recursal/Fanatic-Fandom huggingface dataset:
Red Sun Reactor

## Description

The Wanderers have recently begun producing this tiny reactor as a way to squeeze a bit more energy production into their warships.

## Location

This outfit needs to be unlocked first by completing the Wanderers storyline mission "Wanderers Hai Assistance 3": once completed, Red Sun Reactors become available at the following ports:

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Vara Rakak, Es'sprak'ai
* Varu K'est, Chy'chra
* Varu Mer'ek, Ik'kara'ka

## Information

* Purchasing this outfit requires a Wanderer Outfits License.
* Wanderer reactors also double as batteries.
* Wanderer reactors are named after various types of stars.
* This outfit cannot be obtained without completing the Free Worlds storyline first.
* The Red Sun Reactor renders the NT-200 Nucleovoltaic obsolete, producing more power while taking up less space and generating less heat in addition to being capable of storing energy.
* The Red Sun Reactor is the least heat efficient reactor of all Wanderer generators, though it is still more efficient than the generators of most other species.
Selii'mar

## Description

The Selii'mar was a common Builder mining drone, one of the few automated ships they ever produced. The Het stations still produce them, in order to harvest the materials they need to keep working.

## Location

The Selii'mar cannot be purchased, but it can be found in the Graveyard.

## Outfits

These are the standard outfits equipped on the Selii'mar.

## Information

* The only way to obtain these is by capturing them.
* This ship has built in engines.
Postverta

Postverta is an uninhabited system in The Ember Waste.

## Landing Locations

Postverta has the following landing locations.

* Fertriery
* Ssil Vida

## Links

Postverta does not naturally link to any systems, but the following links open during the Remnant storyline.

* Diespiter
* Prosa
* Statina

## Information

This system only becomes accessible during the Remnant storyline.
Ra'at Ik 621

## Description

The largest of Korath production vessels are derived from a common and ancient chassis. This many-lobed ship has been adapted to carry fighters into large-scale raids, or mining craft into asteroid belts. Its radial arrangements of hangars allows fighters a maximum variety of safe approach patterns in combat.

## Location

The Ra'at Ik 621 cannot be purchased. It can be rarely seen in any Korath Exiles systems.

## Outfits

These are the standard outfits equipped on a Ra'at Ik 621.

 Thermal Repeater Rifle (799)Microbot Defense Station (12)

## Information

* The Ra'at Ik 621 is a carrier, but has a varying amount of fighter and drone bays depending on the variant. The base version has nine fighter bays and no drone bays, the "Probes" variant has no fighter bays and nine drone bays, and the "Automata" variant has nine fighter bays and six drone bays.
* This ship, along with the Ra'gru Ik 618, are the rarest spawns of World-ship chassis. Both of these ships, unlike other World-ship vessels, have a Jump Drive in place of a Hyperdrive or Scram Drive, making it possible to retrieve them from the core systems despite the lack of an outfitter. However, their high crew complements and substantial automated defences make them very difficult to capture.
* This ship, along with the Ra'gru Ik 618, have rare Firestorm variants that carry the destructive Firestorm Torpedo.
* In rare cases, Korath Civilians can be seen using these to mine with, carrying mining variant 'olofez.
Shifting Sand

Shifting Sand is a planet in the Good Omen system. It is controlled by the Coalition.

## Background

### Outfitter

No

This world is dry, but not particularly hot. The settlements are small and scattered, because each oasis only provides enough water for a few thousand individuals. Some of them focus on manufacturing, while others are attempting to farm the desert with drought-resistant crops. But the largest industry is retirement housing: the cool, dry climate and slow, quiet pace of life here are exactly what elderly Saryds find most comfortable.

## Spaceport

The spaceport village is built around a large oasis, a sandy-bottomed lake with startlingly blue water. The landing pads are in the desert half a kilometer out from the village, separated from the houses by windbreaks and noise barriers to avoid disrupting the tranquil atmosphere. On balconies overlooking the lake, Saryds with graying hair walk or stand around in small groups enjoying quiet conversation with each other.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Shifting Sand requires a reputation of 15; this cannot be bypassed through bribery.
Peacock

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

## Landing Locations

Peacock has the following landing locations:

* New Washington

## Links

Peacock links to the following systems:

* Ascella
* Kaus Australis
* Tais

## Amenities

Peacock does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Peacock:

* Lead
* Silicon
* Silver

## Fleets

The following fleets spawn in Peacock:

* Human Miners
* Small Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
O-3184

## O-3184

### Outfitter

No

O-3184 is an uninhabited system in The Umbral Reach.

## Landing Locations

O-3184 does not have any landing locations.

## Links

O-3184 links to the following systems:

* E-9182
* U-5188

## Mining

The following mineable asteroids spawn in this system:

* Iron
* Lead

## Fleets

The following fleets spawn in this system:

* Iije (Uninterested)
* Iije (Swarming)
* Iije (Surveillance)
Pug Lohmar Thruster

## Description

This is a large thruster designed by the Pug. It is not quite as powerful as a similarly sized atomic engine, but it makes up for that by being almost as energy efficient as ion engines.

## Location

Pug Lohmar Thrusters can only be obtained by looting Pug Arfectas or Pug Maboros.

## Information

* Pug Engines are more space efficient than Human Ion Engines.
Sea Scorpion

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 Sea Scorpion was designed several decades ago to serve as a mobile platform to launch Trackers. However, it is only recently that the Unfettered have been able to mass produce them. While individually vulnerable, the reduced cost of manufacturing compared to Shield Beetles allow the materially inferior Unfettered to gain a numerical advantage against their brethren.

## Location

The Sea Scorpion can be purchased at the following ports:

* Darkcloak, Wah Yoot

## Outfits

These are the standard outfits initially equipped on each Sea Scorpion.

 Pulse Rifle (15)

## Information

* The Sea Scorpion is the only ship built by the Unfettered that you can buy.
Parii'het

Parii'het is a Builder station in the Fereti system.

## Image

Very similar to its sister station of Seli'het, Parii'het was still under construction when it was abandoned by its creators. Today, it floats uninhabited in this rarely visited section of space, approached occasionally by the automated drones that mindlessly continue to carry new supplies to the massive cargo section. If the Ka'het attacked this station, it would be made entirely inoperable in a short time.
Saryd Runabout

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

Saryds place high value both on solitude, but also on community and collaboration. So, it is not surprising that their smallest spacefaring vessel requires a team of at least two individuals to operate it. It is quite common for a lone Saryd to take on a Kimek or Arach copilot as a way of building cross-species friendships.

## Location

The Saryd Runabout is found in Coalition space.

These are the ports where the Runabout can be purchased.

* Ahr, Sol Arach
* Bank of Blugtad, Blugtad
* Blue Interior, 4 Spring Rising
* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Midway Emerald, 14 Winter Below
* Rusty Second, 4 Axis
* Saros, Sol Saryd

## Outfits

These are the standard outfits initially equipped on each Saryd Runabout.

 Small Reverse Module (2)Small Thrust Module (2)Small Steering Module (3)

## Information

* Purchasing the Saryd Runabout requires a Coalition License.
Polerius

## Polerius

### Outfitter

None

Polerius is a binary system in the Graveyard that is controlled by the Ka'het.

## Landing Locations

Polerius has two landing locations, Celeatis and Ceilia'sei.

## Links

Polerius links to the following systems.

* Paeli

It also has a wormhole to Ossipago.

## Mining

These are the mineable asteroids that spawn in Polerius.

* Gold
* Lead

## Fleets

These are the fleets that naturally spawn in Polerius.

* Ka'het
* Ka'het Aggressive
Pilot

Pilot is a planet in the Elnath system that is controlled by the Republic.

## Image

Pilot is used as a research and testing station for Lovelace Labs. The research buildings are not open to non-employees. From a distance it looks almost like a small war is going on, with missiles being fired from a silo toward a hilltop where an anti-missile turret is picking them off one by one.

Rumors say that the Sidewinder Missile engineering team and the Missile Defense team are in fierce competition with each other, and whichever team is currently losing to the other must buy them lunch every Friday.

## Spaceport

The workers grudgingly refuel your ship, but it is quite clear that you are out of place here. Nearly everyone in the spaceport is wearing a lab coat or a uniform, and several groups of people halt their conversations as soon as you pass within earshot.

## Information

* Pilot has a tribute value of 600 and is defended by Small Republic fleets.
Passaritus

Passaritus is an uninhabited gas planet in the Aspidiske system.

## Image

Decades ago, Passaritus was the subject of an ambitious project by the Deep to mine metallic hydrogen from its mantle. Being barely large enough to form metallic hydrogen in the first place, the gas giant's gravity was thought to be low enough to make extraction feasible. Unfortunately, the Deep had overestimated their ability to build an extraction device that was not only functional, but economical, and the project has since been moved to the backburner.

Passaritus still happens to be an interesting locale to visit, at least if you have a gaslined ship. Its small size and relatively rapid rotation gives it sweeping bands of color, each corresponding to a different layer or wind speed, and the lower gravity allows updrafts to carry your ship upwards for kilometers.
Remnant Salvage

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

## Outfits

### Turrets

* Banisher Grav-Turret (Unlocked through the Remnant Storyline)
* Grab-Strike Turret (Unlocked through the Remnant Storyline)
* Warder Anti-Missile (Unlocked through the Remnant Storyline)

### Systems

* Fuel Processor (Unlocked through the Remnant Storyline)
* Large Heat Shunt (Unlocked through the Remnant Storyline)
* Small Heat Shunt
* Systems Core (Medium) (Unlocked through the Remnant Storyline)
* Systems Core (Small)

### Engines

* Steering (Asteroid Class)
* Steering (Planetary Class)
* Thruster (Asteroid Class)
* Thruster (Planetary Class)

### Hand to Hand

* Thermal Repeater Rifle (Unlocked through the Remnant Storyline)
Pug Seeker

## Description

You have no idea how this weapon works. It requires no ammunition, but its energy-based projectiles have the ability to home in on a target ship.

## Location

Pug Seekers cannot be purchased, but they are found equipped on Pug ships.

## Information

* This is a regular gun which fires homing projectiles like a missile launcher, however it requires no ammunition.
* Since the projectiles acts like a missile, it's also susceptible to anti-missile turrets.
* The longest-range guns in the game are:
	1. 9,980 Drak Antimatter Cannon - cannot be obtained legitimately
	2. 4,800 Fate Sealer - cannot be obtained legitimately
	3. 2,600 **Pug Seeker** - acts like missiles but does not require ammunition
	4. 2,000 Dragonflame Cannon - unique item, requires spinal mount
	5. 1,960 Korath Detainer - the highest Slow damage
	6. 1,800 Ka'het Nullifier - the highest Ion damage
Shadow of Leaves

Shadow of Leaves is a planet in the Hunter system. It is controlled by the Coalition.

## Background

### Outfitter

No

Saryds are particularly drawn to forested environments, and as a result this world has become heavily populated. Rather than gathering in tightly packed cities with skyscrapers and busy roads, they have spread out evenly across the whole land area in a sort of endless suburban sprawl. But enough patches of forest have been maintained between the roads and housing compounds that from orbit, at a first glance, the planet looks pristine and uninhabited.

## Spaceport

The spaceport is built at the base of a mountain. At the peak of the mountain is the Starlit University, one of the premier Saryd institutions of higher learning, elevated above the ordinary world of the forest below so that the students can remain detached and focused on their education.

Given the number of boisterous young Saryds who are galloping about the spaceport at an undignified pace, some of whom are stumbling and showing other signs of inebriation, it is possible that the University's attempts to keep the youth secluded in an ivory tower of learning are not entirely successful.

## Information

* Coalition planets and stations cannot be dominated.
Quantum Keystone

Quantum Keystones are special outfits used to traverse unstable wormholes that are found in the Ember Waste.

* Hai Keystone
* Remnant Key Stone

## Description

This chunk of rock from the mountains on the Hai homeworld is apparently nothing more than a good luck charm, but the Hai have decorated their ships with them since the height of their empire. More superstitious Hai claim that the stones somehow reduce the nausea induced by hyperspace jumps by making travel between star systems easier, and many wealthy Hai refuse to book passage on a ship without one.

This keystone comes with a package including a holo-film certificate of authenticity certifying its origins on Hai-home, a decorative but robust frame, and a tiny plaque with the keystone logo and sale number stamped on it. The packaging suggests mounting the framed certificate in a prominent location near the main airlock or public common area.

## Description

This precious artifact attunes a ship's quantum oscillations in a way that allows it to travel through certain otherwise impassible wormholes in the Ember Waste. The stones are rare and valuable, because they can only be mined from one location in the Waste.

## Information

Key Stones (note separation of the words) may also be obtained in Remnant space, mined on Viminal and sold on all three of their planets, and are installed by default on their ships. While visually and functionally the same, they are distinct outfits; Hai Keystones will only sell for 12,000 credits, even in Remnant space.
## Other Information

* The Hai have forgotten the true use of these stones, but adventurous captains will find that ships decorated with them are able to transit through the unstable Wormholes leading into and throughout the Ember Waste. This is the only way to encounter the Remnant faction without first obtaining a jump drive.
* One part of the Remnant campaign requires you to bring a shipment of Hai keystones.
* Quantum Keystones can be occasionally found in the cargo of Korath Palavrets, presumably taken as trophies from the Remnant.
* Docked fighters do not need to have their own keystones. Installing a keystone in the mother ship is sufficient. (However, installing keystones into fighters may be a convenient way of carrying spares.)
RT-I Radiothermal

## Description

Radiothermal generators harvest heat from radioactive isotopes and convert it into electricity. They are more powerful than fuel cells, but also produce a relatively high amount of heat.

## Location

The RT-I Radiothermal can be purchased at most Syndicate ports.

## Information

The RT-I Radiothermal is the entry-level human radiothermal generator and often the first step up from Fuel Cells. It produces slightly more power than the nGVF-DD Fuel Cell and takes 15 fewer tons of outfit space, but also produces over three times more waste heat, giving it the worst heat efficiency in the game. The heat can be negated with Liquid Nitrogen Cooler but this will lose the space savings. The RT-I is one of the only human outfits rendered obsolete by another human outfit: namely, the Dwarf Core, which produces more energy for less mass and heat, making it preferable once you can afford it.

## Trivia

* Radioisotope thermoelectric generators are real-world technology currently used to power probes and satellites in situations where a long fuel life is needed and maintenance is impossible. The radiothermal generators in *Endless Sky* are logical extensions of this concept.
Plasma Core

## Description

This compact Fusion Reactor is an ancient Korath design, and served as the mainstay of their war fleets until larger ships and more powerful weapons created a need for bigger and more powerful generators.

## Location

Plasma Cores can only be obtained by looting the following ships:

* Kar Ik Vot 349 (Standard, Offense, or Defense variants)
* Model 16
* Model 512
* Ra'gru Ik 618 (Standard variant only)

## Information

* Korath reactors are very powerful, but they also generate large amounts of heat.
* The basic Plasma Core is comparable to a Breeder Reactor, producing slightly less power for slightly more heat, but weighing 26 units lighter, an improvement of 32.5%.
Puffin

## Description

Centuries ago, the Remnant built these ships in order to explore the upper atmosphere of nearby gas giants. The Archons took issue with the Remnant's research methods, and the studies were unable to be completed. The remaining Puffins have been gathering dust in storage for centuries while the Remnant wait to see if the anger of the Archons will subside.

## Location

These are the ports where the Puffin can be purchased.

* Viminal, Arculus

## Outfits

These are the standard outfits initially equipped on a Puffin.

## Performance Information

This is a mission ship and should be treated as such. Buy it for the missions it is required for and sell it afterward.

## Information

* Purchasing this ship requires a Remnant License.
* The Puffin only becomes available during the Remnant storyline.
* The Puffin is used for a mission in the Remnant storyline, where the player has to dodge past an Archon in order to land on a planet.
* The Puffin has built in outfit, tactical, and atmosphere scanning.
* The Puffin has a built in ramscoop. You will need it due to the trip's length.
* According to Prefect Taely, the Remnant consider the Puffin outdated, with ancient technologies like "hard-shell" shields and old energy supercapacitors. The one the player receives has modernized engines and an updated sensor array.
* The Puffin has built in cooling and active cooling giving it a *negative* idle heat of -180.
* The Puffin was known as the Gascraft prior to version 0.9.13, but was renamed to fit with the trend of Remnant ships being named after birds.
Rekat Moraski

Rekat Moraski is a station in the Chimitarp system. It is controlled by the Kor Mereti.

## Background

### Outfitter

No

This station is a refinery where ore from asteroids is processed into metal. Larger asteroids are processed where they are; smaller ones are brought into the refinery itself to be mined.

## Spaceport

This station has several bays large enough that a small asteroid can be steered inside. Harvester microbots then work their way into seams of metal in the asteroid, digging deeper and deeper until the asteroid is honeycombed with small tunnels and all the metal-rich veins have been extracted.

## Information

* Korath planets and stations cannot be dominated.
* Landing on Rekat Moraski requires a reputation of 1; this cannot be bypassed through bribery.
Seli'het

Seli'het is a Builder station in the Giribea system.

## Image

This massive station, despite its age, does not appear to have any visible damage: everything inside it is perfectly in order, and no section shows signs of weapon fire on it. If it wasn't for the absence of its inhabitants and the complete lack of atmosphere, it would probably be identical to when it was first constructed.
Plasma Repeater

## Description

Decades after buying the rights for the Plasma Cannon, Kraz Cybernetics put this weapon on the shelves of every high-end outfitter of the Southern Rim. The repeater has so far proved immensely popular amongst any who braved testing it, and is shaping up to become an essential deterrent for anyone who flaunts their haul for pirate plunder.

Derived from the original Plasma Cannon, this heavier version trades off its larger bursts for a much faster rate of fire. Although the smaller bursts of superheated plasma deal far less damage than its predecessor, the volume of fire results in more damage to the target overall.

## Location

When unlocked, the Plasma Repeater can be purchased at the following ports:

* Bourne, Gamma Corvi
* Dune, Zeta Centauri
* Glaze, Aldhibain
* Greenrock, Shaula
* New Britain, Dabih
* New China, Merak
* Poseidos, Izar
* Rust, Kraz
* Smuggler's Den, Men
* Solace, Pherkad
* Thule, Men
* Thunder, Alkaid
* Wayfarer, Tarazed
* Zug, Zubeneschamali

## Information

* This weapon becomes available with an epilogue mission for Barmy Edward, after the Free Worlds campaign.
Peresedersi

Peresedersi is an uninhabited system between the Korath Exiles and Korath automata space. The system used to be home to Livrakerab, a strategically important agricultural world of the Efret-Korsmanath Alliance, a faction of the Korath Civil War.

It was destroyed c. 2790 with a Supernova Bomb by their enemies, the alliance of the Anatruskor Empire and the Sestor Federation. The star-killer destroyed Peresedersi and all of its planets. The hyperlanes that connected it to the rest of Korath space were also collapsed by the weapon. Due to the Supernova Bomb's properties being based on the same principles as the Jump Drives, part of the dying yellow giant star's highly radioactive outer layers jumped to Korsmanath, devastating the system and wiping out its population.

The destruction of Peresedersi and the Korath homeworld of Kasichara Fet proved to be the final straw for the Drak, and their Archons promptly stopped the Korath Civil War dead in its tracks.

## Links

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

## Mining

These are the mineable asteroids that spawn in Peresedersi.

* Aluminum
* Iron
* Yottrite

## Fleets

No fleets naturally spawn in this system.

## Information

* This is the location of one of the Archons.
* The star's supernova devastated the Korath home system of Korsmanath.
* Supernova systems like this one replenish your fuel very quickly.
Phecda

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

## Landing Locations

Phecda has the following landing locations:

* New Sahara

## Links

Phecda links to the following systems:

* Algorel
* Merak
* Tania Australis

## Amenities

Phecda does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Phecda:

* Lead
* Silicon
* Titanium

## Fleets

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

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

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

* Navy Surveillance
* Republic Logistics
* Small Northern Merchants
* Small Republic
* Large Republic
* Small Southern Merchants
Placatious

Placatious is an uninhabited gas planet in the Markab system.

## Image

Half a century ago, Placatious was the subject of a Syndicate marketing campaign, advertising the view of its deep blue sky from orbit to be "the most agreeable sight in the galaxy." Construction on a large station, intended to be a massive hub of conference rooms with panoramic views of the supposedly breathtaking gas giant below, was started but never completed after numerous delays and budget overruns. Eventually, the executive responsible for the entire scheme was forced into an early retirement, and the idea was quietly dropped.

From within, Placatious really is quite beautiful, with wisps of aquamarine vapor trailing vertically as far as the eye can see. Perhaps the Syndicate would have had more success had they managed to suspend a conference room inside the gas giant's atmosphere.
Ka'het Primary Cooling

## Description

This is the main cooler used by the Ka'het. Although energy intensive, it is very effective, capable of single-handedly cooling some Het.

## Location

These can be found equipped on Ka'het ships. It cannot be purchased, only looted.

## Information

Ka'het Primary Cooling is currently the most space-efficient cooling outfit in the game, though the runner-up, the Coalition Cooling Module, is more energy efficient and weighs between one-half and one-third as much per outfit (depending on whether you measure actual mass or outfit space), making it easier to fit onto a ship.

This outfit can vent more heat at maximum than the most-efficient passive cooling outfit, the Korath Large Heat Shunt, and takes up ten less units of space. However, since active cooling consumes energy and is only active when close to overheating, it does not help as much to prevent heat buildup. If you're using a heat-inefficient generator such as the Korath Triple Plasma Core, the energy drain from constantly running active cooling can negate the generator's higher power production, making passive cooling more useful here.
Outfitter

Redirect to:

* Planet Facilities

The outfitter is used by players to upgrade his/her ship in a variety of ways using Outfits, including weapons, shields, etc. Outfitters appear more frequently compared to shipyards, but the variety of outfits sold vary similar to shipyards.

To access the outfitter, a pilot must look for the "outfits" tab on the right-hand side of the planet screen, beneath the shipyard.
Saquergen

Saquergen is an uninhabited system south of Shaula in The South, not too far away from Coalition space.

## Links

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

## Mining

These are the mineable asteroids that spawn in Saquergen.

* Gold
* Yottrite

## Information

* It's also a handy escape from pirates when smuggling nerve gas around the authorities.
* Supernova systems like this one replenish fuel very quickly.
Pollux

## Commodity Prices

### Luxury Goods

1438

Pollux is a system by the paradise planets that is controlled by the Republic.

## Landing Locations

Pollux has two landing locations, Thrall and Martini.

## Links

Pollux links to the following systems.

* Procyon
* Talita
* Castor

## Fleets

These are the fleets that naturally spawn in Pollux before July 4, 3014.

* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Paradise Merchants
* Small Republic
* Large Republic

These are the fleets that spawn after July 4, 3014.

* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
Regor

## Commodity Prices

### Luxury Goods

1066

Regor is a system in the Deep that is controlled by the Republic.

## Landing Locations

Regor has the following landing locations:

* Windblain

## Links

Regor links to the following systems:

* Aspidiske
* Naos
* Suhail

## Amenities

Windblain possesses an outfitter, but it does not possess a shipyard.

## Fleets

The following fleets spawn in Regor:

* Large Deep Merchants
* Large Deep Security
* Large Northern Merchants
* Small Deep Merchants
* Small Deep Security
* Small Northern Merchants
Remnant License

## Description

The prefects have reached a consensus that you should be considered a valuable friend of the Remnant, and shall be given permission to purchase their ships and technology.

## Information

* This license is required to be able to purchase Remnant outfits, the Gull, and the Starling.
* This license is obtained through completing the following Remnant Storyline missions: Visit void sprite planets, Remnant surveillance, and Keystones. At least 20 days must pass after completing the mission Visit void sprite planets. After landing on a Remnant planet, you will be given the license.
Sarin

Sarin is a system that is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Sarin has the following landing locations:

* Big Sky

## Links

Sarin links to the following systems:

* Vindemiatrix

## Amenities

Sarin does not possess an outfitter or a shipyard.

## Fleets

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

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

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

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
Security Station

This is a specially designed barricade, which can be installed in the hallways of your ship as a powerful defense against anyone who boards you in an attempt to take over your ship.

## Outfitters

The Security Station can be purchased at the following ports:

Deep Sky Advanced

Syndicate Advanced

## Information

Security Station is an outfit to help defend your ship. When defending while boarding, your crew will use the outfit with the higher defense instead of lower defense, such as the Fragmentation Grenades. This is a useful outfit for defending when things don't go your way, however it takes up outfit space and mass unlike the other Hand to Hand outfits, making the Laser Rifle a more preferable alternative for defense.
Is Il T-127

## Is Il T-127

### Outfitter

No

Is Il T-127 is an uninhabited system in the Acheron region.

## Landing Locations

Is Il T-127 does not have any landing locations.

## Links

Is Il T-127 links to the following systems:

* Is Il T-94
* Is Il X-626

## Mining

The following mineable asteroids spawn in this system:

* Titanium

## Fleets

The following fleets spawn in this system:

* Vyrmeid (Plankton)
Overclocked Repair Module

## Description

These advanced repair modules are issued to Heliarch ships, providing hull repair unparalleled in all of Coalition space. The legions of small repair drones come with the extensive pathways they use to quickly get around a ship, and as such the outfit can interfere with a ship's cooling and heat dissipation systems.

## Location

The Overclocked Repair Module can only be obtained through looting the following Heliarch ships:

* Heliarch Breacher (Standard, Ions and Scrappy Variants only)
* Heliarch Hunter
* Heliarch Interdictor
* Heliarch Judicator
* Heliarch Neutralizer
* Heliarch Punisher

## Information

* The only way to obtain this outfit is by looting it from Heliarch ships.
* This outfit is the most powerful hull repair outfit in the game.
Sardva

Sardva is a system in the Shini Bori system. It is controlled by the Bunrodea.

## Image

The planet of Sardva is used by the Bunrodea as a vault for genetic material of all origins, from the seeds of plants that the Bunrodea have encountered to the genetic material of animals and even past generations of Bunrodeans. This material is stored in many of the planet's cave systems, which, with some slight modification, have amazingly stable climates that are perfect for the long term storage of genetic libraries.

The decentralized and redundant nature of the vaults also ensures that if anything happens on one part of the planet that may compromise the vaults there, locations elsewhere on the planet will still keep the material safe.

## Spaceport

Sardva has no single major spaceport, with each vault location supporting its own small spaceport for receiving shipments and refueling the freighters. You eventually find a vault that is willing to let you land so that you may refuel, but they don't seem too happy about your presence, and seem like they're only refueling you so that you stop asking every vault you come across.
Reactor Overclocker

## Description

The Reactor Overclocker is a component that can be installed into a Bunrodea reactor in order to modify its effectiveness. Overclockers increase the strength of the energy generation of a reactor, but at the cost of reduced heat efficiency.

## Location

The Reactor Overclocker can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit cannot be installed by itself, but acts as an upgrade for Quark, Electroweak, and Dark Reactor which all have a limited amount of upgrade slots. Installing this increases energy generation at the cost of more heat.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Ruelogakk

Ruelogakk is a station in the Ghhil system that is controlled by the Quarg.

## Image

This Quarg station, although pristine and kept in high order, has been constructed rather recently compared to the complete ringworld the next system over. It appears to be purposed as some sort of resting spot for tourists, though very few docking bays are in use. A hauntingly low number of Quarg are seen walking about the brightly lit abstract hallways of glass with only the faintest hum of machinery.

## Spaceport

Only a few small alien transports can be seen docked with this station, hooked up to strange devices that seem to match the designs of their ships. Other than that, the aliens' presence here seems to be kept at an extreme minimum, with at most one or two seen passing by occasionally.
Ruin

Ruin is an uninhabited planet in the Terra Incognita system.

## Image

This is a stormy, cloud-covered planet, where fog banks flow through the valleys like dark, cold, slow-moving rivers, and the sun is seldom visible. Aside from some dull blue-gray moss and lichen, there are few living things here. The ground is warmer than the air above it, due to an abundance of radioactive elements in the planet's crust.

Most of the surface is ocean, but atop one of the higher mountains is an odd, abandoned spaceport.

## Spaceport

Perhaps the oddest thing about this planet is this spaceport: a ring of landing pads surrounding a collection of fuel tanks. The landing pads are not concrete or any other material humans customarily use, but monolithic slabs of basalt. One of the fuel tanks has a human-style connector on it, but there are a dozen other connectors branching off from it as well.

A few insectoid robots scuttle slowly across the tanks and landing pads, removing ice and rust and lichen and polishing the surfaces of the tanks. No living creatures are present.

## Information

* This planet is the only landable location in the second galaxy that is opened up at the end of the Free Worlds campaign.
* The player can get refueled here, and that is the only thing that happens.
Pantica

Pantica is a system in the Ember Waste. It is the capital system of the Remnant.

## Landing Locations

Pantica has the following landing locations:

* Capitoline
* Aventine
* Esquiline
* Quirinal
* Servian

## Links

Pantica links to the following systems.

* Arculus
* Cinxia

## Amenities

Aventine has both a shipyard and an outfitter.

## Mining

These are the mineable asteroids that spawn in Pantica.

* Aluminum

## Fleets

These are the fleets that naturally spawn in Pantica.

* Small Remnant
* Large Remnant
* Remnant Transport
* Remnant Home Guard
* Korath Ember Waste Raid
Ramscoop

1

## Description

In the early days of space exploration, when ships could travel through half a dozen systems before encountering an established colony where they could refuel, ramscoops were an essential piece of equipment, harvesting plasma from the solar wind to refill your hyperspace fuel tanks. Although you can install more than one ramscoop, additional ramscoops on a single ship are not as effective as the first.

Different kinds of stars will generate varying levels of fuel in the solar wind, but in all cases the closer you are to the star, the faster fuel will accumulate. As a safety measure, all ships are able to harvest tiny amounts of fuel by flying close to a star, but this outfit allows you to accumulate fuel much more quickly.

## Location

This outfit can be found in the Deep, the Core, and the Far North.

## Item Details

A ramscoop allows a ship to regenerate hyperspace fuel in mid-flight without landing on a planet or requesting help from another ship. Unlike *Escape Velocity*, all ships in *Endless Sky* can regenerate small amounts of fuel by hovering over a star, so it is almost impossible to be completely trapped by running out of fuel. However, recovering fuel this way takes an enormous amount of time even in fast forward, and if hostile ships are in the area, staying near the system's star may not be practical. A ramscoop allows for fuel regeneration anywhere in the system and greatly accelerates fuel recovery. This is essential if you spend extended periods traveling through uninhabited or hostile space, as even the largest fuel tanks can be exhausted during long trips, especially if using a Scram Drive or Jump Drive.

The standard human ramscoop is the easiest in the game to acquire, as it can be found in the Deep right after the game starts, while other ramscoops require either story progress or making contact with alien species. However, it is also the least space-efficient of all ramscoops, so while it is better to have than no ramscoop at all, if you have the extra outfit space, it is recommended to replace it with something else as soon as possible. The Wanderer Ramscoop renders this outfit entirely obsolete by weighing 3 tons less and having 4 times the ramscoop value. The Emergency Ramscoop also renders this outfit obsolete by weighing 6 tons less and having 1.25 times the ramscoop value.

The effectiveness of ramscoops scales with the square root of their total amount. So a Wanderer Ramscoop with a value of 4 is twice as effective as an ordinary Ramscoop, and two Wanderer Ramscoops is roughly 2.83x as effective. This also means the smaller ramscoops are more effective on their own than they appear: the Afterburner (Asteroid Class), for example, has a Ramscoop value of 0.25 but is actually 50% as effective as a normal Ramscoop.

1. ↑ https://github.com/endless-sky/endless-sky/blob/v0.9.16.1/source/Ship.cpp#L2294
Shield Relay Limiter

## Description

The Shield Relay Limiter is a component that can be installed into a Bunrodean shield relay in order to modify its effectiveness. Limiters increase the energy efficiency of a relay, but at the cost of reducing the strength of its shield generation.

## Location

The Shield Relay Limiter can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit cannot be installed by itself, but acts as an upgrade for the Small and Large Shield Relay which both have a limited amount of upgrade slots. Installing this decreases shield generation to save energy.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Setar Fort

Setar Fort is a planet in the Sevrelect system. It is controlled by the Kor Efreti.

## Background

### Outfitter

Yes

There are several large Korath cities on this planet, but the ones farther from the equator have been covered by encroaching glaciers as the planet slowly enters a new ice age. A small number of crops are still grown in the open air, but many of the fields have now been covered with row upon row of gleaming glass as the Korath resort to greenhouse farming to lengthen the growing season and feed their remaining population more efficiently. Farther from the city, Korath ranchers tend herds of creatures that resemble giant, six-legged yaks.

## Spaceport

This spaceport is the only place where you have ever encountered the Korath cooking food that actually smells appetizing. But in other places, the stench of the enormous cattle that they are trading more than makes up for it. Occasionally as you walk by the stalls, one of the cattle will lower its head to sniff at you. They seem docile enough, although perhaps a bit undernourished, but their horns are alarming.

## Information

* Korath planets and stations cannot be dominated.
Reverser (Lunar Class)

## Description

Dwarfing any reversers in human space, this engine provides a considerable amount of reverse thrust for medium-sized Korath ships, where it is most commonly found.

This Korath engine has been modified to be partially installed in a ship's weapon space, allowing it to push the ship in reverse.

## Location

This outfit can be found equipped on various Korath Exile ships.

## Information

* Reverse thrusters, as indicated by their names, move a ship backwards instead of forwards. This gives pilots another way to kite enemies, however they also take up some weapon space.
Peragenor

## Peragenor

### Outfitter

No

Peragenor is an uninhabited system in the Ember Waste.

## Links

Peragenor links to the following systems.

* Stercutus

It also has a wormhole connecting to Edusa.

## Mining

No mineable asteroids spawn in Peragenor.

## Fleets

These are the fleets that naturally spawn in Peragenor.

* Small Remnant
* Large Remnant
* Remnant Transport
* Korath Ember Waste Raid
* Korath Rescue
* Embershades
Shiver

Shiver is a planet in the Altair system. It is controlled by the Republic.

## Image

Shiver is a dead and frozen world. The only settlement is a small refueling station that services cargo fleets on their way to Earth. Precipitation is rare here, but sometimes the wind whips up snow and ice from the surface into something akin to a desert sandstorm, and even on days when the wind dies down the air sparkles with tiny, floating ice crystals.

Most people who come here for work only stay for a few months or half a year, just long enough for the sense of adventure to die away.

## Spaceport

The spaceport is protected from the wind and blowing snow by a perimeter wall about fifty meters tall. Aside from running the fueling station, one of the few jobs for the workers here is to operate the bulldozers that push away the snowdrifts and keep the station from being buried beneath them. Although the air is breathable, ships that land here connect directly to docking tubes, to protect their crews from the icy air.

There are no children here, and almost no women. Most of the workers are men in their early twenties. No one makes an effort to greet you.

## Information

* Shiver has a tribute value of 300 and is defended by small Republic fleets.
Pug Lohmar Steering

## Description

This is a large steering system designed by the Pug. It is not quite as powerful as a similarly sized atomic engine, but it makes up for that by being almost as energy efficient as ion engines.

## Location

Pug Lohmar Steering systems can only be obtained by looting Pug Arfectas or Pug Maboros.

## Information

* Pug Engines are more space efficient than Human Ion Engines.
Petrel

## Description

The Petrel is a multi-role mining/wing leader fightercraft designed to provide support for flights of lighter Terns in high-risk environments. The ship's design originated as an urban mobile gun platform that flitted around structures and natural terrain, but proved easy to adapt into a spacecraft.

The Remnant are loath to sacrifice pilots and crew from the comparatively small pool they are drawn from. As such, their fighters are equipped with medium-range weaponry designed to strike enemies from afar.

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

## Location

These are the ports where the Petrel can be purchased.

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

## Outfits

These are the standard outfits initially equipped on a Petrel.

## Information

* Remnant ships have built in shield and hull repair.
* The Petrel is able to land on gas planets.
* The Petrel has built in outfit, tactical, and asteroid scanners.
* The Petrel has a built in ramscoop.
* Purchasing the Petrel requires a Remnant License.
Quaru

## Commodity Prices

### Luxury Goods

1050

Quaru is a system in Heliarch space. It is controlled by the Heliarchs.

## Landing Locations

Quaru has the following landing locations:

* Ring of Friendship

## Links

Quaru links to the following systems:

* Ekuarik
* Homeward
* Ki War Ek
* Last Word

## Amenities

Quaru does not possess an outfitter or a shipyard.

## Fleets

The following fleets spawn in Quaru:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd

## Information

* Quaru is home to one of the three completed Quarg ringworlds.
Servian

Servian is an uninhabited planet in the Pantica system.

## Image

The clouds of Servian swirl in deceptive calmness around the outer limits of the planet, where automated scoop probes don't have any trouble gathering gasses and various exotic elements. Underneath the peaceful exterior, the norm is extreme turbulence and violent storms with lightning thousands of times more powerful than anything observed on nearby planets.

While the Remnant initially sought to discover what was below the storms, they finally ceased their attempts after a lengthy exploration program involving twenty successive probes and three early puffins. Every ship was destroyed before reaching the depths of the planet, but it nonetheless proved a valuable testing ground for their early ship hulls and helped to refine the technology.

## Information

* Landing on Servian requires the gaslining attribute, which is only available on certain Remnant ships.
Pyriphlegethon

Pyriphlegethon is an uninhabited gas planet in the Fingol system.

## Image

Despite its poorly received name, Pyriphlegethon was famous in the early history of human interstellar travel as the first "hot Jupiter" to be explored in detail. Colorful images of its incandescent clouds and glowing night sky became some of the most iconic images of space in the 23rd century, when the invention of the hyperdrive was still recent.

Even on the planet's night side, everything is washed in a deep red glow that seems to come from all directions at once. You are glad that gaslining technology protects your ship from the extreme temperatures outside, keeping your own atmosphere from becoming similarly incandescent to the one outside.
Pilot's License

For much of the Republic's nearly three century long history, being able to pilot your own starship was limited only by your ability to purchase one. But at the turn of the millennium in an attempt to increase tax revenue, the Republic Parliament passed a law requiring that all ship captains purchase a pilot's license, and for no small fee at that. Needless to say, this policy is not terribly popular with freelance merchant captains.

## Information

The player is given a Pilot's License at the start of the game.