Pearl (Prism)
What it is
A legendary-rarity Prism hovercraft hull — rotating but pinned at face-down (180°) at mission start, four weapon slots, front-loaded drag, with the highest turn rate in the Prism faction at ★1 (1.0, ~7× the standard 0.14) paired with high acceleration (471), modest top speed (181), and a slim drag coefficient (0.34). Starts with railgun. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages. Star progression includes an unusual ★4 pin that temporarily collapses the turn rate and bumps speed before reverting at ★5.
★1 stats
| Stat | Value |
|---|---|
| HP | 200 |
| Shield | 200 |
| Armor | 2 |
| Speed | 181 |
| Acceleration | 471 |
| Drag | 0.34 |
| Turn rate | 1.0 |
| Weapon slots | 4 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 0 |
| Heat cooldown | 0 |
| Heat curve | linear |
| Burnout severity | 0.35 |
| Shield regen rate | 6 |
| Shield regen delay | 4 |
| HP regen | 0 |
| Melee mult | 1.0 |
| Luck | 8 |
| Magnet range | 130 |
| Currency bonus | 6 |
| Ship scale | 1.0 |
| Starting weapon | railgun L1 |
★5 endpoints (only fields that differ from ★1)
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 200 | 250 |
| Shield | 200 | 250 |
| Weapon damage % | 10 | 12.5 |
The ★5 override block also re-states the ★1 values for acceleration (471), speed (181), drag (0.34), and turn rate (1.0), so those four numerics do not change across stars — except at the ★4 pin (see Star progression notes below). Every other stat is constant.
Drive feel
| Field | Value |
|---|---|
| Rotates | true |
| Fixed angle (deg) | 180 |
| Accel curve | linear |
| Drag curve | front_loaded |
| Stop shake intensity | 0 |
| Heat shake intensity | 0 |
| Heat shake threshold | 0.85 |
| Stop spring amount | 0 |
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. Pearl’s defining drive trait is the ★1 turn rate of 1.0, roughly seven times the Prism family standard (0.14), giving sharp, twitchy directional changes paired with the high 471 acceleration. 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 19-vertex polygon, sprite-traced from the v5 Pearl asset. Convex hull simplified to ~32 vertices via Visvalingam-Whyatt, shrunk 5% for tight-but-fair collisions, rotated -90° from sprite-south to engine-right convention. The ship scale multiplier of 1.0× is applied on top.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES[‘Prism_Pearl’] |
| Vertex count | 19 |
| X range | -0.839 to 0.839 |
| Y range | -0.95 to 0.95 |
Polygon vertices (x, y), in order:
| # | X | Y |
|---|---|---|
| 1 | -0.710 | 0.950 |
| 2 | -0.747 | 0.932 |
| 3 | -0.839 | 0.231 |
| 4 | -0.839 | -0.212 |
| 5 | -0.747 | -0.932 |
| 6 | -0.710 | -0.950 |
| 7 | -0.507 | -0.950 |
| 8 | -0.452 | -0.932 |
| 9 | -0.304 | -0.858 |
| 10 | 0.729 | -0.175 |
| 11 | 0.821 | -0.083 |
| 12 | 0.839 | -0.028 |
| 13 | 0.839 | 0.046 |
| 14 | 0.821 | 0.083 |
| 15 | 0.784 | 0.138 |
| 16 | 0.710 | 0.194 |
| 17 | -0.360 | 0.895 |
| 18 | -0.397 | 0.913 |
| 19 | -0.507 | 0.950 |
The silhouette is taller (Y span 1.90) than wide (X span 1.68), with the right side tapering to a narrow nose tip near X ≈ 0.84 while the left side stays broad — a long teardrop pointing right.
Passive
| Field | Value |
|---|---|
| Passive ID | jack_of_all |
| Passive name | Jack of All Trades |
| Effect | +{value}% to all stats |
| Stat target | all |
| Is percent | true |
| 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 — Pearl is legendary, the top tier on the rarity ladder, so the highest passive-rank scaling applies when rolled. Tier scaling moves with the star roll, not with stars on the same copy.
Faction and rarity
| Field | Value |
|---|---|
| Faction | solaris (baseline fallback) |
| Hull faction tag | Prism |
| Rarity | legendary |
| Display grade | L |
| Outline color | ffaa00 |
| Accent color | dd8800 |
| Ship class | medium |
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 legendary orange outline baked into the v5 sprite asset.
Star progression notes
| Star | XP required (cumulative dupes) | Mod backpack grid | Grid cells |
|---|---|---|---|
| ★1 | 0 | 3 × 3 | 9 |
| ★2 | 1 | 4 × 3 | 12 |
| ★3 | 3 | 4 × 4 | 16 |
| ★4 | 7 | 5 × 4 | 20 |
| ★5 | 17 | 5 × 5 | 25 |
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:
| Star | HP | Shield | Weapon damage % | Acceleration | Speed | Drag | Turn rate |
|---|---|---|---|---|---|---|---|
| ★1 | 200 | 200 | 10 | 471 | 181 | 0.34 | 1.0 |
| ★2 | 212.5 | 212.5 | 10.625 | 471 | 181 | 0.34 | 1.0 |
| ★3 | 225 | 225 | 11.25 | 471 | 181 | 0.34 | 1.0 |
| ★4 | 237.5 | 237.5 | 11.875 | 471 | 221 | 0.34 | 0.14 |
| ★5 | 250 | 250 | 12.5 | 471 | 181 | 0.34 | 1.0 |
Pearl is the only Prism hull with explicit per-star pins at both ★3 and ★4. The ★3 pin re-states the ★1 values for turnRate (1.0) and speed (181), which is dead config — those values already match the ★1↔★5 endpoints, so the lerp would land there regardless. The ★4 pin is meaningful: it temporarily shifts speed from 181 to 221 and drops turn rate from 1.0 to 0.14 (the Prism-family standard), then ★5 reverts both back to the ★1 values. This produces a one-star “heavy variant” feel at ★4 — slower-turning but faster-flying — before snapping back to the agile profile at ★5.
Star tier never changes the starting weapon (always railgun L1), faction, rarity, hitbox polygon, drive feel flags (rotates, fixedAngleDeg, accelCurve, dragCurve), ship scale, weapon-slot count, armor, or heat curve — only the seven lerped/pinned numerics above and the mod backpack grid size.
EXTRACT-CANDIDATE flags
- ★4 turn-rate spike is a designed discontinuity. Pearl’s ★4 pin sets
turnRate: 0.14,speed: 221,acceleration: 471,drag: 0.34— three of those match the lerp endpoints, butturnRate: 0.14andspeed: 221are off-curve. ★5 reverts. This is either intentional (“★4 is a heavy stat-line, ★5 reclaims agility”) or a copy-paste artifact from when Pearl shared a stat block with another Prism hull. Worth a canonical paragraph onships.mdor the progression page on “how per-star pins create non-monotonic curves” — Pearl is the cleanest example in the file. If unintentional, fix by removing the ★4 pin entirely so the field lerps smoothly. - ★3 pin is dead config. Pearl’s ★3 override (
turnRate: 1, speed: 181) re-states values that already match ★1 and ★5, so the lerp would land there with or without the pin. Either it was scaffolding for an experiment that got reverted, or evidence of a stat-tweaking session that never landed. Candidate for cleanup pass —SHIP_STATS_S3.Prism_Pearlcan be deleted with zero runtime effect. - ★5 override re-states ★1 numerics. Pearl’s ★5 entry pins not just the four delta fields (hp, shield, weaponDmg, acceleration) but also speed, drag, turn rate, weapon slots, hpRegen, shieldRegenRate, shieldRegenDelay, armor, 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 are hp 200→250, shield 200→250, weaponDamagePct 10→12.5, acceleration 471→471 (no change). This is the Bomber-style “verbose ★5” shape from the existing flags — contrast with Crystal’s minimal 4-field ★5 block. Authoring-guide candidate on how to write a clean ★5 entry.
- Pearl is the Prism turn-rate outlier. Every other Prism hull at ★1 uses
turnRate: 0.14(Citrine 0.64 from the S3 override at ★1, Crystal 0.14, Jade 0.14, Ruby 0.14, Shard 0.14); Pearl usesturnRate: 1.0at ★1 then drops to 0.14 at ★4 then back to 1.0 at ★5. This makes Pearl the only Prism hull where turn rate varies across stars at all, and the only one with a turn rate above 0.64. Worth flagging onships.mdas “Pearl is the Prism agility outlier” alongside the rest of the Prism stat-clone trio note. fixedAngleDeg: 180on a rotating ship. Pearl setsrotates: true+fixedAngleDeg: 180. Same dead-config pattern flagged on Crystal — the engine only honorsfixedAngleDegwhenrotates: false, so this field is ignored at runtime for Pearl. Either harmless or evidence of intent-drift. The fix is either drop the field or document that it’s a hint to UI / preview code (not runtime physics) — needs a one-line clarification on the data-schema page.jack_of_allbaseline passive on a legendary hull. Pearl inherits the same baseline passive as every common-tier hull, with no per-hull legendary-specific passive override. Same flag raised on Crystal, Bomber, and Glyph. The +3/6/10/15/22% all-stats curve is undocumented onpassives.mdorships.mdand needs a single canonical block. Whether legendaries should get unique passives is a design decision worth surfacing — currently rarity drives only the passive’s rank (which rank you start at on a pull), not the passive’s identity.- Heat curve fully disabled across the entire Prism faction. All six Prism hulls (Citrine, Crystal, Jade, Pearl, Ruby, Shard) set
heatBuildup: 0andheatCooldown: 0. The Prism faction as a group opts out of the overheat-boost loop. Worth a faction-identity paragraph onships.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. Solaris hulls partially set heat (some 0, some 14/48), so the contrast is real.