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
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage | 41 | 275.48 | 536.01 |
| Fire rate (shots/sec) | 0.56 | 0.78 | 1.02 |
| Projectile count | 2 | 4 | 6 |
| Projectile speed | 160 | 196 | 236 |
| Projectile size | 10 | 10 | 10 |
| Blast radius | 87.5 | 127.29 | 171.50 |
| Homing strength | 12.0 | 17.4 | 23.4 |
| Acquire range | 274 | 310 | 350 |
Fixed properties
| Property | Value |
|---|---|
| Rarity | Rare |
| Family | Homing |
| Damage tag | Bomb |
| Target mode | Lowest-HP enemy in range |
| Collision mode | Target-only |
| Can hit destructibles | Yes |
| Area mode | Blast |
| Travel range multiplier | 2.0 |
| Warmup | 0.25 s |
| Fire-rate jitter | ±20% |
| Stagger between projectiles | 0.30 s |
| Scaling curve | Front-loaded |
| Damage per Area modifier | 4% |
| Rate per Area modifier | 10% |
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.