recursal/Fanatic-Fandom huggingface dataset:
Ascendant Shield

###

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

## Game Description

**Resists (direct, non effect) damage from non human/aralien race weapons by 30% but will also make them all hostile to you when they would normally be neutral**

## Functionality

Functions similarly to the Basic Shields, but has reduced stats in exchange for the following effects:

* 30% Damage reduction from NPR-based weaponry and their respectively applied Status Effects.
* Neutral enemies are instantly hostile towards ships equipped with this shield.
* Depletes the Hard Light Decay effect by \_\_\_%.

## Interactions and Strategy

* The Ascendant Shield is perfect for farming NPRs, as almost 100% of the damage taken will be from NPR-based weaponry. Additionally, the aggravation from normally-neutral NPRs actually helps farming, drawing ships closer to the user.

* The Ascendant Shield is viable against players, as a lot of unique NPR damage-dealing weapons, such as Radii Slugs, are popular and would benefit from the Ascendant Shield.

* As it depletes hard light decay, the Ascendant Shield is also useful when synergized with the Shield Bubble and other hard light devices.

* The Ascendant Shield is relatively lackluster against stock weapons, such as the Xandelevium Blaster or Railgun.

## Trivia

* The Ascendant Shield neutrality aspect thematically follows the Category:Ascendants' theme of protecting the galaxy from foreign threats.
Hyperspace Integrity Booster

The Hyperspace Integrity Booster is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Boosts the strength of your hyperspace field. Negating the effect of hyperspace jammers and protecting against malfunctions. Higher levels will protect against more than 1**

## Crafting

Level I -
Credits: 700

Yttrium: 100
Silicon: 250
Iridium: 200

Level II -
Credits: 700

Yttrium: 150
Silicon: 350
Iridium: 250

Level III -
Credits: 700

Yttrium: 150
Silicon: 400
Iridium: 350

Level IV -
Credits: 700

Yttrium: 200
Silicon: 500
Iridium: 400

Level V -
Credits: 700

Yttrium: 250
Silicon: 600
Iridium: 450
Micro Gate Sa

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 6,250

Refined Nickel: 6,800
Yttrium: 2,100
Refined Palladium: 1,500

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Hard Shell Shields

The Hard Shell is a Crafted Shield in **Starfighter:Infinity**. The hard shell shield provides much more maximum shield charge, but recharges much more slowly and with a greater delay.

## Game Description

**By the numbers, one of the toughest shields available, but in exchange recharging takes a great deal of time.**

## Functionality

Functions similarly to the Basic Shields, but has a much higher shield multiplier in exchange for a low recharge rate and short recharge delay.

## Interactions and Strategy

* The Hard Shell functions similarly to the Dark Shield without the Cold Fusion depletion, instead having a very short recharge delay and a very low recharge multiplier.

* The hard shell is an excellent high capacity shield that does not require any kind of shield repair - so long as the user makes use of the high shield multiplier to ensure enemies are destroyed before the user needs to retreat. Otherwise, the user will be left with a long wait to regain shields due to the low recharge rate.

* By nature, the hard shell is not viable in pvp due to its slow recharge rate - even if a user wins a dogfight, the resulting respawning of the enemy will be quicker than the shield will recharge the user to full. Players could use something similar to the Shield Repairer to mitigate this, but at that point the user might as well run Carapace Shields anyway.

## Crafting

Level I -
Credits: 800

Nickel: 1,200
Yttrium: 150
Silver: 45

Level II -
Credits: 800

Nickel: 1,600
Yttrium: 200
Silver: 60

Level III -
Credits: 800

Nickel: 2,000
Yttrium: 250
Silver: 80

Level IV -
Credits: 800

Nickel: 2,400
Yttrium: 300
Silver: 90

Level V -
Credits: 800

Nickel: 2,800
Yttrium: 350
Silver: 100

## Trivia

* The Hard Shell is effectively a slowly recharging variant of the Carapace Shields.
Jammer Torpedo

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

## Game Description

**Torpedo that, on impact, temporarily disables the targets ability to scan ships or lock onto targets**

## Functionality

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

## Interactions and Strategy

* Jammer Torpedoes are powerful against slow-turning ships that rely on a larger lock angle to engage in combat, such as the Destroyer or the Medusa, as they can temporarily reduce an opponent's offensive and defensive capabilities down to dumbfire and/or predictive aim weapons only, such as the Railgun or the Auto Sniper
* Jammer Torpedoes can be a pseudo-defense against Locking Beams like the Heat Ray or the Laser Beam, giving the user time to counterattack or evade select CQC builds
* Jammer Torpedoes can negatively impact some Utilities like the Ambush Portal's deployment or the firing of the Guided Teleport Disc, which can be devastating if timed properly against ships like the Hydra or the Atlas

## Trivia

* The Jammer Torpedo is a variant of the Stinger Torpedo
Ghostly Battle

A Ghostly Battle in Iota Leporis, featuring a stray Forkworm.

**Ghostly Battle** is a Random Event in Starfighter: Infinity in which in which both Human and Aralien Ghosts enter the Sector to do battle with one another.

## General Information

 Local Message:

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

## Event Details

* Shortly after the event message, eight Ghosts simply appear in the middle of the Sector. The ships that appear always consist of:
	+ 1x Ghost Warship
	+ 1x Ghost Destroyer
	+ 1x Ghost Striker
	+ 1x Ghost Chariot
	+ 2x Ghost Dove
	+ 2x Ghost Mine Layer

## Misc. Info

* Of all the Ships in the Ghostly Battle, only the Ghost Warship and Ghost Destroyer can hurt the player with their Ghostly Compression Bomb and Ghostly Vortex Bomb, respectively.
Dark Anomaly

A Dark Anomaly Wormhole.

**Dark Anomaly** is a Random Event in Starfighter: Infinity in which a wormhole to Null Space is opened for a short time.

## General Information

 Local Message:

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

## Event Details

When a Dark Anomaly occurs, a special Null-colored Wormhole is generated in the same Sector as the target player.

* The Dark Anomaly lasts approximately 40 seconds.
* The Dark Anomaly spawns 7 Null Dwellers, typically a mix of Null Drones and Null Fighters, after roughly 5-10 seconds of the event start.
* Flying into the Dark Anomaly acts like a Jump Gate and transports the player to Null Space.

## Conditions

The level at which a player can encounter a Dark Anomaly is unclear, as well as frequency/location.

## Misc. Info

* A Dark Anomaly is the only method a new player may enter Null Space for the first time, unless another player provides entry via a Micro Gate.
MLRS Turret Sector

The MLRS Turret Sector in Caldwell.

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

*The Freedom Initiative brought with them to Caldwell an abundance of stolen human hardware along with a full troop of Aralien engineers disgruntled with Empire directives. The MLRS turret was a truly colaborative effort to assemble effective defenses marrying the materials and experience that the Initiative had on hand. The result was a turret that had the firepower and shielding to outright defeat capitol ships with overbearing torpedo salvos as well as cost effective maintenece and construction demands. While not the first cooperative engineering project between the former enemies, the MLRS is a landmark achievment that bodes well for their future joint efforts.* - Codex entry for **MLRS Turret**

## Locations

* Caldwell
	+ 4-5

## Functionality

Upon Instance generation, the sector will have a single MLRS Turret in the center that will attack all nearby enemy ships. At regular undetermined intervals, the MLRS turret will attempt to spawn another turret within roughly 50su or so of itself. The MLRS turret will not perform this action if it is either defeated or if there are already 10 ships in the sector. The MLRS turret does not appear to respawn unless a new instance is generated. The MLRS turret has special access to the Double Barrel Heavy Bolt Bombard Large Weapon, which does not drop for the player to use. It also has special access to the Quad Barrel Heavy Bolt Primary Weapon, which also does not drop for the player to use. See the MLRS Turret ship page for more information.

## Misc. Info

* The MLRS turret could be considered a pseudo-boss turret.
Micro Gate EIn

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 7,000

Refined Nickel: 8,000
Iridium: 2,100
Refined Silver: 1,500

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Micro Gate Al

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 4,500

Refined Nickel: 3,400
Palladium: 900
Refined Copper: 900

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Ghost Mine Layer

## Description

Ghost Mine Layer is an NPR ship belonging to the Ghosts. Resembles a normal Mine Layer, but is nearly transparent and completely ethereal.

## Combat and Strategy

All associated items can be found on the Ghosts page.

Combat with ghosts is almost always the same, as the majority of ghost weapons deal no damage, and apply an infinitesimal duration of various Status Effects.

Ghosts come equipped with the Aralien Ghostly Shield and the Human Ghostly Shield respectively, which enable them to briefly become invisible and teleport to a nearby location when hit with a projectile. Weapons that do not rely on projectiles, such as Thunderbolt Mines or Proximity Blast avoid this effect.

Additionally, ghosts have access to the Dephase and Dephaser Utilities, allowing them to briefly have the Dephase status effect and avoid projectile weapons entirely. Weapons that ignore the ghostly shield's teleport ability can usually hit ships through dephase, so the aforementioned weapons are effective even when ghosts use their dephase-applying tools.

## Notes

* More info about the respective NPR in general can be found on the Ghosts page and the Ghosts category page.
* Ghosts do not have normal targeting circles unless the player has Aralien Spectral Locking or Human Spectral Locking Augmentations.
Hammerhead Rocket Barrage

The Hammerhead Rocket Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Unguided rocket that does a fair amount of damage and has an electrostatic destabilising effect. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Micro Gate Null

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 55,000

Refined Nickel: 900
Copper: 300
Refined Blue Xandelevium: 600

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
* Presently, the Null Space Micro Gate is the only way to intentionally enter Null Space without the aid of a Random Event.
LR Photon Bomb Barrage

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

## Game Description

**Long range guided energy based weapon. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Functionality

When fired, the LR Photon Bomb Barrage will emit 5 guided, energy-based torpedoes that will track a target until impact.

## Interactions and Strategy

* LR Photon Bombs are the long-range variant of the Photon Bomb, ideal for pelting targets from afar - sacrificing turning and tracking for longer engagement ranges
* Being energy-based, LR photon bombs are ideal for sustainable, decent-speed-and-tracking guided weapons, such as those desired during Duels or NPR farming
* The **LR Photon Bomb Barrage** is excellent at long-range, Energy-based burst damage, though it is quite easy to see coming if used on another player. They pair quite well with energy-conscious builds, such as those with the Energy Cell, Solar Panel Upgrade, or Capacitor Overcharge
* The LR Photon Bomb Barrage can be equipped in multiple slots to stagger bursts of long range, sustainable damage in order to bait out defenses like Sidestep, Decoy, Scrambler, and Shield Bubble

## Crafting

Level I -
Credits: 700

Palladium: 150
Yttrium: 100
Silicon: 500

Level II -
Credits: 700

Palladium: 200
Yttrium: 150
Silicon: 700

Level III -
Credits: 700

Palladium: 250
Yttrium: 150
Silicon: 800

## Trivia

* LR Photon Bombs are the sniper variant of the Photon Bomb.
HE Mine

The HE Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**High explosive mine: This standard munitions mine contains a larger charge than others variants.**

## Functionality

The HE is considered the "standard" mine: once deployed, the HE mine has a small amount of random "slide" before coming to a complete halt. After a short arming time during which collision with it simply pushes it to the side, it is completely armed and further collision will result in an explosion and high damage with the target.

## Interactions and Strategy

* HE mines feature high damage, a solid Damage type - Explosive - and moderate knockback: allowing targets to take a great deal of damage without pushing them back.

* HE mines, featuring a middling amount of slide, are a solid mix between area coverage and damage - they are more desirable against pursuers due to a faster arm time than some higher damage mines.

## Trivia

* HI Mines are the crafted "upgrade" to the HE mine, though they do have different drawbacks and strengths.
Mass Grave

## Burnt Corpse Field

A burnt corpse field in Ara.

**Mass Grave** is a Instance Event in Starfighter: Infinity in which in which many Burnt Corpses are generated in the Instance.

## Event Details

* Upon instance generation, many Burnt Corpses are generated and strewn about the Sector, typically in quantities great enough to fill almost any Ship's Cargo and then some.
* The burnt corpses appear to be clustered, centered on the middle of the sector.
* The player will not be notified of the event in chat.

## Conditions

Unclear - though it appears to be more rare than events like the Cow Field.

## Misc. Info

* The discarded corpses seem somewhat related to the Devimon.
Micro Gate Sh

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 50,000

Refined Nickel: 600
Silver: 300
Refined Yttrium: 600

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Medusa

## Game Description

*A variant of the Warship, the venerated **Medusa** risks overtaxing its engines to assume its role as the ultimate human support vessel. Adding an extra primary slot and introducing mine deployment, the **Medusa** was created to dominate the battle from afar. As imposing as it is, it is a hard target to miss and requires space to operate at its full devastating potential.*

## Recommended Equipment

**Primary Weapons**

* Triple Pulse Laser
* Triple Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

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

**Utilities**

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

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* Xandelevium Heat Mine
* Nuclear Mine
* Frostbite Mine

**Large Weapons**

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

**Augmentations**

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

**Shields**

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

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* A paradoxically defensive variant of the Warship, the Medusa trades a proximity weapon slot for a mine slot and trades a utility slot for an extra secondary slot. This unique mix of firepower and area control combined with a large profile makes the Medusa an excellent sniper platform, allowing it to shine as a support/defense ship
* The Medusa's main weaknesses are its lack of utilities and large profile, allowing for smaller dogfighters to harass it quite effectively. If an enemy is caught out at range, however, the Medusa is quite strong at preventing approaches through volume of gunfire

## Trivia

* The Medusa was featured in Starfighter:Disputed Galaxy as the Medusa Battleship
* Medusa was a gorgon from greek mythology with the power to turn enemies to stone with her gaze
Micro Gate An

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 3,250

Refined Nickel: 1,600
Barium: 400
Refined Iridium: 700

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Gatherer

## Game Description

*It takes a great deal of resources to satiate the needs of an Empire. Gathering valuable elements requires venturing into dangerous space. The **Gatherer** is the Aralien mining craft that is up to the task. While it only has the bare essentials present for self-defense, it has a massive storage bay that makes mining a very lucrative venture for the merchant willing to put in the work.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Heat Disc

**Utilities**

* Shield Bubble
* Healer
* Recharger
* Dartian Mining Laser
* Projectile Attractor Field
* Decoy
* Light Absorbing Stealth System
* Hard Light Barrier
* Teleport Disc

**Mines**

* XHE Timed Mine Cluster
* Big Electrostatic Mine Cluster

**Proximity Weapons**

* Kinetic Field Disruptor
* Thunderbolt

**Augmentations**

* Turret Overdrive
* Field Hop Quickturn
* Mining Beam Turret
* Pulse Laser Turret

**Shields**

* Carapace Shields
* Energy Absorber Shields
* Beam Refractor Shields

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Gatherer is an excellent utility-heavy ship that can heavily specialize into noncombat, support, or combat roles. Despite having lower agility, the ability to mount turrets and bolster its defenses allow the Gatherer to survive engagements most ships could not, and occasionally shining in combat despite not being tooled for offense
* Though the Gatherer has a larger profile than the Atlas, the Gatherer makes up for this vulnerability via its increased cargo hold size and greater shield capacity - the latter of which is exaggerated by high-capacity shields like the Carapace Shields

## Trivia

* The Gatherer was featured in Starfighter:Disputed Galaxy
* The Atlas is the Human Alliance counterpart to the Gatherer
Heat Ray

The Heat Ray is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A longer-ranged particle beam that sets the target on fire.**

## Functionality

The Heat Ray is an instantly-traveling, continuously-firing Beam that deals high Heat damage at close-range whilst simultaneously applying the Heat Damage effect to targets.

## Interactions and Strategy

* Much like the Laser Beam, the Heat Ray is excellent at engaging very mobile ships and dealing high damage - the notable difference between the two being a different damage type and the Heat Ray's separately applied damage-over-time at the cost of up-front damage, allowing Heat Ray users to deal additional damage when the target moves out of range, preventing the target's shield from recharging
* The Heat Ray pairs well with Target Highlight as it allows for the user to massively increase the locking range of the Heat Ray on the target
* The Heat Ray is excellent for bypassing Bubbles, Decoys, and Hard Light Barriers, as it penetrates barriers and ignores decoys, provided that the target is within locking range and is not stealthed

## Trivia

* Despite being a 'ray', the Heat Ray is considered to be a Beam
Gravity Javelin Torpedo

The Gravity Javelin Torpedo is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high power, slow accelerating dumbfire torpedo. Useful against turrets and slow moving, high shield targets. This variant also has a gravity pulling enemy ships towards it, depending on their mass.**

## Functionality

The Gravity Javelin Torpedo functions similarly to the Javelin Torpedo, except it has a slight gravitational effect that can pull ships closer within a small radius.

## Interactions and Strategy

* The gravity javelin is more deadly to smaller ships such as the Starfighter, as lower mass ships are pulled more strongly towards the javelin.

* Anti Gravity Shields negate the majority of the gravity javelin's pull.

## Crafting

Level I -
Credits: 600

Nickel: 400
Barium: 200
Iridium: 100

Level II -
Credits: 600

Nickel: 500
Barium: 250
Iridium: 150

Level III -
Credits: 600

Nickel: 700
Barium: 350
Iridium: 150

## Trivia

* The gravity javelin is a crafted variant of the Javelin Torpedo.
Mines

Mines are trigger devices that are set off when they make contact with hostile ships. They usually deal damage, but some inflict debilitating effects as well.

All mines gravitate towards their targets very slowly, with some mines closing the distance much more quickly. Mines are greatly affected by gravity, either drawing them in or pushing them away.

Some systems have minefield sectors filled with mines of one type in a grid.

## List of Mines

**Key:**

* Ammo: Ammo per clip (Reserve ammo)
* Arm: The delay in seconds before the item activates and is able to hit a target
* DPE: Damage per energy spent, including effect damage
* Dmg: Base damage per projectile hit
* Effect: Status effect applied
* Energy: Energy used per shot
* Lt: Lifetime measured in seconds
* ROF: Rate of fire
* Skill: The required skill to purchase or craft the item
* TD: Total damage per volley, including effect damage

**Skills:**

* C: Chemistry
* E: Energy
* Ex: Explosives
* G: Gravity
* L: Laser
* Lt: Light
* P: Propulsion
* Pr: Programming
* S: Support
Andromedan Escape Teleport

The Andromedan Escape Teleport is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Just before contact with an enemy weapon, this device will teleport you a distance to the right of the weapons trajectory to dodge it. Will use 5 energy every time it teleports**

## Functionality

Once activated, the Andromedan Escape Teleport will apply Escape Teleport for 15 seconds.

During the effect, if the user has at least 5 energy, any weapon collision with the user will cause the user to teleport roughly 3-5su to the right of the incoming projectile.

## Interactions and Strategy

* Users must be careful to not get hit too quickly, as small rapid hits, like those from a Vulcan Cannon, can rapidly drain Energy, leaving the user vulnerable.

* Beams and similar weapons ignore the escape teleport, as they have no projectile colliding to trigger the teleport.

* Escape teleport is handy for covering both guided and unguided weapons, though the user typically is inclined to use an Energy Cell to ensure they can avoid hits when it is critical to do so.

## Trivia

* The andromedan escape teleport used to always teleport the user to the right of their ship instead of the right of the incoming weapon, occasionally leading to instances where one shot can drain the user's entire energy reserves.
Mineclaimer

###

The Mineclaimer is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Pushes 50% of mines out the way, stopping them from exploding and switches them to your team. Doesn't work with energy based mines.* -Level I*

**Pushes 65% of mines out the way, stopping them from exploding and switches them to your team. Doesn't work with energy based mines.* -Level II*

**Pushes 80% of mines out the way, stopping them from exploding and switches them to your team. Doesn't work with energy based mines.* -Level III*

## Functionality

Functions similarly to the Basic Shields, but sacrifices maximum charge and recharge rate for a special "mineclaimer" effect. If a ship with the mineclaimer equipped collides with a Mine, the following will happen:

* The mine's ownership will be converted to the mineclaimer user - that is to say that the mine will function entirely as if the mineclaimer placed it.
* The mineclaimer user will take 3 damage, regardless of the mine or the level of the mineclaimer shield.

Note that these effects do not work on Energy-based mines, which function normally against the mineclaimer. Also note that "area of effect" mines, such as the Thunderbolt Mine or Tyraan Laser Mine don't "collide" with the user, and thus cannot be "mineclaimed".

## Interactions and Strategy

* The mineclaimer is excellent against minespam heavy builds, such as the Nemesis or Satyr, as it can confuse enemies as to which mines are friendly/safe, and which are hostile/deadly.

* The mineclaimer is effective in traversing most Minefield Sectors, as it significantly reduces the incoming damage from most mines.

* Energy-based mines can be used to counter ships that rely too heavily on the mineclaimer shield, as they ignore its main effect.

* Sticky mines ignore the effects of the mineclaimer, and as such can punish it greatly.

* A popular mineclamer tactic is to tank enemy mines when chasing a target, then pretending to flee to trick the enemy into following the user into their newly converted mines.

## Trivia

* The mineclaimer was born as a variant of the Minesweeper Shields when their main sweeping mechanic was being reworked.
Gamma Velorum

## Solar Charging

**Gamma Velorum** is a Star System in Starfighter:Infinity and is a mainly Aralien Empire-dominated, with the Freedom Initiative having a solid presence surrounded by the other three Factions. Gamma Velorum is a notoriously dark system.

## Planets

* AA
* Adam's Kingdom
* Aleth
* Armor Gamalet
* Bricklayers
* Didsbury

## Special Sectors

* Andromeda Gate
* Asteroid Field
* FFA Zone
* Frozen Cube
* Gao Habitat
* Hyperspace Jammer
* Jump Gate
* Minefield
* Nebula
* Neutral Zone
* Pulsar
* Rodion Mothership
* Turret Sector
* Warzone
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 12-15
* Substation
	+ 14-12

**Aralien Empire**

* Station
	+ 1-3
	+ 3-6
	+ 5-1
	+ 13-2
* Substation
	+ 4-4
	+ 14-5
* Refinery
	+ 16-8

**Freedom Initiative**

* Station
	+ 9-7
	+ 14-8
	+ 9-11
* Substation
	+ 8-10
	+ 12-9
* Refinery
	+ 10-13

**Pirates**

* Station
	+ 1-14
	+ 5-15
* Substation
	+ 3-12
	+ 8-15

## Misc. Info

GV is notoriously dark and notably hostile towards the Human Alliance - making exploring GV as a human player rather difficult unless the player has already explored Null Space and obtained the dark charger.

## Trivia

* Both Rodions and The Gao were based on concepts from a friend of Ben's children.
Iota Leporis

## Solar Charging

**Iota Leporis** is a Star System in Starfighter:Infinity and is considered the first of the 'endgame' star systems.

## Stars

* Iota Leporis One
* Iota Leporis Two

## Planets

* Klendathu
* Mann
* Radiicius Prime
* Refus
* Rimmerworld
* Statika
* Tuchanga

## Special Sectors

* Asteroid Field
* FFA Zone
* Forkworm Nest
* Hyperspace Jammer
* Jump Gate
* Locking Jammer
* Minefield
* Nebula
* Neutral Zone
* Prongworm Nest
* Radii Space Station
* Ship Graveyard
* Solar Farm
* Stealth Jammer
* Storbital
* Turret Sector
* Warzone
* White Hole
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 0-7
* Substation
	+ 16-3
* Refinery
	+ 0-5

**Aralien Empire**

* Station
	+ 6-5
* Substation
	+ 12-0
* Refinery
	+ 10-2

**Freedom Initiative**

* Station
	+ 1-1
* Substation
	+ 12-7
* Refinery
	+ 4-0

**Pirates**

* Station
	+ 2-14
	+ 11-15
* Substation
	+ 8-14
* Refinery
	+ 7-16

## Misc. Info

* Pirates hold more territory than any other Faction in IoL - making travel to popular endgame Jump Gates challenging.
* IoL is considered the first of the 'endgame' systems - systems where players typically spend most of their time once they have completed the PvE side of game. Usually this leads to increased PvP combat in 'endgame' systems.

## Trivia

* IoL is the last 'normal' solar charging, non-restrictive system with Faction stations present in the system. This means that 'endgame' players who wish to have stations nearby for restock and not deal with dark charging typically reside here.
Heavy Bolt

The Heavy Bolt is a Crafted Primary Weapon in **Starfighter:Infinity**.

## Game Description

**The signature weapon of turrets, slow and provides hefty recoil as well as knocking the target back.**

## Functionality

Launches a high-speed bolt that inflicts high knockback and deals the listed Projectile Damage upon impact.

## Interactions and Strategy

* Due to its high firing knockback and impact knockback, heavy bolts and variants are excellent for chunking away at incoming enemies whilst simultaneously making it more difficult to approach the user.
* Barriers, Deflector Shields, and Energy Reflector Bubble are all effective at mitigating or outright stopping heavy bolts.
* The Fast Reverse Engine pairs excellently with the knockback inflicted upon the firer to effectively evade incoming enemies.

## Crafting

Level I -
Credits: 600

Barium: 200
Palladium: 100
Yttrium: 45

Level II -
Credits: 600

Barium: 250
Palladium: 150
Yttrium: 60

Level III -
Credits: 600

Barium: 350
Palladium: 150
Yttrium: 80

Level IV -
Credits: 600

Barium: 400
Palladium: 200
Yttrium: 90

Level V -
Credits: 600

Barium: 450
Palladium: 250
Yttrium: 100
Gravity Suppressor

A Gravity Suppressor in Sagittarius A.

A **Gravity Suppressor** is a Faction-specific Special Sector which consists of a pill-shaped structure guarded by two turrets.

## Functionality

The Gravity Suppressor will prevent the pull or push of any gravity-based item in the sector.

Two turrets are spaced 50su on either side of the Gravity Suppressor to guard it.

Unlike other jammers, the gravity suppressor cannot be hacked to disable the effects temporarily.

## Misc. Info.

The turrets, if destroyed, will not respawn unless a new Instance is generated.
Micro Gate ACr

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 3,500

Refined Nickel: 2,000
Yttrium: 800
Refined Palladium: 900

## Trivia

* Certain Micro Gates exist that allow specifically tagged players to enter a developer star system, TBZ.
Gamma Ray Burst

A Gamma Ray Burst animation.

**Gamma Ray Burst** is a Random Event in Starfighter: Infinity in which a fast burst of electromagnetic energy blasts the target sector.

## General Information

 Local Message:

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

## Event Details

* The Gamma Ray Burst (GRB) occurs roughly 3 seconds after the starting message.
* The GRB applies a variable amount of Radiation Damage Status Effect to all ships in the target sector. The amount can vary drastically, with recorded times exceeding 120 seconds.

## Conditions

GRBs occur more frequently high-level systems due to their power - though the exact list is unclear.

## Misc. Info

* GRBs are modeled after real-life Gamma Ray Bursts, which in reality output enough energy in mere seconds as the Sun does over its entire lifetime.
Igni Onager

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

## Game Description

**Fires an unguided rock that damages and destabilizes**

## Functionality

Once fired, a single unguided onager is launched from the front of the user's ship - being a rocky sphere that functions similarly to the Lightning Orb, destabilizing any ship it comes into contact with, doing damage and destroying itself upon impact.

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

## Interactions and Strategy

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

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

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

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

## Trivia

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

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

## Game Description

*The **Iris** has been in service long enough to prove beyond a doubt that it is a rugged and dependable design. Its reputation for reliability and thick shielding has made it a favorite for ferrying VIPs through dangerous sectors.*

## Recommended Equipment

* Shield Bubble
* Laser Beam
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* Hard Light Barrier
* Healer
* Recharger
* Forkworm Egg Cluster
* HE Mine Cluster

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Iris is a Starfighter upgrade that sacrifices speed and agility for extra utility, mines, and shielding

## Trivia

* The Iris was featured in Starfighter:Disputed Galaxy
Laser Beam Turret

The Laser Beam Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Laser Beam I at nearby enemies* -Level I*

**Small turret that attaches to some large ships that fires a Laser Beam II at nearby enemies* -Level II*

**Small turret that attaches to some large ships that fires a Laser Beam III at nearby enemies* -Level III*
Heavy Bolt Volley

The Heavy Bolt Volley is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires 8 heavy bolts out the front of your ship**

## Crafting

Level I -
Credits: 800

Nickel: 1,200
Barium: 600
Gold: 35

Level II -
Credits: 800

Nickel: 1,600
Barium: 800
Gold: 45

Level III -
Credits: 800

Nickel: 2,000
Barium: 1,000
Gold: 60

Level IV -
Credits: 800

Nickel: 2,400
Barium: 1,200
Gold: 70

Level V -
Credits: 800

Nickel: 2,800
Barium: 1,400
Gold: 80
Leech Torpedo

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

## Game Description

**If this warhead hits, it cripples the target's active augment, propulsion, and energy weapon use, depleting its energy reserves quickly.**

## Functionality

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

## Interactions and Strategy

* Leech Torpedoes can be a devastating tool against agile fighters like the Shredder or the Typhon, as most sustainable countermeasures like the Transparent Stealth System or the Shield Bubble require large sums of Energy to use with consistency, and as such can allow for users to soft counter a lot of powerful defenses simply by method of energy exhaustion. Additionally, movement tools like Sidestep or Field Hop Quickturn can consume energy quickly; Leech Torpedoes indirectly reduce their effectiveness as well by nature of eating away at energy reserves an enemy may be keeping for an emergency dodge
* Leech Torpedoes can also be used to shut down a variety of energy-based weapon builds, such as those that rely on a plethora of LR Photon Bombs to pelt enemies from afar

## Trivia

* The Impeder Torpedo is a variant of the Stinger Torpedo
Mega Fusion Bomb

The Mega Fusion Bomb is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Releases a bomb which after 6 seconds, detonates to form a small star. This star has a weak gravity field and will deal heat damage to nearby enemy ships. Bigger than the standard fusion bomb**

## Crafting

Credits: 900

Xandelevium: 700
Red Xandelevium: 150
Blue Xandelevium: 200
Heavy Drone

Heavy Drone is a larger variant of the Weapon Drone. It has higher shields and an additional standard weapon slot.

They are commonly found everywhere in the galaxy, and often pose an insignificant threat to players unless present in large numbers. They are smaller than fighters and have very low turning rates.

Players can spawn their own custom configured Heavy Drones using Heavy Drone beacons, which is an equipment available for ships with large slots. Customisation of Heavy Drones requires players to run their own organisations.

Players can attack and destroy their own drones spawned from beacons in free for all sectors.

## Game Description

*An armored version of the drone. Artificial intelligence has come a long way since mankind set out among the stars, but still no computer has matched a pilot's instinct or tenacity.*

## Trivia

* Heavy Drones were featured in Starfighter: Disputed Galaxy, although they were exclusively named as Heavy Drones.
* The Heavy Drone is the Human counterpart to the Armoured Drone
* It's implied that Heavy Drones are not manned, because of their titular name and that you cannot purchase them to pilot.
Igni Rock Mine Cluster

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

## Game Description

**High impact mines that disable stabilizers for a short time. This cluster deploys 8 mines**

## Functionality

Functions similarly to the Electrostatic Mine - dealing the listed Damage on impact and applying the listed duration of Stabilizer Fail - with the notable difference of having a Projectile damage type.

## Interactions and Strategy

* Due to the similarities in damage and in Status Effect application, Igni mines will excel in almost every area Electrostatic Mines excel - with the main difference being that igni rock mines deal projectile damage, allowing them to interact differently where electrostatic mines would not - such as with the Insulator Shields.
* Igni rock mines make for excellent anti-ram deterrents, as the stabilizer fail effect will halt forward momentum of oncoming ships.
* Igni rock mines pair well with Electrostatic damage compared to the electrostatic mines, as the contrasting damage types allow for more security in the event of attackers having counters to either damage type.
* Igni Rock Mine Cluster has better coverage compared to the Igni Rock Mine, at the cost of having a slower fire rate.

## Trivia

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