recursal/Fanatic-Fandom huggingface dataset:
Flaming Heavy Bolt

The Flaming Heavy Bolt is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Game Description

**A bit like the heavy bolt, but with extra fire**

## Functionality

Functions much like the Heavy Bolt, but with lower Energy consumption, slower speed, and is able to apply the listed duration of Heat Damage Status Effect.

## Interactions and Strategy

* The flaming heavy bolt is useful for higher impact and decent damage with great energy efficiency, and is particularly beneficial for smaller ships or in low energy systems, such as Antares.
* Flaming heavy bolts provide an early-game method of continuous heat damage application, which is particularly powerful against low-shield ships, such as the Pegasus or Sprinter -provided the user can land a hit.
	+ This early-game application of heat damage can also be useful for lighting up enemies under the effects of Stealth, making them easier to see.

## Trivia

* The Devimon Fireball and variants is generally considered to be an endgame upgrade to the flaming heavy bolt, as they apply a longer burn and are generally easier to use in combat.
Forkworm Nest

A Forkworm Nest.

**Forkworm Nest** is a Special Sector, Object, and part of the Objects group in the Codex.

*"Forkworms are space dwelling creatures that make nests out of, and consume, metal found in nebula dust and asteroids. Unfortunately a space ship made of metal seems like a feast to them so they will usually attempt to melt them down and consume them on sight. Because of their concealing effect and food content, forkworms usually build their nests and raise their young in and around nebulae."* - Codex entry for **Forkworm Nest**

## Locations

* Epsilon Eridani
	+ 9-6
	+ 7-8
	+ 7-6
* Alpha Crucis
	+ 4-6
* Algol
	+ 2-9
	+ 0-7
* Iota Leporis
	+ 3-7
	+ 4-6
	+ 4-7
* Chaos Engine
	+ 2-7

## Functionality

* The Forkworm Nest Serves as the spawn center for Forkworms.

* Upon Scan completion, the Forkworm Nest triggers a Forkworm Infestation Random Event.

## Misc. Info

* The Forkworm Nest is similar to the Prongworm Nest - sporting a pink hue rather than a deep crimson.
Dark Shield Bubble

The Dark Shield Bubble is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Protect against incoming guided weapons and also recharge some energy every time the bubble blocks a weapon**

## Functionality

The Dark Shield Bubble functions almost identically to the Shield Bubble, with a few key differences:

* The Dark Bubble has a shorter duration
* The Dark Bubble is ammo-based
* The Dark Bubble provides the user with energy for each guided weapon detonated by the dark bubble.

See Bubbles for more information.

## Interactions and Strategy

* Being an ammo-based variant of the shield bubble, the dark bubble is prone to ammo exhaustion, but excels at allowing the user to distribute energy normally spent on the bubble elsewhere. Note this also means that the dark shield bubble both has a hard light decay meter AND must deal with empty magazine reload times, making it riskier to use than the shield bubble, but more rewarding if used properly.

* The shorter duration of the dark bubble is a double edged sword - being a magazine, it means that the dark bubble has less uptime per use, and additional downtime per 3 uses compared to the shield bubble; however the reduced duration means that less of the hard light decay meter is built up per use, allowing for quicker consecutive use, within moderation.

## Trivia

* The Dark Bubble lore-wise makes sense for the Null Dwellers, given that they have little means of generating energy at the edge of the Milky Way Galaxy.
Drone Factory

A Human Alliance Drone Factory in Sol.

An Aralien Empire Drone Factory in Ara.

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

*No Description* - Codex entry for **Drone Factory**

## Locations

* Ara
	+ 8-5
* Sol
	+ 12-4

## Functionality

* Every few seconds, a drone factory will attempt to sequentially create four drones at each corner of the factory, with the created drones being a mix of both Attack/Weapon Drones and Armoured/Heavy Drones.
* Drone factories will not create drones if the number of existing drones is equal to 14 or greater.
	+ This means that if 13 drones exist, a drone factory will create four more drones, making the maximum observed drone cap 17 drones.

## Misc. Info

* Drone factories take on different appearances depending on which Faction owns each respective factory.
* Drone factories were added after a player suggestion to serve as the Lore-explanation as to where drones are made.
Dartian Detonator

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

## Functionality

When activated, the Dartian Detonator (DD) will detonate all guided weapons within the listed range. Weapons detonated in this manner are destroyed and do not deal any damage upon detonation.

## Interactions and Strategy

* Being Energy-based an obtainable fairly early on, the Dartian Detonator is an excellent sustainable tool for preventing swarms of guided weaponry from descending upon the user without resorting to the long cooldowns of Shield Bubble hard light decay buildup or risking damage and consuming ammunition through a Decoy.
* The dartian detonator trumps the abilities of the Return to Sender in direct conflict, as detonating all guided weapons in range prevents the weapons from being "ping-ponged" back and forth between both combatants - without the risk of further damage that Utilities like the Scrambler inherently have.
* Stealthed weapons are immune to Detonators and variants.

## Trivia

* The Scrambler, Retargetter, Return to Sender, Tobor Returner, and **Dartian Detonator** are all considered "signal devices" that influence guided weaponry in different ways - all of which cannot influence Stealthed items.
Dartian Probe

## Description

Dartian Probe is an NPR ship belonging to the Dartians. Dartian Probes are tiny, brass-colored, tubular cylindrical ships with three frontal antennae and two downward tilted dorsal antennae. The vaguely resemble old Earth satellites.

## Combat and Strategy

All associated items can be found on the Dartians page.

Dartian Probes are fairly weak, being one-shot by most serious guided weaponry, such as the Positronic Convergence Disc, without resistance due to their initial neutrality.

Probes only possess one Utility slot, which can occasionally be the Dartian Detonator, which is capable of destroying nearby guided weapons if the probe is alerted to enemies. Otherwise, they are likely to simply have a Dartian Mining Laser or a Dartian Tractor Beam as a utility, and while the latter can be dangerous, it is usually a non-threat.

For primaries, probes possess multiple variants of the Dartian Pulse Laser, which can inflict fair amounts of Radiation Damage Status Effect on high-mass ships, though these are easy to avoid. Alternatively, probes can have the Dartian Scatter Cannon, which can be relentlessly fired, chipping away at a target's health and preventing shield regeneration. Multiple probes can prove problematic, but swarm-killing weapons like the Chain Laser make short work of them.

## Notes

* More info about the respective NPR in general can be found on the Dartians page and the Dartians category page.
* Dartian Probes can be summoned as Minions by the player and by Dartian Garbage Ships using the Dartian Probe Constructor.
Electrostatic Bubble

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

## Game Description

**Powers an **electrostatic bubble** around your ship, which knocks back and damages ships that come into contact as well as destabilizing them. Will also detonate all incoming weapons with electrostatic damage upon contact.**

## Functionality

When activated, the Electrostatic Bubble:

* Follows all normal bubble mechanics. See Bubbles for more information.
* Deals the listed Electrostatic Damage upon contact with another ship, knocking them back significantly and applying the listed duration of Stabiliser Fail.
* Detonates (destroys) all Electrostatic projectile-based weapons that collide with the bubble - including torpedoes and Mines.
	+ Note that non-projectile electrostatic weapons, such as the Electrostatic Blast, will not be detonated.

## Interactions and Strategy

* The electrostatic bubble can function as a pseudo-Utility in the Proxy slot, as it can help defend the user against oncoming electrostatic weapons, such as Electrostatic Orbs or Tornadian Energy Bolter.
	+ Due to this defensive quirk, the electrostatic bubble pairs well with the Tornadian Shield, as they take extra damage from electrostatic weaponry. This allows users to temporarily resist many forms of damage at once.
* Due to its fair lifetime and excellent knockback, the electrostatic bubble is excellent as a pervasive anti-ram and stun device, capable of harassing ships bent on ramming, as well as being capable of stunning prey in CQC.

## Crafting

Level I -
Credits: 500

Palladium: 15
Yttrium: 40
Copper: 300

Level II -
Credits: 500

Palladium: 20
Yttrium: 50
Copper: 400

Level III -
Credits: 500

Palladium: 25
Yttrium: 70
Copper: 500

Level IV -
Credits: 500

Palladium: 30
Yttrium: 80
Copper: 600

Level V -
Credits: 500

Palladium: 35
Yttrium: 90
Copper: 700

## Trivia

* The **Electrostatic Bubble** is an analog to the Damage Bubble.
Drone Ambush

A Heavy Drone that can appear during drone ambushes.

**Drone Ambush** is a Random Event in Starfighter: Infinity in which drones ambush the player.

## General Information

 Local Message:

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

## Event Details

* Immediately after the event announcement, the following variants of drones will Hyperspace into the middle of the Sector, depending on the Faction of the ambushing enemy:
	+ Armoured Drone
	+ Attack Drone
	+ Heavy Drone
	+ Weapon Drone
* Drones will continue to hyperspace into the sector up to an unspecified limit, generally ~10 drones or so, after which new drones will hyperspace into sector only to replace a destroyed drone. This process will repeat until

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 drones have appeared in the sector, after which the event will end.
* Drones that hyperspace into the sector take on weapon loadouts from their controlling Organization, if applicable.

## Conditions

* Unclear, though it seems the player must be in close proximity to hostile territory.

## Misc. Info

* Items such as the Thunderbomb or Chain Laser are excellent at turning drone ambushes into nonthreatening crate Drops.
Electro Scatter Cannon

The Electro Scatter Cannon is a Crafted Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a spread of projectiles that interupt energy recharging**

## Functionality

Functions similarly to the Scatter Cannon, but does less damage and has the Electrostatic Damage type.

## Interactions and Strategy

* While doing less damage compared to the Scatter Cannon, the electro bolt cannon can interrupt Energy charging due to its electrostatic damage type.

## Crafting

Level I -
Credits: 500

Nickel: 300
Silicon: 200
Copper: 300

Level II -
Credits: 500

Nickel: 400
Silicon: 250
Copper: 400

Level III -
Credits: 500

Nickel: 500
Silicon: 350
Copper: 500

## Trivia

* The electro scatter cannon was created based on the Electro Bolt Cannon.
Enlightened Heat Bubble

## Weapon Stats

### Source

Rare Drop (Enlightened)

The Enlightened Heat Bubble is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Protect against incoming heat damage weapons for 10 seconds.* -Level I*

**Protect against incoming heat damage weapons for 14 seconds.* -Level II*

**Protect against incoming heat damage weapons for 18 seconds.* -Level III*
Double Xandelevium Blaster

The Double Xandelevium Blaster is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a high-speed xandelevium blast that deals damage and sets the target on fire. This variant fires 2 at once**

## Functionality

When activated, the Xandelevium Blaster fires a high-velocity projectile that turns toward the Locked target, accelerating until it reaches top speed.

On impact, the Xandelevium Blaster deals decent alpha damage and applies a large amount of Heat Damage.

The Double Xandelevium Blaster fires two projectiles per shot at the cost of less ammo.

## Interactions and Strategy

* Being a guided weapon, the xand blaster is mitigated by any countermeasures that affect normal guided weapons, though the high initial speed of the projectile often gives a target little time to actually deploy said countermeasures unless they were already prepared for the shot
* With decent alpha damage and a long effect time, a single shot from a xand blaster deals high damage per shot with a high-speed guided projectile. This combination of decent alpha, excellent travel speed, long burn time, and instant firing makes it a deadly and effective weapon, especially against lightly shielded targets
* Xand Blaster damage is effectively mitigated by Thermal Shields
* The Xand Blaster is excellent at hitting and weakening high-speed targets like the Pegasus or the Raider that other weapons struggle to hit
* The Double Xand Blaster is effective at achieving a higher burst damage, greater shot coverage, and longer burn time than the Xandelevium Blaster, but the former has fewer shots, making blocked shots more wasteful

## Trivia

* Xandelevium Blasters have several variants:
	+ Red Xandelevium Blaster
	+ Blue Xandelevium Blaster
	+ Quark Xandelevium Blaster
	+ White Xandelevium Blaster
	+ **Double Xandelevium Blaster**
Double LR Pulse Laser

The Double LR Pulse Laser is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**An intense, high speed version of the pulse laser designed for firing at ships further away. This variant fires 2 at once**

## Functionality

The Double LR Pulse Laser fires two large, precise green laser projectile; the LR Pulse Laser has a much higher velocity and overall range than most Primary laser projectiles.

## Interactions and Strategy

* Due to its speed, energy dependency, and precision, the LR Pulse Laser is a reliable weapon that excels at consistent damage, provided that the user can manage to land their hits
* The LR Pulse Laser is excellent for softening up approaching targets, as well as scoring the final blow on a retreating one
* The LR Pulse Laser is much deadlier against larger targets, as they are harder to miss - allowing the LR Pulse laser to consistently land shots and use its full damage potential
* The Double LR Pulse laser has a wider projectile spread, making it easier to land and deal chip damage on more mobile targets

## Crafting

Level I -
Credits: 600

Nickel: 350
Palladium: 100
Yttrium: 40

Level II -
Credits: 600

Nickel: 450
Palladium: 150
Yttrium: 50

Level III -
Credits: 600

Nickel: 600
Palladium: 150
Yttrium: 70

## Trivia

* The Double LR Pulse Laser is the upgrade to the LR Pulse Laser
Engine Overdrive

The Engine Overdrive is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Once started, automatically accelerates and pushes an engine up to twice its normal boundaries.**

## Crafting

Level I -
Credits: 500

Nickel: 350
Barium: 150
Silicon: 100

Level II -
Credits: 500

Nickel: 450
Barium: 200
Silicon: 150

Level III -
Credits: 500

Nickel: 600
Barium: 250
Silicon: 150
Defence Turret

Defence Turrets are equipped with a wide variety of weapons including Javelin torpedoes, a variety of guided torpedoes, a railgun and mines. They are seen defending stations, substations, refineries and forming defensive lines across an entire star system, effectively a militarized border.

## Game Description

*The Defence Turret protects Human stations and territory.*

## Overview

Defence Turrets have large array of weapons and equipment, as well as being quite heavily shielded. They are generally tough targets, but their main weakness is being unable to evade any incoming damage, thus they are vulnerable to long range, unguided attacks.

A single defence turret can often be easily defeated, by any single ship except beginner level players. Multiple Defence Turrets are often a significant threat to mid level players if they are the only target in the sector, as Defence Turrets would fire a relentless barrage of torpedoes that are difficult to dodge.

Long range weapons such as Javelin torpedoes or railguns can destroy them more easily than other weapons at a safe range. Close range weapons such as plasma cannons, vulcan cannons and pulse lasers with very high damage per second are also effective if the player fires a secondary simultaneously to quickly destroy them.

Thunderbolts mines can destroy them with little effort as they cannot move.

Some Defence Turrets may have front facing shields, negating the majority of incoming damage and wasting ammunition.

## Notes

* Players can take control of turrets in stations. Control consoles are at station nodes.
* Despite being stationary, they are sometimes drop mines when their targets are very close.
Double Igni Rock Mine

The Double Igni Rock Mine is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**High impact mines that disable stabilizers for a short time. This variant fires 2 at once**

## Functionality

Functions similarly to the Electrostatic Mine - dealing the listed Damage on impact and applying the listed duration of Stabilizer Fail - with the notable difference of having a Projectile damage type.

## Interactions and Strategy

* Due to the similarities in damage and in Status Effect application, Igni mines will excel in almost every area Electrostatic Mines excel - with the main difference being that igni rock mines deal projectile damage, allowing them to interact differently where electrostatic mines would not - such as with the Insulator Shields.
* Igni rock mines make for excellent anti-ram deterrents, as the stabilizer fail effect will halt forward momentum of oncoming ships.
* Igni rock mines pair well with Electrostatic damage compared to the electrostatic mines, as the contrasting damage types allow for more security in the event of attackers having counters to either damage type.
* Double Igni Rock Mine has better coverage compared to the Igni Rock Mine, at the cost of having a slower fire rate.

## Trivia

* Igni Rock mines are speculated to be chunks of the Igni themselves that they cast off to deter aggressors.
Elite Destroyer

## Game Description

*The mere sight of the Aralien flagship is enough to unnerve enemy commanders, and the ones that choose to stay and fight face poor prospects of success. The **Elite Destroyer** is a direct upgrade to the acclaimed Destroyer, and makes room for a second large weapon hardpoint.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Teleporting Stinger
* Gimbal Cannon
* Positronic Convergence Disc
* Xandelevium Heat Disc
* Laser Beam
* Javelin Torpedo Barrage
* Electrostatic Orb
* Railgun
* Xandelevium Blaster

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer
* Hard Light Barrier

**Proximity Weapons**

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

**Large Weapons**

* Healer Droid
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay
* Minefield Generator
* Heavy Drone Beacon
* Carnivore Cloud
* Photon Compression Bomb
* Vortex Bomb
* Ultra Vortex Bomb

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* HV Projectile Turret
* Turret Overdrive
* Signal Booster
* Locking Widener

**Shields**

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

**Engines**

* Enhanced Engine
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Elite Destroyer, being almost a direct upgrade to the Destroyer, is one of the most powerful ships in the game due to its stats and slot distribution; there are few roles that the ED cannot delve into, and its armaments allow it to sustain incredible firepower whilst boasting great agility and challenging bulk
* The ED has no inherent weaknesses - through proper slot coverage an ED can contend with most enemy ship builds. As with most endgame ships its size, the ED is more easily whittled down when its movement is inhibited or reduced in order to hit it with higher damage weapons
* Due to having multiple large slots, the ED is able to alternate large weapon use while the other is on reload to sustain/augment firepower from its secondary weapons
* Being the analog to the Admiral Class Warship, the Elite Destroyer boasts higher shields at the cost of a larger size

## Trivia

* The Elite Destroyer is accessible to leaders of Organizations of at least 50 members. Alternatively, players can purchase the ship if they are of sufficient level. They are available for purchase at any Station
Eyeblast

The Eyeblast is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a blast of psychic energy a short range in front, damaging and concussing the enemy.**

## Functionality

When fired, a hitscan cloud is generated in front of the user, instantly damaging enemies within a ~16su frontal cone whilst simultaneously applying the listed amount of Recharging Blocked.

The listed damage is angle-dependent such that not being perfectly facing the enemy during use reduces the overall damage, with greater angles yielding lesser damage per shot.

## Interactions and Strategy

* Eyeblast is a fairly unique Primary weapon, as its damage is rarely resisted, and its ability to instantly travel and apply high initial damage gives it a useful niche as a shotgun-esque primary.
* Eyeblst pairs well with ships that have a good turning rate to best align the blast, such as the Nymph or the Astrofighter.
* Eyeblast suffers greatly at range - keeping distance from a Eyeblast-user can almost completely negate the threat of Eyeblast.
* Eyeblast has a high DPE - making it a reliable primary in a pinch.
* Eyeblast pairs well with weapons like the Plasma Cannon, as they can be used simultaneously, especially with Stealth items, to ensure high initial damage in a dogfight.

## Trivia

* The Brainblast is the successor to the Eyeblast.
Crafting

**Crafting** is a mechanic in Starfighter: Infinity that allows players to create items using Minerals at respective terminals within Stations and Substations.

Docking at a friendly station or Hacking an enemy station grants the player a **Crafting Blueprint,** which adds the respective crafting recipe to all crafting terminals accessible by the player.

Some blueprints require a minimum level of one or more Skills before allowing crafting of an item, even if the player possesses the proper minerals for crafting.

Crafting provides the player with a single copy of the respective item in exchange for the required minerals.

## Misc. Info:

* Blueprints of items with multiple levels can be obtained in any order from their respective stations, but the maximum available level for the item is tied to how many stations in that item line were hacked - thus crafted item levels cannot be skipped by obtaining the highest level blueprint first, as a max level requires all related blueprints in the respective item line
Devimon Spike

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

## Game Description

**Rapid fire unguided projectile that has a large amount of ammo and is undetectable on scanners/radar**

## Functionality

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

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

## Interactions and Strategy

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

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

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

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

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

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

## Trivia

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

## Description

Dartian Worker is an NPR ship belonging to the Dartians. Dartian Workers are angular triangle-wedge-shaped ships that have a brass and desaturated green coloration. They feature a frontal black hexagonal cockpit, and have a wiring/plating texture featured on flat faces.

## Combat and Strategy

All associated items can be found on the Dartians page.

Dartian Workers are mid-durability neutral fighters that can be slightly tougher for newer players.

Workers only possess one Utility slot, which can occasionally be the Dartian Detonator, being capable of destroying nearby guided weapons if the worker is alerted to enemies. Otherwise, they are likely to simply have a Dartian Mining Laser or a Dartian Tractor Beam as a utility, and while the latter can be dangerous, it is usually a non-threat unless the target is of high mass.

For primaries, workers possess multiple variants of the Dartian Pulse Laser, which can inflict fair amounts of Radiation Damage Status Effect on high-mass ships, though these are easy to avoid. Alternatively, workers can have the Dartian Scatter Cannon, which can be relentlessly fired, chipping away at a target's health and preventing shield regeneration.

Workers have access to Secondary Weapons, in this case the Dartian Smart Torpedo and Dartian Torpedo, both dealing Explosive damage and applying radiation effects. Workers also have access to highly maneuverable Dartian Radioactive Spheres and Dartian Repulsion Spheres, the former of which is difficult to avoid and deals heavy radiation damage, while the latter is just as challenging to avoid, but only knocks the target back.

Dartian workers also have access to Dartian Mines, which can long heavy radiation effect times on unaware targets.

As such, Dartian Workers are weak to longer range, high-speed weaponry such as LR Photon Bombs. They are also prone to being one-shotted via weapons such as the Proximity Blast, as their neutrality does not waver until they receive damage - so high enough damage can OHKO them without resistance.

Note that due to using the Dartian Recharger, Dartian Workers have a higher shield capacity in exchange for a massive recharge delay and a middling radiation damage depletion effect.

## Notes

* More info about the respective NPR in general can be found on the Dartians page and the Dartians category page.
* Dartian Workers are initially neutral to enemies, not attacking until they are provoked.
Double Piranha Rocket

The Double Piranha Rocket is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high-speed, low damage unguided rocket designed to harass targets. Automatically homes in on nearby targets. This variant fires 2 at once**

## Functionality

When fired, a rapid stream of high-speed, short-range rockets are launched from the front of the ship with a wide spread, homing in on any nearby ships.

The double variant fires at a slower rate, but fires two rockets per shot.

## Interactions and Strategy

* Due to their high speed, homing, and not requiring a lock, piranha rockets are an ideal dogfighting weapon - allowing users to whittle away at evasive targets with solid Explosive Damage.
* Due to their high fire rate, piranha rockets can quickly burn through ammo if the user is not careful, so microing the stream of rockets is ideal to prevent wasting shots.
* Piranha rockets greatly benefit from the Projectile Attractor Field, as the applied Status Effect complements the natural homing of the rockets.
* Despite being a reliable weapon, piranha rockets have middling DPS and are easily outdamaged by CQC weapons like the Laser Beam or Proximity Blast - so piranha rockets must be used in moderation - preferably when outflanking a target.
* Due to their relatively short range, piranha rockets are best used between CQC and mid-range - the space between where they are beaten by more powerful CQC weapons and the space where they are outgunned by longer-range weapons like the Radii Slug or Ascendant Black Light Bombard.

## Trivia

* Piranha Rockets are named after their tendency to swarm a target, resembling the cliche of a school of piranhas devouring food.
* Piranha Rockets are often compared to salt shakers and the like due to the maraca-like noise they make upon firing.
Epsilon Indi

## Solar Charging

**Epsilon Indi** is a Star System in Starfighter:Infinity and is an 'endgame', mostly Aralien Empire-dominated system known for being home to the Red Mist and having a very low solar charging rate.

## Planets

* 8 Ball
* Cowson
* Osiris
* Renegade
* The Dig
* Xipho's Viperia

## Special Sectors

* Asteroid Field
* Barrier
* Brown Dwarf
* Ship Effect Dampener
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Locking Jammer
* Minefield
* Nebula
* Neutral Zone
* Red Mist Station
* Stealth Jammer
* Turret Sector
* Warzone

## Stations

**Human Alliance**

* Station
	+ 0-0
* Substation
	+ 3-0
* Refinery
	+ 1-2

**Aralien Empire**

* Station
	+ 4-12
	+ 8-10
* Substation
	+ 1-10
	+ 9-11
	+ 12-8
* Refinery
	+ 10-8

**Freedom Initiative**

* Station
	+ 7-0
* Refinery
	+ 5-3

**Pirates**

None

## Misc. Info

* Barriers can severely limit a player's mobility when exploring EIn due to their ability to block Hyperspace - players must make multiple jumps to effectively get around the barriers.
* Mist Resist shields are virtually required to be used to safely traverse the red mist nebulae - without the shield to increase the red mist threshold, even shields like the Endurer cannot stop the red mist from slowly Damaging the player.
* Due to the low solar charge rate of the system, it is recommended that players use a form of dark charging or andromedan power source.

## Trivia

* There are no Pirates in EIn.
Double Stiletto Rocket

The Double Stiletto Rocket is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Rapid fire unguided rocket that has high impact and dampens any status effects. So can be useful for reducing stealth systems, but not useful if you have just set them on fire. This variant fires 2 at once**
Dimensional Rift

The Dimensional Rift in Epsilon Aurigae.

## Dimensional Clone Bomb

A Dimensional Clone Bomb Item Drop

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

*"This strange pink wormhole-like anomaly is radiating particles that are slightly out of phase with anything else in the known universe. This leads scientists to theorize that it is some kind of rift in the fabric of this dimension."* - Codex entry for **Dimensional Rift**

## Locations

* Epsilon Aurigae
	+ 11-14

## Functionality

Flying into the Dimensional Rift plays a short zooming animation and spawns an Evil Clone of the player next to their ship, opposite the rift. The rift will close after spawning the evil clone.

The evil clone has the exact same ship and Equipment as the player, and thus is only as deadly as the player's ship is.

The evil clone, when defeated, drops the Dimensional Clone Bomb - a large weapon that allows the player to create an evil clone of themselves at will.

Generating a new Instance will allow the rift to be re-entered.

## Misc. Info

* All evil clones, even ones spawned from the Dimensional Clone Bomb, are hostile to all Factions.
Epsilon Eridani

## Solar Charging

**Epsilon Eridani** is a Star System in Starfighter:Infinity and is the second of which that is available to new players. It is the first connected system that hosts the Freedom Initiative Faction.

## Planets

* Erna
* XK1V2
* Emeraude
* Mago
* Victimum
* Confiret
* Grainsalt's Imaginarium

## Special Sectors

* Asteroid Field
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Minefield
* Nebula
* Neutral Zone
* Smoke Pockets
* Targetting Enhancer
* Turret Sector

## Stations

**Human Alliance**

* Station
	+ 5-1
	+ 2-3
* Substation
	+ 0-5
	+ 3-7
* Refinery
	+ 7-4

**Aralien Empire**

* Station
	+ 8-13
* Substation
	+ 2-15
	+ 7-11
	+ 9-15
* Refinery
	+ 5-14

**Freedom Initiative**

* Station
	+ 12-4
	+ 14-8
* Substation
	+ 10-2
	+ 14-2
	+ 11-7
	+ 15-10
* Refinery
	+ 15-4

**Pirates**

* Station
	+ 3-10
* Substation
	+ 5-9

## Misc. Info

* EE is the first system to introduce the Freedom Intiative Faction.
Dark Shield

###

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

## Game Description

**Resists the effects of gravity by 50% and negates all cold fusion damage effect**

## Functionality

The Dark Shield functions similarly to the Basic Shields, but has a higher shield multiplier, longer recharge delay, and has the following effects:

* 50% Gravity Resist.
* Cold Fusion Damage Status Effect damage is completely resisted .

## Interactions and Strategy

* The Dark Shield all but counters the Null Dwellers, resisting their gravity-based Cold Fusion Bombs and cold-fusion weaponry such as Dark Mines and the Cold Ray.

* The Dark Shield has an excellent shield multiplier early on, and is a nice mix between capacity and effect reduction, making it viable even in the endgame - especially in pvp with the power of cold fusion weaponry being generally unresisted.

* The Dark Shield pairs very well with recharging-based items such as the Shield Repairer, which allows it to mitigate it's built-in weakness of a long recharge delay. Stealth systems are also incredibly useful in allowing the user to evade pursuers and allow the dark shield to recharge before resetting for another attack.

* The Dark Shield's gravity resist can be useful to avoid hazards such as Black Holes, and even allow the user to enter White Holes early on.

## Trivia

* The dark shield is one of the only shields that reaches 2.0x capacity and above.
Double Tyraan Decay Cluster Torpedo

The Double Tyraan Decay Cluster Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Guided weapon that splits into a cluster of mini bombs when in close proximity to its target, these bombs apply a hard light decay effect reducing the duration of shield bubbles. This variant fires 2 at once**
Devimon Lethargy

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

## Game Description

**Creates an area of around it that slows down any enemies within it**

## Functionality

Upon use, the Devimon Lethargy creates a glowing glyph below the standard z-plane that continuously applies 1 second of Slow Down to all enemies within a 50su radius of the glyph.

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

## Interactions and Strategy

* Being immobile, instant, and unblockable - even with the Endurer Shields - the devimon lethargy's slow down can ensnare enemies, allowing the user to deal additional damage using slower weapons such as the Lightning Orb or the Plasma Cannon.

## Trivia

* The devimon lethargy is implied to be ethereal in nature.
Devimon Spike Barrage

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

## Game Description

**Rapid fire unguided projectile that has a large amount of ammo and is undetectable on scanners/radar. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Functionality

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

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

## Interactions and Strategy

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

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

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

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

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

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

## Trivia

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

## Game Description

*Waging war with the cataclysmic arsenal that the **Diomedes** brings to bare is not sustainable by any means. The political, logistical, and destructive ramifications would be ruinous for any who dared make a habit of frequent use of such ordinance. Though the **Diomedes** may not be practical in waging a war, certain Alliance tacticians dream its planet busting capability may one day make it suited for ending one.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer
* Hard Light Barrier

**Mines**

* Stealth Mine Cluster
* XHE Timed Mine Cluster
* Thunderbolt Mine
* Nuclear Mine

**Proximity Weapons**

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

**Large Weapons**

* Healer Droid
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay
* Minefield Generator
* Heavy Drone Beacon
* Carnivore Cloud
* Photon Compression Bomb
* Vortex Bomb
* Ultra Vortex Bomb

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* HV Projectile Turret
* Turret Overdrive

**Shields**

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

**Engines**

* Enhanced Engine
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Boasting one of the highest large weapon slot counts in the game, the Diomedes is able to near-constantly deploy large weaponry to devastate enemies
* The dio is relatively weak to agile dogfighters, is easy to hit due to its large hitbox, and is weak to radiation damage - making it a bit of a glass cannon when compared to other endgame capital ships
* Due to having multiple large slots, the dio is able to alternate large weapon use while the others are on reload to sustain its large weapon output

## Trivia

* Diomedes is a greek hero in the Trojan War
Dartian Cube

A Dartian Cube in Delta Trianguli.

## Scan Message

**Dartian Cube** is a Special Sector, Object, and part of the Relics group in the Codex.

*"A relic left by an ancient race known as the 'Dartians'. The purpose of this device, and its power source, are both unknown. However, whatever its purpose is, it still appears to be operational..."* - Codex entry for **Dartian Cube**

## Locations

* Regulus
	+ 11-4
	+ 6-8
	+ 15-0
	+ 2-12
* Chaos Engine
	+ 7-1
* Delta Trianguli
	+ 16-11
	+ 6-6
	+ 0-4
	+ 11-9

## Functionality

* Upon Scan completion, the Dartian Cube fires five Dartian Smart Torpedoes in a circular pattern around the cube - the torpedoes will be of the scanner's Faction.

## Misc. Info

* The Dartian Cube serves as the spawn center of the Dartians in the Chaos Engine, despite the Dartian Sphere being the spawn center in Regulus.
Devimon

## **General Information**

### **Lore:**

Dwelling in the inky blackness of Sagittarius A, Devimon are a hellish race that hail from another dimension. Wielding powerful demonic weaponry, the devimon are a threat to any visitor of the supermassive Black Hole.

## **Drops (48)**

### Augmentations

     Devimon Fire Sacrifice | Destroys your ship launching a heat blast, devimon curse and 5 Devimon Hellfire Sphere IIIs. Can be used in conjunction with a deathtrap.
     Devimon Metal Sacrifice | Destroys your ship launching a freezing blast, devimon curse and 15 Devimon Spikes. Can be used in conjunction with a deathtrap.
     Devimon Soul Burn | Adds an energy recharge effect, but also sets you on fire
     Devimon Vigor | Acceleration and turning are increased the lower your shields get, but slower when above 75%. Will range between 75% and 200%

## **NPR Exclusive Items (2)**

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

## **Passive and Rotational Spawns**

Devimon passive spawns are typically found at Devimon Castles, and may appear in the following locations:

* Sagittarius A
	+ 3-4 (Always)
* Chaos Engine
	+ 0-9 (Always)

## **Special Spawns and Associated Objects**

* Devimon Castle (Special Spawns)
* Devimon Weakener
* Devimon Reminder (Special Spawns)
* Devimon Rings (Special Spawns)
* Devimon Effigy

## **Misc. Info**

The main dangers of the devimon are the fire DOT and the hellfire DOT. The hellfire DOT does almost twice as much damage as normal fire, but usually depletes much quicker. Stealthed targets under the effect of hellfire can be locked onto, so stealth is not recommended. Hellfire spheres are easy to avoid, but should always be kept in mind, as a max level sphere can almost one-shot medium-shielded ships. Spikes are spammed quite frequently, so it is best to not fly in straight approach vectors, but rather a serpentine approach or a fly-by. Fireballs are quite easy to avoid in the same method as the spheres.

As expected, thermal shields are the best bet to take on Devimon in general, along with speed and a solid anti-lock item. Note that their shields make them highly resistant to fire and gravity-based effects. High-damage lock-on weapons are effective as well, as the Devimon have no long-range counter to lock-on weapons.

## **Trivia**

* Devimon hail from another dimension, but have found a home in Sag. A
* Devimon do not follow the 2.0 mass or above weight restriction of Sag. A
Forklet

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

## Game Description

**An organic torpedo with its own simple brain. Will retarget based on what you are locked on to**

## Functionality

When fired, two Forklets will be launched towards the locked target. Like the AT Torpedo, re-locking onto a different target while the Forklets are still active will cause them to update their targeting towards the new target.

## Interactions and Strategy

* Forklets are excellent Energy-based high-damage CQC weapons, with their high turning and lack of ammunition reliance allowing them to put constant pressure on pursuers.

* Forklets are excellent for fighting swarms of enemies, as updating Locking on new targets allow them to take out swarms of low health enemies quite quickly, as well as preventing wasted shots. Unsurprisingly, this makes them excellent for farming NPCs.

* Forklets are one of the very few Explosive Damage type weapons that use Energy instead of ammo - making them ideal for damage type coverage, especially against enemies such as the Resonites or the Relisk.

## Trivia

* Forklets had the AT-style torpedo functionality added much later after their introduction.

* Pronglet is a straight upgrade from the **Forklet**.
EMP Torpedo

The EMP Torpedo is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Explodes with an EMP blast which will disable the targets Artificial Friction, weapon rearming and scanning for 4.0 seconds. Also drains energy* -Level I*

**Explodes with an EMP blast which will disable the targets Artificial Friction, weapon rearming and scanning for 6.0 seconds. Also drains energy* -Level II*

**Explodes with an EMP blast which will disable the targets Artificial Friction, weapon rearming and scanning for 8.0 seconds. Also drains energy* -Level III*

## Functionality

Once fired after obtaining a Lock, the EMP Torpedo tracks like a Stinger Torpedo, but exchanges some of its stats for being able to apply Power Failure upon impact.

## Interactions and Strategy

* EMP Torpedoes are excellent at disabling enemies, allowing the user to follow up with higher-damage weapons like the Javelin Torpedo or the Railgun
* EMP Torpedoes are excellent pressure weapons, as the threat of losing all ship control can be catastrophic in a firefight - though EMP torpdoes are relatively easy to predict and counter due to their poor stats and ammo
* EMP Torpedoes are extremely effective against NPCs, particularly bosses, as EMP torpedoes can be used to deal high amounts of damage without worry of bosses returning fire
* EMP Torpedoes pair well with items that stun enemies, such as Hammerhead Rockets or Electrostatic Orbs

## Trivia

* The EMP Torpedo is a Stinger Torpedo variant
Energy Reflector Bubble

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

## Game Description

**This utility activates a shield bubble that reflects energy based weapons away, potentially back to the firer or into another enemy! Will also detonate guided energy weapons.**

## Crafting

Level I -
Credits: 800

Palladium: 90
Yttrium: 200
Copper: 500

Level II -
Credits: 800

Palladium: 100
Yttrium: 250
Copper: 700

Level III -
Credits: 800

Palladium: 150
Yttrium: 350
Copper: 800
Double Vulcan Cannon

The Double Vulcan Cannon is a Crafted Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Rapid fire projectile weapon. This variant fires 2 at once**

## Crafting

Level I -
Credits: 350

Nickel: 150
Barium: 150

Level II -
Credits: 350

Nickel: 200
Barium: 200

Level III -
Credits: 350

Nickel: 250
Barium: 250

Level IV -
Credits: 350

Nickel: 300
Barium: 300

Level V -
Credits: 350

Nickel: 350
Barium: 350