recursal/Fanatic-Fandom huggingface dataset:
Double Misted Impact Sphere

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

## Game Description

**Orbs made of hard light, fire out the ship rapidly adding a short concussion effect to any enemy they hit. This variant fires 2 at once**

## Functionality

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

## Interactions and Strategy

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

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

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

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

* The double variant is nice for a balance between Energy usage and damage/effect application.

## Trivia

* The Misted Impact Sphere is canonically a hard light weapon.
Double Prongworm Big Egg

The Double Prongworm Big Egg is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

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

## Functionality

When fired, deploys two large, no-collide Mines that, after five seconds, hatch and deploy two fully grown friendly Prongworm Minions.

## Interactions and Strategy

* Prongworm big eggs make for excellent summoner-based build fodder, allowing users to use Prongworms for:
	+ More durable meat shields than what Pronglings can provide
	+ Spacing, forcing enemies to retreat, and dealing more damage over their lifetime due to the higher shield pool of Prongworms over Pronglings
* Due to their late in-game access. Prongworm big eggs are incredibly useful for aiding endgame survival in Ambushes, Missions, and PvP, as their improved bulk allows them to deal more damage before expiring than the average Prongling,
* Prongworm Big Eggs, while more powerful than Prongworm eggs, lack fire rate and ammunition - making them less sustainable than their mine counterparts.
* Double Prongworm Big Eggs have even less ammunition than the Prongworm Big Egg, but can provide more fully grown Prongworms in a pinch - being able to significantly threaten most ships.

## Trivia

* Prongworm Big Eggs are the Large Weapon variant of the Prongworm Egg.
Admiral Class Warship

## Game Description

*The flagship of the Human Alliance is a titan among the stars. It brings hope to humanity and fear to the enemies of the Alliance. A full upgrade to the Warship, the Admiral Class is a symbol of the Alliance's unity and strength . It totes high-performance engines and an additional large weapon compared to its Warship counterpart.*

## Recommended Equipment

**Primary Weapons**

* Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Teleporting Stinger
* Gimbal Cannon
* Positronic Convergence Disc
* Xandelevium Heat Disc
* Laser Beam
* Javelin Torpedo Barrage
* Electrostatic Orb
* Railgun
* Xandelevium Blaster

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer
* Hard Light Barrier

**Proximity Weapons**

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

**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
* Locking Widener

**Shields**

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

**Engines**

* Enhanced Engine
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Admiral Class Warship, being almost a direct upgrade to the Warship, is one of the most powerful ships in the game due to its stats and slot distribution; there are few roles that the ACW cannot delve into, and its armaments allow it to sustain incredible firepower whilst boasting great agility and challenging bulk
* The Admiral Class Warship has no inherent weaknesses; through proper slot coverage an ACW can contend with most enemy ship builds. As with most endgame ships its size, the ACW is more easily whittled down when its movement is inhibited or reduced in order to hit it with higher damage weapons
* Due to having multiple large slots, the ACW is able to alternate large weapon use while the other is on reload to sustain/augment firepower from its secondary weapons

## Trivia

* Admiral class warships were featured in Starfighter:Disputed Galaxy as the last ships to be unlocked for the Human Alliance, and were popular in both PvP and PvE
* The Admiral Class Warship is accessible to leaders of Organizations of at least 50 members. Alternatively, players can purchase the ship if they are of sufficient level. They are available for purchase at any Station
Forkworm Big Egg

The Forkworm Big Egg is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Creates a friendly forkworm that will assist you**

## Functionality

When fired, deploys a large, no-collide Mine that, after five seconds, hatches and deploys a fully grown friendly Forkworm Minion.

## Interactions and Strategy

* Forkworm big eggs make for excellent summoner-based build fodder, allowing users to use forkworms for:
	+ More durable meat shields than what Forklings can provide
	+ Spacing, forcing enemies to retreat, and dealing more damage over their lifetime due to the higher shield pool of Forkworms over Forklings
* Due to their early in-game access. forkworm big eggs are incredibly useful for aiding early-game survival in Ambushes, Missions, and PvP, as their improved bulk allows them to deal more damage before expiring than the average forkling,
* Forkworm Big Eggs, while more powerful than forkworm eggs, lack fire rate and ammunition - making them less sustainable than their mine counterparts.

## Trivia

* Forkworm Big Eggs are the Large Weapon variant of the Forkworm Egg.
Dartian Radioactive Sphere

The Dartian Radioactive Sphere is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**High impact, guided weapon that add a nuclear damage effect to the target for a very short time**

## Functionality

Functions much like the Electrostatic Orb, but applies the listed duration of Radiation Damage instead of Stabilizer Fail.

## Interactions and Strategy

* Due to their high agility and ability to apply notable amounts of radiation damage, dartian radioactive spheres are excellent against endgame ships, such as the Hydra, Manticore, and Admiral Class Warship. This trait makes them effective against NPR bosses as well.
* Due to their similar size and sound to electrostatic orbs, as well as their lack of exhaust trail, dartian radioactive spheres typically fly under the radar of unaware players - making them excellent for sneaking in extra damage over time.
* Though agile and threatening in the right scenario, radioactive spheres are easily deterred via normal anti-locking measures, such as Shield Bubble or Scrambler.

## Trivia

* Dartian Radioactive Spheres are an NPR variant of the Electrostatic Orb.
Forkworm Egg

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

## Game Description

**Creates a friendly forkling that will assist you**

## Functionality

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

## Trivia

* Forkworm Eggs have a Large variant: the Forkworm Big Egg.
Devimon Illusion Mine

The Devimon Illusion Mine is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**This mine causes little damage, but adds a hallucination effect causing confusion to the target**

## Functionality

The Devimon Illusion Mine functions as a standard mine, detonating damage upon contact after a listed arm time applying the listed duration of the Hallucination Status Effect.

## Interactions and Strategy

* The Hallucination effect is incredibly obstructive towards players, and can be useful in tandem with weapons that are difficult to see, such as Stealth Mines or Devimon Spikes.

* Illusion mines pair well with weapons such as the Disruptor to harass and disorient players and their muscle memories, potentially interrupting ingrained weapon combos for players that rely on practiced sequences/combinations of items to fight.

* Illusion mines have little to no effect on AI, and thus are mainly used in PVP, if at all.

## Trivia

* Illusion mines and Devimon Illusion Seeker are some of the few weapons that inflict illusion.
Dark Energy Burst

Dark Energy Burst in Sagittarius A.

**Dark Energy Burst** is a Random Event in Starfighter: Infinity in which a large bomb-like pulse is applied to the sector, applying the Cold Fusion Damage 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 a Solar Flare or Gamma Ray Burst will engulf the Sector in dark blue clouds, applying a variable amount of the Cold Fusion Damage Status Effect to all ships in the sector.
	+ The applied amount can vary, and has been seen to go as high as a 40x multiplier - roughly 80 seconds of effect time.

## Misc. Info

* The applied amount of cold fusion damage is typically enough to destroy most ships - ships wielding the Dark Shield will be immune to this event.
* The timeframe/delay at which the pulse is applied is similar to a Solar Flare or Gamma Ray Burst.
* The event is seemingly related to Null Space and/or the Null Dwellers.
Double HV Projectile Turret

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

## Game Description

**Small turret that attaches to some large ships that fires a Double 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*

## Crafting

Level I -
Credits: 800

Nickel: 1,800
Barium: 450
Silicon: 500

Level II -
Credits: 800

Nickel: 2,400
Barium: 600
Silicon: 700

Level III -
Credits: 800

Nickel: 3,000
Barium: 800
Silicon: 800

Level IV -
Credits: 800

Nickel: 3,600
Barium: 900
Silicon: 1,000

Level V -
Credits: 800

Nickel: 4,200
Barium: 1,100
Silicon: 1,200
Dormant Igni

Dormant Igni in Sirius.

## Event Message

**Dormant Igni** is a Instance Event in Starfighter: Infinity in which six dormant Igni appear in the sector.

## Event Details

Upon instance generation, six Igni appear centered in the middle of the sector, arranged in a hexagonal shape.

The Igni themselves are in a "dormant" state, in which their HUD coloration will be greyed out, and the Igni will not respond to anything in their environment in any way. Due to this dormancy, the Igni have no artificial friction, and thus Equipment with knockback can cause them to increase velocity and be knocked around, potentially out of the Sector.

Upon destruction, dormant Igni drop Items as normal - even Igni-exclusive items.

## Misc. Info

* Dormant Igni can appear as early as Delta Trianguli - there appears to be no restrictions as to where Igni can end up.
* Igni likely use dormancy as a method of long-distance space travel, which could explain why dormant Igni can be found anywhere.
Devimon Sprite

## Description

Devimon Sprite is an NPR ship belonging to the Devimon. Devimon Sprites bear a resemblance to demonic, bat-like creatures: having an eyeless maw of teeth much like a lamprey, a spear-like tail, and wings made of a thin membrane. Sprites are colored a bright, fleshy crimson and possess metallic spiked collars. about their "necks".

## Combat and Strategy

All associated items can be found on the Devimon page.

The Devimon are dangerous enemies, with many of their weapons inflicting Heat Damage, Hellfire, or Curse Status Effects.

For Primary Weapons, the devimon have access to variants of Fireballs that apply lots of the heat damage effect - another variant, the Shadowball, applies Slow instead. All of these are fairly easy to avoid at close-range, but at longer distances when they have a chance to speed up, their combined spam can weaken players from afar.

For Secondary Weapons, devimon have access to a high-damage Plasma Cannon analog - the Devimon Hellfire Sphere, which deals heavy damage and applies long durations of Hellfire. Additionally, devimon have Devimon Illusion Seekers and Devimon Curse Seekers that, while lacking in agility, can pick up speed and apply debilitating Hallucination and curse. Devimon also employ Devimon Hellfire Blaster variants that function like low impact, high effect damage Xandelevium Blasters. Devimon Spike variants are used to deal rapid damage and apply pressure at close-to-mid range, allowing the devimon to keep enemies on their toes. Ultimately, players that stay up-close and are evasive will give the devimon a hard time when it comes to actually connecting with any secondary weapons - though getting caught even once can lead to a lot of damage being taken.

Overall, the devimon can harass at range and feature powerful close-range weaponry, so players must be on top of their game to swap between CQC and long-range depending on the weapons in play. More importantly, players should have some kind of Thermal Shield to deplete the heat damage and hellfire effects.

Devimon Sprites, due to their high turning and access to most long-range and high-ROF weapons, can be a threat to even fast-turning ships. Thankfully, their low shields make them vulnerable to high-damage weapons, such as the Positronic Convergence Disc. Individually they are not typically a threat, but players must take care to not be caught in crossfire between the spam of several sprites.

## Notes

* More info about the respective NPR in general can be found on the Devimon page and the Devimon category page.
* The Devimon Sprite appears to be an organic being, compared to other devimon ships that appear inorganic, or at the very least a mix of both.
Dartian Mining Laser

The Dartian Mining Laser is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Using mechanism that only the Dartians understand, the **Dartian Mining Laser** extracts 50% more minerals from the asteroids it mines. No other race or organization has ever been able to replicating this ability.**

*The laser does have its downsides, being less energy efficient and slower than all other mining lasers.*

## Functionality

Functions similarly to the Mining Laser, but mines fewer Minerals per second and mines 150% of the mined mineral per kg of the targeted Asteroid.

## Interactions and Strategy

* The Dartian Mining Laser is excellent for rare minerals with low spawn rates, as it allows the user to extract more of the rare mineral per asteroid.

* For mining minerals such as Nickel and Copper, the dartian mining laser lacks the speed available to clear a sector's worth of asteroids. Additionally, if there are multiple players in the Instance, then the stock mining laser may be more desirable if players are competing for limited minerals.

## Trivia

* The Dartian Mining Laser has a turret Aug: the Dartian Mining Laser Turret.
Dartian Mining Laser Turret

The Dartian Mining Laser Turret is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

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

## Functionality

Functions similarly to the Mining Beam Turret, but uses a Dartian Mining Laser instead.

## Interactions and Strategy

* Dartian Mining Laser Turret is an excellent passive mining Aug on Ships like the Admiral Class Warship, as happening upon rare minerals, perhaps during an Asteroid Storm, allows the user to extract more ore than the mining laser turret passively without taking up a Utiltiy slot.

* The Dartian Mining Laser Turret, when equipped on multi-turret ships such as the Demeter, can overcome their slower speed by firing at the same Asteroid.

## Trivia

* Dartian Garbage Ships will occasionally mine asteroids using the dartian mining laser turret.
Dartian Recharger

###

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

## Game Description

**Increase maximum and recharges at a fast rate, but after a long wait. Also has an anti nuclear effect**

## Functionality

The Dartian Recharger functions similarly to the Basic Shields, but sacrifices recharge delay for an extremely quick recharge rate and a slight Radiation Damage Status Effect resistance.

## Interactions and Strategy

* Being a higher capacity shield, the dartian recharger is good for tanking a lot of damage, then disengaging in order to wait out the long recharge delay.

* The dartian recharger is an excellent anti-radiation damage shield, ideal for high-mass ships such as the Diomedes, though higher levels of the shield have less resistance to the effect.

* When combined with the Shield/Energy Balancer, the dartian recharger can be used to generate lots of energy very quickly, provided the user has waited out the long recharge delay.

## Trivia

* The dartian recharger is equipped on Dartian Garbage Ships.
Enlightened Thermal

###

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

## Game Description

**Resists the damage done by heat weapons and stars by 50%, but has a weakness to null damage* -Level I*

**Resists the damage done by heat weapons and stars by 75%, but has a weakness to null damage* -Level II*

**Resists the damage done by heat weapons and stars by 100%, but has a weakness to null damage* -Level III*
Black Hole

A Black Hole in Sagittarius A.

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

*None* - Codex entry for **Black Hole**

## Locations

* Antares
	+ 10-9
* Sheenland
	+ 0-1
	+ 3-4
* Null Space
	+ 4-0
	+ 0-3
* Regulus
	+ 11-8
* Epsilon Aurigae
	+ 8-8
* Sagittarius A
	+ 3-3
	+ 3-8
	+ 7-8
* Chaos Engine
	+ 2-2

## Functionality

* Black Holes possess a strong gravity well that can affect weapon trajectories, asteroids, and ships - pulling them all radially inward into the black hole.

* Anything that enters the black hole is destroyed - including players, asteroids, weaponry, and more.

* Black holes destroy any objects that enters them - including Ships, Drops, and projectiles.

## Misc. Info

* Black Holes are the antithesis of White Holes
* Black Holes are modeled after the real-life celestial anomalies that are so massive they can trap light itself in their gravity wells.

## Tips

* Black holes make poor NPR farming locations since any items dropped will get pulled into the black hole
* Gear can be banked using the gravity well of the Black Hole or help mines and slow weapons hit a ship in-between a target and the Black Hole
* The gravity well paired with Status Effects such as slow, power failure or destabilize can force a ship into the black hole to instantly destroy it
Devimon Hellfire Blaster

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

## Game Description

**Fires a high-speed blast that deals damage and adds a hellfire damage effect**

## Functionality

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

## Interactions and Strategy

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

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

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

The Draining Chain Laser is a Crafted Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Laser beam that has an initial locking range of 25su but then can jump to any other enemy ships within 15su and will also damage them.*  -Level I*

**Laser beam that has an initial locking range of 35su but then can jump to any other enemy ships within 15su and will also damage them.*  -Level II*

**Laser beam that has an initial locking range of 45su but then can jump to any other enemy ships within 15su and will also damage them.*  -Level III*

## Crafting

Level I -
Credits: 500

Palladium: 60
Silicon: 100
Copper: 350

Level II -
Credits: 500

Palladium: 80
Silicon: 150
Copper: 450

Level III -
Credits: 500

Palladium: 100
Silicon: 150
Copper: 600
Energy Absorber Shields

###

The Energy Absorber is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Recycles from energy based weapons, recharging your own energy when you take damage. Also resists 20% of damage from energy weapons, but only when energy isn't full**

## Functionality

The Energy Absorber Shields are similar to Basic Shields, but sacrifice maximum capacity and recharge delay for a special energy absorbing effect/damage reduction, the details of which are outlined below:

* If the user's Energy is below 100% of their max energy capacity, the shield will:
	+ Reduce incoming energy-based weapon damage by 20%.
	+ Give the user of the shield energy equal to a max of the remaining 80% of the initial damage taken. This operation will not push the user's energy above 100% capacity, unlike the next function.
* If the user's energy is equal to or above 100% capacity, the shield will:
	+ NOT Reduce incoming energy-based damage.
	+ Give the user energy equal to 80% of the energy firing cost of the weapon the user is hit by. This function can push the user above 100% energy capacity.

The shield also depletes Energy Drain by 80%. It also seems to prevent the energy drain applied by the active state of Anti Stealth.

## Interactions and Strategy

* The energy absorber is excellent against Primary Weapons, as they are all energy-based. Note that the energy absorber works on all energy weapons, so even Beams will be reduced and give energy to the shield wearer.

* Given the desire to obtain more energy per hit, it is beneficial for the player to have items capable of keeping themselves just under 100% energy capacity, Shield/Energy Balancer and Energy to Shield Converter are two such examples of items that are excellent at controlling energy levels.

* The energy absorber works excellently against energy-heavy builds, such as Resonites and Relisk, though both are able to apply their respective Status Effects.

* Due to the nature of the shield, Capacitor Overcharge works excellently with the energy absorber, as more energy is likely to be given to the larger capacity energy pool before being capped at 100% for any given incoming damage, as well as being more likely to trigger the 20% energy damage reduction when below 100% capacity.

## Trivia

* Energy absorbers work on all forms of energy weapons.
Devimon Rings

Devimon Rings in Sagittarius A.

## Scan Message

Devimon Rings summon message in chat.

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

*The rings appear to belong to the Devimon in both name, appearance, and functionality.* - Codex entry for **Devimon Rings**

## Locations

* Sagittarius A
	+ 9-8

## Functionality

Upon Scan completion, a ring of Devimon ships will Hyperspace in around the structure in a ring formation.

The rings appear to always spawn eight ships composed of a mix of Devimon Frigates and Devimon Sprites, which is announced in the player's chat.

Re-scanning the structure does not appear to trigger this event again unless a new Instance is regenerated.

## Misc. Info

* Devimon Rings belong, unsurprisingly, to the Devimon.
* This guaranteed spawning of many Devimon at once leads the rings to be a reliable Drop farming tool.
Energy to Shield Converter

The Energy to Shield Converter is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Uses energy to recharge your shields quickly. Each level acts faster. Level 1 is 33p/s, level 2 is 66, level 3 is 99**

## Functionality

* The energy to shield converter rapidly converts energy to shields at a 1:1 ratio - one energy will give the user one shield point in return, with higher levels converting between the two resources more quickly.

## Interactions and Strategy

* The energy to shield converter can function as an emergency quick repair - at the cost of incredible depletion of a player's Energy reserves. As such, it is typically only good to use when the player has a reliable energy-regeneration based build, such as using the Energy Cell or Recharger in tandem.
	+ Lighter ships can make better use of the e2s converter, as it can heal a higher percentage of their shields more quickly compared to heavier ships - which can potentially save a ship from devastating Status Effects such as Cold Fusion.
	+ Heavier ships do not stand to gain as much from the e2s converter unless they are built around it, as it will only recharge a fraction of their shields but completely drain their energy.
* The e2s converter pairs very well with the Capacitor Overcharge line.
Dark Energy Charger

The Dark Energy Charger is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**Replaces solar charging with a mysterious dark energy charging system that works even in the darkest places**

## Functionality

A passive augmentation that overrides a ship's normal Solar Charging with a special Dark Charging formula:

```
energy = 8*sectorCharge^-1

```

where sectorCharge is the normal solar charging of the occupied Sector.

## Interactions and Strategy

* The Dark Charger is ideal for darker Star Systems such as Null Space, Epsilon Indi, and Sagittarius A.

## Trivia

* Null Turret appears to use dark energy charging by default.
Escape Pod

## Game Description

*For most, finding themselves in an **escape pod** would signal an unfortunate end to adventure. For the truly ambitious space pilot however, it represents a new beginning.*

## Recommended Equipment

It is not recommended to use this ship in any scenario

## Notes

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

## Trivia

* The Escape Pod debuted in Starfighter:Infinity
Efficient Mining Laser

The Efficient Mining Laser is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Extracts ore from asteroids and puts it in your cargo hold. Longer ranged and uses less energy than the standard mining laser, but is slower.**

## Crafting

Level I -
Credits: 500

Nickel: 60
Palladium: 20
Silicon: 70

Level II -
Credits: 500

Nickel: 80
Palladium: 25
Silicon: 90

Level III -
Credits: 500

Nickel: 100
Palladium: 35
Silicon: 100

Level IV -
Credits: 500

Nickel: 100
Palladium: 40
Silicon: 150

Level V -
Credits: 500

Nickel: 150
Palladium: 45
Silicon: 150
Fast Charging Shields

The Fast Charging is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Replenishes shields at a greatly increased rate, but takes longer to begin the recharging process.**

## Functionality

Functions similarly to the Basic Shields, but has a higher recharge rate and longer recharge delay.

## Interactions and Strategy

* Fast charging shields are particularly suitable for ships that can avoid any kind of damage for a longer period of time, as the recharging process can be stalled by various negative effects such as Heat Damage or Radiation Damage . High speed fighters like as the Harpy, Pegasus, and Sprinter are examples of ships capable of such hit-and-run play styles.

* Fast assault ships such as the Intimidator, Raider and the Empusa are able to choose their engagements due to their speed, much like light fighter craft, and can retreat quickly to avoid damage - making them ideal candidates for fast charging shields.

* The Selective Effect Dampener pairs well with the fast charging shield line, as it can be used to deplete negative Status Effects that can interrupt the recharge delay.

## Trivia

* Fast charging shields are a variant of Basic Shields that favor recharge rate over recharge delay.
Destroyer

## Game Description

*Aralien Destroyers are the terrors of the Aralien fleet and bane of the Empire's enemies. The **Destroyer**'s massive size brings to bare an impressive arsenal of five primary weapons, and an additional devastating large weapon. All this is well protected behind its thick shields respectable speed. Destroyers make up the back bone of the Imperial fleet, but also prime targets to be commandeered by separatist commanders seeking out the Freedom Initiative.*

## Recommended Equipment

**Primary Weapons**

* Triple Pulse Laser
* Triple Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Laser Beam
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* Javelin Torpedo Barrage
* Smart Torpedo
* Gimbal Cannon

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer
* Hard Light Barrier

**Proximity Weapons**

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

**Large Weapons**

* Vortex Bomb
* Healer Droid
* Photon Compression Bomb
* Revealer Bomb
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser

**Augmentations**

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

**Shields**

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

**Engines**

* Tobor Enhanced
* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* A spiritual upgrade to the Quantifier and the Integrationist answer to the Warship, the Destroyer boasts incredible firepower and versatility, allowing it to excel in a variety of combat applications at the cost of agility. Despite its lack of dogfighting ability, the Destroyer can use augmentations to alleviate this weakness and employ area denial weapons to deter dogfighters and brawlers alike
* The Destroyer is strongest at range where it can use its weapon slots with impunity to harass approaching enemies

## Trivia

* The Destroyer was featured in Starfighter:Disputed Galaxy and was a popular PvP and PvE ship
Double Igni Onager

The Double Igni Onager is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided rock that damages and destabilizes. This variant fires 2 at once**

## Functionality

Once fired, two unguided onagers are launched from the front of the user's ship in an angled spread - being rocky spheres that function similarly to the Lightning Orb, destabilizing any ship it comes into contact with, doing damage and destroying themselves upon impact.

Additionally, onagers have a unique property of destroying enemy projectile-based weaponry they come into contact with during their flight path.

## Interactions and Strategy

* Onagers can be used to stun ramming ships, providing the extra benefit of temporarily blocking any spam during a ram.

* Onagers are destroyed upon contact with barriers such as the Hard Light Barrier - but they uniquely bounce off of Igni Walls instead of being destroyed.

* Onagers can be carefully used en masse to cover a player's approach, especially if multiple slots are used or the Triple Igni Onager is used - though their low fire rate and dependency on ammunition can make this hard to sustain.

* Onagers pair well with the igni wall, catching enemies that try to fly around the wall - sometimes even ricocheting off the wall to score a hit.

## Trivia

* The name "Onager" refers to an ancient Roman siege weapon of the same name.

* The igni onager was a player-suggested item by "Lancelot", the commissioner of the Devimon.
Freedom Initiative

The Freedom Initiative Logo

## Overview

The Freedom Initiative is the youngest player in the galactic war, having been created as a union between Human and Aralien dissenters on seceding Planets - with the moment of inception being the Human Alliance Officer Captain Sykes stealing the Harpy and launching a first strike on his former allies.

Their main goal are to impose their libertarian ideals on their former allegiances, and as such they are hostile to both factions. Their political goals are fostered from centuries of tireless and meaningless war.

They currently occupy several stations in Epsilon Eridani where they are first introduced. They typically feature both Human and Aralien ships, with their default Faction color being yellow.

## Game Description

*After one hundred years the yoke of war grows heavy. Humans and Araliens alike have cut ties with old allegiances and sought a new path, one of cooperation and unity. As the Human Alliance continues their xenophobic ways, and the Araliens outlaw ancient tradition, the Freedom Initiative gains new recruits of both species every day.*

*The Freedom Initiative was founded to put an end to the Great War once and for all and prove Human and Aralien can live side by side in peace. Their desire to end the war quickly has entailed the use of questionable tactics, with their enemies going so far to label it terrorist activity. It is in the nature of revolution to attract radicals and opportunists. Among the first to join the cause were zealous Berserkers and fortune seeking mercenaries.*

*"They call me a terrorist... But how many more lives have they wasted with their endless war? How many more will I save by ending it quickly? If I must kill one to save a thousand so be it. We will see a galaxy in peace." -Benedict. A. Sykes, Chief Admiral of the Freedom Initiative.*

## History/Lore

Decades into the galactic war, Captain Sykes betrayed the Human Alliance, simultaneously launching a surprise attack on multiple human alliance orbital facilities using Dryads equipped with Vortex Bombs - gruesomely killing countless civilians and declaring war on both the alliance and the Aralien Empire.

# Freedom Initiative

The freedom initiative (FI) is both the founder of the Libertarian Faction and a default organization. New players will have the option of joining the Freedom Initiative Organization once they make it to Epsilon Eridani.

## Misc. Info

* The Freedom Initiative is responsible for the discontinuation of the Harpy prototype - ironically, had the project continued it may have ushered in a swift close to the war Sykes so desperately wanted to end.
* The leader of the Freedom Initiative will obtain the title of "Luminary" as shown on their player card.
Endurer Shields

###

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

## Game Description

**Resists all ship effects by 50% but at a cost of basic stats* -Level I*

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

**Resists all ship effects by 90% but at a cost of basic stats* -Level III*

## Functionality

Functions similarly to the Discerner, but also reduces positive Status Effects - sacrificing stats to reduce almost all status effects by the listed amount.

This includes some weapon-based effects, such as the Shield Bubble or Transparent Stealth.

## Interactions and Strategy

* Due to reducing positive effects as well, Endurer builds must be carefully crafted to use items that don't rely on positive effects, such as the Decoy. This can, however, leave them vulnerable to weapons such as the Smart Torpedo, and other weapons with quirks that are more easily handled by effect-based gear.

* Endurer shields are excellent to shrug off any debilitating effects, and as such are great generalist shields, and work great against "cheese" builds that rely on disabling a ship.

* Endurer-based builds are weak to consistent raw damage, such as those from Primary Weapons, or from Secondary Weapons that do straight damage, such as the Stinger Torpedo.

## Crafting

Level I -
Credits: 600

Nickel: 500
Yttrium: 60
Gold: 20

Level II -
Credits: 600

Nickel: 700
Yttrium: 80
Gold: 25

Level III -
Credits: 600

Nickel: 800
Yttrium: 100
Gold: 35

## Trivia

* Endurer shields are a more extreme version of the Discerner, having better stats and a higher effect reduction rate at the cost of reducing positive effects as well.
Forkworms

## **General Information**

### **Lore:**

*"Forkworms are massive organic spacefaring vermin which feed on nearly anything they happen to come across. They build massive hives over the course of centuries and are seemingly as numerous as the stars despite their constant quelling. While Forkworms are indeed dangerous beasts in large numbers, any space pilot worth his salt will have little trouble dealing with singletons."* -Codex

## **Passive and Rotational Spawns**

Forkworm passive spawns are typically found at Forkworm Nests, and may appear in the following locations:

* Epsilon Eridani
	+ 7-6 (Always)
	+ 7-8 (Always)
	+ 9-6 (Always)
* Alpha Crucis
	+ 4-6 (Always)
* Algol
	+ 0-7 (Always)
	+ 2-9 (Always)
* Iota Leporis
	+ 4-6 (Always)
	+ 4-7 (Always)
	+ 3-7 (Always)
* Chaos Engine
	+ 9-5 (Always)
Fast Mining Laser

The Fast Mining Laser is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Extracts ore from asteroids and puts it in your cargo hold. But at a quicker rate than the standard mining laser**

## Crafting

Level I -
Credits: 500

Nickel: 200
Palladium: 90
Silicon: 100

Level II -
Credits: 500

Nickel: 250
Palladium: 100
Silicon: 150

Level III -
Credits: 500

Nickel: 350
Palladium: 150
Silicon: 150

Level IV -
Credits: 500

Nickel: 400
Palladium: 200
Silicon: 200

Level V -
Credits: 500

Nickel: 450
Palladium: 200
Silicon: 250
Devimon Curse

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

## Game Description

**Creates an area of weakness around it making any enemies within it suffer damage at twice the rate that they normally would**

## Functionality

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

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

## Interactions and Strategy

* Being immobile, instant, and unblockable - even with the Endurer Shields - the devimon curse's curse effect can massively turn the tables on a would-be attacker, allowing the user to deal increased damage within a small radius. Weapons with high impact damage, like the Devimon Hellfire Sphere, can almost one-shot most ships when hitting a cursed enemy.

* Devimon curse is an excellent anti-NPR boss utility, allowing the user and nearby friendly to chip away at the main advantage of NPR bosses: a higher health pool.

## Trivia

* The devimon curse is implied to be ethereal in nature.
Delta Trianguli

## Solar Charging

**Delta Trianguli** is a Star System in Starfighter:Infinity and is the starting point(s) for new players.

## Planets

* Tonra 11590
* Magna Salutis
* Severn
* Dazama
* Uptonia
* Airadose
* Kymberleigh
* Loec
* Bay of Haram
* Ascendance
* Zurion
* Nugget
* PureXownage

## Special Sectors

* Asteroid Field
* Crystal Field
* Dartian Cube
* FFA Zone
* Hyperspace Jammer
* Jump Gate
* Meteor Burger
* Minefield
* Obelisk
* Stone Ring
* Targetting Enhancer
* Turret Sector
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 4-2
	+ 8-5
	+ 12-1
	+ 15-5
* Substation
	+ 2-5
	+ 8-2
	+ 15-1
* Refinery
	+ 13-4

**Aralien Empire**

* Station
	+ 3-15
	+ 14-14
	+ 9-12
	+ 15-10
* Substation
	+ 3-12
	+ 6-11
* Refinery
	+ 8-14

**Freedom Initiative**

None

**Pirates**

* Station
	+ 0-8

## Misc. Info

DTr is the starting star system - Human players start at X-X and Aralien players start at X-X.

## Trivia

* DTr is the default system Micro Gates lead to if their destination is bugged.
Double Ascendant Storm Torpedo

The Double Ascendant Storm Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Close range, high speed, rapid fire torpedo. This variant fires 2 at once**

## Functionality

The Ascendant Storm torpedo functions like a standard Stinger Torpedo with different stats.

## Interactions and Strategy

* Storm torpedoes are excellent for baiting out defenses such as the Shield Bubble or Scrambler, as they have a high magazine capacity and fire rate - so they are easy to micromanage to use as bait without wasting ammo.

* Storm torpedoes, while lacking damage and range, make for consistent damage against close targets, and can reliably be used to pressure opponents - this makes them ideal dogfighting torpedoes. Conversely, this also makes them easy to tank for a short duration as their damage is not as high as other torpedoes - so both users and targets must be aware of how many torpedoes they are being hit by in a dogfighting scenario.

* Storm torpedoes are ideal for high speed, evasive targets, such as the Sprinter, due to their high speed and agility.

* The double variant sacrifices fire rate for higher burst damage than the single.

## Trivia

* Storm torpedoes have a lingering blue tracer trail, making them chaotic to use in combat - potentially obscuring other weapons when used en masse.
Centaur

## Game Description

*By making efficient use of fuselage space the **Centaur** carries an impressive amount of munitions and primary weapon systems. This makes it a formidable foe in head-on encounters. It should be taken note that since it lacks mine-laying capabilities and a low top speed, it has few options should an enemy slip behind it.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* Pulse Laser

**Secondary Weapons**

* Photon Bomb
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo

**Utilities**

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

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* Thunderbolt

**Augmentations**

* Short Range Hyperspace

**Shields**

* Thermal Shields
* Energy Absorber Shields

**Engines**

* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Centaur is one of the first midgame ships available to the player, boasting an excellent generalist kit with a slight inclination towards gunship-esque builds due to the availability of secondary weapon slots - though it is held back by its low speed

## Trivia

* The Centaur was featured in Starfighter:Disputed Galaxy as a fairly popular PVE ship
Ascendant Seraph

## Description

Ascendant Seraph is an NPR ship belonging to the Ascendants. Ascendant Seraphs are black, angular warships that boast two wing-mounted booster engines, two back-mounted booster engines, and a dark blue trim.

## Combat and Strategy

All associated items can be found on the Ascendants page.

Ascendant Enforcers are initially a neutral ship, which makes their danger to any player almost nonexistent. If a player chooses to engage, however, the Ascendant Enforcer packs a fair arsenal for all ship levels.

Middling shields are compensated by a special Ascendant Shield that reduces incoming NPR damage weaponry, which are quite popular with players.

Additionally, Ascendant Forward Camouflage and Ascendant Passive Stealth can make it difficult to engage them at range, forcing ships to approach them. If they do so, they are within range of constant energy blockage through the Ascendant Bug Zapper, high-agility Ascendant Storm Torpedoes, as well as likely to have their firing interrupted by Ascendant Suppressing Gas Cloud.

At longer ranges, they can harass other ships using the Ascendant Black Light Cannon and Ascendant Black Light Volley.

The Ascendant Seraph has access to Large Weapons, such as the Ascendant Black Light Bombard, which releases a powerful dumbfire burst of Black Light Cannons that can deal high damage to ships caught in the way of fire.

Additionally, Seraphs can fire an Ascendant Storm Array, which fires many high-speed, agile storm torpedoes at nearby ships - players must bring a very fast ship or some kind of anti-lock utility to evade this barrage of torpedoes.

Ascendant Seraphs have access to the Ascendant Gun Turret Augmentation, which can allow them to continuously pressure would-be attackers from all angles.

In general, it is recommended to attack Ascendants with mid-range, Station-bought items, such as the Positronic Convergence Disc.

## Notes

* More info about the respective NPR in general can be found on the Ascendants page and the Ascendants category page.
* Ascendants are related to Ascendance.
Electrostatic Orb

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

## Game Description

**Slow firing, close range, low damage weapon that destabilises the target for a short time**

## Functionality

When launched, the Electrostatic Orb will swiftly track its target, dealing light Electrostatic damage upon impact and applying Stabiliser Fail to the target.

## Interactions and Strategy

* While Electrostatic Orbs themselves do not pose a significant threat, they can be paired with weapons like the Javelin Torpedo, XHE Timed Mine, or the Laser Beam in order to deal high damage to temporarily stunned targets
* Electrostatic Orbs have excellent agility despite their middling engagement range, making them deadly tools for catching fast and/or agile ships like the Intimidator or the Shredder
* Electrostatic Orbs are great for balancing disparities in speed between two ships, allowing slower ships to catch and pin ships they could not otherwise catch. EX: Hydra vs an Intimidator

## Trivia

* Electrostatic Orbs were featured in Starfighter:Disputed Galaxy