Citrine (Prism)

What it is

An epic-rarity Prism hovercraft hull — rotating but pinned at face-down (180°) at mission start, four weapon slots, front-loaded drag, with a low-HP / high-mobility statline: 116 HP / 160 shield, 511 acceleration, 211 top speed, 0.5 drag coefficient, and a 0.64 turn rate that is about 4.6 times the Prism family standard. Starts with line weapon at L1. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages. The ★5 override only delta-pins weapon damage % — every other numeric is held constant across all five stars by either matching ★1↔★5 endpoints or by exact-star pins at ★3 and ★4.

★1 stats

StatValue
HP116
Shield160
Armor2
Speed211
Acceleration511
Drag0.5
Turn rate0.64
Weapon slots4
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.0
Starting weaponline L1

★5 endpoints (only fields that differ from ★1)

Stat★1★5
Weapon damage %1012.5

The ★5 override block re-states the ★1 values for hp (116), shield (160), acceleration (511), speed (211), drag (0.5), turn rate (0.64), weapon slots (4), armor (2), shipScale (1), heatBuildup (0), heatCooldown (0), and all regen / contact / sprite / shake fields, so those numerics do not change across stars. Weapon damage % is the only meaningful per-star delta on Citrine.

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)180
Accel curvelinear
Drag curvefront_loaded
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Hovercraft-with-rotation behavior — the ship orients to the input direction (rotates: true) but the fixedAngleDeg: 180 field is dead config at runtime because the engine only honors fixed-angle when rotation is disabled. Citrine’s defining drive trait is the combination of 0.64 turn rate (about 4.6× the Prism family standard of 0.14) and 511 acceleration (the highest baseline acceleration in the Prism faction), giving fast directional changes paired with the strongest thrust on a Prism hull. Linear thrust ramp into a front-loaded brake: when thrust is released, the deceleration is strong at first and then eases off, producing an arcade-car coast that bleeds the top end fast and lets the ship glide the last bit of speed before settling. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages.

Hitbox

Custom 18-vertex polygon, sprite-traced from the v5 Citrine asset. The ship scale multiplier of 1.0× is applied on top.

PropertyValue
SourceHULL_HITBOXES[‘Prism_Citrine’]
Vertex count18
X range-0.95 to 0.95
Y range-0.931 to 0.931

Polygon vertices (x, y), in order:

#XY
1-0.8750.931
2-0.950.047
3-0.95-0.047
4-0.875-0.931
5-0.743-0.931
6-0.574-0.894
7-0.404-0.837
80.724-0.235
90.781-0.198
100.894-0.103
110.95-0.047
120.950.047
130.9120.085
140.7810.198
150.7240.235
16-0.4040.837
17-0.4420.856
18-0.7430.931

The silhouette is wider (X span 1.90) than tall (Y span 1.862), with the left side a broad flat-backed shield-shape pinned at X ≈ -0.95 and the right side tapering to a narrow nose tip near X ≈ 0.95 — a long arrowhead pointing right.

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Resolved at the hull’s rarity tier — Citrine is epic, the second-highest tier on the rarity ladder, so the second-highest passive-rank scaling applies when rolled. Tier scaling moves with the star roll, not with stars on the same copy.

Faction and rarity

FieldValue
Factionsolaris (baseline fallback)
Hull faction tagPrism
Rarityepic
Display gradeS
Outline colorcc66ff
Accent coloraa44dd
Ship classmedium

The Faction enum in code is the four-faction set (angel_corp, crystal_casino, solaris, wrongsiders) and Prism hulls have no per-hull faction override, so the baseline solaris faction value is carried through. The Prism label here describes the hull-family prefix used in the sprite filename and rarity table, not a runtime Faction enum value. Rarity color is the epic purple outline baked into the v5 sprite asset.

Star progression notes

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Per-star resolved values. Lerp factor t = (star − 1) / 4. Exact-star pins win over lerp; otherwise the field lerps between ★1 and ★5 overrides:

StarHPShieldWeapon damage %AccelerationSpeedTurn rateDrag
★1116160105112110.640.5
★211616010.6255112110.640.5
★311616011.255112110.640.5
★411616011.8755112110.640.5
★511616012.55112110.640.5

Citrine’s ★3 pin (acceleration: 511, speed: 211, turnRate: 0.64) re-states the ★1 / ★5 values, so it is dead config — the lerp would land at those numbers without it. Citrine’s ★4 pin (hp: 116, shield: 160, acceleration: 511, speed: 211, turnRate: 0.64, drag: 0.5) likewise re-states the ★1 values for every field it touches, so it is also dead config — the lerp would already produce these values because ★5 holds them constant. The only field that actually moves across stars is weaponDamagePct (10 → 12.5), lerping linearly. Star tier never changes the starting weapon (always line L1), faction, rarity, hitbox, drive feel flags (rotates, fixedAngleDeg, accelCurve, dragCurve), weapon-slot count, armor, HP, shield, speed, drag, turn rate, acceleration, or heat curve — only the weapon damage % and the mod backpack grid size.


EXTRACT-CANDIDATE flags

  • Both ★3 and ★4 pins are entirely dead config. Citrine is the most extreme example of redundant per-star pins in the file. The ★3 entry pins three fields and the ★4 entry pins six fields, but every one of those nine pin-values exactly matches what the ★1↔★5 lerp would already produce because the ★5 override holds those same fields flat at the ★1 values. Both SHIP_STATS_S3.Prism_Citrine and SHIP_STATS_S4.Prism_Citrine can be deleted with zero runtime effect. Worth flagging as a cleanup candidate alongside Shard’s ★3 dead pin — and worth a canonical paragraph on the progression page on “how to spot dead pins” (a pin is dead if its value equals the lerp-interpolated value at that star).
  • ★5 override re-states ★1 numerics for nearly every field. Citrine’s ★5 entry pins not just the four delta-typical fields (hp, shield, weaponDamagePct, acceleration) but also weaponSlots, hpRegen, shieldRegenRate, shieldRegenDelay, armor, speed, drag, turnRate, heatBuildup, heatCooldown, burnoutSeverity, fireRatePct, meleeMult, luck, magnetRange, currencyBonus, ramSpeedBleed, contactSpeedBleed, terrainRestitution, terrainFriction, ramThreshold, ramDamageLo, ramDamageHi, pushRatio, enemySolidity, contactDecel, contactCooldown, shipScale, sprite fields, shake fields, stopSpringAmt, heatCurve. The actual deltas-from-★1 collapse to a single field: weaponDamagePct 10→12.5. Citrine has the lowest delta-count of any Prism hull’s ★5 entry (one field) but the highest count of re-stated ★1 fields. Worth flagging as the Bomber/Pearl-style verbose ★5 shape — contrast with Crystal’s minimal 4-field ★5 block on the authoring-guide page for “how to write a clean ★5 entry.”
  • Weapon damage % is Citrine’s only star-driven stat. Across all five stars, only weaponDamagePct changes (10 → 12.5, a 25% relative gain over the full star arc). Every other stat — HP, shield, acceleration, speed, drag, turn rate, weapon slots, armor, ship scale, sprite — is flat. This makes Citrine the flattest stat curve in the Prism faction (Crystal moves four fields, Pearl moves four fields plus a ★4 swing, Shard moves four fields plus a ★4 scale swing). Whether this is intentional (Citrine is meant to be a low-stat / high-flex hull defined by its mobility profile alone) or a copy-paste artifact awaiting per-hull tuning is a design decision worth surfacing.
  • 0.64 turn rate is an outlier in the Prism family. Citrine sits between the Prism-family standard (0.14, shared by Crystal, Jade, Ruby, Shard) and Pearl’s twitchy 1.0. It is the only Prism hull with a turn rate in the 0.5–0.7 band. Worth flagging on ships.md (or a Prism-faction page) as one of three turn-rate tiers in the faction: the slow tier (0.14), the mid tier (0.64, Citrine only), and the fast tier (1.0, Pearl only).
  • 511 acceleration is the highest in the Prism family. Citrine ★1 has the strongest baseline thrust of any Prism hull (Pearl 471, Crystal 360, Shard 360, Ruby 320, Jade 300). Combined with the 116/160 HP/shield (the lowest defensive pool of any Prism hull) and the high 211 speed, Citrine reads as the “glass cannon” of the Prism faction — high mobility, low survivability. Worth a canonical paragraph on ships.md describing the Prism faction’s stat-archetype spread, since this kind of role-by-stat-shape is currently buried in per-hull data.
  • fixedAngleDeg: 180 on a rotating ship. Citrine sets rotates: true + fixedAngleDeg: 180. Same dead-config pattern flagged on Jade, Pearl, and Shard — the engine only honors fixedAngleDeg when rotates: false, so this field is ignored at runtime for Citrine. Either harmless or evidence of intent-drift. The fix is either drop the field on rotating Prism hulls or document that it’s a hint to UI / preview code (not runtime physics) — needs a one-line clarification on the data-schema page.
  • Heat curve fully disabled across the entire Prism faction. Citrine’s heatBuildup: 0 and heatCooldown: 0 match Crystal, Jade, Pearl, Ruby, and Shard — the full Prism faction opts out of the overheat-boost loop. Worth a faction-identity paragraph on ships.md (or a Prism-faction page) describing “Prism ships do not overheat” as a deliberate faction trait, since this is currently buried in per-hull data and never surfaced to players.
  • jack_of_all baseline passive on an epic hull. Citrine inherits the same baseline passive as every common-tier hull, with no per-hull epic-specific passive override. Same flag raised on Crystal, Pearl, Shard, Bomber, and Glyph. The +3/6/10/15/22% all-stats curve is undocumented on passives.md or ships.md and needs a single canonical block. Whether epics and legendaries should get unique passives is a design decision worth surfacing — currently rarity drives only the passive’s rank, not the passive’s identity.
  • Line L1 starter is a rare starter pick. Citrine’s startingWeapons: [{ id: 'line', level: 1 }] is shared only with Solaris_Valet across all 60 hulls, making line the least-common starting weapon in the roster. Worth flagging on the starting-weapons page that line is a near-exclusive Prism / Solaris starter pair (Solaris_Valet uses it too) and noting that the Prism faction as a whole has no shared starter-weapon identity — each Prism hull uses a different starter (Citrine: line, Crystal: lightning, Jade: barrier, Pearl: railgun, Ruby: flame, Shard: shotgun).