Gravity Pulse

What it is

A stat-category artifact that adds knockback (and at higher tiers a brief stun) to every weapon hit the ship lands. At run start the artifact writes a per-tier knockback force and stun duration onto the ship; the damage pipeline then reads those values on every successful weapon hit and pushes the enemy radially away from the ship. Pack-leader elites are immune. Identified by a hand-pushing icon and an orange palette (primary #ff8844, secondary #cc5522, bright #ffbb77).

Reward-card flavor: “When you hit an enemy, it is knocked back into other enemies.”

Identity

FieldValue
Display nameGravity Pulse
CategoryStat
Icon🫸
Damage tagNone (type-agnostic)
Primary color#ff8844
Secondary color#cc5522
Bright color#ffbb77
Flat-bonus statDamage Reduction (percent mode)

Per-rarity values

The source defines four tiers (uncommon → rare → epic → legendary). At runtime a fifth “common” tier is prepended; its values record is shared with the uncommon row, with differentiation coming from the per-artifact flat stat bonus rather than these effect values. The shared per-tier flat-bonus ramp is 10 / 20 / 30 / 40 / 50 percentage points applied to Damage Reduction.

TierRarityKnockback force (impulse)Stun duration (s)Vulnerability (unused)Bowling (unused)Bowling cooldown (s, unused)
0Common1000.2000
1Uncommon1000.2000
2Rare1400.300.150
3Epic1800.400.250
4Legendary2500.500.4010.3

When it triggers

A single run-start effect drives the artifact’s setup; the actual knockback procs from the damage pipeline on each weapon hit, not from the effect engine.

PropertyValue
Effect trigger typeRun start (one-shot)
ConditionsNone
Banner on procNo

On run start, two stat-modify actions fire in order:

OrderActionTarget statBound valueModeDuration
1Modify stat_knockbackForce (ship)Tier knockback forceFlatPermanent
2Modify stat_knockbackStun (ship)Tier stun durationFlatPermanent

After setup, the damage-resolution path reads those two ship fields on every weapon hit:

ConditionBehavior
Knockback force greater than zero AND target is not a pack-leader eliteAdd impulse to enemy velocity along the ship-to-enemy vector
Stun duration greater than zero AND enemy has no active stun timerSet the enemy’s stun timer to the stored duration
Target is a pack-leader eliteSkip both knockback and stun entirely

A short orange ring pulse plays at the enemy’s position and the HUD icon flashes whenever a knockback lands.

How it stacks

This artifact is in the stat category. It does not stack on itself: leveling the artifact replaces the previous tier’s stat values rather than adding to them. There is no kill counter, no charge meter, and no per-enemy accumulator in the data definition. Pack-leader elites are a hard exclusion — the knockback and stun branch is skipped before any impulse is applied, so they are 100 percent immune regardless of tier.

The flat-bonus passive (Damage Reduction) is added as a separate modifier with its own source key, so it persists independently and is also stripped and re-added across tier changes.

EXTRACT-CANDIDATE flags

  • Common-tier resolution rule. The runtime prepends a 5th common tier that reuses the uncommon values record; differentiation comes from the per-artifact flat-bonus ramp (10 / 20 / 30 / 40 / 50). This rule is general to all artifacts and belongs on the artifacts roll-up page, not here.
  • Run-start stat-write pattern. Writing tier values to private ship fields at run start and reading them from the damage pipeline is a reusable pattern (Wayfinder’s source comment explicitly notes it mirrors this artifact). Belongs in a shared effect-engine reference.
  • Pack-leader knockback/stun immunity. The “pack leaders are 100 percent immune to knockback and stun” rule is enforced inside the damage pipeline, not in this artifact’s data. Belongs on a shared combat or elite-mechanics page.
  • Dead tier fields. vulnerability (rare/epic/legendary) and bowling plus bowlingCooldown (legendary) are defined in the tier values but no effect, action, or custom handler consumes them. Either the intended ricochet-into-other-enemies and vulnerability-debuff behaviors are unshipped and the fields should be removed, or the handlers are present elsewhere and need wiring. Possible content gap.
  • Reward-card flavor mismatch. The card text promises “knocked back into other enemies,” but no source code applies extra damage, ricochet, or collision-on-bounced-enemies behavior — the implemented effect is a radial push only. Possible content gap or stale copy.
  • procAudioCue field. Not used by this artifact. The _types.ts comment notes a project rule that common-trigger procs should have their own audio — Gravity Pulse currently omits it, which is a possible content gap.