recursal/Fanatic-Fandom huggingface dataset:
Potalan Watchman

## Description

Potalan Watchman is an NPR ship belonging to the Potalan. Potalan Watchmen are silvery, three-pronged ships accented with platinum grooves, housing a miniature black-hole-like device within their three prongs.

## Combat and Strategy

All associated items can be found on the Potalan page.

In general, the Potalan are known for their gravity-based weaponry that affect the movement of existing ships and weapons in strange ways.

For Primary Weapons, the Potalan are known for their Potalan Bolter and variants: Stealthed purple projectiles that pull in nearby ships.

For Secondary Weapons, the Potalan most notably feature the following:

* Light Bending Blaster - A Xandelevium Blaster analog that applies Mass Field to targets
* Potalan Prong - A dumbfire torpedo that applies Mass Field to targets
* Potalan Winder - A dumbfire torpedo that will strafe towards nearby targets; applies applies Mass Warp to targets
* Singularity Cannon - A miniature black hole that rapidly increases in size, speed, damage, and pull the more weapons it absorbs

For Utilities, the Potalan notably feature the Graviton Pulse Field, which is capable of pushing weapons and pulling enemy ships in close proximity. They also feature the Mine Orbital Field that can "claim" nearby mines and cause them to orbit the user's ship.

For Mines, the Potalan feature Energy-Based Potalan Mass Mines that apply Mass Warp to enemies. They also feature a more "standard" energy-based mine: the Potalan Mine.

Their Potalan Gravity Engine is fairly unique in that it only accelerates when not turning - as such, it leaves the Potalan quite vulnerable to stun-based weapons like the Electrostatic Orb, allowing enemies to follow up with heavier, harder-hitting weaponry.

Their Potalan Shield allows them to regenerate shields more quickly when in the presence of gravity, so it behooves players to isolate the Potalan from nearby sources of gravity before engaging.

In general, the following strategies are recommended against the Potalan:

* Use non-projectile weapons like the Laser Beam or Proximity Blast to avoid projectiles being eaten by the singularity cannon
* Use Barriers to prevent mass effects from being applied to the player
* Use long-range guided weapons, as the Potalan have few defenses against guided weaponry
* Use stunning weapons like the Hammerhead Rocket or the Electrostatic Orb in order to hit the Potalan with heavier weaponry - this abuses the weakness of their engine
* Use Dephase or the Kinetic Field Disruptor to avoid being hit by Potalan dumbfire projectiles in a pinch
* The Anti Gravity Shields are effective at avoiding a few potalan weapons

## Notes

* More info about the respective NPR in general can be found on the Potalan page and the Potalan category page.
Mintaka A

## Solar Charging

**Mintaka A** is a Star System in Starfighter:Infinity and is known for being an unusually bright system.

## Stars

* Mintaka A Alpha
* Mintaka A Beta
* Mintaka A Gamma

## Planets

* Byelavyezhskaya
* CB3K
* Engerland
* Errant
* Fla
* LeBrock
* Nidus II

## Special Sectors

* Andromeda Gate
* Asteroid Field
* Ship Effect Dampener
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Minefield
* Nebula
* Neutral Zone
* Relisk Portal
* Relisk Temple
* Shiny Device
* Targetting Enhancer
* Turret Sector
* Warzone
* White Hole
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 1-4
	+ 4-6
	+ 8-4
* Substation
	+ 4-3
	+ 10-2
* Refinery
	+ 1-1

**Aralien Empire**

* Station
	+ 0-13
	+ 3-11
	+ 7-13
* Substation
	+ 0-11
	+ 2-16
* Refinery
	+ 6-12

**Freedom Initiative**

* Station
	+ 12-8
	+ 15-12

**Pirates**

None

## Misc. Info

Mintaka A has a fairly even territory split between the three playable Factions.

## Trivia

* Mintaka A is home to the Relisk.
* Mintaka A is a considerably bright system.
* Mintaka A has no Pirates.
* Mintaka A can be reached as early as level 40 via a wormhole found in Algol.
Robosphere Scatter Mine

The Robosphere Scatter Mine is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**Mine that will fire a Robosphere Scatter Pulse at enemy ships that get close (up to 3 shots). Will also explode on contact.**

## Functionality

Once armed, Robosphere Scatter Mines will fire up to three Robosphere Scatter Pulses at enemies within 30su, with a minimum of 2.5 seconds between shots.

Colliding with Robosphere Scatter Mines will deal 50 Laser Damage and destroy the mine, much like standard mine behavior.

## Interactions and Strategy

* Robosphere scatter mines' projectile range is not affected by items, such as Stealth items, and as such can have utility in detecting cloaked ships,
* Robosphere scatter mines are excellent to deploy en masse to create a disorienting field of chip-damage spam, allowing the user to set up a defensive perimeter.
* Robosphere scatter mines can be deflected using Deflector Shields and other reflecting items, so users must take caution to ensure their own mine shots are not reflected back at them.

## Trivia

* Robosphere scatter mines are the first released Mine to fire a Primary Weapon.
Proximity Devastator

The Proximity Devastator is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Powerful proximity blast that damages all ships within a radius of 13su and added a Stabiliser Fail effect**

## Functionality

Functions similarly to a normal Proximity Blast, but deals massively increased Damage whilst applying Stabilizer Fail to surviving targets.

## Interactions and Strategy

* Due to its incredible power, the proximity devastator can be used to very quickly flip the outcome of a fight in the event of an overconfident attacker, which it does so with ease due to its longer range than the standard proximity blast.
* When combined with movement items such as the Engine Overdrive or Teleport Dodge, the proximity devastator becomes even more deadly, as users can prime the blast before moving in range, giving enemies precious little time to avoid the blast.
* Even against heavily shielded opponents capable of surviving the initial blast, such as NPR boss ships, the proximity devastator takes a decent chunk out of their shields whilst applying a debilitating effect, allowing for easy follow-up damage.
* The Targetting Enhance Status Effect applies to the proximity devastator, tripling its effective range.

## Trivia

* The proximity devastator is a Large Weapon variant of the Proximity Blast.
Nemesis

## Game Description

*Minefields are common in the war-torn Galaxy, often covering expanses that seem endless. The ideal place for a minefield is one which the enemy commonly treads but friendlies are unlikely to encounter. As such, mine laying fleets are inherently at risk of being caught far off with little support in hostile territory. The **Nemesis** is a capital ship that can serve as a bulwark against counter attack at the fringes of friendly space, as well as deploy mines with uncaring abandon.*

## Recommended Equipment

**Primary Weapons**

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

**Secondary Weapons**

* Photon Bomb
* Gimbal Cannon
* Positronic Convergence Disc
* Xandelevium Heat Disc
* Electrostatic Orb

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Engine Overdrive
* Smoke Screen
* Projectile Attractor Field

**Mines**

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

**Large Weapons**

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

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* Mine Quick Armer
* Sticky Mine Launcher
* Mine V Formation
* Mine Hoop Formation

**Shields**

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

**Engines**

* Enhanced Engine
* Tobor Enhanced
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Nemesis is one of the best zoning ships in the game due to its high amount of mine slots, decent speed, and ability to carry a large weapon
* While the Nemesis can be geared to be more offensive, especially when using formation augs and sticky mines, the Nemesis itself has few defensive measures and tends to enjoy indirect confrontation so its lack of defenses cannot be exploited and/or overwhelmed
* The Nemesis is fairly weak at range, especially against larger gunships that can whittle it down before it can approach. Nemesis pilots benefit more from forcing opponents to approach their nests of mines rather than rushing opponents down

## Trivia

* The Nemesis debuted in Starfighter:Infinity along with its Aralien Empire counterpart, the Imposer
Reflecting Stealth System

The Reflecting Stealth System is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Stealth system that works by reflecting and scattering incoming light, making it difficult for enemy scanners to get a fix on you. Stops ships detecting you at ranges of greater than 100su and reduces the range ships can lock onto you by 70%**
Refinery

A Refinery in Iota Leporis.

A **Refinery** is a type of Special Sector and a variant of main Stations which feature the ability to refine and enrich Minerals, often for use in Crafting. They feature a main pod with a solitary turret and a drop-off point with two turrets, the latter of which has functionality during Collect and Deliver Missions.

Refineries are identical in features to Substations, with the exception of the drop-off point and two additional turrets. Refineries also have their crafting terminals replaced with **Refining** Terminals at which the player can refine minerals.

## Refining

Refining increases the quality of minerals via processing raw minerals for a set amount of Money. Minerals are refined in set amounts at a ratio of 1:4 - 100 refined for every 400 raw minerals consumed.

## Enriching

Enriching further increases the quality of minerals via processing refined minerals, while also imbuing them with uranium. Minerals are enriched in set amounts at a ratio of 1:4 - 100 enriched for every 400 refined minerals consumed, in addition to 100 raw uranium per process.

## Trade Routes

Trade Routes are hidden lines on the map that are traced from Refineries to other Stations or Substations of the same Faction are used for other Mechanics, such as Freighter Convoy Instance Events.
Prospector

The Prospector is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Shows asteroids as different colours on radar depending on what ore they contain. Useful when searching for specific ores. Level 2 also shows on scanner. Level 3 shows the most common notable mineral in a sector on the galaxy map.**
Large Weapons

Most large weapons can deal substantial amounts of damage to their targets or cause mayhem in a wide area. They should be considered as a trump card, effective at clearing a large zone of hostile ships or destroying a single, strong unit.

The majority of large weapons are purchased or crafted from blueprints. Some large weapons are only obtained by destroying NPR ships. Almost all large weapons come in some form of a deployable device.

Large weapons cannot be restocked by picking up ammo crates; they can only be restocked at friendly stations. All large weapons have limited ammunition, as well as a lengthy reload time.

## List of Large Weapons

### Traditional Bombs

These bomb weapons are very simple in their design. After being deployed, they will take a set time to detonate. Upon detonation, all enemy ships in the blast radius are affected.

### Unconventional Bombs

These bombs don't work the same way that traditional bombs do. Some may pull in targets like the Vortex Bomb or do damage so long as they persist on the field such as the Thunderbomb.

### Weapon Clouds

All weapon clouds fire off 24 torpedos that will automatically lock onto targets within range or orbit around the device if no targets are within range.

### Weapon Droids

When deployed, weapon droids will automatically seek out enemies and do not require locking onto any specific target. All of them are armed with a level one version of their associated primary weapon.

### Beacons

Allies can be summoned using beacons or deployed from a launcher. Those from beacons are aligned with the player's current organization and come with any equipment the organization assigns them.

### Micro Gates

Micro gates provide a quick means of inter-system travel without having to go through one or multiple interstellar jump gates. When used, they will create a miniature portal that will warp you to the middlemost sector in the star system. In order to access them you must acquire at least one star in the appropriate system.

### Other Large Weapons

These weapons don't fit into any of the subcategories above.
Null Fighter

## Description

Null Fighter is an NPR ship belonging to the Null Dwellers. Bearing a resemblance to Null Drones, Null Fighters are characterized by a matte black coloration that is speckled with glowing cyan dots, streaks, and runes. The central trapezoidal prism of the ship houses a forward viewport, and the central ship body is supported by two pectoral rounded thrusters.

## Combat and Strategy

All associated items can be found on the Null Dwellers page.

In general, Null Dwellers use a variety of Cold Fusion-applying weapons and deal special Null Damage that is generally unresisted.

For Primary Weapons, Null Fighters feature both the Null Bolter and the Null Cannon, both of which deal extreme DPS at close range - it is recommended that players use deflecting items, such as Deflector Shields or Energy Reflector Bubble if they wish to mitigate primary weapon damage when approaching Null Fighters.

For Secondary Weapons, Null Fighters primarily feature the following:

* Dark Energy Bomb - special variant of the Photon Bomb that is quite spammable - so players must have a reliable anti-locking method ready to use.
* Cold Ray - a close-range, high-damage beam that can be mitigated by either the Null's own Dark Shield or the Beam Refractor Shields.
* Cold Plasma Cannon - a variant of the Plasma Cannon that moves slowly but can home in on nearby ships. It is recommended the player use speed and agility-based items, such as Engine Overdrive or Sidestep to avoid these.

Typically Null Fighters are quite easily dispatched due to their middling shields, as they are just over double that of a Null Drone - but they are capable of dealing heavy damage at close range and pressuring ships at long range. It is important to note that, due to the Dark Shield, null fighters are resistant to gravity-based effects.

## Notes

* More info about the respective NPR in general can be found on the Null Dwellers page and the Null Dwellers category page.
* Null Fighters feature roughly double the shields of Null Drones, and have a similar slot distribution.
Lion

## Game Description

*At one point in the Great War, the Human Alliance found themselves outgunned and outranged by Aralien technology. The **Lion** was developed as a stopgap measure with heavy shields and respectable speed to close in and negate the enemy advantage.*

## Recommended Equipment

* Shield Bubble
* Laser Beam
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* HE Mine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Lion is a Starfighter upgrade that sacrifices a utility for a Mine slot, greater speed, and better shield capacity
Resonites

## **General Information**

### **Lore:**

*"The crystalline entities known as the Resonites are an aggressive and bizarre race that appeared suddenly on the fringes of the galaxy. They were the subjects of Dr. McGee's extensive research before his insanity and subsequent disappearance. Their rapid expansion within the borders of the established factions has spurred a military reaction from the galaxy’s major powers."* -Codex

## **Drops (14)**

### Shields

     Resonite Refractor II | x1.25
     Resonite Refractor III | x1.5

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

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

## **Passive and Rotational Spawns**

Resonites passive spawns are typically found at Giant Crystal Structures, and may appear in the following locations:

* Castor
	+ 15-15 (Rotating)
	+ 16-0 (Rotating)
	+ 8-16 (Rotating)
	+ 0-14 (Rotating)
	+ 0-2 (Rotating)
* Chaos Engine
	+ 3-5 (Always)

## **Special Spawns and Associated Objects**

* Giant Crystal Structure
* Giant Crystal Ring

## **Misc. Info**

Resonites have special shields that allow them complete immunity to weapon attract, laser weaponry, and photonic damage. In exchange, they are 2x weak to explosive damage, which can be exploited greatly via mines and javelin torpedoes.

In Castor, Resonite Spawn Locations/Hotspots are migratory and activate and deactivate in a predetermined sequence, with each stage being open for 7 days, with the next location opening 4 days after the first - effectively meaning that Resonite spawns always have at least one central spawn location active in Castor at any given time, with a 3 day overlap near the next stage in the sequence where 2 locations are active. The only exception to this cycle and overlap is during the very last stage, at which the last stage will end during the final scheduled overlap and the cycle will begin anew.

**Resonite Spawn Location Sequence:**

 Ca-16-0
 Ca-8-16
 Ca-0-14
 Ca-0-2

## **Trivia**

* Lore-wise, Resonites possess some ability to convert other matter into more resonite-based matter, but the conditions and methodology are unclear
Object

An **Object,** or **Sector Object,** is a kind of Special sector that is represented on the map via a question mark, "?", *after* it has been discovered OR is required for the "object discovery" star of a star system. 100% object discovery within a star system is required to earn one star of a 3-star rating for the system.

Objects are referenced in-game as both a main category for any special sector with a question mark, and also as a sub-category of themselves in the Codex, along with Relics, Anomalies, and Structures.

Some Anomalies, such as Black Holes and White holes, are anomalies with their own Special Sector icon, but fall into the object sub-category of "Anomalies", and thus belong under the "object" classification as well.

Planets and Stars are also considered objects, but similar to some anomalies, have their own Special Sector icons while still being required for a system's scan completion (excluding Stars).

## Types of Objects

* Objects
* Relics
* Anomalies
* Structures
* Planets
* Stars
Resonite Ballista Storm

The Resonite Ballista Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A deadly supernatural bolt imbued with resonant energy that is capable of slight redirection on a successful hit. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Rear Radii Barrier

The Rear Radii Barrier is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Hardlight laced with Radii nanotechnology is projected in front of vessels, its nanites work to keep the ship safe by rotating toward incoming fire. Unguided energy is rerouted back at the exact angle it approaches. Fires out the back of your ship**

## Functionality

Once deployed, this circular barrier gradually expands to full size, remaining anchored to the position in which it was placed. This variant fires from beyond the ship.

* The Radii Barrier always rotates to face normal to the position vector from the user to the barrier, allowing it to dynamically cover the user in a firefight.

* The Radii Barrier perfectly reflects dumbfire energy-based weaponry towards the firer.

* Reflected dumbfire energy-based weaponry are considered the barrier user's projectiles for purposes of damage and credit.

* The Radii Barrier possesses all the blocking functionality of the Hard Light Barrier.

## Interactions and Strategy

* Flying through the barrier allows it to flip 180 degrees, coupled with Field Hop Quickturn this can allow a ship to loop back and forth to be evasive and keep themselves protected.

* The Radii Barrier can even reflect unexpected energy-based weaponry, such as Plasma Mines and Solarion Orbital Sphere Ring.

* Like all barriers, the Radii Barrier can be blown away using any variant of Tornadian storm.

* Weapons such as the Neutrino Beam are able to bypass the Radii Barrier.
Radii Photon Bomb Storm

The Radii Photon Bomb Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**This weapon platform fires photonic energy compressed into a sphere capable of crossing extreme distances. Remaining stable throughout the entire flight path, the damage can be staggering to bear. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Micro Gate A

The Micro Gate A is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Portable jump gate that allows those who pass through it to travel to the Ara star system. Usual level and mass restictions apply.**

## Functionality

Upon firing, the micro gate will launch a slow projectile, which will detonate to form a small Jump Gate to the listed destination after roughly five seconds.

Flying into and making contact with the detonated gate will send the player to the listed destination.

* All players are able to make use of a deployed micro gate, regardless of ownership.

* Players that lack the necessary Level to enter the listed destination will bounce off the deployed gate instead of being transported away.

## Interactions and Strategy

* Equipping multiple micro gates on one ship can allow the player to quickly jump between Star Systems on demand for missions, mining Minerals, farming NPRs, and more.

* In a pinch, players can use micro gates to evade capture, or even humiliate a would-be attacker by tricking them into flying into a well-timed micro gate, causing them to spend several minutes to return to their previous location.

* Micro gates can be used to bypass the need for a specific Faction to Hack a Jump Gate to a particular system, allowing for faster travel.

## Crafting

Credits: 7,250

Refined Nickel: 8,000
Palladium: 1,700
Refined Copper: 1,300

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Rear Radii Photon Bomb

The Rear Radii Photon Bomb is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**This weapon platform fires photonic energy compressed into a sphere capable of crossing extreme distances. Remaining stable throughout the entire flight path, the damage can be staggering to bear. Fires out the back of your ship**
Prongworm Queen

## Description

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

## Combat and Strategy

All associated items can be found on the Prongworms page.

Prongworm Queens are considered the boss ships for the Prongworms, and are some of the tankiest enemies in the game: boasting a whopping 9000 shields, they are able to tank a variety of hits while charging into the weapon fire of the most experienced players.

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

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

Prongworm Queens also regularly spam Prongworm Egg Clusters to spawn in Pronglings to assist them - keep in mind the strategies listed on the Prongling page applies during combat with a Prongworm queen.

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

Keep in mind since all their offensive weaponry is energy-based (besides summoning Pronglings), players can use weapons that apply the Energy Drain effect to stop queens from firing, such as the Leech Torpedo. Radiation Damage, given the high mass of the queen, is also useful to deal damage-over-time to the queen. Nuclear Torpedoes, Dartian Smart Torpedoes, and Neutrino Beam are all effective ways to apply the radiation effect onto the queen.

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

## Notes

* More info about the respective NPR in general can be found on the Prongworms page and the Prongworms category page.
* Prongworm Queens are much less abundant than forkworm queens due to the lack of spawn locations Prongworms have compared to Forkworms.
Photon Bomb

The Photon Bomb is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

When fired, the Photon Bomb will emit a guided, energy-based torpedo that will track a target until impact. Functions similarly to an Energy-Based version of the Stinger Torpedo.

## Interactions and Strategy

* Photon Bombs are the Energy-based counterpart to Stingers, boasting fairly similar stats
* Being energy-based, photon bombs are ideal for sustainable, decent-speed-and-tracking guided weapons, such as those desired during Duels or NPR farming
* Photon Bombs are excellent for baiting out defensive countermeasures due to their decent tracking and respectable damage
* Energy Cells pair well with photon bombs to ensure Energy is available for continuous firing and evasion

## Trivia

* Photon Bombs were featured in Starfighter:Disputed Galaxy as the iconic energy-based torpedo.
Narrow Spread Scatter Cannon

The Narrow Spread Scatter Cannon is a Purchased Primary Weapon in **Starfighter:Infinity**. It fires a burst of pellets per shot. They are most ideal at point blank ranges.

## Game Description

**Fires a spread of projectiles, narrower than the standard scatter cannon. Powerful at close range.**

## Functionality

The narrow spread scatter cannon functions identically to the Scatter Cannon, but has slightly different stats and a narrower spread.

## Interactions and Strategy

* Being similar to the Scatter Cannon, the narrow spread scatter cannon is better at focusing shots, making it deal more consistent damage for smaller sized targets at the cost of needing to be more precise.

* The narrow spread scatter cannon features lower DPS, but a longer range than the scatter cannon, making it better at harassment but dealing less damage in combat.

## Trivia

* The base primary the narrow spread scatter cannon is based on is the Scatter Cannon.
Quad Andromedan Hoop

The Quad Andromedan Hoop is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**This variant fires 4 at once, but with a slower firing rate**

## Functionality

Functions similarly to a Javelin Torpedo with lower damage, a higher magazine, and a small Recharge Block Status Effect.

## Interactions and Strategy

Andromedan Hoops excel in dumbfire spam, with a higher magazine than javelins making them ideal for longer range potshots - with the additional recharge block effect hampering enemy shields, allowing the user to soften enemies up before they approach.

The quad version of the andromedan hoop is fairly unique in that it has a low spread, making it ideal for precise, high-damage cluster shots with great up-front damage and a long application of recharging blocked effect.

## Trivia

* The Andromedan Hoop functions as a pseudo-Javelin Torpedo for the Andromedans.
Potalan Ring

A Potalan Ring in Caldwell

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

*"In the face of an insurmountable enemy, and impossible odds, the Potalan race once devised a daring endeavor to cheat fate. Risking the absolute annihilation of their homeworld as it was brought near a blackhole, they obfuscated their presence from their nemesis and concealed themselves safely near the event horizon. The true genius of their plan however lay in the astrophysical phenomenon of gravitational time dilation. While the Potalan race struggled to survive hour by hour in their new trying and bizzare redoubt, eons flew by for the galaxy as a whole. In this fashion they overcame one enemy their adversary could not, the passage of time itself. The Potalans have since reemerged out of these rings from the abyss; an ancient race no longer facing the mighty Dartian war machine but a galaxy divided and primitive by comparison. Still weakened by the nearly cataclysmic scheme, the cautious Potalans wait in the shadows as tenacious beings from another time."* - Codex entry for **Potalan Ring**

## Locations

* Caldwell
	+ 1-8
* Chaos Engine
	+ 2-9

## Functionality

Potalan Rings serve as spawn centers for the Potalan.

Potalan Rings possess strong anti-gravitational fields that are capable of pushing away most Ships.

## Misc. Info

* Potalan Ring anti-grav strength is strong enough to prevent many ships from Scanning the ring; Anti Gravity Shields are recommended to get close to Potalan Rings
Minotaur

## Game Description

*Boasting six primary hardpoints and a wide locking angle, this is the premier sniper and support platform of all human fleets. The **Minotaur** forms the backbone of the Human Alliance long range combat doctrine and is a valued prize among breakaway factions. Properly escorted, a **Minotaur** can wipe out squadrons from great distances. Alone they fall easy prey to any craft that can close the distance.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* HV Projectile

**Secondary Weapons**

* Photon Bomb
* Hunter Torpedo
* Railgun
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo
* Laser Beam
* Xandelevium Heat Disc
* Shield Extraction Beam

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Hard Light Barrier

**Mines**

* Stealth Mine Cluster
* Big Electrostatic Mine Cluster

**Augmentations**

* Sidestep
* Field Hop Quickturn

**Shields**

* Thermal Shields
* Energy Absorber Shields
* Beam Refractor Shields

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Minotaur is an extremely damage-focused midgame ship that lacks extensive defenses, making it excellent support ship and allowing it to pair well with smaller, more nimble fighters that can cover the Minotaur's flank
* Due to its lack of agility and defenses, the Minotaur focuses on overwhelming enemies with a variety of weapon types in order to get them to rapidly deplete their countermeasures. As such, longer-range weapons suit the Minotaur best, as they allow the Minotaur to cut down enemies before they can exploit its main weakness - CQC combat

## Trivia

* The Minotaur was featured in Starfighter:Disputed Galaxy
* The Hunter is the Aralien Empire equivalent of the Minotaur
Prongworm Egg

The Prongworm Egg is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**Creates a friendly prongling that will assist you**

## Functionality

When fired, deploys a no-collide Mine that, after five seconds, hatches and deploys a friendly Prongling Minion.

## Interactions and Strategy

* Prongworm eggs make for excellent endgame summoner-based build fodder, allowing users to use Pronglings for:
	+ Locking target spam
	+ Meat shield(s) (taking hits and blocking incoming weapons)
	+ Spacing/forcing enemies to retreat
	+ Swarming/surrounding an enemy to deal damage
* Due to their late in-game access and increased stats over Forkworm Eggs. Prongworm eggs are incredibly useful for aiding endgame survival in Ambushes, Missions, and PvP.

## Trivia

* Prongworm Eggs have a Large variant: the Prongworm Big Egg.
* Prongworm Eggs are a direct upgrade from Forkworm Egg variants.
Photon Confetti Bomb

The Photon Confetti Bomb is a Purchased (Seasonal) Large Weapon in **Starfighter:Infinity**.

## Game Description

**Created to fool others into thinking a photon compression bomb has been deployed, when in fact its just a cheap explosive device filled with confetti. Does no meaningful damage, but you can laugh at enemies as they try to rush out the sector...**
Radii Slug Barrage

The Radii Slug Barrage is an Ultra Rare Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

* Upon firing, five slugs linger in place for a moment before propelling themselves rapidly toward a target. During the initial lingering stage, these slug attempt to predictively aim at the target before they are launched, trying to intercept their flight path.

## Interactions and Strategy

* Slug Barrage is only utilized by Radii ships, player ships will never have them equipped.
* Launching slugs has a very distinctive sound queue to them, and due to their predictive aiming they can actually be avoided with evasive maneuvers. If a pilot is familiar with their delay before launching, they can use augments such as Field Hop Quickturn or Sidestep to avoid the oncoming volleys consistently.
* Slugs are unique in that while they are locking weapons they are not guided at all, if they miss their target they perform no course correcting maneuvers whatsoever. That said utilities that block or interfere with the targeting of locking weapons are still very effective against slugs.
* Despite having a very high effective range, Radii Slugs are exceptionally potent in close quarters due to the fact that the target has less room to move in attempts to fell the projectiles' predictive aim. However, using them in closer ranges can allow them to be affected by utilities such as Return to Sender. This is exceptionally effective against Radii Frigates that may have slug barrages equipped and thus will damage themselves with the full volley.

## Trivia

* As an Ultra Rare item, Radii Slug Barrage does not drop and is unobtainable to players.
Plasma Broadside

The Plasma Broadside is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires 8 unguided balls of extremely hot plasma out the sides of your ship**

## Crafting

Level I -
Credits: 500

Nickel: 150
Silicon: 200
Silver: 50

Level II -
Credits: 500

Nickel: 200
Silicon: 250
Silver: 70

Level III -
Credits: 500

Nickel: 250
Silicon: 350
Silver: 80
Radii Photon Bomb Barrage

The Radii Photon Bomb Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**This weapon platform fires photonic energy compressed into a sphere capable of crossing extreme distances. Remaining stable throughout the entire flight path, the damage can be staggering to bear. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Pursuit Portal

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

## Game Description

**Creates a portal towards the locked target allowing you to teleport nearer to them quickly**

## Functionality

Once fired after obtaining a Lock, the Pursuit Portal will create two linked portals:

* **Entry Portal**:
	+ Placed 10su in front of the user
	+ Portal face angled towards the user's front
* **Exit Portal**
	+ Placed at the closest point to the user on a ring with a 20su radius, centered on the target
	+ Portal face angled towards the target

The linked portals have the following properties:

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

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

## Interactions and Strategy

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

## Trivia

* The Pursuit Portal is a variant of the Ambush Portal
Quad Devimon Spike

The Quad 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. This variant fires 4 at once, but with a slower firing rate**

## 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.
Quark Xandelevium Heat Disc

The Quark Xandelevium Heat Disc is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**. The Quark Xandelevium Heat Disc is a rare variant of the trademark Aralien secondary weapon, the Xandelevium Heat Disc, that is capable of harassing enemies with radiation damage-over-time in close quarters combat.

## Game Description

**Fairly rapid fire, guided weapon that sets the target on fire for a short while. Created using the extremely rare Green Xandelevium. Twice the damage of standard, but does radiation damage instead of heat. But half the ammo**

## Functionality

Functions similarly to the Xandelevium Heat Disc, but applies Radiation Damage instead of Heat Damage

## Interactions and Strategy

* The excellent tracking of quark xand discs make them ideal for pushing enemies away with the threat of stopping shield regeneration, especially in heavily shielded ramming ships like the Imposer
* Quark Xand discs are particularly deadly to larger, heavily-shielded craft, as the total damage per disc increases with target mass, potentially leaving larger craft vulnerable for a final hit. Xand discs also track extremely well, making evading them more difficult, especially with agility typically being absent in larger ships
* Quark Xand discs are typically avoided by most traditional anti-lock weaponry like the Shield Bubble or the Decoy, which is typically easier for larger ships due to a higher average slot count

## Crafting

Credits: 2,500

Silicon: 900
Xandelevium: 500
File:Mineral Xg.pngGreen Xandelevium: 10

## Trivia

* There are multiple variants of Xand Heat Discs:
	+ Xandelevium Heat Disc
	+ Red Xandelevium Heat Disc
	+ Blue Xandelevium Heat Disc
	+ White Xandelevium Heat Disc
	+ **Quark Xandelevium Heat Disc**
Overcharged Engine

The Overcharged is a Purchased Engine in **Starfighter:Infinity**. The overcharged engine is a class of engines that feature powerful acceleration upgrades.

## Game Description

**Faster accelerating engine, with the downside of a slow top speed and a very weak boost.**

## Functionality

Overcharged engines feature predominantly acceleration improvement, as well as a significant increase in top speed. In some ways, it like the standard plus engine, in that it has no detriments to a ship performance and offer similar top speed multipliers.

Overcharged engines offer no increased propulsion speed, to some pilots who do not use propulsion for speed, this can be waived.

## Trivia

* Overcharged engines were a type of engine in Starfighter: Disputed Galaxy, under the name "Enhanced Propulsion Engine".
Reverse Portal

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

## Game Description

**Creates a portal in front and behind you allowing you to quickly turn or fire behind**

## Functionality

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

* **Entry Portal**:
	+ Placed 5su in front of the user
	+ Portal face angled towards the user's front
* **Exit Portal**
	+ Placed 35su behind the user
	+ Portal Face angled away from user's rear

The linked portals have the following properties:

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

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

## Interactions and Strategy

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

## Trivia

* The Reverse Portal is a dumbfire variant of the Ambush Portal
Pronglet

The Pronglet 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, four Pronglets will be launched towards the locked target. Like the AT Torpedo, re-locking onto a different target while the Pronglets are still active will cause them to update their targeting towards the new target.

## Interactions and Strategy

* Pronglets 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.

* Pronglets 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.

* Pronglets 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

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