Prism Cluster
What it is
A geometric refractor encounter built around four equal-share crystal gems arranged at the cardinal points of the arena. All four gems share a single boss bar in 25% slices; the lead gem is the visible bar anchor while the other three sit on the same shared health pool. Each gem fires its own arena-spanning sweeping beam, with the four sweep phases offset by 90 degrees so the beams interlock into a rotating refractive pattern that the player navigates between.
There is no shielded gate, no body-swap phase, and no pressure adds — the entire encounter is “stay inside the moving safe wedges between four sweeping beams while shooting down the gems one at a time.” Each gem death plays a per-gem color burst and visibly snaps the rainbow lattice that connects the survivors, and the final gem detonates an arena-wide rainbow cinematic.
The encounter is tagged for the mini-boss pool. It also runs as the final boss when randomly drawn from the boss pool — the same authored roster scales up via the mini ×4 or boss ×8 stat multiplier.
Identity
| Field | Value |
|---|---|
| Theme | Geometric refractor — four crystal gems anchored at the compass points |
| Palette | Citrine yellow, ruby red, jade green, pearl white, with a white-bloom shared accent |
| Pool kind | mini (eligible for both mini-boss and final boss slots) |
| Composition | 4 sharing bodies (one per cardinal point), no anchors, no adds |
| Bar anchor | Citrine gem (the north point in roster order) |
| Bar color | Pearl white |
| Roster body AI | orbit_center (each gem orbits the arena center) |
| Affixes on bodies | none |
| Abilities | one Prism Beam Sweep per gem (Citrine, Ruby, Jade, Pearl) |
Arena
| Field | Value |
|---|---|
| Shape | circle |
| Radius | 400 world units |
| Terrain pattern | open |
| Arena closing duration | 8 seconds |
The arena radius doubles as each gem’s beam length — the beams sweep all the way to the arena wall, so there is no safe “stand in the back” range. The four gems are placed by the arena helper at the cardinal points (angles 0, 90, 180, 270 degrees), one per compass direction.
Body composition and HP
| Body | Count | HP per body | Share pool | Targetable | Notes |
|---|---|---|---|---|---|
| Citrine gem | 1 | 1500 | yes | yes | bar anchor; HUD reads its display name |
| Ruby gem | 1 | 1500 | yes | yes | sharing body |
| Jade gem | 1 | 1500 | yes | yes | sharing body |
| Pearl gem | 1 | 1500 | yes | yes | sharing body |
Total bar pool: 6000 HP distributed across the four bodies in equal 25% slices. Damage to any gem drains the shared bar; a gem dies when its individual 1500-HP slice is depleted, at which point its beam stops firing and its lattice connections snap to the survivors.
Phases and damage gates
| Rule | Trigger | Effect |
|---|---|---|
| All gems vulnerable from start | encounter spawn | no shielded gate; every gem takes damage immediately |
| Per-gem death cinematic | a gem’s 1500-HP slice empties | gem despawns, its beam ability stops, lattice lines touching it snap, sparks recoil toward surviving gems |
| Encounter end cinematic | final gem’s slice empties | white-out flash, rainbow shockwave stack from arena center, arena-wide shard burst |
The fight has no HP-threshold phase transitions and no scripted body swap. The 4→3→2→1 gem count is the entire phase structure — fewer surviving gems means fewer beams in the air, so beam density falls off as the fight ends.
Abilities
Each gem fires its own instance of the same beam-sweep pattern. The four instances share every parameter except color tint and starting rotation phase, which are offset by 90 degrees per gem so the four sweeps form an interlocked pattern as they rotate together.
Prism Beam Sweep (per gem)
| Field | Value |
|---|---|
| Pattern | beam_sweep |
| Cooldown | 3.5 seconds |
| Start delay (first cast) | 1.0 seconds |
| Telegraph duration | 1000 ms |
| Sweep arc | 120 degrees |
| Sweep duration | 600 ms |
| Damage per second on contact | 40 |
| Beam length | full arena radius (400 world units) |
Per-gem color tint and start-phase offset:
| Gem | Bullet color | Start phase offset |
|---|---|---|
| Citrine | citrine yellow | 0 degrees |
| Ruby | ruby red | 90 degrees |
| Jade | jade green | 180 degrees |
| Pearl | pearl white | 270 degrees |
All four gems share the same 3.5-second cooldown clock, so they fire together — the 90-degree phase offset is in the starting rotation angle of each sweep, not the firing time. After a 1.0-second cast delay on first encounter spawn, the four telegraphs paint together for 1000 ms, then the four 120-degree arcs sweep over 600 ms in their offset phases. Contact damage is dealt as 40 damage per second, so the bite from a single grazing pass is much smaller than the bite from standing inside a beam for its full 600 ms sweep.
Spawn profile
| Field | Value |
|---|---|
| Profile id | none |
| Wave count | 0 |
Prism Cluster is the only shipped boss with a none spawn profile. The four-gem sharing roster is the entire encounter pressure — no orb dribble, no gunner walls, no cardinal pushes. The fight is intentionally about reading the four sweeping beams, not about juggling adds.
Rewards
| Reward type | Value |
|---|---|
| XP on kill | 800 |
| Currency on kill | 80 |
| Extra level-up reward picks granted | 1 |
| Cascade ring composition | default 5-prop ring (2 scrap pile, 1 mineral, 1 comet fragment, 1 magnetar pulse) |
The XP and currency payouts are the highest in the shipped roster (800 / 80 versus Killer Croc’s 500 / 50), reflecting the encounter’s higher mechanical demand — four simultaneous beams with no shielded checkpoint and no escape into add-management. The reward cascade is the engine default; no per-boss override is set.
Scaling
Prism Cluster is a mini-pool boss. The authored stats above are the level-1 baseline. The encounter is scaled at spawn by the boss tier multiplier and the run-depth ramp:
| Slot | Tier HP multiplier | Tier damage multiplier | Reward chamber cascade rings |
|---|---|---|---|
| Mini-boss appearance | 4.0 | 4.0 | 1 |
| Final boss appearance | 8.0 | 8.0 | 2 |
Depth ramp on top of the tier multiplier is 1.0 + 0.5 × (currentLevel - 1) / (totalLevels - 1), applied to both HP and damage.
| Slot | Depth multiplier | Combined HP (full bar pool) | Combined beam damage per second |
|---|---|---|---|
| Normal mode L3 (mini) | 1.50 | ×6.00 (36000 bar pool) | ×6.00 (240 per second per beam) |
| Challenge mode L3 (mini) | 1.22 | ×4.89 | ×4.89 |
| Challenge mode L6 (mini) | 1.56 | ×6.22 | ×6.22 |
| Challenge mode L9 (mini) | 1.89 | ×7.56 | ×7.56 |
| Final-boss draw, last level of run | 1.50 | ×12.00 (72000 bar pool) | ×12.00 (480 per second per beam) |
In addition, every boss inherits the default per-level scaling curve (hp ×2.0/level uncapped, damage ×2.15/level uncapped, plus soft/hard caps on fire rate, move speed, projectile speed, sweep speed, spawner frequency, effect radius, and enrage timer) starting from the player’s currentLevel at encounter spawn.
EXTRACT-CANDIDATE flags
- The mini ×4 / final ×8 tier multipliers and the depth ramp formula are duplicated from
mini-bosses.mdand from the Killer Croc page. Acceptable per the wiki “tables can duplicate” rule — kept here so the per-entity page is readable standalone. - The default boss scaling curve (per-level multipliers, cap behavior, base enrage timer) lives in
data/boss-scaling.tsand is shared by every boss. Currently not documented on a canonical scaling page; recommend extracting to abosses/scaling.mdor extendingbosses.mdonce all 8 entity pages exist, and replacing the trailing scaling paragraph here with a link. - The
beam_sweeppattern is shared with other bosses but not yet documented on a per-pattern catalog page. The arena-radius beam-length sentinel (wherebeamLength=0resolves toarena.radius()at fire-time) is a pattern-runtime detail that belongs on an abilities-internals page rather than this entity page. - The “share pool in equal slices” multi-body composition is the only example of a roster where every body is a sharing body with no anchors and no boss/non-boss asymmetry beyond the bar anchor flag. If a wiki page on boss composition patterns is broken out, Prism Cluster is the canonical example for the “equal-slice ring” pattern; Killer Croc is the “shielded singleton + anchors” pattern.
- The
nonespawn profile is shared in concept but Prism Cluster is its only current user across the shipped roster. Worth flagging onbosses.mdas the “no-adds reference encounter” since the design intent (mechanical density via beams instead of adds) is load-bearing. - The per-gem death cinematic (palette-tinted shard burst, additive spark burst, screen tint pulse, camera zoom pulse) and the lattice snap-and-recoil are visual layers handled by the boss VFX kit. Not documented on the entity page beyond a brief mention because the kit is shared across bosses; belongs on a
boss-vfx-kit.mdpage if/when broken out.