recursal/Fanatic-Fandom huggingface dataset:
Minelayer

**Enemy** **◆** ****Minelayer****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Minelayers will slowly move towards the player, periodically deploying pairs of mines. **Elite** Minelayers are also equipped with a pair of turrets, which will fire shots towards the player. **Champion** Minelayers deploy a single Singularity Mine instead of ordinary mines. The Singularity Mine is much larger and stronger than normal mines, and will attract the player with a strong gravitational pull.

Minelayers are partially protected by a frontal shield. While minelayers themselves are very weak, the shields can sustain a relatively large amount of damage, and **completely negate crash damage** - if the player collides with a Minelayer's shield, the player's ship will simply bounce off harmlessly, having not dealt nor taken any damage. However, colliding with a **Champion** Minelayers' shield will trigger a reflexive energy pulse that deals moderate damage to the player.

Minelayers will drop several mines when destroyed:

1. **Common** Minelayers drop **3** mines upon death.
2. **Elite** Minelayers drop **6** mines upon death.
3. **Champion** Minelayers drop **9** mines upon death.

## Attacks

1. **Mine:** **Common** and **Elite** Minelayers will periodically deploy a pair of mines behind them. These mines explode upon contact with the player, when shot, or after being left alone for long enough.
2. **Drone shot:** **Elite** Minelayers are equipped with a pair of turrets, which will periodically fire shots at the player. These turrets can be destroyed independently of the Minelayer's main body, and will disable firing and deploying mines for that side. If both turrets are destroyed, the minelayer is rendered more or less harmless, being entirely incapable of firing or deploying mines - but will still drop mines upon death.
3. **Singularity mine:** **Champion** Minelayers will periodically deploy a large Singularity Mine. This mine has a strong gravitational attraction that will pull the player in until the mine is destroyed, and deals a lot more damage than ordinary mines.
Fleet Commander

**Mods** **◆** ****Fleet Commander****

## Fleet Commander (click on the icons to navigate)

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

## Stats

* **Commanders have +200% damage and hull and apply +1% vulnerability with their attacks**
* **When a commander is destroyed, another is promoted after 2 seconds**
* **+1 drone construct limit**

## Unlocks

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

**Mods** **◆** ****Barrier****

## Barrier (click on the icons to navigate)

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

## Stats

* **+5% maximum shields**
* **5% slower shield cooldown**

## Notes

* Shield damage reduction for other reasons, such as from , , or , takes place *before* checking the damage limit.
* In high waves, the enemy damage scaling applies *after* the limit, so eventually you'll be able to take more damage than the limit per hit.

## Unlocks

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

**Ships** **◆** ****Carrier****

**GEAR TYPE:** BODY

* **While a damaged shield protects you, a portion of your Swarm Constructs are assigned to recover your shields**
* **While your shield is down or you have no shield, Swarm Constructs gain increased movement speed and rate of fire**
* **+15% maximum shields**
* **+250% crash damage to targets**
* **Resists knockback**
* **Hull:**115
* **Thrust:**75
* **Swarm Constructs:**
* **Type:**Basic construct. Rarely created as standard or advanced constructs with improved abilities
* **Construct limit:**4 + 1 for every 2 of your levels
* **Hull:**8
* **Damage:**8. Applies +0.25% vulnerability
* **Rate of fire:**1.5 /s
* **Assembly time:**1 second

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

## Notes

* 1/8 of Carrier's Swarm Construct limit counts toward 's and 's penalties
* By default, there is approximately an 8.4% chance for a Swarm Construct to be Standard, and 3.2% for Advanced (approx. 11.6% chance to be better than Basic). The chances are scaled with body gear power.
* Standard and Advanced versions of Swarm Constructs attack with an AOE pulse in addition to the standard attack. They are eligible to be shielded if you take
* Standard versions of Swarm Constructs have +25% more hull than Basic
* Advanced versions of Swarm Constructs have +100% more hull, deal +25% more attack damage, and fire +25% faster than Basic. Also, they provide a +50% bonus to rate of fire to other nearby Swarm Constructs, within a visible circular aura
* Carrier's Swarm limit does not stack with 's Swarm limit.
* Assembly Speed for its own Swarms increases with level, up to 40% faster.
* Swarms are created more quickly when less Swarms are present.

## Tags

* Mobility
* Crash Damage
* Shield
* Construct

## Gallery

Carrier - Promotional ImageCarrier - Swarm Constructs
Chimeric on the Nova Drift Discord - July 30, 2021

`roll = random(99);

// if champion
if roll < 3.16666 {
 hullMax *= 2;
 hull *= 2;
 rarity = 2;
 image_xscale *= 1.3;
 image_yscale *= 1.3;
 shotDamage *= 1.25;
 ROF *= 1 / 1.25;
 areaMult = 1.25;
 }

// if elite
else if roll < 11.5 {
 rarity = 1;
 hullMax *= 1.25;
 hull *= 1.25;
 image_xscale *= 1.15;
 image_yscale *= 1.15;
 areaMult = 1.125;
}`

"Abilities and state dependent behaviors...
Champion Swarm buff nearby attack speed: delay \* .66667
Shields down: delay \*= .5
Elites & Champions: Have a pulse on attack, not just a blast
(Elites & Champions mean Standard and Advanced Construct respectively)
As each hit applies vulnerability, these abilities matter for more than just direct damage"
2. ↑ V0.33.27#Player\_Balance\_Changes
Gallery/Promotional

**24 Images****Promotional Material**

ThermalLanceGallery1.pngPromo Phantom Ambition.pngPromo Scorching Wake 2.pngPromo Propulsive Munitions.pngPromo Solar Heart.pngPromo Scorching Wake.pngWeapon Mutations.pngNovaDriftStickerRed.pngNovaDriftStickerBlue.pngVirulence Mods.jpgMayhem Mods.pngVulcan.pngPromo hammerhead1.pngPromo hammerhead2.pngNovaDriftCarrierPr1.pngPromo tracer1.pngPromo serpent1.jpgPromo orbital1.pngPromo celestial shot.pngPromo celestial charge.pngPromo thermal lance parts.pngPortals.jpgPromo bulwark1.pngPromo bulwark2.png
Scion

**Boss** **◆** ****Scion****

## Description

**Scion** is currently the wave 60 boss in **Endless Mode** / **Wild Metamorphosis**. After being defeated **Scion** will appear at later waves alone or together with other enemies.

Starting at Wave 200, **Scion** is eligible to appear in "Cursed Waves", waves which appear every 100th and pit the player against two powerful enemies at once.
Scion Thermal LanceSingularity spawned by Scion in phase 2
## Attacks

* **Scion** cycles through 4 different attacks in this specific order:

1. **Scion** fires bullets in a cone while charging their next attack.
2. **Thermal Lance:** **Scion** charges a slowly expanding thermal lance which at the end extends for almost 2/3 of the screen.
3. **Energy Spheres:** **Scion** has at all times 3 energy orbs that rotates around the body. During this phase the orbs will start rotating faster while increasing in radius from the **Scion**'s body. The orbs will resume the original position and radius before the phase is completed. **(It should be noted that these orbs, through the whole fight, will absorb incoming damage and cannot be killed)**
4. **Singularity:** Once **Scion** has completed the previous attack **Scion** will warp at a small distance in the opposite direction of where the player is positioned spawning a Singularity at their previous position. **Scion** is immune to Singularities.

*All of **Scion**'s attacks will become much faster after their first encounter, scaling with the wave at which **Scion** spawns*
Arc Barrier

**Mods** **◆** ****Arc Barrier****

## Arc Barrier (click on the icons to navigate)

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

## Notes

* Arc Barrier has a startup time of 10 frames, meaning some damage can still creep in. This was done to prevent players from having total invulnerability by using Arc Barrier in conjunction with .
Charged Shot

**Mods** **◆** ****Charged Shot****

## Charged Shot (click on the icons to navigate)

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

## Stats

* **Charging improves total weapon damage, projectile velocity, projectile size, and blast radius. Release fire to unleash your attack**
* **For weapons with more than 1 base projectile, charging improves projectile count**
* **Modifiers to weapon rate of fire affect charge rate**
* **For weapons that charge innately, Charged Shot increases charge rate along with any charge costs**
* **-30% thrust while charging**

## Unlocks

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

## Tags

* Rate of Fire
* Projectile
* Blast
* Charge
* Mobility

## Trivia

* Charging has diminishing returns; the higher the charge, the more time is required to increase the charge by the same amount.
* There is no upper limit on the effects of charge.
* Charge falls off while unleashing your weapon — if the projectiles do not come out all at once (like with  or ), then the earlier projectiles count as having more charge than later ones.
* Charging cancels 's cloak (because it counts as firing), but  remains active until the shot is fired.
Prof. Ulaby

#1 - The professor was the best professor I ever met. He explained the definitions well and did many examples in class, which made the course in good pace. He also provided a make-up exam for the students who did not do well in exams. The grade he gave was pretty high. The professor and the GSIs were responsible. A good course.

#2 - Professor Ulaby is the best. He is incredibly clear in his explanations and it is clear that he really wants all of his students to learn the material. He stresses that you should not worry about your grade at all, and that you should focus on learning. I have found that this is definitely true because as long as you are half awake during class and do all the homework, I promise you will get a very nice grade with Ulaby. He grades holistically, so even if you do poorly on one exam, he will just ignore it and base your grade off the other exams and quizzes. Also, he brought in donuts at the beginning of the semester and homemade holiday cookies at the end. So cute!
Martha Dog

**Martha Dog**

Martha is a multy talented teenage, she's also the main character from the annual hit cartoon series *Martha Dog*. She was indorised for any of her impressions, this pup was kind of neat as I think, she was. I would believe in her moments together, Martha was was a great pup. She was nicet!

## Biography

For what Martha knows, she defenetly remembers all of her moments at all of her special ideas, and she waps in.

## Behind the scenes

In some episodes, likes to read. Others, she doesn't. But she has some thought about her 15 year old brother Bon. But Martha discuss her memories togehter, because she's a young reader
Blade

**Weapons** **◆** ****Blade****

**GEAR TYPE:** WEAPON

* **Blades automatically return to their source**
* **Blades count as both a weapon and a construct**
* **Blades deployed by you are larger, deploy faster, and fire submunitions**
* **Blades deployed by you must be assembled and cannot exceed your construct limit**
* **Blades not deployed by you have their damage reduced by -33%**
* **Type:**Standard Construct
* **Construct limit:**Increased by your weapon projectile count
* **Damage:**48
* **Projectiles:**1
* **Submunition damage:**50% of base damage
* **Hull:**60
* **Rate of Fire:**0.8 /s
* **Assembly time:**1.5 seconds. Modifiers to weapon rate of fire affect assembly time

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

## Notes

* Blades fired by the player have a built-in screen wrap effect; it is therefore redundant to build for . However, Blades not fired by the player, such as by  or  do not.

## Tags

* Rate of Fire
* Projectile
* Hit
* Construct

## Trivia

* The weapon used to be called "Blade Drone", before it was shortened down to just "Blade".
* The initial description of this weapon was: "Deploy a bladed drone to shred enemies and fire upon them. The drone benefits from both weapon and drone modifications."
* There is a spotlight for this weapon on the Kickstarter campaign.
* Ricochet only affects Blade after it has broken from grinding against an enemy and cannot be triggered by any other means.
Nova Drift Wiki

Welcome to the Nova Drift WikiThis wiki has **5 active users** maintaining **487 articles** (**3,142 total pages**) and **1,106 images & videos**. Official Website ✦ Original Soundtrack ✦ Steam Discussions ✦ Gallery ✦ Basics ✦ GlossaryGame Modes ✦ Challenge Modes ✦ Facebook ✦ Twitter ✦ YouTube ✦ Reddit ✦ Discord ✦ Dev. Blog

## Nova Drift

**Patch Notes - Current: V0.36.14**AchievementsMiscellaneousRank UnlocksHazardsDebug Mode
Assault

**Ships** **◆** ****Assault****

## Assault

**GEAR TYPE:** BODY

* **15% improved weapon rate of fire, weapon spread, and projectile velocity**
* **+15% resistance to mobility-reducing effects from your weaponry**
* **-10% maximum shields**
* **Hull:**90
* **Thrust:**100

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

## Tags

* Mobility
* Crash Damage
* Shield
* Weapon
* Rate of Fire
* Projectile
EECS 320

320

WN15, Prof. Phillips

I enjoyed the material taught in this course and felt that it was taught fairly well. This course is very conceptual, a lot like Physics 240 (and you will need to draw on that knowledge sometimes in this course). I really enjoyed the Jeopardy review sessions my professor would do because that's when I would learn a lot of concepts I didn't even realize I should know before. I felt that the class was a bit slow at times, which caused it to be rushed during other, important parts. For me, the hardest part was remembering all the little steps it takes to solve a short answer problem. It was always very easy to miss one step, forget one detail in the description in the problem, or type something wrong in my calculator. My only suggestion is to pay attention to detail!!! And if you have Professor Phillips, go to office hours. The course actually builds on previous material, so it is important to understand old concepts before trying to move on to new ones.
Chaotic Ambition

**Wild Metamorphosis** **◆** ****Chaotic Ambition****

**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

* **+1 reroll**
* **Recursive: This mod may be taken multiple times**

## Notes

* If **Chaotic Ambition** increases your maximum wild mods per level by more than 7 it will begin to increase your minimum wild mods per level instead.
Gallery/General

**86 Images****Infobox Pictures**

Minelayer Champion.pngShredder Mine Enemy.pngECTcrates.pngHostCommon.pngHostElite.pngHostChampion.pngCelestialElite.pngComets.pngInterceptor (Enemy).pngStation Omega.pngSnapper Champion.pngPulsar Champion.pngVanguard Elite.pngShredder Mine Elite.pngPulsar Elite.pngPulsar Enemy.pngCelestial Champion.pngEclipse Enemy.pngEclipse Elite.pngVanguard Enemy.pngSnapper Enemy.pngInterceptor Champion.pngMinelayer Enemy.pngMinelayer Elite.pngBeamcaster Champion.pngBeamcaster Elite.pngBeamcaster.pngConstructor Champion.pngConstructor Enemy.pngSerpent Elite.pngSerpent Enemy.pngEnemy Cargo Trains.pngSeraph.pngScion.pngSingularity.pngScatter Drone.pngSnapper Elite.pngWarden.pngVanguard Champion.pngSaucer.pngBoltthrower Enemy.pngWarbringer.pngSpitfire.pngSerpent Champion.pngJuggernaut Elite.pngJuggernaut Enemy.pngJuggernaut Champion.pngHost.pngEclipse Champion.pngCelestial.pngShredder Mine Champion.pngHive.pngGyrogun.pngConstructor Elite.pngChampion Celestial Azimuth.pngElite Celestial Azimuth.pngCommon Celestial Azimuth.pngFiring Array - Flak.pngFiring Array - Loaded Mine.pngFiring Array - Even Count.pngFiring Array - Loaded Mine - SYZYGY.pngFiring Array - Courser - SYZYGY.pngExplosive-revelation.jpgWarbringer screen01.pngWarbringer screen02.pngStationomega screen02.pngStationomega screen01.pngStationomega screen03.pngSeraph screen03.pngSeraph screen01.pngSeraph screen02.pngUpgradeScreenEGD.pngSpritesEGD.pngGameplayEGD.pngEnemiesEGD.pngCometsEGD.pngScion screen01.pngScion screen02.pngSpitfire screen01.pngSpitfire screen02.pngDreadnought screen03.pngDreadnought screen02.pngDreadnought screen01.pngDweller screen03.pngDweller screen02.pngDweller screen01.png
Regenerative Shields

**Mods** **◆** ****Regenerative Shields****

## Regenerative Shields (click on the icons to navigate)

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

## Stats

* **Shields regenerate at a rate proportional to maximum shields**
* **+10% regeneration**
* **With shields up, shields regenerate at 75% effect**
* **With shields up, hull regenerates at 50% effect**
* **With shields down, hull regenerates at 100% effect**

## Notes

* The hull regeneration rate shown when paused doesn't update to show the higher rate while the shield is down.
* The changes to hull regeneration apply to you even when taking .
Firing Array

**Mods** **◆** ****Firing Array****

## Firing Array (click on the icons to navigate)

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

## Stats

* **+30% total weapon projectile size for your central projectile. Your other weapon projectiles also receive adjustments to total projectile size, incrementally decreasing to -30% for your outermost projectiles**
* **+10% weapon spread**

## Notes

* always fires only 1 missile at a time and does not get any bonus from Firing Array.
* Firing Array has no effect if you have .
* With , the first projectile in the barrage will be treated as the center and the bonus will decrease to the last projectile.
* Firing Array independently enhances the volley of projectiles from each cannon on a Body;  and  will have a "center" on each side.
* For , a random direction will be treated as the center and the bonus will decrease around to the opposite side.

Firing Array enhances each cannon on a BodyA random direction is considered the center for Loaded Mines
## Tags

* Projectile
* Blast

1. ↑ "Firing Array fully enhances the first projectile of the barrage and drops off with each successive projectile until the last projectile had the lowest value. Then the next cycle of projectiles begins and starts with the highest benefit again." - Ultraken on the Nova Drift Discord
Challenger

**Wild Metamorphosis** **◆** ****Challenger****

**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

* **Each subsequent challenger is stronger and grants more orbs than the last**
* **If the challenger is destroyed, it will drop a random power-up**
* **If the challenger is destroyed, you will gain +1 level**
* **Recursive: This mod may be taken multiple times**
Bulwark

**Enemy** **◆** ****Bulwark****

*Not to be confused with Bulwark, a past popular build of the same name.*

## Description

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

Common VariantElite VariantChampion VariantBulwark preview #1Bulwark preview #2
## Behaviour

Large, slow enemies with a lot of health and potentially devastating attacks. Bulwark will slowly move to a position around the middle of the screen and try to turn to always face the player. If the player moves behind a Bulwark, it will quickly jet forward to try to get some distance. Strictly speaking, Bulwark is passive, attacking only in response to player actions or environmental influence, but in practice, the player will almost always anger them while fighting other enemies at the same time.

## Attacks

* **Retaliating Barrier Shield:** The massive shield protecting the front of the **Bulwark** has high health and significant damage reduction to any damage hitting it. The barrier heats up as it takes damage, periodically expending that heat charge as a giant damaging blast and a fan of projectiles - dealing greater blast damage and producing more projectiles based on how much damage had built up before the release.

Avoid damaging the barrier; its damage reduction will significantly hinder the player's ability to destroy the Bulwark, and endanger the player to the shield's retaliation.
* **Fiery Thrusters:** When the Bulwark **jets forward** to flee from a player that has moved behind the Bulwark, several lingering flames that deal burn damage on contact are fired backward from the Bulwark's thrusters. Destroying thrusters reduces the amount of flames and the Bulwark's ability to jet away.

## Notes

* The straightforward approach to fighting Bulwarks is to attack from the sides to destroy the thrusters, then attack from the back in relative safety. Builds with strong, AOE-heavy attacks might be able to one- or two-shot a Bulwark even without being all that careful.
* A **Champion** Bulwark with shield heated up to maximum white-hot charge will fire a blast dealing up to 180 base damage (more, if increased by wave damage scaling) followed by an arc of dozens of projectiles. Only the DPS-heaviest builds should be able to achieve such a charge level, but it's survivable with a shield, because damage that breaks a shield will not roll over to damage the hull.
* **Comets** have a damage reduction factor applied for how much they charge Bulwark shields, to prevent a stray comet hit from being a guaranteed max-charge, but a full-on hit from a large Comet shower can still make for an extremely dangerous Bulwark situation.
* It is possible to **destroy** the Bulwark's Barrier Shield without destroying the rest of the Bulwark via a large amount of carefully-applied damage.
Heavy Caliber

**Wild Metamorphosis** **◆** ****Heavy Caliber****

## Heavy Caliber

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

## COMMON

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

## Stats

* **-7% total weapon projectile velocity**
* **-2% weapon rate of fire**
* **Adds weapon recoil**
* **Recursive: This mod may be taken multiple times**

## Tags

* Rate of Fire
* Projectile
Constructor

**Enemy** **◆** ****Constructor****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

Constructor will always follow the player, attempting to stay at a constant distance.

Constructor will periodically deploy a rocket turret, up to 3 maximum. These turrets will slowly rotate towards the player, and will periodically fire a barrage of destructible rockets. **Champion** Constructor turrets will connect to each other with a laser that deals damage over time if the player touches it.

Constructor is orbited by a number of walls that slowly heal nearby enemies, including the Constructor itself:

1. **Common** constructors are orbited by 5 walls.
2. **Elite** constructors are orbited by 6 walls.
3. **Champion** constructors are orbited by 8 walls.

## Attacks

* **Rocket turret:** Constructor will deploy up to 3 turrets, that will attempt to fire barrages of rockets towards the player.
* **Rocket barrage:** The turret will rapidly fire a large number of rockets in the direction it is facing. These rockets have a relatively low velocity and can be destroyed by weapon hits, but deal high damage if they hit the player.
* **Laser chain:** A few seconds after being deployed, **Champion** Constructor turrets will form lasers that connect to every other turret deployed by that Constructor. The laser will power up after another few seconds, increasing the damage it deals.
Chimeric

**Nova Drift Wiki** **◆** ****Chimeric****

***Chimeric** is a solo game development company created by **Jeffrey Nielson** that strives to build innovative games which revitalize and polish beloved classic mechanics. Chimeric's goal is to streamline development while placing community engagement, transparency, and player collaboration at the forefront.*

**Some screenshots from the early stages of development phase:**
Upgrade ScreenVarious SpritesCometsSome EnemiesGameplay
Saucer

**Enemy** **◆** ****Saucer****

## Description

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

Saucer in action
## Behaviour

Saucers travel in S-shaped (sinusoidal) paths horizontally or vertically across the screen. At least a few spawn at a time, traveling one after another.

At higher waves, they begin spawning in mirrored pairs, eventually spawning in pairs from all 4 edges of the screen at once.

## Attacks

Saucer will begin to charge up, indicated by a visual effect. After a few seconds, Saucer will fire projectiles directly at the player. These projectiles will get smaller as they travel. The charge-up time is slightly longer for higher rarity variants.

**Common** Saucers will fire 1 projectile, **Elite** Saucers fire 3 in quick succession, and **Champion** Saucers fire 1 larger, more damaging projectile.
Purification

**Mods** **◆** ****Purification****

## Purification (click on the icons to navigate)

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

## Stats

* **+20% ignite damage**
* **0.4 hull and shields recovered /s for each ignited enemy, up to 5 enemies**
* **If you have no shield, your recovery from Purification is doubled**
* **-20% weapon damage**

## Tags

* Hull
* Shield
* Weapon
Nanotech Dissemination

**Mods** **◆** ****Nanotech Dissemination****

## Nanotech Dissemination (click on the icons to navigate)

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

## Stats

* **+50% guardian self-damage resistance**
* **When your guardian is destroyed, it drops a Nanotech Cluster power-up for every 50 of its maximum hull plus the damage it has redirected**
* **Nanotech Clusters grant +30% to construct assembly speed, movement speed, rotation speed, and construct damage for a stacking 3 second duration**
Spartles

**Spartles** is the 9th episode in the series.

## Plot synopsis

*Do you know something really wierd, can you remember that the 9th episode of* Martha Dog *is* Spartles, *since that episode came, I know how it is for this episode to be really great for me, that episode is kind of repailed to me, as if the episode came as it really could this time, nearly I remember how easy with the show to be on this time, but I really know how it's easy for the episode to be great. I really think* Spartles *is very strange,but I really remember the episode this time, and I see how the episode is great for everyone, just so they can remember it this time, the episode is great for my entire life when it came, I bet that one is very cool, I really get some immagination, that cool episode is so cool to me as I remember it.*

*For that episode, I really knotice.*

## Appearances

*That secs on for you*

* Martha Dog
* Karen Fox
* Sara Skunk
Host

**Enemy** **◆** ****Host****

## Description

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

Common VariantElite VariantChampion Variant
## Behaviour

**Hosts** will follow the player, attempting to stay at a constant distance. They are completely unable to deal damage outside of Crash Damage, instead relying on the 8 drones that orbit them to attack the player - so once all of the drones have been destroyed, the Host is rendered almost completely harmless and it will accelerate away to exit the screen.

When the Host is destroyed, any surviving drones will be instantly destroyed as well.

## Attacks

* Different **Host** variants are orbited by different drones, each of which has a unique attack.

1. **Drone Shot:** Each drone orbiting a **common** Host will simultaneously fire a shot towards the player.
2. **Drone Burst:** Each drone orbiting an **elite** Host will simultaneously fire a burst of shots towards the player.
3. **Drone Laser:** After a brief charging period, each drone orbiting a **champion** Host will fire a damaging laser towards the player. While the laser is being fired, the drones have severely limited rotation.
Research

**Ships** **◆** ****Research****

## Research

**GEAR TYPE:** BODY

* **+1% total maximum hull and shields for each reroll spent by banishing**
* **Increased distance of orb and power-up attraction**
* **Power-ups last twice as long**
* **-15% maximum shields**
* **Wild Mods cost 2 rerolls to banish**
* **Hull:**85
* **Thrust:**100

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

## Tags

* Mobility
* Crash Damage
* Shield
Galvanic Outburst

**Wild Metamorphosis** **◆** ****Galvanic Outburst****

## Galvanic Outburst

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

## COMMON

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

## Stats

* **+2% shield effect power**
* **Galvanic Outburst cannot be triggered by self-damage**
* **Recursive: This mod may be taken multiple times**

## Tags

* Shield Radius
* Burn
Last Stand

**Mods** **◆** ****Last Stand****

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

## Stats

* **You are reborn once with -60% total maximum hull and shields**
* **+100% total experience earned from orbs, once reborn**
* **Increases the distance of orb and power-up attraction**

## Notes

* The increase to your distance of orb and power-up attraction is always in effect, not only after being reborn.

## Tags

* Shield
* Blast
* Hit
Overseer

**Mods** **◆** ****Overseer****

## Overseer (click on the icons to navigate)

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

## Stats

* **+1 advanced construct limit**
* **+x% construct assembly speed**
* **-x% total thrust**
* **x is equal to 2 times your combined standard and advanced construct limits**
* **You can no longer fire your weapon. Other mods may still allow your constructs to fire your weapon**

## Unlocks

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

## Notes

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

## Tags

* Weapon
* Mobility
Propulsive Munitions

**Wild Metamorphosis** **◆** ****Propulsive Munitions****

## Propulsive Munitions

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

## COMMON

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

## Stats

* **+15% total weapon damage**
* **+7% total weapon projectile size**
* **Adds weapon recoil**
* **Cannot affect weaponry deployed by mine constructs**
Rapid Reconstruction

**Mods** **◆** ****Rapid Reconstruction****

## Rapid Reconstruction (click on the icons to navigate)

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

## Stats

* **+40 base hull**
* **+1 plating**
* **You have no shield**
* **Banishes all non-Wild shield upgrades from the upgrade pool and returns an upgrade point if you've purchased shield gear**

## Notes

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

## Unlocks

* **Super Mod:**  (with )

## Formula

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

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

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

* Passive Regeneration value with +40% from :

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

* Passive Regeneration value with +100% from :

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

**Mods** **◆** ****Force Armor****

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

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

## Stats

* **+20% crash knockback to targets**
* **+20% crash knockback resistance**
* **When you crash via a direct hit on your hull, you deal 25% of your crash damage as blast damage to nearby targets**

## Tags

* Crash Damage
* Blast
* Hit
Halo

**Shields** **◆** ****Halo****

**GEAR TYPE:** SHIELD

* **Targets that take burn damage are ignited. Unless otherwise stated, ignited targets take 120 burn damage per second for 3 seconds**
* **You take shield self-damage while Halo burns targets**
* **Shields:**100
* **Cooldown:**6.5 seconds

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

## Tags

* Shield Radius
* Shield Effect
* Burn
Burnout Reactors

**Mods** **◆** ****Burnout Reactors****

## Burnout Reactors (click on the icons to navigate)

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

## Stats

* **+30% construct rate of fire, movement, rotation, and orbit speed**
* **Self-Destruction deals burn damage**
* **Construct rate of fire increases as their hull decreases, up to +50% total**
* **Constructs take 8 hull damage /s**
Hammerhead

**Enemy** **◆** ****Hammerhead****

## Description

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

Common VariantElite VariantChampion VariantHammerhead preview #1Hammerhead preview #2
## Behaviour

Hammerheads will follow the player, periodically dashing forward in an attempt to ram the player. They can take a lot of damage, but will immediately explode if caught in the explosion of another dying Hammerhead: destroying one will often take out an entire group in a chain reaction.

## Attacks

* **Ramming:** Hammerheads dash toward the player in an attempt to ram them.
* **Explosion:** Hammerheads explode on death, dealing blast damage and leaving several cluster munitions that create additional small explosions after a short delay. Other Hammerheads caught in the blast radius will immediately explode, too.
Charged Mines

**Mods** **◆** ****Charged Mines****

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

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

## Stats

* **Charged Shot now only applies to your mines**
* **Your mines no longer detonate when an enemy is within their trigger radius, but do detonate on impact**
* **-1 mine construct limit**
* **Your mines constantly take 2 damage /s**
Absorption

**Mods** **◆** ****Absorption****

## Absorption (click on the icons to navigate)

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

## Stats

* **Plating reduces hull damage taken by a flat value, providing protection against rapid light damage**
* **Plating cannot reduce burn damage or self-damage, and it cannot reduce damage below 1**

## Unlocks

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

**Boss** **◆** ****Dweller****

## Description

**Dweller** is the wave 60 alternate boss, requiring **Nemesis** challenge mode to be enabled; with it enabled, the wave 60 fight will randomly either be **Scion** or **Dweller**. After being defeated, they will appear at later waves alone.
Besides attacking it directly, **Dweller** also loses health when a minion is destroyed.
Dweller hiding inside the asteroidDweller fighting phaseDweller minion formation
## Attacks

**Dweller** emerges from a giant asteroid once it is destroyed. If the asteroid passes through the screen intact, it will wrap until destroyed. They then face the player and cycle through two phases of summoning various minions to fight the player.

When a minion is destroyed, **Dweller** takes damage. They take more damage the stronger the minion was.

* **Exploder:** the smallest minion type that **Dweller** can summon. Exploders are fast and chase the player, self-destructing when they get close to deal damage.
* **Soldier**/**Guard:** a moderately heavy minion that fires a single purple bolt as its attack. They spawn in formation, but will eventually break formation to maintain a distance from the player and circle around them while firing bolts. Guards are bigger than Soldiers and will always fire at the player, while Soldiers will initially fire forward and only aim at the player after breaking formation.
* **Warrior:** the strongest unit **Dweller** can summon. Warriors roam the battlefield, firing three burning projectiles at the player before releasing two Chitin Missiles from their flanks. Their burns release burning sparks that can also damage the player. Chitin Missiles start off slow and accelerate over time. They are sturdy, chase the player, and explode when the player gets too close.

**1. Fighting Phase:**

* **Dweller** appears and faces the player, spawning six Guards to protect their front. Additionally, they will spawn one Warrior every odd attack cycle, or two Warriors every even cycle. In this phase, **Dweller** will become annoyed if the player tries to flank them too much, and will respond with a U-turn, potentially whipping their Guards around in a dangerous wide arc.
* After spending a while in this phase, the **Dweller** will accelerate off to a side of the screen across them, while spawning a swarm of Exploders.

**2. Galaga Formation Phase:**

* After exiting the arena, **Dweller** will re-emerge from a corner of the screen and summon 4 rows of Soldiers in a line formation from the top, which slowly crosses the screen moving down. The formation will only shoot down, and repeat a few firing patterns: staggered shooting from random columns, a line going from left to right to left, or all lines going from left to right to left.
* The phase will end once the formation moves to the bottom end of the screen, and **Dweller** will accelerate to a side of the screen while spawning another Exploder swarm. They will appear from a corner of the screen and begin a new Fighting Phase.
Corrosion

**Mods** **◆** ****Corrosion****

## Corrosion (click on the icons to navigate)

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

## Stats

* **When an enemy affected by Corrosive Stacks is destroyed, it distributes its stacks to nearby targets. Additional stacks are distributed based on the maximum hull of the destroyed enemy**
* **Corrosive Stacks decay over time, more rapidly with more stacks**

## Notes

* Every 1/3 of a second, 15% of the stacks (rounded up) are removed.

## Tags

* Weapon

Ultraken on the Nova Drift Discord:

"In comparison, Nova Drift uses additive accumulation for Corrosion. The first Corrosion hit starts the duration timer. When the duration timer elapses, a fraction of the Corrosion stacks (rounded up) gets removed and the timer starts again if there are any stacks remaining. (For large numbers of stacks, this produces an approximately exponential decay in the burn damage over time)
When the duration elapses, 15% of the stacks (rounded up) get removed. The exact implementation is actually:
`corrosiveStacks = floor(corrosiveStacks * 0.85)`
That rounding ensures the stack decays to zero in finite time instead of having an infinitely long exponential tail of ever-smaller fractional stacks
The base duration of Corrosion is 20 frames (1/3 second)
So with no burn duration modifiers, 15% of the stacks (rounded up) decay every 20 frames."
Scatter Drone

**Enemy** **◆** ****Scatter Drone****

## Description

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

Common VariantElite VariantChampion VariantScatter Drone in action
## Behaviour

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

## Attacks

Scatter Drones fire an inaccurate spray of short-range projectiles similar to Flak or shrapnel.
Sentinel

**Ships** **◆** ****Sentinel****

## Sentinel

**GEAR TYPE:** BODY

* **+10% shield effect power**
* **+10% shield damage resistance**
* **-10% weapon rate of fire**
* **Hull:**100
* **Thrust:**100

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

## Tags

* Mobility
* Crash Damage
* Shield
* Shield Radius
* Shield Effect
* Rate of Fire
Infuse

**Mods** **◆** ****Infuse****

## Infuse (click on the icons to navigate)

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

​​​​​

## Stats

* **When you fire your weapon it gains added damage equal to 400% of the self-damage dealt by Discharge divided between projectiles fired**
* **Discharge's bolts of energy originate from your weapon instead of your shield, when it hits targets**
* **Discharge's bolts of energy may trigger up to 12 times per second**

## Tags

* Hit
* Shield
* Shield Effect
Bravado

**Wild Metamorphosis** **◆** ****Bravado****

**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

* **Your body gear powers are improved by 15%**
* **Enemies encountered are always either Elites or Champions if possible**
Conversion

**Mods** **◆** ****Conversion****

## Conversion (click on the icons to navigate)

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

## Stats

* **Convert 30% of your maximum hull to your maximum shields, or vice versa**
* **The lesser of the two is converted to the greater**
* **Conversion occurs after all other hull and shield calculations**

## Notes

* If your maximum hull and maximum shields are ever the same value, Conversion will default to increasing your maximum shields.
* Conversion is dynamic, meaning it will fluidly account for any changes in your maximum hull or shields values.
Flak

**Weapons** **◆** ****Flak****

## Flak

**GEAR TYPE:** WEAPON

* **Doubles added projectiles gained from upgrades**
* **Projectiles decelerate and degenerate over time**
* **Damage:**50
* **Projectiles:**12
* **Rate of fire:**1.5 /s

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

## Tags

* Rate of Fire
* Projectile
* Hit
Far Sight

**Wild Metamorphosis** **◆** ****Far Sight****

**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

* **+2% damage taken from enemies**
* **Recursive: This mod may be taken multiple times**
Leviathan

**Ships** **◆** ****Leviathan****

**GEAR TYPE:** BODY

* **You have +1 segment for each of your levels**
* **Segments take -75% damage from targets and enemies**
* **Segments additionally take -75% burn damage and crash damage from enemies**
* **+0.5% global damage per segment**
* **+0.5% knockback resistance per segment**
* **The faster a segment is rotating, the more crash damage is dealt, up to +200%**
* **Hull:**60 + 2 per body segment
* **Thrust:**100

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

## Tags

* Mobility
* Crash Damage
* Global Damage
Mine Specialist

**Wild Metamorphosis** **◆** ****Mine Specialist****

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

## COMMON

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

## Stats

* **+15% mine damage, mine effect, and total mine 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 mines when taking Mine Specialist.
Mines

**Mods** **◆** ****Mines****

## Mines (click on the icons to navigate)

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

## Stats

* **Type: Basic construct**
* **Construct limit:** 3
* **Hull:** 25
* **Blast damage:** 250
* **Bomblet blast damage:** 50% of base damage
* **Bomblet count:** 6 - 9
* **Assembly time:** 2 seconds

## Unlocks

* **Super Mod:**  (with )

## Tags

* Blast
* Hit
Commonly used templates

**Editing Guidelines** **◆** ****Commonly used templates****

In this page we'll list some commonly used templates in the wiki for formatting and design purposes.
## Mod Tooltip

```
{{Mod Tooltip|Leaf on the wind}}
```

```
[[Leaf on the wind]]
```

**Result:** Leaf on the wind

### Mod Tooltip - Examples

```
{{Mod Tooltip|Bastion}}
```

**Result:** * **Example 2**
```
{{Mod Tooltip|Leaf on the wind|supermod}}
```

**Result:** * **Example 3**
```
{{Mod Tooltip|The Void|special}}
```

## Navbox Summary

```
{{Navbox Summary}}
```

The code above results in:

As shown in the navbox, the arguments available are:
* The title of the navbox (**header**)
* The image to display in the box on the left (**image**)
* The text to display (**body**)

### Navbox Summary - Examples

```
{{Navbox Summary| image = Warning | header = Example 1 | body = The Navbox Summary is a template used to display important information on top of the page or anywhere else if necessary to highlight something.}}
```

* **Example 2**
```
{{Navbox Summary| style = info | image = info_modtree | body = Example 2. The Navbox Summary is a template used to display important information on top of the page or anywhere else if necessary to highlight something.}}
```
Cherub

**Enemy** **◆** ****Cherub****

## Description

Uncommon enemy in **Endless Mode** / **Wild Metamorphosis**. With  enabled, they may also spawn during boss fights.

Common VariantElite VariantChampion VariantHard Shield
## Behaviour

Cherubs are slow, non-aggressive enemies that provide benefits to other enemies. They often try to stay near a large enemy, sometimes using them for protection from the player.

## Attacks

Cherubs have no way to damage the player directly, unless the player happens to collide with them. Instead, they strengthen other enemies:

* **Hard Shields:** Cherubs fire a projectile that homes in on another enemy. On impact, this provides the enemy with a hard shield that blocks all damage for a few seconds. Hard shields also prevent healing.
* **Healing Aura:** Cherubs are surrounded with a circular aura that recovers the hull of nearby enemies, but not themselves, at a rate relative to each enemy's maximum hull. Higher rarity Cherubs have a larger aura radius and greater recovery rate:

* **Standard:** 2% of max HP /s
* **Elite:** 3% of max HP /s
* **Champion:** 4% of max HP /s

## Notes

* Shield will reduce the remaining duration of **hard shields** in its radius of effect.
* Cherubs cannot become hard shielded.
Debug Mode

**Explore** **◆** ****Nova Drift - Debug Mode****

## How to activate Debug Mode

Press **Delete** or **F7** while playing to toggle **Debug Mode** enabling both **Cheats** and **Tools** listed below.

## Debugging Tools

Press **[** or **]** to toggle through three other tools:
* **Prefab Builds:** spawn a prefab build of different **GEARs** and Mods;
* **Enemy Spawner:** spawn any Enemy or Boss of your choosing;
* **Wave Teleporter:** teleport to any wave of your choosing in Endless Mode/Wild Metamorphosis;

After selecting the tool in the method explained above use **-** or **=** to toggle through the choices for each tool **(choice shown in the top right corner of the screen)** and the **INSERT** key to confirm the choice to:
* Spawn the selected build;
* Spawn a wave of selected enemies;
* Teleport to the selected wave;

* **Prefab builds** exist primarily to let Chimeric take promotional screenshots and videos. **Broken, old builds** that are no longer even possible to get in normal gameplay may still appear. Expect strange behavior if using these.
* Spawning a build disables orbs from spawning. This is to help record cleaner footage.

## Combat and Wave Log Tools

To enable the **Combat Log** press backtick (**`**) or tilde (**~**). Once **Combat Log** has been enabled press **`**/**~** plus **SHIFT** to toggle the **Wave Log**

## Others

 **Shift** + **INSERT** | Randomize the background