Missile

What it is

Rare homing weapon that fires self-guided missiles which seek targets and detonate in an area-of-effect blast on impact. Missiles select the lowest-HP enemy in range at fire time and steer toward it until contact. See weapons and combat.

Stats

StatL1L10L20
Damage41275.48536.01
Fire rate (shots/sec)0.560.781.02
Projectile count246
Projectile speed160196236
Projectile size101010
Blast radius87.5127.29171.50
Homing strength12.017.423.4
Acquire range274310350

Fixed properties

PropertyValue
RarityRare
FamilyHoming
Damage tagBomb
Target modeLowest-HP enemy in range
Collision modeTarget-only
Can hit destructiblesYes
Area modeBlast
Travel range multiplier2.0
Warmup0.25 s
Fire-rate jitter±20%
Stagger between projectiles0.30 s
Scaling curveFront-loaded
Damage per Area modifier4%
Rate per Area modifier10%

Behavior

On fire, the weapon selects the lowest-HP enemy within acquire range and launches its projectiles toward it after the warmup. Each projectile steers toward its assigned target with the listed homing strength until it makes contact; collision is restricted to the assigned target and any destructibles in flight. On impact the projectile detonates in a blast radius, dealing area damage to all enemies inside. Projectiles within a single volley are released sequentially with the listed stagger delay. Per-shot cadence is jittered by ±20% so timing feels organic. See combat for area-damage and target-selection rules.

Scaling

Damage, fire rate, projectile speed, blast radius, homing strength, and acquire range all scale linearly with level: base + scaling × (level − 1). Projectile count is stepped — 2 at L1, 3 at L5, 4 at L10, 5 at L15, 6 at L20. Projectile size is fixed across all levels. The weapon’s overall power curve is front-loaded, so early levels gain a disproportionate share of the total growth relative to a linear curve. The global weapon damage multiplier and the early-level damage buff defined in combat apply on top of the damage values above.


EXTRACT-CANDIDATE:

  • Damage tags (bullet / energy / bomb / fire) — referenced here as “Bomb”; shared across all weapons and used by artifacts and damage-effect signals. Belongs in combat or a dedicated damage-tags.md.
  • Target modes (closest / furthest / flanking / low-HP) — selection rule for auto-aim; shared across all weapons. Belongs in combat or weapons.
  • Collision modes (first-hit / pierce-all / target-only / beam-trace / chain-arc) — shared across all weapons. Belongs in combat or weapons.
  • Weapon families (projectile / explosive / sniper / beam / chain / homing / sweep) — top-level taxonomy. Belongs in weapons.
  • Area modes (blast / blast-strong / chain-radius / beam-splash / beam-width / bonus-explosion / cone-width / blade-size / splash / line-spread / arc-thickness) — defines how the Area horizontal modifier maps onto each weapon. Belongs in weapons or a horizontal-modifiers page.
  • Scaling curves (linear / exponential / steep-exp / front-loaded / s-curve / linear-fast) — formula and intent for each curve type. Belongs in weapons or a dedicated scaling.md.
  • Global weapon damage multiplier — piecewise-linear anchors (1.0 at L1, 7.5 at L20) plus the early-level +30%→0% L1–L7 buff applied on top of all weapon damage. Belongs in combat.
  • Acquire range, travel range multiplier, warmup, fire-rate jitter, stagger — generic projectile-flow concepts shared by many weapons. Belongs in weapons.
  • Horizontal modifier rates (dmgPerH, ratePerH) — generic mechanic; every weapon carries its own values but the system itself is shared. Belongs in a horizontal-modifiers page.