recursal/Fanatic-Fandom huggingface dataset:
Cleaver

## Game Description

*The **Cleaver** is a product of the new Emperor's imperial rejuvenation plan. It was built and designed without any of the rituals and blessings manufacturers held sacred for untold generations. As a cutting-edge vessel, it features a versatile loadout and powerful performance. Despite good handling, it is quietly shunned by older Aralien pilots who were born into the old ways.*

## Recommended Equipment

Standard Secondary Weapons

* Laser Beam
* Stinger Torpedo
* Xandelevium Heat Disc

Utilities

* Shield Bubble
* Decoy
* Scrambler

Mines

* HE Mine
* XHE Timed Mine
* Plasma Mine

Proximity Weapons

* Proximity Blast
* Kinetic Field Disruptor

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Cleaver is an excellent early-game generalist fighter that has access to every non-large slot available to the player

## Trivia

* The Human Alliance does not feature a ship with similar slot configurations, making the Cleaver unique to the Aralien Empire.
Algol

## Solar Charging

**Algol** is a Star System in Starfighter:Infinity and is the first mass-restricted system encountered by the player - having a mass restriction of 1.5 or below.

## Stars

* Algol Beta
* Algol Gamma
* Algol Prime

## Planets

* Ortega
* Phleebhut
* Micky
* Naranja
* Gigli

## Special Sectors

* Andromeda Gate
* Asteroid Field
* Forkworm Nest
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Locking Jammer
* Meteor Burger
* Minefield
* Nebula
* Shiny Device
* Stealth Jammer
* Stone Object
* Turret Sector
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 7-3
* Substation
	+ 4-0

**Aralien Empire**

* Station
	+ 4-7
* Substation
	+ 1-4

**Freedom Initiative**

* Station
	+ 2-3

**Pirates**

* Station
	+ 8-8
* Substation
	+ 6-9
	+ 9-6

## Misc. Info

* Algol is the first mass-restricted system new players can enter.
* Algol is considered a fairly bright system.

## Trivia

* Despite being the earliest place players can encounter the Igni, the Igni originally are from Castor.
* Mintaka A can be accessed early using one of the wormholes in Algol.
Afterburn Engine

The Afterburn is a Purchased Engine in **Starfighter:Infinity**. The afterburn Engines are a class of engines that offer greatly increased speed across the board.

## Game Description

**Faster top speed engine, but at the expense of some turning**

## Functionality

Afterburn Engines are considered to be high-speed variants of the Standard Plus Engine line.

The Afterburn Engine features the following changes over the Standard Plus Engine:

* ++Speed
* ++Acceleration
* -Turning
* -Propulsion
* +Boost Duration
* -Reverse Speed

## Interactions and Strategy

* The lower turning of the afterburn engine can be aided by items such as the Field Hop Quickturn - this allows Ships like the Elite Intimidator to make full use of the speed multiplier of the afterburn engine.
* Due to the hit it takes to turning, the afterburn engine is best used on ships with either very low turning or very high turning:
	+ Very low turning ships, such as the medusa, will not have their turning reduced by much due to the penalty being multiplicative. In this sense, top speed benefits much more than turning loses out.
	+ Very high turning ships, such as the Astrofighter, can afford to take a big hit to turning, allowing a significant stat shuffle to the base ship whilst retaining size and slots - this can completely change how some ships operate, allowing for additional build possibilities on some high-turning ships that normally lack the speed to do so.
* The afterburner engine has the benefit of not relying on the propulsion enhancer much - as such, it is not very Energy-dependent, unlike most other high-speed engines.

## Trivia

* The afterburn engines feature high speed without reliance on the propulsion enhancer.
Big Tornadian Caltrop Cluster

The Big Tornadian Caltrop Cluster is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**An explosive mine with a negative impact (pulls ships towards on explosion) and adds a Propulsion Dehance effect. This cluster deploys 15 mines**

## Functionality

Tornadian Caltrops function as normal Mines, with the exception of having "negative" knockback: the velocity vector of the knockback is inverted, pulling colliding ships into the collision rather than pushing them away.

Tornadian Caltrops also apply a Propulsion Dehance Status Effect.

## Interactions and Strategy

* Tornadian Caltrops are excellent for applying propulsion denhance and following up with heavier, hard to hit weapons such as the Plasma Cannon or Javelin Torpedo Barrage.

* Tornadian Caltrops, having negative knockback, often pull enemies into more caltrops, dealing more damage than a normal mine that would push the target away from the rest of the mines.

* Being Projectile-based Damage, caltrops hit through the Damage Bubble that destroys most mines.

* Caltrop clusters are extremely effective against larger ships, as contact with even one caltrop can pull enemies into the rest of the cluster.

## Trivia

* A Caltrop is a real-world object made of fused nails/barbs that acts as an area denial tool.
Andromedan Hoop

The Andromedan Hoop is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

Functions similarly to a Javelin Torpedo with lower damage, a higher magazine, and a small Recharge Block Status Effect.

## Interactions and Strategy

Andromedan Hoops excel in dumbfire spam, with a higher magazine than javelins making them ideal for longer range potshots - with the additional recharge block effect hampering enemy shields, allowing the user to soften enemies up before they approach.

## Trivia

* The Andromedan Hoop functions as a pseudo-Javelin Torpedo for the Andromedans.
Alpha Crucis

## Solar Charging

**Alpha Crucis** is a Star System in Starfighter:Infinity and is home to the warring Solarions. Alpha Crucis has a very strong Freedom Initiative presence, as well as a fairly strong Human Alliance presence.

## Stars

* Alpha Crucis Yin
* Alpha Crucis Yang

## Planets

* Ferenginar
* Hex
* Hyperion Prime
* Meraden
* Nebulov
* Neltharion's World
* Zeddian

## Special Sectors

* Asteroid Field
* Deceased Primus
* FFA Zone
* Forkworm Nest
* Jump Gate
* Locking Jammer
* Minefield
* Nebula
* Neutral Zone
* Solarion Brightness Station
* Solarion Darkness Station
* Targetting Enhancer
* Turret Sector
* Warzone

## Stations

**Human Alliance**

* Station
	+ 11-1
	+ 14-1
	+ 13-16
	+ 15-4
* Substation
	+ 8-0
	+ 13-0
* Refinery
	+ 16-10

**Aralien Empire**

* Station
	+ 3-1
* Substation
	+ 1-1

**Freedom Initiative**

* Station
	+ 0-10
	+ 1-13
	+ 3-16
* Substation
	+ 1-7
	+ 9-9
	+ 8-16
* Refinery
	+ 5-15

**Pirates**

None

## Misc. Info

Alpha Crucis is home to a white Star, which gives players access to the rare White Xandelevium.

## Trivia

* Alpha Crucis features a large torus of Nebula/Asteroid Fields in the center of the star system.
The Ben Fighters Wiki

## Welcome to the Wiki

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## Describe your topic

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Ambush

## Event Message

**Ambush** is a Random Event in Starfighter: Infinity in which a group of enemy Faction ships enter the Sector in to attack the player.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Immediately after the event message, a group of enemy Faction Ships enter the Sector from one direction around the edges of the sector.

* The models and number of ships is influenced by:
	+ Level
	+ Star system
	+ Threat level (unclear)
* Ambushes have a chance to consist entirely of Legendary enemies.
* Ambushes have a chance to consist entirely of one ship model.

## Conditions

* Unclear, but appear to occur more frequently when the enemy is massively outnumbered.
* An enemy Station is required in the current Star System in order for an Ambush to occur.

## Misc. Info

* An Ambush is the opposite of Reinforcements.
Armoured Rodion Frigate

## Description

Armoured Rodion Frigate is an NPR ship belonging to the Rodions. Armoured Rodion Frigates are, as their name implies, more heavily shielded Rodion Frigates. Their cockpit protrudes out less than their predecessor, and their thrusters are much closer to the hull; many of the suspension rods of the previous frigate design are no longer present.

## Combat and Strategy

All associated items can be found on the Rodions page.

Armoured Rodion Frigates are equipped with their own variant of the Vulcan cannon, Rodion Projectile Cannon, and their own engine overdrive, Rodion Engine Overdrive, which they activate frequently.

Preferring to perform combat at close range, they close in on enemies and barrage them with both their scatter weaponry as well as a high-damage, short range burst weapon - the Hyper Cannon. They have relatively low turning rate and may fly around their target in circles repeatedly.

Additionally, Rodion Darts pose a threat to ships caught near the slower torpedoes, as their unique short-range jump makes them hard to dodge at close range. Such darts also come in the Rodion Dart Array, which they spam quite frequently.

Overall, they are a reasonable threat to medium level players due to the extra edge their high shields can give them in combat.

## Notes

* More info about the respective NPR in general can be found on the Rodions page and the Rodions category page.
Boss Fight

**Boss Fight** is a Random Event in Starfighter: Infinity in which two NPR Bosses fight to the death.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Almost immediately after the event notification, two NPR bosses Hyperspace into the Sector fairly close to one another.

The Bosses chosen appear to be influenced by nearby Star Systems, with bosses more likely to be NPRs found in current or connected systems.

## Conditions

There appear to be no restrictions to when boss fights can occur.

## Misc. Info

* Boss fights typically resolve themselves via one of the bosses defeating the other - the player can then finish off the winner for two semi-free Item Drops.
Anti-Stealth Mine Cluster

The Anti-Stealth Mine Cluster is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**If the target is currently stealthed, then this weapon will reveal and highlight them so that your weapons can lock onto them. Also it will do damage while they are stealthed and the effect is active. This mine also has a weak homing effect. This cluster deploys 8 mines**
Ascendant Observation Platform

An Ascendant Observation Platform in Benaris.

## Inside the Observation Platform

Inside an Ascendant Observation Platform.

**Ascendant Observation Platform** is a Special Sector, Object, and part of the Structures group in the Codex.

*No Description* - Codex entry for **Ascendant Observation Platform**

## Locations

* Null Space
	+ 0-2
* Benaris
	+ 6-10
* The Inbetween
	+ 1-2
	+ 1-6
* Chaos Engine
	+ 3-6

## Functionality

* The Ascendant Observation Platform uniquely functions as a one-way mirror for Ships inside the reflective ring: ships outside said ring cannot detect or lock ships inside the ring.
	+ If two ships are inside the ring, both can see and lock onto the other as ususal.

## Misc. Info

* Belonging to the Ascendants, the observation platform is used to monitor NPR activity and be on the lookout for galactic threats.
Abyss Speed Device

An Abyss Speed Device in Zeta Puppis.

## Scan Effect

A Scan triggering The Abyss to spawn.

**Abyss Speed Device** is a Special Sector, Object, and part of the Anomalies group in the Codex.

*None* - Codex entry for **Abyss Speed Device**

## Locations

* Zeta Puppis
	+ 5-3
	+ 9-9

## Functionality

* The Abyss Speed Device will periodically apply up to 8 seconds of Speed Up to all nearby ships; ships close to the Abyss Speed Device will have Abyss Overdrive applied to them.
* Upon Scan completion, the Abyss Speed Device may spawn up to 8 Abyss Interceptors in a ring around the device.

## Misc. Info

* The Abyss Speed Device features an animated, rotating core
Commander Class Pegasus

## Game Description

*The President of the Alliance is a far traveling and busy man. While the luxurious Pegasus shuttle he travels on is one of a kind, there are similarly upgraded variants offered by Bowhead industries that provide unmatched speed and performance. Alliance senators and chief military personnel use these vessels under special lease and non-disclosure agreements. Though not advertised as a front-line fighter, Col. Smothers of the Alliance famously used it to decimate a Freedom Initiative ambush that befell him, proving its combat potential.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Neutrino Beam
* Plasma Cannon Plus
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo

**Utilities**

* Shield Bubble
* Decoy
* Transparent Stealth System
* Light Bending Stealth System
* Return to Sender
* Projectile Repulse Field

**Mines**

* HI Mine
* Stealth Mine
* EMP Mine
* Sticky HI Mine Barrage

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* EMP Blast

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Thermal Shields

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* An upgrade to the Pegasus, the CC Pegasus boasts upgraded stats and weapon slots, allowing it to compete with other endgame ships through its small profile, agility, and speed
* Though most of its slots are considered to be upgrades, the CC Pegasus does lose a crucial utility slot, making utility choice critical for the success of the build
* Though its agility and speed stats are excellent, the CC Starfighter lacks a lot of slot options that allow it to be flexible in combat - making weapon choice more important than most ships
* The CC Pegasus benefits highly from hit-and-run tactics, and as such benefits from gear that accentuates that playstyle - such as the Plasma Cannon Plus or the Sticky HI Mine Barrage
* For an endgame ship, the CC Pegasus has insanely light shields, making it vulnerable to most medium and high-damage weaponry such as Plasma Cannons, Proximity Blasts or Xandelevium Blasters

## Trivia

* The CC Pegasus debuted in Starfighter:Infinity
Anti-Stealth Rocket Barrage

The Anti-Stealth Rocket Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**If the target is currently stealthed, then this weapon will reveal and highlight them so that your weapons can lock onto them. Also it will do damage while they are stealthed and the effect is active. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Back Facing Shields

The Back Facing is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Reduces damage dealt by hits to the back of the ship by up to 15%* -Level I*

**Reduces damage dealt by hits to the back of the ship by up to 22%* -Level II*

**Reduces damage dealt by hits to the back of the ship by up to 30%* -Level III*

**Reduces damage dealt by hits to the back of the ship by up to 38%* -Level IV*

**Reduces damage dealt by hits to the back of the ship by up to 45%* -Level V*

## Functionality

Back Facing Shields reduce oncoming damage by a maximum of the listed value of the shield, relative from the rearward direction of the ship (270 degrees in mathematical terms). The damage reduction itself scales linearly from the max listed value at the back of the ship to 0% on either side of the ship.

Example:

1. A ship with back facing V is hit square in the back by a 100 damage weapon.

```
100 * (1 - ( 0.45 * 90/90))  = 65 damage.

```

2. A ship with back facing V is hit 45 degrees from the back by a 100 damage weapon.

```
100 * (1 - (0.45 * 45/90) = 77.5 damage.

```

3. A ship with back facing V is hit 80 degrees from the back by a 100 damage weapon.

```
100 * (1 - (0.45 * 10/90) = 95 damage.

```

## Interactions and Strategy

* As Status Effects ignore the damage reduction of the shield, effects such as Heat Damage can bypass the reduction, dealing massive "effective damage" to the user of the shield. Conversely, Shield Repair heals more "effective shields" than normal.

* Using items such as Field Hop Quickturn can allow the user to ensure damage hits from the desired direction, ensuring maximum reduction.

* Items that hit from random angles, such as the Teleporting Stinger, are excellent counters to directional shields.

* Directional shields are weaker against enemies that swarm the user, allowing them to be easily overwhelmed.

## Trivia

* Front and back facing shields used to block much more damage in exchange for amplifying damage in the opposite direction. This made them very polarized and led to either extreme tankiness or sudden deaths.
Andromedan Flanker Droid Small Array

The Andromedan Flanker Droid Small Array is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Droid that flies alongside your ship and when you are firing your primary, they will also fire their andromedan bolter. Will expire after 10 shots. Rapidly fires 8 Andromedan Flanker Droids at targets within 0 su**

## Functionality

Upon firing, the array will rapidly deploy 9 Andromedan Flanker Droids over the span of 1-2 seconds.

## Interactions and Strategy

Functioning similarly to the Andromedan Flanker utility, the array variant has the benefits of rapid deployment and volume, ideal for ambushes, traps, and spontaneous firepower. The combined effects of all droids firing at once, especially with multiple large slots dedicated to the array, can be extremely catastrophic to unprepared enemies or highly shielded NPCs, such as NPR bosses.

## Trivia

* The array used to contain 16 droids, but was deemed massively overpowered and was subsequently reduced to 8.
Barrier

## Wall Barrier

A Wall Variant Barrier in Sagittarius A.

A **Barrier** is a Faction-specific Special Sector which consists of an energy wall designed to restrict Ship movement through the Sector.

## Functionality

All variants of Barriers project an energy-based barricade that, when collided with, applies the Concussion, Stabilizer Fail, and Anti-Stealth Status Effects onto the offending ship - the lengths of said status effects scaling upwards depending on how quickly the offending ship is moving during the collision.

All variants of barriers function as Hyperspace Jammers - ships cannot plot Hyperspace routes over them without being pulled out of hyperspace. Note this does allow the barrier wall segments to be Hacked.

When a ship of the same Faction passes through their barrier wall, the wall will temporarily flicker - during which any ship, even enemies, can pass through the barrier wall.

## Corner Barrier

A Corner Barrier guarded by two turrets in The Inbetween.

### Wall Barrier

A **wall barrier** extends all the way across the residing sector, aligned to perfectly bisect the residing sector into two equal halves.

### Corner Barrier

A **corner barrier** extends from two different directions starting at the boundaries of a sector, but meet in the middle with a gap that allows ships passage - but is guarded by two turrets.

## Misc. Info.

* The turrets on the corner variant of the Barrier, if destroyed, will not respawn unless a new Instance is generated.
Abyss Carrier

An Abyss Carrier in Zeta Puppis.

**Abyss Carrier** is a Special Sector, Object, and part of the Objects group in the Codex.

*None* - Codex entry for **Abyss Carrier**

## Locations

* Zeta Puppis
	+ 5-14
	+ 11-14

## Functionality

* The Abyss Carrier periodically applies Reveal to nearby ships, making it difficult for players to use stealth systems near the carrier.
* The Abyss Carrier serves as a spawn hotspot for The Abyss.

## Misc. Info

* The Abyss Carrier resembles real-world Aircraft Carriers, as it houses Abyss Interceptors on its flight deck - much like the Tobor Pova houses Tobor Piques on its flight deck. The latter, however, is a boss ship instead of a static object.
* The Abyss Carrier acting as a static deployment ship is akin to how the Rodion Mothership deploys Rodion Frigates, as both ships serve as mobile bases of operation for smaller fighter craft.
* The Abyss Carrier features an animated, rotating antenna array
* The safety rails and planar takeoff surface implies that the Abyss Carrier either exerts artificial gravity near its flight deck or is capable of atmospheric entry - the latter of which is more likely considering the carrier features crab-like landing gears
Commander Class Escape Pod

## Game Description

*A more luxurious escape pod designed for commanders and those who are used to a bit more space, rather than the cramped conditions of a normal escape pod.*

## Recommended Equipment

It is not recommended to use this ship in any scenario

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Commander Class Ships that are destroyed, including CC Escape pods, will eject a CC Escape Pod, allowing the user to fly back to a nearby Station

## Trivia

* The CC Escape Pod debuted in Starfighter:Infinity
Ascendant Arc Lance

The Ascendant Arc Lance is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

When fired, a hitscan bolt of lightning 100su long is instantly generated in a straight line in front of the user, dealing the listed Electrostatic Damage and applying the listed duration of Anti-Stealth to all ships intercepted by the bolt.

## Interactions and Strategy

* The arc lance is a versatile tool, comparable to an Energy-based version of the Neutrino Beam due to its hitscan nature.

* The arc lance has a rare trait of being able to ignore Hard Light Barriers, being able to hit targets regardless of obstacles in-between them and the firer,

* The arc lance is handy for applying temporary anti-stealth to agile ships that weapons like the Anti-Stealth Rocket would normally have trouble hitting.

* Due to being electrostatic damage, it is not reduced by Beam Refractor Shields like the Neutrino Beam.

## Trivia

* The arc lance is considered an energy version of the Neutrino Beam.
Ascendant Black Light Saw

The Ascendant Black Light Saw is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**A saw is projected for 10 seconds that will damage enemy ships on contact as well adding Black Light Saw* -Level I*

**A saw is projected for 14 seconds that will damage enemy ships on contact as well adding Black Light Saw* -Level II*

**A saw is projected for 18 seconds that will damage enemy ships on contact as well adding Black Light Saw* -Level III*
Boar

## Game Description

*The **Boar** was originally designed with a proximity slot to serve as an ambush vessel. Pilots soon began to see the value of its close quarters hard point and it wasn't long before it reached popularity among pilots with dogfighting experience.*

## Recommended Equipment

* Shield Bubble
* Laser Beam
* Decoy
* Stinger Torpedo
* Scrambler
* Proximity Blast
* Kinetic Field Disruptor

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The boar is a Starfighter side-grade that sacrifices defense for brawling capability
Blue Xandelevium Heat Disc

The Blue Xandelevium Heat Disc is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**. The Blue Xandelevium Heat Disc is a variant of the trademark Aralien secondary weapon, the Xandelevium Heat Disc, that is capable of harassing enemies with heat damage-over-time in close quarters combat.

## Game Description

**Fairly rapid fire, guided weapon that sets the target on fire for a short while. Blue xandelevium is more intense, meaning higher damage and more heat damage, but at the cost of ammo**

## Functionality

Functions similarly to the Xandelevium Heat Disc, but features different stats that focus more on a balance between damage and reliability.

## Interactions and Strategy

* Xand heat discs have several variants, all of which are excellent at applying heat damage over time at close range without having to rely ons like the Heat Ray or precision weaponry like the Xandelevium Blaster
* The excellent tracking of xand heat discs make them ideal for pushing enemies away with the threat of stopping shield regeneration
* Xand heat discs are particularly deadly to smaller, less-shielded craft, as the total damage per disc is respectable, potentially leaving smaller craft vulnerable for a final hit. Xand discs also track extremely well, making evading them more difficult
* Xand discs are typically avoided by most traditional anti-lock weaponry like the Shield Bubble or the Decoy

## Crafting

Credits: 800

Silicon: 700
Blue Xandelevium: 800

## Trivia

* There are multiple variants of Xand Heat Discs:
	+ Xandelevium Heat Disc
	+ Red Xandelevium Heat Disc
	+ **Blue Xandelevium Heat Disc**
	+ White Xandelevium Heat Disc
	+ Quark Xandelevium Heat Disc
Big Tyraan Laser Mine Cluster

The Big Tyraan Laser Mine Cluster is a Rare Drop Mine in **Starfighter:Infinity**.

## Functionality

After arming, each Tyraan laser mine will pulse every half-second, with each pulse dealing 10 Laser Damage to the nearest target within 20su until expiration.

Much like other no-collide items, Tyraan laser mines cannot be collided with, making them immune to some movement-inducing effects like Weapon Repel.

## Interactions and Strategy

* Tyraan Laser Mines are excellent passive AOE damage for users that want to create space between themselves and a trailing enemy.
* Due to being laser damage, Tyraan Laser mines are completely nullified by max-level Resonite Refractor Shields.
* Due to their moderately quick arm times and AOE, Tyraan Laser Mines are excellent for dealing consistent chip damage to even the most aware enemies. In cases of unaware or disabled enemies, Tyraan Laser Mines are capable of crippling damage, despite their short lifetimes.
* The Big Tyraan Laser Mine Cluster is excellent for providing wide coverage for reliable chip damage at the cost of lower fire rates, longer arm times, and lower concentration of lasers on target(s) in the mine cluster.

## Trivia

* Tyraan Laser Mines have a deathtrap variant, the Tyraan Laser Mine Deathtrap.
Area Stealth: Reflect

The Area Stealth: Reflect is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Device that applies a reflecting stealth system to all nearby friendlies. The reflecting stealth system reflects and scatters incoming light, making it difficult for enemy scanners to get a fix on you. Stops ships detecting you at ranges of greater than 100m and reduces the range ships can lock onto you by 70%**
Blindsider Torpedo

The Blindsider Torpedo is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Torpedo that damages and applies a blinding effect for a short time**

## Functionality

Once fired after obtaining a Lock, the Blindsider Torpedo tracks like a Stinger Torpedo, but exchanges some of its stats for being able to apply Blinded upon impact.

## Interactions and Strategy

* Blindsider Torpedoes are excellent at obscuring enemy vision and preventing Locking at close-range. This effect is particularly powerful against most Beams due to their close-range power
* Blindsider Torpedoes are moderately ineffective against NPCs due to their reduced stats and inability to affect NPC tracking in a significant manner
* Blindsider Torpedoes pair well with Stealthed weapon builds like the Stalker Torpedo or Stealth Mines, as the 'blind' effect can make stealthed weapons hard to see

## Trivia

* The Blindsider Torpedo is a Stinger Torpedo variant
Chariot

## Game Description

*The **Chariot** is a quick strike, high speed vessel. Lacking in finesse, the **Chariot** pilot should be committed fully to the ancient dog fighting proverb, "speed is life".*

## Recommended Equipment

Standard Secondary Weapons

* Railgun
* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Laser Beam

Utilities

* Decoy
* Scrambler
* Reflecting Stealth System
* Shield Bubble

Mines

* Sticky HE Mine Barrage
* Xandelevium Heat Mine

Engines

* Afterburn Engine

Augmentations

* Field Hop Quickturn

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Chariot is a notorious heavy speedster/gunship platform, and as such benefits from items that increase its speed and agility, as well as weapons that allow it to pester enemies from afar. The Chariot does, however, lack many defenses, so players should take care to avoid being overwhelmed by firepower and stay agile, as the Chariot's middling shields can quickly fall short during a head-on engagement

## Trivia

* The Chariot was featured in Starfighter: Disputed Galaxy
* The Raider is the Chariot's Aralien Empire counterpart
* The namesake of the Chariot is drawn from a type of ancient carriage often used for both transport and as an archery platform in war
Asteroid Storm

**Asteroid Storm** is a Random Event in Starfighter: Infinity in which in which a large number of Asteroids bombard the player.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Immediately after the event message, a large number of Asteroids will constantly enter the sector at various speeds at a direction normal to one of the six sides of the Sector hex.

New asteroids will continue to be generated for roughly 20 seconds before no new asteroids are generated.

The variants of asteroids are random, but can occasionally all be of the same Mineral type - but are typically a mix of different local minerals.

## Misc. Info

* Asteroid speed, and consequential Damage, is dependent upon the Star System in which the event occurs - with higher Level systems having faster and deadlier asteroids.
Church of Megmos

A Church of Megmos in Ara.

## Scan Effect

**Church of Megmos** is a Special Sector, Object, and part of the Structures group in the Codex.

*"The zealous believers of the Church of Megmos have a tendency to make nuisances of themselves wherever they show up. As self proclaimed absolute pacifists, a claim met with contemptuous ire by many, they spread their megalomania through proselytizing and massive advertising efforts. What they preach in their great churches and humble enclaves is only for the duly invited to know, but it surely must be convincing, there are few who hear the Word of Megmos and do not choose to follow."* - Codex entry for **Church of Megmos**

## Locations

* Ara
	+ 14-2
* Chaos Engine
	+ 7-9

## Functionality

Church of Megmos serves as the spawn location for members of The Church of Megmos.

Upon successful Scan completion, the church of megmos will apply Blessing of Megmos to nearby ships.

## Misc. Info

* The Church of Megmos NPR and the Structures they reside in have the same name.
Ambush Portal

The Ambush Portal is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Creates a portal to behind the locked target allowing you to teleport behind them or fire through the portal**

## Functionality

Once fired after obtaining a Lock, the Ambush Portal will create two linked portals:

* **Entry Portal**:
	+ Placed 5su in front of the user
	+ Portal face angled towards the user's front
* **Exit Portal**
	+ Placed 5su behind the target
	+ Portal face angled towards the target's rear

The linked portals have the following properties:

* 'Projectile' style weapons like the Railgun will pass through the portal instantaneously, preserving their relative angle and velocity
* Ships that enter the portal face will exit the opposite portal face instantaneously
* A warped view facing out from the opposite portal face is projected on each portal face

When using a portal, a unique sound will play, and the player's HUD will be temporarily warped.

## Interactions and Strategy

* Portals allow for near-instant teleportation on a whim and allow for many clever weapon tactics, making them an all-around solid utility choice, whether they be used for offense, defense, escape, or disorientation. Some examples of clever portal usage are listed as follows:
	+ Using portals in tandem with an activated Proximity Blast to make dodging difficult for a target
	+ Sitting behind a Hard Light Barrier and firing through a portal at an enemy from far away
	+ Using portals to escape bomb blast radii, such as those from the Vortex Bomb or Thunderbomb
	+ Using portals to redirect incoming enemy attacks
	+ Using multiple portals to fire at an enemy from different angles
	+ Using portals to allow for slower ships like the Hydra to ambush enemies
	+ Placing Mines after entering a portal so pursuing enemies take heavy damage from mines
* Weapons like the Laser Beam are not considered projectiles, and thus cannot pass through the portal
* Portals are not considered when calculating weapon Locking - that is to say enemies separated by portals are considered to be separated by the distance between them, even if portals would provide a shorter path for guided weaponry. As such, portals are typically more useful with dumbfire weaponry, with exceptions
* Portals are excellent for pairing with delayed weaponry such as the Railgun or the Radii Mass Driver Shot, as users can activate portals right as the weapon fires to line up a long-range shot on an enemy

## Trivia

* The Ambush Portal was the first of the Relisk portals
Convulsar

A Convulsar in Denebola.

**Convulsar** is a Special Sector, Object, and part of the Anomalies group in the Codex.

*"The universe is host to untold number of phenomena, and the Convulsar is only one anomaly among a myriad. Some theorize that the Convulsar is a type of white dwarf star that is on the verge of going supernova, but for whatever reason the process has been interrupted. Others speculate that it may well be the beginning stages in the formation of a White Hole. Proper study is difficult to conduct, as the radiation that the Convulsar rhythmically emits is extremely disruptive to survey instruments, thus the mystery may be a long time off from unraveling."* - Codex entry for **Convulsar**

## Locations

* Denebola
	+ 5-9

## Functionality

The Convulsar quivers and quakes rapidly and will visibly grow in size until it reaches several times its previous size. It will then burst, returning to its original size, knocking back all ships in the sector and causing power failure, with a stronger affect on ships closer to it. The cycle then repeats. T

Colliding with the Convulsar the colliding ship to be knocked back and experience approximately one second of power failure.

## Misc. Info

* The Convulsar, despite being similar in name to the Pulsar, is a fictional celestial anomaly.
Asteroid Wave

An Asteroid Wave, as seen on the Large Radar

**Asteroid Wave** is a Random Event in Starfighter: Infinity in which a wave of asteroids are flung towards the target player.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Immediately on the event message, 30 Asteroids arranged in a wall-like shape, roughly 200su long, are flung all at once in an equally-spaced line across the sector in a sweeping motion.

The generated line of asteroids is always generated parallel to one of the 6 faces of a Sector's hexagonal shape.

## Misc. Info

* Asteroid waves appear to be an unnatural occurrence - possibly another Igni attack similar to Targeted Asteroids.
* Ben has stated a few times that this event is one of his favorites, if not the favorite.
Andromedan Sentry Droid Small Array

The Andromedan Sentry Droid Small Array is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Droid that will stay stationary and aim at an enemy ship, then, when you are firing your primary, they will also fire their andromedan bolter. Will expire after 15 shots. Rapidly fires 8 Andromedan Sentry Droids at targets within 100 su**

## Functionality

Upon firing, the array will rapidly deploy 8 Andromedan Sentry Droids over the span of 1-2 seconds.

## Interactions and Strategy

Functioning similarly to the Andromedan Sentry Utility, the array variant has the benefits of rapid deployment and volume, ideal for ambushes, traps, and spontaneous firepower. The combined effects of all droids firing at once, especially with multiple large slots dedicated to the array, can be extremely catastrophic to unprepared enemies or highly shielded NPCs, such as NPR bosses.

## Trivia

* The array used to contain 16 droids, but was deemed massively overpowered and was subsequently reduced to 8 after a player used four of them to destroy a Prongworm Queen in just under 14 seconds.
AT Torpedo

The AT Torpedo is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Guided torpedo that updates it lock with the current locked target of the firer. This allows you to change the target mid flight and also mean less wasted torpedos.**

## Functionality

Once fired after obtaining a Lock, the AT Torpedo tracks like a Stinger Torpedo, but exchanges some of its stats for the ability to update its locked target whenever the user locks onto an enemy, even if the user has a different locking weapon selected.

## Interactions and Strategy

* The user can 'fight' decoys by maintaining a lock on the decoy's owner - the AT torpedo will constantly swap between the decoy and the target until the decoy expires
* AT Torpedoes are efficient - users that 'overkill' a target by firing too many AT torpedoes can lock onto a new target, cutting down on torpedo waste and shortening weapon travel time if used smartly
* If the user locks onto a new enemy with a different weapon, the AT torpedoes owned by the user will all be locked onto the new target - so users must take care not to update their locked target if they do not want to re-assign torpedoes
* Despite being able to acquire a target after launch, AT torpedoes still require an initially locked target to launch
* The Scrambler's effects still apply to AT torps, however the AT torp owner can still re-lock after scrambling, effectively soft-countering scramblers. This does not apply to Utilities like the Return to Sender, however, as the AT torp is placed in the RTS owner's possession as expected

## Trivia

* AT Torpdoes are a variant of the Stinger Torpedo
Basic Shields

The Basic is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Standard shield designed to be well balanced. Later levels have a higher maximum and recharge at a faster rate, but only when you havent been damaged in the last 2 seconds**

## Functionality

The basic shield is the "default" or baseline shield that all others are based around. Basic shields have solid overall stats, including an above average shield multiplier, but do not have any special properties.

Basic shield I comes pre-equipped on any ship purchased. When sold, no money is earned. When uninstalling a shield, the basic shield I is placed in the vacant slot, so a ship cannot have an empty shield slot.

## Interactions and Strategy

* The basic shield line is excellent for being unlockable fairly early on for lower Level players.

* The basic shield line is great for overall shield capacity without any drawbacks. When paired with something like the Selective Effect Dampener, it can overcome its inability to deal with Status Effects and be a part of a viable build.

## Trivia

* Basic 1 shields always come pre-equipped on all purchased ships.
Carapace Shields

The Carapace is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Currently the shield range boasting the highest upper limit, but will not recharge on its own - other means must be used instead**

## Functionality

Carapace shields function similarly to Basic Shields, but have a higher shield multiplier and do not recharge on their own - having an infinite recharge delay and 0x recharge rate.

## Interactions and Strategy

* The carapace shield has a monstrous shield capacity, allowing ships to tank shots they normally must avoid. This can allow carapace users to turn non-tanky ships into situational tanks.

* Carapace shields pair well with the Shield Repairer, allowing the user to "recharge" shields. Other items such as the Shield/Energy Balancer or Energy to Shield Converter can perform a pseudo-recharge in niche builds.

* Carapace is a solid choice on drones, such as those found in a player's Org and those used in Drone Beacons, as drones are not typically expected to live through combat enough to recharge - thus higher capacity and no recharge isn't much of a downside.

* Due to shields using a multiplier to determine their maximum capcity, the carapace can allow for ships such as the Demeter to gain many more shields than they normally would be able to -at the cost of more common coverage such as the Anti-Nuclear Shields.

## Trivia

* Carapace shields are the highest purchasable shield multiplier in the game.
Astrofighter

## Game Description

*At its conception, the agile **Astrofighter** was intended to fully replace the Starfighter as the workhorse fighter for human pilots. Typical of human greed, red tape and politics between the manufacturer and the fleet have limited its production. Still, it is a favorite of skillful pilots that don't mind its relatively thin shields.*

## Recommended Equipment

Standard Secondary Weapons

* Plasma Cannon
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System
* Hard Light Barrier
* Healer
* Recharger

Shields

* Thermal Shields

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Astrofighter is a Starfighter upgrade that sacrifices speed for additional utility, shielding, and turning

## Trivia

* The Astrofighter was featured in Starfighter:Disputed Galaxy
Brainblast

The Brainblast is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a blast of psychic energy a short range in front, damaging and concussing the enemy.**

## Functionality

When fired, a hitscan cloud is generated in front of the user, instantly damaging enemies within a ~16su frontal cone whilst simultaneously applying the listed amount of Energy Drain.

The listed damage is angle-dependent such that not being perfectly facing the enemy during use reduces the overall damage, with greater angles yielding lesser damage per shot.

## Interactions and Strategy

* Brainblast is a fairly unique Primary weapon, as its damage is rarely resisted, and its ability to instantly travel and apply high initial damage gives it a useful niche as a shotgun-esque primary.
* Brainblst pairs well with ships that have a good turning rate to best align the blast, such as the Phoenix or the Hydra.
* Brainblast suffers greatly at range - keeping distance from a brainblast-user can almost completely negate the threat of brainblast.
* Brainblast has a high DPE - making it a reliable primary in a pinch.
* Brainblast pairs well with weapons like the Plasma Cannon Plus, as they can be used simultaneously, especially with Stealth items, to ensure high initial damage in a dogfight.

## Trivia

* The Brainblast is the successor to the Eyeblast.
Consumed Mist Carrier

## Description

Consumed Mist Carrier is an NPR ship belonging to the Red Mist. Consumed Mist Carriers are larger variants of Consumed Mist Fighters, with notable differences: Despite keeping the black-and-red primitive-shape and scarlet etched patterns across their hull, consumed mist carriers also feature bladed adornments and circular decorations on the sides of the hull. They retain rough "H" shape, and have heavy armor with an inset cockpit.

## Combat and Strategy

All associated items can be found on the Red Mist page.

Consumed Mist Carriers make a notable use of Red Mist via the Red Mist Injector and Mist Resist - allowing them to effectively double their health while active. Combined with the potential to spam the Red Mist Scutum, this can allow them to both block damage frequently \*and\* reduce the little damage that does escape their barrier. The Consumed Mist Carrier, being as large as it is, cannot fully block itself with the scutum - allowing enemies to sneak in shots around the barrier.

For weaponry, Consumed Mist Fighters make use of guided, longer-ranged Red Mist Spinners, which deal heavy damage despite rapidly losing speed after launching. At medium range, they employ Misted Orbs and Guided Misted Drills, which can apply the red mist effect and apply Slow, respectively.

At closer ranges, they make use of Misted Hammers, which deal heavy damage and apply Stabilizer Fail to the target. They also use their Primary Weapon, Misted Impact Sphere, to apply Concussion through spam in front of them.

When tailed and after destruction, Consumed Mist Fighters drop Red Mist Hard Light Mines, which can reduce Shield Bubble capabilities, and Red Mist Drop Circle, which can create a deadly AOE whilst simultaneously launching them forward. Both of these mines have deathtrap Augmentation variants.

Consumed Mist Carriers have access to Large Weapons such as the Misted Orb Array and the Red Mist Slammer, which are both capable of inflicting heavy red mist haze effects - the latter of which is difficult to avoid. Players should take care to have a plan to reduce red mist haze, such as the Endurer Shields.

In general, it is best to attack Consumed Mist Carriers from a long distance away, as up-close they can typically out-tank enemies using their massive shield pool and punish them with heavy damage after locking them down with red mist haze. Being larger enemies, Consumed Mist Carriers are easier to hit with disabling Status Effects such as Power Failure from an EMP Blast, allowing players to follow up with higher damage without fear of retaliation.

## Notes

* More info about the respective NPR in general can be found on the Red Mist page and the Red Mist category page.
* Consumed Mist Carriers appear to be larger variants of an unknown Aralien vessel.
Ascendant Investigation

An Ascendant Investigation in Sagittarius A.

**Ascendant Investigation** is a Random Event in Starfighter: Infinity in which Ascendants visit the sector.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Approximately 10 seconds after the event message, five Ascendant Enforcers will spawn sequentially along an arc that is equidistant from the center and the edge of the sector.

* Spawned enforcers are initially neutral as usual.

## Conditions

* There must be at least three NPR Ships in the sector, but fewer than 12.
	+ Minions, such as those spawned from Triple Prongworm Eggs, count towards the 3-ship minimum.

## Misc. Info

* Lore-wise, Ascendants safeguard the galaxy from threats - so visiting potentially troublesome NPRs is consistent with their philosophy.
Capítulo 83

**El disparo que se escuchó por todo el inframundo** 「地下道に響く銃声,, *Chikadō ni Hibiku Jūsei*?」 es el capítulo #83 del manga Edens Zero.

## Personajes

*En orden de aparición.*

1. Xiaomei
2. Weisz Steiner (X442)
3. Fie
4. Rebecca Bluegarden
5. Shiki Granbell
6. Homura Kōgetsu
7. Drakken Joe
8. Kris Rutherford
9. Kleene
10. Laguna Husert
11. Daichi
12. Maria Slime
13. Sister Ivry
14. Mosco Versa-0
15. Witch Regret
16. Hermit Mio
17. Diego Reyes
18. Connor
19. Seth Anderson