recursal/Fanatic-Fandom huggingface dataset:
Manowar

## Description

Manowar is a special ship belonging to Pirates. The Manowar is considered a capital/boss ship and is not available for player use.

## Combat and Strategy

Being a combat vessel on par with the Cyclops and the Disheartener, the Manowar boasts a well-rounded arsenal, impressive shields, and a threatening locking angle - all of which are capable of keeping players on their toes.

Outside of their listed ship-exclusive items, the Manowar's loadouts will be populated by standard Human and Aralien weaponry - making each Manowar a slightly different experience to fight depending on what items they happen to have equipped. As such, players should be prepared for a plethora of armaments and carry some kind of anti-lock Utility such as the Shield Bubble, Decoy, or Scrambler.

When looking at their exclusive weaponry, Manowars primarily deal their damage through variations of Heavy Bolts - high speed, heavy-hitting bolts that use the Projectile [:category:Damage

Additionally, since mega bolts are generally dumbfire weapons, players that use either the Projectile Repulse Field, Kinetic Field Disruptor, or some kind of Barrier will be able to trivialize the majority of the Manowar's attacks.

Manowars are also capable of summoning Kamikaze Drones via the Kamikaze Drone Beacon, so players must take care to swiftly take out any summons lest they be rapidly blown to bits when making a passing run near the Manowar.

Manowars are also capable of employing the Smoke Shroud to rapidly create large areas of cover, rendering locking weapons temporarily useless: players should bring dumbfire weapons to continue their assault when this occurs, and use the smoke cloud to prevent the Manowar from using its own guided weaponry effectively.

Being a large, massive ship, Manowars are vulnerable to Radiation Damage and to slower, heavier-hitting dumbfires such as the Devimon Hellfire Sphere or Plasma Cannon - all of which allow the player to deal massive damage in close quarters, where the Manowar's lack of agility becomes apparent. =

## Ship Exclusive Items

The following items are exclusively dropped by this ship:

* Boarding Anchor
* Broken Programming
* Explosive Crate
* Kamikaze Drone Beacon
* Mega Bolt
* Mega Bolt Broadside
* Mega Bolt Volley
* Rear Boarding Anchor
* Smoke Shroud
* Solar Boost

## Notes

* More info about the respective ship and/or faction in general can be found on the Pirates page
* The Manowar is named after the Man-of-war, a historical warship, and resembles a classic, technologically advanced buccaneer vessel
Guard Formation

A Guard Formation.

## Event Message

**Guard Formation** is a Instance Event in Starfighter: Infinity in which in which Factions have placed ships to guard territory.

## Event Details

* Upon instance generation, anywhere between 3-9 ships will be generated in the middle of the sector.
* The generated ship types can be varied, and ships will belong to a nearby Organization.

## Conditions

* Sectors that contain Planets and border two opposing Factions.

## Misc. Info

* Guard Formations appear to thematically function as a planetary defense force.
Icy Convulsar

## Convulsar

An Icy Convulsar in Zeta Puppis.

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

*None* - Codex entry for **Icy Convulsar**

## Locations

* Zeta Puppis
	+ 4-9

## Functionality

Functions similarly to the Convulsar, but applies Frozen instead of Power Failure.

## Misc. Info

* The Icy Convulsar is a fictional variant of the Convulsar
Hyperspace Harvester Turret

The Hyperspace Harvester Turret is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Hyperspace Harvester I at nearby asteroids* -Level I*

**Small turret that attaches to some large ships that fires a Hyperspace Harvester II at nearby asteroids* -Level II*

**Small turret that attaches to some large ships that fires a Hyperspace Harvester III at nearby asteroids* -Level III*

## Crafting

Level I -
Credits: 1,300

Yttrium: 300
Refined Copper: 500
Uranium: 600

Level II -
Credits: 1,300

Yttrium: 400
Refined Copper: 700
Uranium: 800

Level III -
Credits: 1,300

Yttrium: 500
Refined Copper: 800
Uranium: 1,000
Excalibur

## Game Description

*"Build me a ship. One that is as hardened as our hearts, as deadly as our wrath, and as glorious as our future. Build me a ship that embodies the spirit of mankind, and with it, there will be nothing to fear. We will see to it, our holy vindication." Admiral William J. Zeter, Fleet Admiral of Sol Command*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Teleporting Stinger
* Gimbal Cannon
* Positronic Convergence Disc
* Xandelevium Heat Disc

**Utilities**

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

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* HI Mine Cluster

**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
* Heavy Drone Beacon
* Carnivore Cloud
* Photon Compression Bomb
* Vortex Bomb
* Ultra Vortex Bomb

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* HV Projectile Turret
* Turret Overdrive
* 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
* With a massive shield pool, an extensive array of large weapons, and sufficient defensive and offensive options, the excal is well-known for its devastating power and is an extremely difficult ship to take out due to the sheer damage potential the ship possesses
* Due to its plethora of large weapons, the excalibur can sustain constant large weapon use/spam for the duration of longer fights, making it frustrating to take out without a niche build to take advantage of its large size and/or weakness to radiation due to its mass
* In PVE it is virtually impossible to die in an excal outside the most extreme of circumstances and/or random events, as the shield capacity of the excal combined with its firepower leave few AI capable of disabling and finishing it off

## Trivia

* The namesake of Excalibur is a legendary sword with magical powers and associated with the state sovereignty of Britain
Gao Habitat

A Gao Habitat with Gao Turrets

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

*"Space faring organics tend to share the same evolutionary path, primitive life sprung up when the planet had a life baring atmosphere that allowed microbes to prosper. The Gao home world was no different long ago. As the atmosphere thinned, and evolution struggled to adopt, the life on the planet undertook drastic change enabling them to survive in a zero-atmosphere environment. No specimen of the Gao race has a central nervous system, but rather individual Gao are the amalgamation of billions of cells working in unison and adopting to the needs of the whole. Strictly speaking there is only one Gao broken into many smaller parts. \n\nThe Gao has shown remarkable intelligence, and possess the incredible ability to form complex technologies out of purely organic material. Making weapons and engines by arranging molecules in complicated and complex structures without the need of machinery in a similar fashion that advanced civilizations apply nano-bots. \n\nOne thing is certain, the Gao is not an emotionless animal, but a fully sentient race that knows hate and fear. Xenologists have even pointed out that the Gao has a devout dislike of machinery and synthetic computers; making for a genuinely unfriendly neighbor to species such as the Rodians."* - Codex entry for **Gao Habitat**

## Locations

* Gamma Velorum
	+ 15-15
* Chaos Engine
	+ 6-0

## Functionality

* The Gao Habitat hosts 3 Gao Turrets, which are respawned in the Sector each time a new Instance is generated.
* Upon Scan completion, the Gao Habitat has a chance of triggering a "Corrosion Pulse", applying up to eight seconds of the Corrosion Status Effect to nearby ships every eight seconds.

## Misc. Info

* The Gao Habitat is the spawn center for The Gao
Igni Assault Ship

## Description

Igni Assault Ship is an NPR ship belonging to the Igni. Igni Assault Ships are shaped like arches with rounded triangular embellishments at each leg and highest point on the arch. They have a simple, gray, rock-like texture with no distinguishable cockpit or thrusters.

## Combat and Strategy

All associated items can be found on the Igni page.

In general, the Igni are quite tough - boasting large health pools that can be significantly reinforced using Igni Harden allow the igni to temporarily sacrifice speed for the ability to withstand twice the normal amount of punishment - making them quite troublesome to kill.

For Primary Weapons, the Igni have the Igni Rock Scatter that functions like a scatter cannon, allowing the igni to deal with targets up-close.

For Secondary Weapons, the Igni can pelt foes from afar using numerous Igni Rock Rocket Barrages - clusters of Stealthed torpedoes that auto-aim at locked targets before launching - their delay can allow targets time to escape, deploy countermeasures, or use evasive maneuvers, as the rockets do not update their trajectory after launch. The igni also have access to the Igni Onager, which is capable of temporarily applying Stabilizer Fail - much like the Lightning Orb - but has the added property of destroying weapons on contact.

Besides the Igni harden Utility, the Igni also have access to the Igni Stone Wall, a unique Locking-dependent barrier that also damages ships that collide with it, with the resulting damage depending on their speed.

For Mines, the Igni have Igni Rock Mine variants that function similarly to the Electrostatic Mine line, with notable differences in spread and in Damage Type.

For Proximity Weapons, the Igni have access to the Igni Rock Follower, a unique mid-speed proximity that can orbit the user, destabilizing and dealing damage to nearby enemies.

Most notably, the Igni have a major weakness in the Igni Rock Shield - while they do resist Explosive damage completely, they take 200% damage from Photonic and Laser damage sources - making weapons like the Laser Beam and Photon Bomb incredibly powerful against the igni.

As such, the Igni are quite vulnerable to laser and photonic weapons despite their powerful defenses. Players should take care to avoid their many stun-based weaponry, as even a short stun can allow the Igni to follow up with many rock rockets - which can prove fatal to the player. Anti-lock gear to avoid their biggest threats is recommended, and utilities that give the user Weapon Repel are recommended, as the Igni have no active tracking weaponry.

## Notes

* More info about the respective NPR in general can be found on the Igni page and the Igni category page.
Hyperspace Harvester

## Weapon Stats

### BP Location

An-3-3
GV-3-6
EIn-1-2

The Hyperspace Harvester is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Extracts ore from asteroids and uses it to recharge your hyperspace drive**

## Crafting

Level I -
Credits: 1,000

Yttrium: 200
Copper: 1,500
Uranium: 350

Level II -
Credits: 1,000

Yttrium: 250
Copper: 2,000
Uranium: 450

Level III -
Credits: 1,000

Yttrium: 350
Copper: 2,500
Uranium: 600
Intimidator

## Game Description

***Intimidators** are on the cutting edge of Aralien technology including quality shields and highly engineered ion engines that deliver blistering speeds in a sleek high-end ship. It should be noted however that a ship of such mass powered by ion technology requires some considerable time to accelerate to its maximum potential.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Javelin Torpedo
* 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
* Thunderbolt Mine
* Sticky HI Mine Barrage

**Augmentations**

* Field Hop Quickturn
* Sidestep
* Short Range Hyperspace
* Reload Accelerator
* HV Projectile Turret

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Minesweeper Shields

**Engines**

* Tobor Enhanced
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Intimidator is an excellent speedster capable of unloading masses of weaponry and disengaging from combat, making it quite difficult to pin down and punish. Unlike the Empusa, it features a surprising amount of shields for its size, speed, and armaments
* Due to its combination of speed and bulk, the Intimidator is capable of taking hits in a more forward assault, though pilots should be aware that the Intimidator lacks agility and acceleration - making and kind of stall or stun effect a serious threat
* The plethora of secondary weapon slots on the Intimidator allow it to continually harass enemies from any range, and when combined with its speed make the Intimidator an excellent tempo control ship
* Ships like the Hydra will struggle to pin down and disable the Intimidator; weapons like the Ambush Portal or the Electrostatic Orb are excellent at making an Intimidator back off or reconsider their approach

## Trivia

* The Empusa is the Human Alliance counterpart to the **Intimidator**
Intercept Portal

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

## Game Description

**Creates a portal front of the locked target allowing you to teleport in front of them or fire through the portal**

## Functionality

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

* **Entry Portal**:
	+ Placed 5su in front of the user
	+ Portal face angled towards the user's front
* **Exit Portal**
	+ Placed 20su in front of the target
	+ Portal face angled towards the target's front

The linked portals have the following properties:

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

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

## Interactions and Strategy

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

## Trivia

* The Intercept Portal is a variant of the Ambush Portal
Micro Gate Re

The Micro Gate Re is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Portable jump gate that allows those who pass through it to travel to the Regulus star system. Usual level and mass restictions apply.**

## Functionality

Upon firing, the micro gate will launch a slow projectile, which will detonate to form a small Jump Gate to the listed destination after roughly five seconds.

Flying into and making contact with the detonated gate will send the player to the listed destination.

* All players are able to make use of a deployed micro gate, regardless of ownership.

* Players that lack the necessary Level to enter the listed destination will bounce off the deployed gate instead of being transported away.

## Interactions and Strategy

* Equipping multiple micro gates on one ship can allow the player to quickly jump between Star Systems on demand for missions, mining Minerals, farming NPRs, and more.

* In a pinch, players can use micro gates to evade capture, or even humiliate a would-be attacker by tricking them into flying into a well-timed micro gate, causing them to spend several minutes to return to their previous location.

* Micro gates can be used to bypass the need for a specific Faction to Hack a Jump Gate to a particular system, allowing for faster travel.

## Crafting

Credits: 3,750

Refined Nickel: 2,300
Silicon: 700
Refined Uranium: 800

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Frostbite Torpedo

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

## Functionality

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

## Interactions and Strategy

* Frostbite Torpedoes are excellent combo weapons due to their ability to disable enemy ship movement and active Aug use, allowing users to follow up with non-heat-based weaponry to finish off targets
* Though they are useful for disabling enemy movement, Frostbite Torpedoes still cause the enemy to drift uncontrollably, potentially even out of follow-up range, or rarely into other hazards like Black Holes or Mines
* Frostbite Torpdoes pair well with Frostbite Mines or Blizzard, as either can be used to chain frozen effects into the other, extending the duration of the effect and allowing for greater damage potential on the enemy

## Trivia

* The Frostbite Torpedo is a variant of the Stinger Torpedo
Devimon Castle

A Devimon Castle in Sagittarius A with old background star graphics.

## Scan Effect

Devimon Castle Curse Pulse Event

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

 **No Description** - Codex entry for **Devimon Castle**

## Locations

* Sagittarius A
	+ 3-4
* Chaos Engine
	+ 0-9

## Functionality

* The Devimon Castle serves as the spawn center for the Devimon.
* Upon Scan completion, the Devimon Castle applies eight seconds of Curse Status Effect to all ships in the Sector.
* Upon Scan completion, the Devimon Castle triggers a Sprite Raid Random Event.

## Misc. Info

* The Portal at the bottom of the castle is presumably a portal to the dimension the Devimon hail from.
Ghosts

## **General Information**

### **Lore:**

*"There are those who say that in an age of such marvelous scientific accomplishment, there is no room left for mystery or superstition. What do your eyes tell you?"* -Codex

## **Drops (23)**

### Augmentations

     Human Spectral Locking | Allows you to scan and lock onto Human **ghosts** | N/A (Rare Drop)

## **NPR Exclusive Items (2)**

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

## **Passive and Rotational Spawns**

Ghosts passive spawns are typically found at Ghostly Substations, and may appear in the following locations:

* Epsilon Aurigae
	+ 12-7 Aralien (Always)
	+ 14-5 Human (Always)
* Chaos Engine
	+ 2-8 Human (Always)
	+ 8-0 Aralien (Always)

## **Misc. Info**

Combat with all ghost ships is virtually the same - with some exceptions, all ghost weapons are harmless to a player. When hit by projectiles, ghost ships teleport after taking the damage, making them tiresome to fight. Dephase/Dephaser allow ghosts to avoid hits completely, save a few weapons, such as auto-locking laser and lightning weapons, as well as proximity weapons. The only way to lock onto ghost ships is to have their respective locking augmentation equipped. Ghost weapons can apply an extremely quick effect depending on the weapon, but typically this is harmless.

Ghost Warships and Ghost Destroyers (bosses) possess ghostly PCBs and ghostly VBs, respectively, which DO deal normal damage to the player, although they are weaker and don't have as much range.

## **Trivia**

* Ghost ships can be difficult to locate/see, and do not show up in sector chat, but DO show up in the hostile ship counter.
* The Ghostly Substation and the weapons that human and aralien ghosts use are references to Starfighter: Disputed Galaxy. (For example the Aralien Ghosts have ghostly xand blasters, where the non-ghost variant was a weapon type only available to Aralien players in Starfighter: Disputed Galaxy.)
Hydra

## Game Description

*The debut product of the Science Corps, the **Hydra** was built to boldly spearhead Human squadrons. Featuring a large weapon slot in addition to numerous utility hardpoints, the **Hydra** hardly sacrifices performance. The experimental model was nicknamed "Jester" and her test pilot went on to become a legend who trained countless aces.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Vulcan Cannon
* Narrow Spread Scatter Cannon
* HV Projectile

**Secondary Weapons**

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

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier
* Healer
* Recharger
* Engine Overdrive
* Projectile Attractor Field
* Target Highlight

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* Frostbite Mine

**Proximity Weapons**

* Proximity Blast
* EMP Blast
* Kinetic Field Disruptor

**Large Weapons**

* Vortex Bomb
* Healer Droid
* Revealer Bomb
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Locking Widener
* Reload Accelerator
* Early Warning

**Shields**

* Thermal Shields
* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields

**Engines**

* Enhanced Engine
* Twista Engine
* Tobor Enhanced

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Boasting a massive amount of utility slots, the Hydra can be outfitted to perform a variety of unique functions while still being combat-ready thanks to its plethora of slots and decent dogfighting stats
* Due to limited secondary slots and the inclusion of many close-range slots, the Hydra is better suited for brawling/CQC combat, though it can be fitted for range
* Due to its limited speed, the Hydra's main weakness is lack of ability to control the tempo of a fight, particularly against fast ships like the Elite Intimidator. As such, Hydra users benefit greatly from items like the Intercept Portal that allow the Hydra to harass even the fastest of ships
* The Hydra is an excellent support ship, as it is capable of buffing friendlies and deterring flanking dogfighters simultaneously

## Trivia

* The Hydra was featured in Starfighter:Disputed Galaxy as the Hydra Destroyer; it was one of the most popular ships in PvE and PvP
* The ship's description refers to an experimental Hydra model nicknamed "Jester", which was named after a player in Starfighter:Disputed Galaxy who had written several helpful player guides
* In Greek Mythology, the Hydra is a many-headed serpent with potent venom
Jack o Bomb

The Jack o Bomb is a Purchased (Seasonal) Mine in **Starfighter:Infinity**.

## Functionality

Initially, the Jack-O-Bomb functions like most other Mines: it is placed with a small amount of variable slide and does not collide with objects until it has reached its arm time.

After being armed, the Jack-O-Bomb will detonate when an enemy ship is within close proximity, firing five Xandelevium Heat Discs outwards, all of which are spaced 72 degrees apart from one another, forming a pentagon-shaped explosion. If collided with before the secondary arm time is completed, the Jack-O-Bomb will detonate and the target will take the listed damage instead.

## Interactions and Strategy

* Due to being a proximity-detonating mine, the Jack-O-Bomb allows ships with at least one Mine slot to exert area control and CQC pressure by playing around one or more dropped bombs, as approaching enemy ships will be forced to either deploy countermeasures like the Shield Bubble to counter the bomb's xand disc explosion, or be forced to flee temporarily
* The Jack-O-Bomb is excellent to ensnare opponents with, as players can sit atop deployed mines behind defenses like the Hard Light Barrier, surprising opponents with burst damage from their combined secondary weapons and Jack-O-Bombs
* The Jack-O-Bomb is a reliable source of Heat Damage due to its proximity detonation & ability to create guided projectiles
Insulator Shields

###

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

## Game Description

**Negates 45% of electrostatic damage including lightning from thunderbolt weapons* -Level I*

**Negates 57% of electrostatic damage including lightning from thunderbolt weapons* -Level II*

**Negates 70% of electrostatic damage including lightning from thunderbolt weapons* -Level III*

**Negates 82% of electrostatic damage including lightning from thunderbolt weapons* -Level IV*

**Negates 95% of electrostatic damage including lightning from thunderbolt weapons* -Level V*

## Functionality

Insulator Shields function similarly to Basic Shields, but sacrifice shield capacity in exchange for reducing Electrostatic Damage by the listed value(s). It also depletes the Power Failure Status Effect by 95%.

## Interactions and Strategy

* The most attractive feature of the insulator is reducing damage done by difficult to block weaponry, such as the Thunderbolt Torpedo and the Thunderbolt. Even the Thunderbomb will have its damage reduced by the insulator, as it is also considered electrostatic damage.

* The insulator is considered a more niche shield due to electrostatic damage not being terribly common, and as such serves as a good building block in the event a particular build has a weakness to the arcing ability of some electrostatic weapons.

## Trivia

* The insulator, despite its name, does not actually insulate from arcing electrostatic weapons - only reducing their damage instead.
HI Mine Cluster

The 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 8 mines**

## Functionality

Functions similarly to an 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.
* HI Mine clusters offer greater coverage at a much lower fire rate.
* 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: 1,600

Refined Nickel: 1,000
Refined Barium: 700

## Trivia

* The HI in HI mine stands for "High Impact"
Legendary

A **Legendary** Ship is a ship with a more advanced AI than a normal ship - they are typically more responsive and more dangerous to the player than a normal AI.

## Functionalities of Legendary Ships

Special attributes of Legendary ships:

* More dangerous AI compared to normal ships.
* Orange cockpit coloration.
* More rare than normal AI ships.
* Higher Item Drop rate.

Note that NPRs cannot be legendary, with the exception of NPRs that appear in all-legendary systems.

## Named Legendary Ships

Some legendary ships can be **Named Legendaries**, in which a name will appear on the ship as if it were a player - named legendaries always have the same loadout for each time the ship with the same name is encountered. Named legendaries are more rare, but spawn more frequently in systems where legendaries are more common, such as Sirius, Sheenland, or The Inbetween. Named Legendaries always drop The Inbetween Micro Gate upon death.

Legendary ships make a gong-like noise upon entering a sector or undocking - the same sound used for Bosses.
Micro Gate Be

The Micro Gate Be is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Portable jump gate that allows those who pass through it to travel to the Benaris star system. Usual level and mass restictions apply.**

## Functionality

Upon firing, the micro gate will launch a slow projectile, which will detonate to form a small Jump Gate to the listed destination after roughly five seconds.

Flying into and making contact with the detonated gate will send the player to the listed destination.

* All players are able to make use of a deployed micro gate, regardless of ownership.

* Players that lack the necessary Level to enter the listed destination will bounce off the deployed gate instead of being transported away.

## Interactions and Strategy

* Equipping multiple micro gates on one ship can allow the player to quickly jump between Star Systems on demand for missions, mining Minerals, farming NPRs, and more.

* In a pinch, players can use micro gates to evade capture, or even humiliate a would-be attacker by tricking them into flying into a well-timed micro gate, causing them to spend several minutes to return to their previous location.

* Micro gates can be used to bypass the need for a specific Faction to Hack a Jump Gate to a particular system, allowing for faster travel.

## Crafting

Credits: 5,500

Refined Nickel: 5,000
Copper: 1,300
Refined Silicon: 1,100

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Micro Gate Si

The Micro Gate Si is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Portable jump gate that allows those who pass through it to travel to the Sirius star system. Usual level and mass restictions apply.**

## Functionality

Upon firing, the micro gate will launch a slow projectile, which will detonate to form a small Jump Gate to the listed destination after roughly five seconds.

Flying into and making contact with the detonated gate will send the player to the listed destination.

* All players are able to make use of a deployed micro gate, regardless of ownership.

* Players that lack the necessary Level to enter the listed destination will bounce off the deployed gate instead of being transported away.

## Interactions and Strategy

* Equipping multiple micro gates on one ship can allow the player to quickly jump between Star Systems on demand for missions, mining Minerals, farming NPRs, and more.

* In a pinch, players can use micro gates to evade capture, or even humiliate a would-be attacker by tricking them into flying into a well-timed micro gate, causing them to spend several minutes to return to their previous location.

* Micro gates can be used to bypass the need for a specific Faction to Hack a Jump Gate to a particular system, allowing for faster travel.

## Crafting

Credits: 6,000

Refined Nickel: 6,400
Barium: 2,100
Refined Iridium: 1,500

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Javelin Torpedo Storm

The Javelin Torpedo Storm is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high power, slow accelerating dumbfire torpedo. Useful against turrets and slow moving, high shield targets. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Crafting

Level I -
Credits: 1,200

Refined Nickel: 400
Refined Barium: 600

Level II -
Credits: 1,200

Refined Nickel: 500
Refined Barium: 800

Level III -
Credits: 1,200

Refined Nickel: 700
Refined Barium: 1,000
Interceptor Torpedo

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

## Game Description

**Guided torpedo that aims towards where the target will be by the time it gets there, assuming the target is travelling at full speed**

## Functionality

Once fired after obtaining a Lock, the Interceptor Torpedo functions similarly to a Stinger Torpedo, but exchanges some of its stats for having a unique flight path that attempts to collide with a set point in front of the target's ship, assuming the target is moving at their top speed.

If the target is moving at less than their full speed, the Interceptor Torpedo has the potential to miss entirely, depending on the target's shield radius.

## Interactions and Strategy

* Being aptly named, Interceptor Torpedoes are extremely effective at intercepting fast fighters that rely on agility to survive, as fighters like the Pegasus, Sprinter, and Shredder almost always travel near top speed in order to dodge incoming weaponry
* Interceptor Torps pair excellently with high-powered weapons like the Plasma Cannon, as the latter can force the target to move, typically requiring a boost, allowing Interceptor Torpedoes to track accurately; if the target chooses not to move, they instead take a more damaging blow
* Interceptor Torps also pair well with more standard guided weaponry like Stinger Torpedoes or Photon Bombs, as their flight paths compliment each other in the sense that a target must always worry about being hit by one or the other, save during countermeasure use
* Interceptor Torps pair poorly with stun-based weapons that slow enemies down, like the Needle Torpedo or the Electrostatic Orb

## Trivia

* The Interceptor Torpedo is a variant of the Stinger Torpedo
Large Proximity Blast

The Large Proximity Blast is a Purchased Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Damages all ships within a radius of 8su**

## Functionality

Functions similarly to the Proximity Blast, but with significantly reduced Damage and increased range.

## Interactions and Strategy

* The large proximity blast is just as useful as the Proximity Blast in almost all scenarios - with the tradeoff between range and damage ultimately being a personal preference for users, as both are excellent offensive and defensive tools. It is worth noting that against larger ships, the large proximity blast does not have a large enough bite to deter CQC ships wielding smaller, but more powerful versions of the blast.
* The increased range of the large proximity blast over the proximity blast or Medium Proximity Blast is particularly useful on more vulnerable ships, such as the Commander Class Pegasus, where getting in closer to land a blast is riskier due to lower shields.

## Trivia

* The large proximity blast is simply a larger version of the medium proximity blast.
Legendary Duo

## Event Message

**Legendary Duo** is a Instance Event in Starfighter: Infinity in which which two Named Legendary ship appears in the sector.

## Event Details

Upon Instance generation, two Named Legendary ships will be spawned in the middle of the sector.

The named legendaries will be of the Pirate Faction and will be hostile towards the player - and not towards one another.

## Conditions

Legendary Duo Instance Events currently only spawn in The Inbetween.

## Misc. Info

* Named Legendary ships are drawn from a pool of pre-approved player-submitted ship loadouts, and thus consist of a wide variety of builds - often times including themes, rare Items, and more.
Javelin Torpedo

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

## Game Description

**A high power, slow accelerating dumbfire torpedo. Useful against turrets and slow moving, high shield targets**

## Functionality

Javelin Torpedoes are a simple and straightforward weapon: shortly after firing, the Javelin Torpedo accelerates to its top speed in a relatively straight line, detonating upon impact with an enemy and dealing the listed Explosive damage.

## Interactions and Strategy

* The Javelin Torpedo is the "standard" dumbfire secondary torpedo, dealing medium damage upon impact with a solid/reliable Damage type: explosive
* Javelin Torpedoes are sometimes difficult to use reliably on mobile targets due to their moderate acceleration to their top speed, so they are mainly used as spam/chip damage in combat, or in tandem with stunning weaponry like the Electrostatic Orb
* Javelins excel at hitting large/stationary targets due to good accuracy and long lifetime, which allows them to harass at range en masse and allows them to be effective against turrets

## Trivia

* Javelins were featured in Starfighter:Disputed Galaxy.
Ghost Dove

## Description

Ghost Dove is an NPR ship belonging to the Ghosts. Resembles a normal Dove, but is nearly transparent and completely ethereal.

## Combat and Strategy

All associated items can be found on the Ghosts page.

Combat with ghosts is almost always the same, as the majority of ghost weapons deal no damage, and apply an infinitesimal duration of various Status Effects.

Ghosts come equipped with the Aralien Ghostly Shield and the Human Ghostly Shield respectively, which enable them to briefly become invisible and teleport to a nearby location when hit with a projectile. Weapons that do not rely on projectiles, such as Thunderbolt Mines or Proximity Blast avoid this effect.

Additionally, ghosts have access to the Dephase and Dephaser Utilities, allowing them to briefly have the Dephase status effect and avoid projectile weapons entirely. Weapons that ignore the ghostly shield's teleport ability can usually hit ships through dephase, so the aforementioned weapons are effective even when ghosts use their dephase-applying tools.

## Notes

* More info about the respective NPR in general can be found on the Ghosts page and the Ghosts category page.
* Ghosts do not have normal targeting circles unless the player has Aralien Spectral Locking or Human Spectral Locking Augmentations.
Impeder Torpedo

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

## Game Description

**This torpedo will block recharging upon contact. The affected ship will not recharge energy or shields (unless under the influence of another effect).**

## Functionality

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

## Interactions and Strategy

* Impeder Torpedoes are effective against ships that rely on quick-recharging shields like the Fast Recharging Shields or Obstinance Shields, as the applied recharging blocked effect will negate most strengths those shields are geared towards
* Impeder Torpedoes are excellent to use against fleeing ships in order to prevent an enemy from running away and recharging their shields back to full. As a result, Impeder Torpedoes are an excellent choice for slower ships that struggle to catch fast ships like the Pegasus or Sprinter
* Impeder Torpedoes can be paired with a damage-over-time effect, like Heat Damage, to extend the duration that the opponent cannot regenerate their shields

## Trivia

* The Impeder Torpedo is a variant of the Stinger Torpedo
Micro Gate IB

The Micro Gate IB is a Crafted Large Weapon in **Starfighter:Infinity**. The Micro Gate IB can only be obtained via a Legendary Ship Drop.

## Game Description

**Portable jump gate that allows those who pass through it to travel to the The Inbetween star system. Usual level and mass restictions apply.**

## Functionality

Upon firing, the micro gate will launch a slow projectile, which will detonate to form a small Jump Gate to the listed destination after roughly five seconds.

Flying into and making contact with the detonated gate will send the player to the listed destination.

* All players are able to make use of a deployed micro gate, regardless of ownership.

* Players that lack the necessary Level to enter the listed destination will bounce off the deployed gate instead of being transported away.

## Interactions and Strategy

* Equipping multiple micro gates on one ship can allow the player to quickly jump between Star Systems on demand for missions, mining Minerals, farming NPRs, and more.

* In a pinch, players can use micro gates to evade capture, or even humiliate a would-be attacker by tricking them into flying into a well-timed micro gate, causing them to spend several minutes to return to their previous location.

* Micro gates can be used to bypass the need for a specific Faction to Hack a Jump Gate to a particular system, allowing for faster travel.

## Crafting

Credits: 150,000

Refined Nickel: 7,700
Uranium: 1,100
Refined Cobalt: 1,000

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
* The Inbetween can only be accessed via the IB Micro Gate.
Manowar Armada

A Manowar Armada.

## Event Message

**Manowar Armada** is a Instance Event in Starfighter: Infinity in which several Manowars appear in the sector.

## Event Details

During instance generation, four Manowars appear in the middle of the sector.

## Misc. Info

* The Manowar is a colossal juggernaut of a ship, and is comparable to the Cyclops or Disheartener. As such, four of them typically spells a challenging fight for the average player.
Laser Sight

The Laser Sight is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**When using fine aim (see keys screen) this device with project red beam in front of your ship to help you see where you are aiming. Level 2 will turn orange when pointing at an enemy ship**

## Crafting

Level I -
Credits: 800

Palladium: 400
Silicon: 1,400

Level II -
Credits: 800

Palladium: 500
Silicon: 1,900
Ghost Warship

## Description

Ghost Warship is an NPR ship belonging to the Ghosts. Resembles a normal Warship, but is nearly transparent and completely ethereal.

## Combat and Strategy

All associated items can be found on the Ghosts page.

Combat with ghosts is almost always the same, as the majority of ghost weapons deal no damage, and apply an infinitesimal duration of various Status Effects.

Ghosts come equipped with the Aralien Ghostly Shield and the Human Ghostly Shield respectively, which enable them to briefly become invisible and teleport to a nearby location when hit with a projectile. Weapons that do not rely on projectiles, such as Thunderbolt Mines or Proximity Blast avoid this effect.

Additionally, ghosts have access to the Dephase and Dephaser Utilities, allowing them to briefly have the Dephase status effect and avoid projectile weapons entirely. Weapons that ignore the ghostly shield's teleport ability can usually hit ships through dephase, so the aforementioned weapons are effective even when ghosts use their dephase-applying tools.

The ghost warship has access to the Ghostly Compression Bomb - a less powerful, but almost as dangerous as the Photon Compression Bomb. The ghostly PCB has lesser range and a weaker Photonic Damage Status Effect, but is harder to see and hear - making it deadly to unaware players.

## Notes

* More info about the respective NPR in general can be found on the Ghosts page and the Ghosts category page.
* Ghosts do not have normal targeting circles unless the player has Aralien Spectral Locking or Human Spectral Locking Augmentations.
* The ghost warship is considered one of the boss ships for the ghosts - the other being the Ghost Destroyer.
Healer Droid

The Healer Droid is a Purchased Large Weapon in **Starfighter:Infinity**.

## Game Description

**Guided weapon with a device attached that will provide a Shield Repair effect and follow nearby friendles**

## Functionality

The Healer Droid functions similarly to a Healer - pulsing the Shield Repair Status Effect to nearby friendly ships.

* Unlike the Healer, the healer droid can occasionally choose to follow an ally instead of the user, though the exact circumstances in which this occurs are unclear.

## Interactions and Strategy

* The Healer Droid presents a unique opportunity for heavier, large-slot endowed ships to forgo a damaging large weapon for a smart AOE shield repair in order to have more diverse utility slots. Some viable candidates for a Healer Droid include:
	+ Medusa
	+ Manticore
	+ Oppressor
	+ Devastator
	+ Imposer
	+ Nemesis
Keeper Turret Sector

A Keeper Turret Sector (with spawned turrets) in Ara.

## Keeper Turret

A closer look at a keeper turret.

A **Keeper Turret Sector** is an Aralien Empire Faction-specific Special Sector which consists of a reinforced capital system turret to defend the Sector.

## Functionality

Upon Instance generation, the sector will have a single Keeper Turret in the center that will attack all nearby enemy ships. At regular undetermined intervals, the keeper turret will attempt to spawn another turret (either a Sentinel Turret or a Watcher Turret) within roughly 50su or so of itself. The keeper turret will not perform this action if it is either defeated or if there are already 10 ships in the sector. The keeper turret does not appear to respawn unless a new instance is generated.

The keeper turret has special access to the Double Barrel Heavy Bolt Bombard Large Weapon, which does not drop for the player to use. It also has special access to the Quad Barrel Heavy Bolt Primary Weapon, which also does not drop for the player to use.

## Misc. Info.

* The keeper turret could be considered a pseudo-boss turret.