Emergency Shell — core¶
Emergency Shell grants shield after surviving a low-HP threshold crossing.
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:40 · Aliases: EmergencyShell
Behaviour and interactions¶
Surviving damage crossing below 25% maximum HP grants 30 × log2(1 + rank) shield for 4 seconds, with a 30-second interval. Lethal damage remains lethal; this is not a cheat-death effect.
Tier: Legendary · Categories: Survival, Utility
Restriction: Surviving damage crossing below 25% HP; once per 30 s.
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=30*l;v.Secondary=.25;v.Duration=4;v.TriggerInterval=30;break;
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.