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
| Field | Value |
|---|---|
| Display name | Ramming Prow |
| Internal id | battering_ram |
| Category | stat |
| Icon | 🐏 |
| Primary color | 44ccff |
| Secondary color | 2288cc |
| Bright/highlight color | 88eeff |
| Damage tag | none (type-agnostic) |
| Trigger | repeating timer |
| Per-tier passive bonus | Top 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.
| Rarity | Interval (s) | Duration (s) | Speed boost | Damage bonus (flat) |
|---|---|---|---|---|
| Common | 10 | 4 | +45% | +30 |
| Uncommon | 10 | 4 | +45% | +30 |
| Rare | 9 | 4 | +65% | +55 |
| Epic | 8 | 5 | +85% | +80 |
| Legendary | 7 | 5 | +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.
| Action | Effect |
|---|---|
| Speed buff | Adds 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 buff | Adds 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. |
| VFX | Plays a burst-and-ring particle effect in the artifact’s bright color (28 particles, scale 5.5, lifetime 0.40 s). |
| Artifact flash | Flashes the artifact’s HUD slot to signal the proc. |
| Banner | Shows 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
artifactsroll-up page, not duplicated per entity. - The flat-bonus per-tier ramp (10/20/30/40/50) referenced in
_types.tsandindex.tsis engine-wide and should live on theartifactsoverview / authoring guide. - The
modify_statrefresh-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_statactions 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
artifactsroll-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.