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Energy Cell

The Energy Cell is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Recharges your energy capacitor at an increased rate for 10.0 seconds.*  -Level I*

**Recharges your energy capacitor at an increased rate for 17.5 seconds.*  -Level II*

**Recharges your energy capacitor at an increased rate for 25.0 seconds.*  -Level III*

## Functionality

When activated, the Energy Cell applies the listed duration of Energy Recharge to the user.

## Interactions and Strategy

* The energy cell is excellent for ships that frequently boost, use augmentations, use primaries, or use energy weapons, as it allows for the user to temporarily ignore energy use unless using many energy-intensive items.

* The energy cell can be activated to counteract the effects of the Energy Drain Status Effect.

* The energy cell, in contrast to the Recharger device, only recharges the user's Energy - but also does not have speed limitations the recharger has, making it ideal for smaller, more nimble ships.

* The energy cell can be paired with the Capacitor Overcharge to make the most use of the complete energy recharge if the user is not firing.

* The energy cell can be paired with the Shield/Energy Balancer to simultaneously restore shields and energy with one item slot,

* When paired with the Energy to Shield Converter, the energy cell functions as a pseudo-Shield Repairer.

## Crafting

Level I -
Credits: 500

Nickel: 60
Silicon: 35
Copper: 200

Level II -
Credits: 500

Nickel: 80
Silicon: 45
Copper: 250

Level III -
Credits: 500

Nickel: 100
Silicon: 60
Copper: 350

## Trivia

* The energy cell is an analog to the Recharger.
Forkworm Queen

## Description

Forkworm Queen is an NPR ship belonging to the Forkworms. Forkworm Queens are larger versions of Forkworms: Worm-like creatures with numerous silvery spear-like protrusions that have radial symmetry about their central mass of eyes, with three rotating flagella behind a much larger conical central body.

## Combat and Strategy

All associated items can be found on the Forkworms page.

Forkworm Queens are considered the boss ships for the Forkworms, and are some of the tankiest enemies in the game with respect to the level at which they are encountered: boasting a whopping 5000 shields, they are able to tank a variety of hits while charging inexperienced players.

For weaponry, queens have Energy-dependent Primary Weapon Eyeblast, which deals heavy close-range damage and applies a short Recharging Blocked Status Effect to the target.

Additionally, they have several guided energy-based torpedoes, Forklets, which they spam at close range. While slow, they can pack a punch if allowed to hit.

Forkworm Queens also regularly spam Forkworm Egg Clusters to spawn in Forklings to assist them - keep in mind the strategies listed on the forkling page applies during combat with a forkworm queen.

Just like combat with Forkworms, keeping one's distance from a forkworm queen leaves them relatively harmless. Note in Nebulae where they build their Nests, they can be quite hidden and Locking is fairly gimped - so players, especially low-level ones, must take care when passing through their territory.

Keep in mind since all their offensive weaponry is energy-based (besides summoning forklings), players can use weapons that apply the Energy Drain effect to stop queens from firing, such as the Leech Torpedo. Radiation Damage, given the high mass of the queen, is also useful to deal damage-over-time to the queen. Nuclear Torpedoes are a good way early-on to apply the radiation effect.

Fast ships, such as the Pegasus, will have no problem simply outrunning and flanking the queen without any damage from them or their summons, provided the player does not mess up the kiting and get eyeblasted by a stray forkling.

## Notes

* More info about the respective NPR in general can be found on the Forkworms page and the Forkworms category page.
* The forkworm queen has a late-game variant: The Prongworm Queen.
Electrostatic Orb Barrage

The Electrostatic Orb Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Slow firing, close range, low damage weapon that destabilises the target for a short time. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Devimon Spike Storm

The Devimon Spike Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Rapid fire unguided projectile that has a large amount of ammo and is undetectable on scanners/radar. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Functionality

Upon firing, the Devimon Spike acts as a standard dumbfire projectile with a high fire rate and a moderate to low spread for the single variant.

Devimon Spikes are Stealthed, which means it is silent to ships outside close proximity and does not show up on Radar.

## Interactions and Strategy

* Devimon Spikes are a solid weapon known for consistent damage and harassment capabilities. Their sounds being stealthed makes it excellent for peppering unsuspecting enemies, which generally allows for a few hits before an enemy realizes what is happening.

* They have a moderate spread and travel akin to Stiletto Rockets and can be difficult to see, which can be advantageous to users wishing to be stealthy and catch enemies by surprise.

* Devimon Spikes also boast a good sized magazine, which can be depleted quickly if the user is not careful in limiting their use, as spamming the spikes will drain the ammo reserves quickly.

* Devimon Spikes' Projectile Damage Type makes them a solid choice against almost any shield - with exceptions such as the Tornadian Shield.

* Single Devimon Spikes are typically used for their high rate of fire and knockback, which is good for more spammy builds - and Quad Devimon Spike are typically used for more burst damage as a good balance between fire rate, spread, and likelihood of hitting a target.

* When combined with the Projectile Attractor Field and a primary weapon of similar speed, devimon spikes can quite dangerous, as the projectile attract can mitigate their spread's tendency to miss en masse.

## Trivia

* Devimon Spikes bear a faint resemblance to the teeth of Devimon Sprites, though any relation is not confirmed.
Distress Signal Trap

A Distress Signal Trap notification.

## Updated Objective

An example of an updated mission objective.

**Distress Signal Trap** is a Random Event in Starfighter: Infinity in which a special fake Distress Signal Mission is added to the player's objectives.

## General Information

 Local Message:

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

## Event Details

When the random event is generated, the player will be notified with an on-screen message, and a mission will be generated on their Map.

At the mission sector, the player will be greeted by Pirates, revealing the distress signal to be a trap. After a few seconds, the total number of hostiles will appear, and the player will then undergo a special mission where they must clear the Sector of hostiles in order to complete the mission, which they can then turn in normally at a designated Station.

Like the normal Distress Signal, there appears to be a time limit to how long the mission is available for, after which it will automatically be failed.

## Conditions

Random - appears to occur in any Star System with a friendly Station.

## Misc. Info

* Distress Signal is another Random Event that shares an identical appearance to Distress Signal Trap, with the player only able to distinguish between the two once they arrive at the Sector.
Devimon Reminder

A Devimon Reminder in Sagittarius A

## Scan Event

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

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

## Locations

* Sagittarius A
	+ 1-10

## Functionality

Upon Scan completion, a ring of Devimon ships will Hyperspace in around the structure in a ring formation.

The reminder appears to always spawn eight ships composed of a mix of Devimon Frigates and Devimon Sprites, which is announced in the player's chat.

Re-scanning the structure does not appear to trigger this event again unless a new Instance is regenerated.

## Misc. Info

* The Devimon Reminder is related to the Devimon.
Energy Extraction Turret

The Energy Extraction Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Energy Extraction Beam I at nearby enemies* -Level I*

**Small turret that attaches to some large ships that fires a Energy Extraction Beam II at nearby enemies* -Level II*

**Small turret that attaches to some large ships that fires a Energy Extraction Beam III at nearby enemies* -Level III*
Devimon Drain

The Devimon Drain is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Creates an area of around it that drains energy from any enemies within it**

## Functionality

Upon use, the Devimon Drain creates a glowing glyph below the standard z-plane that continuously applies 1 second of Energy Drain to all enemies within a 40su radius of the glyph.

The glyph itself it immobile and cannot be moved by any known means.

## Interactions and Strategy

* Being immobile, instant, and unblockable - even with the Endurer Shields - the devimon drain's energy drain can cripple attackers and ensnare them, allowing the user to deal additional damage during the opponent's panic.

* Devimon drain can also prevent certain enemies, such as the Relisk, from firing a vast majority of their energy-based weaponry. The same can hold true for players that overuse energy-based weapons, though this is more rare.

## Trivia

* The devimon drain is implied to be ethereal in nature.
Deflector Shields

###

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

## Game Description

**Unguided energy based weapons will be deflected, negating 30% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power* -Level I*

**Unguided energy based weapons will be deflected, negating 35% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power* -Level II*

**Unguided energy based weapons will be deflected, negating 40% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power* -Level III*

**Unguided energy based weapons will be deflected, negating 45% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power* -Level IV*

**Unguided energy based weapons will be deflected, negating 50% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power* -Level V*

## Functionality

Deflector Shields function similarly to Basic Shields, with the added benefit of Energy-based unguided projectile weapons (not to be confused with the Projectile damage type) having their damage reduced by the listed amount, whilst simultaneously reflecting them at a reflection angle equal to the angle of incidence.

Stat-wise, Deflector Shields have a lower shield capacity and a longer recharge delay compared to basic shields.

## Interactions and Strategy

* Deflector shields are strong against most energy projectile weapons. All Primary Weapons are energy projectiles, so as such deflector shields are useful to players who wish to mitigate primary weapon damage.

* There are a number of Secondary Weapons which are also deflected, some examples of which are listed here:
	+ Cold Plasma Cannon
	+ Plasma Cannon
	+ LR Pulse Laser
	+ Long Range Spit

* While reflected projectiles rarely hit the firer, they can be useful for using an opponent's weapon as a defensive measure when being flanked by other ships.

## Trivia

* Deflector shields used to have an issue with a single projectile hitting and being deflected multiple times per impact, causing more damage than intended. This has since been fixed.
Dartians

## **General Information**

### **Lore:**

*"The Dartians once were the predominant masters of the Galaxy. The remnants of their empire can still be found, though the probes and autonomous systems they have left behind are unlikely the Dartians themselves. Where the race went, and why they left their servants behind, is one of the galaxy’s most unsettling mysteries."* -Codex

## **Drops (28)**

### Shields

     Dartian Recharger II | x1.5
     Dartian Recharger III | x1.7

### Augmentations

     Dartian Energy Converter | Uses 200 Nickel from your cargo hold to instantly recharge 150 energy
     Dartian Probe Constructor | Uses 150 Nickel from your cargo hold to create and launch a friendly Dartian Probe | N/A (Rare Drop)

## **NPR Exclusive Items (1)**

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

## **Passive and Rotational Spawns**

Dartians passive spawns are typically found at Dartian Spheres, and may appear in the following locations:

* Regulus
	+ 9-7 (Always)
* Chaos Engine
	+ 7-1 (Always) *\*Dartian Cube instead of Dartian Sphere - but still a hotspot*

## **Special Spawns and Associated Objects**

* Dartian Sphere
* Dartian Cube

## **Misc. Info**

Dartians are initially neutral to the player, despite counting as "hostile" enemies in the enemy counter. Attacking a Dartian will make all Dartians in close proximity become hostile towards the player.

## **Trivia**

* Dartians are autonomous workers, and lore-wise are one of the oldest NPRs
Forkling

## Description

Forkling is an NPR ship belonging to the Forkworms. Forklings are smaller versions of Forkworms: Worm-like creatures with silvery spear-like protrusions that have radial symmetry about their central forward eye, with three rotating flagella behind their central body.

## Combat and Strategy

All associated items can be found on the Forkworms page.

Combat with Forklings is relatively straightforward - they have only one weapon, the Energy-dependent Primary Weapon Eyeblast, which deals heavy close-range damage and applies a short Recharging Blocked Status Effect.

As such, keeping one's distance from Forklings leaves them relatively harmless. Note in Nebulae where they build their Nests, they can be quite hidden and Locking is fairly gimped - so players, especially low-level ones, must take care when passing through their territory.

Swarms of Forklings can be easily dealt with via gravity-based weapons due to their low mass, such as Gravity Proximity Blast or Gravity Mines. The Chain Laser works spectacularly on them, destroying swarms of Forklings in just a few shots.

The Gimbal Cannon also works well at preventing them from flanking the player due to its 360 degree aiming and great accuracy in CQC.

## Notes

* More info about the respective NPR in general can be found on the Forkworms page and the Forkworms category page.
* Forklings have an innate ability to see in nebulas so unlike other ships it may be able to see the player before they can see it.
* After a random interval between \_\_\_ and \_\_\_ minutes, Forklings will grow into Forkworms, healing them completely.
* Forklings can be summoned as Minions using the Forkworm Egg Cluster or Forkworm Egg Mines.
Disheartener Detected

A Disheartener in Iota Leporis.

## Event Message

**Disheartener Detected** is a Instance Event in Starfighter: Infinity in which a Disheartener appears in the player's Sector.

## Event Details

A Disheartener is generated in the Sector the player is in. The Disheartener is a powerful ship, sporting 2000 base shields and a monstrous 12 base speed - a force to be reckoned with regardless of player level.

## Misc. Info

* The Disheartener is a very rare ship and Instance Event.
* The Cyclops is the Human counterpart to the Disheartener.
* The Disheartener model appears to be a mix of the Intimidator and Enforcer models.
* Cyclops Detected is the Cyclops counterpart to this event.
Forward Portal

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

## Game Description

**Creates a portal in front and further in front of you allowing you to quickly teleport forward**

## Functionality

Once fired, the Forward Portal will create two linked portals:

* **Entry Portal**:
	+ Placed 5su in front of the user
	+ Portal face angled towards the user's front
* **Exit Portal**
	+ Placed 60su in front of user
	+ Portal Face angled away from user

The linked portals have the following properties:

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

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

## Interactions and Strategy

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

## Trivia

* The Forward Portal is a dumbfire variant of the Ambush Portal
Disruptor Device

The Disruptor Device is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Applies a disruption effect to nearby ships every 2 seconds, reducing their firerate. The closer a ship is to the device, the stronger the effect**

## Functionality

A Device that, once deployed, applies up to the listed effect time of Disruption to all enemy ships within 40su every 2 seconds, with less effect time applied the closer to max range an enemy is - down to a minimum of 2 seconds of effect time per pulse.

The device will follow the user at a slow rate for the duration of its lifetime, after which the device will be destroyed.

## Interactions and Strategy

* Due to the potency of disruption's ability to both obscure vision and slow down item use, the disruptor device is excellent for hindering the Damage abilities of ships in close-quarters-combat, making it an excellent zoning Utility.
* Due to the ability of disruption to disable turrets, the disruption device can be crippling to larger turre-based builds, such as those found on the Demeter.

## Trivia

* The disruptor device is part of the de-facto Device family.
Devimon Curse Seeker

The Devimon Curse Seeker is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Slow moving guided weapon that causes a curse effect on impact**

## Functionality

Curse Seekers function similarly to standard Stinger Torpedoes in their deployment and use, however Curse Seekers take a long time to get up to top speed, but have a higher top speed, apply Curse on impact, and have a tendency to 'loop' around at the target after a miss due to their combination of higher top speed and lower turning stat.

## Interactions and Strategy

* Curse Seekers pair well with almost any weapon due to Curse increasing damage dealt to the afflicted target
* Curse Seekers are great at intentionally missing the target on the first pass and hitting on subsequent passes, as this can lead to opponents forgetting about locked projectiles
* Curse Seekers are excellent ranged weapons, allowing ships like the Medusa to amplify their damage at range, especially when paired with weapons like the Railgun or LR Photon Bomb
* Curse Seekers pair well with Projectile Attractor Field, as this allows the Curse Seekers to hit more easily and allows for subsequent damage-boosted hits from other weapons

## Trivia

* Curse Seekers are similar to the Devimon Illusion Seekers' models
Front Facing Shields

The Front Facing is a Purchased Shield in **Starfighter:Infinity**. The front facing shield greatly reduces damage from projectiles strike the forward part of the ship. On top of that, it provides increased shield recharge rate and maximum charge.

## Game Description

**Reduces damage dealt by hits to the front of the ship by up to 15%* -Level I*

**Reduces damage dealt by hits to the front of the ship by up to 22%* -Level II*

**Reduces damage dealt by hits to the front of the ship by up to 30%* -Level III*

**Reduces damage dealt by hits to the front of the ship by up to 38%* -Level IV*

**Reduces damage dealt by hits to the front of the ship by up to 45%* -Level V*

## Functionality

Front Facing Shields reduce oncoming damage by a maximum of the listed value of the shield, relative from the forward direction of the ship (90 degrees in mathematical terms). The damage reduction itself scales linearly from the max listed value at the front of the ship to 0% on either side of the ship.

Example:

1. A ship with fron facing V is hit square in the front by a 100 damage weapon.

```
100 * (1 - ( 0.45 * 90/90))  = 65 damage.

```

2. A ship with front facing V is hit 45 degrees from the front by a 100 damage weapon.

```
100 * (1 - (0.45 * 45/90) = 77.5 damage.

```

3. A ship with front facing V is hit 80 degrees from the front by a 100 damage weapon.

```
100 * (1 - (0.45 * 10/90) = 95 damage.

```

## Interactions and Strategy

* As Status Effects ignore the damage reduction of the shield, effects such as Heat Damage can bypass the reduction, dealing massive "effective damage" to the user of the shield. Conversely, Shield Repair heals more "effective shields" than normal.

* Using items such as Field Hop Quickturn can allow the user to ensure damage hits from the desired direction, ensuring maximum reduction.

* Items that hit from random angles, such as the Teleporting Stinger, are excellent counters to directional shields.

* Directional shields are weaker against enemies that swarm the user, allowing them to be easily overwhelmed.

## Trivia

* Front and back facing shields used to block much more damage in exchange for amplifying damage in the opposite direction. This made them very polarized and led to either extreme tankiness or sudden deaths.
Elite Fighter

## Game Description

*Aralien hierarchy structure inhibits the best weapons and tech from falling into the hands of the lowly castes. However, if a warrior proves themselves, they are given Imperial permission to operate the very same precious ships the Emperor's own escort is given access to. The **Elite Fighter** takes all the best the Aralien arsenal has to offer and configures it onto a familiar platform most loyal subjects can only aspire to pilot.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Neutrino Beam
* Javelin Torpedo Barrage
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo

**Utilities**

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

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**Shields**

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

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* An upgrade to the Fighter, the Elite Fighter boasts upgraded stats and weapon slots, allowing it to compete with other endgame ships through its small profile, agility, and speed
* Though its stats are excellent, the Elite Fighter lacks a lot of slot options that allow it to be flexible in combat - making weapon choice extremely important before engaging in combat
* For an endgame ship, the Elite Fighter has fairly light shields, making it vulnerable to high-damage weaponry such as the Proximity Blast or the Devimon Hellfire Sphere
* Despite being the analog to the Commander Class Starfighter, the Elite Fighter has a Proximity Weapon slot in lieu of the CC Starfighter's third Secondary Weapon slot - making the Elite Fighter more suited for CQC combat

## Trivia

* The Elite Fighter debuted in Starfighter:Infinity
* The Elite Fighter is the analog to the Commander Class Starfighter
Devimon Shield

###

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

## Game Description

**Resists the effects of gravity and heat based damage (inc hellfire) by 60%* -Level I*

**Resists the effects of gravity and heat based damage (inc hellfire) by 75%* -Level II*

**Resists the effects of gravity and heat based damage (inc hellfire) by 90%* -Level III*

## Functionality

Functions similarly to a mix between the Anti Gravity Shields and Thermal Shields, having the following effects:

* Reduces Heat Damage Status Effect by the listed amount.
* Reduces Hellfire Status Effect by the listed amount.
* Reduces the strength of gravity-based weapons by the listed amount.
* Reduces Shield Repair Status Effect duration by 90%.

## Interactions and Strategy

* The devimon shield, being a mix between thermal resistance and gravity resistance, is strong in Sagittarius A due to the Devimon's proclivity towards heat damage effects and the pull of the Supermassive Black Hole.

* The reducing of shield repair effects makes the devimon shield more challenging to use on a generalist ship, and as such is typically a more niche shield. Items such as the Shield/Energy Balancer can be used to supplement natural shield recharge. but they do come with their own set of disadvantages.

## Trivia

* The devimon shield allows the Devimon to resist the push of Sagittarius A.
Double HV Projectile

The Double HV Projectile is a Crafted Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Accurate, high velocity, high damage, sniper style projectile weapon. This variant fires 2 at once**

## Crafting

Level I -
Credits: 350

Nickel: 400
Barium: 100

Level II -
Credits: 350

Nickel: 500
Barium: 150

Level III -
Credits: 350

Nickel: 700
Barium: 150

Level IV -
Credits: 350

Nickel: 800
Barium: 200

Level V -
Credits: 350

Nickel: 900
Barium: 250
Cyclops Detected

A Cyclops in Denebola - note the five turret hardpoints.

## Event Message

**Cyclops Detected** is a Instance Event in Starfighter: Infinity in which a Cyclops appears in the player's Sector.

## Event Details

A Cyclops is generated in the Sector the player is in. The Cyclops is a powerful ship, sporting 2500 base shields and a monstrous five turret slots - a force to be reckoned with regardless of player level.

## Misc. Info

* The Cyclops is a very rare ship and Instance Event.
* The Disheartener is the Aralien counterpart to the Cyclops, and is Ben's personal ship.
* The Cyclops model appears to be a mix of the Manticore and Eos models.
* Disheartener Detected is the Disheartener counterpart to this event.
Dartian Smart Torpedo

The Dartian Smart Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

Functions similarly to the Smart Torpedo - not requiring a lock, this torpedo tracks towards the nearest target with the speed and turning of a Dartian Torpedo, applying radiation damage upon impact.

If the original target is destroyed, or is rendered unlockable, such as using a Stealth system, the torpedo will pause to acquire a new target if possible - otherwise it will sit still until it expires or finds a new target within range.

## Interactions and Strategy

* Dartian Smart Torpedoes work just as well as the Dartian Torpedo when used as a spacing tool, but can be quite nice against fast flanking ships as they do not require a lock to track - combined with their good turning and random deployment angle, they can keep enemies off a ship's flank.

* Dartian smart torpedoes work just like the Smart Torpedo - ignoring Decoys, Scramblers, and Smoke Screen.

* Due to their start-up time, they can be used as pseduo-mines against pursuers.

* Dartian smart torps are very prone to ammo exhaustion with only a 10 round magazine, so users must take care not to spam them or risk losing them.

## Trivia

* Dartian Smart Torpedoes are the NPR variant of the Smart Torpedo.
Curious Wormhole

A Curious Wormhole in Zeta Puppis.

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

*"None"* - Codex entry for **Curious Wormhole**

## Locations

* Uncharted
	+ (4-1)
* Zeta Puppis
	+ (13-5)

## Functionality

Curious Wormholes have a multitude of possible variations: they cycle through a list of in-game relics, objects, structures, etc. depending on the calendar day.

* Presently, they are the only way to access Uncharted without a micro gate
* The current object list is ~70 objects and cycles once per day. With two destinations leading to Uncharted, that makes Uncharted available only two days out of every ~2 months without a micro gate

## Misc. Info

* Curious Wormholes are a variant of interstellar Wormholes
Decoy

The Decoy is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Device that confuses incoming guided weapons so that they target this instead of you. Fires 2 pulses and lasts for 3 seconds* -Level I*

**Device that confuses incoming guided weapons so that they target this instead of you. Fires 3 pulses and lasts for 4 seconds* -Level II*

**Device that confuses incoming guided weapons so that they target this instead of you. Fires 4 pulses and lasts for 5 seconds* -Level III*

## Functionality

Once deployed, the decoy will continuously emit a signal that causes all guided weapons locked onto the decoy user to target the decoy instead of them. Any collision-based projectile weapons, including the user's weapons, that collide with the decoy will be destroyed. Any weapons that have been redirected onto the decoy when the decoy expires will be re-locked onto their original target(s).

Note that weapons locked onto the decoy are still considered hostile and can damage the decoy user normally.

## Interactions and Strategy

* Decoys are an excellent anti-locking solution that does not rely on Status Effects to operate - making it ideal for ships with special restrictions, like Endurer Shield builds.

* Being ammo-based, decoys are excellent for keeping guided weapons off of the user, although they can be exhausted quickly, and the user is not guaranteed safety - as a poorly positioned decoy can still cause guided weapons to hit the decoy user. Players can exploit this, especially with the Xandelevium Blaster, by angling their ship to have the weapon flight path intercept a decoy user before it can turn to hit the decoy instead.

* Some "Smart" weapons, such as the Smart Torpedo, can ignore decoys due to special tracking. Interceptor Torpedoes are an interesting example, only ignoring the decoy during its lifetime, and stopping when the decoy expires.

## Trivia

* Decoys have several Crafted and NPR variants that each operate differently, but all generally follow most rules of the normal decoy.
Denebola

## Solar Charging

**Denebola** is a Star System in Starfighter:Infinity and is dominated by both the Human Alliance and Freedom Initiative.

## Planets

* Atamis
* Raccoonis
* Sanaras
* Stram
* Whelm
* X1033

## Special Sectors

* Asteroid Field
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Meteor Burger
* Minefield
* Nebula
* Neutral Zone
* Pulsar
* Solar Farm
* Turret Sector
* White Hole
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 3-1
	+ 8-3
	+ 4-7
* Substation
	+ 7-2
	+ 1-3
	+ 1-9
* Refinery
	+ 7-4

**Aralien Empire**

* Station
	+ 4-13
* Substation
	+ 6-12

**Freedom Initiative**

* Station
	+ 14-5
	+ 14-9
	+ 13-13
	+ 11-11
* Substation
	+ 9-15
	+ 11-13
* Refinery
	+ 13-8

**Pirates**

* Station
	+ 0-15
* Substation
	+ 0-13

## Misc. Info

Denebola is the first system in which White Holes are available, which give players access to Sheenland.
Demeter

## Game Description

*The **Demeter** acknowledges that, sometimes, there is no substitute for size. The massive superstructure of the **Demeter** is well protected by thick shielding, and the bulk of the vessel itself. Fortunes can be made off of single expeditions if one is to fill its vast cargo space, and across the Alliance, there is every opportunity to do so. The Navy also makes use of the **Demeter** as a command and control vessel, taking advantage of its numerous utilities and near indestructibility.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Utilities**

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

**Mines**

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

**Proximity Weapons**

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

**Large Weapons**

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

**Augmentations**

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

**Shields**

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

**Engines**

* Enhanced Engine
* Afterburn Engine
* Twista Engine

## Notes

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

## Trivia

* Demeter is the Greek goddess of harvest and agriculture
Devastator

## Game Description

*Only the most accomplished of Aralien commanders are given the right to command Devastators. Without compromise, this ship delivers on all fronts that a veteran pilot could hope for. They are typically deployed where the Empire is most vulnerable on account of their powerful engines being able to rapidly respond to threats, and impressive weapons suite quickly deal with enemies. The **Devastator** may be well suited for any fight, but it is still vulnerable to similar sized capitol ships with more specialised purposes .*

## Recommended Equipment

**Primary Weapons**

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

**Secondary Weapons**

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

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier
* Engine Overdrive
* Smoke Screen

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* Frostbite Mine
* Sticky HI Mine Barrage

**Proximity Weapons**

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

**Large Weapons**

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

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Locking Widener
* Reload Accelerator
* Vulcan Cannon Turret

**Shields**

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

**Engines**

* Enhanced Engine
* Tobor Enhanced

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The offense-oriented variant of the Enforcer and analog to the Manticore, the Devastator boasts a powerful array of weapons that allow it to completely dominate short-range engagements in tandem with its great speed
* The Devastator's main weakness is lack of turning and lack of utility to counter incoming fire: Devastator players must constantly pressure opponents or risk being overwhelmed by offensive weaponry
* The Devastator's speed over the manticore allows it to be more bomber/rammer-oriented, making it more suited for a hit-and-run playstyle, much like the Intimidator

## Trivia

* The Devastator debuted in Starfighter:Infinity
Double HV Electrojectile

The Double HV Electrojectile is a Crafted Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Accurate, high velocity, high damage, sniper style projectile weapon. This variant fires 2 at once**

## Crafting

Level I -
Credits: 500

Nickel: 80
Yttrium: 25
Copper: 150

Level II -
Credits: 500

Nickel: 100
Yttrium: 35
Copper: 200

Level III -
Credits: 500

Nickel: 150
Yttrium: 40
Copper: 250

Level IV -
Credits: 500

Nickel: 150
Yttrium: 50
Copper: 300

Level V -
Credits: 500

Nickel: 200
Yttrium: 60
Copper: 350
Explorer Autopilot

The Explorer Autopilot is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Rather than just taking the most direct route this autopilot will do its best to plot a course around dangerous sectors unless it dramatically increases the journey distance, but will also favour travelling through unexplored sectors to help you more easily reveal the map**

## Crafting

Credits: 500

Nickel: 800
Silicon: 800
Double Pulse Laser Turret

The Double Pulse Laser Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Double Pulse Laser I at nearby enemies* -Level I*

**Small turret that attaches to some large ships that fires a Pulse Laser II at nearby enemies* -Level II*

**Small turret that attaches to some large ships that fires a Pulse Laser III at nearby enemies* -Level III*

**Small turret that attaches to some large ships that fires a Pulse Laser IV at nearby enemies* -Level IV*

**Small turret that attaches to some large ships that fires a Pulse Laser V at nearby enemies* -Level V*
Damage Bubble

The Damage Bubble is a Crafted Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Powers a photonic **damage bubble**, which knocks back and damages ships that come into contact. Will also detonate explosive weapons (except your own).**

## Functionality

When activated, the Damage Bubble:

* Follows all normal bubble mechanics. See Bubbles for more information.
* Deals the listed Projectile Damage upon contact with another ship, knocking them back slightly.
* Detonates (destroys) all Explosive projectile-based weapons that collide with the bubble - including torpedoes and Mines.
	+ Note that non-projectile explosive weapons, such as the Proximity Blast, will not be detonated.

## Interactions and Strategy

* Due to most standard Mines having an explosive damage type, the damage bubble can function as a pseudo-Utility in the Proxy slot, as it can help defend the user against oncoming explosive weapons, such as Javelin Torpedoes or Stinger Torpedoes.
	+ Due to this defensive quirk, the damage bubble pairs well with the Resonite Refractor Shields and the Relisk Shield - two shields that take extra damage from explosive weaponry. This allows users to temporarily resist many forms of damage at once.
* Due to its fair lifetime and slight knockback. the damage bubble is excellent as a pervasive anti-ram device, capable of harassing ships bent on ramming.
	+ Conversely, this pervasive nature also allows it to excel at consistent damage in CQC for use in light ram builds.

## Crafting

Level I -
Credits: 600

Palladium: 35
Yttrium: 80
Silver: 25

Level II -
Credits: 600

Palladium: 45
Yttrium: 100
Silver: 35

Level III -
Credits: 600

Palladium: 60
Yttrium: 150
Silver: 40

Level IV -
Credits: 600

Palladium: 70
Yttrium: 150
Silver: 50

Level V -
Credits: 600

Palladium: 80
Yttrium: 200
Silver: 60

## Trivia

* The damage bubble is an analog to the Electrostatic Bubble.
Dartian Torpedo

The Dartian Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

Functions similarly to the Nuclear Torpedo, but is significantly slower in exchange for better turning to deliver a Radiation Damage payload on impact.

## Interactions and Strategy

* In contrast to the more offensive Nuclear Torpedo, the Dartian torpedo is more defensive in nature, able to pursue kiting enemies that approach the user with the threat of radiation damage. This makes dartian torpedoes ideal for defending an area.

* Due to their low move speed, it is quite easy to create a "wall" of high-turning dartian torpedoes to deter attackers.

## Trivia

* The dartian torpedo has a Smart Torpedo variant: the Dartian Smart Torpedo.
Dove

## Game Description

*Over time the Starfighter fuselage was used for researching new designs. The first one to find great popularity was the **Dove**. Trading shields for speed, it successfully fills the role of light interceptor and raider at an affordable price.*

## Recommended Equipment

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

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Dove is a Starfighter side-grade that sacrifices shield capacity for extra speed

## Trivia

* The Dove debuted in Starfighter:Quadrant Wars
Fast Reverse Engine

The Fast Reverse is a Purchased Engine in **Starfighter:Infinity**. The fast reverseengine is a class of engines that offers greatly increased reverse top speed.

## Game Description

**Has a faster reverse speed than the standard engine**

## Functionality

Fast Reverse Engines place an emphasis on reverse speed over variants of the Standard Plus Engine line.

The Fast Reverse Engine features the following changes over the Standard Plus Engine:

* -Speed
* +Acceleration
* +Turning
* -Propulsion
* ++Reverse Speed

## Interactions and Strategy

* Being focused on reverse speed, the fast reverse line is quite odd - being best paired with high-knockback weapons such as the Heavy Bolt Volley or the Double Gao Bolt that are capable of jump-starting rearward motion.
* Since the propulsion enhancer direction of a given ship does not change, the fast reverse cannot use the propulsion enhancer to move backwards.
	+ The user can activate the propulsion enhancer while at max reverse speed to rapidly change direction to avoid shots coming from an angle.
	+ If the propulsion enhancer is used, the fast reverse is locked into the forward motion for the duration of the boost - due to its lack of propulsion speed and top speed in the forward direction, this can often leave a fast reverse user vulnerable for an extended period.

## Trivia

* The Fast Reverse line is comparable to the Afterburn Engine, only in the opposite direction.
Forkworm

## Description

Forkworm is an NPR ship belonging to the Forkworms. Forkworms are larger versions of Forklings: Worm-like creatures with silvery spear-like protrusions that have radial symmetry about their central forward eye, with three rotating flagella behind their central body.

## Combat and Strategy

All associated items can be found on the Forkworms page.

Combat with Forkworms is relatively straightforward - they have only one weapon, the Energy-dependent Primary Weapon Eyeblast, which deals heavy close-range damage and applies a short Recharging Blocked Status Effect.

As such, keeping one's distance from Forkworms leaves them relatively harmless. Note in Nebulae where they build their Nests, they can be quite hidden and Locking is fairly gimped - so players, especially low-level ones, must take care when passing through their territory.

Though higher mass than their smaller counterpart, the Forkling, swarms of Forkworms can be easily dealt with via gravity-based weapons due to their low mass, such as Gravity Proximity Blast or Gravity Mines. The Chain Laser works spectacularly on them, destroying swarms of Forkworms in just a few shots.

The Gimbal Cannon also works well at preventing them from flanking the player due to its 360 degree aiming and great accuracy in CQC.

## Notes

* More info about the respective NPR in general can be found on the Forkworms page and the Forkworms category page.
* Forkworms have an innate ability to see in nebulas so unlike other ships it may be able to see the player before they can see it.
* Forkworms can be summoned as Minions using the Forkworm Big Egg or Double Forkworm Big Egg.
Drakon

## Game Description

*Sacrificing some speed for an improved sensor array, the **Drakon** can detect targets at a wider angle and engage those targets with a multitude of weapons at range. It serves as an introductory platform to the long-range combat support role on the galactic battlefield.*

## Recommended Equipment

* Shield Bubble
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo
* Electrostatic Orb
* Light Absorbing Stealth System

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Drakon is a Starfighter side-grade that sacrifices defense and speed for extra firepower and shield capacity

## Trivia

* The Drakon was featured as an NPC ship in a Starfighter spin-off game
Fighter

## Game Description

*The basic model for the imperial fleet is a well-rounded entry platform for Aralien pilots. Better ships are only allowed to be purchased as warriors prove themselves and move up the prohibitive caste system the Empire maintains.*

## Recommended Equipment

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

## Notes

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

## Trivia

* The Fighter was featured in Starfighter: Disputed Galaxy
* The Fighter is the analog to the Starfighter
* The Fighter was first featured in the original Starfighter flash game as a staple enemy and later seen in Starfighter: Quadrant Wars as a selectable ship for Araliens
Dartian Tractor Beam

The Dartian Tractor Beam is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**The **Dartian Tractor Beam** appears to be able to output a wide frequency of wavelengths that would seem to indicate it could function as more than just a Tractor Beam. But that is a secret known only to a few Dartians. Most are content to use it as a Tractor Beam, where extra wavelengths inflict radiation damage.**