MANDRIS / DESIGN REFERENCE
Player ships
Roles, lore, controls, abilities, and base tuning for every selectable hull.
Snapshot: · Source ca26d81327a1
The game may have changed since this snapshot. Routine deployments do not update this reference.
Choose a combat role #
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.
| 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 |
ship:garmo · CRYSTAL STORM HUNTER
Garmo #

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.
Base specification
| 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
| 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
ship:jivadin · PALADIN SUPPORT
Jivadin #

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.
Base specification
| 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
| 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
ship:michen · FRONTLINE TANK
Michen #

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.
Base specification
| 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
| 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
ship:ratajack · ASSAULT GUNSHIP
Ratajack #

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.
Base specification
| 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
| 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