Burning Aura
What it is
Burning Aura is a world-roaming elite affix that surrounds the host enemy with a passive flame zone. Any time the player’s ship is inside the aura radius, the host applies continuous damage-per-second to the ship. The host itself is unchanged — no extra HP, no damage filter, no death effect — the affix is pure proximity pressure that punishes the player for sitting on the elite.
Identity
| Field | Value |
|---|---|
| Affix id | burning_aura |
| Category | world-roaming elite |
| Priority | 60 |
| Hooks | onUpdate |
| Roll pool | world-roaming elite pool (rolls on elite-pack leaders at spawn) |
| Halo palette entry | yes (orange-red) |
| Boss-only | no |
The affix sits in the mid-band of priority. It does not register a damage filter, so its priority only affects log ordering relative to other onUpdate hooks; it never short-circuits another affix’s filter chain.
What it does
On every frame the affix runs one onUpdate tick on its host:
- Emits flame-spark particles around the host at roughly five particles per second, tinted orange-red from the affix palette.
- Checks the squared distance from host to the player ship. If the ship is outside the aura radius, the tick ends.
- If the ship is inside the radius, applies
dps × dtdamage to the player through the affix damage adapter, tagged with the affix-source string for telemetry.
Damage is continuous and frame-scaled — there is no per-tick cooldown, no internal accumulator, and no minimum-damage floor. Stepping into the aura for a single frame applies one frame’s worth of damage; staying inside for one second applies the full dps value.
Per-tier values
The affix carries two tunables, read from the per-host affix-instance state. If a roster entry omits a key, the default constant from the affix palette is used.
| State key | Default | Unit |
|---|---|---|
| radius | 200 | world pixels |
| dps | 6 | hit-points per second |
Particle emission is hard-coded to roughly five sparks per second (one spark every 0.2 s of accumulated frame time). Spark spawn radius is the host’s collision radius scaled to 0.6×–1.2× per spark, with random angle. Sparks rise at 30–50 pixels per second, live 0.4–0.6 seconds, and use the orange-red palette entry shared with the host’s halo.
How it interacts
- Halo: the affix’s palette entry feeds the enemy-orbit halo, so any host wearing Burning Aura is visibly tinted orange-red even when the player is outside the aura.
- Damage adapter: damage is applied through the late-bound damage-player adapter wired at engine boot. The adapter takes the player ship, amount, game state, optional hit angle, optional HP-damage multiplier, and a source tag; Burning Aura passes no angle and no multiplier, only the source tag.
- Telemetry: each damaging tick emits an affix-proc telemetry phase carrying the configured dps as its value. Out-of-radius ticks emit no telemetry.
- Volatile Crystal synergy: the Volatile Crystal prop (dropped by
volatileelites and byreflective_burstelites on death) has a 25 percent chance on break to spawn a one-shot burning-aura proximity tick around the next hit. This is the affix’s name reused as a tag for that prop effect, not a fresh affix instance — the same flame-zone visual and damage shape, fired once instead of continuously. - Boss affixes: Burning Aura is in the world-roaming pool only, so it never composes with boss-flavored affixes (shielded, gated, periodic-invuln, reflective, armored). It can stack with any other world-roaming affix on the same elite when the roll pool grants more than one.
- Player ship: damage is dealt to the singleton shared player ship; the affix does not target friendly minions or other entities.
EXTRACT-CANDIDATE
- The proximity-tick damage shape (radius gate plus
dps × dtper frame, no cooldown, no floor) is reused by the Volatile Crystal break and is a candidate for the flame-zones concept page rather than being redocumented per consumer. - The particle emission cadence (five sparks per second, host-radius spawn ring, palette-tinted) is shared with other VFX-emitting onUpdate affixes and may belong in a shared “affix particle emission” concept page.
- The orange-red palette entry doubles as the enemy halo color and the spark color; this dual-purpose-per-palette-entry rule is a global affix-VFX convention and is canonical to the affixes overview page.