Mortar
What it is
A long-range artillery enemy. Holds position far from the player and lobs timed area-of-effect shells that land after a delay, drawing a circle forecast on the ground where the blast will hit. Tagged mechanical and explosive. The mortar archetype prioritizes positioning (stand-off range) and telegraphed damage over chasing — the player is meant to read the forecast circle and step out of it.
A global cooldown caps the entire mortar population at one shell every two seconds across the whole map, regardless of how many mortars are alive.
Stats
Base stats scale per rarity tier. All values are rounded.
| Stat | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| HP | 408 | 747 | 1046 | 1495 | 1794 |
| Speed | 34 | 35 | 38 | 40 | 44 |
| Radius | 9 | 10 | 11 | 12 | 13 |
| XP on kill | 75 | 150 | 300 | 450 | 600 |
| Shell damage | 3456 | 5184 | 7603 | 9677 | 12096 |
| Blast radius | 28 | 32 | 36 | 41 | 45 |
Shared across all rarities:
| Stat | Value |
|---|---|
| Fuse time (shell delay) | 6.6 s |
| Fire rate (per-mortar) | 0.2 shots/s |
| Charge time before shot | 1.12 s |
| Stand-off (orbit) range | 100 |
| Smart engagement range | 350 |
| Stunnable | yes |
| Knockbackable | yes |
Behavior
The mortar uses the dedicated mortar behavior, which has three movement modes driven by distance to the player:
| Distance to player | Action |
|---|---|
| Under 60 of stand-off range | Flee directly away from the player |
| Over 140 of stand-off range | Seek toward the player at low urgency |
| In between | Hold position with soft friction |
The mortar always faces the player while aggroed.
When firing, the mortar enters a 1.12-second charge phase. During the first 80 percent of charge it re-aims at the player; the final 20 percent is locked, giving the player a fixed dodge window. At the moment the charge resolves, a timed strike is pushed to the world at a predicted position — the player’s current location offset by half their velocity multiplied by the fuse time. The shell then hangs in the world for the full fuse duration before detonating. A red ring VFX flag stays on the mortar while it has a live forecast.
The mortar respects a global mortar cooldown stored on the world: after any mortar fires, every other mortar is blocked from firing for 2 seconds. This is enforced after the per-mortar cooldown elapses and applies to all mortars currently alive.
Tier scaling
HP, XP, damage, speed, and radius scale by the standard rarity multipliers used across all enemy archetypes. Mortar-specific scaling:
| Tier | Blast radius |
|---|---|
| Common | base × 1.00 |
| Uncommon | base × 1.15 |
| Rare | base × 1.30 |
| Epic | base × 1.45 |
| Legendary | base × 1.60 |
Fuse time does not scale with rarity — every tier waits the same 6.6 seconds between shell launch and detonation.
EXTRACT-CANDIDATE: rarity multiplier table (hp 2.7/4.95/6.93/9.9/11.88, xp 3/6/12/18/24, speed 1.40/1.47/1.57/1.68/1.82, radius 1.0/1.15/1.3/1.4/1.5, damage 3.0/4.5/6.6/8.4/10.5) — shared across every archetype, belongs on the enemies roll-up page.
EXTRACT-CANDIDATE: global mortar cooldown of 2 seconds across the entire mortar population — gameplay-wide rule, belongs on the combat or enemies page, not duplicated on every mortar-archetype variant.
EXTRACT-CANDIDATE: charge-up aim tracking (first 80 percent re-aims, last 20 percent locked) — shared with shooter and other charge-based archetypes, belongs on combat.
EXTRACT-CANDIDATE: forecast system (circle forecasts for timed/AoE attacks, line forecasts for projectiles) — shared system, belongs on combat or its own forecasts page.