recursal/Fanatic-Fandom huggingface dataset:
Quack

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                                                   Physical Apperance

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                                       He wears a wall cap and an orange space suit.

                                                        Debut

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                                      He first appears in Among Us But CAPTAIN Role.

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                                               Among Us but SHERIFF Role

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                                    During the second round, He and ZMDE are impostors.

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                                               Among Us but LOVERS Role

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                                     He and ZMDE are lovers in the first round.

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                                                    Minecraft

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                                   He also appears in the Minecraft videos by ZMDE.

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Isabelino

**Isabelino** is a duetergonist in some of ZMDE's among us videos, idk what to add next

## Personality

Currently, his personality is quite unkown, so i'll add some stuff soon.

## Appearance

Isabelino appears to be a purple crewmate/impostor wearing a chaos control (idk) hat. sometimes he is seen wearing an outfit

## appearances in videos

Among Us But JAILER CREW Role (mods)

-Among Us But IMPOSTERS go to JAIL

(yeah im kinda feeling lazy, i'll add more of these soon.)
Defense Speeches

Defense Speeches are used for evidence,they were mainly used by KLION,then were used by Big Babi and is currently being used by ZMDE onwards.

## Appearances

Defense Speeches were first mentioned in among us but the impostor cant kill me #2,KLION was probaly using the defense speech tto mention that he and big babi did reactor,it was then used by zmde to accuse other people,however,rin finds out that the defense speech is actually big babi`s and klion`s combined with lies.,and decides to show the rigged defense speech that. zmde,used to use reverse psychology,but when he did,he failed.

on among us but the impostor cant kill me #4,big babi uses the defense speech to clear him,as he did his tasks.

on among us but the impostor without moving,zmde uses it to accuse dark green with 100000000000000% accuracy,he was then called the 1 catch a billion iq crewmate due to using the defense speeches in the game.

## Trivia

* Despite being called papers of proof,their real name is defense speeches,it was called papers of proof due to a quote that zmde said to zmde sus,''mark my words.'' itself.
* despite it actually not looking like a paper of proof,it is usable for defense speeches.
* the real paper of proof is in the crewmates iq or mind.
A Main Character

ZMDE is the main character in the imposter can not kill me1#2#3#4#5 and many more[6 7 8 9 10 11 12 13 ] in one of his videos, he was playing where someone was a jester.he also does his greatest fails and my bro loves it!!!!!keep up the good work Z.anyway ,he has a discord.ILL give you the link here for anyone who is intrested.wait for a few minutes please.here it is[discord.ggzmde]also buy merch,subscribe to and turn on notifications bell to get the latest vid and horror stories

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his real name is Steven song. he likes making horror stories and plays several among us games .he is the main anagonist of zmde animations. he was born in canada. he joined youtube in 2014. He also did. hits like with lovers, hitman, jailor or impostors that can make Vents. I have a friend who plays with ZMDE. I really like ZMDEs Among US videos because you can see how good you can play Among US, with just trying. Thanks ZMDE
ZMDE SMP

ZMDE SMP was a minecraft server created by ZMDE, also known as Steven Song, during the beggining of the SMP, ZMDE allowed everyone from his server to join, letting the IP adress available, but with that, the SMP suffered problems with hackers, with ZMDE being forced to let the server whitelisted.

## Events from the SMP

The ZMDE SMP had major events such as the war between Babi Tribe and Z Town, where both Babi and ZMDE engaged in battle, in the end, both bases got destroyed and a truce was signed.

## Death of the SMP

The ZMDE SMP Is currently abandoned, as the server was shutdown for an unknown reason, one day ZMDE had deleted all of his minecraft videos, but then they were reposted, according to himself when asked the question about the SMP, Steven Song said that he is just taking some time off from minecraft. The reason of the server shutdown is still unknown.
Seeds (Wheat)

For other types of seeds, see Seeds (Disambiguation).

**Wheat Seeds** are an item used to farm for Wheat and breed Chickens. They can be obtained by breaking all variants of grass (which yield 0–1 seeds) or by harvesting fully-grown wheat (yielding 1–4 seeds per crop harvested).

Wheat seeds can also sometimes be found in NPC villages where the villagers grow them as crops. A player can still harvest them as if they had grown the wheat themselves. They can be destroyed by Mobs. Jumping on farmland with wheat growing on it will destroy the crop and drop only one seed.

## Farming

When left alone, wheat seeds planted in farmland will grow to become wheat which then can be harvested. Planted seeds need at least a light level of 9 in the block above them in order to grow.

Crops will grow faster if the farmland they are planted in is hydrated. Any farmland in the surrounding eight Blocks will also help the crops grow and even more so if the farmland is also hydrated. Growth will be slowed down if crops are planted diagonally from each other or in a capital "L" shape.

When fully grown, wheat crops will drop 1 wheat as well as 0–3 seeds. If they are harvested too early, they will drop seeds upon being destroyed, but no wheat will be dropped.

## Trivia

* The wheat seeds texture shows seeds that are different in shape and arrangement than the other seed types. This is also the case in other kinds of seeds as well.
KLION

Klion,labelled **The Loved And Lost** is a crewmate in among us but the impostor cant kill me.

## Personality

Klion is a sane,tough and incredibly nice guy,but is mostly seen as a bully through everyone,however he is mostly neutral,he only bullies the impostor if he kills big babi.

## Apperance

before his final release design,klion was a crewmate with a white balloon,in his last release,klion is a brown crewmate with a hat that only detectives use,a hat that resembles manitoba smith from total drama island,or,a detective from 1840s.

## Trivia

* Klion`s label was originally gonna be **The Detective Wannabe**,but it was scrapped.
* Although it wasnt confirmed by zmde,Klion may love being the impostor like the others.
* Klion is currently the gold medal on the neutral tier.
Clock Speed Controller

**This feature no longer exists**
This part or feature has been removed from the game, and is no longer in the game.
The **Clock Speed Controller,** abbreviated as **CSC** controls how fast the clock moves. On the very left, the clock is freezing, on the very right, the clock is moving 3600 times faster than our clocks. When you spawn, the bar is on the left, freezing the clock. It is located on the top center of the pause screen, on a horizontal bar with a dot, wherever the dot is, that is the setting.

## Trivia

* The clock speed controller was removed in SKINCHANGE.
Lucky Haul

Miscellaneous module

**Lucky Haul** is a miscellaneous module. While equipped, there is a small chance[*R*] that reclaim stations will grant two modules instead of one. The prompt for the second module, if granted, appears one frame after the first prompt is dismissed. Either module can be salvaged.

**Lucky Haul** also allows Lost Shipment to grant two modules.
Homing Projectile

Weapon modifier module

**Homing Projectile** is a weapon modifier module. While equipped, projectiles from the ship's main weapon will home in on targets in a cone[*R*] ahead of them. The turning radius for homing projectiles is very small[*R*], but not zero; homing projectiles can miss fast targets. Turning radius also depends on shot speed[*R*].

Once projectiles begin homing, any shot speed bonuses that originally applied are ignored[*R*], and some other weapon modifiers like Twirl Shots or ZigZag Shots will be ignored. If a homing projectile loses its target (if that target is destroyed or moves too far away), the projectile will continue along its trajectory at that moment, and it will not regain shot speed bonuses; however, it *will* regain some modifiers such as Twirl Shots[*R*][*R*]. It will typically not select a new target to home in on[*R*].

**Homing Projectile** has no effect on the subweapon or on Laser[*R*].
Pattern: Charge

Pattern module

**Pattern: Charge** is a pattern module. While equipped, the fire key will charge a volley of shots rather than firing immediately. While charging, a small bar appears above the player ship and changes appearance as the volley charges. The volley can be charged through six stages[*R*] after which it reaches maximum charge. Continuing to hold the fire key beyond maximum charge has no effect.[*R*]

The time needed to reach maximum charge is reduced when the firerate is increased.[*R*] When the fire key is released, a volley of shots are randomly spread in a narrow cone[*R*] in front of the ship. The volley can take up to two seconds[*R*] to be released. A new volley can be charge before the current volley finishes firing.[*R*]

**Pattern: Charge** renders all other patterns ineffective,[*R*] and has no effect if Weapon: Laser is equipped.[*R*] Weapon: Sword can be charged, increasing the damage of the sword swing rather than creating more projectiles.

## History

In Small Content Update 1, **Pattern: Charge** had a value of 350.
Laser Box

**Laser Box** is a random event. When encountered, a reclaim station with no icon above it will begin to slowly move down the play area. Once it moves about one-quarter of the way down, the stage stops scrolling, the station becomes engulfed in infestation, and lasers appear at the boundaries of the play area. An onslaught of enemies, asteroids, or both will appear for the next roughly 15 seconds.[*R*] Once the onslaught is defeated, the lasers and infestation disappear, revealing a Free Module and a large shield pickup.

Several types of onslaughts are possible. Known types include:[*R*]

* mostly moths, which is most likely in Outskirts;
* mostly asteroids, which is most likely in Asteroid Field or Construction;
* asteroids and additional moving lasers, which is most likely in Construction; and
* mostly pillbugs and roaches, which is most likely in Station.
Helping the Wiki

This Wiki is new, so many pages will still need help. You can help by fixing the pages, adding missing pages, etc.

#### **Stubs**

A stub is an article that needs more information. You can expand them to make them more useful. Look for the {{Stub}} template on pages and see the Stubs category page.

#### **Broken redirects**

A broken redirect is a link to a page that does not exist, or has been moved. You can help the Wiki by changing the redirect, or creating the page.

#### **Maintenance pages**

If a page needs an update, or has been damaged, it will undergo maintenance. You can help the Wiki by fixing the page.

## Changes that can be made to the Wiki

#### **Deletion**

If a page is unnecessary, it will be deleted. A {{Delete}} template on a page means that the page will be deleted in less than a week if no one disagrees. If you disagree with the deletion of a page, correct the reason given for the deletion and remove the tag. You can also see the Candidates for deletion category page.

#### **Moving pages**

Some pages will be moved, or renamed if the title looks wrong, or doesn't match with the article. You can still edit the moved page the same way as the previous page.

#### **Page protection**

Only administrators can protect pages. See Blue Throttle Wiki/Page Protection for more information about page protection.
Electric Projectile

Weapon modifier module

**Electric Projectile** is a weapon modifier module. While equipped, the ship's main weapon projectiles will sometimes[*R*] zap enemies, dealing damage[*R*] to surrounding enemies as if an Electric Drone had attacked from that position. Walls can also be zapped. Affected enemies turn yellow for about 1 second.
Emergency Backup

Retaliation module

**Emergency Backup** is an retaliation module. While equipped, two waves of 10[*R*] drones will emerge from the either side boundary of the play area and quickly move horizontally across to the other boundary, damaging enemies and obstacles in their path. The drones are similar in appearance to Attack Drones and do similar damage[*R*] but do not home on enemies.

**Emergency Backup** has about a 10-second cooldown.[*R*] Taking damage before the cooldown ends will not summon more drones.

**Emergency Backup** is triggered by most sources of self-damage, including Blood Money, Gatling Gun, and Weaponry Overcharge.
Efficient Inverter

Dodge module

**Efficient Inverter** is a dodge module. While equipped, the ship will receive a +1 damage bonus each time it dodges. The bonus stacks up to 5 times, and 1 stack is removed each second.

**Efficient Inverter**'s description is cut off in the shop display.

## History

**Efficient Inverter** was added in Small Update 8.
Sealed Container

**Sealed Container** is a random event. When encountered, a reclaim station with an uncollectable coin above it will slowly move down the play area.[*R*] If the player has at least 100 coins, a prompt will appear when the ship touches the Sealed Container; otherwise, the ship does not interact with the container. The prompt gives the option to spend 100 coins to open the container, equipping a random module immediately. The prompt does not reveal the module's identity before the container is opened.

The Sealed Container cannot be salvaged. If the player declines the prompt, the container simply vanishes.
Onslaught Module

Variable stat module

### In-game description

Killing an enemy increases your move speed and fire rate. Stacks up to 10 times.

**Onslaught Module** is a variable stat module. While equipped, each enemy killed will grant a 2.5%[*R*] firerate bonus and a 0.5 speed bonus. Up to 10 stacks of this bonus can be present at once. One stack is removed each second. Because the firerate bonus stacks multiplicatively, the maximum firerate bonus is about 28%.
Guardian Angel

Retaliation module

**Guardian Angel** is a retaliation module. While equipped, multiplier only falls by 0.1x when the ship takes damage.

## History

Prior to Small Balance Patch 1, **Guardian Angel** was an activatable module that granted the ship an extra life which was removed after 2 seconds if not used. Its value was 100 and its description was "*Use to grant your ship an extra life for 2 seconds.*"
Cunning Linguist

Miscellaneous module

**Cunning Linguist** is a miscellaneous module. While equipped, shop items cost 25% less, rounded down. If **Cunning Linguist** is purchased in a shop, it does not immediately affect the price of other items in that shop.

**Cunning Linguist** has the same effect on Rare Goods shops. The Rare Goods markup and **Cunning Linguist** discount stack multiplicatively such that the price of each module becomes 90% (120% \* 75%) of base value.
Mod Tech Targeting System

Activatable module

**Mod Tech Targeting System** is an activatable module. When activated, time freezes, stopping everything from moving, including the player ship, all projectiles, and the scrolling of the level. For about 15 seconds[*R*], the ship is unable to move, but periodically turns on its own to face random enemies[*R*] and fire main weapon[*R*] shots. The fired shots do not move while time is frozen. All enemies and projectiles resume moving as normal when time unfreezes, and control over the player ship is regained. The cooldown for **Mod Tech Targeting System** does not progress while time is frozen[*R*].
Stats

**Stats** are measures of the player ship's performance. They can be affected by modules or research.

## List of displayed stats

Three stats are shown in the top-left of the UI:

* **Extra Lives:** the number of times the player ship will respawn if destroyed. Begins at 2 on Easy difficulty, 1 on Normal, and 0 on Hard.
* **Current Shield:** the current amount of damage the player ship can sustain before being destroyed, displayed as a bar. Can be restored by some modules or by shield pickups up to the maximum **Shield Capacity**.
* **Current Fuel:** the current amount of fuel the player ship has. Can be restored by some modules or by fuel pickups up to the maximum **Fuel Capacity**.

Six stats are shown in the bottom-left of the UI:

* **Shield** or **Shield Capacity:** the total amount of damage the player ship can sustain before being destroyed. Some modules call this stat **HP**. Most modules which affect **Shield** affect this maximum, not the **Current Shield**.
* **Speed:** the speed at which the player ship moves.
* **Damage:** the damage dealt by each player projectile. In general, it is the damage per hit from the ship's main weapon (except in the case of sword projectiles). Subweapons and drones are unaffected by **damage**.
* **ROF** or **FireRate:** the rate of fire of player projectiles. This stat's exact quantitative effect depends on the weapon type. Subweapons and drones are unaffected by **ROF**.
* **Fuel** or **Fuel Capacity:** the maximum fuel the player ship can carry. Most modules which affect **Fuel** affect this maximum, not the **Current Fuel**.
* **FuelRegen:** the rate at which fuel regenerates in units per second.

Three stats are not displayed, but are nonetheless treated by modules as stats:

* **Damage multiplier:** a multiplier that is applied to the **damage** stat. Damage multiplier affects all existing and future damage upgrades. By default, the damage multiplier is 1. Disruption Field and Oldschool Weaponry are examples of modules that affect damage multiplier.
* **ROF mutliplier:** as with **damage multiplier** but for **ROF**. Projectile Accelerator Rifle[*R*] and Oldschool Weaponry are examples of modules that affect **ROF multiplier**.
* **Shot speed:** the speed that player projectiles travel. Some effects, like zigzag, twirl, or homing, may affect shot speed further.
Open Fire

Activatable module

**Open Fire** is an activatable module. When used, the ship temporarily becomes immobile,[*R*] and fires as if Pattern: Triple is equipped[*R*] with increased firerate and damage.[*R*]

## History

Some time between Version 1.0.6b and Small Update 9, the description of **Open Fire** was changed from *Use to enter a highly offensive stationary mode that fires in a triple pattern forward.*
Damage Meter

**Damage Meter** is a major research perk which displays damage done by the player as small numbers near the damaged target.

If the Critical Shots module is equipped, critical hits are indicated by much larger, red text.

## History

Prior to Major Update 1, **Damage Meter** was a module with a value of 50 and the description "Pop every cooldown!"
Weapon: Flamethrower

Weapon module

**Weapon: Flamethrower** is a weapon module. When equipped, the ship's main weapon is replaced with the Flamethrower weapon.

The Flamethrower weapon fires puffs of flame which have fairly low travel speed and short lifetime, but very high damage[*R*]. Flamethrower also has a greater base firerate[*R*] and expends roughly 1 fuel per shot[*R*][*R*]. Flamethrower is innately piercing, causes burning, and is not affected by Homing Projectile.
Boomerang Module

Activatable module

**Boomerang Module** is an activatable module. When used, the ship fires a wide, slowly-rotating, piercing[*R*] projectile that moves towards the top of the play area then back to the ship, damaging all enemies and obstacles in its path.[*R*][*R*]

**Boomerang Module** has a cooldown of about 45 seconds.[*R*]

## History

Prior to Version 1.1.3a, the module's description read "*Use to create an electricity barrier by placing two nodes.*" This is the description of Tesla Coil.

**Boomerang Module** was added in Small Update 8.
SubWeapon: Missile

Subweapon module

**SubWeapon: Missile** is an subweapon module. When equipped, the ship will periodically[*R*] fire missiles which do moderate damage.[*R*]

Equipping a subweapon module replaces any previous subweapon module, but equipping multiple **SubWeapon: Missile** will allow the ship to fire multiple missiles each time the subweapon fires.
Mirror Image

Activatable module

**Mirror Image** is an activatable module. While equipped, a hologram copy of the ship appears and follows the ship's up-down movements and mirrors its left-right movements such that it remains exactly opposite the vertical center of the play area. When activated, the ship swaps positions with the hologram. The swap is not instantaneous, but grants invincibility as a dodge would.[*R*]

**Mirror Image** has a 30-second cooldown.[*R*]
Pattern: Spread

Pattern module

**Pattern: Spread** is a pattern module. When equipped, the ship's main weapon fires three shots: one forward, and two at the forward diagonals.

Equipping a pattern module may replace previous pattern modules. Pattern: Dual, Pattern: Triple, and Pattern: Quad all stack with **Pattern: Spread** to fire three shots forward; the two diagonal shots are unmodified. Pattern: DualScatter completely supersedes **Pattern: Spread**, while Pattern: Scatter will add three shots to the sides and backward.
SubWeapon: Shield

Subweapon

**SubWeapon: Shield** is an subweapon module. When equipped, the ship will generate a projectile-blocking shield around itself for roughly 2 seconds every 15 seconds. The shield blocks all projectiles and cannot be destroyed before the 2-second duration expires.

Equipping a subweapon module replaces any previous subweapon module.
Rose

Rose, Labelled : **The Female Risker** is a crewmate in among us but the impostor cant kill me and among us but its suspense.

## Personality

Rose is nice,but tries not to be impatient,she is helpful. but most people think she is making them risk their lifes,she can be nice,just be on her side and your cool,capiche?

ever since rose got possessed by t-money,rose was much more smarter and had a more antagonistic personality.

since t-money was dead,rose now keeps her t-money personality,but can be a bit more helpful and a bit more nice,she is a tricky card too,she can be able to memorize crewmates movements in case needed to.

## Appearance

rose is a pink player with a bubblegum-colored balloon on her head

## Trivia

* rose is the only crewmate who has a balloon on their head.
* rose is the only female who has a gallery icon related to her color.
* she might be related to Penny from tiboor since they both :
	+ try to be nice,but fails
	+ always look grumpy.
	+ risk everything.
Delta Thrusters

Dodge module

### In-game description

Replaces your thrusters and makes your ship unable to move normally. Fuel used by Dodging reduced by 90%.

**Delta Thrusters** is a dodge module. When equipped, the ship will be unable to move with the movement keys, and can only move by dodging. Dodging consumes 90% less fuel.

Maximum Control has no effect while **Delta Thrusters** is equipped.

## History

**Delta Thrusters** was added in Major Update 1.
Bow Module

Activatable module

**Bow Module** is an activatable module. When activated, the ship stops moving and a green laser guide appears ahead of the ship. If the fire key is not released, the ship fires an arrow forward after about 0.5 seconds and will then be able to move again. If the fire key is released, the left and right movement keys will turn the ship, moving the laser guide; pressing the fire key will then shoot the arrow. The ship returns to normal orientation after firing. The arrow is piercing and does around 20 damage.[*R*][*R*]

**Bow Module** has a cooldown of about 20 seconds.[*R*]
Generic stat modules

**Generic stat modules** (**GSMs**) are a category of stat-enhancing modules with no unique names, descriptions, or values. GSMs fall into two categories: basic and compound. Each GSM has a description which reads "Applies *X*", where *X* is the name of the module.

## Basic GSMs

Each basic GSM has a value of 75, and increases one stat:

Caption
 Speed+ | +0.5 Speed

## Compound GSMs

Compound GSMs combine the effect of two basic GSMs, both in value and effect. For instance, **HP+ Speed+** increases Shield by 5 and Speed by 0.5.  Compound GSMs may also combine a basic GSM with itself, doubling it; for instance, **HP++** increases Shield by 10.

Following is a list of discovered compound GSMs, each with a value of 150:

* FireRate++
* Fuel++
* FuelRegen++
* HP++
* HP+ FireRate+
* HP+ Fuel+
* HP+ FuelRegen+
* HP+ Speed+
* Speed++
* Speed+ FireRate+
* Speed+ Fuel+
* Speed+ FuelRegen+

Finally, an **All Stats+** module which combines the effects of all five basic GSMs exists with a value of 150.
Julius

julius labelled : **The Jaw-Breaker** is a character on ZMDE among us.

## Appearance

He is big Babi but white.

after being burnt by the lava his shell breaks revealing brown skin with magma parts,his mask is also half broken and is dripping Black blood

## Personality

Julius is a shy person he often gets Very scared during body reports,but his evil and manipulating side shows after zmdes death.

After the burning incident,Julius came back as undead lava crewmate. His brain is burnt gone. Making him a dumb person.

## Trivia

Julius has an Shell to cover his skin.

According to research,Julius is currently *revived.*

An fanmade leak,shows that Julius is alive again,this time his mask breaks,revealing the massive Sharp teeth he has.

He is roommates with molten.
Missile Barrage

Activatable module

**Missile Barrage** is an activatable module. When used, the ship releases around 50[*R*] homing missiles over the course of a few seconds.[*R*] The missiles leave the ship slowly at first, then rapidly home in on targets that are near.

**Missile Barrage** has a cooldown of about 45 seconds.[*R*]
Power Surge

Variable stat module

**Power Surge** is a variable stat module. While equipped, the ship's damage increases by 1 for 5 seconds any time an activatable module is used. The damage bonus does not stack if activatable modules with very short cooldowns, such as Burst Module, are used more than once within 5 seconds; instead, the bonus timer simply resets to 5 seconds.
Small Content Update 1

**Small Content Update 1** of BroodStar was released on January 20, 2021. It appears as **v1.0.9** on the main menu. Official update notes were posted on Steam, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

## Gameplay

* Added 3 new bosses. This should help the run variety a tiny bit.
	+ *Includes Gatling Drone, Tick Carrier, and Ouroborosect.*
* Added a new rare module.
	+ *See Devil Module.*
* Very slightly increased the health scaling of enemies.
	+ *Enemies have slightly more health in later stages.*
* Added a Time bonus for killing bosses fast.
	+ *This time bonus can be up to 30,000 points on hard difficulty - see score.*

## Bug Fixes

* Fixed an issue where with Luck of the Draw and Charge pattern the Lazer weapon wouldn't get initialized properly.
* Adjusted some module descriptions.
	+ *Includes Salvaging Module.*
Accidental Overcharge

Miscellaneous module

**Shield Reserves** is a miscellaneous module. While equipped, activatable modules have about a 30% chance[*R*] to instantly reset their cooldown after being used. There is no internal cooldown on the reset; an activatable module may be instantly refreshed and used multiple times in quick succession. This has no effect on one-time activatables such as Surprise Shipment,[*R*] or modules with no cooldown such as Blood Money.[*R*]
Pattern: Burst

Pattern module

**Pattern: Burst** is a pattern module. When equipped, the ship's firerate decreases by about 50%,[*R*], but its main weapon fires 10[*R*] projectiles randomly distributed in a small cone about 90 degrees wide[*R*] each time it fires.

Equipping a pattern module may replace previous pattern modules. **Pattern: Burst** tends to completely replace other patterns.[*R*]
Small Update 8

**Small Update #8** of BroodStar was released on February 2, 2021. It appears as **v1.1.2** on the main menu. Official update notes were posted on Steam, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

## Gameplay

* Added 10 new modules.
	+ *Includes Blood Money, Boomerang Module, Efficient Inverter, Explosive Deals, Pain Tolerance, Parrying Module, Shield Rerouter.*
* Adjusted the Blaze Fly's patterns and behaviour slightly.
	+ *Blaze Fly no longer shoots standard projectiles during its spiraling fire attack.*
* Adjusted the EMP Drone's projectile. This should make this specific drone a lot more useful.
	+ *The attack now travels much further.*
* The Ambushed shop will now have slightly more health.
* Score Multiplier will no longer lower on negligible instances of damage taken.
	+ *Includes hits negated by Reactive Shield.*[*R*]
* Attempting to restart the campaign or go back to the menu during a level transition will no longer cause the game to pause abruptly without any pause indicator.
Weapon: Sword

Weapon module

**Weapon: Sword** is a weapon module. When equipped, the ship's main weapon is replaced with the Sword weapon.

The Sword weapon, when fired, causes the ship to quickly turn counter-clockwise while its thruster flame becomes a much larger damaging hitbox. Its base damage is 6 greater than the default weapon.[*R*] Firerate affects the time taken for the ship to make a full revolution when the Sword is fired, allowing it to be used more often.

The Sword is not stopped on any enemies or obstacles, effectively making it piercing; as such, it deals significantly more damage to multi-segmented enemies. The Sword destroys most projectiles it comes in contact with.[*R*] The Sword can also be charged, which may allow it to deal over 100 damage with a single swing.

If a pattern module other than Pattern: Charge is equipped, the Sword will fire small, arc-like projectiles according to that pattern.[*R*] If no pattern module is equipped, the Sword will rarely fire a single projectile towards the upper-left.

Most weapon modifier modules affect the Sword's projectiles as normal. The Sword itself is only affected by modules which are not applicable to only projectiles, such as Burning Projectile.[*R*]

Because firing the Sword rotates the ship, some modules which depend on the ship's orientation behave differently. For instance, Afterburner's flames always come from the ship's thrusters, so firing the Sword causes the flames to be emitted in directions other than downward.
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Disambiguation page for ???The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**???** may refer to:

* ??? (Boss)
* ??? (Zone)
Small Update 6

**Small Update #6** of BroodStar was released on January 26, 2021. It appears as **v1.1.0** on the main menu. Official update notes were posted on Steam, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

## Gameplay

* Player Ship base Shields and Fuel reduced by 25%
* Added a new rare enemy.
* Added Swap indicators on the HUD for Active Items, Weapons and Subweapons.
* Slightly increased the speed of basic enemy projectiles.
* *The Damage stat display will now actually show the accurate value of the weapon's base damage and bonus damage from stats. The damage stat that was shown previously was only bonus damage.*

## SFX

* Added many new SFX.
	+ *Includes sound effects for shops opening and closing and shop interface appearing.*

## Bug Fixes

* Fixed an input binding related issue.
* Unique modules that have appeared in the run should now be removed from the pool correctly.
	+ *This prevents non-stacking modules, like Arms Dealer, from appearing more than once in a single campaign.*
* Fixed Bullet Modifier effect application order.
Self-damage

Some modules cause **self-damage** when triggered or used. In general, self-damage does not cause loss of multiplier, but *does* trigger effects that occur when damage is taken (e.g., retaliation modules). A decrease in maximum shields (e.g., Shield Rerouter) does not constitute self-damage.

Examples of modules which cause self-damage include:

* Blood Money
* Gatling Gun
* Weaponry Overcharge
Override Field

Activatable module

**Override Field** is an activatable module. When used, every standard enemy projectile on screen is converted to plasma-like projectiles and drawn slowly towards the ship; the projectiles linger around the ship for a few seconds, then are fired outward randomly in a cone forward - much like the projectiles generated by Plasma Generator.

**Override Field** does not affect some projectiles, such as flame blasts fired by Lost Ship or Blaze Fly.[*R*]

**Override Field** has a cooldown of about 60 seconds.[*R*]
Pattern: Dual Scatter

Pattern module

**Pattern: Dual Scatter** is a pattern module. When equipped, the ship's main weapon fires eight shots: four in the cardinal directions, and four in the diagonal directions.

Equipping a pattern module may replace previous pattern modules. If Pattern: Dual, Pattern: Triple, or Pattern: Quad[*R*] is equipped after **Pattern: Dual Scatter**, three shots are fired forward instead of one. The seven other directions are unaffected.

## History

In Version 1.1.1, **Pattern: Dual Scatter** had a value of 300.
Reactive Shield

Retaliation module

**Reactive Shield** is a retaliation module. When the ship is hit while this module is equipped, the damage will be blocked entirely, after which Reactive Shield will not trigger again for 10 seconds.

While **Reactive Shield** prevents loss of Shield when it triggers, it does not prevent loss of multiplier[*R*].
Score

**Score** is the measure of player performance during a single run. Score is earned by:

* **Dealing damage.**[*R*] Damage to some summoned targets, such as asteroids summoned by the Metal Beholder, do not provide score. Damage to the easily-destructible portions of Walls also gives score.
* **Obtaining coins.** Coin pickups and salvaging of modules will provide score proportional to the number of coins earned - 5 points per coin on hard difficulty.
* **Quickly defeating bosses.** The quicker the boss is defeated, the greater the time bonus; it can be as high as 100,000 points.[*R*] If a boss is defeated in about 10 seconds[*R*] on hard difficulty, a bonus of 10,000 is awarded.[*R*] The potential bonus is not dependent on the stage.[*R*]
* **Collecting fuel and shield pickups at full fuel or shield.** If the respective resource is full when the pickup is collected, 100 points are awarded. The respective resource must be full; it is not simply a bonus for excess fuel or shield collected.

Every source of score is affected by multiplier and difficulty.[*R*] Spending coins, taking damage, and equipping modules do not directly affect score.

## Multiplier

The player begins with a multiplier of 1.0x which affects all new score that they earn. For each 10 enemies that are defeated,[*R*] the multiplier increases by 0.1x, but never above 3.0x. If the player ship is hit, the multiplier decreases by 0.2x, but never below 1.0x. The multiplier can only decrease once every 0.5 seconds,[*R*] even if the player ship is hit repeatedly during that time.

If Guardian Angel is equipped, multiplier only falls by 0.1x when hit.

## Leaderboard

Steam leaderboards may be accessed from the main menu. The global and local leaderboards can be shown, as can the global leaderboard filtered to only Steam friends.

Global Steam leaderboards are also accessible through BroodStar's Steam Community.

## History

Prior to Small Balance Patch 1, fuel and shield pickups did not grant score.

The boss kill time bonus was introduced in Small Content Update 1.

Prior to Major Update 1, the leaderboard was displayed in the bottom-right of the UI where equipped modules are now displayed. It would show the top 6 scores if the player was in the top 6, or top 5 plus the player's score otherwise. Which scoreboard was displayed (global, Steam friends, or local) could be changed in the settings.

Prior to Version 1.0.4, there was no score multiplier.[*R*]
Defender Drone

Drone module

**Defender Drone** is a drone module. When equipped, the ship receives a Defender Drone.

Defender Drones stay close to the ship at all times. When a hazard comes close enough - a projectile or an enemy - the Defender Drone will quickly rotate around the ship until it is between the ship and the hazard while keeping its distance from the ship constant. Like all drones, it will block the hazard and take damage from it. Projectiles will be removed by this collision and enemies will be damaged. After taking enough damage, the drone goes into maintenance. If no hazard is in range, the Defender Drone returns to its default position.
Campaign

A **campaign** is a single playthrough of BroodStar. When a campaign begins, the player ship starts in the first zone with zero score, modules, or drones, default stats and weapons, and only the benefits of unlocked research. A campaign ends when the player either defeats the final zone or is destroyed with no extra lives and no other methods of revival. When a campaign ends, whether or not it was successful, the player retains any research points earned and may spend them before the next campaign.

## Seed

Each campaign is controlled by a **seed**: a five-letter hash that controls the random factors of that campaign, including zone type, enemy type and placement, and shop contents. A seed can be set manually before beginning a campaign on the menu screen after selecting *New Game*; otherwise, a seed is picked randomly. Manually setting a seed does not incur any known penalty. Each campaign started with a particular seed with the same version of BroodStar will be nearly identical.

The seed may only consist of uppercase letters of the Latin alphabet; as such, the number of possible seeds is 11,881,376 (26\*\*5).
Version 1.1.0a

**Version 1.1.0a** of BroodStar was released on January 27, 2021. Official update notes were posted on Discord, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

* Magnet has been removed. And replaced with a similar Magnet that has a limited range.
* Added a new enemy type.
* Added new waves.
* Fixed the item preview to also switch back to the previous item.
* Walls will no longer grant score.
* Plasma Weapon's firerate has been increased.
* Arc Weapon's damage has been increased.
* Fixed an issue where the Ambushed Shop would be destroyed by obstacles in the level.
* Normalized rare module chance between difficulty levels.
* (probably) Fixed the issue of some destroyed obstacle walls reappearing.
* Fixed an issue where sometimes projectiles with a homing behaviour would end up with a weird rotation after losing their target.
Salvaging Module

Miscellaneous module

**Salvaging Module** is a miscellaneous module. While equipped, salvaging gives 50% more coins, or 90% of the module's base value.

Although **Salvaging Module** can appear multiple times in one campaign, equipping additional copies has no effect.

## History

Prior to Small Content Update 1, the description read *Scrapping a module now gives 150% of its original price.* This was true when salvaging provided 100% of base value - prior to Major Update 1.
Rematerialization module

Activatable module

**Rematerialization module** is an activatable module. When used, the ship will gain a shield regeneration buff each time it is damaged in the next 6 seconds. Each buff restores shield equal to the damage taken.[*R*]

## History

Sometime prior to Small Update 9, each regeneration buff only restored shield equal to 50% of the damage taken.[*R*]
Drone Raid

Activatable module

**Drone Raid** is an activatable module. When used, about 15[*R*] Gunner Drones will move in from the bottom boundary, stop, and begin rapidly firing forward, slightly and randomly changing angle for each shot.[*R*] Each drone will have a random weapon equipped.[*R*] The drones remain in the play area for about 6 seconds[*R*] before exiting.

**Drone Raid** has a cooldown of about 60 seconds.[*R*]
Final Stand

Variable stat module

**Final Stand** is a variable stat module. While equipped, the ship will receive a 0.1 damage bonus each time it is damaged. Damage that is blocked, such as by Reactive Shield, does not trigger **Final Stand**.[*R*] The bonus lasts until the end of the stage and stacks indefinitely.[*R*]
Attack Drone

Drone module

**Attack Drone** is a drone module. When equipped, the ship receives a Attack Drone.

Attack Drones remain near the ship until an enemy (or certain obstacles such as asteroids but not walls) move into its range, which covers most of the play area. Once the drone targets an enemy, it quickly homes in on that enemy and rams it, dealing about 300 contact damage,[*R*] then quickly returns to its default position. Once back in its default position, it may immediately select a new target and begin homing. Once the drone has attacked about 20 times,[*R*] it will go into maintenance. If the drone hits projectiles while attacking, it will go into maintenance sooner.

Attack Drones can target and follow enemies outside of the play area. Attack Drones can target some bosses.[*R*]
Stage

A campaign in BroodStar is split into multiple **stages**. Each stage takes place in a certain zone, which determines which enemies and bosses can appear. A stage may also be infested, which further alters what enemies and bosses may appear.[*R*]

The health of enemies and bosses increases with each stage, even for enemies of the same type. At the beginning of a stage, the ship's fuel is restored to maximum, activatable modules have their cooldown reset,[*R*] and certain bonuses (such as that from Projectile Analyzer) are reset. Each stage ends with a boss followed by a shop, and may have reclaim stations or events throughout. The ship's progress through the stage is indicated in the top-left of the UI.[*R*]

A typical campaign has nine stages: two stages through each of Outskirts, Asteroid Field, Construction, and Station, and one stage of Caverns. After Caverns - 1, the campaign ends.
Pirate Merchants

**Pirate Merchants** is a random event. When encountered, two large pirate ships appear and quickly move down the play area. After a short time, the following dialogue appears:

* *Yo! It's your lucky day. We got this GREAT module right here. Why not buy it from us?*

After pressing the fire key, a prompt for a random module appears. The description is replaced by the text "*Looks like this will cost: X*" where *X* is 150% of the module's base value. Should the player accept, they pay the coins, receive the module, and the pirates leave.[*R*] Should the player decline, the following dialogue appears:

* *Oh? You're not interested? Maybe we'll just salvage the coin from your corpse!*

The stage stops scrolling[*R*] and one of the ships then moves offscreen while the other remains and begins attacking the player ship. Once defeated, the second ship returns and begins attacking. Finally, once the second ship is defeated, the stage continues as normal. The module that was presented before is not awarded to the player; however, the pirate ships drop coins[*R*] and award score.

## History

The **Pirate Merchants** event was added in Small Update 7. Shortly before, the event was teased on Twitter.
Ambushed Shop

**Ambushed Shop** is a random event. When the event begins, a shop will scroll into the play area. Initially, it is invulnerable cannot be interacted with. Once it scrolls into position about one-fifth from the bottom boundary of the play area, the following dialogue message appears:

* *Hey, give me a hand, will ya?*[*R*]

The stage stops scrolling and the shop becomes vulnerable. Once struck, its health bar will appear. Multiple waves of enemies will attack in succession; their projectiles can damage the shop, and they deal contact damage continuously to the shop. Unlike the player ship, the shop does not return contact damage, meaning that some enemies can deal extreme contact damage to the shop. The player ship cannot damage the shop directly.[*R*]

If the shop is destroyed, the event ends and the stage resumes scrolling. Once all enemies are defeated (or despawned outside the play area), the following dialogue message appears:

* *Thanks for helping me out there. Here's some cash for your trouble. Also feel free to check out my wares.*[*R*]

The stage resumes scrolling, the player receives coins instantly,[*R*] and the shop opens and functions as normal. The shop can be affected by Surprise Shipment, Lost Shipment, or Explosive Deals.[*R*]
Drone

**Drones** are automated companions to the player ship. Every drone is obtainable through modules and, once obtained, drones remain with the player ship for the rest of the campaign.

Modules which give the ship drones are categorized as drone modules. Modules which modify the behavior or utility of drones are categorized as drone modifier modules.

## Maintenance

Every drone undergoes maintenance after some amount of use, during which time is inactive and intangible. How much a drone can be used depends on its type. Maintenance time is about 15 seconds, after which the drone reactivates. Drones in maintenance appear dimmer than their default appearance.

Drones can be hit by enemies or objects such as Walls, and will go into maintenance if they take enough damage. While in maintenance, drones are invulnerable and do not interact with enemies or projectiles. Drones can never be permanently destroyed.

If the Swift Repairs module is equipped, maintenance time is halved.

## Position

Drones position themselves on a small invisible ring around the player ship and mirror but slightly lag the ship's movements. The default position of the first drone obtained will initially be on the left of the ship. The second drone obtained will default to the right of the ship. Each additional drone obtained will move the default positions of all other drones (except the first) such that they form a regular polygon: a triangle for three drones, a square for four drones, a pentagon for five drones, and so on. The default positions are always each the same distance from the ship's center, and are always equally spaced on the ring.

If the Circling Drones module is equipped, the default positions of the drones will slowly rotate around the player ship.
Collector Drone

Drone module

**Collector Drone** is a drone module. When equipped, the ship receives a Collector Drone.

Collector Drones move towards the nearest pickup and collect it instantly; they may collect multiple pickups before returning to their default position. Collector Drones do not collect souls.[*R*]

When Collector Drones collect pickups, it uses some of their energy, and they return to their default position and go into maintenance once that energy is depleted. As such, a Collector Drone can stop collecting before it picks up everything on screen.

## History

Prior to Major Update 1, Collector Drones brought pickups back to the ship for collection rather than collecting them directly.