Flame
What it is
Flame is a rare projectile-family weapon that emits a continuous cone-shaped stream of fire-tagged embers from the ship. The cone has a fixed angular width and a range driven by acquire-range and a travel-range multiplier, with auto-aim locked to the closest target.
Stats
Per-level stat table
Raw stat values resolved with the front_loaded scaling curve. See concept-scaling-curves. Damage shown here is the pre-multiplier base damage stat; final damage per tick also multiplies through the global damage curve in concept-damage-multiplier-curve.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per tick (pre-mult) | 14.4 | 143.65 | 187.22 |
| Damage multiplier | 1.30 | 2.50 | 7.50 |
| Damage per tick (final) | 18.72 | 359.13 | 1404.18 |
| Fire rate (Hz) | 6.00 | 9.84 | 11.13 |
| Cone length (world units) | 198 | 249.1 | 266.4 |
| Acquire range (world units) | 165 | 207.6 | 222 |
| Projectile speed (px/s) | 380 | 436.8 | 456 |
| Projectile size | 2.5 | 3.35 | 3.64 |
| Embers per tick | 15 | 17 | 38 |
Fixed properties
| Property | Value |
|---|---|
| Family | projectile |
| Damage tag | fire |
| Target mode | closest |
| Collision mode | first_hit |
| Cone width (degrees) | 65 |
| Travel range multiplier | 1.2 |
| Warmup (seconds) | 0.10 |
| Rarity | rare |
| Scaling curve | front_loaded |
| Area mode | cone_width |
| Can hit destructibles | true |
| Hits scale spread with count | true |
Horizontal modifier rates
| Modifier | Rate per H |
|---|---|
| Damage | 0.05 |
| Fire rate | 0.10 |
| Area mode | cone_width |
Cadence and feel
| Property | Value |
|---|---|
| Cadence pattern | [1, 1, 1, 1] |
| Cadence step (seconds) | 0.04 |
| Ship pulse strength | 0.15 |
| Sonar pulse scale | 1.2 |
| PostFX duration (seconds) | 0.04 |
| Chime timbre | bronze |
| Recoil sx | 0.94 |
| Recoil sy | 1.05 |
| Recoil duration (seconds) | 0.05 |
| Recoil kick | 1.5 |
| Fire shake amp | 0.5 |
| Fire shake duration (seconds) | 0.06 |
| Hit shake amp | 0.5 |
| Hit shake duration (seconds) | 0.05 |
Stepped ember count breakpoints
| Min level | Embers per tick |
|---|---|
| 1 | 15 |
| 7 | 17 |
| 14 | 28 |
| 20 | 38 |
Behavior
Flame fires a persistent cone-shaped stream rather than discrete projectiles. The targeting system selects the closest enemy and orients the cone toward it. See concept-target-modes.
Ember projectiles travel outward through the cone, stopping at the first enemy they overlap. See concept-collision-modes. The cone can damage destructibles in addition to enemies.
Spread of embers within the cone scales with the active ember count — more embers spread wider within the same angular footprint. The cone width itself is also affected by Area horizontal modifiers via the cone_width area mode.
A 0.10-second warmup delay applies before the first tick after the weapon is acquired.
The weapon emits a bronze chime timbre, an orange/yellow/red VFX palette, and a soft recoil profile with paired fire and hit camera shake.
Scaling
Stat progression uses the front_loaded scaling curve, which front-loads gains in early levels. See concept-scaling-curves.
Final damage per tick is the product of three things: the raw damage stat resolved at the curved effective level, the global damage multiplier resolved at the raw level (see concept-damage-multiplier-curve), and any active horizontal modifiers (damage horizontal contributes at 0.05 per H).
Embers per tick uses a stepped progression and does not follow the scaling curve. The breakpoints are at L1, L7, L14, and L20.
The cone’s hit length is acquireRange * 1.2 at all levels; both stats scale with the curve.
The fire tag drives interactions with fire-keyed artifacts, effects, and damage-tag signals. See concept-damage-tags.
EXTRACT-CANDIDATE flags
concept-scaling-curves— page should documentfront_loadedand the other five curves (linear,exponential,steep_exp,s_curve,linear_fast) with their formulas, and explaingetEffectiveLevelremapping from raw level 1–20 through the curve.concept-damage-multiplier-curve— page should document the piecewise-linear damage curve anchors (L1=1.00, L4=1.25, L8=2.00, L12=3.00, L16=5.00, L20=7.50), the L1 low-level damage buff (+30% at L1, -5% per level, 0% at L7+), and the legendary baseline (legendary L1 ≈ normal L20).concept-target-modes— page should documentclosest,furthest,flanking,low_hptarget modes and which weapons use each.concept-collision-modes— page should documentfirst_hit,pierce_all,target_only,beam_trace,chain_arcand their hit-detection semantics.concept-damage-tags— page should document the four base tags (bullet,energy,bomb,fire), legendary dual-tag pairing, and how damage-tag signals fire for artifact/effect lookups.concept-horizontal-modifiers— page should document theHsystem:dmgPerH,ratePerH, the elevenAreaModevalues (blast,blast_strong,chain_radius,beam_splash,beam_width,bonus_explosion,cone_width,blade_size,splash,line_spread,arc_thickness), and how horizontals stack.concept-weapon-cadence— page should documentcadencePattern,cadenceStepSec,shipPulseStrength,sonarPulseScale,postFxSec,chimeTimbre, recoil profiles, and shake profiles as a shared juice system across all weapons.concept-area-modes— page should document each AreaMode value and which family it applies to.concept-weapon-behaviors— page should document all 19 named behaviors (boomerang_return,burst_fire,orbit,arc_mortar,flame_stream,tesla_line,shield_arc,cone_beam_dot,flame_drop,orbit_ring,beam_decay,artillery_rain,plasma_arc,quad_burst,fire_trail,phoenix_aura,plasma_mortar,carpet_bomber,mega_bullet_trail).