recursal/Fanatic-Fandom huggingface dataset:
Shredder Mine

**Enemy** **◆** ****Shredder Mine****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Shredder Mines will slowly follow the player, but their low top speed and slow turning makes them relatively easy to manoeuver around.

Shredder mines do not have any ways of directly attacking the player, however when they die, they release a burst of high-velocity shrapnel.

If a shredder mine gets close enough to the player, it will begin to shake, indicating that it has primed its fuse. After a short delay, the shredder mine will explode, releasing a burst of shrapnel. If a shredder mine explodes this way, it is treated the same as if the player killed it themselves, meaning it will still drop xp and trigger on-death effects such as .

Shredder mines will also light their fuse if they are damaged to below 50%(?) of their maximum health.

## Attacks

* Shredder mines do not have any attacks, but will release shrapnel upon death:

1. **Common** and **Elite** shredder mines will release **6** shrapnel projectiles, oriented with the 6 spikes visible on their body.
2. **Champion** shredder mines will release **9** Triple Spike projectiles, each of which explodes into a further 3 shrapnel projectiles after a short distance, for a total of **27** shrapnel projectiles.
V0.23.11

**Patch Notes** **◆** ****V0.23.11****

## Balance Changes

* Outrage Module should now work properly. We'll see if this can be made to aim at the offender in a future update
* Overseer no longer allows construct weapons to be used by the player, now that all weapons can be employed by constructs
* Concentrated Blast blast damage +30% -> +35%
* Omni Shield no longer blocks Conversion from being selected, as some players are wanting this combo for specific builds
* Apotheosis prerequisites have been changed from Emergency Systems + Strafe -> Kinetic Boost + Strafe
* Non-player generated Blades now have -33.33% hull -> -50% hull
* Flak base damage per projectile 40 -> 45
* Reworked Barrier. It now reduces any hit damage taken to shields greater than 25 to 25
* 15% -> 10% hull threshold for triggering Retribution and Outrage Module, but now calculates after player reductions
* Tempest Break now additionally prevents cooldown from being interrupted while shields are down. Go shield-break!
* +10% Halo aura radius
* 7 -> 6/s Halo self damage from dealing burns
* Adjusted some enemy hull values. Notably, Eclipse Shields and Cores are less tough, and Spitfire and Scion are tougher
* Seraph Orb degeneration rate now ramps up
* Eclipse Shield retaliations now cannot trigger more than once every 2 frames, up from once every frame

## Blade Changes

* Blades have been given a minor visual overhaul. Architect Blades now sport a unique graphic, and Blades spawned from non-player sources do, too. All three visual variants spawn the correct number of trails based on the blade arms, now properly aligned
* Fixed Blades deployed from mines not scaling to their intended size
* Fixed blades not degenerating with Splinter from the recent beta change
* Fixed an undeclared variable with Blades
* Blade splinters now decelerate and degenerate faster
* Blade splinters reduce velocity consistently with Splinter Shot behavior, but still have a floor of 10 pixels /s (Since blades approach zero speed on their return arc)

## Other Changes

* Fixed nebulae not forming if you're in an upgrade menu
Void Slice

**Mods** **◆** ****Void Slice****

## Void Slice (click on the icons to navigate)

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

## Stats

* **Void Slice deals 1200 blast damage to targets, plus 7% of the target's remaining hull**
* **Void Slice works laterally, forward, and backward, and functionally replaces both Strafe and Blink**
* **Void Slice has a greater forward travel distance than Blink**
* **Void Slice can store up to 2 charges, and gains a charge every 2.5 seconds**

## Notes

* The percent-based hull damage does not scale with any damage modifiers, including global damage.

## Tags

* Blast
* Hit
V0.17.4

**Patch Notes** **◆** ****V0.17.4****

## Minor Changes

* Falling into a singularity no longer kills you, but will deal % damage to your remaining shield and hull until fading to black. After a few moments, you will warp into the scene again. Doing so also disables the singularity
* The player has slightly less Singularity pull resistance and Singularities pull all things slightly harder
* Gear and Basic mods have been given short descriptions for mouse over
* Volatile Shields has been given a rainbow effect for Hyperboost
* Continued changes made to facilitate the migration from GameMaker: Studio to GameMaker: 2
* The Scion is no longer allowed to spawn within 5 waves of its boss encounter

## Balance Changes

* Hidden Power's defensive boosts have been slightly increased

## Bug Fixes

* Fixed a bug where you could mouse over two hexes at once
* Mouse over boxes can nolonger be off-screen
* The Sonic Rainboom achievement is now possible (and 20% cooler)
* Fixed a bug where black holes could destroy your Vortex charge, leaving you with no way to release the weapon (and a violent death)
* Possibly fixed the notorious double music bug (once again)
* Fixed a bug where Railgun could splinter off of Scion orbs without killing them
* Fixed some errant text on the Assault Drones description

## Known Issues

* Sometimes the game crashes on the High Score screen, game quit, or game restart. Hoping the engine migration solves these problems
* There may be issues with the software mouse and dual monitors. If you are experiencing this, it is possibly the culprit
* Sometimes saved high scores misrepresent your weapon. If this happens to you, send a screenshot, please
V0.22.6

**Patch Notes** **◆** ****V0.22.6****

## Balance Changes

* Implemented fractional shot delay. Previously, firing delays could not subceed 1 game speed unit (or 1 frame). Also, they were always rounded to the nearest whole unit. As a result, you were limited to firing 60 times per second. Now, the remainder is stored and affects your next shot, allowing the game to fire an additional time in a frame when needed, as well as making rate of fire's effect on your DPS behave exactly as expected. This mostly matters for achieving very high fire rates with very fast firing weapons (for instance, with Warpath and Siege Weaponry) and for the Barrage super mod (especially in extreme cases such as Flak with Fusillade, where you will see a rather drastic increase in projectiles)
* The above change affects Allies with Interceptor, as well
* Salvo now fires its Stockpile after your last burst has been delivered, instead of triggering after your first
* Firing rules and systems have been organized and streamlined
Warp Strike

**Mods** **◆** ****Warp Strike****

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

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

## Stats

* **-50% total weapon targeting for projectiles that have wrapped**
* **-12% weapon rate of fire**
* **When you screen wrap, 10% + 5 of your current hull and shields are removed. This removal cannot be mitigated, but also can not reduce hull or shields below 1**

## Notes

* "Wrap"/"screen wrap" refers to the action of jumping to the opposite edge of the screen; "warp" is a word that's part of the name of the mod. This is not a typo or misspelling.

## Tags

* Rate of Fire
* Projectile
* Hull
* Shield
Turret Specialist

**Wild Metamorphosis** **◆** ****Turret Specialist****

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

## COMMON

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

## Stats

* **-30% turret hull degeneration**
* **+20% total turret 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**
V18.06.21 - A Miner Architecture Update

**Patch Notes** **◆** ****V18.06.21 - A Miner Architecture Update****

## Changes

* Added the Architect Body, the "Ranger" pet class of Nova Drift. It's unlocked by default temporarily, for your testing pleasure. Later, it will be one of the last unlocks
* Bastion base hull reduced 200 > 150
* Self-Destruct base damage increased 30 > 50, hull damage scaling increased, base size increased, hull size scaling reduced (more regular size and damage)
* Self-Destruct now works consistently with mines
* Retribution, in the Mines tree, now actually works (it did literally nothing)
* Champion Beamcasters are less overtuned, damage 18 > 15 (still, do not get hit by these)
* Minor text bug fixes

## Notes

* *Loaded Mines does not have the behavior I want it to have with non-projectile weapons. Currently, Loaded Mines decides how many projectiles to spawn based on several factors such as your rate of fire, your projectile count, and your ship body. However, for non projectile weapons and Vortex, this behavior has no scaling, and will always produce one weapon attack. Later, I will correct this to produce a "cluster" effect based on similar calculations. In short, if you're using Pulse or Vortex with the Architect, it won't do anything unusual... yet.*
Lass los

**Lass Los** ist das vierzehnte Lied aus dem Album *Laune der Natur* und handelt von einem im Streit auseinander gegangen Liebespaar, in welchem der Mann versucht, trotz der Trennung, Frieden zu schließen.

## Text

Wir haben lang genug geweint, doch manchmal tut's noch weh

Hin und wieder ein kleiner Schrei, frag' mich ob's dir auch so geht

Wenn ich an Dich denke, denk' ich auch an uns're Dämonen

Hoff', sie sind zu schwach, um uns noch mal zu holen

Ich kann dein neues Leben akzeptieren, will nur ein Friedensgespräch

Treffen uns in einem kleinen Café, an dem keine Erinnerung klebt

Du gehst direkt in Stellung, verhältst wie mein Feind

Sind uns so Fremd, die Luft ist dünn und kalt

Lass los und komm' in meine Arme

Gib mir 'nen Kuss und halt mich noch einmal

Als ein Beweis, dass wir vergeben können und unser Ende kein Scherbenhaufen war

Unser Glück ist so schnell weggebrannt, nachdem der Streit begann

"Diese Liebe hält ein Leben lang", wir glaubten beide dran

Haben gedacht, dass wir unsterblich sind, die Welt gegen uns zwei

Ein Gefühl, das uns für immer bleibt

Lass los und komm' in meine Arme

Gib mir 'nen Kuss und halte mich noch einmal

Lass uns in Freundschaft auseinander gehen und nur mitnehmen, was gut und wertvoll war

Die 100.000 Teile, von unserem Puzzlespiel

Die bekommen wir nie wieder zusammen

Wir begraben unsere Träume, geben uns ein neues Ziel

Fangen ohne uns noch einmal von vorne an

Lass los und komm in meine Arme

Gib mir 'nen Kuss und halt mich noch einmal

Als ein Beweis, dass wir vergeben können und unser Ende kein Scherbenhaufen war

Lass uns in Freundschaft auseinander geh'n

Und liebe mich ein allerletztes Mal

Ein letztes mal
Guardian

**Mods** **◆** ****Guardian****

## Guardian (click on the icons to navigate)

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

## Stats

* **Your guardian recovers the hull of other non-guardian advanced constructs while nearby**
* **Your guardian prioritizes non-enemy targets**
* **+50% guardian maximum hull**
* **Banishes the "Interceptor" mod**
Twin Strike

**Wild Metamorphosis** **◆** ****Twin Strike****

**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

* **-10% total weapon spread**
* **-7% recovery**
* **7% slower shield cooldown**
* **Recursive: This mod may be taken multiple times**

## Notes

* With 10 or more copies of Twin Strike, your spread will be reduced to 0. Depending on your weapon, all your projectiles may be perfectly overlapped, looking like just 1 bright projectile.

## Trivia

* Prior to the SYZYGY update, projectile spread wasn't limited to 0 at the minimum - with enough copies of Twin Strike, the spread angle would become negative, resulting in your projectiles fanning out again.

## Tags

* Projectile
* Hull
* Shield
V0.18.3

**Patch Notes** **◆** ****V0.18.3****

## Minor Changes

* Added the finishing touches on the new mouse-over boxes, including better screen "clamping"
* Reduced some of the more intense, repeating sources of screen flash
* Improved Discharge's targeting behavior and vibrancy
* Fixed some text inconsistencies

## Balance Changes

* Reduced the self-damage from Antimatter Rounds and Siege Weaponry
* Saturation Fire modifier to Siege Weaponry self-damage +25% -> +15%
* Corrosion proliferation range 125 - > 160
* Corrosion decay factor .9 -> .925. (Stacks decay less rapidly)
* Corrosion proliferates more stacks. Instead of dividing the stacks by all nearby targets, it divides them by the mean of 1 and the number of nearby targets
* Salvo base damage 48 - > 45 (This weapon benefits from just about every weapon upgrade there is, it becomes a bit much)
* Blade base damage 45 - > 48 (Affects secondary projectiles, too)
* Battery thrust and top speed 66 -> 75 (just a little something until I rework this guy)
* Self Destruction base damage 20 -> 25 (An indirect buff to Blade, too)
* Shielded Constructs player hull damage reduction 15% -> 18%
* Reflect boosted damage to enemy projectiles +700% -> +900%
* Sanctuary mobility penalty 40% -> 30%
* Omni Shield base shield durability 50 -> 55 (as strong as it once was)
* Celestial "bombs" have a longer fuse of .25 seconds

## Optimizations

* Improved the performance of Discharge considerably
Strafing Strikes

**Mods** **◆** ****Strafing Strikes****

## Strafing Strikes (click on the icons to navigate)

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

​​​​​

## Stats

* **+1 weapon projectile**
* **For non-construct weapons, your weapon fires from two broadside cannons, and your projectiles are divided between them**
* **You can no longer manually fire your weapon**

## Notes

* are unaffected by the rate of fire bonuses, and the broadside firing mode also does not grant an additional pair of Swords as it doesn't qualify as an extra cannon. However, sparks still benefit from the increased projectile count.
* The increase to projectile count and the change to cannon angles also affect s and .
* Taking  removes this mod from the mod pool, as it replaces strafing with teleportation. Likewise, taking Strafing Strikes removes Void Slice.

## Tags

* Rate of Fire
* Mobility
Volley

**Mods** **◆** ****Volley****

## Volley (click on the icons to navigate)

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

## Stats

* **-20% weapon projectile blast radius and total projectile damage**
* **-10% weapon projectile size and total projectile velocity**
* **+20% weapon spread**

## Tags

* Projectile
* Blast

## Trivia

* This mod used to be called "Added Projectiles"
* For any weapon with a higher base projectile count than 8, Volley decreases your overall DPS.
Warp

**Shields** **◆** ****Warp****

**GEAR TYPE:** SHIELD

* **Creates a deadly pulse at origin and destination points, dealing 750 blast damage each**
* **If your shield breaks while it protects you, you will be intangible for 0.75s while teleporting. In this state, you may control the position of the destination point**
* **Shields:**90
* **Cooldown:**6 seconds

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

## Tags

* Shield Radius
* Shield Effect
* Blast
* Hit

## Trivia

* Triggering 40 or more Warp Shield explosions at once unlocks the "Divide by Zero" achievement.
Vortex

**Weapons** **◆** ****Vortex****

**GEAR TYPE:** WEAPON

* **Targets are drawn into the vortex, receiving burn damage**
* **While traveling, large vortexes release energy bolts that burn nearby targets. The frequency and damage of these bolts is proportional to the size of the vortex**
* **While charging, you take ramping hull self-damage scaling with the size of the vortex**
* **-30% thrust while charging**
* **Added weapon projectiles increase Vortex degradation rate**
* **Burn damage:**Vortex damage scales with its charge level
* **Projectiles:**1
* **Rate of Fire:**Modifiers to blast radius, weapon projectile size, and weapon rate of fire affect charge rate

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

## Notes

* Although not directly explained by the info card, in addition to the factors affecting the charge level, modifiers to Weapon Damage and Blast Damage also affect the damage dealt by Vortex. This is indicated by the Weapon and Blast tags.
* As such,  makes the vortex smaller, but more damaging for the size than without.
* The extra projectiles from  do not increase Vortex's degradation rate.

## Trivia

* Vortex, , and  are the only weapons that slow you down while firing.
* Vortex used to have a "Hit" tag.

## Tags

* Rate of Fire
* Projectile
* Burn
* Blast
* Charge
* Mobility
V0.30.8

**Patch Notes** **◆** ****V0.30.8****

*Surprises & fixes!*

## Features

* fires in the direction of the incoming hit!
* &  now scale 's power-up duration bonus
* Ally now wants to be further away from the player ship when it has
* With :  emits from the tail body segment, 2/3 of  emits from random body segments

## Improvements and QoL

* Upgrades and Rerolls numbers are blue again for visibility
* Player  can now show damage floaters
* Continued making  and s less of "special snowflakes", hopefully removing some bugs in the process
* Adjusted position and size of construct count numbers so they're more legible (especially double-digit counts)
* Reduced depth of player-related objects by 100 so they're less likely to get obscured
* continuously reduces emission rate as spawned count increases (This prevents the number of Hive Drones from growing as uncontrollably)
* Optimized  swarms

## Fixes

* Fixed  taking too little damage from
* Fixed a strange interaction between  and Stealth
* Fixed  triggering shield break effects when its down and you gain a level
* Fixed  from triggering too many times with  and
* projectiles return to their launcher
* Fixed a typo that was preventing the custom banish keybinding from being saved
* Fixed many cases of upgrades not applying until your next upgrade
* Fixed the formatting of end-of-game unlock messages
* Fixed several problems with  Ally configurations
* Fixed the level up notification not appearing under certain conditions
* Fixed  granting inconsistent damage reduction (Note that it is still 12%, which does not match the text, but I won't touch this until the upcoming balance review)
* The pause menu now considers 's bonus to ignite duration
* now displays the  Supermod combo (There is no room to also show , because of )
* now displays  and  Supermod combos
* Fixed an outdated appearance of the old  icon
* Fixed a depth sorting error with  & Shield artwork
* Fixed  not firing forward in cases where it should
* now uses firing direction modifier
* fires in the correct direction with
* recoils in the proper direction with , , etc.
* You no longer recoil with no weapon, if something makes you fire without one
* Small code optimizations
* Fixed a few minor text issues
* Improved translations: Brazilian Portuguese
* Improved translations: Simplified Chinese
* Updated Japanese localization
Warbringer

**Boss** **◆** ****Warbringer****

## Description

**Warbringer** is currently the wave 80 boss in **Endless Mode** / **Wild Metamorphosis**. After being defeated he will appear at later waves alone or together with other enemies.
Warbringer Laser AttackWarbringer Ramming the player during phase #1
## Attacks

**Warbringer** has 3 attack phases, and cycles through them in order.

**1. Attack Phases:**

* **Mega Mines:** sequentially deploys 6 Mega Mines from the rear. If destroyed, they each split into five smaller mines. If the player moves in front of the Warbringer during this phase, it will dash forward and try to ram the player ship.
* **Penta Laser:** shoots up to 5 lasers in front of it - one from each of its intact frontal sections - while targeting the player ship. This is in addition to deploying a stream of bombs from both of its broadside sections.
* **Reinforcements:** summons 1 or more s to assist it.

**2. Defenses:**

* Warbringer's five frontal sections have 35% area damage resistance, making them more difficult to destroy with weapons such as .
* If any of the frontal sections of the Warbringer have been destroyed, it will constantly shoot bullets in a radial spread from its core section during the Penta Laser phase. The number of bullets increase with each destroyed section. Because of this and Warbringer's core being located near the back, it is recommended to navigate the mines to attack from behind.
* Warbringer's core is a weak point, taking double damage from direct projectile hits.
Spectre

**Ships** **◆** ****Spectre****

**GEAR TYPE:** BODY

* **You gain up to +300% total weapon damage when you fire based on how cloaked you are**
* **Firing your weapon or moving quickly causes you to rapidly decloak**
* **You will decloak instantly when you deploy a construct or use an active mobility power**
* **+1% cloak rate and cloaked total weapon damage per your level**
* **Hull:**100
* **Thrust:**130

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

## Notes

* Even when fully cloaked, enemies will still blindfire in an attempt to damage you.
* Cloaking does not start until your weapon cooldown is finished. While using slower weapons like Railgun or Grenade can be powerful, it will also leave you vulnerable as you wait to cloak again. Be wary when using these weapons with  and/or lots of , as those mods greatly increase the time you have to wait.
* does not count as an active mobility power, therefore it does not break cloak. Combined with , a Spectre can constantly fire mini-Surges while remaining undetected.

## Tags

* Mobility
* Crash Damage
* Weapon
V18.06.18 - Hot Patch

**Patch Notes** **◆** ****V18.06.18 - Hot Patch****

## Audio Fixes

* Fixed a bug with boss music playing multiple instances of itself
* Fixed some instances of projectiles bursting on the screen borders

## Bug Fixes

* Fixed some serious bugs with Incendiary, Corrosion, and Purge durations / magnitude
* Fixed a serious bug with Essence Sap
* Helix Orbs won't detach from your ship anymore, even if your shield breaks.
* Helix Orbs won't detach during upgrade
* Changed the typo "Siege Weaponry rumps up" to "ramps up"

## Player Balance Changes

* Incendiary Strike 100% damage over 4s -> 125% damage over 4s (This build mistakingly calls it 200%)
* Fixed a bug where Incendiary Strike was spreading its duration and damage over 12s
* Incendiary Strike description clarified
* Rupture scaling damage and blast radius brought back to compensate for the enemy hull increase

## Enemy Balance Changes

* Champion Juggernauts now always fire their radial gun, when not charging
* While charging, Champion Juggernauts Shredder Mine laying rate has been increased
* Juggernauts now spend less time off-screen
* Juggernaut Champion rotation speed has been slightly increased
* Reduced the time between missile barrages for Juggernaut Champion
* Increased the missile fire rate for Juggernaut Champion
* Juggernaut base hull increased, but the bonus hull that the Champion gets was reduced (resulting in tougher basic and elite, and a less tough Champion, to make up for how much harder to hit it is, now
Stealth

**Ships** **◆** ****Stealth****

## Notes

* The **Stealth** body was removed and reworked in the **FISSION** update. The original concept of stealth mechanic ended up being part of the new  **Body** while the burn thrusters and self-damage reduction part ended up being part of the new  **Body**.

## Tags

* Mobility
* Crash Damage
* Burn
Torrent

**Weapons** **◆** ****Torrent****

## Torrent

**GEAR TYPE:** WEAPON

* **Projectiles travel in waves and degenerate over time**
* **-30% thrust while firing**
* **Damage:**20
* **Projectiles:**3 x 2
* **Rate of fire:**12 /s

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

## Tags

* Rate of Fire
* Projectile
* Hit
* Mobility

## Trivia

* Torrent,  and  are the only weapons that slow you down while firing.
Christine Adams

**Christine Adams** is an English film and television actress. She is best known for *Agents of Shield* and *Terra Nova*.

## Biography

Christine was born on August 1, 1974, in London, England. She attended Midtown University. Christine moved to the United States in 2002 to pursue her acting career. Her TV appearances include roles on Doctor Who, Nip/Tuck, Lie to Me, CSI: Miami, Pushing Daisies, and a long-running gig on the legal drama The Whole Truth.

Christine currently resides in Los Angeles, California, with her husband and kids.
V18.09.09 - Hotfix MK II: Even Hotter

**Patch Notes** **◆** ****V18.09.09 - Hotfix MK II: Even Hotter****

*"If only I could be so grossly incandescent"*

## Bug Fixes

* Fixed the recently introduced bug of drones being 1 shot / bullets passing through Bastion
* Drone formations now screenwrap with you (Rampart, Battalion)
* Defense drones nolonger survive your demise
* Fixed a crash relating to rerolling
* Fixed a rare bug where you wouldn't acquire the mods introduced at your 8th and 15th upgrades
Tracer

**Enemy** **◆** ****Tracer****

## Description

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

Common VariantElite VariantChampion VariantHard ShieldTracer preview #1
## Behaviour

Tracer follows the player at a distance, not coming too close and backing away if approached. Tracers will try to combo their attacks, preferring to track any **Plasma Orb** in order to splinter it with a **Flame Shot**.

* **Hard Shields:** Tracers are protected by a hard shield for a few seconds after they spawn that blocks all damage.

## Attacks

Tracers have two types of attacks, with slightly differing properties based on their rarity. They alternate between these attacks, unless a **Plasma Orb** is present, in which case they will always fire a **Flame Shot** to try to trigger the combo.

1. **Plasma Orb:** Tracer fires a slow-moving orb that deals relatively low continual damage on contact with the player, expiring after a few seconds, or sooner if it has been in contact with the player. It detonates in a weak blast if it expires. If the orb is hit by a **Flame Shot**, it bursts into a fan of five smaller Flame Shots.
2. **Flame Shot:** Tracer fires a fast single projectile that leaves a burning trail in its path. The projectile passes through constructs and the player, except for  Body and  Shield.

* If a **Plasma Orb** is hit by a Flame Shot in a combo attack, it bursts into a fan of four smaller Flame Shots which each lay their own burning trails, and which are capable of wrapping across the screen edges, similar to when the player has .
* **Elite** and **Champion** Tracers' direct, uncomboed Flame Shots are also capable of wrapping the screen, but not **Standard** Tracers'.
* **Champion** Tracers fire fast enough to be capable of comboing their own Plasma Orb with their own Flame Shot, without having to depend on teamwork with another Tracer.

## Notes

* Shield will reduce the remaining duration of **hard shields** in its radius of effect.
* The damage dealt by the burning trails ramps up with longer exposure. It is advisable to get out of them as quickly as possible.
* Shield and  can push the burning trails away from the player.
Spitfire

**Boss** **◆** ****Spitfire****

## Description

**Spitfire** is currently the wave 20 boss in **Endless Mode** / **Wild Metamorphosis**. After being defeated he will appear at later waves much more frequently together with other enemies becoming effectively as frequent.
Spitfire Special AttackSpitfire in action
## Attacks

* **Spitfire** has 2 attack sequences, and only does one attack type per cycle:

1. After charging, he fires a concentrated bolt of energy towards the player. After a couple of seconds the bolt will explode and three serpents will appear and move outward from the center of the explosion. Standing on them will result in the player continuously taking damage.

2. He fires arcing bullets that do not home in on the player, then he charges, firing a massive kinetic lance at the player. While charging and firing the kinetic lance, he has reduced turning rate.

* After firing his attack, **Spitfire** will move around the screen trying to avoid the player's projectiles until he starts charging again.
* **Spitfire** regularly summons  add-ons.

## Trivia

* Prior to Enemies 2.0 Final, **Spitfire** only had one attack, which is the concentrated bolt attack.
Vulcan

**Weapons** **◆** ****Vulcan****

## Description

**Vulcan** was a weapon that used to exist in the game files.
Not much information is known about this weapon other than that it's a machine gun that spends your shield to become increasingly accurate.
You can find a clip of this weapon in the Kickstarter trailer at 1:12.
Transmogrification

**Wild Metamorphosis** **◆** ****Transmogrification****

**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

* **+1 level**
* **You lose all of your current rerolls**

## 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.
Siege Weaponry

**Mods** **◆** ****Siege Weaponry****

## Siege Weaponry (click on the icons to navigate)

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

## Stats

* **-80% total thrust while firing**
* **You take ramping hull self-damage when you fire your weapon consecutively**

## Notes

* Pairs well with Essence Sap or Rapid Reconstruction

## Tags

* Hull
* Rate of Fire
* Mobility
Support Specialist

**Mods** **◆** ****Support Specialist****

## Support Specialist (click on the icons to navigate)

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

## Stats

* **+25% construct rate of fire**
* **-x% total maximum hull and shields**
* **x is equal to 2 times your combined standard and advanced construct limits**

## Unlocks

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

## Notes

* The penalty counts 1/8 of 's Swarm Construct limit

## Tags

* Hull
* Shield
V18.07.06 - Hotfix

**Patch Notes** **◆** ****V18.07.06 - Hotfix****

## Various

* Singular strike now does not work if you are firing 1 projectile, this goes for all instances of solo-firing a blade .
* Singular strike can nolonger be selected if you're using both Blade and Architect
* However, Splinter now properly utilizesArchitect's innate construct size increase in the case of Blade
* Lowered the floor damage on Self Destruct
* I believe I fixed some of the Blade crashes
Swords

**Weapons** **◆** ****Swords****

**GEAR TYPE:** WEAPON

* **Attack speed scales with rate of fire modifiers to both weapons and constructs. Modifiers above +100% increase damage instead of attack speed**
* **Damage increases as your speed does and scales with 25% of crash damage modifiers**
* **While attacking, swords wielded by you destroy enemy projectiles and explosives and retaliate with spark projectiles, the damage and number of which are determined by the damage of the destroyed projectile**
* **Type:**Advanced construct
* **Construct limit:**1 pair. Additional cannons increase pairs
* **Damage:**(150 + 5 per your level) x 2
* **Spark damage:**50% of base damage
* **Hull:**100
* **Rate of Fire:**0.75 /s
* **Assembly time:**4 seconds

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

## Notes

* The lowest rate of fire possible for Swords is 0.15 / second.
* Lowering Swords' rate of fire allows the blades to frequently be in an attacking state, allowing for longer periods in which to both parry and deal damage. This is most easily achieved using the  and  bodies with their innate penalties to rate of fire.
* When building , Swords will temporarily be in Burst Slash mode due to , but will revert to a single slash upon taking the Super Mod.
* Projectile Count mods increase the number of sparks generated when impacting enemy projectiles.

## Tags

* Rate of Fire
* Hit
* Construct
Split Shot

**Weapons** **◆** ****Split Shot****

**GEAR TYPE:** WEAPON

* **Projectiles create a cone-shaped burst on impact, dealing blast damage to other targets**
* **Damage:**24
* **Blast damage:**50% of base damage
* **Projectiles:**3
* **Rate of Fire:**7.5 /s

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

## Tags

* Rate of Fire
* Projectile
* Hit
* Blast
V18.02.23 - Hotfix Part III: Third time's the charm?

**Patch Notes** **◆** ****V18.02.23 - Hotfix Part III: Third time's the charm?****

## Changes

* Shielded Drones shield bonus buffed 25% -> 50%
* Blade Drone was buffed in the following ways:
* Blade Drone now screen wraps (!)
* Blade Drone sub-fire ROF increased
* Blade Drone hull strength increased again, to 80. Self damage from enemy contact doubled to compensate
* Blade Drone assembly time is now 3 times faster
* Blade Drone now works properly with Splinter Shot (this was broken)
* Vortex got a face lift. Note that it will still get a major overhual, this is a band-aid for the interim
* Vortex damage increased considerably
* Vortex now decelerates while passing over enemies. Larger enemies slow it faster
* The menu now spawns dark nebulae, too.
* Like Lance , Discharge nolonger resets the shield if it's already on cooldown
* Hidden Power now removes Mastery from the mod pool

## Bug Fixes

* Fixed Rapid Reconstruction from blocking constructs
* Fixed bugs involving charged shot and vortex and pausing the game or upgrading
* Hullbreaker CRASH damage reduction is once again working properly. (It wasn't working at all for a while)
V18.03.30 - WARFARE Edition

**Patch Notes** **◆** ****V18.03.30 - WARFARE Edition****

*Quick and dirty super broken! Experience dev weapon and ship favoritism!*

## New Features and Changes

* The Warfare tree has been added, comprised of: Skirmish, Blitz, Terminate, and Essence Sap. Later, you will need to unlock this.
* A new, aggressive exp curve. See the chart pinned in balance for more info.
* TL;DR: It's really, really hard to hit level 40. You won't hit 50.
* Lance has been renamed "Celestial Lance"

## Balance Changes

* In light of the Railgun fix, base damage reverted to 150 (Even now, it's possible to one-shot a Warbringer.)
* Amp buff reduced 25% > 20%
* Discharge damage nerfed -20% (it's probably still too good)
* Discharge cost nerfed +10%
* Vortex damage nerfed -15%
* Hullbreaker buffs have been reverted, as it was a bit much
* Hullbreaker ROF penalty -20 > -25% (this is a nerf)
* Salvo damage nerfed 48 > 42

## Bug Fixes

* Railgun broke at some point and wasn't basing it's damage on velocity at all! Fixed
* Railgun damage readout on the pause menu is now more accurate
* Rapid cooldowns after breaking your shield with self-damage... fixed?
* Non-weapon explosions, like Volatile , or Construct self-destruction , nolonger do weapon things, like stun

## Known Issues

* Vortex can't properly trigger Skirmish , and weirdly gets a permanent crash bonus
* Bastion somehow triggers Volatile without being destroyed
* Station Omega cannot be destroyed by Terminate
* Station Omega can trigger railgun shrapnal, every frame, if that piece is "dead" but the Station is "alive"
* Beams are still hitting all constructs tangent to them
Warpath

**Mods** **◆** ****Warpath****

## Warpath (click on the icons to navigate)

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

## Stats

* **+0.75% total weapon rate of fire and thrust for each stack, up to +30%**
* **Stacks quickly diminish over time**

## Unlocks

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

## Tags

* Rate of Fire
* Mobility
V17.11.13 - SNAPPER Edition

**Patch Notes** **◆** ****V17.11.13 - SNAPPER Edition****

## Features

* Revamped the Snapper (Squid)
* Added a more logical progression, improved visuals and animation (Redesign may call for larger "pack size" of these, as the base variety are now weaker)
* Added the Champion version

## Balance Changes

* Buffed Halo Shield durability to 90
* Buffed Temporal Shield area of effect
* Railgun shrapnel was reworked. It now has a much wider spread, and the projectile count scales from the hull strength of the enemy destroyed, resulting in 4-50 projectiles (divided by railgun projectiles)
* Railgun shrapnel travels slower and farther
* Engineer now has 90 hull and -10% shields
* Fixed all of the interactions between Gemini and Bastion that weren't working
* Barrier now prevents shield damage taken from exceeding 35% instead of 25%
* Regenerative Shields reworked. **New behavior:** While shields are up, regeneration affects your shield durability at 80% of its value. While shields are up, regeneration affects your hull strength at 20% of its value
* Increased Omnishield flat shield bonus by 5 to compensate for regeneration changes
* Hullbreaker crash damage resistance increased to 80%
* Increased rocket drone rockets area of effect
* Rocket drone rockets now have slight targeting
* Reduced the appearance of incompatible mods (Siege / Homing strikes / Vortex / Charged Shot )
* Increased Turret HP and Turret self-damage
* Torrent projectile velocity slightly reduced (Further differentiating from Flak's functionality)

## Bug Fixes

* Fixed weird ship inertia interaction with Grenade
* Fixed a crash relating to blade and homing strike
* Fixed a visual glitch with Vortex charge / Torrent Pulse
* Fixed a crash with Vortex hitting Eclipse shields
V0.17.1

**Patch Notes** **◆** ****V0.17.1****

**This build focus toning down player-hostile mechanic and easing the difficulty curve for new players.**

## Minor Changes

* In addition to the 3 invincibility frames that are granted when you take a projectile or blast hit, I have added 10 invincibility frames on shield break. The two effects do not stack, nor does it stack with Emergency Systems
* Reduced the high end of enemy mine knockback, most notably the mines that the Warbringer creates
* Fixed various spelling and grammar errors

## Balance Changes

* Overseer speed penalty per construct is once again 2%. This is to prevent Blade from being a mandatory choice, and was also a decision made in light of how many thrust boosts are in the game now

## Bug Fixes

* Fixed an edge case where Overseer/Blade didn't work with mouse controls
* Fixed other edge cases with Overseer when whether or not you have a weapon is in question
* Made it less likely for Railgun to be able to warp multiple times
* Removed those pesky elipses on Core Shielding
Station Omega

**Boss** **◆** ****Station Omega****

## Description

**Station Omega** is currently the wave 40 boss in **Endless Mode** / **Wild Metamorphosis**. He will appear only once every run exactly at wave 40.
Upon spawning, Station Omega moves slowly from outside the screen to settle in position at the center of the screen.
Station Omega First PhaseStation Omega Phase ChangeStation Omega Second Phase
## Attacks

**Station Omega** cycles through 3 different attacks in this specific order:
1. **Station Omega** spins and shoots a big laser out of its center and small lasers outwards from their five internal weak points
2. **Station Omega** Summons **Omega Defenders**
3. **Station Omega** shoots small energy spheres out of its center and bullets out of its sides rapidly

With  enabled, Station Omega spawns with an escort of s, and periodically summons s. These enemies have **healing auras** that will regenerate Station Omega's health when they get close to it.

## Notes

During the boss first phase / attack the safest place is inside of it. From that position, you can easily fire at the weak points making it a very easy boss. It's possible to take him out before the first phase end that way.
V18.08.16 - Joyous Joypad Edition!

**Patch Notes** **◆** ****V18.08.16 - Joyous Joypad Edition!****

## Features

* Added Gamepad support! Unless you have Mouse Controls enabled, this should simply work if any gamepad is plugged in
* If a Gamepad is detected, you'll get tutorials for the Gamepad controls instead of Keyboard controls

## Balance Changes

* Halo's upfront burn damage is 25% less (this was so powerful because of shield effect and burn scaling with little drawback)
* Halo's lingering burning damage is 33.33% less (its still the best ignite after stealth thrusters)
* Stealth Thruster upfront burn damage does 33% more damage (Its so hard to use this, it needs to be fantastic)
* Amp Shield damage and speed bonus +25% -> +30%. Since only this value scales now instead of the total multiplier, it got a boost

## Up Next

* A rework and expansion of the unlocks, making the game more "aspirational" and including long term rewards
* Joypad customizable controls
* OSX Native build
* More SFX revisions
V18.09.04 - Quick Fix

**Patch Notes** **◆** ****V18.09.04 - Quick Fix****

*Just a patch while I begin work on the daunting final boss project*

## Changes and Balancing

* Rate of fire now affects the assembly time of Blade Drone (including from Warpath stacks) To compensate, they have a greater base assembly time. These mods are now offered with this weapon equipped
* Some Blade Drone "quality of life", the blade is pushed less quickly out of enemies
* Blades have less hull and take proportionatly less self-damage: 60 -> 50
* Efficiency now affects the assembly time of Bastion Shield
* Armor stack quantity reduced from .25 -> .2 times damage taken (This was too easy to max out for some builds)
* Channeling regen nerfed from .5% -> .4% per armor stack (This was too good with full regen builds)
* Account exp requirements for unlocks have been increased
* Attempted to fix bluriness on super-wide monitors. This needs verification, and hopefully there were no side effects

## Enemy Changes

* Serpents and Elite Serpents are now considerably more serpentine in movement
* Elite serpents are trickier, targeting your flank instead of you
* Champion Serpents now turn more quickly while firing their laser
* Champion Hives now spawn their progeny faster
* Asteroids delay the wave timer less to compensate for their increased quantity

## Bug Fixes

* Reflect-Shielded constructs are nolonger immune to projectiles, which was also preventing triggered shield effects
* Charged Blade exploit is nolonger possible
* Blades now correctly don't pick up reroll powerups
* Confirm nolonger quits while paused on a gamepad
* Siege Weaponry will not properly trigger a "soft" shield cooldown with Gemini
* Vortex description now properly informs you that rate of fire is ignored

## Notes

* The final boss fight (planned for wave 120) is a huge project, and it will take up the majority of my time unti its finished. It's quite complex, uses new technology, and includes a bit of implied narrative
* The current SFX should still be considered very much a work in progress. Miles will be able to work on them when he returns to work
* A native OSX build is still pending, but not forgotten
V18.02.20 - Just a hot and quick, quick hotfix

**Patch Notes** **◆** ****V18.02.20 - Just a hot and quick, quick hotfix****

## Changes

* Salvo now stockpiles faster initially, with diminishing returns based on how many you've stockpiled. **New equation:** Create a reserve missile every x number of ticks. Where x = 7 + (reserve missiles / 13)
* Blade Drone base hull buffed 40 -> 50
* Discharge now works with Blade
* Temporal Shield now affects enemy AoE attacks
* Elegant construction now properly locked to account level 25
* Salvo no longer stockpiles if you're dead
* Salvo AoE nerfed
* You are not offered shields or weapons if you can't have one
* You are not offered Gemini with no shield
* Adjustment to Elite Eclipse volatile shields AoE
* Tutorial overlap fixed
* Typo fixed
V0.17.3

**Patch Notes** **◆** ****V0.17.3****

## Major Changes

* Steam achievements are now enabled
* Steam scores are now enabled (though they may be impossible to access before launch)
* Added a box behind mouseover mod descriptions
* Implemented software cursor. (Thanks for the clutch support @Ultraken), what this means for mouse users:
- You will no longer be able to accidentally click outside of the game
- You can aim in the magical area outside of the game space, even in windowed mode
- The aim jitter is gone
* Bastion will now auto-deploy, like a standard shield. It can no longer be selected on Gamepad. Only Architect can trigger it manually, to detonate. Note that with Architect, this shield will automatically bust your other constructs when it deploys

## Minor Changes

* Added more cases where Hyperboost makes rainbows
* Further adjusted flashing lights

## Balance Changes

* Architect general construct buffs +45% -> +40%
* Architect hull strength 100 -> 110 (This change was made to encourage its "ranger" play-style, reflect its large size, support Shielded Constructs, compensate for its relative lack of defense from constructs)
* Battery hull strength 115 -> 120
* Tempest Break cooldown +20% -> +15%
* Emergency Systems duration can no longer exceed 35% of your shield cooldown
* Overseer has been reworked such that its construct assembly speed % is per construct limit, making it require investment in constructs for both of its benefits
* Champion beamcasters deal slightly less damage (though its still enough to melt you)

## Bug Fixes

* Mines were counting against Support Specialist and Overseer, which was not intended
* Hidden Power no longer considers the construct count of things you can't build
* Fixed some problems with construct selection on Gamepad
* Various spelling errors
V18.03.10 - Vortex Redux

**Patch Notes** **◆** ****V18.03.10 - Vortex Redux****

*This is still a candidate for the official Kickstarter update, but I fear I've probably broken something moving all of that collison code around. Let's test this internally for a bit. Let me know how you feel about the new Vortex. It's still designed to be most efficient building around a lone projectile, but it has more options.*

## Changes

* Vortex received a new coat of paint
* Vortex can now be supported by projectile mods, and is affected by damage and projectile damage mods in addition to scaling off of its size.
* Vortex bolts nolonger affected by projectile mods
* Vortex bolts now use the new bolt technology
* Vortex rules and scaling revisited
* Corrosion is nolonger weapon specific. It should be applied by all hits
* Hullbreaker recovery multiplier buffed +25% > +30%
* Engineer now only grants +1 to ALL types of constructs
* Salvo innate targeting nerfed slightly
* Blocked more incompatible mods

## Optimizations

* Optimized some collision types
* Corrosive Weaponry may be more performant
* Snappers made more performant

## Bug Fixes

* Convergence now properly reduces weapon size
* Last Stand , Rebirth , and The Void now have background art
* Volatile now triggers properly on burn damage
* You can mouseover mod trees again
* Reflexive shield nolonger double dips shield effect damage bonus
* Streamline vs Juggernaut art duplicate corrected
* Warpath and Siege Weaponry art swap corrected
Streamline

**Mods** **◆** ****Streamline****

## Streamline (click on the icons to navigate)

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

## Stats

* **-10% size and drone orbit radius**
* **-10% maximum hull**
* **-20% crash damage and knockback to targets**
* **-20% crash knockback resistance**

## Unlocks

* **Super Mod:**  (with )

## Tags

* Hull
* Crash Damage
* Construct