recursal/Fanatic-Fandom huggingface dataset:
Event horizon frontier universal similarity ships.

## Here we show you ships that have the same in common.

zeus and oracle players think they have a few similarities even on the zeus page, zeus and oracle.

### Carriers

Harbour and thor of course! Few people may have been colored thor to orange looks just like harbour especially with s1 drones. Could also be mini harbour

#### gunships

leviathan, and dreadnaught has kinetic and energy similarities, it looks like that what they have in common is: not really used a lot; just like leviathan and dreadnaught.

##### Asteroid flagships

just like collosus and doomstar looks just like the asteroids blending in, they have l, m, and combined weapons.

###### Living flagships

overlord is a living flagship quite fiesta for surveillance actions.

kraken is a living ship, also fiesta with surveillance actions, few people say that its great destroying starbases using this (especially holy cannon.)

joumagandr especially fiesta in surveillance actions. It does insane damage and absolute terrific, fast and most feared.
Leech

Base/Minimum Weight
 Crafting Cost

The Leech (See Leech Mk2) is the Frigate of the Daazen.

For player use, one should take advantage of the high speed this ship can reach and use Fusion Beams or Vampiric Rays. In the late-game this is by far the most powerful Frigate for player use, able to equip dual built-in TU-assisted Small Tachyon Beams.

In *Frontier*, the duel with this ship branches off of 7-4, and requires use of a ship that is Frigate class or smaller.

## Strategy

Both variants are agile but have low health, Small Missile Launchers counter them with ease.

* **Non-veterans** are armed with dual Small Laser M2s. In addition they're equipped with a Stealth Field. These are fairly simple enemies and will fall quickly to anything but weapons of very low velocity. Keep in mind the Stealth Field will keep them invisible until hit or in range of their guns so long-range attacks will likely miss.

* **Veterans** are armed with dual AI-only Vampiric Ray M2s and are significantly faster than their non-veteran counterparts. These high-power health leeching weapon allows them to compensate for their low armor. It's advised to destroy them in a burst of damage.

Splash ScreenDefault LayoutVeteran Layout
Zombie

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Zombie was added in 0.12.3. It is the second Battleship of the Jurgans faction.

This ship is basically a Stalker with S slots instead of M slots. It also seems to be missing its cockpit, meaning that the Zombie is most likely a destroyed Stalker. Like all other living ships, the Zombie regenerates 1% of its health per second.

For player use it's advised to arm the ship with either Plasma Webs, Plasma Throwers or Heavy Acid Missiles. As the only sub-capital ship in existence that can fit two Heavy Acid Missiles since no satellite can fit them (Maggot M3s have the wrong weapon slot shape), the Zombie can become a very dangerous no-element fighter which no ship will be resistant to. An afterburner leaves possibilities open for a good acid missile skirmisher.

## Strategy

* **Non-Veterans** are armed with dual Acid Cannons. Slow and heavy, these guys shouldn't be an issue as long as you don't stay in front of them.
* **Veterans** simply replace the Acid Cannons with dual Heavy Acid Missile Launchers. The missiles are rather agile, so a faster ship would be best if you plan to take them head-on. They're still slow and heavy, so ships that can pick off enemies from a distance will also work well.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Jonathan Melo

**Jonathan Melo** is an Actor, Voice-Over Actor, and Singer-Songwriter based in New York City. His talent has graced audiences in several areas in television, commercials, radio, and stage. Jonathan was born and raised in Salem, Massachusetts, in a first generation Dominican family household. He is known for Strange World (2022), American Horror Story (2022), Trivia Quest (2022), Blue Bloods (2016) and Mama V (2010). He's the voice of Clawd Wolf in the 2022 animated reboot of *Monster High*.

Melo is a proud Marymount Manhattan College alumni; he received his BA in Acting with a minor in Musical Theatre and was also blessed to perform across New York City Off-Broadway Theatres and Live Performance Venues along side *Frank Wildhorn*, *Patricia Birch, Titus Burgess,* and *Emmy Raver Lampman*. Shortly after he went on to study under renowned acting coach *Anthony Abeson*.

His recent credits include **Netflix’s *Reality* *Z***, several *National Commercial spots for* **Petsmart**, **Ritz**, **Chipotle**, **AT&T**, and **Adobe**. The lead role as Will in the Off-Broadway production ***Girlfriend***, a musical by Todd Almond and Matthew Sweet, supporting role of Monté in the *Off- Broadway* play ***Alexandria*** by Vince Gatton, a principle role as *Shortstop* in **2018 Superbowl Commercial** '*Every Day Athletes*', a  co-star role on CBS's ***BLUE BLOODS***, a supporting role as *Murphy* in the new musical ***Sweetie*,** and a supporting role as *Don Diego* in the musical ***SkippyJon Jones: Snow What?!*** by ***Emmy Award Winner*** Kevin Del Aguilar.
Egg

Base/Minimum Weight
 Crafting Cost

The Egg is an Free Stars Frigate. It can be bought from the home base's shop, Smuggler Bases, repaired from beacons or crafted after finding blueprints from Exploration.

For player use, the lack of weapon slots limit use of Targeting Unit-Assisted weaponry without a built-in bonus. An example layout could use Small Plasma Cannons, and then Small Missile Launchers on Potato satellites.

In *Frontier*, the duel with this ship branches off of 8-5, and requires use of a ship that is Frigate class or smaller.

## Strategy

Basically a slower, somewhat less squishy scout.

* **Non-veterans** are armed with dual Small Pulse Cannon M2s and a Quantum Detonator (Kamikaze bomb).
	+ Quantum Detonator-equipped foes will only detonate when at low health and close range. Finishing them off quickly or at range is advised as the explosion deals a high amount of damage and has a large radius.

* **Veterans** are armed with a Machine Gun and a Quantum Detonator (Kamikaze bomb). See above for strategy.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
EHF•IMPORTANT FACTORS

This is event Horizon Frontier's important factors.

The information about this game is so crucified most of them are about RPG. If you are beginner, you spend lots of time on what is this or what is what.

1. Levels•Levels are actually the MAIN part of the game. They are alike exploring star to star and 50 more levels, you conquer a whole galaxy• a new flagship duel is there for every 10 levels for now. Another 50 like 100 you conquer another galaxy all over again.

2. Duels duels are the reasons of getting a new ship• the first frigrate duel hold be messenger. The first destroyer duel is the paladin. The first cruiser duel is the viper. The first battleship duel is rhino. The first flagship duel is leviathan. The first flagship duel costs 700K credits and above.

3. Non-HitPoint ARMOUR energy absorber•impact armour•thermal armour•.

These doesn't bring hit points (shield power) however, they do bring resistance which means reducing damage a bit. Small ones do 1% reducing hit points wound reduced. Normal does 3% reducing hit points wound reduced. Heavy ones do 5% reducing hit points wound reduced.. these are basically known as special shields but its not worth for any ship, flagship, outpost or base.

So.. what IS worth?

4. Worthy armour. Titanium armour if you have heavy ones, it brings 30% trail to toughness, each one. So if you do 4 heavy titanium armour, that's buff. And 1 reactive armour also will make you 1% buff. Reactive armour small does 20 hit points. Titanium armour small does 8 hit points. At the same time, not worthy but really worth. Because it does reactor consumption. The last worthy shield type is actually a fuel cell• Armoured fuel cells. Heavy ones do +54 hit points, heavy titanium armour does 124 (I think) hit points. Heavy reactive armour does 254+ (I think)

Defense system modules (these all are both worth and not worthy.)

defense system, fort module (very worthy) | shield genaretor, energy shield.

worthy defense modules

Frontial shield, cloaking system. Energy shield (very bad for deathray ships.).

Next upload for other modules may come soon.
Interceptor Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Interceptor Mk2 is a larger variant of the Interceptor, aligned to the Zumbalari faction, but it has 2 more C-slots. Like its smaller cousin the Mk2's weapon mounts have a slightly inward firing angle.

For player use, this makes for a very speedy ship. Using 2 Targeting Unit-assisted Pulse Multi-cannons is advised. Alternatively, dual built-in TU-assisted Railguns can let it output a lot of damage.

## Strategy

A medium armored ship with ECM Jammer and of medium speed, most weapon can deal with it well except drones and missiles.

* **Non-veterans** are equipped with dual Neutron Blaster M2s and an ECM Jammer (Flares). These are rather simple enemies and shouldn't prove an issue.

* **Veterans** have similar configuration as the Non-veterans, with more armor and speed.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
AI behavior.

Edit: a whole group of drones can make a line and trails of the following engines to one enemy it would be kind of entertaining. This is for event horizon both Frontier. During the game, the whole time you face AIs to the daily mission worship outpost, merchant and hostile ships Starbase also get controlled by QI even the mercenaries and enemies also ships on duels. To find out behavior we can start with drones. Your drones. If not too far away from you drones an example: Santa's drone Bay is fast, aimful and really hard to destruct, it can spin around your ship, looking for a weak spot the ship armour, has, this is why it's important to fill up cyan and green slots. Either with armour, modules energy modules. And the Drone bay S1 A1 Santa's drones are one of the popular drones but why A1? Due to the energy drain an enemy cannot move, shoot or stop this, unless a mercenary (or if this happened to your mercenaries,) you and they can take out the Drone thats obliterating you. For ships, an example is ships as AI fast ships AI use are really toxic like ships, bug crab ISS galleon or more. An example is a duel. You fight barbacudo, on a duel. The barbacudo doesn't use the engine, results it running away from you whilst throwing you with projectiles. That won't give you a chance to catch up with your enemy, and if you are close ranged, you may have a hard time. But this is not a big problem there's many solutions such as if barbacudo doesn't use its engines to approach you, it consider running away whilst throwing you with projectiles. To fix that, whilst the ship running away from you, if you go away, the enemy will finally use its engines to make it easy for you. Other toxic things are warping endlessly and spamming modules. Ships like covid 6019 ISS galleon, object 117, the object 61 with heavy lightning cannon and object 18 with missile launcher m3 all kinds of living and microorgs like slime, slime. Amoeba they'd do lots of damage worships joumagandr even if it's heavy, it's decked out fast for a reason.
Energy Modules

There are two components to energy generation: reactors and fuel cells.

Reactors determine the rate at which your energy supply regenerates.

Fuel cells determine your overall energy supply.

The small, regular and large reactors, fuel cells and armored fuel cells are 1x1, 2x2 and 3x3 in size.

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

Base/Minimum Weight
 Crafting Cost

The Rustbucket's L slots are mounted on a turret, having around 180° built in targeting, albeit facing to the right instead of up. This is one of the only ships to have nothing equipped when purchased.

## Player use

While the turret arc of fire isn't perfect the aiming is great for strafing. This ship can be expanded (at a Scavengers event) to hold a heavy Laser Beam M2. Another variant is to put double Vampiric Rays/Fusion Beams with an Energy Syphon/Tractor Beam and have a fast resist build.

## Strategy

* V**eterans** have very good health for their weight class but in turn lack damage output, range and speed. An easy kill as long as you avoid their 10-range Laser Beam.
* **Non-veterans** and **Double Veterans** don't currently exist.

## Trivia

* The name is based on its appearance. "Rustbucket" is recommended to the dev by the game's discord server community as a half-joke.
Bug

Base/Minimum Weight
 Crafting Cost

The Bug is a Destroyer of The Swarm. It was added along with the Hovertank.

For player use the Bug is a very large Destroyer capable of equiping several Antimatter Reactors, and can be made incredibly lightweight and fast. The It can also equip an Afterburner and S weapons such as dual Pulsars, or a Acid Missile Launcher. The S slots also have 180° built in targeting.

In Event Horizon Frontier the duel with this ship branches off at 17-4 and requires use of a ship that is destroyer class or smaller.

## Strategy

* **Non-veterans** are equipped with an Acid Missile Launcher and will attempt to attack the player from a range.

* **Veterans**  are dangerously fast and are equipped with an Acid Missile Launcher with +100% AoE, and carry an afterburner. They will attempt to stay out of range while kiting with Acid Missiles.
Inertial stabilizer

The inertia stabilizer is a special module in the Neganari faction.

It uses 2x2 green slots for installation. Like the inertial damper, it uses energy to lessen the ship's weight.

It's the only sensible choice for reducing the weight of player's bigger ships as the next tier inertial nullifier is an AI-only module.

Advice: use this with the afterburner in the capital ships allows the ship to maneuver at extreme speed for a super speed and super firepower ship.
Santa Claus

Base/Minimum Weight
 Crafting Cost

Santa Claus is one of the two unaligned  Capital Ships added by the 2017 Christmas Update, alongside the Chariot. This is the only flagship that doesn't cost star material. It's the third largest ship in the game after the Jormungandr and Harbour.

For player use, Santa Claus is relatively slow so it works best with long range, high-velocity weapons. The two 3x3 C slots have built in 360° targeting-units and can each mount a powerful Holy Cannon, the weapon introduced in the same update as this ship.

## Appearance

Santa Claus is a roughly triangular ship with protruding candy canes, which house inner components. It is bulky, and rounded. After introducing HQ CS splash screens, it is the only one not having one.

## Strategy

All variants are slow, heavily armored and have medium-to-close range weapons. Flanking is impractical due to 360° targeting.

* **Non-veterans**  are the only variant with Holy Cannons, easy to attack from a distance versus their 25 range. They also have Firework Cannons.
* **Veterans** have a much higher shield pool, Plasma Web, Firework Cannons and Acid Missiles. This variant outputs less damage but requires weapons over 30 range to fight safely from a distance. Rushing with high-damage weapons and using a Cloak Module against the initial burst of Fireworks works well.
* **Double Veterans** swap the veteran's shields for armor, and the Plasma Web for powerful Santa drones, an ECM Jammer and a Green Warp Drive. The Drones will destroy most ships that don't move faster than them. As such, this is best fought with either very long range weapons, or just fast ship with high damage. As always, an ECM Jammer can help distract enemy drones but won't necessarily be enough to be safe from them.

## Trivia

In the database its type (not satellite class or combat class) is not CS but Special, so its indicator when not having it in sight is not CS yellow, but red as all the non-Capital ships. It also means that enemy ones can equip satellites unlike all other CS.

## Gallery

Default LayoutVeteran LayoutDouble Veteran Layout
Ships

*Event Horizon* comes with a wide variety of **ships**, each coming with its own pros and cons.

## Overview

Ships make up the core gameplay. Your ships are pitted against the enemy ships until one side is left. You start with three ships from different factions: a Scout, Spectrum and Raven.

## Ships Separation

### By Faction

Ships are separated by Factions who developed them. In Event Horizon, this separation limited what ship can be produced on workshop or developed in shipyard of related faction the player currently at.

### By Classes

Ships currently have five different classes:

* Frigate: Small sized ships with weak firepower and low health that can obtained early in game.
* Destroyer: Small-Medium sized ships with decent firepower, and are unlocked in the early-middle phase.
* Cruiser: Medium sized ships with mediocre firepower, and are unlocked in the middle phase of the game.
* Battleship: Medium-Large Sized ships with powerful weapons and are unlocked in the middle-late game.
* Capital Ship: Large-Massive ships that armed with powerful weapons and are tanky. They are unlocked in the late game around *50-200\**
Scavengers (Faction)

*Not to be confused with the Free Stars ship, Scavenger*

The Scavengers faction is a secret faction that is rarely found when visiting star systems. You can only communicate with them if you finished Jan Salo's main quest. When encountered the Scavengers may offer one of three services:

* Trader but with Scavenger ships and modules
* Scavenger Shipyard for upgrading Scavenger Ships
* A Scavenger requesting a large amount of resources in exchange for a Harbour. (Only available past 200LY)

The Scavengers don't have territories, nor starbases, nor workshops meaning the player will have to rely on these random encounters to find Scavenger ships and modules.

Every Scavenger ship has an L-slot typically with the occasional built in auto targeting. They may have additional weapon slots where torpedoes or missiles can be mounted. They make the most extensive use of green/blue module slots with the exception of their Capital Ship. This makes their ships extensively customizable to suit the player's needs. Lastly they use Reactive Armor to become incredibly tanky at the cost of additional energy maintenance. Their Capital Ship Harbour stands out as being one of the best drone carriers in the game. Fortunately the player will never have to fight this faction to obtain their equipment. Because they never attack the player unprovoked they can be considered one of the only truly friendly factions in the game.

## Ships

 Rattletrap | Cruiser | Heavy | ???
 Nomad | Battleship | Heavy | ???
 Harbour | Capital Ship | Capital Ship | 200LY

### Weapons

 Heavy Acid Torpedo
 Mine-thrower
 Cluster Missile Launcher

### Defense

 Reactive Armor
 Heavy Reactive Armor

### Drones

 Drone Bay S1
 Large Drone Bay S1
Interceptor

Base/Minimum Weight
 Crafting Cost

The Interceptor (See Interceptor Mk2) is one of the lightest Medium ships, able to reach high speeds. It's also the Frigate of Zumbalari faction. The ship's two weapon mounts fire at a slightly inward angle.

For player use, it's advised to use Pulse Multi-Cannons on the main ship, with satellites either being Pots for more slots or Potatoes for missile secondary.

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

## Strategy

All variants are reasonably fast however aren't too heavily armored.

* **Non-veterans** are armed with dual Neutron Blasters.

* **Veterans** are armed with dual very-dangerous Pulse Multi-Cannons. If possible, stay out of fire.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Scout Mk2

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Scout MK2 is the enhanced version of the Scout, the basic Veniri ship. It's one of the few ships that can reach the speed cap of twenty, even with the additional weight of satellites.

Two Potato M1 Satellites and Small Missile Launchers can be used to make the Scout MK2 an extremely mobile counter to light ships. It's advised to use a Targeting Unit and Pulse Multi-Cannon for the main gun. Once built-in TU upgrade is installed, or slot expansion has given you an additional red slot, a Railgun can be used to make it a very nimble sniper.

## Strategy

All variants of the Scout MK2 use the same fire evading technique: As soon as you fire towards them, they will turn and try to evade your fire. This makes long-range fighting hard and quite possibly frustrating unless you fire in a large arc, use autoguided weaponry capable of catching them or manage to catch them in a Tractor beam.

* **Non-veterans** are equipped with a Pulse Cannon M2, Cloaking System. They are fairly fast and mobile but won't try to keep maximum range with you. Their strategy is to circle around your ship, slowly get closer and stop to shoot at you at a close range. The Cloaking System allows them to not take damage from your shots, under 50% fuel they don't use it. Therefore, one that wishes to take down these ships quickly should just wait until they're close enough to burst them down.

* **Veterans** are equipped with a TU-assisted Pulse Cannon M2 but don't use the Cloaking System. However, they are much, much faster and will try to preserve maximal range. Using a fast ship or very long range weaponry after they've approached will make for an easy fight. Using a heavy ship will require practice, as anticipating the ship's movements and shooting at the right moment is key.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* Non-veterans can be seen as drones used by AI controlled Leviathans.
* The Scout MK2 includes intertial dampers in it's default layout, making crafting Scout MK2s a feasible source for acquiring dampers before Neganari bases can be found or conquered. This is however a relatively inefficient use of resources as the Neganari are not very tough opponents nor are they far out from your home star, and stars are scarce at first.
Contagion (Faction)

### ***This page under construction***

The Contagion faction is one of the sixteen factions of Event Horizon. They were added to the base game in version 1.9.0. Their ships look like various types of microbial life and are based on the COVID-19 pandemic. Their faction bases are one of the furthest from the center of the map starting at 300LY. They have numerous different traits and oddities that make them stand out compared to other factions in the game.

Unlike other factions, reputation quests cannot be completed for them and they will always be hostile towards the player. Also unlike other factions the Contagion can very rarely attack player controlled faction bases and if the player doesn't repel them in time they will convert the faction base into another Contagion base. While this may initially sound like an issue, this can be taken heavy advantage of by newer players to gain easy access to Contagion stores and workshops. They are also noted for being the only faction in the game (As of 1.9.1) which lack a capital ship.

Like the Daazen faction they can be encountered early on in their own special nodes, which for the Contagion is hive nodes. It is not recommended for new players to attempt these nodes until they have a strong dedicated exploration ship which doesn't use kinetic weapons and can reliably defeat alien outposts.

The Contagion is also known for their ships which have numerous special properties:

* Greatly reduced weight per cell (2/cell compared to the standard 10/cell)
* Only 25% of the base and minimum weight of a normal ship
* 83% built in kinetic resistance with the exception for COVID-6019
* Explodes into a cloud of no damage type toxic gas when destroyed
* Every ship is a living ship
* Every weapon mount has built in targeting assistance

In addition, this faction makes extensive utilization of Cloning Centers and Infinity Stones. These modules give them the power to multiply and revive. The combination of these traits makes them a very powerful faction in the player's hands and a very dangerous one in the AI's. Note - a Drone Capture System works on the clones (but not the original ships), and is invaluable when fighting the AI.

Note: The cloning center series can only be installed in Living Ships and only for Battleships and smaller.

## Tech Tree

### Ships

 Amoeba | 20
 Slime (Fungus)
 COVID-6019 | 140

### Defense

 Bionic Armor
 Heavy Bionic Armor

### Special

 Cloning Center | 25
 Large Cloning Center
Heavy Lightning Cannon

**Heavy Lightning Cannons** are lightning weapons which can be mounted on ships with 2x4 L-slots. It had no Factions. It shoots blue lightning bolt that can deal instant damage in a mid-range target. Heavy Lightning Cannons are often used by Object 61. It has a great damage to energy ratio and can be dead end by ships that have only short range target. They also do energy damage.

## Details:

Statistics
 Energy Consumption
 Reload Time
 Range
 Velocity
 Weight
 Damage Type

This weapon also can drain a little bit enemy's energy when hit

## Player Use:

The Heavy Lightning Cannon is very effective at damaging ships at medium-range combat. like the other Lightning weapons, it can only hit one place unless you turn. You can use targeting units to be easier. Multiple Heavy lightning Cannons can deal powerful damage to the opponent but only some ships like Battleships or Capital Ships can fit a heavy Lightning Cannon due to its huge size. High energy focus (M2) also enhance the damage ability. You also can use other weapons but only weapons that can be mounted on L-Slots, unless the slots are Universal.

## Gallery:

Note: If you willing to change some tiny details any on this page, you can change it, thanks!
Tyrant

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

Tyrant is an Free Stars Battleship. It can be bought at Smuggler Bases, repaired from Beacons or crafted after finding blueprints from Exploration. It is one of the few ships that can directly mount Heavy Proton Torpedoes.

Tyrant's T-slots unlike the Manticore fire forward instead of at an arc, making it better agasint small targets. When equipped with any large M3 satellites, Automated Reloader M2s, high energy capacity and moderate recharge rate (1/6 of total capacity) it can act like a real tyrant with high DPS and impulse against Capital Ships. The universal slots add options, ideally filled with a Pulsar, Missiles, Laser, or Stasis field. It can also equip an Afterburner.

## Strategy

* **Non-veterans** are equipped with 2 Proton Torpedoes, 2 Heavy Proton Torpedoes and an EMP Torpedo. These are slow and heavy armored foes, as long as you don't face them directly they won't pose much of a threat.

* **Veterans** are equipped with 2 Proton Torpedo M2s, 2 Heavy Proton Torpedoes, an EMP Torpedo and 2 M31(Small Proton Torpedo) drones. The lack of Drone Factory means the drones can't be respawned once killed. These trade armor for more speed, so fast ship and long ranged weapons are needed.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Early/Beta release links

Game developer **Pasha Zinchenko** on the main game forum (https://vk.com/club90031290) has shared link for open Beta testing, pre-release & for users that do not wish to use the Google Play store (There is currently no info if the iOS/Steam version will receive this type of attention in a near future)

Currently the preferred download link for LATEST Version is his Dropbox but as of 03/26/2017 the Event Horizon site include an early release link

https://www.dropbox.com/s/mssi7b1q1rxio43/eventhorizon.apk?dl=0

http://zipagames.com/

**Notes/Points of interest**

* Early/Beta releases tend to have BUGS which can cause save game to be lost, caution is advise and its recommended you perform a cloud save to reduce information lost
* Version is not final in any way and may present multiple changes, please do not take all "updates" as definitive to update the wikia unless they are noted as present in early release or beta release
* The piracy/cheater flags in the pre-release versions are "locked" meaning hard cheats that would enable the space invaders "mod" to occur can be performed/tested with minimal risk, again as noted above a cloud save is recommended in case of save data corruption
Jan Salo

Jan Salo is a Human and the deuteragonist of event horizon

## About

Jan Salo is a pilot currently living somewhere in the galaxy. Not much is known about him. He states that he is a travelling merchant who's fleet got destroyed, but interaction with pirates makes his statement questionable. This could be because Event horizon Frontier might have taken place before Event Horizon hinting that something tragic happened. he was first introduced in event horizon frontier (as an IAP)

## Involvement in quests

Jan salo is involved in the main eh quest line, where you need to protect him from pirates and give him fuel. at the finish of the quest he gives you the translator which makes you able to trade with Scavengers

To finish the quest you must do at least 10 tasks for him and then reach 100 or higher lightyear distance.

## In Event Horizon frontier

Jan Salo is an unique pilot only obtainable from an IAP

Jan Salo is pretty good and is a specialist with his ship the Falcon (which is included with the IAP) he also has the mechanist and the only destroyer pilot to have the rear admiral stat

## Trivia

Jan Salo is based of pavel himself and his name could be inspired by han solo. he also appears in memes of the event horizon discord as Jan the joke explainer
Taraniak (Faction)

Capital Ship
 Combat types
 Appears at level

The Taraniak faction is one of the sixteen factions  of Event Horizon. They are probably one of the more annoying factions to fight as lightning cannons pack a punch, and warp drives enable them to essentially "backstab" you unless your ship has a high turning rate or After Burner. Their regen is another problem, making battles of attrition a bad idea.
Ion Cannons

The **Ion Cannon** is an energy weapon found in The Empire's tech tree that outperforms most C type weapon because of their long range, high DPS and extreme fast projectile speed. A good all-around weapon that fires blue energy ammunition in a straight line and ignore Point-Defense System, but somewhat inaccurate.

## Variant

**Ion Cannon**

The Ion Cannon takes up six C weapon slots in a 2x3 rectangle.

 Energy Consumption
 Reload Time
 Range
 Velocity
 Impulse (Recoil and force exerted on target)
 Weight

**Heavy Ion Cannon**

The Heavy Ion Cannon takes up eight C weapon slots in a 2x4 rectangle. It fires red lighting bolt and explode upon hit, dealing AoE damage. Slightly more accurate, but the Energy Shield is immune to Heavy Ion Cannon.

 Energy Consumption
 Reload Time
 Range(AoE)
 Velocity
 Impulse (Recoil and force exerted on target)
 Weight

**Ion Cannon M2**

Currently the Ion Cannon M2 is an **AI-only** weapon, it takes up six C weapon slots in a 2x3 rectangle. It is similar to Ion Cannon but has twice as much of damage, improved range and much more accurate.

 Energy Consumption
 Reload Time
 Range
 Velocity
 Impulse (Recoil and force exerted on target)
 Weight

**Heavy Ion Cannon M2**

Currently the Heavy Ion Cannon M2 is an **AI-only** weapon, it takes up eight C weapon slots in a 2x4 rectangle. It is similar to Heavy Ion Cannon but has twice as much of damage, improved range and AoE and much more accurate. The Energy Shield is immune to Heavy Ion Cannon M2.

 Energy Consumption
 Reload Time
 Range(AoE)
 Velocity
 Impulse (Recoil and force exerted on target)
 Weight

## Uses

The Ion Cannon is a good all-around weapon. Due to its inaccuracy, it is more effective against closer or bigger targets.

## Pros and Cons

 Extremely high velocity
 Long range
 Ignore Point-Defense System
 Low recoil
 AoE makes Heavy IC very useful against drone carriers and missile skirmishers

## Trivia

* Ion Cannon projectiles don't come out exactly from ship's weapon mounts, but from a bit ahead.
* Equipping a targeting unit does not reduce its spread
* The Heavy Ion Cannon sprite is an Ion Cannon without its side spheres, suggesting that the sprites for the two weapons may have been switched during development.
ISS Galleon

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The fourth-heaviest Battleship, slightly lighter than the Object 117, Freighter and Wormship. This is the only ship that can equip two Heavy EMP Torpedoes.

For player use, while slow it is capable of using an Afterburner and Titan drive. It is one of the eleven non-Capital Ships that can fit a large Antimatter Reactor. Utilizing a built-in Targeting Unit, copying the AI version by using dual Heavy EMP Torpedoes is devastating against Capital Ships, especially Oracles, Tartarus, and Kraken, and Starbases due to their sheer size. However it requires a high-DPS sidearm in conjuction.

With slot expansion, it can use double Cluster Torpedoes or becomes two times faster putting second Titan Drive.

Even though it's not as effective, equipping six Proton Torpedoes M2s can be fun.

The ship shares some similarities with the Manticore and the Tyrant.

## Strategy

The Empire's Battleship is always fond of spamming T-type weapons, and should be taken down from afar. The best way to do so is with a Black Hole Generator or ranged weapons. It is a daunting enemy for new players and at later level can be very dangerous against player's Capital Ships.

* **Non-veterans**are slow and use six Proton Torpedoes.
* **Veterans** are really deadly. The AI-only Inertial Nullifier makes them pretty fast, turn faster. They have a Warp Drive, two Heavy EMP Torpedoes, an ECM Jammer and a Small Repair Bot. It is advised to destroy them from afar as soon as possible or use fast ship to avoid the paralizing EMP blasts.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* A Galleon is a large ship powered by wind, with multiple decks, invented and used by the kingdom of Spain.
* It was originally called Imperial Battleship.
* Like all other Empire ships, with the excluding the Dreadnaught, its name starts with the abbreviation ISS, which likely stands for Imperial Space Ship.
Dragonfly

Base/Minimum Weight
 Crafting Cost

As with other Taraniak ships, The Dragonfly is a living ship with a repair rate of 1%.

For player use, it's advised to use 8 Small Lightining Cannon M3s for very high DPS, lower weight to a minimum and use Barrel Satelites as there's a lack of engine slots. Alternatively, one can ultilize 6 SLCM3s and a Small Repair Ray to assist the small regeneration.

In *Frontier*, the duel with this ship branches off of 8-3, and requires use of a ship that is Destroyer class or smaller.

## Strategy

As all variants have regeneration, a battle of attrition will normally end badly. The Dragonfly is generally slow and not a tough ship.

* **Non-veterans** are equipped with a Stasis Field and 4 Small Lighting Cannon M3s.

* **Veterans** are equipped with a Warp Drive and the same armament as the Non-veterans. Their engine also focus on turning to assist the warps. It is advised to quickly take them down from afar.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
Catfish

The Catfish is one of the two Battleships of the 18th faction in the game.

*(Found in EHF latest version, unknown if appears in the first game).*

It is a bulky-looking ship focused mainly in raw firepower.
With a total of 16 torpedo weapon slots, it can fit dual 2x4 torpedoes, meaning heavy antimatter torpedoes or cluster torpedoes, that allow for massive area damage.
It also has a generous amount of blue and green cells, but a somewhat limited engine size; Even in Frontier, with the slot expansions, only 2 engine slots can be added to the ship.

For player use it can be used to take down big, tanky targets, stations, or also swarms of smaller units.
With two heavy antimatter torpedoes, this ship can even one-shot heavily armored opponents.
This great damage output can be pushed to the extreme with high energy focus modules, or, in Frontier, expanding the ship's weapon racks.
Excalibur

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The Battleship of Veniri faction, Excalibur is a heavy gunship, capable of firing walls of projectiles to counter missiles and hit small and/or fast targets.

A gunship with long-range secondary could look something like this: 2 Dart M3 satellites each with a Targeting Unit, Railgun and Pulse Cannon M2. The ship would have 4 Targeting Unit assisted Pulse Cannon M2s, 2 Anti-Matter Reactors and a choice of 4 2x2 green modules.

With its 1x4 weapon slots this is one of very, very few ships that can equip Railguns on itself, and possibly the only one that has them in a spread-out pattern for wide broadsides which makes it easier to get hits. If you give it two Dart M3 Satellites and then fill it and the satellites with Railguns, as well as enough energy equipment to afford the energy cost of a full salvo plus decent regeneration (which will require you to remove the drone bay), you now have an ultra-lethal sniper. Very few weapons can reach the 40 range of a Railgun, and they do a massive 20 damage per shot. It definitely takes practice to properly aim salvos at max range especially if you're playing on a small cellphone screen, but if you can master it you have a ship that can put catastrophic damage on a ship from a massive range in a fraction of a second. Only ships with shields or anti-kinetic armor will cause a problem. The built-in TU upgrade will also help a lot with Railgun setup. One particularly effective setup is Dart M3s with Railguns and a TU, both paired to a separate firing button from the main 4 railguns on the Excalibur. This gives you a strong 4-railgun broadside and a backup aimed railgun pair for faster harder targets, or to cycle while the main Railgun set is on firing cooldown. For engines stick with Nuclear drives; given the range of Railguns you'll need turning speed for aiming more than forward motion.

## Strategy

All variants move slowly but have a good amount of armor. The slow speed coupled with front-firing guns means flanking is a sure way to win as long as you can ignore the drone damage.

* **Non-veterans** are equipped with 4 Pulse Cannons and 2 M11 (Small Pulse Cannon) Drones. The lack of Drone Factory means the drones cannot be respawn once killed.
* **Veterans** retain the 2 drones, gain a Drone Factory to respawn the drones and upgrade weapons to 4 Pulse Cannon M2s. While stronger than Pulse Cannons, the energy cost means they can't sustain fire for very long.
* **Double Veterans** lose their M11 drones and gain a Repair Bot. Weapons are switched back to 4 Pulse Cannons, however they gain an Energy Shield, capable of blocking damage at the cost of energy.

## Gallery

Splash ScreenDefault LayoutVeteran LayoutDouble Veteran Layout
Afterburner

The afterburner is an engine module in the Neganari faction.

It uses 1x3 yellow slots for installation. It's an activatable module. When activated it will consume energy to propel the ship forward in a very fast acceleration. Recommended using nuclear engines for high turn rate.

Advice: use this with the destroyer Zephyr that can acquire early in the game via purchasing at the home base for a very low cost. You will have a fast missile ship that will carry you till mid-game.
Player Skills

Players can improve their performance by upgrading the skills. This ranges from combat performances to utility and capabilities outside combat.

TBA:

* Button Icons
* Skill maps and explanations
* Links to Level Modifiers and Experience Points

* Event Horizon
* Event Horizon Frontier

* The skill menu screen can be accessed from the star map screen.
* Skill points required to obtain a skill,
* Skill points can be obtained by combat victory.

* Pretty same like EH except has difference in what skills available and how to obtain.
* Skill points available is calculated based of level of ships owned.
	+ Skill points can go into negative value when unlocking perk slot on a ship owned.

In Event Horizon Frontier you get one Skill Point for every level a ship level's up. So it is worth to change the ships every time a ship reaches level 100 against a new one.

Skill Points can be spend in 10 Categories

## Categories

### Ship Attack

Increase the attack for every level.

Max Level: 100

Skill Points increase 0.3 - 0.5 per level Starting from 1.

### Ship Defence

Increase the defense for every level.

Max Level: 100

Skill Points increase 0.3 - 0.5 per level Starting from 1.

### Starbase Attack

Increase the attack for every level.

Max Level: 100

Skill Points increase 0.3 - 0.5 per level Starting from 1.

### Starbase Defence

Increase the defense for every level.

Max Level: 100

Skill Points increase 0.3 - 0.5 per level Starting from 1.

### Engineer

For every Level spent The Engineer reduces the change of loosing a Blueprint by 5%.

Max Level is 15.

Skill Points per Level 5.

### Quick Learning

Increase the Experience Ships gain per Level by 5%.

Max Level is 20.

Skill Points increase 2 per level Starting from 1.

### Better Loot

Increase the Loot gained per Level by 5%.

Max Level is 20.

Skill Points increase 2 per level Starting from 1.

### Command Point

Add a Command Point Per Level

Max Level is 25.

Skill Points increase 1 per level Starting from 1.

### Salvage Drones

Add a Salvage Drone per level that collects Loot for you.

Max Level is 10.

Skill Points increase 1 per level Starting from 1.

### Better Prices

Give 1% Discount per Level on Mercans prices.

Max Level is 30.

Skill Points increase 2 per level starting from 1.
ISS Caravel

Base/Minimum Weight
 Crafting Cost
 Star Ingredient(s)

The ISS Caravel is a Cruiser of The Empire.

For player use the ISS Caravel can equip 4 drones, 2 HMLM2s or HMLM3s, and several AM reactors making it a perfect missile sniper while still heavily armed for close combat.

## Strategy

* **Non-veterans** are very slow, have 4 Rocket Launchers.
* **Veterans** are equipped with 4 Rocket Launcher M2s and 2 M81 drones. They have more armor but are still very slow. Drones repair the mothership and respawn, so it should be destroyed quickly.

## Gallery

Splash ScreenDefault LayoutVeteran Layout
## Trivia

* A Caravel is a small Portuguese sailing ship known for its speed and maneuverability.
* It is usually heavy and slow, unlike its namesake
Community Bug Reports

## Introduction

This is a page where anyone and everyone can add bug reports. Hopefully a translated version of this will be sent periodically to the dev.

## Bug reports

### Wormship tail bug

* 0.15: Almost every time one segment of a Wormship's (Battleship and Capital ship) tail gets destroyed, two random segments overlap, and that makes moving harder and turning to almost impossible

### Yet another Tach beam/Death ray bug

0.14.3: The damaging effect of a fired tachyon beam or death ray is still present, even after the ship equipped with the weapon has been destroyed, with the effect lasting on how long the beam is normally sustained. For example Death ray fired from a destroyed Doomstar will last and remain for 4 seconds at full charge.
EDIT: still present in 0.15.1.
### Shield Generator bug

* Ships with shield generator on low level ship regenerate shield fast but at high-level it becomes very slow.

### Targeting Unit Bug

* Targeting units do not work properly when attached to side-firing weapons (i.e. Freighter and Hatchet) or rear-firing weapons (i.e. Chrysalis and Embryo). They do alter the firing arc of the weapons, but only if the enemy is in front of your ship, and thus effectively useless.

## Resolved Bugs

### Construct Improved Item (Fixed in 0.12)

* At least half the time constructs an inferior item worse than normal. Wasting tech points on junk is frustrating and pointless. Stores are full of this rubbish and battle loot is often inferior, too.

* Damaged items offered by smugglers or given as loot *very rarely* are interesting because one may lack research or workshop to build even a normal item of that type. Workshops should never build junk!

### Old PvP Bug

* It is seen that in 0.10.3. that in bluetooth combats, ships don't have any health or energy bars, and due to different spacescapes in both the player's screens, ships bump into invisible obstacles(PvP is terminated now)

### Ships getting stuck in objects

* In game version 0.14.3, ships  regularly get stuck within objects they collide with, such as other ships or asteroids.

### Point Defense Bug

* If you limit point defense to a certain percentage of the ship's charge, the ship will not recharge over that limit. When the battle starts the ship will have full charge but if the ship's charge drops below the set limit, i.e.: setting PD to start working over 40% charge, the ship will not continue charging above the limit and will always return to 40% (v. 14.3).

### Ethereal Tachyon Beam and Death Ray Bug

* A fully charged Tachyon Beam or Death Ray sometimes passes right through enemy ships without damaging them.

### Black Hole Generator Bug

* The Black Hole Generator is listed with a damage type of energy but instead inflicts kinetic damage when in combat, thus energy absorption of any % is unable to absorb the reduced % damage. Instead, it can be resisted with impact armors.

### Stealth unit Bug

* As Stealth unit can be set to auto activate when energy is over a certain percentage, it deactivates instantly if energy is too low after activation. So effectively it wastes energy and does nothing.
Holy Cannon

**Holy Cannon** is a kinetic weapon which can be mounted on ships with 3×3 C-slots. It shoots red unguided rocket at mid-close range and deals kinetic damage. When hit, it creates red explosion. This weapon is event limited and only can be obtained by Christmas event on Event Horizon - Frontier.

## Details

Statistics
 Base damage
 Energy Consumption
 Reload time
 Range
 Velocity
 Impulse
 Area of Effect
 Weight

## Player use

**Holy Cannon** usually mounted on Santa Claus to its C-type weapon slots.
Eden

Base/Minimum Weight
 Crafting Cost

Eden is an Unaligned Destroyer. It can be bought from Smuggler Bases, repaired from beacons or crafted after finding blueprints from Exploration. This medium ship has a 2x2 universal weapon slot which mounts a Singularity Cannon by default.

For player use, the Eden is an incredibly versatile ship that can reach maximum speed with Barrel satellites. While AI variants of the ship use a Singularity Cannon, it works very well in player hands when equipped with a Plasma Thrower due to the high dps. The turret has a 360° built-in targeting unit (like most Sayjix ships), allowing the player to focuses on dodging.

In *Frontier*, the duel with this ship branches off of 11-2, and requires use of a ship that is Destroyer class or smaller.

## Strategy

Both variants of the Eden have low damage however are annoying, and can be dangerous if there's even one other enemy in the area. Being hit by the Singularity Cannon causes your ship to spin out of control for several seconds which makes movement and aiming extremely difficult. It's advised to maintain distance, and combat them with the player's choice of Missile Launcher. And

the Laser beam is a very cool choice for players.

* **Non-veterans** are equipped with a Singularity Cannon, and have reasonable speed.

* **Veterans** are similar but equipped with High Energy Focus modules. Being hit will cause you to lose more control and for longer compared to non-veterans.

## Gallery

Splash ScreenDefault LayoutVeteran Layout