Failsafe Core
What it is
A unique reactive artifact that turns taking damage into a counter-attack. Whenever the ship is hit, the core releases a shockwave that damages and knocks back nearby enemies, and the ship gains a short burst of extra max speed to reposition. The proc is gated by a cooldown so chip damage cannot trigger it on every frame.
Identity
| Field | Value |
|---|---|
| Display name | Failsafe Core |
| Category | Unique |
| Icon | 💥 |
| Primary color | 4488ff |
| Secondary color | 2255cc |
| Bright/highlight color | 88bbff |
| Damage tag | None (type-agnostic) |
| Proc audio cue | Plays the artifact’s dedicated shockwave sound on every proc. |
Per-tier values
Tiers are indexed by rarity. The four authored tiers cover uncommon through legendary; the runtime prepends a fifth “common” tier that reuses the uncommon row’s values and only adds a smaller flat passive bonus.
| Rarity | Shockwave damage | Shockwave radius | Knockback force | Speed boost (added to max speed) |
|---|---|---|---|---|
| Common | 150 | 375 | 90 | +35% |
| Uncommon | 150 | 375 | 90 | +35% |
| Rare | 250 | 480 | 120 | +50% |
| Epic | 400 | 600 | 150 | +65% |
| Legendary | 600 | 750 | 225 | +85% |
Effect
Trigger: the player-damage signal (fires whenever the ship takes damage).
Cooldown between procs: 8.0 seconds.
When the cooldown is clear and the ship takes damage, the artifact runs the following actions in order:
| Action | Effect |
|---|---|
| Area damage | Deals the tiered flat damage to every enemy inside the tiered radius, centered on the ship. |
| Knockback | Pushes every enemy inside the same radius outward with the tiered knockback force. |
| Max-speed modifier | Adds the tiered speed boost to max speed as a percent modifier, lasting 4 seconds. |
| Primary VFX | Plays a dual-ring burst in the artifact’s primary and bright colors at scales 10.0 and 5.0. |
| Particle burst | Emits 40 particles in the bright color at speed 220. |
| Artifact flash | Flashes the artifact’s HUD icon to signal the proc. |
| Banner | Shows the artifact’s banner the first time it procs in a run. |
The shockwave and the speed buff resolve on the same trigger, so each proc both clears the ship’s immediate space and lets it escape the follow-up.
Stacking rules
| Rule | Behavior |
|---|---|
| Max stacks | 1 |
| Stacking mode | Refresh — a fresh proc replaces the existing speed buff, resetting its remaining duration to the full 4 seconds. |
| Modifier source | The artifact tags its speed modifier with its own source key so subsequent procs find and refresh it rather than stacking a second copy. |
| Speed buff duration | Fixed at 4 seconds regardless of tier. |
| Cooldown gating | The 8.0 s cooldown is independent of the speed-buff duration. Because the cooldown is longer than the buff, the speed bonus has a 4-second active window followed by a 4-second gap between procs at maximum trigger rate. |
| Damage/knockback stacking | The damage and knockback are one-shot per proc and do not persist between procs. |
Summary: Failsafe Core is a unique damage-triggered artifact on an 8.0 s cooldown. Each proc deals flat area damage, knocks enemies back, and grants a 4-second percent max-speed buff that refreshes on re-trigger. Damage, radius, knockback force, and speed boost all scale across tiers (e.g. 150 → 600 damage, +35% → +85% speed); the speed-buff duration is constant. Common reuses uncommon’s values per the shared-tier convention.
EXTRACT-CANDIDATE flags:
- The “5th common tier reuses uncommon values and differentiates via flat passive bonus” rule is shared across all artifacts and belongs on the
artifactsroll-up page, not duplicated per entity. - The
FLAT_BONUS_PCT_BY_TIERtable (10 → 50 across common → legendary) referenced in the shared types is engine-wide and should live on theartifactsoverview / authoring guide. - The
stacking: 'refresh'/maxStacks/ per-source modifier semantics are generic effect-engine concepts; canonical definition belongs on a combat or effect-engine page. - The
damage_aoe,apply_knockback,modify_stat,vfx(dual_ring and particles),flash_artifactaction types are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide. - Color-palette schema (primary / secondary / bright) is shared across all artifacts and belongs on the roll-up, with per-entity pages only listing the values.
- The
procAudioCuemechanism (audio cue keyed to the artifact’s flash action, routed through the spatial game bus with LPF + reverb) is an engine-wide convention and belongs on the artifact authoring guide. - The
showBanner: truefirst-proc banner behavior is shared across artifacts and belongs on the roll-up.