# Mandris: complete game reference This manually published snapshot includes current mechanics, experimental content, technical design, and a separate final roadmap chapter. # Mandris knowledge base A field reference for players, designers, and independent ideas. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/ ## What Mandris is Reference: https://mandris.app/knowledge/index.html#the-game Mandris is a desktop-first, true 3D browser combat game. Pilots fly over hostile battlefields, aim independently of movement, fight airborne and ground enemies, collect credits and upgrades, and take complementary ships into private co-op for up to four pilots. Missions link into a run: each victory opens the Field Store before the next sortie. Each mission belongs to its own faction with distinct attacks, warnings, scenery, and a multi-phase boss. The missions and ships currently in rotation are listed below; retired content is left out of this reference. The long-term ambition is a replayable, seeded, six-stage cooperative roguelite lasting roughly 25–35 minutes. That complete campaign generator is a future design target. The current linked-sortie system is its foundation. ## Design intent and identity Reference: https://mandris.app/knowledge/index.html#design-intent The visual direction is severe, mechanical, cinematic, and worn. Player craft read as military hardware with recognizable silhouettes, weapon mounts, engines, and damage states. Foundry machines, predatory hive organisms, and abyssal sea life each have their own visual and combat language. Moment-to-moment control takes priority over presentation. Cinematics are skippable, and enemies announce committed attacks on the unit itself: weapons glow, bays open, hoppers spin up, and bodies wind up. Floor markers are reserved for impact areas, never for showing where an enemy will move. Effects should communicate range, danger, ownership, and impact without concealing the fight. - Run power comes from combat pickups, weapon drops, and store purchases, then resets when the run ends. - Persistent cosmetics and non-power progression are a future goal, not a completed account economy. - Large crowds make area abilities satisfying, but readable threats and bounded simulation/rendering cost constrain density. - Suggestions may challenge these choices. Separate observations about the implemented game from proposed changes. ## How to read this snapshot Reference: https://mandris.app/knowledge/index.html#how-to-read Current means implemented and selectable in the source revision shown on this page. Proposed means an idea or incomplete roadmap objective; it is not promised or automatically present in the game. Numbers are base values on Medium difficulty unless a row explicitly names a modifier, rank, profile, player count, difficulty, or boss phase. Damage per hit, damage per second, projectile count, warning time, and cooldown are different quantities. Do not multiply them into a DPS claim without accounting for misses, energy, targeting, and active windows. This is a manually published snapshot, not a live feed. Game changes and ordinary deployments do not refresh its text or images. The source revision and date identify what was reviewed, and the live game may have moved on. ## In rotation now Reference: https://mandris.app/knowledge/index.html#in-rotation Missions: CRUCIBLE DRIFT, BROOD SCAR, FROSTFALL. Ships: Ratajack, Garmo, Jivadin, Michen. Black Horizon, the experimental Shattered Armada fleet battle, Kaibur, and Theben are out of rotation in this revision. The game still supports them internally, but players cannot select them, so this reference leaves them out. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) - [Ratajack](https://mandris.app/knowledge/ships.html#ratajack) - [Garmo](https://mandris.app/knowledge/ships.html#garmo) - [Jivadin](https://mandris.app/knowledge/ships.html#jivadin) - [Michen](https://mandris.app/knowledge/ships.html#michen) ## Explore the reference Reference: https://mandris.app/knowledge/index.html#reference-map - [How to play: controls and basics for your first flight](https://mandris.app/knowledge/how-to-play.html) - [Ships: 4 playable hulls and their abilities](https://mandris.app/knowledge/ships.html) - [Enemies: 30 regular enemies, heavies, bosses, and summons](https://mandris.app/knowledge/enemies.html) - [Levels: 3 selectable missions](https://mandris.app/knowledge/levels.html) - [Systems: combat, economy, pickups, difficulty, and private co-op](https://mandris.app/knowledge/systems.html) - [Upgrades: 49 store, orb, and weapon-drop entries](https://mandris.app/knowledge/upgrades.html) - [Controls and settings](https://mandris.app/knowledge/controls.html) - [Technical design and implementation constraints](https://mandris.app/knowledge/technical.html) - [Roadmap and open design questions](https://mandris.app/knowledge/roadmap.html) ## Give this to Claude Reference: https://mandris.app/knowledge/index.html#for-claude Copy the prompt below with this page URL. The full Markdown export contains every chapter; individual chapter files provide a smaller reading path. Text and diagrams cannot substitute for playing the game when assessing feel or difficulty. - [Complete Markdown reference](https://mandris.app/knowledge/full.md) - [Download the starter prompt](https://mandris.app/knowledge/claude-prompt.txt) ```text Read the Mandris reference at https://mandris.app/knowledge/. Start with the overview, how to play, ships, enemies, levels, systems, upgrades, controls, and technical chapters. The complete text is https://mandris.app/knowledge/full.md; use individual chapter Markdown links if that file is too large. Treat the publication date and source revision as a snapshot, not proof of the current live build. First summarize the implemented game and its main design tensions. Before reading the roadmap chapter, independently propose improvements to combat, enemy behaviors, ship identities, cooperative interactions, progression, levels, and presentation. Challenge existing choices when warranted. Then read the roadmap chapter and identify which of your ideas overlap, differ, or fill gaps. Distinguish implemented facts, your inferences, and your proposals. Do not describe proposed features as completed. For each strongest idea, explain the player decision it creates, which existing mechanics it uses, the smallest useful prototype, likely implementation and readability costs, and how we would judge whether it improved the game. Include a few unconventional ideas rather than only incremental upgrades. Cite the reference entries you used. State which pages you actually read and disclose any fetch or context limitations. Do not claim to have played the game from reading this reference. ``` --- # How to play The controls and basics you need for your first flight. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/how-to-play.html ## Your first sortie Reference: https://mandris.app/knowledge/how-to-play.html#first-sortie Mandris runs in a desktop browser. A mouse and keyboard or a standard gamepad both work. This page covers what you need for your first flight; the other chapters hold the full detail. - Choose a ship on the launch screen. Ratajack is the easiest to learn; each ship shows its handling rating and controls. - Choose a mission and a difficulty. Crucible Drift is listed first and makes a good start. Medium is the standard balance. - Press the launch button. You can skip the mission introduction. - Fight through the encounters until the boss appears, then destroy it to win the sortie. - Spend your credits in the Field Store, pick the next mission, and launch again. Upgrades carry forward until the run ends. ## Flying and shooting Reference: https://mandris.app/knowledge/how-to-play.html#flying-and-shooting Movement and aim are separate. Steer with WASD or the arrow keys while the mouse aims; the ship turns its guns toward the cursor. Hold the left mouse button to keep firing. The right mouse button fires your secondary weapon. Space triggers your ship's utility ability and Shift or E its special ability. Each ship uses these buttons differently; the ship guide below lists them. Escape pauses the game and opens settings. *Desktop and gamepad input* | Action | Keyboard / mouse | Gamepad | | --- | --- | --- | | Move | WASD / arrow keys | Left stick / D-pad | | Aim | Mouse position | Right stick | | Primary fire | Left mouse button (hold) | Right trigger | | Secondary | Right mouse button | Left trigger | | Utility | Space | X | | Ship special | Shift / E | A | | Pause / settings | Escape | Start | ## Ship guide Reference: https://mandris.app/knowledge/how-to-play.html#ship-guide Every ship uses the same buttons for different abilities. Start with Ratajack; try the others once the basics feel natural. - [Ratajack](https://mandris.app/knowledge/ships.html#ratajack) - [Garmo](https://mandris.app/knowledge/ships.html#garmo) - [Jivadin](https://mandris.app/knowledge/ships.html#jivadin) - [Michen](https://mandris.app/knowledge/ships.html#michen) *Selectable ships and their buttons* | Ship | Role | Abilities and controls | | --- | --- | --- | | Ratajack | Assault gunship | Twin Machine Guns: LMB / right trigger; Rocket Salvo: Right click / left trigger; Vector Burst: Space / gamepad X; Crossfire Auto Turret: Press Shift / E / gamepad A | | Garmo | Crystal storm hunter | Shard Rails: LMB / right trigger; Arc Lightning: Hold Right click / left trigger; Event Horizon: Space / gamepad X | | Jivadin | Paladin support | Energy Lance: LMB / right trigger; Holy Bolt: Right click / left trigger; Wrath of Sera: Space / gamepad X; Healing Arc: Hold Shift / E / gamepad A | | Michen | Frontline tank | Twin Rotary Cannons: LMB / right trigger; Flame Jet: Hold Right click / left trigger; Gravitic Armor: Press Shift / E / gamepad A; Warp Displacement: Space / gamepad X | Source reference: `src/content/devCatalog.ts`, `src/content/shipAvailability.ts`. ## Staying alive Reference: https://mandris.app/knowledge/how-to-play.html#staying-alive - Hull is your life. When it runs out your ship is destroyed. Solo, that ends the sortie; in co-op you can spectate your squad until it finishes. - Shields take most hits first and recover over time. Armor reduces each hull hit a little. - Energy pays for weapons and abilities and recharges on its own. Some held or active abilities pause the recharge while they run, so watch the energy bar. - Enemies warn you before committed attacks: a glowing nose or barrel, opening bays, a spinning hopper, or a wind-up pose on the enemy itself. Move out of the line or area before the attack lands. - Some enemy projectiles can be shot down, such as the scrap plates Crucible Tug Haulers fling (two hits each). - Burning slag clouds, fire rings, resin, and frost patches are area hazards. Resin and frost slow you; burning ground hurts. ## Pickups, credits, and upgrades Reference: https://mandris.app/knowledge/how-to-play.html#pickups-and-upgrades Destroyed enemies pay credits directly (2 for ordinary enemies, 6 for strong ones, and 10 for heavies) and sometimes drop pickups. Fly close to a pickup to collect it: credits add 50, repairs restore up to 68 hull (or 48 shields when the hull is full), and upgrade orbs grant a random upgrade your ship can use. Ratajack and Garmo also find weapon drops: each adds a new weapon, such as Ratajack's Buzzsaw Rotary Cannon or Garmo's Storm Halo, for the rest of the run. Rare destructible caches hold bigger rewards. Winning a sortie adds 250 credits. In the Field Store you can buy ship upgrades, repair your hull, and choose the next mission. Defeat, or ending the run, clears credits and upgrades. ## Choosing a difficulty Reference: https://mandris.app/knowledge/how-to-play.html#difficulty Difficulty changes how many enemies appear, how much hull they have, and how hard they hit. Your own ship is unchanged. *Difficulty multipliers on enemies (Medium is the standard balance)* | Difficulty | Enemy count | Enemy hull | Enemy damage | Summary | | --- | --- | --- | --- | --- | | Easy | ×0.9 | ×0.65 | ×0.8 | Slightly fewer enemies, much lower enemy hull, and lighter hits. | | Medium | ×1 | ×1 | ×1 | The standard combat balance. | | Hard | ×1.15 | ×1.7 | ×1.35 | Slightly more enemies, much tougher hulls, and heavier hits. | | Nightmare | ×1.3 | ×2.6 | ×1.75 | More enemies, extreme hull strength, and punishing hits. | Source reference: `src/content/difficulty.ts`. ## Playing together Reference: https://mandris.app/knowledge/how-to-play.html#playing-together - Choose Online, then Host to create a room. Share its code; friends choose Online and join with that code. Up to four pilots can fly together, and duplicate ships are allowed. - Everyone chooses a ship and presses Ready. The host picks the mission and difficulty and launches. - Each pilot keeps their own credits and upgrades. Pickups go to the closest pilot who can use them. - If someone disconnects, the flight pauses while they reconnect, then continues where it left off. ## Settings worth knowing Reference: https://mandris.app/knowledge/how-to-play.html#settings-tips - Special abilities can be set to Hold or Toggle in Settings. - Keyboard keys for the secondary, utility, and special actions can be rebound. - Graphics presets, render scale, reduced motion, and camera shake help on slower machines or for comfort. - The HUD can show hull and shield bars beside your own ship and your teammates' ships. --- # Player ships Roles, lore, controls, abilities, and base tuning for every selectable hull. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/ships.html ## Choose a combat role Reference: https://mandris.app/knowledge/ships.html#roster Every hull can enter every selectable mission. Duplicate hulls are allowed in private co-op. Specifications below use base, unupgraded values; upgrade entries and combat profiles describe the modifiers. - [Garmo](https://mandris.app/knowledge/ships.html#garmo) - [Jivadin](https://mandris.app/knowledge/ships.html#jivadin) - [Michen](https://mandris.app/knowledge/ships.html#michen) - [Ratajack](https://mandris.app/knowledge/ships.html#ratajack) *Base hull comparison* | Ship | Hull | Shield | Energy | Energy/s | Lateral m/s | Primary damage | | --- | --- | --- | --- | --- | --- | --- | | Ratajack | 100 | 32 | 120 | 54 | 13.2 | 6.6 | | Garmo | 90 | 40 | 120 | 48 | 14.6 | 11 | | Jivadin | 143.75 | 60 | 110 | 45 | 11.5 | 7 | | Michen | 260 | 100 | 140 | 50 | 9.896 | 2.52 | ## Garmo ship:garmo · CRYSTAL STORM HUNTER Reference: https://mandris.app/knowledge/ships.html#garmo ![Garmo: CRYSTAL STORM HUNTER. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/ship-garmo.webp) LMB fires piercing three-shard bursts that explode and splinter into nearby enemies, embedding conductive crystals. Hold Right click to charge Arc Lightning, then release to strike an aimed enemy and chain through its neighbors. Conductive enemies attract jumps and extend their reach. Move and fire while charging. Space launches Event Horizon, a drifting black hole that absorbs projectiles, captures enemies and grows before collapsing. Arc Lightning detonates your embedded crystals. A light hull rewards constant movement. A light crystal-storm hunter that builds a lightning network. Shard Rails bursts pierce and splinter into nearby enemies, embedding conductive crystals. Holding the secondary charges Arc Lightning, which strikes the aimed enemy and chains through its neighbors, detonating embedded crystals. Event Horizon launches a drifting black hole that absorbs projectiles and captures enemies before collapsing. Garmo has little hull and survives by moving constantly. Its weapon drops, including Crystal Satellites, Storm Halo, Prism Drill, Prism Splitter, Arc Reservoir, and Geode Mines, add more ways to mark enemies for lightning. Saved Theben selections now launch as Garmo. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Hull | 90 | | Shield | 40 | | Energy | 120 | | Energy regeneration | 48 /s | | Lateral speed | 14.6 m/s | | Forward speed | 11.6 m/s | | Turn rate | 576 °/s | | Pickup radius | 4.5 m | ### Controls and abilities - Shard Rails (LMB / right trigger): 3 shards per burst, 50ms apart; repeat every 400ms. 11 damage and 2.4 energy per shard, 40m range. Pierces 3 enemies; every impact explodes and sheds 3 homing splinters. Hits refresh 4s conductivity. All lightning abilities detonate retained marks, sharing a 1.2s cooldown per enemy. - Arc Lightning (Hold Right click / left trigger): Charge 200-1000ms, then release. 40-140 initial damage; up to 7 unique enemies, 80% damage per subsequent jump. 42m aimed reach; jumps 8m, or 13m from conductive enemies. 8 energy minimum, 32 energy/s while charging; passive recharge pauses until release. Movement and primary fire remain available. - Event Horizon (Space / gamepad X): 30 energy; 25s recharge. Launches a drifting black hole that absorbs projectiles, captures nearby enemies and grows before collapsing. Bosses resist capture. ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Shard Rails | 11 / hit | 3 | 40 m | 50ms between shards; 400ms per burst | 2.4 / shard; Accurate bursts; refreshes conductivity | | Arc Lightning | 40-140 | 3-7 targets | 42 m | 1 s full charge | 32 /s; Conductive enemies extend jumps and detonate | | Event Horizon | 40-100 | Area | 12 m | 25 s | 30; Absorbs projectiles; captures enemies before collapse | ### Lore Garmo began as a survey craft built to seed conductive crystals across electrically violent debris fields. Its wide forked prow accelerates crystal slivers while its armor stores the charge collected between passes. Hunter crews turned that equipment into a mobile lightning network. Embedded shards connect hostile formations, and a planted Storm Anchor gives the discharge a second point of entry. Garmo survives by choosing its approach and leaving before the enemy can concentrate its fire. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: player-garmo.glb`. ## Jivadin ship:jivadin · PALADIN SUPPORT Reference: https://mandris.app/knowledge/ships.html#jivadin ![Jivadin: PALADIN SUPPORT. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/ship-jivadin.webp) Right click fires Holy Bolts; Hold Shift / E restores shields. Space launches Wrath of Sera: 100 enemy damage, 20 to every pilot, 35-second recharge. A support combatant with an offensive lance and homing Holy Bolts. Healing Arc selects an ally near the aim point, otherwise heals the caster. Its base effect restores shields; hull repair requires Hull Restoration. Relay purchases extend the number of recipients. Wrath of Sera is a battlefield-wide strike that also damages living pilots. It creates a coordination cost alongside its enemy damage. Healing and offense draw on the same reserve, so support positioning and channel timing matter. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Hull | 143.75 | | Shield | 60 | | Energy | 110 | | Energy regeneration | 45 /s | | Lateral speed | 11.5 m/s | | Forward speed | 9.2 m/s | | Turn rate | 450 °/s | | Pickup radius | 4 m | ### Controls and abilities - Energy Lance (LMB / right trigger): 7 damage every 140 ms; 36 m range; 3.5 energy per shot. - Holy Bolt (Right click / left trigger): Explosive homing pair; 30 energy; 28 damage per bolt; 5 m blast radius; 44 m range. - Wrath of Sera (Space / gamepad X): 35 s recharge; 3 s flight. Deals 100 damage to active enemies and 20 to living pilots. - Healing Arc (Hold Shift / E / gamepad A): No cooldown. Restores 20 shield/s, consumes 34 energy/s; 10 energy required to start. Aim at an ally within 20 m. Allies take priority; aim more than twice as close to your own ship to self-heal, or self-heal when no living ally is in range. Full allies remain selectable. Base healing restores shields only. Healing Relay and Grand Relay add unlimited-range jumps; Hull Restoration repairs hull after shields fill. ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Energy Lance | 7 / hit | 1 | 36 m | 0.14 s between shots | 3.5 / shot; Alternating muzzles; base weapon | | Holy Bolt | 28 / hit | 2 | 44 m travel; 5 m blast radius | Per activation; energy-limited | 30 / pair; Homing; blast damage falls off at the edge | | Wrath of Sera | 100 / hit | All active enemies | Battlefield | 3 s flight; 35 s cooldown | 0; 20 friendly damage | | Healing Arc | 20 shield restored /s | 1 | 20 m | Held; no cooldown | 34 /s; 10 required; ally or self; shields only | | Equality for All | Passive upgrade | Squad / self | Unlimited squad range | On incoming damage | 0; 1000 CR shop purchase. While you live, half of incoming damage to any pilot is shared equally among all living pilots, including the target, before their defenses apply. Unlimited range. Multiple copies do not stack; no reduction when alone. Energy drains are not shared. | ### Lore The Jivadin was commissioned by Seraphina’s Justicar Wing (SJW), a military order devoted to the goddess Seraphina. Its engineers held that righteous service meant bringing the wounded home, even when every tactical calculation demanded retreat. They built the first hulls to shield evacuation transports, projecting protective arcs across civilian ships while enemy fire hammered their own armor. After repeated relief convoys were ambushed, the order armed its rescue craft with energy lances, Holy Bolts, and the devastating Wrath of Sera. Jivadin crews still enter battle under a simple vow: abandon no vessel that can be saved. Their faith demands mercy toward the vulnerable and righteous fury toward those who prey upon them. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: player-jivadin.glb`. ## Michen ship:michen · FRONTLINE TANK Reference: https://mandris.app/knowledge/ships.html#michen ![Michen: FRONTLINE TANK. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/ship-michen.webp) LMB fires twin rotary cannons; hold Right click for a close-range flame jet, then release to recharge energy. Press Shift / E draws nearby shots into 80% armor for four seconds, then releases a fiery 6-18m explosion whose damage grows with incoming damage. Its finishing explosion restores shields equal to 20% of actual enemy damage dealt, up to maximum shields. Space charges for 0.3 seconds while you move and fire, then warps to the locked cursor position and blasts 7m at both endpoints; 10s cooldown. Warp carries an active armor field. Built-in plating reduces damage by 10%. Once per run, Phoenix Core returns Michen 3s after destruction with 50% hull, no shields, full energy and 1s protection, releasing a 600-damage blast across 22m. A frontline tank built around collecting a barrage, repositioning, and releasing it into a formation. Flame Jet becomes especially effective when many nearby enemies occupy the cone. Gravitic Armor draws incoming projectiles toward the ship; the final blast gains radius and damage from accumulated incoming damage. Warp carries the active armor field without restarting its timer. The departure and arrival blasts are separate from the later Gravitic release. Shop upgrades such as Photon Torpedoes, Coup de Grâce, Slag Heart, Anvil Landing, and Furnace Pulse deepen the brawler role. Taking risks inside a crowd still requires enough energy and an escape plan. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Hull | 260 | | Shield | 100 | | Energy | 140 | | Energy regeneration | 50 /s | | Lateral speed | 9.896 m/s | | Forward speed | 7.956 m/s | | Turn rate | 347.76 °/s | | Pickup radius | 3.5 m | ### Controls and abilities - Twin Rotary Cannons (LMB / right trigger): 2.52 damage every 33 ms; 24 m range; 1 energy per shot. - Photon Torpedoes (Automatic / shop upgrade): Fires every 4s after 2s startup. Seeks the farthest air or ground enemy at 24-64m and explodes on first contact. 6m spherical blast: 60 damage within 2m, falling to 30 at the edge. No friendly fire or energy cost. 1,200 CR. - Coup de Grâce (Passive / shop upgrade): Successful damage executes surviving enemies below 15% hull, including bosses. Covers every weapon and ability, Photon Torpedoes and explosive scenery you trigger. Adds a red-and-gold finishing slash over the normal death effect. Execution damage grants no shield restoration. 1,500 CR. - Flame Jet (Hold Right click / left trigger): 16.8m cone, 63 damage/s per target, 36 energy/s. Regeneration pauses while held; release to recharge. Air and ground targets; 2s continuous enemy contact ignites for 15 damage/s, lingering 3s after contact. - Gravitic Armor (Press Shift / E / gamepad A): 35 energy, 4s active, 18s cooldown. Draws shots within 10m; 80% reduction. Stores 400 incoming damage. Releases up to 200 damage in a 6-18m fiery blast. Restores shields once on release, equal to 20% of actual enemy damage dealt, capped at maximum shields. - Warp Displacement (Space / gamepad X): 30 energy, 10s cooldown. Charge for 300ms while moving and firing, then teleport to the locked cursor destination. 40 damage in 7m at each endpoint. Carries active Gravitic Armor and its timer. ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Twin Rotary Cannons | 2.52 / hit | 1 | 24 m | 0.03 s between shots | 1 / shot; Alternating muzzles; base weapon | | Flame Jet | 63 /s per target | Cone | 16.8 m | Held; regeneration paused | 36 /s; 2s contact ignites; 15 damage/s for 3s after contact | | Gravitic Armor | 0-200 | Area | 6-18 m blast; 10 m attraction | 4s active; 18s cooldown | 35; 80% reduction; release grows with pre-mitigation damage; restores 20% of actual blast damage as shields, capped at maximum | | Warp Displacement | 40 / hit | 2 areas | 7 m per endpoint | 300ms charge; 10s cooldown | 30; Cursor destination; armor carries through warp | | Impact Dynamo | Passive upgrade | Squad / self | Self | On incoming damage | 0; 600 CR shop purchase. Survive a hit to restore 1 energy per 10 incoming base damage before armor mitigation, capped at maximum energy. Includes your share of Equality for All damage. Does not reduce damage or convert blocked hits or energy drains. | ### Lore Built to escort relief ships through concentrated fire, Michen combines thick armor with gravitic collectors that turn incoming impacts into a stored shockwave. Its displacement drive folds a short corridor through space. Crews gather a barrage on their plating, then warp into an enemy formation before the field releases. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: player-michen.glb`. ## Ratajack ship:ratajack · ASSAULT GUNSHIP Reference: https://mandris.app/knowledge/ships.html#ratajack ![Ratajack: ASSAULT GUNSHIP. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/ship-ratajack.webp) Right click launches heavy assault rockets. Space dashes with fading ship silhouettes and launches four homing missiles. Press Shift / E activates an automatic turret using your Hold / Toggle setting; the 1,000 CR Twin Lasers shop conversion replaces it with two longer-range continuous beams. A mobile assault gunship that maintains pressure while dodging, and the easiest ship to learn. Rocket Salvo opens on airborne targets; Vector Burst combines rapid movement with homing missiles. The Crossfire Auto Turret adds autonomous fire while the pilot controls the main guns. Weapon drops found during a run add new hardware: extra barrels, explosive rounds, a flak pod, a breach cannon, dash payloads such as bombs and flare mines, the Buzzsaw Rotary Cannon, the Thermobaric Mortar, and the Micro-Missile Hive. Twin Lasers remains a store conversion of the turret. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Hull | 100 | | Shield | 32 | | Energy | 120 | | Energy regeneration | 54 /s | | Lateral speed | 13.2 m/s | | Forward speed | 10.4 m/s | | Turn rate | 540 °/s | | Pickup radius | 3.5 m | ### Controls and abilities - Twin Machine Guns (LMB / right trigger): 6.6 damage every 63 ms; 32 m range; 2.2 energy per shot. - Rocket Salvo (Right click / left trigger): 2 simultaneous homing air missiles in solo weapon builds; Expanded Salvo Rack increases this to 4. Standard loadouts start with 3. 60 energy per volley. Seeking begins after the launch fan. 23.94 damage, 6m air-only blast. Travel beyond the cursor for up to 8s within the battlefield. Ground Missile Rack adds 2 ground missiles that seek hostile ground units after descending, with cyan exhaust and the same surface-specific blast. Full damage within 2m, falling to 50% at the edge. Salvo Calibration affects both; volley cost stays the same. - Vector Burst (Space / gamepad X): 10 energy. Contact immunity during the dash; crossing an enemy reduces total cooldown by 30%, once per dash. 2.8x movement for 0.4 s; 4 s recharge. Firing stays available; stationary pale-gold silhouettes fade behind the dash. On activation, 2 homing missiles in solo weapon builds, or 5 with Expanded Seeker Rack; standard loadouts start with 4. 18 damage each, 32m acquisition, 22m/s, 3 s lifetime. 3m impact blast, full damage within 1m falling to 50% at the edge. - Twin Lasers (Shop conversion / press Press Shift / E): 1,000 CR, installed for this run. Replaces Auto Turret with two continuous amber-white beams tracking the same enemy. 44m range, 76.8 combined damage/s. Turret Calibration carries over. Costs 50 energy once, lasts 10s, then 6s cooldown; normal recharge while active. Beams stop at cover. - Crossfire Auto Turret (Press Shift / E / gamepad A): Costs 50 energy once, lasts 10s with normal recharge. Automatically targets the nearest enemy within 32m, including ground targets; 8 damage every 125ms. 6s cooldown after expiry. ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Twin Machine Guns | 6.6 / hit | 1 | 32 m | 0.06 s between shots | 2.2 / shot; Alternating muzzles; base weapon | | Rocket Salvo | 23.94 / hit | 3 | Battlefield-wide; 6 m blast radius | Homing fan; up to 8s flight | 60 / cast; Ground Missile Rack adds homing ground missiles; surface-specific damage falls off outside the full-damage radius | | Vector Burst | 18 / hit | 4 | 32 m acquisition; 54 m maximum travel | 4 s cooldown; 30% shorter on crossing | 10; 2.8× movement for 0.4 s; contact immunity during dash; homing missiles with 3 m impact blasts | | Crossfire Auto Turret | 8 / hit | 1 | 32 m | 0.13 s between shots; 6 s after exit | 50; 10 s active; nearest enemy; no ongoing drain | ### Lore Ratajack hulls first served as convoy outriders, racing between distant cargo vessels whenever a warning signal broke the silence. Their designers stripped away weight to keep the guns moving, accepting thin armor in exchange for fast engines, rapid target changes, and an almost uninterrupted stream of fire. The design rewarded crews who could read an ambush before the first missile reached the transports. Years of escort duty changed the assignment. Commanders began sending Ratajacks ahead of the convoy to break hostile formations before they could organize an attack. Rocket salvos gave those crews an opening punch; an automatic Crossfire turret let them hold a firing lane while maneuvering. The Vector Burst emerged from the same practical demand: cross dangerous space quickly, keep shooting, and leave the enemy no quiet moment to recover. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: player-ratajack.glb`. --- # Enemies and bosses Threat roles, attack warnings, counterplay, and phase-specific behavior. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/enemies.html ## Threat index Reference: https://mandris.app/knowledge/enemies.html#threat-index Foundry machines hold Crucible Drift, hive organisms inhabit Brood Scar, and abyssal sea life hunts beneath Frostfall. Crucible Drift reuses several machine hulls under new names and attacks; each entry lists its Crucible name and behavior. Heavy specialists and boss summons have their own population and reward rules. Attack statistics are base values, not a guarantee of the live interval under every profile, difficulty, or phase. - [Arc Welder](https://mandris.app/knowledge/enemies.html#arc-welder) - [Bombardier Tick](https://mandris.app/knowledge/enemies.html#root-mortar) - [Bone Isopod](https://mandris.app/knowledge/enemies.html#shardback) - [Brood Carrier](https://mandris.app/knowledge/enemies.html#cyst-weaver) - [Brood Warden](https://mandris.app/knowledge/enemies.html#brood-warden) - [Bulwark Carrier (Crucible: Tug Hauler)](https://mandris.app/knowledge/enemies.html#armored-carrier) - [Fuel Hauler](https://mandris.app/knowledge/enemies.html#fuel-hauler) - [Furnace Crawler](https://mandris.app/knowledge/enemies.html#furnace-crawler) - [Gulper](https://mandris.app/knowledge/enemies.html#brinejaw) - [Gun Turret (Crucible: Crane Turret)](https://mandris.app/knowledge/enemies.html#turret) - [Hookblade Mantis](https://mandris.app/knowledge/enemies.html#mantis-hunter) - [Hookmaw](https://mandris.app/knowledge/enemies.html#glacierback) - [Locust Swarmer](https://mandris.app/knowledge/enemies.html#locust-swarmer) - [Machine Warden (Crucible: The Forgemaster)](https://mandris.app/knowledge/enemies.html#boss) - [Maw Fry](https://mandris.app/knowledge/enemies.html#norgron-whelp) - [Needlewing Wasp](https://mandris.app/knowledge/enemies.html#veil-spine) - [Norgron, the Drowned Maw](https://mandris.app/knowledge/enemies.html#norgron) - [Ramhorn Beetle](https://mandris.app/knowledge/enemies.html#brood-rammer) - [Razorwing Locust](https://mandris.app/knowledge/enemies.html#razorwing-locust) - [Resinback Beetle](https://mandris.app/knowledge/enemies.html#resinback-beetle) - [Rocket Truck (Crucible: Slag Cannon)](https://mandris.app/knowledge/enemies.html#rocket-truck) - [Salvo Truck (Crucible: Slag Cannon)](https://mandris.app/knowledge/enemies.html#salvo-truck) - [Scout Drone (Crucible: Welder Drone)](https://mandris.app/knowledge/enemies.html#drone) - [Sea Spider](https://mandris.app/knowledge/enemies.html#riftcaller) - [Slag Bomber](https://mandris.app/knowledge/enemies.html#slag-bomber) - [Spark Fighter](https://mandris.app/knowledge/enemies.html#spark-fighter) - [The Brost](https://mandris.app/knowledge/enemies.html#the-brost) - [Torpedo Frigate (Crucible: Foundry Carrier)](https://mandris.app/knowledge/enemies.html#torpedo-frigate) - [Vampire Cloak](https://mandris.app/knowledge/enemies.html#bellwarden) - [Viperfang](https://mandris.app/knowledge/enemies.html#veilray) ## Bone Isopod enemy:shardback · Ground / shard fan Reference: https://mandris.app/knowledge/enemies.html#shardback ![Bone Isopod: Ground / shard fan. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-shardback.webp) A giant armoured isopod with hooked raptorial arms. The magenta vents along its back glow for 800 ms before a five-shard fan. It scuttles sideways between volleys; attack while it repositions. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 96 | | Collision radius | 1.45 m | | Base speed | 3.8 m/s | | Base firing delay | 2.6 s | | Warning time | 0.8 s | | Base altitude | 0.85 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Ice-shard fan | 7 / hit | 5 | 81 m maximum travel | 2.6 s base delay; 0.8 s warning | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-shardback.glb`. ## Gulper enemy:brinejaw · Air / shield and energy siphon Reference: https://mandris.app/knowledge/enemies.html#brinejaw ![Gulper: Air / shield and energy siphon. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-brinejaw.webp) A pelican eel that is half mouth. The magenta organ at its jaw tip charges for 450 ms before an instant drain beam; aim locks for the final 150 ms. Each hit drains 20 shields and 24 energy without damaging hull; dodge its firing line or block with a directional shield. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 72 | | Collision radius | 1.3 m | | Base speed | 5 m/s | | Base firing delay | 2.2 s | | Warning time | 0.45 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Brine laser | 20 shield / 24 energy; 0 hull | 1 | 56 m | 2.2 s base delay; 0.45 s warning | ; Instant hit; final 0.15 s aim lock | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-brinejaw.glb`. ## Hookmaw enemy:glacierback · Ground / harpoon tongue Reference: https://mandris.app/knowledge/enemies.html#glacierback ![Hookmaw: Ground / harpoon tongue. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-glacierback.webp) A massive armoured stargazer fish. After a one-second windup it fires a barbed harpoon tongue straight at your committed position. A hooked pilot is slowed and reeled toward its maw; break free by dealing 80 damage to the Hookmaw (any pilot), with Burst or Spectre, or by holding out 4 seconds. Reeled into its jaws, you take a heavy bite and it stays exposed while it recovers. Siege barriers and directional shields stop the tongue. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 450 | | Collision radius | 2.8 m | | Base speed | 3 m/s | | Base firing delay | 2 s | | Warning time | 1 s | | Base altitude | 1.4 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Harpoon tongue | 45 bite | 1 | 34 m straight flight | 1 s windup; hook holds up to 4 s; 2.6 s recovery after a bite | 0; Hooked pilots are slowed to 50% and reeled in at 4 m/s; 80 damage to the Hookmaw, Burst or Spectre frees them; barriers and directional shields stop the tip | ### Scaling and behavior Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-glacierback.glb`. ## Maw Fry enemy:norgron-whelp · Air / Norgron summon Reference: https://mandris.app/knowledge/enemies.html#norgron-whelp ![Maw Fry: Air / Norgron summon. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-norgron-whelp.webp) A small anglerfish, all head and teeth, spawned only by Norgron. Shoot it during its 750 ms emergence, before it pursues pilots and bites. Surviving fry die with their parent. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 24 | | Collision radius | 0.65 m | | Base speed | 6.5 m/s | | Base firing delay | 1 s | | Warning time | 0.75 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Bite | 6 / hit | 1 | Contact | 1 s per target | ; Boss summon | ### Scaling and behavior Boss summons only: 2/3/4 per phase, +2 in co-op; caps 6 solo / 10 co-op. No wave-count multiplier. 75 score, no pickups. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-norgron-whelp.glb`. ## Norgron, the Drowned Maw enemy:norgron · Ground and air / abyssal manta wyrm Reference: https://mandris.app/knowledge/enemies.html#norgron ![Norgron, the Drowned Maw: Ground and air / abyssal manta wyrm. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-norgron.webp) A colossal armoured sea-serpent with vast manta-ray wings. On the ice it pursues pilots within its territory, sweeps magenta abyssal breath, tears open forked ruptures and rears its tail like a scorpion: the lure glows for one second, tracking you until the final 350 ms, then spits fast acid bolts (one per phase) that burst in a wide circle where you were. Every 20 seconds (sooner as it weakens) it takes to the air for 10 seconds, hunting pilots anywhere and making frost dives: after a glowing-throat windup it streaks through your committed position breathing frost ahead of itself. Airborne, it counts as an air target; break its throat during a dive windup to knock it out of the sky. Breath deals stronger damage and halves movement speed. Its six neon eyes charge an independent laser for one second, committing their aim for the final 300 ms; the beam drains shields and energy. Weak points: put 100 damage into the eyes while they charge to cancel the beam, or 140 into the glowing throat during breath windup to cancel the breath and stagger it. It spawns fry throughout the fight. Attacks intensify below 65% and 35% hull; exposed recovery wounds take 150% damage. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 3600 | | Collision radius | 4.5 m | | Base speed | 9.1 m/s | | Base firing delay | 1.4 s | | Warning time | 1 s | | Base altitude | 1.6 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Eye laser | 24 shields + 30 energy; no hull damage | 1 | 56 m | Independent: every 8 s; 1 s charge, final 300 ms aim lock | 0; Blocked by directional shields and Siege Barriers | | Frost dive (airborne) | 7 / tick | Stream occupants | 12 m forward stream | Takes off every 20 / 16 / 12 s by phase for 10 s; 0.8 s windup, then flies through your committed point at 18 m/s | ; Air target while flying; break the throat during the windup to knock it down; walls shield until overflown | | Ice breath / phase 1 | 6 / tick | Cone occupants | 26 m cone | 0.25 s ticks over 3.6 s; 0.8 s tracking + 1 s warning; 1.1 s recovery | ; 50% movement slow while inside the sweeping cone | | Rupture / phase 1 | 42 / hit | 3 | 3 m impact radius | 0.8 s tracking + 1 s warning; 1.1 s recovery | Not applicable | | Summon whelps / phase 1 | Summons attackers | 2 | Around the boss | 7 s interval; first pack 0.5 s after arrival | ; Independent of attacks; solo count; co-op adds two; population caps apply | | Ice breath / phase 2 | 6 / tick | Cone occupants | 26 m cone | 0.25 s ticks over 3.3 s; 0.8 s tracking + 1 s warning; 0.9 s recovery | ; 50% movement slow while inside the sweeping cone | | Rupture / phase 2 | 42 / hit | 6 | 3 m impact radius | 0.8 s tracking + 1 s warning; 0.9 s recovery | Not applicable | | Summon whelps / phase 2 | Summons attackers | 3 | Around the boss | 6 s interval; first pack 0.5 s after arrival | ; Independent of attacks; solo count; co-op adds two; population caps apply | | Ice breath / phase 3 | 6 / tick | Cone occupants | 26 m cone | 0.25 s ticks over 3 s; 0.8 s tracking + 1 s warning; 0.75 s recovery | ; 50% movement slow while inside the sweeping cone | | Rupture / phase 3 | 42 / hit | 9 | 3 m impact radius | 0.8 s tracking + 1 s warning; 0.75 s recovery | Not applicable | | Summon whelps / phase 3 | Summons attackers | 4 | Around the boss | 5 s interval; first pack 0.5 s after arrival | ; Independent of attacks; solo count; co-op adds two; population caps apply | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-norgron.glb`. ## Sea Spider enemy:riftcaller · Ground / sequential fissures Reference: https://mandris.app/knowledge/enemies.html#riftcaller ![Sea Spider: Ground / sequential fissures. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-riftcaller.webp) A tiny body slung beneath towering spindly legs. It rears up for one second, then stabs three fissures open in sequence. The final impact leaves brief chilling rime. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 90 | | Collision radius | 1.35 m | | Base speed | 2.5 m/s | | Base firing delay | 4.2 s | | Warning time | 1 s | | Base altitude | 0.85 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Sequential fissures | 20 / hit | 3 | 3 m impact radius | 4.2 s base delay; 1 s warning | ; Three targeted impacts; final impact leaves slowing frost | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-riftcaller.glb`. ## Vampire Cloak enemy:bellwarden · Air / hunting tentacle sweep Reference: https://mandris.app/knowledge/enemies.html#bellwarden ![Vampire Cloak: Air / hunting tentacle sweep. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-bellwarden.webp) A vampire squid under a dark-red cloak of spined arms. It glides in on the nearest pilot, flares the cloak for one second, then spins four long glowing tentacle blades for two and a half seconds, drifting after you as it spins and alternating direction each attack. Any pilot an arm crosses takes a cut, at most twice a second; back out of its reach or slip through the gap between arms. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 160 | | Collision radius | 1.6 m | | Base speed | 5 m/s | | Base firing delay | 2.6 s | | Warning time | 1 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Tentacle sweep | 14 / hit | 4 | 13 m reach | 1 s cloak flare, then 2.5 s spin | ; Hunts to 7 m of the nearest pilot and drifts after it at 2.5 m/s while spinning; arms rotate at 1.6 rad/s, alternating direction each attack; one hit per pilot every 0.5 s; Spectre is immune | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-bellwarden.glb`. ## Viperfang enemy:veilray · Air / crossing volleys Reference: https://mandris.app/knowledge/enemies.html#veilray ![Viperfang: Air / crossing volleys. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-veilray.webp) A needle-thin dragonfish with a fang cage it cannot close. The magenta launchers on its long fin filaments flare for 800 ms before two paired volleys cross at a committed aim point. Keep moving across its firing line. - [FROSTFALL](https://mandris.app/knowledge/levels.html#frostfall) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 48 | | Collision radius | 1.1 m | | Base speed | 4 m/s | | Base firing delay | 2.8 s | | Warning time | 0.8 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Crossing volleys | 8 / hit | 4 | 99 m maximum travel | 2.8 s base delay; 0.8 s warning; 0.25 s between pairs | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: blackice-veilray.glb`. ## Bombardier Tick enemy:root-mortar · Ground / artillery Reference: https://mandris.app/knowledge/enemies.html#root-mortar ![Bombardier Tick: Ground / artillery. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-root-mortar.webp) An organic mortar that winds up before striking a committed position. Its impact can leave a toxic cloud; keep moving while its mouth opens and eyes glow. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 90 | | Collision radius | 1.5 m | | Base speed | 1.7 m/s | | Base firing delay | 3.1 s | | Warning time | 0.9 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Mortar mark | 22 / hit | 1 | 3.4 m impact radius | 3.1 s base delay; 0.9 s warning | Not applicable | | Toxic cloud | 4 / tick | Occupants | 3.2 m radius | 1 s ticks over 4 s | ; Remains after the mortar impact; slows movement | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-root-mortar.glb`. ## Brood Carrier enemy:cyst-weaver · Air / brood support Reference: https://mandris.app/knowledge/enemies.html#cyst-weaver ![Brood Carrier: Air / brood support. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-cyst-weaver.webp) A hive carrier that pressures pilots with organic projectiles and brood hazards. Destructible brood capsules can release additional offspring. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 64 | | Collision radius | 1.3 m | | Base speed | 2.1 m/s | | Base firing delay | 2.4 s | | Warning time | 0.8 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Brood capsule | Summons Needlewing offspring | One capsule | At carrier position | 2.4 s base delay; 0.8 s warning | ; Destructible capsule; offspring have their own attack row | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-cyst-weaver.glb`. ## Brood Warden enemy:brood-warden · Air / swarm protection Reference: https://mandris.app/knowledge/enemies.html#brood-warden ![Brood Warden: Air / swarm protection. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-brood-warden.webp) Three luminous tendrils protect nearby lesser hive creatures, reducing damage by 50%. Protection never stacks. Kill or capture the warden to break its links; its jaws warn before a defensive spine volley. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 360 | | Collision radius | 2.5 m | | Base speed | 3.2 m/s | | Base firing delay | 2.4 s | | Warning time | 0.9 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Protective tendrils | 50% damage reduction | 3 | 12 m | 1 s activation after arrival | 0; Lesser hive enemies only; never stacks; breaks on death, capture or range | | Defensive spines | 7 / hit | 3 | 63 m travel | 2.4 s tracking + 0.9 s warning + 1.2 s recovery | 0; 24 degree fan | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | 1.2 s per target | Not applicable | ### Scaling and behavior Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-brood-warden.glb`. ## Hookblade Mantis enemy:mantis-hunter · Air / hunter Reference: https://mandris.app/knowledge/enemies.html#mantis-hunter ![Hookblade Mantis: Air / hunter. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-mantis-hunter.webp) A durable hive hunter that closes on pilots and commits to threatening attacks. Read its windup and keep an escape lane available. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 110 | | Collision radius | 1.3 m | | Base speed | 4.2 m/s | | Base firing delay | 3.2 s | | Warning time | 0.9 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Lunge scythes | 9 / hit | 2 | 67.5 m maximum travel | On committed lunge | Not applicable | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | 1.2 s per target | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-mantis-hunter.glb`. ## Locust Swarmer enemy:locust-swarmer · Air / collision swarm Reference: https://mandris.app/knowledge/enemies.html#locust-swarmer Fragile hive flyers rushing from alternating edges in warned groups. Each commits to a previous pilot position; sidestep their path. Contact damages only the struck pilot. Most kills give no economic rewards. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 2 | | Collision radius | 0.55 m | | Base speed | 8.5 m/s | | Base firing delay | 0 s | | Warning time | 0 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Committed rush | 6 / hit | 1 | Contact with one pilot | 1 s edge warning | ?; No shooting or damaging death splash; alternating entry edges | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-razorwing-locust.glb`. ## Needlewing Wasp enemy:veil-spine · Air / ranged attacker Reference: https://mandris.app/knowledge/enemies.html#veil-spine ![Needlewing Wasp: Air / ranged attacker. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-veil-spine.webp) A hive flyer that fires phase needles. These projectiles can bypass part of a pilot’s shields. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 44 | | Collision radius | 1.05 m | | Base speed | 2.7 m/s | | Base firing delay | 2.7 s | | Warning time | 0.8 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Phase-needle fan | 8 / hit | 3 | 108 m maximum travel | 2.7 s base delay; 0.8 s warning | ; 50% shield bypass | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-veil-spine.glb`. ## Ramhorn Beetle enemy:brood-rammer · Air / charging attacker Reference: https://mandris.app/knowledge/enemies.html#brood-rammer ![Ramhorn Beetle: Air / charging attacker. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-brood-rammer.webp) An armored insect that warns before a committed ram. Dodge its charge and exploit the recovery opening for increased damage. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 26 | | Collision radius | 0.95 m | | Base speed | 4.6 m/s | | Base firing delay | 0.65 s | | Warning time | 0 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Explosive ram | 26 / hit | 1 | 3.8 m blast radius | Committed charge after windup | ; Destroys the attacker on impact | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-brood-rammer.glb`. ## Razorwing Locust enemy:razorwing-locust · Air / fast attacker Reference: https://mandris.app/knowledge/enemies.html#razorwing-locust ![Razorwing Locust: Air / fast attacker. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-razorwing-locust.webp) A fast hive flyer whose attacks and chitin spines pressure open flight lanes. Keep moving as it commits to an approach. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 44 | | Collision radius | 1.1 m | | Base speed | 4 m/s | | Base firing delay | 1.8 s | | Warning time | 0.8 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Chitin burst | 7 / hit | 3 | 91 m maximum travel | 0.12 s between shots; 1.8 s reposition + 0.8 s warning + 0.6 s recovery | Not applicable | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-razorwing-locust.glb`. ## Resinback Beetle enemy:resinback-beetle · Ground / area denial Reference: https://mandris.app/knowledge/enemies.html#resinback-beetle ![Resinback Beetle: Ground / area denial. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-resinback-beetle.webp) A heavy ground insect that spreads resin. Its residue slows pilots and makes overlapping hostile attacks harder to evade. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 80 | | Collision radius | 1.4 m | | Base speed | 2.4 m/s | | Base firing delay | 5.5 s | | Warning time | 1 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Resin patch | 30% movement slow | 1 | 3.2 m radius | 5.5 s cycle; 5 s patch duration | ; No direct damage | | Death splash | 4 / hit | 1 | 2.5 m radius | 250 ms rise; 600 ms total | ?; Green blood rises to flight height; shared 200 ms damage cooldown | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-resinback-beetle.glb`. ## The Brost enemy:the-brost · Ground / air / boss Reference: https://mandris.app/knowledge/enemies.html#the-brost ![The Brost: Ground / air / boss. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-the-brost.webp) Brood Scar’s queen changes attacks and movement across phases, including an airborne final phase. Her raised spine crown warns of a radial volley with two rotating escape gaps. Brood spawning, resin, and sweeping projectiles reward careful positioning. - [BROOD SCAR](https://mandris.app/knowledge/levels.html#brood-scar) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 2400 | | Collision radius | 3.7 m | | Base speed | 4.2 m/s | | Base firing delay | 2.2 s | | Warning time | 0.9 s | | Base altitude | 0.9 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Scythe fan / phase 1 | 9 / hit | 5 | 72 m maximum travel | 1.8 s base delay; 0.9 s warning | Not applicable | | Spore pods / phase 1 | 10 / hit | 3 | 54 m maximum travel | 1.8 s base delay; 0.9 s warning | Not applicable | | Scythe fan / phase 2 | 9 / hit | 5 | 81 m maximum travel | 1.45 s base delay; 0.9 s warning | Not applicable | | Phase needles / phase 2 | 8 / hit | 3 | 121.5 m maximum travel | 1.45 s base delay; 0.9 s warning | ; 50% shield bypass | | Spore pods / phase 2 | 10 / hit | 3 | 63 m maximum travel | 1.45 s base delay; 0.9 s warning | Not applicable | | Mortar / phase 2 | 22 / hit | 1 | 3.4 m impact radius | 1.45 s base delay; 0.9 s warning | Not applicable | | Dive scythes / phase 3 | 9 / hit | 2 | 67.5 m maximum travel | On committed dive | Not applicable | | Spore-pod fragments | 6 / hit | 5 | 45 m maximum travel | 0.9 s after pod launch | ; Each pod splits; leaves a toxic cloud | | Toxic cloud | 4 / tick | Occupants | 3.2 m radius | 1 s ticks over 4 s | ; From split spore pods and mortar marks; also slows movement | | Nest reinforcements | Summons attackers | 2 / 3 / 3 solo; 3 / 4 / 4 co-op | Nest perimeter | First 2 s; then 9 / 7 / 6 s by phase | ?; 700 ms emergence; 6 solo / 10 co-op offspring cap; occasional locust or mantis escort | | Hull contact | 35 / hit | 1 | Contact | 1.2 s per target | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-the-brost.glb`. ## Arc Welder enemy:arc-welder · Air / paired welding arc Reference: https://mandris.app/knowledge/enemies.html#arc-welder ![Arc Welder: Air / paired welding arc. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-arc-welder.webp) Welding drones that fly in pairs about 8 m apart, sweeping the lane with a crackling arc between them that burns any pilot crossing it. Kill either drone to break the arc. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 40 | | Collision radius | 0.9 m | | Base speed | 5.5 m/s | | Base firing delay | 1.2 s | | Warning time | 0.7 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Welding arc | 9 / hit | Pilots crossing the arc | 8 m between the pair | Live 0.7 s after the pair settles; one hit per pilot every 0.4 s | ; Kill either drone to break the arc | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/foundry.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: crucible-arc-welder.glb`. ## Bulwark Carrier enemy:armored-carrier · Air / directional armor · Crucible Drift: Tug Hauler Reference: https://mandris.app/knowledge/enemies.html#armored-carrier ![Bulwark Carrier: Air / directional armor. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-armored-carrier.webp) A slow carrier that tracks, charges, fires a spread, then recovers. Front armor takes 25% damage; exposed rear engines take 175%. Blast direction is measured from the explosion. Crucible Drift Tug Hauler: sparks pour off its core as the scrap hopper spins up, then it flings a fan of 7 tumbling hull plates (12 damage each); shoot them down (two hits each) or slip through a gap. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 180 | | Collision radius | 2.2 m | | Base speed | 3.2 m/s | | Base firing delay | 3.3 s | | Warning time | 0.9 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Charged spread | 9 / hit | 3 | 81 m maximum travel | 1.2 s tracking + 0.9 s charge + 1.2 s recovery | Not applicable | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-armored-carrier.glb`. ## Fuel Hauler enemy:fuel-hauler · Air / volatile rammer Reference: https://mandris.app/knowledge/enemies.html#fuel-hauler ![Fuel Hauler: Air / volatile rammer. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-fuel-hauler.webp) An armoured tanker that closes in, revs for 1 s and rams through your committed position. When destroyed it detonates across 7 m, hurting nearby enemies fully and pilots partly: shoot it where it will take the others with it. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 120 | | Collision radius | 1.8 m | | Base speed | 3.6 m/s | | Base firing delay | 2.6 s | | Warning time | 1 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Ram | 30 / hit | Once per run | 22.42 m run | 1 s windup | ; Detonates on death: 90 to enemies within 3 m (falling to 7 m), 40% to pilots | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/foundry.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: crucible-fuel-hauler.glb`. ## Furnace Crawler enemy:furnace-crawler · Ground / ring of fire Reference: https://mandris.app/knowledge/enemies.html#furnace-crawler ![Furnace Crawler: Ground / ring of fire. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-furnace-crawler.webp) A walking smelter. Its vents glow white for 1.5 s, then it releases a ring of fire that expands to 13 m at flight height; be inside it or well outside when the front passes. Deal 40 damage while it heats and it cooks off early, blasting everything nearby. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 110 | | Collision radius | 1.5 m | | Base speed | 1.4 m/s | | Base firing delay | 3.8 s | | Warning time | 1.5 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Ring of fire | 18 / hit | Once per pilot | 13 m ring | 1.5 s heat-up; expands over 1.2 s | ; 40 damage during heat-up cooks it off: 50 blast to enemies, 45% to pilots | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/foundry.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: crucible-furnace-crawler.glb`. ## Gun Turret enemy:turret · Ground / fixed gun · Crucible Drift: Crane Turret Reference: https://mandris.app/knowledge/enemies.html#turret ![Gun Turret: Ground / fixed gun. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-turret.webp) A scattered ground emplacement firing straight, non-homing cannon shells. Its barrel follows the firing direction; primary weapons can hit it even at close range. Crucible Drift Crane Turret: after its warning the boom swings through a 5-shell sweep across your position with fast 24 m/s shells; cross behind the sweep. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 48 | | Black Horizon base health | 26 | | Collision radius | 1.08 m | | Base speed | 2.05 m/s | | Base firing delay | 2.8 s | | Warning time | 1.05 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Cannon shell (non-homing) | 22 / hit | 1 | 108 m maximum travel | 2.8 s base delay; 1.05 s warning | Not applicable | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-turret.glb`. ## Machine Warden enemy:boss · Air / boss · Crucible Drift: The Forgemaster Reference: https://mandris.app/knowledge/enemies.html#boss ![Machine Warden: Air / boss. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-boss.webp) A rechargeable shield protects its hull. Its dorsal auto turret tracks pilots and fires warned three-round bursts independently of the phase volleys. Sustained fire delays shield recovery; keep moving during the turret warning. Crucible Drift's Forgemaster has no shield. Phase 1 launches Welder Drones and sweeps a molten pour across the lane; phase 2 alternates shockwave rings with a safe gap and the molten pour; phase 3 exposes its core (1.6x damage) as it presses forward spraying a molten spiral and venting heat pulses. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 1050 | | Collision radius | 3.15 m | | Base speed | 1.1 m/s | | Base firing delay | 1.65 s | | Warning time | 0.8 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Auto turret | 6 / hit | 3 | 44 m | 0.6 s warning; 0.16 s between shots; 2 s cooldown | 0; Independent tracking bursts | | Rechargeable shield | Absorbs damage | 1 | Hull protection | 20 shield/s after 5 s without damage | 0; 300 base shield; scales with co-op boss hull | | Warden fan / phase 1 | 9 / hit | 3 | 81 m maximum travel | 0.87 s–1.15 s delay + 0.8 s warning | ; Standard profile; phase 1 | | Warden fan / phase 2 | 9 / hit | 5 | 90 m maximum travel | 0.77 s–1.02 s delay + 0.8 s warning | ; Standard profile; phase 2 | | Warden fan / phase 3 | 9 / hit | 7 | 99 m maximum travel | 0.67 s–0.88 s delay + 0.8 s warning | ; Standard profile; phase 3 | | Hull contact | 55 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-boss.glb`. ## Rocket Truck enemy:rocket-truck · Ground / guided missile · Crucible Drift: Slag Cannon Reference: https://mandris.app/knowledge/enemies.html#rocket-truck ![Rocket Truck: Ground / guided missile. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-rocket-truck.webp) A wheeled launcher that warns before firing a briefly homing missile. It locks a pilot position at the start of its warning. Crucible Drift Slag Cannon: lobs a slag shell at the locked point that airbursts into 6 fragments. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 64 | | Collision radius | 1.25 m | | Base speed | 2.4 m/s | | Base firing delay | 3 s | | Warning time | 1.2 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Homing rocket | 18 / hit | 1 | 63 m maximum travel | 3 s base delay; 1.2 s warning | ; Aim locks during warning | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-rocket-truck.glb`. ## Salvo Truck enemy:salvo-truck · Ground / missile barrage · Crucible Drift: Slag Cannon Reference: https://mandris.app/knowledge/enemies.html#salvo-truck ![Salvo Truck: Ground / missile barrage. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-salvo-truck.webp) A wheeled launcher that releases three fixed-aim rockets after its warning. Move out of the locked firing lane. Crucible Drift Slag Cannon: lobs three slag shells along the locked lane, each airbursting into fragments. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 64 | | Collision radius | 1.25 m | | Base speed | 2.4 m/s | | Base firing delay | 4 s | | Warning time | 1.2 s | | Base altitude | 0.72 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Rocket salvo | 10 / hit | 3 | 66 m maximum travel | 4 s base delay; 1.2 s warning; 0.15 s between rockets | ; Aim locks during warning | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-salvo-truck.glb`. ## Scout Drone enemy:drone · Air / skirmisher · Crucible Drift: Welder Drone Reference: https://mandris.app/knowledge/enemies.html#drone ![Scout Drone: Air / skirmisher. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-drone.webp) A light machine scout that advances into the combat lane and fires straight toward the lower battlefield. Its shots do not track pilots. Fragile alone; overlapping groups create the threat. Crucible Drift Welder Drone: fires one rivet round straight down the lane. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 18 | | Collision radius | 0.82 m | | Base speed | 3.565 m/s | | Base firing delay | 2.35 s | | Warning time | 0 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Straight round | 9 / hit | 1 | 81 m maximum travel | 2.35 s base delay; 0 s warning | ; Straight down the battlefield; no player tracking | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-scout.glb`. ## Slag Bomber enemy:slag-bomber · Air / strafing bomb run Reference: https://mandris.app/knowledge/enemies.html#slag-bomber ![Slag Bomber: Air / strafing bomb run. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-slag-bomber.webp) A furnace barge flying just above the flight lane. After a 0.9 s windup it strafes a committed line over its target, dropping 4 molten slag bombs that burst into burning clouds for 1.6 s. Leave the line before it passes. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 150 | | Collision radius | 2.1 m | | Base speed | 4.6 m/s | | Base firing delay | 3.6 s | | Warning time | 0.9 s | | Base altitude | 5.2 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Slag bomb run | 7 / tick | 4 clouds | 3.5 m cloud radius | 0.9 s windup; strafes at 13 m/s through the committed point; 0.45 s fall | ; Clouds burn every 0.4 s for 1.6 s | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/foundry.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: crucible-slag-bomber.glb`. ## Spark Fighter enemy:spark-fighter · Air / carrier-launched fighter Reference: https://mandris.app/knowledge/enemies.html#spark-fighter ![Spark Fighter: Air / carrier-launched fighter. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-spark-fighter.webp) A small foundry dart launched in pairs from the Foundry Carrier's bays. It swings to your flank and fires one aimed rivet round every 2.4 s; its nose glows just before each shot. Kill the carrier to stop the launches. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 30 | | Collision radius | 0.9 m | | Base speed | 7 m/s | | Base firing delay | 2.4 s | | Warning time | 0 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Hull contact | 22 / hit | 1 | Contact | Once; attacker destroyed | Not applicable | ### Scaling and behavior Arcade Test: 2x regular wave counts, 0.5x wave timing, 1.5x approach multiplier, 0.65x regular attack cooldown; bosses use 0.5x cooldown and 1.25x projectile speed. Mission and phase behavior also apply. Source reference: `src/content/foundry.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: crucible-spark-fighter.glb`. ## Torpedo Frigate enemy:torpedo-frigate · Air / interceptable torpedoes · Crucible Drift: Foundry Carrier Reference: https://mandris.app/knowledge/enemies.html#torpedo-frigate ![Torpedo Frigate: Air / interceptable torpedoes. Snapshot of the game's 3D model.](https://mandris.app/knowledge/images/enemy-torpedo-frigate.webp) Twin launch bays warn for 1.2 seconds before releasing two heavy torpedoes. Shoot them down harmlessly, block them, or dodge their committed course. Threatens the ark in Exodus Wake; attack during bay recovery. Crucible Drift Foundry Carrier: fires nothing itself; its bays open and launch two Spark Fighters at a time. Kill it to stop the stream. - [CRUCIBLE DRIFT](https://mandris.app/knowledge/levels.html#crucible-drift) ### Base specification *Unupgraded unit values* | Property | Value | | --- | --- | | Base health | 400 | | Collision radius | 2.6 m | | Base speed | 3.5 m/s | | Base firing delay | 2 s | | Warning time | 1.2 s | | Base altitude | 3.8 m | ### Attack reference *Base attacks; profile and phase rules may modify these values* | Attack | Damage / effect | Count | Reach | Timing | Energy / conditions | | --- | --- | --- | --- | --- | --- | | Heavy torpedoes | 24 pilot / 40 ark | 2 | 61.6 m travel; 3 m blast | 2 s tracking + 1.2 s warning; 0.4 s between shots; 1.5 s recovery | 0; 18 hull each; shootable, shield-interceptable; no homing; eight active maximum | | Hull contact | 22 / hit | 1 | Contact | 1.2 s per target | Not applicable | ### Scaling and behavior Authored singles and later pairs; two new heavies maximum. Counts never multiply. Hull increases 40% per additional pilot. Full warning times in Arcade; ordinary approach/recovery scaling applies. 600 score and regular pickups. Source reference: `src/content/combat.ts`, `src/content/devCatalog.ts`, `src/content/catalogComparison.ts`, `Runtime model: enemy-torpedo-frigate.glb`. --- # Levels and encounters Objectives, environment, inhabitants, and authored encounter progression. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/levels.html ## Mission selection Reference: https://mandris.app/knowledge/levels.html#mission-index Black Horizon, the experimental Shattered Armada fleet battle, Kaibur, and Theben are out of rotation in this revision. The game still supports them internally, but players cannot select them, so this reference leaves them out. - [CRUCIBLE DRIFT · Current](https://mandris.app/knowledge/levels.html#crucible-drift) - [BROOD SCAR · Current](https://mandris.app/knowledge/levels.html#brood-scar) - [FROSTFALL · Current](https://mandris.app/knowledge/levels.html#frostfall) ## CRUCIBLE DRIFT crucible-drift · Current Reference: https://mandris.app/knowledge/levels.html#crucible-drift Break the orbital foundry line. Destroy the Forgemaster. An orbital foundry: a chain of floating smelter decks above a dying red star. Welder Drones, Crane Turrets that sweep a shell arc, Slag Cannons, Slag Bombers, Furnace Crawlers, paired Arc Welders, and ramming Fuel Haulers hold the decks. Tug Haulers fling fans of scrap plates that can be shot down, and Foundry Carriers launch Spark Fighters until they are destroyed. Attacks are announced on the unit itself: bays heat, hoppers spin up, and fighter noses glow before a shot. The Forgemaster shipyard ends the mission. It has no shield, pours molten metal across the lane, alternates shockwave rings that leave a safe gap, and finally exposes its core while pressing forward. - [Foundry Carrier](https://mandris.app/knowledge/enemies.html#torpedo-frigate) - [Slag Bomber](https://mandris.app/knowledge/enemies.html#slag-bomber) - [Furnace Crawler](https://mandris.app/knowledge/enemies.html#furnace-crawler) - [Arc Welder](https://mandris.app/knowledge/enemies.html#arc-welder) - [Fuel Hauler](https://mandris.app/knowledge/enemies.html#fuel-hauler) - [Spark Fighter](https://mandris.app/knowledge/enemies.html#spark-fighter) - [Tug Hauler](https://mandris.app/knowledge/enemies.html#armored-carrier) - [Slag Cannon](https://mandris.app/knowledge/enemies.html#rocket-truck) - [Slag Cannon](https://mandris.app/knowledge/enemies.html#salvo-truck) - [Welder Drone](https://mandris.app/knowledge/enemies.html#drone) - [Crane Turret](https://mandris.app/knowledge/enemies.html#turret) - [The Forgemaster](https://mandris.app/knowledge/enemies.html#boss) ### Mission structure *Registry values; actual duration depends on combat, profile, and difficulty* | Property | Value | | --- | --- | | Environment | foundry | | Objective type | assault | | Authored target duration | 4–5 minutes | | Encounter sequence | SLAG APPROACH → CRANE LINE → WELDER SWARM → MORTAR YARD → CRUCIBLE DECKS → TOW LANES → DRYDOCK BREACH → FOUNDRY GUARD → THE FORGEMASTER | ### Authored waves Times are baseline schedule seconds. Arcade Test compresses timing and changes ordinary counts, and difficulty scales counts. Clearance gates, earliest dispatch, population caps, summons, and phase logic affect actual arrivals; these are not fixed encounter durations. *Wave and heavy orders* | At (s) | Earliest (s) | Encounter | Enemy | Base count | | --- | --- | --- | --- | --- | | 1 | Scheduled | SLAG APPROACH | Welder Drone | 4 | | 11 | Scheduled | SLAG APPROACH | Welder Drone | 5 | | 18 | Scheduled | SLAG APPROACH | Slag Cannon | 1 | | 32 | 25 | CRANE LINE | Crane Turret | 3 | | 32 | 25 | CRANE LINE | Tug Hauler | 1 | | 37 | Scheduled | CRANE LINE | Welder Drone | 5 | | 40 | Scheduled | CRANE LINE | Fuel Hauler | 1 | | 58 | 49 | WELDER SWARM | Welder Drone | 5 | | 62 | Scheduled | WELDER SWARM | Arc Welder | 2 | | 65 | Scheduled | WELDER SWARM | Welder Drone | 3 | | 65 | Scheduled | WELDER SWARM | Foundry Carrier | 1 | | 70 | Scheduled | WELDER SWARM | Arc Welder | 2 | | 85 | 74 | MORTAR YARD | Slag Cannon | 1 | | 88 | Scheduled | MORTAR YARD | Furnace Crawler | 2 | | 90 | Scheduled | MORTAR YARD | Crane Turret | 1 | | 90 | Scheduled | MORTAR YARD | Slag Cannon | 1 | | 90 | Scheduled | MORTAR YARD | Foundry Carrier | 1 | | 111 | 99 | CRUCIBLE DECKS | Crane Turret | 1 | | 111 | 99 | CRUCIBLE DECKS | Welder Drone | 5 | | 116 | Scheduled | CRUCIBLE DECKS | Slag Bomber | 1 | | 118 | Scheduled | CRUCIBLE DECKS | Welder Drone | 2 | | 137 | 127 | TOW LANES | Welder Drone | 4 | | 137 | Scheduled | TOW LANES | Foundry Carrier | 2 | | 139 | Scheduled | TOW LANES | Fuel Hauler | 2 | | 141 | Scheduled | TOW LANES | Arc Welder | 2 | | 144 | Scheduled | TOW LANES | Slag Cannon | 1 | | 144 | Scheduled | TOW LANES | Tug Hauler | 1 | | 164 | 153 | DRYDOCK BREACH | Crane Turret | 3 | | 164 | Scheduled | DRYDOCK BREACH | Slag Cannon | 1 | | 166 | Scheduled | DRYDOCK BREACH | Furnace Crawler | 2 | | 168 | Scheduled | DRYDOCK BREACH | Slag Bomber | 1 | | 171 | Scheduled | DRYDOCK BREACH | Welder Drone | 3 | | 188 | 180 | FOUNDRY GUARD | Welder Drone | 5 | | 188 | Scheduled | FOUNDRY GUARD | Foundry Carrier | 2 | | 190 | Scheduled | FOUNDRY GUARD | Arc Welder | 2 | | 192 | Scheduled | FOUNDRY GUARD | Slag Bomber | 1 | | 194 | Scheduled | FOUNDRY GUARD | Welder Drone | 4 | | 196 | Scheduled | FOUNDRY GUARD | Fuel Hauler | 2 | | 199 | Scheduled | FOUNDRY GUARD | Tug Hauler | 1 | | 216 | 207 | THE FORGEMASTER | The Forgemaster | 1 | Source reference: `src/content/combat.ts`, `src/content/catalog.ts`, `src/content/waveDispatch.ts`, `src/content/crucible.ts`. ## BROOD SCAR brood-scar · Current Reference: https://mandris.app/knowledge/levels.html#brood-scar Break the hatcheries. Breach the royal nest. Kill The Brost. A predatory insect hive progressing from the outer swarm through the hatcheries to the royal nest. Ramhorn Beetles charge, Needlewing Wasps and Bombardier Ticks attack at range, locust hordes rush along warned paths, and Brood Wardens and Brood Carriers protect the hive and release offspring. The Brost is a multi-phase queen with offspring, resin, radial volleys with rotating escape gaps, and an airborne final phase. Resin slows movement; toxic hazards and short damaging blood splashes are gameplay hazards. - [Brood Warden](https://mandris.app/knowledge/enemies.html#brood-warden) - [Locust Swarmer](https://mandris.app/knowledge/enemies.html#locust-swarmer) - [Razorwing Locust](https://mandris.app/knowledge/enemies.html#razorwing-locust) - [Resinback Beetle](https://mandris.app/knowledge/enemies.html#resinback-beetle) - [Ramhorn Beetle](https://mandris.app/knowledge/enemies.html#brood-rammer) - [Needlewing Wasp](https://mandris.app/knowledge/enemies.html#veil-spine) - [Brood Carrier](https://mandris.app/knowledge/enemies.html#cyst-weaver) - [Bombardier Tick](https://mandris.app/knowledge/enemies.html#root-mortar) - [Hookblade Mantis](https://mandris.app/knowledge/enemies.html#mantis-hunter) - [The Brost](https://mandris.app/knowledge/enemies.html#the-brost) ### Mission structure *Registry values; actual duration depends on combat, profile, and difficulty* | Property | Value | | --- | --- | | Environment | hive | | Objective type | assault | | Authored target duration | 4–5 minutes | | Encounter sequence | OUTER SWARM → RAMHORN FLIGHT → CHITIN SCREEN → BROOD CHAMBERS → HATCHERY → ACID GAUNTLET → ROYAL GUARD → QUEEN’S THRESHOLD → THE BROST | ### Authored waves Times are baseline schedule seconds. Arcade Test compresses timing and changes ordinary counts, and difficulty scales counts. Clearance gates, earliest dispatch, population caps, summons, and phase logic affect actual arrivals; these are not fixed encounter durations. *Wave and heavy orders* | At (s) | Earliest (s) | Encounter | Enemy | Base count | | --- | --- | --- | --- | --- | | 2 | Scheduled | OUTER SWARM | Needlewing Wasp | 3 | | 22 | Scheduled | RAMHORN FLIGHT | Ramhorn Beetle | 2 | | 22 | Scheduled | RAMHORN FLIGHT | Needlewing Wasp | 2 | | 40 | Scheduled | CHITIN SCREEN | Needlewing Wasp | 2 | | 40 | Scheduled | CHITIN SCREEN | Razorwing Locust | 1 | | 42 | Scheduled | CHITIN SCREEN | Ramhorn Beetle | 3 | | 42 | Scheduled | CHITIN SCREEN | Brood Warden | 1 | | 60 | Scheduled | BROOD CHAMBERS | Bombardier Tick | 1 | | 60 | Scheduled | BROOD CHAMBERS | Resinback Beetle | 1 | | 84 | Scheduled | HATCHERY | Brood Carrier | 2 | | 94 | Scheduled | HATCHERY | Needlewing Wasp | 1 | | 94 | Scheduled | HATCHERY | Razorwing Locust | 2 | | 94 | Scheduled | HATCHERY | Brood Warden | 1 | | 115 | Scheduled | ACID GAUNTLET | Bombardier Tick | 2 | | 115 | Scheduled | ACID GAUNTLET | Resinback Beetle | 1 | | 117 | Scheduled | ACID GAUNTLET | Ramhorn Beetle | 4 | | 117 | Scheduled | ACID GAUNTLET | Brood Warden | 2 | | 140 | Scheduled | ROYAL GUARD | Hookblade Mantis | 2 | | 142 | Scheduled | ROYAL GUARD | Needlewing Wasp | 1 | | 142 | Scheduled | ROYAL GUARD | Razorwing Locust | 2 | | 166 | Scheduled | QUEEN’S THRESHOLD | Brood Carrier | 1 | | 168 | Scheduled | QUEEN’S THRESHOLD | Hookblade Mantis | 1 | | 168 | Scheduled | QUEEN’S THRESHOLD | Resinback Beetle | 1 | | 168 | Scheduled | QUEEN’S THRESHOLD | Brood Warden | 2 | | 190 | Scheduled | THE BROST | The Brost | 1 | ### Authored hazards *Additional hazards can be spawned by attacks* | At (s) | Encounter | Hazard | Count | | --- | --- | --- | --- | | 65 | BROOD CHAMBERS | Spore vent | 2 | | 86 | HATCHERY | Brood capsule | 2 | | 119 | ACID GAUNTLET | Root lash | 2 | | 149 | ROYAL GUARD | Root lash | 2 | | 171 | QUEEN’S THRESHOLD | Spore vent | 2 | Source reference: `src/content/combat.ts`, `src/content/catalog.ts`, `src/content/waveDispatch.ts`, `src/content/hive.ts`. ## FROSTFALL frostfall · Current Reference: https://mandris.app/knowledge/levels.html#frostfall Cross the black ice. Survive what hunts beneath it. Defeat Norgron. Thin black ice over an abyssal trench under polar night, from the black shelf through a drowned graveyard to the leviathan boneyard. Open water on either side shows the seabed, wrecks, and marine life below. Deep-sea predators hunt from beneath: the Hookmaw harpoons and reels pilots in, while Gulpers, Viperfangs, Vampire Cloaks, Sea Spiders, and Bone Isopods use lasers, crossing volleys, ring patterns, fissures, and shard fans. Norgron, the Drowned Maw, is a winged sea-serpent that pursues pilots across the ice, sweeps abyssal breath, spits acid from a scorpion tail, and takes to the air for frost dives. Its eyes and throat are weak points: enough damage during a windup cancels the attack. - [Hookmaw](https://mandris.app/knowledge/enemies.html#glacierback) - [Viperfang](https://mandris.app/knowledge/enemies.html#veilray) - [Gulper](https://mandris.app/knowledge/enemies.html#brinejaw) - [Vampire Cloak](https://mandris.app/knowledge/enemies.html#bellwarden) - [Sea Spider](https://mandris.app/knowledge/enemies.html#riftcaller) - [Bone Isopod](https://mandris.app/knowledge/enemies.html#shardback) - [Maw Fry](https://mandris.app/knowledge/enemies.html#norgron-whelp) - [Norgron, the Drowned Maw](https://mandris.app/knowledge/enemies.html#norgron) ### Mission structure *Registry values; actual duration depends on combat, profile, and difficulty* | Property | Value | | --- | --- | | Environment | ice | | Objective type | assault | | Authored target duration | 4–5 minutes | | Encounter sequence | BLACK SHELF → FANG SWARM → THE RED CLOAK → FROZEN FLEET → SPIDER WALK → BENEATH THE WRECKS → LEVIATHAN BONEYARD → THE DROWNED DEEP → NORGRON | ### Authored waves Times are baseline schedule seconds. Arcade Test compresses timing and changes ordinary counts, and difficulty scales counts. Clearance gates, earliest dispatch, population caps, summons, and phase logic affect actual arrivals; these are not fixed encounter durations. *Wave and heavy orders* | At (s) | Earliest (s) | Encounter | Enemy | Base count | | --- | --- | --- | --- | --- | | 2 | Scheduled | BLACK SHELF | Viperfang | 3 | | 20 | Scheduled | FANG SWARM | Gulper | 1 | | 22 | Scheduled | FANG SWARM | Viperfang | 3 | | 22 | Scheduled | FANG SWARM | Hookmaw | 1 | | 42 | Scheduled | THE RED CLOAK | Vampire Cloak | 2 | | 44 | Scheduled | THE RED CLOAK | Viperfang | 2 | | 46 | Scheduled | THE RED CLOAK | Bone Isopod | 2 | | 64 | Scheduled | FROZEN FLEET | Sea Spider | 2 | | 66 | Scheduled | FROZEN FLEET | Gulper | 1 | | 66 | Scheduled | FROZEN FLEET | Hookmaw | 1 | | 90 | Scheduled | SPIDER WALK | Viperfang | 6 | | 92 | Scheduled | SPIDER WALK | Vampire Cloak | 2 | | 94 | Scheduled | SPIDER WALK | Bone Isopod | 2 | | 116 | Scheduled | BENEATH THE WRECKS | Gulper | 2 | | 116 | Scheduled | BENEATH THE WRECKS | Hookmaw | 2 | | 118 | Scheduled | BENEATH THE WRECKS | Sea Spider | 2 | | 144 | Scheduled | LEVIATHAN BONEYARD | Viperfang | 4 | | 146 | Scheduled | LEVIATHAN BONEYARD | Gulper | 1 | | 148 | Scheduled | LEVIATHAN BONEYARD | Vampire Cloak | 2 | | 150 | Scheduled | LEVIATHAN BONEYARD | Bone Isopod | 3 | | 170 | Scheduled | THE DROWNED DEEP | Vampire Cloak | 3 | | 172 | Scheduled | THE DROWNED DEEP | Sea Spider | 2 | | 172 | Scheduled | THE DROWNED DEEP | Hookmaw | 2 | | 174 | Scheduled | THE DROWNED DEEP | Viperfang | 4 | | 200 | Scheduled | NORGRON | Norgron, the Drowned Maw | 1 | Source reference: `src/content/combat.ts`, `src/content/catalog.ts`, `src/content/waveDispatch.ts`, `src/content/frostfall.ts`. ## Destructible scenery Reference: https://mandris.app/knowledge/levels.html#scenery Facilities and biome props have their own health, collision, score, and reward behavior. Explosive scenery deals up to 60 damage within 2 m, falling off to its 6 m outer radius; Crucible slag vats hurt pilots at 35% strength. Chain reactions can damage additional scenery and enemies. Rare caches (600 health) can appear from the fourth battlefield sector onward and hold weapon drops or upgrades. *Scenery registry* | Prop / stable ID | Environment | Health | Radius (m) | Score | Explosive | | --- | --- | --- | --- | --- | --- | | brood-reliquary | BROOD SCAR | 600 | 2.1 | 250 | No | | frozen-cache | FROSTFALL | 600 | 2.1 | 250 | No | | frozen-cargo | FROSTFALL | 140 | 1.9 | 100 | No | | wreck-section | FROSTFALL | 70 | 3.3 | 70 | No | | brine-vent | FROSTFALL | 45 | 1.5 | 50 | Yes | | pressure-ice | FROSTFALL | 65 | 1.8 | 50 | No | | chitin-tower | BROOD SCAR | 140 | 2 | 50 | No | | brood-chamber | BROOD SCAR | 70 | 1.7 | 25 | No | | resin-cocoon | BROOD SCAR | 30 | 1 | 10 | No | | volatile-sac | BROOD SCAR | 30 | 1 | 10 | Yes | | slag-vat | CRUCIBLE DRIFT | 36 | 1.1 | 10 | Yes | | infested-machine | BROOD SCAR | 70 | 1.8 | 25 | No | Source reference: `src/content/battlefield.ts`, `src/content/environment.ts`, `src/content/rareCaches.ts`. --- # Combat and progression Resource rules, damage interactions, pickups, difficulty, linked sorties, and co-op. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/systems.html ## Combat, movement, and resources Reference: https://mandris.app/knowledge/systems.html#combat-loop Movement and aim are independent. The game renders in full 3D, but pilots normally move on a combat flight plane above the battlefield. Target altitude and weapon surface restrictions matter: ground artillery, air missiles, beams, contact, and area hazards use different collision rules. Hull determines survival. Shields absorb ordinary incoming damage first; shield-bypassing attacks and particular damage rules are exceptions. Armor removes a fixed amount from each hull hit. Energy funds shots and abilities; active modes and channels, such as Michen's Flame Jet and Ratajack's auto turret, pause passive recharge while they run. Enemies announce committed attacks on the unit: glowing weapons, opening bays, spinning hoppers, and wind-up poses. Impact rings mark where area attacks land. Bosses and heavy enemies have exceptions to displacement, crowd control, and damage that must be considered when evaluating a weapon. Source reference: `src/simulation/MissionSimulation.ts`, `src/content/combat.ts`, `src/content/enemyWeapons.ts`. ## Existing damage interactions Reference: https://mandris.app/knowledge/systems.html#damage-interactions There is no general flame-versus-flesh or explosive-versus-armor effectiveness matrix in this snapshot. That is a proposed system. Existing special cases include Tug Hauler directional armor, Brood Warden protection, vulnerable recovery states, shield-piercing needles, the Gulper's shield-breaking laser, Norgron's eye and throat weak points, and the Forgemaster's exposed core. Blast radius, falloff, air/ground eligibility, and obstruction rules belong to each weapon. Scrap plates can be destroyed before impact: a plate cracks on the first hit and breaks on a second hit from another shot. Explosive scenery such as slag vats can chain into nearby enemies. Ordinary player attacks do not imply universal friendly fire; Wrath of Sera explicitly damages pilots. Source reference: `src/content/armoredCarrier.ts`, `src/content/heavies.ts`, `src/content/frostfall.ts`, `src/content/foundry.ts`, `src/simulation/MissionSimulation.ts`. ## Pickups, credits, and weapon drops Reference: https://mandris.app/knowledge/systems.html#pickups Destroyed enemies pay credits directly on the kill: 2 for ordinary enemies, 6 for strong ones, and 10 for heavies. Ordinary pickups occupy the world and go to the closest eligible living pilot within collection reach, with pilot-slot order breaking a tie. Credits belong to the collecting pilot. An upgrade requires a compatible hull and an available rank, so the closest ineligible pilot does not consume it. A credit pickup grants 50 credits. Repair pickups restore up to 68 hull; if hull is already full, they instead restore up to 48 shields. An upgrade orb that has nothing left to grant converts to 25 credits. Capacity upgrades also grant the newly added capacity to a living pilot. Upgrades persist across linked sorties until the run ends. Ratajack and Garmo also receive weapon drops during a run, from scheduled drops and rare destructible caches. Each drop adds a new ship-specific weapon at full strength for the rest of the run. Boss rewards reserve a pickup for each pilot and collect it automatically after a brief delay. Orb color, symbols, and motion are presentation choices; they do not change what a pickup grants. Source reference: `src/simulation/Pickups.ts`, `src/content/pickups.ts`, `src/content/enemyRewards.ts`, `src/content/weaponAdditions.ts`, `src/content/rareCaches.ts`. ## Linked sorties and the Field Store Reference: https://mandris.app/knowledge/systems.html#field-store A standard run begins in combat with a fresh loadout and zero run credits. Winning a sortie opens the Field Store, carries upgrades and remaining hull forward, and awards each pilot 250 clear credits. A pilot destroyed during a victorious stage returns with a quarter of maximum hull for the intermission. The store offers ship-compatible purchases, prerequisites, rank caps, quarter-hull or full repairs, and the next mission selection. Repair price is proportional to the hull actually restored, at 200 credits per full maximum hull. The flight lead chooses the next mission and launches after everyone prepares and declares ready. Defeat or ending the run clears its credits and upgrades. There is no completed persistent power economy or fixed six-stage campaign director here. Source reference: `src/simulation/RunState.ts`, `src/content/upgrades.ts`, `src/ui/StoreDirector.ts`. ## Private cooperative play Reference: https://mandris.app/knowledge/systems.html#coop Solo uses one pilot. Private co-op supports two to four pilots, including duplicate ship choices. A flight lead creates a room; guests join with its code, choose hulls, prepare assets, and declare readiness. The host starts and controls the shared run while each pilot has a personal loadout and credit balance. The host simulates authoritative state; guests predict their own inputs and reconcile against checkpoints. All participants need compatible protocol and content. If a pilot disconnects or the host's tab goes to the background, the flight pauses and resumes from the host's exact state. Spectating after destruction and continuing without an absent pilot are supported; host migration and recovering a host after a full page reload are not. Linked-stage and store recovery track the current run and stage rather than restarting the original sortie. A complete downed/bleedout/revive combat system remains future work. Source reference: `src/network/CoopSession.ts`, `src/network/contracts.ts`, `src/simulation/RunState.ts`, `ARCHITECTURE.md`. ## Difficulty and combat profiles Reference: https://mandris.app/knowledge/systems.html#difficulty-and-profiles Players choose a difficulty before launch, or the host chooses it for a co-op room. It scales enemy count, hull, and damage; player ships are unchanged. Public launches use the Arcade Test combat profile. The Standard profile is a local development option (?balance=standard). Profiles change enemy density, dispatch timing, approach, cooldowns, and projectile behavior; player weapon tuning is shared. Heavy counts do not multiply like ordinary waves, and boss phase rules and special encounter caps also apply. *Difficulty multipliers on enemies (Medium is the standard balance)* | Difficulty | Enemy count | Enemy hull | Enemy damage | Summary | | --- | --- | --- | --- | --- | | Easy | ×0.9 | ×0.65 | ×0.8 | Slightly fewer enemies, much lower enemy hull, and lighter hits. | | Medium | ×1 | ×1 | ×1 | The standard combat balance. | | Hard | ×1.15 | ×1.7 | ×1.35 | Slightly more enemies, much tougher hulls, and heavier hits. | | Nightmare | ×1.3 | ×2.6 | ×1.75 | More enemies, extreme hull strength, and punishing hits. | *Profile configuration* | Parameter | Standard | Arcade Test | | --- | --- | --- | | Enemy Count | 1 | 2 | | Wave Time | 1 | 0.5 | | Approach Speed | 1 | 1.5 | | Regular Cooldown | 1 | 0.65 | | Boss Cooldown | 1 | 0.5 | | Boss Projectile Speed | 1 | 1.25 | | Extra Fan Pairs | 0 | 1 | | Solo Cap | 12 | 24 | | Coop Cap | 12 | 40 | | Solo Offspring Cap | 6 | 12 | | Coop Offspring Cap | 6 | 20 | | Solo Carry Over | 1 | 4 | | Coop Carry Over | 1 | 6 | Source reference: `src/content/difficulty.ts`, `src/content/combatProfiles.ts`, `src/content/population.ts`, `src/main.ts`. ## Enemy drop rates Reference: https://mandris.app/knowledge/systems.html#drop-rates Base chances per eligible death, before mission adjustments. Upgrade chance is absolute and already included in the chance of any drop. The remaining drops split one third repair and two thirds credits, and repair and credit drops are then scaled by 0.5. Ordinary waves compensate for their reduced counts. Boss rewards and no-drop summons (such as Spark Fighters and Maw Fry) use separate rules. The tier uses base enemy health, not remaining health. *Regular eligible enemy deaths (base rates)* | Tier | Base health | Any drop | Upgrade | Kill credits | | --- | --- | --- | --- | --- | | Ordinary | <80 | 34.4% | 1.15% | 2 | | Strong | 80–299 | 43% | 2.3% | 6 | | Heavy | ≥300 | 60.2% | 4.6% | 10 | Source reference: `src/simulation/Pickups.ts: DROP_RATES, enemyDropRates, rollEnemyDrop`, `src/content/pickups.ts`, `src/content/enemyRewards.ts`. ## Hazards and telegraphs Reference: https://mandris.app/knowledge/systems.html#hazards Warnings identify delayed damage; active residue can remain after the initial impact. Different hazards use different altitude checks, damage clocks, and destruction rules. Avoid assuming that every visible ground effect harms a pilot or that every hazard can be shot. - Slag Bombers drop 4 bombs along a committed line; each leaves a burning cloud of 3.5 m for 1.6 s dealing 7 damage every 400 ms. - Furnace Crawlers heat up, then release a fire ring that expands to 13 m and deals 18 damage to pilots it crosses. A destroyed crawler can cook off; Fuel Haulers explode when destroyed. - Tug Hauler scrap plates deal 12 damage each in a fan of 7; a plate cracks on the first hit and breaks on the second. - Resin patches slow to 70% movement, cover 3.2 m, and last 5 s. Resin itself deals no direct damage. - Spore vents and brood capsules are destructible hive hazards; capsules can release offspring. Root lashes and toxic clouds control flight lanes. - Damaging hive blood splashes are brief: 600 ms lifetime, 2.5 m radius, 4 damage per eligible hit. These are separate from cosmetic blood particles. - Frost residue slows to 70% movement and lasts 3 s. Norgron's breath sweeps 90° over a 26 m range, dealing 6 damage per 250 ms damage tick. Source reference: `src/content/foundry.ts`, `src/content/heavies.ts`, `src/content/hiveExpansion.ts`, `src/content/combatEvolution.ts`, `src/content/frostfall.ts`. --- # Upgrades and equipment Every store purchase, combat orb, and weapon drop players can obtain in the reviewed source. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/upgrades.html ## Acquisition and stacking Reference: https://mandris.app/knowledge/upgrades.html#upgrade-rules Store entries spend personal run credits. Orb entries are found in combat and cannot be bought. Weapon drops give Ratajack and Garmo a new weapon at full strength; they are found, never bought. Ship-specific entries apply only to that hull; prerequisites and maximum ranks are enforced. Each listed price is the cost of that rank, not a cumulative total. Cooling changes ability cooldowns, not every firing interval or active duration. - [Explosive Rounds](https://mandris.app/knowledge/upgrades.html#ratajack-explosive-rounds) - [Third Barrel](https://mandris.app/knowledge/upgrades.html#ratajack-third-barrel) - [Side Cannons](https://mandris.app/knowledge/upgrades.html#ratajack-side-cannons) - [Automatic Turret](https://mandris.app/knowledge/upgrades.html#ratajack-auto-turret) - [Flak Pod](https://mandris.app/knowledge/upgrades.html#ratajack-flak-pod) - [Breach Cannon](https://mandris.app/knowledge/upgrades.html#ratajack-breach-cannon) - [Bomb Bay](https://mandris.app/knowledge/upgrades.html#ratajack-bomb-bay) - [Flare Mines](https://mandris.app/knowledge/upgrades.html#ratajack-flare-mines) - [Shrapnel Cluster](https://mandris.app/knowledge/upgrades.html#ratajack-shrapnel-cluster) - [Expanded Salvo Rack](https://mandris.app/knowledge/upgrades.html#ratajack-salvo-rack) - [Ground Missile Rack](https://mandris.app/knowledge/upgrades.html#ratajack-ground-missile-rack) - [Expanded Seeker Rack](https://mandris.app/knowledge/upgrades.html#ratajack-seeker-rack) - [Buzzsaw Rotary Cannon](https://mandris.app/knowledge/upgrades.html#ratajack-buzzsaw) - [Thermobaric Mortar](https://mandris.app/knowledge/upgrades.html#ratajack-mortar) - [Micro-Missile Hive](https://mandris.app/knowledge/upgrades.html#ratajack-hive) - [Crystal Satellites](https://mandris.app/knowledge/upgrades.html#garmo-crystal-satellites) - [Arc Reservoir](https://mandris.app/knowledge/upgrades.html#garmo-arc-reservoir) - [Prism Drill](https://mandris.app/knowledge/upgrades.html#garmo-prism-drill) - [Storm Halo](https://mandris.app/knowledge/upgrades.html#garmo-storm-halo) - [Prism Splitter](https://mandris.app/knowledge/upgrades.html#garmo-prism-splitter) - [Geode Mines](https://mandris.app/knowledge/upgrades.html#garmo-geode-mines) - [Equality for All](https://mandris.app/knowledge/upgrades.html#jivadin-equality-for-all) - [Impact Dynamo](https://mandris.app/knowledge/upgrades.html#michen-impact-dynamo) - [Photon Torpedoes](https://mandris.app/knowledge/upgrades.html#michen-photon-torpedoes) - [Coup de Grâce](https://mandris.app/knowledge/upgrades.html#michen-coup-de-grace) - [Martyr's Aegis](https://mandris.app/knowledge/upgrades.html#jivadin-martyrs-aegis) - [Slag Heart](https://mandris.app/knowledge/upgrades.html#michen-slag-heart) - [Anvil Landing](https://mandris.app/knowledge/upgrades.html#michen-anvil-landing) - [Furnace Pulse](https://mandris.app/knowledge/upgrades.html#michen-furnace-pulse) - [Primary Range Tuning](https://mandris.app/knowledge/upgrades.html#primary-range) - [Armor Plating](https://mandris.app/knowledge/upgrades.html#armor) - [Shield Armor](https://mandris.app/knowledge/upgrades.html#shield-armor) - [Reinforced Hull](https://mandris.app/knowledge/upgrades.html#hull) - [Organic Hull](https://mandris.app/knowledge/upgrades.html#organic-hull) - [Shield Capacity](https://mandris.app/knowledge/upgrades.html#shield) - [Shield Recovery](https://mandris.app/knowledge/upgrades.html#shield-recovery) - [Energy Reserves](https://mandris.app/knowledge/upgrades.html#energy) - [Reactor Output](https://mandris.app/knowledge/upgrades.html#reactor) - [Thruster Tuning](https://mandris.app/knowledge/upgrades.html#thrusters) - [Ability Cooling](https://mandris.app/knowledge/upgrades.html#cooling) - [Salvage Collector](https://mandris.app/knowledge/upgrades.html#collector) - [Healing Relay](https://mandris.app/knowledge/upgrades.html#jivadin-healing-relay) - [Hull Restoration](https://mandris.app/knowledge/upgrades.html#jivadin-hull-restoration) - [Grand Relay](https://mandris.app/knowledge/upgrades.html#jivadin-grand-relay) - [Twin Lasers](https://mandris.app/knowledge/upgrades.html#twin-lasers) - [Expanded Salvo Rack](https://mandris.app/knowledge/upgrades.html#salvo-rack) - [Ground Missile Rack](https://mandris.app/knowledge/upgrades.html#ground-missile-rack) - [Expanded Seeker Rack](https://mandris.app/knowledge/upgrades.html#seeker-rack) - [Blessed Capacitors](https://mandris.app/knowledge/upgrades.html#blessed-capacitors) ## Explosive Rounds ratajack-explosive-rounds · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-explosive-rounds Bullet hits cause mini explosions: 30% of bullet damage to other enemies and destructibles within 1.5m. Works with Twin Machine Gun, Third Barrel, Side Cannons, Breach Cannon and Auto Turret. Direct-hit damage stays the same. No extra energy cost or friendly fire; cover blocks splash. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 900 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Third Barrel ratajack-third-barrel · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-third-barrel An extra forward round accompanies every second primary shot. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Side Cannons ratajack-side-cannons · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-side-cannons Paired angled rounds accompany every second primary shot. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Automatic Turret ratajack-auto-turret · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-auto-turret An independent turret tracks nearby air and ground enemies, firing at the cadence of one primary barrel. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Flak Pod ratajack-flak-pod · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-flak-pod Automatically fires explosive shells at nearby air enemies. Fires three shells per volley. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Breach Cannon ratajack-breach-cannon · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-breach-cannon Fires three heavy rounds with every eighth successful primary shot. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Bomb Bay ratajack-bomb-bay · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-bomb-bay Vector Burst releases falling bombs against ground targets. Releases three bombs per dash. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Flare Mines ratajack-flare-mines · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-flare-mines Vector Burst scatters missile decoys that explode on interception or expiry. Deploys three flares per dash. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Shrapnel Cluster ratajack-shrapnel-cluster · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-shrapnel-cluster Vector Burst drops a timed aerial mine. Releases sixteen radial fragments. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Expanded Salvo Rack ratajack-salvo-rack · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-salvo-rack Adds two homing air missiles to Rocket Salvo for four total. Volley energy cost stays the same. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Ground Missile Rack ratajack-ground-missile-rack · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-ground-missile-rack Adds two homing ground missiles to Rocket Salvo. Volley energy cost stays the same. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 800 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Expanded Seeker Rack ratajack-seeker-rack · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-seeker-rack Adds three homing missiles to Vector Burst for five total. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 250 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Buzzsaw Rotary Cannon ratajack-buzzsaw · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-buzzsaw A six-barrel rotary replaces the twin guns. Holding fire spins it up over 0.6s into a dense tracer stream; releasing spins it down. Each round deals 55% primary damage; at full spin it fires 2.5 times as fast. Third Barrel, Side Cannons and Breach Cannon keep their usual timing. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1500 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Thermobaric Mortar ratajack-mortar · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-mortar Every Rocket Salvo also lobs a canister to your aim point, up to 24m away. It bursts for 26 damage in 4m, then burns for 3s, dealing 16 damage per second to air and ground enemies inside. No extra energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Micro-Missile Hive ratajack-hive · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#ratajack-hive Every seven seconds, launches twelve corkscrewing micro-missiles at up to four enemies within 30m. 8 damage each. No extra energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1200 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Crystal Satellites garmo-crystal-satellites · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-crystal-satellites Two orbiting crystals damage nearby enemies and apply conductive marks for charged lightning. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Arc Reservoir garmo-arc-reservoir · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-arc-reservoir Every three original shards that damage enemies store one charge, up to three. A fully charged lightning hit spends them on extra strikes against surviving chain targets. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1200 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Prism Drill garmo-prism-drill · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-prism-drill Every fifth paid primary burst adds a heavy crystal that pierces four enemies and applies conductive marks. No extra energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1500 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Storm Halo garmo-storm-halo · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-storm-halo Six crystals circle the hull. Every second the halo arcs to the two nearest enemies within 9m for 7 damage and marks them conductive. No extra energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1200 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Prism Splitter garmo-prism-splitter · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-prism-splitter Every fourth paid primary burst refracts through a muzzle prism into a five-way spectral fan. Each ray deals 10 damage to the first enemy it meets and marks it conductive. No extra energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Geode Mines garmo-geode-mines · Weapon drop Reference: https://mandris.app/knowledge/upgrades.html#garmo-geode-mines Seeds a geode behind the ship every five seconds, up to three. An enemy passing within 3m blooms it into crystal spikes: 30 damage in 5m, marking everything hit. Geodes last 12s. *Availability* | Property | Value | | --- | --- | | Ship | Garmo | | Category | Weapons | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/weaponAdditions.ts: WEAPON_ADDITIONS`. ## Equality for All jivadin-equality-for-all · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#jivadin-equality-for-all While you live, half of incoming damage to any pilot is shared equally among all living pilots, including the target, before their defenses apply. Unlimited range. Multiple copies do not stack; no reduction when alone. Energy drains are not shared. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Impact Dynamo michen-impact-dynamo · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-impact-dynamo Survive a hit to restore 1 energy per 10 incoming base damage before armor mitigation, capped at maximum energy. Includes your share of Equality for All damage. Does not reduce damage or convert blocked hits or energy drains. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Photon Torpedoes michen-photon-torpedoes · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-photon-torpedoes Automatically launches a weaving torpedo every 4s after a 2s startup. Targets distant air or ground enemies at 24–64m. Explodes on first contact: 60 damage at the center, falling to 30 at the edge of a 6m blast. No friendly fire or energy cost. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1200 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Coup de Grâce michen-coup-de-grace · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-coup-de-grace Any successful damage from you executes surviving enemies below 15% hull, including bosses. Applies to all weapons, abilities, torpedoes and explosive scenery you trigger. Executions add no shield restoration. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1500 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Martyr's Aegis jivadin-martyrs-aegis · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#jivadin-martyrs-aegis When any pilot, including you, drops below 25% hull, a burst from Jivadin fully restores their shields. Once every 30s; works solo. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 900 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Slag Heart michen-slag-heart · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-slag-heart Damage your plating and Gravitic Armor absorb heats your core. At 60 heat, your next warp leaves a burning trail between its endpoints for 3s: 24 damage/s and ignition. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 900 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Anvil Landing michen-anvil-landing · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-anvil-landing Warp arrival blasts stun enemies for 0.6s: no movement or attacks. Bosses and heavies are immune. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 800 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Furnace Pulse michen-furnace-pulse · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#michen-furnace-pulse Releasing Flame Jet after holding it for 1.5s vents a 8m fire ring: 45 damage, instant ignition and knockback on small air enemies. 4s cooldown; no extra energy. *Availability* | Property | Value | | --- | --- | | Ship | Michen | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Primary Range Tuning primary-range · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#primary-range +5% base normal primary range per rank. Does not affect ability weapons. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Weapons | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Armor Plating armor · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#armor +0.5 hull armor per rank, up to +2.5. Armor leaves at least 1 damage from a positive hull hit. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Shield Armor shield-armor · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#shield-armor +0.5 flat shield damage reduction per rank, up to +2.5. Leaves at least 1 shield damage (smaller hits stay unchanged). Does not reduce hull spillover or armor-bypassing attacks. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Reinforced Hull hull · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#hull +5% maximum hull per rank. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Organic Hull organic-hull · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#organic-hull Regenerates 0.25 hull per second per rank while flying, even during combat. Requires no energy. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | 125 credits / 200 credits / 275 credits / 350 credits / 425 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Shield Capacity shield · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#shield +5% maximum shields per rank. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Shield Recovery shield-recovery · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#shield-recovery +5% base shield recharge and 5% less base recharge delay per rank. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Energy Reserves energy · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#energy +5% maximum energy per rank. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Reactor Output reactor · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#reactor +5% energy recharge per rank. Active Siege, Auto Turret and Spectre pause passive recharge. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Thruster Tuning thrusters · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#thrusters +5% sideways and forward/backward speed per rank. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Ability Cooling cooling · Combat orb Reference: https://mandris.app/knowledge/upgrades.html#cooling 5% shorter ability cooldowns per rank. Firing rates and active durations stay the same. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 5 | | Prices by rank | Found in combat | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Salvage Collector collector · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#collector +75% pickup collection radius. Credits still belong to the collecting pilot. *Availability* | Property | Value | | --- | --- | | Ship | Any playable ship | | Category | Systems | | Maximum rank | 1 | | Prices by rank | 100 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Healing Relay jivadin-healing-relay · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#jivadin-healing-relay Healing Arc reaches 2 pilots total. Extra jumps ignore distance. Each receives 20 shield/s; the channel costs 40 energy/s. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 600 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Hull Restoration jivadin-hull-restoration · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#jivadin-hull-restoration Healing Arc restores shields first, then repairs 5 hull/s per target. Costs 34 energy/s, or 40 energy/s with a relay. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 800 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Grand Relay jivadin-grand-relay · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#jivadin-grand-relay Healing Arc reaches 3 pilots total. Extra jumps ignore distance. Full healing per pilot; 40 energy/s for the whole channel. Requires Healing Relay. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1500 credits | | Prerequisites | Healing Relay | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Twin Lasers twin-lasers · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#twin-lasers Replaces Auto Turret for this run: two continuous beams, 44m range, 76.8 combined damage/s. Costs 50 energy once, lasts 10s, then 6s cooldown. Turret Calibration carries over. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 1000 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Expanded Salvo Rack salvo-rack · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#salvo-rack Adds 1 air missile per rank to Rocket Salvo, up to 5 total. Air missiles home by default. Volley cost remains 60 energy. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Effects | | Maximum rank | 2 | | Prices by rank | 600 credits / 900 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Ground Missile Rack ground-missile-rack · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#ground-missile-rack Adds 1 homing ground missile per rank to every Rocket Salvo, up to 3 total. Volley cost remains 60 energy. Rocket Salvo Calibration applies. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Effects | | Maximum rank | 3 | | Prices by rank | 800 credits / 1200 credits / 1600 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Expanded Seeker Rack seeker-rack · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#seeker-rack Adds 1 homing missile per rank to Vector Burst, up to 6 total. *Availability* | Property | Value | | --- | --- | | Ship | Ratajack | | Category | Effects | | Maximum rank | 2 | | Prices by rank | 250 credits / 400 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. ## Blessed Capacitors blessed-capacitors · Store purchase Reference: https://mandris.app/knowledge/upgrades.html#blessed-capacitors Each Holy Bolt that damages an enemy restores 4 shields to you, once per bolt. *Availability* | Property | Value | | --- | --- | | Ship | Jivadin | | Category | Effects | | Maximum rank | 1 | | Prices by rank | 250 credits | | Prerequisites | None | Source reference: `src/content/upgrades.ts: UPGRADE_CATALOG`. --- # Controls and settings Default inputs, HUD preferences, accessibility, and local settings. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/controls.html ## Default controls Reference: https://mandris.app/knowledge/controls.html#inputs Keyboard shortcuts for secondary, utility, and ship-special actions can be rebound. Hold/Toggle controls persistent ship-special modes; Jivadin healing remains held, and Michen armor activates on a press. The ship reference names each action. *Desktop and gamepad input* | Action | Keyboard / mouse | Gamepad | | --- | --- | --- | | Move | WASD / arrow keys | Left stick / D-pad | | Aim | Mouse position | Right stick | | Primary fire | Left mouse button (hold) | Right trigger | | Secondary | Right mouse button | Left trigger | | Utility | Space | X | | Ship special | Shift / E | A | | Pause / settings | Escape | Start | Source reference: `src/InputController.ts`, `src/settings/preferences.ts`, `src/content/specialControls.ts`. ## HUD and ship vitals Reference: https://mandris.app/knowledge/controls.html#hud The flight HUD reports hull, shields, energy, abilities, boosts, and mission state. Layout and placement are configurable. Own-ship and teammate vitals are independent toggles, placing small hull/shield indicators beside the ships, including your own ship in solo play. Credits use a money symbol. *Snapshot defaults* | Preference | Value | | --- | --- | | design | tall | | position | left | | layout | split | | showDetailedVitals | true | | showDamageNumbers | false | | damageNumbersRevision | 1 | | showOwnShipVitals | true | | showTeammateShipVitals | true | | revision | 2 | Source reference: `src/ui/combatHudState.ts`, `src/ui/ShipVitals.ts`, `src/ui/hudPreferences.ts`. ## Graphics, audio, and accessibility Reference: https://mandris.app/knowledge/controls.html#preferences Settings are local browser preferences. Graphics presets, render scale, camera shake, reduced motion, and launch fullscreen are adjustable. Audio has a master level, mute, and separate category controls. Reduced motion follows the operating system by default. Browser Back and Forward navigate menu screens and settings. Back during a sortie opens pause or co-op settings; leaving a flight is an explicit action. These controls coexist with browser behavior rather than providing a browser-wide input lock. *Graphics defaults* | Preference | Value | | --- | --- | | preset | high | | scale | 1 | | brightness | 1 | | antialiasing | 4 | | motion | system | | shake | 1 | | fullscreenOnLaunch | true | | lighting.reflection | 0.2 | | lighting.fill | 1 | | lighting.key | 1 | | lighting.rim | 1 | | effects.thrusterBrightness | 1 | | effects.explosionVariant | current | | explosionLights | 2 | | lightingRevision | 1 | *Audio defaults* | Preference | Value | | --- | --- | | master | 0.125 | | muted | false | | categories.weapons | 1 | | categories.world | 1 | | categories.feedback | 1 | | categories.engines | 1 | | categories.cinematic | 1 | | categories.music | 0.35 | *Special input default* | Preference | Value | | --- | --- | | specialAbilityMode | toggle | | revision | 2 | Source reference: `src/settings/preferences.ts`, `src/ui/ScreenHistory.ts`, `src/ui/SettingsMenu.ts`. --- # Technical design How the current game is built and what new systems need to account for. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/technical.html ## Runtime architecture Reference: https://mandris.app/knowledge/technical.html#architecture The active project uses TypeScript, Three.js, Vite, and plain DOM screens. Supabase supplies private co-op transport, room coordination, and optional accounts. The preserved Phaser/Vue project is a separate legacy reference and is not imported by the active game. Input becomes player commands. A fixed-step deterministic simulation advances rules, returns snapshots, and queues semantic events. Rendering interpolates snapshots, while audio and effects consume events. Presentation must not alter simulation state or consume its randomness. - src/content/: stable definitions, balance, models, and presentation catalogs. - src/simulation/: combat, state, seeded randomness, collision, pickups, economy, checkpoints. - src/ThreeCombatRenderer.ts and presentation modules: 3D scene, interpolation, effects, lighting. - src/network/: transport, private rooms, ordered commands, checkpoints, and recovery. - src/ui/: DOM screens and UI lifecycle. src/main.ts coordinates the application. Source reference: `ARCHITECTURE.md`, `src/main.ts`, `src/simulation/MissionSimulation.ts`. ## Determinism and compatibility Reference: https://mandris.app/knowledge/technical.html#determinism Content, simulation, and network identifiers are stable strings rather than display names. Seeded simulation and independent scenery generation allow reproducible scenarios. Network changes must preserve command ordering and ownership, and deterministic state must survive checkpoint restoration. The host applies store commands using per-pilot sequence tracking and bounded receipts so delayed or duplicated purchases cannot charge twice. Run identity, stage identity, mission preparation, and readiness are tracked through transitions. New deterministic systems need explicit state, snapshot, event, and restoration behavior. Protocol and checkpoint versions are separate. A feature that changes message compatibility or restored state must update the relevant version and account for co-op clients on older builds. Source reference: `src/simulation/types.ts`, `src/network/contracts.ts`, `src/simulation/RunState.ts`, `ARCHITECTURE.md`. ## Blender models and presentation Reference: https://mandris.app/knowledge/technical.html#assets Editable Blender projects and reproducible Python builders live in art/. Runtime assets live in public/assets/. Models use glTF/GLB, meters, Y-up coordinates, and forward -Z. Named mounts, collision objects, and animation clips form an asset contract. Player hulls expose muzzle, thruster, and collision nodes; enemies expose Muzzle, Thruster, Collision, and role-specific nodes such as launch bays. The unit reference names the runtime model for each craft. Thumbnails are generated from the actual models and copied into this snapshot so future replacements do not alter this reference. Silhouette, readable attack windups, visible weapon aim, hit reactions, damage panels, explosions, and debris communicate game state. The browser renderer uses bounded effect pools and reduced-motion alternatives. A large visual blast is not automatically evidence of a matching damage volume. Source reference: `src/content/actorModels.ts`, `src/content/crucible.ts`, `src/ThreeCombatRenderer.ts`, `art/`, `ARCHITECTURE.md`. ## Audio and cinematic presentation Reference: https://mandris.app/knowledge/technical.html#audio Audio is routed through event definitions, category controls, and per-mission sound sets that combine recorded, generated, and synthesized sounds. Source recipes and third-party credits are maintained alongside the asset pipeline. Mission introductions and promotional media are presentation layers. They remain skippable or optional and must not delay reliable control. Source reference: `src/AudioDirector.ts`, `src/audio/catalog.ts`, `src/audio/foundryCues.ts`. ## Constraints for new ideas Reference: https://mandris.app/knowledge/technical.html#constraints - Keep combat rules independent of Three.js, DOM, audio, and transport. - Budget active enemies, projectiles, summons, explosions, lights, and transparent effects. More simultaneous effects can hurt readability before they exhaust hardware. - Treat player count, overlapping abilities, boss phases, ground/air restrictions, and energy depletion as core design cases. - Telegraph enemy attacks on the unit, not with floor lanes or sweep fans that predict movement. - Provide visual cues beyond color alone, keyboard focus, readable contrast, and reduced-motion behavior. - New hulls and enemy families need model mounts, animations, tuning, collision, UI, audio, VFX, and co-op behavior. - The current main application and simulation modules are large. Prefer bounded modules and clear ownership when adding new systems. Source reference: `PRODUCT.md`, `ARCHITECTURE.md`, `CONTEXT_MAP.md`. ## Development labs and tuning Reference: https://mandris.app/knowledge/technical.html#labs The admin library contains unit comparisons and model inspection, audio review, the Graphics, HUD, Orb, and Garmo labs. These tools make visual and balance review possible without repeatedly editing presentation code by hand. This knowledge base is a separate, manual reference snapshot. It has no connection to live lab saves, player accounts, or gameplay state. Source reference: `src/ui/DevHub.ts`, `src/ui/OrbLab.ts`, `src/ui/HudLab.ts`. ## Versions and simulation dimensions Reference: https://mandris.app/knowledge/technical.html#versions *Source constants at snapshot time* | Constant | Value | | --- | --- | | Fixed simulation step | 16.667 ms (60 Hz) | | Network protocol | 122 | | Deterministic checkpoint | 115 | | Combat content | 1 | | Upgrade catalog | 28 | | Pilot flight altitude | 3.8 m | | Field half width | 30 m | Source reference: `src/simulation/types.ts`, `src/content/combat.ts`, `src/content/upgrades.ts`. ## Specialized ability parameters Reference: https://mandris.app/knowledge/technical.html#ability-parameters The following are named configuration fields for implementation discussion. Ms suffixes mean milliseconds; distances and speeds use meters and meters/second, angles use radians, and fractions are dimensionless. Capacity and pool fields are bounds, not damage values. Only ability families used by ships in rotation are included. ### Healing *CLASS_ABILITIES.healing* | Field | Value | | --- | --- | | cooldownMs | 0 | | shieldPerSecond | 20 | | energyPerSecond | 34 | | startupEnergy | 10 | | range | 20 | | selfTargetDistanceRatio | 0.5 | ### Salvo *CLASS_ABILITIES.salvo* | Field | Value | | --- | --- | | energy | 60 | | count | 3 | | intervalMs | 0 | | damage | 23.94 | | range | 320 | | speed | 38 | | lifeMs | 8000 | | guidanceDelayMs | 180 | | acquisitionRange | 32 | | retentionRange | 48 | | turnRate | 3.142 | | maxActive | 64 | | groundY | 0.9 | | groundDescentMs | 250 | | radius | 6 | | fullRadius | 2 | | edgeDamageFraction | 0.5 | ### Burst *CLASS_ABILITIES.burst* | Field | Value | | --- | --- | | energy | 10 | | crossingCooldownReduction | 0.3 | | durationMs | 400 | | cooldownMs | 4000 | | movement | 2.8 | | missileCount | 4 | | missileDamage | 18 | | acquisitionRange | 32 | | missileSpeed | 22 | | missileRange | 54 | | missileLifeMs | 3000 | | steering | 0.18 | | bobAmplitude | 0.65 | | bobPeriodMs | 900 | | bobSettleRange | 6 | ### Pods *CLASS_ABILITIES.pods* | Field | Value | | --- | --- | | energy | 50 | | drainPerSecond | 0 | | durationMs | 10000 | | cooldownMs | 6000 | | damage | 8 | | rateMs | 125 | | range | 32 | | speed | 45 | ### Twin Lasers *CLASS_ABILITIES.twinLasers* | Field | Value | | --- | --- | | range | 44 | | drainPerSecond | 0 | | damage | 3.84 | | rateMs | 100 | ### Event Horizon *CLASS_ABILITIES.eventHorizon* | Field | Value | | --- | --- | | energy | 30 | | cooldownMs | 25000 | | durationMs | 5000 | | speed | 8 | | minRadius | 2.275 | | maxRadius | 9.5 | | absorptionCap | 20 | | pullRadius | 12 | | pullSpeed | 24 | | damage | 40 | | damagePerShot | 3 | | blastRadiusMultiplier | 1.8 | | collapseMs | 350 | | explosionMs | 800 | | enemyMass | 4 | | captureCap | 64 | | captureDamagePerSecond | 18 | | captureTickMs | 250 | | intakeMs | 1000 | | growthTimeMs | 450 | | captureRadiusMultiplier | 1.2 | | ejectSpeed | 32 | | ejectDurationMs | 900 | ### Wrath *CLASS_ABILITIES.wrath* | Field | Value | | --- | --- | | cooldownMs | 35000 | | flightMs | 3000 | | buildupMs | 1200 | | lingerMs | 1800 | | damage | 100 | | friendlyDamage | 20 | ### Garmo *Garmo* | Field | Value | | --- | --- | | primary.burstCount | 3 | | primary.spacingMs | 50 | | primary.muzzleSide | 1.35 | | primary.muzzleForward | 2.65 | | primary.pierce | 3 | | primary.blastRadius | 2.25 | | primary.blastFraction | 0.4 | | splinter.count | 3 | | splinter.acquisitionRange | 7 | | splinter.damageFraction | 0.35 | | splinter.speed | 36 | | splinter.lifeMs | 280 | | splinter.range | 10 | | splinter.radius | 0.09 | | splinter.maxActive | 96 | | conductive.durationMs | 4000 | | conductive.maxMarks | 64 | | conductive.detonationCooldownMs | 1200 | | conductive.damage | 18 | | conductive.radius | 3 | | arc.minimumEnergy | 8 | | arc.energyPerSecond | 32 | | arc.minimumChargeMs | 200 | | arc.chargeMs | 1000 | | arc.recoveryMs | 300 | | arc.minDamage | 40 | | arc.maxDamage | 140 | | arc.minTargets | 3 | | arc.maxTargets | 7 | | arc.range | 42 | | arc.acquisitionRadius | 4 | | arc.aimHalfAngle | 0.262 | | arc.jumpRange | 8 | | arc.conductiveJumpRange | 13 | | arc.falloff | 0.8 | | arc.flashMs | 300 | | pulse.damage | 12 | | pulse.radius | 9 | | pulse.energy | 12 | | pulse.drainPerSecond | 24 | | pulse.intervalMs | 400 | | pulse.cooldownMs | 1500 | | pulse.visualMs | 400 | | pulse.enterMs | 250 | | pulse.exitMs | 180 | | anchor.damage | 12 | | anchor.radius | 12 | | anchor.placementRange | 32 | | anchor.energy | 25 | | anchor.cooldownMs | 6000 | | anchor.durationMs | 15000 | | anchor.intervalMs | 700 | | anchor.pickRadius | 3 | | anchor.targets | 3 | | anchor.enterMs | 350 | | anchor.exitMs | 300 | | fracture.visualMs | 520 | | fracture.maxActive | 96 | ### Michen *Michen* | Field | Value | | --- | --- | | scale | 1.25 | | plating | 0.1 | | phoenix.countdownMs | 3000 | | phoenix.hullFraction | 0.5 | | phoenix.immunityMs | 1000 | | phoenix.damage | 600 | | phoenix.radius | 22 | | phoenix.aftermathMs | 1500 | | phoenix.wingspan | 24 | | photon.delayMs | 2000 | | photon.intervalMs | 4000 | | photon.damage | 60 | | photon.blastRadius | 6 | | photon.fullDamageRadius | 2 | | photon.edgeDamageFraction | 0.5 | | photon.speed | 24 | | photon.minTargetRange | 24 | | photon.acquisitionRange | 64 | | photon.range | 96 | | photon.lifeMs | 5000 | | photon.radius | 0.45 | | photon.maxActive | 2 | | photon.maxHits | 256 | | photon.steering | 6 | | photon.weaveAngle | 0.21 | | photon.weaveHz | 1.25 | | execution.threshold | 0.15 | | execution.durationMs | 650 | | execution.reducedDurationMs | 200 | | execution.maxRadius | 7 | | execution.poolSize | 32 | | flame.range | 16.8 | | flame.halfAngle | 0.393 | | flame.damagePerSecond | 63 | | flame.energyPerSecond | 36 | | flame.ignitionMs | 2000 | | flame.burnDamagePerSecond | 15 | | flame.burnDurationMs | 3000 | | flame.burnTickMs | 250 | | armor.energy | 35 | | armor.durationMs | 4000 | | armor.cooldownMs | 18000 | | armor.reduction | 0.8 | | armor.attractionRange | 10 | | armor.steeringPerSecond | 8 | | armor.reserveCap | 400 | | armor.damageFraction | 0.5 | | armor.shieldReturnFraction | 0.2 | | armor.minRadius | 6 | | armor.maxRadius | 18 | | warp.energy | 30 | | warp.cooldownMs | 10000 | | warp.chargeMs | 300 | | warp.damage | 40 | | warp.radius | 7 | | warp.visualMs | 900 | | slag.threshold | 60 | | slag.trailMs | 3000 | | slag.trailRadius | 1.6 | | slag.damagePerSecond | 24 | | slag.tickMs | 250 | | anvil.stunMs | 600 | | furnace.holdMs | 1500 | | furnace.cooldownMs | 4000 | | furnace.radius | 8 | | furnace.damage | 45 | | furnace.knockbackSpeed | 18 | | furnace.knockbackMs | 400 | ### Holy Bolt *Holy Bolt* | Field | Value | | --- | --- | | energyCost | 30 | | acquisitionRadius | 8 | | guidanceDelayMs | 100 | | steering | 0.24 | | speed | 34 | | outwardSpeed | 7 | | damage | 28 | | lifetimeMs | 1800 | | blastRadius | 5 | | fullDamageRadius | 2 | | edgeDamageFraction | 0.5 | | arrivalRadius | 0.6 | Source reference: `src/content/combat.ts: CLASS_ABILITIES, HOLY_BOLT`, `src/content/garmo.ts`, `src/content/michen.ts`. --- # Future ideas and open questions Selected proposals to review after forming an independent view of the game. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/roadmap.html ## Proposals, not implemented features Reference: https://mandris.app/knowledge/roadmap.html#read-after-ideation The items below are selected design directions and open questions. They are intentionally separate from the current reference. Existing roadmap checkboxes can lag behind code; this list describes the outstanding intent after reviewing the snapshot. For independent ideation, read the current mechanics first, record your own proposals, and then compare them with this chapter. Agreement is useful, but repeating this list is not the goal. ## Weapon effectiveness against enemy defenses Reference: https://mandris.app/knowledge/roadmap.html#weapon-enemy-effectiveness Explore damage multipliers based on weapon type and enemy material or defenses. Flame weapons could deal more damage to flesh and less to metal or shielded targets. Rockets and explosive weapons could deal more damage to armored enemies. The aim is to encourage weapon choices and complementary co-op loadouts. Exact multipliers are undecided. Review mixed defenses, whether shield resistance applies only while shields remain, interaction with existing armor and upgrades, and whether every ship retains useful choices in every mission. ## Run structure and objectives Reference: https://mandris.app/knowledge/roadmap.html#campaign - Build the intended deterministic six-stage, 25–35 minute run from compatible biome, objective, hazard, enemy, and reward pools. - Explore an elite encounter at stage three, a final boss at stage six, and safe intermissions between stages. - Add optional field objectives (rescues, shield generators, alternate routes) on top of the existing rare caches, plus clear next-mission briefings describing ground/air emphasis. - Crucible Drift delivered the orbital foundry concept. Iron Convoy, Rootworks, and an open-space arena remain proposals, not selectable levels. ## Weapon drops and build diversity Reference: https://mandris.app/knowledge/roadmap.html#weapons-and-builds - Weapon drops already give Ratajack and Garmo new weapons during a run. Extending them to Michen and Jivadin, and balancing how early drops shape a run, remain open. - Candidate additions include anti-armor rounds, targeting uplinks, shield baffles, and new dash payloads; they need review against the current roster and abilities. - Mutually exclusive class branches could follow the existing Field Store effects once those are balanced. ## Content out of rotation Reference: https://mandris.app/knowledge/roadmap.html#returning-content Black Horizon, the experimental Shattered Armada fleet battle, Kaibur, and Theben are out of rotation in this revision. The game still supports them internally, but players cannot select them, so this reference leaves them out. Whether and how each returns is an open decision. The fleet battle needs balance work, and the retired hulls overlap with the current four ships. ## Persistent progression and cooperative depth Reference: https://mandris.app/knowledge/roadmap.html#progression-and-coop - Optional email accounts exist. Pilot callsigns, cosmetic-only persistent currency, owned cosmetics, run history, portable settings, and profile statistics are proposals. - A fuller downed/revive/bleedout loop and complete six-stage co-op progression. - Host migration and dedicated servers are separate architectural decisions. - Guided pilot training, a sortie debrief, and further dense-combat readability improvements. ## Questions for an independent designer Reference: https://mandris.app/knowledge/roadmap.html#open-design-questions - Which enemies change player decisions rather than simply adding health or projectiles? - Where do ship identities overlap, and which interactions create useful cooperation? - What makes a run varied before adding more raw content? - Which abilities have an interesting setup and payoff, and which are limited mainly by waiting for energy? - Which visual effects obscure the decisions they are supposed to communicate? - What small prototype would most efficiently disprove each proposed improvement?