recursal/Fanatic-Fandom huggingface dataset:
Light Anomaly

**Light Anomaly** is a Random Event in Starfighter: Infinity in which a small, temporary White Hole appears for a short time.

## General Information

 Local Message:

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

## Event Details

When a Light Anomaly occurs, a tiny White Hole, similar to an Anti-Vortex bomb, is generated in the same Sector as the target player.

* The Light Anomaly lasts approximately \_\_\_ seconds.
* The Light Anomaly acts like a standard white hole - generating anti-gravity and allowing access to Sheenland.
* The Light Anomaly spawns roughly 7 Sheenite Saucers over the course of the event.

## Conditions

The level at which a player can first encounter a light anomaly is unclear, as well as frequency and location(s).

## Misc. Info

* Sheenites Spawned from the light anomaly will temporarily resist the anti-gravity, then be flung away from the anomaly due to a short spawn invulnerability.
Harpy

## Game Description

*The prototype for the **Harpy** was stolen in a brazen act of betrayal by the infamous Captain Sykes who eventually resurfaced in a position of leadership in the Freedom Initiative. Due to this jarring event, development was put on hold and the model was released without further testing. Judging the **Harpy** by its current capabilities, the finished version would have ushered in a new age of fighter technology.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Javelin Torpedo
* Electrostatic Orb

**Utilities**

* Shield Bubble
* Decoy
* Transparent Stealth System
* Return to Sender

**Mines**

* XHE Timed Mine Cluster
* Big Electrostatic Mine Cluster
* Sticky HI Mine

**Proximity Weapons**

* Kinetic Field Disruptor
* Thunderbolt
* Proximity Blast

**Augmentations**

* Field Hop Quickturn
* Sidestep

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields

**Engines**

* Tobor Enhanced
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Harpy is an excellent mid-game upgrade over the Starfighter, boasting more slots, better agility, and higher speed - making it ideal for those who prefer well-balanced, high-speed ships while dogfighting
* Despite being a mid-game ship, the Harpy is more than capable of punching up due to its versatile slot distribution, great speed/agility stats, and smaller profile

## Trivia

* There are no Aralien Empire developed counterparts for this ship, or any Aralien ships with an identical ship profile
Heat Ray Turret

The Heat Ray Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

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

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

**Small turret that attaches to some large ships that fires a Heat Ray III at nearby enemies* -Level III*
Igni Rock Rocket Barrage

The Igni Rock Rocket Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires 3 rockets that will auto aim and do fairly high damage and impact* -Level I*

**Fires 4 rockets that will auto aim and do fairly high damage and impact* -Level II*

**Fires 5 rockets that will auto aim and do fairly high damage and impact* -Level III*

## Functionality

When fired, a number of Stealthed projectiles will rapidly be launched out of the player's ship sequentially at random semi-angles and will rapidly slow to a stop. After deployment. they rotate very slowly towards the locked target, instantly accelerating to top speed when facing an intercept course. Each rocket is capable of high knockback.

## Interactions and Strategy

* Due to their high knockback and delayed launch, rock rockets make an effective weapon for staggering weapons fire to disrupt a target and keep them at bay. This can also allow them to serve as pseudo-mines, provided the user can obtain a lock.

* Being stealthed, rock rockets are ideal for ignoring Scramblers and other similar weapons, and cannot be seen on Radar.

## Trivia

* There is no single variant for igni rock rockets - only a barrage variant.
Life Extender

The Life Extender is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Increases the maximum amount of lives you can have by 1. (To a maximum of 5 extra lives)* -Level I*

**Increases the maximum amount of lives you can have by 2. (To a maximum of 5 extra lives)* -Level II*

**Increases the maximum amount of lives you can have by 3. (To a maximum of 5 extra lives)* -Level III*

**Increases the maximum amount of lives you can have by 4. (To a maximum of 5 extra lives)* -Level IV*

**Increases the maximum amount of lives you can have by 5. (To a maximum of 5 extra lives)* -Level V*

## Crafting

Level I -
Credits: 1,000

Nickel: 1,700
Silicon: 1,000
Platinum: 250

Level II -
Credits: 1,000

Nickel: 2,300
Silicon: 1,300
Platinum: 350

Level III -
Credits: 1,000

Nickel: 2,800
Silicon: 1,700
Platinum: 400

Level IV -
Credits: 1,000

Nickel: 3,400
Silicon: 2,000
Platinum: 500

Level V -
Credits: 1,000

Nickel: 4,000
Silicon: 2,300
Platinum: 600
Hornet Rocket Barrage

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

## Game Description

**Unguided rocket that magnetizes towards targets when close and adds a magnetic disruption effect on impact. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Minesweeper Shields

###

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

## Game Description

**Pushes 30% of mines out the way, stopping them from exploding. Doesn't work with energy based mines.* -Level I*

**Pushes 45% of mines out the way, stopping them from exploding. Doesn't work with energy based mines.* -Level II*

**Pushes 60% of mines out the way, stopping them from exploding. Doesn't work with energy based mines.* -Level III*

**Pushes 75% of mines out the way, stopping them from exploding. Doesn't work with energy based mines.* -Level IV*

**Pushes 90% of mines out the way, stopping them from exploding. Doesn't work with energy based mines.* -Level V*

## Functionality

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

* The mine will be pushed aside a small distance.
* The minesweeper user will take 3 damage, regardless of the mine or the level of the minesweeper shield.

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

## Interactions and Strategy

* The minesweeper is excellent against minespam heavy builds, such as the Nemesis or Satyr, as it can render large volumes of mines safe to move through.

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

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

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

* While the minesweeper does not have as good an effect as the Mineclaimer, it has the added benefit of having higher shield capacity and recharge rate, as well as taking reduced damage from AOE mines - making the mineclaimer a more offensive option, and the minesweeper a more defensive option.

* Some mines, such as Homing Mines and Gravity Mines, can pull themselves back to the minesweeper user, taking off additional damage when they are repelled again. It is beneficial for players to quickly get out of range of such mines even with the minesweeper shield to avoid taking repeat damage.

## Trivia

* The minesweeper used to operate using RNG to decide which mines could detonate and which could not. This made it quite inconsistent and led to players avoiding equipping it.
Igni

## **General Information**

### **Lore:**

The Igni are the biologically baffling rock-based lifeforms that roam Algol and Castor, using their rock-based weaponry to slam ships into scrap.

## **Drops (30)**

### Shields

     Igni Rock Shield II | x1.25
     Igni Rock Shield III | x1.5

### Augmentations

     Fling II | Launches your ship forward but will also destabilize
     Fling III | Launches your ship forward but will also destabilize
     Roid Avoid I | Moves your ship away from incoming asteroids. More effective on lighter ships.
     Roid Avoid II | Moves your ship away from incoming asteroids. More effective on lighter ships.
     Roid Avoid III | Moves your ship away from incoming asteroids. More effective on lighter ships.

## **NPR Exclusive Items (4)**

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

## **Passive and Rotational Spawns**

Igni passive spawns are typically found at Stone Objects, and may appear in the following locations:

* Algol
	+ 5-2 (Rotating)
* Castor
	+ 12-14 (Rotating)
	+ 13-3 (Rotating)
	+ 2-5 (Rotating)
* Chaos Engine
	+ 1-1 (Always)

## **Misc. Info**

Igni Spawn Locations/Hotspots are migratory and activate and deactivate in a predetermined sequence, with each stage being open for 8 days, with the next location opening 3 days before the previous location closes. This effectively means that Igni spawns always have at least one location active, with two locations active during sequence transitions. The only exception to this cycle and overlap is during the very last stage, at which the last stage will end during the final scheduled overlap and the cycle will begin anew.

**Igni Spawn Location Sequence:**

 Ca-12-14
 Ca-13-3
 Ca-2-5

## **Trivia**

* Igni Rock Rockets are considered stealth weapons, so they do not show up on radar nor are they able to be scrambled/redirected
* Igni can be encountered via the Dormant Igni Instance Event as early as Delta Trianguli - these igni will not attack, but can drop higher-level gear
Medium Proximity Blast

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

## Game Description

**Damages all ships within a radius of 6su**

## Functionality

Functions similarly to the Proximity Blast, but with reduced Damage and increased range.

## Interactions and Strategy

* The medium proximity blast is just as useful as the Proximity Blast in almost all scenarios - with the tradeoff between range and damage ultimately being a personal preference for users, as both are excellent offensive and defensive tools.
* The increased range of the medium proximity blast over the proximity blast is particularly useful on more vulnerable ships, such as the Commander Class Pegasus, where getting in closer to land a blast is riskier due to lower shields.

## Trivia

* The medium proximity blast is simply a larger version of the proximity blast.
Hacking

**Hacking,** also known as **Scanning,** is a mechanic in Starfighter: Infinity in which the player uses the [Action Key] within hacking range of a hackable object. Hacking involves staying in close proximity of the desired target and allowing a HUD progress bar to fill to 100%, which completes the hack.

Different targets have different hacking times and available ranges - hacking speed and range can be increased across all targets via hacking speed/range extender augmentations

## Applications:

* Obtaining Crafting blueprints
* Obtaining Codex information on Stars, Planets, and misc. objects found in various star systems
* Stealing Vendetta from a target
* Completing Scan Missions

## Potential Hack Targets:

* Station\*
* Substation\*
* Refinery\* *(Range 200su)*
* Hyperspace Jammer *(Range ~40su)*
* Stealth Jammer
* Ship Effect Dampener
* Locking Jammer *(Range ~31su)*
* Object/Objects/Relics/Anomalies/Structures
* Stars

*Items with "\*" can only be hacked once, with the exception of vendetta targets hiding in them*

## Special Functionality

Some Object, Objects, Relics, Anomalies, and Structures have special functionalities upon being scanned. Learn more about each specific scan interaction and functionality on their respective pages. Note that each can only have an event trigger once per Instance.

## Related Items

Some equipment can interact with the player's ability to hack, such as:

* Hacking Range Booster
* Hacking Accelerator
Micro Gate De

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 3,000

Refined Nickel: 1,300
Cobalt: 400
Refined Platinum: 700

## Trivia

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

## Game Description

*Aralien archives list the newly manufactured **Imposer** as a special purpose cruiser. Though this is misleading as to the actual capabilities of the ship. The **Imposer** serves as a flexible alternative to a Destroyer, focusing on the close-range fight with its proximity weaponry and supporting smaller vessels with various utilities. The Freedom Initiative has put a bounty out on salvaged **Imposer** vessels, though if it is to encourage its followers to quell its numbers or attain its technology is unclear.*

## 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
* Shield Extraction Beam

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Engine Overdrive
* Projectile Attractor Field
* Target Highlight

**Mines**

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

**Proximity Weapons**

* Proximity Blast
* EMP Blast
* Kinetic Field Disruptor
* Thunderbolt
* Magnetic Blast
* Blizzard

**Large Weapons**

* Healer Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay
* Ultra EMP Bomb

**Augmentations**

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

**Shields**

* Thermal Shields
* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields
* Energy Absorber Shields
* Minesweeper Shields

**Engines**

* Enhanced Engine
* Afterburn Engine
* Tobor Enhanced

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Imposer is without a doubt one of the best CQC ships in the game, boasting a powerful combination of bulk, proximity slots, large slots, and mines which all enable it to punish ships at short engagement ranges
* Due to its middling amount of utility slots and a plethora of aug options, the Imposer can be outfitted both for support and for brawling, as its turrets allow it to either help allies recover, make space, or assault enemy ships
* While impressively deadly, the Imposer is quite a large ship, making it easy to stun with weapons like the Hammerhead Rocket or the Electrostatic Orb. Additionally, it is moderately easy to hit the Imposer with all, or at least most, of a primary weapon - making the approach the most difficult part of the Imposer's hunt
* Mines significantly hinder the Imposer's progress, as they heavily exploit the large profile of the Imposer
* Radiation Damage is also a solid defense against the Imposer, as it has a higher than average mass as a result of its significant arsenal

## Trivia

* The Imposer has a foil in the Nemesis: both are deadly at close-range, but the Imposer has difficulty with mines, while the Nemesis has few non-spacing defenses against CQC ships like the Imposer
MLRS Turret

## Description

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

## Ship Exclusive Items

The following items are exclusively dropped by this ship:

* Anti Stealth Bombard
* Burst Primary Hammerhead Rocket
* Double Primary Hammerhead Rocket
* Hammerhead Bombard
* Murk Bombard
* Primary Hammerhead Rocket
* Stiletto Bombard
* Triple Primary Hammerhead Rocket

## Notes

* More info about the respective ship and/or faction in general can be found on the Freedom Initiative page
* The MLRS turret is the Freedom Initiative analog to the Keeper Turret and the Kraken Turret
* The MLRS turret is spawned at the MLRS Turret Sector
Light Bending Stealth System

The Light Bending Stealth System is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Stealth system that warps light around your ship making you difficult to see and difficult to scan. Enemies will only be able to detect or lock on to you if you have fired recently. The more you fire, the longer the range they will be able to detect you from is.**
Gao Devourer

## Description

Gao Devourer is an NPR ship belonging to the The Gao. Gao Devourers consist of a main central backwards cone of green plant-like organic matter akin to cell membrane. Said membrane is stretched to form four radially symmetrical pods featuring various glowing orange bulbs - with the forward opening of the cone appearing to function as a maw of sorts.

## Combat and Strategy

All associated items can be found on the The Gao page.

The Gao are a strange and fairly simple race, having a limited selection of weapons:

For Primary Weapons, the Gao use the Gao Bolt - whose variants allow the gao to harass players at range, dealing fair damage and applying heavy knockback.

For Secondary Weapons, the Gao employ various Gao Blobs - unguided organic explosives that smartly divide to re-target enemies, creating a bullet hell of projectiles quite easily. The Gao also possess a very potent Freeze Ray, allowing them to disable ramming ships, as well as enemies that drift too close to their proximity.

Gao Devourers have acces to the Devourer Beam and Devourer Wide Beam, which function similarly to a Plasma Relay - dealing high damage in a frontal cone while also having a gravity effect and applying Concussion to affected ships.

In general, Gao Devourers are quite easily dispatched by any Locking weaponry from a distance, and can be almost entirely shut down with barriers such as the Hard Light Barrier - with the exception of their devourer beams. Due to their large size and lack of agility and defenses, devourers are easily pelted from afar with dumbfire weaponry as well. Keep in mind that their large shield capacity can enable them to tank a fair amount of hits while rushing targets with devourer beams, so players must take care to flank them if a devourer gets too close.

## Notes

* More info about the respective NPR in general can be found on the The Gao page and the The Gao category page.
* The Gao Devourer is considered a boss ship for the Gao.
Invader

## Game Description

*Many warriors hope to prove themselves worthy of piloting the **Invader**. High speed combined with a large arsenal and wide locking angle make this strike ship swift and deadly. **Invaders** demand repute in Aralien society to pilot, and owning one is a symbol of status as much as battlefield prowess.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* HV Projectile

**Secondary Weapons**

* Photon Bomb
* Hunter Torpedo
* Railgun
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo
* Laser Beam
* Xandelevium Heat Disc
* Shield Extraction Beam

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Hard Light Barrier

**Mines**

* Stealth Mine Cluster
* Big Electrostatic Mine Cluster

**Augmentations**

* Sidestep
* Field Hop Quickturn
* Reload Accelerator

**Shields**

* Thermal Shields
* Energy Absorber Shields
* Beam Refractor Shields

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Invader is a unique ship: it is a heavy fighter that features a large arsenal of Standard Secondary Weapons, yet also features excellent speed and turning - making it quite versatile offensively
* The Invader does lack defenses, as it only features two Utilities and one Mine - making it vulnerable to sustained fire and rushed CQC fighting
* Due to its smaller profile given its arsenal, along with its great stats, the Invader is capable of punching upwards against endgame ships like the Hydra or Imposer; the invader typically performs well by barraging targets at longer ranges, then using its small profile and great speed to dodge chip fire while keeping a distance
* As the main strength of the Invader is its variety of secondary weapons, and its main weakness is defense variety, the Invader is particularly vulnerable to tempo-controlling builds that put constant pressure on it to evade incoming fire so that it can neither respond via Utilities nor aim its secondary weapons

## Trivia

* The Invader has no Human Alliance analog
* The Invader is typically regarded as an upgrade to the Hunter
Jammer Mine

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

## Game Description

**Mine that does damage, but at the same time will add a jamming effect, preventing weapon locking**

## Functionality

Functions similarly to an HE Mine, but sacrifices stats (mainly Damage) to apply the Locking Jammed Status Effect on the target.

## Interactions and Strategy

* Locking jammed status effect is useful for preventing opponents from closing in with Locking beam or close-range weaponry.

* Locking jammed can be crippling to slow-turning, lock-angle reliant ships such as the Medusa or Admiral Class Warship.
Locking Jammer Pulse

A player experiencing a locking jammer pulse while Hacking a Refinery.

**Locking Jammer Pulse** is a Random Event in Starfighter: Infinity in which a large bomb-like pulse is applied to the sector, applying the Locking Jammed Status Effect.

## General Information

 Local Message:

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

## Event Details

Roughly 3-5 seconds after the event message, a massive pulse, similar to effect bombs, will detonate in a deep purple hue, applying 30 seconds of the Locking Jammed Status Effect to all ships in the sector.

## Conditions

* Locking Jammer Pulses only occur near Locking Jammers - though the exact proximity required is unclear.

* Systems without Locking Jammers cannot have Locking Jammer Pulses.

## Misc. Info

* The timeframe at which the pulse is applied is similar to a Solar Flare or Gamma Ray Burst.
Giant Crystal Ring

Giant Crystal Ring in Castor.

## Scan Effect

**Giant Crystal Ring** is a Special Sector, Object, and part of the Structures group in the Codex.

**"This massive crystal ring lay at the heart of Dr. McGees fanatical study. He spent decades surveying the structure, and the entirety of his wealth on the resources needed to do it. In his last days where his whereabouts were known he claimed to have uncovered its secrets, something met with extreme skepticism by the Science Corps given his mental state, and set out in a Triton outfitted for his experiments headed towards the ring, never to be seen again. He left behind his extensive notes and research papers, which were promptly seized by the Science Corps, never to be released in full. Officially, Dr. McGee is deceased, a sad story of a man driven mad by speculation."** - Codex entry for **Giant Crystal Ring**

## Locations

* Castor
	+ 5-11

## Functionality

* Upon Scan completion, the Giant Crystal Ring emits a resonance pulse that applies eight seconds of Status Effect to the user.

## Misc. Info

* The Giant Crystal Ring is associated with the Resonites.
Kamikaze Drones

## Event Message

Kamikaze Drones on Radar in Alpha Centauri.

**Kamikaze Drones** is a Instance Event in Starfighter: Infinity in which Kamikaze Drones appear in the sector.

## Event Details

After instance generation, roughly 7-10 Kamikaze Drones appear in the middle of the sector.

## Misc. Info

* Kamikaze Drones are easily dispatched by weapons like the Chain Laser or the Radii Pulse Beam.
Mine Quick Armer

The Mine Quick Armer is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Each level reduces the arming time of mines an mine clusters dropped by 20% each level. But will not reduce by more that 95%**

## Crafting

Level I -
Credits: 800

Nickel: 1,000
Barium: 500
Silicon: 600

Level II -
Credits: 800

Nickel: 1,300
Barium: 700
Silicon: 800

Level III -
Credits: 800

Nickel: 1,700
Barium: 800
Silicon: 1,000
Legendary Ship

## Event Message

**Legendary Ship** is a Instance Event in Starfighter: Infinity in which which a Named Legendary ship appears in the sector.

## Event Details

Upon Instance generation, a single Named Legendary ship will be spawned in the middle of the sector.

The named legendary will be of the Pirate Faction and will be hostile towards the player.

## Conditions

Legendary Ship Instance Events currently only spawn in The Inbetween.

## Misc. Info

* Named Legendary ships are drawn from a pool of pre-approved player-submitted ship loadouts, and thus consist of a wide variety of builds - often times including themes, rare Items, and more.
Gravity Mine Cluster

The Gravity Mine Cluster is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**This mine carries a gravity field which pulls ships within 10su and explodes on contact. This cluster deploys 8 mines**

## Functionality

Gravity mines are deployed like any other kind of Mine, with the added effect of having a gravity-based pull effect, similar to the Gravity Field.

## Interactions and Strategy

Gravity mines do not have a particularly strong pull, but on lower-mass ships, such as Forklings or ships found in Sirius, Gravity Mines and the increased pull from the **Gravity Mine Cluster** are more threatening.

When combined with the effects of Weapon Attract and/or |Mine Magnet, gravity mines can hit more frequently and can be quite deadly.

## Trivia

* Gravity mines, like any gravity effect, are based on the mass of both the mine and the ship - and since the mass of the mine is constant, the effectiveness is entirely dependent on which ship they are used against.
Hornet Rocket

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

## Game Description

**Unguided rocket that magnetizes towards targets when close and adds a magnetic disruption effect on impact.**

## Functionality

Hornet Rockets function much like Javelin Torpedoes, but feature a light homing effect, deal Electrostatic damage, and apply Magnetic Disruption to the target.

## Interactions and Strategy

* Due to their light homing effect, and ability to disrupt movement via Magnetic Disruption, Hornet Rockets are excellent anti-dogfighter rockets that can allow the user to land follow-up shots with more punishing weapons like the Railgun or Javelin Torpedo.
* Hornet Rockets are good at hitting faster, more evasive ships that most unguided weapons struggle to hit
* Hornet Rocket homing effects stack with Projectile Attractor Field, making them even easier to hit on evasive builds
* Hornet Rockets can be used to temporarily disable pesky active Aug use that an enemy is using to survive, such as Energy to Shield Converter or Field Hop Quickturn

## Trivia

* Hornet Rockets were featured in Starfighter:Disputed Galaxy in the arsenal of the Aralien Empire
Marauder

## Game Description

***Marauders** are used as guardians for Imperial officers to impress competing warlords, but it is more than capable of standing out on its own. The **Marauder** has no particular weaknesses but is hardly exceptional in any regard. An excellent ship for the Aralien pilot who values flexibility.*

## Recommended Equipment

Standard Secondary Weapons

* Laser Beam
* Javelin Torpedo
* Electrostatic Orb
* Plasma Cannon
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Transparent Stealth System
* Hard Light Barrier
* Healer
* Recharger

Mines

* HE Mine
* Forkworm Egg Cluster

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Marauder is a Fighter upgrade that sacrifices some speed for additional shielding and multiple mine slots

## Trivia

* The Marauder was featured in Starfighter:Disputed Galaxy
* The Marauder is the analog to the Argonaut
Gao Blob

The Gao Blob is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Organic projectile that divides into smaller projectiles after a short time**

## Functionality

Gao Blobs initially function like Javelin Torpedoes, but with the following differences:

* After roughly 3-4 seconds after firing, gao blobs, regardless of level, will divide into two copies of the previous level of gao blob that was split. Level 1 gao blobs will not split.
* Gao Blobs, upon splitting, will predictively split towards the nearest enemy ship, with both resultant projectiles being roughly 30 degrees from one another, with their bisecting angle the angle used to aim towards enemy ships.

## Interactions and Strategy

* Due to their splitting behavior, gao blobs can be used to quickly create lots of spam, making it difficult for enemies to traverse the sector without taking damage.

* Featuring a high impact damage at max level, gao blobs are excellent at both close-range and medium range - with their speed and spam increasing as they split further into their lifetime.

* Gao blobs can be used as a soft check to barriers, allowing the user to aim to the side of the barrier and timing the split to split behind the target, circumventing the barrier, though this does cut down on total damage output.

* Sometimes the splitting of gao blobs can be avoided by not moving much, as the predictive aiming aims with the bisecting angle of the split projectiles and not either one of the projectiles themselves - causing them to pass on either side of a target quite often. The Projectile Attractor Field can be used to ameliorate this effect.

## Trivia

* The gao blobs are organic matter.
Kinetic Recharger

The Kinetic Recharger is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Has a slow recharge rate and high delay when still, but speeds up as you accelerate towards your top speed**

## Functionality

Functions similarly to the Fast Charging Shields, but has a smaller overall capacity, a shorter recharge rate, and a variable charging rate that increases drastically the faster the user is moving with respect to their top speed.

## Interactions and Strategy

* The Kinetic Recharger is a risky shield - it assumes that the user is capable of disengaging from combat at will in order to allow for recharge and prevent abuse of its low shield capacity, is able to maintain a fast speed long enough for the recharge rate to compensate for the opportunity cost of using the Kinetic Recharger, and is not suffering from DOTs that prevent recharge. All being said, if the user is able to mitigate these weaknesses, the user is rewarded with a shield that is capable of rapidly recharging in-between skirmishes and put pressure on ships that can't recover their shields quickly

* Ships like the Elite Intimidator and Elite Sprinter are excellent users of the Kinetic Recharger, as they can typically control the tempo of an engagement such that they need not worry about sustained damage

* Stealth Systems like the Transparent Stealth System pair well with the Kinetic Recharger, as obscured vision combined with hit-and-run tactics make Kinetic Recharger users hard to pepper with shots that would normally stall their shield regeneration

## Trivia

The Static Recharger is the antithesis to the Kinetic Recharger
Igni Flaming Onager Small Array

The Igni Flaming Onager Small Array is an Ultra Rare Large Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided rock that damages and destabilizes. Rapidly fires 8 Igni Flaming Onagers at targets within 157.3 su**

## Trivia

* As an Ultra Rare item, Igni Flaming Onager Small Array does not drop and is unobtainable to players.
Giant Crystal Structure

A Giant Crystal Structure with a Resonite Resonator in view

**Giant Crystal Structure** is a Special Sector, Object, and part of the Structures group in the Codex.

**"The academically estranged Dr. McGee was the first to extensively study the crystal entities known as the Resonites. It was a perilous and difficult process that many scientists claim drove him mad. He theorized that the crystal-based life forms were once an organic spacefaring species who were visited by a mysterious being which converted them mind and body into the supernatural creatures known as Resonites. His notes, left behind after his passing, are frantic scribbles and the few elements of genius found throughout are overshadowed by foreboding script and rambling equations that remain unfinished. \n\nIf Dr. McGee is to be taken seriously, other dimensional entities he refers to Resonite Lords are hellbent on conquering our reality and transforming all life in it into the bizarre crystalline creatures. Swept under the rug by actual authorities, the coincidental discovery of Tonra 11590 was too much for his already delicate psyche to bear and his doomsaying had him fully discredited."** - Codex entry for **Giant Crystal Structure**

## Locations

* Castor
	+ 15-2
* Chaos Engine
	+ 8-5

## Functionality

* The Giant Crystal Structure serves as the spawn center for Resonites in the Chaos Engine.

## Misc. Info

* The Giant Crystal Structure is associated with the Resonites.
Micro Compression Bomb

The Micro Compression Bomb is a Crafted Mine in **Starfighter:Infinity**.

## Game Description

**Due to its small blast radius, the 'MCB' does not have an audible timer like its big sister, but will still effectively clear a 20su area after a lengthy arming time. Useful against turrets**

## Crafting

Credits: 800

Nickel: 1,200
Yttrium: 150
Silver: 45
Minefield

**Minefields** are hazardous Special Sectors in star systems. They are often placed in conjunction with one another (aside from the occasional lone field). Each star system will have a specific mine that is used in their minefields. Mines from minefields are hostile to all Factions.

## Mechanics

When a player enters a minefield sector, the mines will not immediately be laid out. Instead, they are hidden within the sector: they will not reveal themselves until a ship gets within a certain distance to it. Mines detonated will be near-instantaneously replaced with a new mine - this has been explained by the developer as nearby stations hyperspacing new mines into the minefield.

List of Mines Used With Each System
Hunter

## Game Description

*The **Hunter** is the long-range support vessel of choice for Aralien commanders. Six weapon slots blend with excellent sensors and stability make it perfectly suited for engaging at extreme distance. A single **Hunter** brings as much firepower as a full squadron of smaller fighters but is susceptible to being flanked and out maneuvered if stranded on its own.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* HV Projectile

**Secondary Weapons**

* Photon Bomb
* Hunter Torpedo
* Railgun
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo
* Laser Beam
* Xandelevium Heat Disc
* Shield Extraction Beam

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Hard Light Barrier

**Mines**

* Stealth Mine Cluster
* Big Electrostatic Mine Cluster

**Augmentations**

* Sidestep
* Field Hop Quickturn
* Reload Accelerator

**Shields**

* Thermal Shields
* Energy Absorber Shields
* Beam Refractor Shields

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Hunter is an extremely damage-focused midgame ship that lacks extensive defenses, making it excellent support ship and allowing it to pair well with smaller, more nimble fighters that can cover the Hunter's flank
* Due to its lack of agility and defenses, the Hunter focuses on overwhelming enemies with a variety of weapon types in order to get them to rapidly deplete their countermeasures. As such, longer-range weapons suit the Hunter best, as they allow the Hunter to cut down enemies before they can exploit its main weakness - CQC combat

## Trivia

* The Hunter was featured in Starfighter:Disputed Galaxy
* The **Hunter** is the Aralien Empire equivalent of the Minotaur
Hard Light Saw

The Hard Light Saw is a Purchased Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**Using "hard light" technology a saw is projected for 10 seconds that will damage enemy ships on contact* -Level I*

**Using "hard light" technology a saw is projected for 12.5 seconds that will damage enemy ships on contact* -Level II*

**Using "hard light" technology a saw is projected for 15 seconds that will damage enemy ships on contact* -Level III*

**Using "hard light" technology a saw is projected for 17.5 seconds that will damage enemy ships on contact* -Level IV*

**Using "hard light" technology a saw is projected for 20 seconds that will damage enemy ships on contact* -Level V*
HI Photon Bomb

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

## Functionality

When fired, the HI Photon Bomb will emit a guided, Energy-Based torpedo that will track a target until impact.

## Interactions and Strategy

* HI Photon Bombs are the Energy-based counterpart to Hunter Torpedo, boasting fairly similar stats.
* Being energy-based, HI photon bombs are ideal for sustainable, high-damage-and-turning guided weapons, such as those desired during Duels or NPR farming.
* HI Photon Bombs are good for spacing, as their tight turning and high damage per hit can threaten flanking ships and ship rammers.
* HI Photon Bombs are weak at chasing ships, and are more a defensive weapon than an offensive one. Combining HI Photon Bombs with other photon bomb variants can muddle opponents' decision making due to the varying speeds and turn rates of the photon bomb variants - only experienced players will be able to naturally map their pathing and avoid them.
* HI Photon Bombs are incredible against the Igni due to their weakness to Photonic Damage due to the Igni Rock Shield - dealing a whopping 130dmg for 6 energy.

## Crafting

Level I -
Credits: 600

Yttrium: 100
Silicon: 150
Silver: 30

Level II -
Credits: 600

Yttrium: 150
Silicon: 200
Silver: 40

Level III -
Credits: 600

Yttrium: 150
Silicon: 250
Silver: 50

## Trivia

* HI Photon Bombs were featured in Starfighter:Disputed Galaxy as the iconic energy-based torpedo.
Ghostly Substation

A Ghostly Substation in Epsilon Aurigae.

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

**By either quantum phenomenon or super natural marvel this ancient sub-station has persisted through the ages as a specter. If one is patient, and quiet, it is easy to imagine the warriors who once prowled this sector still faithfully standing post, never to be relieved of their duty. Somber and unsettling as it may be, the greatest homage one could pay to the ghosts of the past is to keep what youve seen to yourself."** - Codex entry for **Ghostly Substation**

## Locations

* Epsilon Aurigae
	+ 14-5 (Human Ghosts)
	+ 12-7 (Aralien Ghosts)

## Functionality

* The Ghostly Substation serves as the spawn center for the Ghosts.

## Misc. Info

* Ghostly Substations, despite being the Ghost spawn centers, are not found in the Chaos Engine.
Meteor Burger

## Meteor Burger Menu

The Meteor Burger Food Menu

**Meteor Burger** is type of Special Sector, Neutral Zone, and Station that serves as a interstellar fast food chain run by the Tobor. Players can order nonfunctional food and play arcade games via robotic servers and an exclusive terminal, respectively.

Docking at a meteor burger will recharge Hyperspace and restock Lives.

## Features

* **Arcade Game Terminal**: Different meteor burger stations feature differing arcade games, which allow players to compete for high-scores in the following:
	+ *Mine Layer* (Snake)
	+ *Crate Catcher*
	+ *Roidz* (Asteroids)
	+ *Flappy Nymph* (Flappy Bird)
* **Fast Food**: Players can purchase several lore-themed food items that serve no functional purpose.

## Locations

* Delta Trianguli
	+ 4-9 *(Roidz)*
* Denebola
	+ 7-8 *(Mine Layer)*
* Antares
	+ 9-8 *(Flappy Nymph)*
* Regulus
	+ 8-9 *(Crate Catcher)*
* Algol
	+ 6-4 *(Roidz)*
* The Inbetween
	+ 4-1 *(Mine Layer)*
* Epsilon Aurigae
	+ 7-11 *(Mine Layer)*
* Castor
	+ 5-7 *(Flappy Nymph)*
* Sirius
	+ 0-4 *(Crate Catcher)*
* Uncharted
	+ 2-4 *(Flappy Nymph)*
* Zeta Puppis
	+ 7-8 *(Mine Layer)*
* Chaos Engine
	+ 0-3 *(Roidz)*
* Alpha Centauri
	+ 7-1 *Unknown*

## Trivia

* The Stellar Shake machine being out of order is a reference to the popular meme of McDonalds shake machines being out of order
Micro Gate Sol

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

## Game Description

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

## Functionality

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

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

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

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

## Interactions and Strategy

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

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

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

## Crafting

Credits: 5,750

Refined Nickel: 5,700
Cobalt: 1,700
Refined Platinum: 1,300

## Trivia

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

The Heavy Drone Beacon is a Purchased Large Weapon in **Starfighter:Infinity**.

## Game Description

**Over the course of 20 seconds, summons 4 heavy drones from your organisation. XP gained by these drones will go to you.* -Level I*

**Over the course of 15 seconds, summons 4 heavy drones from your organisation. XP gained by these drones will go to you.* -Level II*

**Over the course of 10 seconds, summons 4 heavy drones from your organisation. XP gained by these drones will go to you.* -Level III*
Items

**Items** are in-game obtainable objects that can be stored, Dropped, or in some cases, equipped. Items can have different display titles depending on whether they are observed in storage or as a Drop: with storage titles being more specific, and drops having more generic titles to avoid confusion in-combat.

## Standard Items

### Standard Equipment

Standard items, or "stock items", are items denoted by a white coloration in their name text, and can be obtained via normal ship drops or purchased from stations.

### Standard Minerals

Standard Minerals are basic Minerals, denoted by a white title coloration, and can be obtained via normal ship drops or mined from Asteroids.

### Seasonal Items

Seasonal items are event-limited items typically available during real-world events such as Halloween. Seasonal items can be purchased from any Station during the corresponding time, and have a light purple coloration in their name. Outside of the event window, they are unavailable.

## Crafted Items

### Crafted Items (Blueprint)

Crafted Blueprint Items are items that can be obtained via Crafting at Stations using blueprints obtained via Hacking, although rarely ships can drop crafted items. Crafted blueprint items use a pale blue color in their name.

### Crafted Items (Unlock)

Crafted Unlock Items are items that can be obtained via Crafting at Stations using blueprints obtained through special achievements. Crafted unlocked items use a pale green-blue color in their name.

### Crafted Minerals

Crafted Minerals are minerals that are refined from normal minerals at a Refinery. They use the same pale-blue coloration in their name as crafted blueprint items.

## Rare Items

### Rare Equipment

Rare equipment items are equipment items dropped by NPRs, and use a cyan coloration in their title.

### Rare Minerals

Rare minerals are minerals that are obtained via special means outside of normal or crafted minerals. These minerals are exceedingly rare and use a cyan coloration in their name.

### Ultra Rare Items

Ultra-rare items are incredibly rare items equipped and used by NPRs that do not drop for players, such as the Igni Flaming Onager.

### Non-Dropping Items

Non-dropping items are non-rare items equipped and used by NPRs that do not drop for players, such as Fly Wings.

## Collectibles

Collectibles are non-functional items that are only for collecting. They are typically fairly rare, and most, but not all, are dropped by NPRs.