recursal/Fanatic-Fandom huggingface dataset:
Ancient Relics

Ancient Relics are items which are found in the game and can be used for upgrading weapons and equipment.

They can be found anywhere in space but occur more frequently in Nebulas. This occurs in the form of a shooting star with a sparkling trail behind it. The name 'Ancient Relic' will be displayed above it in blue text. In order to get it, you need to chase it and pick it up with your ship. If you need Ancient Relics, it is recommended that you maintain a top speed of 45+ in order to catch them and seek to maximize your scanner power so that you can readily spot them on the radar/map (they look like a standard blue dot for an item except you will see them moving).

It is a guaranteed drop for killing a boss. To learn more about bosses, go to Enemy Types.

One Ancient Relic is used to upgrade the quality of a weapon or piece of equipment from white to green, green to blue or blue to purple. This can be used to upgrade crafted weapons as well.

If you have an Ancient Relic in your current ship's cargo hold or in your station storage, you can select a weapon or piece of equipment you own and the upgrade button will appear. If you click on the upgrade button, it will consume one Ancient Relic and upgrade your item's rarity/quality by one. A white item will become green, a green item will become blue and a blue item will become purple.

If you want a higher chance of getting more Ancient Relics, consider hunting bosses or spend your time mining / trading / exploring / scavenging / grinding elite mobs in a Nebula sector.

You will know that you are in a Nebula sector when the red text 'Nebula Interference' can be seen below your mini-map, this reduces the range at which you can see them on the radar/map, so though they are more common in these sectors they are also harder to spot. The Fine Tuning skill can help counter this.

**Return to Star Valor Wiki**
Eagle

#### Class: **3 - Corvette**

* Weapon Cooling: **20** / sec
* Max Weapon Heat: **115**
* Weapon Range: **+10**
* Inertial Stabilization: **5%**
* Default Enhancement Slots: **1**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **190**

Hull Points: **220**

Speed: **11**

Agility: **8**

#### Space

* Weapons: **7**
* Equipment: **38**
* Cargo: **38**

#### Crew: **3**

* Captain: **1**
* Co-Pilot: **1**
* Navigators: **1**

* Passengers: **4**
New Game Settings

Star Valor is a game that encourages you to try different things over multiple saves. While you can enjoy the game fine with just one save, you can explore other options and ally with other factions in a different save. Whether it's your first game or your fifth, here's a brief explanation of what options are available to you when starting a new game.

### New Game Settings

Some information we've gotten from the developer about scaling between game-modes (as of 1.3.5 this is still correct):

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Repair Drone Bays

Launches repair drones that heal the ship's armor every second. This requires Drone Parts to be kept in the ship's cargo and it also has an energy cost. Point Defense weapons can damage and destroy repair drones. Recalling damaged drones into the ship and launching them again will repair all drone damage. If there is not enough cargo space in the ship when the drones are recalled, the Drone Parts will be left floating out in space. Repair drones can only be equipped on a ship that is of the Yacht class or higher.

The default key to launch and recall repair drones is 'N'.

This item is under the Equipment category.
Dragonfly

Drones gain:

**Drone Parts** drop when destroyed.

#### Class: **3 - Corvette**

* Weapon Cooling: **20** / sec
* Max Weapon Heat: **115**
* Weapon Range: **+10**
* Inertial Stabilization: **5%**
* Default Enhancement Slots: **1**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **180**

Hull Points: **290**

Speed: **10**

Agility: **11**

#### Space

* Weapons: **4**
* Equipment: **48**
* Cargo: **55**

#### Crew: **5**

* Captain: **1**
* Co-Pilot: **1**
* Gunners: **3**

* Passengers: **4**
Knowledge

There are 5 different types of knowledge:

* Tech Level
* Space Pilot
* Fleet Commander
* Geology
* Explorer

The yellow bar right below a certain knowledge is your 'experience bar' that shows your progress to the next level of that knowledge.

* Tech Level allows you to equip higher level items at a lower level, and to get special items from debris fields
* Space Pilot grants bonuses when operating solo
* Fleet Commander allows you to add additional and/or larger ships to your fleet
* Geology allows you to mine more valuable and rarer resources
* Explorer grants bonuses to Sensor Detection and Warp drives
Burst Missile Launcher

This fires projectiles that track the enemy target and cause an area of effect explosion. Uses Missile ammo. Does not use energy and does not generate heat. Missiles can be led to hit other targets. Fires up to three missiles if you hold down the fire button. Can fire less missiles if you click instead of holding down the fire button.

This is an item under the Weapons category.
Mining

Mining in Star Valor is simply the act of destroying asteroids in order to obtain crystals, ores and metals (See Goods). Asteroids can just be found in any sector either floating around in various locations or clustered together in an Asteroid field. You can also find an infinite amount of asteroids in an Asteroid Rush sector. Other ships that you see flying as 'miner' are ships from the Proxima Mining Company (PMC), which is the group most miners may focus on. Their ships have several bonuses that can help you in mining and they give your fleet ships a bonus to mining weapons often times. They also have some unique equipment and weapons that is highly suited for mining.

While mining you will level up your Geology knowledge, which in turn gives you a chance to find more rare material out of the asteroids you mine.

You can destroy asteroids with almost any weapon, but using special weapons intended for mining can give increased damage. The skills tree of 'Business' can also help you in your mining endeavors.

Special Mining Gear that can help with mining:

* Mobile Refineries
* Mining Drone Bays
* Collection Beams
* Simple Mining Laser
* Heavy Mining Laser
* Miners Laser
* Demolition Missle Launcher
* Asteroid Analyzer
* Cargo Expansions
* Player Fleet
* Tractor Beams

### Geology

The Geology knowledge tree is leveled up by the act of mining. While mining you'll notice the bar getting fuller with every asteroid you mine. At certain levels you have a chance to get different minerals out of the Asteroid.

Asteroids are put into three catagories:

1. Gray Asteroids (drops: Blue Crystal, Iron, Nickel, Cobalt, Lithium, Silver)
2. Red Asteroids (drops: Red Crystal, Aluminium, Copper, Gallium, Silicon, Gold)
3. Green Asteroids (drops: Green Crystal, Titanium, Bismuth, Samarium, Iridium, Platinum)

Most of the metals you mine can either be used for quests, be sold or be used for crafting.

If you get to geology level 48, you can mine Iridium from Green Asteroids, which in turn will give you a perk/achievement.

First time player basics - Miner

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Marauder

*Live by the sword, die by the sword.*

*- Aeschylus*

#### Requirements

* Attack and destroy 20 Civilian, Syndicate and/or PMC ships.

#### In-game Reputation Changes

* **Children of Terra:** -2000 reputation

#### Reputations

* **Proxima Mining Company** is Hated *cannot reach* Neutral
* **The Syndicate** is Hated *cannot reach* Neutral
* **Red Skull Pirates** is Friendly

#### Bonuses

* Weapon Damage **+3%**
* **+50%** credit looted from destroying or extorting enemies

Duration: 30 minutes

#### Notes

* This perk expires if not maintained by continuously destroying ships.
* Although the reputation limits also expire, the reputation changes remain.
Cloaking Device

Makes the ship invisible. Firing weapons will end the effect.

This item is under the Equipment category.

Energy cost to activate is dependent on ship size. It starts with 20 and doubles for every new ship size you have above size 1. So a size 4 (Frigate), has a energy cost of 160. A Dreadnought will have an energy cost to activate of 640.

Cooldown also depends on ship size and quality. Ship size increass the cooldown by 2.4 seconds per ships size on white quality, but is reduced by the quality you have.
Scanners

Scanners extend the range at which you can uncover unexplored areas of a sector, to detect locations or debris within a sector or to detect distant sectors. Scanner Power boosts your ability to detect things within a sector. Sensor Power is your ability to detect other distant sectors.

* Basic Scanner
* Scavenger Scanner
* Neutron Scanner
* Syndicate Scanner
* Tachyon Scanner
* Thorium Scanner
* D. O. Sweeper Drive

Return to Star Valor Wiki or Equipment
Armors

Armor grants increased health (in most cases), Damage Resistance, and mass. You can only have one armor equipped at a time.

* Tritanium Armor
* Zortrium Armor
* Lithrium Armor
* Neutronium Armor
* Xentronium Armor
* Adamantium Armor
* Ardonian Armor
* Terran Armor
* Venghi Light Armor
* Venghi Heavy Armor
* Energy Armor
* Heavy Energy Armor

Return to Star Valor Wiki or Equipment
Collection beams

This item is under the Equipment category.

Collection beams are used to collect nearby loot (including escape pods and Ancient Relics). These beams can collect loot that is stuck near a nearby station or even a warp portal, and it is highly recommended for miners that clear out astroid fields or mine in an Astroid Rush sector for gathering all the loot. It is an activatable item.

If you don't have the space to equip it constantly, it is a smart idea to keep it in your cargo and use it whenever you need it.
Holocrons

These are special items made to be scrapped so you can gain a boost in Tech Level. Although Holocrons are neither weapons nor equipment, the way to get them is the same. Either through quest rewards, scavaging or through combat. Thus currently they are under equipment.

There are 4 kind of holocrons:

* Blue
* Red
* Green
* Yellow

Just like with the Asteroids, blue is the weakest, red the middle and green the most rare one. Scraping these will always give you Tech Level, even if you are for example on 49/50 of Tech Level. The discription in green text hasn't been update as of 1.3.5 (saying it only give TL up to its TL isn't true, they will always give you TL).

Return to Star Valor Wiki or Equipment

Blue HolocronRed HolocronGreen Holocron
Horizon A03

Mass: **1000**

Hull Points: **1000**

Speed: **8**

Agility: **6**

* Passengers: **20**

### Background

The Syndicate's newest design is considered by many to culminate the industry's most innovative advances before the Event. The first few models were commissioned only a year before it and production ramped up around the galaxy. The horizon is an incredibly flexible cargo vessel which, by design, allows the modular conversion of some or even all its space into hangar bays, allowing the ship to double as a carrier. By far the most heavily armed Syndicate ship short of their mobile space-station, Horizons are covered from every angle by many independent batteries. The Series 03 is the first model to reach the market, and thanks in no small part to its modularity, has after a decade of service not required significant upgrades.
Doom Cannon

This fires projectiles that cause area of effect explosions. Uses Cannon ammo. Does not use energy.

* Values for DPS/Damage were taken from a save with Trial By Fire's +2% damage modifier. Values were divided by 102 and then multiplied by 100. Results were rounded up
* White value for dps/damage was taken by dividing blue values by 3 and then multiplying by 2. Reason - Blue values are 150% of white values.
* Green values for dps/damage was taken by multiplying white values by 1.2. Reason - Upgrading from white to green is a 20% increase.
* Purple values for dps/damage were taken by multiplying white values by 2. Reason - Upgrading from white to purple is a 100% increase.
* Gold values for dps/damage were taken by multuplying the white values by 2.6. Reason - Upgrading from white to gold is a 160% increase.

This is an item under the Weapons category.
Enforcer

Armor: +50, +10%

#### Class: **4 - Frigate**

* Weapon Cooling: **30** / sec
* Max Weapon Heat: **130**
* Weapon Range: **+20**

#### **Destroyer:**

* Large Weapon (size 4+) Damage: **+20%**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **480**

Hull Points: **700**

Speed: **7**

Agility: **6**

#### Space

* Weapons: **9**
* Equipment: **74**
* Cargo: **80**

#### Crew: **11** (**1** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **1**
* Pilots: **1** (**1** required)
* Navigators: **1**
* Supervisors: **1**
* Staff: **1**
* Gunners: **4**

* Passengers: **8**
Juggernaut

#### Class: **5 - Cruiser**

* Weapon Cooling: **40** / sec
* Max Weapon Heat: **150**
* Weapon Range: **+40**
* Default Enhancement Slots: **2**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **1100**

Hull Points: **1100**

Speed: **8**

Agility: **6**

#### Space

* Weapons: **18**
* Equipment: **100**
* Cargo: **160**

#### Crew: **13** (**4** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **1** (**1** required)
* Pilots: **1** (**1** required)
* Navigators: **1** (**1** required)
* Supervisors: **1** (**1** required)
* Staff: **2**
* Gunners: **5**

* Passengers: **14**
Experience Perks

Experience perks, like background perks, have their own category separate from other kinds. However, they are not required, and you may select up to three of them to start with. Furthermore, unlike all other perks, you start with all of them unlocked, and they cannot be unlocked or obtained in-game. You have only what you start a game with, and cannot lose them. Additionally, unlike all other perks, they do not have quotes.

####  Experience Perks

* Acceleration
	+ Acceleration: **+3** / sec

* Armor Plating
	+ Damage Resistance: **+4%**

* Command
	+ Bonus Fleet Commander: **+2**

* Commerce
	+ Global Trading: **+2%**

* Excavation
	+ Bonus Geology: **+2**

* Maneuverability
	+ Turning Speed: **+2**
	+ Strafe Speed: **+2** / sec

* Navigation
	+ Warp Distance: **+1**
	+ Sensor Power: **+2**

* Ordnance
	+ Weapon Damage: **+4%**

* Piloting
	+ Bonus Space Pilot: **+2**

* Power Management
	+ Energy Storage: **+15%**

* Power Optimization
	+ Energy Generation: **+7%**

* Prospecting
	+ **+2%** chance to mine special metals

* Scanning
	+ Scanner Power: **+30**

* Technology
	+ Bonus Tech Level: **+2**

* Velocity
	+ Max Speed: **+10%**
Debris

Debris can be found in nearly every sector. It's basically free loot that you can find while flying around in space. These can range from junk to abandoned spacecraft.

  Ships  | You can find abandoned ships in space. You will need to either get a ship big enough that will fit them in the cargo, use a tractor beam or push them to the nearest station in order to take ownership of them.

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Missions

Missions are Star Valor's equivalent of quests. The missions are designed to both aid in exploration by sending players to different locations and aid in player progression by giving out weapons, equipment, xp and credits as completion rewards. Some missions also allow you to join a faction.

Standard missions are picked up in stations in the mission tab while special missions might appear the moment you meet some sort of condition required to trigger them. Some missions will require you to obtain and deliver Goods while others only require you to reach a specific location.

Here are the various mission types available so far in Star Valor:

* Objective: Deliver the items to the specified station.
  Freighter Job  | * Objective: Obtain a certain amount of a specific item.
* Objective: Deliver the items to the specified station.
  Supplies Needed  | * Objective: Obtain a certain amount of a specified item.
* Objective: Deliver the items to the specified station.
  Supply Run  | * Objective: Obtain a certain amount of a specified item.
* Objective: Deliver the items to the specified station.
  Regional Delivery - AGE System  | * Objective: Deliver a package to specified station in specified sector within the specified time limit.
* Rewards: Xp and Credits
* Note: Upon acceptance of the mission, the package will automatically be placed in your ship's cargo, and the timer will begin to count down. You must dock at the destination and turn in the mission before the time runs out. The timer can be seen in the mission details.
* If time runs out, you may abandon the mission and attempt it again.
* You may freely warp as desired to reach the destination sector. It is recommended that you select the destination in advance of clicking the "Accept" button for quicker execution of the jump. Knowing where the station of delivery in the warped-to sector is, will also be a time saving tactic for successful on-time delivery.
  Local Delivery - AGE System  | * Objective: Deliver a package to specified station or coordinates within the current sector within the specified time limit.
* Rewards: Xp and Credits
* Note: Upon acceptance of the mission, the package will automatically be placed in your ship's cargo, and the timer will begin to count down. You must dock at the destination and turn in the mission before the time runs out. The timer can be seen in the mission details.
* It is recommended that you can see (have already scouted), the destination station in advance of clicking the "Accept" button for quicker acceleration toward destination station.
* If time runs out, you may abandon the mission and attempt it again.
  Crystals Needed  | * Objective: Obtain a certain amount of the specified crystal.
* Objective: Deliver the items to the specified station.
  Clear Pirate Hideout  | * Objective: Defeat all enemies in a Pirate Hideout in specified location in the sector.

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Ships

In order to travel between sectors, you must warp to them using either a Jumpgate or a Warp Drive. To activate Warp Drive, you must have enough stored energy (by installing Batteries) or Energy Cells and be close enough to another sector within the range of the class of Warp Drive you have installed on your ship.

Your ship may have Weapons installed to be able to attack or defend against enemies. Each ship has a limited amount hardpoints and weapon-space available to mount across these points. Once installed, you can assign which hardpoint a weapon is installed to, as long as the mount's capacity is large enough for the weapon. If a hardpoint shows no numerical value, its only limit is the ship's own weapon space.

Some hardpoints are turrets, which can be aimed independently of the ship's heading. They attempt to follow the mouse cursor, or may be assigned to an onboard gunner (crewmember) who will then independently target and use it for your sake.

You will also need to install various forms of Equipment on your ship in order for it to properly function. Ship speed is determined by the type of Impulse Drive, but speed can be temporarily boosted if Speed Boosters are equipped. Turning speed is improved by installing Gyroscopes.

Each ship also has a limited amount of cargo space. Some equipment, perks and crew(supervisor) can improve or penalize available storage.

Ship classes are currently arranged by size category:

#### Shuttle (Шатл)

* Driller
* Feisar
* Fido
* Fury
* Hornet
* Luna
* Mercury
* Mi-laoshu
* Pegasus
* Screamer
* Speeder
* Squire A22
* V1I-A
* Wolf
* Zeep

#### Yacht(Яхта)

* Bolder
* Defender 6-300
* Dragon
* Galaxy
* Galaxy (Worn)
* Hercules
* Komb-E
* Lacewing
* Isilo
* Mauler
* Phantom
* Reaper
* Rokkuita
* Seagull
* Starbeam
* Triton
* V2F-A
* Valor
* Valor Mk.II
* Valor Mk.III
* Warlock

#### Corvette(Корвет)

* BadBoy
* Beatle 8-42
* Dorothy
* Dragonfly
* Eagle
* Geraki
* Guardian 4-77
* Hauler
* Hawk
* Hound
* Magellan 10-10
* Ogre
* Razor
* Saw
* Space Ranger
* V3G-A
* Walrus

#### Frigate(Фрегат)

* Archimedes
* Beetle
* Bonde
* Condor
* Marco F07
* Mule
* Nightmare
* Pelican H44
* Raven
* Scourge
* Shark
* Taurus
* Theseus
* V4G-A
* Valkyrie
* Venom
* Wizard

#### Cruiser(Крейсер)

* Achilles
* Claymore
* Corsair
* Donkey
* Empress
* Fortuna
* Goliath
* Hades
* Hephaestus
* Horizon A03
* Iziko
* Juggernaut
* Kurma
* Terror
* V5B-A
* V5C-A

#### Dreadnought(Дредноут)

* Cerberus
* Dominance
* Prometheus
* Rising Sun
* Sanctuary
* Titan
* V6B-A
* Zeus

#### Removed From Game (Выпел из игры)

* Wasp
* Viper
* Space Trader
* Falcon
* Transport

Editors note: The following ships need their pages built out:

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Lateral Thrusters (Category)

Lateral thrusters increase your ability to strafe sideways. On ships of Yacht size (2) or smaller, they also enable the "spinning roll" which grants brief immunity frames, with a small cooldown. Your max strafe speed is capped at your engines top speed, not counting speed boosters; the one exception is during spinning rolls, which also grant increased strafe speed, bypassing the cap.

* Lateral Thrusters
* Lateral Thrusters Mk.II
* Lateral Thrusters Mk.III
* Lateral Thrusters Mk.IV
* Large Lateral Thrusters
* Large Lateral Thrusters Mk.II
* Large Lateral Thrusters Mk.III
* Large Lateral Thrusters Mk.IV

Return to Star Valor Wiki or Equipment
Saw

Mass: **220**

Hull Points: **320**

Speed: **11**

Agility: **9**

* Passengers: **2**

### Notes

The Saw is a blue-tier Red Skull Pirates corvette. The saw in front of the ship is a continuous melee weapon, dealing constant damage to other ships touching it. Like the Red Skull Integrated Ramming Weapons it receives the full bonus from all Weapon Damage bonuses.

Changed from Gunship to Ranger:

-Camouflage

-Scavengers Wit

-Repairs when scavenging
DnSpy Modding

The following are simple step-by-step instructions for creating mods only using dnSpy.

First, check Modding Basics for downloading dnSpy.

When you're modding with dnSpy and only changing Assembly-CSharp.dll:

1. Make a backup of .\Star Valor\Star Valor\_Data\Managed\Assembly-CSharp.dll.
2. Copy the entire contents of .\Star Valor\Star Valor\_Data\Managed to a new folder.
3. Open dnSpy and select File > Close all.
4. Open Assembly-CSharp.dll from the new folder location from step 2.
5. Find the method or class you wish to edit, right-click and select Edit Method (C#) or Edit Class (C#). Make the change and click Compile.
6. Select File > SaveModule.

The Assembly-CSharp.dll will be recompiled and can be copy-pasted back into .\Star Valor\Star Valor\_Data\Managed, overwriting the original.

When modding a mod using dnSpy:

1. Make a backup of the mod .dll from .\Star Valor\BepInEx\plugins\.
2. Copy the following to a new folder:
	* Entire contents of .\Star Valor\Star Valor\_Data\Managed
	* Entire contents of .\Star Valor\BepInEx\core
	* The mod .dll from .\Star Valor\BepInEx\plugins
3. Open dnSpy and select File> Close all.
4. 4. Open the <ModName>.dll from the new folder location from step 2.
5. Pick a method or class, right-click and select Edit Method (C#) or Edit Class (C#).
6. Make a change and click Compile.
7. Select File > SaveModule.

Copy the <ModName>.dll back to .\Star Valor\BepInEx\plugins
Mule

Mass: **450**

Hull Points: **480**

Speed: **9**

Agility: **7**

* Passengers: **6**

### Background

The Mule and the Donkey are another example of PMC’s clever engineering. Both ships are fundamentally the same; A small bridge section with basic systems and life support at one end, and engines at the other, connected by standardised block module assemblies in between. The Mule is the smallest iteration of this design, threading a single module and assigned to local cargo routes.
Goods

Goods can be traded between stations and used to craft weapons. Some can also be dropped from defeated enemies. Metal Ore and crystals can be mined from asteroids. Drone parts are needed to deploy attack and repair drones. Energy Cells are used as an alternative resources for warping. Stations will only buy and sell certain kinds of goods. These items are bought and sold in a station's Trade->Goods tab. Aside from their normal uses, these items can also be required to complete missions.

Take note that the skill Cargo Optimization will reduce the weight of all metals by 50% when stored on your ship.

### Ammo

  Missile Ammo  | 1 | Ammo for Missile and Mine weapons. | 0.025

### Ores

  Green Ore  | 38 | Can be processed with a refinery to obtain other materials. | 1

### Crystals

  Green Crystal  | 120 | Used for crafting. | 0.25
Hound

#### Class: **3 - Corvette**

* Weapon Cooling: **20** / sec
* Max Weapon Heat: **115**
* Weapon Range: **+10**
* Inertial Stabilization: **5%**
* Default Enhancement Slots: **2**

#### **Gunship:**

* Projectile speed: **+40**
* Weapon Heat Generated: **-10%**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **210**

Hull Points: **300**

Speed: **10**

Agility: **9**

#### Space

* Weapons: **7**
* Equipment: **44**
* Cargo: **45**

#### Crew: **4**

* Captain: **1**
* Co-Pilot: **1**
* Gunners: **2**

* Passengers: **3**

### Notes

The Hound is a green-tier Civilian corvette.
NickScarpedia Wiki

## Welcome to NickScarpedia, the Nick Scarpino Wiki

Welcome to NickScarpedia, your number one source of factual information on Nick Scarpino of Kinda Funny! From Shadowboxing to The Departed, this wiki contains everything you would ever need to know about the producer/seducer.

## Rules

This wiki is designed to be a light-hearted interpretation of the life and proclivities of Nick Scarpino. Any content that is deemed to be harassful, in poor taste, or unrelated to him will be deleted. Thank you for your understanding!

## Looking for Something to Read? Perhaps you Should...

* ...Learn about who Nick Scarpino is!
* ...Read up on Nick's loving relationship with Taco Bell!
* ...Discover the truth behind his connection to the illustrious Johnny Ace!
* ...Reminisce on Nick's brief shadowboxing career!
* ...Admire Nick's biceps!
* ...Investigate Nick's connection to the Grabbler's henchman, Stogey!
* ...Educate yourself on all of the things that Nick is the Keeper of!

Or, you can just see a list of all the articles on this Wiki by clicking here.

## Before you go...

This wiki was created by Alexander Kozina; he lives in the great northern city of Montreal, and wants to be Kinda Funny's next Up-and-Comer. #KozinaForKindaFunny!
Factions

Factions provide the primary social aspect within Star Valor. Many actions can cause reputation changes, and some perks can limit how high your reputation with a certain faction can get. You can gain reputation through quests; killing marauders who are attacking that factions ships; completing quests for that faction (all except regional delivery quests); perks, depending on what faction you are trying to build reputation for; and killing that factions enemies.

There are currently six factions in Star Valor. Proxima Mining Company, The Syndicate, Red Skull Pirates, Venghi Ascension, Children of Terra and the Technomancers (Also seen as Knights). In addition to this there are Civilians, who do not tally reputation, and can only become temporarily hostile through the Marauder perk.

Proxima Mining Company and The Syndicate are enemies of Red Skull Pirates, and the Venghi Ascension are the enemies of the Children of Terra. Technomancers do not have any enemies or stations.

Technomancers are an incomplete faction, and do not have special equipment, ships, or stations. Other than them all factions have their own equipment and ships.

This shows you what reputation change you'll get at what number of reputation. Please note that the lower your reputation with a specific faction is, the higher the chances a hunters fleet will warp in to attack you and the higher those ships (silver or gold star) are. But the stronger those hunter fleets are, the better the loot is that they often drop.

Reputation also allows you to buy new ships and equipment from those factions.

### Reputation

Reputation also affect the composition of the Hunter Fleets that are trying to kill you, when you overstay your welcome in an enemy sector:

**Hunter Fleet composition:**

* Each bounty ("attract more powerful enemies") adds 5 points.
* Each -1500 rep adds 1 point.
* Hardcore mode adds 5 points.

**Then:**

* Each 5 points increase 1 enemy level
* Each point over 10 adds 4% chance to be gold star, or else, each point adds 12% chance to be silver star
* Each 4 points adds 1 'extra enemy' (varies according to the fleet type)

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Heavy Energy Armor

Very high damage resistance.

* Item Level: **50**
* Space: **10**
* Minimum Ship Size: **Frigate (4)**

### Notes

It is worth noting that the energy cost is dynamic - it is based on both Rarity and Ship Size.

The armor and all Shield Generators need to be removed in order to equip this.

The armor plating modifier does not negatively affected items like Superior Hull Reinforcement therefore you can partially negate the health penalty by equipping those items on your ship along with this type of armor.
Mobile Refineries

Mobile refineries are items that you can equip to your ship. They need to be activated and will incur a small energy cost while they are active. The default key to activate them is '1', but you can rebind it after equipping the item.

Each mobile refinery has a chance to successfully process an ore which is determined by the **Refining Rate** of the refinery. The ores are refined one at a time at fixed intervals of a few seconds. If successful, the ore can be turned into a resource determined by the type of ore and the **Geology Range** of the refinery such as Iron, Titanium or Silver.

While ores can be sold to stations for credits, there are ways to benefit from refining them. Cargo space on ships are limited, so if you are mining an Asteroid Rush sector with powerful mining lasers then you can easily fill your ship's cargo because ores take up 1 space each. If you have the skill Cargo Optimization from the Business skill tree then the refined metals from the ores will only take up half the space, allowing you to mine potentially more precious resources for longer before having to go back to a station.

Having only one refinery can be slow, but you can just leave it running while docked into a station to be safe. You can also equip multiple refineries on your ship to process ores faster. Just note that each refinery will process an ore based on its stats and if you have refineries of different qualities and types, the results may vary greatly.

You can acquire refineries as loot from enemies, rewards from missions or purchase them at the Trade-stations in the Equipment section.

There are currently five types of refineries:

```
*\*The Turbo Flux Refinery consumes 1 Flux to refine 10 ores*

```

Mine asteroids with a mining laser to acquire ores.The Basic Mobile Refinery can frequently be found in stations under the Trade and Equipment section .The Ardonian Mobile Refinery is usually looted from enemies.You will see what resources you refine from the ores in the lower right of your screen.Get a ship with enough cargo space and powerful mining lasers to acquire ores quickly in an Asteroid Rush sector.

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Condor

Fleet Ships gain:

Armor Penetration: +20%

#### Class: **4 - Frigate**

* Weapon Cooling: **30** / sec
* Max Weapon Heat: **130**
* Weapon Range: **+20**

#### **Carrier:**

* Fleet Ships gain:
* Hull Points: **+100**
* Max Speed: **+10%**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **520**

Hull Points: **650**

Speed: **8**

Agility: **6**

#### Space

* Weapons: **10**
* Equipment: **70**
* Cargo: **120**

#### Hangar

* Ships (In fleet space): **6**
* Max ship size: **Shuttle**

#### Crew: **11** (**1** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **1**
* Pilots: **1** (**1** required)
* Navigators: **1**
* Supervisors: **1**
* Staff: **1**
* Gunners: **4**

* Passengers: **8**
Conflict Sector

A conflict sector can be any sector that is controlled by a faction. The enemy of the controlling faction is sending attack fleets from other nearby sectors to destroy the stations of the controlling faction. These attack fleets are comprised of different types enemy ships which are usually a mix of regular enemies and Silver Star Elites. The attack fleets are sent quite regularly and there can even be up to two attacking fleets at one time. Conflict sectors are usually displayed with explosions appearing on the sector icon.

If you are allied with the controlling faction that is being attacked or if you want to gain reputation with them, you can help defend the station by destroying the attacking fleet. The attacks will keep coming for as long as there are enemy stations that exist in other sectors around the conflict sector. Destroying all the enemy stations within the area can permanently stop them from sending fleets.

If you are allied with the attacking faction or if you want to gain reputation with them, you can go with their fleet and fend off the controlling faction's defenders. Take note that if the attack is successful and all stations of the controlling faction are destroyed in the sector, the conflict will be over and you will no longer be able to participate in conflict battles in this sector.

Farming attack fleets in conflict sectors is a good way to hunt down lots of Silver Star Elite ships. You will also gain credits and reputation for wiping out enemy fleets.

Proxima fleet on sector map en route to attack a Red Skull pirate lair.Escorting Proxima attack fleet in conflict sector against Red Skull Pirates.Fighting off Red Skull pirate attack fleet in conflict sector.Return to Star Valor Wiki or Sectors
Asteroid Field

An Asteroid field is a field full with asteroids that you can come across in all sectors. this is the place apart from Asteroid Rushes where most of your mining will take place. Because the amount of asteroids in these fields is so condensed the amount of metals and minerals you can get from one is quite large, making this an excellent place to both level up your geology and get some resources which you can sell, use for crafting or turn in for quests.

Asteroid Fields often distinguishes themselves from normal Asteroid Belts (small clusters of Asteroids together), by some floating crystals that are almost always found in Asteroid Fields.
Genocidal

*We are preaching hope, standing on the bones of the past.*

*- John Rucyahana*

### Notes

* Obtaining Genocidal will cause you to lose Guardian Angel and Sloppy if you have them.
* The "You will often attract more powerful enemies." effect on the Lacewing is twice as powerful as than the perk versions of the effect, and they stacks with each other.
Marco F07

Mass: **435**

Hull Points: **550**

Speed: **11**

Agility: **9**

* Passengers: **15**

### Background

Only in the later years of the Expansion did the need for larger passenger ships justify this vessel’s design and construction. The Marco changed the galaxy by allowing economical mass-transport of galactic human resources between interspersed space-stations and human colonies. A grand majority of these ships hold great passenger counts, but in some instances the mega-rich may have a Marco modified into luxurious mobile resorts.
BadBoy

#### Class: **3 - Corvette**

* Weapon Cooling: **20** / sec
* Max Weapon Heat: **115**
* Weapon Range: **+10**
* Inertial Stabilization: **5%**
* Default Enhancement Slots: **3**

#### **Gunship:**

* Projectile speed: **+40**
* Weapon Heat Generated: **-10%**

#### **Children of Terra**

* Critical Chance: **+20%**
* Doubles energy generation while cloaked
* Built-in equipment: **Terran Mantle**

Mass: **215**

Hull Points: **360**

Speed: **9**

Agility: **9**

#### Space

* Weapons: **9**
* Equipment: **50**
* Cargo: **50**

#### Crew: **6**

* Captain: **1**
* Co-Pilot: **1**
* Engineers: **1**
* Gunners: **3**

* Passengers: **4**

### Notes

The BadBoy is a blue-tier Children of Terra corvette.

The starred turrets have +50% Torpedo damage.
Hauler

#### Class: **3 - Corvette**

* Weapon Cooling: **20** / sec
* Max Weapon Heat: **115**
* Weapon Range: **+10**
* Inertial Stabilization: **5%**
* Default Enhancement Slots: **1**

#### **Freighter:**

* Built-in Equipment: **Improved Tractor Beam**
* Warp Towage Power: **+100**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **220**

Hull Points: **300**

Speed: **8**

Agility: **7**

#### Space

* Weapons: **4**
* Equipment: **42**
* Cargo: **60**

#### Crew: **4** (**1** required)

* Captain: **1**
* Co-Pilot: **1**
* Supervisors: **1** (**1** required)
* Gunners: **1**

* Passengers: **2**
Sanctuary

Mass: **2100**

Hull Points: **2400**

Speed: **7**

Agility: **4**

* Passengers: **50**

### Notes

The Sanctuary is a blue-tier Syndicate dreadnaught. It is considered to be a mobile space station, but no functionality for that is currently implemented.

### Background

Spearheading the Syndicate's economic development plan for the next decade, the Sanctuary was devised as a fully-operational mobile space station. The plan was to extend controlled space dynamically; providing regular transportation and business to sectors lacking dedicated trade infrastructure. The temporary hub should stimulate the natural development of planetary colonisation and construction in outer sectors, moving on once permanent stations routes are established. With the arrival of the Venghi, Syndicate plans were disrupted and the ships repurposed as lifeboats; using the compact cities to evacuate human populations across distant and uncharted space. After monitoring the invasion’s development for two years, the Syndicate finally declared the evacuation unnecessary, but the dreadnought’s destiny became uncertain.
Nick's Own Keeper-ness (Number 35 of The Things Nick is the Keeper Of)

It might sound redundant for Nick to say that the 35th thing he is the keeper of is the fact that he keeps so many important facets of time, space, and existence, but this is actually a very important measure on Nick's part. After all, if someone else were to be the keeper of the fact that Nick was the keeper of many things, it would result in catastrophic damages to the entirely of the keeperverse, which would in turn most likely result in a spatial cascade that would upend the very fabric of existence. Dogs and Cats getting divorced! Cars getting psychiatric evaluations! Breast milk tasting like orange juice! It would be pure chaos.
AP Overload Charging Cannon

This is an example of a crafted weapon. This is comparable to the Heavy Cannon because they are both 4 space cannons.

This fires projectiles that explode in an area of effect. Uses Cannon ammo. Does not use energy.

* Components: (4) Cannon Core
* Modifiers: (2) Slow Charging, Overload, Armor Piercing, (3) Explode
* Materials: (95) Iron, (11) Aluminum, (5) Microchips
* Cost: c 419.50

This is an item under the Weapons category.
Goliath

#### Class: **5 - Cruiser**

* Weapon Cooling: **40** / sec
* Max Weapon Heat: **150**
* Weapon Range: **+40**

Mass: **1050**

Hull Points: **1000**

Speed: **7**

Agility: **6**

#### Space

* Weapons: **10**
* Equipment: **106**
* Cargo: **250**

#### Crew: **12** (**4** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **1** (**1** required)
* Pilots: **1** (**1** required)
* Navigators: **1** (**1** required)
* Supervisors: **1** (**1** required)
* Staff: **1**
* Gunners: **5**

* Passengers: **12**
Business Skills

Business is the fourth of the 5 skill sets. It focuses primarily on mining and trading. Each point in Business skills grants +3% trading and mining XP.

###  Accurate Mining

* Requirements: None
* Max Points: 5
* Bonus: 8% chance to obtain two crystals instead of one / point
* Max Bonus: 40% chance to obtain two crystals instead of one

###  Bargain

* Requirements: None
* Max Points: 5
* Bonus: 2% cheaper prices / point
* Max Bonus: 10% cheaper prices

###  Surveying

* Requirements: Business 5
* Max Points: 5
* Bonus: 2% chance to find special metals in big asteroids (less in smaller ones) / point
* Max Bonus: 10% chance to find special metals in big asteroids (less in smaller ones)

###  Trading

* Requirements: Business 5
* Max Points: 5
* Bonus: +1% selling prices / point
* Max Bonus: +5% selling prices

###  Refinery Master

* Requirements: Surveying 5
* Max Points: 1
* Bonus: Refineries have +20% Refining Rate and +10 Geology Range

###  Cargo Optimization

* Requirements: Trading 5
* Max Points: 1
* Bonus: 50% less cargo space used by metals

###  Hidden Compartments

* Requirements: Business 15
* Max Points: 1
* Bonus: +10% cargo space

### Notes

10 points in Business is also a prerequisite for the Hybrid Skills Coming Soon (A not-yet implemented skill that provides no bonus), Beam Efficiency, Deep Space Scanning, and Industry (A not-yet implemented skill that provides no bonus)
Overload Laser Beam

This is an example of a crafted weapon. This is comparable to the Medium Laser Beam since they are both 2 space beam weapons.

This fires a constant beam.

* Components: Green Laser Core
* Modifiers: Continuous, Overload
* Materials: (4) Green Crystal, (7) Titanium, (3) Microchips
* Cost: c 698.01

This is an item under the Weapons category.
Outis

*My name is Nobody*

*- Homer, Odyssey*

Outis is the default background perk, and the background perk for the tutorial. It gives a starting ship size of Corvette (3), the largest of any background perk. However it also gives starting credits of 100, the smallest of any background perk. Additionally it grants no continual bonuses.

Also in latest patches, Outis perk is removed when getting honored reputation with PMC or Syndicate, replacing it with Miner or Trader perk. Or Lone Wolf perk when reaching lvl 30, without honored reputation with any above factions.

* Starting Spaceship size: **Corvette (3)**
* Starting credits: 100
Donkey

Mass: **1010**

Hull Points: **720**

Speed: **8**

Agility: **6**

* Passengers: **15**

### Background

The Mule and the Donkey are another example of PMC’s clever engineering. Both ships are fundamentally the same; A small bridge section with basic systems and life support at one end, and engines at the other, connected by standardised block module assemblies in between. The Donkey is the larger variant. It is used for large loads in long-distance routes.
Karma Perks

Karma Perks are perks very similar to Feat Perks. Some Karma Perks can be lost, Karma Perks do not show their requirements until unlocked, and often Karma Perks are easier to acquire. Finally, some Karma Perks can cause Reputation changes when acquired in-game.

#### Karma Perks

* Ace
* Aggressive
* Anaximander
* Defender
* Dogfighter
* Early Supporter
* Genocidal
* Guardian Angel
* Hard Worker
* Hoarder
* Just me and the boys
* Legionary
* Marauder
* Near Miss
* Sloppy
* Star Killer
* Techie
* Temperate
* The Real Space Janitor
* Traitor
* Traveler
* Trial by Fire
* Tutor
* Space Janitor
Corsair

#### Class: **5 - Cruiser**

* Weapon Cooling: **40** / sec
* Max Weapon Heat: **150**
* Weapon Range: **+40**

#### **Red Skull Pirates**

* Integrated Ramming Weapons
* Repair Cost: **-50%**
* Speed Booster Cost: **-30%**

Mass: **950**

Hull Points: **880**

Speed: **7**

Agility: **7**

#### Space

* Weapons: **24**
* Equipment: **102**
* Cargo: **195**

#### Crew: **15** (**4** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **2** (**1** required)
* Pilots: **1** (**1** required)
* Navigators: **2** (**1** required)
* Supervisors: **2** (**1** required)
* Staff: **1**
* Gunners: **5**

* Passengers: **17**

### Notes

The Corsair is a blue-tier Red Skull Pirates cruiser.
Hybrid Skills

Hybrid skills are not part of any of the five skill sets. Each Hybrid skill requires 10 points each in 2 different skill sets - such that there is a Hybrid skill for every possible combination. Each Hybrid skill can only have 1 point invested in it.

###  Advanced Cooling

* Requirements: Engineering 10 AND Combat 10
* Max Points: 1
* Bonus: +30% weapon cooling

###  Debris Scanning

* Requirements: Engineering 10 AND Exploration 10
* Max Points: 1
* Bonus: Reveals ship graveyards in the sector

###  Coming soon

* Requirements: Engineering 10 AND Business 10
* Max Points: 1
* Bonus: Coming soon

###  Research Support

* Requirements: Engineering 10 AND Social 10
* Max Points: 1
* Bonus: Items get +1 rarity when crafted on friendly military factions

###  Probing

* Requirements: Combat 10 AND Exploration 10
* Max Points: 1
* Bonus: Reveals hostile stations and bases in the sector

###  Beam Efficiency

* Requirements: Combat 10 AND Business 10
* Max Points: 1
* Bonus: Beam weapons use 15% less energy

###  Mercenary

* Requirements: Combat 10 AND Social 10
* Max Points: 1
* Bonus: Coming soon

###  Deep Space Scanning

* Requirements: Exploration 10 AND Business 10
* Max Points: 1
* Bonus: Reveals Asteroid fields in the sector

###  Logistics

* Requirements: Exploration 10 AND Social 10
* Max Points: 1
* Bonus: Reveals civilian or friendly stations and bases in the sector

###  Industry

* Requirements: Business 10 AND Social 10
* Max Points: 1
* Bonus: Coming soon
Hercules

#### Class: **2 - Yacht**

* Weapon Cooling: **15** / sec
* Max Weapon Heat: **100**
* Inertial Stabilization: **12%**
* Default Enhancement Slots: **1**

#### **Freighter:**

* Built-in Equipment: **Improved Tractor Beam**
* Warp Towage Power: **+100**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **90**

Hull Points: **125**

Speed: **9**

Agility: **8**

#### Space

* Weapons: **2**
* Equipment: **22**
* Cargo: **45**

#### Crew: **2**

* Captain: **1**
* Co-Pilot: **1**

* Passengers: **3**
Rokkuita

#### Class: **2 - Yacht**

* Weapon Cooling: **15** / sec
* Max Weapon Heat: **100**
* Inertial Stabilization: **12%**
* Default Enhancement Slots: **1**

#### **Mining:**

* Mining Laser Damage: **+20%**
* Built-in Equipment: **Collector Beam**

#### **Independent:**

* Ship Enhancement Slots: **+1**

Mass: **75**

Hull Points: **70**

Speed: **8**

Agility: **11**

#### Space

* Weapons: **4**
* Equipment: **18**
* Cargo: **38**

#### Crew: **2**

* Captain: **1**
* Co-Pilot: **1**

* Passengers: **2**
Fortuna

#### Class: **5 - Cruiser**

* Weapon Cooling: **40** / sec
* Max Weapon Heat: **150**
* Weapon Range: **+40**

#### **Corsair:**

* Crew Efficiency: **+5%**
* Ship Enhancement Slots: **+1**

Mass: **950**

Hull Points: **850**

Speed: **7**

Agility: **6**

#### Space

* Weapons: **16**
* Equipment: **105**
* Cargo: **190**

#### Hangar

* Ships (In fleet space): **5**
* Max ship size: **Yacht**
* Drones: **6**

#### Crew: **11** (**4** required)

* Captain: **1**
* First Officer: **1**
* Engineers: **1** (**1** required)
* Pilots: **1** (**1** required)
* Navigators: **1** (**1** required)
* Supervisors: **1** (**1** required)
* Staff: **2**
* Gunners: **3**

* Passengers: **14**
Bolder

Mass: **85**

Hull Points: **220**

Speed: **10**

Agility: **9**

* Passengers: **2**

### Notes

The Bolder is a green tier yacht. It has low hardpoints, but unusually high cargo space, larger than many corvettes.

### Background

The Bolder is one of the smallest ships dedicated to cargo transportation capable of reliable operation far from motherships or supply stations. This personal freighter concept enables agile operations amid significant networked mining projects, allowing rapid simultaneous throughput across multiple minor locations without the disruptions and expenses a single capital ship's continuous relocating would entail. Bolders are also suited to delivering all kinds of stable or unstable products, so long as the volume remains small. They are one of the original models which has followed the PMC since its founding.
Shield Generators

Shield generators provide an energy shield for ships, which is an additional layer before the ship's armor can be damaged.
It is effective against most weapons, except Vulcan weapons which ignore shields.

The shield effectiveness can be boosted by Shield Chargers and Shield Absorbers.

* Light Shield Generator
* Shield Generator
* Shield Generator Mk.II
* Shield Generator Mk.III
* Heavy Shield Generator
* Heavy Shield Generator Mk.II
* Venghi Shield Generator
* Venghi Heavy Shield Generator

### Notes

The Heavy Energy Armor is a combination of armor and shield generator.

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