recursal/Fanatic-Fandom huggingface dataset:
Celestial

**Enemy** **◆** ****Celestial****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Common VariantElite VariantChampion Variant
## Behaviour

* **Celestial** cycles between three behaviours:

1. **Celestial** will attempt to circle the player, performing its passive behaviour.
2. **Celestial** will stop in place, accurately tracking the player and firing **Celestial Strikes**.
3. **Celestial** will dash towards the player at high velocity.

* **Celestial** is orbited by a number of drones that continually fire projectiles forward.

* **Common** Celestials are orbited by 2 drones.
* **Elite** Celestials are orbited by 3 drones.
* **Champion** Celestials are orbited by 4 drones.

## Attacks

* **Deadly Wake:** Celestials leave a burning trail behind them as they move, resembling the  mod. It will continually damage the player as long as you're touching it. This trail is constantly generated for as long as the Celestial is alive.
* **Celestial Strike:** The Celestial will stop in place and begin tracking the player, while its drones start orbiting much quicker. The Celestial will fire several large shots that rapidly expel exhaust projectiles behind them, or will fire pairs of smaller fireballs that weave side-to-side as if spiraling, alternating between these attack types each cycle.
* **Sonic Boom:** After firing several **Celestial Strikes**, the Celestial will suddenly dash towards the player at high speed. This covers a large distance and will often carry the Celestial off the opposite side of the screen.
* **Passive behaviour:** These attacks are performed by Celestials while they attempt to circle the player.

* The drones that orbit **all variants** of Celestials fire small projectiles directly forward. These shots do not target the player, instead being aimed in whichever direction the Celestial is facing. The drones only fire these shots during the passive behaviour stage.
* **Elite** Celestials will leave a wide wake of projectiles, forming a V-shape behind them as they move.
* Beginning after its first **Sonic Boom**, **Champion** Celestials will rapidly summon **Celestial Burst** bombs in one of four patterns (or inverted patterns) across the screen. After a short duration, the **Celestial Bursts** explode, dealing moderate damage if the player is within the marked radius. Each Champion Celestial starts randomly on any pattern and then advances in order each time it cycles through its behaviours:

1. **Celestial Bursts** are summoned around a ring centered on the middle of the screen, either proceeding clockwise (or counter-clockwise).
2. **Celestial Bursts** are summoned along a line starting from the top-left (or bottom-right) corner of the screen, and proceeding to the diagonally opposite corner.
3. **Celestial Bursts** are summoned along a line starting from the bottom-left (or top-right) corner of the screen, and proceeding to the diagonally opposite corner.
4. **Celestial Bursts** are summoned in a circle centered on the middle of the screen, starting at the edge and proceeding inward (or starting at the center and proceeding outward).
Hive

**Enemy** **◆** ****Hive****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Common VariantElite VariantChampion VariantHives in action
## Behaviour

Hive moves very little, slowly approaching the player. Hive continually spawns other enemies:

**Common** Hives constantly spawn small, weak drones which chase the player and deal damage merely via collision.
**Elite** Hives constantly spawn small, weak drones which chase the player; the drones explode into 3 short-range projectiles (shrapnel) when they die.
**Champion** Hives periodically spawn small groups of Warden enemies as well as a few of the same drones as **Elite** Hives.
**"Crab Nest"** A special variant of Hive with a spiky design may randomly appear as a "Curated Wave" on waves that are a multiple of 10, spawning groups of the minions used by the Dweller boss.
Loaded Mines

**Mods** **◆** ****Loaded Mines****

## Loaded Mines (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **The number of weapon instances produced by Loaded Mines is determined by your rate of fire and projectile count**
* **For weapons that charge innately, your mines charge your weapon at 75% of your charge rate. Additionally, they constantly take 4 damage /s and pay +100% charge costs**
* **Mine assembly time is doubled**

## Unlocks

* **Super Mod:**  (with )
Interceptor

**Mods** **◆** ****Interceptor****

## Interceptor (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

*Not to be confused with , the enemy of the same name.*

## Stats

* **Your interceptor fires your weapon in addition to its own, at a slower rate of fire**
* **+50% interceptor movement speed**
* **+1 interceptor explosive round**
* **Banishes the "Guardian" mod**

## Notes

* With  or , your ally will fire your weapon in the same broadside pattern.
* With  or , your ally fires your weapon the same amount of times but with a longer delay.

## Tags

* Weapon
* Rate of Fire
Salvo

**Weapons** **◆** ****Salvo****

**GEAR TYPE:** WEAPON

* **While not firing, you stockpile 4 missiles every 0.5 second interval, with diminishing returns as your stockpile becomes larger**
* **When you fire, you release your entire stockpile**
* **Modifiers to weapon projectile count affect the number of missiles stockpiled per interval**
* **Modifiers to weapon rate of fire affect the interval duration**
* **Damage:**60
* **Projectiles:**4 per 0.5 /s interval
* **Rate of fire:**0.5 /s

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Tags

* Rate of Fire
* Projectile
* Hit
* Blast

## Trivia

* If the player fires 300 or more Salvo missiles at once it will unlock the "**Missile Massacre**" achievement.
	+ This is a nod to the "Macross Missile Massacre" trope.
Maelstrom

**Wild Metamorphosis** **◆** ****Maelstrom****

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## ULTRA-RARE

* One randomly selected **Ultra-Rare Wild Mod** will appear on average for every 10 common that successfully show up in the pool.

## Stats

* **Damage dealt to you or your shield adds to the effect and radius of the maelstrom**
* **The effect and radius of the maelstrom falls off over time**

## Tags

* Shield Radius
* Shield Effect
Priority Zero

**Mods** **◆** ****Priority Zero****

## Priority Zero (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Priority Zero works at full effect when none of your advanced constructs are assembled, and has proportionally less effect for each assembled advanced construct**

## Trivia

* Appears in the mod poll after a relevant mod or gear has been acquired (, , , and ).
Defiance

**Wild Metamorphosis** **◆** ****Defiance****

## Defiance

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## COMMON

* Lowest rarity of special mods found in **Wild Metamorphosis**.

## Stats

* **+4% weapon recoil resistance**
* **+4% self-damage resistance**
* **+4% resistance to mobility-reducing effects from your weaponry**
* **Recursive: This mod may be taken multiple times**
Ceratotitan

**Boss** **◆** ****Ceratotitan****

## Description

**Ceratotitan** is currently the wave 20 alternate boss, requiring **Nemesis** challenge mode be enabled; with it enabled, the wave 20 fight will randomly be either **Spitfire** or **Ceratotitan**. After being defeated he will appear at later waves together with other enemies.
## Attacks

**Ceratotitan** will cycle through its attacks in this order:

1. Ceratotitan will open its jaws and its wing covers a.k.a. "elytra" for a few seconds before snapping its jaws together as it charges.
2. Ceratotitan will open its jaws and its elytra for a few seconds while spawning minions that behave like Swarmlings in a certain formation.
3. Ceratotitan will use its first attack 3 times in a row.
4. Ceratotitan will form its jaws in a circle and open its elytra, spawning a large green projectile that spits into 12 smaller homing shots.

## Notes

* **Ceratotitan** is resistant to damage on its jaws and elytra. It is most vulnerable to its abdomen while its wings are extended. However, the damage resistance isn't *too* bad, just leading to a slightly longer fight.
Blaster

**Weapons** **◆** ****Blaster****

## Blaster

**GEAR TYPE:** WEAPON

* **Projectile size deteriorates over time**
* **Damage:**25
* **Projectiles:**1x2
* **Rate of Fire:**6 /s

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Tags

* Rate of Fire
* Projectile
* Hit

## Notes

* Blaster is the default weapon your ship possesses in Nova Drift.
Regeneration

**Mods** **◆** ****Regeneration****

## Regeneration (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Increases the rate at which your hull is passively restored over time**
* **Hull regenerates at a rate proportional to maximum hull**

## Formula

**Passive Regeneration = Base Regeneration Value \* Maximum Hull \* 60 frames per second**

* Base Regeneration value = 0.000333;
* Base Regeneration value = 0.000466; (with +40% from )
* Base Regeneration value = 0.0008; (with +100% from  and +40% from its prerequisite )

0.000333 \* 100 \* 60 = 2 hull /s (rounded)

* Passive Regeneration value with +40% from :

0.000466 \* 100 \* 60 = 2.8 hull /s (rounded)

* Passive Regeneration value with +100% from :

0.0008 \* 140 ( gives +40 hull) \* 60 = 6.72 hull /s (rounded)
Shielded Constructs

**Mods** **◆** ****Shielded Constructs****

## Shielded Constructs (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **+50% shield damage resistance for constructs**
* **+10% hull damage resistance**
* **+10 base hull and +10% maximum hull**
* **For every construct your shield protects, shield effect power and shield effect radius are slightly decreased**

## Notes

* is mutually exclusive with  and , thus taking one will remove the other from the mod pool.
* This also means you can only have either  or , not both.

## Unlocks

* **Super Mod:**  (with )

## Tags

* Shield
* Hull
* Shield Effect
Medicharge

**Mods** **◆** ****Medicharge****

## Medicharge (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Modifiers to construct rate of fire affect the cooldown of Medi-Charge**
* **Guardians redirect 40% of the self-damage taken by you and your other standard and advanced construct types to itself. This damage is divided among all deployed guardians**

## Unlocks

* **Super Mod:**  (with )
* **Super Mod:**  (with )
Defense Drones

**Mods** **◆** ****Defense Drones****

## Defense Drones (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **+150% drone maximum hull**
* **Gain a new drone formation and the ability to toggle between them**
* **Drones in Formation: Rampart position themselves between you and the nearest target**
* **Banishes the "Assault Drones" mod**
Boltthrower

**Enemy** **◆** ****Boltthrower****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Boltthrower in action
## Behaviour

Shortly after spawning, Boltthrower will stop a short distance in from where it spawned, facing towards the opposite side of the screen. After a brief delay Boltthrower will fire its attack once, then rapidly accelerate towards the opposite side of the screen. If Boltthrower escapes this way, it despawns.

## Attacks

* **Railgun:** After a brief charging period, Boltthrower will fire high velocity projectiles in the direction it is facing. It will only perform this attack once before attempting to escape:

1. **Common** Boltthrowers will fire a single projectile straight forward.
2. **Elite** Boltthrowers will fire 4 pairs of projectiles, with an increased angle for each pair fired.
3. **Champion** Boltthrowers will fire 5 large projectiles forward, in an even spread.
Purge

**Mods** **◆** ****Purge****

## Purge (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Purge deals damage equal to the combined ignite damage the target is taking**
* **Purge's duration is equal to the combined duration of any ignites removed**
* **Purge can be triggered on any one target every 2 seconds**

## Unlocks

* **Super Mod:**  (with )

## Tags

* Crash Damage
* Blast
Rancor

**Mods** **◆** ****Rancor****

## Rancor (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **+5% maximum hull and +5% weapon damage**
* **+1 plating**
* **-10% thrust**
* **The charge bonus from Rancor falls off over time**
* **The thrust penalty while charging is increased to -50%**

## Tags

* Shield
* Weapon
* Mobility

## Trivia

* The increase in charges scales sub-linearly with damage taken. e.g. Taking a 20 damage hit adds more to the charge than taking a 10 damage hit. Taking two 10 damage hits will increase charge more than taking a 20 damage hit.
* There are diminishing returns to charging numbers — At higher charges, more damage is required to increase the charge by the same amount as would be required at lower charge numbers.
Deflagration

**Mods** **◆** ****Deflagration****

## Deflagration (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Deflagration deals damage equal to the combined ignite damage the enemy is taking**
* **Deflagration's duration is equal to the combined duration of any ignites removed**

## Trivia

* **Deflagration** won't work with s, but instead triggers from , , and any source that applies **Ignite**.
Pulsar

**Enemy** **◆** ****Pulsar****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Common VariantElite VariantChampion Variant
## Behaviour

* **Pulsar** cycles between two or three behaviours, in sequence:

1. All variants of **Pulsar** will attempt to stay at a constant distance from the player, firing several homing shots. During this phase, it will attempt to dodge attacks with sudden strafing movements similar to the player's Ally mod Evasion. Higher rarity variants can dodge more often.
2. **Elite** or **Champion** **Pulsar** will chase the player at close range and fire a short lance of energy.
3. All variants of **Pulsar** will drop **Pulsar Mines**.

## Attacks

* **Homing Shots:** Pulsar rapidly fires several homing shots from its sides and rear, which start slow and accelerate over time. These projectiles will get smaller as they travel and eventually disappear. Higher rarity variants fire more homing shots.
* **Pulsar Mines:** a mine which explodes after a few seconds, or on contact, or when destroyed. The explosion deals damage in a blast radius and produces two symmetrical arcs of closely-spaced projectiles, which accelerate outward forming a partial spiral. **Common** drops 1 mine, **Elite** drops two, **Champion** drops three.
* **Energy Lance:** A short-range attack performed by **Elite** and **Champion** Pulsars, a lance of energy is emitted directly from their front.
Outrage Module

**Wild Metamorphosis** **◆** ****Outrage Module****

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## RARE

* One randomly selected **Rare Wild Mod** will appear on average for every 3.5 common that successfully show up in the pool.

## Stats

* **Outrage Module ignores your weapon cooldown**
* **Outrage Module has a very short cooldown**

## Notes

* Outrage Module will aim towards the location of the external dmg source which triggered it.
* Triggering Outrage Module with self dmg fires an empowered attack where you're facing.
* Outrage Module always fires in a single cannon and fuses dual cannons from Battery, Courser and Strafing Strikes into a single cannon.
* Outrage Module can still be triggered with mods that disable firing. I.e. Overseer, Strafing Strikes. [note that since Hidden Power disables the effects of your weapon, Outrage Module is also disabled.]
* Triggering Outrage Module with mods that disable firing does not decloak Spectre. This exploit works up to version 0.34.31.
* Outrage Module's 15% hull threshold is calculated before dmg resistances.
Interceptor (Enemy)

**Enemy** **◆** ****Interceptor (Enemy)****

*Not to be confused with , the mod of the same name.*

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Interceptor in action
## Behaviour

Interceptors will attempt to follow the player, periodically firing homing shots. Instead of shooting, **Champion** Interceptors will dash at the player, rapidly placing mines in their wake.
Interceptors can move at a moderate speed and turn fairly fast, but are very fragile.

## Attacks

* Interceptors perform different attacks based on their rarity:

1. **Common** Interceptors fire 4 homing shots from their broadsides, that quickly accelerate to a high speed. Due to the relatively slow turning, high speed and almost perpendicular initial angle of these shots, there is a large zone infront of the Interceptor where it is nearly impossible to be hit by them.
2. **Elite** Interceptors fire 4 homing rockets from their broadsides, in a similar fashion to **Common** Interceptors. The two major differences between these attacks is the increased damage and improved homing capabilities of the **Elite's** rockets, and the fact that these rockets can be destroyed mid-flight by the player's weaponry.
3. **Champion** Interceptors will quickly accelerate towards the player, rapidly dropping pairs of mines behind them as they travel. These mines explode upon contact with the player, when shot, or after being left alone for long enough.
Reconstitution

**Mods** **◆** ****Reconstitution****

## Reconstitution (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Your drones create an Armor Fragment power-up when they are destroyed**
* **Armor Fragments provide 1% damage reduction for every 20 damage the drone sustained over its life time**
* **Armor Fragments last for 5 seconds**

## Unlocks

* **Super Mod:**  (with )
* **Super Mod:**  (with )
Regression

**Mods** **◆** ****Regression****

## Regression (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **Banish all tier 1 mods currently offered to you**
* **-4% size and friction for each mod banished in this way**
* **A tier 1 mod is a mod within a mod tree which has no predecessor**
* **Banishing a mod removes it from the mod pool permanently**
Sanctuary

**Mods** **◆** ****Sanctuary****

## Sanctuary (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **While you are inside the Sanctuary, you gain 10% shield damage resistance, +15% global damage, and recover 6 shields /s**
* **+40% crash knockback resistance**
* **-20% thrust**
* **Your shield effect radius becomes equal to the Sanctuary's radius, but it cannot be increased or decreased by other modifiers. Instead, your modifiers to shield effect radius apply at 40% effectiveness to your shield effect power**
* **While you are outside the Sanctuary, your shield effects are disabled, and your shield cooldown is doubled**

## Notes

* is **mutually exclusive** with  and , thus taking one will remove the other from the mod pool.

## Tags

* Shield Effect
* Mobility
Swarmling (Enemy)

**Enemy** **◆** ****Swarmling (Enemy)****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Common VariantElite VariantChampion Variant
## Behaviour

These weak enemies spawn in large groups and attempt to approach the player, staying close but not colliding.

## Attacks

Swarmlings fire a very short-ranged lance-like attack in quick pulses.
Gallery/Sprite

**93 Images****Sprites taken from the game and generally used in Enemy and Bosses section of the wiki**

Asteroids 1.pngB nebula.pngBl nebula.pngComets 1.pngGeminiChampion.pngGeminiCommon.pngGeminiElite.pngHostDroneChampionSprite.pngHostDroneEliteSprite.pngHostDroneSprite.pngHostSprite.pngInterceptorElite.pngOverseer-0.pngOverseerDrone.pngOverseerTurret.pngPulseBugChampion.pngPulseBugCommon.pngPulseBugElite.pngR nebula.pngRazerChampion.pngRazerCommon.pngRazerElite.pngScionBackground.pngSineChampion.pngSineCommon.pngSineElite.pngSingularity 1.pngSprAniHammerhead.pngSprAniHammerheadChampion.pngSprAniHammerheadElite.pngSprBoltthrower.pngSprBulwark (Enemy)Champion.pngSprBulwark.pngSprBulwarkChampion.pngSprBulwarkElite.pngSprCelestial.pngSprCeratotitan.pngSprCherub.pngSprCherubChampion.pngSprCherubElite.pngSprCherubShield.pngSprConstructorElite.pngSprCrucible.pngSprDreadnought.pngSprDweller.pngSprEclipseChampion.pngSprEnemySwarmling.pngSprEnemySwarmlingChampion.pngSprEnemySwarmlingElite.pngSprGlaucus.pngSprHammerheadChampion.pngSprHive.pngSprHiveChampion.pngSprHiveElite.pngSprHostChampion.pngSprInterceptor.pngSprInterceptorChampion.pngSprInterceptorElite.pngSprJuggernaut.pngSprJuggernautChampion.pngSprJuggernautElite.pngSprMinelayerChampion.pngSprMyrmidon.pngSprMyrmidonChampion.pngSprMyrmidonElite.pngSprPulsar.pngSprPulsarChampion.pngSprPulsarElite.pngSprSaucerChampion.pngSprScatterDroneChampion.pngSprScion.pngSprSeraph.pngSprSeraphDrone.pngSprSerpentChampion.pngSprSerpentElite.pngSprShredderMine.pngSprShredderMineChampion.pngSprShredderMineElite.pngSprSnapperChampion.pngSprSpitfire.pngSprStationOmega.pngSprTeslaMine.pngSprTracer.pngSprTracerChampion.pngSprTracerElite.pngSprTracerShield.pngSprVanguard.pngSprVanguardChampion.pngSprVanguardElite.pngSprWarbringer.pngSprWarden.pngSprWardenChampion.pngSprWardenElite.png
Thermal Lance

**Weapons** **◆** ****Thermal Lance****

**GEAR TYPE:** WEAPON

* **While charging, also fires twisting spark projectiles that ignite targets**
* **Thermal Lance applies 10% vulnerability /s, and each spark applies 0.5% vulnerability to targets**
* **Vulnerability increases the damage targets take from all sources. After targets stop receiving vulnerability for one second, the effect falls off over time**
* **Modifiers to blast radius and weapon rate of fire affect Thermal Lance charge rate**
* **-30% thrust and -50% rotation speed while charging**
* **Damage:**Thermal Lance damage scales with its charge level
* **Spark damage:**6
* **Spark count:**1
* **Spark rate of fire:**7.5 /s

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Notes

* Although not directly explained by the info card, in addition to the factors affecting the charge level, modifiers to Weapon Damage and Blast Damage also affect the damage dealt by the lance. This is indicated by the Weapon and Blast tags.
* As such,  and  each make the lance smaller, but more damaging, because their increase to damage more than offsets their decrease to charge rate.

## Tags

* Rate of Fire
* Hit
* Burn
* Blast
* Charge
* Mobility
V0.26.11

**Patch Notes** **◆** ****V0.26.11****

## Notes

* now has an unlock message. It unlocks the same time as  as a temporary measure
* Fixed enemy health bars, which I broke in an earlier update
* ROF 7.5 -> 6.5 /s
* Hull 150 -> 125
* scaling per level 2% -> 3%
* scaling per level 2% -> 3% ( is now weaker early and stronger late game)
* Increased  base rotation speed
* +75% -> +50% rotation speed
* -40% degeneration -> -30% degeneration
* Reduced the volume on  bullet sfx
* hull 90 -> 100
* damage blast radius and projectile size -15% -> -10%
* Fixed a few enemies missing jet streams either on spawn or wrapping
Singular Strike

**Mods** **◆** ****Singular Strike****

## Singular Strike (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **+15% total weapon damage, total projectile size, and total weapon blast radius**
* **Each weapon projectile fused adds an additional +50% of its damage to your projectile**
* **Each weapon projectile fused further increases the size and blast radius of your projectile, with diminishing returns**
* **-15% weapon rate of fire**

## Notes

* Singular Strike works on a per-cannon basis for bodies such as  and , firing 1 projectile per cannon and dividing the fused projectile count between cannons. This also means the damage cap is effectively multiplied.
* Twinned projectile weapons like  and  still fire a pair of projectiles, since this is how they behave with a **projectile count of 1**.
* The added projectiles from  are **not** fused into the single projectile, meaning they instead scale immensely from its increased stats.
* The fused projectile cap of 25 typically only affects  and , as they both have a base projectile count of 12.

* Prior to the SYZYGY update, Singular Strike worked very differently, detailed below:

**Stats:**

* **Singular Strike strengthens or weakens your weapon, based on the number of existing instances of your primary weapon**
* **+25% total weapon damage, size, and blast radius**
* **-10% total weapon damage, size, and blast radius for each weapon or projectile instance, up to -50%**

* Singular Strike counts and affects the shockwaves of ; it ignores and does not affect the secondary projectiles.
* Singular Strike counts and affects the spark projectiles of ; it ignores and does not affect the lance itself.

## Tags

* Rate of Fire
* Blast
* Projectile
V18.05.01 - EXTRA T H I C C EDITION

**Patch Notes** **◆** ****V18.05.01 - EXTRA T H I C C EDITION****

## NEW FEATURES

* Visual and clarity improvements to various menus
* Added the "Tags" system to the upgrade menu
* Gave the game text a pass, attempting to simplify mod descriptions further
* Added flashing hit effects to player and enemies
* Turret, Candensence , Warfare, and Stabilization are now unlockables
* Several mods now do not appear in the mod tree until level 8

## BALANCE CHANGES

* All enemies have had their base hull increased by 20%, in an attempt to make burn and spike damage more relevant
* Waves now advance 10% slower
* Certain enemies have been chosen to have higher base hull
* Knockback and temporal now works by hitting enemy "parts" and not just the core
* Player burn damage has been reduced across the board. It's still very strong
* Hidden power damage boost reduced from +100% to +50%. It's still very strong
* Rebalanced Essence Sap , Purification recovery rates, though I think they still need tweaks
* Nerfed the shield cooldown from Hidden Power, Flash Shielding, Efficiency. Extreme levels of shield cooldown were too strong

## KNOWN ISSUES

* Hit flash effect isn't mirrored properly on certain enemies, like the Eclipse

## COMING SOON

* Wave 100 penultimate bosses (The Trio)
* Sound overhaul
* New music
V18.04.04 - PEST CONTROL EDITION

**Patch Notes** **◆** ****V18.04.04 - PEST CONTROL EDITION****

## Improvements

* Battalion Drones' gunfire now converges slightly, providing a more focused attack

## Balance Changes

* The Celestial Lance mod now has a cost based on the square of a fraction of your speed. This makes it cheaper for short bursts, but if you max speed and floor it, you will burn up in the atmosphere
* You can nolonger essence sap from mines, rockets, asteroids and other non-living targets
* Reverted the Engineer nerf for drone formation symmetry. Perhaps it didn't need nerfing with the new exp curve which makes it hard for construct specialists to get enough mods?
* Singularities deal +50% more damage to players and enemies

## Bug Fixes

* Fixed the "flipping" issue with mouse controls. Maybe. Please verify
* Drones nolonger stop firing mysteriously
* Beams nolonger harm constructs they are not touching
* Breaking your shield with self damage should now always properly reset your shield cooldown to maximum
* Bastion can nolonger survive its volatile explosion
* Fixed an exploit where you can delay your shield recovery period indefinitely with self damage
* Fixed a crash involving corrosion and reflexive shields
* Fixed Station Omega splinter bug
* Station Omega can now properly be "Terminated "
* Fixed a glitch with Railgun knockback causing odd vectors
* Constructs and Mines can nolonger toggle Skirmish
* Vortex nolonger provides endless Skirmish crash bonus
V18.08.30 - Unlocked

**Patch Notes** **◆** ****V18.08.30 - Unlocked****

*This build focuses on aspirational elements, quality of life, difficulty, and tries to reduce sudden or "bullshit deaths"*

## Major Changes

* Reworked the unlocks, adjusted the order, and increased the number of unlockables from 30 to 40. Unlocks are now fast at first, and take increasingly longer to earn
* Many Mods and Gear that were previously innate are now unlockable
* After wave 100, enemies become gradually faster and faster each wave. This affects movement, rate of fire, and any abilities on a timer (It's an inverse of the temporal effect)
* Champion Hives have new artwork and nolonger disgourge Serpents , but instead Wardens and "Hot" Locusts
* Asteroids now also spawn regularly and separately from the wave spawner
* Corrosion has been reworked, and now has the intended effect. Previously, it did almost nothing until gathering a critical mass, then wiped everything in range
* Added a gameplay track and a boss track. Tracks are nolonger divided between early and late waves.

## Balance Changes

* Default weapon damage 20 -> 25
* Some of the nastier "non-random" waves have been moved later in the game by 5 - 10 waves
* The reduction of padding between waves, per wave, has been made more gentle
* Reduced the damage of these enemy shots: Gauss , Juggernaut , Spikes
* Reduced the damage over time of Spitfire serpents and Station Omega beams
* Celestial Champions act more quickly and have more hull
* Blade splinters decay more quickly
* Blade hull 60 -> 50
* Pushed back certain particularly deadly spawns to later waves, like double juggernauts (Which could potentially spawn two Juggernaut Champions)
* Added some rare encounters with large asteroid fields
* Screen flash effects now use additive blending
* Station Omega and Scion bosses have ~20% more hull strength
Subsumption

**Mods** **◆** ****Subsumption****

## Subsumption (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **When you deploy an unassembled drone, 10% + 5 of your current hull and shields are removed. This removal cannot be mitigated, but also can not reduce hull or shields below 1**

## Tags

* Hull
* Shield
V18.04.11 - HOT FUSS

**Patch Notes** **◆** ****V18.04.11 - HOT FUSS****

## New Features and Changes

* Added the Burn tree.
* Renamed "Breach " to "Incendiary Strike"
* Burn and Warfare trees now unlock via account level (quite late)
* Candescence and Skirmish mods appear in the mod tree at player level 10
* Corrosion has been folded into the Burn tree
* Removed Stunning Shots until it has a home
* Revamped the burning animation (let me know if this is making performance take a hit)
* All burning effects now display the burning animation
* All burn damage now leaves a lingering burning damage over time effect

## Known Issues

* Burning isn't working at all on Station Omega
V18.06.27 - Severe Battery

**Patch Notes** **◆** ****V18.06.27 - Severe Battery****

## Battery Changes

* Changed the artwork for the Battery body. It now looks like the heavy warship that it is
* Battery now uses its two cannons for blast weapons, such as Pulse , creating a deadly overlap
* Battery secondary projectiles, like those found on Railgun and Pulse, fire from both cannons
* Battery base hull 110 -> 115. It needed this since the regen nerf, along with its increased size
* Battery mobility 58 -> 65
* Battery crash damage 200 -> 400
* Battery total damage buff 20% -> 15% (It was almost one-shotting Nemesis Omega)

## Changes

* Now using additive blending for most explosions, Pulse, Flak, and Vortex
* Regenerative shields now provides a small regeneration improvement
* Regenerative shields proportion changed from 80/20 to 70/30
* Spitfire deadly wake trail now does 20% less damage
* Eased up on the Champion Juggernaut turn rate and rate of fire buff from the previous edition
* Champion Juggernaut now grants more time to beat it
* Enemy wave speed multiplier is now slightly more forgiving, set at a rate between the last two adjustments
V17.07.21

**Patch Notes** **◆** ****V17.07.21****

## New Features

* A new tree, “Mobility” has been added, containing mods that affect turn speed, reverse thrust, grant the ability to strafe , and reduce movement penalties from charging attacks

*The construct overhaul has been implemented. This is too many changes to fully document but includes:*

* A revised Mine mod tree
* A revised Elegant Construction mod tree
* The new Turret / Construct support mod tree
* The revised Drone tree
* The new Assault Drone / Defense Drones trees
* The revised Blade Drone Weapon
* The revised Bastion Shield (now a construct)
* The ability to create constructs on command
* The ability to toggle drone formations at will

## Major Changes

* Aegis now takes 2 seconds to reach full damage reduction. Moving tanks this value quickly
* Aegis now has a graphic which reflects its effectiveness
* Bastion Shield, now both a construct and a drone, can utilize all mods for each, even shield mods it previously did not have access to due to its previous incarnation having no hull, cooldown, or ability to be destroyed

## Balance Changes

* The exp curve formula has been rewritten. Now, it's slightly faster to reach level 20, and a little slower to reach 30. After that, the exp curve becomes extremely steep. This means you are far less likely to run out of mods, and will need to prioritize carefully
* Split Shot base damage reduced from 18 to 15 (its original value)
* Hullbreaker body has been buffed slightly. +5% crash damage reduction, +5% hull regeneration rate, 10% less penalty to shield durability

## Bug Fixes

* Charged shot no longer bypasses the Burst Fire cooldown
* Railgun enemies can no longer exist forever offscreen
* Removed many various fatal crashes
* Reinstated mouse constraining during gameplay

## To Do

* Rework the attack effect of Discharge to a “chain lightning” effect
* Optimize projectiles and collisions
V18.03.14 - Backer Update Candidate II

**Patch Notes** **◆** ****V18.03.14 - Backer Update Candidate II****

## Changes

* Minor weapon damage adjustments and text fixes

## Optimizations

* Improved texture grouping for performance
* Reduced some unneeded objects spawned on collision

## Bug Fixes

* All burn damage now correctly affects total damage and dps readouts
* Mine crash fixed? Could not reproduce.
* Hopefully fixed the cargo train-vortex bug? Could not reproduce.
* Blade child crash fixed? Could not reproduce.
* Volatile now triggers on shielded constructs from enemy burn damage
* Salvo and Grenades are now destroyed by singularities
V0.22.4

**Patch Notes** **◆** ****V0.22.4****

## Major Features

* Increased the maximum Account level to 59
* Added a new super mod at Account Level 54: Displacement
* Added a new super mod at Account Level 55: Burnout Reactors
* Added a new super mod at Account Level 56: Singular Strike
* Added a new super mod at Account Level 57: Barrage
* Added a new body gear at Account Level 58: Courser
* Added a new challenge mode at Account Level 59: Mayhem
* Changed the default windowed mode size to 1440 x 810
* Nova Drift received a huge overhaul to the way text and descriptions are handled. It is now very easy to maintain, write, and translate. The stage has been set for international localization!

## Balance Changes

* 2% -> 1.5% Essence Sap recovery
* Self Destruction has had its scaling adjusted, and now hits once instead of twice
* Most instances of weapon blast radius scale less from damage
* Vortex now scales with rate of fire modifiers, and has had its base charge rate reduced proportionately
* Vortex can now be used with Burst Fire, with a behavior identical to Burst Fire / Charged Shot with other weapons. As a result, it also works with Barrage. Folded its firing logic into the standard script
* Flak now has a slightly improved range, and waits a moment to begin degeneration. Its spread has also been reduced slightly
* Siphon's base shield radius has been slightly increased
* Purge now uses 100% of an enemy's ignite instead of 75%
* Drone movement speed 5 -> 6
* +25 -> +30 Rapid Reconstruction base hull
* Flak waits additional frames before degenerating, making it more resistant to size-reducing effects

## Gallery

Mayhem Mods, Challenge Modes and new body
Engineer

**Ships** **◆** ****Engineer****

**GEAR TYPE:** BODY

* **+1 limit to advanced constructs**
* **+2% construct assembly speed for each unassembled standard and advanced construct**
* **-10% maximum shields**
* **Hull:**90
* **Thrust:**100

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Tags

* Mobility
* Crash Damage
* Shield
* Construct
Turret

**Mods** **◆** ****Turret****

## Turret (click on the icons to navigate)

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## Stats

* **The turret constantly takes 5 damage /s**
* **Type: Advanced construct**
* **Construct limit:** 1
* **Hull:** 150
* **Damage:** 35
* **Rate of Fire:** 6.5 /s
* **Assembly Time:** 30 seconds

## Trivia

* Turrets react to the player and can be moved around the screen by bumping and dragging them.
Siphon

**Shields** **◆** ****Siphon****

**GEAR TYPE:** SHIELD

* **While Siphon deals damage, your shield effect and shield effect radius are increased over time, up to a maximum of +40%**
* **Siphon deals +400% damage to enemy shields**
* **While Siphon is dealing no damage, this effect falls off over time**
* **Shields:**100
* **Cooldown:**7 seconds

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Notes

* Although the **hard shields** of s and s are immune to damage, Siphon will reduce their remaining duration while they're in its shield effect radius.

## Tags

* Shield Radius
* Shield Effect
V18.07.13 - Custom Keyboard Hotfix & Shield Quality of Life

**Patch Notes** **◆** ****V18.07.13 - Custom Keyboard Hotfix & Shield Quality of Life****

## Shield & Hit Polish

* Added a cooldown indicator to player shield bar
* Added a visual effect to the player and player shield for taking damage
* Added a visual effect to the player and player shield bar for shields breaking
* Added a visual effect to the player and player shield bar for shields recovering
* Added screen flash and shake for shields breaking
* Shield size / radius nolonger changes when you take damage
* Made hull and shield bars fatter and moved the boss bar to a more sensible place

## Polish

* Emergency Systems mod now changes the transparency of the player while in effect

## Bug Fixes

* Fixed custom keybinding: construct 1 being automatically reassigned to the left key
* As a result, this fixes the "auto mines" problem with custom keybindings
* If you've changed your keyboard controls, controls are nolonger shown on screen
* Your shield nolonger restores if you're dead ¯\\_(ツ)\_/¯
* *Reminder: To enable cheats, press DELETE*
* *Note: We'll boost the shield sounds later*
V18.02.01 - SPITFIRE Edition

**Patch Notes** **◆** ****V18.02.01 - SPITFIRE Edition****

## Changes

* Added a wave 20 boss: Spitfire
* Added a wave 40 boss: Station Omega
* Added a new song: "Neverend"
* Amp Shield nerfed from 6.5 second cooldown to 6.75. It's still the fastest shield
* Scope is now always displayed

## Fixes

* Halo shield no longer has its cooldown interrupted for no good reason
* Elegant Construction now unlocks from any Mod or Gear
* Your reflected shots shouldn't be able to damage your constructs anymore
* Shielded Drones + Amp now properly considers shield effect (You can now make really powerful turrets / fast drones)
* Shielded Drones + Warp now properly warps your constructs
* Made the text for Adrenal Module more accurate
V18.02.21 - Hotfixing the hotfix. Removing a game-breaking bug

**Patch Notes** **◆** ****V18.02.21 - Hotfixing the hotfix. Removing a game-breaking bug****

## Changes

* Lance "costs" slightly more and nolonger interrupts shield cooldown.
* Revised how the game checks whether you can't have a shield or construct. Look for bugs relating to this.
* Fixed it so you can't produce a Bastion withHidden Power  and get free discharge .
* Blades now work properly with Helix and Warp .
* Blade nolonger erroneously triggers Reflexive Shields vs enemy damage over time attacks
Shockwave

**Shields** **◆** ****Shockwave****

**GEAR TYPE:** SHIELD

* **When your shield resets after breaking, Shockwave releases a forceful wave which deals 120 blast damage and applies +25% vulnerability to targets it hits**
* **Vulnerability increases the damage targets take from all sources. After targets stop receiving vulnerability for one second, the effect falls off over time**
* **Shields:**60
* **Cooldown:**7 seconds

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**

## Tags

* Shield Radius
* Shield Effect
* Blast
* Hit
V18.07.20 - Spit Shine Edition

**Patch Notes** **◆** ****V18.07.20 - Spit Shine Edition****

*We're getting close to releasing the game to the press, so I've been focusing on polish and quality of life changes*

## Changes

* Started adding content to the Learn menu. You can scroll with keys or mouse. Consider this a work-in-progress
* Changed the main text font from Myriad Pro to Gidole (kearning has changed- look for side effects of this)
* Made the upgrade text roomier
* Black holes now use the warning indicator and have nicer text
* Added our logos to the high score screen
* Long / looping sfx now pause during uprade / pause menu
* Destroying an enemy creating a charge-up sound should stop the sound
* Various small visual GUI adjustments
* Reflexive Shields and Discharge now use additive blending

## Balance

* Shielded Drones nolonger increases Shield Durability, but provides drones with +75% shield damage reduction
* Strafe now uses the SHIFT key, and you can dash FORWARD, at a greater velocity
* Stabilize now provides +5% mobility
* Strafe now provides +10% mobility
* Rapid Regeneration hull bonus buffed 15 > 20
* Helix nolonger sticks to your ship after shield break

## Bug Fixes

* The Void mod now properly spawns when there aren't enough mods left (finally!) preventing a fatal crash
* Fixed the freeze during multiple unlocks at game end
* Fixed the bug that would make the unlock bar fail to boost speed on confirm
* You have to have cheats enabled to see the debug screen now, allowing you to keybind the H key if you're into that sort of thing
* *Reminder: To enable cheats, press DELETE*
V0.18.2

**Patch Notes** **◆** ****V0.18.2****

## Minor Changes

* The game now displays the large, full descriptions on mouse-over for your unlocks, owned mods, and mod tree previews
* Did some future-proofing. Your Rank is now capped at level 50, so that when new unlocks are added to the game, you will be able to earn them by playing
* I understand that some of you were enjoying pumping up that figure, so I have replaced it with a feature called "Lifetime Score", which you will see once your Rank is 50. This tracks and saves the total points you earn across all games... but you will need to begin from 0. It does begin tracking your score from Rank 0, it just doesn't display it
* Practice Mode has been enabled again
* While cheating or in practice mode, score cannot be saved or submitted to steam, achievements cannot be earned, and life time score cannot be earned (some cases were previously missing)
* The Game End screen now has a message informing you of the above if you have practice mode enabled or have used cheats

## Optimizations

* Added more garbage collection for data structures
V17.10.19

**Patch Notes** **◆** ****V17.10.19****

## Enemies

* Reduced Spikeball spike damage
* Minelayer shields nolonger reflect shots, and can be destroyed. They prevent damage to the body from attacks that strike the shield, and they have relatively high hull.
* Added the Elite & Champion Juggernauts
* Added the Celestial, Elite Celestial, and Champion Celelestial
* Note on new enemies: I will need to adjust with the wave these enemies are encountered, restrictions on spawning, their power, and how many friends they spawn with.

## Balance

* Made the wave speed slightly more forgiving
* Buffed Railgun base damage 120 > 150
* Buff: Amp cooldown reduced by .5 seconds, making it the fastest shield cooldown
* Buff: Hullbreaker shield penalty changed -40% > -35%
* Buffed Temporal Shield base durability 80 > 85
* Buffed Halo Shield base durability 75 > 80

## Bugs

* Fixed a bug with tactical link : Now damage reduction from this won't exceed 25%
* Fixed a bug where Bastion's self destruct was huge compared to other construct
Vanguard

**Enemy** **◆** ****Vanguard****

## Description

Common enemy in **Endless Mode** / **Wild Metamorphosis**.

Common VariantElite VariantChampion Variant
## Behaviour

* **Vanguard** alternates between two behaviors, one after the other:

1. **Common** **Vanguard** will attempt to stay at a constant distance from the player when firing, and will reposition between attacks. One behavior fires paired streams of 3 projectiles each from its wingtips, aimed outward but sweeping inward over time; the other fires pairs of single projectiles sweeping inward and outward over time.
2. **Elite** **Vanguard** will accelerate to ram the player while firing paired streams of projectiles outward from its wingtips; its other behavior keeps a distance from the player, firing pairs of single projectiles sweeping inward and outward over time, like the **Common** variant but more rapidly.
3. **Champion** **Vanguard** will accelerate to ram the player while dropping pairs of **mines** launched outward from each wingtip; its other behavior keeps a distance from the player, firing bursts of projectiles in three directions - straight ahead and diagonally away to each side.

## Attacks

* **Projectiles:** Vanguards fire simple orange projectiles. These projectiles will get smaller as they travel and eventually disappear.
* **Mines:** Basic mines which explode upon contact with the player, when shot, or after being left alone for long enough.
* **Ramming:** Vanguards have above-average hull and it's easy to be overconfident when trying to destroy one that is accelerating to ram the player.
Spontaneous Generation

**Wild Metamorphosis** **◆** ****Spontaneous Generation****

**Last Update - Patch** **V0.36.14**
**Stats / Tags** **Edit**
**Tooltip** **Edit**

## RARE

* One randomly selected **Rare Wild Mod** will appear on average for every 3.5 common that successfully show up in the pool.

## Stats

* **The greater the maximum hull of the enemy destroyed, the greater chance one or multiple Swarm Constructs are created**
* **Swarm Constructs take 0.75 hull damage /s**
* **Recursive: This mod may be taken multiple times**

## Notes

* The damage/s affects **all** Swarm Constructs, including those produced by .
* Generate up to 80 Basic Swarm Constructs. Taking more Spontaneous Generation does not increase this limit.
* Spontaneous Generation Swarm Constructs limit does not stack with the Swarms created by .
* stops this from producing any Swarm Constructs.
* This mod creates only Basic Swarm Constructs, never Standard or Advanced like  can.