Halo
What it is
Stat-category artifact that procs on a repeating interval timer. Each proc grants the ship a temporary damage-reduction buff and a temporary top-speed buff simultaneously, so the firing window is both a defensive and a mobility window in the same pulse.
Identity
| Field | Value |
|---|---|
| Name | Halo |
| Category | stat |
| Icon | 💫 |
| Damage tag | none (type-agnostic) |
| Trigger type | repeating timer |
| Banner on proc | yes |
| Primary color | 88ddff |
| Secondary color | 4488bb |
| Bright color | cceeff |
| Flat-bonus stat | damage reduction |
| Flat-bonus mode | percent |
Per-rarity values
Tiers indexed 0 to 3 map to uncommon, rare, epic, legendary. A common tier exists above this list via the engine’s flat-bonus layer.
| Tier | Rarity | Interval (s) | Buff duration (s) | Damage reduction bonus (%) | Top-speed bonus (%) |
|---|---|---|---|---|---|
| 0 | Uncommon | 16 | 3 | 30 | 25 |
| 1 | Rare | 14 | 3 | 45 | 35 |
| 2 | Epic | 12 | 4 | 60 | 50 |
| 3 | Legendary | 10 | 4 | 80 | 75 |
When it triggers
The artifact fires on its own repeating timer. The interval between procs reads from the active tier’s values. Each proc fires four actions in the same frame.
| Element | Value |
|---|---|
| Trigger type | timer |
| Timer repeats | yes |
| Timer duration | per-tier interval |
| Conditions | none |
| Stat modified (first action) | damage reduction |
| Stat mode (first action) | percent |
| Stat modified (second action) | top speed |
| Stat mode (second action) | percent |
| Buff duration | per-tier |
| VFX type | burst-and-ring |
| VFX particle count | 24 |
| VFX scale | 5.5 |
| VFX lifetime (s) | 0.40 |
| VFX color | cceeff |
| Flash artifact icon | yes |
The damage-reduction value, top-speed value, buff duration, and interval all read from the active tier’s values. The VFX shape, particle count, scale, lifetime, and color are fixed across tiers.
How it stacks
Both buffs use independent source tags but share the same stacking rule.
| Buff | Stacking mode | Max stacks |
|---|---|---|
| Damage reduction | refresh | 1 |
| Top speed | refresh | 1 |
Neither buff accumulates. A second proc while a buff is still active resets its remaining duration to the full tier-defined window without adding a second stack. Because both buffs share the same per-tier duration and fire from the same trigger, their windows always start and end together.
EXTRACT-CANDIDATE
- Common tier handling. The shared artifact-definition shape documents that the runtime prepends a 5th “common” tier on top of the four listed tiers, with the common tier sharing the uncommon values record and differentiating only through a separate per-artifact flat-bonus layer. This belongs on the artifacts roll-up page, not duplicated per entity.
- Timer-trigger semantics. Repeating-timer trigger behavior, including how the first proc is scheduled at run start and how the timer interacts with pauses, is shared across all timer-driven artifacts and should be documented once on a shared effect-engine or artifacts page.
- Damage-reduction stat semantics. How the damage-reduction ship stat composes with other sources (additive vs multiplicative, cap behavior, interaction with shield layers) is not specified in the artifact file and should be documented once on a combat or damage-pipeline page.
- Top-speed stat semantics. How the top-speed ship stat composes with other percent-mode sources and whether a runtime cap applies is not specified in the artifact file and should be documented once on a movement or ship-stats page.
- Banner and flash actions. The banner flag and the flash-artifact action are shared primitives across many artifacts; their exact UI behavior is engine-side and should be described on the artifacts roll-up.
- Flat-bonus ramp. The per-tier flat-bonus percentage ladder (common 10 percent up to legendary 50 percent) is owned by the artifacts module, not this entity, and should live on the artifacts roll-up page.