recursal/Fanatic-Fandom huggingface dataset:
Free Stars (Faction)

Capital Ship
 Combat types
 Appears at level

Free stars ships do not belong to any faction.

They can be acquired through smugglers, events(ex:Christmas) or blueprints from planet exploration that isn't in faction territory. With blueprints they and can be crafted at any Starbase. Some Free Stars ships can be acquired in certain events, namely Santa Claus and Meteor in the Christmas event, or Easter Egg in Easter.

Crafting better version and unlocking upgrade slots cost Free Star tech, similar to other factions, but can be done at any faction base, even Scavengers shipyards.

## List of Ships

For the list of ships, see Free Stars Ships

* Chariot
* Gladius
* Eden
* Scavenger
* Egg
* Viper
* Tyrant

## Updates

As of update 0.14.4 Two new Capital Ships, Santa Claus and Chariot were added.
As of update 0.14.6  Free Stars Bases (Pirate Bases) can be found, which contain loot.
Hornet

Base/Minimum Weight
 Crafting Cost

As with all other Taraniak ships, the Hornet is a living ship, with a repair rate of 1%.

For player use, it has a good amount of blue slots,  and is capable of mounting two large drone bays. This gives it the potential to become a decent "living" drone carrier.

For players who prefer close range combat, equipping two Barrel M3 satelites is a must due to its lack of engine slots. For a weapon, using a Plasma Thrower with two SLCM3s deals large amount of damage, while Energy Siphon with Plasma Web will make a great paralyze-and-destroy tactic.

## Strategy

The Hornet is slow with good armor. As all variants have regeneration, a battle of attrition will normally end badly.

* **Non-veterans** are armed with a Stasis Field as their only weapon. They mainly rely on 2 M41 drones for damage. However, their lack of drone factory means the drones cannot be respawn once killed.

* **Veterans** have one more M41 drone and a drone factory compare to the Non-veterans. They are equipped with dual Vampiric Rays for both damaging and sustaining, and ECM Jammer for defense againts drones and missiles.

* **Double Veterans** are armed with two AI-only No-type Vampiric Ray M2s. Unlike the other variants, these have a Warp Drive for short range teleportation to quickly engage in close combat. This along with their natural regeneration make them a tough foe to fight head on as you will need to out-damage the high healing rate of the Vampiric Ray M2s. Firing from afar with ranged weapons is advised.

## Gallery

Splash ScreenDefault layoutVeteran LayoutDouble Veteran Layout
Spike

Base/Minimum Weight
 Crafting Cost

The Spike is a Frigate of the Neganari faction (see Spike Mk2).

For player use, it is a swift ship that can mount a short range Lightning Cannon with high damage, though four Small Lightning Cannon M3s have even higher damage-per-second, and is usually a better choice than the Lightning Cannon.

In *Frontier*, the duel with this ship branches off of 2-5, and requires use of a ship that is Frigate class or smaller.

## Strategy

The Spike attacks in very short range with lightning cannons. It is advised to destroy it from distance quickly before it gets close.

* **Non-veterans** are armed with a Small Lightning Cannon M2 and two Small Lightning Cannons, and have a fair speed.

* **Veterans** are armed with a Lightning Cannon. The lighter weight allows them to have a very high speed to catch their enemies quickly.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
ISS Man Of War

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

A Cruiser of the The Empire.

The ISS Man Of War is a HUGE cruiser, with lots of slots for reactors and modifiers. However, it lacks in vital blue slots, making it easy to destroy.

For player use, the ISS Man Of War can use 2 target-assisted railguns and still have space for more weapons, which makes it a powerful long-range ship. It can also equip an afterburner (like most Empire ships) and use pulse or plasma multi-cannons to become a strong close-range ship.

For players prefer mid-range dogfight, dual TU-assisted Ion Cannons can be very powerful, with Reloaders to compensate for their lack of accuracy and increase damage. Dual built-in TU-assisted Heavy Ion Cannons however, will turn this into one of the deadliest cruisers.

## Strategy

While lightly armoured, this ship possesses a lot of green and red slots and should be fought with caution.

* **Non-veterans** are armed with dual heavy neutron blasters, and are easily destroyed at range.
* **Veterans** are armed with 2 TU-assisted Ion Cannons which fire somewhat inaccurately, but fire rapidly and have incredible range. If you stay within range, they will generally fire until they run out of fuel. You can attack them while their fuel supply is recharging if you want to play it safe.
* **Double Veterans** are instead armed with 2 Heavy Ion Cannons and rely on a high turning rate to pummel from afar. Like with the Veteran variant, the Man-of-War's shots damage at long range but deal AoE damage on impact and are significantly less accurate.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
## Trivia

* A Man-of-war was an expression used by the British in the 16th to 19th century, it was the name given to a type of large warship, with three to four sails, and triple decks capable of carrying up to 120 guns.
* Although not of the battleship class, the ISS Man-of-war lives up to its name by being one of the largest cruisers in the game, as well as being heavily armed.
* It was previously named Imperial Cruiser.
Rare resources

**Rare Resources(ingredients)**  are a crafting component required for crafting higher-end jobs and are the currency of Smugglers.

Currently, there are three ways to obtain them. You can either loot them from some fights, buy them or find them during exploration.

## The Different Ingredients

There are 10 rare ingredients in the game. One for each faction and the Star ingredient.

You will obtain a faction's ingredients by killing its associated Capital Ships. Clearing Abandoned Space Stations also rewards random faction ingredients.

All ingredients can be looted or bought.

StarVeniriBushrakKoreransTaraniakSayjixJurgansZumbalariNeganariDaazen
## Obtaining

### Looting

The only ships that drop crafting ingredients are Capital Ships. The number of ingredients obtained from a Capital Ship depends on its veteran marks.

If a ship has zero veteran marks, it will drop one faction ingredient.

If a ship has one veteran mark, it will drop one or two faction ingredients.

If a ship has two veteran marks, it will drop up to four faction ingredients and one or two Star Ingredients.

### Buying

Buying ingredients is not recommended, as credits become very useful in the later stages of the game.

All ingredients can be bought in Smugglers' Bases with random availability. The Star Ingredient costs 30.000 credits and the faction ingredients cost one Star Ingredient each. This makes buying any kind of ingredient from Smugglers very ineffective.

### Exploration

As of patch 0.10.0, you can get Star Ingredients by exploring barren planets' crash sites, although it is very rare.

### Version 0.10.9

As of patch 0.10.9, all ingredients(other than star) are replaced by alien technologies. They currently have no purpose.
Pulsars

Pulsars are a continuous area-of-effect weapon that creates a radiation bubble with the user in its center. It requires a 2x2 S weapon slot to be equipped.

Pulsars are a very good area denial weapon against Missiles, Drones (and Carriers), and close quarter ships.

## Pulsar

Pulsar M1 is a Heat weapon from Taraniak. It has lowered stats compared to Pulsar M2, but has lowered energy consumption.

## Pulsar M2

Pulsar M2 is an Energy weapon from Jurgans. It is statistically superior, but has 50% more energy consumption compared to its M1 version.

## Pros and Cons

 No aiming needed
 Can damage ships inside the bubble in all directions
 Small weapon slot requirement

## Trivia

* The weapon is named after stellar-type objects with similar name. Pulsars are incredibly small stars that are derived from a white dwarf and neutron stars, the only difference is that Pulsars spin thousands to million times faster. This gives it a very powerful magnetic field that creates massive amounts of electromagnetic radiation, repelling anything that gets close enough by pushing them though radiation pressure. This makes the game's Pulsar reminiscent to its namesake, but pulsars tend to have a beam of radiation from its poles.
Embryo Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Embryo Mk2 is an enhanced version of the Embryo, the smallest Jurgans ship. As with other Jurgans ships, The Embryo Mk2 is a living ship, with a repair rate of 1%.

This ship is not recommend for player use due to its gun placements as users will have difficulty adjusting to it.

## Strategy

The Embryo MK2 is a slow enemy, however they have high turn rates and use Mass Driver M2s to propel themselves at higher speed. A long ranged weapon leaves this enemy useless.

* **Non-veterans** are armed with three Mass Driver M2s.

* **Veterans** are a slightly heavier version variant of the Non-veterans with the same weapons. They have more fuel and recharge faster for more shots, but still useless when facing long-ranged weapons.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Shadow

Base/Minimum Weight
 Crafting Cost

The shadow is a versatile missile skirmisher and the Destroyer of Zumbalari faction.

For player use, a low-weight Shadow armed with three Missile M2s (two from Satellites) can work as an effective medium and heavy ship counter. Another option would be to arm it with four Small Missile Launchers (with up to eight more from satellites), as it can reach high speeds to counter light ships as a missile skirmisher.

In *Frontier*, the duel with this ship branches off of 12-1, and requires use of a ship that is Destroyer class or smaller.

## Strategy

Shadows move at a medium speed and are armed with a Missile Launcher M2 and an ECM Jammer (Flares). Due to this, missile ships, drone carriers, and slow ships will all have a tough time when fighting them. It's advised to use a gunship to counter this ship.

* **Non-veterans** are armed with just a single Missile Launcher M2 and ECM Jammer.

* **Veterans** keep the ECM Jammer and Missile Launcher M2, however they gain a Cloaking System that further counters enemy missile ships and a Small Repair Bot. In addition, they have high Heat Resistance (over 82%), which makes Heat-based weapons much less effective.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* It loosely resembles that of a Lockheed Martin F-22 Raptor, an aircraft stealth fighter.
	+ Its missiles are placed on the front (or its nose) instead of its wings.
	+ They also have the same function as ECM Jammers, which they use to counter heat-seeking missiles.
Anti-Matter Reactor

The Anti-Matter Reactor is an energy module in the Daazen faction.

This module is arguably the late-game reactor. It uses a 3x3 green slot in a plus shape. This module has more efficiency than the nuclear reactor series but more weight as well. You can counterbalance the weight by using the Inertial Damper or Inertial Stabilizer.
Hatchet

Base/Minimum Weight
 Crafting Cost

The Hatchet is a Cruiser of Neganari, unusual in that it's one of the few ships that do not fire forward. Instead, it shoots at a 90° angle, to the right of its nose. It shares several characteristics with the same faction's Spike.

For player use, it can be a good gunship for guerrilla tactics, as long as you get used to the guns firing at starboard (right-hand) side. Built-in Targeting Unit will help with accuracy.

## Strategy

The Hatchet has fair armor and armaments. It usually attacks at medium range thus it is better to have some weapons with good range to battle it.

* **Non-veterans** are armed with an Afterburner and three Mass Drivers. Both of them make it hard to stay near the enemy ship. Tractor beams, ranged weapons and/or Small Missile Launchers are highly advised. You're less likely to be hit if you are constantly mobile.

* **Veterans** have one Mass Driver, one Neutron Blaster and one Pulse Cannon. In addition, they are equipped with an ECM Jammer (flares) and a Small Repair Bot. Compared to the former, these are much easier to combat as long as you are not using guided weapons.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* It resembles a wood-cutting tool; a hatchet. Likely where it got it's name.
* Though the C-weapons are placed at the right-side of the ship, they are placed outside and separately instead of inside of it.
* As this ship places weapons on the side, it shares function with all the gunships like Lockheed AC-130 and others as it place sideways.
	+ It is categorized either as military helicopter or aircraft.
Paladin

Base/Minimum Weight
 Crafting Cost

The Destroyer of the Veniri faction, Paladin was formerly one of the starter ships, and the one with the highest DPS.

For player use, the Paladin makes a moderately decent brawler, however it really becomes powerful if you can add a Stealth Field to it as well as some Wasp satellites, to get a very powerful Energy/Heat based assassin. Some bosses can only be defeated early by such a ship, namely the Korerans's Thor.

In *Frontier*, the duel with this ship branches off of 3-2, and requires use of a ship that is Destroyer class or smaller.

## Strategy

All variants are armed with two high-DPS Laser Cannons and have medium speed and armor.

* **Non-veterans** are very straightforward with only having two Laser Cannons.
* **Veterans** gain a Stealth Field, hiding from the player until they are hit or get in range.
* **Double Veterans** are more powerful; losing the Stealth Field but gaining a Small Repair Bot, Frontal Energy Shield and Tractor Beam instead. The beam will force players to remain in range of the Laser Cannons so extra caution is advised.

## Trivia

The Paladin bears a similarity to the Terran Inflict, from a much more well-known space RPG, Galaxy on Fire 2. They look similar in coloring and overall ship design, albeit the Inflict only has two weapon slots but is universal compared to the Paladin with two 1x3 laser slots and one 1x3 cannon slot.

http://galaxyonfire.wikia.com/wiki/Inflict - Paladin in a different universe

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Heavy

Heavy ships are those ships which are usually slow and have a large size.

Heavy ships have high base hit points, a large hull and more weapon slots, and are sometimes accompanied by drones.

They can equip M1, M2 and M3 size satellites.

## Characteristics

Heavy ships are mostly powerhouses, which generally prefer firepower and defence over agility. They are comparatively difficult to destroy.

## Ships

* Non-aligned: Viper, Tyrant, Gladius, Falcon, Scavenger, Corn
* Veniri: Javelin, Excalibur

* Bushrak: Stalker

* Korerans: Manticore

* Taraniak: Hornet, Tarantula

* Sayjix: Proxima, Chronos

* Jurgans: Oblivion, Beholder, Zombie

* Zumbalari: Rhino

* Neganari: Hatchet, Freighter

* Daazen: Scorpio, Nemesis
* Unknown: Object 117
* The Empire: ISS Caravel, ISS Galleon, ISS Man Of War
* The Swarm: Bug, Crab, Wormship
Neganari (Faction)

Capital Ship
 Combat types
 Appears at level

The Neganari faction, one of the sixteen factions of Event Horizon. Usually, these ships are incredibly fast equipped with various weapons, but lack armor. All ships except Freighter can use afterburner.

## Tech Tree

### Special

 Inertial Stabilizer | 20
 Targeting Unit | 6
 Rangemaster Unit

### Satellite

 Barrel M2
 Barrel M3
Goblin

Base/Minimum Weight
 Crafting Cost

The Goblin is the Syndicate Frigate capable of using rockets, missiles and a wide variety of C weapons.

In *Frontier*, the duel with this ship branches off of 4-3, and requires use of a ship that is Frigate class or smaller.

## Strategy

* **Non-Veterans** are slow, with a Pulse Cannon and Rocket Launcher M2, and low armor.
* **Veterans** have a Pulse Cannon M2 and Rocket Launcher M2, in addition to improved armor and vastly improved speed as compared to the Non-Veteran. Due to it's speed, the Veteran Goblin uses a hit and run tactic similar to that used by the Scout M2. A fast ship (or one with an Afterburner) or a laser based ship can take care of it easily.
* **Double Veterans** do not exist.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Proxima

Base/Minimum Weight
 Crafting Cost

Like most Sayjix ships, the Proxima comes with a built-in Targeting Unit and a 360° arc of fire on its 1x3 T-slot.

For player use, a direct assault design is not very good as it is hard to hit smaller ships with torpedoes even with the support of built-in Targeting Unit. Having two large drone bays installed and it can be used as a medium carrier with torpedo as defensive measure.

## Strategy

The Proxima uses Proton Torpedo/Proton Torpedo M2 that has fair projectile speed, rate of fire, area of effect, damage and range. Use of ECM jammer to reduce the risk of being hit is usually a good choice against ships with omnidirectional weapons.

* **Non-veterans** are equipped with a Proton Torpedo and two M51(Small Plasma Cannon) drones. These are slow foes with medium armor.
* **Veterans** are equipped with a Proton Torpedo M2, Cloaking System and a Repair Bot. The Cloaking System will make low rate of fire weapons a bad choice. Fighting them can be tricky as a 360° Torpedo will hurt. Shooting them from further away with a Targeting-Unit assisted high weapon is likely the best option.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Scorpio

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

A Cruiser of Daazen faction, the Scorpio is surprisingly weighty for a missile ship (weighs more than the Stalker) with a total of 10 M-Slots.

For player use, the Scorpio makes for a good late-game missile skirmisher with an afterburner or a heavy missile ship. It is also one of the eleven non-Capital Ships able to mount a large anti-matter reactor. Equipping Potato Satelites and arm it with 3 Heavy Missile Launcher M2s or M3s to maximize damage as a missile sniper, with 2 Missile Launchers for close range defense.

## Strategy

Scorpio is not too fast however it is well armored and armed with a variety of missiles and drones.

* **Non-veterans** are armed with a Missile Launcher M2 and two Missile Launchers. They also have 4 M54 (Small Missile Launcher) Drones.

* **Veterans** are armed with an AI-only Heavy Missile Launcher M4, 2 Missile Launchers, a Repair Bot and 4 A1 (Small Energy Siphon) Drones. The missile has high damage, AOE and velocity. A Cloaking System or an ECM Jammer (Flares) is highly recommended. The drones are not too strong but can cause lock down if the player's ship lacks energy regeneration.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Meme Builds

Within event horizon there arises combinations of modules, ships or satellites that produce novel and interesting outcomes. A meme build doesn't have to be a functionally useful ship, but the best memes can stand on their own. A meme build should illicit behavior that is surprising, unintuitive, or otherwise hilarious. Ideally, meme builds should highlight some of the unique aspects of Event Horizon.

Examples of memes should be listed below. Images/videos pending.

Singularity cannon memes: The singularity cannon is an energy weapon similar to the stasis field in projectile characteristics, but with the unique ability of adding rotational motion to any target that is hit. With a significant amount of fire rate and careful aiming, it can turn enemies into indistinguishable spinning blurs. Be careful when colliding with a spinning ship as the ramming damage can send you flying at unnatural speeds. Viability of ships that use this meme is usually pretty low, but when you spin a starbase past lightspeed, are you really looking for a ship that can kill? Viability=2/10,Fun=10/10

Plasma web memes: similar to the singularity cannon, you will typically want to increase fire rate when using this weapon. However, in very special cases, you can find plasma webs with area of effect modifiers, up to 100% aoe at gold tier. These webs are GIANT and the slow effect stacks where the circles overlap. Expanded crabs are excellent candidates for plasma webs as they can fit four plasma webs and two small plasma webs. Bonus points if you can clone the crab a few times, but this can be tricky to make into a viable ship, especially with the downsides of cloning centers. Damage with plasma webs is low, but the slow can completely immobilize most ships which can make one-on-one fights quite easy. Note that enemies will still fire at you, so you still need to use caution. Missile type weapons will detonate within the webs and most drones will die before they can leave the web making plasma webs a very good counter for ships that rely on either of these. Viability=5/10,Fun=8/10,Visibility=0/10

Cloning center memes: The cloning center is a special module that fits in green slots. It is only compatible with living ships and creates a copy of your current ship. The effect stacks for each cloning center, so for certain ships, it is possible to create as many as four additional clones. If you can work past the large energy draw of each cloning center and create a viable ship that is able to clone itself many times, you have created a clone meme. My favorite clone meme is of covid-6019. You can fit four large cloning modules and an infinity stone and still achieve some decent tankyness and high speed. Essentially all of your modules need to be gold for this to work, but the payoff is immense. I call my build 'the bois' and it can clear swarm bases at LY400+. Good for pvp too, but watch out for drone capture units. I'll try and post images/videos of this build in action as it is a force to be reckoned with while maintaining high meme potential. Viability=10/10,Fun=10/10 The Bois in action
Light

Light ships are ships that can only equip M1 satellites. These usually have little room for modules, but are small, agile and fast.

## Characteristics

Due to their low number of hitpoints, a single salvo of a heavy ship will often take them down. Extra armor plates, if they are not offset by inertial dampers or stabilizers, will slow down the ship too much, while speed is usually the main asset of light ships.

Therefore, for survivability, light ships often capitalize on speed, agility and the pilot's skills to evade enemy fire.

## Ships

* Non-aligned: Egg, Easter Egg

* Veniri: Scout (Mk2)

* Bushrak: Spectrum (Mk2), Zephyr

* Korerans: Raven (Mk2)

* Taraniak: Drone (Mk2)

* Sayjix: Messenger (Mk2)

* Jurgans: Embryo (Mk2)

* Neganari: Spike (Mk2)
Raven Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Raven Mk2 is an enhanced version of the Raven. It is also the second Frigate of Korerans faction.

For player use, lack of engine slots means lowering weight to minimum and use of barrel M1 satellites is highly advised.
Any torpedoes will do, but Quantum or Plasma torpedoes can make this a fairly effective boss hunter. While the engines are unable to be expanded, the weapon slots can be doubled to an awesome (for a frigate) 12, allowing for 4 Proton Torpedoes or 2 of the larger Quantum/Plasma/EMP Torpedoes.

In EHF this ship is unlocked as a reward for logging in for 20 days.

## Strategy

* **Non-veterans** are armed with a Proton Torpedo M2 and a Point-Defense System. It is recommend to use high RoF weapons to overwhelm the PDS should the weapons be projectile-based.
* **Veterans** have a Heavy Plasma Torpedo M1 and Point-Defense System. These unique torpedoes can deal high damage vs slow ships, as they deal more damage the longer they remain in contact. Since these enemies are significantly faster than Non-veterans, it is advised to use fast ship to counter them.
* **Double-veterans** are even faster with more health, have a TU-Assisted EMP Torpedo and an ECM Jammer. They should be taken out from afar or use fast ship to avoid the torpedo.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Easter Egg

Base/Minimum Weight
 Crafting Cost

An Unaligned special holiday ship released temporarily in 0.13.0 for Easter (like the Meteor). It's one of the few non-Capital Ships to lack a Splash Screen. *Currently unobtainable!*

For player use the universal weapon slots allow for many uses such as Small Lightning Cannon M3s and a Small Repair Ray, or Tractor Beam, or Energy Siphon. Interestingly enough this comes with all modules unlocked It's worth noting this ship has the rare Firework Cannon and 90% innate Kinetic Resistance.
For new players the AMR (anti-matter reactor) and Inertial Dampers this comes equipped with is an amazing find.

## Strategy

* **Non-veterans** are equipped with a TU-assisted Firework Cannon, and use shields instead of armor.
* **Veterans** do not exist.

## Trivia

* The ship looks like a re-painted Egg with a theme of flowers. Other changes are weapon slots being arranged in a "+" shape instead of a 2x2 square, and 2 more green slot.
* The ship was the only one to be found exclusively from planet exploration and was possible to obtain multiple copies by this method.
Starbase Mk2

**Starbase MK2**

 Combat Class
 Satellite Class
 Base Hitpoints
 Base/Minimum Weight
 Workshop Level
 Crafting Cost
 Star Ingredient(s)

Starbase Mk2 can be only found in Event Horizon: Frontier

Other bonus:

250% shield

50% energy

# Event Horizon: Frontier

Starbase Mk2 is the most expensive thing that can be unlocked in the Arena shop and costs 5000 tokens. This Starbase has additional blue, green and red slots which allows for more weapons, armor and generators. For example, you can fit 2 Heavy Lightning Cannons instead of one. It also allows weapons that are 2x2 big to be equipped on it. On the other side, it looks amazing and intimidating. The color of its Shield is yellow instead of the blue found on the standard Starbase which stands as a visible sign of all your victories in the arena.
Blueprint

Blueprints are used to unlock hidden ships and modules in Research and can be found by exploring planets in star systems.

## How to find blueprints in Event Horizon

The blueprints are best acquired by destroying randomly encountered alien outposts which spawn most frequently on Terran planets. Only frigates may be used for exploring planets. According to the developer there's a base 20% chance for blueprints to drop from outposts which goes up to 40% with extra scan chance from the skill tree. Because blueprints are the only useful discovery from exploration it is also not advised to bother exploring Barren planets or Gas giants due to their reduced chance of outpost spawning.

When fighting an alien outpost long-ranged weapons are recommended as the outpost is very dangerous up close and it can usually be outranged. Examples of viable weapons include the Railgun, HMLM2 etc.

Blueprints may also be found by capturing Free Star bases.

Due to a bug, the blueprint may sometimes not unlock the module that it states but rather it will unlock another hidden module in the same research tree instead. For example: when you acquire the blueprint trident (Bushrak ship), it can unlock the heavy missile launcher M2(Bushrak weapon) instead. Other possible outcomes are not getting any unlock, or even without the game showing you a blueprint drop nonetheless getting one. Please keep this in mind during your blueprint farming efforts.

In case of the bug in the previous paragraph are in effect. Players should be aware that Blueprints can only unlock hidden things if all prerequisites for it are unlocked first. Blueprints can also unlock anything costing 10 and below alien technology, not just hidden ones. As such, it can be worth unlocking as much as possible before farming blueprint by exploration.

## Event Horizon: Frontier

Because of the lack of research trees in Frontier blueprints serve an entirely different purpose. They are used by Engineer ships to either upgrade modules without consuming an identical copy of the module or upgrade certain golden modules up to plus twenty. To find out which modules can be upgraded beyond golden rarity please refer to the Module Modifiers page.

Blueprints in Frontier can be obtained with the following methods:

* Uncommon drop from any enemy throughout normal gameplay.
* Bought from merchant ships. Please note that smuggler ships don't sell blueprints.
* Very commonly from ship wrecks found in exploration.
* Three of them are guaranteed to drop from hostile starbases encountered in exploration. The blueprints dropped are based on what weapons the starbase had equipped. Currently this is the only method to obtain blueprints for Holy Cannon outside of the Christmas event.
* Winning a battle in the Arena.
* Daily missions.
Syndicate (Faction)

Capital Ship
 Combat types
 Appears at level

The Syndicate faction is one of the sixteen factions of Event Horizon. They rely heavily on projectile cannons and missiles, so fittingly their ships are the only ones capable of mounting the Stalker Missile Launcher (Excepting the Falcon, Scavenger, and the Velez). All their ships have larger-than-average weapon mounts, electronics bays, and engine slots, in addition to 50% innate Energy resistance; though they have few armor slots. This faction is generally focused on long range skirmishing and high burst damage.

## Tech Tree

### Ships

 Yeti | 35
 Odin | 200
Helios

Base/Minimum Weight
 Crafting Cost

The Helios is a Cruiser of Zumbalari faction, reminiscent of the Korerans' Praetor or Bushrak's Spectrum.

For player use, an example build could use 2 Fusion Beams and 2 Tractor Beams as a brawler, the latter being on Wasp (L-type) M2 satellites.

Alternatively, one can arm a Small Repair Ray on main L-slot or satelite to replace Repair Bot, while other L-slots can be fitted with Fusion Beam/Laser Beam/SLCM3 for damage, or Vampiric Ray for sustaining. This setup pairs very well with resistance build and makes it a very resilient brawler.

## Strategy

The Helios has only a short range Laser Beam with decent damage. Since it has a good turn rate, it is advised to attack from afar to avoid this laser.

* **Non-veterans** are armed with a Laser Beam. In addition, they're equipped with an Afterburner.
	+ As with most Afterburner-equipped foes it's advised to have at least one of if not more of either Small Missile Launchers, Tractor Beams or an Afterburner of one's own.

* **Veterans** retain the same laser, with an addition of Targeting Unit, however they swap out the Afterburner for dual M22 (Stasis) drones and a Small Repair Bot. They also gain high Kinetic and Energy Resistance(both over 81%). These are easier to kill, nothing special is needed so long as you mind the drones and use Heat-based weapons.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* Helios is a Titan, son of Hyperion and Theia. And he was the personification of the Sun.
	+ Hence to its name, the pre-built Helios with Laser Beam deals with heat damage as it associated with the Sun.
Praetor

Base/Minimum Weight
 Crafting Cost

The Praetor is a long and thin Destroyer from the Korerans faction.

Its lack of room for an Anti-Matter and/or Large Nuclear Reactor lower its usefulness. Four Small Lightning Cannon M3s along with Two Potato (Missile) M2 satellites armed with Small Missile Launchers can work.

One very critical note, this is one of the first ships you can research with Korerans tech, and once you can capture a Korerans base of at least level eighteen these can become a critical source of Afterburners, since they come with one out of the workshop. This is the earliest and easiest-to-get possible source known for Afterburners.

In *Frontier*, the duel with this ship branches off of 10-3, and requires use of a ship that is Destroyer class or smaller.

## Strategy

Praetors aren't very tough, but their speed can be a problem when trying to kill them. They will normally try to ram you on their strafing runs. An Afterburner, a Tractor Beam, Small Missile Launchers and long ranged ray weapons all help to combat these.

* **Non-veterans** are equipped with four Small Plasma Cannons and an Afterburner. Their main weapon can't do very much damage so this is usually more of a bother than threat.
* **Veterans** are also equipped with an Afterburner, however the weapons are upgraded to much stronger Small Lightning Cannon M3s. They also have Impact Armor which gives them over 59% Kinetic Resistance. As with the previous these are more annoying but are very dangerous for large, very slow ships. They are also packed with a quantum detonator as a last resort.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Mercenary (EHF)

A Mercenary is an additional pilot which can be hired to fight at your side in Event Horizon Frontier.

## Recruiting a Mercenary

Head to your Starbase and locate the Mercenary Ship to access the Pilot Recruitment Page.
Here you will be able to find Pilots with various types of skills that can be purchased with credits while the more advanced Pilots availible may only be purchased with Stars.

## Mercenary Management

As your Mercenaries battle at your side they will gain Experience Points and increased their Piloting level, which increases the strength of the ship they are piloting.

The ship being piloted also gains exp accordingly.

## Mercenary Skills

Below is the list of skills of mercenaries. Each mercenary can only bring up to 3 skills

 Rear Admiral
 Technician
 Cannoneer
 Armourer
 Scavenger

## Special Mercenaries

* Jan Salo: ???
* Pavel The Developer: ???
Leviathan

Base Hitpoints
 Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

Leviathan is the Capital Ship of Veniri.

It has 2 1x5 C-type slots, which can only mount fewer weapons than the faction's two heavy ships, although their placement is much friendlier to slot expansion. Additionally, with many green and blue slots, its firepower and armor can be boosted to a level far exceeding smaller Veniri ships.

This is probably the first Capital Ship the player will build. It can be a decent drone carrier but is quite poor at actual gun based combat with its stock configuration.

For gun based combat, dual TU-assisted Railguns with buffs from High Energy Focus and/or Reloaders will make it a strong heavily armored sniper. After slot expansion, the Leviathan is capable of wielding dual TU-assisted Holy Cannons.

In *Frontier*, the duel with this ship branches off of 50-1, and requires use of a ship that is battleship class or smaller.

## Appearance

This Capital Ship looks like a standard modern day airplane, but instead of a tail it has a rounded end. The wings are also forward-swept (they face forward instead of backward).

## Strategy

* **Non-veterans** are armed with dual Heavy Pulse Cannons, along with an Afterburner. Since its DPS is not very high, catching them with an Afterburner or holding them in place with a Tractor Beam on heavy ships or with Stasis Fields will make defeating them quicker.

* **Veterans** are equipped with dual long range AI-only Heavy Pulse Cannon M2s and a Point Defense System. They are also accompanied by a pair of swift Scout Mk2 drones. The Leviathan itself has low speed and turn rate and can only fire at the front, though its drones move quickly and fire accurately with their Pulse Cannon M2, making the use of light-armored ships difficult. A ship with high armor and DPS, but not missiles if attacking head-on, is an option to quickly defeat the Capital Ship and leave the drones alone. Another option is flanking and charging with Quantum Detonator. 2 of them should make short work of this capital ship. If Impact Armor is also equipped, flanking becomes redundant.

* **Double Veterans** have the same armament as the Veterans, but without the Point Defense System, though they have higher armor and reduced weight using AI-only Inertial Nullifiers, which make them move and turn like medium or light ships. The drones are also remained. Getting close to one is dangerous, but it is your only choice to damage and destroy it since long range attacks are easily dodged by this version. Railguns work too due to its great speed.

## Gallery

Splash ScreenDefault LayoutVeteran LeviathanDouble Veteran Leviathan
Spectrum Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Spectrum Mk2 is an enhanced version of the Spectrum, the lightest Bushrak ship. Unlike the Spectrum, it is capable of housing two drones.

For player use, using Fusion Beams/Vampiric Rays is recommended for semi-decent dps. However, it can also equip two drones or three Antimatter Reactors. Therefore, equipping it with satellites is a good idea as it is capable of using more energy-costly weaponry.

In *Frontier,* this ship is unlocked as a daily reward and cost 4096 credits.

## Strategy

Like its Mk1 counterpart, it is still slow and benefits from a slightly higher hitpoints pool. The main difference between the two is the drones, and the speed.

* **Non-veterans** are equipped with a Frontal Energy shield, Small Laser M2 and two M22 (Small Stasis Field) Drones. Stasis Drones can always be annoying, but the ship itself is rather weak and only armed with a short range weapon. Nothing special is needed to dispose of them.
* **Veterans** lose their M22 drones, but are equipped with a Fusion Beam and the same Frontal Energy Shield, with their speed increased significantly. The Fusion Beam will track you once locked onto if in range. Some care is needed but the singular weapon still isn't very strong by itself.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Overlord

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Overlord is the Capital Ship of the Jurgans.

It is a living ship with a regeneration rate of 1% HP/Sec when not taking damage.

This isosceles triangular Capital Ship has very high flexibility in weapon choices. It has one forward 3x3 L-slot, one 2x3 C/T-slot at some angle on each of the equal sides, and one 1x4 omnidirectional C-slot at each of the back corners.

In *Frontier*, the duel with this ship branches off of 100-1, and requires use of a ship that is battleship class or smaller.

For player use, it can mount two omnidirectional Railguns, a Heavy Laser Beam M2, two Heavy Quantum Torpedoes, with lowered weight it becomes very agile and powerful in mid-close range combat, only loses to Kraken in close range DPS. This ship can also equip up to fourteen drones. Has a very efficient green layout for use as a drone carrier, and can have twelve drones and still have 600+ HP. A TU-assisted Tractor Beam and Fusion Beams/Vampiric Rays/Small Repair Rays backed up with EMP Torpedoes and Railguns are probably the most useful armament it can equip with drone setup.

## Appearance

This Capital Ship is basically a Megalodon that has been infested with fungi. Like how a Zerg from Starcraft can infest a Terran command center.

## Strategy

This Capital Ship, excluding the non-veteran variant, utilize the combination of different weapons to make it hard to get close to it, especially its high impulse omnidirectional Mass Driver M2s. This, combined with its passive regeneration, makes a battle against the Overlord a long one for short or medium ranged ships.

* **Non-veterans** are armed with a Heavy Laser beam M2. They are slow, don't have armor and thus very easy to defeat.

* **Veterans** are armed with an AI-only Heavy Laser Beam M1, two Heavy Quantum Torpedoes and two omnidirectional Mass Drivers M2 with 200% damage increased. They are assisted by two AI-only Embryo Mk2 drones with less than a second cooldown. This combination makes engaging in close combat a suicide, as player will be hammered by Mass Drivers M2s from both the ships and their drones, with a floating minefield of torpedoes around them. Long ranged high DPS weapons are recommended.

* **Double Veterans** are armed with the same weapons of the Veterans except for the two Plasma Multi-cannons. While they don't have drones, they have Rangemaster Units and an Afterburner to charge at you while bombarding you with their multi-cannons and Mass Driver M2s. Attempts to chase them with short ranged weapons are easily repelled due to the omnidirectional Mass Driver M2s keep pushing you back. A fast ship with long ranged weapons is needed to counter them effectively. They also equip some Energy Absorbers(over 63% Energy Resistance) so Energy-based weapons are not advised.

## Gallery

Default LayoutVeteran OverlordDouble Veteran Overlord
Viper

Base/Minimum Weight
 Crafting Cost

Viper is an Free Stars Cruiser. It can be bought at Smuggler Bases, repaired from Beacons or crafted after finding blueprints from Exploration.

For player use, it's effective to use TU-assisted Pulse Cannon M2 and Railgun, TU-assisted Ion Cannon or Heavy Ion Cannon with minimal slot expansion. the Viper can use a TU-assisted Holy Cannon, making it a very threatening cruiser. Barrel satellites can help with both maximizing speed and the lack of blue slots, although any heavy satellite will greatly improve its utility.

with appropriate expansion & equipment can easily become one of the fastest cruiser with extreme damage and range.

## Strategy

Most variants are fast and will usually fire at you from a medium to long range, while being propelled away from you by the recoil of its cannons. Any ship that can move faster than it can float away should be able to deal with it easily, as it lacks armor.

* **Non-veterans** are armed with 2 Mass Driver M2s a Small Repair Bot. So long as you can stay out of range these aren't an issue as the ship has low velocity and turn rate.

* **Veterans** are more dangerous, armed with 2 powerful long-range Railguns that have a large amount of impulse and knockback. A fast ship is needed to dodge the shots and catch up with them.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Energy Shield

The **Energy Shield** is a defensive module found in the Bushrak, an upgraded version of Frontal Energy Shield. While activated, The Energy Shield generates a protective green bubble covering the whole ship, blocking all incoming attack from every direction until deactivation or the energy pool is depleted.

## Details

The Energy Shield takes up 7 green slots in a 3x3 H-shape.

 Weight

\*Larger ships consume more energy. i.e, the Nemesis has 90 slots in total, which means the energy shield costs 22.5 (90 ÷ 4 = 22.5) for the Nemesis.

## Uses

The Energy Shield is a powerful defensive module that blocks all incoming attack from every direction, damage taken will reduce energy supply instead of hit points. Damage from ramming, all missiles\*, all torpedoes\*\*, anti-matter bombs, ion cannon M2 and black hole generator does not reduce energy supply at all, making the ship immune to these weapons unless the shield was worn down by other weapons. However, any damage taken will cease the energy regeneration. Improve the mobility allows the ship to escape from enemies firing range and replenish energy supply.

\*Except for Heavy Missile Launcher M3 and M4

\*\*Except for EMP torpedos

## Pros and Cons

 Immunity to vast amount of weapons
 Unlimited durability as long as the shield does not broke
 Available for most ships
Fuel cells

Fuel Cells are one of the basic modules in Event Horizon, allowing ships to increase their energy capacity.

## **Fuel Cells types**

### **Normal Cells**

Those are basic cells, found on the Free Stars tech tree. They can be placed anywhere in the ship.

All sizes weigh 20/module slot

* **Small Fuel Cells** - 1x1, 5 energy
* **Fuel Cells** - 2x2, 24 energy
* **Large Fuel Cells** - 3x3, 63 energy

### **Armored Fuel Cells**

Armored fuel cells are found on the Korerans tech tree. Generally, they have same energy capacity as normal cells, half of titanium armor hp and 4x normal cells weight. They can be placed only on armor (blue) slots. They come very useful when there's a need of armor and energy capacity at once. Armored fuel cells, and large armored fuel cells require stars to craft

## **Gallery**

**Small Fuel CellsFuel CellsLarge Fuel CellsSmall Armored Fuel CellsArmored Fuel CellsLarge Armored Fuel Cells****​​​​​​**
Special Modules

Additional System components offer enhancements or unique abilities.

**Nanofiber Structures** reduce the weight of your ship without cost, and enhanced ones also give a small amount of Hitpoints.

**Inertial Dampers/Stabilizers** consume some power to reduce more weight than Nanofiber Structures.

**The Warp Drive** serves as a short-range teleporting device.

**The High Energy Focus** increases damage but also increases the energy cost per shot.

**The Automated Re-loader** increases fire rate. NOTE, this will have no effect on constant-beam Lasers that do not have the Reload Time attribute (the Laser Cannon, which is pulsed, is an exception).

**The Stealth Field** hides the ships from enemies. The field draws some energy when fired for once, and is nearly invisible to the enemies until firing weapons or being hit. It consumes some power when installed. Some enemies with Pulsar-type weapons will activate them if you get within range even if you are stealthed, likely hitting you and making you visible.

**The Quantum Detonator** destroys your ship and deals a large amount of damage to anything nearby.

**The Repair Bot/Small Repair Bot**, when manually activated, drains energy to repair your hull. It also consumes some power when installed. Note that repair rate is a consistent percentage of the hit points of the ship it's equipped to. Be careful though, it will be destroyed IF it gets shot at. However, changing ships will allow it to be used again when swapping back.

**The Targeting Unit** allows weapons to aim better and, when equipped to satellites, allows them to rotate and shoot on that side of ship. The Targeting Unit only affect the slots it is attached to, i.e. if a ship have separate mounted weapon slots, each of them have to equip a Targeting Unit to affect all weapons.

**The Rangemaster Unit** increases maximum range (but not AoE) for all weapons but also increases the energy cost per shot of the weapon by the same percentage.

**The ECM Jammer** allows ship to release 4 flares at the back. Flares confuse missiles, drones and targeting units.

**Clonning Centers** summon a copy of your ship as a drone after an initial cooldown. These drones cannot use drone bays and are unaffected by the mother ship's drone boosting modules. There are three modules available; one for living Frigates, one for living Destroyers and Cruisers, and one for living Battleships. Note that Capital ships and non-living ships cannot equip clonning centers, even with the living modifier added on.

**The Infinity Stone** heals your ship to full HP and gives a brief period of immunity on death or player activation. Once activated it has a base 2 minute cooldown. Cannot be equipped by Capital ships.

Terms for the chart below:

Variable: depends on ship size. Larger ships have a higher energy cost.

Con.: consumption.
80% reduces text size for entire table Change to a larger value to increase header text size - 100% is 'no effect'