Afterburner

What it is

Afterburner is a stat-category artifact that procs on a repeating internal timer. Each proc grants the ship two simultaneous timed buffs — a flat additive boost to fire-rate percentage and a percent-multiplicative boost to max speed — for a short window. Within the timer-driven offensive-burst family it is the only artifact that pairs an offensive fire-rate swing with a mobility swing on the same clock, making it both a damage cooldown and a movement cooldown sharing a single timer.

Identity

FieldValue
Display nameAfterburner
Categorystat
Iconracing car
Damage tagnone (type-agnostic)
Trigger typetimer
Trigger repeatsyes
Banner on procyes
Proc audio cuenone defined
Primary colorff8800
Secondary colorcc5500
Bright colorffbb44

The trigger is a self-repeating timer keyed off the tier’s interval value. There is no kill-streak condition, no damage-type gate, and no other entry condition beyond the timer firing.

Per-tier values

Tiers indexed 0 → 3 map to uncommon → rare → epic → legendary. A fifth common tier is prepended at runtime via the engine’s flat-bonus layer and shares the uncommon values record.

TierRarityProc interval (s)Buff duration (s)Fire-rate bonus (%)Speed bonus (×)
0Uncommon125400.25
1Rare115600.35
2Epic106850.50
3Legendary861200.70

The proc interval shortens, the buff duration lengthens at the epic step, and both the fire-rate bonus and the speed bonus scale with tier. At legendary the buff is active for 6 out of every 8 seconds — three-quarters of run uptime.

The (duration / interval) uptime ratio across tiers is 5/12, 5/11, 6/10, 6/8.

Effect

On every timer tick, the artifact fires two stat-modifier actions in the same frame plus a VFX burst and a flash on the artifact icon.

ElementValue
Stat 1 modifiedfire rate (percent)
Stat 1 modeflat additive percentage
Stat 1 source tagartifact:heat_racer:rate
Stat 2 modifiedmax speed
Stat 2 modepercent multiplier
Stat 2 source tagartifact:heat_racer:speed
Buff window (both stats)tier-defined buff duration
VFX typeburst-and-ring
VFX particle count24
VFX scale5.0
VFX lifetime (s)0.40
VFX colorffbb44

The fire-rate buff is applied to the ship’s fire-rate percentage stat as a flat additive percentage for the buff duration. The speed buff is applied to the ship’s max-speed stat as a percent multiplier (the speed-bonus value is the multiplier delta — e.g. legendary’s 0.70 multiplies max speed by ×1.70) for the same buff duration. Both buffs share the same duration, the same source artifact, and the same start frame, but are tracked as two independent sources on the stat layer.

Stacking rules

RuleValue
Stacking mode (both buffs)refresh
Max stacks (both buffs)1

Neither buff can accumulate. A second proc landing while the first window is still active resets the remaining duration on both buffs to the full tier-defined window without adding a second stack. Because both buffs share a single source artifact and a single trigger, they always start and end on the same frame.

When the proc interval is greater than the buff duration (tiers 0 and 1 — 12/5 and 11/5) the buffs lapse between procs and the ship spends part of the cycle unboosted. When the proc interval approaches the buff duration (tier 3 — 8/6) the buffs chain with only a short gap. Tier 2 (10/6) sits between these regimes.

Afterburner does not share its trigger source with any other artifact; it has its own dedicated timer keyed off the artifact’s own interval. Other timer-trigger artifacts run on their own independent timers. Tier upgrades replace the per-tier values record wholesale. Tier is set at run start by meta-progression and does not change mid-run.


Summary

Afterburner is a timer-driven dual-buff artifact: every 12 / 11 / 10 / 8 seconds it grants a paired fire-rate-percent and max-speed-multiplier buff for 5 / 5 / 6 / 6 seconds. Refresh stacking with max stacks = 1 on both buffs, banner and VFX on proc, no kill-streak or damage-type gate. Uptime ratio climbs from 5/12 at uncommon to 6/8 at legendary.

EXTRACT-CANDIDATE flags

  • Timer trigger primitive. The trigger: { type: 'timer', timerDuration: '$interval', timerRepeat: true } shape is a generic effect-engine primitive used by any artifact with a self-clocked proc. Same flag as Slipstream. Belongs on a concepts/effect-engine-triggers.md page rather than repeated per artifact.
  • Refresh stacking with max stacks = 1. Recurring buff-stacking mode across the stat-burst artifact family. Same flag as Frenzy / Aegis / Bloodlust / Salvager / Slipstream. Candidate concept page: concepts/buff-stacking-modes.md.
  • Multi-action proc with shared duration. Two modify_stat actions sharing one $duration token but distinct source tags is a reusable pattern for any artifact that buffs multiple stats together. Same flag as Slipstream. Candidate concept page or roll-up section: paired buffs with independent stat-layer tracking.
  • Mixed-mode stat actions in one proc. Afterburner fires one flat and one percent modifier action in the same frame against two different ship stats. The interaction of these two modes on the stat layer (additive flat vs multiplicative percent) is engine-side and belongs on a concepts/stat-modifier-modes.md page.
  • Common-tier flat-bonus layer. The runtime adds a 5th common tier that shares the uncommon values record and differentiates only through a per-artifact flat-bonus field. Afterburner declares no flatBonus, so common-tier behavior depends on engine defaults. Document once on the artifacts roll-up.
  • Fire-rate stat composition. How the fireRatePct ship stat composes with other sources, base fire rate, and per-weapon overrides is not specified in the artifact file and belongs on a combat / weapon-pipeline page.
  • Max-speed stat composition. How the maxSpeed ship stat composes with base ship speed, other multipliers, and movement-input ceilings is not specified in the artifact file and belongs on a ship-movement or combat-pipeline page.
  • Banner, flash, and VFX actions. showBanner: true, flash_artifact, and the burst_and_ring VFX recipe are shared UI/VFX primitives across many artifacts; their exact behavior is engine-side and should live on the artifacts roll-up or a VFX-primitives page.
  • Uptime ratio as a design lever. The (duration / interval) ratio progression across tiers (5/12 → 5/11 → 6/10 → 6/8) is a deliberate design curve and is a candidate for the artifacts roll-up’s tier-scaling discussion, not a per-entity prose paragraph.
  • Timer-driven dual-buff family. Afterburner and Slipstream are both self-clocked dual-buff procs with refresh stacking. The family relationship (and any third sibling) belongs on the artifacts roll-up or a concepts/timer-driven-burst-artifacts.md page rather than repeated per entity.