Kill Siphon — core¶
Kill Siphon heals on credited kills and raises maximum HP.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:10 · Aliases: SalvageSiphon
Behaviour and interactions¶
Heals 3 + (rank − 1) HP per eligible kill, with a 0.4-second trigger interval; adds 2 maximum HP per rank. Cannot revive. This core is distinct from the Siphon passive, whose heal is a maximum-HP fraction.
Tier: Uncommon · Categories: Survival
Restriction: Credited hostile kills only; healing cannot revive or exceed maximum HP.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=3+q;v.Secondary=2*n;v.TriggerInterval=.4;break; // kill heal / max HP
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.