Ramming Prow

What it is

Ramming Prow (id battering_ram) is a stat-category artifact built around a repeating timer trigger. Every few seconds, the ship gains a temporary top-speed boost and a temporary flat bonus to weapon damage percent. Both buffs share the same timer and the same duration, so the artifact runs as a single recurring window of “faster and harder-hitting” punctuated by the gap between procs.

Identity

FieldValue
Display nameRamming Prow
Internal idbattering_ram
Categorystat
Icon🐏
Primary color44ccff
Secondary color2288cc
Bright/highlight color88eeff
Damage tagnone (type-agnostic)
Triggerrepeating timer
Per-tier passive bonusTop Speed (percent mode)

Per-rarity values

The four authored tiers cover uncommon through legendary. Per the artifact tier convention, the runtime prepends a fifth common tier that reuses the uncommon row’s named values and differentiates only via the per-tier flat passive bonus.

RarityInterval (s)Duration (s)Speed boostDamage bonus (flat)
Common104+45%+30
Uncommon104+45%+30
Rare94+65%+55
Epic85+85%+80
Legendary75+110%+120

The speed boost is applied as a percent modifier on max-speed. The damage bonus is applied as a flat modifier on weapon-damage-percent. Both share the row’s duration value.

When it triggers

Trigger: a repeating timer whose period equals the rarity’s interval value. The timer runs continuously from the start of the run and fires the artifact every interval-seconds.

ActionEffect
Speed buffAdds the rarity’s speed-boost percent modifier to max-speed for the rarity’s duration. Source-tagged so re-procs refresh rather than stack.
Damage buffAdds the rarity’s damage-bonus flat modifier to weapon-damage-percent for the rarity’s duration. Source-tagged so re-procs refresh rather than stack.
VFXPlays a burst-and-ring particle effect in the artifact’s bright color (28 particles, scale 5.5, lifetime 0.40 s).
Artifact flashFlashes the artifact’s HUD slot to signal the proc.
BannerShows the artifact’s banner on first proc in a run.

How it stacks

  • The speed buff uses refresh stacking with a maximum of 1 stack from this artifact’s source tag (artifact:battering_ram:speed). A second proc inside the active window does not add a second speed buff; it resets the duration timer to the full rarity value.
  • The damage buff uses refresh stacking with a maximum of 1 stack from its own source tag (artifact:battering_ram:dmg). Same rule: re-procs refresh duration, never stack value.
  • The two buffs run on independent source slots but share a single timer source, so in practice both refresh simultaneously on each proc.
  • Because duration is less than interval at every rarity (4 ≤ 10, 4 ≤ 9, 5 ≤ 8, 5 ≤ 7), the buffs always expire before the next proc lands. There is a gap between windows at every rarity, not a permanent uptime.
  • Rarity upgrades replace the per-rarity values record wholesale. Mid-run rarity changes do not apply — rarity is set at run start by meta-progression.

EXTRACT-CANDIDATE

  • The repeating-timer trigger model (trigger.type: 'timer', timerRepeat: true, period bound to a tier value) is a shared concept used by every timer-based artifact. Candidate concept page: concepts/repeating-timer-trigger.md.
  • The “5th common tier reuses uncommon’s named values and differentiates only via flat passive bonus” rule is shared across all artifacts and belongs on the artifacts roll-up page, not duplicated per entity.
  • The flat-bonus per-tier ramp (10/20/30/40/50) referenced in _types.ts and index.ts is engine-wide and should live on the artifacts overview / authoring guide.
  • The modify_stat refresh-stacking semantics with single-source-slot enforcement is a generic effect-engine concept; canonical definition belongs on a combat or effect-engine page.
  • The “two parallel modify_stat actions tagged to distinct source slots but driven by one timer” pattern (one buff window, multiple simultaneous stats) recurs across multi-stat-buff artifacts. Candidate concept page: concepts/multi-stat-buff-window.md.
  • The duration-vs-interval relationship (gap between windows vs. permanent uptime) is a recurring design property of every timer-based stat artifact and belongs on a shared concept page or the artifacts roll-up.
  • Color-palette schema (primary / secondary / bright) is shared across all artifacts and belongs on the roll-up, with per-entity pages only listing the values.
  • The shared action primitives (modify_stat, vfx, flash_artifact) belong on the artifact authoring guide as the canonical reference.