recursal/Fanatic-Fandom huggingface dataset:
Sol

## Solar Charging

**Sol** is a Star System in Starfighter:Infinity , and is the home system of the Human Alliance. It is one of several Capital Systems, with the human alliance being the only Faction with stations in the system.

## Planets

* Mercury
* Venus
* Former Earth
* Mars
* Jupiter
* Saturn
* Uranus
* Neptune

## Special Sectors

* Asteroid Field
* Barrier
* Drone Factory
* Earth Memorial
* Jump Gate
* Kraken Turret Sector
* Large Solar Farm
* Minefield
* Ship Effect Dampener
* Stealth Jammer
* Storbital
* Targetting Enhancer
* Turret Sector
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 12-6
	+ 8-11
* Substation
	+ 6-1
	+ 11-15

**Aralien Empire**

* None

**Freedom Initiative**

* None

**Pirates**

* None

## Misc. Info

* The Sol system is the first star system to feature separatist-owned Barrier walls.

## Trivia

* The Sol system is modeled after the real-world solar system, as evidenced by their name and contents.
Solarion Nova

## Description

Solarion Nova is an NPR ship belonging to the Solarions. Solarion Novae are trident-shaped ships that feature a warm scale-like texture accented by metallic gray trim. Novae are typically surface-smooth with few protruding features other than their wings and forward trident prong.

## Combat and Strategy

All associated items can be found on the Solarions page.

In general, Solarions are known for their Projectile-based weaponry, typically firing numerous projectiles en masse to apply Heat Damage to enemies.

For Primary Weapons, Solarions have access to variations of the Solarion Sphere - predictive-aiming projectiles that, after a short delay, launch towards nearby enemies, dealing damage and applying heat damage DOT on impact.

For Secondary Weapons, Solarions have a larger version of the Solarion Sphere - the Solarion Large Sphere, which functions identically, but with much higher damage and effect time.

For Utilities, Solarians have access to the following:

* Smoke Screen: A cloud of smoke that scrambles incoming guided weapons and obscures ships that enter, simultaneously disabling locking and detection. Since solarions do not rely on guided weapons, this is typically to the detriment of the player.
* Solarion Barrier: A unique barrier that moves with the user after deployment, remaining positioning at the angle at which it was deployed. This can allow solarions to deploy barriers towards the player and strafe away, remaining protected all the while.

For Proximity Weapons, Solarions have access to several weapons that make use of solarion spheres - Solarion Sphere Ring summons a group of solarion spheres in rapid succession, allowing solarions to drastically increase spam output, while the Solarion Orbital Sphere Ring allows solarions to create a pervasive orbital sequence of solarion spheres to deter ramming ships.

For Augmentations, Solarions primarily have access to the Solarion Supercharger, allowing them to drastically mitigate heat damage DOT and convert part of it into Energy - allowing them to spam more solarion spheres.

Solarions employ the Solarion Thermal, which grants them great resistance against Heat Damage - at the cost of a rather strong weakness to Projectiles, such as the Railgun or Stiletto Rocket.

In general, solarions are rather weak against barriers and Reflector Shield variants, as both are capable of entirely blocking and/or reflecting all variants of solarion spheres, depending on the particular shield or barrier. Due to their smokescreens, guided weaponry can be hit-and-miss - literally - so dumbfire projectile weapons like the Gimbal Cannon or the Railgun are recommended to ensure consistent damage against the solarions. As expected, the Thermal Shields and variants are excellent for mitigating the heat damage effect DOT solarion spheres apply.

## Notes

* More info about the respective NPR in general can be found on the Solarions page and the Solarions category page.
* Solarion geometry is typically very organic, with few hard edges or protrusions other than various horn-shaped wings and cockpits.
Stealth Carnivore Torpedo

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

## Game Description

**Basic Guided Torpedo. This is a stealth version meaning that this weapon will not show up on scanners and is harder to see**

## Functionality

Functions similarly to the Carnivore Torpedo, but is Stealthed at the cost of fire rate.

## Interactions and Strategy

* Stealth carnivores are excellent for bypassing items like the Scrambler and Tobor Returner, as stealthed weapons ignore signal-based utilities.
* Due to their low visibility and muffled sounds, stealth carnivores are excellent for sneaking in damage onto unsuspecting targets.

## Trivia

* Stealth carnivore torpedoes are to carnivore torpedoes as Teleporting Stingers are to Stinger Torpedoes.
Traveller Engine

The Traveller is a Purchased Engine in **Starfighter:Infinity**. The traveller engine is a class of engines that offers increased autopilot speed.

## Game Description

**Give a boost to stats, but with an emphasis on greater autopilot speed. Useful for long journeys and exploration**

## Functionality

An alternative form of long range travel, but generally falls quite short in comparison to hyperspace rechargers. As such, they're usages are scarce. Regardless, they can be quite ideal for exploring undiscovered sectors completing sensitive cargo retrieval missions.

Like all other engines, the traveller offers a moderate increased top speed and propulsion boost power with no performance penalties
Ship Graveyard

The ship graveyard in Iota Leporis.

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

*No Description* - Codex entry for **Ship Graveyard**

## Locations

* Iota Leporis
	+ 12-5

## Functionality

* None - however the ship graveyard is located in a FFA Zone.

## Misc. Info

* The ship graveyard was added per player request to immortalize the popular trend of using IoL-12-5 as the go-to FFA zone in the entirety of SF:I.
Starfighter: Infinity Wiki

Welcome to Official **Starfighter: Infinity** wiki site which contains a large repository of information regarding almost every aspect of the game - such as ships, encounters, items, mechanics, and more.

## Intro

*"Over a century has passed since the war between the Human Alliance and Aralien Empire began, and there is no sign of it finishing anytime soon. Both sides have become saturated with egotistical commanders trying to make names for themselves.*

*During the ongoing conflict, there are those in both races who have grown frustrated with the lack of progress and have splintered off to form their own organizations, often with the aim of pushing their own political agenda. Others ended up becoming pirates, outlaws, and self-contained communities.*

*You are a young cadet in the [Human Alliance/Aralien Empire]. Today is your final exam. If you pass then you will be licensced to venture out into the galaxy, and undertake missions for the [alliance/empire]."* -Starfighter:Infinity New Player Intro Text

## About

Starfighter: Infinity is a space based MMORPG created by Ben Olding to have a focus on ‘dogfighting’ style action and exploration. Starfighter: Infinity, or SFI, features an extensive and growing array of imaginative weapons and equipment.

Notable Features:

* Online PVP and PVE
* Offline PVE profiles
* VR Support
* A plethora of Equipment/Items
* A multitude of ships to chose from
* Alien races, or "NPRs", to discover and fight
* Many Star Systems to explore
* Multiple Factions and player-run Organizations
* Rich Mechanics to explore and interact with - both in-combat and out
* Asteroid mining and item Crafting
* Experience/Level and skills system to unlock more unique items

## Links

* Official Starfighter Infinity Website
* Discord Server
* Steam Game Community Hub
* Official Developer Twitter Feed
* Official Starfighter:Infinity Facebook Page
* The Shipyard
Stealth Jammer Pulse

**Stealth Jammer Pulse** is a Random Event in Starfighter: Infinity in which a large bomb-like pulse is applied to the sector, applying the Anti-Stealth Status Effect.

## General Information

 Local Message:

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

## Event Details

* Roughly 3 seconds after the event message, a massive pulse, similar to effect bombs, will detonate - applying a variable amount of the "Anti-Stealth" Status Effect to all ships in the sector.
* The applied effect time is random, but is typically ~15 seconds long or so.

## Conditions

* Stealth Jammer Pulses only occur near Stealth Jammers - though the exact proximity required is unclear.

* Star Systems without Stealth Jammers cannot have Stealth Jammer Pulses.

## Misc. Info

* The timeframe at which the pulse is applied is similar to a Solar Flare or Gamma Ray Burst.
Speedfighter

## Game Description

*The **Speedfighter** trades defense for haste, a feature most handy in pursuing bothersome pirates and straggling convoys.*

## Recommended Equipment

* Shield Bubble
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Speedfighter is a Fighter side-grade that sacrifices shield capacity for extra speed
* The Speedfighter is the Aralien counterpart to the Dove, though the former has greater speed, a smaller profile, more storage, lesser turning speed, and greater acceleration

## Trivia

* The Speedfighter first appeared in the original Starfighter flash game, as well as in Starfighter: Quadrant Wars, bearing the same name in all of the games.
Tornadian Shield

###

The Tornadian Shield is a Rare Drop Shield in **Starfighter:Infinity**.

## Game Description

**Resists projectile damage from weapons, while having a weakness to electrostatic weaponary**

## Functionality

Functions similarly to the Basic Shields, but has a reduced maximum charge and shorter recharge delay. Also has the following effects:

* Up to 80% Projectile Damage reduction.
* Up to 80% Electrostatic Damage amplification.
* Up to 80% Stabiliser Fail depletion.

## Interactions and Strategy

* Being a widespread damage type, resisting projectile damage is extremely useful across a variety of builds - and as such, the Tornadian Shield is quite strong, especially against weapons like the Radii Slug and Devimon Spikes.

* As electrostatic damage is more rare, the downside to the Tornadian Shield is less pronounced, however users should be wary of weapons like the Thunderbolt that are difficult to dodge, as they have the potential to cripple the tornadian shield user. Users should also take care to know what is considered electrostatic damage, as some weapons like the Dartian Radioactive Sphere count as electrostatic damage without hinting that they do so.

* The side effect of stabiliser fail depletion is a bittersweet effect, as the most common weapons that apply the effect are electrostatic - meaning that the player will be taking enhanced damage in exchange for the lessened effect.

## Trivia

* Several Tornadian weapons, such as the Tornadian Energy Bolter, are effective against their own shields.
Stinger Torpedo

The Stinger Torpedo is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**. It fires guided torpedoes that home in on a single target.

## Functionality

Like with most guided torpedoes, Stinger Torpedoes cannot be fired unless the user Locks onto an enemy. When fired, they will accelerate up to their top speed and pursue their target until they hit or until their lifetime expires.

Stingers come standard on newly purchased ships, with one Stinger I equipped in the first secondary weapon slot of the ship.

## Interactions and Strategy

* Stinger torpedoes are quite maneuverable, boasting a 60 degree turning speed at all levels. As a result, they are difficult to dodge when they trail their targets. Only an agile fighter can reliably dodge them just by out-turning one.
* Stinger torpedoes deal a moderate amount of damage as it scales with level. Although they don’t do anything special in particular, they achieve very long ranges at higher level versions: with a 300 SU range at level V, few weapons can rival the stinger's striking distance.
* Some pilots choose to equip two sets of Stinger torpedoes and rapidly alternate between the weapon slots to fire them more quickly. This works better at longer ranges, where the pilot can concentrate on firing them off.
* Stingers have enough speed and maneuverability to reliably hit enemies from afar, but they have a hard time attacking up close due to their launching inaccuracy. It is strongly recommended that when firing Stinger torpedoes, the user should point their ship towards the opposing one.
* The Stinger Torpedo has a number of countermeasures and weaknesses to be wary of:
	+ Shield Bubble and Damage Bubble will detonate them prematurely, preventing them from striking its intended target.
	+ Stealth systems will prevent the user from locking onto the stealth user.
	+ Stinger torpedoes can be baited with decoys and their variants.
	+ Due to their nature as guided weapons, it's possible to juke one by turning in on them. Additionally, hard light barriers and their variants can be set up in anticipation of where the stinger will approach.
* Stinger torpedoes are the most common guided torpedoes equipped on NPCs. They are deadly to new pilots, who often lack effective utilities to mitigate them.
* There are multiple variants to the Stinger Torpedo:
	+ Double Stinger Torpedo: These fire out two stingers at once instead of one at the cost of a lower fire rate and half its ammo capacity.
	+ Teleporting Stingers: Does less damage than regular stingers, but they will teleport in a random direction from its target.
	+ Stinger Clouds: A large weapon variant that unleashes 24 stingers in succession.

## Trivia

* The Stinger torpedo was featured in Starfighter: Disputed Galaxy, where it was a human-exclusive weapon. Like the ones in SF:I, there were multiple versions of the Stinger torpedo.
Solar Flare

A Solar Flare approaching a player.

**Solar Flare** is a Random Event in Starfighter: Infinity in which a burst of solar electromagnetic energy and heat is launched at the player's Sector.

## General Information

 Local Message:

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

## Event Details

* Approximately 5-10 seconds after the event message, a solar flare applies massive Heat Damage to all Ships in the player's sector.
* The applied effect has a variable duration, though it has been recorded as being as long as 105 seconds, reaching the 3x Effect multiplier.

## Conditions

* Solar Flares occur more frequently in sectors closer to Stars - it is unclear if they are unable to occur from further away, or if the chance is so low they don't happen from far away.
* The furthest recorded solar flare from a star was 1 sector away.
* It is unknown the nearby stars affect the duration of the applied effect.

## Misc. Info

* Solar flares are inspired by real-life Solar flares, in which plasma and starstuff is catapulted through the star's corona.
Skins

**Skins** are unlockable textures for Ships that players can use to customize individual ships. Skins are unlocked via earning 3 stars on the Map of a given Star System, which makes the respective skin available to be applied in a drop-down menu at the ship terminal in Stations. The skins available for each star system are listed on each star system page, and each skin preview can be seen on this page.

## Skin Showcase

Below are examples/previews of each available skin:
Tornadian Plasma Whirler

The Tornadian Plasma Whirler is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**A proximity device that surrounds your ship in a localized storm rapidly damaging those that are in contact with you, while also propelling you forward. Note: only one whirler can be used at a time, or the previous one will overload and rapidly diminish**
Sprinter

## Game Description

***Sprinters** are used to ferry important Empire officials through areas that might entail being chased. Their light shielding does not prevent them from being capable vessels with their speed and sprightly turns.*

## Recommended Equipment

Standard Secondary Weapons

* Xandelevium Blaster
* Positronic Convergence Disc
* Stinger Torpedo

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System

Shields

* Minesweeper Shields

Augmentations

* Sidestep
* Field Hop Quickturn
* Short Range Hyperspace

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Sprinter is a Fighter upgrade that sacrifices a lot of shielding for excellent speed and agility
* Sprinters are best suited for support craft roles where they can rapidly strike distracted enemies, then dart away before said enemies can seek retribution

## Trivia

* The Sprinter was featured in Starfighter: Disputed Galaxy
* The Sprinter has an elite counterpart: the Elite Sprinter
Tornadian Station

A Tornadian Station in Chaos Engine.

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

 **No Description** - Codex entry for **Tornadian Station**

## Locations

* Sirius
	+ 0-1
* Chaos Engine
	+ 4-4

## Functionality

* The Tornadian Station serves as the spawn center for the Tornadians.

## Misc. Info

* The Tornadian Station roughly resembles a cat scratching post, as the Tornadians, upon inspection, are feline-based.
The Engine

The Engine in Chaos Engine

**The Engine** is a Special Sector, Object, and part of the Relics group in the Codex.

*"A curious piece of technology that shows some signs of being very old, but is also pristine as if brand new. How it works is a mystery, but the common belief is that it has transports several species to the star system, that are locked in an endless battle. As for the reason, people can only guess... perhaps for scientific stuff, perhaps for some kind of twisted entertainment. The engine seems to interface with Human and Aralien (and probably other) computer systems"* - Codex entry for **The Engine**

## Locations

* Chaos Engine
	+ 8-4

## Functionality

The Engine possesses the ability to summon any NPR boss ship at variable Mineral and Monetary costs. Individual NPR ship summon prices are listed on the respective NPR wiki pages as well as being found below. The kinds of minerals that are used to summon respective NPRs rotate monthly.

Players may use the action key to interact with the engine when in close proximity, then select the ships they wish to summon via a GUI. There is no apparent limit to the number of ships able to be summoned in this manner, and is only restricted by the amount of money and minerals the player has.

Ships will Hyperspace in around the engine roughly 3 seconds after the player closes the GUI.

## Misc. Info

* The Chaos Engine is likely named after the Engine that resides within.
* The Engine used to be nonfunctional, but after a player's suggestion for using it to summon bosses by spending minerals, its functionality was implemented - making it a reliable method to farm for Items from NPRs, so long as a player has the resources to back it up.
* Since each NPR boss has a guaranteed client-side item drop per player present, players will frequently use the engine together to maximize the value of each summon during item farming.

## Summoning Requirements

The mineral requirements for each race shift on the first of every month. The current costs are shown below.
Sheenites

## **General Information**

### **Lore:**

These retro-futuristic saucers reside in the luminescent Sheenland, which is only accessible via white holes, light anomalies, and micro gates. They occasionally venture into the world through temporary light anomalies through which they terrorize the cows of the galaxy.

## **Drops (37)**

### Proximity Weapons

     Sheenite Orbital Chevron Ring | 40 x8  | 320

## **NPR Exclusive Items (5)**

These items are not obtainable by players. They can only be used by the Sheenites.

## **Passive and Rotational Spawns**

Sheenites passive spawns are typically found at Wheel of Sheenlands, and may appear in the following locations:

* Sheenland
	+ 3-2 (Always)
* Denebola
	+ 8-9 (Rotating)
	+ 11-2 (Rotating)
* Gamma Velorum
	+ 10-9 (Rotating)
* Mintaka A
	+ 8-9 (Rotating)
* Epsilon Aurigae
	+ 15-12 (Rotating)
* Castor
	+ 15-0 (Rotating)
* Iota Leporis
	+ 9-8 (Rotating)
* Benaris
	+ 7-6 (Rotating)
* Chaos Engine
	+ 8-5 (Always)

## **Special Spawns and Associated Objects**

* Wheel of Sheenland
* Shiny Device (Special Spawns)

## **Misc. Info**

Sheenites can spawn through a Random Event - Light Anomaly - which spawns several Sheenites and allows temporary access to Sheenland through the anomaly.

Outside of Sheenland and the Chaos Engine, Sheenite Spawn Locations activate and deactivate in a predetermined sequence, with each stage being open for 3 days, and the next location opening 5 days after the first - effectively meaning that sheenite spawns follow a 3-on, 2-off pattern, with only one location active at a time. There is an additional exception to the spawn sequence for the very last stage, at which the duration of the last stage will be cut short by the duration of the overlap - thus lasting only one day before immediately starting over at the first location in the sequence. Typically, spawn cycle locations are featured at White Holes or Pulsars, with rare exceptions.

**Sheenite Spawn Location Sequence:**

## **Trivia**

* Sheenites are based on classic representations of flying saucers, as evidenced by their cow collectible(s)
Sheenite Saucer

## Description

Sheenite Saucer is an NPR ship belonging to the Sheenites. Sheenite Saucers are shaped like classic retrofuturistic flying saucers - featuring a reflective, silvery disc-like hull with a central cyan viewport on the top. Additional cyan lights are arranged in a circular pattern about the surface of the hull.

## Combat and Strategy

All associated items can be found on the Sheenites page.

In general, sheenites feature a variety of strange movement items - with many dumbfire weapons to match.

For Primary Weapons, sheenites feature a variety of "Chevron"-based weaponry, all of which deal solid Laser Damage and apply Blinded to targets. Chevron weapons are typically spammy, but trivial to avoid due to their lower speed. Players should take care to avoid being flanked and spammed by multiple sheenites, or use items like Projectile Repulse Field or Hard Light Barrier to block the dumbfire spam.

For Secondary Weapons, sheenites have a variety of weaponry with unique movement patterns:

* Sheenite Returner and variants are higher-damage dumbfire weapons that slow down and reverse direction over time, possibly catching ships on their return.
* Sheenite Hexagon and variants move in an incremental angle-locked pattern, creating a tough-to-navigate web of projectiles.
* Sheenite Scaler Beam is a unique Beam that has a long reach, and fires more quickly the closer the target is to the user. Players should take care to not get too close to prevent high DPS and to prevent a buildup of Slow Down that the scaler beam applies.

For Utilities, sheenites primarily feature dogfighting-based movement items:

* Sheenite Jump Forward and other variants allow sheenites to make short, quick teleports to approach targets and avoid incoming projectiles.
* Sheenite Quick Turn variants allow sheenites to quickly aim spam at enemies, preventing said enemies from flanking them easily.

For Proximity Weapons, sheenites are able to create a ring of chevrons via the Sheenite Orbital Chevron Ring - players should take care to avoid CQC while the ring is activated, or suffer high damage and have long durations of blinded applied to them.

For Augmentations, sheenites are able to use a variety of augs that apply Drift in order to move strangely and avoid incoming projectiles. They also have access to the Sheenite Locking Booster, which is capable of extending their Locking angle temporarily, as well as help them see through the Nebulae of Sheenland.

In general, sheenites are highly vulnerable to long-range guided weapons, such as Stinger Torpedoes, as well as build that can block a lot of damage, such as those with Barriers.

## Notes

* More info about the respective NPR in general can be found on the Sheenites page and the Sheenites category page.
* It can be difficult to discern the direction of a sheenite saucer due to their radial symmetry. One such method of determining direction is by viewing their ship arrow on the Radar.
Sentry Turret

Sentry Turrets are equipped with a wide variety of weapons. They are seen defending stations, substations, refineries and forming defensive lines across an entire star system, forming effectively a militarized border.

## Game Description

*The Sentry Turret protects Aralien stations and territory.*

## Overview

Sentry turrets have large array of weapons and equipment, as well as being quite heavily shielded. They are generally tough targets, but their main weakness is being unable to evade any incoming damage, thus they are vulnerable to long range, unguided attacks.

They are most effective at engaging targets in the mid range zone combat between 50 - 175 SU, as this is where most of the weapons that they're equipped with works best, at longer ranges, they are likely to miss their shots with unguided projectiles like with the railgun or Javelin torpedoes, especially if their targets are very small.

## NPC Combat

A single sentry turret can often be easily defeated, by any single ship except beginner level players. Multiple sentry turrets are often a significant threat to mid level players if they are the only target in the sector, as Sentry Turrets would fire a relentless barrage of torpedoes that are difficult to dodge. In specific turret clearance mission, there may be up to four to ten sentry turrets, depending on level of the mission. If they are spread out, they can be difficult to deal with when incoming fire is from multiple vectors. At levels 45+, sentry turrets often cloak themselves.

Long range weapons such as Javelin torpedoes or railguns can destroy them. Close range weapons such as Vulcan cannons or Pulse lasers with very high damage per second are also effective. Pilots are recommended to fire their primary and secondary weapons simultaneously if possible to destroy their targets as quickly as possible.

Thunderbolt mines are very effective at destroying turrets, as they can never move themselves into safety.

All turrets always equip the heavy bolt as their primary weapon.

## Notes

* Players can take control of turrets in stations. The consoles are only available at connecting station nodes at major stations.
* Despite being stationary, they are sometimes seen dropping mines when their targets are very close.
Splicers

## **General Information**

### **Lore:**

*"The galaxy knows no greed quite like that of the Splicer race. The short bipeds occasionally venture out in peace to make trades, though partaking in business with the crafty Splicers is generally ill advised. They have a bellicose policy when it comes to claiming salvage. By a Splicer’s logic, any ship that enters their territory is nothing more than a vessel for them to claim, dismantle, and repurpose."* -Codex

## **Drops (18)**

### Mines

     Spliced Bomb Cluster | 180 x8  | 1440

## **Passive and Rotational Spawns**

Splicers passive spawns are typically found at Splicer Stations, and may appear in the following locations:

* Antares
	+ 8-5 (Always)
* Chaos Engine
	+ 1-5 (Always)

## **Misc. Info**

Splicer Glaives can only be stopped via projectile repulsion, running away, black holes, and barriers, as they are considered dumbfire smart-tracking weaponry.

## **Trivia**

* Splicers are loosely based on the concept of a space dwarf - grumpy, possessive creatures that hoard and work metal parts
Shiny Device

A Shiny Device in Mintaka A.

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

*These strange structures appear to serve as wayfinders for Sheenites that stray too far from home, with the central misty blue orb housed on top acting as a torch in the interdimensional matter stream constantly ejected from the luminous Sheenland at a plethora of locations across the galaxy.*

*They appear to also serve as a long-range communication device, with Sheenites regularly inquiring to compare new findings to their collections back home in order to determine their purchase and influence in Sheenite society.*

*As a defensive measure, Shiny Devices emit a strange form of engine interference that is advantageous to Sheenites no matter the environment; if perturbed, devices will also send a distress signal to nearby Sheenites ready to fervently defend their troves of treasure.* - Codex entry for **Shiny Device**

## Locations

* Algol
	+ 4-9
* Mintaka A
	+ 5-1
* Epsilon Aurigae
	+ 10-4

## Functionality

* The Shiny Device has multiple functionalities - the first and foremost being that it applies approximately 9 seconds of "Drift" Status Effect every 8 seconds to all ships in the sector - thus applying infinite drift to all ships that do not have means of depleting status effects.

* Secondarily, the Shiny Device has a chance to spawn a Light Anomaly Random Event shortly after Scanning it - though this is not always guaranteed.

## Misc. Info

* The Shiny Device is related to the Sheenites in both architecture and effect(s).
Healer

The Healer is a Purchased Utility in **Starfighter:Infinity**. The Healer is a deployable utility that restores the shields of friendly ships nearby.

## Game Description

**Applies a shield recharge effect to nearby ships every 2 seconds. The closer a ship is to the device, the stronger the effect**

## Functionality

When deployed, a disc-like device will slowly trail the user, applying up to five seconds of Shield Repair to the user and all nearby allies every two seconds - with longer effect times being applied the closer the target is to the device.

The device will continue to follow the player until it expires.

## Interactions and Strategy

* The healer device is good for AOE healing to all allies and the user, making it ideal for teamfights or missions that require protecting a target(s).

* The healer device is more easily accessible than the Shield Repairer, being a stock item instead of crafted.

* The healer device pairs well with Drone Beacons and the Forkworm Egg Cluster, or other weapons that summon minions.

## Trivia

* The on-board analog to the healer is the Shield Repairer.
Squads

**Squads** are temporary co-op player groups designed to promote teamwork and allow players to complete Missions together. Squads automatically place players in a co-op only Multiplayer Mode - meaning that they will only encounter allied players for the lifetime of the squad.

## Creating a Squad

To create a squad, a player may open the mission window [N] and select "Create Co-Op Squadron":

Players will then immediately be added to a squad as the squad leader, and an invitation window will pop up to invite more players to the squad:

Squad members will then have relevant chat and mission iconography and chat turn a lime green to denote squad status. The squad invite button can be used to add additional players to the squad who were not initially invited:

Squad icon colors on the map to note squad missions/objectives:

## Squad Leader

As the squad leader, a player will be considered the "host" of the squad - being able to select and plot missions for the squad, as well as being able to disband the squad automatically after they are offline for a significant amount of time. Sectors selected by the squad leader will automatically update squad member objectives to match the indicated location, temporarily overriding squad members' individual missions - even if the leader-selected sector is empty and merely serving as a rendezvous point.

## Completing Missions

Once a squad mission has been completed, the mission rewards are given to each squad member upon each member docking - even if the squad member did not participate in the mission instance. Missions that have special inventory conditions, such as Gather and Collect and Deliver can be claimed by all members of a squad despite only checking the inventory of the leader - however the squad members must be in the same sector when the mission is turned in to receive the rewards,

## Disbanding a Squad

To disband a squad (squad leader) or leave a squad (squad member) a player can access the leave button via the mission menu [N] and pressing the appropriate button. Note that disbanding the squad as the leader boots all players out of the squad, but leaving a squad as a member keeps the rest of the squad intact:

Note that the squad leader exiting the game will not immediately disband the squad in order to give them a chance to log back in if a disconnect occurs. If the leader waits too long, however, the squad is disbanded automatically.

## Special Rules

* Players in a squad are unable to obtain the Vendetta.
* Players who have the Vendetta are unable to join squads until the Vendetta has expired.
* Players in squads are automatically placed into co-op Instances and are removed from the normal full multiplayer mode.
Triple Carnivore Torpedo

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

## Game Description

**Basic Guided Torpedo. This variant fires 3 at once, but with a slower firing rate**

## Functionality

The Carnivore Torpedo functions as a standard Aralien torpedo and different stat-distributed analog to the Stinger Torpedo - upon firing, the torpedo will accelerate and track towards the target, detonating on impact.

## Interactions and Strategy

* The Carnivore Torpedo is a high-damage counterpart to the stinger torpedo, sacrificing agility and range for higher damage
* The **Triple Carnivore Torpedo** features a higher burst Damage than the Double Stinger Torpedo (the latter not having a triple version), which makes it ideal for burst-firing NPCs that have trouble actively dodging, or as supplemental pressure in PVP
* Carnivore Torpedoes are more ideal for attacking larger ships, as larger shield radii are easier to contact than smaller, more agile ships

## Trivia

* The Carnivore Torpedo was featured in Starfighter: Disputed Galaxy as the standard Aralien-exclusive torpedo.
The Skull Tavern

The Skull Tavern in Alpha Centauri

## Tavern Game

The tavern minigame

**The Skull Tavern** is a Special Sector, Object, and part of the Structures group in the Codex.

*Honour among thieves?*

*While often fighting with each other, there is an unwritten rule that when pirates are in this tavern, they are all friends. It is not uncommon for mortal enemies to share a drink here and then fight to the death the next day when they meet in space.* - Codex entry for **The Skull Tavern**

## Locations

* Alpha Centauri
	+ 9-9

## Functionality

* The Skull Tavern sector itself is a Neutral Zone
* The Skull Tavern Features several amenities:
	+ Roulette: players can wager set amounts of money against a roulette wheel
	+ Grog: players can purchase 'grog' which applies an inebriated-like filter to the player for a short duration
	+ Loot Shop: players can purchase a random item for a small sum. The item itself is random and changes daily, but shows the same item for all players.
	+ Plunder Shop: players can purchase a random mineral for a small sum. The mineral itself is random and changes daily, but shows the same mineral for all players.

## Misc. Info

* The Skull Tavern appears to be a niche Pirate version of Meteor Burger, though the player cannot dock at the former
Tobor Security Turret

## Description

Tobor Security Turret is an NPR ship belonging to the Tobor. Tobor Security Turrets bear a resemblance to naval ship deck guns and have a polished metal look. They feature a reflective light gray coloration with various cyan accenting.

## Combat and Strategy

All associated items can be found on the Tobor page.

In general, Tobor are known for their deflection capabilities as well as their disruptive kit.

For Primary Weapons, the tobor feature a variant of the Heavy Bolt, the Tobor Heavy Bolt (and variants), that function as extremely energy-efficient version of the former weapon. They also feature a Tobor Pulse Laser that is capable of inflicting Propulsion Dehance on targets.

For Secondary Weapons, the tobor are most famous for their Splinter Torpedo and their Lightning Orb - the former of which is a slow-moving torpedo capable of exploding into Bubble-piercing shards at close-range, while the latter is known for having an AOE lighting effect and Destabilization on impact. They also feature a Tobor Beam capable of applying propulsion dehance as well, pairing quite well with their pulse laser primary. Since most of their secondaries are both slow and close-range, the tobor are quite vulnerable at a distance to standard guided weaponry.

For Utilities, Tobor are mainly known for their Tobor Returner - an ammo-based version of the Return to Sender utility, capable of flipping the ownership of nearby hostile guided weapons back at the firer(s) - making high-damage guided weapons, like Positronic Convergence Discs, quite dangerous to use up-close.

The Tobor Deflector allows the tobor to resist Energy-Based weaponry and deflect them at foes, while also allowing them to rapidly recharge if left alone - players must quickly follow up damage to reset the low recharge wait timer.

Tobor Security Turrets are known for their fast shield regen, deflection capabilities, and low health. It is recommended to use high-turning, longer-range guided weaponry or long-range explosive dumbfire weapons against them - such as Stinger Torpedoes or Javelin Torpedoes. DOT weapons, such as the Xandelevium Heat Disc, are very reliable and prevent their fast recharge, though they are more vulnerable to being returned-to-sender. It is not recommended that the player engage in close combat, as this puts them within RTS range and increases the likelihood of ricochet damage from pova deflectors. Being stationary, are highly vulnerable to long-range assault.

## Notes

* More info about the respective NPR in general can be found on the Tobor page and the Tobor category page.
* Tobor Pova are meant to resemble irl aircraft carriers.
Sticky HE Mine

The Sticky HE Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**High explosive mine: This standard munitions mine contains a larger charge than others variants. The sticky version doesnt explode on impact, but will stick and explode after its timer has run out. Therefore these can be also used as time bombs. Sticky mines keep the momentum of the ship at the time of launch, so can also be used as projectiles.**
System X

## System Map

**System X** is a Star System in Starfighter:Infinity and is a small, high-level system with a unusual skybox and several unique features.

## Special Sectors

* Cross of Legends
* Meteor Burger
* Pulsar

## Stations

**Human Alliance**

None

**Aralien Empire**

None

**Freedom Initiative**

None

**Pirates**

* Station
	+ 2-0

## Misc. Info

* System X is home to a group of evil pirates with various descriptive adjective prefixes - such pirates are loadout clones of various top-level player ships.

## Trivia

* System X originally had a level 300 entry requirement; this was presumably reduced to 250 to be slightly less exclusive
Space Dust

A Space Dust event in a normally empty Sector.

**Space Dust** is a Random Event in Starfighter: Infinity in which space dust envelops the Sector temporarily.

## General Information

 Local Message:

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

## Event Details

* Shortly after the event notification, the sector's Nebula density will begin to increase at a rate of roughly 5% per second until it reaches 100% nebula density.
* After roughly 10 seconds of having 100% nebula density have passed, the nebula will then begin to lose density at approximately the same rate of 5% per second.

## Misc. Info

* The space dust event is similar to how the Solarion Nebula Bomb operates.
Solar Farm

A Solar Farm in Iota Leporis.

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

*None* - Codex entry for **Solar Farm**

## Locations

* Denebola
	+ 6-5
* Iota Leporis
	+ 7-12

## Functionality

* Every two seconds, the Solar Farm will apply up to five seconds of Energy Recharge to all nearby Ships - with lower effect times being applied the further the ship in question is from the farm.

## Misc. Info

* Solar farms are pointed at the nearest Star to maximize energy recharging.
Stone Ring

A Stone Ring spawning a Null Battleship

## Effect Pulse

A chat message showing the result of Scanning a Stone Ring.

**Stone Ring** is a Special Sector, Object, and part of the Relics group in the Codex.

*"This enormous stone ring seems inert, but deep scans reveal that it has intricate mechanisms hidden away beneath layers of dense rock. It is speculated that it was once a portal of some type. While archeologists have attributed the ring to various ancient civilizations, others speculate it is entirely alien to the galaxy."* - Codex entry for **Stone Ring**

## Locations

* Delta Trianguli
	+ 0-14
* Benaris
	+ 3-4
* Zeta Puppis
	+ 6-13
* Chaos Engine
	+ 3-7

## Functionality

Stone Rings activate and deactivate in a predetermined sequence, with each ring being open for 10 days, with the next ring opening 20 days after the first - effectively meaning that stone rings follow a 10-on, 10-off pattern, with only one stone ring open at a time, with the exception of the one in the Chaos Engine, which is always open.

**Ring Activation Sequence:**

 Be-3-4

Scanning a stone ring triggers a Cold Fusion Status Effect pulse, which applies \_\_\_\_ seconds of Cold Fusion to the player.

## Misc. Info

Stone Rings are one of the spawn indicators of the Null Dwellers
Starfighter

## Game Description

*With the onset of the Great War, there was a demand for a high performance, low cost, easily manufactured fighter ship. The **Starfighter** design proved to be timeless and is still in mass production.*

## Recommended Equipment

* Shield Bubble
* Laser Beam
* Javelin Torpedo
* Decoy
* Stinger Torpedo
* Scrambler

## Notes

* Check out the Equipment page to find more items suitable for this ship
* All Human Alliance players start with this ship

## Trivia

* The Starfighter was featured in Starfighter: Disputed Galaxy
Shields

In Starfighter:Infinity, shields are effectively energy-based defenses that protect a ship from damage. Shield modules affect how shields function and how they perform against different weapons and status effects. Typically, higher level shields provide a greater degree of protection.

## List of Shields

**Mouse over the headers to see an explanation. Click on the column headers to sort data by column.**
Solarion Orbital Sphere Ring

The Solarion Orbital Sphere Ring is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Functionality

When fired, the solarion orbital sphere ring generates a chain of nine Solarion Orbital Spheres that are locked into the orbit of the user's ship for a limited duration. The spheres are not evenly spread out radially, but are rather condensed and cover roughly 120 degrees of the user's ship at any given time.

Spheres that collide with an enemy or barrier will be destroyed on impact.

## Interactions and Strategy

* Solarion orbital sphere ring is an excellent ramming tool, dealing a solid, almost never resisted Damage type - projectile - and dealing a secondary Heat Damage Status Effect.

* Solarion orbital sphere rings can be destroyed by the Kinetic Field Disruptor, so a well-timed KFD can render a solarion sphere charge impotent.

* Solarion orbital sphere rings, being made of the Energy-based Solarion Orbital Spheres, can be deflected by barriers such as the Radii Barrier, or deflected by the Deflector Shields. If this occurs, the spheres will orbit the target instead of the user, effectively stealing them.

## Trivia

* Solarion orbital spheres do not have automatic tracking like the Solarion Sphere Ring.
Sirius

## Solar Charging

**Sirius** is a Star System in Starfighter:Infinity and is the highest level low-mass system in the game. It is also considered an 'endgame' system, being one of the last star systems to be unlocked. It is especially unique in the fact that, similar to Sheenland, all ships in Sirius are of Legendary status - making it the only 'endgame' system in which all enemies are legendary. It is also notable as an extraordinarily bright system.

## Stars

* Sirius A
* Sirius B

## Planets

* 74776264
* Black
* Covid 19
* Craftia
* Lee
* Shirley
* Wyso

## Special Sectors

* Asteroid Field
* Failed Gravity Suppressor
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Meteor Burger
* Minefield
* Neutral Zone
* Pyramid
* Stealth Jammer
* Storbital
* Tornadian Station
* Tornadian Totem Post
* Turret Sector
* Warzone

## Stations

**Human Alliance**

* Station
	+ 0-9
* Substation
	+ 0-5
* Refinery
	+ 2-10

**Aralien Empire**

* Station
	+ 10-9
* Substation
	+ 6-10
* Refinery
	+ 9-10

**Freedom Initiative**

* Station
	+ 9-1
* Substation
	+ 6-2
* Refinery
	+ 8-0

**Pirates**

* Station
	+ 4-6
	+ 6-5
* Refinery
	+ 6-6

## Misc. Info

* Sirius is a mass-restricted system: only ships with mass 1.5 or lower can enter connected Jump Gates.
* Sirius is known for extremely high Solar Charging, and thus is very accommodating for energy-intensive builds, as well as smaller ships with no augmentation slots to spare for things like the dark charger or solar panels.
* Sirius' minefields, being proximity-triggered thunderbolt mines, are very deadly to the lower-shielded ships present in the system.
* All enemies in Sirius are of Legendary status, and thus are tougher, more likely to Drop Items, give more Experience, and overall increases the likelihood of encountering a named legendary ship.

## Trivia

* Sirius is one of the few Star Systems that do not have any Nebulae.
Xandelevium Blaster

The Xandelevium Blaster is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a high-speed xandelevium blast that deals damage and sets the target on fire.**

## Functionality

When activated, the Xandelevium Blaster fires a high-velocity projectile that turns toward the Locked target, accelerating until it reaches top speed.

On impact, the Xandelevium Blaster deals decent alpha damage and applies a large amount of Heat Damage.

## Interactions and Strategy

* Being a guided weapon, the xand blaster is mitigated by any countermeasures that affect normal guided weapons, though the high initial speed of the projectile often gives a target little time to actually deploy said countermeasures unless they were already prepared for the shot
* With decent alpha damage and a long effect time, a single shot from a xand blaster deals high damage per shot with a high-speed guided projectile. This combination of decent alpha, excellent travel speed, long burn time, and instant firing makes it a deadly and effective weapon, especially against lightly shielded targets
* Xand Blaster damage is effectively mitigated by Thermal Shields
* The Xand Blaster is excellent at hitting and weakening high-speed targets like the Pegasus or the Raider that other weapons struggle to hit

## Trivia

* **Xandelevium Blasters** have several variants:
	+ Red Xandelevium Blaster
	+ Blue Xandelevium Blaster
	+ Quark Xandelevium Blaster
	+ White Xandelevium Blaster
	+ Double Xandelevium Blaster