recursal/Fanatic-Fandom huggingface dataset:
Nymph

## Game Description

*Nimble. Sturdy. Slow. The Araliens have dubbed the **Nymph** "The Creeping Death". While lacking greatly in speed, and unsuited for sniping, the **Nymph** is right at home in a close-range dog fight. Pilots should be weary however; its slow speed makes it an easy target from far away.*

## Recommended Equipment

Standard Secondary Weapons

* Plasma Cannon Plus
* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Laser Beam
* Xandelevium Blaster
* Positronic Convergence Disc
* Railgun

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Light Absorbing Stealth System
* Healer
* Recharger
* Teleport Disc
* Engine Overdrive

Proximity Weapons

* Kinetic Field Disruptor
* Proximity Blast
* Hard Light Saw

Augmentations

* Sidestep

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Nymph is one of the best CQC dogfighter ships accessible to players early on in the game; its high amount of Utilities and Proximity Weapons combined with its incredible agility make the nymph incredibly difficult to take out in the hands of a skilled pilot
* The Nymph's main weakness is its innate lack of speed; players that exploit utility cooldowns of nymph users will find the nymph more easily taken out
* Overwhelming the nymph with masses of incoming damage can force nymph users to continually expend defensive measures, leaving them unable to attack

## Trivia

* The Nymph was featured in Starfighter:Disputed Galaxy as the Nymph Gunship; it was a very popular pvp ship
* The Defender is the Nymph's Aralien Empire counterpart
Jetsam Haul

A Jetsam Haul mostly composed of Minerals,

## Jetsam Haul on Radar

A Jetsam Haul on radar,

**Jetsam Haul** is a Instance Event in Starfighter: Infinity in which a cargo dump containing a variety of Items is found in a sector.

## Event Details

Jetsam Hauls consist of a large grouping of Items being dropped in the middle of the Sector upon Instance generation.

* Jetsam Hauls typically contain roughly 7-10 items on average.
* Jetsam Hauls can contain any item in the game, including Crafted, NPR, and Mineral Drops - even those above the Level requirement of the player.
* Jetsam Hauls appear to have a higher chance of minerals taking the place of other items in the haul, by a significant margin.

## Conditions

* Jetsam Hauls occur in Pirate-controlled territory, which can be located using the local Star System map.

## Misc. Info

* Jetsam Hauls can rarely contain items that can be expensive to obtain.
Frozen Cube

The Frozen Cube in Gamma Velorum.

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

*This elaborate prison was built by an Aralien regime long before their discovery and attempted extermination of Humanity to hold dormant the greatest threat the Empire had ever faced up to that point. An Aralien subject, legend maintains his name was Jai, is eternally sustained on life support at the center of the ice; frozen in place and unable to rest as punishment for his unspeakable crimes. While his evil deeds have been lost to history, his prison has not. If the mechanisms which maintained his mortality have long since failed, or if he suffers to this day is up to speculation. Perhaps if one were to somehow scour the encrypted annuls of the Imperial Intelligence his terrorism is somewhere recorded, but for the time being they are satisfied to simply stand sentinel over his restless place.* - Codex entry for **Frozen Cube**

## Locations

* Gamma Velorum
	+ 3-2

## Misc. Info

* The Frozen Cube was made by the Aralien Empire.
Ripper

## Game Description

***Rippers** are powerful self-sufficient ships that are used in flanking and raiding missions as well as quick response squadrons. Valued for their speed and survivability, **Rippers** have earned respect among all the warring factions of the galaxy, and piloting one is an honor bestowed upon accomplished warriors.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Laser Beam
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* Gimbal Cannon
* Stealth Carnivore Torpedo
* Anti-Stealth Rocket
* Plasma Cannon Plus

**Utilities**

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

**Mines**

* XHE Timed Mine Cluster
* HI Mine Cluster
* HE Mine Cluster
* Electrostatic Mine Cluster
* Plasma Mine Cluster
* Nuclear Mine Cluster

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge
* Reload Accelerator
* Early Warning

**Shields**

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

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Boasting an above average amount of secondary weapons and mines in a small profile with respectable shields, the Ripper is a powerful glass cannon that focuses on overwhelming enemies with gunfire while simultaneously restricting the playing field with mines
* Due to carrying multiple mine slots, the Ripper can comfortably have both a standard mine variant and a sticky mine variant to further boost its firepower, such as equipping the Electrostatic Mine with the HI Sticky Mine
* Due to its low amount of Utilities, it is recommended that all Ripper utilities be focused on defense, such as the Shield Bubble or the Hard Light Barrier, as the Ripper struggles to recover from extensive damage. As such, Ripper pilots must take care to not get caught out in a scenario in which they must constantly be on the move, slowly taking damage but not having the defenses to respond in kind

## Trivia

* The Ripper debuted in Starfighter:Infinity
* The Ripper is the Aralien Empire analog to the Phoenix, though the Ripper is suited for firepower and minelaying, whilst the Phoenix is suited for reactivity and CQC
Kugelblitz

A Kugelblitz in Castor.

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

*"A Kugelblitz, is a black hole that has been formed from heat, light or radiation being focused into a point, rather than the usual matter from a collapsed star.\n\nAlthough they are formed a different way, they are still extremely dangerous and are best viewed from a distance."* - Codex entry for **Kugelblitz**

## Locations

* Castor
	+ 10-16

## Functionality

Functionally, a Kugelblitz is identical to a Black Hole with one additional function.

Rarely, a Kugelblitz will emit a blinding burst of photonic damage, similarly to a Photon Compression Bomb.

The duration of the photonic damage is unclear, though a Kugelblitz appears to always destroy afflicted targets, unless they are immune to photonic damage, such as ships with the Resonite refractor shield.

## Misc. Info

* In real life, a Kugelblitz is a theoretical black hole whose origins come from a concentration of energy rather than mass.
Large Solar Farm

A Large Solar Farm in Sol.

**Large Solar Farm** is a Special Sector, Object, and part of the Structures group in the Codex.

*None* - Codex entry for **Large Solar Farm**

## Locations

* Sol
	+ 6-9

## Functionality

* Every two seconds, the Large Solar Farm will apply up to six seconds of Energy Recharge to all nearby Ships - with lower effect times being applied the further the ship in question is from the farm.

## Misc. Info

* Large Solar Farms are upgraded variants of standard Solar Farms.
* Large Solar farms are pointed at the nearest Star to maximize energy recharging.
Gao Turret

## Description

Gao Turret is an NPR ship belonging to the The Gao. Gao Turrets consist of firing tubes made of green, plant-like organic matter akin to cell membrane. Said membrane features two reservoir pods of organic matter near the rear of the turret, and also features one frontal bulb appearing to serve as a cockpit of sorts.

## Combat and Strategy

All associated items can be found on the The Gao page.

The Gao are a strange and fairly simple race, having a limited selection of weapons:

For Primary Weapons, the Gao use the Gao Bolt - whose variants allow the gao to harass players at range, dealing fair damage and applying heavy knockback.

For Secondary Weapons, the Gao employ various Gao Blobs - unguided organic explosives that smartly divide to re-target enemies, creating a bullet hell of projectiles quite easily. The Gao also possess a very potent Freeze Ray, allowing them to disable ramming ships, as well as enemies that drift too close to their proximity.

In general, Gao Turrets are quite easily dispatched by any ranged weaponry from a distance, and can be almost entirely shut down with barriers such as the Hard Light Barrier - being easier to handle than Gao Bubble Ships due to their lack of mobility despite the turrets having slightly more shields.

## Notes

* More info about the respective NPR in general can be found on the The Gao page and the The Gao category page.
* Gao Turrets are found on Gao Habitats.
Kraken Turret Sector

A Kraken Turret Sector (with spawned turrets) in Sol.

## Kraken Turret

A closer look at a Kraken turret.

A **Kraken Turret Sector** is an Human Alliance Faction-specific Special Sector which consists of a reinforced capital system turret to defend the Sector.

## Functionality

Upon Instance generation, the sector will have a single Kraken Turret in the center that will attack all nearby enemy ships. At regular undetermined intervals, the Kraken turret will attempt to spawn another turret (either a Security Turret or a Guard Turret) within roughly 50su or so of itself. The Kraken turret will not perform this action if it is either defeated or if there are already 10 ships in the sector. The Kraken turret does not appear to respawn unless a new instance is generated.

The Kraken turret has special access to the Double Barrel Heavy Bolt Bombard Large Weapon, which does not drop for the player to use. It also has special access to the Quad Barrel Heavy Bolt Primary Weapon, which also does not drop for the player to use.

## Misc. Info.

* The Kraken turret could be considered a pseudo-boss turret.
Null Reference

A Null Reference Mission. Note friendly Nemeses.

## Reward

A Null Reference Mission reward.

**Null Reference** is a Random Event in Starfighter: Infinity in which a special Mission is added to the player's objectives.

## General Information

 Local Message:

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

## Event Details

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

At the mission sector, the player will be greeted by allied ships, despite faction ships not normally being able to access Null Space. The player will then undergo a special Guard Mission where they must defend the sector for three minutes to succeed.

Over the course of three minutes, the following will occur in order:

* Dark Anomaly #1
* Dark Anomaly #2 (Right after anomaly #1)
* Gravitational Wave (Right after anomaly #2)

After the three minutes, players will immediately be awarded the mission rewards, as there are no friendly Stations in Null Space from which to claim rewards.

## Conditions

Random - the player must be in Null Space for Null Reference to occur.

## Misc. Info

* The name of "Null Reference" is both a reference to Null Dwellers/Null Space itself, while also being a pun on a "null reference" commonly found in programming - a reference to a nonexistent object.
Igni Stone Wall

The Igni Stone Wall is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Hard slab of stone that appears in front of locked target. Will block ships and weapons and will do more damage to ships the higher mass they are and faster they are travelling**

## Functionality

The deployment of the Igni Stone Wall requires that the user has a lock on an enemy - once fired, an igni stone wall will be deployed halfway between the user and the locked target.

The igni stone wall blocks all projectile-based weaponry, (not to be confused with Projectile Damage), including the user's, but does not block beams such as the Laser Beam.

Additionally, ships that collide or clip the edge of the igni stone wall take increased damage upon hit depending on their present speed and mass - with higher mass and higher speed dealing more damage. A short Stabilizer Fail effect is also applied upon collision. The max possible damage appears to be capped at 150 per collision.

## Interactions and Strategy

* The igni stone wall, requiring a lock, is one of the more difficult barriers to effectively use, as it limits the barrier's deployment against enemies with stealth systems, enemies that can evade the user's locking angle, and is vulnerable to jamming/locking jammed Status Effects.

* The igni stone wall is excellent for halting the advance of ramming-based Proximity builds, breaking their movement and dealing notable damage, leaving them temporarily vulnerable to attack - though the user must take care to avoid running into their own igni stone wall during this process.

* Being placed halfway between the user and the target, the igni stone wall can occasionally miss incoming projectiles and weapons - so it is best to wait until the distance between the wall and the user and target is reduced, lowering available reaction time and increasing effective angular coverage of the user via the wall.

* Being ammo-based, the igni stone wall is prone to exhaustion and has a significant downtime when the magazine is empty, which can leave the user vulnerable unlike most barriers. On the other hand, being ammo-based can free up energy for the user to spend on other items and movement.

## Trivia

* Previously Igni walls could be moved via Projectile Attract, so it was discovered that, if timed properly, a user could projectile attract an enemy, then fly in close so the deployment of the wall was within attracting distance - creating a wall that was able to chase, stunlock, and deal massive damage in a short period. This promptly led to the re-writing of the wall's collision and damage mechanics, and resulted in the wall being immobile in the future.
Igni Rock Mine

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

## Game Description

**High impact mines that disable stabilizers for a short time**

## 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.

## Trivia

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

A Jump Gate in Iota Leporis.

A **Jump Gate** is a type of Special Sector which consists of a gate used to travel between either Sectors or Star Systems.

Enemy Faction Jump Gates must be Hacked before they can be used - doing so grants a single jump before needing to be re-hacked for subsequent uses.

## Variants

### Jump Gate

Standard jump gates appear as an arrow with a solid fill on the map, and transport the player to a paired Jump gate somewhere else in the system. Note that this does not reveal the contents of sectors in-between the gates, and must be explored normally. Two turrets are placed 50su on either side of the gate. Using a jump gate fully recharges a ship's Hyperspace.

### Interstellar Jump Gate

Interstellar Jump Gates appear with a no-fill arrow on the map, and link different star systems together. Interstellar Jump gates restrict their own usage until the player is of appropriate level, as noted via their hint on the HUD when nearby. Two turrets are placed 50su on either side of the gate. Using an interstellar jump gate fully recharges a ship's Hyperspace.

### Micro Gate

Micro Gates are large weapons that can be Crafted for a hefty material cost after obtaining a 3-star exploration rating in their respective star system. Micro gates act like portable Interstellar Jump Gates, though temporary and limited in ammunition. Note they still restrict players in the same manner when it comes to levels required for access.

## Mechanics

* Once a Jump Gate is used via the Action Key, the player is invulnerable to damage until the gate aligns them and pushes them through the gate. This is due to the gate taking longer amounts of time to align larger ships, or ships with a large amount of forward momentum
* Micro gates can simply be flown into, with no "alignment" animation

## Trivia

* Micro gates can drop from enemies, despite being an expensive item to obtain
* The Inbetween can only be accessed via a Micro Gate
* Andromeda Gates and Stone Rings are also gates, but their use is exclusive to their respective NPRs
Instigator

## Game Description

*The Aralien Empire relies on long range force projection to maintain order within its borders, and to cripple essential enemy infrastructure to threats that lay outside Empire territory. The **Instigator** has filled the role of strategic bomber for generations and has faithfully served its purpose since its inception. **Instigators** are formidable opponents and can shift the tide of battle with their devastating payloads, and are survivable enough to allow them to properly position themselves for a killing blow.*

## Recommended Equipment

Standard Secondary Weapons

* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Reflecting Stealth System

Mines

* Sticky HE Mine Barrage
* Xandelevium Heat Mine
* Forkworm Egg Cluster

Proximity Weapons
Large Weapons

* Teleporting Stinger Cloud
* Vulcan Droid
* Sabre Laser
* Photon Compression Bomb
* Plasma Relay

Augmentations

* Sidestep
* Short Range Hyperspace

Shields

* Thermal Shields
* Energy Absorber Shields

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Instigator is a fairly unique ship - a small, early-game brawler with great agility and a well-rounded kit that features at least one of every secondary weapon slot type, making it extremely versatile and capable of punching up against ships well beyond its unlock level
* The Instigator can be kitted to be either offensive or defensive depending on its kit - items like the Railgun, Hard Light Barrier, and Electrostatic Mine Cluster, for example, would make the Instigator a fairly strong defensive option, whilst a combination of Heat Ray, Engine Overdrive, and Sticky HI Mine Barrage would make it highly offensive
* Due to it being small, capable of carrying a large weapon, and great at turning, the Instigator is one of the best users of large weapons that require aim, such as the Radii Mass Driver Shot or the Plasma Relay

## Trivia

* The Instigator debuted in Starfighter:Infinity as an early-game heavy fighter capable of equipping Large Weapons
* The Instigator was added alongside the Perses Bomber despite the two not being functional analogs of one another
Light Absorbing Stealth System

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

## Game Description

**Stealth system that absorbs light and radiowaves, however it does not hide exhaust. Enemies will not be able to detect or lock onto you as long as you are not accelerating or braking. Enemies wont be able to lock onto you from distances over 50su**
Gravitational Wave

## Event Message

**Gravitational Wave** is a Random Event in Starfighter: Infinity in which a gravitational pulse moves all Ships in the Sector.

## General Information

 Local Message:

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

## Event Details

Approximately 5 seconds after the event message, a gravitational wave will sweep across ships and Drops in the Sector, simultaneously applying roughly one second of propulsion dehance Status Effect to all ships continuously as long as the wave exists. The wave itself lasts approximately 5 seconds or so.

Gravitational waves appear to affect all objects, including Ships, Drops, Asteroids, and weapons.

## Conditions

* Required the player to be within proximity of a "gravity well" (according to the developer), such as a White Hole or Black Hole.

## Misc. Info

* The propulsion dehance applied by the gravitational wave can be deadly, sweeping players into hazards such as Black Holes, mines, and more.
Guardian

## Game Description

***Guardians** are area denial vessels that feature four mine slots. mine laying is not the most glamourous way for a warrior to make a name for themselves, but it requires timing and foresight to do effectively none the less.*

## Recommended Equipment

Standard Secondary Weapons

* Stinger Torpedo
* Electrostatic Orb
* Xandelevium Blaster
* Positronic Convergence Disc

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System

Mines

* HE Mine Cluster
* Plasma Mine Cluster
* XHE Timed Mine Cluster
* Xandelevium Heat Mine
* Stealth Mine

Augmentations

* Short Range Hyperspace

## Notes

* Check out the Equipment page to find more items suitable for this ship
* While its speed holds it back from being classified as a dogfighter, the Satyr has incredible agility for the amount of Mine slots it possesses, allowing it to accommodate a wide variety of zoning or bombing builds - though it does suffer against more aggressive builds that boast countermeasures to mines, and it does suffer from large amounts of spam that can abuse its larger profile

## Trivia

* The Guardian was featured in Starfighter:Disputed Galaxy
* The Guardian is the analog to the Satyr
Local Micro Gate

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

## Game Description

**Portable jump gate that allows those who pass through it to jump forward several sectors in the direction the gate is facing**

## Functionality

Upon firing, the Local Micro Gate functions identically to any other micro gate, such as Micro Gate DTr, in terms of deployment and use - with the exception of not having any Level restrictions due to the destination being in the same Star System.

Upon entry, ships are transported roughly six sectors away in a straight line, with some variation, whose angle is aligned to the nearest of the six straight-line paths provided on the hexagonal grid system, using the angle of the projectile relative to the sector as a reference. Paths that would otherwise lead outside of the star system boundaries are cut short at the edges of the system.

## Interactions and Strategy

* The local micro gate can be used as a large slot equivalent of an additional, short-range hyperspace charge.

* The local micro gate can be used to ferry large amounts of friendly players to the same destination, regardless of ship speed - making it an effective means of group transport.

* The local micro gate can be an effective means to avoid pursuit, provided the player either conceals the gate's projectile to prevent tailing enemies, or fires multiple to confuse enemies as to which route was taken - or even use Hyperspace in tandem immediately upon arrival to confuse enemies.

## Crafting

Credits: 2,900

Yttrium: 900
Refined Silicon: 900
Iridium: 1,800

## Trivia

* The local micro gate is the rough equivalent of the local Jump Gates, whereas normal micro gates are more closely related to interstellar jump gates.
Hyperspace

**Hyperspace** is a fast-travel method in Starfighter: Infinity. Hyperspace allows users to rapidly travel between two Sectors in a star system, regardless of distance apart, almost instantly.

## Use

Hyperspace is used by using the Map and then selecting an autopilot destination. After closing the Map, the user can use their [Hyperspace key], and the player's ship will automatically rotate towards the destination, launch, and play an animation before arriving at the destination.

During the rotation phase, a player is vulnerable to being destroyed - but not the launch phase.

## Recharge

### Passive Charging

Hyperspace recharges at a default passive rate of 10 minutes with no modifiers, but can be increased via various items such as the Hyperspace Recharger - which at level V allows hyperspace to recharge in 5 minutes.

### Station Restocking

Hyperspace is automatically recharged up to 100% charge upon undocking at any Station, Meteor Burger, or Storbital with one caveat: if a player undocks within four minutes of receiving a free hyperspace recharge from any another station, hyperspace will only be reloaded by:

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 is the time since the last station hyperspace recharge, in seconds.

### Jump Gate Recharging

Using any kind of Jump Gate (but not micro gates) will recharge hyperspace to full upon exiting the destination jumpgate. Wormholes and White Holes, despite functioning similarly to jump gates, will not recharge hyperspace upon use, just like micro gates.

## Malfunctions

Hyperspace Malfunctions can be caused by various negative Status Effects which cause hyperspace to drop the player off at a random sector in the star system - possibly even their current sector.

See the Status Effects category page to view which effects are capable of a hyperspace malfunction.

## Jamming

Hyperspace can be jammed various Special Sectors, during which the player will be brought out of hyperspace into the Sector in which the jamming Object resides in. If the player is already inside the jamming object's sector, the player will temporarily spin out of control and the hyperspace will be nullified.

The following special sectors are known to jam hyperspace:

* Hyperspace Jammer
* Barrier
Igni Rock Shield

###

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

## Game Description

**Reduces damage from explosive weapons by 100%, but increases damage from laser and photonic weapons by 100%**

## Functionality

Functions similarly to the Basic Shields, but with a lower shield capacity and the following effects:

* Explosive Damage is reduced by 100% (immunity).
* Photonic Damage is amplified by 100% (weakness).
* Laser Damage is amplified by 100% (weakness).
* Depletes Power Failure by 100%.

Note that the listed values are at max level - lower levels reduce by their respective amounts.

## Interactions and Strategy

* The antithesis of the Resonite Refractor Shields, the Igni Rock Shield gets the poor end of the bargain due to its weaknesses and resistances being flipped - having one solid strength and two atrocious weaknesses resulting from the popularity of photonic and laser weapons.

* The igni rock shield has niche use against Mines and most torpedoes, but it will not ignore the Status Effects applied by either.

* Weapons such as the Laser Beam annihilate igni rock shield users in seconds due to massively amplifying already-high damage.

* The igni rock shield is best used with Utilities that mitigate photonic and laser weapons, such as Hard Light Barrier, Reflecting Stealth, and/or Energy Drain.

## Trivia

* The igni rock shield makes the Igni relatively immune to most torpedoes.
Mine Layer

## Game Description

*A ship with a singular purpose but endless possibilities, the **Mine Layer**'s small size and agility allows it to leave dangerous traps where enemies might least expect them.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* EHI Pulse Laser

**Utilities**

* Shield Bubble
* Decoy
* Transparent Stealth System
* Scrambler

**Mines**

* Stealth Mine Cluster
* Big Electrostatic Mine Cluster
* Xandelevium Heat Mine
* Plasma Mine
* Teleport Mine

**Augmentations**

* Sidestep
* Solar Panel Upgrade

**Shields**

* Thermal Shields
* Energy Absorber Shields
* Beam Refractor Shields

**Engines**

* Enhanced Engine
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship

{{{Notes}}}

## Trivia

* The Minelayer was featured as an NPC ship in the original Starfighter game
* The Minelayer is the analog to the Drakon
Ghostly Vortex Bomb

The Ghostly Vortex Bomb is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**While this weapon is spectral and almost not there, the ghostly black hole it creates still has intense gravity**

## Functionality

Functions much like the Vortex Bomb with the following differences:

* A softer warning sound
* A lower max pull range (~50su or so)
	+ Though the max pull range is around 50su, the ghostly vortex bomb isn't strong enough to trap ships until they are within ~25su or so, and even then items like the Engine Overdrive can allow ships to escape the pull
* A translucent visual effect compared to the dark purple of the vortex bomb vortex
Gravity Decoy

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

## Game Description

**Device with a gravity field generator that confuses incoming guided weapons so that they target this instead of you. Will also pull ships and weapons towards it. Fires 2 pulses and lasts for 3 seconds* -Level I*

**Device with a gravity field generator that confuses incoming guided weapons so that they target this instead of you. Will also pull ships and weapons towards it. Fires 3 pulses and lasts for 3.5 seconds* -Level II*

**Device with a gravity field generator that confuses incoming guided weapons so that they target this instead of you. Will also pull ships and weapons towards it. Fires 4 pulses and lasts for 4 seconds* -Level III*
Guarded Haul

A Guarded Haul protected by a group of Hydra.

## Guarded Haul on Radar

A Guarded Haul on radar,

**Guarded Haul** is a Instance Event in Starfighter: Infinity in which a guarded cargo dump containing a variety of Items is found in a sector.

## Event Details

* Guarded Hauls function similarly to Jetsam Hauls, generating a large group of Items in the middle of the Sector upon Instance generation. With Guarded Hauls, however, the loot is protected by a small group (4-5) Pirate-controlled Level-appropriate Ships.

* Guarded Hauls typically contain roughly 7-10 items on average.
* Guarded Hauls can contain any item in the game, including Crafted, NPR, and Mineral Drops - even those above the Level requirement of the player.
* Guarded Hauls appear to have a higher chance of minerals taking the place of other items in the haul by a significant margin.

## Conditions

* Guarded Hauls occur in Pirate-controlled territory, which can be located using the local Star System map.

## Misc. Info

* Guarded Hauls can contain items that can be expensive to obtain.
Hunter Torpedo

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

## Game Description

**Mid range weapon that turns quickly, homing in on slow but maneuverable targets that Stingers and Carnivores would normally miss.**

## Functionality

Once fired, Hunter Torpedoes function track targets like Stinger Torpedoes, but have a different stat distribution.

## Interactions and Strategy

* Hunter Torpedoes have higher damage, are slower, and are more agile than Stinger Torpedoes, and thus are better suited for close-range combat; their higher damage is more threatening, they don't often overshoot their targets due to their low speed and agility, and they are often able to quickly arc around to pursue flanking attackers, provided the user has a Lock
* As a result of their high turning and low speed, Hunter Torpedoes compliment ships that have a high locking angle, like the Warship or Destroyer
* Hunter Torpedoes pair well with standard long-range torpedoes like the Carnivore Torpedo, as targets can be struck by one while evading the other due to their differing travel times and agility; targets that attempt to dodge long-range torpedoes and rush a target may be greeted by a swarm of Hunter Torpedoes

## Trivia

* Hunter Torpedoes are a variant of the Carnivore Torpedo
Manowar Detected

A Manowar in Alpha Centauri.

## Event Message

**Manowar Detected** is a Instance Event in Starfighter: Infinity in which a Manowar appears in the sector.

## Event Details

During Instance generation, a single Manowar appears in the sector.

## Misc. Info

* The Manowar is a colossal juggernaut of a ship, and is comparable to the Cyclops or Disheartener.
Plasma Mine Cluster

The Plasma Mine Cluster is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**Energy-based mines which have a shorter lifetime and damage without needing to reload. This cluster deploys 4 mines* -Level I*

**Energy-based mines which have a shorter lifetime and damage without needing to reload. This cluster deploys 6 mines* -Level II*

**Energy-based mines which have a shorter lifetime and damage without needing to reload. This cluster deploys 8 mines* -Level III*
LR Photon Bomb

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

## Game Description

**Long range guided energy based weapon**

## Functionality

When fired, the LR Photon Bomb will emit a guided, energy-based torpedo that will track a target until impact.

## Interactions and Strategy

* LR Photon Bombs are the long-range sniper variant of the Photon Bomb, ideal for pelting targets from afar - sacrificing turning and tracking for longer engagement ranges
* Being energy-based, LR photon bombs are ideal for sustainable, decent-speed-and-tracking guided weapons, such as those desired during Duels or NPR farming
* Equipping multiple slots with the LR photon bomb on ships like the Cerberus can drastically increase long-range dps

## Trivia

* LR Photon Bombs are the long range variant of the Photon Bomb
Laser Beam

The Laser Beam is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**High intensity **laser beam** that does a lot of damage quickly. But only at close range**

## Functionality

The Laser Beam is an instantly-traveling, continuously-firing Beam that deals high Laser damage at close-range.

## Interactions and Strategy

* Due to its ability to instantly track within range, the Laser Beam is excellent at engaging very mobile ships and dealing high damage, though the user must be sufficiently quick to make up for the Laser Beam's lack of range
* The Laser Beam pairs well with Target Highlight as it allows for the user to massively increase the locking range of the Laser Beam on the target
* The Laser Beam is excellent for bypassing Bubbles, Decoys, and Hard Light Barriers, as it penetrates barriers and ignores decoys, provided that the target is within locking range and is not stealthed

## Trivia

* The Laser Beam was featured in Starfighter:Disputed Galaxy
LR Pulse Laser

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

## Game Description

**An intense, high speed version of the pulse laser designed for firing at ships further away**

## Functionality

The LR Pulse Laser fires a 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

## Trivia

* The LR Pulse Laser has a variant: The Double LR Pulse Laser
Holographic Disguise

The Holographic Disguise is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Projects a 3D image around your ship making it look like an asteroid. To sell the effect, it also makes your ship "drift" in a straight line at the speed you were going. While this is active enemies will not be able to lock onto you at all. Lasts for 5 seconds.* -Level I*

**Projects a 3D image around your ship making it look like an asteroid. To sell the effect, it also makes your ship "drift" in a straight line at the speed you were going. While this is active enemies will not be able to lock onto you at all. Lasts for 7.5 seconds.* -Level II*

**Projects a 3D image around your ship making it look like an asteroid. To sell the effect, it also makes your ship "drift" in a straight line at the speed you were going. While this is active enemies will not be able to lock onto you at all. Lasts for 10 seconds.* -Level III*

## Crafting

Level I -
Credits: 800

Yttrium: 150
Silicon: 500
Cobalt: 800

Level II -
Credits: 800

Yttrium: 200
Silicon: 700
Cobalt: 1,100

Level III -
Credits: 800

Yttrium: 250
Silicon: 800
Cobalt: 1,300
Null Henge

Null Henge Lighting Up.

## Activation

Null Henge activating and spawning Null Dwellers.

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

*Seldom few have drifted to the far reaches of Null Space, where the twinkle of stars fade into the inky blackness of the horizon and the wondrous anomalies of the universe vanish into the dark grasp of the void. Those who return tell tales of an ancient device whose construction appears to predate the earliest known civilizations in the galaxy. Its crude construction sits, pensive, waiting for prey to stumble into its hungry maw, strange hieroglyphs pulsating and throbbing: the heartbeat of a primordial construct that refuses to die.*

*When approached, it comes alive, rearing and spinning in a maelstrom of stone and light to reinvigorate technological magics of a bygone age. It calls to the void, reaching out into the shadows; sometimes they hear it cry.* - Codex entry for **Null Henge**

## Locations

* Null Space
	+ 0-4
* Uncharted
	+ 4-3

## Functionality

* A player, if alone in the sector, may approach the center of the Null Henge in order to activate it. The henge will begin to spin and light up, glowing brighter the longer the player resides in the center of the henge. After a short wait the henge will randomly select one of several preset events to spawn around the player:
	+ Spawning numerous Null Dwellers.
	+ Applying the Cold Fusion Effect Damage to the player.
	+ Spawning multiple dark mines at the center of the henge.
	+ Spawning a Dark Anomaly at the the center of the henge.

## Misc. Info

* The Null Henge is of similar shape and structure to the real-life Stone Henge.
* Unlike other relics, you do not need to scan Null Henge in order for it to activate. In addition it can be activated multiple times without waiting for the instance to reset.
* Null Henge will only activate if there is only 1 ship alive in the sector. If a second ship enters the sector (from the edge, or minion spawns) the Henge summoning will immediately abort. Once the summoning is complete additional ships may enter the sector freely without causing further interference.
* A Null Dweller ship can activate Null Henge if they are the only ship alive in the sector (player ships all on the respawn screen) and the null dweller stays in the center of Null Henge.
Prongworm Nest

A Prongworm Nest

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

*"Prongworms, much like their fork worm cousins, evolved over the course of billions of years as their home planets atmosphere was slowly stripped away. They reside in massive hives that are constructed using space debris they diligently collect. Often, all there is to be found is the space dust of nebulas, other times passing asteroids, though their preferred meals are certainly the ships of unawares pilots they often come across. Prongworms are more dangerous then their Forkworm ancestors, being more destructive and tougher."* - Codex entry for **Prongworm Nest**

## Locations

* Iota Leporis
	+ 7-1
* Chaos Engine
	+ 5-3

## Functionality

* The Prongworm Nest serves as the spawn center for Prongworms.

## Misc. Info

* The Prongworm Nest is identical to the Forkworm Nest, save a color change - as Prongworm Nests are a deep crimson color compared to the pinkish hue of Forkworm Nests.
Phoenix

## Game Description

*The success of the Science Corps left many human manufactures worrying about their positions in supplying space craft. The **Phoenix** was a collaborative effort to compete with the Science Corps, and threats have been made to the Alliance that if it does not place orders for the advanced ship project the corporations involved in its creation might seek customers elsewhere.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

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

**Utilities**

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

**Proximity Weapons**

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

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge
* Solarion Supercharger

**Shields**

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

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The near-direct upgrade to the Nymph, the Phoenix boasts incredible dogfighting and close-range weaponry at the cost of speed. Utilities like the Engine Overdive, Ambush Portal, or Teleport Disc mitigate this shortcoming somewhat
* Despite being a mid-game ship, the Phoenix is more than capable of holding its own against endgame ships like the Hydra or Nemesis, albeit with slight disadvantage due to its low shields
* The Phoenix is incredible versatile and potentially deadly at close range due to its mix of Proximity Weapons and Utilities, allowing it to dish out serious damage in CQC and react to a variety of threats
* One major weakness of the Phoenix is the threat of Mines - weapons like the Stealth Mine or the Hellfire Mine can seriously impede the Phoenix's ability to harass at close range, especially since the Phoenix cannot respond with mines of its own. The Kinetic Field Disruptor or the Projectile Repulse Field allow the Phoenix to mitigate this weakness somewhat, but they do not guarantee coverage of this Achilles' heel

## Trivia

* The Phoenix debuted in Starfighter:Infinity
* The Phoenix is a mythological bird that immolates itself when it draws close to death, burning itself and resurrecting as a chick through its ashes
Nuclear Torpedo

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

## Game Description

**Causes Radiation Damage over time. Nuclear damage does more damage to higher mass ships**

## Functionality

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

## Interactions and Strategy

* Nuclear torpedoes are excellent against larger mass enemies and ships, such as the Infector, as Radiation Damage deals increased damage to more massive foes
	+ For the same reason, Nuclear Torpedoes are also great against high-mass NPR bosses, such as the Prongworm Queen
* Dogfighter-style ships like the Shredder or Typhon are excellent users of Nuclear torpedoes, as their damage scales excellently and creates pressure against ships like the Warship or Medusa who otherwise outgun most dogfighters

## Trivia

* The nuclear torpedo has an NPR analog: Dartian Torpedo.
Hawk

## Game Description

*The **Hawk** is as adaptable as it is iconic. The distinguishing wings of the vessel allow it to carry a large array of hard points that can be customized to the pilot's every whim. However experienced **Hawk** pilots know that they present a large target and should avoid turning matches with specialized dogfighters.*

## Recommended Equipment

Standard Secondary Weapons

* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Laser Beam
* Xandelevium Blaster
* Positronic Convergence Disc
* Railgun

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Healer
* Recharger
* Light Absorbing Stealth System

Mines

* Stealth Mine Cluster
* HE Mine Cluster

Proximity Weapons

* Kinetic Field Disruptor
* Proximity Blast

Augmentations

* Sidestep

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Hawk is an excellent, well-rounded vessel that can do a bit of everything. Its good agility combined with great shields allow it to survive quite well in combat, though it can easily be outsped by speedsters. Its above-average number of Utilities allow it to be quite flexible and its good slot distribution allow for many build combinations

## Trivia

* The Hawk was featured in Starfighter:Disputed Galaxy
* The Hawk is the Human counterpart to the Shredder
Null Space

## System Map

**Null Space** is a Star System in Starfighter:Infinity and is considered a secret system. Null Space is one of the darkest systems in the game and is devoid of any Stations for the player to dock and restock at.

## Planets

* Null Alpha
* Null Beta

## Special Sectors

* Asteroid Field
* Black Hole
* Minefield
* Neutron Star
* Null Henge
* Null Obelisk
* Wormhole

## Stations

**Human Alliance**

None

**Aralien Empire**

None

**Freedom Initiative**

None

**Pirates**

None

## Misc. Info

Null Space has an abundance of Blue Xandelevium as a result of its star collapsing.

Null Space can only be accessed initially via the Dark Anomaly Random Event. Afterwards, the Null Micro Gate can be used to access Null Space.

Null Space is one of the "dark systems" in which dark charging is much more effective than solar charging.

Due to the lack of Stations for the player to use, as well as the abundance of Asteroids, the ammo harvester is an effective tool to sustain ammo-based weaponry in Null Space.

## Trivia

* Null Space is considered a secret system.
Null Obelisk

A Null Obelisk in Null Space

## Scan Effect

A Null Obelisk firing two Cold Fusion Bombs in Null Space.

## Scan Message

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

*None* - Codex entry for **Null Obelisk**

## Locations

* Null Space
	+ 1-0

## Functionality

* The Null Obelisk serves as one of the spawn centers of the Null Dwellers in Null Space.

* Upon Scan completion, the Null Obelisk will fire two Cold Fusion Bombs opposite one another out of the sides of the obelisk.

## Misc. Info

* The Null Obelisk looks similar to the Obelisk.