recursal/Fanatic-Fandom huggingface dataset:
Lives

**Lives** are the limiting mechanics on how many times a player's ship can be destroyed before it is gone for good. One life is lost each time the player's ship is destroyed. Upon reaching 0 lives, a player's ship and all its contents are destroyed forever, and the player is launched into an escape pod - which optionally may automatically Hyperspace to the nearest station.

Players have 10 lives by default, but can increase their life capacity through items such as the life extender, which allows, at maximum, for players to have up to 15 lives.

## Restocking Lives

Players may restock lives through the following methods:

* Docking at any kind of station
* Obtaining a "+1 Life" Drop
* Docking at a Meteor Burger
* Docking at a Storbital

## Respawning

After losing a life, a player is allowed to respawn after a ten-second timer has elapsed, at which point a player may position their ghost within a restricted spawning circle around where they died - said circle increases in radius the lower a player's lives. Players may then use the action key to respawn within this circle.

Respawned players gain the "Invulnerable" status effect for a short time after respawning.

If a player takes too long to respawn after losing a life, an auto-disconnect timer will begin and eventually kick the player after a set amount of time.
Double Positronic Convergence Disc

The Double Positronic Convergence Disc 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. This variant fires 2 at once**

## 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

## Crafting

Credits: 900

Yttrium: 300
Silicon: 500
Gold: 50

## 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,
Elite Sprinter

## Game Description

*Communiques from the Emperor himself are always delivered by at least 2 means. Sent with every single transmission an accompanying envoy is dispatched. In this way, there is always certainty that any failure to obey is no mistake, but rather a punishable disobedience. The Imperial escort fleet therefore uses elite, more battle ready, versions of the Sprinter to ensure that the voice of the Emperor is always heard clearly, authoritatively, and without mishap.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Neutrino Beam
* Plasma Cannon Plus
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo

**Utilities**

* Shield Bubble
* Decoy
* Transparent Stealth System
* Light Bending Stealth System
* Return to Sender
* Projectile Repulse Field
* Projectile Attractor Field

**Mines**

* HI Mine
* Stealth Mine
* EMP Mine
* Sticky HI Mine Barrage

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Thermal Shields

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* An upgrade to the Sprinter, the Elite Sprinter boasts upgraded stats and weapon slots, allowing it to compete with other endgame ships through its small profile, agility, and speed
* The ability of the Elite Sprinter to lay Mines makes pursuing it quite annoying after a hit-and-run; its ability to use sticky mine variants allow it to deliver high-damage payloads with haste
* Though its agility and speed stats are excellent, the Elite Sprinter lacks a lot of slot options that allow it to be flexible in combat - making weapon choice extremely important
* The Elite Sprinter benefits highly from hit-and-run tactics, and as such benefits from gear that accentuates that playstyle
* For an endgame ship, the Elite Sprinter has insanely light shields, making it vulnerable to most medium and high-damage weaponry such as Plasma Cannons, Proximity Blasts or Xandelevium Blasters
* Unlike the Commander Class Pegasus, the Elite Sprinter does not sacrifice any Utilities for other slots - making the Elite Sprinter's defense more robust in comparison

## Trivia

* The Elite Sprinter debuted in Starfighter:Infinity
* The Elite Sprinter is the upgrade to the Sprinter
* The Elite Sprinter is the analog to the Commander Class Pegasus
Flounder Torpedo

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

## Game Description

**Medium damage guided torpedo that disables a target's propulsion enhancer for a while**

## Functionality

Functions similarly to the Stinger Torpedo, but has a slightly different stat distribution and applies Propulsion Dehance to targets.

## Interactions and Strategy

* The Flounder Torpedo is excellent for crippling a ship's ability to dodge effectively - especially ships like the Intimidator that rely on the propulsion enhancer to get back up to speed after being stunned
* The Flounder Torpedo pairs well with slow-firing weapons that would normally be easier to dodge, such as the Proximity Blast, Devimon Hellfire Sphere, or Plasma Relay
* Flounder Torpedoes also pair well with stun-based weapons like the Electrostatic Orb or Hammerhead Rocket as the stunned target cannot boost to get back up to speed immediately

## Trivia

* The flounder torpedo comes in a cloud variant, Flounder Cloud.
Gao Bubble Ship

## Description

Gao Bubble Ship is an NPR ship belonging to the The Gao. Gao Bubble Ships consist of asymmetrical, green plant-like organic matter akin to cell membrane. Said membrane is scattered with various glowing orange bulbs - with one frontal bulb appearing to serve as a cockpit 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.

In general, Gao Bubble Ships 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.

## Notes

* More info about the respective NPR in general can be found on the The Gao page and the The Gao category page.
Elite Shredder

## Game Description

*The current Aralien regime is not fond of the Ancient warrior customs that endowed the Shredder with its famously intimidating ritual blades. However the utility of the ship allowed it to stay in service. The **Elite Shredder** is a rebranding of the classic vessel, trying to replace its ancient reputation of godly protection with a modern one of technological finesse. **Elite Shredders** were not received well by the general fleet who saw through the political agenda, but have been embraced by the Emperor's closest allies.*

## Recommended Equipment

**Primary Weapons**

* Pulse Laser
* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* LR Pulse Laser
* Hornet Rocket

**Utilities**

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

**Mines**

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

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* Thunderbolt
* Anti Stealth Blast

**Augmentations**

* Sidestep
* Short Range Hyperspace
* Capacitor Overcharge

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Thermal Shields

**Engines**

* Tobor Enhanced
* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Generally regarded as a straight upgrade to the Shredder, the Elite Shredder, or Eshredder, is an excellent generalist "heavy dogfighter" that possesses a diverse arsenal and great dogfighting stats, though it lacks any signature large weaponry that most endgame ships feature.
* Though slightly less equipped compared to ships like the Commander Class Typhon or the Manticore, the Eshredder boasts excellent dogfighting stats and a well-rounded arsenal, allowing it to respond to a variety of threats in creative ways.
* The lack of large weapons on the Eshredder and the limit of 3 augmentations make it vulnerable to heavy gunfire/large weapon spam from ships like the Admiral Class Warship; in general, any kind of weapon capable of spacing and/or stunning heavy fighters will prevent them from taking advantage of their superior agility and speed.
* The Elite Shredder is arguably one of the best dogfighter ships in the game, as it has respectable endgame shields, agility, and weapon distribution - making it an excellent choice in the hands of pilots that prefer fast-paced pressure over large weapons or sustained gunfire.

## Trivia

* The Elite Shredder debuted in Starfighter:Infinity
* The Elite Shredder and Commander Class Typhon are comparable analogs in endgame
Ghost Chariot

## Description

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

## Combat and Strategy

All associated items can be found on the Ghosts page.

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

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

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

## Notes

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

## Game Description

*The **Defender** has been a staple of the Aralien fleet for ages. It is built for the singular purpose of close range dogfighting, a role it truly excels in with superior shielding and maneuverability. The pilot must take into account its low top speed and wide profile that make it an easy target from a distance.*

## Recommended Equipment

Standard Secondary Weapons

* Plasma Cannon Plus
* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Laser Beam
* Xandelevium Blaster
* Positronic Convergence Disc
* Railgun

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Light Absorbing Stealth System
* Healer
* Recharger
* Teleport Disc
* Engine Overdrive

Proximity Weapons

* Kinetic Field Disruptor
* Proximity Blast
* Hard Light Saw

Augmentations

* Sidestep

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Defender is one of the best CQC dogfighter ships accessible to players early on in the game; its high amount of Utilities and Proximity Weapons combined with its incredible agility make the nymph incredibly difficult to take out in the hands of a skilled pilot
* The Defender's main weakness is its innate lack of speed; players that exploit utility cooldowns of Defender users will find the Defender more easily taken out
* Overwhelming the Defender with masses of incoming damage can force nymph users to continually expend defensive measures, leaving them unable to attack
* Though larger than the Nymph, the Defender does boast more cargo space, more mass, and heavier shields, allowing it to tank more damage and resist gravity-based effects. This also has the upside of having an increased proximity weapon range, which both the Nymph and Defender rely on heavily

## Trivia

* The Defender was featured in Starfighter: Disputed Galaxy and was a popular PvP ship
* The **Defender** is the Nymph's Aralien Empire counterpart
HE Mine Cluster

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

## Game Description

**High explosive mine: This standard munitions mine contains a larger charge than others variants. This cluster deploys 8 mines**

## Functionality

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

## Interactions and Strategy

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

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

* The cluster variant is a good mix between higher damage density per shot, coverage, and arm time - though longer than a single HE Mine, if times properly it can be deadly against pursuers.

## Trivia

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

## Description

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

## Combat and Strategy

All associated items can be found on the Ghosts page.

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

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

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

The ghost destroyer has access to the Ghostly Vortex Bomb - a less powerful, but almost as dangerous as the Vortex Bomb. The ghostly VB is much quieter and has a weaker pull, allowing the ghost destroyer to bait players into being sucked in at close range.

## Notes

* More info about the respective NPR in general can be found on the Ghosts page and the Ghosts category page.
* Ghosts do not have normal targeting circles unless the player has Aralien Spectral Locking or Human Spectral Locking Augmentations.
* The ghost destroyer is considered one of the boss ships for the ghosts - the other being the Ghost Warship.
Kinetic Field Disruptor

The Kinetic Field Disruptor is a Purchased Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**A blast of energy detonates weapons and slows ships within a radius of 10su* -Level I*

**A blast of energy detonates weapons and slows ships within a radius of 14su* -Level II*

**A blast of energy detonates weapons and slows ships within a radius of 18su* -Level III*

## Functionality

Upon use, the Kinetic Field Disruptor, or KFD, instantly generates a localized pulse that destroys projectiles within the stated radius.

## Interactions and Strategy

* The KFD is excellent as a reactionary defensive proximity weapon, and with appropriate reaction time, can be used to:
	+ Detonate incoming Mines.
	+ Detonate incoming high-damage unguided weapons, such as the Devimon Hellfire Sphere.
	+ Detonate high-speed weapons, such as Radii Slugs.
	+ Shutting down ramming some projectile-based ramming builds, such as the Solarion Orbital Sphere Ring.
	+ ...And many more applications.

* One of the downsides to the KFD is that it is extremely easy to waste a magazine on stopping little shots - being agile and grouping up enemy shots to destroy the most projectiles at once is recommended.

* Another weakness of the KFD is that it requires constant microing - users that are constantly thumbing the KFD often are not able to respond to a slew of weapons with their own, and will be too busy tunnel-visioning incoming weaponry. Take this opportunity to try and overwhelm their reactions and burn their ammunition.

* The KFD cannot detonate non-collision objects like Decoys, Glaives, or Healer devices.

* The KFD is a great supplement to other defensive gear, such as the Shield Bubble.

* The KFD is excellent for shielding allies from incoming projectiles, such as when the player is attempting to complete a Distress Signal Mission.
Hunted

**Hunted** is a Mechanic in Starfighter:Infinity in which a named Legendary Ship tracks down and attacks the player.

## Obtaining a Hunter

Destroying an enemy from an opposing Faction has a chance to trigger being Hunted, with higher threat levels of the residing Sector having a higher chance to trigger being Hunted.

Upon obtaining a Hunter, the ship model in question will be shown to the player via a graphical notification.

## Special Functions

* The Hunter will show up on the Map via a light-orange highlighted Sector, which can be hovered over to show the name of the Hunter's ship.
	+ Note the player can choose to visit the Hunter instead of waiting for the Hunter to approach them.
## * Hunter on the Map

 The Hunter will make its way to the player's location by updating its position of the light-orange marker on the map.
	+ The Hunter's speed is dependent on the ship itself, as if it were actually traveling to the player.
	+ The Hunter only moves towards the player's initial position during the start of the hunt - subsequent positions are only updated via local intel by allies of the hunter that spot the player, and only then will a hunter update their flight path.
	+ If a player attempts to use Hyperspace whilst being Hunted, the Hunter will update their tracking immediately, regardless of intel, and display a message in the chat box notifying the player as such.
* Upon arriving in the player's current sector, the Hunter will trigger a proximity message in the chat box, which includes the specific name of the Hunter's ship.

## Fighting the Hunter

After arriving in the player's sector, the player may engage the Hunter. Upon destruction, the Hunter initially acts as a normal enemy, and additionally displays a kill confirmation message notification.

Shortly after defeat, the Hunter will employ a "respawn" of sorts and continue their hunt of their target player. This process repeats until the Hunter has been destroyed three times, after which the Hunter will announce it is giving up, and the player is no longer considered to be hunted. If a hunter is destroyed by another ship that isn't its target, it will not count against its motivation to continue pursuit.

## Misc.

* Hunter ship models are weighted to try and match the target player's level. As such, the higher Level the player, the higher model ship has a chance at hunting them down.
* All Hunters are drawn from a pool of named Legendary ships.
* Presently, a player can have only one hunter at a time per Star System.
Locking Jammer

A Locking Jammer in Iota Leporis.

A **Locking Jammer** is a Faction-specific Special Sector which consists of a probe-like structure guarded by two turrets.

## Functionality

Within the sector in which a locking jammer resides, all ships will be unable to use locking gear in combat.

Two turrets are spaced 50su on either side of the locking jammer to guard it.

The locking jammer can be Hacked to temporarily disable its effects for 30 seconds, but apparently only for the ship that hacked the jammer.

## Misc. Info.

* The turrets, if destroyed, will not respawn unless a new Instance is generated.
HV Projectile Turret

The HV Projectile Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

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

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

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

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

**Small turret that attaches to some large ships that fires a HV Projectile V at nearby enemies* -Level V*
Eos

## Game Description

*The **Eos** still flies proudly among official Human Alliance ships, but it has found greater popularity in pirate factions who value its offensive and defensive proximity hardpoints. For an unprofessional pilot, such as a pirate, the ability to cause area panic and subdue many vessels at once can't be passed up.*

## Recommended Equipment

Standard Secondary Weapons

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

Utilities

* Shield Bubble
* Transparent Stealth System
* Scrambler
* Decoy

Proximity Weapons

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

Mines

* Thunderbolt Mine
* HE Mine
* Xandelevium Heat Mine

Augmentations

* Sidestep

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Eos has incredible CQC potential and can support a variety of unique builds due to early access of multiple proximity slots. The Eos does, however, have limited defensive options and is somewhat glassy due to its lower than average shielding

## Trivia

* The Eos was featured in Starfighter:Disputed Galaxy as the Eos proximity ship. They were fairly popular and effective in PvP combat
* In Greek mythology, Eos is the goddess of dawn and this ship's namesake
* The Eos is the analog to the Conqueror
Intruder

## Game Description

*Some warriors prefer engaging at a distance, sniping enemies and harassing formations. **Intruders** were designed for this purpose and are equipped with three standard secondary slots to hold an array of weapons.*

## Recommended Equipment

Standard Secondary Weapons

* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo
* Electrostatic Orb

Utilities

* Shield Bubble
* Decoy
* Scrambler
* Light Absorbing Stealth System

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Intruder is a Fighter side-grade that sacrifices defense and speed for extra firepower and shield capacity
* The Intruder is the Aralien Counterpart to the Drakon. The Intruder features better speed and turning, though it is larger, has less acceleration, a smaller locking angle, and has less cargo space.
HI Mine

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

## Game Description

**High impact mine: This mine contains a concussive charge that applies a stronger knock back effect.**

## Functionality

Functions similarly to an HE Mine, but with higher damage and higher knockback upon detonation.

## Interactions and Strategy

* HI Mines are notable for their higher raw damage per hit, relying on a generally unresisted Explosive Damage type to severely damage ships.
* The knockback from HI mines often prevents hostiles from flying through multiple at once, unless the target is especially massive or is moving very quickly into the mines. In this way, HI mines, despite having a higher per-mine damage, are not a strict upgrade from the HE Mine.
* The Projectile Attractor Field can be paired with HI mines to slightly mitigate the knockback from each mine bumping targets away from other deployed mines.
* The slide for HI mines is notably lower than average, preventing the user from spreading them out very far unless they are manually spread out.

## Trivia

* The HI in HI mine stands for "High Impact"
Giant Asteroid

A Giant Asteroid in Zeta Puppis.

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

*None* - Codex entry for **Giant Asteroid**

## Locations

* Zeta Puppis
	+ 1-8

## Functionality

* Upon Scan completion, the Giant Asteroid can summon 8 Igni Assault Ships around the circumference of the asteroid
* Upon Scan completion, the Giant Asteroid can summon an Asteroid Wave

## Misc. Info

* The Giant Asteroid is tougher than normal asteroids, and is unable to be destroyed by normal means
Ghost Striker

## Description

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

## Combat and Strategy

All associated items can be found on the Ghosts page.

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

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

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

## Notes

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

## Game Description

*The Human Alliance classifies ships by their function, not their size, making the **Manticore** a heavy cruiser rather than a Warship variant. The design philosophy for the imposing vessel is revealed in its powerful vectoring engines, which give the ship a greater deal of maneuverability. This allows it to more safely entangle and destroy enemy ships at close range, and it does so with deadly efficiency. The trade-off being it possess less offensive versatility and a rather uncomfortable "high G" ride.*

## Recommended Equipment

**Primary Weapons**

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

**Secondary Weapons**

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

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier
* Engine Overdrive
* Smoke Screen

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* XHE Timed Mine Cluster
* Nuclear Mine
* Frostbite Mine
* Sticky HI Mine Barrage

**Proximity Weapons**

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

**Large Weapons**

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

**Augmentations**

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

**Shields**

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

**Engines**

* Enhanced Engine
* Tobor Enhanced

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The offense-oriented variant of the Hydra, the Manticore boasts a powerful array of weapons that allow it to completely dominate short-range engagements in tandem with its great agility
* The Manticore's main weakness is lack of Utility slots to counter incoming fire: Manticore players must constantly pressure opponents or risk being overwhelmed by offensive weaponry
* While the Manticore features excellent turning capable of harassing and outmaneuvering enemies, its speed leaves much to be desired. Utilities that increase its speed or mobility greatly increase its deadliness, like the Engine Overdrive, Guided Teleport Disc, or Short Range Hyperspace

## Trivia

* The Manticore debuted in Starfighter:Infinity
* A Manticore is a mythological creature with the head of a human, body of a lion, and venomous tail of a scorpion
Locking

Locking is a Mechanic in Starfighter:Infinity in which ships can target enemies in order to fire guided weaponry.

## How It Works

When a guided weapon or item is selected on the player's hotbar, ships available to lock will immediately be added to a locking array. Ships are added to this array based on the lock range of the locking weapon, the angle to the enemy ship compared to the locking angle of the ship the player is using, and any special Status Effects.

For example, a Warship can lock ships 260 degrees in front of it, and using a Laser Beam at max level allows it to lock from 20su away.

## Locking HUD

Once a ship is locked, the currently selected ship in the array will appear in the top right of the HUD in a similar configuration as the player's ship - with concentric circles to indicate Shields, a blue bar to indicate the locked ship's Energy percentage (A), the distance from the target listed below the HUD element (C), a small horizontal yellow bar to show the lock angle grace period (B), ship rotation with respect to the player (with down = facing the player & up = facing away from the player), and any extra information listed below that, such as the info provided by the Deep Ship Scan augmentation.

## Losing a Lock

If locking angle is broken, a yellow bar on the locking HUD will slowly empty over the course of six seconds, indicating how long the lock has until it disappears and the player can no longer fire guided weapons upon the target. Moving out of the weapon's lock range will instantly break the lock, and moving within the locking angle of the user's ship (while within weapon lock range) will cause the lock meter (yellow bar) to increase again.

Some status effects, such as Transparent Stealth, can prevent locking, and others such as Scanner Jammed can disable locking entirely for a short duration.
Legendary Trio

## Event Message

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

## Event Details

Upon Instance generation, three Named Legendary ships will be spawned in the middle of the sector.

The named legendaries will be of the Pirate Faction and will be hostile towards the player - and not towards one another.

## Conditions

Legendary Trio 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.
Dartian Mining Droid

The Dartian Mining Droid is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Guided weapon armed with its own Dartian Mining Laser that it will fire at enemies when appropriate**

## Functionality

When fired on a locked Asteroid, the Dartian Mining Droid will use a Dartian Mining Laser to seek out and mine as many asteroids in the Sector as possible of the initially locked mineral.

Upon mining 600 minerals, reaching the maximum lifetime, or being unable to locate any more of the initially targeted Mineral, it will return to the player.

Upon returning to the player, the droid will drop the minerals sequentially when in close proximity, up to a max grouping of 200kg per stack, before exploding.

## Interactions and Strategy

* The Dartian Mining droid is preferred over the Mining Droid when mining minerals that are more scarce, as the Dartian Mining Laser is more efficient in extracting minerals per kg of the Asteroid.

* Dartian mining droids are slower than normal mining droids, and as such are worse for mining more abundant minerals such as nickel or copper.

## Trivia

* The Mining Droid is the stock counterpart to the dartian mining droid.
HV Projectile

The HV Projectile is a Purchased Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Accurate, high velocity, high damage, sniper style projectile weapon.**

## Functionality

Fires a long range, high-speed projectile when activated, dealing Damage to targets and destroying itself on impact.

Functions as a de facto sniper rifle primary weapon.

## Interactions and Strategy

* Due to its unique combination of high speed and lifetime, the HV projectile is ideal for long-range harassment, chip damage, and finishing off fleeing targets.
* HV projectile is more effective against Ships with a larger shield radius, as its lower fire rate and precision makes it impractical to reliably hit smaller ships such as the Pegasus, unless the small ship pilot is an AI and the HV user has decent aim.
* HV projectile can be mitigated by deflecting-capable items, such as the Deflector Shields, Energy Reflector Bubble, or Radii Barrier.
* HV projectile is an ideal primary for ships that wish to engage and weaken enemies at longer ranges before they approach - conversely, it can be used on melee-focused builds to enable such ships to have some manner of forcing ships to approach whilst allowing the melee ship to have a contingency in the event an enemy tries to continually kite CQC weaponry.

## Trivia

* The sound effect and projectile appearance of the HV projectile is the same as the original primary weapon in Starfighter: Disputed Galaxy
* "HV" stands for "High Velocity.
Hyperspace Jammer

A Hyperspace Jammer in Iota Leporis.

## Hyperspace Jam Example

An example of an autopilot path that does not go through a hyperspace jammer, but would be stopped if the player were to use hyperspace - as the start-to-endpoint line intersects a hyperspace jammer sector.

A **Hyperspace Jammer** is a Faction-specific Special Sector which consists of a radar-like structure that is used to stop Ships from using Hyperspace.

## Functionality

Within the sector in which a hyperspace jammer resides, enemy ships will have their hyperspace interrupted, and enemy ships attempting to use short-range hyperspace will have one second of the Stabilizer Fail Status Effect applied to them instead of jumping.

The hyperspace jammer can be Hacked to temporarily disable its effects for three minutes, but apparently only for the ship that hacked the jammer.

Ships attempting to use Hyperspace via an Autopilot route whose start-to-endpoint hyperspace line directly intercepts any section of an enemy hyperspace jammer will be stopped at said jammer. Note the path calculated by the Autopilot is NOT what is used to calculate this - only the start-to-endpoint line.

## Misc. Info.

* Hyperspace Jammers are very effective at making areas difficult to enter and leave - ships should be cautious of hyperspacing over unexplored areas, as a hyperspace jammer may stop their jump partway through.
Forkworm Egg Cluster

The Forkworm Egg Cluster is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**Creates a friendly forkling that will assist you. This cluster deploys 8 mines**

## Functionality

When fired, deploys eight no-collide Mines that, after five seconds, each hatch and deploy a friendly Forkling Minion.

## Interactions and Strategy

* Forkworm eggs make for excellent summoner-based build fodder, allowing users to use forklings for:
	+ Locking target spam
	+ Meat shield(s) (taking hits and blocking incoming weapons)
	+ Spacing/forcing enemies to retreat
	+ Swarming/surrounding an enemy to deal damage
* Due to their early in-game access. forkworm eggs are incredibly useful for aiding early-game survival in Ambushes, Missions, and PvP.
* Forkworm egg clusters, despite having much lower ammo than Forkworm Eggs, are excellent for very quickly deploying Minions en masse in a pinch.

## Trivia

* The Forkworm Egg Cluster does not have a Prongworm variant due to the latter being potentially unbalanced.
Instance

An **Instance** is a subset of a Sector - it is essentially a specific copy of a sector. The instance name can be seen at the stop of the screen, and typically includes the abbreviation of the sector coordinates, system abbreviation, and player name, if appropriate. Generally, instances are shared for all players who are in full multiplayer mode.

## Missions

Missions create a special instance for the mission owner, in which only the mission owner can access the instance of the sector, with exceptions.

## Squads

Squads create a special co-op instance for players in the same squad to access, and are not accessible outside of the squad members, with no current exceptions.

## Vendetta

If a player has Vendetta, other players may access the instance, even if the instance is a special mission instance. This is to prevent unfair cheesing of the vendetta.

## Events

Upon generation, Instances can sometimes generate Instance Events - events that contain rare, special and/or unique properties and/or elements.
Hatchlings

## Hatchlings

### Source

Rare Drop (Vacuum Fly)

The Hatchlings is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**Spawns 1 vacuum hatchlings upon death* -Level I*

**Spawns 2 vacuum hatchlings upon death* -Level II*

**Spawns 3 vacuum hatchlings upon death* -Level III*

**Spawns 4 vacuum hatchlings upon death* -Level IV*

**Spawns 5 vacuum hatchlings upon death* -Level V*
Heavy Guard Formation

A Heavy Guard Formation in Ara composed of Devastators.

## Event Message

**Heavy Guard Formation** is a Instance Event in Starfighter: Infinity in which in which heavy Ships reinforce a military position.

## Event Details

* Upon Instance generation, Heavy Guard Formation will spawn in a medium amount of heavy ships, which includes, but is not limited to:
	+ Devastator
	+ Destroyer
* Ships generated will typically be aligned with the nearest Station-controlling Organization.
* So far, the observed number of heavy ships spawned can range from as few as 5 to as many as 9.

## Misc. Info

* Heavy guard formations are upgraded variants of Guard Formations
* Lower level players should be wary of a heavy guard formation, as the difficulty of destroying all involved ships is roughly the same, if not more difficult than, a high-level clearance Mission.
List of Known Bugs

These are bugs that are difficult to fix or reproduce so they haven’t been patched yet.

## Weapons with exhausts have trails on the ship

sometimes missiles or torpedos exhaust trails appear on the model attached to the ship as it moves.

Not sure if this is actually a bug, it'd be good to ask the developer. -VoxelLibrary.

## Only Fork/Prongworms tail is visually effected by stealth

when an area stealth is applied to allied fork or prongworms only their tail is visually changed with their head fully visible. This is purely visual.
Micro Gate DTr

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

## Game Description

**Portable jump gate that allows those who pass through it to travel to the Delta Trianguli 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: 2,000

Nickel: 500
Uranium: 80
Refined Cobalt: 500

## Trivia

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

A Light Blast

**Light Blast** is a Random Event in Starfighter: Infinity in which in which a burst of white light envelops the Sector.

## General Information

 Local Message:

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

## Event Details

Immediately upon event notification, a bright light will envelop the sector, obscuring vision and applying \_\_\_ seconds of the Blinded Status Effect to all ships in the sector.

## Misc. Info

* The Light Blast appears to be related to White Holes, Sheenland, and/or the Sheenites
Long Range Spit Barrage

The Long Range Spit Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires a sticky corrosive substance over a long distance. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**

## Functionality

When fired, a shotgun-like cluster of pellets fans out, applying Corrosion upon impact after a fairly long arm time.

## Interactions and Strategy

* Long-range spit barrage is excellent as a rarely resisted, long-range Energy-based dumbfire weapon, as it is great for peppering enemies from afar and forcing them to attack up-close.

* Long-range spit barrage is great for locating Stealth-users, as the corrosion effect will cause their shield to light up upon hit, and the fan-like spread of the barrage covers a fairly wide area.

## Trivia

* The LR spit barrage used to have a much smaller arm time, but was changed over concerns of "shotgunning" corrosion damage up-close.
Gravity Thunderbolt Torpedo

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

## Game Description

**Guided weapon that follows the locked target firing an arc of electricity at nearby targets within a radius of 10su. This variant also has a gravity pulling enemy ships towards it, depending on their mass.**

## Crafting

Level I -
Credits: 600

Silicon: 200
Copper: 900
Iridium: 150

Level II -
Credits: 600

Silicon: 250
Copper: 1,200
Iridium: 200

Level III -
Credits: 600

Silicon: 350
Copper: 1,500
Iridium: 250
Infector

## Game Description

*The holy rite of Purification is reserved for the most heretical life forms who refuse Aralien compliance. When Earth was condemned by the Emperor, a behemoth was constructed under the watchful eye of Monzon the Destroyer to carry out the genocidal mission.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Teleporting Stinger
* Gimbal Cannon
* Positronic Convergence Disc
* Xandelevium Heat Disc

**Utilities**

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

**Mines**

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

**Proximity Weapons**

* Kinetic Field Disruptor
* Hard Light Saw
* Thunderbolt
* Gravity Proximity Blast

**Large Weapons**

* Healer Droid
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser
* Plasma Relay
* Minefield Generator
* Heavy Drone Beacon
* Carnivore Cloud
* Photon Compression Bomb
* Vortex Bomb
* Ultra Vortex Bomb

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Reload Accelerator
* Vulcan Cannon Turret
* HV Projectile Turret
* Turret Overdrive
* Signal Booster

**Shields**

* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields
* Tank Shields
* Mineclaimer

**Engines**

* Enhanced Engine
* Afterburn Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* With a massive shield pool, an extensive array of large weapons, and sufficient defensive and offensive options, the Infector is well-known for its devastating power and is an extremely difficult ship to take out due to the sheer damage potential the ship possesses
* Due to its plethora of large weapons, the Infector can sustain constant large weapon use/spam for the duration of longer fights, making it frustrating to take out without a niche build to take advantage of its large size and/or weakness to radiation due to its mass
* In PVE it is virtually impossible to die in an Infector outside the most extreme of circumstances and/or random events, as the shield capacity of the Infector combined with its firepower leave few AI capable of disabling and finishing it off
* As the analog to the Excalibur, the Infector enjoys more agility and shielding at the cost of speed and a much larger chassis

## Trivia

* It is implied that the Infector was designed specifically for the destruction of Earth, leading to the Great War between Human Alliance and the Aralien Empire