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
| Field | Value |
|---|---|
| Display name | Reactor Breach |
| Category | unique |
| 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).
| Tier | Interval (s) | Damage |
|---|---|---|
| Uncommon | 30 | 1,000 |
| Rare | 25 | 1,800 |
| Epic | 20 | 3,000 |
| Legendary | 15 | 5,000 |
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.
| Action | Parameter | Value |
|---|---|---|
| Damage AoE | damage | tier damage value |
| Damage AoE | damage mode | flat |
| Damage AoE | radius | 9,999 |
| Damage AoE | center | ship |
| VFX — dual ring | color 1 | #ff2200 |
| VFX — dual ring | color 2 | #ff6644 |
| VFX — dual ring | scale 1 | 14.0 |
| VFX — dual ring | scale 2 | 9.0 |
| VFX — particles | color | #ff2200 |
| VFX — particles | count | 60 |
| VFX — particles | speed | 250 |
| VFX — starburst | count | 40 |
| VFX — starburst | lifetime (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.tsdocuments that the runtime prepends a 5th “common” tier on top viagetTierValuesAt(), which reuses the uncommon values record and differentiates via a separateflatBonus. Reactor Breach has noflatBonusdefined, 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: 9999is 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: trueplus theflash_artifactaction implies a shared HUD-flash + banner subsystem._types.tsalso documents an optionalprocAudioCuefield (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: '$interval'uses the$paramNamevalue-interpolation convention. This is shared across artifact effects and worth documenting once on the effects-engine page.