Temporal Boosts
Overview
Temporal Boosts causes every enemy you kill to have a chance to drop one or more glowing spheres at their death location. Walking over a sphere auto-picks it up and stacks one application of the TemporalBoost status effect. Each stack lasts 15 seconds, stacks up to 20 high, and grants:
+10% additive to Firearm Damage (
SCALE_DAMAGE_AMOUNT_FROM_FIREARM)+10% additive to Melee Damage (
SCALE_DAMAGE_AMOUNT_FROM_MELEE)+10% additive to Equipment Damage (
SCALE_DAMAGE_RADIUS_FROM_ABILITY_GEAR)+10% additive to Ability Regeneration Speed (
ABILITY_ULTIMATE_REGENERATION)3% health over 15 seconds
Sphere Drop Odds and Logic
Minoris kills only roll 70% chance for a single sphere, but the spawnChanceIncrementPercent = 15 means each failed roll bumps the next Common kill's odds (70% -> 85% -> 100%), so a sustained killstream still drips spheres into the field. The critical constraint is the sphere's own 10-second despawn timer (lifetimeSec = 10 in pickup_temporal_boost_server.cls): every kill is a clock running, and disengaging to camp ranged distance throws away the entire economy.
Majoris kills drop 2-3 spheres at 100% chance
Extremis kills drop 3-4 spheres at 100% chance
Terminus kills drop 4-5 at spheres at 100% chance
Modifier Info
Property | Value |
|---|---|
In-Game Name | Temporal Boosts |
In-Game Description | "Spheres appear on the map. Collect them to gain a power-up for 15 seconds." |
Internal ID |
|
Icon |
|
Type | Positive (buff) |
Power | 10 |
Mission Pool | None specified (library entry has no |
Joinable mid-mission | Yes ( |
Restriction Pools | None |
Member of Pools | None |
Mutual Exclusion
Temporal Boosts declares no restriction pool and is not a member of any pool, so a random daily stratagem can roll it alongside any other mutator.
How It Works
Step 1: The mutator flips one flag
Unlike most positive mutators that attach a perk to the player, Temporal Boosts attaches nothing to the player. Its entire payload is the PICKUP_SPAWN_TEMPORAL_BOOST flag on the PickupManager. That flag is declared as one of two allowed flags in pickup_manager.sso. With the flag set, the PickupManagerNpcPickupsSpawnHandler becomes active and starts rolling drops on every NPC death.
Step 2: NPC death rolls a drop
Threat-class drops: ELITE / SPECIAL / MINIBOSS / BOSS are guaranteed; only COMMON rolls.
The
spawnChanceIncrementPercentcascade applies to COMMON only. After a Common kill that fails the 70% roll, the next Common kill rolls at 85%, then 100%. A successful drop resets the chain. In practice this means a run of three or four fodder kills almost always yields one Common sphere.Drop position: spawned 1.5 m above the corpse, with a random offset of ±3 m on the X and Z axes. Spheres can scatter across an unfriendly area (off a ledge, behind cover).
Step 3: Each sphere is a 10-second timer
The sphere is a lootable object with an inline blueprint:
lifetimeSec = 10(read-only blueprint variable).The blueprint waits
lifetimeSec - 1seconds, flipsisDisappearing = True(which auto-syncs to the client for the despawn VFX), waits 1 more second, then callsBlueprintLibraryTerminateactoron the sphere.The pickup itself uses
PickupTemporalBoostlootDesc (fromlootable_objects_library.ssoline 44):lootTime = 0,autoPickup = True, appliesTemporalBooston collection. Players can simply walk through / near spheres to pick them up.
Step 4: One pickup, one stack of TemporalBoost
Three properties matter here:
type = "STACKABLE": each pickup adds a distinct instance of the status effect.shouldProlongTimeOnRefresh = False: Each stack has its own independent 15-second countdown from the moment it was created. Picking up an additional sphere does NOT refresh any existing stack's timer. If you stagger pickups, you get a rolling decay; one stack falls off, then the next, then the next.maxStacks = 20: the +200% across all four stats is reachable but rare; sustaining 20 stacks for any duration is difficult as it would require picking up all 20 stacks in a very short window.
Step 5: The 3%-per-stack heal layer
Every active stack drips 3% max health back into your health bar over 15 seconds (0.2% per second per stack). At full 20 stacks, you regenerate 4% max health per second. At 5 stacks you're recovering 1% per second. The heal targets the actual health bar (not contested health), so it stops at full and respects the cap.
Step 6: Damage Buff Stacking
All four bonuses use applyType = "PERCENT_SUM". This is the same family used by most perk-tree damage bonuses, which means the bonuses do not multiply on top of most of your perks - they fold into the same additive pool.
To see how Temporal Boost spheres stack with weapon selections, weapon perks, and class perks to impact melee damage, refer to the Damage Calculator.
Game Files
ssl/player/mutators/game_mutators_factory.ssossl/lootable_system/pickups_manager/pickup_manager.ssossl/lootable_system/pickups_manager/pickup_manager_npc_pickups_spawn_handler.ssossl/lootable_system/pickups_manager/pickups_desc_library.ssossl/lootable_system/lootable_objects_library.ssossl/lootable_system/pickups/pickup_temporal_boost_server.clsssl/status_effects/status_effect_descriptions/status_effects.ssossl/status_effects/factories/status_effect_logic_factory.ssossl/damage/damagable/damage_points_restoring/damagable_health_restoring_library_pve.sso
ssl/main/user/mutator_challenges/mutator_challenges_library.ssossl/ui/screens/hub_selectors/select_pve/ui_mutator_challenges_library.sso