recursal/Fanatic-Fandom huggingface dataset:
Solarion Skirmish

A Solarion Skirmish.

**Solarion Skirmish** is a Random Event in Starfighter: Infinity in which in which the Solarion Darkness and Solarion Brightness Hyperspace into the Sector to do battle with one another.

## General Information

 Local Message:

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

## Event Details

* Shortly after the event message, six Solarions will hyperspace into a ring formation in the center of the sector, paired off 1:1 against a Solarion of an opposing faction. Each side is represented by:
	+ 1x Solarion Supernova
	+ 2x Solarion Nova
* Note both Solarion Factions will be hostile towards one another.

## Conditions

* Unclear, but increased frequency in Alpha Crucis and Chaos Engine, which alludes to something to do with the player being in proximity to a Solarion Brightness Station.

## Misc. Info

* The Solarion Skirmish event is known to occur frequently in the Chaos Engine, interrupting player farming activities and fogging up the entire sector with the Solarion Nebula Bomb.
Tornadian Caltrop Cluster

The Tornadian Caltrop Cluster is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**An explosive mine with a negative impact (pulls ships towards on explosion) and adds a Propulsion Dehance effect. This cluster deploys 8 mines**

## Functionality

Tornadian Caltrops function as normal Mines, with the exception of having "negative" knockback: the velocity vector of the knockback is inverted, pulling colliding ships into the collision rather than pushing them away.

Tornadian Caltrops also apply a Propulsion Dehance Status Effect.

## Interactions and Strategy

* Tornadian Caltrops are excellent for applying propulsion denhance and following up with heavier, hard to hit weapons such as the Plasma Cannon or Javelin Torpedo Barrage.

* Tornadian Caltrops, having negative knockback, often pull enemies into more caltrops, dealing more damage than a normal mine that would push the target away from the rest of the mines.

* Being Projectile-based Damage, caltrops hit through the Damage Bubble that destroys most mines.

* Caltrop clusters are extremely effective against larger ships, as contact with even one caltrop can pull enemies into the rest of the cluster.

## Trivia

* A Caltrop is a real-world object made of fused nails/barbs that acts as an area denial tool.
Spliced Bomb Cluster

The Spliced Bomb Cluster is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**This high damage bomb will explode after 3 seconds (+arming time) with a Slow Down effect. This cluster deploys 8 mines**

## Functionality

Functions similarly to the XHE Timed Mine Cluster, but with higher Damage, a longer detonation delay, and gaining the ability to apply Slow Down to targets caught in the blast.

## Interactions and Strategy

* Spliced bombs, due to their high damage and slow down effect. are excellent at weakening, if not outright destroying, larger targets such as the Medusa or Warship. Smaller ships, such as the Pegasus, have an easy time avoiding the extra-long timer of the spliced bomb.
* Splicer bombs work spectacularly with the Projectile Attractor Field and Mine Magnet-applying weapons, as either (or both together) are capable at making spliced bombs more difficult to dodge.
* Much like XHE mines, splicer bombs are excellent at dissuading ships from following close behind the player.
* The Kinetic Field Disruptor will instantly detonate spliced bombs, much like the XHE timed mine.
* The spliced bomb cluster is excellent at applying high AOE burst damage into crowds, as well as creating a temporary space for the player to recover/regroup.

## Trivia

* The spliced bomb functions similarly to the XHE Timed Mine.
Teleporting Stinger

The Teleporting Stinger is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**. The Teleporting Stinger is a variant of Stinger Torpedo. As its name implies, the torpedo teleports itself to a short distance away from the opposing ship.

## Game Description

**Guided torpedo that teleports near the locked target, making it difficult for them to know where its coming from**

## Functionality

When the Teleporting Stinger is launched, the torpedo will teleport to its target after a few seconds. It does not matter how far the torpedo is from it. When it does teleport, it will approach from a set distance away in a random direction. This makes the stinger almost impossible to predict where they'll approach.

The teleporting quirk does not end with its behavior against enemies. Notably, the Teleporting Stinger launches in a random orientation from the user's ship. This effectively makes aiming the weapon obsolete, given this random nature.

If the stinger misses its target on the first pass, rather than trying to loop back, it will teleport again in the same fashion as it originally did until the torpedo expires.

## Interactions and Strategy

The Teleporting Stinger's random nature makes it useful for circumventing hard light barriers and Front Facing or Back Facing shields.

Its accuracy (or lack thereof) is a double-edged sword. If the user performs hit-and-run attacks with the weapon, the stinger will serve them well. However, teleporting stingers do poorly in head-on confrontations.

These are not the only traits to be wary of. To start, they have poor maneuverability (especially higher level versions), which limits their effectiveness against a nimble craft. When they do hit, teleporting stingers do less damage per hit than other similar weapons.

Lastly, as with other guided weapons, the same dedicated anti-guided weapon countermeasures apply:

* Shield bubbles and damage bubbles will detonate them prematurely, preventing them from striking its intended target.
* Stealth systems will prevent the user from locking onto the stealth user.
* Teleporting Stingers can be baited with decoys and their variants.

## Trivia

* The Teleporting Stinger was not featured in the previous Starfighter games, but a similar weapon appeared in Disputed Galaxy, known as the Type 4 Carnivore Torpedo. It was an alien exclusive weapon that had the same teleporting mechanics as the Teleporting Stinger.
The Church of Megmos

## **Passive and Rotational Spawns**

The Church of Megmos passive spawns are typically found at Church of Megmoss, and may appear in the following locations:

* Ara
	+ 14-2 (Always)

## **Misc. Info**

Members of the Church of Megmos are initially neutral to enemies, passively flying by without aggression. Any attack will result in them acting hostile, though their lack of killing ability makes their attacks futile.

## **Trivia**

* Members of the Church of Megmos cannot damage others in any way.
Shredder

## Game Description

*In ancient times, Aralien war machines were adorned with ceremonial symbols and blades. Reforms brought on by the new dynasty have outlawed religious practice spurring some open revolts. The threatening **Shredder** may have been built in another era, but it has stayed relevant on the battlefield with balanced performance and excellent slot variety.*

## 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 Shredder 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
* The Shredder is generally considered to be a 'heavy fighter' - big enough to take hits and have a variety of armaments, yet small enough to evade larger ships and not be able to take sustained damage

## Trivia

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

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

## Game Description

**High damage, high impact torpedo that will turn when you turn your ship, offering some manual control**

## Functionality

The Stingray Torpedo and its variants are uniquely capable of having their flight paths controlled manually by the user after launch by mirroring the turning of the user - allowing precise control that is unprecedented for an unguided weapon. As such, Stingray torpedoes are able to hit moving targets, even at long distances.

## Interactions and Strategy

Due to their unique properties, Stingray torpedoes have the potential to be longer-ranged, high-damage sniper weapons due to the ability of flight control long after launch.

This strength, however, is also a weakness - ships that are forced to turn to avoid oncoming damage will cause stingray torpedoes to miss, making them less ideal for ships and builds that frequently turn to avoid damage.

## Trivia

* The Stringray Torpedo is the only weapon to be controlled via a ship's turning to date.
Stupefy Torpedo

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

## Game Description

**This torpedo delivers a powerful concussive blow to the target, making the target's vision unfocused for a period of time.**

## Functionality

Functions similarly to the Stinger Torpedo, but has a slightly different stat distribution - with notably higher impact damage - and applies Concussion to targets.

## Interactions and Strategy

* Stupefy Torpedoes, being mostly a visual effect applying torpedo, are more useful against players rather than AI - though since concussion disables on-board turret Augs, stupefy torpedoes can be used to approach turret-heavy ships such as the Cyclops.

* Stupefy torpedoes are useful for comboing with easy-to-avoid dumbfire weapons such as the Lightning Orb or the Cold Plasma Cannon.

## Trivia

* Stupefy torpedoes have a Stupefy Cloud variant.
Substation

A **Substation** is a type of Special Sector and variant of Main Stations which consists of a single pod and solitary turret. Substations are identical in function to main stations, save a few missing features.

## Substation Limitations

Below is a list of features that substations lack when compared to main stations:

* Ability to purchase Ships
* Turret terminals and turret control
Sticky HI Mine

The Sticky HI Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**High impact mine: This mine contains a concussive charge that applies a stronger knock back effect. The sticky version doesnt explode on impact, but will stick and explode after its timer has run out. Therefore these can be also used as time bombs. Sticky mines keep the momentum of the ship at the time of launch, so can also be used as projectiles.**
Solarion Brightness Station

A Solarian Brightness Station in Alpha Crucis

## Scan Effect

The result of Scanning a Solarion Brightness Station.

**Solarion Brightness Station** is a Special Sector, Object, and part of the Structures group in the Codex.

*The Solarian race is locked in an ongoing civil war. The pretense of which is based on the worship of light, or dark. The Brightness Solarians are gratefully devout towards the light that all life is reliant upon, extolling the excitement of uncertainty it brings and and praising it for introducing exhilarating experiences to the dark void. Without light, nothing could be discovered. Without light, no struggle can bring purpose. Brightness Solarians shun the tranquility that comes with darkness, preferring instead to make the most of their short existences with resolute actions.* - Codex entry for **Solarion Brightness Station**

## Locations

* Alpha Crucis
	+ 8-7
* Chaos Engine
	+ 1-5

## Functionality

* The Solarian Brightness Station serves as the spawn center for the Solarions.

* Scanning a Solarion Brightness Station can trigger a Solarion Skirmish Random Event.

## Misc. Info

* Only the Solarion Brightness Station is featured in the Chaos Engine - not the Solarion Darkness Station.
Tobor Attack

A Tobor Pova

**Tobor Attack** is a Random Event in Starfighter: Infinity in which two Tobor Pova attack the player.

## General Information

 Local Message:

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

## Event Details

Approximately three seconds after the event message, two Tobor Pova Hyperspace in approximately 20su from the player.

The Tobor are immediately hostile, in contrast to the usual Tobor neutrality.

## Misc. Info

* It is advised that players immediately prepare close-range defenses upon receiving the event message and try to distance themselves when the pova arrive, as they can be exceedingly dangerous up-close.
* Defeating the two pova awards two NPR Item Drops as normal.
Stealth Interceptor Torpedo

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

## Game Description

**Guided torpedo that aims towards where the target will be by the time it gets there, assuming the target is travelling at full speed. This is a stealth version meaning that this weapon will not show up on scanners and is harder to see**
Tornadian Caltrop

The Tornadian Caltrop is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**An explosive mine with a negative impact (pulls ships towards on explosion) and adds a Propulsion Dehance effect**

## Functionality

Tornadian Caltrops function as normal Mines, with the exception of having "negative" knockback: the velocity vector of the knockback is inverted, pulling colliding ships into the collision rather than pushing them away.

Tornadian Caltrops also apply a Propulsion Dehance Status Effect.

## Interactions and Strategy

* Tornadian Caltrops are excellent for applying propulsion denhance and following up with heavier, hard to hit weapons such as the Plasma Cannon or Javelin Torpedo Barrage.

* Tornadian Caltrops, having negative knockback, often pull enemies into more caltrops, dealing more damage than a normal mine that would push the target away from the rest of the mines.

* Being Projectile-based Damage, caltrops hit through the Damage Bubble that destroys most mines.

## Trivia

* A Caltrop is a real-world object made of fused nails/barbs that acts as an area denial tool.
Thunderbomb

The Thunderbomb is a Crafted Large Weapon in **Starfighter:Infinity**. Like all thunderbolt weapons, this does continuous damage to its targets, but does so with much more intensity.

## Game Description

**Large electrostatic device that fires powerful arcs of electricity at targets within 25su**

## Functionality

The Thunderbomb functions similarly to a large Thunderbolt Mine - upon deployment, it arms instantly and begins to damage all nearby ships (45su radius) via arcs of electricity - with its damage being divided by the number of ships it is arcing to.

The Thunderbomb is a "nocollide" item, meaning it cannot be collided with, nor can it be pushed, pulled, or destroyed by normal means.

## Interactions and Strategy

* Being an immobile AOE device, the Thunderbomb is an ideal point defense item - being able to arm instantly allows it to force lesser shielded ships to back away.

* Being a Thunderbolt-esque device, the thunderbomb can arc and damage enemies under Stealth - allowing the user to protect against high-damage sneak attacks while in the proximity of their thunderbomb.

* With a rarely resisted Damage type, good AOE coverage, and a fairly large magazine, the thunderbomb is an excellent choice to supplement other weaponry on a PVP build.

## Crafting

Credits: 1,000

Nickel: 1,000
Refined Copper: 600
Gold: 60

## Trivia

* The Thunderbomb was first seen in Starfighter: Disputed Galaxy, with many of the same characteristics being ported over to infinity.
White Hole

A White Hole in Denebola

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

*None* - Codex entry for **White Hole**

## Locations

* Denebola
	+ 11-2
* Mintaka A
	+ 8-9
* Castor
	+ 15-0
* Iota Leporis
	+ 9-8
* Zeta Puppis
	+ 8-5

## Functionality

* White Holes possess anti-gravity that can affect weapon trajectories, asteroids, Drops, and ships - pushing them all radially outward from the white hole.

* White Holes also occasionally apply a very brief Radiation Status Effect - typically less than a second or so - to nearby ships.

* Though difficult to do for slower or lighter ships, flying into any white hole acts as a Jump Gate to Sheenland.

## Misc. Info

* White Holes are one of the Sheenite rotating spawn targets.
* White Holes in real life are theorized to exist, but have not yet been discovered.
* White Holes are the antithesis of the Black Hole.
XHE Timed Mine

The XHE Timed Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**This high damage mine will explode after 2 seconds (+arming time)**

## Functionality

XHE Timed Mines are deployed similarly to normal mines like the HE Mine, but do not have any collision and automatically explode after their arm time plus an additional two seconds - dealing damage to all ships in range of the blast.

Damage taken from the blast scales linearly from a minimum of five damage at 16su away from each XHE mine, up to a maximum of the listed damage when directly on top of an XHE mine.

## Interactions and Strategy

* Given their inability to persist, XHE mines require more skill and timing to use than normal fire-and-forget area denial mines. As such, XHE mines are best used to ensnare pursuers with the threat of high-damage timed blasts.

* XHE Mines do not collide with barriers such as the Hard Light Barrier, allowing users to use XHE Timed Mine Clusters to "penetrate" barriers and force entrenched enemies to move.

* XHE Mines do not collide with normal anti-Mine defenses like the Damage Bubble or Minesweeper Shields - allowing them to be more consistent in their damage than normal mines can be.

* Using the Kinetic Field Disruptor on XHE Timed Mines instantly detonates them, harming the KFD user - making them an excellent "trap" or bait for avid KFD-users.

* Projectile Attractor Field and Tyraan Magnet Torpedoes are excellent for increasing the danger of XHE mines - with both effects allowing the high-damage mines to try and center themselves on nearby targets for maximum damage.
	+ For this strategy, larger clusters of XHE mines, such as those from the Cluster XHE Timed Mine Torpedo, are harder to dodge/evade when set up than the normal (single) variant.

* Weapon Repel is moderate effective at pushing XHE Timed mines away from the the repel user.

## Trivia

* XHE Mines cannot collide with ships.
Tyraan Invader Storm

The Tyraan Invader Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A penetrating weapon that that can find and aim towards other targets after damaging and jamming the initial enemy that it hits. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Tractor Beam

The Tractor Beam is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**This beam will pull your locked target towards you while dealing minor damage. Most effective against small ships.**

## Functionality

When used, Lock-dependant Beam pulls both the user and target towards one another based on their mass.

The following formula is used to determine how quickly each ship is pulled towards one another:

```
Pull On Target = 50/UserMass * (1 - (UserMass/(UserMass + TargetMass)))

```

```
Pull On User = 50/TargetMass * (1 - (TargetMass/(UserMass + TargetMass)))

```

Note this formula is executed twice, once for the target and once for the user.

## Interactions and Strategy

* Multiple Tractor Beams stack, so pairing it with Tractor Beam Turrets can allow for stronger pulling of the target.

* The Propulsion Enhancer is generally strong enough to escape the tractor beam, or at the very least get very close to doing so.

* The Beam Refractor Shields reduce the strength of the tractor beam.

## Trivia

* The tractor beam used to not pull the user and had this feature added later down the line.
Stone Object

A Stone Obeject

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

*"This baffling structure was cast into deep space long ago. Scans show it is made entirely of dense stone devoid of metal, as if carved from the crust of a planet then launched into space. Close inspection shows it is scrawled with lines of text in what seem to be hundreds of different mysterious languages. Some hieroglyphics might be interpreted as a foreboding warning to the laymens eyes, but scientists have no way to be certain. Why so much effort would be put into what is seemingly no more then a work of art, and why it would be banished to deep space in entirely unknowable."* - Codex entry for **Stone Object**

## Locations

* Algol
	+ 5-2
* Castor
	+ 9-12
* Chaos Engine
	+ 1-1

## Functionality

* The Stone Object serves as the spawn center for the Igni.
* Upon Scan completion, the Stone Object has a chance to trigger one of the following:
	+ Targeted Asteroids Random Event.
	+ Asteroid Wave Random Event.

## Misc. Info

* The Stone Object is likely made out of the same material as the Igni - though this is not confirmed.
Tyraan Turret

## Description

Tyraan Turret is an NPR ship belonging to the Tyraan. Tyraan Turrets are crimson and vaguely resemble human/aralien turret styles, albeit with a slim profile. They feature a smooth, rounded head with a slim central cannon.

## Combat and Strategy

All associated items can be found on the Tyraan page.

In general, the Tyraan are known for their Explosive Damage and long-ranged, heavy-duty weaponry.

For Primary Weapons, the Tyraan are known for their high-speed, inaccurate Tyraan Glass Cannon and their low-speed, innacurate, but high-DPS Tyraan Cannon - both of which put significant pressure on approaching ships.

For Secondary Weapons, the Tyraan feature a full arsenal:

* Tyraan Splitter Bomb - an inaccurate, but spammy high-damage guided weapon
* Tyraan Guided Torpedo - a fairly accurate long-range torpedo
* Tyraan Laser Mine Cluster Torpedo - a fairly inaccurate torpedo that explodes into Tyraan Laser Mines when enemies are in close proximity
* Tyraan Invader - A penetrating dumbfire rocket
* Tyraan Magnet Torpedo - A unique torpedo that causes mines to pull towards the target
* Tyraan Cluster Torpedo - a proximity torpedo that explodes into many damaging pellets
* Tyraan Anti Stealth Torpedo - a slow, high-damage dumbfire rocket that applies Anti-Stealth to nearby targets

Tyraan feature several more variants of most secondaries on the above list, but most act in a similar manner when in combat.

Tyraan are also very well known for their plethora of deathtraps - players must take care when destroying Tyraan at close-range, as Tyraan Laser Mine Deathtraps can deal significant damage even if the player doesn't run straight into the mines.

In general, the following strategies are recommended when fighting the tyraan:

* Have a fast ship - ships like the Intimidator are capable of reliably dodging their weaponry if flown at the right angle
* Use many anti-lock weapons like the Shield Bubble or Decoy. Note that their cluster torpedoes will penetrate bubbles, so do not rush head-on at the tyraan
* Use Barriers. Note that mine torpedoes will penetrate barriers, so take care to not sit in one place too long
* Use long-range dumbfires OR use guided weaponry in tandem with anti-stealth weapons like their own anti-stealth torpedo or the standard Anti-Stealth Rocket

Tyraan Turrets are relatively unshielded, and are particularly weak to high-damage, long-range dumbfires such as the Radii Photon Bomb Barrage or the Javelin Torpedo Barrage.

## Notes

* More info about the respective NPR in general can be found on the Tyraan page and the Tyraan category page.
Skills

**Skills** are Mechanics in which a player gains proficiency in select disciplines in order to Craft more lucrative blueprints and buy increasingly advanced Items from Stations. Skills can be increased via Skill Points, of which one is awarded upon a player earning an additional level after gaining the appropriate amount of Experience.

There are 10 skill categories in total, with each disciple maxing out at 10 skill points - requiring a minimum level of 100 before a player can fully max out all skills. Additionally, it is possible to re-specialize earned skill point distributions for a fee at respective terminals in Stations.

## Skill-Locked Items

The following items remain locked until the player obtains the minimum required skill(s) to either unveil the respective item at a station shop, or complete a previously obtained blueprint for crafting. Note that even after unlocking, an item may not be available at every station shop due to star system skill limits.
Triple Igni Onager

The Triple Igni Onager is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided rock that damages and destabilizes. This variant fires 3 at once, but with a slower firing rate**

## Functionality

Once fired, three unguided onagers are launched from the front of the user's ship in an angled spread - being rocky spheres that function similarly to the Lightning Orb, destabilizing any ship it comes into contact with, doing damage and destroying themselves upon impact.

Additionally, onagers have a unique property of destroying enemy projectile-based weaponry they come into contact with during their flight path.

## Interactions and Strategy

* Onagers can be used to stun ramming ships, providing the extra benefit of temporarily blocking any spam during a ram.

* Onagers are destroyed upon contact with barriers such as the Hard Light Barrier - but they uniquely bounce off of Igni Walls instead of being destroyed.

* Onagers can be carefully used en masse to cover a player's approach, especially if multiple slots are used or the **Triple Igni Onager** is used - though their low fire rate and dependency on ammunition can make this hard to sustain.

* Onagers pair well with the igni wall, catching enemies that try to fly around the wall - sometimes even ricocheting off the wall to score a hit.

## Trivia

* The name "Onager" refers to an ancient Roman siege weapon of the same name.

* The igni onager was a player-suggested item by "Lancelot", the commissioner of the Devimon.
Wandering Black Hole

The wake of a Wandering Black Hole.

**Wandering Black Hole** is a Random Event in Starfighter: Infinity in which a miniature Black Hole traverses the Sector.

## General Information

 Local Message:

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

## Event Details

* Shortly after the event message, a small Black Hole will appear on one edge of the Sector. The generated black hole appears to function similarly to a Vortex Bomb detonation - with the exception that it has a constant velocity from the moment it enters the sector to the moment it disappears after it reaches a different edge of the sector.

* The mini black hole has a pulsating visual effect, and leaves behind a shimmering trail in its wake.

## Conditions

* Possibly empty Sectors, according to the developer.

## Misc. Info

The "black hole" appears to be a vortex bomb explosion entity rather than an actual Black Hole found in the Special Sector of the same name.
Turret Sector

A **Turret Sector** is a kind of Special Sector in which Turrets are placed in various configurations in order to defend a Faction's territory. Turrets in turret sectors do not respawn, but rather are regenerated when a new Instance of the Sector is created.

Turret sectors are populated with level-appropriate turrets, with respect to the current Star System they reside in.

## Configurations

**Dot:**

 A single turret is placed in the middle of the sector.

**Line:**

A line consisting of 3 equally-spaced turrets is centered in the middle of the sector, with the aligning line being one of eight possible increments of 45 degrees.

**Box:**

A box consisting of 4 equally-spaced turrets in each corner is centered in the middle of the sector, with the box faces being parallel with X and Y Cartesian coordinate axis.
Satyr

## Game Description

*Some might consider the role of a mine layer to be inglorious, but the skillful tactician has a great appreciation for area denial and trap laying. **Satyrs** are often found around friendly long-range support vessels ensuring the enemy must make a direct approach.*

## 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 Satyr was featured in Starfighter:Disputed Galaxy as the Satyr Minelayer
Tyraan Invader Barrage

The Tyraan Invader Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A penetrating weapon that that can find and aim towards other targets after damaging and jamming the initial enemy that it hits. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Tyraan Laser Mine

The Tyraan Laser Mine is a Rare Drop Mine in **Starfighter:Infinity**.

## Functionality

After arming, each Tyraan laser mine will pulse every half-second, with each pulse dealing 10 Laser Damage to the nearest target within 20su until expiration.

Much like other no-collide items, Tyraan laser mines cannot be collided with, making them immune to some movement-inducing effects like Weapon Repel.

## Interactions and Strategy

* Tyraan Laser Mines are excellent passive AOE damage for users that want to create space between themselves and a trailing enemy.
* Due to being laser damage, Tyraan Laser mines are completely nullified by max-level Resonite Refractor Shields.
* Due to their moderately quick arm times and AOE, Tyraan Laser Mines are excellent for dealing consistent chip damage to even the most aware enemies. In cases of unaware or disabled enemies, Tyraan Laser Mines are capable of crippling damage, despite their short lifetimes.

## Trivia

* Tyraan Laser Mines have a deathtrap variant, the Tyraan Laser Mine Deathtrap.
Ultra Vortex Bomb

The Ultra Vortex Bomb is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Releases a bomb which, after 6 seconds, generates a miniature black hole. The vortex pulls ships within 400su instantly destroying enemy ships that come into contact.**

## Crafting

Credits: 22,000

Enriched Yttrium: 600
Enriched Iridium: 1,200
White Xandelevium Heat Disc

The White Xandelevium Heat Disc is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**. The White Xandelevium Heat Disc is a variant of the trademark Aralien secondary weapon, the Xandelevium Heat Disc, that is capable of harassing enemies with heat 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 mysterious White Xandelevium. Twice the damage of standard, faster, more heat damage. But half the ammo**

## Functionality

Functions similarly to the Xandelevium Heat Disc, but features different stats that focus more on damage and speed at the cost of ammo.

## Interactions and Strategy

* Xand heat discs have several variants, all of which are excellent at applying heat damage over time at close range without having to rely ons like the Heat Ray or precision weaponry like the Xandelevium Blaster
* The excellent tracking of xand heat discs make them ideal for pushing enemies away with the threat of stopping shield regeneration
* Xand heat discs are particularly deadly to smaller, less-shielded craft, as the total damage per disc is respectable, potentially leaving smaller craft vulnerable for a final hit. Xand discs also track extremely well, making evading them more difficult
* Xand discs are typically avoided by most traditional anti-lock weaponry like the Shield Bubble or the Decoy

## Crafting

Credits: 1,700

Silicon: 1,300
Blue Xandelevium: 500
White Xandelevium: 150

## 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
Tyraan Attack

A Tyraan Command Ship.

**Tyraan Attack** is a Random Event in Starfighter: Infinity in which Tyraan attack the player.

## General Information

 Local Message:

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

## Event Details

Approximately five seconds after the event message, two Tyraan Artillery Ships and a Tyraan Command Ship Hyperspace into the Sector sequentially - the two artillery ships appear first, followed by the command ship.

## Conditions

A Tyraan Attack requires that the system the player is in be in proximity to Epsilon Aurigae, though the proximity is unclear.

## Misc. Info

* It is advised that players use stealth systems and prepare anti-lock defenses to prevent constant bombardment from Tyraan Guided Torpedoes.
* Defeating the command ship awards an NPR Item Drop as normal.
Tyraan Anti Stealth Torpedo

The Tyraan Anti Stealth Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

When deployed, the Tyraan Anti-Stealth Torpedo will function similarly to a Javelin Torpedo after a brief random slide, accelerating and moving in a straight line until it detonates on a target, dealing damage.

During a brief window after firing, the lateral movement of the torpedo can be altered via movement items such as Sidestep, but only during the slide period.

The Tyraan Anti-Stealth Torpedo also has an AOE Anti-Stealth pulse similarly to the Anti-Stealth Device. Every 3 seconds, the Tyraan Anti-Stealth Torpedo will apply 10 seconds of the Anti-Stealth Status Effect to all enemies within 40su.

## Interactions and Strategy

* Due to its fairly unique later slide synergy, the tyraan anti-stealth torp can be used to hit targets parallel, but not incident, to the user's forward direction. This can allow it to hit around corners of Hard Light Barriers, or sometimes catch an enemy by surprise whilst evading incoming fire.

* The tyraan anti-stealth torpedo has a very high impact damage, making it useful on Explosive-weak enemies such as Resonites. This is mitigated by its low rate of fire and below-average magazine, so misses are punished quite harshly.

* Tyraan anti-stealth torpedoes are excellent at de-Stealthing hidden enemies, having excellent synergy with guided weapons such as Positronic Convergence Discs and Xandelevium Blasters.

## Trivia

* The Tyraan Anti-Stealth Torpedo functions like a javelin with a mounted Anti-Stealth Device on it.
* The Tyraan themselves are weak to their own anti-stealth torpedo, given the effects of the Tyraan Decoy.
X-Fighter

## Game Description

*The **X-Fighter** design uses micro-pulse thrust vectoring to tighten its turn radius. This technology was first tried on the Nymph with success. The maneuverability comes at the cost of speed, a trade off that the Alliance hopes to someday overcome.*

## Recommended Equipment

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

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The X-Fighter is a Starfighter side-grade that sacrifices offense for extra zone control and turning
Triple Lightning Orbital

The Triple Lightning Orbital is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an orbiting ball that has an electrostatic effect on hit and fires lightning bolts at nearby ships. This variant fires 3 at once, but with a slower firing rate**

## Functionality

The Triple Lightning Orbital fires 3 equally spaced orbs that circle your ship at roughly 25su distance. Each orb does 30 damage on impact and applies stabilizer fail effect. Each orb also fires lightning at nearby enemies that does 30 damage/sec.
Triple Murk Rocket

The Triple Murk Rocket is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Unguided rocket that does a fair amount of damage and decays hard light devices like shield bubbles. If the rocket hits a barrier then it will reduce the barriers lifespan by 1 second. This variant fires 3 at once, but with a slower firing rate**
Typhon

## Game Description

*It may not be immediately apparent, but the **Typhon** is actually built upon the Hawk combat vessel fuselage and wing design. While improvements have generally been made all around, it has been hard to convince veteran pilots that the more prohibitive price is worth the upgrade.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon

**Secondary Weapons**

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

**Utilities**

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

**Mines**

* XHE Timed Mine Cluster
* Electrostatic Mine Cluster
* Nuclear Mine Cluster

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* Thunderbolt
* Anti Stealth Blast

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**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 Typhon is a well-balanced, defense-oriented generalist that is capable of hosting a variety of different builds, though it can lack firepower when compared to ships like the Cerberus or Empusa unlocked around the same Level. What it lacks in direct firepower it can make up for in endurance

## Trivia

* The Typhon debuted in Starfighter:Infinity
* In greek mythology, Typhon was a serpentine giant cast into Tartarus by Zeus
White Xandelevium Blaster

The White Xandelevium Blaster is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a high-speed xandelevium blast that deals damage and sets the target on fire. Created using the mysterious White Xandelevium. Twice the damage of standard, faster, more heat damage. But half the ammo**

## Functionality

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

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

## Interactions and Strategy

The White Xandelevium Blaster is notorious for being an extremely strong Locking weapon.

* Being a guided weapon, the white xand blaster is vulnerable to any countermeasures that affect normal guided weapons, though the high initial speed of the projectile often gives a target little time to actually deploy said countermeasures unless they were already prepared for the shot
* With a high alpha damage and a long effect time, a single shot from a white xand blaster deals high damage per shot with a high-speed guided projectile. This combination of high alpha, excellent travel speed, long effect time, and instant firing makes it a deadly and effective weapon
* White Xand typically does not need to regard a target's defense - even the most effective counters rely on timing to avoid the white xand. Few defenses, such as Hard Light Barriers and the Shield Bubble can reliably stop it. Even Thermal Shields still take high alpha damage from impact, as they only deplete the secondary effect damage - effectively making the white xand blaster a high-speed, lock-on Javelin Torpedo at its absolute weakest
* The only true limitation of the white xand blaster is its limited ammunition pool - with five shots per magazine, rare misses will hurt the user. In an extended firefight, baiting and forcing a white xand user to waste ammunition is a reliable defense against the powerful weapon

## Crafting

Credits: 5,100

Refined Barium: 800
Refined Blue Xandelevium: 400
White Xandelevium: 500

## Trivia

* Previously white xand blasters were less of a threat with Thermal Shields reducing damage of the heat Damage type, but after a nerf to thermal shields, they only reduce the effect duration of heat damage status effect, not the heat damage type
Uncharted

## System Map

**Uncharted** is a Star System in Starfighter:Infinity that can only be accessed via Micro Gate or via Curious Wormhole on correct days. It is considered to be a Secret System. Uncharted boasts the first official appearance of the Enlightened and the Face of Space.

## Special Sectors

* Ascendant Observation Platform
* Asteroid Field
* Black Hole
* Convulsar
* Cube of Many Faces
* Curious Wormhole
* Enlightened Station
* FFA Zone
* Jump Gate
* Meteor Burger
* Minefield
* Null Henge
* Pulsar

## Stations

**Human Alliance**

None

**Aralien Empire**

None

**Freedom Initiative**

None

**Pirates**

None

## Misc. Info

The exit Wormhole leads to Sheenland, sector 4-1.

## Trivia

* Uncharted is the first official appearance of the Enlightened
Warship

## Game Description

*The Human **Warship** demands respect and awe across the galaxy. They serve as capitol ships for the Alliance, and esteemed trophies for any renegade bloc that can get a hold of one. Sporting a large weapon hardpoint and a plethora of offensive and defensive slots mounted to a capable frame with worthy engines, underestimating a **Warship** is the last mistake many hostile spacefarers have made.*

## Recommended Equipment

**Primary Weapons**

* Triple Pulse Laser
* Triple Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Laser Beam
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* Javelin Torpedo Barrage
* Smart Torpedo
* Gimbal Cannon

**Utilities**

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

**Proximity Weapons**

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

**Large Weapons**

* Vortex Bomb
* Healer Droid
* Photon Compression Bomb
* Revealer Bomb
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Locking Widener
* Reload Accelerator
* Pulse Laser Turret
* Vulcan Cannon Turret

**Shields**

* Thermal Shields
* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields

**Engines**

* Tobor Enhanced
* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* A spiritual upgrade to the Cerberus, the Warship boasts incredible firepower and versatility, allowing it to excel in a variety of combat applications at the cost of agility. Despite its lack of dogfighting ability, the Warship can use augmentations to alleviate this weakness and employ area denial weapons to deter dogfighters and brawlers alike
* The Warship is strongest at range where it can use its weapon slots with impunity to harass approaching enemies

## Trivia

* The Warship was featured in Starfighter:Disputed Galaxy and was a popular PvP ship
Weaver

## Game Description

*Warriors who find success in the mundane Fighter often move on to pilot the **Weaver**. It is extremely maneuverable and adds an extra utility slot to give the pilot more options in a dogfight. These features come at the cost of some speed, and no improvement to shields.*

## Recommended Equipment

Standard Secondary Weapons

* Plasma Cannon
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System
* Hard Light Barrier
* Healer
* Recharger

Shields

* Thermal Shields

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Weaver is a Fighter upgrade that sacrifices speed for additional utility, shielding, and turning

## Trivia

* The Weaver was featured in Starfighter:Disputed Galaxy
* The Weaver is the Aralien counterpart to the Astrofighter
Sticky Snag Mine

The Sticky Snag Mine is an Unknown Mine in **Starfighter:Infinity**.

## Game Description

**High impact mine that inhibits secondary weapons. The sticky version doesnt explode on impact, but will stick and explode after its timer has run out. Therefore these can be also used as time bombs. Sticky mines keep the momentum of the ship at the time of launch, so can also be used as projectiles.**
Unexploded Bomb

An Unexploded Bomb in Denebola.

**Unexploded Bomb** is a Instance Event in Starfighter: Infinity in which an active bomb is set to explode in the player's Sector.

## Event Details

When an Unexploded Bomb instance event is generated, a single active bomb is spawned in the center of the Sector. The bomb sounds similar to a Photon Compression Bomb, and acts like a photon compression bomb upon detonation.

However, the Unexploded Bomb features a much longer timer despite starting at the same beeping frequency as a PCB - the timer lasts for 60 seconds before detonating.

## Conditions

Unknown- the earliest sighting of an Unexploded bomb is in Denebola.

## Misc. Info

* The Unexploded Bomb is simply a PCB with a very long detonation timer.
Witch

Witches that have not completely turned to evil can often be encountered in the forests and villages of the world. These witches will often recognize other practitioners of the Art, and may give a task to them. Successful completion of this task will result in the witch joining the players coven.

allows players to explore the magical art of witchcraft and though it, to learn to control the natural magic present in the world (and sometimes other dimensions).

Witchcraft does not really resemble the flashy spell-casting performed by wizards and their ilk. There are no lightning wands or spell books, enchanted armor or flaming swords; instead, a well tended witch's garden will provide a lot of helpful ingredients for magic that will get you out of the occasional scrape.

witchcraft is a method to harness the power of nature, placing an altar in a location with little or no living things will yield very little magic to work with. There is a reason why most witches huts are found deep in dark forests or swamps!

There are of course darker sides to magic; and although these may bring power more quickly, the cost may be too high. Making bargains with demons should never be undertaken lightly!

Poppet Making - Sympathetic magic, creating links between beings and objects.

Dream Weaving - Magic that influences while you sleep and adds benefits when players wake.

Circle Magic - Powerful magical rites performed with circles and sacrificial items.

Brews & Infusions - Infusing worldly power into objects and players and making other helpful brews.