recursal/Fanatic-Fandom huggingface dataset:
Fomalhaut

Fomalhaut is a system that is located near Earth. It is controlled by the Syndicate.

## Landing Locations

Fomalhaut has the following landing locations:

* Millrace

## Links

Fomalhaut links to the following systems:

* Altair
* Markab

## Amenities

Millrace possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Fomalhaut:

* Aluminum
* Titanium

## Fleets

The following fleets spawn in Fomalhaut:

* Republic Logistics
* Small Core Merchants
* Large Core Merchants
* Small Syndicate
* Large Syndicate
Evrae

## Evrae

### Outfitter

No

Evrae is an uninhabited system in Gegno space that is controlled by the Gegno.

## Landing Locations

Evrae has the following landing locations:

* Veiuye

## Links

Evrae links to the following systems:

* Eebu
* Iliniza
* Ilirco
* Pbelnep
* Yerser

## Mining

The following mineable asteroids spawn in Evrae:

* Platinum

## Fleets

The following fleets spawn in Evrae:

* Scin Cargo
* Small Scin
* Large Scin
* Small Vi
* Large Vi
Drak Antimatter Cannon

## Description

This is the most powerful weapon that the Archons deign to utilize in the presence of the younger races.

## Location

The Drak Antimatter Cannon is equipped on Archons.

## Information

* This outfit cannot be legitimately obtained.
* When fired, this outfit spawns three Drak Antimatter Fragments.
* The damage this weapon deals is enough to one-shot many ships.
* The player will need to dodge antimatter shots from a protective Archon to complete one of the Remnant Void Sprite missions. Asteroids can provide cover, but be aware that the antimatter shots will explode on contact with the asteroids, which will damage the player's ship if they are too close.
* This outfit has the "safe" attribute, meaning that it cannot damage allied ships by accident.
* A stronger version of this outfit is used when the Archon takes enough damage.
* The longest-range guns in the game are:
	1. 9,980 **Drak Antimatter Cannon** - cannot be obtained legitimately
	2. 4,800 Fate Sealer - cannot be obtained legitimately
	3. 2,600 Pug Seeker - acts like missiles but does not require ammunition
	4. 2,000 Dragonflame Cannon - unique item, requires spinal mount
	5. 1,960 Korath Detainer - the highest Slow damage
	6. 1,800 Ka'het Nullifier - the highest Ion damage
Esquiline

## Image

Esquiline is a gas planet in the Pantica system.

## Description (Uninhabited)

Esquiline's wispy skies billow with raging winds and continuous storms. The Remnant have discovered that its upper atmosphere contains a useful source of certain chemicals. Although few spacecraft can penetrate its depths, specially-designed aero scoop drones can be seen regularly dipping into the atmosphere for shipments to Aventine.

## Description (Remnant)

While Esquiline used to be simply another planet the Remnant harvested valuable resources from, the introduction of Void Sprites and the activation of their station has turned this world into a hidden research lab: The first human astrobiology station studying void sprites.

## Spaceport (Remnant)

Although the facilities here are basic, the Remnant cafeteria boasts a food dispenser that is available at any time, along with a mesmerizing view of the clouds outside. Occasionally a Void Sprites will pass in front of the window, much to the delight of everyone.

## Information

* Landing on Nasqueron before the Remnant storyline is complete requires the Gaslining attribute, which is only available on certain Remnant ships.
* Nasqueron is one of three gas planets in the game where the Void Sprites live. The others are Slylandro and Nasqueron.
* Esquiline becomes inhabited during the Remnant storyline when the player helps rescue the Void Sprites in Nenia from the Korath.
* Esquiline is one of two Remnant stations that cannot be dominated; the other is Ssil Vida.
Factions

This is a list of all the factions and governments currently in Endless Sky, organized roughly by tier. If you are looking for organisations, look in Named Organizations.

### Below Tier 1

* Gegno
* Sheragi

### Tier 1

* Republic
	+ Navy
		- Navy Intelligence
		- Oathkeepers
	+ Republic Intelligence

* Deep
	+ Deep Security

* Syndicate
	+ Syndicate Extremist

* Free Worlds
	+ Southern Mutual Defense Pact

* Pirates
	+ Bounty
	+ Bounty Hunter
	+ Marauders

* Merchant
* Independent

#### Tier 1.5

* Coalition
	+ Kimek
	+ Saryds
	+ Arachi
* Hai
	+ Hai
	+ Unfettered Hai
* Korath
	+ Korath Exiles
	+ Kor Efreti
* Remnant

### Tier 2

* Wanderers
* Korath Automata
	+ Kor Mereti
	+ Kor Sestor

* Ka'het

### Multi-Tier/Unknown

These factions vary wildly between what tier they are, depending on the circumstances in which they are encountered by the player.

* Alphas
* Pug
* Builders

* Author
* Indigenous Lifeform
Far Lek 14

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

At the peak of their recent civil war, the Kor Sestor faction developed these automated attack drones, easy to manufacture and encased in an ultra-dense hull that can absorb a significant amount of damage.

## Location

The Far Lek 14 cannot be purchased, but it can be captured from Kor Sestor space.

## Outfits

These are the standard outfits equipped on a Far Lek 14.

## Information

* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual-self destruct chance. With the FL 14, you have a 40% chance of being able to board and loot the ship, and an additional 40% chance of being able to capture it. In total, you have a 16% chance of being able to capture the Far Lek 14.
Ef Osch

Ef Osch is a planet in the Pbelnep system that is controlled by the Gegno Scin.

## Image

Ef Osch is the first world found by the Gegno to have a substantial part of the surface covered in water. Pristine beaches surround tropical land masses, and many strange creatures occupy the depths. Despite being appropriated by the Gegno Scin, there is a relatively low amount of construction work done on the mainland. Most industrial work takes place on large, vessel-like complexes that travel the oceans.

## Spaceport

Each island vessel serves as a makeshift yet functioning spaceport with all of the basic facilities. From as far as you can see, there are two lines of vessels in your area, and although they are miles apart, they form a runway-like pattern.

The island ports are built in a variety of sizes. The Scin fly their ships down the pattern as if it's a highway, staying neatly in the center until they find a port that accommodates the ship they are piloting.

## Information

* Landing on Ef Osch requires a reputation of 1.
Dark Hills

Dark Hills is an uninhabited system in Saryd space. It is controlled by the Coalition.

## Links

Dark Hills links to the following systems:

* Beginning
* Broken Bowl
* Hunter
* Remembrance

## Mining

The following mineable asteroids spawn in Dark Hills:

* Gold
* Iron

## Fleets

The following fleets spawn in Dark Hills:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Crystal Capacitor

## Description

These crystals, mined on the Remnant planet Viminal, can store a surprising amount of power in a compact form. Crystals pure enough to be used in such a manner are hard to find, however.

The capacitors tend to leak small amounts of energy in the form of excess heat. This leaking of energy also results in a quicker dissipation of ionization, granting ships with these crystals some resistance against the occasional ion storms that occur in the Waste.

## Location

Crystal Capacitors can be purchased at the following ports.

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus
* Ssil Vida, Postverta (Becomes available during the Remnant storyline)

## Information

* Purchasing these requires a Remnant License.
* These are one of the best batteries in the game in terms of capacity/mass ratio. However, they also consume a small amount of energy and produce a corresponding amount of heat.
Forge-Class Steering

## Description

This unusually power-hungry steering system packs a lot of power into a relatively small space. It seems that engine technology has progressed more rapidly for the Remnant than it has for the rest of humanity.

## Location

These can be purchased at the following ports.

* Viminal, Arculus
* Caelian, Cinxia
* Aventine, Pantica

## Information

* Purchasing these requires a Remnant License.
* Remnant steering systems have slowing resistance.
Coalition Shield Generators

Following their theme of modularity, the Coalition's Shield Modules focus on efficiency in a small package. Civilian-grade modules surpass Human shield generators of an equivalent size, but require a Coalition License to be purchased. Heliarch ships use highly-efficient Overcharged Shield Modules, but these generators are not accessible to the player normally without plundering.

* Small
* Large
* Overcharged

## Description

Although combat is almost unheard of in Coalition space, almost all of their ships are able to recharge their shields when necessary.

## Location

Small Shield Modules can be purchased at the following ports:

* Ahr, Sol Arach
* Ashy Reach, 3 Axis
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blubipad's Workshop, Blubipad
* Blue Interior, 4 Spring Rising
* Brass Second, 3 Pole
* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Dwelling of Speloog, Speloog
* Far Garden, Companion
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Midway Emerald, 14 Winter Below
* Remote Blue, 14 Pole
* Rusty Second, 4 Axis
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Second Viridian, 14 Summer Above
* Starting Rubin, Sol Kimek
* Station Cian, 12 Autumn Above
* Stronghold of Flugbu, Flugbu
* Warm Slope, Steep Roof

## Notes

* This outfit requires a Coalition License.

## Description

The Coalition manufactures heavy shield generators for their ships in case they ever face aggression from the Quarg or another species.

## Location

Large Shield Modules can be purchased at the following ports:

* Ahr, Sol Arach
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blue Interior, 4 Spring Rising
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Remote Blue, 14 Pole
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Stronghold of Flugbu, Flugbu

## Notes

* This outfit requires a Coalition License.

## Description

These modular shield generators are the most powerful emitters produced in Coalition space, and as such they are strictly controlled and exclusively used by the Heliarchs. The additions made to the Large Shield Module more than tripled its shield generation, but at the cost of it requiring a constant supply of energy to stabilize it.

## Location

The Overcharged Shield Module can only be obtained through looting the following Heliarch ships:

* Heliarch Hunter
* Heliarch Interdictor
* Heliarch Judicator
* Heliarch Neutralizer
* Heliarch Punisher

## Notes

* These are some of the most powerful shield generators in the game. Despite only being Tier 2.5, this shield generator is more space-efficient than the Tier 3 Quarg Quantum Shield Generator, at the cost of slightly less energy efficiency. It is also more space and energy efficient than the Wanderer Dark Storm Shielding.
* This outfit requires a Heliarch license.
Eneremprukt

## Commodity Prices

### Luxury Goods

1475

Eneremprukt is a system in Korath space controlled by the Kor Sestor.

## Landing Locations

Eneremprukt has one landing location, Sopi Lefarkata.

## Links

Eneremprukt links to the following systems.

* Silikatakfar
* Mesuket
* Ferukistek

## Mining

These are the mineable asteroids that spawn in Eneremprukt.

* Copper
* Lead
* Silicon

## Fleets

These are the fleets that naturally spawn in Eneremprukt.

* Small Kor Sestor
* Large Kor Sestor
* Large Kor Mereti
Corral of Meblumem

Corral of Meblumem is a planet in the Meblumem system. It is controlled by the Coalition.

## Background

### Outfitter

No

The Corral of Meblumem is home to two major industries: uranium mining, and longcow ranching. The long lifetime of the longcows means that their bodies can easily accumulate dangerous loads of heavy metals if exposed to them, so the two industries are kept separated by conservation zones dozens of kilometers wide. The dark strips of primal forests separating the red-brown pit mines from the tan and light green of the pastures makes the land look like a stained-glass patchwork from above.

## Spaceport

The spaceport is a small facility, a five-story tower and some warehouses surrounded by landing pads, with tall fences around them to make sure that a herd of longcows does not accidentally wander in. Outside the fences, longcows mill about like hundred-ton centipedes, and visiting spacecraft are strictly required to approach using repulsors only rather than their main thrusters to avoid spooking the cattle.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Corral of Meblumem requires a reputation of 15; this cannot be bypassed through bribery.
Firestorm Torpedo

## Description

Massive in both size and destructive capability, the Firestorm Torpedo's enormous blast radius makes it a dangerous part of larger ship arsenals, despite the lack of more recent Korath innovations. The Firestorm Torpedo is used as ammo for the Firestorm Battery.

## Location

This outfit can be found equipped on the Korsmanath A'awoj, as well as rare variants of the Ra'gru Ik 618 and Ra'at Ik 621.

## Information

* This can be fired by the Firestorm Battery and stored in the Firestorm Torpedo Rack.
Fusion Drive

## Description

The Sheragi engines are much more than simple tubes spewing fire; they are a collection of interdependent devices, providing increased efficiency at the cost of modularity. These include a hyperdrive, an enormous fusion reactor, and the most powerful plasma engines you've ever seen. It's all examples of relatively simple technology, but they have been refined and taken to their extreme. The engines are fundamentally connected to the fusion reactor, increasing their thrust even further and thereby allowing the Emerald Sword to fly at impressive speeds, travelling through interstellar space with relative ease.

## Location

There is only one of these in the game, equipped on the Emerald Sword.

## Information

The Fusion Drive is a combination power plant, hyperdrive, and engine system used by the Sheragi. It can (only) be found pre-installed on the Emerald Sword. It is necessarily very large and powerful in order to meet the massive warship's needs, but it is not particularly efficient at any one trait, making it possible to replace with higher-tier alien outfits with some difficulty. In particular, it produces an enormous amount of heat both in idle state and from movement, similar to Korath technology like the Triple Plasma Core.
Da Ent

## Commodity Prices

### Luxury Goods

1025

Da Ent is a system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Da Ent has the following landing locations:

* Newhome
* Violetwake
* Darkrest

## Links

Da Ent links to the following system:

* Ya Hai

## Amenities

Newhome possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Da Ent:

* Lead
* Silicon

## Fleets

The following fleets spawn in Da Ent:

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
Alien Outfits

*This page contains **Spoilers.***

This is a list of **alien outfits**. See also Human Outfits (which includes universal outfits like hyperdrives and outfit expansions).

This page is a work in progress and is still being expanded.

## Hai

### Energy Generation

*Hai energy components are more efficient than their human counterparts. They take up less space but generate comparable levels of energy.*

## Remnant

### Shields

Remnant ships have built in shield generation and therefore do not have shield outfits.

## Wanderers

### Energy generation/storage

(Wanderer energy generation doubles as energy storage)

### Thrusters

(Wanderer thrusters double as cooling) - *Wanderer thrusters are less powerful than other alien counterparts, but they are more powerful than plasma thrusters and are the most efficient engines among all their counterparts.*

## Coalition/Heliarch

### Anti Missile

The Coalition and the Heliarch do not possess any anti-missile turrets.

### Engines

*Coalition thrusters have higher than average power and generate a fair amount of heat, but require less energy than their counterparts.*

## Ka'het

*Ka'het* *outfits can only be obtained by looting their ships.*

## Quarg

*Quarg outfits can only be obtained by looting their ships.*

## Sheragi

Many of the Sheragi outfits provide several purposes.

### Energy Generation

Sheragi have combined power generation with the Engines.

### Shields

Sheragi do not have real shields. However, the magnetic fields of the batteries provides a small boost to the shield regeneration of the ships, which is otherwise very underdeveloped.

### Engines

The Sheragi Engines also provide energy generation
Finisher Storage Tube

## Description

In order to allow Heliarch ships to install more Finisher Storage Tubes, Heliarch engineers have incorporated a tiny battery pack into each module. This allows for Heliarch ships to have a respectable energy capacity while also carrying a fearsome number of Finishers.

## Location

These cannot be purchased, but can be found equipped on Heliarch ships.

## Information

* These store Finisher Torpedos, which are used by the Finisher Pod.
Fornarep

## Fornarep

### Outfitter

No

Fornarep is an uninhabited system in Korath space.

## Landing Locations

Fornarep has the following landing locations:

* Sek Alarfarat

## Links

Fornarep links to the following systems:

* Kaliptari
* Meftarkata
* Mekislepti
* Skeruto

## Mining

The following mineable asteroids spawn in Fornarep:

* Lead
* Titanium

## Fleets

The following fleets spawn in Fornarep:

* Small Kor Mereti
* Large Kor Mereti
* Large Quarg
Deep Security

**Deep Security** is the interstellar police force of the Deep, a technologically advanced region of the Republic.

The Deep was originally an independent region; when the Deep joined the Republic, it retained the right to patrol its own territory. As a result of its self-governance, the Deep's safety is maintained by Deep Security instead of the Republic Navy.

## Ships

Deep Security largely uses ships that are produced by Lionheart Industries, a major shipbuilding company in the Deep.

Light Warship

* Headhunter
* Raven

Medium Warship

* Aerie
* Corvette

Fighter

* Dagger
Cold Horizon

Cold Horizon is a planet in the Fell Omen system. It is controlled by the Coalition.

## Background

### Outfitter

No

In the early mornings on Cold Horizon, the trees are often coated in a thin layer of glittering frost that burns away a few hours after sunrise. In the short summer season, flocks of migratory birds arrive in the forest, bringing a cacophony of music and a riot of color to the otherwise serene woodlands.

Half a billion Saryds live here, drawn not so much by the planet's resources, which are scarce, as by its natural beauty.

## Spaceport

The spaceport on Cold Horizon is only a tiny village; most of the natives prefer to stay as far as possible from the bustle and confusion of interstellar life. The spaceport is also a railway hub, with trains departing from here to bring tourists to and from the larger population centers in the forest, on the shore, and far up in the mountains.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Cold Horizon requires a reputation of 15; this cannot be bypassed through bribery.
Excavator

## Description

Excavator Drills are large drills designed by the Gegno that rip materials out of asteroids in an efficient manner. These types of drill systems are only found on ships specifically designed around them as they require substantial infrastructure to be functional.

## Location

This cannot be purchased, but can be found equipped on some Gegno ships.

## Information

* Purchasing this would require a Gegno Civilian License.
* This is a dedicated mining weapon, similar to the Coalition MCS Extractor. It has extremely low range and low regular damage, but high mineable damage.
Farpoint

Farpoint is a planet in the Alnitak system. It is controlled by the Republic.

## Image

Farpoint, on the northernmost end of human space, is a rocky desert planet home to a Republic Navy base and not much else. Farming is possible only within greenhouses, and this system is too far from the galactic center to be desirable for trade or industry.

Lately the Navy base on Farpoint is growing, because it has become the new home of the Navy Oathkeepers, a small branch of the Navy that has sworn to stay uninvolved in the conflict with the Free Worlds. (If the Oathkeepers are founded)

## Spaceport

The spaceport is the Navy base; there are no other settlements. There are a few pubs filled mostly with off-duty officers, and a quartermaster's warehouse where you can trade goods. The most striking aspect of the base, however, is how empty it is. There are enough buildings here to make it feel like a small city, but only one small corner of the port is in use; the rest of the buildings are boarded up. And there are enough landing pads and hangars to house perhaps a fifth of the entire fleet, but they are nearly all empty at the moment.

The massive scale of the fortifications, coupled with their state of near-total disuse, puts you in mind of the fabled Maginot Line on Earth - a relic of an anticipated battle that failed to materialize according to plan.

## Outfitter

* Ammo North
* Common Outfits
* Lovelace Basics

## Information

* Farpoint has a tribute value of 900 and is defended by large Republic fleets.
* Landing on Farpoint requires a reputation of 2.
* During the Free Worlds storyline, Farpoint becomes the home of the Oathkeepers and stays that way for the rest of the game.
Dropship

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 **Navy Dropship** is a fighter designed to carry soldiers, and it has little combat ability.

## Description

Dropships were designed with the Navy's Auxiliary in mind. Landed Auxiliaries often act as forward operating bases, so troops needing transport to another area often rely on their Dropships. This cramped and uncomfortable vessel is able to move a squad of Republic soldiers at great speed for its size.

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

The Dropship can be purchased at the following ports:

* Ada, Aldebaran
* Luna, Sol
* Prime, Betelgeuse
* Geminus, Castor (before the bombing)

## Outfits

These are the standard outfits initially equipped on the Dropship.

## Information

* Purchasing this requires a Navy License, which is not legitimately obtainable. As a result, Dropships can only be obtained by capturing them.
* This is one of two fighters which has more bunks than required crew.
Four Pillars

## Commodity Prices

### Luxury Goods

963

Four Pillars is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Four Pillars has the following landing locations:

* Flowing Fields

## Links

Four Pillars links to the following systems:

* Far Horizon
* Lone Cloud

## Amenities

Four Pillars does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Four Pillars:

* Iron
* Lead
* Silicon

## Fleets

The following fleets spawn in Four Pillars:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Everhope

Everhope is a station in the Bote Asu system. It is controlled by the Hai.

## Image

This station consistently has a large number of Hai warships docked at it, and further investigation reveals that it serves as the principal supply of fuel for the Hai military, as well as the staging point for resupplying ships heading to defend Wah Ki from the Unfettered. A monument beyond the docking area entrance attests to its history performing a similar role during the Korath raids before that.

## Spaceport

The spaceport is dominated by its function as a military station, though it still has a dual-level promenade like its civilian counterparts of Ochrescoop and Greymoon. Several areas are restricted, but there are also freely accessible pubs and eateries, as well as an impressive cinema and a warehousing section for trading goods. The flooring is textured to prevent slipping and appears to be fairly new, while the rest of the station has a polished but well-worn feel to it.
Darkwaste

Darkwaste is an uninhabited planet in the Fah Root system. It is controlled by the Hai.

## Background

### Outfitter

No

This planet seems to have all the conditions necessary for a vibrant, Earth-like ecology. The gravity and temperature are moderate, and there is a fair amount of surface water, although the oceans are quite small. However, aside from a few stunted plants and lichen, there is almost no native life here. Given how skilled the Hai appear to be at terraforming other worlds, it is strange that this one has been left barren.

## Information

* Darkwaste is uninhabited and cannot be dominated.
Drak Anti-Missile Field (Augmented)

## Description

This device produces a field that destroys any missiles that come within it.

This level of anti-missile effectiveness is required only when dealing with the most powerful of threats.

## Information

* There is no legitimate way to obtain this outfit.
* The Drak Anti-Missile Field (Augmented) is the most powerful anti-missile in the game, and makes the Archon invulnerable to missiles.
* This outfit is a stronger version of the Drak Anti-Missile Field and is used when the Archon takes enough damage.
Farves GP Hybrid Thruster

## Description

The forced retreat from research into interstellar jump drive technology has left the Efreti engineers with little else to tinker with than subluminal propulsion. These resulting thrusters are one important example of this effort. Synthesizing gravitational propulsion with more traditional plasma thrusters moderates the heat output from these engines.

## Location

This outfit is not purchasable, but can be found equipped on some Kor Efreti ships.

## Information

* The only way to obtain this is by looting it.
EMP Torpedo Bay

## Description

Electromagnetic pulse weapons were developed by the Remnant during the early days of their colony, when they were living in fear that the Alphas would overrun human space and expand beyond it.

## Location

These are the ports where the EMP Torpedo Bay can be purchased.

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Purchasing this requires a Remnant License.
* This uses EMP Torpedos as ammunition, which can be stored in EMP Torpedo Storage Bays.
* This weapon causes a lot of ion damage in a large radius.
* This has a very high missile strength.
* The EMP Torpedo Bay was likely reverse engineered from the Ka'het EMP Deployer, as Taely mentions in the first contact mission that its ammunition was copied from the Ka'het one and that the rest of the tech was "their main inspiration point for centuries".
* This outfit is replaced by the Teciimach Bay in outfitters late in the Remnant storyline.
Firefall

Firefall is an uninhabited station in the Fah Soom 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.
Ef Aourtdye

Ef Aourtdye is a planet in the Asio system that is controlled by the Gegno.

## Image

Ef Aourtdye is primarily a factory world where a large portion of mined materials are refined, processed, and re-distributed across parts of Gegno space. Large factory and refinery structures can be seen engraved into the mountainous surfaces of the planet, with some cities found in less crowded valleys. Once home to a much larger population, a major portion of the cities are now desolate as efforts have been pushed to either more distant planets, or pulled back to the ever-growing homeworld of the Gegno.

A majority of the mining, cargo, and refinery vessel shipyards in Gegno space are also found here, newly constructed out of the freshly processed materials and quickly prepared to be put into service.

## Spaceport

The Gegno here are much too busy to pay any attention to you as it seems this spaceport is part of a larger refinery site. The largest Gegno heave around large metallic containers of either processed materials or various structural parts, while the Gegno closer to your own height are working with machinery. At the far end of the spaceport you can see large rugged vehicles leaving or entering the site on paths that branch out to several more factories in the distance.

## Shipyard

* Gegno Intermediate (shipyard)
* Gegno Advanced (shipyard)

## Outfitter

* Gegno Basic (outfitter)
* Gegno Intermediate (outfitter)

## Information

* Landing on Ef Aourtdye requires a reputation of 1.
Clark

Clark is a planet in the Seginus system. It is controlled by the Republic.

## Image

Clark is a recently settled world, and most of its surface remains covered in dense forests and uninhabited mountains. Because clearing new land is so difficult, agriculture here has not grown far beyond the level of subsistence farming. But the temperate climate has drawn tens of millions of settlers, most of whom work in factories that have been planted here by off-world corporations to take advantage of the cheap labor.

The low cost of living and virtually zero unemployment rate make poverty and crime relatively rare occurrences. Instead there is a pioneering spirit, a startup-world attitude that anything is attainable with a bit of hard work and frugality.

## Spaceport

The spaceport is at the heart of one of Clark's largest cities, surrounded by smokestacks and factories. There are a few hangars owned by different corporations where their cargo ships can load and unload, but you are relegated to a set of concrete landing pads farther from the main buildings. Large trucks rumble by carrying carts loaded down with cargo crates.

In the central building, dozens of workers fill a large cafeteria with several stations serving different types of food. The mood here feels boisterous and energetic, very different from most of the Dirt Belt worlds you have visited.

## Information

* Clark has a tribute value of 400 and is defended by small Militia fleets.
Ikatila'ej

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

## Description

For most of their manufacturing needs, the Korath rely, as even some terrestrial species do, upon their space station and asteroid infrastructure. Due to their spacebound existence, however, the acceptability for failure and downtime is slim to nonexistent. Should equipment aboard a station or a world-ship fail, the Ikatila'ej, named for an inventor famously proficient in a variety of fields, is called in to provide critical support. Its microbot-run factory produces basic living supplies, machine parts, and systems cores, and may assist in continuing stalled production.

When not assisting with damaged ships and stations, or replenishing its own stores, the Ikatila'ej serves as an all-in-one recycling, mining, refining, and factory ship, using its microbot-powered grinder to rapidly turn asteroids and garbage into whatever products the civilian economic planning committees have determined to be in the most dire need.

## Location

This ship cannot be purchased, but can be found in Korath Exile space.

## Outfits

These are the standard outfits equipped on each Ikatila'ej:

 Thermal Repeater Rifle (986)Microbot Defense Station (26)

## Information

* Taking this ship out of the Korath Exiles' systems is impossible, as it lacks a Jump Drive.
* This ship is used exclusively by the non-hostile Korath Civilians faction.
* This ship is based upon and originally named after a Korath Ship design from an old Korath Expansion project, the Korath Refabricator. The overall shape is the same, but the detailing is notably different.
Firestorm Battery

## Description

Though not as refined as the newer Firelight version, this torpedo contains an augmented Korath Plasma Core reactor element completely stripped of its protective casing and safety interlocks. When activated, it generates a tremendous explosion of heat and force that pushes ships away and will even melt their hulls.

## Location

* This outfit can be found equipped on Korsmanath A'awojs and rare variants of both the Ra'at Ik 621 & Ra'gru Ik 618.
* Firestorm Torpedoes have a huge impact force that knocks back targets a large distance and deal massive amounts of heat and burn damage.
* Firestorm Torpedoes also have tremendous blast ranges, so be careful if you manage to obtain one.

## Information

* This fires Firestorm Torpedoes, which can be stored in Firestorm Torpedo Racks.
* This is one of only two turreted secondary weapons in the game, the other being the Langrage Hyper-Heaver.
Dreadnought

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 **Southbound Dreadnought** is a powerful and surprisingly fast heavy warship.

## Description

The Dreadnought is a new warship that was designed by Southbound Shipyards in order to provide a large capital ship for the Free Worlds fleets, something capable of standing up to a Navy Cruiser or even a Carrier.

## Location

After the Dreadnought is unlocked, it can be purchased at the following ports:

* Rust, Kraz
* Zug, Zubeneschamali

## Outfits

These are the standard outfits initially equipped on each Dreadnought.

 Laser Rifle (25)

## Performance Information

The Dreadnought is a very strong vessel. With an abundance of crew, decent cargo space, and plenty of outfit space, combined with good shields and armor, this ship can be bought and customized to player taste. Players should note that its Plasma Turrets are excellent for fighting capital ships, but interceptors can outmaneuver the shots. A Dreadnought's high crew can also be detrimental to players working on a budget, but overall the Dreadnought's combination of outfit space and equipment makes it one of the most powerful human ships that the player can currently purchase, only lagging behind the Bactrian, Kestrel, or the Albatross.

## Notes

* This only becomes available during the Free Worlds campaign.
* Purchasing this ship requires a Militia License.
Deka Dathnak

Deka Dathnak is an uninhabited gas planet in the Asikafarnut system.

## Image

For whatever reason, someone has gone to the trouble of bombarding this gas giant with thousands of nuclear warheads. Swirls of radioactive isotopes are plainly visible in the lower atmosphere, and the amount of soot floating around points towards a large amount of some material having been incinerated in the recent past. The Korath were presumably the ones who decided to drop several gigatons worth of nuclear weapons into this gas giant during their civil war, but exactly why they did so remains unknown.

Unfortunately there is no eerie green radioactive glow to illuminate the layers beneath the clouds. Instead, your ship is shrouded in shadow and ash, plunging your viewports into darkness.
Ember Tear

## Description

The Ember Wastes are an anomalous region subject to forces that defy conventional physics: Energy spontaneously pouring from the vacuum, material density far greater than one would expect to find in space - even around a nebula, a concentration of wormholes unheard of in the galaxy, and regions where the universe itself seems to be in flux. This region, more than any building or ship, is the Remnant laboratory where they study the deepest workings of the universe.

When asked to clarify whether the name refers to either ripping or crying, the technician looks at you with a curious expression, and replies 'both.' They then go on to explain that a very simplistic explanation for this weapon is that it is making micro-tears in the fabric of space-time, then cauterizing them together again. Should not the Ember Wastes cry at the necessity of such weapons?

These massive weapons require special hardpoints, and are built in such few number that the Remnant distribute them directly on an as-needed basis. Due to the prodigious energy and fuel requirements, only the most massive of Remnant ships can support regular use of these weapons.

## Location

* One of these is equipped on the Remnant Heron, which currently only exists as a person ship and cannot be obtained.

## Information

* Purchasing this would require a Remnant Capital License.
* Installing this weapon requires a spinal mount, only found on a few ships.
* The Ember Tear consumes fuel as ammunition. Ramscoops are recommended to avoid getting stranded by overuse.
* The Ember Tear is a Remnant superweapon, intended to be used in the Remnant endgame.
* The person ship Zitchas has one installed in his Heron.
Erabuthro

Erabuthro is a planet in the Erabu Lemeta system. It is the capital system of the Bunrodea.

## Background

### Outfitter

Yes

Erabuthro is the capital of the Bunrodean Hegemony, home to the throne of the Queen. Only those with the blessings of the Queen are allowed to set foot on the planet's surface, although receiving such blessing doesn't necessarily guarantee a warm welcome.

Much of the planet's land area is covered in a hexagonal pattern of city and wilderness, with every hexagonal urban area bordering an area of wilderness, as if the planet consisted of one giant city with hundreds or maybe even thousands of parks scattered across it.

## Spaceport

The central hub of the spaceport is an engineering marvel of impossible looking structures, such as buildings with large unsupported overhangs that look as though they should collapse under their own weight. The spaceport includes many of the typical services that you would expect, but also has a number of buildings that seem to act as embassies or consulates from other worlds.

Being an outsider on royal grounds, you are at all times escorted by a group of armed guards and a translator, although they seem to give you free reign to go wherever you want without any trouble. Only when approaching the royal palace without an invitation do they stop you.

## Shipyard

* Bunrodea Basic (shipyard)
* Bunrodea Advanced (shipyard)
* Bunrodea Capital (shipyard)

## Outfitter

* Bunrodea Basic (outfitter)
* Bunrodea Advanced (outfitter)
* Bunrodea Capital (outfitter)
Deep River

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

## Description

The Deep River is a modular freighter, designed to carry cargo in detachable pods.

## Location

These are the ports where the Deep River can be purchased.

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Varu Mer'ek, Ik'kara'ka (not after completing Wanderer storyline)

## Outfits

These are the outfits initially equipped on each Deep River.

## Information

* Purchasing the Deep River requires a Wanderer License.
* The Deep River has the second-highest cargo space of any obtainable ship in the game.
Fusion Reactor

## Description

The invention of practical fusion power near the end of the twenty-first century spurred a new era of prosperity and plenty. Centuries later, the generators have been reduced in size, but are still generally only used in capital warships.

## Location

The Fusion Reactor is available in the Paradise Planets area and can be purchased at the following ports:

* Ada, Aldebaran
* Hermes, Capella
* Shroud, Alheka
* Geminus, Castor (Before the bombing)

## Information

The Fusion Reactor is the third most powerful generator in human space (after the Armageddon Core and Stack Core), and the second-most space efficient (after the former). It produces energy sufficient to power a large warship, but also produces considerable heat.

## Trivia

The fusion reactor's torus shape seems to indicate it is an advanced and miniaturized version of a tokamak, a real-world fusion reactor design.
Glory

Glory is a planet in the Wazn system. It is controlled by the Republic.

## Image

Elsewhere in the galaxy, people speak dismissively of the "boughten sunshine" that rich terraformed worlds can afford. On Glory, even many of the lakes and hills are artificial, crafted to garden-like perfection.

Fittingly, the chief industry on Glory is plastic surgery, along with other medical efforts aimed at prolonging life, funded by rich, elderly folks who have settled here.

Glory is also home to the Academy of Planetary Sciences, the organization at the forefront of terraforming research. The Academy takes on only a handful of apprentices each year, and guards its secrets very closely.

## Spaceport

The starport is as perfectly sculpted as the rest of the planet, a hive-like structure with hexagonal openings of various sizes for docking bays. Gardens have been planted on the roofs and on terraces on all different levels, and a small artificial river flows from a fountain on the roof down among the terraces and out to the ground below.

It is almost impossible to tell the age of the locals who are walking by: there is a frightening monotony of wrinkle-free, nearly identically proportioned faces. When they speak, only their lips move; their expressions remain mask-like, immobile.

## Information

* Landing here has no required reputation.
* Glory has a tribute value of 4300 and is defended by Large Republic Fleets.
Esayaku Fen

Esayaku Fen is an uninhabited planet in the Eshkoshtar system. It is controlled by the Kor Mereti.

## Background

### Outfitter

No

The Kor Mereti robots seem to prefer to build their factories and refineries in space rather than on planets, harvesting their raw materials from asteroids so that they do not have to deal with gravity, or atmosphere, or rain, or sandstorms. They have left this desert world unoccupied.

The deserts here are home to an unusual number of plant species, which have adapted to survive the occasional catastrophic flash floods.

## Information

* Esayaku Fen is an uninhabited planet and cannot be dominated.
Cyife

Cyife is an uninhabited planet in the Wreoul system.

## Image

This lonely, icy moon is the only non-gaseous celestial body within this rather quiet star system. Although there are no signs of life here due to the extremely low temperatures, certain parts of the surface glimmer oddly compared to others, as if to imply something may once have been here before.

## Information

* Cyife is an uninhabited planet and cannot be dominated.
Dragonflame Cannon

## Description

The ancient Sheragi superweapon is simple in concept, but the cost involved in developing something like it is exorbitant. It's hard to envision what could have motivated the creation of such a thing. It uses an obscene amount of energy to trigger an extremely powerful thermonuclear reaction, directing most of the energy from the resulting explosion forwards in a devastatingly powerful beam of gamma radiation.

## Location

This cannot be purchased but can be found equipped on the Emerald Sword.

## Information

* Only one of these exists in the game.
* This weapon also requires a 'spinal mount'; only the Emerald Sword, the Prototype, the Heron and the Ikatila'ej have these. Therefore, it is impossible to move the weapon to another of your ships, unless it has this attribute. This weapon uses 200 fuel per shot, so you have to be careful not to use it if you are low on fuel.
* The Dragonflame Cannon is a Sheragi superweapon. It is found in the Emerald Sword, an ancient Sheragi heavy warship obtained from the 'Sheragi Box' missions. It is a huge cannon, which fires devastating shots: many human ships are instantly destroyed. However, it has a slow reload time, and uses a huge amount of energy and generates a massive amount of heat, even with the gigantic Sheragi Fusion Drive, Cooling and Large EM Battery. (This heat is also imparted to the enemy ships, if they survive.)
* The longest-range guns in the game are:
	1. 9,980 Drak Antimatter Cannon - cannot be obtained legitimately
	2. 4,800 Fate Sealer - cannot be obtained legitimately
	3. 2,600 Pug Seeker - acts like missiles but does not require ammunition
	4. 2,000 **Dragonflame Cannon** - unique item, requires spinal mount
	5. 1,960 Korath Detainer - the highest Slow damage
	6. 1,800 Ka'het Nullifier - the highest Ion damage
Crystalline Formation

## Description

There appear to have been prior attempts to discern the mechanics of this outfit, but the debate is ongoing whether this can be considered a device or not.

## Outfitters

The Crystalline Formation is not sold at any outfitters.

## Information

* This is one of the Shooting Star's "weapons" (the other one being the Hexagonal Crystal) 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.
Electroweak Reactor

## Description

The existence of the exotic stars that this Bunrodean reactor bears the name of is still unknown to humanity. An electroweak star is an exotic star that would be prevented from collapsing by the electroweak force as quarks are converted to leptons in the star's core.

Bunrodean reactors are able to be upgraded by installing Reactor Overclockers or Limiters, which alter the performance of the reactor. Each reactor only has a limited number of slots for these upgrades, though.

## Location

This outfit cannot be purchased but can be found equipped on some Bunrodean ships.

## Information

* This outfit has 18 reactor upgrade slots, which can be filled by Reactor Overclockers and Reactor Limiters to change the performance of the outfit. Overclockers increase energy generation at the cost of more heat and Limiters decrease energy generation to decrease heat generation. Both upgrade outfits also take up some outfit space.
Enforcer

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

Prior to the formation of the galactic Republic, many star systems were owned by "governing corporate entities," with the vast majority of space being inaccessible to private citizens. The only exception to this rule were the pirate bands, whose few ships were often stolen or rebellious corporate fleets of their own, yet who had an outsized impact on interstellar trade. The necessity for corporations to protect their operations meant that Enforcer was one of the most common vessels used for security and defense. The ship boasts an armament of four gun ports and a turreted mount, all packed on a small but defensible frame that was powerful for its time.
Although no longer on the market, the Enforcer finds itself in the possession of a small number of merchants and, ironically, various groups of pirates, as an aging combat ship easily outperformed by other light warships or even interceptors of a similar size.

## Location

The Enforcer cannot purchased. It can only be captured from pirates in the Southern Rim.

## Outfits

The following outfits are equipped by default on Enforcers: