recursal/Fanatic-Fandom huggingface dataset:
Hai Tracker Pod

## Description

Trackers are fast and accurate homing weapons. Although not as powerful as most human missiles, Trackers boast a significant hit force, helping to prevent the escape of whoever is unfortunate enough to be on the receiving end. Their only weakness is their large turning radius: if a Tracker misses its target, it takes a long time to turn around.

## Location

These are the ports where the Hai Tracker Pod can be purchased.

* Cloudfire, Wah Ki
* Giverstone, Zuba Zub
* Hai-Home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Stonebreak, Imo Dep

## Information

* This missile launcher uses Hai Trackers as ammunition and Tracker Storage Pods as storage.
* Trackers are fast-moving but have a terrible turn rate, so if they miss their target they will take a long time to get back.
* Trackers also have a long lifetime (approximately 8 seconds), so missed trackers can be an annoyance when boarding a ship, as any lingering trackers could destroy the target once it's been immobilized.
* Trackers have a very high hit force, which can be used to push ships around or away from a planet, as well as interfere with their attempts to flee the system.
* Hai Trackers have a high missile strength, so they are often not stopped by low-end anti-missile defenses.
Human Afterburners

## Details

Afterburners are speed boosters that add significantly to a ships' velocity (and acceleration) when they are activated, but they use hyperspace fuel to do so.

Volcano Afterburner

An afterburner works by dumping hyperspace fuel into your engines and igniting it, producing a large amount of thrust. This can be very useful for dodging missiles or briefly escaping from faster opponents, but you must be careful to avoid using up so much fuel that you do not have enough left for hyperspace travel.

Cost
70,000

Mass
10

Afterburner Fuel
6

Afterburner Heat
600

Afterburner Thrust
135,000

Caldera Afterburner

The Caldera afterburner is designed for heavy warships, allowing otherwise slow ships to gain a burst of speed to catch up to a faster target or flee from the heat of battle.

Cost
390,000

Mass
37

Afterburner Fuel
24

Afterburner Heat
2,520

Afterburner Thrust
599,400

Ionic Afterburner

The ionic afterburner was designed by the Syndicate to compensate for the primary weakness of an ordinary afterburner: namely, that it consumes hyperspace fuel at a prodigious rate. Ionic afterburners instead use a small amount of fuel combined with a large burst of energy from your ship's batteries to achieve the same effect.

Cost
340,000

Mass
16

Afterburner Energy
306

Afterburner Fuel
1.5

Afterburner Heat
240

Afterburner Thrust
156,600
Hauler

* Overhead
* Thumbnail

The **Hauler** is a slow, medium-sized cargo ship with respectable defenses.

## Description

Several centuries ago, in the early days of the Republic, the sudden increase in commerce and space travel led to high demand for cargo ships. Haulers were first created simply by bolting a cockpit and engine block onto a cargo container, and the basic design has not changed much since then.

## Location

The Hauler can be purchased at the following ports:

* Ada, Aldebaran
* Chiron, Alpha Centauri
* Follower, Alphard
* Foundry, Achernar
* Glaze, Aldhibain
* Hephaestus, Markab
* New Tortuga, Misam
* Prime, Betelgeuse
* Reunion, Caph
* Rust, Kraz
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda
* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Standard Outfits

These are the standard outfits equipped on the Hauler.

## Performance Information

This hull is part of a series including the Hauler II and the Hauler III. Each successive iteration adds an extended cargobay and some hitpoints at the cost of physics performance. Note that no increase in ship equipment space is provided.

The Hauler has a lot of equipment space but has considerable drag even without the extended cargo of the later iterations. Consider using the more agile Freighter, or the later variants, both of which may offer more bang for your buck. The Hauler does have more armaments, outfit space, and passenger space than the Freighter, but they come at the cost of being slower and more expensive overall.
Gue Faur

Gue Faur is a planet in the Erba Yle system that is controlled by the Gegno Scin.

## Background

### Outfitter

Yes

Like most Gegno Scin planets, Gue Faur is a steep jungle planet full of all sorts of life. Surprisingly, a majority of the Scin's population resides on this planet rather than their capital. A great percentage of inhabitants consists of researchers and scientists, and all sorts of greenhouses and biodomes are visible everywhere.

## Spaceport

The spaceport seems very busy with all sorts of Gegno Scin walking around in a hurried fashion. Some of them are wearing long, sleek jackets while others wear more feather-like plating. Once in a while, a Scin stops nearby to observe and record you, and then carries on as if nothing happened.

## Information

* Landing on Gue Faur requires a reputation of 1.
Greenview

Greenview is a station in the Due Yoot system. It is controlled by the Hai.

## Image

Although not strictly humid by the standards of a planet, the air here has a rich, moist, and faintly verdant quality atypical of a space station. The station is run by the Hei Low Io species preservation foundation, and each of its four branches features a different internal climate showcasing life from distant worlds. An infographic proclaims it to be the largest collection in the galaxy of rare organisms sourced from private collections, rebuilt from genetic samples, or rescued before being exterminated after being deemed invasive on Hai worlds. It also mentions that certain exhibits have been improved in some cases with species recently acquired from human space through secret trade deals.

The central spire is still largely residential, with some nursery and laboratory facilities.

## Spaceport

The spaceport's wide, two-level promenade is dedicated to a variety of themed eateries and gift stores, as well as some local artist galleries, a handicrafts store selling traditionally made curios from a long-abandoned world, and what appears to be an expansive and very well-equipped hospital which also services the planet below. The docking access opens directly onto the mezzanine, where a pair of information desks detail every possible route to ensure that the sizable number of tourists that visit here daily need not look far for assistance.

## Information

Hai planets and stations cannot be dominated.
Jied

## Jied

### Outfitter

No

Jied is an uninhabited system in Gegno space.

## Landing Locations

Jied does not have any landing locations.

## Links

Jied links to the following systems:

* Kiluit
* Nssryos
* Oihaug
* Yli

## Mining

The following mineable asteroids spawn in Jied:

* Copper
* Tungsten

## Fleets

The following fleets spawn in Jied:

* Gegno Miners
* Vi Cargo
* Small Vi
* Small Vi II
* Large Vi
Karek Fornati

Karek Fornati is a planet in the Sumprast system. It is controlled by the Kor Efreti.

## Background

### Outfitter

No

Karek Fornati was once a farming world, before global temperatures began to rise and the overworked farmland slowly deteriorated into deserts. The Korath who remain have dedicated their lives to finding a way to keep the "sand seas" from swallowing up the last of the fertile land, but without much success, and there are regions near the equator where sandstorms rage continually and no living things can survive.

## Spaceport

The spaceport city is built around an enormous public square, with stalls around its periphery for produce or grain or cattle to be sold and shipped off-world. But only one corner of the square is still active as a market; the rest has fallen into disrepair.

Outside the city, the land is divided up by perfectly straight strips of pine trees laid out perpendicular to the prevailing wind direction. Many of the fields are growing what looks like hay, or clover, or black, nearly leafless shrubs; only a few of the fields are actively being harvested.

## Information

* Korath planets and stations cannot be dominated.
Jupiter

**Jupiter** is an uninhabited gas planet in the Sol system.

## Description

Once called the King of the Solar System, Jupiter is just as impressive even considering the variety of gas giants in the galaxy. Its famous Great Red Spot is still well-known by most of humanity, and you make sure to steer clear of it while taking in the rich yellows and browns of the planet's atmosphere.

From your vantage point, deep below the furthest excursions of human probes, you can see the glint of a few sensor balloons and floating deuterium collectors high above you.
Gemstone

Gemstone is a planet in the Turais system. It is controlled by the Republic.

## Image

Gemstone is a hot and unpleasant world, mostly due to a smoggy atmosphere high in methane. Much of the surface is covered in rugged mountains, making ground transport very difficult. However, the powerful tectonic forces here have created rich deposits of diamonds, emeralds, and sapphires, which are mined for use in jewelry and certain electronic components.

Mining a tectonically active world is an insane project. Earthquakes cause frequent cave-ins, but the potential for riches draws miners here despite high mortality rates. Most miners are dirt poor as a result of being paid on commission for their finds, but they are full of stories of some distant acquaintance who became mind-bogglingly wealthy after striking a previously untapped gemstone deposit.

## Spaceport

The spaceport is perched on top of a peak in an older and more stable mountain range. The landing pads here are used both by starships and by the helicopters that bring cargo to and from the mines. Overhead, helicopters fly by carrying heavy loads dangling from cables. A few low concrete buildings serve as warehouses, and on the far end of the port, where an explosion would do the least damage if a sudden, severe earthquake struck, large steel tanks hold deuterium for refueling ships. Asphalt roads with flimsy guard rails connect the landing pads to the warehouses.

## Information

* Gemstone has a tribute value of 500 and is defended by large Militia fleets.
Greymoon

Greymoon is a station in the Io Lowe system. It is controlled by the Hai.

## Image

This station is owned and operated by the Far Loo Bah fuel collection corporation. Their logo is emblazoned on nearly every possible surface and sign, indicating their sponsorship of all manner of services and features on the station. Interestingly, this includes a "History of Spaceflight" museum which takes up an entire wing of the facility. Naturally, the museum focuses very heavily on the Far Loo Bah corporation's role in that history.

## Spaceport

The spaceport consists of a wide, two-level promenade encircling the interior of the station, with the docking access opening directly onto the mezzanine. The upper level is mostly devoted to amenities, light commercial businesses, a medical center, and a bank. The lower level has all of the real businesses: multiple manufacturers, which are supplied by the heavier elements filtered out from the supply of fuel stock from the planet below, have store frontage here. A virtual outfitter provides sale options for locally-manufactured outfits that can be installed on your ship without you ever leaving the comfort of the promenade.

## Information

Hai planets and stations cannot be dominated.
Electron Turret

## Description

This turret places two of Deep Sky's recently developed electron beam weapons onto a rotating turret, providing unsurpassed accuracy and power for shooting down fast-moving targets.

## Location

The Electron Turret can be purchased at the following ports:

* Midgard, Aludra
* Valhalla, Epsilon Leonis
* Asgard, Naos

## Information

This weapon only becomes available during the Free Worlds story.

This weapon, along with its forward facing version is found on some of the Navy's Gunboats, Cruisers, and Carriers during and after the Free Worlds-Republic war. Navy ships equipped with this weapon are commonly referred to as the Mk. 2 variant.
Ionic Blaster Prototype

## Description

The Unfettered conflict with the rest of the Hai has put pressure on them to gain a technological edge, despite their limited resources. The Ionic Blaster is a result of that pressure. It is much smaller than the venerable Ion Cannon, while also doing more raw damage for its size. It also is still able to apply some of the same energy draining effects, but Unfettered scientists have pushed it towards a higher relative focus on jamming enemy weapons.

## Information

* This outfit does not appear in the game yet.
* The Ionic Blaster Prototype has a stronger damage and scrambling effect in relation to its size than the Ion Cannon, though it also requires more energy and generates more heat.
Ironfirth

Ironfirth is an uninhabited station in the Ula Mon system. It is controlled by the Hai.

## Background

### Outfitter

No

This station was mothballed sometime in the last sixty thousand years. The docking area has an atmosphere, and a status panel indicates that the station's generators are functional but shut down, with standby mechanisms running on solar power alone.

## Information

Hai planets and stations cannot be dominated.
Hauler II

* Overhead
* Thumbnail

The **Hauler II** is the second ship in the Hauler series, with an increase in cargo capacity but having no extra innate outfit space.

## Description

This is a mid-sized freighter, designed for a balance between cargo capacity and defensive capability. Centuries ago, various Hauler models made up nearly half of the merchant vessels in service, but today the design is considered somewhat outdated.

## Location

The Hauler II can be purchased at the following ports:

* Foundry, Achernar
* Rust, Kraz
* Sunracer, Mirfak
* Zug, Zubeneschamali
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Outfits

These are the outfits initially equipped on a Hauler II.

## Performance Information

This hull is part of a series including the Hauler and the Hauler III. Each successive iteration adds extended cargo space and some hitpoints at the cost of reduced maneuverability. Note that no increase in ship equipment space is provided, making these ships difficult to customize.
Graffias

Graffias is a binary frontier system that is located in the South. It is controlled by the Republic.

## Landing Locations

Graffias has the following landing locations:

* Poisonwood

## Links

Graffias links to the following systems:

* Alniyat

## Amenities

Poisonwood possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Graffias:

* Aluminum
* Iron
* Lead

## Fleets

The following fleets spawn in Graffias:

* Human Miners
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Ka'pru

## Commodity Prices

### Luxury Goods

1043

Ka'pru is a binary system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Ka'pru has the following landing locations:

* Vara Ke'stai

## Links

Ka'pru links to the following systems:

* Kiro'ku

## Amenities

Vara Ke'stai possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Ka'pru:

* Iron
* Titanium
* Tungsten

## Fleets

The following fleets spawn in Ka'pru:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Gara Pvu

Gara Pvu is an uninhabited planet in the Jyeg Pvu system.

## Image

Beautiful landscapes cover this planet, and unlike nearby systems, the climate is more than welcoming to a human being. Most remarkably, there are small selections of elegant curved structures and overpasses spread out in patches along the surface. While they are fantastical in appearance, they are unmistakably not part of the land itself, and must have been left long ago by some other species that also managed to leave the natural beauty of this planet intact - either that, or it's been so long since their disappearance that nature has retaken everything.
Heliarch Interdictor

## Description

Anyone who incurs the wrath of the Heliarchs cannot count on making a fast getaway thanks to the Interdictors, which were primarily designed to carry a pair of attractor and repulsor beams that can hold a ship a safe distance away while pushing it around enough to prevent it from getting a hyperspace lock to jump out of the system.

## Location

The Heliarch Interdictor cannot be purchased, but it can be found in Coalition space.

## Outfits

These are the standard outfits equipped on a Heliarch Interdictor.

 Enforcer Confrontation Gear (30)Enforcer Riot Staff (28)

## Information

* Players will probably be able to purchase the Interdictor once the Heliarch/Coalition story comes out.
* Purchasing this ship would require a Heliarch License, and as those cannot be obtained, the only way to obtain them is by capturing them.
* To be able to capture and then bring Interdictors out of Coalition space, you have to use an exploit. For the exploit, you have to get a mission which will give you Quarg escorts. If you bring them to Coalition space, the Heliarch and Quarg will fight and you will be able to gain reputation with them by repairing their ships. If you get you Heliarch reputation high enough, you will be able to capture the Interdictor with no consequence.
Hyperdrive

The **hyperdrive** is one of three drive systems in *Endless Sky*, allowing faster-than-light travel between star systems. The others are the Scram Drive (a variant of the hyperdrive) and the Jump Drive. Hyperdrives are used by almost every species in the galaxy that does not have jump drives, and are installed by default on almost all ships from those species.

The standard hyperdrive has the lowest fuel cost of the three drive systems, spending 100 fuel per jump. However, hyperdrives can only allow travel between systems that share a hyperlane connection, and require the ship to maintain an almost stationary position and align itself with the lane it is going to travel, which can leave it vulnerable if under fire.

## Description

This mysterious box sits quietly at the heart of your ship, thinking its own inscrutable thoughts. When it comes time to travel between the stars it sets off a nuclear fusion reaction powerful enough to level an entire city, and then somehow tucks the resulting explosion in between the folds of regular space-time like a wasp stinging an oak leaf to lay her eggs inside. Your ship rides the resulting ripple in the fabric of space.

They say that fewer than a dozen human beings alive today understand the inner workings of the hyperdrive.

## Location

The hyperdrive is available at almost every outfitter in the galaxy.
Han

Han is a binary frontier system that is located in the Far South. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Landing Locations

Han has the following landing locations:

* Darkstone

## Links

Han links to the following systems:

* Alniyat
* Atria

## Amenities

Darkstone possesses an outfitter, but not a shipyard.

## Fleets

The following fleets spawn in Han before September 17, 3014:

* Small Militia
* Large Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates

The following fleets spawn in Han on and after September 17, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Heliarch Punisher

The **Heliarch Punisher** is the most powerful Heliarch ship. It requires a Heliarch License, and as that is not yet obtainable, Heliarch Punishers cannot be purchased.

## Description

Although not quite as strong or powerful as the Quarg ships that they are designed to oppose, Heliarch Punishers are versatile and durable ships. Rumors say that the Heliarchs have a small stash of stolen Quarg Skylances that they can outfit the Punishers with in times of war.

## Location

The Heliarch Punisher cannot be purchased, but it can be found in Coalition space.

## Outfits

These are the standard outfits equipped on a Heliarch Punisher.

 Enforcer Confrontation Gear (44)Enforcer Riot Staff (78)

## Notes

* The only way to capture and bring a Punisher out of Coalition space is by using an exploit. The player has to receive Quarg escorts from a mission and then bring them to Coalition space. The Heliarch and Quarg will attack each other and you will be able to increase your reputation with the Heliarch by repairing their ships. If you get it high enough, you will be able to capture a Heliarch ship with no penalty.
Ka'het EMP Deployer

## Description

Eons ago, the Builders were attacked by alien ships which used weapons that ignored their hull and damaged their reactors. Although they never did recover any of these weapons, after years of research they managed to replicate their effects.

## Location

These cannot be purchased, but they can be looted from some Ka'het ships.

## Information

* The only way to obtain this is by looting it.
* This weapon uses EMP Torpedos as ammunition. This makes it currently one of the only missile launchers to share ammunition with another launcher.
* This is similar to the Remnant EMP Torpedo Bay, but is better in almost every way. It does the same damage per shot, but carries more torpedoes and has a faster reload. The downsides are that it takes more outfit space and is more difficult to obtain.

## Trivia

* The alien weapons mentioned in the description could be Hai Ion Cannons or Coalition Ion Rain Guns. While it is not explicit in game, the History of the Ka'het file confirms that those alien ships belonged to the Hai.
Into White

Into White is a planet in the 5 Winter Above system. It is controlled by the Coalition.

## Background

### Outfitter

No

Formerly a fruitful farming world, this planet is now in the grips of an approaching ice age. The Kimek have chosen to wait it out rather than risking destabilizing the planet's ecosystems by trying to correct the temperature change, and the population has dwindled to less than a billion, mostly living near the equator where the climate is still somewhat temperate.

## Spaceport

The spaceport city was once the largest on the planet, but now more than half of it is uninhabited, buried in snowdrifts. Within the next century, the Kimek will probably need to build a new spaceport closer to the equator, unless they choose to abandon this world altogether.

The Kimek who live here are dressed in puffy winter coats that entirely cover their bodies and heads; only their spindly legs protrude out.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Into White requires a reputation of 15; this cannot be bypassed through bribery.
Hai Gorge Batteries

## Description

This medium-sized battery pack is ideal for most of the Hai power needs, allowing for medium length combat engagements, but could also be used keep a ship's heat footprint low with a small power generator and oversized engines.

## Location

These can be purchased from the following ports.

* Icelake, Uwa Fahn
* Hai-home, Ya Hai
* Makerplace, Ula Mon
* Stonebreak, Imo Dep
* Giverstone, Zuba Zub
* Cloudfire, Wah Ki

## Information

Gorge batteries are the third-level Hai storage outfit, larger than Hai Fissure Batteries and smaller than Hai Ravine Batteries. It is comparable to the human LP144a Battery Pack, and like most Hai outfits it is lighter (by 10 tons, or 25%) and more space efficient than its human counterpart, but has slightly less capacity per-outfit. The Coalition Large Battery Module renders this outfit obsolete by storing more energy in less space.
Heavy Rocket Pod

The **Heavy Rocket Pod** is a variant of the Heavy Rocket Launcher designed for interceptors and fighters.

## Description

Heavy Rockets are the most powerful missile weapon available, but at a price: instead of having a homing system, they simply fire straight forward and rely on a proximity trigger to set them off. Once triggered, however, they damage all ships within their blast radius, making them highly effective against clusters of fighters.

Pods enable fighters and other light craft to carry small quantities of rockets into battle while retaining enough space for other weapons. Large ships are better off with full-size launchers.

## Location

The Heavy Rocket Pod can be purchased at the following locations:

* Smuggler's Den, Men
* Solace, Pherkad
* Thule, Men
* Wayfarer, Tarazed
* Zug, Zubeneschamali

## Information

* This is a smaller version of the Heavy Rocket Launcher. It uses Heavy Rockets, which can be stored in Heavy Rocket Racks.
Heavy Laser Turret

## Description

For ships with enough space to install one, the Heavy Laser Turret is a powerful weapon, equally useful for driving off fighters and for bombarding larger targets with continuous fire without having to worry about pointing your ship in the right direction.

## Location

The Heavy Laser Turret can be purchased at the following ports:

* Valhalla, Epsilon Leonis
* Midgard, Aludra
* Asgard, Naos

## Information

* Lasers are great for disabling enemies and not destroying them.
* These are a good upgrade from Laser Turrets if you have the space.
* Heavy Laser Turrets are great assets for asteroid mining.
Hydra Station

Hydra Station is a station in the Algorel system. It is controlled by the Republic.

## Background

### Outfitter

No

This station is so run-down that most of the workers carry oxygen masks in case a meteoroid punctures the hull, and a few of them are even dressed in full space suits. The deuterium refinery here is barely operating, the number of workers is minimal, and nearly half of them seem to be busy just welding patches onto the hull to hold the station together. At the moment, there are no repair or refueling services available here.

## Information

* Hydra Station has a tribute value of 100 and is defended by small Militia fleets.
Hexagonal Crystal

## Description

'Any sufficiently advanced technology is indistinguishable from magic,' Arthur C. Clarke said. This is sufficiently advanced technology.

## Outfitters

The Hexagonal Crystal is not found at any outfitters.

## Information

* This is one of the Shooting Star's "weapons" (the other one being the Crystalline Formation) and can only be found on it. Both of these weapons ignore shields.
* There is only one Hexagonal Crystal per game, inside the Shooting Star.
* It cannot be uninstalled from the Shooting Star.
* This is only obtainable using the 0.9.13 continuous snapshot, as the Shooting Star was made capturable then.
Kimek Briar

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

With more than twice the population of the Saryds and Arachi combined, the Kimek are constantly in need of transport ships to carry individuals from one world to another.

## Location

The Kimek Briar can be purchased at the following ports.

* Blue Interior, 4 Spring Rising
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Ki Patek Ka, Sol Kimek
* Remote Blue, 14 Pole
* Starting Rubin, Sol Kimek

## Outfits

These are the standard outfits equipped on a Kimek Briar.

## Information

* Purchasing the Kimek Briar requires a Coalition License.
Kasichara A'awoj

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

Originally designed as a luxury habitat for those wealthy enough to escape living on the polluted surface of Korath worlds, when the Korath were exiled, it was into these gargantuan 'world-ships' they first crammed themselves into and fled to the core on. Nostalgically, the class was then renamed after the devastated and now forbidden Korath homeworld.

Since the introduction of purpose-built city ships, these ancient vessels have mostly been decommissioned, turned into stations, or reconfigured into smaller, specialized vessels. Yet a few still ply the starlanes, crewed by those too restless to live on stations yet not bold enough to go on raids.

## Location

The Kasichara A'awoj cannot be purchased. It can be found in any of the Korath Exiles systems.

## Outfits

These are the standard outfits equipped on a Kasichara A'awoj.

 Thermal Repeater Rifle (548)Microbot Defense Station (23)

## Information

* Of all of the World-Ship chassis, the Kasichara A'awoj is the largest in volume due to the branched sections that surround the hull. It also has the most crew bunks of them sitting at 1,997, the next closest being the Lor'nag Ik 590 at 1,492.
* This is also the oldest of the World-Ships/the original Korath World-Ship design, and can be thought of as the ancient precursor to the Korsmanath A'awoj.
* This ship is only seen used by the non-hostile Korath Civilian faction.

## Trivia

* Like the Korsmanath A'awoj, the Kasichara A'awoj is named after the Korath home system, more specifically, the planet Kasichara Fet, which is now canonically the Korath homeworld.
Heavy Anti-Missile Turret

## Description

The Heavy Anti-Missile Turret has a longer range, higher power, and shorter reload time than its smaller sibling. The only way to overcome it is by firing missiles in a cluster so that while one is being targeted, the others can get through, and as a result all missile systems on the market now default to firing in clusters if multiple copies of the same launcher are installed, rather than staggering their fire as ordinary guns do.

## Location

The Heavy Anti-Missile Turret can be purchased at the following ports:

* Ada, Aldebaran
* Hermes, Capella
* Shroud, Alheka
* Bourne, Gamma Corvi (Becomes available during the Free Worlds storyline)
* Geminus, Castor (Before the bombing)
* Glaze, Aldhibain (Becomes available during the Free Worlds storyline)
* Rust, Kraz (Becomes available during the Free Worlds storyline)
* Solace, Pherkad (Becomes available during the Free Worlds storyline)
* Wayfarer, Tarazed (Becomes available during the Free Worlds storyline)
* Zug, Zubeneschamali (Becomes available during the Free Worlds storyline)

## Information

This turret is solely used for missile defense and does not target ships.

The Heavy Anti-Missile turret is the best early-game anti-missile outfit, outclassing even Hai anti-missile turrets in anti-missile damage per second. It is only rendered obsolete when the player can obtain Remnant or Korath anti-missile outfits.
Hai Advanced (outfitter)

This page shows the outfits that will be added to planets with "Hai Advanced" in their outfitters.

## Outfits

### Guns

* Ion Cannon
* Pulse Cannon

### Turrets

* Bullfrog Anti-Missile
* Chameleon Anti-Missile
* Pulse Turret

### Secondary Weapons

* Hai Tracker Pod
* Skipper Railgun (Becomes available for sale 30-90 days after the Hai mission Strider 3 is offered)

### Ammunition

* Hai Tracker
* Skipper Railgun Slug (Becomes available for sale 30-90 days after the Hai mission Strider 3 is offered)
* Skipper Slug Rack (Becomes available for sale 30-90 days after the Hai mission Strider 3 is offered)
* Tracker Storage Pod

### Systems

* Bunk Room
* Cargo Expansion
* Fuel Pod
* Hai Corundum Regenerator
* Hai Cuttlefish Jammer
* Hai Diamond Regenerator
* Hai Williwaw Cooling
* Hyperdrive
* Luxury Accommodations
* Outfits Expansion
* Quantum Keystone
* Small Bunk Room

### Power

* Boulder Reactor
* Geode Reactor
* Pebble Core
* Sand Cell
* Hai Chasm Batteries
* Hai Fissure Batteries
* Hai Gorge Batteries
* Hai Ravine Batteries
* Hai Valley Batteries
* Supercapacitor

### Engines

* "Baellie" Atomic Engines (Becomes available for sale 30-90 days after the Hai mission Strider 3 is offered)
* "Basrem" Atomic Thruster
* "Basrem" Atomic Steering
* "Basrem" Reverse Thruster
* "Benga" Atomic Thruster
* "Benga" Atomic Steering
* "Benga" Reverse Thruster
* "Biroo" Atomic Thruster
* "Biroo" Atomic Steering
* "Biroo" Reverse Thruster
* "Bondir" Atomic Thruster
* "Bondir" Atomic Steering
* "Bufaer" Atomic Thruster
* "Bufaer" Atomic Steering
Kaiken

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

While not particularly fast by fighter standards, where the Kaiken lacks in speed it makes up for in durability and firepower; it boasts a significant amount of weapon space and ports for up to three guns, allowing for the use of a trio of Locust Blasters or the option of using a larger Mandible Cannon.

Fighters do not come equipped with a hyperdrive. You cannot carry a fighter unless you have a ship in your fleet with a fighter bay.

## Location

These cannot be purchased, but can be found being used in Bunrodea space.

## Outfits

These are the standard outfits initially equipped on each Kaiken.

## Information

* The only way to obtain these is by capturing them.
Ka'het MHD Generator

## Description

The Builders originally created this magnetohydrodynamic generator as the Ka'mar main power source. Similarly to what happened with many Mar devices, it was later reused in the Het ships as a secondary energy generator, supplementing their integrated power systems when they proved to be unsatisfactory.

## Location

These cannot be purchased but can be found equipped on Ka'het ships.

## Information

* The only way to obtain these is by looting them.
Iliniza

## Commodity Prices

### Luxury Goods

1080

Iliniza is a binary system in Gegno space that is controlled by the Gegno Scin.

## Landing Locations

Iliniza has the following landing locations:

* Enn Bue

## Links

Iliniza links to the following systems:

* Evrae
* Zeinar

## Amenities

Enn Bue has both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in this system:

* Iron

## Fleets

The following fleets spawn in Iliniza:

* Scin Cargo
* Scin Transport
* Small Scin
* Large Scin
Kasikfar

Kasikfar is an uninhabited system bordering the Korath Exiles. The system used to be home to one of the main industrial centers of the Efret-Korsmanath Alliance, a faction of the Korath Civil War. It was destroyed c. 2790 with a Supernova Bomb by their enemies, the alliance of the Anatruskor Empire and the Sestor Federation. The star-killer destroyed Kasikfar and all of its planets. The hyperlanes that connected it to the rest of Korath space were also collapsed by the weapon.

## Links

Kasikfar does not link to any other systems, so the only way to reach it is by using a jump drive.

## Mining

These are the mineable asteroids that spawn in Kasikfar.

* Aluminum
* Yottrite

## Information

* This system is the location of one of the Archons.
* Supernova systems like this one provide a large amount of fuel generation.
Garden Empyreal

Garden Empyreal is a planet in the 9 Spring Above system. It is controlled by the Coalition.

## Background

### Outfitter

None

Not including the trio of Quarg ringworlds, this is the largest megastructure in Coalition space. Arrays of gigantic metal pyramids lay at every angle, each nearly a dozen times larger than the average space station. Spread out over the planet's upper atmosphere, these so-called "hubs" are connected by long, inextensible, and extremely sturdy wires, ensuring no part of the structure is destabilized.

First devised by the Kimek before the Coalition's war against the Quarg, the structure was completed relatively recently two thousand years ago. Populating the gas giant's uppermost atmosphere lay several hardy species of artificially engineered bacteria, periodically being "scooped" by the lower body of each hub and then later mass-produced into a nutritious soup.

## Spaceport

When not in "harvest season," the hubs are relatively quiet, and serve mostly as a tourist destination. Many come for the unique, close-up view of a sea of clouds, swarming with furious storms and dotted with more of the silver pyramids in the distance.

Each hub shares the same overall design in general, but the decoration pieces, services, and local amenities for each one have grown in their own way over the centuries. The only common thing they have between all of them is the signature restaurant, which serves a variety of dishes, drinks, and even desserts all based on the processed, scooped up produce.
Iddesato

Iddesato is a planet in the Elabi Choati system. It is controlled by the Bunrodea.

## Background

### Outfitter

Yes

Iddesato is a considerably large station, at least when compared to a human one, but much of its size can be attributed to the large constructs sticking out of its front, the purpose of which you can only guess at. The rest of the station seems more normal, with a large hangar that acts as the station's spaceport.

## Spaceport

The station's spaceport is extremely large compared to the size of the entire station itself, taking up almost half of the interior. A variety of ships enter and exit, but a good chunk of the parked ships seem to be kept here and fitted for combat.

You're able to use some basic services in the spaceport, and there's even a small outfitter you can access, but you're prevented from entering the station beyond the spaceport.
Headhunter

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

The **Lionheart Headhunter** is a flexible light warship with low hitpoints but high maneuverability.

## Description

The Headhunter is one of the newest ships designed by Lionheart: a versatile ship that can serve equally well for carrying cargo or for bounty hunting. As with many of Lionheart's designs, the hull is mostly composite fiber rather than metal, sacrificing armor strength for the sake of lighter weight and faster movement.

## Location

The Headhunter can be purchased at the following ports:

* Asgard, Naos
* Buccaneer Bay, Algenib
* Follower, Alphard
* Freedom, Almaaz
* Greenrock, Shaula
* Haven, Arneb
* Haze, Dubhe
* Midgard, Aludra
* New Tortuga, Misam
* Norn, Adhara
* Valhalla, Epsilon Leonis
* Geminus, Castor (before the bombing)

## Outfits

These are the standard outfits equipped on the Headhunter.

## Performance Information

Excellent speed and weapons for their size makes Headhunters dangerous to freighters and other light warships. Pirates are very fond of these ships in the northern reaches of human space, and they will often customize them with Particle Cannons, effectively turning them into slightly stronger Quicksilvers.

Because of their relatively high cargo space, Headhunters are a good option for asteroid mining.

As with most Lionheart Industries products, these ships have a weak hull.
Ka'ch'chrai

Ka'ch'chrai is a system in Wanderer space. It is home to Vara K'chrai, which currently serves as the capital of the Wanderers.

## Landing Locations

Ka'ch'chrai has the following landing locations:

* Vara K'chrai

## Links

Ka'ch'chrai links to the following systems:

* Ap'arak
* Ek'kek'ru
* Sko'karak

## Amenities

Vara K'chrai possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Ka'ch'chrai:

* Titanium

## Fleets

The following fleets spawn in Ka'ch'chrai:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Heutesl

Heutesl is a system in Gegno space that holds the homeworld and capital of the Gegno.

## Landing Locations

Heutesl has the following landing locations:

* Dueyu Eitch
* Esstch
* Iemn Eitch

## Links

Heutesl links to the following systems:

* Asio
* Iigen
* Oosuoro
* Tscera

## Amenities

Dueyu Eitch has both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in this system:

* Copper
* Lead
* Silicon

## Fleets

The following fleets spawn in Heutesl:

* Gegno Basic
* Gegno Cargo
* Gegno Miners
* Gegno Old
* Quarg (Gegno)
Heliarch Hunter

## Description

Although they mostly serve as patrol vessels nowadays in peacetime, Hunters were originally designed to quickly track down dissidents and bring them to justice.

## Location

These cannot be purchased but can be found in Coalition space.

## Outfits

 Enforcer Riot Staff (25)Enforcer Confrontation Gear (13)

## Information

* Purchasing this would require a Heliarch License.
Humanika

Humanika is a planet in the Sadalmelik system. It is controlled by the Quarg.

## Image

The gravity is too strong on this planet for the Quarg to inhabit it, so they have welcomed human settlers instead. Many people who want freedom from the dangers of human space and the endless instability of human government have settled here.

Although the regions near the equator are far too warm to be comfortable, the climate closer to the poles is almost ideal; the only reason Humanika is not as densely populated as some of the worlds farther to the galactic north is the distrust with which most humans view the Quarg.

## Spaceport

The spaceport is a towering steel structure, built by the Quarg, with docks for their pilot-less cargo drones as well as platforms for human ships. The hallways inside have disconcerting proportions, somewhat narrow but with very tall ceilings.

In addition to the human inhabitants, there are a few tall, almost fragile-looking robots with digitigrade limbs and narrow torsos patterned after the anatomy of a Quarg. Most of the robots stand still in the corners, like statues, but a few are moving around and interacting with people, apparently as remote control proxies for Quarg in orbit. It is a clear reminder of who owns this planet.

## Information

* Humanika has a tribute value of 1000 and is defended by Quarg fleets.
Graede

Graede is a planet in the Scija system that serves as the capital of the Gegno Vi.

## Background

### Outfitter

Yes

Unlike the homeworld of the Gegno, the capital of the Vi is covered in astounding natural beauty where the land is untouched. Vast tracts of forests spread across relatively low mountain ranges, and a variety of both small and large marsupials can be seen running to and fro. Despite all of this, there are many plowed fields that have been converted to industrial ranges and shipyards, and several large cities have begun to grow towards the sky.

## Spaceport

The structure you're parked at seems to be just a section of a much larger rectangular building with many other sections and rods projecting out from it. From the height you are at, you can see the wilderness stretch for miles, occasionally interrupted with another tall-reaching spaceport or factory.

## Shipyard

* Vi Cargo
* Vi Warships I

## Outfitter

* Vi Basic
* Vi Intermediate

## Information

* Landing on Graede requires a reputation of 1.
Holeb

Holeb is an uninhabited system that is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Holeb does not have any landing locations.

## Links

Holeb links to the following systems:

* Alioth
* Arcturus
* Rutilicus

## Fleets

The following fleets spawn in Holeb before August 14, 3014:

* Small Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates

The following fleets spawn in Holeb on and after August 14, 3014:

* Navy Surveillance
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Small Republic
* Large Republic
Husk-Slice Turret

## Description

This turret fires a tightly focused energy beam that is particularly effective against hull armor. When paired with a Disruptor Turret, it is a deadly combination.

## Outfitters

This outfit cannot be purchased, but can be looted from Kor Mereti ships.

## Information

* The Slicer operates in a burst-fire fashion, even though it is a beam weapon.
* The Slicer gun and turret don't deal much shield damage but excel at hull damage. They are highly effective when combined with Shield Disruptor Turrets, which allow some damage to pass through shields. Together, they are the main weapons on Mereti ships.
* The Slicer Turret is normally found on Kor Mereti warships, Models 16 through 512. Each generation of ship adds one more turret to the arsenal, alternating between adding Slicer Turrets and Disruptors.
* This was originally called the Korath Slicer Turret.
Inhibitor Turret

## Description

While cannons that can interfere with a ship's engines are useful in any situation, the Remnant quickly decided that it would be even more useful as a turret that their ships could use to impede those chasing after them. These small Inhibitor Turrets are typically found primarily on Pelicans trying to outrun opponents rather than defeat them.

Although these turrets are unremarkable in terms of performance, the comparatively recent perfection of a technique of installing the bulk of the weapon itself externally on the turret mount instead of under the base has resulted in a weapon that takes comparatively little outfit space. It does, however, still add quite a bit more to the mass of the ship.

## Location

This will be purchasable in Remnant space.

## Information

* Purchasing this would require a Remnant License.
* The Inhibitor Turret cannot yet be obtained in game and will be added in a future update.
Heliarch Pursuer

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

Occasionally, when a Heliarch cadet shows promising results in dogfighting simulations, they are allowed to fly a ship of their own: the Pursuer.

Though certainly not as durable as the other fighters in Coalition space, this Kimek design is cheaper to produce and capable of outrunning any other Coalition ship.

## Location

These cannot be purchased but can be found in Coalition space

## Outfits

These are the standard outfits equipped on the Heliarch Pursuer.

 Small Thrust Module (2)Small Steering Module (2)

## Information

* Purchasing this ship would require a Heliarch License.
Gamma Cassiopeiae

Gamma Cassiopeiae is an uninhabited system that is located in the Core. It is controlled by the Syndicate.

## Links

Gamma Cassiopeiae links to the following systems:

* Mirach

## Mining

The following mineable asteroids spawn in Gamma Cassiopeiae:

* Aluminum
* Titanium
* Tungsten

## Fleets

The following fleets spawn in Gamma Cassiopeiae:

* Human Miners
* Small Core Pirates
* Large Core Pirates
* Large Syndicate
Kas'ik Tek 7

## Description

These small probes are primarily deployed by larger Korath Exile ships to scan for intruders, evaluate foreign vessels, and analyze system bodies. Their secondary function is to retrieve small debris and deactivated microbots spread across Korath space which have fallen off their ships, been fired from Shunt-Strikes, or were even deliberately deployed. Although the data observed and logged by an individual microbot is extremely limited, processing them in bulk yields a valuable gestalt of information. More importantly, the microbots can be recycled for use afterwards.

Drones do not come equipped with a hyperdrive. You cannot carry a drone unless you have a ship in your fleet with a drone bay.

## Location

The Kas'ik Tek 7 cannot be purchased, but it can rarely be found in any of the Korath Exiles systems.

## Outfits

These are the standard outfits equipped on each Kas'ik Tek 7.

## Information

* The only way to obtain this ship is by capturing it.
Orca Plasma Steering

Redirect to:

* Human Plasma Engines

> *An Orca class steering system will allow any mid-sized ship to turn as quickly as a fighter, and is powerful enough to serve even the largest of warships.*
>
>

> -Outfitter Description
>
>

Template:Endless Sky - Steering

## Item Details

Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat.

## Outfitter Locations

The Orca Plasma Steering can be purchased at the following ports: