Stun Coil
What it is
Stun Coil is a unique artifact that pulses on a fixed timer around the ship. Every few seconds it stuns every enemy inside a radius for several seconds, locking them out of attacks and movement long enough for follow-up damage to land. Both the pulse cadence and the stun duration scale with tier, and at higher tiers the stun duration is long enough to keep most enemies locked between consecutive pulses.
Identity
| Field | Value |
|---|---|
| Display name | Stun Coil |
| Category | Unique |
| Icon | ⚡ |
| Primary color | 6644ff |
| Secondary color | 4422cc |
| Bright/highlight color | aa88ff |
| Damage tag | None (type-agnostic) |
| Trigger | timer (repeats forever once the artifact is equipped) |
| Status applied | stunned (target cannot act for the status duration) |
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 differentiates via the smaller flat passive bonus.
| Rarity | Pulse interval (s) | Pulse radius (px) | Stun duration (s) |
|---|---|---|---|
| Common | 4 | 350 | 4 |
| Uncommon | 4 | 350 | 4 |
| Rare | 3.5 | 425 | 5 |
| Epic | 3 | 500 | 6 |
| Legendary | 2.5 | 600 | 8 |
Effect
Trigger: a repeating timer keyed to the tiered pulse interval. The first pulse fires after one interval has elapsed and then repeats indefinitely for the duration of the run.
When the timer fires, the artifact runs the following actions in order:
| Action | Effect |
|---|---|
| Area status apply | Applies the stunned status to every enemy inside the tiered radius, centered on the ship, for the tiered stun duration. |
| Primary VFX | Plays a burst-and-ring effect in the artifact’s bright color: 28 particles, scale 5.5, lifetime 0.45 s. |
| 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 pulse deals no direct damage; the stun simply removes enemy action for its duration. Enemies that enter the radius between pulses are not stunned until the next pulse fires.
Stacking rules
| Rule | Behavior |
|---|---|
| Max stacks per target | 1 (stunned is a binary status, not a stacking one). |
| Reapplication | A new pulse that catches an already-stunned target refreshes the status duration to the full tiered value. |
| Multiple targets | The pulse hits every enemy in the radius simultaneously; each target tracks its own stun timer independently. |
| Pulse cadence vs. stun duration | At every tier the stun duration is longer than the pulse interval (e.g. legendary: 2.5 s interval, 8 s duration), so an enemy that stays inside the radius is permanently stunned as long as the artifact keeps pulsing. |
| Tier upgrades | Replace the per-tier values record wholesale at run start; tier does not change mid-run. |
Summary: Stun Coil pulses every 2.5-4 seconds on a fixed timer, applying the stunned status to every enemy in a tiered radius around the ship. Interval, radius, and stun duration all scale with tier (legendary: 2.5 s interval, 600 px radius, 8 s stun). At every tier the stun duration exceeds the pulse interval, so targets that stay inside the radius are kept permanently stunned; targets only get a window to act if they leave the radius before the next pulse.
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) is engine-wide and should live on theartifactsoverview / authoring guide. - The
stunnedstatus itself (binary action-lock, duration refresh on reapply, no stacking) is a generic combat primitive that other sources may apply. Candidate concept page:concepts/status-stunned.mdor a broaderconcepts/status-effects.md. - The
apply_status_aoeaction (ship-centered radius, per-target duration tracking, refresh-on-reapply) is a shared primitive used by multiple artifacts and should live on the artifact authoring guide. - The
trigger: timerpattern (repeating interval keyed to a$intervalper-tier value) recurs across timer-pulse artifacts and belongs on the authoring guide. - The
burst_and_ringVFX type and theflash_artifactaction are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide. - The
showBanner: truefirst-proc banner behavior is shared across artifacts and belongs on the roll-up. - Color-palette schema (primary / secondary / bright) is shared across all artifacts; only the values are per-entity.