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	<id>https://n-gon.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wooster384</id>
	<title>n-gon Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://n-gon.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wooster384"/>
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	<updated>2026-04-07T13:01:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://n-gon.wiki/index.php?title=Junk&amp;diff=2357</id>
		<title>Junk</title>
		<link rel="alternate" type="text/html" href="https://n-gon.wiki/index.php?title=Junk&amp;diff=2357"/>
		<updated>2026-02-20T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;Wooster384: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{junkcircle}} &#039;&#039;&#039;{{Junktext}} {{techtext}}&#039;&#039;&#039; are a type of {{techcircle}} [[tech|{{techtext}}]] in &#039;&#039;[[n-gon]]&#039;&#039; that only appears in choices when you intentionally add it to the {{techtext}} pool. {{Junktext}} are usually either an entirely cosmetic, absurd, or even harmful {{techtext}} that will effectively waste a slot in the tech pool.&lt;br /&gt;
==List==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Clarifications&lt;br /&gt;
!Requirements (if any)&lt;br /&gt;
!Update added (YYYY/MM/DD)&lt;br /&gt;
|-&lt;br /&gt;
|sleipnir&lt;br /&gt;
|Grow more legs&lt;br /&gt;
|Skin is converted to normal... with a lot more legs&lt;br /&gt;
Reference to the Norse mythological creature, an eight legged horse&lt;br /&gt;
|-&lt;br /&gt;
|palantír&lt;br /&gt;
|See far away lands&lt;br /&gt;
|A reference to palantíri, crystal balls from the Lord Of The Rings that allow the user to see far away lands. Will let you look further away with the cursor, and is one of few beneficial junk tech.&lt;br /&gt;
|-&lt;br /&gt;
|posture&lt;br /&gt;
|Stand a bit taller&lt;br /&gt;
|Improves M&#039;s posture.&lt;br /&gt;
|-&lt;br /&gt;
|rule 30&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |...&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |An expanding fractal that clogs up your tech screen. Will never get smaller even if you close the tech screen and find it again later.&lt;br /&gt;
|-&lt;br /&gt;
|rule 90&lt;br /&gt;
|-&lt;br /&gt;
|planned obsolescence&lt;br /&gt;
|Build 100 scrap bots. Bots might last for 60 seconds&lt;br /&gt;
|100 random scrap bots with upgrades applicable are made. The warranty lasts 59 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|mobs!&lt;br /&gt;
|Spawns 20 mobs of one type&lt;br /&gt;
|Can be any mob.&lt;br /&gt;
|-&lt;br /&gt;
|Panpsychicm&lt;br /&gt;
|Awaken all blocks. Blocks have a chance to drop powerups&lt;br /&gt;
|All blocks become enemies and attack you. Interestingly, the name of this tech implies that all blocks are just sleeping mobs. &lt;br /&gt;
|-&lt;br /&gt;
|Reincarnation&lt;br /&gt;
|Kill all mobs and spawn new ones. Also spawns a few new ones for fun&lt;br /&gt;
|Performs as advertised.&lt;br /&gt;
|-&lt;br /&gt;
|n-gone&lt;br /&gt;
|Become invisible to yourself. Mobs can still see you&lt;br /&gt;
|Makes the player invisible. Mobs are still able to target you.&lt;br /&gt;
|-&lt;br /&gt;
|not a bug&lt;br /&gt;
|Initiate a totally safe game crash for 10 seconds&lt;br /&gt;
|Initiates a game crash which resolves itself after 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|paradolia&lt;br /&gt;
|don&#039;t&lt;br /&gt;
|Gives the player a little face. : )&lt;br /&gt;
|-&lt;br /&gt;
|what the block&lt;br /&gt;
|Throwing blocks instead throws yourself&lt;br /&gt;
|When picking up and throwing a block, the player is thrown in the direction aimed, while the block stays where it is.&lt;br /&gt;
|-&lt;br /&gt;
|stubs&lt;br /&gt;
|No toes are drawn on the player; you can wall climb though&lt;br /&gt;
|Self explanatory.&lt;br /&gt;
|-&lt;br /&gt;
|placebo&lt;br /&gt;
| 7.77x damage&lt;br /&gt;
|Damage you do is now multiplied by 777%. Really.&lt;br /&gt;
|-&lt;br /&gt;
|universal healthcare&lt;br /&gt;
|All your damage is turned negative&lt;br /&gt;
|Player attacks heal mobs. Helpful for pacifist runs.&lt;br /&gt;
|-&lt;br /&gt;
|energy investment&lt;br /&gt;
|Invest your energy every 5 seconds&lt;br /&gt;
Every other 5 seconds, your energy returns redoubled&lt;br /&gt;
|Every 5 seconds, alternates between draining all of your energy and giving double back. Maxwells demon will not help you.&lt;br /&gt;
|-&lt;br /&gt;
|Grenade production&lt;br /&gt;
|Drop a grenade every 2 seconds&lt;br /&gt;
|Spawns a grenade at your location every 2 seconds. Interestingly, said grenades are affected by guntech you have.&lt;br /&gt;
|-&lt;br /&gt;
|p-zombie&lt;br /&gt;
|Set your health to 1&lt;br /&gt;
All mobs excluding bosses are resurrected as infected zombies&lt;br /&gt;
|Make sure to reload, I&#039;m about to get the tech:maxAmmo!&lt;br /&gt;
|-&lt;br /&gt;
|ship&lt;br /&gt;
|Fly around the area without legs&lt;br /&gt;
Enemy difficulty reduced by two levels&lt;br /&gt;
|Grants flight. Left &amp;amp; right for turning, up for acceleration. Based on the ship controlling from [https://landgreen.github.io/planetesimals/ Planetesimals], itself based on Asteroids.&lt;br /&gt;
|-&lt;br /&gt;
|automatic&lt;br /&gt;
|You can&#039;t fire when moving, and always fire when at rest&lt;br /&gt;
|While moving, your guns are disabled. While stationary, your guns cannot be turned off.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Mouth&lt;br /&gt;
|Mobs have a non-functional mouth &lt;br /&gt;
|[[File:MouthNonFunctional.png|48x48px|Non-functional mouth demonstration|center]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|tinker&lt;br /&gt;
|permanently unlocked junktech in experiment mode. &#039;&#039;this effect is stored for future visits.&#039;&#039;&lt;br /&gt;
|One of two good Junk Tech.&lt;br /&gt;
|-&lt;br /&gt;
|all-stars&lt;br /&gt;
|all mobs look like stars&lt;br /&gt;
|[[File:All-starsHopper.png|thumb|The appearance of a Hopper with the all-stars junk tech]]All mobs look like stars, with points equal to their original shape&#039;s number of vertices.&lt;br /&gt;
|-&lt;br /&gt;
|circular symmetry&lt;br /&gt;
|turning the ship rotates the universe instead&lt;br /&gt;
2x damage&lt;br /&gt;
|Centers the camera on the ship, and not on a spot between M and the cursor.&lt;br /&gt;
|-&lt;br /&gt;
|diegesis&lt;br /&gt;
|indicate firecooldown through a rotation of your head.&lt;br /&gt;
|di·e·ge·sis/ˌ&lt;br /&gt;
dīəˈjēsis/&#039;&#039;noun&#039;&#039;&lt;br /&gt;
noun: &#039;&#039;&#039;diegesis&#039;&#039;&#039;; plural noun: &#039;&#039;&#039;diegeses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Diegesis is a style of fiction storytelling in which a participating narrator offers an on-site, often interior, view of the scene to the reader, viewer, or listener by subjectively describing the actions and, in some cases, thoughts, of one or more characters.&lt;br /&gt;
|-&lt;br /&gt;
|NFT&lt;br /&gt;
|buy your current game seed: &#039;&#039;[INSERT SEED HERE]&#039;&#039;&lt;br /&gt;
no one is allowed to use your game seeds&lt;br /&gt;
&lt;br /&gt;
if they use them they are gonna get in trouble&lt;br /&gt;
|Will store your current games seed and any seeds stored with this tech later. And no one can have any of them. Not even if they take a picture.&lt;br /&gt;
|-&lt;br /&gt;
|black hole cluster&lt;br /&gt;
|spawn 30 nearby black holes&lt;br /&gt;
|Spawns 30 black holes. Does not summon black holes in real life. Citation needed.]&lt;br /&gt;
|-&lt;br /&gt;
|wall jump&lt;br /&gt;
|jump on walls&lt;br /&gt;
|wall on jumps&lt;br /&gt;
(lower legs are removed)&lt;br /&gt;
|-&lt;br /&gt;
|prism&lt;br /&gt;
|you cycle through different colors&lt;br /&gt;
|Whee!!&lt;br /&gt;
|-&lt;br /&gt;
|true colors&lt;br /&gt;
|set all power ups to their real world colors&lt;br /&gt;
|the current game seed randomizes the looks of each power up. Is not actually related to real life. &lt;br /&gt;
|-&lt;br /&gt;
|music&lt;br /&gt;
|add music to n-gon&lt;br /&gt;
|opens youtube with a playlist with a [https://www.youtube.com/watch?v=lEbHeSdmS-k&amp;amp;list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn semi-official OST] for n-gon.&lt;br /&gt;
|-&lt;br /&gt;
|pitch&lt;br /&gt;
|oscillate the pitch of your world&lt;br /&gt;
|Rotates your screen left then right, repeating.&lt;br /&gt;
|-&lt;br /&gt;
|motion sickness&lt;br /&gt;
|disable camera soothing&lt;br /&gt;
|Disables camera smoothing. All camera movement is jerky and unpleasant. Going downstairs is confirmed to be so unpleasant as to kill you in real life.&lt;br /&gt;
|-&lt;br /&gt;
|catabolysis&lt;br /&gt;
|set your max health to 1; doubles your current ammo 10 times&lt;br /&gt;
|A weird bug: with above 100 health, that part doesn&#039;t work. Useless with laser, frequency, and ice crystal nucleation. Very useful with Bessemer process&lt;br /&gt;
|}&lt;br /&gt;
{{DISPLAYTITLE:{{Junktext}}}}&lt;br /&gt;
[[Category:Junk tech| ]]&lt;/div&gt;</summary>
		<author><name>Wooster384</name></author>
	</entry>
	<entry>
		<id>https://n-gon.wiki/index.php?title=Harpoon&amp;diff=2356</id>
		<title>Harpoon</title>
		<link rel="alternate" type="text/html" href="https://n-gon.wiki/index.php?title=Harpoon&amp;diff=2356"/>
		<updated>2026-02-20T15:44:35Z</updated>

		<summary type="html">&lt;p&gt;Wooster384: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:harpoon.webp|thumb|Image of harpoon.]]&lt;br /&gt;
&#039;&#039;&#039;harpoon&#039;&#039;&#039; is a {{guncircle}} [[guns|{{guntext}}]] in &#039;&#039;[[n-gon]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==In-game description==&lt;br /&gt;
:throw a &#039;&#039;&#039;harpoon&#039;&#039;&#039; that uses {{energytext}} to &#039;&#039;&#039;retract&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;harpoons&#039;&#039;&#039; refund &#039;&#039;&#039;ammo&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;0.8&#039;&#039;&#039; harpoons per {{ammotext}}&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Acquiring Bessemer process may not do much, but coupled with the junktech catabolysis, it is overpowered.&lt;br /&gt;
&lt;br /&gt;
== Related {{Guntechcircle}}{{guntext}}{{techtext}}==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Tech&lt;br /&gt;
!Description&lt;br /&gt;
!Requirements (if any)&lt;br /&gt;
!Update added (YYYY/MM/DD)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ceramics.webp|thumb]]&lt;br /&gt;
|[[ceramics]]&lt;br /&gt;
|&amp;lt;strong&amp;gt;needles&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;harpoons&amp;lt;/strong&amp;gt; pierce &amp;lt;strong&amp;gt;shields&amp;lt;/strong&amp;gt;&amp;lt;br&amp;gt;dircetly {{Damagetext|damaging}} shielded mobs&lt;br /&gt;
|nail gun or harpoon, not Bessemer process&lt;br /&gt;
|2021/09/12, [https://github.com/landgreen/n-gon/commit/f719c8edb9eb7dea66fef50d5936bb97d2ae4437 harpoon tech]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:polyurethane foam.webp|thumb]]&lt;br /&gt;
|[[polyurethane foam]]&lt;br /&gt;
|&#039;&#039;&#039;super balls&#039;&#039;&#039; and &#039;&#039;&#039;harpoons&#039;&#039;&#039; colliding with &#039;&#039;&#039;mobs&#039;&#039;&#039; catalyzes a reaction that yields &#039;&#039;&#039;foam&#039;&#039;&#039; bubbles&lt;br /&gt;
|super balls or harpoon, not fragmentation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fragmentation.webp|thumb]]&lt;br /&gt;
|[[fragmentation]]&lt;br /&gt;
|some {{explodetext|detonations}} and collisions eject &#039;&#039;&#039;nails&#039;&#039;&#039;&lt;br /&gt;
{{notetext|blocks, grenades, missiles, rivets, harpoon}}&lt;br /&gt;
|grenades, missiles, rivets, harpoon, or mass driver, not iridium-192 or polyurethane foam&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bitter electromagnet.webp|thumb]]&lt;br /&gt;
|[[Bitter electromagnet]]&lt;br /&gt;
|&#039;&#039;&#039;0.66x railgun&#039;&#039;&#039; charge rate&amp;lt;br&amp;gt;&#039;&#039;&#039;2x harpoon&#039;&#039;&#039; density and {{damagetext}}&lt;br /&gt;
|harpoon, railgun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:railgun.webp|thumb]]&lt;br /&gt;
|[[railgun]]&lt;br /&gt;
|&#039;&#039;&#039;hold&#039;&#039;&#039; and &#039;&#039;&#039;release&#039;&#039;&#039; fire to launch &#039;&#039;&#039;harpoons&#039;&#039;&#039;&amp;lt;br&amp;gt;but, &#039;&#039;&#039;harpoons&#039;&#039;&#039; can&#039;t &#039;&#039;&#039;retract&#039;&#039;&#039;&lt;br /&gt;
|harpoon, not UHMWPE, induction furnace, or quasiparticles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:alternator.webp|thumb]]&lt;br /&gt;
|[[alternator]]&lt;br /&gt;
|&#039;&#039;&#039;0.05x harpoon&#039;&#039;&#039; {{energytext}} cost&lt;br /&gt;
|harpoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:autonomous defense.webp|thumb]]&lt;br /&gt;
|[[autonomous defense]]&lt;br /&gt;
|if you &#039;&#039;&#039;collide&#039;&#039;&#039; with a &#039;&#039;&#039;mob&#039;&#039;&#039; fire &#039;&#039;&#039;harpoons&#039;&#039;&#039; at nearby &#039;&#039;&#039;mobs&#039;&#039;&#039;&lt;br /&gt;
|harpoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Bessemer process.webp|thumb]]&lt;br /&gt;
|[[Bessemer process]]&lt;br /&gt;
|&#039;&#039;&#039;2.01x&#039;&#039;&#039; &#039;&#039;&#039;harpoon&#039;&#039;&#039; size and {{damagetext}}&lt;br /&gt;
{{notetext|(effect scales by 1/10 √ harpoon {{ammotext}})}}&lt;br /&gt;
|harpoon, not ceramics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:smelting.webp|thumb]]&lt;br /&gt;
|[[smelting]]&lt;br /&gt;
|forge &#039;&#039;&#039;10&#039;&#039;&#039; {{ammotext}} into a new harpoon&amp;lt;br&amp;gt;fire &#039;&#039;&#039;+1 harpoon&#039;&#039;&#039; with each shot&lt;br /&gt;
|harpoon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:UHMWPE.webp|thumb]]&lt;br /&gt;
|[[UHMWPE]]&lt;br /&gt;
|&#039;&#039;&#039;1.21x harpoon&#039;&#039;&#039; rope length&lt;br /&gt;
{{notetext|(effect scales by 1/80 of harpoon {{ammotext}})}}&lt;br /&gt;
|harpoon, not railgun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:induction furnace.webp|thumb]]&lt;br /&gt;
|[[induction furnace]]&lt;br /&gt;
|after using &#039;&#039;&#039;harpoon&#039;&#039;&#039;/&#039;&#039;&#039;grapple&#039;&#039;&#039; to collect &#039;&#039;&#039;power ups&#039;&#039;&#039;, &#039;&#039;&#039;1.8x&#039;&#039;&#039; &#039;&#039;&#039;harpoon&#039;&#039;&#039; or &#039;&#039;&#039;grapple&#039;&#039;&#039; {{damagetext}} for &#039;&#039;&#039;8&#039;&#039;&#039; seconds&lt;br /&gt;
|harpoon, grappling hook, not railgun or brittle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:brittle.webp|thumb]]&lt;br /&gt;
|[[brittle]]&lt;br /&gt;
|&#039;&#039;&#039;2.2x harpoon&#039;&#039;&#039;/&#039;&#039;&#039;grapple&#039;&#039;&#039; {{damagetext}} to &#039;&#039;&#039;mobs&#039;&#039;&#039; at maximum &#039;&#039;&#039;durability&#039;&#039;&#039;&lt;br /&gt;
|harpoon, grappling hook, not induction furnace&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:quasiparticles.webp|thumb]]&lt;br /&gt;
|[[quasiparticles]]&lt;br /&gt;
|convert current and future {{ammocircle}} into {{boostcircle}} that give &#039;&#039;&#039;2.25x&#039;&#039;&#039; {{damagetext}} for &#039;&#039;&#039;10&#039;&#039;&#039; seconds&lt;br /&gt;
|harpoon, laser, wave, frequency, not railgun or non-renewables&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Update history==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Guns}}&lt;br /&gt;
{{DISPLAYTITLE:harpoon}}&lt;br /&gt;
[[Category:Guns]]&lt;/div&gt;</summary>
		<author><name>Wooster384</name></author>
	</entry>
	<entry>
		<id>https://n-gon.wiki/index.php?title=Standing_wave&amp;diff=2355</id>
		<title>Standing wave</title>
		<link rel="alternate" type="text/html" href="https://n-gon.wiki/index.php?title=Standing_wave&amp;diff=2355"/>
		<updated>2026-02-20T15:42:30Z</updated>

		<summary type="html">&lt;p&gt;Wooster384: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:standing wave.webp|thumb|standing wave]]&lt;br /&gt;
[[File:screenshot-standingwave.png|thumb|standing wave in use.]]&lt;br /&gt;
&#039;&#039;&#039;standing wave&#039;&#039;&#039; (formerly called &#039;&#039;&#039;standing wave harmonics&#039;&#039;&#039;) is a {{Fieldcircle}} [[fields|{{field}}]] in &#039;&#039;[[n-gon]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==In-game description==&lt;br /&gt;
:&#039;&#039;&#039;3&#039;&#039;&#039; oscillating &#039;&#039;&#039;shields&#039;&#039;&#039; are permanently active&lt;br /&gt;
:&#039;&#039;&#039;+150&#039;&#039;&#039; max {{Energy}}&lt;br /&gt;
:&#039;&#039;&#039;6&#039;&#039;&#039; {{Energy}} per second&lt;br /&gt;
&lt;br /&gt;
== {{Couplingtext}} ==&lt;br /&gt;
{{Couplingcircle}}{{Couplingtext}} give unique bonuses for each {{Fieldtext}}. &lt;br /&gt;
&lt;br /&gt;
standing wave: +5 maximum {{Energy}} per {{Couplingcircle}}&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* A method of cheesing enemies (including final boss) is to acquire Penrose process, Maxwells demon, high levels of duplication, and electronegativity. This basically turns the player into a one-shot-everything&lt;br /&gt;
* If not focused on cheesing enemies, spherical harmonics and expansion can be used to provide protection. Bremsstrahlung can be used to deal damage.&lt;br /&gt;
&lt;br /&gt;
== Related {{Fieldtechcircle}}{{Field}}{{tech}}==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Image&lt;br /&gt;
!Tech&lt;br /&gt;
!Description&lt;br /&gt;
!Requirements (if any)&lt;br /&gt;
!Update added (YYYY/MM/DD)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:spherical harmonics.webp|thumb]]&lt;br /&gt;
|[[spherical harmonics]]&lt;br /&gt;
|&#039;&#039;&#039;1.5x standing wave&#039;&#039;&#039; deflection {{energy}} efficiency&amp;lt;br&amp;gt;shield deflection &#039;&#039;&#039;radius&#039;&#039;&#039; is stable&lt;br /&gt;
|standing wave, not surface plasmons&lt;br /&gt;
|2021/06/05&lt;br /&gt;
|-&lt;br /&gt;
|[[File:surface plasmons.webp|thumb]]&lt;br /&gt;
|[[surface plasmons]]&lt;br /&gt;
|if &#039;&#039;&#039;deflecting&#039;&#039;&#039; drains all your {{energy}} emit {{laser}} beams that scale with max {{energy}}&lt;br /&gt;
|standing wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:zero point energy.webp|thumb]]&lt;br /&gt;
|[[zero point energy]]&lt;br /&gt;
|use {{Researchcircle}}{{Researchcircle}}&amp;lt;br&amp;gt;&#039;&#039;&#039;+166&#039;&#039;&#039; maximum {{energy}}&lt;br /&gt;
|standing wave, pilot wave, time dilation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:expansion.webp|thumb]]&lt;br /&gt;
|[[expansion]]&lt;br /&gt;
| using &#039;&#039;&#039;standing wave&#039;&#039;&#039; field &#039;&#039;&#039;expands&#039;&#039;&#039; its &#039;&#039;&#039;radius&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;+77&#039;&#039;&#039; maximum {{energy}}&lt;br /&gt;
|standing wave&lt;br /&gt;
|2021/06/05, tech: expansion&lt;br /&gt;
|-&lt;br /&gt;
|[[File:electronegativity.webp|thumb]]&lt;br /&gt;
|[[electronegativity]]&lt;br /&gt;
|&#039;&#039;&#039;1.0023x&#039;&#039;&#039; {{damage}} per {{energy}}&lt;br /&gt;
{{note|(1.23x damage at max energy)}}&lt;br /&gt;
|standing wave, wormhole, pilot wave &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bremsstrahlung.webp|thumb]]&lt;br /&gt;
|[[bremsstrahlung]]&lt;br /&gt;
|&#039;&#039;&#039;deflecting&#039;&#039;&#039; and thrown {{block|blocks}} do braking {{damage}} to mobs&lt;br /&gt;
|standing wave, perfect diamagnetism, pilot wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cherenkov radiation.webp|thumb]]&lt;br /&gt;
|[[cherenkov radiation]]&lt;br /&gt;
|bremsstrahlung&#039;s effects are {{radiation|radioactive}}&amp;lt;br&amp;gt;&#039;&#039;&#039;3.5x&#039;&#039;&#039; {{damage}} over &#039;&#039;&#039;3&#039;&#039;&#039; seconds&lt;br /&gt;
|bremsstrahlung&lt;br /&gt;
|2022/5/10, tech: cherenkov radiation &lt;br /&gt;
|-&lt;br /&gt;
|[[File:flux pinning.webp|thumb]]&lt;br /&gt;
|[[flux pinning]]&lt;br /&gt;
|mobs &#039;&#039;&#039;deflected&#039;&#039;&#039; by your {{fieldcircle}} are &#039;&#039;&#039;stunned&#039;&#039;&#039; for up to &#039;&#039;&#039;4&#039;&#039;&#039; seconds&lt;br /&gt;
|a field that can block&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
==Update history==&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Fields}}&lt;br /&gt;
{{DISPLAYTITLE:standing wave}}&lt;br /&gt;
[[Category:Fields]]&lt;/div&gt;</summary>
		<author><name>Wooster384</name></author>
	</entry>
	<entry>
		<id>https://n-gon.wiki/index.php?title=Fields&amp;diff=2354</id>
		<title>Fields</title>
		<link rel="alternate" type="text/html" href="https://n-gon.wiki/index.php?title=Fields&amp;diff=2354"/>
		<updated>2026-02-20T15:39:19Z</updated>

		<summary type="html">&lt;p&gt;Wooster384: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fieldcircle}} {{Fieldtext|fields}} are one of the major [[power ups]] in &#039;&#039;[[n-gon]]&#039;&#039;. They give unique abilities, but you can only have one at a time. A {{Fieldtext}}&#039;s main purpose is collecting [[power ups]] and most of the can be used to grab and throw {{Blocktext|blocks}}. Each field generates a certain amount of {{Energytext}}. They can be upgraded with {{Fieldtechcircle}}   {{fieldtext}}[[tech|{{Techtext}}]]. There are currently 11 {{Fieldtext|fields}} in the game, and the default {{fieldtext}} is [[field emitter]]. &lt;br /&gt;
&lt;br /&gt;
The {{Fieldcircle}} {{Fieldtext|field}} power up will allow you to switch to another {{Fieldtext|field}}. You will have a menu with 2 {{Choicetext}} that can be rerolled with {{Researchtext}}, and closed with {{Canceltext}}. &lt;br /&gt;
&lt;br /&gt;
== List of {{Fieldtext|fields}} ==&lt;br /&gt;
=== Current {{Fieldtext|fields}}===&lt;br /&gt;
* [[field emitter]] (default)&lt;br /&gt;
* [[standing wave]] (formerly named standing wave harmonics)&lt;br /&gt;
* [[perfect diamagnetism]]&lt;br /&gt;
* [[negative mass]]&lt;br /&gt;
* [[molecular assembler]] (formerly named nano-scale manufacturing)&lt;br /&gt;
* [[plasma torch]]&lt;br /&gt;
* [[time dilation]] (formerly named time dilation field)&lt;br /&gt;
* [[metamaterial cloaking]]&lt;br /&gt;
* [[pilot wave]]&lt;br /&gt;
* [[wormhole]]&lt;br /&gt;
* [[grappling hook]]&lt;br /&gt;
&lt;br /&gt;
=== Previous {{Fieldtext|fields}} ===&lt;br /&gt;
* phase decoherence field (reworked to metamaterial cloaking)&lt;br /&gt;
* kinetic energy field &lt;br /&gt;
&lt;br /&gt;
=== Community {{Fieldtext|fields}} ===&lt;br /&gt;
* [[energy condenser]] ([[n-gon upgraded]])&lt;br /&gt;
* [[einstein&#039;s shield]] ([[n-gon enhanced]])&lt;br /&gt;
* [[matter displacement]] (n-gon enhanced)&lt;br /&gt;
* [[tachyonic field]] ([[n-scythe]])&lt;br /&gt;
&lt;br /&gt;
== {{Couplingtext}} ==&lt;br /&gt;
{{Couplingcircle}}{{Couplingtext}} give unique bonuses for each {{Fieldtext}}. Here are the bonuses:&lt;br /&gt;
&lt;br /&gt;
* field emitter: &#039;&#039;&#039;all&#039;&#039;&#039; effects per {{Couplingcircle}} (likely excludes effects of time dilation, metamaterial cloaking, and wormhole)&lt;br /&gt;
* standing wave: +5 maximum {{Energy}} per {{Couplingcircle}} (self explanatory)&lt;br /&gt;
* perfect diamagnetism: &#039;&#039;&#039;deflecting&#039;&#039;&#039; condenses 0.10 {{ice IX}} per {{Couplingcircle}} ({{Ice IX}} does not last long as a fraction but as a whole is longer lasting)&lt;br /&gt;
* negative mass: &#039;&#039;&#039;0.97x&#039;&#039;&#039; {{damage taken}} per {{Couplingcircle}}&lt;br /&gt;
* molecular assembler: &#039;&#039;&#039;+0.6&#039;&#039;&#039; {{Energy}} per second per {{Couplingcircle}} &lt;br /&gt;
* plasma torch: &#039;&#039;&#039;1.025x&#039;&#039;&#039; {{damage}} per {{Couplingcircle}}&lt;br /&gt;
* time dilation: &#039;&#039;&#039;+1.05x&#039;&#039;&#039; longer {{stop time|stopped time}} per {{Couplingcircle}} (basically the energy usage is decreased)&lt;br /&gt;
* metamaterial cloaking: &#039;&#039;&#039;1.050x&#039;&#039;&#039; ambush {{damage}} per {{Couplingcircle}}&lt;br /&gt;
* pilot wave: &#039;&#039;&#039;1.05x&#039;&#039;&#039; {{block}} collision {{damage}} per {{Couplingcircle}}&lt;br /&gt;
* wormhole: after eating {{block|blocks}} &#039;&#039;&#039;+2&#039;&#039;&#039; {{Energy}} per {{Couplingcircle}} &lt;br /&gt;
* grappling hook: {{ammocircle}} give 4% more ammo per {{Couplingcircle}}&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
Combos are secret key inputs that you can type. They are in the {{Fieldtext}} descriptions but match color of the background, making them invisible. They also include diagonal arrows; however, those should be ignored. These Combos give different things depending on your field.  &lt;br /&gt;
&lt;br /&gt;
* molecular assembler: ↓→↓←↑↑↓ (displayed in-game as ↓↘→↓↙←↑↑↓), changes your molecular assembler mode&lt;br /&gt;
* pilot wave: ↓↓→↓←↓↓ (displayed in-game as ↓↓→↘↓↙←↓↓), spawns a {{block}}  (due to it beginning and ending with the same inputs it can be chain cast by looping this  ↓↓→↓←)&lt;br /&gt;
* standing wave: &#039;&#039;←←↓→→↓&#039;&#039; (displayed in-game as &#039;&#039;←←↓→→↓&#039;&#039;), multiplies your max energy by 5.00, and divides your max health by 2.00. doing it twice sets your health to double and reduces your max energy significantly&lt;br /&gt;
* perfect diamagnetism: &#039;&#039;← → ← →↓&#039;&#039; (displayed in-game as ← → ← → &#039;&#039;↧&#039;&#039;), moves the shield in the direction it is facing, deflecting any mobs in its path.&lt;br /&gt;
* plasma torch:  &#039;&#039;←↓→→↓&#039;&#039;  (displayed in-game as ←↙↓↘→→&#039;&#039;↧&#039;&#039;), charges energy faster than normal if you continue to hold the down arrow.&lt;br /&gt;
* time dilation: &#039;&#039;←↓→↑←↓→↑&#039;&#039; (displayed in-game as &#039;&#039;←↙↓↘→↗↑↖←↙↓↘→↗↑&#039;&#039;), rewinds you for a period of time.&lt;br /&gt;
* wormhole: &#039;&#039;↓↓↓↑↓&#039;&#039; (displayed in-game as ↓↓↓↑↓), teleports you to a random position with ground, on the same X-axis as you.&lt;br /&gt;
* grappling hook: &#039;&#039;↑↑↓↓ (&#039;&#039;displayed in-game as ↑↑↓↓), does nothing if you are not using the grapple, if you are using the grapple, teleports you to the ground and creates a explosion and gives temporary invulnerability.&lt;br /&gt;
{{Fields}}&lt;br /&gt;
{{DISPLAYTITLE:{{Fieldcircle}} {{Field|fields}}}}&lt;br /&gt;
[[Category:Fields| ]]&lt;/div&gt;</summary>
		<author><name>Wooster384</name></author>
	</entry>
	<entry>
		<id>https://n-gon.wiki/index.php?title=Mobs&amp;diff=2353</id>
		<title>Mobs</title>
		<link rel="alternate" type="text/html" href="https://n-gon.wiki/index.php?title=Mobs&amp;diff=2353"/>
		<updated>2026-02-17T00:57:14Z</updated>

		<summary type="html">&lt;p&gt;Wooster384: Added many more bosses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mobs&#039;&#039;&#039; are the primary aggressors of &#039;&#039;[[n-gon]]&#039;&#039;. The gameplay is &#039;&#039;mostly&#039;&#039; centered around killing them with [[guns|{{Guntext|guns}}]]; [[Types of Runs|there are some exceptions]]. Killing mobs occasionally drops [[power ups]], and some [[tech|{{Techtext}}]] can increase the amount or change their type.&lt;br /&gt;
&lt;br /&gt;
Bosses are mobs that are much harder to kill. There are only 1 or 2 per map, depending on the selected [[difficulty]]. They usually drop 2 major [[power ups]] after there deaths. &lt;br /&gt;
&lt;br /&gt;
Some [[List of mods|mods]] and [[community maps]] have custom mob types.&lt;br /&gt;
&lt;br /&gt;
== Normal mob types ==&lt;br /&gt;
The base game mobs are as follows (images pending for when [[Cornbread]] unborks the mediawiki install):&lt;br /&gt;
* Starters: also known as octomobs, these green octagons are completely harmless. They will actively avoid you. Nobody has ever been killed by starters; avoiding killing them is [[Types of Runs|another matter]].&lt;br /&gt;
* Slashers: these mobs advance on the player with a laser sword and spin around once they&#039;re in range, cutting the player. Some have two, some only poke, and some are the normal pentagon version&lt;br /&gt;
* Hoppers: hoppers bounce around with a fairly simple hop algorithm, which gives them surprising pathfinding properties (they can navigate some rooms far better than other mobs). There are also hop mothers, which are hoppers... that spawn more hoppers. Nobody knows why [[landgreen]] thought this was a good idea.&lt;br /&gt;
* Stabbers: stabbers are mobs that accelerate quickly on the player and rapidly extend one of their vertices towards to become a fast-moving penetrating projectile. They do purely collision damage.&lt;br /&gt;
* Springers: springers are mobs that move by updating their constraint handles closer to the player. They do collision damage only.&lt;br /&gt;
* Stingers: stingers are [[Wings|winged]] mobs with a fixed laser sword that towards the player. Their wings do an absurd amount of contact damage, but their lasers are comparatively weak.&lt;br /&gt;
* Flutters: flutters are stingers without the laser sword.&lt;br /&gt;
* Strikers: strikers are contact-only mobs that drift fairly slowly but accelerate extremely quickly when they get near to the player.&lt;br /&gt;
* Shooters: these are stationary triangular mobs that lob small projectiles at the player.&lt;br /&gt;
* Grenadiers: shooters, except that they fire grenades.&lt;br /&gt;
* Pulsars: pulsars fire intense laser blasts at the player. They have a target locked charging animation that makes them fairly easy to avoid. &lt;br /&gt;
* Lasers: the stupid evil triangles of hate. The irrevocably cruel monsters of mobdom. Once a moderately fun mob with a few low-energy stationary lasers, now they are quick-charging pulsed-laser monsters that can end an unsuspecting run. The only consolation is that they have terrible aim.&amp;lt;br&amp;gt;Show no mercy to lasers. They wouldn&#039;t hesitate to kill you.&amp;lt;br&amp;gt;Did I mention they can kamikaze you to eat the tiny remains of your health after burning you mercilessly with their lasers? Yeah. They can do that.&lt;br /&gt;
* LaserLayers: These pink rhombus mobs cast random lasers through the map that persist for a few seconds and intersect with the player. If the player is unable to get out of the way in the ample charging animation, they will be punished with a light sting. It&#039;s unclear what purpose laserlayers serve.&lt;br /&gt;
* Sneakers: Pentagon mobs that turn invisible and mostly invulnerable until they&#039;re right behind you. They resurrect once after being killed and do absurd collision damage.&lt;br /&gt;
* Launchers: launchers glide slowly towards the player and eject three dangerous particles when they get nearby. A stronger version instead ejects 1 big one.&lt;br /&gt;
* Exploders: contrary to their name, they don&#039;t explode: instead, they do collision damage on contact, and annhilate. These stupid red squares are harmless enough that you can ignore them, which is good, because there tend to be a &#039;&#039;lot&#039;&#039; of them. Their larger variants are legitimately harmful and should be killed immediately.&lt;br /&gt;
* Suckers: black holes. They attract the player with gravity, draining the player&#039;s energy and doing damage. There used to be a junk tech that spawned a bunch of them.&lt;br /&gt;
* Snipers: Shooters that stay cloaked most of the time, until they have a clear shot on the player, when they fire small bombs. They&#039;re annoying and very hard to kill on open maps where you may not actually be able to see where the shots are coming from.&lt;br /&gt;
* Spinners: spinners are essentially strikers that fire from a further distance, accelerate and move faster, and have a spinning animation.&lt;br /&gt;
* Growers: growers spend most of their time as inert, weak, but hard-to-hit condensed shapes, until they see the player and &#039;&#039;grow&#039;&#039; to 4-5x their starting size and drift closer for collision damage. They&#039;re not particularly threatening.&lt;br /&gt;
* Beamers: beamers use their wide halo to drain your energy and health.&lt;br /&gt;
* Spawners: aggressive orange rectangles. Essentially an evolved variant of exploders, they occasionally shatter into a group of exploders.&lt;br /&gt;
* Ghosters: terrifying white mobs that spend most of their time invisible. They can drift through any obstacle, move absurdly fast, have absurd health, &#039;&#039;and eject your ammo on collisions&#039;&#039;. Vengeful death emerges from the walls to encircle you.&lt;br /&gt;
* Focusers: focusers fire a long-range beam that they slowly focus onto the player until it&#039;s condensed enough to do damage. Mostly just annoying. The easiest way to fight them is to not stand still in the open for prolonged periods of time when you see the very obvious focusing animation.&lt;br /&gt;
* Pitcher: Spins around while holding a red damage powerup to accelerate it to attack speed. It will drop said powerup if killed before release - otherwise the projectile will deal damage&lt;br /&gt;
&lt;br /&gt;
== Boss Types ==&lt;br /&gt;
&lt;br /&gt;
* Power up thief: There are two variants - a solid version which respects walls and a ghost version which does not care about walls but cares about blocks - which take as many powerups in the level as they can and store them on their vertices. Upon collision with the player steal a random tech. Furthermore, instead of dying, they get rid of one of their vertices and sides and resurrect until they are killed as a triangle. They drop no additional powerups besides what they spawn with.&lt;br /&gt;
* LaserLayerBoss: Basically a bigger version of the laser layer with invulnerability every 1/4 health drained. Also, their lasers are laid in an X shape and can appear ANYWHERE ON THE MAP.&lt;br /&gt;
* LaserShellBoss (I can&#039;t remember the real name): Slowly projects lasers in such a way that effectively rotates it. Mildly annoying.&lt;br /&gt;
* StabberBoss: A hexagonal Springer which has a sextet of Stabbers for protection. &lt;br /&gt;
* BigSlasher: Has invulnerability when it emits its laser sword&lt;br /&gt;
* BigSucker: occasionally shoots out random purple damaging orbs. (Exclusive to the Aerie map)&lt;br /&gt;
* GatlingBoss: A Laser with better aim and a quirk - when it has the player in its sights, it begins firing a holy crap ton of bombs at the player.&lt;br /&gt;
* BigSneaker: A larger Sneaker which takes multiple attempts to kill because it teleports when its health is 0. Also spawns smaller Sneakers as backup.&lt;br /&gt;
* GrowerSwarm: Unlike Growers, these guys grow only when one of their own is killed. They also get faster.&lt;br /&gt;
* GrowerSwarm2: Constantly regenerates health and splits randomly or upon player collision. &lt;br /&gt;
* DragonflyBoss: Two variants: a regular Flutter and a pink Starter. The latter shoots projectiles. Both are invulnerable until the tail is severed.&lt;br /&gt;
* BigPulsar: giant purple Pulsar, need I say more?&lt;br /&gt;
* ExploderSwarm: A large group of hollow red squares which only counts as dead when the last is defeated. When alive, they allow any mobs that are alive to split into small Exploders upon death.&lt;br /&gt;
* LauncherBoss: Hexagonal Launcher that shoots small projectiles&lt;br /&gt;
*&lt;br /&gt;
[[Category:Mobs]]&lt;/div&gt;</summary>
		<author><name>Wooster384</name></author>
	</entry>
</feed>