recursal/Fanatic-Fandom huggingface dataset:
Prongling

## Description

Prongling is an NPR ship belonging to the Prongworms. Pronglings are stronger versions of Forklings and smaller versions of Prongworms: Worm-like creatures with silvery spear-like protrusions that have radial symmetry about their central yellow forward eye, with three crimson rotating flagella behind their central body.

## Combat and Strategy

All associated items can be found on the Prongworms page.

Combat with Pronglings is relatively straightforward - they have only one weapon, the Energy-dependent Primary Weapon Brainblast, which deals heavy close-range damage and applies a short Energy Drain Status Effect.

As such, keeping one's distance from Pronglings leaves them relatively harmless. Note in Nebulae where they build their Nests, they can be quite hidden and Locking is fairly gimped - so players must take care when passing through their territory.

Swarms of Pronglings can be easily dealt with via gravity-based weapons due to their low mass, such as Gravity Proximity Blast or Gravity Mines. The Chain Laser works spectacularly on them, destroying swarms of Pronglings in just a few shots.

The Gimbal Cannon also works well at preventing them from flanking the player due to its 360 degree aiming and great accuracy in CQC.

## Notes

* More info about the respective NPR in general can be found on the Prongworms page and the Prongworms category page.
* Pronglings have an innate ability to see in nebulas so unlike other ships it may be able to see the player before they can see it.
* After a random interval between \_\_\_ and \_\_\_ minutes, Pronglings will grow into Prongworms, healing them completely.
* Pronglings can be summoned as Minions using the Prongworm Egg, Double Prongworm Egg, or Triple Prongworm Egg Mines.
Needle Torpedo

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

## Game Description

**Low damage guided torpedo that has a slowing effect on targets that it hits for a while. Making them easier to to hit with other weapons. The effect stacks, so the more you hit them with, the slower they get.**

## Functionality

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

## Interactions and Strategy

* Needle Torpedoes are effective at threatening nimble fighters by reducing their greatest asset: their speed. Fighters hit by needle torps are slowed significantly and are much more vulnerable to being rushed with harder-hitting weapons like the Laser Beam or Proximity Blast
* Needle Torpedoes are effective against larger ships as well - larger ships whose speed has been reduced are much easier to pelt with heavier weaponry like Javelin Torpedoes or Thumper Torpedoes thanks in part to their larger profiles
* Needle Torpedoes pair well with other stunning weapons like Hammerhead Rockets, allowing such disruptive weaponry to land on a slowed target more easily
* Needle Torpedoes have great agility, allowing them to occasionally bait out countermeasures due to the threat of being left slowed and vulnerable to higher-power weapons

## Trivia

* The Needle Torpedo is a variant of the Stinger Torpedo
Pegasus

## Game Description

*Never intended to find a role on the front lines, the **Pegasus** was designed without heavy shields. Free from the weight of armor, it is quite fast and maneuverable.*

## Recommended Equipment

* Shield Bubble
* Decoy
* Stinger Torpedo
* Scrambler
* Xandelevium Blaster
* Positronic Convergence Disc
* Transparent Stealth System
* Minesweeper Shields

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Pegasus is a Starfighter upgrade that sacrifices a lot of shielding for excellent speed and agility

## Trivia

* The Pegasus was featured in Starfighter:Disputed Galaxy as the 'Pegasus Shuttle'
Oscillating Bolt Barrage

The Oscillating Bolt Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high power, slow acclerating dumbfire torpedo. Useful against turrets and slow moving, high shield targets. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Relisk Fighter

## Description

Relisk Fighter is an NPR ship belonging to the Relisk. Relisk Fighters are bright, reflective, gold-colored ships that feature smooth, ornate geometry with sharp edges. They feature a forward, acid-green cockpit with one pair of forward-curved wings.

## Combat and Strategy

All associated items can be found on the Relisk page.

In general, the Relisk are known for both their teleportation and for applying copious amounts of Disruption to targets.

* For Primary Weapons, the Relisk use variants of the Relisk Pulse - a high damage, mediocre-speed Laser that applies disruption upon a successful hit.
* For Secondary Weapons, the Relisk are known for their Relisk Orbs - one of the longest-range Locking weapons in the game, capable of teleporting great distances after a short delay to apply disruptions and disorient targets.
* For Mines, the Relisk feature a Relisk Mine - an Energy-Based version of the Teleport Mine that uses laser damage to apply disruption.
* For Large Weapons, the Relisk feature the Relisk Disruptor Bomb, which is capable of applying extremely long durations of disruption to all ships in the sector - which the Relisk are observed to do quite frequently.
* Their Relisk Shield is a decent-capacity, low-recharge shield that has a resistance to laser damage at the cost of being more vulnerable to Explosive Damage - making their own shield ideal to use against them.

As the Relisk are capable of harassing at great ranges, it is recommended to get in close with explosive weapons, such as with the Carnivore Torpedo, Proximity Blast, or Piranha Rocket. While this will not always prevent disruption from being applied to the user, it can shorten the amount of time the Relisk have to apply more disruption to the player.

For defenses, it is recommended that the player make use of anti-lock items like Stealth, Energy Reflector Bubble, Shield Bubble, Decoy, or Scrambler, as these can prevent relisk orbs and relisk mines from building up large amounts of disruption, which can hinder the player's damage output - allowing the Relisk to swarm the player.

Placing mines with explosive damage, such as the HI Mine, outside the entrance to their Relisk Temple is a good way to severely weaken, if not outright kill, incoming Relisk.

As Relisk gear is primarily energy-based, draining the Relisks' Energy through weapons such as the Leech Torpedo can severely hinder their ability to spam their weaponry whilst providing boosted explosive damage.

## Notes

* More info about the respective NPR in general can be found on the Relisk page and the Relisk category page.
Restricted Ships

Restricted ships are ships that cannot be owned by players. These ships were designed by either the Human Alliance or Aralien Empire, despite being unavailable for use.

## Turrets

Stationary weapon platforms used to defend either stations or to stake a claim to sectors within a Faction's territory.

## Drones

Small automated craft used to defend a Faction's territory, or to be summoned to a ship's defense.

## Medium Ships

Medium ships are a diverse bunch. In fact, there's usually a ship that does a particular job well, whether it be mining, exploration, or fighting.

## Heavy Ships

Heavy ships typically have a large slot, strong shields and an extensive arsenal at their disposal.
Rear Misted Hammer

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

## Game Description

**A short range, high damage, high impact weapon. Fires out the back of your ship**

## Functionality

When fired, two parallel hammers will be fired out the back 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.

* The Rear Misted Hammers, while typically harder to use, are excellent for hitting pursuers, and giving the user a small boost forward.

* The Rear Misted Hammer pairs well with Field Hop Quickturn for rapid follow-ups on pursuers.

## 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.
Red Mist Booster

The Red Mist Booster is a Rare Drop Engine in **Starfighter:Infinity**.

## Functionality

Red Mist Boosters are considered to be an NPR variant of the Twista Engine - featuring a further reduction in speed in exchange for a much larger propulsion enhancer multiplier, giving the engine the effect of a large "lunge".

The standard plus features the following changes over the Standard Plus Engine:

* --Speed
* +Acceleration
* ++Turning
* ++Propulsion
* -Boost Duration
* +Boost Cooldown (1.75x Longer)

The red mist booster features a special multiplier that increases the length of the propulsion enhancer cooldown.

## Interactions and Strategy

* With high turning and an atrocious base speed, the red mist booster is made for lunging around a target and quickly turning to reposition against an opponent.
* If constantly used, the distance covered by the massively amplified propulsion enhancer of the red mist booster can make up for its lack of speed - though at the cost of an over-reliance on boosting and the inability to evade as much between boosts.
* The red mist booster can be ideal for ships with already-low speed in order to reduce the magnitude of reduced speed, as the reduction is multiplicative - providing a net benefit to the player if the benefits of the engine are aligned with ships with strong turning.

## Trivia

* The red mist booster is considered to be an alternative to the Twista Engine.
Positronic Convergence Disc Barrage

The Positronic Convergence Disc Barrage is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Once the hallmark of the Human Alliance, now a vital tool in any mid to long range ship's arsenal, the Disc deals heavy damage but is hard to use against close targets. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Functionality

Upon firing, the positronic convergence disc will wait motionless for a brief acquisition time where it rapidly turns to the face the target before launching forward.

As it travels forward, the positronic convergence disc will rapidly increase speed and turning.

## Interactions and Strategy

* Positronic Convergence Discs, or Poscons, are extremely popular for their excellent range and high impact damage
* Poscons are great on high-lock angle ships, as their acquisition period allows them to fire directly at a target after a brief wait rather than having to arc around after being launched from the front of the user's ship
* Due to their short lifetime, a poscon that misses a target will not loop around for a second chance at hitting a target
* Poscons are extremely vulnerable to Signal Devices due to their wait period, and have a chance to destroy their firer if the user is sitting on top of them while they acquire a new target
* Poscons are entirely resisted by the Resonite Refractor Shields
* Poscons are excellent pressure tools to bait out enemy defenses due to the threat of a high-damage impact
* The double poscon is a nice balance between burst damage and magazine size
* Poscon barrage is capable of incredible burst damage, making it ideal for bosses and endgame ships alike - though it is more prone to being countered by anti-lock devices

## Crafting

Credits: 1,200

Yttrium: 500
Silicon: 900
Gold: 90

## Trivia

* Poscons were featured in Starfighter:Disputed Galaxy.
* Poscons used to have a longer lifetime, being able to loop around and hit a missed target - this made them too powerful and led to their slight nerf,
Quad Devimon Curse Seeker

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

## Game Description

**Slow moving guided weapon that causes a curse effect on impact. This variant fires 4 at once, but with a slower firing rate**

## Functionality

Curse Seekers function similarly to standard Stinger Torpedoes in their deployment and use, however Curse Seekers take a long time to get up to top speed, but have a higher top speed, apply Curse 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.

The Quad variant of the Curse Seekers fires four Curse Seekers simultaneously.

## Interactions and Strategy

* Curse Seekers pair well with almost any weapon due to Curse increasing damage dealt to the afflicted target
* Curse 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
* Curse Seekers are excellent ranged weapons, allowing ships like the Medusa to amplify their damage at range, especially when paired with weapons like the Railgun or LR Photon Bomb
* Curse Seekers pair well with Projectile Attractor Field, as this allows the Curse Seekers to hit more easily and allows for subsequent damage-boosted hits from other weapons
* Quad Curse Seekers are more devastating per barrage and easier to deal out higher damage in a shorter amount of time, but they are more easily avoided via countermeasures like the Shield Bubble or Decoy

## Trivia

* Curse Seekers are similar to the Devimon Illusion Seekers' models
Progression

**Player Progression** is the path of sequentially available content that becomes accessible as a player progresses in the game, starting at Level 0.

## Star Systems

Star System Unlock Order:

1. Delta Trianguli (Starting Star System)
2. Epsilon Eridani
3. (Multiple)
	1. Null Space
	2. Sheenland
4. (Multiple)
	1. Antares
	2. Denebola
5. Regulus
6. Alpha Crucis
7. Algol
8. Gamma Velorum
9. (Multiple)
	1. Mintaka A
	2. The Inbetween
10. Benaris
11. Epsilon Aurigae
12. Castor
13. (Multiple)
	1. Ara
	2. Sol
14. Iota Leporis
15. (Multiple)
	1. Sirius
	2. Epsilon Indi
	3. Sagittarius A
16. Chaos Engine
17. Alpha Centauri
Regulus

## Solar Charging

**Regulus** is a Star System in Starfighter:Infinity and is the first available system with multiple Stars. Regulus territory is almost perfectly equally divided between the four Factions.

## Stars

* Regulus
* Regulus Beta

## Planets

* Azmodeus
* Beef
* Cynthanios
* Delbarion
* Novakia
* Wyrm's Rest
* Zenthys' Redoubt

## Special Sectors

* Andromeda Gate
* Asteroid Field
* Black Hole
* Dartian Cube
* Dartian Sphere
* Ship Effect Dampener
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Meteor Burger
* Minefield
* Neutral Zone
* Turret Sector
* Warzone

## Stations

**Human Alliance**

* Station
	+ 4-3
	+ 1-6
	+ 2-9
* Substation
	+ 7-0
	+ 2-1
* Refinery
	+ 1-4

**Aralien Empire**

* Station
	+ 14-11
	+ 9-13
* Substation
	+ 15-8
	+ 12-10
	+ 7-16
	+ 13-16
* Refinery
	+ 12-12

**Freedom Initiative**

* Station
	+ 15-12
* Substation
	+ 10-3

**Pirates**

* Station
	+ 1-15
	+ 6-14
* Substation
	+ 3-13
	+ 7-12
	+ 4-15
* Refinery
	+ 0-13

## Misc. Info

Regulus is almost equally divided between the four Factions area-wise.

## Trivia

* Regulus is the first system to have multiple Stars, but doesn't have particularly notable solar charging rates.
Quark Xandelevium Blaster

The Quark 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. Created using the extremely rare Green Xandelevium. Twice the damage of standard, but does radiation damage instead of heat. But half the ammo**

## Functionality

The Quark Xandelevium Blaster functions similarly to the Xandelevium Blaster, but has a higher alpha damage and applies Radiation Damage on impact.

## Interactions and Strategy

* Being a guided weapon, the quark xand blaster is mitigated by any countermeasures that affect normal guided weapons, though the high initial speed of the projectile often gives a target little time to actually deploy said countermeasures unless they were already prepared for the shot
* Due to its ability to deal radiation damage instead of the standard heat damage effect, the quark xand blaster is effective against high-mass targets rather than lower-shielded targets that most xand blasters are geared towards weakening
* Quark Xand Blaster damage is effectively mitigated by Anti Nuclear Shields
* The Quark Xand Blaster is excellent at hitting and weakening mid/high-mass ships with above average agility and/or speed, such as the Imposer or the Manticore

## Crafting

Credits: 8,400

Refined Barium: 500
Refined Blue Xandelevium: 700
File:Mineral Xg.pngGreen Xandelevium: 10

## Trivia

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

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

## Game Description

**A projectile accelerated by electromagnetic energy makes for an excellent sniper style weapon that moves very quickly and does good damage. Has a delayed fire and a powerful kickback**

## Functionality

After a brief charging period, a high velocity unguided round is fired from the front of the user's ship.

## Interactions and Strategy

Railguns are excellent dumbfire sniping weapons due to their high damage and extremely high speed - these traits also make them useful for softening enemies before they approach, as well as catching retreating enemies with a killing blow.

The railgun also has high user knockback, which can be used to change momentum and keep spacing from the enemy whilst moving backwards.

Unfortunately, users must be aware that the loud charge-up noise can alert aware enemies to the shot, making it particularly difficult to hit if the enemy is being evasive and listens for the warm-up.

Equipping multiple railguns can allow the user to release a dangerous high-speed/damage volley if cycled properly. However, this strategy does not work as well when enemies are up close, allowing them to circle the railgun user and exploit a major weakness of the railgun: difficulty in hitting up-close dogfighters due to aiming being tied to the user's turn stat.

Finally, users must take care not to spam the railgun, as it only holds 10 shots per magazine - shots must be steady so as not to exhaust the weapon's ammo reserves.

All the above considerations makes it an excellent support or combo weapon, allowing the user to support allies from afar, as well as attempt to chain damage with another weapon using the delay of the shot.
Radar

**Radar** is a Mechanic in Starfighter:Infinity that is used to observe the positions of nearby objects, such as Asteroids, Ships, Weapons, Drops, Objects, and more.

The types of radar are broken down into two variants that see regular use by players: **Active** and **Passive** radar.

Both kinds of radar display the following objects:

* Station pods as green/red if they are friendly/hostile, respectively.
* Objects as grey circles with a question mark on them.
* Asteroids and ships under the effect of the Holographic Disguise as small grey circles.
* Small green/red dots as friendly/hostile weapons, respectively.
	+ Stealthed weapons do not show up on the radar, both friendly and hostile.
* Star System boundaries in red.
* Sector boundaries in blue.
* The user as a white chevron.
* Enemy ships as red chevrons.
* Friendly ships as green chevrons.
* Ships in the user's Squad as acid green chevrons.
* Ships in the user's Organization as teal chevrons.

## Active Radar

The Active Radar Overlay.

The **Active Radar** (Default [R] key), when activated, does the following:

* Generates a positioned iconic overlay of the sector over top the user's HUD for five seconds.
* Plays a "Radar"/"Pinging" noise.
* Consumes five Energy.

The generated overlay will always be centered on the player throughout its duration, and thus the overlay hex will not always be centered on the HUD. The overlay will display objects in the sector all the way out to sector boundaries, unless the sector the user is in is a Nebula sector, in which case the radar distance will be limited by the detection distance formula displayed on that page.

## Passive Radar

The Passive Radar on the HUD.

The **Passive Radar** is always displayed in the lower left of the player's HUD, unless the player toggles drawing their HUD via the HUD toggle key. The passive radar functions similarly to the active radar, but is range-restricted to a 90su radius. Each concentric circle on the passive radar represents a distance increase of 15su, with the exception of the innermost ring being 20su from the user; each additional radial line represents a heading change of 15 degrees - both forming the basis for measuring polar coordinates.

The passive radar is useful for viewing incoming nearby weapons, and measuring their proximity to the user for items such as the Kinetic Field Disruptor or the Scrambler.
Relisk Temple

A Relisk Temple in Mintaka A

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

 **"The Relisk were once the great adversaries of the Aralien Empire, contending with them for interstellar dominance. They continue to resist the Empire, and any others who enter their territory with veracity and zeal. It was the Emperor Himzeck the Zealot, 1st of his brood, who at great cost targeted their grandiose temples in a campaign of theological dominance, rendering the Relisk grand fleets ruined and ashamed. His deep study of the race was difficult to conduct, the Relisk refuse to communicate with any other race, and show universal hostility to all who approach them.\n\nThe Relisk believe that they have direct communication with other worldly Gods, and fanatically defend their territory. According to Himzecks findings, Relisk temples are supposedly receptors for these divine messages, and are properly adorned and venerated. Since the Relisk are feeble creatures in stature and mind, their advanced technology and incredible feats of engineering go unexplained to this day. Often, their Gods demand complex contraptions be built in their name which utilize highly advanced technologies that serve confounding or nonsensical purposes. As a civilization in decline, the Relisk grand fleets that once defied the empire are now nowhere to be seen, and what remains are zealots cornered and vanishing at a grueling pace. It has been some time since the Relisk have received divine inspiration at one of their temples, and it seems that is what it would take to return them to prominence."** - Codex entry for **Relisk Temple**

## Locations

* Mintaka A
	+ 15-7
* Chaos Engine
	+ 2-3

## Functionality

* The Relisk Temple serves as a spawn center for the Relisk.

## Misc. Info

* The Relisk Temple is one of the few mentions of religion in Starfighter: Infinity.
Nebula

A **Nebula** is a cloud of dust and miscellaneous matter found in space which can interfere with visibility, locking, detection, and can apply various effects. Nebulae come in a wide variety of effects and densities which can affect how they operate. A Nebula is a kind of Special Sector.

## Nebula Locking Formula

**MaxLockRange = SheeniteLockingBoosterBonus \* ((SignalBoosterLevel + 1) \* 20) / NebulaDensity**

Where:

*SheeniteLockingBoosterBonus = 1.2*

*SignalBoosterLevel = [0-3]*

*Nebula Density = (0.1-1.0)*

## Nebula Detection Formula

**MaxDetectionRange = SheeniteLockingBoosterBonus \* ((SignalBoosterLevel + 1) \* 50) / NebulaDensity**

## Variants

Several Nebula effects exist which, in addition to the locking and detection interference, apply effects to players and AI as they move through the Nebula. Note holding still prevents the application of the effect.

* **Red Mist Nebula** - Applies Red Mist effect to the traveler, found in Epsilon Indi
* **Teleport Jam Nebula** - Applies Teleport Jam effect to the traveler, found in Sagittarius A.
* **Effect Nourish Nebula** - Applies Effect Nourish effect to the traveler, found in The Inbetween
* **Corrosion Nebula** - Applies Corrosion effect to the traveler, found in Benaris
Resonite Ballista Barrage

The Resonite Ballista Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A deadly supernatural bolt imbued with resonant energy that is capable of slight redirection on a successful hit. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Photon Compression Bomb

The Photon Compression Bomb is a Crafted Large Weapon in **Starfighter:Infinity**. It is one of the most destructive weapons in the game, capable of one-shotting many ships with a single use.

## Game Description

**Traditional unspoken laws of war leave the synthsound broadcast timer on the bomb, but after the timer expires, it practically wipes out anything within 100 SU. But will do damage to anything within its blast radius of 500su**

## Functionality

The Photon Compression Bomb is planted at the user’s position when fired. Once deployed, it will begin counting down via a loud audible timer that can be heard throughout the sector. As the bomb counts down, its beeps will become more frequent until the PCB detonates, after which all enemy Ships in the Sector receive three seconds of the Photonic Damage Status Effect.

## Interactions and Strategy

* As the PCB has a loud 15-second timer, alerted players should attempt to flee before the PCB detonates, as its detonation almost always spells certain destruction.
* Due to the Damage of the PCB being applied through the photonic damage status effect, damage from the PCB can be mitigated by any means capable of reducing damage-over-time (DOT) effects, such as Radii Adaptive, Endurer Shields, or Selective Effect Dampener. Notably, the Resonite Refractor Shields are immune to the photonic damage effect entirely at max level.
* The PCB is extremely expensive per shot, costing over 50k per use - with the user only able to hold one PCB shot per Large slot.
* PCBs are excellent for combating Stations, as a PCB can usually clear most randomized station turrets - though the occasional few may survive with a sliver of health.
	+ This strategy can be supplemented with the Vortex Bomb to "lock out" ships from undocking for a short time after PCBing the sector. In this manner, a player can temporarily lock down a station - but only for a short time, and at great financial expense.

## Crafting

Credits: 17,000

Enriched Barium: 700
Enriched Yttrium: 600
Refined Iridium: 1,500

## Trivia

* The Photon Compression Bomb was featured in all of Ben’s older Starfighter games:
	+ It first appeared in the original Starfighter flash game as the most expensive and powerful weapon available to the player.
	+ The PCB returned again in Starfighter: Disputed Galaxy with the same traits, this time as an exclusive large weapon to Human players. However, unlike in SF:I, the bomb disappeared from the ship’s loadout after deploying, requiring repurchasing at stations.
	+ In each game, the PCB always comes with its signature countdown noise.
Near Space Telescope

A Near Space Telescope

## Event Message

**Near Space Telescope** is a Instance Event in Starfighter: Infinity in which in which an interactive telescope appears in the middle of the Sector.

## Event Details

* Upon instance generation, a solitary Near Space Telescope is generated in the middle of the Sector.
* Upon Scanning the telescope, one of two scenarios will occur:
	+ If the player has their present Star System Map completed, the player will be notified that their map is complete, and nothing else will happen
	+ If the player has not yet completed their star system map, \_\_\_\_\_\_\_\_\_\_

## Misc. Info

* The near space telescope resembles the real-life James Webb telescope
Misted Impact Sphere

The Misted Impact Sphere is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Orbs made of hard light, fire out the ship rapidly adding a short concussion effect to any enemy they hit**

## Functionality

When fired, a mid-speed orb is fired from the front of the user's ship, dealing Damage and applying Concussion upon impact.

## Interactions and Strategy

* The Misted Impact Sphere is an easy and sustainable way to apply the concussion effect on enemies - being a primary and fairly spammable, the user is able to constantly obstruct opponents with moderate damage.

* The misted impact sphere's DPS will be beaten out by other primaries, but it is a nice combination of utility and killing power. It is on the slower side of primaries as well, and can have trouble hitting larger ships.

* Since concussion disables augmentation turrets, the Misted Impact Sphere is good for close-range disorientation, confusing enemies and shutting down turrets they may rely on to deal damage, especially on ships like the Demeter with 3 turret slots.

* Being of the Red Mist damage type, the Misted Impact Sphere is rarely resisted by Shields, being resisted only by shields such as the Energy Absorber Shields and Deflector Shields, which resist most primaries anyway.

## Trivia

* The Misted Impact Sphere is canonically a hard light weapon.
Radial Laser Plus

The Radial Laser Plus is a Crafted Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a volley of 16 lasers in every direction around your ship after a short delay**

## Crafting

Level I -
Credits: 300

Nickel: 35
Palladium: 10

Level II -
Credits: 300

Nickel: 45
Palladium: 15

Level III -
Credits: 300

Nickel: 60
Palladium: 15

Level IV -
Credits: 300

Nickel: 70
Palladium: 20

Level V -
Credits: 300

Nickel: 80
Palladium: 25
Radii Repulsor

The Radii Repulsor is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**This weapon produces a flash of energy around the firing vessel that knocks away close ships and adds a slight blinding effect**

## Functionality

* Upon activation, the Radii Repulsor produces a circular pulse of energy around the ship similar to the Kinetic Field Disruptor. Any enemy ships caught in the radius are knocked back ~50su and blinded for a short time.

## Interactions and Strategy

* The magazine size for the repulsor is quite large at 25, and the fire rate is quick at 1 per second. These traits combined allow the user to constantly keep enemy ships at bay. However, time spent microing this proximity is time spent not firing weapons, and thus this can be exploited.
* While this proximity deals no damage, the defensive capabilities it provides against proximity/ramming ships such as the Imposer and Manticore cannot be overstated. Even ships that use close ranged beams to deal high damage will have difficulty staying in range to utilize them if they are constantly being repulsed/blinded.

## Trivia

* Initially the Radii Repulsor's shove was based on ships' differences in mass like with Gravity Proximity Blast. This meant that a ship like the Sprinter could be launched hundreds of SU away with a single shot of the repulsor and ships like the Imposer were hardly affected by it at all.
Retargetter

The Retargetter is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Affects any weapons locked onto you and redirects them towards available enemies.**

## Functionality

When activated, the Retargetter will claim ownership of all guided weapons within the listed range and re-lock them onto enemy ships using the method as Smart Torpedoes use, provided available targets are within locking range of each weapon with respect to the weapon being retargetted.

Weapons with no available targets within their locking range will have their ownership changed to match the retargetter user, but their guidance will continue to track the original target [Retargetter user].

## Interactions and Strategy

* The Retargetter is excellent for putting pressure on enemies that spam guided weapons, as NPCs often do during Missions - it can also punish groups of ships using the actions of just one over-eager ship by retargetting their weapons to pursue the rest of the group.
* Due to its ability to claim ownership of guided weapons, the Retargeter can be used as a pseudo-dodge in a pinch, as friendly weapons will pass through the weapon owner.
* Guided weapons can avoid being re-locked via the retargetter so long as they are made unavailable during re-locking, such as:
	+ Using a form of Stealth.
	+ Being out of the respective weapon's Lock range upon use.
* Stealthed weapons are immune to retargetters and variants.

## Trivia

* The Scrambler, **Retargetter**, Return to Sender, Tobor Returner, and Dartian Detonator are all considered "signal devices" that influence guided weaponry in different ways - all of which cannot influence Stealthed items.
Red Xandelevium Heat Disc

The Red Xandelevium Heat Disc is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**. The Red Xandelevium Heat Disc is a variant of the trademark Aralien secondary weapon, the Xandelevium Heat Disc, that is capable of harassing enemies with heat damage-over-time in close quarters combat.

## Game Description

**Fairly rapid fire, guided weapon that sets the target on fire for a short while. 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

Functions similarly to the Xandelevium Heat Disc, but features different stats that focus more on projectile spam.

## Interactions and Strategy

* Xand heat discs have several variants, all of which are excellent at applying heat damage over time at close range without having to rely ons like the Heat Ray or precision weaponry like the Xandelevium Blaster
* The excellent tracking of xand heat discs make them ideal for pushing enemies away with the threat of stopping shield regeneration
* Xand heat discs are particularly deadly to smaller, less-shielded craft, as the total damage per disc is respectable, potentially leaving smaller craft vulnerable for a final hit. Xand discs also track extremely well, making evading them more difficult
* Xand discs are typically avoided by most traditional anti-lock weaponry like the Shield Bubble or the Decoy

## Crafting

Credits: 500

Silicon: 300
Red Xandelevium: 300

## Trivia

* There are multiple variants of Xand Heat Discs:
	+ Xandelevium Heat Disc
	+ **Red Xandelevium Heat Disc**
	+ Blue Xandelevium Heat Disc
	+ White Xandelevium Heat Disc
	+ Quark Xandelevium Heat Disc
Radii Nanite Repair

The Radii Nanite Repair is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Tiny robots will attempt to repair your ship and boost power, but this process will interfere with your ship's speed and acceleration**

## Functionality

Upon activation, a swarm of blue nanites skitter about the ship and apply a multitude of effects:

* Energy Recharge
* Fire Suppression
* Magnetic Disruption
* Shield Repair
* Slow Down

## Interactions and Strategy

* This utility boasts a multitude of desirable positive effects at the expense of providing debuffs that slow speed and maneuverability of the ship.
* All effects are dependent on the duration of the 'Radii Nanite Repair' effect, meaning that effects such as Selective Effect Dampen and even the Radii Adaptive and Discerner shields will have no bearing on lowering the effect times of these debuffs. That said, full effect dampens will reduce all of the utility's effects as normal.
* If ships are willing to temporarily sacrifice their maneuverability this is a very potent utility to have in their arsenal, especially on ships such as the Medusa and Oppressor that are already quite slow and have a limited selection of utility slots.

## Trivia

* Considering that the Radii were completely assimilated by their nanites and the AI that controlled them, there are lore implications that pilots that use them may eventually suffer a similar fate.
Rodions

## **General Information**

### **Lore:**

*"Rodions are an advanced race that has seemingly met a dismal fate. They took shelter in their mothership in an effort to escape a pursuing nemesis. Apparently, the evacuation craft never made it to its intended destination. It may only be a matter of time before who, or what, they intended to escape finds them."* -Codex

## **Passive and Rotational Spawns**

Rodions passive spawns are typically found at Rodion Motherships, and may appear in the following locations:

* Gamma Velorum
	+ 2-9 (Always)
* Chaos Engine
	+ 7-8 (Always)

## **Misc. Info**

All Rodion ships possess a large slot - thus player must expect constant Rodion dart spam during combat via their Dart Arrays.

## **Trivia**

* Rodions are/were running from an unknown threat before being stranded in Gamma Velorum
Advanced Decoy

The Advanced Decoy is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Device that confuses guided weapons so that they target this instead of you. Affects all weapons locked onto you as well as friendly ships within a 80su radius. Fires 2 pulses* -Level I*

**Device that confuses guided weapons so that they target this instead of you. Affects all weapons locked onto you as well as friendly ships within a 100su radius. Fires 3 pulses* -Level II*

**Device that confuses guided weapons so that they target this instead of you. Affects all weapons locked onto you as well as friendly ships within a 120su radius. Fires 4 pulses* -Level III*

## Crafting

Level I -
Credits: 600

Nickel: 600
Yttrium: 70
Silicon: 350

Level II -
Credits: 600

Nickel: 800
Yttrium: 90
Silicon: 450

Level III -
Credits: 600

Nickel: 1,000
Yttrium: 100
Silicon: 600
Church Proselytizer

## Description

Church Proselytizer is an NPR ship belonging to the The Church of Megmos. [WIP]

## Combat and Strategy

All associated items can be found on the The Church of Megmos page.

Being incapable of dealing positive damage of any kind, Church Proselytizers pose no threat to the player, only being a nuisance when supplemented with normal enemy ships.

For primary weapons, Proselytizers are capable of rapidly draining the enemy's energy via the Church Dwindler. Church Placator, though less severe than the dwindler, is able to apply Slow Down to enemy ships. Status effect-reducing Shields such as the Endurer Shield are effective at negating these primaries.

For secondaries, Proselytizers are capable of long range healing via the Church Savior Torpedo, and are capable of more powerful healing up-close via the Church Healing Chain, Church Bless Beam, and Church Healing Aura. When grouped together, many Church of Megmos ships healing one another with these secondaries can drastically increase the time taken to defeat them.

When up-close and upon death, Proselytizers deploy Church Healing Mines and Church Mine Deathtraps to heal nearby allies significantly.

Adding a fair amount of Large Weapons to their arsenal, Proselytizers are capable of applying Fast Shield Repair to all allies in the sector via the Baptism Bomb. Furthermore, they are capable of temporary weapon blockage via the Church Sanctuary Barrier - it is recommended that the player either enter the barrier or wait for the church to leave to avoid wasting ammunition. The Church Savior Cloud is capable of healing many Church Acolytes at once, and the Acolyte Launcher is capable of deploying more on a whim - the player must destroy the acolytes to prevent them from restoring the Proselytizer to full shields.

Given their lack of defenses at range, it is recommended to destroy Proselytizers from afar using high-damage guided energy weapons, such as LR Photon Bomb Barrages.

## Notes

* More info about the respective NPR in general can be found on the The Church of Megmos page and the The Church of Megmos category page.
* Church Proselytizers are initially neutral towards the player.
Resonite Refractor Shields

###

> *Not to be confused with Beam Refractor Shields.*
>
>

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

## Game Description

**Reduces damage from laser and photonic weapons by 100%, but increases damage from explosive weapons by 100%**

## Functionality

Functions similarly to the Basic Shields, but with a lower shield capacity. Also has the following effects at max level:

* 100% resistance to Laser Damage (Immunity).
* 100% resistance to Photonic Damage (Immunity).
* 100% more damage taken from Explosive Damage (Weakness).
* Depletes Weapon Attract by 100%.

## Interactions and Strategy

* The Resonite Refractor is considered to be a more extreme version of the Relisk Shield and Beam Refractor Shields, boasting complete immunity to laser and photonic damage, while taking a whopping 200% damage from explosive weaponry - making weapons such as the Proximity Blast a death sentence.

* The resonite refractor is incredibly weak to most mines, as the explosive damage will be doubled whilst still applying any negative Status Effects on hit.

* The resonite refractor excels on smaller, quicker fighters that are harder to hit with explosive weapons, allowing them to ignore most lasers and Beams that normally can hit them.

* It is worth noting that, compared to the beam refractor shields. the resonite refractor does NOT reduce any applied effects by laser and photonic weaponry, only the damage -this means that weapons like the Disruptor apply their effects normally.

* The resonite refractor is the only shield that is immune to the effects of the Sabre Laser.

## Trivia

* The Resonite Refractor line is the NPR analog to the Beam Refractor Shields.
Return to Sender

The Return to Sender is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Reprograms incoming guided weapons and relocks them onto the ship that fired them**

## Functionality

When activated, the Return to Sender (RTS) will claim ownership of all guided weapons within the listed range and re-lock them onto their firer(s), regardless of how far away the firer(s) is/are.

## Interactions and Strategy

* The RTS is excellent for putting pressure on enemies that spam guided weapons, as NPCs often do during Missions.
* Due to its ability to claim ownership of guided weapons, the RTS can be used as a pseudo-dodge in a pinch, as friendly weapons will pass through the weapon owner.
* The RTS is excellent for fighting multiple targets at once, as each firer will be softened by the weapons they each fired, allowing the RTS user to swoop in and finish each off one-by-one. This pairs particularly well with the Vampiric Shield due to it's passive "healing" ability.
* Stealthed weapons are immune to RTS devices and variants.

## Trivia

* The Scrambler, Retargetter, **Return to Sender**, Tobor Returner, and Dartian Detonator are all considered "signal devices" that influence guided weaponry in different ways - all of which cannot influence Stealthed items.
Null Dwellers

## **General Information**

### **Lore:**

*"Far beyond the reaches of known space, where the laws that bind the universe together seem to waver and warp, is a race of ancient creatures that occasionally make jealous excursions into the galaxy. What they covet, be it territory, revenge, or some other primal motivation, may never be known. Seldomly, and with great unease, it is discussed in political and academic circles what is to be done about the denizens of so-called Null Space. Few stand against what comes out of the dangerous anomalies that bring the Null Dwellers, and fewer still dare venture to explore what might reside in the darkness."* -Codex

## **Drops (18)**

### Augmentations

     Null Turret | Small turret that attaches to some large ships that fires a Null Bolter at nearby enemies

## **NPR Exclusive Items (1)**

These items are not obtainable by players. They can only be used by the Null Dwellers.

## **Passive and Rotational Spawns**

Null Dwellers passive spawns are typically found at Stone Ringss, and may appear in the following locations:

* Null Space
	+ 1-0 (Always)
* Delta Trianguli
	+ 0-14 (Rotating)
* Benaris
	+ 3-4 (Rotating)
* Chaos Engine
	+ 2-7 (Always)

## **Special Spawns and Associated Objects**

* Stone Ring (Rotating)
* Null Henge (Special Spawns)
* Obelisk
* Null Obelisk

## **Misc. Info**

Null Dwellers can spawn at stone rings, which activate in a sequence detailed here.

Null Dwellers can also spawn at Null Henge, which spawns a random outcome each time a player sits in the middle of the henge.

Null Dwellers can also be found through a Random Event - Dark Anomaly - in which multiple Null Dwellers spawn and the resulting anomaly provides access to Null Space.

## **Trivia**

* Null Dwellers are considered to be Ben's personal NPR.
* The runic text on Null ships, relics, and equipment translates to "Ben Rules" or a similar phrase.
Robospheres

## **General Information**

### **Lore:**

These dangerous robotic orbs can be found in the Sol system, ominously drifting from location to location and engaging any hostiles with a plethora of modified human weaponry.

## **Passive and Rotational Spawns**

Robospheres passive spawns are typically found at no consistent locations, and may appear in the following locations:

* Sol
	+ 16-16 (Rotating)
	+ 15-14 (Rotating)
	+ 8-14 (Rotating)
	+ 2-14 (Rotating)
	+ 4-10 (Rotating)
	+ 6-4 (Rotating)
	+ 15-0 (Rotating)
	+ 16-8 (Rotating)

## **Misc. Info**

Robosphere spawn locations activate and deactivate in a predetermined sequence, with each stage being open for 5 days, and the next location opening 3 days after the first - effectively meaning that Robosphere spawns always have at least one location active - with two locations being active during transition periods to the next stage in the sequence. There is an additional exception to the spawn sequence for the very last stage, at which the duration of the last stage will be cut short by the duration of the overlap - thus lasting only three days before immediately starting over at the first location in the sequence.

**Robosphere Spawn Location Sequence:**

## **Trivia**

* The concept for Robospheres was created during the workshopping of the Tobor.
Reinforcements

## Reinforcement Squad

A Hydra Squad Reinforcement

**Reinforcements** is a Random Event in Starfighter: Infinity in which a group of allied Faction ships Hyperspace in to help the player.

## General Information

 Local Message:

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

## Event Details

Immediately after the event message, a mission-style notification pops up on the player's HUD, detailing a short lore-blurb and a vague description of the kinds of ships about to appear to help the player.
Starting at 10 seconds after the event message, ship(s) will Hyperspace into the sector near the target player one-by-one.

* The models and number of ships is influenced by:
	+ Level
	+ Star system
	+ Threat level (unclear)

## Conditions

* Reinforcements occur more frequently when the player is massively outnumbered - as a result, reinforcements are known to trigger after an Ambush.
* A friendly Station is required in the current Star System in order for reinforcements to occur.

## Misc. Info

* Reinforcements can be as low as a single drone.