recursal/Fanatic-Fandom huggingface dataset:
Accumulator

## Game Description

*Though the titanic **Accumulator** is regarded as a civilian vessel in the Imperial database, they are frequently associated with the Empire's conquests. After absorbing smaller interstellar civilisations, Accumulators are sent forth to garner the Emperor's tax. They troll asteroid fields and stockpile anything of value sectors at a time. Their size means that they can spend months adrift with constant productivity and still be hungry for material, all the while being invulnerable to attack by anything short in number of a fleet or similar mass.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Utilities**

* Shield Bubble
* Mining Laser
* Guided Miner Disc
* Decoy
* Reflecting Stealth System
* Return to Sender
* Healer
* Recharger
* Teleport Disc
* Projectile Attractor Field

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* Frostbite Mine
* Sticky HI Mine Barrage
* EMP Mine
* HI Mine Cluster
* Micro Compression Bomb
* Sticky Micro Compression Bomb

**Proximity Weapons**

* Kinetic Field Disruptor
* Hard Light Saw
* Thunderbolt
* Gravity Proximity Blast

**Large Weapons**

* Healer Droid
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay
* Minefield Generator

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* Mining Beam Turret
* Turret Overdrive
* Cargo Extender
* Signal Booster

**Shields**

* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields
* Tank Shields
* Mineclaimer

**Engines**

* Enhanced Engine
* Afterburn Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Given its massive shield pool and plethora of defensive measures, the Accumulator is one of the toughest ships in the game to whittle down, making it highly suitable for a variety of noncombat-oriented tasks
* While the Accumulator does have a gargantuan amount of shields, its size and lack of mobility can often leave it helpless against groups of enemies with high-powered weaponry. Using utilities that bolster shield regeneration and/or mobility greatly increase the survivability of this vessel
* The Accumulator is entirely capable of combat, however the lack of conventional offensive measures tend to make Demeter combat builds highly gimmicky and exploitable, with the best Demeter builds simply being those that exploit its capital ship nature and rely on exhausting opponent resources

## Trivia

* The Accumulator debuted in Starfighter:Infinity
* The Accumulator is the analog to the Demeter, though the former is larger and more heavily shielded
Caldwell

## Solar Charging

**Caldwell** is a Star System in Starfighter:Infinity , and is the home system of the Freedom Initiative. It is one of several Capital Systems.

## Stars

* Caldwell Alpha
* Caldwell Beta
* Caldwell Delta
* Caldwell Gamma

## Planets

* Awry
* Galang
* Midas
* Roque Fort

## Special Sectors

* Asteroid Field
* Barrier
* Energy Device
* Gravity Suppressor
* Hyperspace Jammer
* Jump Gate
* Minefield
* MLRS Turret Sector
* Nebula
* Potalan Ring
* Substation Ruins
* Turret Sector
* Warzone

## Stations

**Human Alliance**

* None

**Aralien Empire**

* None

**Freedom Initiative**

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

**Pirates**

* Station
	+ 2-0
	+ 4-0
	+ 2-2
	+ 9-9

## Misc. Info

* Caldwell has incredibly high solar charging - allowing ships to regain Energy incredibly fast.

## Trivia

* The Caldwell System is modeled after Caldwell 82 (NGC 6193) in real life - a globular cluster rather than an actual solar system.
* In real life, Caldwell 82 lies in the constellation Ara approximately 3,700 light years from Sol - rather fitting relevancy with both the Human Alliance and Aralien Empire in SF:I.
Benaris

## System Map

**Benaris** is a Star System in Starfighter:Infinity and is a Pirate-controlled system that links many other systems.

## Planets

* Anakin
* Omicron
* Phillias
* QW56
* Updog

## Special Sectors

* Andromeda Gate
* Asteroid Field
* Cube of Many Faces
* Jump Gate
* Minefield
* Nebula
* Pulsar
* Stone Ring
* Vacuum Fly Nest

## Stations

**Human Alliance**

None

**Aralien Empire**

None

**Freedom Initiative**

None

**Pirates**

* Substation
	+ 8-1

## Misc. Info

* Pirates are the only Faction present in Benaris.
* Benaris has an incredibly high solar charging rate due to its unique Quark (green) star.
* Benaris is a well-known travel hub that links many popular/endgame systems, and is such traversed quite frequently.

## Trivia

* "Benaris" is named after the developer, Ben Olding.
Early Warning

The Early Warning is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Level 1 alerts you if there are incoming weapons. Level 2 also tells you how many weapons and sometimes what they are. Level 3 also alerts you if someone is locked onto you. Level 4 also lets you know early if there is an inbound ambush, asteroid storm or other event.**

## Functionality

When equipped, the Early Warning performs the following effects depending on the maximum level equipped:

1. Alerts the user of incoming weapons. This alert will not specify quantity nor kind of weapon. A tone/"ping" will be heard when weapon(s) are incoming, and the warning message will flash in the lower right of the user's HUD.
2. Alerts the user of incoming weapon quantity and type of weapon(s). If multiple weapon types are locked at once, only quantity will show.
3. Alerts the user of an incoming lock before any weapons are fired.
4. Alerts the user of incoming Random Events. The listed event will be named in the place of the usual incoming weapons notification. Note that incoming weapons take display priority over incoming random event notifications. The warning for random events appears to give players approximately 20-25 seconds of warning before the event occurs.

## Interactions and Strategy

* Early Warning is an excellent augmentation for ships that make use of careful timing and rationing of defenses. Using the early warning, the user can make more informed decisions on when to maximize the usefulness of Utilities such as the Decoy, Tobor Returner, and Shield Bubble.
* Early Warning makes an excellent travel augmentation, as it can warn the user of potentially crippling random events, such as Gamma Ray Burst or Gravitational Wave.
	+ This can also provide players with an edge in PvP combat, as the player can prepare for incoming events that the other player would be unaware of, such as saving the cooldown for a Fire Extinguisher for an incoming Solar Flare.
* Early Warning can also be used with Stealth systems to see how many weapons were locked onto the user while stealth was on cooldown or when the user was visible.

## Trivia

* Some random events will appear and disappear on the early warning display due to the event being "rolled" but not meeting the required conditions, such as not being outnumbered to trigger Reinforcements.
Ascendant Enforcer

## Description

Ascendant Enforcer is an NPR ship belonging to the Ascendants. Ascendant Enforcers are black, T-shaped angular fighters that boast two wing-mounted booster engines and a dark blue trim.

## Combat and Strategy

All associated items can be found on the Ascendants page.

Ascendant Enforcers are initially a neutral ship, which makes their danger to any player almost nonexistent. If a player chooses to engage, however, the Ascendant Enforcer packs a fair arsenal for all ship levels.

Middling shields are compensated by a special Ascendant Shield that reduces incoming NPR damage weaponry, which are quite popular with players.

Additionally, Ascendant Forward Camouflage and Ascendant Passive Stealth can make it difficult to engage them at range, forcing ships to approach them. If they do so, they are within range of constant energy blockage through the Ascendant Bug Zapper, high-agility Ascendant Storm Torpedoes, as well as likely to have their firing interrupted by Ascendant Suppressing Gas Cloud.

At longer ranges, they can harass other ships using the Ascendant Black Light Cannon and Ascendant Black Light Volley. In general, it is recommended to attack Ascendants with mid-range, Station-bought items, such as the Positronic Convergence Disc.

## Notes

* More info about the respective NPR in general can be found on the Ascendants page and the Ascendants category page.
* Ascendants are related to Ascendance.
Andromedan Frigate

## Description

Andromedan Frigate is an NPR ship belonging to the Andromedans. Andromedan Frigates are shaped like elongated triangles/wedges, and feature several glowing green hoops mounted on their ships. Their overall emerald-colored color scheme is featured on their ships, weapons, and exhaust trails. They have a faint hexagonal scale-like pattern that covers the outside of their ship, with no visible cockpit.

## Combat and Strategy

All associated items can be found on the Andromedans page.

The Andromedan Shield prevents the use of long-range guided weapons due to its innate stealth ability - but greatly amplifies heat damage taken. As such, mid to close-range locking weapons, like the Heat Ray or the Xandelevium Blaster are excellent to melt through Andromedans.

All Andromedan weapons are dumbfire, and cannot be prevented via standard anti-lock defenses - their Andromedan Hoop and numerous Andromedan Bolters coming from their Andromedan Sentry Droids can provide a challenge to less-agile players: barriers such as the Hard Light Barrier or other dumbfire defenses such as a Kinetic Field Disruptor are recommended.

Players should keep in mind that Andromedans have an Andromedan Escape Teleport that allows them to passively dodge projectiles for a short time. Non-projectile weapons like proximity weapons or beam weapons like the aforementioned Heat Ray are extremely effective against Andromedans.

## Notes

* More info about the respective NPR in general can be found on the Andromedans page and the Andromedans category page.
Andromedan Destroyer

## Description

Andromedan Destroyer is an NPR ship belonging to the Andromedans. Andromedan Destroyers are larger versions of the Andromedan Frigate, and are shaped like elongated triangles/wedges, and feature several glowing green hoops mounted on their ships. Their overall emerald-colored color scheme is featured on their ships, weapons, and exhaust trails. They have a faint hexagonal scale-like pattern that covers the outside of their ship, with no visible cockpit.

## Combat and Strategy

All associated items can be found on the Andromedans page.

The Andromedan Shield prevents the use of long-range guided weapons due to its innate stealth ability - but greatly amplifies heat damage taken. As such, mid to close-range locking weapons, like the Heat Ray or the Xandelevium Blaster are excellent to melt through Andromedans.

All Andromedan weapons are dumbfire, and cannot be prevented via standard anti-lock defenses - their Andromedan Hoop and numerous Andromedan Bolters coming from their Andromedan Sentry Droids can provide a challenge to less-agile players: barriers such as the Hard Light Barrier or other dumbfire defenses such as a Kinetic Field Disruptor are recommended.

Players should keep in mind that Andromedans have an Andromedan Escape Teleport that allows them to passively dodge projectiles for a short time. Non-projectile weapons like proximity weapons or beam weapons like the aforementioned Heat Ray are extremely effective against Andromedans.

Andromedan Destroyers carry a few heavier-hitting larges that can prove troublesome for unprepared players:

* Andromedan Sentry Droid Small Array
* Andromedan Flanker Droid Small Array
* Andromedan Hoop Array

The droid arrays greatly increase spam damage from the destroyer, and players need a way to either outrun or block the projectiles. Barriers, as mentioned earlier, are good at bunkering down, while having a smaller, faster ship is good for evading the bolters. The hoop array is fairly easy to avoid, but players need to take care and watch how much recharge block is builing, as it can be a slow bleed to zero shields if a player cannot manage their recharge.

## Notes

* More info about the respective NPR in general can be found on the Andromedans page and the Andromedans category page.
Capacitor Overcharge

The Capacitor Overcharge is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Improves your ships maximum energy storage**

## Functionality

Each level of the Capacitor Overcharge gives the user 20 extra Energy reserves on top of the default amount.

## Interactions and Strategy

* Multiple Capacitor Overcharge items can be stacked - making the maximum possible energy reserve in the game a monstrous 500 energy. (100 base energy + (4 Capacitor Vs at 100 extra energy each)).

* Capacitor overcharges are excellent for sustainable energy weapon-focused builds, as well as agility-intensive builds such as those that include Sidestep or Tobor Enhanced.

## Crafting

Level I -
Credits: 800

Silicon: 500
Copper: 1,400
Gold: 25

Level II -
Credits: 800

Silicon: 700
Copper: 1,900
Gold: 35

Level III -
Credits: 800

Silicon: 800
Copper: 2,300
Gold: 40

Level IV -
Credits: 800

Silicon: 1,000
Copper: 2,800
Gold: 50

Level V -
Credits: 800

Silicon: 1,200
Copper: 3,300
Gold: 60

## Trivia

* The Capacitor Overcharge is quite expensive to Craft for an augmentation, and requires many Minerals.
Cold Plasma Cannon

The Cold Plasma Cannon is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided ball of extremly cold plasma which does a high amount of damage, but moves fairly slowly. Also is attracted to ships making hits easier and adds a cold fusion damage effect**

## Functionality

Functions similarly to the Plasma Cannon: When fired, the cold plasma cannon generates an unguided sphere that collides with Ships, dealing Cold Damage and applying the Cold Fusion Damage Status Effect.

Generated cold plasma spheres have a slight homing effect when in the proximity of enemy Ships, much like the Hornet Rocket.

## Interactions and Strategy

* As an Energy-based weapon, the cold plasma cannon is a sustainable, high-damage weapon capable of heavy damage to ships - with the generally unresisted cold fusion damage effect increasing dps over the normal plasma cannon.

* Projectile Attractor Field pairs nicely with the cold plasma cannon's low speed and natural homing abilities, allowing it to occasionally hit where it otherwise would miss by a significant margin.

* Due to its fairly low velocity, the cold plasma cannon can be difficult to land on faster ships, though the built-in homing helps with situations on the cusp of a miss. Utilities such as the Projectile Repulse Field can make it near impossible to land, being able to counteract its normal homing abilities. Note that a target with projectile attract and projectile repulse should have a "net attraction" of zero, which allows the built-in homing of the cold plasma cannon to continue to be effective.

* Shields such as the Dark Shield, Radii Adaptive, and Endurer Shields will all reduce the effect time of the cold fusion damage effect, significantly lowering the DPS of the cold plasma cannon - making the default plasma cannon more desirable in such scenarios.

* Due to Null Space being accessible fairly early on, though sometimes inconsistently due to the method of discovery, the cold plasma cannon can be obtained very early in player development, making for a powerful tool to carry into the endgame.

## Trivia

* The cold plasma cannon is based upon the Plasma Cannon.
Double Devimon Hellfire Blaster

The Double Devimon Hellfire Blaster is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a high-speed blast that deals damage and adds a hellfire damage effect. This variant fires 2 at once**

## Functionality

The Devimon Hellfire Blaster and variants functions similarly to the Xandelevium Blaster - operating as an instantly deployed, high-speed guided railgun. The hellfire blaster, however, has lower up-front damage than normal xand blaster variants, but has a more potent Status Effect: Hellfire.

## Interactions and Strategy

* Devimon Hellfire blasters are excellent for countering stealth, as the hellfire effect has a built-in functionality that allows ships to lock onto stealthed ships under the effects of hellfire.

* Devimon blasters have a bit better turning radius than xand blasters due to their lower speed, which makes them easier to land, but provides a longer time for opponents to respond to them, They are much quieter than xand blasters, however, and can be disguised in other sounds to hide their launch from enemies facing away from the user.

* Devimon blasters are less effective against Thermal Shields and other effect-reducing shields due to relying on the hellfire effect for damage, rather than up-front damage.

* The double variant of the blaster is good for more significant burn damage, balancing ammo capacity and effect time. It is also better than the single variant to ensure that at least one projectile hits a target, given the increased spread of the weapon.
Codex

The **Codex** is the in-game collection of scanned knowledge that is accessible via terminals at Stations.

The Codex contains NPRs, Objects, Stars, Planets, and more for players to read up on in-game lore without the pressures of combat after a field scan.

The Codex can also be used to look up object locations, and is particularly useful for recalling where certain objects are found for farming and hunting.
Commander Class Typhon

## Game Description

*The Typhon was launched as a universal upgrade for the Hawk. However, it was originally designed from the ground up as a new vessel. The **Commander Class Typhon** offers an all new fuselage with all of the intended premier features. The cost of this design was too prohibitive for the Alliance to procure, so few were made to the impressive original specifications.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer

**Mines**

* XHE Timed Mine Cluster
* Electrostatic Mine Cluster
* Nuclear Mine Cluster

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* Thunderbolt
* Anti Stealth Blast

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**Shields**

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

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Generally regarded as a straight upgrade to the Typhon, the CC Typhon is an excellent generalist "heavy dogfighter" that possesses a diverse arsenal and great dogfighting stats, though it lacks any signature large weaponry that most endgame ships feature
* Though slightly less agile compared to ships like the Elite Shredder, the Typhon boasts a 4th augmentation slot that allows it to diversify its arsenal more radically
* The lack of large weapons on the CC Typhon make it vulnerable to heavy gunfire/large weapon spam from ships like the Admiral Class Warship; in general, any kind of weapon capable of spacing and/or stunning heavy fighters will prevent them from taking advantage of their superior agility and speed

## Trivia

* The CC Typhon debuted in Starfighter:Infinity
* In greek mythology, Typhon was a serpentine giant cast into Tartarus by Zeus
Anti Nuclear Shields

###

The Anti Nuclear is a Purchased Shield in **Starfighter:Infinity**. {{{description}}}

## Game Description

**Resists the damage done by nuclear weapons by 50%* -Level I*

**Resists the damage done by nuclear weapons by 61%* -Level II*

**Resists the damage done by nuclear weapons by 73%* -Level III*

**Resists the damage done by nuclear weapons by 84%* -Level IV*

**Resists the damage done by nuclear weapons by 95%* -Level V*

## Functionality

The Anti-Nuclear shield rapidly depletes the duration of the Radiation Damage and Corrosion Status Effects

## Interactions and Strategy

* The Anti-Nuclear shield is ideal for combat against both the Dartians and the Vacuum Flies, as both apply radiation and corrosion, respectively.

* The anti-nuclear shield is ideal for massive ships, such as the Excalibur or the Diomedes to ensure their main weakness, large mass and subsequent radiation damage, is negated.

## Trivia

* The Dartians have their own anti-nuke shield: the Dartian Recharger
Ascendant Recovery Kit

The Ascendant Recovery Kit is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Reroutes some power from engines in order to power a series of effects designed to aid recovery after a battle**

## Functionality

Upon activation, the ascendant recovery kit applies the following effects for the listed effect time:

* Energy Recharge
* Locking Jammed
* Weapon Repel
* Absorbing Stealth
* Slow Down

## Interactions and Strategy

* This utility boasts a multitude of desirable positive effects at the expense of providing debuffs that slow speed and Locking capabilities of the ship.
* All effects are dependent on the duration of the 'Ascendant Recovery Kit' effect, meaning that effects such as Selective Effect Dampen and even the Radii Adaptive and Discerner shields will have no bearing on lowering the effect times of these debuffs. That said, full effect dampens will reduce all of the utility's effects as normal.
* If ships are willing to temporarily sacrifice their maneuverability and guided weaponry this is a very potent utility to have in their arsenal, especially on ships such as the Medusa and Oppressor that are already quite slow and have a limited selection of utility slots.

## Trivia

* The ascendant recovery kit is often used in the heat of battle by Ascendants, despite the flavor text suggesting otherwise.
Cow Field

**Cow Field** is a Instance Event in Starfighter: Infinity in which in which many Cows are generated in the Instance.

## Event Details

* Upon instance generation, many Cows are generated, strewn about the Sector, typically enough to fill almost any Ship's Cargo and then some.
* A message notifying the player will be generated in chat.
* The cows appear to be clustered centered on the middle of the sector.

## Conditions

Unclear, but Cow Detected and Cow Field appear to be much more common than Random Collectible.

## Misc. Info

* The discarded Cows seem somewhat related to the Sheenites.
Forkworm Infestation

A Forkworm spawning directly on top of a Forkworm Nest in Epsilon Eridani.

**Forkworm Infestation** is a Random Event in Starfighter: Infinity in which Forkworms continually spawn atop a Forkworm Nest.

## General Information

 Local Message:

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

## Event Details

After the event message, Forkworms will continually spawn atop the scanned Forkworm Nest every ~4 seconds or so.

## Misc. Info

* The duration of the event can be quite long, though it is possible it shares similar code with Drone Ambush in that it spawns more Forkworms the higher the player's Level is.

* Forkworms can continue to undock from the nest normally during this event, meaning the player can be facing a large number of forkworms at once from multiple angles.
Castor

## Solar Charging

**Castor** is a Star System in Starfighter:Infinity and is known as one of the brightest star systems in the game, as well as its effectively-placed Hyperspace Jammers.

## Stars

* Castor
* Castor Beta
* Castor Delta
* Castor Epsilon
* Castor Gamma
* Castor Zeta

## Planets

* Beneril
* Cenobite
* DiditzZzia
* Galanthia's Cradle
* The Eye of Castor
* Uwu374

## Special Sectors

* Andromeda Gate
* Asteroid Field
* FFA Zone
* Giant Crystal Ring
* Giant Crystal Structure
* Hyperspace Jammer
* Jump Gate
* Kugelblitz
* Locking Jammer
* Meteor Burger
* Minefield
* Nebula
* Neutral Zone
* Stealth Jammer
* Stone Object
* Storbital
* Turret Sector
* Warzone
* White Hole
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 5-16
	+ 8-14
	+ 13-16
* Substation
	+ 4-14
* Refinery
	+ 13-14

**Aralien Empire**

* Station
	+ 5-1
	+ 8-1
	+ 11-1
* Substation
	+ 7-3
* Refinery
	+ 10-2

**Freedom Initiative**

* Station
	+ 7-9
	+ 12-10
	+ 10-5
* Substation
	+ 8-6
* Refinery
	+ 11-7

**Pirates**

* Station
	+ 16-9
	+ 2-2
	+ 2-6
	+ 2-11
	+ 1-15
* Substation
	+ 4-4
	+ 3-9
* Refinery
	+ 1-4

## Misc. Info

* Castor's territory is very evenly split along the four Factions.
* Castor is known to have many jammer variants blocking strategic Jump Gates - players should very carefully examine their Hyperspace jumps before executing.

## Trivia

* All three NPRs present in Castor have non-stationary spawn hotspots.
Ascendant Suppressing Gas Cloud

The Ascendant Suppressing Gas Cloud is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Creates a cloud of gas, that disables secondary weapons**

## Functionality

When deployed, a teal cloud of gas is created centered upon the user - bearing a resemblance to the Smoke Screen - that applies a constant one second of Secondary Weapons Disabled to all hostile ships that enter the listed range of the cloud.

Leaving the cloud immediately stops applying the listed effect, and the cloud visually fades away as it reaches its maximum lifetime before ultimately fading away.

## Interactions and Strategy

* Due to its instant detonation and fair range, the suppressing gas cloud can be used in a pinch to quickly shut down high-damage CQC weapons like the Laser Beam or Plasma Cannon.
* The user can pair the suppressing gas cloud with items that ensnare or disable movement, such as Tornadian Caltrops, to increase the amount of time enemies are in the cloud, thus disabling their weapons for a longer period of time.
* The suppressing gas cloud can be useful when deployed just before firing powerful secondaries at close range, as the subsequent effect will prevent items such as Utilities from being activated that could mitigate the user's attack(s).

## Trivia

* The suppressing gas cloud comes in another variant, the Ascendant Gas Torpedo.
Big HI Mine Cluster

The Big HI Mine Cluster is a Crafted Mine in **Starfighter:Infinity**.

## Game Description

**High impact mine: This mine contains a concussive charge that applies a stronger knock back effect. This cluster deploys 15 mines**

## Functionality

Functions similarly to a Big HE Mine Cluster, but with higher damage and higher knockback upon detonation.

## Interactions and Strategy

* HI Mines are notable for their higher raw damage per hit, relying on a generally unresisted Explosive Damage type to severely damage ships.
* The knockback from HI mines often prevents hostiles from flying through multiple at once, unless the target is especially massive or is moving very quickly into the mines. In this way, HI mines, despite having a higher per-mine damage, are not a strict upgrade from the HE Mine.
* The Projectile Attractor Field can be paired with HI mines to slightly mitigate the knockback from each mine bumping targets away from other deployed mines.
* The slide for HI mines is notably lower than average, preventing the user from spreading them out very far unless they are manually spread out.
* Big HI Mine clusters offer greater coverage at a much lower fire rate.
* Big HI Mine clusters can be paired with high-knockback weapons, such as the Radii Repulsor, to bump enemies into multiple HI mines at once, overriding the knockback of the mines.

## Crafting

Credits: 2,600

Enriched Nickel: 400
Refined Barium: 1,200

## Trivia

* The HI in HI mine stands for "High Impact"
Big XHE Timed Mine Cluster

The Big XHE Timed Mine Cluster is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**This high damage mine will explode after 2 seconds (+arming time). This cluster deploys 15 mines**

## Functionality

XHE Timed Mines are deployed similarly to normal mines like the HE Mine, but do not have any collision and automatically explode after their arm time plus an additional two seconds - dealing damage to all ships in range of the blast.

Damage taken from the blast scales linearly from a minimum of five damage at 16su away from each XHE mine, up to a maximum of the listed damage when directly on top of an XHE mine.

## Interactions and Strategy

* Given their inability to persist, XHE mines require more skill and timing to use than normal fire-and-forget area denial mines. As such, XHE mines are best used to ensnare pursuers with the threat of high-damage timed blasts.

* XHE Mines do not collide with barriers such as the Hard Light Barrier, allowing users to use XHE Timed Mine Clusters to "penetrate" barriers and force entrenched enemies to move.

* XHE Mines do not collide with normal anti-Mine defenses like the Damage Bubble or Minesweeper Shields - allowing them to be more consistent in their damage than normal mines can be.

* Using the Kinetic Field Disruptor on XHE Timed Mines instantly detonates them, harming the KFD user - making them an excellent "trap" or bait for avid KFD-users.

* Projectile Attractor Field and Tyraan Magnet Torpedoes are excellent for increasing the danger of XHE mines - with both effects allowing the high-damage mines to try and center themselves on nearby targets for maximum damage.
	+ For this strategy, larger clusters of XHE mines, such as those from the Cluster XHE Timed Mine Torpedo, are harder to dodge/evade when set up than the normal (single) variant.

* Weapon Repel is moderate effective at pushing XHE Timed mines away from the the repel user.

## Trivia

* XHE Mines cannot collide with ships.
Carnivore Torpedo

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

## 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.
Bounty

Bounty is a Mechanic in Starfighter:Infinity in which a credit amount is awarded to the player upon Killing enemy Ships.

## Accumulation

A bounty will accumulate each time the player destroys a main Faction ship, with the possible bounty listed below the target ship on the Locking HUD element. On a kill, the listed sum will show up as an addition on the bounty total at the top of the HUD under the player's Experience bar, with the current streak listed in parentheses after the bounty total. Note that the bounty sum nor the killstreak will show if the player has zero bounty.

An enemy ship that destroys another ship will have half the destroyed ship's bounty added to its own. In this manner, deadly ships can award more credits if they happen to kill more ships. Note that this is not an effective way to gain bounty, as half the value of the target is lost each time this occurs. Warzones, due to their high spawn rate, are excellent for building up a bounty.

## Payment

Upon docking with a Station, the player will see a pop-up similar to a Mission pop-up, indicating that the bounty is cashed in, with the sum being added to the player's Money. A small administration fee is deducted from the total, and taxes from Organizations are applied as if it were a mission. When this occurs, the bounty sum and killstreak will be cleared from the HUD and reset to zero.

## Payment

A Bounty completion upon docking at a Station.

## Failure

Dying will result in the bounty and killstreak being reset to zero without being awarded.
Conqueror

## Game Description

*Featuring at least one of every slot type and above average speed, the **Conqueror** is frequently used to police the Aralien Empire. This has made it a symbol of oppression for the rebels that have come into discontent with the ruling class.*

## Recommended Equipment

Standard Secondary Weapons

* Laser Beam
* Electrostatic Orb
* Xandelevium Blaster
* Positronic Convergence Disc
* Stinger Torpedo
* Plasma Cannon

Utilities

* Shield Bubble
* Transparent Stealth System
* Scrambler
* Decoy

Proximity Weapons

* Proximity Blast
* Thunderbolt
* Damage Bubble
* Kinetic Field Disruptor

Mines

* Thunderbolt Mine
* HE Mine
* Xandelevium Heat Mine

Augmentations

* Sidestep

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Conqueror has incredible CQC potential and can support a variety of unique builds due to early access of multiple proximity slots. The Conqueror does, however, have limited defensive options and is somewhat glassy due to its lower than average shielding and large profile
* The larger size of the Conqueror compared to the Eos would normally be seen as a downside, however many proximity weapons scale their size with shield radius - making the Conqueror a viable option due to its many proximity weapon slots

## Trivia

* The Conqueror was featured in Starfighter:Disputed Galaxy - it was sometimes seen in PvP combat
* The Conqueror is the analog to the Eos
Ancient Earth Probe

An Ancient Earth Probe in Denebola.

**Ancient Earth Probe** is a Special Sector, Object, and part of the Objects group in the Codex.

*"An ancient probe from the days of humanity's first efforts into space...This probe seems a long way from home and is likely to have ended up floating into a wormhole, probably to the confusion of those observing it at the time.It is no longer operational."* - Codex entry for **Ancient Earth Probe**

## Locations

* Denebola
	+ 9-12

## Misc. Info

* The Ancient Earth Probe resembles a modern-day deep-space satellite
Converted Armoured Drone

The Converted Armoured Drone is a late game ship designed by the Aralien Empire

## Game Description

*This Drone has been converted: The artificial intelligence systems removed and a crude cockpit and controls added. Used mainly by the more adventurous minded who want to live life on the edge. An extra mine slot has also been bolted on.*
Double Forkworm Big Egg

The Double Forkworm Big Egg is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Creates a friendly forkworm that will assist you. This variant fires 2 at once**

## Functionality

When fired, deploys two large, no-collide Mines that, after five seconds, hatch and deploy two fully grown friendly Forkworm Minions.

## Interactions and Strategy

* Forkworm big eggs make for excellent summoner-based build fodder, allowing users to use forkworms for:
	+ More durable meat shields than what Forklings can provide
	+ Spacing, forcing enemies to retreat, and dealing more damage over their lifetime due to the higher shield pool of Forkworms over Forklings
* Due to their early in-game access. forkworm big eggs are incredibly useful for aiding early-game survival in Ambushes, Missions, and PvP, as their improved bulk allows them to deal more damage before expiring than the average forkling,
* Forkworm Big Eggs, while more powerful than forkworm eggs, lack fire rate and ammunition - making them less sustainable than their mine counterparts.
* Double Forkworm Big Eggs have even less ammunition than the Forkworm Big Egg, but can provide more fully grown forkworms in a pinch.

## Trivia

* Forkworm Big Eggs are the Large Weapon variant of the Forkworm Egg.
Barrier Failure

A deactivated Barrier in Epsilon Indi.

**Barrier Failure** is a Random Event in Starfighter: Infinity in which a Barrier is disabled for a short time.

## General Information

 Local Message:

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

## Event Details

* Immediately upon event announcement, the current Barrier Sector the player is in will have all barriers flicker and disable themselves for approximately 30 seconds, after which the barrier(s) will flicker on as usual.
	+ During their deactivation, barriers do not stop Ships or projectiles as they normally do.

## Conditions

* The target player is required to be in some variant of Barrier Sector.

## Misc. Info

* The barrier failure animations are the same ones used when ships allied with the owner of the barrier pass through said barrier.
Crystal Field

A Crystal Field in Delta Trianguli.

## Scan Effect

Crystal Field Scan effect.

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

*"The crystal field of sector dTr-10-6 has become famous across the galaxy despite great effort to conceal and cover up its existence entirely. When one enters the sector, as they near the field a singing can be heard even if all communication devices are deactivated, seemingly defying all known sound physics. Some have described the singing as a torturous, horrible, and shrill. These space travelers have gone insane, preaching of an apocalyptic end to the universe. Others say the singing brings them comfort, that the melodious tones ease their minds of trouble and worry. These same people become quite protective of the crystals, insisting they are intelligent beings with a grand plan who humbly ask for followers. What do you hear?"* - Codex entry for **Crystal Field**

## Locations

* Delta Trianguli
	+ 10-6

## Functionality

* A fairly intense high-pitched warble can be heard from the crystals if the player is in close proximity.
* Upon Scan completion, 8 seconds of Resonance Status Effect will be applied to the user.

## Misc. Info

* The Crystal Field is one of the few objects that have a special sound.
Big HE Mine Cluster

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

## Game Description

**High explosive mine: This standard munitions mine contains a larger charge than others variants. This cluster deploys 15 mines**

## Functionality

The HE is considered the "standard" mine: once deployed, the HE mine has a small amount of random "slide" before coming to a complete halt. After a short arming time during which collision with it simply pushes it to the side, it is completely armed and further collision will result in an explosion and high damage with the target.

## Interactions and Strategy

* HE mines feature high damage, a solid Damage type - Explosive - and moderate knockback: allowing targets to take a great deal of damage without pushing them back.

* HE mines, featuring a middling amount of slide, are a solid mix between area coverage and damage - they are more desirable against pursuers due to a faster arm time than some higher damage mines.

* The big cluster variant is more geared towards point defense, with a larger arm time making it difficult to catch enemies by surprise. However, the larger cluster and solid damage can allow users to effectively close off areas of the sector to enemies without a proper counter to Mines.

## Trivia

* HI Mines are the crafted "upgrade" to the HE mine, though they do have different drawbacks and strengths.
Blue Fusion Bomb

The Blue Fusion Bomb is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Releases a bomb which after 4 seconds, detonates to form a small star. This star has a weak gravity field and will deal heat damage to nearby enemy ships. . Blue xandelevium is more intense, meaning higher damage and more heat damage, but at the cost of ammo**
Collector

## Game Description

*Often the most valuable resources are in prohibitive locations due to space-borne hazards or pirates. The **Collector**'s size makes it a hearty enough to fend off dangers and keeps a profile that can still navigate through asteroid storms or debris. While the standard Aralien Freighter is a far more common sight across the galaxy, the **Collector** is the choice craft for the Imperial servant looking for a higher end working vessel that might run into trouble.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc

**Utilities**

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System
* Healer
* Teleport Disc
* Engine Overdrive
* Mining Laser
* Guided Miner Disc

**Mines**

* Xandelevium Heat Mine Cluster
* Plasma Mine Cluster

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn

**Shields**

* Minesweeper Shields

**Engines**

* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Collector has a rare combination of utility, bulk, and high speed that makes it suitable for support, defense, and noncombat applications
* The Collector tends to be a slippery ship in the hands of an adept user; it is an excellent mining/courier option for players worried about being hunted and farmed of their Lives
* The Collector is the Aralien Empire analog to the Cronos, though it lacks the turret option offered by the latter

## Trivia

* The Collector's ship model uses parts from the Freighter and Destroyer
Cake Bomb

The Cake Bomb is a Purchased (Seasonal) Large Weapon in **Starfighter:Infinity**.

## Trivia

* The cake bomb was initially added to celebrate a long time community member's birthday, **TmickyD**. Once the occasion passed its availability date was moved to the 16th of July, the day Starfighter: Infinity was released on Steam Early Access.
Andromedan Power Source

The Andromedan Power Source is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**Mysterious power source. Seems to generate energy from nothing. Independent of star proximity.**

## Functionality

Overrides other Energy charging methods, always using a flat rate. The rate is equal to:

```
Energy/Sec = (levelSum) + (numPowerSources),

```

where

```
levelSum = level sum of all andromedan power sources equipped

```

and

```
numPowerSource = the number of andromedan power sources equipped.

```

## Interactions and Strategy

* Andromedan Power Sources are excellent for ships that frequently travel between Star Systems, ignoring local charging for a reliable, albeit middling, charge rate.

* Andromedan power sources allow for more finely tuning ships, as a constant guaranteed performance can prevent variation in functionality in items like the Shield/Energy Balancer.

## Trivia

* The andromedan power source overrides other charging systems, much like the Dark Energy Charger.
Antares

## Solar Charging

**Antares** is a Star System in Starfighter:Infinity and is the first Aralien Empire-dominated system available to players.

## Planets

* Abbadonia
* Dora
* Sevastopol
* Lexia
* Tartarus
* Kriis
* Arion XIII

## Special Sectors

* Asteroid Field
* Black Hole
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Meteor Burger
* Minefield
* Neutral Zone
* Turret Sector
* Warzone
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 10-1
* Substation
	+ 9-0

**Aralien Empire**

* Station
	+ 5-2
	+ 2-6
	+ 6-8
	+ 3-11
* Substation
	+ 3-3
	+ 7-3
	+ 7-10
* Refinery
	+ 2-9

**Freedom Initiative**

* Station
	+ 14-8
	+ 13-13
	+ 8-14
* Substation
	+ 11-11
	+ 14-10
* Refinery
	+ 11-14

**Pirates**

None

## Misc. Info

Antares is arguably the first "Dark" system - systems in which dark charging is orders of magnitude stronger than normal solar charging.

## Trivia

* Antares is the first non-secret system that is considered a "dark" system.
* At the Level players can enter Antares, the only way to have average or above energy charging in Antares is to have encountered Andromedans in the lower right corner of the system, or to have entered Null Space. Otherwise, despite being the dominant Faction, Araliens will still suffer low energy generation.
Augmentations

**Augmentations** serve as functional modifications to a given ship, and contain a broad variety of equipment, such as turrets, mobility enhancements, energy management, and more.

Augmentations are broken down into two categories - active and passive - and determine whether or not an augmentation is manually activated by the player (active augmentations) or passively activated given appropriate conditions (passive augmentations).

## Active Augmentations

**Active Augmentations** are special augmentations that can only be equipped in the "Active" augmentation slot. A ship has a maximum of one active augmentation slot, and players are unable to equip multiple active augmentations - though players can forgo an active augmentation and equip a passive augmentation in the active augmentation slot instead. Additional slots beyond the first augmentation slot are automatically passive augmentation slots.

## Passive Augmentations

**Passive Augmentations** are augmentations that can be fit into any augmentation slot - even the active augmentation slot. Note that some passive augmentation combinations are not allowed, such as equipping multiple deathtraps or multiple turret augmentations.

### Energy Charging Augmentations

**Energy-Charging Augmentations** are a subset of passive augmentations that affect passive energy generation *using the environment*. Augmentations such as the Devimon Energize augmentation can passively change energy charging, but do not rely on the environment, instead using specific combat conditions to change energy charging - and thus are not considered Energy-Charging Augmentations.

### Deathtraps

**Deathtraps** are a subset of passive augmentations that function similarly to Mines, deploying a cluster of mines upon Death. Note that deathtrap mines are instantly armed, bypassing the normal arm time mines must wait before being deadly to other ships. A distinct sound is played when a deathtrap-equipped ship is destroyed. Note that players can only have one deathtrap augmentation equipped at a time.

### Turrets

**Turret Augmentations** are a subset of passive augmentations that utilize listed turret slots on a ship to add a small autonomous turret(s) to the user's ship.

Notes about turret augmentations:

* Turret augmentations have their own energy pool (shown on the right of the HUD). Turrets stop firing once the energy pool is depleted, and will not fire until a certain recharge threshold is reached.
* Turrets are disabled by a plethora of Status Effects, and will cease all functionality until the disabling effect is resolved.
* All turret slots on a ship are filled via one turret augmentation. For example, if a Demeter equips one Laser Beam Turret, all three of its listed turret slots will be laser beam turrets. As such, turret types cannot be mixed and matched.