Complete Weapon Attribute Table
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Interaction with vstatus:In FTL vanillaWorks as expectedWorks but buggyDoes not workNo interactionNot ApplicableSame effectbeam weaponsburst weaponsboost weaponscharge weapons
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NameText AttributeEffectnegative effect?decimals allowed?shield piercefire chancebreach chancestun chancestun durationion damagesystem damageperson damagehull bonusmissilesdrone targetshots > 1cooldownlengthspeedprojectile count = 1projectile count > 1boost:cooldownboost:damagechargeDrone weapon systemArtillery system
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type: laser<type>LASERStandard weapon; fires shots.Not ApplicableNot Applicablelaser shots ignore 1 bubble per <sp> and drain 1 bubble per hit regardless of damagetargets fires per roomtargets breaches per roomaffects crew per roomaffects crew per roomdeals ion damage instead of 1 shield bubble draindeals bonus system damage per hitaffects crew per roomDeals bonus damage if target is empty roomweapon consumes missiles each volleyshots are targeted by defense drone Isfires multiple shotscooldown is calculated from first shottag has no effectaffects the projectile's visual speed and the delay between firing and impacttag has no effecttag has no effectworks; see note on cooldownworks; see notes on damageWorks but requires special animation handlingsame as regular weapons, except targeted randomlyfires multiple shots targeted randomly NT: player laser types targeting
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type: beam<type>BEAMfires as a beamNot ApplicableNot Applicablebeams completely ignore 1 bubble per <sp> and are reduced by 1 damage for each shield on top of the sp value (a 3 damage sp 3 beam hits through four shields for two damage. Beams with no damage LOSE one level of shield piercing; a 0 damage beam with <sp> 1 shouldn't pierce.applies effects per square hitapplies effects per square hitapplies effects per square hitapplies effects per square hitinstantly reduces shields to power 5 ion clock with the first hit; the next rooms to be targeted take normal ion damagedoes not pierce shields, does system damage to each room it touchesapplies effects per square hitdoubles any hull damage inflicted due to beam hitting a systemless roomitem tooltip lists beams as consuming missiles but does not actually subtract missilestag does nothingtag has no effectcooldown is calculated from the moment the beam is targetedSets how long the beam is, which sets how many rooms/spaces it can hit and thus is a significant determinant of total damageSets how fast the beam sweeps across the enemy ship; does not affect lengthtag has no effecttag has no effectworks; see note on cooldownworks; see notes on damagecrashes game with runtime error when weapon is used!same as regular weapons, except targeted randomlyfires a beam at the enemy positioned to cover a number of rooms
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type: missiles<type>MISSILESSimilar to laser but has inherent <drone_targetable> and different default graphics; I can't see any other differences between this and <type>LASERNot ApplicableNot ApplicableMissiles ignore 1 shield bubble per <sp>, hits drain one shield bubbleapplies effects to targeted roomapplies effects to targeted roomapplies effects to targeted roomaffects crew per roomdeals ion damage if missile hits shields; see note on <sp> and <ion> glitchesdeals bonus system damage per hitaffects crew per roomDeals bonus damage if target is empty roomweapon consumes missiles each volleysetting <drone_targetable> to 0 makes missiles untargetable by defense 1 dronesfires multiple shotscooldown is calculated from first shottag has no effectaffects the projectile's visual speed and the delay between firing and impacttag has no effecttag has no effectworks; see note on cooldownworks; see notes on damageworks but requires special animation handlingworks as expectedfires multiple drone-targetable shots targeted randomly NT: player laser types targeting
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type: bombs<type>BOMBteleports bombs directly to enemy shipNot ApplicableNot Applicabletag does nothingapplies effects to targeted roomapplies effects to targeted roomapplies effects to crew in room who are present when it detonatesaffects crew per roomapplies effects to targeted room; completely ignores shieldsapplies damage to targeted roomapplies damage to crew in room who are present when it detonatesDeals bonus damage if target is empty roomweapon consumes missiles each shotdefense drones shoot at bomb but their shots pass through the placed bomb and do nothingplaces multiple bombs in the same room that detonate in sequencecooldown is calculated from first shottag does nothingtag does nothingtag has no effecttag has no effectworks; see note on cooldownworks; see notes on damageworks but requires special animation handlingbomb glitches out and does not explode, further testing needed?nt
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type: burst<type>BURSTfires using area targetingNot ApplicableNot Applicableshots ignore one bubble per <sp> and drain one bubble for each projectile down to the weapon's <sp> ratingeffect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)effect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)effect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)effect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)deals ion damage direct to shields; if some part of the shots are enough to down the shields the remainder of the projectiles will continueeffect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)effect applies per room hit, it is not square targeted or based on the location of the red circles (outside of deciding which room is affected)Deals bonus damage if hit room is emptyweapon consumes missiles each volleyindividual projectiles are targeted by dronesfires multiple shots as a volley with area targeting; see note on projectile > 1 and shots > 1 interactioncooldown is calculated from first shottag has no effectaffects each projectile's visual speed and the delay between firing and impactfires one projectile with area targetingfires multiple projectiles simultaneously with area targetingworks; see note on cooldownworks; see notes on damageWorks but requires special animation handlingweapon fires one shot with no animationfires multiple projectiles that hit within an area NT: player targeting
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damage<damage>damage inflicted on the hull if the weapon hits; damage also inflicted on the system if the weapon hits a room with systemrepairs hull or cancells damage, even on enemy shipsno - rounds down.shield pierce > damage; weapon ignores this many layers of shields, then if it hits, stacksstacksstacksstacksstacks - deals ion damage plus system damage to systems it hits. If it is blocked by shields, it does ion damage to the shields only.stacks addititvely - deals both system and normal damage to the system.these stack additively. does <persDamage>+<damage>*15 crew damage.deals damage*2 hull damage if it hits a systemless room; does not multiply fractional damageno interactionbecomes a valid target for defense drone 1s, but it ususally can hit shields before it is shot downdoes damage * number of shots total hull/system damgedecreasing cooldown increases total damagetotal damage is a function of length in that longer beams can hit more spaces/roomsno interactiondeals <damage> to system under randomly placed red dotdoes projectile count * damage total damage; also has additional shield piercingsee note on cooldowndamage does amplify properly; if weapon has neither damage nor ion, no damage amplifies; if weapon has both, damage amplifies but not ionsee note on shots>1same as regular weaponssame as regular weapons
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shield pierce<sp>weapon ignores this many layers of shieldacts as <sp>0no - rounds down.Same effectstacksstacksstacksstacksion damage applies for weapons that hit the shields, EVEN IF THEY PIERCE. If they pierce and hit shields, they do DOUBLE ion damage - once for the pierce, once for the hit. This damage further stacks with any other kinds of damage. This can also cause secondary effects (such as systemDamage) to apply to the shield room just passing through - more testing is needed, so BE CAREFULstacksstacksstacksno interactionweapon is vulnerable to defense drones but not shieldsshots that don't pierce drop shields down so later shots mayno interactionno interactionno interactionProjectile pierces shields properlyevery projectile pierces shields properlyno interactionno interactionno interactionworks as expectedsame as regular weapons
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fire chance<fireChance>weapon has a 10% * fireChance chance of starting a fire. Beam weapons calculate it per square, other weapons calculate it per hit per room - and if it is successful, the amount of fire is determined to be 1 or 2 flames randomly; if a room is already on fire there seems to be a lower chance of setting additional fires (theory: it has an equal chance of lighting a fire in a square with fire already in it as it does in a square that has no fire)weapon has a listed fire chance but no chance to start fires; does not put out firesnot tested - determining exact values of probabilities is time consuming and mostly useless.For these gray squares, see the corresponding square across the diagonalSame effectweapon has chance of breach and fire; the breach will vent the room and put out the fire howeverstacks; if crew is stunned they take damage from any fires that are startedstacks; stunned crew take damage from fires if fires are startedstacks; does not start fires if it hits shieldsstacksstacksstacks; does not double effect chanceno interactionweapon is shot down before it can hit, preventing this effecteach shot in a volley has an equal fire chance; higher volleys thus have a higher effect chancedecreasing cooldown raises overall effect chancea longer beam hits more spaces and thus triggers more effectsno interactioneffect applies per room hiteffect applies per hit to room hitsee note on cooldownstacks; fire chance does not boostsee note on shots>1same as regular weaponssame as regular weapons
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breach chance<breachChance>weapon has a 10% * breachChance of causing a breach. In rooms with breaches already, they sometimes don't cause another breach; but each square can have its own breach (theory: behaves exactly like fire, can breach an already breached square and not cause an additional one.)weapon neither breaches nor affects existing breachesnot tested - determining exact values of probabilities is time consuming and mostly useless.Same effectstacks; weapon has chance of bothstacks; stunned crew impede breach repair (although the stun length would have to be long to deal suffocation damagestacks; does not breach if blocked by shieldsstacksstacksstacks; does not double effect chanceno interactionweapon is shot down before it can hit, preventing this effecteach shot in a volley has an equal breach chance; higher volleys thus have a higher effect chancedecreasing cooldown raises overall effect chancea longer beam hits more spaces and thus triggers more effectsno interactioneffect applies per room hiteffect applies per hit to room hitsee note on cooldownstacks; breachchance does not boostsee note on shots>1same as regular weaponssame as regular weapons
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stun chance<stunChance>weapon has a 10% * stunChance of stunning a crewmember in this room. The duration is independent of stunChance and appears to be about three or four secondsweapon neither stuns nor affects stunned crew membersnot tested - determining exact values of probabilities is time consuming and mostly useless.Same effectif <stun> is less than the normal stunChance stun, there's a <stunChance> chance of the longer stun and the weapon will otherwise inflict the shorter <stun> duration; if <stun> is longer it will always apply the longer stunstacks; stuns crew in shield room even if it hits shieldsstacksstacksstacks; does not double effect chanceno interactionweapon is shot down before it can hit, preventing this effecteach shot in a volley has an equal stun chancedecreasing cooldown raises overall effect chancea longer beam hits more spaces and thus triggers more effectsno interactioneffect applies per room hiteffect applies per hit to room hitsee note on cooldownstacks; stun chance does not boostsee note on shots>1works as expected
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stun duration<stun>weapon stuns crew in the room (or in the shield room, if it hits shields (nt: for ions only?)) for this many seconds. this can chain indefinitly with autofiring stun weapons (If multiple stun effects happen, the stun length gets set to the longest)weapon lists negative stun duration but does not stun or affect stunned crew membersyesstacks; stuns crew in shield room even if it hits shieldsstacksstacksstacks; does not double stun durationno interactionweapon is shot down before it can hit, preventing this effecteach shot applies a stun; the duration doesn't add but it starts with the first hit and lasts to stunDuration from the last shot to hitdecreasing cooldown allows a greater percentage of time stunneda longer beam hits more spaces and thus triggers more effectsno interactioneffect applies per room hiteffect applies per hit to room hitsee note on cooldownstacks; stun duration does not boostsee note on shots>1works as expected
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ion damage<ion>deals this much ion damage to systems hit. If it hits shields, it does ion damage to the shield system. Ion damage locks up a system, prevents moving power to and from that system, and doesn't clear until the "ion clock" runs out. Also adds this much time to the ion clock, although it caps out at five and won't add fractions of a clock. Additionally, ion does double damage to Zoltan shields.weapon lists negative ion but neither deals nor affects existing ion damageno; rounds downSame effectHitting the shields does systemDamage damage to the shields in addition to the ion damage - this even takes effect with shield pierce (causes 2*(ion+system) damage if targeted a the shield roomstacks - deals ion damage plus crew damage to systems it hits. If it is blocked by shields, it does ion damage to the shields only and no crew damageNo interaction - a weapon with hullBust will either hit shields and trigger ion or hit the hull and trigger hullBust. Even with <sp> they cooperate with each other (as far as ion and <sp> cooperate)no interactionbecomes a valid drone target, but usually hits and damages shields before it is shot down.does ion damage*shots worth of ion damage; the first shots in a volley will disable shields and allow later shots to hit other systemsif the weapon cooldown is less than its total ion time it will stack ion damage and eventually completely lock down any system with repeated hitssee note ion ion beams; a longer beam hits more spaces and thus can ion more systemsno interactiondamage applies to shields if blocked or room hit if shields are downdeals ion damage direct to shields; if some part of the shots are enough to down the shields the remainder of the projectiles will continuesee note on cooldownIon damage increases with each shot up to it's max value; does not work on weapons with <damage> valuessee note on shots>1works as expectedsame as regular weapons
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system dam.<sysDamage>deals this much damage to a system but doesn't affect the hull, nt: all sysDamage tags in game are accompanied with damage and persDamage tags; if they are absent what happens?repairs system - lasers with negative sysDamage will fix the enemy's systemsno; rounds downSame effectstacksno interaction - a weapon with hullBust, damage 2, and sysDamage 2 will deal 4 hull damage if it its an empty room and 2 hull 2 system if it hits a systemno interactionweapon is shot down before it can hit, preventing this effectdoes damage * number of shots total damagedecreasing cooldown increases total damagetotal damage is a function of length in that longer beams can hit more spaces/roomsno interactioneffect applies per room hiteffect applies per hit to room hitsee note on cooldownboosts properly, like normal and ion damage. if damage and sysDamage are present on a boost weapon, damage will boost and sysDamage won't.see note on shots>1works as expected
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person dam.<persDamage>deals a bonus 15*persDamage to all crew in the room it hits; for beam weapons it deals damage per-square and can hit a person twice if it follows them across the boundary of a roombomb weapons: heals allied crew only; other weapons: does no crew damageneither behaves properly nor rounds up; a 2.5 persDamage weapon did 60 crew damage. further testing would be neededSame effectstacks; does not double crew damageno interactionweapon is shot down before it can hit, preventing this effectdoes damage * number of shots total damagedecreasing cooldown increases total damagetotal damage is a function of length in that longer beams can hit more spaces/roomsfaster projectiles are more likely to hit moving people; if a beam is faster than a person it's far easier to hit them twiceeffect applies per room hiteffect applies per hit to room hitsee note on cooldownperson damage does boost properly; although other types of damage take prioritysee note on shots>1works as expected
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hull bonus dam.<hullBust>boolean; if >=1, this weapon deals double hull damage if it hits a systemless roomacts as <hullBust>1numbers greater than 1 count as 1; boolean value?Same effectno interactionweapon is shot down before it can hit, preventing this effectshots multiply damage and thus stack multiplicatively with hull bonus damagedecreasing cooldown increases total damagetotal damage is a function of length in that longer beams can hit more spaces/roomsno interactionDeals bonus damage if hit room is emptyDeals bonus damage for each hit to hit an empty roomsee note on cooldowndoubles boosted damage if it hits an empty roomsee note on shots>1works as expected
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missile consumption<missiles>nt: consumes this many missiles per shot?displays "missile consumption" icon but consumes no missiles; does not refund missilesnumbers greater than 1 count as 1; boolean value?Same effectconsuming missiles does not make a weapon a valid defense drone targetcharges missiles per volley, not per shotLower cooldown increases shots fired and thus missile consumptionno interactionno interactionCosts one missile per volleycosts one missile per burstsee note on cooldownno interactionCharges per volley, not per shots in a volleydoes not consume missiles; tested with missiles on weapon description and drone description
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drone target<drone_targetable>1nt: boolean, causes this to be drone targetable? what about on non-burst weapons?acts as <drone_targetable>0numbers greater than 1 count as 1; boolean value?Same effectmultiple shots in a volley will cause some shots to get past a defense dronea low enough cooldown will get some projectiles past a defense droneNot Applicablefaster projectiles have a greater chance of dodging drone fire; past a certain speed drones will attempt to fire but always miss.Shot is shot down like an ordinary shotone projectile out of several is shot downsee note on cooldownno interactionsee note on shots>1causes defense 1 drones to shoot at projectiles; due to the drone's proximity to shields they will almost always hit the shields
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shots > 1<shots>weapon fires this many shots in a volleycrashes game with runtime error when weapon is used!no; rounds downSame effectwhen the volley takes longer than the cooldown, the weapon fires continuously and disregards cooldown; however it will keep firing even into the next event - each cycle seems to add <shots> to a firing queue, and it will fire until it's done firing every queued shot. Without a specific target, however, all of these shots will pass harmlessly over the enemy ship.Not Applicableno interactionfires multiple projectiles in succession, each with their own area of effect targetingeach "burst" besides the last fires as a stream of single shot projectiles, one shot for each projectile that would be firedsee note on cooldownapplies bonus damage to each shot; be aware this can cause rediculous damage values when combined with each other (3x4 = 12 total damage, for instance)fires one shot per charge, regardless of <shots> tagtag has no effect; drone fires one shot regardless of <shots> tagsame as regular weapons; causes a crash if there are more shots than rooms on the target ship
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cooldown<cooldown>sets the amount of time to elaspe between volleys, starting from the first shot; weapon never reaches charged state and can not fire (even with pre-igniter)yesSame effectno interaction unless the beam's cooldown is shorter than it's "sweep time", in which case it will "queue" the next pass and fire it even if a new target is selectedno interactionNo interactionNo interactionlower cooldown increases the rate boost accumulates which further lowers the cooldownlower cooldown increases the rate boost accumulatesincreases the rate charges are accumulatedhas no effect; cooldown is dictated by drone's <speed> tagsame as regular weapons; modified by the level of the artillery system; cooldown times other than 40 cause UI and interface glitches (wrong sized charge bar; numbers in the upgrade chart being wrong
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power<power>sets the required power to use this weapon. nt: 0 power, negative power, 5+ power weaponsweapon is powered, consumes 0 power, and is unable to be deactivatedno; rounds downNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionNo interactionhas no effect; power is set by the drone's <power> taghas no effect
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length<length>Beam weapons: set the length of the beam. nt: other weapon types?ntunable to test; standard values are too high (length 100 is too similar to length 100.5)Same effectbeam crosses length faster; travels same distanceNot Applicable; see notes on beam weapons with projectile tags and burst weapons with length tagsNot Applicable; see notes on beam weapons with projectile tags and burst weapons with length tagsno interaction unless the beam's cooldown is shorter than it's "sweep time", in which case it will "queue" the next pass and fire it even if a new target is selectedtotal damage is a function of length in that longer beams can hit more spaces/roomsNot Applicable - see note on charge beams!same as regular beam weaponssame as regular beam weapons
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speed<speed>Sets travel speed for projectiles in space and beams across ship hulls?speed is set to default value of 45unable to test; standard values are too largeSame effectno interactionno interactionno interactionno interactionno interactionsame as regular weapons; not related to drone's <speed> tagsame as regular weapons
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radius<radius>Sets the radius of burst projectiles; burst weapons without a <radius> have the traditional crosshairs aimingappears to use the positive valueunable to test; standard values are too largeprojectiles are distributed randomly among radiusprojectiles are distributed randomly among radiusNo interactionNo interactionNo interactionNot Applicable - flak weapons do not work
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projectile count = 1<projectile count="1"weapon fires one shot with "flak targeting"Not ApplicableNot ApplicableSame effectNot Applicableworks; see notes on cooldownworks; see notes on damageloads several shots, fires them in sequence with area targetingNot Applicable - flak weapons do not work
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projectile count > 1<projectile count="2"weapon fires this many shots in a single burst with "flak targeting"does not fire any projectiles for that <projectile> lineno - rounds downSame effectworks; see notes on cooldownworks; see notes on damage with the additional note to be wary of total damage being far too highsee note on projectile>1 and shots>1Not Applicable - flak weapons do not worksame as regular beam weapons
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boost: cooldown<boost><type>cooldownweapon's cooldown is reduced by <amount> each time it is firedNot ApplicableNot ApplicableSame effectattribute listed last in xml file takes precedenceis boosted per volley, not per charge, leading to an ideal usage where the first few shots are fired at one charge to max boost before letting the weapon chargeboost tags have no effect
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boost: damage<boost><type>damageweapon's damage increases by <amount> each time it is firedNot ApplicableNot ApplicableSame effectis boosted per volley, not per charge, leading to an ideal usage where the first few shots are fired at one charge to max boost before letting the weapon chargeboost tags have no effect
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boost amount<amount>sets the amount of change provided by repeated firingneither damage nor cooldown work: each stay at their initial value and do not decreaseworks! Weapon increases by decimal amount each firing, but damage is rounded down to the nearest integersee notes on boost:cooldown and boost:damageboost tags have no effect
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boost count<count>sets the number of shots requried to reach maximum boost; total boost is equal to <count>*<amount>shows boost icon; does not have any boost effectnoSame effectboost tags have no effect
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charge<chargeLevels>weapon stores this many shots and can fire them all at once; max is less than 8; 8 causes a crash (nt: 7?)tag with negative value has no apparent effectweapon appears to charge but does not ever fire anythingsee note on <shots>
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<locked><locked>nt - i have no idea what this field doesntntNot ApplicableNot Applicable
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<bp><bp>nt - i have no idea what this field does (consensus is that it is useless)Not ApplicableNot ApplicableNot ApplicableNot Applicable
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lockdown<lockdown>nt: boolean. Locks room using crystal abilityacts as <lockdown>1numbers greater than 1 count as 1; boolean value?works as expected
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