are a few as large as oceans that give the appearance of scars on the planet.
Waverider

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

## Description

The Waverider was a ship that was first requested and never used for five years, seven months and twenty-seven days.

Its disappointment was so immense, it willed itself into being.

## Outfits

These are the outfits equipped on the Waveriders.

 Emotional BaggageTear of Skade (2) (Adjuncators' Blood only)

## Trivia

* The Waveriver appears in a fleet of Author ships named Proofreader's Pain, Art Critics' Regret, Code Herders' Curse, Choreographers' Tears, Adjuncators' Blood, and Balancers' Madness.
* This ship is a person ship that represents the Reviewer team in Endless Sky. The Reviewers check content or code additions before they become part of the game.
* Some Waveriders have stats that make them undercrewed (Code Herders' Curse) or slightly stronger than the rest (Balancers' Madness, Adjuncators' Blood).
* The Waverider cannot be disabled nor boarded.
Wye Tzeou

Wye Tzeou is an uninhabited planet in the Pukako system.

## Image

Wye Tzeou is found in a noticeably quieter system than others. Its surface is covered in extreme crystalline-like structures protruding out in various fashions. These constructs are all extremely tall, and no two look alike. It seems the actual surface of the planet is far beneath a layer of these mysterious pillars. There is no apparent environmental reasoning to this composition as the soft snowy seasons and calm low winds are the most active natural elements on Wye Tzeou.

Deep scans reveal even more odd compositions below, showing pockets in the depths of the glass forest that look like giant empty gaps between each pillar.

## Information

* Wye Tzeou is an uninhabited planet and cannot be dominated.
Wyvern Station

Wyvern Station is a station in the Izar system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

No

Wyvern Station was once one of the end destinations for the merchant caravans traveling along the Rim, back in the days before the Republic existed when most systems were not policed and the only way to avoid being plundered by pirates was for ships to travel in large convoys. It has also been a continuously operating hyperspace fuel refinery for more than three centuries.

## Spaceport

This station is old, and some parts are dirty and in need of repair, but it is at least structurally sound, and the workers here seem optimistic and energetic. The cafeteria is loud and raucous, and the repair shop is more than willing to work on starships as a break from the tedium of repairing the harvester drones that dip into the planet's atmosphere to bring back pressurized tanks full of hydrogen gas.

## Information

* Wyvern Station has a tribute value of 400 and is defended by large Militia fleets.
X1100 Ion Reverse Thruster

## Description

Traditionally, ships turn around so that they can use their main thrusters for deceleration. Some ships, however, are too ungainly for such maneuvers to be convenient, or carry sensitive cargo that must not be being swung around quickly. For such ships, a reverse thruster allows them to apply thrust smoothly backwards.

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

X1100 Ion Reverse Thrusters are sold at the following ports:

* Buccaneer Bay, Algenib
* Chiron, Alpha Centauri
* Crossroads, Ruchbah
* Delve, Scheat
* Earth, Sol
* Foundry, Achernar
* Furnace, Alderamin
* Geminus, Castor (Before the bombing)
* Geyser, Denebola
* Greenrock, Shaula
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Hephaestus, Markab
* Luna, Sol
* Maker, Delta Capricorni
* Millrace, Fomalhaut
* Moonshake, Alpheratz
* New Tortuga, Misam
* Nimbus, Alpha Hydri
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda
Wanderer Space

**Wanderer Space** is a region to the north of Human and Hai space that is home to the Wanderers, a species of birdlike aliens. Wanderer Space is normally only accessible through the use of a Jump Drive; however, a wormhole connects it to Korath Space during the Wanderer Storyline.

## Overview

Grab the first part of the Wanderer page here.

### Outfitters

* Wanderer Basics (outfitter)
* Wanderer Advanced (outfitter)

### Shipyards

* Wanderer Basics (shipyard)
* Wanderer Advanced (shipyard)
Zeinar

Zeinar is a system in Gegno space that serves as the capital system of the Gegno Scin.

## Landing Locations

Zeinar has the following landing locations:

* Cipi
* Dueitch Ae

## Links

Zeinar links to the following systems:

* Erba Yle
* Iinjma
* Iliniza
* Pbelnep

## Amenities

Dueitch Ae has both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in this system:

* Aluminum
* Tungsten

## Fleets

The following fleets spawn in Zeinar:

* Gegno Basic
* Gegno Cargo
* Gegno Miners
* Scin Cargo
* Scin Transport
* Small Scin
* Large Scin
Wazn

Wazn is a binary system in the Paradise Planets region that is controlled by the Republic.

## Landing Locations

Wazn has the following landing locations:

* Glory

## Links

Wazn links to the following systems:

* Alhena
* Kursa
* Phact
* Phurad

## Amenities

Wazn does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Wazn:

* Iron
* Silicon

## Fleets

The following fleets spawn in Wazn:

* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Paradise Merchants
* Small Republic
* Large Republic
Wanderer Advanced (outfitter)

This page shows the outfits that will be added to planets with "Wanderer Advanced" in their outfitters.

## Outfits

### Guns

* Moonbeam (Becomes available after making sufficient progress in the Wanderer Campaign)
* Sunbeam

### Turrets

* Dual Sunbeam Turret (Becomes available after making sufficient progress in the Wanderer Campaign)
* Moonbeam Turret (Becomes available after making sufficient progress in the Wanderer Campaign)
* Sunbeam Turret (Becomes available after making sufficient progress in the Wanderer Campaign)
* Wanderer Anti-Missile (Becomes available after making sufficient progress in the Wanderer Campaign)

### Ammunition

* Thunderhead Missile
* Thunderhead Storage Array

### Systems

* Bright Cloud Shielding
* Bunk Room
* Cargo Expansion
* Dark Storm Shielding
* Fuel Pod
* Hyperdrive
* Outfits Expansion
* Small Bunk Room
* Wanderer Heat Sink (Becomes available after making sufficient progress in the Wanderer Campaign)
* Wanderer Ramscoop

### Power

* Blue Sun Reactor (Becomes available after making sufficient progress in the Wanderer Campaign)
* Large Biochemical Cell
* Red Sun Reactor (Becomes available after making sufficient progress in the Wanderer Campaign)
* Small Biochemical Cell
* White Sun Reactor
* Yellow Sun Reactor

### Engines

* Type 1 Radiant Steering
* Type 1 Radiant Thruster
* Type 2 Radiant Steering
* Type 2 Radiant Thruster
* Type 3 Radiant Steering
* Type 3 Radiant Thruster
* Type 4 Radiant Steering
* Type 4 Radiant Thruster
Wanderer Outfits License

## Description

Spoke with a Wanderer ambassador named Iktat Rek using the translation device and received permission to purchase some of their technology, but not their ships.

## Information

* This license is required to be able to purchase Wanderer outfits.
* This license is obtained through completing the Wanderer Storyline mission Cultural Data to Greenwater; players will receive the Wanderer Outfits License upon accepting the following mission.
Warm Wind

Warm Wind is a planet in the Broken Bowl system. It is controlled by the Coalition.

## Background

### Outfitter

No

The tropical rainforests of Warm Wind are unusual: instead of rivers on the surface, water flows through intricate underground networks of caves that span entire continents. The trees have evolved deep and strong roots that can pierce through the limestone into the subterranean rivers in order to draw a constant supply of water even in the dry seasons. The Saryds have explored only a tiny fraction of the caves.

## Spaceport

The spaceport village is built on a volcanic highland where the inhabitants do not need to worry about their houses disappearing overnight into one of the limestone sinkholes that pockmark this planet's tropics. In place of trees, the village is full of trellised arches and spires; vines grow on the trellises, and moss grows on the vines, watered by the fog that sweeps up every evening from the rainforest below.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Warm Wind requires a reputation of 15; this cannot be bypassed through bribery.
Wanderer Ramscoop

## Description

Wanderer ships are designed to be self-sufficient even when traveling through uninhabited space, and their compact and efficient ramscoops are a key part of that self-sufficiency.

## Information

* The Wanderer Ramscoop has the best ramscoop/outfit space ratio of all the ramscoops in the game. It renders the standard human ramscoop obsolete by weighing 3 tons less and having four times the fuel recovery rate. It also renders the Catalytic Ramscoop obsolete since two Wanderer Ramscoops end up weighing 2 tons less than one Catalytic Ramscoop, while also giving 8 ramscoop instead of 7, though the difference is far less drastic.
* The Wanderer Ramscoop requires a Wanderer Outfits License to purchase.
Zosma

Zosma is a system in the Deep that is controlled by the Republic.

## Landing Locations

Zosma has the following landing locations:

* Huginn Station
* Memory
* Muninn Station

## Links

Zosma links to the following systems:

* Algieba
* Alphard
* Dubhe
* Gomeisa

## Amenities

Memory possesses an outfitter, but it does not possess a shipyard. Huginn and Muninn Stations do not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Zosma:

* Iron

## Fleets

The following fleets spawn in Zosma:

* Paradise Merchants
* Republic Logistics
* Small Deep Merchants
* Large Deep Merchants
* Small Deep Security
* Large Deep Security
* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic
Yellow Sun Reactor

## Description

This is a compact nuclear reactor designed by the Wanderers. In addition to generating power, it is able to store a small amount of energy.

## Location

Yellow Sun Reactors are sold 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 this outfit requires a Wanderer Outfits License.
* Wanderer reactors also double as batteries.
* Wanderer reactors are named after various types of stars.
* This reactor *almost* renders the Breeder Reactor obsolete, as it takes only slightly more outfit space, and produces more power (though less than a Fusion Reactor or Boulder Reactor) with less heat. The energy storage capacity is the same as the Medium Systems Core.
* This reactor renders the Epoch Cell obsolete, as it is smaller, produces more power, also stores energy, all the while generating only slightly more heat.
Sirius

Sirius is a binary system that is close to Earth. It is controlled by the Republic.

## Landing Locations

Sirius has the following landing locations:

* Relic

## Links

Sirius links to the following systems:

* Eteron
* Procyon
* Sol

## Amenities

Relic possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Sirius:

* Aluminum
* Copper
* Iron

## Fleets

The following fleets spawn in Sirius:

* Paradise Merchants
* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
Wanderer Basics (outfitter)

This page shows the outfits that will be added to planets with "Wanderer Basics" in their outfitters.

## Outfits

### Turrets

* Wanderer Anti-Missile (Becomes available after making sufficient progress in the Wanderer Campaign)

### Systems

* Bright Cloud Shielding
* Cargo Expansion
* Fuel Pod
* Hyperdrive
* Outfits Expansion
* Small Bunk Room
* Wanderer Ramscoop

### Power

* Small Biochemical Cell
* Large Biochemical Cell
* Yellow Sun Reactor

### Engines

* Type 1 Radiant Steering
* Type 1 Radiant Thruster
* Type 2 Radiant Steering
* Type 2 Radiant Thruster
* Type 3 Radiant Steering
* Type 3 Radiant Thruster
Yottrite

## Description

An extraordinarily rare crystalline formation, forged over tens of thousands of years in the molecular clouds around supernova remnants. Although less advanced species can potentially harvest it, very few civilizations other than the Quarg have developed the technology needed to incorporate yottrite in an alloy.

## Information

* The Yottrite asteroid has 20,000 hull, making it by far the strongest mineable asteroid.
* This is the most valuable asteroid, as it can be sold for 200,000 per piece (or 10% more to the Coalition).
* This has 3.14 mass, instead of the usual 1 ton for mined asteroids.
* This mineable only spawns in eight systems with supernovae (Persitar, Fasitopfar, Kasikfar, Peresedersi, Saquergen, Aik Kamgatake, Anbrim, and Is Il Z-814) so a Jump Drive is required.
Water Bug

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

## Description

The design of the Water Bug is almost as old as the Aphid, but until recently it never saw much use. A spike in aggression from the Unfettered Hai has led the tougher and more well-defended Water Bug to see an increase in popularity over its little brother, the Aphid. The Water Bug is now the most widely used Hai freighter, comprising the bulk of all Hai merchant fleets.

## Location

These are the ports where the Water Bug can be purchased:

* Makerplace, Ula Mon

## Outfits

These are the standard outfits initially equipped on each Water Bug.
Wasp

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

The **Syndicate Wasp** is a fast medium interceptor that packs a decent punch.

## Description

The Wasp is a medium-strength interceptor, designed by Syndicated Shipyards to serve as an escort for cargo vessels. Like most Syndicate ships, it is not particularly pretty, but it at least serves the purpose it was made for.

## Location

The Wasp can be purchased at the following ports:

* Buccaneer Bay, Algenib
* Covert, Gienah
* Delve, Scheat
* Foundry, Achernar
* Greenrock, Shaula
* Haven, Arneb
* Hephaestus, Markab
* Luna, Sol
* New Tortuga, Misam
* Reunion, Caph
* Shangri-La, Polaris
* Smuggler's Den, Men
* Sunracer, Mirfak
* Tinker, Diphda
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Performance Information

A buzzing little pest, Wasps are a favorite of pirates in Syndicate space. Similar to Republic Lances, the Wasp has a weak gun and a very accurate missile launcher, making them dangerous in squadrons.

Some pirate Wasps are equipped with Proton Guns instead of missiles, making them more of a light gunship than an interceptor.
Yed Prior

Yed Prior is a system in the South. It is initially controlled by the Republic but becomes part of the Free Worlds after they declare independence.

## Landing Locations

Yed Prior has one landing location, Winter.

## Links

Yed Prior links to the following systems.

* Pherkad

## Mining

These are the mineable asteroids that spawn in Yed Prior.

* Silver
* Titanium
* Tungsten

## Fleets

These are the fleets that naturally spawn in Yed Prior at the start of the game.

* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
* Small Militia
* Large Militia
* Human Miners

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

* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
* Small Free Worlds
* Large Free Worlds

The Human Miners fleet is added after the conservatory is built on Winter during the Free Worlds storyline.
Yniu Eiu

Yniu Eiu is an uninhabited planet in the Kanguwa system.

## Image

Yniu Eiu is a rocky world with many canyons. A large portion of the surface is bright shades of gray and white, but the more striking visuals are the patches of purple-red webbed lakes and rivers flowing across the surface. It is unclear if this is a natural occurrence or if these were artificially created, but the way the areas around these sites are dug out and shaped implies that this planet used to be a home to some type of civilization, or one that found importance in this material.

The surface of these red-purple lakes and rivers move in odd ways that make them seem almost alive. Although they flow at extremely low rates, they also softly bulge and contract in a curious linear motion.
Yli

## Yli

### Outfitter

No

Yli is an uninhabited binary system in Gegno space.

## Landing Locations

Yli has the following landing locations:

* Dlia Jzaur

## Links

Yli links to the following systems:

* Jied
* Wreoul

## Mining

The following mineable asteroids spawn in Yli:

* Aluminum
* Platinum
* Tungsten

## Fleets

The following fleets spawn in Yli:

* Vi Cargo
* Vi Transport
* Small Vi
* Large Vi
Ya Hai

## Commodity Prices

### Luxury Goods

925

Ya Hai is a system in Hai space. It is the capital system of the Hai.

## Landing Locations

Ya Hai has the following landing locations:

* Hai-home
* Mirrorlake
* Mahoganybox

## Links

Ya Hai links to the following systems.

* Ula Mon
* Bote Asu
* Uwa Fahn
* Lom Tahr
* Da Ent

## Amenities

Hai Home has both a shipyard and an outfitter.

## Mining

These are the mineable asteroids that spawn in Ya Hai.

* Aluminum
* Iron
* Lead

## Fleets

These are the fleets that naturally spawn in Ya Hai.

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
* Quarg (Hai)
Wanderer Advanced (shipyard)

This page shows the ships that will be added to planets and stations with "Wanderer Advanced" in their shipyards.

## Ships

### Space Liner

* Riptide (Becomes available for sale 30 days after the Wanderer Storyline mission Wanderers Evacuation 1 is offered)

### Light Warship

* Autumn Leaf (Becomes available after making sufficient progress in the Wanderer Campaign)
* Summer Leaf

### Medium Warship

* Strong Wind
* Tempest (Becomes available after making sufficient progress in the Wanderer Campaign)

### Heavy Warship

* Derecho (Becomes available after making sufficient progress in the Wanderer Campaign)
* Hurricane (Becomes available after making sufficient progress in the Wanderer Campaign)

### Drone

* Flycatcher (Becomes available after making sufficient progress in the Wanderer Campaign)
Zeta Aquilae

Zeta Aquilae is a binary system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Zeta Aquilae has the following landing locations:

* Rand

## Links

Zeta Aquilae links to the following systems:

* Ascella
* Orvala
* Rasalhague

## Amenities

Zeta Aquilae does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Zeta Aquilae:

* Uranium

## Fleets

The following fleets spawn in Zeta Aquilae:

* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Wanderer Military License

## Description

Received permission to purchase warships from the Wanderers, including a new one called the Tempest along with other warships as you complete the storyline.

## Information

* This license is required to be able to purchase Wanderer warships and interceptors.
* This license is obtained through completing the Wanderer storyline mission Report to Vara Ke'sok; players will receive the license upon being offered the following mission.
* This license cannot be obtained without completing the Free Worlds storyline, as a previous Wanderer storyline mission has completing the Free Worlds storyline as one of its requirements to be unlocked.