Gameplay
Combat Basics
How damage, critical hits, shields, healing, and core combat stats work.
Core Numbers
Base critical chance5%
Base critical damage1.5x
Critical chance cap90%
Evasion cap45%
Base regeneration0.1 HP/s
Offensive Stats
| Stat | What It Changes |
|---|---|
| Damage | Raises the damage dealt by all abilities. |
| Critical Chance | Sets how often a hit becomes critical. Critical Chance cannot exceed the cap shown above. |
| Critical Damage | Raises the damage multiplier applied when a critical hit occurs. |
| Attack Speed | Shortens the time between attacks and repeated ability activations. |
| AOE Size | Expands supported explosions, beams, fields, orbitals, and targeting reach. |
| Multiplicity | Adds projectiles, chain jumps, orbiters, or extra copies when an ability supports it. |
Hull, Shields, and Recharge
| Mechanic | How It Works |
|---|---|
| Shield Capacity | Adds to the pilot's starting shield and absorbs damage before hull HP. |
| Absorption | Shield absorbs incoming damage first; overflow becomes HP damage. |
| Recharge | Taking shield or hull damage restarts the recharge delay. Each pilot has their own delay and recharge rate. |
| Shield-Break Pulse | When a shield breaks, a pulse knocks nearby enemies back. It has a 10s cooldown and 150 radius. |
Healing Under Pressure
| Mechanic | How It Works |
|---|---|
| Regeneration | Restores hull HP over time and cannot heal past maximum HP. |
| Under Heavy Fire | Taking at least 4% of maximum HP within one second reduces regeneration to 25% for two seconds. |
| Suppression Auras | Some enemy effects can temporarily cut regeneration in half. |
| Shield Hits | Damage absorbed by shields can still trigger on-hit effects and regeneration suppression. |