Magnetar

What it is

Epic-rarity energy weapon in the projectile family. Reuses the tesla-line behavior — two orbiting balls connected by a damage line that sweeps the field around the ship. The orbit is wider than the base line weapon (the magnetic field reads bigger), spin and fire rate are slower, projectile range is longer, and the palette is violet/magenta to distinguish it from the base line’s electric blue. Reads as a sustained gravitational tether: punchier per-tick damage but lower sustained DPS than the base line, with the larger orbit sweeping more enemies into the connecting line per cast.

Pairs conceptually with the in-world Magnetar Pulse prop and its enemy-gravity-pull synergy.

Stats

Identity

FieldValue
RarityEpic
FamilyProjectile
Damage tagEnergy
BehaviorTesla-line (two orbiting balls connected by a damage line)
Target modeClosest enemy
Collision modePierce-all
Hits destructiblesYes
Scaling curveLinear
Area modifier modeLine-spread
Firing groupNo

Per-level stats (L1 / L10 / L20)

Stats use linear scaling: value = base + scaling × (level − 1). Damage output additionally multiplies through the global damage-multiplier curve (see Damage Multiplier Curve).

StatL1L10L20
Base damage per tick42.094.2152.2
Damage multiplier1.30×2.50×7.50×
Effective damage per tick54.6235.51141.5
Fire rate (shots/sec)0.150.330.53
Cooldown between casts (s)6.673.031.89
Acquire range (px)350404464
Projectile speed (px/s)100122.5147.5
Projectile size (px)18.024.331.3
Orbit radius (px)85157237
Orbit angular speed (deg/s)25.031.338.3

Fixed stats

StatValue
Warmup before first fire (s)0.10
Travel range multiplier (× acquire range)5.0
Contact cooldown between line ticks (s)0.08
Cadence patternSingle shot per cast
Cadence step (s)0.10

Horizontal modifier rates

ModifierRate
Damage per horizontal Damage level0.04 (+4% per step)
Rate per horizontal Rate level0.10 (+10% per step)
Area modeLine-spread (Area modifier widens the orbit)

Juice / feel

FieldValue
Ship pulse strength on fire0.7
Recoil profilesx 0.74, sy 1.26, settle 0.12 s, kick 18
Fire shakeAmplitude 1.8, duration 0.09 s
Hit shakeAmplitude 0.6, duration 0.05 s
Sonar pulse scale1.6×
Post-FX duration (s)0.10
Chime timbreCrystal
Color (core / glow / accent)#aa44ff / #dd99ff / #440088

Behavior

On each fire, the weapon spawns two energy balls that orbit the ship at the current orbit radius, rotating at the orbit angular speed. A continuous damage line connects the two balls; any enemy passing through the line takes a tick of damage gated by the contact cooldown. The pierce-all collision mode means the line damages every enemy along its sweep — it never consumes on a single hit.

Targeting is closest-enemy by edge distance: the cast aligns the orbit toward the nearest enemy in range. Targets beyond the acquire range are ignored at fire time, but the travel range multiplier of 5× lets the orbit sweep stretch well past the targeting radius before the cast ends.

Compared to the base line weapon, Magnetar trades sustained DPS for per-tick punch and reach: each cast lasts longer between fires, but each tick lands harder and the wider, slower orbit catches more enemies per sweep.

Scaling

The linear scaling curve means level remap is identity — the L1 / L10 / L20 values in the stat table above hold without curvature.

Damage growth is driven by two stacked components: the linear base + scaling × (level − 1) formula on the base damage stat, and the global damage-multiplier curve from the helpers module (anchored at L1=1.00, L4=1.25, L8=2.00, L12=3.00, L16=5.00, L20=7.50, plus a +30% low-level buff that decays 5% per level and ends at L7). The two combine into the effective per-tick damage shown.

Other stats — fire rate, acquire range, projectile speed/size, orbit radius, orbit speed — all use plain linear interpolation from base via the scaling step, with no curve remap.

EXTRACT-CANDIDATE

  • concept-tesla-line-behavior — the two-orbiting-balls-connected-by-a-damage-line pattern is shared with the base line weapon; the geometry, contact-cooldown gating, and orbit-radius/orbit-speed interaction belong on a shared concept page.
  • concept-horizontal-modifiers — the damage/rate/area horizontal modifier system (and the per-weapon dmgPerH, ratePerH, and areaMode fields) is referenced by every weapon page and warrants its own page.
  • concept-warmup-and-travel-rangewarmupSec and travelRangeMult recur across weapons; a shared page would let per-weapon pages reference rather than redefine.
  • concept-juice-recoil-shake — recoil profile, fire shake, hit shake, sonar pulse scale, post-FX duration, and chime timbre form a shared feel vocabulary that should live on one concept page.
  • concept-vfx-tiers — the L1/L4/L8/L14 visual tier breakpoints from the helpers module apply to every weapon and aren’t yet documented as their own page.