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Weapons & Milestone Trees

Full 20-level milestone evolution trees and stat data for all 24 weapons in Vibin' & Survivin'.

All 24 weapons feature Additive Layering across a 20-level progression curve. Milestone choices never replace previous mechanics:

  • Level 5 (Delivery / Shape): Defines firing pattern & geometry (e.g. Ricochet vs. Penetrating).
  • Level 10 (On-Hit Status): Adds elemental or condition procs on impact (e.g. Cryo vs. Thermite).
  • Level 15 (Triggered Subsystems): Independent secondary combat effects (e.g. Tactical Eject).
  • Level 20 (Ultimate Multiplier): Endgame build scaling and feedback loops.
Blaster

Blaster

Base Damage: 20 Base Cooldown: 1s

Fires rapid concentrated energy pulses at the nearest enemy with high targeting precision..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Ricochet
Projectiles ricochet between enemies {bounces} times, seeking new targets on each rebound.
B: Penetrating
Projectiles pierce through {pierce} enemies in a straight trajectory without losing velocity.
Level 10: On-Hit Status
A: Cryo Ammo
Struck targets are Chilled, reducing movement speed by 25% and increasing damage taken from all sources by {chillAmp}% for {chillDur}s.
B: Thermite Ammo
Struck targets are Ignited, taking {dotPct}% of projectile damage per second as Fire DoT for {dotDur}s.
Level 15: Subsystems
A: Tactical Eject
Every {ejectEvery} shot forcefully ejects a superheated battery cell left and right,{ejectBlast} piercing all enemies, dealing 150% flat damage, and knocking them back.
B: Friction Discharge
Every {dischargeEvery} shot discharges a static shockwave ({dischargeRadius}px radius) around the player, dealing 100% damage, slowing hit enemies by 45%{dischargeStun} for 2.5s.
Level 20: Ultimate
A: Blasters Akimbo
Firing speed is permanently doubled, and shots alternate from dual left/right muzzles.
B: Resonant Overload
Every enemy hit by a blaster bolt, status tick, or subsystem effect increases blaster damage by +1.5% (currently +{overloadAmp}%, up to +150% max) for 5.0s.
Vibe Shield

Vibe Shield

Base Damage: 40 Base Cooldown: 2.5s

Maintains a rotating barrier of hard-light shield orbs that absorb projectiles and damage enemies on contact. Orbs withstand multiple hits and regenerate one by one..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Pulsing Orbit
Orbs orbit in an oscillating wave pattern, rhythmically pulsing in radius ({orbitRadius}px) and size.
B: Phalanx Arc
Orbs cluster in a forward-facing defensive shield arc ({arcSpan}°) gathered directly in front of the player.
Level 10: On-Hit Status
A: Orbit Flare
Orb contacts ignite targets for {burnDur}s, dealing 30% orb damage per second as Fire DoT.
B: Shatter Shock
Orb contacts trigger kinetic shockwaves dealing 50% splash damage and forceful knockback.
Level 15: Subsystems
A: Resonance Bolt
Orb strikes discharge chain lightning to nearby foes every {subsystemInterval}s.
B: Aegis Pulse
Every {subsystemInterval}s, emits a defensive kinetic shockwave granting a 5% Max HP overshield (up to {shieldCap}%).
Level 20: Ultimate
A: Supernova Depletion
Depleting all active orbs triggers a massive 360° supernova explosion and instantly refills all orbs (20s cooldown).
B: Harmonic Bulwark
Gain +8% damage reduction per active orb. Fatal damage consumes all orbs to restore 50% HP and grant 3s invulnerability (60s cooldown).
Chrono Aura

Chrono Aura

Base Damage: 0.05 Base Cooldown: 1s

Projects a localized temporal distortion field that dilates time, reducing enemy movement speed within its perimeter..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Colossal Expansion
Field radius permanently increased by +50% ({radius}px) to sweep a massive defensive perimeter.
B: Focused Dilator
Field radius reduced by -25% ({radius}px), but slow potency inside the tight circle is increased to {slowPct}%.
Level 10: On-Hit Status
A: Temporal Entropy
Enemies inside the field suffer defense decay, taking +{vulnPct}% more damage from all sources.
B: Decay Aura
Enemies inside the field suffer cellular decay, taking {dotPct}% of base damage per second as Chrono DoT.
Level 15: Subsystems
A: Tachyon Discharge
Every {subsystemInterval}s, vents a tachyon pulse dealing 50 damage and siphoning 2% Max HP per enemy hit (up to {siphonCap}% max) to heal player.
B: Stasis Collapse
Every {subsystemInterval}s, the field collapses momentarily, freezing and stunning all enemies inside for {stunSec}s.
Level 20: Ultimate
A: Time Stop
Every 12 seconds, freezes all enemies on screen completely for 3 seconds.
B: Paradox Anomaly
Every second, enemies inside the field have a 20% chance to turn and attack nearby enemies (max 3), striking for 2x damage.
Electro-Bolt

Electro-Bolt

Base Damage: 50 Base Cooldown: 3s

Strikes the nearest enemy in range with an instantaneous bolt of high-voltage electricity..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Forked Lightning
Lightning strikes up to {targets} targets simultaneously in range.
B: Chain Lightning
Lightning jumps sequentially from enemy to enemy {bounces} times, each jump hitting +25% harder. With nowhere left to jump, the arc folds back into its last target.
Level 10: On-Hit Status
A: Charged Bolts
Hits apply Charged for 4s. Lightning arcs between nearby charged targets, dealing 50% damage every {chargedRate}s.
B: Shocking Stun
Hits stun for {stunSec}s and apply Vulnerable for 5s, amplifying all damage taken by +{vulnPct}%.
Level 15: Subsystems
A: Static Orb
Every {subsystemEvery} cast, fires a slow-moving Static Orb that constantly arcs lightning to nearby enemies as it travels before detonating.
B: Static Discharge
Every {subsystemEvery} cast, releases a {dischargeRadius}px radial static shockwave from the player, dealing area damage and stunning for 1.0s.
Level 20: Ultimate
A: Lightning Storm
Strikes 3 random targets in range from above every 0.5s, dealing 30 area damage and triggering on-hit status effects.
B: Lightning Revenant
Double the damage, range, and forks/bounces of Electro-Bolt.
Singularity

Singularity

Base Damage: 0.2 Base Cooldown: 6s

Launches a localized micro-black hole that pulls nearby foes inward before detonating in a catastrophic gravity collapse..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Multi-Vortex
Launches {count} black holes simultaneously across the battlefield.
B: Event Horizon
Vortex pull radius is expanded by +50% and collapse detonation damage is doubled.
Level 10: On-Hit Status
A: Gravitational Crushing
Pull and tick damage shred enemy armor by {shredPct}%, amplifying all damage taken.
B: Spacetime Dilation
Pull and tick damage apply a dilation field, decelerating enemy movement and attacks by {slowPct}%.
Level 15: Subsystems
A: Hawking Radiation
Every {subsystemInterval}s, active black holes launch {boltCount} homing radiation bolts at nearby foes.
B: Accretion Jets
Every {subsystemInterval}s, active black holes project a high-velocity relativistic plasma jet dealing heavy line damage.
Level 20: Ultimate
A: Supermassive Black Hole
Radius scale +70%, pull force doubled, and collapse detonation damage tripled.
B: Wormhole Portal
Spawns interconnected twin vortexes that crush enemies trapped between them with heavy ticking damage.
Sonic Repulsor

Sonic Repulsor

Base Damage: 30 Base Cooldown: 4s

Emits expanding kinetic acoustic shockwaves that forcefully knock enemies backward and disrupt charging swarms..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Sonic Echo
Emits rapid high-frequency acoustic waves, drastically reducing cast cooldown.
B: Shockwave Strike
Deals +15 bonus damage and pushes enemies backward twice as far with expanded blast radius ({radius}px).
Level 10: On-Hit Status
A: Concussive Resonance
Stun duration doubled (3.0s) and stunned enemies suffer vulnerability (+{vulnPct}% damage taken for {vulnDur}s).
B: Double Echo
Releases a secondary reverberating shockwave ({echoPower}% power) {echoDelay}s after the primary blast.
Level 15: Subsystems
A: Repelling Field
Every {repelRecharge}s, gains a kinetic barrier charge (max {maxCharges}) that reflects enemy projectiles within 130px.
B: Sonic Beacon
Every {beaconInterval}s, deploys an anchored acoustic beacon that pulses {pulseCount} times at 50% blast damage.
Level 20: Ultimate
A: Tectonic Resonance
Sonic blasts permanently shatter enemy armor by 30%, amplifying all damage taken for the rest of combat.
B: Vibe Force Shock
Emits continuous high-frequency acoustic turbulence that perpetually drives all surrounding enemies back.
Dagger Fan

Dagger Fan

Base Damage: 10 Base Cooldown: 1s

Hurls a rapid fan of hard-light blades in a focused forward cone with high critical strike potential..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Dagger Barrage
Packs the cone with {count} blades and +2 pierce. The cone never widens, concentrating lethal fire.
B: Spiraling Shuriken
Fires {count} large, spinning Ninja Shurikens across a wide arc that bounce to nearby targets with +35% bonus damage.
Level 10: On-Hit Status
A: Viper Venom
Blades apply stackable poison DoT dealing {poisonDps} damage per second per stack (up to {maxStacks} stacks / {maxPoisonDps} DPS for {statusDur}s).
B: Lacerating Steel
Blades apply Bleed dealing {bleedPct}% of blade damage per second for {statusDur}s and amplify critical strike chance against the target by +15%.
Level 15: Subsystems
A: Blade Recall
Expired blades pause and return to the player, cleaving all enemies on the return path.
B: Blade Orbit
Every 5 seconds, summons {orbitCount} orbiting phantom blades for 3 seconds, shredding nearby targets.
Level 20: Ultimate
A: Thousand Cuts
Landing hits builds Momentum up to {momentumMax} stacks (+{momentumCdr}% CDR per stack, up to -50% cooldown). At max stacks, unleashes +4 piercing phantom blades.
B: Toxic Hemorrhage
Every 3 hits on an enemy afflicted with Poison or Bleed detonates a violent Rupture explosion, instantly bursting DoTs and spreading all afflictions.
Acid Pool

Acid Pool

Base Damage: 10 Base Cooldown: 2.5s

Lobs pressurized corrosive flasks that shatter on impact, coating the terrain in bubbling toxic pools that tick for 12 acid damage every 0.2s (60 DPS) for 4s..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Skipping Stones
Flask skips across terrain in 3 hops, leaving corrosive puddles at each landing before forming its full pool.
B: Vortex Lob
Flask is hurled in a high arc leaking acid trail patches before detonating in a massive {gasRadius}px toxic cloud.
Level 10: On-Hit Status
A: Viscous Slime
Active pools slow enemy movement by {slowPct}%, lingering for {lingerSec}s after exiting.
B: Melting Acid
Active pools amplify all damage taken by {vulnMult}x, lingering for {lingerSec}s after exiting.
Level 15: Subsystems
A: Caustic Vent
Every {subsystemEvery} flask thrown detonates a {ventRadius}px corrosive gas burst dealing 100% damage.
B: Chain Reaction
Every {subsystemEvery} flask thrown causes all active pools to pulse {pulseCount} bonus damage ticks.
Level 20: Ultimate
A: Twin Flasks
Every throw lobs a second flask in a split spread, permanently doubling corrosive pool coverage.
B: Corrosive Cascade
Every enemy damaged by acid stacks +1.5% acid damage (up to +150% max) for 5 seconds.
Meteor Strike

Meteor Strike

Base Damage: 15 Base Cooldown: 3.5s

Calls down a heavy celestial meteor upon enemy coordinates that detonates with fiery area damage on impact..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Meteor Shower
Calls down a rain of {count} meteors per cast across the combat zone.
B: Giant Comet
Replaces the volley with a massive comet dealing 2x damage across a +50% larger blast radius.
Level 10: On-Hit Status
A: Volcanic Ground
Meteors leave burning magma pools that tick for {magmaTickDmg} fire damage every 0.2s (40 DPS), slow enemies by {slowPct}%, and linger for {lingerSec}s.
B: Tectonic Stun
Meteor impact craters stun all hostiles caught in the blast for {stunSec}s.
Level 15: Subsystems
A: Aftershock
Every {aftershockInterval}s, an acoustic tremor radiates outward from the player, dealing splash damage and knocking back surrounding foes.
B: Solar Flare Burst
Every 3rd cast, releases a ring of {flareCount} piercing solar flare projectiles dealing {flareDmg} damage in 8 directions.
Level 20: Ultimate
A: Armageddon
Permanently doubles total meteor count and accelerates meteor fall speed by 33%.
B: Molten Resonance
Damaging enemies with meteor effects grants Molten Resonance (+1.5% meteor damage per stack, up to +150% max) for 5s.
Boomerang

Boomerang

Base Damage: 20 Base Cooldown: 3s

Hurls an aerodynamically curved energy ring that pierces through enemies on its outbound and return flight paths, striking twice..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Split Horizons
Throws a pair of {count} boomerangs in a converging V-formation that cross paths at target distance.
B: Apex Shred
The boomerang pauses 0.5s at max range, ticking damage 3 times in place with expanding hit radius.
Level 10: On-Hit Status
A: Sonic Plowing
Enemies struck are knocked back and slowed by {slowPct}% for 2s.
B: Splintering Apex
Enemies struck release a splinter shard toward nearby hostiles dealing {shardDmg}% damage.
Level 15: Subsystems
A: Orbital Miss
A missed catch orbits the player as a protective slicing ring for {orbitSec}s before dissipating.
B: Elastic Catch
Catching a returning boomerang instantly throws another boomerang at double damage.
Level 20: Ultimate
A: Storm Front
The number of boomerangs thrown per cast is permanently doubled.
B: Momentum Cascade
Damaging enemies grants Momentum Cascade (+1.5% damage per stack, up to +150% max) for 5s.
Rocket Swarm

Rocket Swarm

Base Damage: 50 Base Cooldown: 4s

Launches an unguided spread of 3 high-explosive mini-rockets in a forward arc that detonate on impact with area splash damage..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Multi-Lock
Rockets gain tracking, each homing in on a different enemy instead of flying a fixed spread.
B: Mini Nuke
Volley is replaced by a single oversized mini-nuke that locks onto the toughest hostile and detonates for ~5x damage in a 3.5x blast radius.
Level 10: On-Hit Status
A: Concussive Shells
Explosions stun enemies caught in the blast for {stunSec}s across a {stunAreaMult}x stun area.
B: Napalm Trails
Explosions leave thermal ground trails that burn for 20% of rocket damage per second for 2s.
Level 15: Subsystems
A: Resupply Drop
Every 8s, an independent ordnance pod detonates for 2.5x damage in a 2.2x larger blast, applying active L10 status effects.
B: Point Defense
Every 6s, a defensive flak burst detonates around the player for 1.5x damage, knocking back surrounding hostiles.
Level 20: Ultimate
A: Massed Fire
Doubles the number of projectiles launched per volley ({rocketCount} rockets or 2 mini-nukes).
B: Chain Reaction
Rocket explosion kills detonate another blast at the enemy position for 70% damage, chaining up to 6 explosions deep.
Energy Beam

Energy Beam

Base Damage: 30 Base Cooldown: 5.5s

Charges briefly, then discharges a sustained piercing laser beam that tracks toward nearby hostiles, dealing rapid multi-tick energy damage..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Focal Core
Beam is 20% narrower, spans the entire screen (3x reach), and ticks damage 25% faster.
B: Prismatic Sweep
Sweeps in an oscillating {sweepArc}° arc, dealing a guaranteed {cleaveMult}x cleaving hit to every enemy in its path.
Level 10: On-Hit Status
A: Kinetic Shockwave
The beam repels hit enemies along the beam line with {knockback}px force and staggers them.
B: Thermal Bloom
Hits apply incandescent burn (+1.5% damage per stack, up to 10 stacks). Scorched enemies detonate on death for 20% Max HP.
Level 15: Subsystems
A: Energy Volley
Every 3rd cast, unleashing the beam also fires {blastCount} homing plasma blasts dealing {damagePct}% beam damage.
B: Flux Overdrive
Every 3rd cast skips charge-up to fire immediately, erupts a {shockwaveRadius}px radial stun shockwave, and accelerates tick rate by +50%.
Level 20: Ultimate
A: Supernova Cascade
Every cast unleashes a colossal mega-beam (5x damage, 2.5x width) that stuns enemies for 2s on trigger.
B: Plasma Vanguard
Gathers a plasma sphere during charge that surges down the beam axis, vacuuming enemies inward before detonating in a {detonationRadius}px implosion.
Shotgun

Shotgun

Base Damage: 15 Base Cooldown: 1.6s

Discharges a lethal cone of 5 kinetic pellets forward; damage is maximized at close range and tapers off over distance..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Tight Choke
Narrows spread angle by 40%; pellets maintain full damage 40% further out before falloff starts.
B: Wide Spray
Widens spread angle by 40% and adds +2 pellets per blast, with slightly lower per-pellet damage.
Level 10: On-Hit Status
A: Point Blank
Pellets hitting within 100px deal +{pointBlankPct}% bonus damage, double knockback, and slow targets for {slowSec}s.
B: Dragon's Breath
Pellets ignite enemies, burning for {burnPct}% of pellet damage per second for {burnDur}s, and coat the ground in lingering fire patches.
Level 15: Subsystems
A: Slug Round
Every 3rd shot fires a high-velocity piercing slug for {slugMult}x damage alongside the spread.
B: Autoloader Overdrive
Every {autoloaderInterval}s, an extra cone fires automatically at the nearest enemy in range.
Level 20: Ultimate
A: Flak Shrapnel
Pellets shatter on impact into 2 razor shrapnel shards that seek nearby hostiles for 40% damage.
B: Twin Barrel
Fires two full blasts simultaneously in a slightly offset dual-muzzle cone.
Auto-turret

Auto-turret

Base Damage: 15 Base Cooldown: 12s

Deploys an autonomous stationary turret that targets and suppresses the nearest enemy within range with rapid ballistic fire..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Twin Barrels
Turret fires two shots per volley instead of one, at -20% damage per shot.
B: Tracking Rounds
Turret shots gain homing tracking and +20% range.
Level 10: On-Hit Status
A: Explosive Rounds
Turret shots detonate in small AoE splash bursts on impact.
B: Frost Rounds
Turret shots chill enemies, slowing movement by {slowPct}% and causing +{chillBonusPct}% bonus damage taken for 3s.
Level 15: Subsystems
A: Orbital Uplink
Every {strikeInterval}s, turrets call in an artillery strike dealing {strikeDmg}x damage on the farthest visible enemy.
B: Overdrive Burst
Every {overdriveInterval}s, all active turrets double their fire rate for {overdriveDuration}s.
Level 20: Ultimate
A: Turret Network
Deploys 3 turrets per cast (up to 12 total), covering the battlefield.
B: Spin-Up Protocol
Each hit accelerates turret attack speed by +20% per stack (up to 20 stacks, decaying after 2s).
Landmines

Landmines

Base Damage: 30 Base Cooldown: 1.5s

Deploys an explosive proximity mine behind the ship that arms upon placement and detonates when hostiles step within its trigger radius..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Proximity Network
Trigger radius +50%, mines arm for +5s longer before naturally detonating.
B: Directional Charges
Mines detonate in a focused 90° cone toward the triggerer for 1.8x damage.
Level 10: On-Hit Status
A: Shrapnel Casing
Detonations release piercing shrapnel that cuts down enemies beyond the blast radius.
B: Armor-Piercing Charges
Detonations shred enemy armor, causing them to take +{shredPct}% damage from all sources for {shredDur}s.
Level 15: Subsystems
A: Seismic Pulse
Every {pulseInterval}s, all active mines pulse for {pulsePct}% damage in a 1.5x wider radius, slowing enemies without detonating.
B: Beacon Ping
Every {pingInterval}s, armed mines emit a gravitational pulse ({pullRadius}px) that gently pulls nearby enemies toward them.
Level 20: Ultimate
A: Minefield
Mines drop in doubled volleys and last 50% longer before exploding, blanketing the play area.
B: Thermobaric Warheads
Mines become oversized mega-mines with double blast radius, 2.5x damage, and concussive knockback shockwaves.
Decoy

Decoy

Base Damage: 5 Base Cooldown: 8s

Deploys a holographic decoy with 150 HP that draws hostile aggro and shocks nearby enemies with a localized static aura..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Anchored Beacon
Stays fixed at drop point with +40% lure radius and +30% shock radius, gently pulling enemies inward.
B: Drifting Decoy
Slowly drifts toward the nearest enemy with a tighter radius (-30%).
Level 10: On-Hit Status
A: Overcharged Coils
The shock tick applies Vulnerable (+{vulnPct}% damage taken from all sources for {vulnDur}s).
B: Static Field
The shock aura briefly stuns enemies that enter it for {stunSec}s.
Level 15: Subsystems
A: Volatile Hologram
Decoy explodes in a violent blast of damage when destroyed or when duration expires.
B: Kinetic Retaliation
Taking {hitsToTrigger} hits or losing 20% HP triggers a concussive shockwave that damages and knocks back nearby foes.
Level 20: Ultimate
A: Twin Decoys
Deploys 2 decoys per cast.
B: Perpetual Decoys
Decoy duration nearly doubles, and each decoy deploys a single Second Wind replacement upon destruction or expiration.
Hand Grenade

Hand Grenade

Base Damage: 35 Base Cooldown: 4s

Throws a high-explosive fragmentation grenade toward nearby hostiles that detonates on contact or after a 1.2s fuse with area splash damage..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Frag Grenade
Radius +40%, adds {shrapnelCount} shrapnel fragments that pierce enemies on detonation.
B: Concussion Grenade
Detonates in a {coneAngleDeg}° forward cone for {damageMult}x damage with {knockbackForce} knockback force.
Level 10: On-Hit Status
A: Cluster Charge
Grenade splits into {bombletCount} smaller bomblets on detonation.
B: Napalm Charge
Blast leaves a burning fire zone that ticks for {tickDmg}% damage every 0.33s for {poolDur}s.
Level 15: Subsystems
A: Cook-off
Every {cookInterval}s, an extra grenade automatically cooks off and lobs itself at the nearest enemy.
B: Shrapnel Storm
Every 6s, {stormCount} shrapnel shards burst outward from the player, each dealing 40% damage.
Level 20: Ultimate
A: Ordnance Overload
Blast radius +60% and damage +50%, with a 25% chance the throw instantly refunds its cooldown.
B: Double Detonation
The grenade explodes twice in quick succession, the second blast dealing 50% damage.
Flash Bang

Flash Bang

Base Damage: 10 Base Cooldown: 5s

Lobs a tactical flashbang canister that detonates on target, blinding and stunning enemies across a 100px blast radius for 1.2s..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Reeling Daze
Enemies caught in the blast are dazed for {stunSec}s; colliding with other enemies deals {dazeMult}x impact damage.
B: Proximity Trigger
Canister lands and arms as a proximity mine across {contactRadius}px, bursting when hostiles approach.
Level 10: On-Hit Status
A: Vulnerability Pulse
Stunned enemies take +{vulnPct}% bonus damage from all sources while stunned.
B: Disorient
Stunned enemies suffer -{slowPct}% movement and attack speed for {disorientDur}s after the stun ends.
Level 15: Subsystems
A: Echo Charge
Every {echoInterval}s, an extra flashbang automatically throws itself at the nearest enemy in range.
B: Sonic Perimeter
Every {perimeterInterval}s, a stun pulse bursts outward across {perimeterRadius}px for 60% damage.
Level 20: Ultimate
A: Total Blackout
Radius +80% and stun duration +50%, and every enemy on screen is dazed for 0.5s with +15% damage taken.
B: Double Charge
Throws 2 flashbang canisters in sequence, covering a wide dispersal area.
Bow & Arrow

Bow & Arrow

Base Damage: 22 Base Cooldown: 1.4s

Fires high-velocity physical arrows toward the nearest enemy in range that pierce through up to 2 hostiles in a straight trajectory..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Piercing Shot
Fires reinforced arrows with +{pierceCount} Pierce and +25% flight range.
B: Rapid Volley
Fires {arrowCount} arrows in a forward fan per shot, with -20% damage per arrow and -15% cooldown.
Level 10: On-Hit Status
A: Broadhead Arrows
Arrows apply a jagged bleed that deals {bleedDmg}% physical damage over {bleedDur}s.
B: Eagle Eye
Arrows are a guaranteed critical hit against enemies below {hpThreshold}% max HP.
Level 15: Subsystems
A: Volley Fire
Every {volleyInterval}s, automatically looses a radial spread of {volleyCount} arrows around the player.
B: Called Shot
Every {calledShotCast}th shot looses a dedicated guaranteed-crit power arrow dealing {calledShotMult}x damage.
Level 20: Ultimate
A: Rain of Arrows
Every 4.5s, looses a devastating barrage of 30 heavy arrows (2.2x damage) raining down on the densest enemy cluster.
B: Storm of Arrows
Each arrow hit builds +4% damage (up to 15 stacks / +60%), decaying after 2s without hitting.
Flamethrower

Flamethrower

Base Damage: 6 Base Cooldown: 3s

Sprays a continuous 200px cone of flame in the facing direction for 1.5s, igniting hostiles for 25% of spray damage per second for 3s and stacking heat up to +80%..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Wide Nozzle
Cone angle +50% and range +20%, covering a wide forward arc at -15% tick damage.
B: Focused Jet
Tighter cone with +40% range and +30% tick damage.
Level 10: On-Hit Status
A: Melting Point
Flames soften armor — burning enemies take +{vulnPct}% damage from all sources for {vulnDur}s.
B: Napalm Coat
Hits coat enemies in sticky burning fuel that slows movement by {slowPct}% for {slowDur}s.
Level 15: Subsystems
A: Scorched Earth
Continuously coats the ground in lingering napalm fire patches (lasting {napalmDur}s) dealing {napalmDmg}% damage every 0.33s.
B: Inferno Wave
End of every burst unleashes a crescent firewall shockwave dealing {waveMult}x damage with knockback.
Level 20: Ultimate
A: Conflagration
Every currently burning enemy adds +5% flamethrower damage (up to 15 stacks / +75%).
B: Blue Heat
Flame superheats to blue-hot, increasing all flamethrower damage by +75%.
Orbital Barrage

Orbital Barrage

Base Damage: 20 Base Cooldown: 5s

Calls in an orbital laser strike battery targeting enemy coordinates across the combat area, detonating with concentrated impact bursts..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Saturation Fire
Calls down {strikeCount} strikes across a +40% wider lane at -15% damage per strike.
B: Precision Fire
Concentrates on {strikeCount} heavy strikes with +50% damage in a 40% narrower lane.
Level 10: On-Hit Status
A: Marking Laser
First strike marks enemies; later strikes in the same barrage deal +{markBonus}% bonus damage to marked targets.
B: Cluster Payload
Each strike leaves a scorched-ground DoT patch that ticks for {patchDmg}% strike damage every 0.33s for {burnDur}s.
Level 15: Subsystems
A: Orbital Lance
Every 3rd barrage, one concentrated lance drops on the toughest hostile for {lanceMult}x damage.
B: Fire Mission
Every {missionInterval}s, an extra automated strike calls in on the densest enemy group.
Level 20: Ultimate
A: Total Bombardment
Strike count permanently doubles and barrage lane saturates the entire screen.
B: Thermobaric Warheads
Every strike gains +60% damage and +50% blast radius.
Drone Commander

Drone Commander

Base Damage: 18 Base Cooldown: 0.8s

Deploys an autonomous combat escort drone that orbits the player, auto-targeting nearby hostiles with ballistic fire..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Recon Drone
Patrol orbit +50%, long-range sniper targeting (+50%), +2 Pierce, and +20% Critical Hit chance.
B: Gunship Drone
Tighter orbit (-40%), +40% fire rate, and twin-barreled burst fire.
Level 10: On-Hit Status
A: Corrosive Rounds
Shots melt armor (+6% damage taken up to +{corrosiveMax}% for 3s) and inflict Acid Burn dealing {acidDmg}% of shot damage per second for 3s.
B: Cryo Rounds
Shots chill enemies for 1.5s; Frostbite Shatter blasts nearby foes on death or 3 hits for {shatterMult}x damage.
Level 15: Subsystems
A: Orbital Support
Every {orbitalInterval}s, calls down a 3-missile saturation barrage dealing {missileMult}x damage.
B: Repair Protocol
Every 5s, emits a pulse that heals {healPct}% max HP and emits an expanding kinetic nanite shockwave.
Level 20: Ultimate
A: Drone Swarm
Deploys 5 agile interceptor drones encircling the player, firing independently with all active upgrades.
B: Heavy Ordnance
Combines into 1 colossal Dreadnought Flagship dealing +150% damage with artillery splash.
MIRV Launcher

MIRV Launcher

Base Damage: 30 Base Cooldown: 6s

Launches a heavy ballistic warhead that detonates on impact and splits into a cluster of 4 homing submunitions that seek nearby hostiles..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Cluster Payload
Warhead splits into {subCount} submunitions at -15% damage per submunition.
B: Heavy Warhead
Warhead deals +50% impact damage across a +80% blast radius, splitting into {subCount} submunitions.
Level 10: On-Hit Status
A: Incendiary Warheads
Blast and submunitions ignite hostiles, burning for {burnPct}% of impact damage per second for {burnDur}s.
B: Armor-Piercing Warheads
Hits shred armor — targets take +{shredPct}% damage from all sources for {shredDur}s.
Level 15: Subsystems
A: Auto-Salvo
Every {salvoInterval}s, an extra warhead auto-launches at the densest nearby cluster of enemies.
B: Cratering Charges
Every 3s, 3 lingering scorched craters form around the player, dealing {craterDmg}% damage for {craterDur}s.
Level 20: Ultimate
A: Doomsday Payload
Submunitions split again into secondary mini-submunitions upon detonation.
B: Saturation Strike
Fires two warheads simultaneously at separate target clusters.
Laser Sword

Laser Sword

Base Damage: 18 Base Cooldown: 0.9s

A high-energy plasma blade that executes a 3-hit combo chain, slicing enemies, vaporizing incoming projectiles, and deflecting bullets on its heavy finisher..

Milestone Evolution Trees (Levels 5, 10, 15, 20)

Level 5: Delivery Shape
A: Wide Arc
Swing arc +50%, greatly widening cleave and projectile vaporization coverage.
B: Focused Edge
Narrower arc, higher damage per hit, deeper range.
Level 10: On-Hit Status
A: Searing Edge
Swings ignite enemies, burning for {burnPct}% of swing damage per second for {burnDur}s.
B: Sundering Edge
Swings shred armor — the target takes +30% damage from all sources for 3 seconds.
Level 15: Subsystems
A: Blade Storm
Every 4 seconds, 3 full-circle spinning swings erupt around you, independent of your own attacks.
B: Crescent Slash
Every 3 seconds, the blade looses an arcing energy crescent that flies outward and cleaves through enemies in its path.
Level 20: Ultimate
A: Twin Blades
You wield a second energy blade, swinging twice per attack — every swing's effects apply to both.
B: Ascendant Edge
The blade permanently grows in size, reach, and damage, cleaving harder through everything in its arc.