recursal/Fanatic-Fandom huggingface dataset:
Species

This is a list of all the species that are part of Endless Sky.

If you want to see the game factions, go to Factions.

### Sentients

* Arachi
* Builders
	+ Ka'het
* Bunrodea
	+ Erabu
	+ Megasa
* Drak
* Gegno
	+ Usuelit
	+ Laculex
	+ Satequli
* Hai
	+ Unfettered Hai
* Humans
	+ Alphas
	+ Betas
	+ Remnant
* Kimek
* Korath
	+ Korath Exiles
	+ Kor Efreti
	+ Kor Mereti
	+ Kor Sestor
* Pug
* Quarg
* Remnant Precursors
* Rulei
* Saryds
* Sheragi
* Wanderers

### Space Fauna

* Ember Waste Nodes
* Embershades
* Embersylphs
* Iije
* Pincer Beasts
* Subsidurials
* Void Sprites
* Vyrmeids
Steamwater

Steamwater is an uninhabited gas planet in the Lom Tahr system.

## Image

Steamwater is a hot Neptune, a misleadingly named "ice giant" close to its parent star. Steamwater is distinctive in that, by mass, it is almost entirely water. Beyond this, the range of temperatures and pressures found in its atmosphere is such that its thickest layer is composed of supercritical water, a phase state blending together the states of vapor and liquid, making flight inside it rather disorienting.

With no true interface between gaseous water vapor and the compressed liquid found below, the buoyant force affecting your ship is unpredictable without keeping a careful eye on your inertial altimeter. While this is true of gas giants in general, the much higher density of water as compared to common hydrogen makes this effect especially noticeable.
Ssil Vida

Ssil Vida is an uninhabited station in the Postverta system.

## Image

The silence of this station rings in your ears, and as you explore you are increasingly surprised that it even has an atmosphere. It is obviously ancient, and patches of ambiguous green and purple material resembling fungus grow through the walls. Whoever built this station designed it for beings much larger than you. Either that, or they liked spacious environments. Even the shortest doorway you pass through is easily double your height. They are always wider than they are tall.

## Spaceport

Exploring beyond the docks reveals that most of this facility is infrastructure for some type of massive emitter. It is not clear exactly what it's supposed to be emitting, but it might have something to do with how this system appeared in the first place.

## Outfitter

* Remnant Core (Added through the Remnant storyline)

## Information

* Ssil Vida is one of two Remnant stations that cannot be dominated; the other is Esquiline.
* It is possible that the station was built by Remnant Precursors, as they were reported to possess the technology to manipulate wormholes and create "pocket dimensions" such as Postverta region.
Valhalla

Valhalla is a planet in the Epsilon Leonis system and the home planet of Lionheart Industries. It is controlled by the Republic.

## Background

### Outfitter

Yes

Valhalla was the first world to be settled in this region of space, which is known as the Deep. It is rich in natural resources, but all its vast farms and fisheries are insufficient to feed its population of over five billion.

The shipyards of Lionheart Industries are located here. Centuries ago, warships built here turned the tide of the Alpha War, and today the ships designed and built in the Deep continue to be some of the most technologically advanced ships in human space - and the most expensive.

## Spaceport

Surrounding the spaceport is a metropolis of skyscrapers and factories that spreads all the way to the horizon in every direction.

The spaceport itself is an imposing building, composed of three towers rising over a hundred stories into the air and connected at various levels by bridges. The docking bays are on the higher levels, with warehouse space lower down and loading platforms for trucks at ground level. Massive cargo elevators run up and down in the center of each building, and the hallways are all wide enough to allow small robotic carts and forklifts in addition to foot traffic.

## Shipyard

* Basic Ships
* Lionheart Basics
* Lionheart Advanced
* Betelgeuse Basics

## Outfitter

* Common Outfits
* Ammo North
* Deep Sky Advanced

## Information

* Valhalla has a tribute value of 3600 and is defended by Large Deep Security Fleets.
* Landing here has no required reputation.
Triton Station

Triton Station is a station in the Alheka system. It is controlled by the Republic.

## Background

### Outfitter

No

Triton Station serves both as a refinery for hyperspace fuel, and as a garrison for ships of the Republic Navy. Patrol ships are constantly landing here and then taking off to scour the surrounding systems for pirates. Since pirates are scarce in this part of space, it seems like a very tedious job.

## Spaceport

The mess hall is empty except for one table where some Navy officers are playing a card game. They are sitting right under a ventilation duct, and the cards keep blowing off the table; the station's low simulated gravity is not enough to hold them there.

## Information

* Landing on Triton Station requires the player to have 10 reputation.
* Triton Station has a tribute value of 600 and is defended by small Republic fleets.
Ultima Thule

Ultima Thule is an uninhabited system that is located in the Far North. It is claimed by the Republic.

## Landing Locations

Ultima Thule does not have any landing locations.

## Links

Ultima Thule links to the following systems:

* Rajak

Ultima Thule also possesses a wormhole that links to Waypoint.

## Amenities

Ultima Thule does not have any amenities.

## Mining

The following mineable asteroids spawn in Ultima Thule:

* Iron
* Neodymium

## Fleets

No fleets naturally spawn in Ultima Thule.
Southbound Shipyards

This page contains summary information for the in-game Human Organization Southbound Shipyards*.*

*This page may contain **Spoilers.***

Southbound Shipyards is a shipyard that primarily designs merchant ships which double as capable warships, to survive the rampant piracy common to the Rim and broader South of human space. It becomes the main shipyard of the Free Worlds when it secedes from the Republic.

Southbound primarily retails its ships in the Rim and on some select planets in the South, and their main shipyard is on Zug, Zubeneschamali; Southbound also operates Typhon Station in the Hadar system. It has in-game retail groupings Southbound Basics and Southbound Advanced; the Basics list is *distinct* from the Advanced.

## Retail Locations

### Southbound Shipyards Basics

* Glaze, Aldhibain
* Rust, Kraz
* Wayfarer, Tarazed
* Zug, Zubeneschamali

### Southbound Shipyards Advanced

* Rust, Kraz
* Zug, Zubeneschamali

## Ships

### Light Freighter

* Argosy
* Clipper
* Hauler

### Heavy Freighter

* Hauler II
* Hauler III

### Utility

* Nest
* Roost
* Skein

### Fighter

* Boxwing
* Finch
Steering (Stellar Class)

## Description

After millennia of war, the Korath have developed some truly enormous warships. These steering systems give even their largest warships a reasonable amount of agility in combat.

## Location

Stellar Class Steering systems can only be obtained by looting the Kor Sestor Kar Ik Vot 349 or the Kor Mereti Model 512. They can also be looted from the Alpha Carrier Giftbringer during the Wanderer storyline.

## Information

* Korath Engines are very powerful, but they also generate high amounts of heat.
* This is the largest Korath steering system, and is currently the most powerful steering system in the game.
Vivid Aether

Vivid Aether is an uninhabited gas planet in the Answer system.

## Image

Whether it be from local evolution or panspermia, Vivid Aether's clouds are home to colonies of anaerobic microbial life, feeding on both sunlight and traces of methane in the atmosphere. These form colorful streaks in the upper atmosphere, which were what initially attracted Saryd explorers to the planet. Now, it is common for Heliarch research patrols to sit in orbit for weeks at a time in order to study the simple, yet exotic, ecology. Occasionally, they send down small vessels capable of withstanding the extreme pressures, though none happen to be nearby right now.

The life-bearing layer only extends downward a few hundred kilometers before pressures rise and the temperature becomes inhospitable to life. Deeper down, the atmosphere is barren and lifeless.
Solima Skarati

Solima Skarati is an uninhabited planet in the Farbutero system.

## Image

The Korath were endlessly creative in devising new weapons of war during the twilight years of their empire, but what destroyed this planet in the end was not a military disaster but an ecological one. Small villages along the ocean shores and rusting fleets of boats bear witness to the fact that this ocean world was once a fruitful fishery. But now the ocean carries high levels of industrial toxins, and in place of large fish only small invertebrates remain.

## Information

* Solima Skarati is an uninhabited planet and cannot be dominated.
Torbab

Torbab is an uninhabited binary system in Arach space. It is controlled by the Coalition.

## Links

Torbab links to the following systems:

* Debrugt
* Flugbu
* Speloog

## Mining

The following mineable asteroids spawn in Torbab:

* Aluminum
* Silicon
* Uranium

## Fleets

The following fleets spawn in Torbab:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Sumprast

## Commodity Prices

### Luxury Goods

999

Sumprast is a system in Korath space. It is controlled by the Kor Efreti.

## Landing Locations

Sumprast has the following landing locations:

* Karek Fornati

## Links

Sumprast links to the following systems.

* Kashikt
* Sevrelect

## Amenities

Sumprast does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Sumprast:

* Aluminum
* Lead
* Uranium

## Fleets

The following fleets spawn in Sumprast:

* Kor Efret Home
* Kor Efret Miners
* Quarg (Kor Efret)
* Large Quarg (Kor Efret)
Stercutus

## Stercutus

### Outfitter

No

Stercutus is an uninhabited system in the Ember Waste.

## Links

Stercutus links to the following systems.

* Caeculus
* Peragenor
* Segesta

## Mining

No mineable asteroids spawn in Stercutus.

## Fleets

These are the fleets that naturally spawn in Stercutus.

* Korath Ember Waste Raid
* Korath Rescue
* Small Remnant
* Large Remnant
* Remnant Transport
* Embershades
Tern

## Description

The Tern is a small, hardy drone developed to plunge into the atmosphere of nearby gas giants for collecting valuable resources. These thick-shelled craft are also surprisingly effective when pressed into service as screening ships when enemies intrude into Remnant space.

Unlike most spacefaring nations, the Remnant do not have enough people to pilot fighter wings in waves likely to sustain significant casualties. As such, they frequently use these hardy drones to fulfill similar screening roles in their home systems, allowing manned craft to focus on more specialized tasks.

Drones do not come equipped with a hyperdrive. You cannot carry a drone unless you have a ship in your fleet with a drone bay.

## Location

These are the ports where the Tern can be purchased.

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Outfits

These are the standard outfits initially equipped on a Tern.

## Information

* Remnant ships have built in shield and hull repair.
* The Tern can land on gas planets.
* The Tern has built in outfit, tactical, asteroid and atmospheric scanning.
* The Tern has a built in ramscoop.
* The Tern is the only drone in the game that has built in fuel capacity.
* Purchasing the Tern requires a Remnant License.
Vara Ke'stai

Vara Ke'stai is a planet in the Ka'pru system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is a desert world, but the Wanderers are working little by little to make the desert bloom: planting hardy shrubs and cacti that eventually transform the sand into a soil that can hold moisture. In some regions, especially closer to the poles, the deserts have given way to dense forests, but near the equator there are still large stretches of dry and barren sand, broken by the occasional belt of green where a narrow river winds between the dunes.

## Spaceport

The spaceport is in a forest village near the planet's north pole. The landing pads are massive stone monoliths laid on the ground in a nearby clearing. But aside from a few large warehouses at ground level, the village itself is entirely made of tree-houses. A few mechanical lifts have been built into the sides of the trees to carry cargo up to the forest canopy where the Wanderers live, but the Wanderers themselves seem content to fly between the houses rather than using the lifts.

## Information

* Landing on Vara Ke'stai requires the player to have 5 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Stack Core

## Outfitter Description

The Stack Core was created by the Free Worlds primarily as a power source for their Dreadnoughts. It is a fission reactor, and therefore less efficient than the Navy's fusion technology, but it is also significantly cheaper to produce.

## Locations

The Stack Core can be purchased at the following ports:

* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Solace, Pherkad

## Item Details

The Stack Core is a reactor unlocked as part of the Free Worlds storyline. It is designed for the Free Worlds' new Dreadnought-class ships, and it is more powerful and space-efficient than a Breeder Reactor, though less than the Fusion Reactors and Armageddon Cores used by the Republic Navy. It is the heaviest human reactor in the game, weighing 10 units more than the Armageddon Core, and it is the largest known fission reactor.

Because Dreadnoughts are unlocked before the mission in which the Stack Core becomes available, they actually do not have a Stack Core by default, instead using a Breeder Reactor and S3 Thermionic for power. The Stack Core is an obvious upgrade, however, as it is slightly lighter and more powerful than the combined generators the Dreadnought comes with. On the other hand, the Stack Core can be rendered obsolete with a combination of a Fusion Reactor and Dwarf Core, producing slightly more power for slightly less mass and heat, though this requires access to Republic and Deep Sky Advanced technology, which if you choose to help the Free Worlds will be unavailable for a good part of that storyline.
Stonebreak

Stonebreak is a planet in the Imo Dep system. It is controlled by the Hai.

## Image

Stonebreak is home to some of the largest cities in Hai space aside from their homeworld: massive planned communities built in concentric rings, where housing space and community buildings alternate with zones of factories and shipyards. This star system has an unusual number of metallic asteroids, which the Hai harvest for the raw materials for Stonebreak's industries.

## Spaceport

From above, this city has almost perfect radial symmetry, a sure sign that it was planned and built as a single unit rather than expanding at random over time. Every single building in the city is made from the same metal alloy, a dull and slightly irregular gray color. The corners of each building are slightly beveled instead of meeting at right angles.

Even the spaceport is symmetrical: a ring of hangars, facing outwards, at evenly spaced intervals, with warehouses and living quarters inside the ring.

## Shipyard

* Imo Loo Mer Basics
* Imo Loo Mer Advanced
* Mon Ki i'Hiya Basics
* Yeer e Ki Basics

## Information

* Stonebreak does not have a tribute value.
Varu Tev'kei

Varu Tev'kei is a planet in the Ap'arak system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is a desert world, too hot and too close to its sun to support much animal or plant life. The Wanderers have covered large stretches of the desert with solar-powered factories: smelters that use the sun's reflected heat to melt ore, and fields of solar panels that support other industries.

## Spaceport

It is easy to distinguish the local workers from the visitors, because the locals wrap their wings in thin white sheets of cloth rather than leaving them bare: a necessary protection for any Wanderer who chooses to fly outside of the protective shade of the spaceport. Many of the buildings here extend deep underground, to where the surrounding bedrock is cooler than the hot sands at the surface.

## Information

* Landing on Varu Tev'kei requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Tracker Storage Pod

## Description

The Tracker Storage Pod is used to store extra ammunition for Tracker Pods.

## Location

These are the ports where the Tracker Storage Pod can be purchased.

* Hai-Home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Stonebreak, Imo Dep
* Giverstone, Zuba Zub
* Cloudfire, Wah Ki

## Information

* This stores Hai Trackers, which are used by the Hai Tracker Pod
Torpedo Launcher

## Description

Torpedoes are the most powerful homing weapon, but they move slowly enough that fast ships can simply outrun them, making them most useful against large targets or against small ships at times when they are too distracted to dodge. Torpedo launchers are also much larger than other missile systems, so they are most often found in capital ships.

## Location

The Torpedo Launcher can be purchased at several ports around the map:

* Ada, Aldebaran
* Asgard, Naos
* Bourne, Gamma Corvi
* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* Hermes, Capella
* Midgard, Aludra
* New Tortuga, Misam
* Rust, Kraz
* Shangri-La, Polaris
* Shroud, Alheka
* Smuggler's Den, Men
* Sunracer, Mirfak
* Thule, Men
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed
* Geminus, Castor (before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Information

* This uses Torpedos as ammunition, which can be stored in Torpedo Storage Racks.
* Torpedos are very powerful missiles, but are also slow and expensive.
Thermal Repeater

## Description

This is the smallest and simplest Korath projectile weapon, designed mostly for use on fighters and drones. As with most Korath technology, it generates a large amount of heat, enough that the gun must pause briefly after every few shots to cool down.

## Location

This outfit can be found equipped on the following Kor Sestor ships:

* Far Lek 14
* Far Osk 27
* Met Par Tek 53 (Standard variant only)
* Tek Far 71 - Lek (Close Quarters variant only)

## Information

* The Thermal Repeater and its turret version operate in a burst-fire fashion.
* Thermal Repeaters have excellent DPS for their small size and (as their name implies) impart a small amount of heat damage on the target. However, they also have a very high firing heat. You can think of them as a smaller, longer-range Plasma Cannon.
Ula Mon

Ula Mon is a binary system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Ula Mon has the following landing locations:

* Makerplace
* Goldcrawl
* Ironfirth

## Links

Ula Mon links to the following systems:

* Bote Asu
* Io Lowe
* Mei Yohn
* Ya Hai

## Amenities

Makerplace possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Ula Mon:

* Silicon
* Titanium

## Fleets

The following fleets spawn in Ula Mon:

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
Summer Leaf

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

The Summer Leaf is mostly used by the Wanderers as a light transport, but it is also quite effective in combat.

## Location

These are the ports where the Summer Leaf can be purchased

* Vara Rakak, Es'sprak'ai
* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Var' Kar'i'i, Kiro'ku (before Wanderer campaign)
* Varu Mer'ek, Ik'kara'ka (before Wanderer campaign)
* Varu K'est, Chy'chra (before Wanderer campaign)

## Outfits

These are the standard outfits initially equipped on each Summer Leaf.

## Information

* You need a Wanderer License to purchase the Summer Leaf.
Tundra

Tundra is a planet in the Cebalrai system. It is controlled by the Republic.

## Image

Millions of years ago, this was a warm world, perhaps even tropical. But some cataclysmic event, perhaps a meteor strike or a massive volcanic eruption, altered the planet's atmosphere enough to turn it into the nearly lifeless, frozen planet it is today.

The first settlers came here to drill for the oil trapped deep under the surface, a relic of Tundra's former, more lively days. Instead of refining the oil into plastic, which sells relatively cheap in this region, they have developed an industry in synthetic fabrics and clothing.

## Spaceport

The spaceport village consists of several large domes which keep out the wind and driving snow. Ships enter and exit the largest of the domes through a hatch that closes as soon as they have come through.

Every decade or so, enough snow piles up on top of one of the domes that it is in danger of collapsing under its own weight; the locals simply move out of that dome and build another one higher up on the snowpack.

## Information

* Tundra has a tribute value of 400 and is defended by large Militia fleets.
Vigales

Vigales is an uninhabited planet in the Vorsuke system.

## Image

This hot desert world is home to several species of underground animals. These animals are very reptile-like, having appearances similar to that of lizards or salamanders from Earth, although much larger in size. It is believed that some indigenous species common across Gegno space originated from this world, or are descendants of ancestral species that once inhabited it.

## Information

* Vigales is an uninhabited planet and cannot be dominated.
Typhoon Pod

## Description

Typhoon Torpedoes are an improved torpedo technology; they do considerably more damage than ordinary torpedoes. However, they are also much slower, because they are intended mostly for use against large and slow-moving capital ships. As a result, sufficiently skilled pilots can often dodge around them.

Pods enable fighters and other light craft to carry small quantities of Typhoon Torpedoes into battle while retaining enough space for other weapons. Large ships are better off with full-size launchers.

## Location

Like the Typhoon Launcher, the Typhoon Pod is unlocked during the Free Worlds campaign and becomes purchasable at all ports in The Deep where the Typhoon Launcher is sold.

## Information

* This is a smaller version of the Typhoon Launcher. It uses Typhoon Torpedos, which can be stored in Typhoon Storage Tubes.
Vareti Engine Block

## Description

This is the largest single engine the Builders ever built, made for the most massive ships they were in control of. Due to its sheer size, it isn't as modular as its smaller equivalents, but it is more efficient and powerful as a result.

## Location

These cannot be purchased but can be looted from the Vareti'het.

## Information

* The only way to obtain this is by looting it.
Star Barge

* Overhead
* Thumbnail

The **Star Barge** is a small freighter from Syndicated Shipyards. It is one of the three ships available at the start of the game, along with the Sparrow and the Shuttle.

## Description

The Syndicate CT-50 Star Barge is little more than a cluster of cargo containers with an engine at one end and a cockpit on the other. It is a slow and ugly ship, but it can carry enough cargo to earn its captain a steady income even in parts of the galaxy where it is hard to find passengers to carry or courier missions. Because they often carry valuable cargo, and because they are too slow to evade any attackers, Star Barges are a common target of pirates.

## Location

Star Barges can be purchased at the following ports:

* Ada, Aldebaran
* Chiron, Alpha Centauri
* Clark, Seginus
* Delve, Scheat
* Foundry, Achernar
* Freedom, Almaaz
* Glaze, Aldhibain
* Hephaestus, Markab
* Luna, Sol
* Mainsail, Alhena
* Midgard, Aludra
* New Boston, Rutilicus
* New Britain, Dabih
* New Tortuga, Misam
* Reunion, Caph
* Rust, Kraz
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Geminus, Castor (before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Outfits

These are the standard outfits initially equipped on a Star Barge.

## Performance Information

The price of the Star Baarge is in between the the other two, so the starting player should account for this when picking it. It has the largest cargo hold and three bunks, which is tied with the Sparrow but behind the six of the Shuttle; however, do note that it has the worst speed, turning and acceleration of the three starting ships.

The barge allows the player to move cargo for a very low price. The drawback to this ship is that it is slow, giving it difficulty outrunning pirates. The player may wish to scrap the anti-missile turret and shield generator in exchange for more bunk rooms in order to double up on profits by being a passenger transport. This will, however, make the Star Barge even more fragile than it already is at first purchase.
Small Collector Module

## Description

Solar power is the mainstay of the Coalition's merchant marine. The design of these panels has been refined over the millennia, growing ever more efficient.

## Location

This outfit can be purchased from Coalition space.

## Information

* Purchasing this requires a Coalition License.
* The Coalition has two solar panel outfits, the other is the Large Collector Module.
Value Detector

## Description

The Unfettered developed this scanner in order to determine which ships are worth plundering, or which lack the capacity to stand up to their ion weapons. Some Hai consider it rather rudimentary, but it is sufficient to identify the cargo on a ship from afar and provide more detailed information about the tactical condition of enemy vessels. This dual function is useful when fielding experimental weaponry.

## Location

The Value Detector can be purchased at the following ports:

* Darkcloak, Wah Yoot

## Information

* Tactical scanning shows the energy, heat, fuel, and crew of the targeted ship (just like a Tactical Scanner provides).
Twinstar

Twinstar is a moon in the Alniyat system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

The only settlement on this small world is Twinstar Depot, a village created mostly just to service the spaceport, where food and equipment from the southern galactic arm is stored and sent out in all directions to supply the rest of human space.

The gravity is far less than ideal for human development, but the atmosphere is breathable and some tourists come to the planet just for the experience of being able to run and jump in low gravity without the need for a suit or oxygen tanks.

## Spaceport

The depot consists mostly of large storage racks, with automatic lifts constantly clanking up and down. Very few people are in sight, aside from a small cafe near the center of the port. It is not a hospitable place.

## Information

* Twinstar has a tribute value of 200 and is defended by small Militia fleets.
Vara Ke'sok

Vara Ke'sok is a planet in the Sich'ka'ara system. It is controlled by the Wanderers.

## Background

### Outfitter

No

The surface of this world is almost entirely ocean, and the Wanderers who inhabit it live on massive floating algae mats, some of them the size of a small city. Engines are attached to some of these floating villages, allowing them to be slowly propelled from one part of the planet's surface to another, and the only native industries are fishing and seaweed farming.

## Spaceport

The raft of algae that supports the spaceport is probably at least a dozen meters thick, but flexible enough that it bends as the ocean swells pass underneath, causing individual buildings to rise up or tilt slightly relative to their neighbors. The effect is subtle, but disconcerting, and you cannot help but stumble drunkenly at times as you explore the island.

## Information

* Landing on Vara Ke'sok requires the player to have 5 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Tefkar Ret

Tefkar Ret is an uninhabited station in the Kashikt system. It is controlled by the Kor Efreti.

## Background

### Outfitter

No

This station is run-down and completely abandoned, emptied of atmosphere so that air pressure will not put ongoing stress on the station's structure. Each section is sealed off from the others by heavy blast doors, leaving most of the station inaccessible.

## Information

* Tefkar Ret is an uninhabited station and cannot be dominated.
Zubenelhakrabi

Zubenelhakrabi is a disconnected uninhabited system in the Rim. It is part of the Emerald Sword storyline.

## Landing Locations

Zubenelhakrabi has one landing location, Valley of the Damned.

## Links

Zubenelhakrabi does not link to any other systems and therefore can only be reached with a Jump Drive.

## Mining

The following mineable asteroids spawn in Zubenelhakrabi.

* Uranium
* Platinum
* Tungsten

## Fleets

No fleets naturally spawn in this system.

## Information

* This system only becomes accessible during the Emerald Sword storyline, and is the system in which the ship is found.
Systems Cores

System Cores are multi-purpose ship outfits used by the Korath (both Kor Efreti and the Exiles) as well as their automata factions, the Kor Mereti and Kor Sestor. System Cores provide shield generators, hull repair systems, and batteries in a single outfit, and though there are more efficient dedicated outfits for any one feature, the combined package is highly useful on any ship large enough to install one.

* Tiny
* Small
* Medium
* Large

## Description

Most Korath fighter pilots dispense with Systems Cores, preferring to run larger than necessary generators and return to their mothership if they take damage. Usually, only civilian small craft operators are willing to sacrifice enough firepower to mount this shield generator, capacitor, swarm of repair microbots, and computer to control them.

## Location

The Systems Core (Tiny) can only be obtained by looting the Korath Exile ship, the 'olofez (Digger, Expeller and World-Ship variants only)

## Description

The heart of any Korath ship is the Systems Core, which houses the ship's central computer, shield generators, and a small number of "hull-walking" welding robots that can make minor repairs to the ship's outer armor while in flight.

## Location

These can be found equipped on some Korath ships. They can also be bought on Remnant planets during their campaign.

## Description

This "systems core" houses a powerful computer, shield generators, and a control center for small repair robots that can walk across a ship's exterior on magnetic feet and slowly repair damage to the hull.

## Location

These can be found equipped on some Korath ships. They can also be bought on Remnant planets during their campaign.

## Description

This massive bank of computers, shield generators, and repair stations holds everything needed to keep the very largest of Korath ships in working condition.

## Location

These cannot be purchased, but they can be found equipped on some Korath ships.
Syndicate Advanced (outfitter)

This page shows the outfits that will be added to planets and stations with "Syndicate Advanced" in their outfitters. These outfits are produced by Syndicated Systems.

## Outfits

### Turrets

* Blaster Turret
* Proton Turret
* Quad Blaster Turret

### Secondary Weapons

* Javelin Mini Pod
* Javelin Pod
* Meteor Missile Launcher
* Meteor Missile Pod
* Torpedo Launcher
* Torpedo Pod

### Ammunition

* Javelin
* Javelin Storage Crate
* Meteor Missile
* Meteor Missile Box
* Torpedo
* Torpedo Storage Rack

### Systems

* D23-QP Shield Generator
* D41-HY Shield Generator
* D67-TM Shield Generator
* Luxury Accommodations
* Scram Drive
* Water Coolant System

### Power

* Fission Reactor
* LP144a Battery Pack
* RT-I Radiothermal
* S-270 Regenerator (Complete the Checkmate branch of the Free Worlds storyline)
* S-970 Regenerator (Complete the Checkmate branch of the Free Worlds storyline)

### Engines

* Chipmunk Plasma Steering
* Chipmunk Plasma Thruster
* Greyhound Plasma Steering
* Greyhound Plasma Thruster
* Ionic Afterburner (Complete the Checkmate branch of the Free Worlds storyline)
* X1050 Ion Engines (Available 90 days after August 29, 3014)
* X1100 Ion Reverse Thruster
* X3200 Ion Steering
* X3700 Ion Thruster
* X4200 Ion Steering
* X4700 Ion Thruster
* X5200 Ion Steering
* X5700 Ion Thruster

### Hand to Hand

* Laser Rifle
* Security Station
Third Umber

Third Umber is a planet in the 11 Spring Below system. It is controlled by the Coalition.

## Background

### Outfitter

No

This cool, dry world is a sort of natural cleanroom, an ideal place for manufacturing sensitive equipment that could be harmed by the presence of condensation or mildew or pollen granules. The factory workers and overseers live in hive-like dormitories that each house tens of thousands of Kimek.

Closer to the poles, the air is too cold to be comfortable for the Kimek, but a small community of Saryd engineers has established a factory compound where they produce their own equipment to sell to the Kimek.

## Spaceport

This is a sparsely populated world by Kimek standards, with a population of slightly less than a billion, but by the standards of most other species the spaceport is still a crowded and chaotic metropolis, with constant streams of traffic both on the roads and on the pedestrian walkways and footbridges. It is somewhat disconcerting to be surrounded by a sea of giant beetles scurrying back and forth between the landing pads and the port buildings.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Third Umber requires a reputation of 15; this cannot be bypassed through bribery.
Thunderhead Storage Array

## Description

The Thunderhead Storage Array is used to store extra ammunition for Thunderhead Launchers.

## Location

The Thunderhead Storage Array can be purchased at the following ports:

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Vara Rakak, Es'sprak'ai
* Varu K'est, Chy'chra
* Varu Mer'ek, Ik'kara'ka

## Information

* Purchasing the Thunderhead Storage Array requires a Wanderer Outfits License.
* This outfit stores Thunderhead Missiles, which are used by the Thunderhead Launcher.
Twin Blaster

## Description

The Energy Blaster's ubiquity, low price, and stable performance have made it irresistible to tinkerers from the day it was first introduced. These blasters have been bolted together to fit within a single gun port, offering twice the damage of a single blaster at the cost of twice the heat and power consumption, along with some additional mass.

## Location

Twin Blasters can be purchased at the following ports:

* Albatross, Nunki
* Bloodsea, Antares
* Buccaneer Bay, Algenib
* Covert, Gienah
* Deadman's Cove, Almach
* Greenrock, Shaula
* Haven, Arneb
* New Tortuga, Misam
* Smuggler's Den, Men
* Stormhold, Alcyone
* Thule, Men
* Trinket, Sargas
Terminus

Terminus is an uninhabited system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Terminus does not contain any landable locations.

## Links

Terminus links to the following systems:

* Limen

Terminus also possesses a wormhole that links to Cardea.

## Mining

The following mineable asteroids spawn in Terminus:

* Lead
* Titanium
* Tungsten

## Fleets

The following fleets spawn in Terminus:

* Small Southern Pirates
* Large Southern Pirates
Void Sprite Parts

## Description

This is nothing more and nothing less than a cubic meter of void sprite parts. To the Remnant, this represents both a terrible occurrence and a dreadful opportunity.

This could have been very valuable to someone who knew what they were doing, if it had been handled properly. Instead, it is worth little more than the value of the compounds contained within.

## Location

This outfit shows up in the cargo of some Korath Exile ships in The Ember Waste.
Tractor Beam

## Description

The anti-gravity properties of repulsor engines started a revolution in human spaceflight during the 24th century, and it was not long before this technology was put to use elsewhere. Tractor beams utilize repulsor technology to allow ships to attract space debris to them, be that the ores from a recently mined asteroid, or the dumped cargo from a merchant ship fleeing for its life. This has led to tractor beams being a popular outfit among asteroid miners and pirates alike.

## Location

This outfit can be found in Rim and Core space.

## Notes

This turret is very useful when picking up flotsam or minables, as the tractor beam automatically pulls in those objects without the player needing to fly towards them. However, NPCs also make use of this turret and may steal your hard-earned minerals and booty!
Skipper Railgun Slug

Skipper Railgun Slugs incorporate energy-discharging capacitors that deal a small amount of ion damage to their target. Although not terribly damaging, this ion damage combined with the significant recoil that each shot has turns Flea drones into effective long-range support ships.

## Location

Skipper Railgun Slugs can be purchased from Hai space after they become available during the Wanderers campaign.

## Information

* This is ammunition for the Skipper Railgun and can be stored in the Skipper Slug Rack.
Sidewinder Missile Rack

## Description

The Sidewinder Missile Rack is used to store extra ammunition for Sidewinder Missile Launchers.

## Location

Sidewinder Missile Racks can be purchased at the following ports:

* Ada, Aldebaran
* Asgard, Naos
* Chiron, Alpha Centauri
* Earth, Sol
* Farpoint, Alnitak
* Geyser, Denebola
* Hephaestus, Markab
* Hermes, Capella
* Hestia, Talita
* Luna, Sol
* Maelstrom, Nihal
* Mainsail, Alhena
* Prime, Betelgeuse
* Reunion, Caph
* Shroud, Alheka
* Smuggler's Den, Men
* Sunracer, Mirfak
* Tinker, Diphda
* Geminus, Castor (Before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Information

* This outfit stores Sidewinder Missiles, which are used by the Sidewinder Missile Launcher and the Sidewinder Missile Pod.
Speloog

## Commodity Prices

### Luxury Goods

1113

Speloog is a system in Arach space. It is controlled by the Coalition.

## Landing Locations

Speloog has the following landing locations:

* Dwelling of Speloog

## Links

Speloog links to the following systems:

* Belug
* Ekuarik
* Torbab

## Amenities

Dwelling of Speloog possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Speloog:

* Aluminum
* Neodymium
* Silver

## Fleets

The following fleets spawn in Speloog:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Truklar

Truklar is a planet in the Actannka system that is controlled by the Quarg.

## Image

This world, like others the Quarg live on, has noticeably lower gravity than humans are accustomed to. Several medium-sized extravagant villages are found nested deep within an oddly shaped glass structure, and it is a beautiful sight to behold. Many different, smaller biomes also contain wondrous flora and fauna that don't seem to be native to this particular moon. Despite all of this, structures were not built in accustom to visitors such as the nearby aliens, who find it hard navigating through the narrow hallways.

## Spaceport

Most of the spaceport is automated Quarg robotics that do not provide any interaction with you besides basic spaceport tasks such as refueling. Occasionally, one of these robots, visually similar to the Quarg themselves, guide you throughout the visitable zones of the port. Otherwise, your presence here is mostly overlooked.
Small Cogeneration Module

## Description

The Kimek originally created much larger versions of this module, intended to provide energy for their hunger towers.

This compact design recovers much of what would otherwise be waste heat, making it a very efficient fuel cell.

## Location

Small Cogeneration Modules can be purchased at the following ports:

* Ablub's Invention, Ablub
* Ahr, Sol Arach
* Ashy Reach, 3 Axis
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blubipad's Workshop, Blubipad
* Blue Interior, 4 Spring Rising
* Brass Second, 3 Pole
* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Dwelling of Speloog, Speloog
* Far Garden, Companion
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Midway Emerald, 14 Winter Below
* Remote Blue, 14 Pole
* Rusty Second, 4 Axis
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Second Viridian, 14 Summer Above
* Starting Rubin, Sol Kimek
* Station Cian, 12 Autumn Above
* Stronghold of Flugbu, Flugbu
* Warm Slope, Steep Roof

## Information

* Purchasing this outfit requires a Coalition License.
* This outfit renders the RT-I Radiothermal obsolete, as 4 Small Cogeneration Modules generate roughly 4.5% more energy for roughly 81% less heat while being 1 ton lighter.
Teciimach Canister

## Description

This canister contains everything required to assemble a Teciimach Torpedo. These weapons emit strong electromagnetic pulses which interfere with a ship's generators and neutralize a portion of their energy.

Unlike the previous generation of "EMP Torpedoes," the Teciimach torpedoes actively shape their emission pattern to avoid impacting their allies.

## Location

This becomes purchasable in Remnant space during the Remnant campaign.

## Information

* Purchasing this requires a Remnant License.
* This is ammunition for the Teciimach Bay and Teciimach Pod and can be stored in the Teciimach Canister Rack.
Thrasher Cannon

## Description

This weapon was originally developed in an attempt to reverse engineer a long-range energy projectile favored by an alien species that the Remnant encountered nearby. In the process they discovered that by adding more energy to the projectiles they could do a lot more damage in exchange for shorter range, and the Thrasher Cannon was born.

## Location

These are the ports where the Thrasher Cannon can be purchased.

* Viminal
* Arculus
* Caelian

## Information

* Purchasing the Thrasher Cannon requires a Remnant License.
* The Thrasher Cannon has very good damage per second for a weapon of its size, however it also has a relatively small range.
* The alien weapon mentioned in the description is believed to be either the Heliarch Bombardment Cannon or the Korath Grab-Strike Turret.
* Alternatively the alien weapon could be a Korath Thermal Repeater which has a longer range and does less damage per projectile while taking less energy per projectile, or a Ka'het Annihilator which does much less hull damage per shot with a longer range. Both of these species are much closer than the Heliarch and the guns match up better than the Grab-Strike.
Yranjiu

Yranjiu is an active stellar-mass black hole and uninhabited system in the Acheron region.

## Landing Locations

Yranjiu does not have any landing locations.

## Links

Yranjiu links to the following systems:

* Aierena
* Gaungu
* Kanguwa
* Msalbit
* Vulcuja

## Mining

No mineable asteroids spawn in this system.

## Information

Yranjiu is a very dangerous system to visit as the active black hole pulls and severely damages any ships that get too close. Unlike Sagittarius A\* however, this system provides passive background fuel generation. This black hole has a very strong gravitational pull and getting caught in it is effectively a death sentence.
Thule

Thule is a planet in the Men system. It is controlled by Pirates.

## Image

### Description at the start of the game

Thule is a mountainous world with a population of nearly a billion, settled in the early days of space exploration. When the colony was first established, the Earth government did not yet have the strength to control any system but its own, and when the Republic was formed, Thule did not join, and has repulsed all efforts to force them to do so. It is well-known that the planet sponsors pirate fleets which bring it cheap materials to bolster its economy, but the planet is so far from the center of Republic space that fighting a war here would be prohibitively expensive, and so they remain unopposed.

### Description after Thule becomes independent during the Free Worlds campaign

Thule is a mountainous world with a population of nearly a billion, settled in the early days of space exploration. When the colony was first established, the Earth government did not yet have the strength to control any system but its own, and when the Republic was formed, Thule did not join, and has repulsed all efforts to force them to do so.

Until recently, Thule was a well-known den of pirate activity, but the major tribal authorities have now forsworn piracy in the interest of keeping the Free Worlds from further meddling in their affairs. However, it is likely that all manner of illegal activity is still going on in secret here.

## Spaceport

The inhabitants of Thule are notoriously suspicious of strangers. They all seem to immediately recognize you as an off-worlder, perhaps by your clothing or your accent. The food sold in the shops is like nothing you have seen elsewhere, and the natives' accents are so strong that they almost seem to be speaking a different language. You feel as if you are visiting an alien world; centuries of separation has created a culture here that is very different from your own.

## Outfitter

* Ammo North
* Ammo South
* Common Outfits
* Delta V Advanced
* Kraz Advanced
* Pirate Outfits

## Information

* Thule has a tribute value of 900 and is defended by large Southern Pirate fleets.
Yiia Iyr

Yiia Iyr is an uninhabited planet in the Ilirco system.

## Image

Much of Yiia Iyr is obscured by several layers of dark clouds, and what little sunlight that makes it to the surface highlights withered plains and dried up riverbeds. Thick layers of fog are often found hugging the ground, and soft, cool air brushes against shrivelling grass fields. There is no discernible cause for why Yiia Iyr appears to have been able to support an ecosystem despite being so inhospitable today.
Silo of Ablodab

Silo of Ablodab is a station in the Ablodab system. It is controlled by the Coalition.

## Background

### Outfitter

No

First built by the Heliarchs mere centuries after their victory over the Quarg, this station serves as both a control point for the automated strip mines on the planet below and a smeltery to process all the raw materials brought up into the finest alloy platings. First used to produce many of the components of the two other stations in the system, the Silo now serves as a factory for spare ship parts in order to aid the local dry dock's repair functionalities when required. Within restricted sections under constant Heliarch patrol, the station features a few massive, warehouse-like rooms, where the surplus platings are stored.

## Spaceport

In its early days, the Silo boasted among the highest activity as compared to most other stations of its size, with merchant and military ships alike aiding in the construction process of its younger sibling stations. Over thousands of years, many of the areas dedicated to living grounds and trade centers were moved out to more accessible locations across the Coalition, swapped out in favor of storage dumps to support the increasing demand for alloy plating.

## Information

Coalition planets and stations cannot be dominated.