Reactor Breach

What it is

A unique-category artifact that periodically detonates a screen-wide damaging shockwave centered on the ship. The pulse fires on a repeating timer and is fully automatic — no aim, no trigger, no condition gate. Reward card flavor: “Every so often, you release a damaging shockwave that clears the screen.”

Identity

FieldValue
Display nameReactor Breach
Categoryunique
Icon☢️
Primary color#ff2200
Secondary color#cc0000
Bright/highlight color#ff6644
Damage tag(none — type-agnostic)

Per-tier values

The data file ships four tiers (uncommon → legendary). The runtime prepends a fifth “common” tier that reuses the uncommon values record (see EXTRACT-CANDIDATE).

TierInterval (s)Damage
Uncommon301,000
Rare251,800
Epic203,000
Legendary155,000

Effect

A single repeating-timer effect drives one proc per cycle. Each proc runs the following action chain in order, then displays the artifact banner.

ActionParameterValue
Damage AoEdamagetier damage value
Damage AoEdamage modeflat
Damage AoEradius9,999
Damage AoEcentership
VFX — dual ringcolor 1#ff2200
VFX — dual ringcolor 2#ff6644
VFX — dual ringscale 114.0
VFX — dual ringscale 29.0
VFX — particlescolor#ff2200
VFX — particlescount60
VFX — particlesspeed250
VFX — starburstcount40
VFX — starburstlifetime (s)1.0
Flash artifact

Banner display on proc is enabled. The pulse has no condition list — it fires unconditionally each interval.

Stacking rules

The artifact carries exactly one effect, keyed by a single effect id. There is no per-stack multiplier, no charge accumulation, and no on-hit/on-kill trigger — the only progression vector is tier upgrade, which simultaneously shortens the interval and raises the damage value.


Summary

Reactor Breach is a unique-category artifact with an automatic, repeating, screen-wide AoE pulse. Tier upgrades both shorten the cooldown (30s → 15s) and raise damage (1,000 → 5,000). No damage tag, no conditions, no special stacking — pure timer-driven nuke with a fixed VFX bundle and banner.

EXTRACT-CANDIDATE flags

  • Common-tier value derivation. The data file defines only 4 tiers (uncommon → legendary). _types.ts documents that the runtime prepends a 5th “common” tier on top via getTierValuesAt(), which reuses the uncommon values record and differentiates via a separate flatBonus. Reactor Breach has no flatBonus defined, so the common-tier behavior for this artifact (whether it spawns at common rarity at all, and if so with what interval/damage) is determined elsewhere — likely in the runtime artifact-tier resolver and/or the loot/rarity tables. Document this on the artifacts roll-up page rather than re-explaining it on each per-entity page.
  • AoE radius semantics. radius: 9999 is the convention for “whole screen.” If there is a canonical screen-clear constant or a documented sentinel value for unbounded radius, link it from the combat or effects-engine roll-up page.
  • Banner + flash_artifact + proc audio. showBanner: true plus the flash_artifact action implies a shared HUD-flash + banner subsystem. _types.ts also documents an optional procAudioCue field (Tick 68) — Reactor Breach does not set one, so by the type doc it defaults to silent. Confirm against the runtime whether unique-category artifacts have an implicit default cue, and roll that rule up onto the artifacts page.
  • Timer trigger interpolation. timerDuration: '$interval' uses the $paramName value-interpolation convention. This is shared across artifact effects and worth documenting once on the effects-engine page.