recursal/Fanatic-Fandom huggingface dataset:
Enhanced Engine

The Enhanced is a Purchased Engine in **Starfighter:Infinity**.

## Game Description

**This engine has a faster, longer lasting propulsion enhancer, but at the cost of standard speed. Designed for those who like to suddenly spring into action.**

## Functionality

Enhanced Engines are considered to be high-boost variants of the Standard Plus Engine line.

The Enhanced Engine features the following changes over the Standard Plus Engine:

* -Speed
* +Acceleration
* +Turning
* +Propulsion
* +Boost Duration
* -Reverse Speed

## Interactions and Strategy

* The enhanced engine heavily relies on the propulsion enhancer compared to the standard plus engine - effects such as Stabilizer Fail and Propulsion Dehance severely hamper its performance moreso than other engines, leaving it more defenseless.
* If Energy is readily available, the enhanced engine line is a solid choice for being able to use the propulsion enhancer to dodge incoming fire, have a higher-than-average boost cycle speed, and have small boosts to turning/acceleration.
* The longer propulsion enhancer is a double-edged sword - boost users are locked into the entirety of the boost, which can cause them to overshoot targets in a dogfight- as well as making some of their motion fairly predictable, unlike shorter boosts like those from the Tobor Enhanced or Red Mist Booster.

## Trivia

* The Enhanced engine line is a more boost-Reliant line compared to the Standard Plus Engine line.
Devimon Weakener

A Devimon Weakener in Sagittarius A.

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

*No Description* - Codex entry for **Devimon Weakener**

## Locations

* Sagittarius A
	+ 2-1
	+ 8-6

## Functionality

* Every eight seconds, the Devimon Weakener applies up to eight seconds of the Curse Status Effect to all nearby Ships, based on proximity to the weakener.

## Misc. Info

* The Devimon Weakener is related to the Devimon.
Elite Survivor Pod

## Game Description

*A more luxurious escape pod designed for commanders and those who are used to a bit more space, rather than the cramped conditions of a normal escape pod.*

## Recommended Equipment

It is not recommended to use this ship in any scenario

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Elite Ships that are destroyed, including Elite Survivor pods, will eject an Elite Survivor Pod, allowing the user to fly back to a nearby Station

## Trivia

* The Elite Survivor Pod debuted in Starfighter:Infinity
Distress Signal

A Distress Signal notification.

## Objective

An example mission objective.

**Distress Signal** is a Random Event in Starfighter: Infinity in which a special Mission to assist an allied ship is added to the player's objectives.

## General Information

 Local Message:

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

## Event Details

When the random event is generated, the player will be notified with an on-screen message, and a mission will be generated on their Map.

At the mission sector, the player will be greeted by a heavily damaged ship of the same Faction as the player, and the player will then undergo a special mission where they must defend the damaged ship until it is restored to 100% shield capacity. Enemy ships will intermittently spawn into the sector in an attempt to finish off the distress signal target.

Upon completion, the repaired ship will Hyperspace away, and if the player has an open cargo slot, they will be awarded a fairly random item or mineral amount. Rewards can be NPR items as well, particularly those from nearby Star Systems. Returning to the marked Station will award Money and Experience just like a normal mission.

There appears to be a time limit to how long the mission is available for, after which it will automatically be failed.

## Conditions

Random - appears to occur in any Star System with a friendly Station.

## Misc. Info

* The Shield Repair Status Effect has a 5x slower shield repair rate on distress signal targets, making items such as the Repair Beam more viable when trying to rapidly repair distress signal targets.
* Distress Signal Trap is another Random Event that shares an identical appearance to Distress Signal, with the player only able to distinguish between the two once they arrive at the Sector.
* In Nebulae, the range at which players can see the target's shields is diminished.
Field Hop Quickturn

The Field Hop Quickturn is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Uses field hop teleportation technology to Instantly turn your ship 180 degrees. Useful in slow turning ships**

## Functionality

Upon activation, the Field Hop Quickturn will make a teleportation noise, generate some particle effects, and immediately flip the user's ship 180 degrees instantaneously, preserving all present momentum.

## Interactions and Strategy

* The field hop quickturn is notorious for being used with massive Ships with low turning, as it can be used to catch more nimble fighters off guard and give them trouble flanking larger vessels.
* Field hop quickturn counts as teleportation, and as such is blocked by Teleport Jammer and Teleport Jammed Status Effect.
* Field hop quickturn can be used both for flanking/dogfighting and for projectile evasion due to immediately reversing momentum - avoiding any oncoming projectiles perpendicular to the user's flight path.

## Crafting

Credits: 700

Silicon: 500
Platinum: 400

## Trivia

* The field hop quickturn is a derivative of the Field Hopper, which was featured in Starfighter:Disputed Galaxy.
Drone Beacon

The Drone Beacon is a Purchased Large Weapon in **Starfighter:Infinity**. It allows the user to teleport in drones to aid them.

## Game Description

**Over the course of 20 seconds, summons 5 drones from your organisation. XP gained by these drones will go to you.* -Level I*

**Over the course of 15 seconds, summons 5 drones from your organisation. XP gained by these drones will go to you.* -Level II*

**Over the course of 10 seconds, summons 5 drones from your organisation. XP gained by these drones will go to you.* -Level III*

## Functionality

When deployed, the beacon will have a short delay before the drones are summoned at its location. Any XP gained by the drones is given to the user, and any kills made by them are credited as well.

The Drones that are summoned will belong to the user's current organization and will come with any equipment provided by the organization. As a result, their effectiveness is reliant on the loadouts given to them.

Drone beacons are often used on the Excalibur or Infector to create a carrier-style ship, though Heavy Drone Beacons are often preferred due to the more durable nature of Heavy Drones.

## Trivia

* If the player deploys the Drone Beacon and then leaves the sector, any XP and kills made by them will not be credited to them.
Double Prongworm Egg

The Double Prongworm Egg is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**Creates a friendly prongling that will assist you. This variant fires 2 at once**

## Functionality

When fired, deploys a no-collide Mine that, after five seconds, hatches and deploys a friendly Prongling Minion.

## Interactions and Strategy

* Prongworm eggs make for excellent endgame summoner-based build fodder, allowing users to use Pronglings for:
	+ Locking target spam
	+ Meat shield(s) (taking hits and blocking incoming weapons)
	+ Spacing/forcing enemies to retreat
	+ Swarming/surrounding an enemy to deal damage
* Due to their late in-game access and increased stats over Forkworm Eggs. Prongworm eggs are incredibly useful for aiding endgame survival in Ambushes, Missions, and PvP.
* The double variant of prongling eggs is a good balance between rapid deployment of pronglings and fire rate.

## Trivia

* Prongworm Eggs have a Large variant: the Prongworm Big Egg.
* Prongworm Eggs are a direct upgrade from Forkworm Egg variants.
Disruptor

The Disruptor is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Guided energy based weapon that slows the targets firing rate for a while**

## Crafting

Level I -
Credits: 500

Yttrium: 25
Silicon: 250
Copper: 200

Level II -
Credits: 500

Yttrium: 35
Silicon: 350
Copper: 250

Level III -
Credits: 500

Yttrium: 40
Silicon: 400
Copper: 350
EMP Blast

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

## Game Description

**After a brief charging period, knocks out the power of enemies within in a 6SU radius (+shield radius)**

## Functionality

Functions similarly to the Proximity Blast: Upon activation, a circular plane will increase in luminosity around the user, with a radius specified by the level. After one second, the windup period ends and the EMP blast detonates, affecting all enemy ships within the listed radius, dealing the listed damage and applying the listed duration of the Power Failure effect.

## Interactions and Strategy

* The EMP blast is a powerful, yet risky, tool. It features a high energy cost and fairly infrequent fire rate, making misses expensive and hits rewarding, as the power failure effect can cripple enemies.
* Being energy-based, the EMP blast is excellent for sustainable builds, though it can clash with agility-heavy builds due to their naturally high energy consumption.
* EMP blast is excellent for NPRs, being excellent for disabling many AI that do not make an attempt to dodge it.
* Combining the EMP blast with movement items such as Sidestep or Short Range Hyperspace can allow the user to prime the windup before entering within range of an enemy, drastically cutting down on possible reaction time. This does, however, give the enemy much more advanced notice, so it is a bit of a give and take depending on what the user is trying to accomplish.

## Trivia

* The EMP blast used to fire much more quickly, and power failure used to also drain the target's energy - making the old EMP blast exponentially more powerful than it is now.
Dartian Droid Constructor

The Dartian Droid Constructor is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**Uses 400 Nickel from your cargo hold to create and launch a Dartian Mining Droid**

## Functionality

When activated, the droid constructor will consume 400 Nickel and 25 Energy to deploy a Dartian Mining Droid, which will proceed to mine the closest asteroid mineral target using a Dartian Mining Laser rather than follow normal Dartian mining droid locking rules.

## Interactions and Strategy

* Dartian Droid Constructors are ideal for dedicated mining rigs as a way to continually generate dartian mining droids and simultaneously purge unwanted nickel.

* Dartian droids, in general, typically fare better at generating more ore from asteroids than normal mining droids - as such, the droid constructor can be useful for mining rare minerals.

## Trivia

* The droid constructor is one of two ways to have infinite dartian mining droids on a build - the other being a normal dartian mining droid and using an Ammo Harvester.
Freighter

## Game Description

*The vastness of the Empire demands the safe transportation of resources. Aralien **Freighters** crisscross the galaxy bringing supplies to and from the far reaches of space. Hearty vessels, they require considerable firepower to destroy.*

## Recommended Equipment

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System
* Projectile Repulse Field
* Mining Laser
* Healer
* Recharger
* Hard Light Barrier
* Guided Miner Disc

Mines

* Forkworm Egg Cluster

Proximity Weapons

* + Kinetic Field Disruptor

Shields

* Carapace Shields

Engines

* Afterburn Engine

Augmentations

* Crate Magnet
* Crate Attractor
* Field Hop Quickturn

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Freighter boasts an excellent combination of speed and shield capacity given its unlock level, making it quite difficult to catch and destroy with most early-game weapons. Due to its lack of Standard Secondary Weapons, it is not recommended to use the Triton for more than mission running, mining, and/or other ferry or support roles, especially since the Freighter leaves much to be desired in its agility

## Trivia

* The Freighter was featured in Starfighter:Disputed Galaxy
* The Freighter is the Aralien Counterpart to the Triton
Discerner

###

The Discerner is a Crafted Shield in **Starfighter:Infinity**.

## Game Description

**Resists negative ship effects by 40% but at a cost of basic stats* -Level I*

**Resists negative ship effects by 55% but at a cost of basic stats* -Level II*

**Resists negative ship effects by 70% but at a cost of basic stats* -Level III*

## Functionality

Functions similarly to the Basic Shields, but sacrifices shield multiplier and recharge rate in order to reduce all negative Status Effects by the listed amounts.

## Interactions and Strategy

* Being the antithesis of the Basic Shields, the Discerner is excellent for preventing negative effects, but cannot take much damage compared to other shield lines.

* As it reduces only negative effects, the discerner can be used with items like the Shield Repairer and Shield Bubble to prevent damage in addition to negative effect depletion - this can make up for the loss in shield multiplier if played to its strengths.

* Red Mist Haze is not considered a negative effect due to its damage reduction, so enemies can still build up Red Mist Overdose on a discerner user - making it ineffective against the Red Mist.

## Crafting

Level I -
Credits: 450

Silicon: 1,600

Level II -
Credits: 450

Silicon: 2,100

Level III -
Credits: 450

Silicon: 2,700

## Trivia

* The discerner is effectively a constant Selective Effect Dampener.
Dark Energy Bomb

The Dark Energy Bomb is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

Functions similarly to the Photon Bomb, but with different stats and using the Null damage type.

## Interactions and Strategy

* The dark energy bomb is an excellent Energy-efficient alternative to the Photon Bomb variants, capable of emitting large quantities of projectiles - making it quite handy when fighting groups of enemies, baiting out defenses, and making sure energy isn't wasted when a target is destroyed.

* Due to using the Null Damage type, the dark energy bomb is not resisted by Shields that would normally stop Photonic weapons like the photon bomb - such as the Resonite Refractor Shields and the Relisk Shield.

## Trivia

* The Dark Energy Bomb used to be called the "Dark Photon Bomb" before the null damage type was created to accommodate the Null Dwellers.
Devimon Effigy

A Devimon Effigy in Sagittarius A.

## Effect Message

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

*No Description* - Codex entry for **Devimon Effigy**

## Locations

* Sagittarius A
	+ 9-3

## Functionality

* Upon Scan completion, the Devimon Effigy may apply eight seconds of Curse Status Effect to all ships in the Sector.

## Misc. Info

* The Devimon Effigy shares the same "Curse Pulse" with the Devimon Castle.
FFA Zone

A **Free-For-All Zone**, or **FFA Zone**, is a kind of Special Sector in which all Factions are considered hostile to one another while inside the Sector, regardless of Faction or Organization.

Minions are not affected by the FFA Zone and remain loyal to the player.

## Trivia

* Due to their ability to make all ships hostile to one another, FFA zones are popular sectors for players being hunted, as hunting parties can then damage, destroy, or accidentally target one another
* FFA Zones are the only way to damage players of the same Faction, outside of Duels
Elite Intimidator

## Game Description

*Secretive Imperial Intelligence Inquisitors have access to many weapons and technologies that are not recorded in public Aralien archives. One such vessel that has been rumoured to be in their arcane arsenal is a special variant of the already formidable Intimidator. While the missions it is used for remain highly classified, the ship itself has been confirmed to exist, though Imperial Intelligence has never commented on the matter.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Javelin Torpedo
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* Xandelevium Heat Disc
* Gimbal Cannon
* Hammerhead Rocket
* LR Photon Bomb Barrage
* Teleporting Stinger
* Stinger Torpedo

**Utilities**

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

**Mines**

* XHE Timed Mine Cluster
* Electrostatic Mine Cluster
* Thunderbolt Mine
* Sticky HI Mine Barrage

**Proximity Weapons**

* Kinetic Field Disruptor
* Thunderbolt
* Proximity Blast
* Damage Bubble

**Augmentations**

* Field Hop Quickturn
* Sidestep
* Short Range Hyperspace
* Reload Accelerator
* HV Projectile Turret

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Minesweeper Shields

**Engines**

* Tobor Enhanced
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Elite Intimidator is a threatening upgrade over the Intimidator and is an excellent speedster capable of unloading masses of weaponry and disengaging from combat, making it quite difficult to pin down and punish. It features many more shields than its base model, along with the addition of a proximity slot and additional augmentation for flexibility
* Due to its combination of speed and bulk, especially over its predecessor, the Elite Intimidator is capable of taking hits in a more forward assault, though pilots should be aware that the Elite Intimidator lacks agility and acceleration - making and kind of stall or stun effect a serious threat unless the EI pilot can make emergency use of their newfound proximity slot over the Intimidator
* The plethora of secondary weapon slots on the Elite Intimidator allow it to continually harass enemies from any range, and when combined with its speed make the Intimidator an excellent tempo control ship
* Ships like the Hydra will struggle to pin down and disable the Elite Intimidator; weapons like the Ambush Portal or the Electrostatic Orb are excellent at making an Intimidator back off or reconsider their approach

## Trivia

* The **Elite Intimidator** has no true analog, though the Commander Class Chariot is considered to have a similar role
Excavator Bomb

## Weapon Stats

### Source

Rare Drop (Robosphere)

The Excavator Bomb is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Large bomb that destroys all asteroids within a 100su radius* -Level I*

**Large bomb that destroys all asteroids within a 200su radius* -Level II*

**Large bomb that destroys all asteroids within a 300su radius* -Level III*
Epsilon Aurigae

## Solar Charging

**Epsilon Aurigae** is a Star System in Starfighter:Infinity and is known for its abundance of Minefields.

## Stars

* Epsilon Aurigae Yin
* Epsilon Aurigae Yang

## Planets

* Arrakis
* Equinox
* Mandra
* Skaro
* Tanagra
* Tisila
* Trantor
* Xooberon

## Special Sectors

* Andromeda Gate
* Asteroid Field
* Black Hole
* Dimensional Rift
* FFA Zone
* Ghostly Substation
* Hyperspace Jammer
* Jump Gate
* Shiny Device
* Tyraan Platform
* Locking Jammer
* Meteor Burger
* Minefield
* Nebula
* Neutral Zone
* Stealth Jammer
* Turret Sector
* Warzone
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 6-8
	+ 9-7
* Refinery
	+ 5-10

**Aralien Empire**

* Station
	+ 7-0
	+ 12-2
* Refinery
	+ 8-1

**Freedom Initiative**

* Station
	+ 1-2
	+ 3-0
* Refinery
	+ 0-0

**Pirates**

* Station
	+ 14-1
	+ 0-10

## Misc. Info

* Human Alliance appears to hold a good chunk of EAu's territory as seen via the territory map - but most of the controlled area houses either Minefields or the Tyraan.
* The Dimensional Rift can provide players with a unique piece of Equipment when interacted with.

## Trivia

* Oddly enough, Epsilon Aurigae has no Substations of any Faction, despite all four factions having a presence in the system - the only substations found in EAu are those held by the Ghosts.
Enforcer

## Game Description

*For the missions Empire Intelligence deem critical to succeed, the **Enforcer** is deployed to make sure failure is out of the question. Nimble and thick skinned, **Enforcers** pose an immediate and serious threat to any ships they fall upon. Two primary weapon slots are supplemented by a large weapon and an array of utilities lending flexibility and firepower to a sturdy design.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Vulcan Cannon
* Narrow Spread Scatter Cannon
* HV Projectile

**Secondary Weapons**

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

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier
* Healer
* Recharger
* Engine Overdrive
* Projectile Attractor Field
* Target Highlight

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* Frostbite Mine

**Proximity Weapons**

* Proximity Blast
* EMP Blast
* Kinetic Field Disruptor

**Large Weapons**

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

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Locking Widener
* Reload Accelerator
* Early Warning
* HV Projectile Turret
* Pulse Laser Turret

**Shields**

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

**Engines**

* Enhanced Engine
* Twista Engine
* Tobor Enhanced

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Boasting a massive amount of utility slots, the Enforcer can be outfitted to perform a variety of unique functions while still being combat-ready thanks to its plethora of slots and decent dogfighting stats
* Due to limited secondary slots and the inclusion of many close-range slots, the Enforcer is better suited for brawling/CQC combat, though it can be fitted for range
* Due to its limited speed, the Enforcer's main weakness is lack of ability to control the tempo of a fight, particularly against fast ships like the Elite Intimidator. As such, Enforcer users benefit greatly from items like the Intercept Portal that allow the Enforcer to harass even the fastest of ships
* The Enforcer is the Aralien Empire analog to the Hydra, though the former has access to a turret slot and slightly higher shields at the expense of having a larger profile

## Trivia

* The Enforcer was featured in Starfighter:Disputed Galaxy and was one of the most popular ships in PvE and PvP
Dartian Sphere

A Dartian Sphere in Regulus

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

*"Inside this gargantuan structure, is what remains of a star. To harness the full power of a sun is perhaps the pinnacle achievement for a galactic civilization. The Dartian empire exists only as a memory now, having taken with them most of their greatest feats and technologies. What spacefarers refer to as Dartians call themselves servants in their strange ciphered tongue. This implies that they are not the true masters of the powerful and arcane relics that Dartian ships so reverently seek and collect."* - Codex entry for **Dartian Sphere**

## Locations

* Regulus
	+ 9-7

## Misc. Info

* The Dartian Sphere is based on a theoretical spacefaring civilization's structure: the Dyson Sphere, which captures the output power of an entire star.
* The spawn center for Dartians in the Chaos Engine is the Dartian Cube, unlike in Regulus with the Dartian Sphere. This is likely because the central stars of the Chaos Engine could not be contained by the Dartians, and instead built a Dartian cube - though this is unconfirmed.
Factions

**Factions**, or **Allegiances**, are the main overarching alignments of Starfighter: Infinity. Factions are further broken down into Organizations. By default, a player can choose to join the Separatist Faction (Human Alliance) or the Integrationist Faction (Aralien Empire) at the start of the game based on their starting race. Each of the three factions have a default founding organization - the third of which the player is given the option to join in later systems:Libertarian (Freedom Initiative). Pirates are purely an NPC faction and cannot be joined.

A player can choose to change factions at any time via the organization terminal at any Station - the player's faction will automatically change if the alignment of the organization they are joining is a differing faction from their own. Doing so will immediately cause the player to be ejected from the present station and fired upon, and must run to their new org under their new faction. Additionally, all Crafting blueprints not obtained from the new faction will need to be re-obtained. Note that merely changing an organization within the same faction will not reset any blueprints or alignments, nor will the player be fired upon.

## All Factions and Default Organizations

### Separatist

* Human Alliance (HA)
* Alliance Science Corps (AS)

### Integrationist

* Aralien Empire (AE)
* Empire Intelligence (EI)
Disheartener

The Disheartener is the biggest, baddest ship of the Aralien Empire fleet, deemed too dangerous for Aralien pilots to handle. (Not available for player use.)

## Game Description

*A ship designed to strike fear into the hearts of humans*

## Notes

* The Disheartener's design contains elements of both the Intimidator and the Enforcer.
Dryad

## Game Description

***Dryads** are the choice ship for covert and special forces. Their utilities and small size allow them to avoid detection by enemies, and an unimposing presence does not draw too much attention. However, with a large weapon slot, and a strong nerve, they can deliver knockout blows to enemy compounds and fleets. It was a **Dryad** squadron which carried out the Freedom Initiative's catastrophic vortex bomb attacks on the Benelli Shipyards and Giz'narri Armory, which cost untold Human and Aralien lives, most of whom were non-combatants.*

## Recommended Equipment

* Shield Bubble
* Laser Beam
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* Sabre Laser
* Stinger Cloud

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Dryad is a Starfighter upgrade that sacrifices a secondary weapon slot and some speed for a Large Weapon slot, greater shielding, and another utility slot
* The Dryad is one of the first available ships to feature a Large slot
Devimon Unseeing

The Devimon Unseeing is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Creates an area of around it that while enemies are within is cannot scan or lock**

## Functionality

Upon use, the Devimon Unseeing creates a glowing glyph below the standard z-plane that continuously applies 1 second of Scanner Jammed to all enemies within a 30su radius of the glyph.

The glyph itself it immobile and cannot be moved by any known means.

## Interactions and Strategy

* Being immobile, instant, and unblockable - even with the Endurer Shields - the devimon unseeing's scanner jamming can cripple attackers and confuse incoming enemies, allowing the user to deal additional damage during the opponent's panic.

* Devimon unseeing, applying the powerful scanner jammed effect, can be used to disable short-range weaponry such as the Laser Beam, robbing attackers of high-damage close-range weaponry. It also prevents enemies from using passive radar, allowing the user to use weapons as the enemy normally would see on radar.

## Trivia

* The devimon unseeing is implied to be ethereal in nature.
Earth Memorial

The Earth Memorial in Sol.

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

*No Description* - Codex entry for **Earth Memorial**

## Locations

* Sol
	+ 11-9

## Misc. Info

* The earth memorial serves as a remembrance for old Earth after its destruction at the hands of the Aralien Empire.
Double Javelin Torpedo

The Double Javelin Torpedo is a Purchased 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 fires 2 at once**

## Functionality

Functions similarly to the Javelin Torpedo, but fires two javelins in parallel instead of a singular javelin, and sports several stat differences to compensate for firing multiple projectiles at once.

## Interactions and Strategy

* The Javelin Torpedo is the "standard" dumbfire secondary torpedo, dealing medium damage upon impact with a solid/reliable Damage type: explosive
* Javelin Torpedoes are sometimes difficult to use reliably on mobile targets due to their moderate acceleration to their top speed, so they are mainly used as spam/chip damage in combat, or in tandem with stunning weaponry like the Electrostatic Orb
* Javelins excel at hitting large/stationary targets due to good accuracy and long lifetime, which allows them to harass at range en masse and allows them to be effective against turrets
* Double Javelins are excellent for dealing higher burst damage than the stock javelin, and can cover a wider area, making them more difficult to dodge
* While double Javelins do have a longer arm time, they are still practical to use in dogfighting, though they cannot be used point-blank like the standard javelin

## Trivia

* Javelins were featured in Starfighter:Disputed Galaxy.
Double Stinger Torpedo

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

## Game Description

**Basic Guided Torpedo. This variant fires 2 at once**

## Functionality

Like with most guided torpedoes, Stinger Torpedoes cannot be fired unless the user Locks onto an enemy. When fired, they will accelerate up to their top speed and pursue their target until they hit or until their lifetime expires.

Stingers come standard on newly purchased ships, with one Stinger I equipped in the first secondary weapon slot of the ship.

The Double Stinger Torpedo fires two stinger torpedoes at once, at the cost of having less ammo.

## Interactions and Strategy

* Stinger torpedoes are quite maneuverable, boasting a 60 degree turning speed at all levels. As a result, they are difficult to dodge when they trail their targets. Only an agile fighter can reliably dodge them just by out-turning one.
* Stinger torpedoes deal a moderate amount of damage as it scales with level. Although they don’t do anything special in particular, they achieve very long ranges at higher level versions: with a 300 SU range at level V, few weapons can rival the stinger's striking distance.
* Some pilots choose to equip two sets of Stinger torpedoes and rapidly alternate between the weapon slots to fire them more quickly. This works better at longer ranges, where the pilot can concentrate on firing them off.
* Stingers have enough speed and maneuverability to reliably hit enemies from afar, but they have a hard time attacking up close due to their launching inaccuracy. It is strongly recommended that when firing Stinger torpedoes, the user should point their ship towards the opposing one.
* The Stinger Torpedo has a number of countermeasures and weaknesses to be wary of:
	+ Shield Bubble and Damage Bubble will detonate them prematurely, preventing them from striking its intended target.
	+ Stealth systems will prevent the user from locking onto the stealth user.
	+ Stinger torpedoes can be baited with decoys and their variants.
	+ Due to their nature as guided weapons, it's possible to juke one by turning in on them. Additionally, hard light barriers and their variants can be set up in anticipation of where the stinger will approach
* Stinger torpedoes are the most common guided torpedoes equipped on NPCs. They are deadly to new pilots, who often lack effective utilities to mitigate them.
* There are multiple variants to the Stinger Torpedo:
	+ **Double Stinger Torpedo**: These fire out two stingers at once instead of one at the cost of a lower fire rate and half its ammo capacity
	+ Teleporting Stingers: Does less damage than regular stingers, but they will teleport in a random direction from its target
	+ Stinger Clouds: A large weapon variant that unleashes 24 stingers in succession

## Trivia

* The Stinger torpedo was featured in Starfighter: Disputed Galaxy, where it was a human-exclusive weapon. Like the ones in SF:I, there were multiple versions of the Stinger torpedo.
Energy Orb

An Energy Orb in Gamma Velorum.

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

*Though the exact conditions for their genesis is unknown, Energy Orbs are an almost-unheard of phenomena that manifest as concentrated spheres of plasma-like energy so dense that they are capable of temporarily generating and binding dimensional rifts.*

*Testing undergone on behalf of the Freedom Initiative has yielded few practical results, but their desperation to consolidate their power and legitimize their cause in the galactic war led them to accelerating testing schedules of constituent volunteers, with less than successful results: On-board flight systems of ships that fly too close to Energy Orbs report energy regeneration, ship efficiency, and shield regeneration that surpass any known defensive systems - but pilots that return from testing have a haunted look in their eyes - gazing into an unknown abyss and ranting about the souls of battles long since passed, pleading to their superiors not to send them into the wails that echo in the mists of space.* - Codex entry for **Energy Orb**

## Locations

* Gamma Velorum
	+ 6-11

## Functionality

Upon impact with the Energy Orb, the orb will play a distorted warble sound and apply a significant duration of Dephase, Shield Repair, and Energy Recharge Status Effects to the impacting ship.

## Misc. Info

* The Energy Orb appears to be purely beneficial to the player, or any ship that comes into contact with it.
* The Energy Orb was originally made as a projectile for a special move for Ben's other game, Dragonfist VR. He also added it as an anomaly to Starfighter.
Flanker

## Game Description

***Flankers** are part of a new generation of Aralien designs that attempt to minimize a ships size without sacrificing performance. At first glance it has very standard shields and slots, but its smaller mass gives it a very efficient thrust ratio with remarkable acceleration and speed, traits highly desirable in a fighter-craft.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* HV Projectile
* Scatter Cannon

**Secondary Weapons**

* HI Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Xandelevium Heat Disc
* Javelin Torpedo
* Electrostatic Orb
* Shiv Torpedo
* Piranha Rocket
* Railgun
* Plasma Cannon Plus

**Utilities**

* Shield Bubble
* Decoy
* Transparent Stealth System
* Engine Overdrive
* Shield Repairer
* Energy Cell
* Return to Sender
* Hard Light Barrier
* Projectile Attractor Field

**Augmentations**

* Short Range Hyperspace
* Sidestep
* Capacitor Overcharge
* Solar Panel Upgrade
* Early Warning

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Energy Absorber Shields

**Engines**

* Tobor Enhanced
* Afterburn Engine
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* As one of the best light dogfighters in the game alongside the midgame-unlocked Harpy and other endgame ships, the Flanker is an excellent utility specialist dogfighter that focuses on versatility, disruption, and defense during combat due to its abundance of Utilities and great agility/speed combo
* Despite having excellent defenses, the Flanker is extremely vulnerable to Mines and Proximity Weapons - the latter of which can be crippling against CQC-heavy ships like the Imposer or Manticore. Against these pairings, utilities like the Projectile Attractor Field are recommended, as they allow the Flanker to make great use of its high turning and take advantage of larger enemy profiles while flanking
* The Flanker is excellent at baiting out other ship items and seizing openings due to its ability to respond to a variety of threats via utilities; the Flanker's mediocre secondary weapon variety, lack of mines, and lack of proximities all make it less adept at making the first strike
* Despite being a mid-game ship, the Flanker is more than capable of punching up when pitted against endgame ships due to its versatile slot distribution, great speed/agility stats, and smaller profile

## Trivia

* There are no Human Alliance counterparts for this ship, though the Harpy is considered to be the asymmetrical analog to the Flanker
Energy Harvester Turret

The Energy Harvester Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

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

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

**Small turret that attaches to some large ships that fires a Energy Harvester III at nearby asteroids* -Level III*
Duel

A **Duel** is a special kind of Instance in which two players are Hyperspaced to a random Sector in the local star system and pitted against one another - regardless of Faction or Organization.

Players may be challenged to a duel via the duel GUI option, right above the chat window. Players can select and challenge other players to duels only if both parties are in the star system.

Duel wins, losses, and scoring is shown on a player's player card, and duel leaderboards are available on the SFI log-in screen.

## Win and Loss Conditions

A player loses the duel if:

* They leave the sector (via Hyperspace, Action Key, or logging off the game)
* They lose all of their Lives

A player wins the duel when their opponent meets any of the loss conditions.

## Scoring

The winner of the duel gains +1 on the "Wins" category of their player card, and a variable amount of score added to their duel score, which varies depending on the levels of the players involved. The losing player gains a +1 on the "Losses" category of their player card.

## Misc. Info

* Both participants in the duel may be Spectated, despite being in an inaccessible instance
* Boost Drops are still dropped by players on death, which can provide players with an unfair advantage via "+1 life" crates, and sometimes "Ammo" crates
* The duel instance is created at a sector roughly equidistant between the points at which the players accept the duel offer, with some limitations based on game-disrupting sectors, such as Stations
* Players cannot send duel invites if their opponents are in another Star System, or if the opponent is in a Station
* The Life Extender Aug is allowed in duels, despite potentially creating an asymmetrical fight since duels entirely depend on lives to win
Double Thunderbolt Torpedo

The Double Thunderbolt Torpedo is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Guided weapon that follows the locked target firing an arc of electricity at nearby targets within a radius of 10su. This variant fires 2 at once**

## Crafting

Level I -
Credits: 700

Silicon: 200
Copper: 1,000
Blue Xandelevium: 250

Level II -
Credits: 700

Silicon: 250
Copper: 1,300
Blue Xandelevium: 350

Level III -
Credits: 700

Silicon: 350
Copper: 1,700
Blue Xandelevium: 400
Freighter Convoy

A friendly Freighter Convoy

## Event Message

**Freighter Convoy** is a Instance Event in Starfighter: Infinity in which where a group of mining-focused ships appear in the Sector.

## Event Details

* Upon instance generation, three mining-focused ships will appear in a group in the middle of the Sector. The selected ships can be from any faction Faction, and are drawn from the following pool:
	+ Triton
	+ Freighter
	+ Collector
	+ Cronos
* The generated ships will belong to a nearby Organization, and will be named as such in the event message.

## Conditions

* Freighter Convoys are somehow related to Trade Routes - Freighter convoys appear to generate along these routes, but do not appear to encompass all possible locations for freighter convoys.

## Misc. Info

* The involved ships, being mining vessels, are typically easier to destroy than average enemies.
Energy

**Energy** is an on-board resource that Ships use to activate certain Items or other on-board ship functions. Energy can be generated by a variety of means, but the main method of energy generation is **Solar Charging**, which occurs passively and continuously at the rate specified at the top of the HUD. All player ships have a base of 100 energy by default.

## Energy as shown on the HUD

* Energy Capacitor Charge: The player's total energy is represented by a cyan-colored bar in the lower right of their HUD (B).
	+ The numeric value of the player's remaining energy is represented as well (D).
* Energy-based Weapon Shots: The total number of shots currently able to be fired by a selected energy weapon is shown in the bottom right of the HUD when an energy weapon is selected (C).
	+ The relative "magazine size" for energy weapons is shown as well (A). For ammo-based weapons, the bar is yellow and the magazine is represented instead.

* Locked Target Energy: The energy of a locked target is shown by a cyan-colored bar in the upper right of the player's HUD (A). See Locking for more detail regarding weapon locking.

* Current Charge Rate: The current passive energy recharge rate of the player is shown near the top of the HUD (A).

## Types of Energy Generation

* **Solar Charging:** The default, passive energy generation method that relies on the intensity and proximity to the nearest Star. Solar charging is passive and occurs automatically without any special items. Solar charging information per system is available on respective Star System pages. Normal solar charging can be augmented via solar panel passive augmentations, which add onto the base solar charge rate.
* **Dark Charging:** A type of energy generation that is a pseudo-inverse to solar charging - dark charging rates are stronger in places that solar charging is weaker, and weaker where normal solar charging is stronger. Dark charging can presently only be obtained by equipping the **Dark Charger** passive augmentation.
* **Andromedan Power Source (APS) Charging:** A type of passive energy generation provided by the Andromedan Power Source that provides a flat charge rate regardless of location or proximity to a star. APS charging can be
* **Status Effects:** Certain Status Effects can provide a rapid energy recharge, such as Energy Recharge or Radii Nanite Repair, which are typically applied via items - specifically Utilities.
* **Items:** Certain items, such as the Shield to Energy Converter or Shield/Energy Balancer, can rapidly generate energy via unique methods.

## Consuming Energy

The following are known to consume energy regularly:

* Energy-based weapons
* Propulsion Enhancer
* Radar
* Active augmentations
* Status Effects such as the aforementioned Energy Recharge

## Maximum Energy Gain

The following is a chart that compares base solar charge, Dark Energy Charging, Solar Panels, and Andromedan Power Source (all at max level) in order to show which is the most effective at any given background solar charging rate:
Devimon Illusion Seeker

The Devimon Illusion Seeker is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Slow moving guided weapon that causes a hallucination effect on impact**

## Functionality

Illusion Seekers function similarly to standard Stinger Torpedoes in their deployment and use, however Illusion Seekers take a long time to get up to top speed, but have a higher top speed, apply Hallucination on impact, and have a tendency to 'loop' around at the target after a miss due to their combination of higher top speed and lower turning stat.

## Interactions and Strategy

* Illusion Seekers are excellent at disorienting players, as they play distracting audio, distort images of incoming projectiles and ships, and can obscure information that helps them survive during combat
* Illusion Seekers are great at intentionally missing the target on the first pass and hitting on subsequent passes, as this can lead to opponents forgetting about locked projectiles

## Trivia

* Devimon Curse Seekers are similar to the **Devimon Illusion Seekers**' models
Failed Gravity Suppressor

Failed Gravity Suppressor in Sirius.

## Scan Message

A chat message showing the effects of scanning the suppressor.

**Failed Gravity Suppressor** is a Special Sector, Object, and part of the Objects group in the Codex.

*"Early prototype of gravity suppressor, exploded and created lots of invisible gravity pockets in the vicinity"* - Codex entry for **Failed Gravity Suppressor**

## Locations

* Sirius
	+ 4-1

## Functionality

When Scanned, the failed gravity suppressor will trigger a Gravitational Wave Random Event upon closing the scan window.

Additionally, the failed gravity suppressor generates invisible pockets around itself that will push ships and projectiles within the Sector.

## Misc. Info

* The Failed Gravity Suppressor is a failed version of the functional Gravity Suppressor encountered in other star systems.
Electro Bolt Cannon

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

## Game Description

**Rapid fire projectile weapon that interupts energy recharging**

## Functionality

The electro bolt cannon fires small Electrostatic Damage projectiles that can interrupt Energy charging.

## Interactions and Strategy

* The electro bolt cannon is deal for pressuring enemies by cutting off their energy regeneration at medium range. This pairs well with items such as the Leech Torpedo, as multiple energy-stopping weapons can leave a ship fairly defenseless, allowing the user to follow up with slower, higher damage weapons that could normally be dodged, such as the Devimon Hellfire Sphere.

## Crafting

Level I -
Credits: 500

Nickel: 100
Silicon: 200
Copper: 100

Level II -
Credits: 500

Nickel: 150
Silicon: 250
Copper: 150

Level III -
Credits: 500

Nickel: 150
Silicon: 350
Copper: 150

## Trivia

* The electro bolt cannon was the inspiration for the Electro Scatter Cannon.
Experience

## Experience Bar

A player's Experience Bar. Note that hovering over the bar with the player's mouse will give more detailed level-up information.

## Level Up

A Level-Up message. Note that the level-up notification shows the latest unlocked ship.

**Experience** is the metric in Starfighter: Infinity in which Player Level is determined. Players start at level 0 with 0 experience. Experience can be observed both at the top of the HUD and by hovering over the experience bar, which gives more precise numbers on experience.

Gaining enough Experience allows players to increase their **Level**, which allows access to new weapons, systems, and awards them **Skill Points** used at Station terminals to upgrade Skills in order to unlock weapons and use certain Crafting blueprints. There are 10 skill categories in total, each with 10 levels - requiring a player to be level 100 to completely max out all skills.

Star Systems use their unlock level to calculate many different in-game parameters, such as highest possible enemy ship models, station sizes, spawn rates, Mission level, and more.

## Methods of Obtaining Experience

Experience can be obtained via:

* Exploring new sectors
* Destroying Enemies
* Completing Missions
* Mining Asteroids
* Healing other ships via Repair Beams
Cube of Many Faces

A Cube of Many Faces in Benaris.

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

*No Description* - Codex entry for **Cube of Many Faces**

## Locations

* Sheenland
	+ 4-1
* Denebola
	+ 11-8
* Benaris
	+ 1-1
* Uncharted
	+ 4-3

## Functionality

Scanning the Cube of Many Faces in Uncharted-4-3 will trigger the Face of Space (Event) Random Event.

## Misc. Info

* The Cube of Many Faces sports a crude depiction of the Face of Space