Heartstone

What it is

Defensive stat-category artifact that listens to the player-damage signal and fires only after the ship has absorbed a tier-scaled number of hits. Each proc grants a brief damage-reduction buff and detonates a ship-centered bracing pulse that damages nearby enemies. The flavor reads as the hull bracing harder as damage piles up; mechanically it is a counter-trigger that resets on every proc, so the player gets one Heartstone payoff per N hits rather than a sustained tank state.

Identity

FieldValue
NameHeartstone
Categorystat
Iconstone
Damage tagnone (type-agnostic)
Trigger typecounter
Counter signalplayer damage taken
Counter resets on procyes
Banner on procyes
Proc audio cueartifact_heartstone
Primary coloraa6644
Secondary color#664433
Bright colorddaa88

Per-tier values

Tiers indexed 0 → 3 map to uncommon → rare → epic → legendary. A common tier exists above this list via the engine’s flat-bonus layer (see EXTRACT-CANDIDATE below). The threshold field is the number of hits the ship must take before each proc; lower threshold means more frequent procs.

TierRarityHits to procDamage reduction (%)Buff duration (s)Pulse damage (flat)Pulse radius (px)
0Uncommon530575200
1Rare4406120225
2Epic3557180255
3Legendary3758260290

Effect

When the player-damage counter reaches the tier-scaled threshold, the artifact fires three actions plus a flash on the artifact icon in the same frame, and resets the counter back to zero.

ElementValue
Trigger typecounter
Counter signalplayer damage taken
Counter resets on procyes
Stat modifieddamage reduction
Stat modepercent
Stat source tagartifact:heartstone
Pulse damage modeflat
Pulse centership
VFX typeburst-and-ring
VFX particle count18
VFX scale4.5
VFX lifetime (s)0.40
VFX colorddaa88

The damage-reduction value, buff duration, pulse damage, pulse radius, and hits-to-proc threshold all read from the active tier’s values. The VFX shape, particle count, scale, and color are fixed across tiers.

Stacking rules

RuleValue
Stacking moderefresh
Max stacks1

The damage-reduction buff cannot accumulate. A second proc while the first buff is still active resets the remaining duration to the full tier-defined window without adding a second stack. The bracing pulse is a separate per-proc action and fires every time the counter threshold is reached. The counter resets to zero on every proc, so procs are gated by the threshold rather than by buff state — a second proc cannot fire until the ship has absorbed another full N hits.


EXTRACT-CANDIDATE flags

  • Common tier handling. The shared ArtifactDef 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. The Heartstone source itself does not declare a flat-bonus field, so the common-tier behavior depends entirely on engine-level defaults. This belongs on the artifacts roll-up page, not duplicated per entity.
  • Counter-trigger family. The source comment positions Heartstone in the mid-band of the player-damage trigger family — between a per-hit reactive plating artifact (no cooldown, smaller payoff) and an 8-second shield-break nova (larger payoff). The full counter-trigger family comparison and the radius / damage scaling rule across the family belong on the artifacts roll-up or a dedicated counter-trigger family page.
  • Counter signals as a class. The repo has multiple counter triggers across artifacts (player-damage, weapon-fire, enemy-kill), each with its own reset rule. The counter-trigger primitive and the inventory of counter signals should be documented once on an effect-engine / signals 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 / damage-pipeline page.
  • Three-channel proc template. The source comment references a “three-channel proc template” (audio cue + secondary hitbox + VFX/flash) that newer artifacts are expected to ship. This authoring rule belongs on an artifact-authoring guide page.
  • Banner and flash actions. The banner-on-proc flag and the artifact-flash action are shared primitives across many artifacts; their exact UI behavior is engine-side and should be described on the artifacts roll-up.
  • Bulwark pairing. The source comment calls out a synergy with a passive damage-reduction modifier (Bulwark) as a “longer you take hits, the tankier you get” recovery loop. Cross-artifact / artifact-vs-modifier synergies belong on a build-synergies page rather than duplicated per entity.

Summary

Heartstone is a player-damage counter trigger. Every 5 / 4 / 3 / 3 hits across uncommon → legendary, it grants a 30 / 40 / 55 / 75 percent damage-reduction buff lasting 5 / 6 / 7 / 8 seconds and detonates a ship-centered bracing pulse for 75 / 120 / 180 / 260 flat damage across a 200 / 225 / 255 / 290 px radius. The buff uses refresh stacking with max one stack, and the counter resets on every proc so the payoff is one burst per N hits rather than a continuous defensive state.