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== '''System Weapons''' == '''System Weapons''' are permanent, equippable combat systems bought with '''Prestige Points'''. They are part of long-term progression and stay with you across prestiges. === Unlock === * System Weapons become available after your first '''Prestige'''. * You buy and upgrade them in the '''System Arsenal''' panel. === Slots & Equipping === * You start with '''1''' weapon slot. * Extra slots come from the '''System Slots Download'''. * Max slot count: '''6 total''' (base 1 + 5 download levels). * You can only equip weapons you own. * If all slots are full, you must unequip one before equipping another. === Buying & Upgrading === * Currency: '''Prestige Points'''. * Buying a weapon unlocks it permanently. * Each weapon has its own upgrade tree (also bought with Prestige Points). * Upgrade rules: ** cannot upgrade if not owned ** cannot exceed max level ** cost is based on current level === Weapon List (Base Price) === * '''Shockwave System''' β 20 PP Periodic expanding waves that damage and knock back enemies. * '''Turret System''' β 50 PP Orbiting turrets that auto-fire using your player damage as a base. * '''Bit Vortex System''' β 75 PP Active shooting window with rotating projectiles, crit, pierce, and health-based scaling. * '''Resource Extractor System''' β 100 PP During active window, beams siphon coins from nearby enemies over time. * '''Firewall System''' β 1000 PP Persistent area around player that increases enemy damage-taken multiplier over time (up to cap). * '''Rate Limiter System''' β 1000 PP Periodic expanding pulse that stuns a limited number of enemies. === Upgrade Logic (General) === Most weapon stats use one of these: * '''Increase''' type: value goes up linearly per level * '''Decrease''' type: value goes down linearly per level (used for cooldowns) * '''Array''' type: fixed step values per level (common for count/pierce-style stats) Upgrade costs are weapon-specific and scale by their configured cost formulas (linear tiered or stepped, depending on the stat).
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