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.

StatL1L10L20
Damage per tick (pre-mult)14.4143.65187.22
Damage multiplier1.302.507.50
Damage per tick (final)18.72359.131404.18
Fire rate (Hz)6.009.8411.13
Cone length (world units)198249.1266.4
Acquire range (world units)165207.6222
Projectile speed (px/s)380436.8456
Projectile size2.53.353.64
Embers per tick151738

Fixed properties

PropertyValue
Familyprojectile
Damage tagfire
Target modeclosest
Collision modefirst_hit
Cone width (degrees)65
Travel range multiplier1.2
Warmup (seconds)0.10
Rarityrare
Scaling curvefront_loaded
Area modecone_width
Can hit destructiblestrue
Hits scale spread with counttrue

Horizontal modifier rates

ModifierRate per H
Damage0.05
Fire rate0.10
Area modecone_width

Cadence and feel

PropertyValue
Cadence pattern[1, 1, 1, 1]
Cadence step (seconds)0.04
Ship pulse strength0.15
Sonar pulse scale1.2
PostFX duration (seconds)0.04
Chime timbrebronze
Recoil sx0.94
Recoil sy1.05
Recoil duration (seconds)0.05
Recoil kick1.5
Fire shake amp0.5
Fire shake duration (seconds)0.06
Hit shake amp0.5
Hit shake duration (seconds)0.05

Stepped ember count breakpoints

Min levelEmbers per tick
115
717
1428
2038

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 document front_loaded and the other five curves (linear, exponential, steep_exp, s_curve, linear_fast) with their formulas, and explain getEffectiveLevel remapping 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 document closest, furthest, flanking, low_hp target modes and which weapons use each.
  • concept-collision-modes — page should document first_hit, pierce_all, target_only, beam_trace, chain_arc and 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 the H system: dmgPerH, ratePerH, the eleven AreaMode values (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 document cadencePattern, 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).