recursal/Fanatic-Fandom huggingface dataset:
Mist Resist

###

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

## Game Description

**Reduces the rate that red mist overdose increases by 50% and also reduces it twice as quickly when you no longer have the red mist effect* -Level I*

**Reduces the rate that red mist overdose increases by 70% and also reduces it twice as quickly when you no longer have the red mist effect* -Level II*

**Reduces the rate that red mist overdose increases by 90% and also reduces it twice as quickly when you no longer have the red mist effect* -Level III*

## Functionality

Functions similarly to the Dartian Recharger in having a fast recharge rate and a long recharge delay, but differs in that it provides a higher Red Mist Haze threshold based on the listed amount.

## Interactions and Strategy

* The Mist Resist shield is usually paired with the Red Mist Injector in order to apply red mist haze on demand - effectively creating a damage reduction augmentation that demands a particular shield variant.

* At max level, the mist resist shield can withstand 51 seconds of red mist haze before applying Red Mist Overdose. Note that at max level, the red mist threshold is 100% depleted in 2.5 seconds, half the time of the normal 5 second threshold value. This allows the user of the shield to have long periods of damage reduction (provided they have red mist haze) with quick rebound times.

* Mist resist shields make traversing the Nebulae of Epsilon Indi much more manageable, as even the Endurer Shields have trouble with the special nebula variant.

## Trivia

* Mist Resist ties into the Red Mist having a higher tolerance to the haze as a result of long exposure to the substance.
Proximity Blast

The Proximity Blast is a Purchased Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Damages all ships within a radius of 4su**

## Functionality

Once activated, a circular charge will rapidly increase its opacity until primed: after one second after activation, the charge will detonate, dealing the listed Explosive Damage to all ships whose radii are within the charge.

## Interactions and Strategy

* The proximity blast is considered to be a staple amongst the Proximity Weapons, as it is capable of high burst damage - making it an excellent offensive tool and a threatening deterrent to ships insistent upon ramming.
* When paired with movement-based items such as Guided Teleport Disc, Sidestep, or Sheenite Jump Forward, the offensive value of the proximity blast vastly increases, enabling ships with few Secondary Weapons to supplement their damage output, such as when used with the Imposer or Hydra.
* Since proximity blasts are not collision-based nor projectile-based, they cannot be blocked once activated, so long as the target is within range. In some cases, their damage can be mitigated by Shields, however.
* To deter proximity blasts, Mines and other spacing tools, such as the Repulsor Beam and Radii Repulsor, can be employed to ensure ships are outside the range of proximity blasts.

## Trivia

* The proximity blast was featured in Starfighter: Disputed Galaxy.
Mining Charge Cluster

The Mining Charge Cluster is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Explosive device that attaches onto the locked asteroid and then detonates freeing up minerals to be collected. This cluster deploys 4 mines* -Level I*

**Explosive device that attaches onto the locked asteroid and then detonates freeing up minerals to be collected. This cluster deploys 6 mines* -Level II*

**Explosive device that attaches onto the locked asteroid and then detonates freeing up minerals to be collected. This cluster deploys 8 mines* -Level III*
Radii Adaptive

###

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

## Game Description

**This shield system makes use of Radii nanites to reconfigure its generated frequencies based on the kind of weaponry striking it, allowing the shields to resist a multitude of hazards.**

## Functionality

Functions similarly to the Discerner, selectively reducing negative Status Effects by the listed amount. Compared to Basic Shields, it has a slight reduction in shield capacity, recharge rate, and a slightly higher than normal recharge delay in exchange for the selective effect reduction.

## Interactions and Strategy

* Radii Adaptive is considered to be one of the strongest shields in the game, as compared to the stat hits that the discerner takes compared to basic shields, the adaptive does not make such a compensation - boasting up to a 50% effect depletion while still having incredibly competitive shield capacity and almost negligible hits on recharge delay and recharge rate. As such, it is a generalist shield, able to take hits from a variety of sources and Status Effects without worry.

* The Radii Adaptive will not deplete Red Mist Haze, as it is considered a positive effect due to the damage reduction provided by the haze. As such, it is possible to use Red Mist Overdose to attack a radii shield user as it is sustained by red mist haze.

* Though it has a higher capacity, radii adaptive is slightly more vulnerable to straight damage, so weapons that rely on damage, and not effects - such as the Positronic Convergence Disc - can threaten it much like most shields.

## Trivia

* The Radii Adaptive Shield uses the same selective effect reduction shield effect as the Discerner Shields.
Orbital Sabre Laser

The Orbital Sabre Laser is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Deploys 2 high-powered laser devices which orbit your ship and fires multiple blasts at nearby enemy ships within 25su .* -Level I*

**Deploys 3 high-powered laser devices which orbit your ship and fires multiple blasts at nearby enemy ships within 37.5su .* -Level II*

**Deploys 4 high-powered laser devices which orbit your ship and fires multiple blasts at nearby enemy ships within 50su .* -Level III*
Money

**Money** is the main currency of the Starfighter: Infinity universe, and is recorded in the top right of the HUD.

Money is tied to a player's account, and cannot be shared.

## Uses for Money:

* Purchasing Lives for a ship
* Buying weapons from a Station
* Buying ships from a Station
* Summoning NPRs in the Chaos Engine
* Funding Organizations via taxes or donations

## Obtaining Money:

* Selling items of any kind
* Obtaining a Money Drop from a ship
* Completing Missions
* Selling ships
Null Drone

## Description

Null Drone is an NPR ship belonging to the Null Dwellers. Null Drones are characterized by a matte black coloration that is speckled with glowing cyan dots, streaks, and runes. The central trapezoidal prism of the ship houses a forward viewport, and the central ship body is supported by two pectoral V-shaped thrusters.

## Combat and Strategy

All associated items can be found on the Null Dwellers page.

In general, Null Dwellers use a variety of Cold Fusion-applying weapons and deal special Null Damage that is generally unresisted.

For Primary Weapons, Null Drones feature both the Null Bolter and the Null Cannon, both of which deal extreme DPS at close range - it is recommended that players use deflecting items, such as Deflector Shields or Energy Reflector Bubble if they wish to mitigate primary weapon damage when approaching Null Drones.

For Secondary Weapons, Null Drones primarily feature the following:

* Dark Energy Bomb - special variant of the Photon Bomb that is quite spammable - so players must have a reliable anti-locking method ready to use.
* Cold Ray - a close-range, high-damage beam that can be mitigated by either the Null's own Dark Shield or the Beam Refractor Shields.
* Cold Plasma Cannon - a variant of the Plasma Cannon that moves slowly but can home in on nearby ships. It is recommended the player use speed and agility-based items, such as Engine Overdrive or Sidestep to avoid these.

Typically Null Drones are quite easily dispatched due to their low shields - but they are capable of dealing heavy damage at close range and pressuring ships at long range - so players much quickly take them out if drones begin to swarm; the Chain Laser is an excellent tool for doing so, It is important to note that, due to the Dark Shield, null drones are resistant to gravity-based effects.

## Notes

* More info about the respective NPR in general can be found on the Null Dwellers page and the Null Dwellers category page.
Repair Beam

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

## Game Description

**An underutilized discovery, instead of applying shield regeneration to oneself, this converts a ship's energy into a shield matrix restoration beam.**

## Functionality

* The repair beam functions identically to the Laser Beam line - with a sole difference of targeting allies instead of enemies.

## Interactions and Strategy

* The Repair Beam is adversely affected by the Beam Refractor Shields, as it is still considered a beam weapon.

## Trivia

* The repair beam also has an Augmentation Analog - the Repair Beam Turret.
Misted Hammer

The Misted Hammer is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A short range, high damage, high impact weapon**

## Functionality

When fired, two parallel hammers will be fired out the front of the user's ship, which decelerate extremely quickly before arriving to a dead stop - after which they will sit akin to mines until their lifetime expires and they are destroyed.

## Interactions and Strategy

* Misted Hammers are notable for being a high-impact weapon with a useful Status Effect: Stabiliser Fail. This allows the hammers to be used as a movement-breaking weapon, albeit challenging to employ.

* Misted hammers' quick deceleration means their effective range is extremely restricted - requiring the user to put themselves in harm's way to land a hit. Gear such as Projectile Attractor Field and Sidestep can allow the user to land sweeping hits with the hammers whilst providing a little more wiggle room for contact.

* The low range of the hammers can serve a secondary purpose - the hammers can be fired in front of the user whilst being pursued in order to use the hammers are pseudo-mines. This strategy pairs well with Field Hop Quickturn and Rear Teleport Disc.

* Misted Hammers have the luxury of being an unresisted Damage type - Red Mist - which allows them to be reliable when they land: however, players may have difficulty landing them against competent opponents due to their lower speed and range. They are typically best comboed with other, more area-denial gear.

## Trivia

* The Misted Hammers are thematically Hammerhead Rockets with their propulsion torn off - allowing them to pack a bigger punch at the cost of shorter range.
Raider

## Game Description

*Aralien Berserkers are zealots who take great pride in being at the forefront of battle. The **Raider** has tremendous speed and a large number of standard weapon hardpoints, making it attractive for those looking to make daring head-on passes at slower vessels and initiating skirmishes. The high speed is important to maintain, as the **Raider** has average shields and a wide turning arc.*

## Recommended Equipment

Standard Secondary Weapons

* Railgun
* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Laser Beam

Utilities

* Decoy
* Scrambler
* Reflecting Stealth System
* Shield Bubble

Mines

* Sticky HE Mine Barrage
* Xandelevium Heat Mine

Engines

* Afterburn Engine

Augmentations

* Field Hop Quickturn

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Raider is a notorious heavy speedster/gunship platform, and as such benefits from items that increase its speed and agility, as well as weapons that allow it to pester enemies from afar. The Raider does, however, lack many defenses, so players should take care to avoid being overwhelmed by firepower and stay agile, as the Raider's middling shields can quickly fall short during a head-on engagement
* The Raider greatly benefits from a hit-and-run playstyle, as its great speed and expansive arsenal allow it to control combat tempo and harass enemies with a variety of weapon flavors

## Trivia

* The Raider was featured in Starfighter: Disputed Galaxy
* The **Raider** is the Chariot's Aralien Empire counterpart
* The Raider is one of Ben's favorite ship designs
Pulse Laser Turret

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

## Game Description

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

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

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

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

**Small turret that attaches to some large ships that fires a Pulse Laser V at nearby enemies* -Level V*
Red Xandelevium Blaster

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

## Game Description

**Fires a high-speed xandelevium blast that deals damage and sets the target on fire. Red xandelevium is less intense, but more stable. Resulting in slower speed, less damage and less heat damage, but fires faster and you have more ammo capacity**

## Functionality

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

On impact, the Red Xandelevium Blaster deals low alpha damage and applies a middling amount of Heat Damage.

## Interactions and Strategy

* Being a guided weapon, the red xand blaster is mitigated by any countermeasures that affect normal guided weapons, though the medium initial speed of the projectile often gives a target little time to actually deploy said countermeasures unless they were already prepared for the shot - though red xand blasters are slower than their analogs (like the White Xandelevium Blaster), so targets often are able to react in time to avoid the shot
* Contrary to other xand blasters, the red xand blaster is more spam-oriented with a large magazine and a less threatening individual shot: this make the red xand blaster an ideal pressure weapon capable of baiting out defenses due to its ability to continually fire with little downtime between shots
* Red Xand Blaster damage is effectively mitigated by Thermal Shields
* The Red Xand Blaster is excellent at hitting and weakening lightly-shielded, high-speed targets like the Pegasus that other weapons struggle to hit

## Trivia

* Xandelevium Blasters have several variants:
	+ **Red Xandelevium Blaster**
	+ Blue Xandelevium Blaster
	+ Quark Xandelevium Blaster
	+ White Xandelevium Blaster
	+ Double Xandelevium Blaster
Rodion Frigate

## Description

Rodion Frigate is an NPR ship belonging to the Rodions. Rodion Frigates are medium combat ships launched from the Rodion Mothership. Their hulls are dark gold and blue, with various pipes, disjoint plates, and nozzles.

## Combat and Strategy

All associated items can be found on the Rodions page.

Rodion Frigates are equipped with their own variant of the Vulcan cannon, Rodion Projectile Cannon, and their own engine overdrive, Rodion Engine Overdrive, which they activate frequently.

Preferring to perform combat at close range, they close in on enemies and barrage them with both their scatter weaponry as well as a high-damage, short range burst weapon - the Hyper Cannon. They have relatively low turning rate and may fly around their target in circles repeatedly.

Additionally, Rodion Darts pose a threat to ships caught near the slower torpedoes, as their unique short-range jump makes them hard to dodge at close range. Such darts also come in the Rodion Dart Array, which they spam quite frequently.

Overall, they are a reasonable threat to medium level players due to their high damage output and speed.

## Notes

* More info about the respective NPR in general can be found on the Rodions page and the Rodions category page.
* Rodion Frigates are one of the few NPRs that have access to large weapons on the smallest variant of their ship.
Plasma Cannon Plus

The Plasma Cannon Plus is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires two unguided balls of extremely hot plasma which does a high amount of damage, moves faster and has a longer range than the standard plasma cannon**

## Functionality

Functions similarly to the Plasma Cannon: When fired, the plasma cannon plus generates two parallel unguided spheres that collide with Ships, dealing Heat Damage.

## Interactions and Strategy

* As an Energy-based weapon, the plasma cannon plus is a sustainable, high-damage weapon capable of heavy damage to ships.

* Being a stock weapon capable of being purchased from Stations, the plasma cannon plus is able to be obtained fairly early on, allowing lower Level players to have a heavy-hitting weapon at their disposal.

* Multiple plasma cannon pluses can be fired in series to drastically boost the DPS of the plasma cannon plus, though at the price of higher energy consumption.

* The plasma cannon plus, when compared to the plasma cannon, boasts nearly identical stats - with the notable exception of having much higher speed in exchange for the total damage being divided between the two parallel projectiles. This division of damage into two projectiles can cause glancing blows to deal only half the total damage per shot in situations where only one of the plasma cannon plus spheres impact a ship.

## Trivia

* The plasma cannon plus is a variant of the Plasma Cannon.
Random Collectible

**Random Collectible** is a Instance Event in Starfighter: Infinity in which in which a random Collectible is generated.

## Event Details

* Upon instance generation, a solitary Collectible is generated in the middle of the Sector.

* The chosen collectible is random from a pool of all collectibles - though certain collectibles may be excluded, such as Cow, due to having their own instance event.

## Misc. Info

* Cow seems to be excluded from this event, having two separate instance events:
	+ Cow Detected
	+ Cow Field
* This appears to be the only way to obtain certain Items, such as Promotional Burger.
Resonite Resonator

## Description

Resonite Resonator is an NPR ship belonging to the Resonites. Resonite Resonators are spherical, translucent crystalline ships composed of rotating, spiny segments. They are extremely reflective and shimmer as they rotate.

## Combat and Strategy

All associated items can be found on the Resonites page.

Resonites are known for their ability to rapidly chase targets and employ devastating CQC weaponry.

For their Primary Weapons, Resonites are known to make use of Resonite Crystal Bolts and their variants, allowing them to apply rapid, fairly-precise crystal shards for excellent DPS and generally unresisted Projectile  Damage.

For their Secondary Weapons, the Resonites are infamous for their Resonator Beam, a powerful close-range weapon capable of almost completely disabling ships in an instant - applying the devastating Resonance effect that disables secondary weapons, drains Energy, and inhibits movement.

For their Utilities, Resonites are known for making use of their Resonite Jumps to rapidly close distance between themselves and a locked target through sudden acceleration. They also possess a non-locking variant, the Resonite Jump Forward, that closes less distance but does not require a lock - making it useful in the many nebulae of Castor and the Chaos Engine.

For Mines, Resonites employ the powerful Crystal Mine, being capable of dealing incredible damage and applying Blinded with a low arm time, albeit at the cost of a slower fire rate and having only a single variant.

Most notably, the highest levels of the Resonite Refractor Shields allow resonites to be completely immune to Laser damage, Photonic, and Weapon Attract - at the cost of taking 200% damage from Explosive weaponry.

As such, it is recommended that players make use of explosive weapons to dispatch resonites quickly, such as Stinger Torpedoes, Piranha Rockets, and Proximity Blasts - though the latter can put the user in range of an unexpected resonator beam.
In general, it is recommended to engage resonites from far away using long-range explosive weaponry. It is also recommended to carry some form of Stealth system to prevent resonites from locking onto the player and jumping to their location.
Mines, typically being explosive damage, can both deal incredible damage to resonites and deter them from using their jumps - making the Nemesis quite effective at taking out resonites in general.
While resonites are immune to weapon attract, they are not immune to Mine Magnet applied by some Tyraan weapons - which can synergize quite well with a mine-based anti-resonite build.

## Notes

* More info about the respective NPR in general can be found on the Resonites page and the Resonites category page.
* Resonites have been noted to be "infected" beings of sorts as described in the Codex, and subequently, the Lore page.
Red Mist Station

A Red Mist Station in Epsilon Indi.

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

**"The epicenter of the Consumed Rebellion, the Red Mist Station is the formidable home of the Araliens who have given in to the temptations of the Red Mist. At its center is the mysterious object uncovered which has filled large swathes of the system with the empowering red nebula that has so far thwarted all who attempt to reclaim the territory. While it appears to be crystalline, the molecular structure is far too irregular and unstable to match that geologic definition. Scientific research to unravel its mysteries will be impossible so long as it is fervently defended by those who have grown drunk on its energy, and a hazardous affair beyond that lest one fail to avoid being subdued by its enticing offerings."** - Codex entry for **Red Mist Station**

## Locations

* Epsilon Indi
	+ 3-6
* Chaos Engine
	+ 4-9

## Functionality

The Red Mist Station serves as the spawn center for the Red Mist.

## Misc. Info

* The Red Mist Station is built around a giant crystal that is said to be the source of the corruption of the consumed Araliens.
Obelisk

An Obelisk in Delta Trianguli.

## Scan Effect

Obelisk scan effect.

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

*"The origin of this bizarre monolith is mysterious, it didn't show up on scans until quite recently; causing a buzz across the galaxy. It vibrates and pulsates in an unnatural way, unwelcoming to they eye and sense of touch. It is covered in simple runes meant to send an unknown message to an even less knowable recipient. While it may be disconcerting to be in the presence of the Obelisk, one can only sense that were you to discover its origin, everything would change."* - Codex entry for **Obelisk**

## Locations

* Delta Trianguli
	+ 0-15
	+ 0-13
	+ 1-14

## Functionality

* Upon Scan completion, the Obelisk applies 8 seconds of the Cold Fusion Damage Status Effect to the user.

## Misc. Info

The Obelisk bears the same runes as those found on structures made by Null Dwellers
Relisk Shield

###

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

## Game Description

**Reduces damage from laser and photonic weapons by 30%, but increases damage from explosive weapons by 30%**

## Functionality

Functions similarly to the Basic Shields, but with a slightly lower maximum charge and a short recharge delay. Also has the following effects:

* Takes 30% more Damage from Explosive weapons.
* Takes 30% less Damage from Laser weapons.
* Takes 30% less Damage from Photonic weapons.

## Interactions and Strategy

* The Relisk shield is considered to be "Resonite Refractor Shields Lite", as it uses the same weaknesses and resistances of the resonite refractor, though the severity of both is significantly less.

* The Relisk shield's Laser and Photonic damage types are nice resistances to have, as they are more likely than explosive weapons to hit the user while moving. Users must take care to avoid explosive damage, as it will quickly eat through shields - weapons such as the Proximity Blast are amplified enough to one-shot a lot of ships, and the ones that aren't are brought to the brink of destruction.

* Mines, typically being explosive, are a huge threat to the relisk shield. Mines such as Stealth Mines are excellent at herding relisk shield users to their doom.

* High-speed explosive weapons, such as the Minibomb, are extremely effective at taking down the relisk shield.

## Trivia

* The Relisk Shield is effective at mitigating the damage from all of the Relisk's own weaponry.
Null Destroyer

## Description

Null Destroyer is an NPR ship belonging to the Null Dwellers. Null Destroyers are characterized by a matte black coloration that is speckled with glowing cyan dots, streaks, and runes. The central wedge-shaped hull of the ship is supported by two pointed butteryfly-shaped wings.

## Combat and Strategy

All associated items can be found on the Null Dwellers page.

In general, Null Dwellers use a variety of Cold Fusion-applying weapons and deal special Null Damage that is generally unresisted.

For Primary Weapons, Null Destroyers feature both the Null Bolter and the Null Cannon, both of which deal extreme DPS at close range - it is recommended that players use deflecting items, such as Deflector Shields or Energy Reflector Bubble if they wish to mitigate primary weapon damage when approaching Null Destroyers.

For Secondary Weapons, Null Destroyers primarily feature the following:

* Dark Energy Bomb - special variant of the Photon Bomb that is quite spammable - so players must have a reliable anti-locking method ready to use.
* Cold Ray - a close-range, high-damage beam that can be mitigated by either the Null's own Dark Shield or the Beam Refractor Shields.
* Cold Plasma Cannon - a variant of the Plasma Cannon that moves slowly but can home in on nearby ships. It is recommended the player use speed and agility-based items, such as Engine Overdrive or Sidestep to avoid these.

For Utilities, Null Destroyers primarily feature the following:

* Dark Shield Bubble - an Ammo-Based variant of the Shield Bubble that has a shorter duration, but can recharge spent energy for each guided weapon blocked.
* Null Smoke Screen - an Energy-Based utility that can hide the user and break locks of guided weapons in the same manner of the Smoke Screen.

For Mines, Null Destroyers have access to the Dark Mine and variants, a quick-arming high-damage mine with a short lifetime. Players should take care to avoid trailing too close behind a destroyer to avoid heavy dark mine damage.

For Proximity Weapons, Null Destroyers have access to the Cold Fusion Blast - players should take care not to face-hug a null destroyer, or else they will suffer a significant amount of cold fusion damage DOT. This is entirely negated by the Dark Shield.

Being heavily shielded, quick, and featuring a variety of threatening weaponry and defenses, null destroyers pose an incredible threat to early-game players: even endgame players can take a while to whittle down a null destroyer due to their rare combination of reliable utilities, bulk, and damage.

It is recommended that players use stealth, range, and/or a quick ship when taking on null destroyers, as prolonged close-range combat increases the likelihood of a mishap. By nature, the null dweller's own shield, the Dark Shield, is very effective at cutting down the plethora of Cold Fusion weaponry the null dwellers use.

## Notes

* More info about the respective NPR in general can be found on the Null Dwellers page and the Null Dwellers category page.
* Null Destroyers are a "lite" version of the Null Battleship.
Murk Rocket Barrage

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

## Game Description

**Unguided rocket that does a fair amount of damage and decays hard light devices like shield bubbles. If the rocket hits a barrier then it will reduce the barriers lifespan by 1 second. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Shamrock

The Shamrock is a Purchased (Seasonal) Augmentation in **Starfighter:Infinity**.

## Game Description

**Each **shamrock** equipped increases the amount dropped in money crates and minerals founds in loot by 20%. As well as improving the odd of finding money, hyperspace and life crates**

## Functionality

For each shamrock on all ships in the Sector, the probability of a ship dropping a Drop increases by 20% per shamrock, thus increasing the frequency of crates and items from normal, non-NPR ships.

Shamrocks also increase the quantity of Money and Minerals by 20% per shamrock in their respective drops when they occur.

Shamrocks also increase the weighting of Hyperspace, Life, and Money crates during the crate generation process by 0.1 per shamrock.

A more detailed explanation and chart of how shamrocks affect drops can be seen on the Drops page.

## Interactions and Strategy

* Depending on the desired crates, a differing number of shamrocks is required to optimize drops.
	+ For NPRs, to maximize ammo, energy, and shield crates, the user must have zero shamrocks equipped.
	+ For normal ships, to maximize ammo, energy, and shield crates, the user must have exactly 3 shamrocks active in the sector (3 shamrocks across all ships in the sector).

* The more shamrocks in the sector, the more equalized all crate drop chances become - with roughly 7 shamrocks being a soft "cap" on the odds of all crates being equal.

* Crate drop chances cap at 85% per kill on normal ships.

## Trivia

* Shamrocks, despite seeming simple, affect probability in a fairly un-intuitive way.
Minion

Minions are a Mechanic in Starfighter:Infinity in which Ships summon allies to aid them in battle.

## Minion Mechanics

* Minions can be summoned up to a maximum of 12, with excess attempts to summon denied and a message shown in sector activity.
* Minions are considered to be their own ships with their own faction listed, their own shield indicators, etc. and are counted as "Friendly" on the HUD in special parentheses next to the normal friendly ship counter. Note that while some weapons such as the Pulse Laser Droid may appear to be a minion, they are simply considered autonomous weapons. This is evidenced by their Radar symbols being dots (weapons) instead of arrows (ships).

## Available Minions

A list of weapons that summon minions can be found here.
Neutron Star

A Neutron Star in Null Space.

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

*"This area, known as Null space was once thought to be a regular star system with a large star that went supernova - blasting away most planets and leaving the system dark and cold, with this neutron star at the center. The neutron star in unbelievably dense and is spinning extremely fast - although looking at it you can't tell. A teaspoon of matter from this former star would have the weight of 10 million tons if it were transported back to a planet similar in mass to the former human homewolrd: "Earth", and therefore isn't recommended."* - Codex entry for **Neutron Star**

## Locations

* Null Space
	+ 2-2

## Misc. Info

* The Neutron star is not considered a Star by in-game standards, and is actually an Object.
* The Neutron Star is based on the real-world celestial body of the same name.
Neutral Zone

A **Neutral Zone** is a kind of Special Sector in which all Factions/Allegiances have called a truce. All enemies, with the exception of NPRs, will be considered allies in Neutral Sectors, and cannot be harmed or damaged - but can be healed and repaired.

As such, Neutral Zones are good places to take a breather from chase, war, and serve as good locations for trades, chat, and leisure.

## Variants of Neutral Zones

* Default Neutral Zones
* Meteor Burger
* Storbital Orbital Storage Solutions

## Vendetta

If a Vendetta holder enters a Neutral Zone, it temporarily becomes a FFA Zone - this applies to every variant of Neutral Zone. This is to prevent Vendetta Cheesing via waiting out the timer in an area where combat is not normally allowed.
Engines

Engines alter various movement stats of a ship, with different engine types significantly boosting performance in some areas, whilst incurring moderate penalties in other stats.

* **Speed:** A multiplier applied to the top cruising speed of the equipped ship. Base speed multiplied by the speed multiplier is the new cruising speed of the ship. Speed is measured in SU/s.
* **Acceleration:** A multiplier that is applied to the acceleration of the ship. Acceleration multiplied by the acceleration multiplier is the new acceleration of the ship. Acceleration has a built-in asymptotic functionality such that the final acceleration is multiplied by [1-(CurrentSpeed/TopSpeed)] - ensuring that ships accelerate more slowly as they approach their maximum rated speed.
* **Turning:** A multiplier that is applied to the turn rate of the ship. Turn rate multiplied by the turn multiplier is the new turn rate of the ship. Measured in deg/sec: 360 deg/sec is one full revolution per second.
* **Propulsion:** A multiplier that is applied to the cruising speed of the ship after the speed multiplier, but only when the player uses the "Propulsion Enhancer" key. The propulsion enhancer consumes 10 energy upon use.
* **Boost Duration:** The time the propulsion enhancer lasts. Ship speed depletes linearly from the propulsion speed to the cruising speed over the duration of the boost. A ship cannot decelerate during this time.
* **Autopilot:** The flat speed bonus added to cruising speed when the player is using autopilot.
* **Reverse:** A multiplier that is applied to the cruising speed of the ship when moving backwards. Reverse multiplied by the speed multiplier to obtain the max speed of a ship when moving backwards.
* **PropCD:** A cooldown for the propulsion enhancer - considered a hidden stat, and is not displayed on engines. A PropCD of 1 means a 2-second cooldown.

## List of Engines

By default, ships have the Standard engine equipped. Increasing the propulsion skill is required to purchase more powerful and advanced engines. There are some engines that cannot be purchased and can only be obtained from NPRs.

Speed, acceleration, propulsion and acceleration are multipliers for a ship's base performance.

Keys:

* PD: Propulsion Duration
* Click the headers to sort the data in ascending or descending order.
Quick Getaway

The Quick Getaway is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**If no couse is plotted, then the autopilot key will instantly plot a course to the closest discovered sector in the direction you are facing. Level 2 will plot a course to the nearest friendly station. This can help you quickly engage hyperspace to escape trouble.**
Rear Energy Reflector Barrier

The Rear Energy Reflector Barrier is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Deployed like the standard Hard Light Barrier, but will also reflect unguided energy weapons. Fires out the back of your ship**

## Crafting

Level I -
Credits: 600

Yttrium: 150
Cobalt: 800

Level II -
Credits: 600

Yttrium: 200
Cobalt: 1,100

Level III -
Credits: 600

Yttrium: 250
Cobalt: 1,300
Projectile Attractor Field

The Projectile Attractor Field is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Creates a gravity field around the locked target that attracts nearby weapons making them more likely to hit**

## Functionality

When fired, the locked target instantly has the listed duration of Weapon Attract applied to them.

## Interactions and Strategy

* The projectile attractor field is excellent for pairing with slow-moving, high damage/disabling weapons, such as the Plasma Cannon or Lightning Orb.
* The Resonite Refractor Shields almost instantly deplete the weapon repel effect.
* Stealth items can help ships defend against having projectile attractor field applied to them.
* Projectile attractor field is excellent to use against ships while in a Minefield sector, as numerous mines will swarm the target.

## Trivia

* Projectile attractor field functions similarly to the Target Highlight.
Relisk

## **General Information**

### **Lore:**

*"The Relisk are the ancient enemies of the Aralien Empire. Though they have been culled and nearly driven to extinction, they meagerly persist. The Relisk built grand temples to communicate with their gods, but the deities fell silent after the Aralien Emperor Himzeck the Zealot made a concerted effort against their holy sites."* -Codex

## **Passive and Rotational Spawns**

Relisk passive spawns are typically found at Relisk Temples, and may appear in the following locations:

* Mintaka A
	+ 15-7 (Always)
* Chaos Engine
	+ 2-3 (Always)

## **Special Spawns and Associated Objects**

* Relisk Temple
* Relisk Portal

## **Misc. Info**

Relisk Fighters are speedy annoyances on-par with Tobor Piques - high damage primary spam, teleporting mines and secondaries, the former of which applies diruption, and a near-instant recharge delay on shields along with a resistance to lasers make the relisk quite the pests. Thankfully most of their weapons can be blocked with the standard shield bubble, and they take 30% more damage from explosives, so quick-firing, speedy explosives, such as the minibomb, can make quick work of them.

## **Trivia**

* Strangely enough, the Relisk Fighter does not have any utilities, and thus no access to their signature gear: portals
Mining Beam Turret

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

## Game Description

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

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

**Small turret that attaches to some large ships that fires a Mining Laser III at nearby asteroids* -Level III*
Rear Teleport Disc

The Rear Teleport Disc is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Launches a disc that then teleports your ship to it. Fires out the back of your ship**

## Crafting

Level I -
Credits: 600

Nickel: 350
Copper: 350
Iridium: 250

Level II -
Credits: 600

Nickel: 450
Copper: 450
Iridium: 350

Level III -
Credits: 600

Nickel: 600
Copper: 600
Iridium: 400
Rodion Mothership

A Rodion Mothership in Gamma Velorum

## Scan Effect

A Rodion Mothership applying the Engine Overdrive Status Effect.

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

*"This massive desolate drifting craft is the disheartening home of Rodion refugees. Rodions are a race who have not found glory and wealth among the stars, but rather have faced a fate of constant disaster and folly. This mothership was intended to carry its passengers to a place beyond the settled galaxy, where they might have prospered absent any neighbors. The advanced technology that Rodions posses is a product of desperation, and a history of endless eviction, and they fiercely defend its secrets.\n\nThe Rodions have, since the day they set out upon the stars been searching for a system, or even a solitary planet to call home. Having to sacrifice at every turn to overcome challenge after challenge, this mothership drifts helplessly through space, hoping to be left undiscovered by the seemingly endless hordes of warlike races and dangerous phenomena that plague their cursed journey. \n\nThough the Rodions exhibit territorial behavior towards all who approach their hapless abode, they have been observed having a particularly strong reaction to The Gao. It is unclear what the history between the races is, but such intense animosity must be rooted in generations of conflict"* - Codex entry for **Rodion Mothership**

## Locations

* Gamma Velorum
	+ 2-9
* Chaos Engine
	+ 7-8

## Functionality

* The Rodion Mothership serves as the spawn center for the Rodions.

* Upon Scan completion, the Rodion Mothership applies roughly 8 seconds of Engine Overdrive Status Effect to the player.

## Misc. Info

* The Rodions are one of the few NPRs whose origins are unknown.
Neutrino Beam

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

## Game Description

**. Has Radiation Damage Effect: Damages over time. Has 3 rates of damage**

## Functionality

When fired, a hitscan beam 45su long is instantly generated in a straight line in front of the user, dealing the listed Projectile Damage and applying the listed duration of Radiation Damage to all ships intercepted by the beam.

## Interactions and Strategy

* Being a hitscan weapon, the neutrino beam is excellent for hitting evasive medium-sized and larger ships, such as the Intimidator.

* The Neutrino Beam has a rare trait of being able to ignore Hard Light Barriers, being able to hit targets regardless of obstacles in-between them and the firer,

* The Neutrino Beam is handy for applying temporary radiation damage to agile/well-defended ships that weapons like the Nuclear Torpedo would normally have trouble hitting. It is especially effective against more massive ships, given how radiation damage works.

* Despite technically being a beam in name only, the neutrino beam is resisted by Beam Refractor Shields.

## Trivia

* Neutrinos are real-world fermions with mass so infinitesimally small that they typically pass through normal matter.
Relisk Portal

A Relisk Portal in Mintaka A.

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

*"The Relisk do not possess remarkable intelligence, and are far too hostile and cloistered a species to trade for technology, leaving the architects of these mysterious portals as unknowable as their purpose. Emperor Himzek the Zealot, 1st of his brood, theorized that they are built to glorify the Relisk gods, and targeted these and similar structures in his ultimately successful campaign against them. It is fully operational for those daring to make use of it, but there are few Relisk left that could ever know its secrets, or who it was meant to appease."* - Codex entry for **Relisk Portal**

## Locations

* Antares
	+ 2-1
* Mintaka A
	+ 15-9
	+ 12-5

## Functionality

The two portals act like the equippable Relisk portals: Flying/Firing into one of the two portals on either end of the object teleports the player or projectile to the other end.

Note that the portals can only be entered from the outside - trying to use them from in-between has no effect.

## Misc. Info

* The two portals on the object bear similar functionality, sounds, and appearance as the Relisk utilities.
* The Relisk Portal is associated with the Relisk.
Pyramid

The Pyramid in Sirius.

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

*"An ancient alien vessel that bears a striking resemblance to ancient pyramids on earth. Discovery of it reignited the old "ancient astronauts" theory that life on earth was planted by some extra terrestrial race. However there is no real way of knowing: perhaps these ancient visitors were merely inspired by the earth design at the time, or just influenced people on earth somehow. There is no way to know."* - Codex entry for **Pyramid**

## Locations

* Sirius
	+ 9-4

## Misc. Info

* The Pyramid appears to be a reference to a conspiracy theory related to aliens visiting earth and building the Pyramids.
Proximity Weapons

As implied by their name, proximity weapons are useful for up-close defense, targeting all enemy ships in a short radius around the ship. Their ranges are typically no more than 10 SU. However, some proximity weapons scale in size with the ship; the larger the ship, the bigger their radius.

Like other secondary weapon types, there are weapons that consume energy, as well as ones that consume ammunition.

Proximity weapons are most effective on ships that can close in on targets and maintain that distance. While they are available on some ships not suited for close quarters combat, proximity weapons still offer a defensive option against enemy targets that are too close to maneuver and engage against.

## List of Proximity Weapons

**Key:**

* Am: Ammo per clip (Reserve ammo)
* Dmg: Base damage per projectile hit
* EU: Energy used per shot
* Effect: Status effect applied
* Lt: Lifetime measured in seconds
* ROF: Rate of fire
* Rng: Range of the weapon measured in su
* Sk: 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

### Passive Weapons

These proximity weapons will become active for a short while, rather than requiring repeated use.
Radii Slug

The Radii Slug is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Featuring a magnetic self-propelling drive, these otherwise inert 'slugs' use computerized aim to lock onto a target before being launched at extreme velocities from afar.**

## Functionality

* Upon firing, a single slug lingers in place for a moment before propelling itself rapidly toward a target. During the initial lingering stage, the slug attempts to predictively aim at the target before it is launched, trying to intercept their flight path.

## Interactions and Strategy

* Slugs are long range burst damage weapons, featuring very low dps but making up for it by providing a great deal of up front damage.
* Launching slugs has a very distinctive sound queue to them, and due to their predictive aiming they can actually be avoided with evasive maneuvers. If a pilot is familiar with their delay before launching, they can use augments such as Field Hop Quickturn or Sidestep to avoid the oncoming volleys consistently.
* Slugs are unique in that while they are locking weapons they are not guided at all, if they miss their target they perform no course correcting maneuvers whatsoever. That said utilities that block or interfere with the targeting of locking weapons are still very effective against slugs.
* Despite having a very high effective range, Radii Slugs are exceptionally potent in close quarters due to the fact that the target has less room to move in attempts to fell the projectiles' predictive aim. However, using them in closer ranges can allow them to be affected by utilities such as Return to Sender.

## Trivia

* The proposal for Radii Slugs was to be a blending of the Railgun and Auto Sniper weapons as a locking weapon. The result is a predictive aiming projectile with a firing delay that allows targets to avoid them with careful flying.
Triple Devimon Hellfire Blaster

The Triple Devimon Hellfire Blaster is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a high-speed blast that deals damage and adds a hellfire damage effect. This variant fires 3 at once, but with a slower firing rate**

## Functionality

The Devimon Hellfire Blaster and variants functions similarly to the Xandelevium Blaster - operating as an instantly deployed, high-speed guided railgun. The hellfire blaster, however, has lower up-front damage than normal xand blaster variants, but has a more potent Status Effect: Hellfire.

## Interactions and Strategy

* Devimon Hellfire blasters are excellent for countering stealth, as the hellfire effect has a built-in functionality that allows ships to lock onto stealthed ships under the effects of hellfire.

* Devimon blasters have a bit better turning radius than xand blasters due to their lower speed, which makes them easier to land, but provides a longer time for opponents to respond to them, They are much quieter than xand blasters, however, and can be disguised in other sounds to hide their launch from enemies facing away from the user.

* Devimon blasters are less effective against Thermal Shields and other effect-reducing shields due to relying on the hellfire effect for damage, rather than up-front damage.

* The triple variant of the blaster is good for extreme hellfire application, trading ammo capacity for effect time. It is also better than the double variant to ensure that at least one projectile hits a target, given the increased spread of the weapon on top of the double's spread.