recursal/Fanatic-Fandom huggingface dataset:
Kor Nor'peli

Kor Nor'peli is a binary system in the core which is controlled by the Korath Exiles.

## Landing Locations

Kor Nor'peli has two landing locations, Far'en Lai and Safaresk Enlai.

## Links

Kor Nor'peli links to the following systems.

* Kor Tar'bei

## Mining

These are the mineable asteroids that spawn in Kor Nor'peli.

* Silicon

## Fleets

These are the fleets that naturally spawn in Kor Nor'Peli.

* Korath Large Raid
* Korath Home
* Korath Defense
* Korath Surveillance
* Korath Ember Waste Raid
* Korath Ember Waste Large Raid
* Korath Civilian Large
* Korsmanath A'awojs

## Information

This system is within one jump of both Polaris, with a shipyard, and Almach, with an outfitter (pirate-owned). This makes it a convenient location for raiding the Korath Exiles, as you can easily install or sell outfits, sell any 'olofez you can capture, and also carry cargo back and forth. You can also purchase and use Nerve Gas to capture the Palavrets, without having to travel through any systems where you might be caught and fined.
Gneiss

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

Gneiss battleships are the Gegno Vi's true sword and shield in war. They are slightly older than the Hornfels and Schists, but carry the heaviest armament, bearing three huge mounts dedicated to holding enormous Ballistic Cannons. Gniess also have extremely strong armor plating, and can take a hefty beating while firing threatening broadsides at the opposing force.

Unfortunately, in exchange for huge firepower and defensive armor, they lack speed and maneuverability, even when fitted with the largest engine systems the Vi have to offer.

## Location

This ship cannot be purchased, but can be found being used by the Gegno Vi.

## Outfits

These are the standard outfits initially equipped on each Gneiss.

 Savagery Pike (112)Irate Carronade (3)

## Information

* Purchasing this would require a Vi Lord License.
Hippocrates

Hippocrates is a planet in the Alnair system. It is controlled by the Syndicate.

## Background

### Outfitter

Yes

Hippocrates is a sparsely settled world, home mostly to scientific research outposts.

The environment here, orbiting so close to a red dwarf star, is very different from most other settled planets. The scientists estimate this star system to be over ten billion years old, enough that life here has had much more time to develop and evolve than on any planet orbiting a brighter, more short-lived star.

## Spaceport

The spaceport is a single building, and half the landing pads are just packed dirt. This port was not designed for large volumes of cargo or of visitors.

Within the building is a sun-lit atrium, with separate storefronts for the commodity exchange, the job center, and the bank. The only place you can see where you might be able to get something to eat is a bar, advertised by a sign showing an Erlenmeyer flask with a folding paper umbrella hung over the rim.

## Information

* Hippocrates has a tribute value of 800 and is defended by small Syndicate fleets.
Hatysa

Hatysa is an uninhabited binary system that is located in the Far North. It is controlled by Pirates.

## Landing Locations

Hatysa does not have any landing locations.

## Links

Hatysa links to the following systems:

* Almaaz
* Alnilam
* Arneb

## Mining

The following mineable asteroids spawn in Hatysa:

* Copper
* Iron
* Neodymium

## Fleets

The following fleets spawn in Hatysa:

* Small Northern Pirates
* Large Northern Pirates
* Large Republic
Gorvi

Gorvi is an uninhabited system that is located in the Far North and controlled by the Republic.

## Landing Locations

Gorvi does not have any landing locations.

## Links

Gorvi links to the following systems:

* Mintaka
* Tortor

## Mining

The following mineable asteroids spawn in Gorvi:

* Iron
* Lead

## Fleets

The following fleets spawn in Gorvi:

* Small Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Large Republic

## Information

* The Gorvi system's star is a Wolf-Rayet star, which is very rare. There are only a few of these in the game.
Heron

## Description

The Heron is the Remnant's ultimate last resort: Flight. These mobile starports are built to serve as the core elements of evacuation fleets when the Remnant are ultimately pushed to the brink of destruction in their home systems. These massive ships are capable of lifting enormous amounts of resources and operate both in space and on land, and are continuously updated to make full use of the latest technological innovations.

The few Herons in existence are carefully guarded secrets that embody the Remnant's core tactics of speed, stealth, and survival. Given the tiny number that exist, they are never available for discretionary use by Remnant captains and are always operated under the authority and direction of a prefect.

## Location

The Heron cannot be obtained but will appear in some future Remnant missions.

## Outfits

These are the standard outfits equipped on the Heron.

 Smelter-Class Thruster (4)Smelter-Class Steering (5)Bellows-Class Afterburner (3)

## Information

* The Heron is used by the person ship Zitchas.
* The Heron has a built-in cloak.
* The Heron can land on gas planets.
* This ship has built in atmosphere, outfit, and tactical scanning.
* The Heron has a built in ramscoop.
* The Heron is almost certainly the largest manmade ship yet, as the ship's creator has stated that the large dome in the center of the ship is "a shipyard bay that can hold multiple Albatrosses", and that "the smaller domes could probably hold an Albatross each with assorted smaller ships."
Hammer of Debrugt

Hammer of Debrugt is a planet in the Debrugt system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

House Chamgar claims that their advances in aerospace and weapon technology were instrumental in driving the Quarg out of Coalition space about six millennia ago. Given how much more advanced the Saryds and Kimek were at the time, their claims are likely an exaggeration. But, there is no doubt that in the present day the home of House Chamgar has developed into an industrial world as productive as any in Coalition space, partly because this world is rich enough in natural resources that there is little need to import raw materials from elsewhere.

## Spaceport

The spaceport is a multi-tiered, gravity-defying structure reaching hundreds of meters above the ground, with steel and glass arches, cantilevered platforms, and luxury-class docking bays on its upper levels. On the ground level surrounding the facility are landing pads for heavy cargo ships, along with the associated warehouses and repair shops.

## Shipyard

* Arach (shipyard)
* Coalition Basics (shipyard)

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Hammer of Debrugt requires a reputation of 25; this cannot be bypassed through bribery.
Heliarch Stalker

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

Boasting incredible durability for a ship this size, the Stalker is a compact fortress that can take serious punishment and recover faster than some warships. Its speed and maneuverability, however, leave much to be desired.

## Location

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

## Outfits

These are the standard outfits equipped on the Heliarch Stalker.

## Information

* Purchasing this would require a Heliarch License.
Hopper

Hopper is a planet in the Kaus Australis system. It is controlled by the Republic.

## Background

### Outfitter

Yes

Hopper is a temperate world of oceans, mountains, and plains, but with unfortunately high levels of sulfuric acid in its atmosphere. Metal and stone that are exposed to the atmosphere corrode quickly, requiring frequent maintenance. As a result, Hopper has only a few small settlements on it, and most of the industry is focused on underground mining.

The oceans are populated only by a few indigenous life forms that have adapted to their high acidity; Earth fish could not be introduced successfully here.

## Spaceport

The spaceport consists mostly of a cluster of steel-framed warehouses with tin roofs, surrounded by concrete slabs for ships to land on. Scattered among the warehouses are a few smaller wooden buildings, housing a pub, a restaurant, and a small inn.

Some of the warehouses are relatively new, with metal that still gleams; others are covered in rust, and a few stand in ruins, with large holes worn through their roofs and rusted girders poking through like dead trees.

## Information

* Hopper has a tribute value of 300 and is defended by large Militia fleets.
Jentu Le

## Commodity Prices

### Luxury Goods

1,260

Jentu Le is a system in Bunrodean space. It is controlled by the Bunrodea.

## Landing Locations

Jentu Le has the following landing locations:

* Jentuthro

## Links

Jentu Le links to the following systems:

* Avo Chigo
* Erabu Lemeta

## Amenities

Jentuthro has both an outfitter and a shipyard.

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Jentu Le:

* Bunrodea Erabu Freight
* Bunrodea Defense
* Bunrodea Royalty
* Bunrodea Royal Guard
Gatling Turret

## Description

In an act that would make Dr. Richard J. Gatling spin in his grave with the ferocity of the barrels of his invention, the Gatling Turret was born when a resourceful pirate thought to replace the Energy Blasters on a Blaster Turret with a pair of Gatling Guns. Ever since, the dominion of the Gatling Turret has spread across the Southern Rim, terrorizing merchants and law enforcement alike with its unparalleled ability to tear apart the hulls of ships.

## Location

This outfit can be purchased at the following ports:

* Greenrock, Shaula
* Smuggler's Den, Men
* Mordente-Bridi, Belenos

## Information

* This fires Gatling Gun rounds, which can be stored in Bullet Boxes.
* Alongside the Javelin Turret, this is one of two human secondary turret weapons.
KP-6 Photovoltaic Array

## Description

The compact modularity of the KP-6 lent itself well to the creation of larger solar collection arrays. This original Korunak Photovoltaics model is equipped with a solar tracker, allowing it to make better use of available light.

## Locations

The KP-6 Photovoltaic Array can be purchased at ports around human space.

## Information

The KP-6 Photovoltaic Array passively generates energy in a system. The closer you are to the star, the more energy you generate.
Kursa

Kursa is a binary system in the Paradise Planets region that is controlled by the Republic.

## Landing Locations

Kursa has the following landing locations:

* Farseer

## Links

Kursa links to the following systems:

* Aldebaran
* Elnath
* Wazn

## Amenities

Kursa does not possess an outfitter or a shipyard.

## Fleets

The following fleets spawn in Kursa:

* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Paradise Merchants
* Small Republic
* Large Republic
Kaliptari

Kaliptari is an uninhabited system in Korath space. The Wanderers establish a colony in this system during the Wanderer campaign.

## Landing Locations

Kaliptari has the following landing locations:

* Spera Anatrusk

## Links

Kaliptari links to the following systems:

* Fornarep
* Mekislepti
* Sabriset
* Sepriaptu
* Skeruto
* Solifar

## Mining

The following mineable asteroids spawn in Kaliptari:

* Silicon
* Tungsten

## Fleets

The following fleets spawn in Kaliptari:

* Small Kor Mereti
* Large Kor Mereti
* Large Quarg
Generator (Candle Class)

## Description

This tiny generator produces a significant amount of energy using the heat produced by the radioactive decay of some particularly unstable nuclear isotopes.

## Location

Candle Class Generators can only be obtained by looting the following Kor Efreti, Kor Mereti, Kor Sestor and Korath Exiles ships:

* 'olofez (Digger, Expeller and World-Ship variants)
* Charm-Shallop
* Far Lek 14
* Kas'ik Tek 7
* Met Par Tek 53 (Sniper variant only)
* Model 8
* Model 32

## Information

* Korath reactors are very powerful, but they also generate large amounts of heat.
Hermes

Hermes is a planet in the Capella system. It is controlled by the Republic.

## Image

No one is permitted to settle on Hermes without a government permit. It is a sparsely populated world, mostly used for medical research and development - including some research that, if the rumors are true, are carried out here in isolation so that if something goes wrong, entire districts can be quarantined or even "sterilized" by orbital bombardment.

The landscape is nondescript, mostly rolling plains and forests. The oceans are relatively small, and as a result it is a somewhat dry planet.

## Spaceport

The spaceport is far removed from any of this world's cities. It consists of a single, ring-shaped building; the docking bays open onto the central atrium, which visiting ships fly through to reach them. Industrial strength ultraviolet lasers are mounted on turrets throughout the atrium, and fire automatically at entering and departing ships to sterilize them. Once you land, the docking bay is hermetically sealed. Based on the precautions they are taking, you find yourself wanting to spend as little time as possible breathing the air here.

## Outfitter

* Ammo North
* Lovelace Advanced

## Information

* Hermes has a tribute value of 1400 and is defended by large Republic fleets.
* Landing on Hermes requires the player to have 10 reputation.
Ik'kara'ka

## Commodity Prices

### Luxury Goods

1120

Ik'kara'ka is a system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Ik'kara'ka has the following landing locations:

* Varu Mer'ek

## Links

Ik'kara'ka links to the following systems:

* Chy'chra
* Prakacha'a

## Amenities

Varu Mer'ek possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Ik'kara'ka:

* Lead
* Titanium

## Fleets

The following fleets spawn in Ik'kara'ka:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Kaus Australis

Kaus Australis is a system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Kaus Australis has the following landing locations:

* Hopper

## Links

Kaus Australis links to the following systems:

* Dabih
* Peacock
* Tais

## Amenities

Hopper possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Kaus Australis:

* Silicon

## Fleets

The following fleets spawn in Kaus Australis:

* Quarg
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Kar Ik Vot 349

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

## Description

The largest and deadliest of the Kor Sestor robotic warships, a single one of these battlecruisers can hold its own against an entire fleet of lesser ships.

## Location

The Kar Ik Vot 349 cannot be purchased, but it can be captured from Kor Sestor space.

## Outfits

These are the standard outfits equipped on a Kar Ik Vot 349.

## Information

* The Kar Ik Vot 349 is usually abbreviated as either the KIV or the 349.
* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the KIV 349, you have a 20% chance of being able to board and loot it, and then another 20% chance of being able to capture it. In total, you have a 4% chance of being able to capture it.
Gerenus

## Gerenus

### Outfitter

No

Gerenus is an uninhabited system in the Graveyard.

## Landing Locations

Gerenus has one landing location, Palarei.

## Links

Gerenus links to the following systems.

* Esix
* Nona

## Mining

These are the mineable asteroids that spawn in Gerenus.

* Aluminum
* Copper
* Iron

## Fleets

These are the fleets that naturally spawn in Gerenus.

* Ka'het
* Ka'het Aggressive
Kalbai

Kalbai is an uninhabited planet in the Eneva Katta system. It is controlled by the Bunrodea.

## Background

### Outfitter

No

For some reason, this apparently fruitful world has been left largely unsettled by the Bunrodea. Kalbai is teeming with life of all kinds, from varieties of plants across the various forests and plains of the planet's surface to the critters of varying sizes that scurry through the underbrush.

There are only minimal signs that anyone has ever set foot on this world; there are a number of ancient ruins scattered across the largest continent. A few appear to have been abandoned and reclaimed by nature, but most look as though they were destroyed, creating strikingly lifeless circles in the landscape around the center of the ruins.
Kisarra

Kisarra is a planet in the Kifrana Terberah system. It is controlled by the Bunrodea.

## Background

### Outfitter

Yes

Kisarra's surface is one vast desert as far as the eye can see. The sandy nothingness is only occasionally broken up by oases and rocky outcrops. Many of the oases have small towns that have formed around them and some of the outcrops seem to used as entrances to mines. Strikingly, all of the towns and mines have large walls constructed around them.

## Spaceport

Although most spaceports typically double as a massive population center for the planet, in many cases being the most populous region on the planet, Kisarra's spaceport acts only as a location to ferry minerals brought from the mines off-world, with most of the planet's population living in the small oasis towns.

Just as with the small towns and mines, the spaceport has a large wall constructed around it. From what you can tell, this is to keep out the gigantic spider-like creatures that inhabit Kissara's deserts. These spiders burrow through the sand and consume any unfortunate creature they can find.
Ka'het Ravager Beam

## Description

This laser beam was created by the Builders for use in asteroid mining. Unfortunately, they understood its effectiveness in combat only after it turned against them.

## Locations

The Ravager Beam cannot be purchased, but it can be looted from certain Ka'het ships.

## Information

Ka'het Ravagers are beam weapons that specialize in hull damage. They are comparable to the Electron Beams developed by Deep Sky, dealing 25% less damage to shields and 30% more hull damage, while having slightly less weight and more range. They also have a much larger energy drain than Electron Beams, but a correspondingly lower firing heat. Ravagers work well in tandem with anti-shield weapons like Ka'het Annihilators, Hai Ion Cannons, human Plasma Cannons, or Shield Disruptor Turrets. They can also be seen as a lightweight alternative to the Husk-Slice.
Mesuket

Mesuket is an uninhabited system in Korath space.

## Links

Mesuket links to the following systems.

* Eshkoshtar
* Silikatakfar
* Eneremprukt
* Salipastart

## Fleets

These are the fleets that naturally spawn in Mesuket.

* Large Kor Mereti
* Large Kor Sestor

## Information

* This is a good place to farm Kor automata because this system has high spawn rates of both factions. They fight each other and it's easy to find disabled ships on the outskirts of the battle.
Mego Seo

## Commodity Prices

### Luxury Goods

990

Mego Seo is a system in Bunrodean space. It is controlled by the Bunrodea.

## Landing Locations

Mego Seo has the following landing locations:

* Deli Kasi

## Links

Mego Seo links to the following systems:

* Gento Ah
* Ravu Kon

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Mego Seo:

* Bunrodea Megasa Freight
* Bunrodea Defense
Men

Men is a frontier system that is located in the South. It is initially controlled by Pirates but it can become independent during the Free Worlds campaign.

## Landing Locations

Men has the following landing locations:

* Smuggler's Den
* Thule

## Links

Men links to the following systems:

* Beta Lupi
* Thuban

## Amenities

Smuggler's Den possesses both an outfitter and a shipyard, while Thule possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Men:

* Lead
* Silver

## Fleets

The following fleets spawn in Men:

* Small Northern Pirates
* Large Northern Pirates
* Small Southern Pirates
* Large Southern Pirates
Heartland

Heartland is a planet in the Cor Caroli system. It is controlled by the Republic.

## Background

### Outfitter

Yes

Heartland is a pleasant world, with a geography mostly consisting of low hills, plains, and oceans. The farms here produce bountiful crops, and as a result it has drawn tens of millions of settlers. Many of them now work in factories or assembly lines, in which most of the farm equipment used here and in the surrounding systems is built.

Tractors from Heartland are trusted to be well-built and sturdy, and easy to repair; some are still in use that were built over a century ago.

## Spaceport

The spaceport is a cluster of low buildings. At the center of the port is a special, taller building with glass walls on all sides. It houses the tractor showroom. The farmers visiting the showroom look about as excited as you do when touring a large and well-appointed shipyard. There are tractors with rubber wheels, spiked wheels, and tracks; with plows, combines, balers, and chaser bins; tractors barely big enough to sit on and tractors the size of a small freighter. It's somewhat overwhelming.

## Outfitter

* Ammo South
* Basic Outfits

## Information

* Heartland has a tribute value of 900 and is defended by large Republic fleets.
Is Ce B-139

## Is Ce B-139

### Outfitter

No

Is Ce B-139 is an uninhabited system in the Acheron region.

## Landing Locations

Is Ce B-139 does not have any landing locations.

## Links

Is Ce B-139 links to the following systems:

* Ae Ce L-332
* Is Ce F-422
* Is Il V-263

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in this system:

* Vyrmeid (Plankton)
* Astral
Giverstone

Giverstone is a planet in the Zuba Zub system. It is controlled by the Hai.

## Image

On this mining world, the Hai are using boring machines to drill tunnels straight into the hearts of the mountains. Each tunnel twists and turns to intersect the regions of rock with the highest concentrations of valuable ore. Most of the tunnels also join up with other tunnels that have been dug through the same mountains, so that there are multiple exits from any given point in the mines.

## Spaceport

The spaceport is in the center of one of the large cities that are built high up in the mountains where the air is cooler. It consists mostly of open-air landing pads: enormous slabs of metal embedded into the mountainside at different levels, with winding roads connecting them to the main marketplace and warehouse district. Several old mine entrances, well reinforced with metal struts, have been converted into hangar bays or warehouse space.

## Shipyard

* Imo Loo Mer Basics
* Mon Ki i'Hiya Basics
* Yeer e Ki Basics

## Information

* Giverstone does not have a tribute value.
Hintar

Hintar is an uninhabited system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Hintar does not have any landing locations.

## Links

Hintar links to the following systems:

* Cebalrai

## Mining

The following mineable asteroids spawn in Hintar:

* Tungsten

## Fleets

The following fleets spawn in Hintar:

* Small Militia
* Small Southern Merchants
* Small Southern Pirates
Javelin Storage Crate

## Description

The Javelin Storage Crate is used to store extra ammunition for Javelin Pods.

## Location

Javelin Storage Crates can be purchased at the following ports:

* Bourne, Gamma Corvi
* Delve, Scheat
* Foundry, Achernar
* Glaze, Aldhibain
* Greenrock, Shaula
* Hephaestus, Markab
* Longjump, Sabik
* New Britain, Dabih
* New China, Merak
* New Holland, Alphecca
* New Tortuga, Misam
* Rust, Kraz
* Shangri-La, Polaris
* Smuggler's Den, Men
* Solace, Pherkad
* Sunracer, Mirfak
* Thule, Men
* Trinket, Sargas
* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Information

* This outfit stores Javelins, which are used by the Javelin Pod and Javelin Mini Pod outfits.
Hai Octopus Jammer

## Description

The Octopus Jammer is a more aggressive adaptation of the Cuttlefish Jammer, intended for short raids by the Unfettered. With several safety circuits bypassed, it is able to more effectively deceive incoming Trackers, but the much higher associated energy cost makes any ship carrying this even more vulnerable to ion weaponry.

## Location

Hai Octopus Jammers can be purchased at the following ports:

* Darkcloak, Wah Yoot

## Information

* Optical Jamming works by making it so that missiles that use optical tracking will have a harder time to lock on and may also lose their target.
* There are only two Optical Jammers in the game; the other is the Hai Cuttlefish Jammer.
Icefall

Icefall is a planet in the Menkar system. It is controlled by the Syndicate.

## Image

Icefall is far from its sun, with an axial tilt of roughly 38 degrees. This means that the climate is cold, the year is also long, and each hemisphere has a short summer - barely enough to fit a terrestrial growing season. Nevertheless, most of the inhabitants are farmers, with the exception of the oil drilling industry at the equator. There are only a few major towns, and no major metropolitan centers. Icefall's oceans are filled with constantly shifting pack ice and icebergs, making them nearly unnavigable.

The most distinctive feature of the local ecology is the vast flocks of gooselike migratory birds, which raise two broods a year: one in each hemisphere's summer. The farm workers migrate in similar fashion, and many landowners have farms in both hemispheres.

## Spaceport

The spaceport is located near the equator, in this world's industrial zone. Along the horizon are fields of pumpjacks and oil derricks.

The port consists of rows of hangars, plus two large square towers that house the marketplace and storage space for cargo. A constant howling wind sweeps in between the buildings, but thankfully they are well constructed out of sturdy concrete.

## Information

* Icefall has a tribute value of 700 and is defended by Small Syndicate Fleets.
* Landing here has no required reputation.
Glubatub

## Commodity Prices

### Luxury Goods

1447

Glubatub is a system in Arachi space. It is controlled by the Coalition.

## Landing Locations

Glubatub has the following landing locations:

* Weir of Glubatub

## Links

Glubatub links to the following systems:

* Miblulub
* Sol Arach
* Tebuteb

## Amenities

Glubatub does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Glubatub:

* Aluminum
* Lead

## Fleets

The following fleets spawn in Glubatub:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Ka'het Annihilator

## Description

The Builders initially created the Annihilator long ago, as a countermeasure to their newly discovered shield matrix. They kept developing it for centuries, with this being its final version.

## Locations

The Ka'het Annihilator cannot be purchased, but can be looted from certain Ka'het ships.

## Information

* The only way to obtain this is by looting it.
* The Annihilator deals impressive shield damage with decent hull damage, all the while remaining a very space-efficient outfit.
* In a ship with a low weapon space to gun port ratio, using Ka'het Annihilators can be an alternative to Sunbeams.
Irate Cannon

## Description

Irate Cannons are a rudimentary cannon technology that fire explosive projectiles made out of condensed scrap metal, making them effective against armor. They fire decently fast, but one cannon alone is barely enough to output any sort of meaningful damage, which is why they are often found clustered together in numbers.

## Location

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

## Information

* Purchasing this would require a Gegno Civilian License and a Vi Evocati License.
Giribea

## Giribea

### Outfitter

No

Giribea is an uninhabited binary system in the Graveyard.

## Landing Locations

Giribea has two landing locations, Osaeli and Seli'het.

## Links

Giribea links to the following systems.

* Delia
* Dixere
* Feraticus
* Lire

## Mining

These are the mineable asteroids that spawn in Giribea.

* Lead
* Tungsten
* Titanium
* Uranium

## Fleets

These are the fleets that naturally spawn in Giribea.

* Ka'het Core
* Builders Drone
KP-6 Photovoltaic Panel

## Description

This early commercial photovoltaic system was the driving force behind humanity's first interplanetary trade network. Rugged and modular, it can be bolted to the hull of any ship and has seen even the most remote parts of human space.

## Locations

The KP-6 Photovoltaic Panel can be purchased at ports around human space.

## Information

This passively generates energy in a system. The closer you are to the star, the more energy you generate.

As the smallest possible power system, this is useful on ships like the Boxwing, which do not ordinarily rely on power generation at all.
Hevru Hai

Hevru Hai is a system in Hai space. It is controlled by the Quarg.

## Landing Locations

Hevru Hai has the following landing locations:

* Alta Hai

## Links

Hevru Hai links to the following systems:

* Fah Soom

## Amenities

Hevru Hai does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Hevru Hai.

## Fleets

The following fleets spawn in Hevru Hai:

* Quarg (Hai)
* 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)

## Information

* Hevru Hai is home to one of the three completed Quarg ringworlds, and one of the two completed ringworlds that are still under Quarg control.
Ion Hail Turret

## Description

Instead of just placing an Ion Rain Gun on a turret mount, the Heliarch tweaked the cycles of shots, having each shot be significantly more effective and seeing an overall increase to the weapon's range, but at the cost of a reload period.

## Location

Ion Hail Turrets can be found equipped on Heliarch ships and can be purchased from the following planets after the Heliarch introduction.

* Ring of Friendship
* Ring of Power
* Ring of Wisdom
* Saros
* Ahr
* Ki Patek Ka
* Belug's Plunge
* Stronghold of Flugbu
* Delve of Bloptab
* Far Home
* Dwelling of Speloog
* Blue Interior
* Sandy Two
* Second Rose

## Information

* Purchasing this requires a Heliarch License.
* These only become available for purchase after completing the Heliarch campaign introduction.
* This weapon fires in a burst pattern, with a quick series of five shots, then a pause.
Militia License

## Description

This is the standard issue license for all pilots that have enlisted in a local militia, but with the formation of the Free Worlds it has also become a license given to all those that fight for the Free Worlds cause, allowing pilots to fly the colors of the Free Worlds and purchase unique ships that the fledgling government has developed.

## Information

* This license is required to be able to purchase the Skein and Dreadnought.
* This is obtained through the Free Worlds campaign from the mission "Defend Sabik".
Illbo Avo

Illbo Avo is a planet in the Avo Chigo system. It is controlled by the Bunrodea.

## Background

### Outfitter

Yes

Illbo Avo is a barren moon with little to no atmosphere, but it is also the only solid ground in this system that isn't prone to sliding out under your feet as a result of volcanism. As such, because of the system's proximity to Paru Paru and to the Korath, the Bunrodea have turned the crust of this small moon into a dense network of subterranean structures with purposes ranging from large ship hangars to factories that pump out military-grade ships and outfits, essentially making it one big war factory.

## Spaceport

The main spaceport of Illbo Avo is accessed by entering a large, artificial, circular cavern near the moon's equator. The walls of the cavern are lined with hangar bays; available bays have their hangar doors open. Once you find a vacant bay to land in, the door closes and the hangar becomes pressurized.

The inside of the spaceport is buzzing with activity, from shipments of new weapons being moved around to military squads marching in unison.

## Shipyard

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

## Outfitter

* Bunrodea Basic (outfitter)
* Bunrodea Advanced (outfitter)
Kaus Borealis

Kaus Borealis is a binary system that is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Kaus Borealis has the following landing locations:

* New Iceland

## Links

Kaus Borealis links to the following systems:

* Alnasl
* Alpha Arae
* Cebalrai

## Amenities

Kaus Borealis does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Kaus Borealis.

## Fleets

The following fleets spawn in Kaus Borealis before August 29, 3014:

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

The following fleets spawn in Kaus Borealis on and after August 29, 3014:

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
New Austria

**New Austria** is a planet in the Menkent system. It is controlled by the Republic.

## Description

New Austria is a rugged mountain world, full of snow-capped peaks and valleys so deep and so steep that they rarely see sunlight.

The few settlements that have been built here were developed for mining sapphires and rubies. The sapphires found in New Austria range from blue to yellow to black to clear in color, and are used both for industrial abrasives and for jewelry.

For centuries the locals have tried to find a deposit of diamonds, and local folklore revolves around the prosperity that would come to this world if diamonds were ever discovered.

#### Additions after July 24, 3014

The Navy has recently requisitioned one of the abandoned mining towns and begun refurbishing it for a secure military base, with the mining tunnels used as deep underground bunkers.

## Spaceport

The spaceport is nothing but a couple of landing pads on the outskirts of one of the larger mining villages, high up on a mountain ridge to allow easy access for starships. A few roads lead down from there to the village, where you can trade for local goods or get food from the miners' cafeteria.

By the time you have walked to the center of the town, several people have already tried to sell you large "diamonds" that you strongly suspect are just clear sapphires.

## Information

* New Austria has a tribute value of 500 and is defended by large Militia fleets.
New Tibet

New Tibet is a planet in the Alioth system. It is controlled by the Republic.

## Image

New Tibet is a world of jagged mountains and deeply shadowed valleys.

Although it has been inhabited for centuries, in many places the terrain is so rugged that roads cannot be built, leaving several of the smaller towns almost completely isolated. Taking advantage of this isolation, several orders of Buddhist monks have built monasteries here.

In the lowlands, large farms support sprawling cities full of factories, a striking contrast to the simplicity and isolation of the mountain villages.

## Spaceport

The spaceport is in a hilly region, just outside of the largest city, with a view of a valley full of farms that stretch for tens of kilometers, all the way down to the ocean.

The port is much less modern than the city nearby; it was built by the early settlers and has not been significantly updated since then, because the focus has been on improving life for the locals, not for their occasional visitors.

## Information

* New Tibet is one of two Human planets that can never be dominated; the other is Harmony.
Fala

Fala is an uninhabited system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Fala does not contain any landable locations.

## Links

Fala links to the following systems:

* Delta Velorum
* Tania Australis

## Mining

The following minerals can be mined in Fala:

* Copper
* Lead
* Titanium

## Fleets

The following fleets spawn in Fala before July 24, 3014:

* Human Miners
* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic

The following fleets spawn in Fala on and after July 24, 3014:

* Navy Surveillance
* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic
* Large Republic
Midgard

Midgard is a planet in the Aludra system. It is controlled by the Republic.

## Image

Midgard is a world with as much geographic diversity as Earth itself: mountains, tundra, desert, oceans, marshes, plains. It was the second world in the Deep to be settled, seven centuries ago. It is now home to dozens of major metropolitan areas and a population of over four billion. Although a select few live outside the cities and work in farming or ranching, the vast majority of people here have jobs in manufacturing.

Food, fashion, and entertainment here all strike you as out of pace with broader galactic culture. The deep independent history of the planet makes it less likely to simply follow the latest Earth trends as the more recent colonies do.

## Spaceport

The spaceport is located in the center of the city of New Reykjavik, a bustling metropolis which is also Midgard's center of government. The port was built five hundred years ago, and its architecture is much more conservative than other ports in the Deep: instead of domes and rounded, wavy surfaces, it is a collection of tall, square granite towers, connected by bridges at various levels. Most of the hotels and restaurants are in a central tower, slightly higher than the others.

There is no central marketplace; instead, you can just buy or sell cargo from a computer terminal and a robotic forklift will arrive at your docking bay to carry it.

## Shipyard

* Basic Ships
* Lionheart Basics
* Lionheart Advanced

## Outfitter

* Common Outfits
* Ammo North
* Deep Sky Advanced

## Information

* Midgard has a tribute value of 3000 and is defended by Large Deep Security Fleets.
* Landing here has no required reputation.
Mica

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

The Mica is the Gegno Scin's take on a Shuttlecraft, and is based on the Shale and the Vi's Slate. It is ever so slightly smaller, since the Scin aren't as large, but carries newer engine systems so it is almost twice as fast as the Shale and the Slate.

## Location

This cannot be purchased, but can be found being used by the Gegno Scin.

## Outfits

These are the standard outfits initially equipped on each Mica.

## Information

* Purchasing this ship would require a Scin Adjutant License.
Lichen

Lichen is a planet in the Atria system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

Lichen is a rainy world of marshes, fields, and streams. More than half the rice consumed in this administrative district is grown on Lichen, because of its near-optimal climate. However, because of the constant rain and overcast weather, few people aside from farmers have settled here.

Planetary government, or indeed any government above the village level, is virtually nonexistent. Most farms are small and family-owned, negotiating sales directly with off-world corporations who then arrange for transportation of the produce.

## Spaceport

The spaceport is built on a small mountain, one of the rare places where enough bedrock rises above the soil to provide a firm foundation for large buildings and high ground during floods.

The warehouses and market are built of concrete, but the smaller buildings on the outskirts of the port are wood framed. Moss is growing everywhere, and in places the wood is stippled with mold. But the people are friendly enough, unhurried and peaceful.

A noodle soup restaurant near the center of the port town seems to be the gathering place of choice. Whatever they're cooking inside, it smells delicious.

## Information

* Lichen has a tribute value of 500 and is defended by large Militia fleets.
Makferuti

## Commodity Prices

### Luxury Goods

1387

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

## Landing Locations

Makferuti has one landing location, Drekag Firask.

## Links

Makferuti links to the following systems.

* Asikafarnut

## Mining

These are the mineable asteroids that spawn in Makferuti.

* Aluminum
* Iron
* Silicon

## Fleets

These are the fleets that naturally spawn in Makferuti.

* Small Kor Sestor
* Large Kor Sestor
Human Ships

*This page contains **Spoilers.***

This is a list of **human ships**. See also Alien Ships.

Ships can be purchased through the Shipyard which can be found on many planets through out the game. However, not all planets have Shipyards, and Shipyards do not always sell the same ships.

The Starting Ships are quite good in many ways, and there may be downsides to upgrading to other ships that players should be aware of before purchasing.

Many Transports, and most Fighters and Interceptors, require only the default player Crew. But all other non-Starting Ships of other classes require a paid crew, at 100 credits per day each crew member. This can be a drain on the resources of an Explorer-type player, who wants to wander the fringes of the galaxy where opportunities to profit are fewer in number, if not in value.
Qualities that make the Star Barge an excellent starting ship make its potential upgrades look less like an improvement. There is no other Light Freighter with the acceleration of the Star Barge; the Clipper is almost the same, and is 24% faster, but the Clipper has only 20 more cargo space, costs 1 million more credits and can only be purchased in the southwest corner of the galaxy. The rest of the Light Freighters, of course, have more cargo space, but they are all significantly slower in comparison.
For a table comparing Human ships by class, see Human Ship Comparisons.

## Ship Categories

The categories of ships are something of a rough guide; a large proportion of ships, if not the majority, are hybrids. This is especially true when the customization capabilities of outfits (Human Outfits) are considered.

### Drone

\*Shipyard Price is the price of the ship with their default outfits.

\*\*Hull Price is the price of the ship hull only no outfits.

^Modified ships are not 'manufactured', but supposedly heavily modified and then sold on.

^^The design is said to have been given to Tarazed's chief designer in a separate reality to Endless Sky.
Korath Inferno

## Description

Some Korath consider the Inferno the crowning achievement of Exile weapon design. Three Fire-Lances mounted together in precisely the right manner combine synergistically, creating a longer, more powerful beam than three would individually.

## Location

This outfit can be found on both the Ra'gru Ik 618 and the massive Korsmanath A'awoj.

## Information

* This outfit deals burn damage, which is heat damage over time. The burn damage value given is the amount of heat damage over time dealt per second of firing.
* This turret compares favourably with a Heavy Laser Turret. It deals approximately 51% less hull damage per ton, but 65% more shield damage, plus considerable heat and burn damage. It also consumes approximately 46% more energy per ton, but puts out 27% less waste heat. It has a slightly slower turning rate, but much more range. Also, since it takes almost exactly double the outfit space, two heavy laser turrets can be neatly replaced with one Inferno.
* This turret is similar in style but generally superior to the Blaze-Pike Turret. Per unit of outfit space, it deals 6% more shield damage, 8% more hull damage, 16% more heat damage, and 40% more burn damage, while costing only 5% more energy and producing 32% more waste heat. It also has a slower rotation but significantly longer range.
* Compared to the Wanderer Dual Sunbeam Turret, this turret deals 23% less shield damage and 15% less hull damage per ton, but 33% more heat damage, in addition to substantial burn damage (which the Dual Sunbeam doesn't have at all). It also consumes 28% less energy per ton, produces 35% less waste heat, has a slightly longer range, and turns much faster. However, it cannot be purchased, only looted.
Mining Laser

## Description

The development of the Beam Laser in the mid-2400s not only led to advancements in space warfare, but also to the field of asteroid mining, as the traditional but inefficient method of towing asteroids to bases for extraction was supplanted by individual spacecraft that could precisely extract the ore from asteroids themselves.

The modern Mining Laser is a derivative of the Beam Laser engineered to optimize mineral yield and extraction rates at the expense of range and shield damage.

## Outfitters

The Beam Laser can be purchased at ports with the following catalogues:

* Basic Weapons
* Deep Sky Basics
* Deep Sky Advanced
* Syndicate Basics (outfitter)
* Syndicate Advanced (outfitter)
* Lovelace Advanced

## Information

* This weapon is not in the game yet but will be included in the 0.10.5 unstable update.
* This weapon has a special "prospecting" attribute that improves mineral yields during mining.
Market of Gupta

Market of Gupta is a planet in the Gupta system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

This mountain world is the home base of House Mallob, the powerful Arach guild in charge of commerce and shipping. All the Arach starships that are currently in use were designed here, and many of them are manufactured here as well. The motto of House Mallob's shipyards is "strong as the mountains, spacious as the skies," referring to their focus on durable hulls and high cargo capacity.

## Spaceport

This spaceport serves as the primary repair and service center for the Arach merchant marine. At any given time hundreds of ships may be in dry-dock here to have new equipment installed or their engines or internal systems tuned for better efficiency. Meanwhile, thousands of analysts and software experts work to plan out delivery routes, schedules, and supply chains for the merchant fleets to ensure that goods are always delivered where they will be most needed, and will earn the best profit. House Mallob's finances and organizational structure are legendary for their complexity.

## Shipyard

* Arach (shipyard)
* Coalition Basics (shipyard)

## Information

* Coalition planets and stations cannot be dominated.
Kort Vek'kri

Kort Vek'kri is a planet in the Chirr'ay'akai system. It is controlled by the Wanderers.

## Background

### Outfitter

No

This world is nearly unpopulated, with very little animal life and strange, twisted plants with odd coloration. In small patches of land, the native vegetation gives way to green forests and fields, which were probably planted there by the Wanderers. In some of the larger forests, birds and insects have begun to flourish.

## Spaceport

This small spaceport is unmistakably a research station, and the Wanderers walking or flying from one building to another have a self-absorbed attitude not unlike what you would expect from human scientists. Around the outskirts of the port village are pens that hold a staggering variety of animals, mostly ruminants and other herbivores, and the work of the scientists seems to revolve around convincing these animals to eat the local flora.

## Information

* Landing on Kort Vek'kri requires the player to have 2 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.