recursal/Fanatic-Fandom huggingface dataset:
Gyrogun

**Enemy** **◆** ****Gyrogun****

## Description

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

Common VariantElite VariantChampion VariantGyrogun in action
## Behaviour

Gyrogun will move by suddenly dashing in a random direction, constrained to a 180° arc centered on the player. In between each dash, Gyrogun will rotate at a random speed and fire a large number of low-velocity bullets. While firing bullets, Gyrogun will very slowly move towards the center of the screen, with the speed of this movement being proportional with Gyrogun's distance from the center of the screen.

## Attacks

In between each dash, Gyrogun will slowly rotate for several seconds, rapidly firing multiple projectiles from different locations on its body. Gyroguns of higher rarities will fire more projectiles for longer.

* Gyrogun will fire a varying number of bullets depending on its rarity:

1. **Common** Gyroguns will fire **2** bullets from opposite sides of its body, roughly aligned with the 2 ports visible on its body.
2. **Elite** Gyroguns will fire **4** bullets at 90° increments, roughly aligned with the 4 ports visible on its body.
3. **Champion** Gyroguns will fire **8** bullets at 45° increments, roughly aligned with the 8 grooves visible on its body.
Magnetism

**Mods** **◆** ****Magnetism****

## Notes

* **Magnetism** was a mod that increased substantially the radius of the ship's magnetism for experience orbs. As of patch **V0.21.6, Magnetism** and Rebirth have been removed from the standard mod pool and the ship's base magnetism was increased to compensate for the loss of the mod.
Evolutionary Niche

**Wild Metamorphosis** **◆** ****Evolutionary Niche****

**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

* **Adds "THE VOID" mod to the random wild mod pools, which cannot be removed**
* **Recursive: This mod may be taken multiple times**

## Notes

* Evolutionary Niche adds  to *each* of the **normal** Wild, **Rare** Wild, and **Ultra-Rare** Wild Mod pools - so, with an unlucky roll where you would have been offered a normal, a Rare, and an Ultra-Rare Wild Mod but each landed on their respective Void, you could see **three** as a result of a single Evolutionary Niche.
* Chimeric has agreed that this mechanic is either too unintuitive, or too subtly indicated (via the phrasing "pools", plural), and would like to improve it in the future.

1. ↑ Chimeric on the Steam Forum
Glossary

**Explore** **◆** ****Nova Drift - Glossary****

 **Power-up** | Any item you can pick up. Includes orbs, rerolls, hyperboost power-ups.

 **Maximum / Current** | Most commonly used to describe your hull and shield values. For example: Maximum hull refers to its capacity, while current hull refers to the hull you presently have left.

 **Vulnerability** | A status effect that increases the damage a specific target takes from all sources. After a target stops receiving vulnerability for one second, the effect falls off over time.

 **Various** | Any modifiers seen in "Defenses" or "Weapons" can also apply to a specific type of construct, e.g. "Drone rate of fire".

 **Banish** | Banished mods are removed from the upgrade pool for the rest of the game. Banishing a mod is a specific action, and mods can become unavailable in ways that are not counted as being banished.
Gallery/Community

**110 Images****Screenshot and Images from the Community**

Hydropump.pngSpiritBomb.pngMatrix.pngBoldStrategy.pngMalfunction.pngMinebreaker.pngRaveCourser.pngQuake.pngSeraphRecolor.pngHypermode.pngDiscoInferno.pngWarpbreaker.pngBurnoutBlades.pngSpaceWhale.pngRodan.pngEndlessSalvo.pngCommando.pngPredator.pngDoomguy.pngCptHullbreaker.pngBroadsideBlades.pngPlasmaCloud.pngHiddenBlade.pngGrenadeFlood.png20200101225413 1.jpgSweep Snipe.pngBulldozer.pngMinesweeper.pngSentry.png20200115012711 1.jpg20200115011922 1.jpg20200117003710 1.jpgGun Control.png20200118005737 1.jpgBee.pngBulwark.png20200203190053 1.jpg20200203212959 1.jpgFortress.png20200204010538 1.jpgDronemancer.pngSalamander.pngBoldEngineer.pngSurgeSpectre.pngZ5OoBjTGcqg.jpgNDHS.jpgGalactus.pngHervy curlurbur.pngJimigalactus.pngNeedForSpeed.pngTheSun.pngGhost.pngMauler.pngArtillery.png20200331001051 1.jpg20200412154417 1.jpgProjecalypse.pngRocketship.pngAutoPulser.pngThousandPapercuts.pngTheTurboIShouldveOrdered.pngLittleBoys.pngShockbreaker.pngSpiceWarrior.pngApollo.pngCaptainHullbreaker.pngANicheStrategy.pngMatrixRevolution.pngNukem.pngBlinkDragon.pngFlamingHornet.pngLevia-TITAN.pngSunDragon.pngObsessedAllies.jpg20201010183833 1.jpgCelestialBalls.jpgLiveConcert.jpg20210121005036 1.jpg20210121005048 1.jpg20210120213520 1.jpgThe Flock.pngLaserDrill.pngBlenderDeath.pngMortarArchitect.pngPoltergeist.png858210 screenshots 20210414200839 1.jpgSSShowcase.pngImpulse Breaker.pngDeadlyTouch-Seraph.jpgStellar Sap-Zapper.png20210902140230 1.jpg20210902140941 1.jpg20210903092740 1.jpgPOGE.pngCyanine Rage.pngInvisible Salvo.pngBeeSting.jpgBeeSting18K.pngBeeSting 0.jpgBeeSting 1.jpgBeeSting 10.pngBeeSting 17k.pngBeeSting 2.jpgBeeSting 3.jpgMGB Photo.pngInf salvo.jpgPhoenix Fire.pngBilliards preview.pngFirebirdWorking.pngBuildexample.jpg
Celestial Lance

**Mods** **◆** ****Celestial Lance****

## Celestial Lance (click on the icons to navigate)

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

## Stats

* **Aura size, aura burn damage, and self-damage are proportional to your speed**
* **Aura burn damage and self-damage ramp up as long as you remain at high speeds**

## Unlocks

* **Super Mod:**  (with )

## Notes

* 's burning aura deals a base damage of 1.35 per frame, multiplied by the player's speed in pixels per frame (and other relevant modifiers, such as ), while the player is moving faster than 8 speed (pixels per frame). The game updates at 60FPS, so this threshold is equal to 480 pixels per second.
* 's self-damage deals 0.0125 damage per unit of player speed (or 0.01771 with ), **squared**, each frame - up to 2.5 damage per frame at 126.5 speed (or 89.3 speed with ). This is equal to 150 damage per second, before mitigation and other modifiers.
* Both the burning aura and self-damage ramp up linearly - at a rate of 0.2% per frame, or 12% per second, while the player remains above 8 speed.

## Tags

* Shield
* Mobility
* Burn
Battery

**Ships** **◆** ****Battery****

**GEAR TYPE:** BODY

* **+15% weapon damage and weapon projectile size**
* **-50% weapon spread**
* **+50% crash damage to targets**
* **Resists knockback**
* **Your weapon fires from two broadside cannons, and your projectiles are divided between them**
* **-15% weapon rate of fire**
* **Hull:**125
* **Thrust:**75

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

## Tags

* Mobility
* Crash Damage
* Weapon
* Rate of Fire
* Projectile
Reflect

**Shields** **◆** ****Reflect****

## Reflect

**GEAR TYPE:** SHIELD

* **Enemies within the shield effect radius are targeted**
* **+1100% damage to affected enemy weaponry**
* **+50% velocity to affected enemy projectiles**
* **Shields:**120
* **Cooldown:**7.5 seconds

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

## Tags

* Shield Radius
* Shield Effect
Rebuke

**Mods** **◆** ****Rebuke****

## Rebuke (click on the icons to navigate)

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

## Stats

* **Armor Stacks deal additional blast damage for each other Armor Stack**
* **+110% Armor Stack duration**

## Notes

* Even if your weapon has been disabled with  or , Rebuke will still activate.

## Tags

* Shield
* Blast
Crucible

**Boss** **◆** ****Crucible****

## Description

**Crucible** is currently the wave 80 alternate boss, requiring **Nemesis** challenge mode be enabled; with it enabled, the wave 80 fight will randomly be either **Warbringer** or **Crucible**. After being defeated it may reappear at later waves.
Crucible spawns from a portal in the center of the screen, where it tends to stay. If the player gets sufficiently far away, eg. by taking several s or playing on an ultrawide monitor, Crucible will slowly follow the player.

## Attacks

**Crucible** cycles through 4 different attacks in this specific order:
1. The orbs spinning around **Crucible**'s core will rapid-fire streams of projectiles directly toward the player.
2. **Crucible** charges up and shoots a spinning fiery hoop that homes in on the player, dealing contact damage over time and pushing away the player and constructs such as . This attack may repeat again.
3. **Crucible** shoots a series of unguided spinning fiery hoops that fly outward then boomerang back in, launching them at fixed angles in sequence, clock-like.

* Meanwhile, the whole time these attacks are happening, **Crucible** produces symmetric patterns of burning lines centered around its core. The lines begin dark, dealing a slight amount of burn damage, before activating to their bright, glowing state that deals significant contact burn damage.
Dying Star

**Mods** **◆** ****Dying Star****

## Dying Star (click on the icons to navigate)

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

## Stats

* **This ignite damage is increased proportionally to your proximity to targets and your missing hull and shields**
* **+20% burn damage**
* **+30% ignite damage**
* **You constantly take 11 self-damage /s**

## Tags

* Shield
* Burn
Beamcaster

**Enemy** **◆** ****Beamcaster****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Beamcaster will attempt to stay at a constant distance from the player, periodically repositioning and firing its laser. **Champion** Beamcasters will fire a stream of normal projectiles instead.

## Attacks

1. **Laser:** Beamcaster will begin to charge up, indicated by audiovisual effects. After a few seconds, Beamcaster will begin to fire a laserbeam that deals damage over time. Beamcaster has drastically decreased mobility while firing the laser, but will still attempt to move and turn towards the player.
2. **Barrage:** Instead of firing a laser, **Champion** Beamcasters fire a barrage of plasma shots in a tight spread. **Champion** Beamcasters still suffer from the same mobility loss as the two other variants while perfoming this attack.
Antimatter Rounds

**Mods** **◆** ****Antimatter Rounds****

## Antimatter Rounds (click on the icons to navigate)

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

## Stats

* **+20 base damage for weapons that hit. This bonus is halved for weapons not fired by you**
* **+10% total weapon projectile size and projectile velocity**
* **You take heavy hull self-damage when you fire. This damage is slightly increased for each additional weapon projectile you fire**

## Notes

* As of V0.35.30, self-damage is increased per projectile fired until a soft cap of 16 projectiles, where it sharply drops off. This was done to make the self-damage with  and  builds manageable even at very high projectile counts.

## Tags

* Hit
* Projectile
* Hull
Glaucus

**Boss** **◆** ****Glaucus****

## Description

**Glaucus** is currently the wave 100 alternate boss, requiring **Nemesis** challenge mode be enabled; with it enabled, the wave 100 fight will randomly be either **Seraph** or **Glaucus**. After being defeated it may reappear at later waves.
## Attacks

**Glaucus** rapidly cycles between 4 attacks.

1. **Glaucus** will charge up a large homing vortex, similar to the Vortex weapon upgrade.
2. **Glaucus** fires small blue homing bullets from each body segment.
3. **Glaucus** coughs up lots of small fireballs, similar to the Venom Strike from the  body. **Glaucus** repeats this four times.
4. **Glaucus** rapidly cycles around the center of the screen, then charges in some direction.

## Trivia

* The visual design of Glaucus is based on the real-world *Glaucus atlanticus*, a small sea creature that drifts at the surface.
* Glaucus has 26 body segments composing its snake-like body. Its forelegs have 9 fingers each, while its hindlegs have 6.
Calibrate

**Mods** **◆** ****Calibrate****

## Calibrate (click on the icons to navigate)

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

## Stats

* **Calibrating reduces your weapon's spread while improving total targeting and velocity**
* **Calibration resets quickly while your weapon is on cooldown**

## Unlocks

* **Super Mod:**  (with )

## Trivia

* Calibrate's effects still increase while charging a weapon using Charged Shot.
Celestial Surge

**Mods** **◆** ****Celestial Surge****

## Celestial Surge (click on the icons to navigate)

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

## Stats

* **You take +25% self-damage from Celestial Lance**

## Notes

* Will fire the projectile when activating  no matter what direction you are moving, even backwards. The projectile is fired in the direction of your movement.

## Tags

* Shield
* Burn
* Mobility
Mortar

**Mods** **◆** ****Mortar****

## Mortar (click on the icons to navigate)

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

## Stats

* **Your mines detonate at low velocity instead of detonating within a trigger radius**
* **-15% mine effect**
* **If you fire with no mines assembled, a mine is deployed and 20% + 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
* Weapon
Elegant Construction

**Mods** **◆** ****Elegant Construction****

## Elegant Construction (click on the icons to navigate)

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

## Stats

* **+10% construct assembly speed**
* **+0.5% total construct assembly speed per your level**

## Trivia

* Appears in the mod pool once a construct mod has been acquired. ,  and  count for this purpose. Construct-based Wild Mods do not.
Enemies

**Explore** **◆** ****Nova Drift - Enemies****

## Enemies [26]

**Beamcaster**
**Boltthrower**
Enemy 2.0**Bulwark**
**Celestial**
Enemy 2.0**Cherub**
**Constructor**

**Eclipse**
**Enemy Cargo Trains**
**Gyrogun**
Enemy 2.0**Hammerhead**
**Hive**
**Host**

**Interceptor**
**Juggernaut**
**Minelayer**
Enemy 2.0**Myrmidon**
**Pulsar**
**Saucer**

**Scatter Drone**
**Serpent**
**Shredder Mine**
**Snapper**
Enemy 2.0**Swarmling**
Enemy 2.0**Tracer**

**Vanguard**
**Warden**
Comets

**Hazards** **◆** ****Comets****

## Description

**Comets** are a type of hazard in **Nova Drift**, occurring randomly during the run.
**Comets** appear like clusters of large projectiles and travel across the screen. Both the player and enemies can be struck by them. One way to avoid being hit is through the use of .
## Notes

* Damage dealt varies with the size of the comet, up to 75 damage to the player for the largest. Enemies take much more damage from comets than the player.
* Since the SYZYGY update, if an enemy survives the impact of a comet, the comet shatters into a spray of small shards. Previously, a comet could hit an enemy multiple times and even push them off screen, nearly guaranteed to kill any but the highest-health enemies.
* Hazards spawn with at least 1 second between them, plus a random amount of time waited: up to 116⅔ seconds, modified by any Challenge Modes. 1 out of 18 is a singularity and the rest are **comets**.

1. ↑ Chimeric on the Nova Drift Discord:
"A comet or singularity appears this often, in frames: `60 + irandom(7000) * global.hostileUniverseTimeMult;` One out of 18 times that comet is a singularity."
Randolph

**Randolph** is one of the three major side characters of Nekojishi.

## Background

Randolph chose to become an artist because he was helping a friend, whom is a Yaoguai. At the time his friend needed an artist and it has been a long time since the mask of the artist became his own. What happened to Randolph's old life, he lived among humans back then as well.

## Appearance

Randolph has the colors blue and light blue for his scales and a tan-ish white for the rest of his skin. He also has copper color horns on top of his head and on part of his cheeks. He is shown wearing a cactus green coat with two pockets in the front and a lighter green stripe around the top, has a plain white shirt on under that, and has dark brown pants with a lighter brown stripe going down the sides also with a belt. He also has bracelets the same color as his pants on his arms with the same light brown on the edge. Lastly he has rounded dark brown glasses on.

## Abilities

By living in a human community makes it easier for Randolph to get emotions directly. He lives by consuming the emotions of people by fan mail - Strong emotions are attached to letters.

## Trivia

* Randolph, along with Ragoo Laront and Hynos, are custom character concepts accepted into the game as the result of Project Nekojishi fundraiser contributions.
* The name *Randolph* is his pseudonym. His real name is unknown.

## References

1. ↑ flyingV:《家有大貓》台灣自製獸人戀愛遊戲

[[

 Side
 Game
Enemy Cargo Trains

**Enemy** **◆** ****Enemy Cargo Trains****

## Description

Common enemy in **Endless Mode**. **Enemy Cargo Trains** are the only non-hostile enemies in **Nova Drift**. Cargo trains only begin spawning once the player has reached at least **Rank 2**, and consist of a front engine followed by a randomized number of cars. Destroying these cars will cause a number of Large and Small crates to drop, which can, in turn, be destroyed to receive loot. Large crates will drop additional small crates, and small crates will randomly drop the following:
* **Extra Rerolls**
* **Power-ups**
* **Experience Orbs**

## Train Length Probability

The number of cars a given Cargo Train has is randomized according to the following probabilities:
Phantom Strike

**Wild Metamorphosis** **◆** ****Phantom Strike****

**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

* **+25% crash damage to targets**
* **+25% hull crash damage resistance**
Juggernaut

**Mods** **◆** ****Juggernaut****

## Juggernaut (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

* **+40% crash damage and knockback to targets**
* **+20% crash knockback resistance**
* **+20% size and drone orbit radius**
* **-25% thrust**

## Unlocks

* **Super Mod:**  (with )

## Tags

* Crash Damage
* Mobility
* Construct
Fusillade

**Mods** **◆** ****Fusillade****

## Fusillade (click on the icons to navigate)

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

## Stats

* **+1 weapon projectile**
* **-15% weapon projectile blast radius and total projectile damage**
* **-10% weapon projectile size and total projectile velocity**
* **+15% weapon spread**

## Notes

* "Base projectiles" is the number of projectiles each weapon starts with. For example, for , it is **3**
* Fusillade is most effective on weapons with a Base Projectile Count above 3. This includes , ,  and . It is also effective on  building for sparks.

## Tags

* Projectile
* Blast
Drone Specialist

**Wild Metamorphosis** **◆** ****Drone Specialist****

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

## COMMON

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

## Stats

* **+15% drone damage**
* **+20% total drone assembly speed**
* **-40% total assembly speed for other constructs**
* **There are four variants of the Construct Specialist mod, but you may only take one of them**

## Notes

* Even if you don't yet have the  mod, you will still receive 2 drones when taking Drone Specialist.
Counterpulse

**Mods** **◆** ****Counterpulse****

## Counterpulse (click on the icons to navigate)

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

## Stats

* **Counterpulse charges up its blast radius and damage while not firing, with diminishing returns**
* **Additionally, when your drones take a hit, Counterpulse is triggered. Triggered Counterpulses ignore cooldown**
Point Defense

**Mods** **◆** ****Point Defense****

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

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

## Stats

* **While a turret is nearby, you recover 3 hull and shields /s**
* **+30% shield effect power and shield effect radius for shields protecting a turret**

## Tags

* Hull
* Shield
* Shield Effect
* Shield Radius

## Trivia

* Overlapping turret Shield and Hull healing zones do not stack with each other.
Bastion

**Shields** **◆** ****Bastion****

**GEAR TYPE:** SHIELD

* **Bastion has innate regeneration that scales with your shield effect power**
* **While Bastion protects you, it converts blocked damage to stored energy, granting hull damage resistance**
* **When you take hull damage the energy is discharged in a wave, dealing proportional blast damage**
* **Modifiers to both shields and constructs affect Bastion**
* **You cannot deploy or assemble more than 1 Bastion Shield**
* **Bastion cannot prevent direct hull damage**
* **Type:**Advanced Construct
* **Shields:**120. Affected by modifiers to construct hull
* **Crash Damage:**Inherited from your body gear. Affected by modifiers to construct damage
* **Cooldown:**15 seconds. Affected by modifiers to construct assembly speed. Cooldown only begins after breaking and cannot be interrupted

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

## Notes

* Bastion deals **crash damage** according to your body gear, this being 200 for most bodies.  deals 300,  deals 700, and  deals the most of any body gear if moving quickly enough.
* Bastion's **innate regeneration** behaves like a construct: it isn't reduced while you're firing, nor enhanced by  or . In contrast, if you take the mod , that extra portion of the regeneration follows the normal rules for the player. These two amounts of regeneration are added together when displayed on the pause screen stats.
* **Shield Effect Power** scales Bastion's innate regeneration, crash damage dealt, and amount of hull damage resistance provided to you.
* Bastion gets slightly wider or narrower with your **Shield Effect Radius**.

## Tags

* Shield Radius
* Shield Effect
* Construct
* Blast
* Hit
Saturation Fire

**Mods** **◆** ****Saturation Fire****

## Saturation Fire (click on the icons to navigate)

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

​​​​​

## Stats

* **While your weapon is fired consecutively, your weapon projectiles that hit deal +0.4% total damage per hit, up to 50% against the current target. This bonus resets when you stop firing**
* **+15% self-damage taken from Siege Weaponry**

## Tags

* Hull
* Rate of Fire
* Projectile
* Mobility
Hidden Power

**Mods** **◆** ****Hidden Power****

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

## Stats

* **+5% maximum hull, maximum shields, shield effect radius, shield effect power, and thrust**
* **10% faster shield cooldown and regeneration**
* **Banishes all non-Wild weapon and construct mods from the upgrade pool and returns an upgrade point if you've purchased weapon gear**
* **Your weapon has no effect, and you can only create shield gear constructs**

## Notes

* Wild Mods dealing with weapons or constructs won't be removed from the mod pool, to keep Wild Mod availability unpredictable and unreliable (and besides, they can still technically affect gameplay through  or ).
* Since this mod turns off weapon firing, it also turns off weapon charging. Hidden Power cannot be used alongside mods like Charged Shields.

## Unlock Conditions

* Any 4 sources of secondary damage:
	+ Body: , , ,
	+ Shield: , , , , , ,
		- Note: If you previously had a qualifying body or shield, but switched away from it during a run, it still influences whether Hidden Power is available: for example, you could pick a damaging shield 4 times (even switching between the same 2 shields) and Hidden Power will unlock. The same applies if you take : it doesn't disqualify shields you had before.
	+ Mods: , , , , , , , , , , , , , , , ,
	+ Wild Mods: , ,  (multiples of a recursive mod do count)

* Prior to version 0.29.7 (a beta of the Ouroboros Update):
	+ , ,  did not count
	+ , ,  counted

## Tags

* Hull
* Weapon
* Construct
* Mobility
* Shield Radius
* Shield Effect
* Global Damage
Juggernaut (Enemy)

**Enemy** **◆** ****Juggernaut (Enemy)****

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

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Once a Juggernaut appears it will move around slowly while using the **Rapid Fire** and **Missiles** attack until it's successfully facing / targeting the player. Once it does it will use the **Charge** attack and repeat this cycle until death.

## Attacks

* Juggernaut has 3 attacks:

1. **Charge:** Juggernaut will often enter the screen while charging at the player's ship. During the fight, if facing the player head on, it will quickly charge again while still using the **Missile** attack. **Elite Juggernaut** in addition to missiles will also shoot out red orbs from both of its broadsides. Lastly, **Champion Juggernaut** in addition to missiles will also spawn several **Common**, **Elite** and **Champion** s.
2. **Rapid Fire:** Juggernaut will shoot out 4 small, red projectiles directly at the player in a quick succession, 6 times. These projectiles will get smaller as they travel. If **Elite**, 5 projectiles will be shot out.
**Champion** Juggernauts don't target the player and instead fire in a pattern of 3 clusters evenly spaced around it like sections of a circle; the pattern is slightly offset with each volley, which is predictable but can be difficult to dodge.
3. **Missile:** Juggernaut will start shooting out missiles from both of its broadsides. These missiles create a small explosion upon contact with the player or if being shot at.

* If you collide with an **Elite** or **Champion** Juggernaut, they deal extra blast damage to you in addition to the normal crash damage.
Discord

**Wild Metamorphosis** **◆** ****Discord****

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

## RARE

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

## Stats

* **You control 2 Orbs of Discord, plus 1 more for every 2 Wild Mods you own**
Eclipse

**Enemy** **◆** ****Eclipse****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Eclipse will attempt to continually approach the player, however it moves and turns very slowly, so is not difficult to manoeuver around.

Eclipse's chassis consists of four parts, protected by a reflexive shield. The number of these parts that have been destroyed determines the attacks the Eclipse is able to perform. The chassis parts cannot be damaged before the shield is destroyed, and the outer chassis panel will be automatically destroyed if the corresponding inner chassis segment is destroyed first.

**Common** Eclipse shields will deal high contact damage, and explode in a volatile burst when destroyed.
**Elite** Eclipse shields will do both of the above, and will fire reflexive energy lances from any point something damages it.
**Champion** Eclipse shields will do all of the above, and will fire additional reflexive projectiles from any point something damages it.

## Attacks

* Eclipse will continually cycle between 3 attacks, depending on how much of it has been destroyed.

1. **Eclipse Shot:** Eclipse will fire 4 large projectiles infront of it, in a wide spread. **Elite** Eclipses will fire 5 projectiles, and **Champion** Eclipses will fire 7. Eclipse will always perform this attack.
2. **Eclipse Vortex:** Eclipse will release a large vortex from any side which has not had the outer panel destroyed. These vortexes will quickly come to a stop and begin to grow in size, up to a limit. They persist for a decent duration and will deal damage over time if the player is touching them. Eclipse will not perform this attack until all previous vortexes have decayed. **Elite** and **Champion** Eclipse vortexes are each larger than the previous rarity. If both outer panels have been destroyed, Eclipse does not perform this attack.
3. **Eclipse Barrage:** After the shield has been destroyed, Eclipse will periodically release a barrage of small shots from any side which has not had the outer panel destroyed. These shots will orbit the Eclipse in an erratic fashion before rapidly decaying. If both outer panels have been destroyed, Eclipse does not perform this attack.
Helix

**Shields** **◆** ****Helix****

## Helix

**GEAR TYPE:** SHIELD

* **Helix Orbs orbit you, degenerate, and burn targets**
* **Helix Orbs ignite targets, dealing 45 burning damage /s**
* **Helix Orb damage and size scale with the damage of the initial hit**
* **Shields:**100
* **Cooldown:**7 seconds

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

## Info

The **Helix** shield was removed and reworked in the **OUROBOROS** update. The  **Shield** ended up becoming its replacement.
## Tags

* Shield Effect
* Shield Radius
* Burn
Challenge Mode

**Explore** **◆** ****Challenge Mode****

**Challenge Modes** can be activated before starting a game of **Nova Drift** in **Endless Mode** / **Wild Metamorphosis**.
These additional challenges make the game harder but also give bonuses to score and experience points. The default bonus to score and experience points is respectively 50% in score and 6% in experience but each challenge activated increases the score bonus by 25% and the experience bonus by 4% with the only exception being **Annihilation** which gives no bonuses.
If all challenge modes are activated at once they give a total of **200% score bonus** and **30% experience bonus.**
Adaptive Armor

**Mods** **◆** ****Adaptive Armor****

## Adaptive Armor (click on the icons to navigate)

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

## Stats

* **Armor Stacks each provide 1% damage resistance, with slight diminishing returns**
* **Harder hits grant multiple Armor Stacks**
* **Armor Stacks decay after 2 seconds**

## Notes

* Armor stacks can be generated with self-damage effects, such as  or .
Ally

**Mods** **◆** ****Ally****

## Ally (click on the icons to navigate)

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

## Stats

* **Unlock mod trees for specialized ally types: Guardian and Interceptor**
* **Type: Advanced construct**
* **Construct limit:** 1
* **Hull:** 120
* **Damage:** 50x3
* **Blast damage:** 50
* **Rate of Fire:** 1 /s
* **Assembly Time:** 25 seconds
Grenade

**Weapons** **◆** ****Grenade****

**GEAR TYPE:** WEAPON

* **Explodes on impact or after a delay**
* **After the initial blast, cluster explosives pepper the area**
* **Cluster coverage scales with blast radius**
* **Blast damage:**90
* **Projectiles:**1
* **Cluster blast damage:**30% of base damage
* **Cluster count:**Scales with weapon projectile size, divided between projectiles fired
* **Rate of Fire:**0.9 /s

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

## Tags

* Rate of Fire
* Projectile
* Hit
* Blast

## Trivia

* Grenade initially only had a single large explosion, before it was reworked to add clusters.
Orbital

**Shields** **◆** ****Orbital****

**GEAR TYPE:** SHIELD

* **The orbs release a damaging pulse when they touch targets, at a frequency that scales with your shield cooldown**
* **Damage dealt to you or your shield increases the charge of the orbs, increasing their size and damage**
* **At a certain charge threshold, the orbs collide with enemy projectiles, degenerating their damage and size or destroying them outright**
* **The orb charge falls off over time**
* **Shields:**110
* **Cooldown:**7.5 seconds

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

## Tags

* Shield Radius
* Shield Effect
Ricochet

**Wild Metamorphosis** **◆** ****Ricochet****

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

## Stats

* **-15% weapon projectiles**
* **Recursive: This mod may be taken multiple times**

## Notes

* Because projectile counts are whole numbers, there will be certain amounts of projectiles where adding one more will **round down**.
For example, if you have one Ricochet, 3 projectiles still fires 3, but taking one  will not increase the amount fired because 4 rounds down to 3 after the reduction. It would take *two* s (or ) to go from 3 projectiles to 4.
* Projectiles will usually only rebound **backwards** or **to the sides** - Ricochet can't target a new enemy that's blocked by the one that was hit first.
* Projectiles can't hit the **same target** multiple times in a row, unless they screen wrap via .
* Projectiles must perform all of their ricochets before they will , except for , which will still splinter if it expires in empty space.
* **s** rebound when the enemy they're stuck in dies, not on the initial hit.
* Ricochet affects  projectile count only. It does not affect each Vortex in any way.
Omni Shield

**Mods** **◆** ****Omni Shield****

## Omni Shield (click on the icons to navigate)

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

## Stats

* **+15% shield damage resistance**
* **+15% shield effect power**
* **While your shield is on cooldown, it has greater resistance to cooldown delays from taking damage**
* **-85% total maximum hull**
Hypermetabolism

**Wild Metamorphosis** **◆** ****Hypermetabolism****

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

## COMMON

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

## Stats

* **15% of your maximum hull and shields are reserved and can't be recovered**
* **Recursive: This mod may be taken multiple times**

## Notes

* Taking Hypermetabolism seven or more times reserves over 100% max hull, resulting in instant death.
* Hull/shield reservation is a flat reduction of your defenses that does not affect the scaling of max hull, max shields, or regeneration. However, the reserved amount does count as being damaged when using .
Displacement

**Mods** **◆** ****Displacement****

## Displacement (click on the icons to navigate)

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

## Stats

* **+400% Blink damage**
* **+25% Blink knockback to targets**
* **Functionally replaces both Strafe and Blink**
* **Displacement has a 1.5-second cooldown**

## Notes

* Displacement replaces strafing with blinking, and therefore prevents you from firing with .
Barrage

**Mods** **◆** ****Barrage****

## Barrage (click on the icons to navigate)

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

## Stats

* **+10 base damage for weapons that hit**
* **Your weapon rapidly fires a barrage instead of burst fire or spread, one projectile at a time**
* **Your weapon projectiles have lateral divergence which is affected by spread modifiers**
* **Barrage modifies each projectile to have between -40% and +10% attributes**
* **For triggered effects, barrage counts as firing once**
* **While you're firing, 15% slower total shield cooldown and -15% total recovery**

## Special Interactions - Weapons

* - Secondary projectiles fire in the direction the ship is facing, instead of a cone. Blast component fires repeatedly with a short delay between each.
* - Number of Blades won't exceed blade construct limit.

## Special Interactions - Mods

* - Holding fire charges weapon. On release, a short barrage of shots are fired. The effect of the charge falls off quickly, so only the first projectile gets full benefit - the rest get progressively less.

## Tags

* Projectile
* Hull
* Shield
Rampage

**Wild Metamorphosis** **◆** ****Rampage****

## Rampage

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

## COMMON

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

## Stats

* **+2% maximum hull and shields**
* **You gain constant added thrust power**
* **Recursive: This mod may be taken multiple times**

## Tags

* Shield
* Mobility
* Global Damage
Seraph

**Boss** **◆** ****Seraph****

## Description

**Seraph** is currently the final boss at wave 100 in **Endless Mode** / **Wild Metamorphosis**. After being defeated **Seraph** will appear at later waves alone.
Starting at Wave 200, **Seraph** is eligible to appear in "Cursed Waves", waves which appear every 100th and pit the player against two powerful enemies at once.
Seraph First Phase: Burning OrbsSeraph Second Phase: RailgunSeraph Third Phase: Celestial Lance
## Attacks

* **Seraph** cycles through 5 different attacks in this specific order:

1. **Summon:** **Seraph** summons 3 Drones, shooting 3 then 4 bullets each.
2. **Orbs:** **Seraph** shoots **Energy Orbs** similar to , standing on these orbs will result in the player taking damage constantly until dead.
3. **Sniper:** **Seraph** shoots 4 fast  bullets from **Seraph** body, sometimes teleporting to a random place nearby right after this attack.
4. **Lance:** **Seraph** starts to rapidly fly around the screen by using an attack similar to the player's .
5. **Turrets:** **Seraph** spawns 2 turrets in each corner of the screen, if the player stands in the turrets line of fire they will start targeting and shooting the player.

* **Seraph** can spawn Tesla Mines during any attack.
* s have a chance of spawning during the fight.
* With  enabled, s also spawn periodically.

*All of **Seraph** attacks will become much faster after **Seraph** first encounter, scaling with the wave at which **Seraph** spawns.*
Pulse

**Weapons** **◆** ****Pulse****

**GEAR TYPE:** WEAPON

* **Hits in two radial waves, the smaller of which deals twice as much damage**
* **Also fires shard projectiles in a 240-degree cone**
* **Blast damage:**220, 110
* **Projectiles:**0
* **Shard damage:**40% of base damage
* **Shard count:**12
* **Rate of fire:**1 /s

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

## Tags

* Rate of Fire
* Hit
* Blast

## Trivia

* Pulse, along with Blade and Railgun, initially were considered as top tier weapons.
Amp

**Shields** **◆** ****Amp****

## Amp

**GEAR TYPE:** SHIELD

* **Damage is further boosted for each threat inside the shield effect radius**
* **Maximum damage bonus is +100%, modified by shield effect power**
* **Shields:**50
* **Cooldown:**6 seconds

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

## Notes

* Amp decides how dangerous something is based on its damage or hull.

## Tags

* Shield Radius
* Shield Effect
* Weapon
* Mobility

1. ↑ Chimeric on the Nova Drift Discord
V18.02.14 - RAINBOW PAYLOAD Edition

**Patch Notes** **◆** ****V18.02.14 - RAINBOW PAYLOAD Edition****

*Explosions, lightning, and rainbows. Happy Valentines Day.*

## Changes

* Revamped Discharge mod. Now a devastating offense, with a high, but more manageable cost.
* Revamped Salvo weapon. Stockpile missiles over time. Now actually a salvo!
* Battery has been adjusted. It now has +25% increased damage, with a flat +.25 second delay on firing.
* Battery has a split laser sight
* Boss lifebars
* You can now "fire" with no weapon
* With no weapon gear, all weapon mods do not apply, and your rate of fire will be set to 1.5 / second

## Fixes

* Enemies attack your constructs if they can't find you
* Spitfire no longer checks out if it can't find you
* Regeneration readout is now correct for Regenerative Shields. Also displays to two decimal places
* Turned off "Show damage numbers" for damage over time. This was causing huge FPS loss.
Serpent

**Enemy** **◆** ****Serpent****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

**Serpents** are enemies composed of many segments moving like a chain. **Common** and **Elite** Serpents move aimlessly around the screen in curving paths, while **Champion** Serpents track the player and periodically fire a laser.

When the segment at the front is destroyed, the **Serpent** will briefly but rapidly turn away from the player. If a middle segment is destroyed, the **Serpent** is split and the separate chains will move and act independently.

## Attacks

1. **Common** Serpents have no attacks, presenting danger only as an obstacle.
2. **Elite** Serpents periodically fire projectiles from the broadsides of each segment, in quick sequence from the front segment to the last segment. You are more likely to be safe in front or behind rather than to the sides, but it depends on the position and curve of the Serpent at that moment.
3. The front segment of **Champion** Serpents will begin to charge up, indicated by audiovisual effects. After a few seconds, it will begin to fire a laserbeam that deals damage over time. Only the front segment of a **Champion** Serpent can fire, so it is dangerous to split them by destroying middle segments - each independent chain will be able to attack. As of Version 0.30.8 Champion Serpents will also seek to coil around the player.
Grandeur

**Wild Metamorphosis** **◆** ****Grandeur****

**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

* **+8% size, crash damage, knockback to targets, and crash knockback resistance**
* **-8% thrust**
* **-4% rotation speed**
* **Wild mods that grant levels will not appear in the random mod pool for your next 2 upgrades**
* **Recursive: This mod may be taken multiple times**

## NOTES

* Levels granted as a bonus from taking mods won't change the experience curve: getting to another level will only take the same amount of experience as if your level wasn't higher.

## TAGS

* Crash Damage
* Mobility
Masochism

**Wild Metamorphosis** **◆** ****Masochism****

## Masochism

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

## COMMON

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

## Stats

* **Targets take more global damage the more damaged you are, up to +15%**
* **This bonus averages damage proportions of both your hull and shields**
* **+3% damage taken from enemies**
* **Recursive: This mod may be taken multiple times**
Quantum Decoherence

**Wild Metamorphosis** **◆** ****Quantum Decoherence****

**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

* **You lose all rerolls and can never gain more**

## NOTES

* Levels granted as a bonus from taking mods won't change the experience curve: getting to another level will only take the same amount of experience as if your level wasn't higher.
Courser

**Ships** **◆** ****Courser****

**GEAR TYPE:** BODY

* **+10% weapon rate of fire**
* **-60% weapon spread**
* **Your weapon fires from two broadside cannons, and your projectiles are divided between them**
* **-10% weapon damage, blast radius, and projectile size**
* **Hull:**100
* **Thrust:**140

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

## Tags

* Mobility
* Crash Damage
* Weapon
* Rate of Fire
* Projectile
* Blast
Mods Overview

**Explore** **◆** ****Nova Drift - Mods Overview****
**Last Update: 25/09/2023**

**Comprehensive overview of all Mods, Wild Mods and Super Mods in Nova Drift**

## Mod Trees

**Unlocked by increasing your account Rank**

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## Base Mod Trees

**Base Mods available in Nova Drift**

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## Wild Mods:Common

**Common Wild Mods available in Wild Metamorphosis Game Mode**

## Wild Mods:Rare

**Rare Wild Mods available in Wild Metamorphosis Game Mode**

## Wild Mods:Ultra-Rare

**Ultra-Rare Wild Mods available in Wild Metamorphosis Game Mode**

## Super Mods

**Super Mods unlocked by increasing your account Rank**
Ally Specialist

**Wild Metamorphosis** **◆** ****Ally Specialist****

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

## COMMON

* Lowest rarity of special mods found in the **Wild Metamorphosis - Game Mode**. They will show up on average 3.5/10 times more than RARE and ULTRA-RARE respectively.

## Stats

* **Improves your ally's passive enemy attack avoidance**
* **+2 ally explosive rounds**
* **+20% total ally assembly speed**
* **-40% total assembly speed for other constructs**
* **There are four variants of the Construct Specialist mod, but you may only take one of them**
Assault Drones

**Mods** **◆** ****Assault Drones****

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

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

## Stats

* **+20% drone rate of fire**
* **+1 drone construct limit**
* **Gain a new drone formation and the ability to toggle between them**
* **Drones in Formation: Pursuit abandon your side to hunt down enemies and gain +50% total rate of fire**
* **Banishes the "Defense Drones" mod**
Apex Machinery

**Mods** **◆** ****Apex Machinery****

## Apex Machinery (click on the icons to navigate)

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

## Stats

* **+30% construct rate of fire**
* **+30% mine damage and mine effect**
* **+20% shield effect power**
* **75% longer construct assembly time**

## Notes

* You can only have either  or , not both, because their prerequisite mods are mutually exclusive.
Ataraxia

**Mods** **◆** ****Ataraxia****

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

## Stats

* **While you have 5 or more unspent upgrade points, +30% body gear powers**
* **While you have 10 or more unspent upgrade points, +15% total recovery and faster shield cooldown**
* **While you have 20 or more unspent upgrade points, you continually have Hyperboost**

## Notes

* Prior to the Enemies 2.0 Part 2 update, Ataraxia increased your distance of orb and power-up attraction. This effect is now present on  instead.

## Tags

* Shield
* Global Damage
* Rate of Fire
* Mobility
Minefield

**Mods** **◆** ****Minefield****

## Minefield (click on the icons to navigate)

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

## Stats

* **Your mines cause a chain reaction when they detonate, increasing total mine damage and total mine effect by 4% for each mine detonated**
* **+3 mine construct limit**
* **+50% mine assembly speed**
* **-50% mine maximum hull**
* **-20% mine damage, total mine effect, and mine trigger radius**