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Tech: Difference between revisions

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|{{techcircle}} have extra {{choicestext}} to spawn {{ammocircle}}, {{healcircle}}, or {{researchcircle}}<br>'''+3%''' chance to {{duplicatetext}} owned '''power ups'''
|{{techcircle}} have extra {{choicestext}} to spawn {{ammocircle}}, {{healcircle}}, or {{researchcircle}}<br>'''+3%''' chance to {{duplicatetext}} owned '''power ups'''
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{{notetext|[coupling effect]}}
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|[[File:fine-structure constant.webp|thumb]]
|[[fine-structure constant]]
|after a '''boss dies''' spawn {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}<br>'''lose''' {{couplingcircle}}{{couplingcircle}}{{couplingcircle}} after mob '''collisions'''
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|[[File:residual dipolar coupling.webp|thumb]]
|[[residual dipolar coupling]]
|clicking {{canceltext}} spawns {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}
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{{notetext|[coupling effect]}}
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|[[virtual particles]]
|'''17%''' chance after mobs '''die''' to spawn {{couplingcircle}}
{{notetext|[coupling effect]}}
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|[[File:fine-structure constant.webp|thumb]]
|[[fine-structure constant]]
|after a '''boss dies''' spawn {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}<br>'''lose''' {{couplingcircle}}{{couplingcircle}}{{couplingcircle}} after mob '''collisions'''
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|[[File:residual dipolar coupling.webp|thumb]]
|[[residual dipolar coupling]]
|clicking {{canceltext}} spawns {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}
{{notetext|[coupling effect]}}
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Revision as of 13:05, 17 January 2025

tech (formerly called mods) are the main power ups in n-gon. They are found by killing mobs and rarely in the wild. They have 6 types: skins, tech, instant tech,     guntech,     fieldtech, and Junk.

The most significant source of tech is Boss kills.

List of tech

skin     Skins

"skinned" means having any other skin tech.
Image Skin preview Name Description Requirements (if any) Update added (YYYY/MM/DD)
tungsten carbide +500 maximum health
lose health after hard landings
not skinned 2023/02/07, elasticity
nitinol 1.3x movement and jumping
0.17
seconds of coyote time
not skinned 2023/02/07, elasticity (originally called squirrel-cage rotor, changed to elasticity at some point, changed to nitinol at some point)
Higgs mechanism 4x fire rate
while firing your position is fixed
not skinned, ship mode, automatic 2021/01/12, Higgs
Verlet integration 3x damage
after mobs die advance time 0.5 seconds
not skinned 2022/05/31, propagator (originally a regular tech called propagator, which instead gave 1.6x damage and could stack 9 times, renamed in 24/7/29, wikipedia)
Hilbert space 4x damage
after a collision enter an alternate reality
not skinned, Ψ(t) collapse, many-worlds 2021/5/6, non-unitary (Originally called non-unitary armor)
aperture every 4 seconds your damage cycles
between 0.8x and 3x damage
not skinned 2023/02/04, skins
diaphragm every 4 seconds your damage taken cycles
between 0.9x and 0.2x damage taken
aperture 2023/02/07, elasticity
mass-energy equivalence energy protects you instead of health not piezoelectricity, CPT, annihilation 2020/04/13, pilot wave field
depolarization 0.5x damage for 4.0 seconds after a mob dies
4x damage otherwise
not skinned 2024/02/08, depolarization
CPT symmertry after losing health, if you have above 85 energy
rewind time for 20 energy per second
not skinned, standing wave, max energy reduction, retrocausality, mass-energy 2020/11/27, CPT (Originally called CPT reversal)

Normal

Image Tech Description Requirements (if any) Update added (YYYY/MM/DD)
1st ionization energy convert current and future into
give +14 maximum energy
mass-energy equivalence, not quenching 2020/09/26, ionization energy (originally called ionization energy)
repolarization the damage from depolarization
resets after 1.25 seconds sooner after a mob dies
depolarization 2024/02/10, hyperpolarization (originally called hyperpolarization)
causality bots when you rewind build scrap bots that protect you for about 9 seconds CPT, retrocausality 2020/12/10, CPT mods
causality bombs when you rewind drop several grenades CPT, retrocausality 2020/12/10, CPT mods
ternary 1.9x damage while your ammo is evenly divisible by 3
(1x)
2023/03/04, factory
integrated armament 1.3x damage, but new replace
your current and convert   
only 1 gun 2020/07/27, level elevators
arsenal for each unused in your inventory 1.25x damage
(1.00x)
at least 2 guns 2020/08/14, arsenal generalist mod
cooling for each unused in your inventory 1.25x fire rate
(1.00x)
at least 2 guns 2021/01/08, complex spinstatistics
pigeonhole principle 1.4x damage per , but your active cycles each level and you can't switch at least 2 guns 2022/10/24, pigeonhole principle
marginal utility 2x ammo per for [random gun] 2024/03/31, remove keyword
Pareto efficiency all your randomly get 5x or 0.2x ammo per at least 3 guns 2024/01/31, remove keyword
logistics 2x ammo per , but ammo is only added to your current not non-renewables 2020/06/09, mod: logistics
cache 17x ammo per , but you can't store additional ammo not non-renewables 2021/10/06, cache
catabolism if you fire while out of ammo spawn and –2 maximum health not non-renewables 2020/02/09, added several new mods
non-renewables 2x damage
you can't pickup
not catabolism, quasiparticles 2020/09/05, exciton-lattice (originally named exciton-lattice and later shortened to exciton)
desublimated ammunition if crouching alternating shots cost no ammo 2019/10/30, added spore mod
gun turret if crouching0.3x damage taken 2020/07/07, mod turret mode
dead reckoning if your speed is 0
1.5x damage
2021/01/12, rest frame
kinetic bombardment far away mobs take more damage
up to 1.3x damage at 3000 displacement
2019/12/01, added 5 new mods, power up display, game balance
microstates use
1.01x damage per bullet or bot

(1.00x)

2020/05/18, mod - microstates
regression bullet collisions increase vulnerability to damage by 1.05x for mobs and +1.025x for bosses 2021/11/28, affline connection
simulated annealing 1.2x damage
0.8x fire rate
2020/05/31, fire delay mods (originally called electrostatic shots and electrostatic discharge)
heuristics 1.3x fire rate 2019/10/30, added spore mod (originally called auto-loading heuristics)
mechatronics randomly gain between 1x and 1.3x damage 2023/06/15, sort
dynamical systems use
1.3x damage
2021/07/11, field research tech
anti-shear topology your bullets last 1.3x longer 2019/10/30, added spore mod (originally called corrosion resistant topology an lorentzian topology)
fracture analysis if a mob is stunned it takes
5x damage from bullet impacts
a stun effect 2019/12/13, added chronon gun
remineralization after mobs die gain 0.85x damage taken
effects stack, but fade 10% every second

(1.00x)

2025/01/05, demineralization
demineralization after mobs die gain 1.08x damage
effects stack, but fade 10% every second

(1.00x)

2025/01/05, demineralization
shear stress after mobs die
they fire a nail at nearby mobs
2020/04/30, mod - impact shear (originally called impact shear)
thermal runaway after mobs die they explode 2020/02/17, added requirement text, thermal runaway mod
zoospore vector after mobs die there is a 10% chance
they grow spores
2019/10/03, added spore mod
exciton after mobs die they have a +14% to spawn that give 2.25x damage for 10 seconds
band gap give an additional 1.75x damage but their duration is reduced by 1 second exciton, quasiparticles
polariton also give 0.3x damage taken for 10 seconds exciton, quasiparticles
collider after mobs die existing power ups
collide
to from new power ups
2023/01/29, SLOW OPENING DOORs, END OF THE WORLD literally
bubble fusion after destroying a mob's shield
spawn 1-2 , , or

(once per mob)

2020/06/23, bubble fusion
enthalpy 8% chance to spawn after mobs die 2021/12/01, hammer + nail
cascading failure 3x damage to mobs below 25% durability reaction inhibitor 2024/01/04, winter vacation update
reaction inhibitor mobs spawn with 0.88x initial durability not topological defect 2020/02/14, working on mods, added death at 12% mod
scrap bots after mobs die you have a 33% chance to build scrap bots that operate for 15 seconds no other mob death tech 2020/04/07, mods
scrap refit after mobs die reset scrap bots to 15 seconds of operation scrap bots 2021/04/08, refit
nail-bot construct a bot that fires nails at mobs 2019/12/07, added laser bot (originally called laser bot and guardian)
nail-bot upgrade convert your bots to nail-bots
4x fire rate and 1.4x nail velocity
2 or more nail bots and no other bot upgrade 2020/08/03, new level boss
foam-bot construct a bot thatsprays sticky foam at nearby mobs 2020/05/10, foam bots
foam-bot upgrade convert your bots to foam-bots
2.5x foam size and fire rate
2 or more foam bots and no other bot upgrade 2020/08/03, new level boss
sound-bot construct a bot emits expanding arcs aimed towards nearby mobs 2020/07/04, sound-bot
sound-bot upgrade convert your bots to sound-bots
6x wave damage
2 or more sound bots and no other bot upgrade 2020/07/04, sound-bot
boom-bot a bot defends the space around you
ignites an explosion after hitting a mob
2020/06/29, plasma bot, boom bot
boom-bot upgrade convert your bots to boom-bots
4x explosion damage and size
2 or more boom bots and no other bot upgrades 2020/08/03, new level boss
laser-bot construct a bot that uses energy to emit a laser beam that targets nearby mobs maximum energy above 50 2019/12/07, added laser bot
laser-bot upgrade convert your bots to laser-bots
2x damage, efficiency, and range
2 or more laser bots and no other bot upgrade 2020/08/03, new level boss
orbital bot construct a bot locked in orbit around you that
stuns and damages mobs
2020/09/28, orbital bot
orbital-bot upgrade convert your bots to orbital-bots
4x orbital damage and 2x radius
2 or more orbital bots and no other bot upgrade 2020/09/28, orbital bot
dynamo-bot construct a bot that damages mobs and generates +8 energy per second when nearby 2021/01/29, cloning
dynamo-bot upgrade convert your bots to dynamo-bots
+24 energy per second when nearby
2 or more dynamo bots and no other upgrade 2021/01/29, cloning
perimeter defense for each permanent bot
0.96x
damage taken

(1.00x)

at least 2 bots 2020/07/14, mod - bot fab
network effect for each permanent bot
1.04x
damage(1.00x)
at least 2 bots 2020/11/29, late game bot mods
bot fabrication after you collect use them to build a random bot
(+1 cost every 3 bots)
at least 2 research 2020/07/14, mod - bot fab mod - bot fab
open-source , , and have +1 bot choice
3x frequency for with bots
at least 2 bots 2022/07/24, robotics
decorrelation if your and keys are unused for 2 seconds
0.3x damage taken
not retrocasuality 2020/09/27, decorrelation
anticorrelation if your and keys are unused for 2 seconds
2x damage
not retrocasuality 2020/09/27, decorrelation
mass driver 4x block collision damage not wormhole, reek, tokamak 2020/03/13, block throwing
Halbach array throwing a block will also throw other nearby blocks mass driver, printer, not wormhole, pilot wave, tokamak
inflation if holding a block 0.1x damage taken
after throwing a block it expands 3x
mass driver, not pilot wave, tokamak, wormhole 2021/05/19, inflation
restitution 2.5x block collision damage
after throwing a block it becomes very bouncy
mass driver, not pilot wave, tokamak, wormhole 2021/07/29, restitution
flywheel 2.5x block collision damage
after a mob dies its block is flung at mobs
mass driver, no other mob death tech 2021/04/19, throwing blocks are buffed
buckling if a block kills a mob there's a 50% chance to spawn either , , , , or mass driver, not pilot wave, tokamak 2021/02/09, restitution (originally called inelastic collision)
first derivative 0.85x damage taken taken per in your inventory while the 1st in your inventory is equipped

(1.00x)

2019/12/01, added 5 new mods, power up display, game balance (originally called monogamy and later entanglement)
dark matter dark matter slowly gravitates towards you 0.4x damage taken inside
dark matter
2021/05/24, MACHO
axion while inside dark matter
2x damage
dark matter 2021/11/28, affine connection
dark energy while inside dark matter generate 10 energy per second dark matter
MACHO dark matter's effects are only active outside its range
1.6x to all dark matter effects
dark matter, not entropic dravity, dark star
entropic gravity crouching pulls the dark matter towards you
1.6x to all dark matter effects
dark matter, not MACHO 2024/05/11, invulnerable
dark star mobs inside dark matter are damaged
1.3x dark matter radius
dark matter, not MACHO 2023/08/22, dark star
non-Newtonian armor after mob collisions
0.4x damage taken for 10 seconds
2020/07/06, mod turret mode
tessellation use
0.6x damage taken
2021/07/11, field research tech
Pauli exclusion for 7 seconds after mob collisions
become invulnerable and inhibit energy regen
2022/08/24, boost power ups
spin-statistics theorem for 1.9 seconds out of every 7 seconds
become invulnerable and inhibit energy regen
2021/01/07, complex spinstatistics (originally called complex spin-statistics, and later spelled "spin–staistics" with an en dash)
fermion for 7 seconds after mobs die
become invulnerable and inhibit energy regen
2024/05/11, invulnerable
abelian group 3x damage while invulnerable invincibility tech 2024/05/11, invulnerable
refrigerant after losing at least 5 health
freeze all mobs for 7 seconds
2023/05/07, factory
piezoelectricity if you collide with a mob
generate +2048 energy
not mass-energy 2020/01/05, shield rebalance, difficulty rebalance, piezo and static mods
ground state +300 maximum energy
0.66x passive energy generation
not time crystals 2020/03/29, ground state mod
heat engine 1.4x damage
–50 maximum energy
not CPT 2020/12/05, engine mods
exothermic process 1.6x damage
after mobs die –5 energy
2020/02/16, working on giving custom mod requirements (in progress, buggy) (originally called acute stress response)
Gibbs free energy 1.006x damage for each missing energy(1.00x) 2020/12/05, engine mods
overcharge +100 maximum energy
+5% Junk choices
2019/12/15, foam gun, mods: overcharge, supersaturate, many beyond adjustments
Maxwells demon energy above max decays 30x slower
+5% Junk choices
energy above your max 2020/11/16, supercapacitor - overfill energy decays 66% slower (originally called supercapacitor)
inductive charging if crouched 7x passive energy generation
otherwise 0x passive energy generation
not parasitism 2021/06/19, catabolism and inductive coupling (originally called inductive coupling)
energy conservation doing damage to mobs generates energy 2019/10/30, added spore mod (originally called energy siphon, then later field siphon and energy transfer)
parasitism if a mob has died in the last 5 seconds
2x damage, no passive energy generation
not inductive charging 2021/11/20, Occam's razor (originally called predator)
waste heat recovery if a mob has died in the last 5 seconds
generate 0.05x max energy per second
2020/02/15, added a few mods and added custom difficulty (originally called waste energy recycling, and later waste energy recovery)
recycling if a mob has died in the last 5 seconds
recover 0.005x maximum health every second
2020/02/15, added a few mods and added custom difficulty (originally called scrap waste recycling, and later scrap recycling)
torpor if a mob has not died in the last 5 seconds
0.3x damage taken
2021/02/19, in game music
stability 0.1x damage taken
while your health is at maximum
2024/06/28, tokamak
instability 2.5x damage while your damage taken is 1.00x

fire rate

2024/06/28, tokamak
control theory 2x damage while your health is at maximum 2024/06/28, tokamak
homeostasis missing health reduces damage taken
down to a limit of 0.2x at 0 health

(0.30x)

health below 60 2022/07/24, robotics
negative feedback 1.006x damage for each missing health

(1.45x)

Zenos paradox 0.2x damage taken
–5% of current health every 5 seconds
antiscience –10 health after picking up
1.7x damage
ergodicity 0.50x healing from
1.7x damage
fluoroantimonic acid if your health is above 100
1.35x
damage
maximum health above 100
induction brake after using
slow nearby mobs for 17 seconds
adiabatic healing 2x healing from
+4% Junk choices
quenching 0.5x of overhealing is added to maximum health
accretion follow you, even between levels
+4% chance to duplicate spawned power ups
accretion disk 1.07x damage for each power up on this level
+5% Junk choices

(1.14x)

accretion
self-assembly at the start of each level for every 20 missing health spawn
interest at the start of each level spawn 5% of your , , , and (rounded up)
anthropic principle once per level, instead of dying use and spawn
weak anthropic principle after anthropic principle prevents your death
+60% duplication chance for that level
anthropic principle
strong anthropic principle after anthropic principle prevents your death
2.71828x damage for that level
anthropic principle
quantum immortality 0.7x damage taken
after dying continue in an alternate reality
many-worlds at the start of every level and enter an alternate reality
Ψ(t) collapse after a boss dies spawn
if you research enter an alternate reality
not many-worlds, Hilbert space, or pseudoscience
decoherence after a boss dies spawn
options you don't choose won't reoccur
coherence after observing a choices
that choices is avaiable for all future
decoherence
peer review after you research gain 1.05x damage and +1% Junk choices
pseudoscience research 2 times for free, but +1% Junk choices each time
renormalization 47% chance to spawn after consuming
+5% Junk choices
perturbation theory if you have no in your inventory
2x fire rate
Bayesian statistics 1.05x damage per in your inventory

(1.00x)

ansatz after choosing , , or
if you have no in your inventory spawn
no research, not superdeterminism, Ψ(t) collapse, or perturbation theory
unified field theory when paused you can click to change your
2x frequency for   
eternalism 1.3x damage, but time doesn't pause while choosing , , or
brainstorming randomize choices every 1.5 seconds for 10 seconds
cross-disciplinary have an extra or choice
+5% chance to duplicate spawned power ups
emergence , , or have +1 choice
1.1x damage
technical debt increase damage by 4x, but reduce damage by 0.15x for each you have

(4.00x)

meta-analysis if you choose Junk you get a random choice and researchresearch instead some junk tech
dark patterns 1.3x damage
+15% Junk choices
junk DNA increase damage by twice your Junk chance

(1.00x)

junk in tech pool
mass production have extra choices to spawn , , or
+3% chance to duplicate owned power ups
virtual particles 17% chance after mobs die to spawn

[coupling effect]

fine-structure constant after a boss dies spawn
lose after mob collisions
residual dipolar coupling clicking cancel spawns

[coupling effect]

 Instant tech

Image Tech Description Requirements (if any) Update added (YYYY/MM/DD)
ordnance spawn and get 2x frequency for   
+6% Junk choices
2021/03/16, planned obsolescence (originally named gun sciences)
generalist spawn 7 , but your equipped cycles each level and you can't switch at least 2 guns, at least 5 unclaimed guns 2020/08/14, arsenal, generalist mod
ad hoc spawn a , , , , , or
for each in your inventory
at least 2 guns 2021/01/07, complex spinstatistics (originally called specialist)
applied science get a random    for each of in your inventory at least 2 guns 2021/11/11, applied science
supply chain spawn 2020/06/26, neocognitron pulse aim
ersatz bots double your bots
remove all in your inventory
NOT EXPERIMENT MODE, at least 4 bots 2020/05/24, sniper mob balance, bot replication mod (originally called self-replication, and later bot replication)
robotics construct 2 random bots at least 3 bots 2022/07/24, robotics
bot manufacturing use to build 3 random bots at least 4 bots 2020/12/11, nano bots
bot prototypes use to build 2 random bots
and upgrade all bots to a random type
at least 6 bots 2020/12/11, nano bots
maintenance 2x frequency for with
spawn
path integral your next has all possible choices
+4% Junk choices
determinism spawn
, , or have only 1 choice
superdeterminism spawn
you can't cancel and no longer spawn
determinism, not ansatz, pseudoscience, or brainstorming
research spawn
next time increase amount spawned by +4
ammo spawn
next time increase amount spawned by +7
heals spawn
next time increase amount spawned by +7
field coupling spawn

[coupling effect]

quintessence convert [amount of research] into [(amount of research)x3]

[coupling effect]

having research

    Guntech

Image Tech Description Requirements (if any) Update added (YYYY/MM/DD)
needle ice after needles impact walls
they chip off 1-2 freezing ice IX crystals
needle gun, needle gun, not nanowires 2021/08/21, needle ice
nanowires needles tunnel through blocks and map
1.2x needle damage
nail gun, needle gun, not needle ice 2021/12/04, grey intro
ceramics needles and harpoons pierce shields
dircetly damaging shielded mobs
nail gun, harpoon, not Bessemer process 2021/09/12, harpoon tech
needle gun nail gun and shotgun fire mob piercing needles nail gun, shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, ice-shot 2021/01/16, nail gun rework
stress concentration mobs below 50% durability die after you shoot
them near their center with needles or rivets
needles, rivets, not incendiary, supercritical fission 2022/06/19, stress concentatrion
rivet gun nail gun and shotgun slowly lob a heavy rivet nail gun, shotgun, not ice crystal, needles, pneumatic actuator 2021/01/16, nail gun rework
pneumatic actuator nail gun takes no time to ramp up
to its fastest fire rate
nail gun, not rotary cannon, rivets, needles 2020/08/29, nail gun
ice crystal nucleation nail gun uses energy to condense
unlimitied freezing ice shards
nail gun, not rivets, needles 2020/10/21, bug fix
rotary cannon nail gun has increased muzzle speed
maximum fire rate, accuracy, and recoil
nail gun, not pneumatic actuator, needle gun 2021/10/23, rotary cannon
gauge rivets, needles, super balls, and nails
have 1.3x mass and physical damage
nails, nail gun, rivets, shotgun, super balls, mine 2022/12/17, added images
supercritical fission if nails, or rivetssrike mobs
near their center they can explode
nail gun, mine, needles, nails, rivets, not incendiary, stress concentration 2020/10/20, worm hole mods
irradiated nails nails, needles, and rivets are radioactive
1.9x radioactive damage
over 3 seconds
nail gun, nails, rivets, mine, not ceramic needles 2020/05/19, file reoganiation, mod has it's own file
6s half-life nails, needles, rivets are made of plutonium-238
radioactive
damage lasts +3 seconds
nail gun, mine, irradiated nails, not 1s half-life 2020/06/04, minigun ramp up (was named "4s half-life" for a short amount of time before switching back to "6s half-life")
1s half-life nails, needles, rivets are made of lithium-238
4x radioactive damage for 1 second
nail gun, mine, irradiated nails, not 6s half-life 2021/10/09, refractory metal
spin-statistics after firing the shotgun you are invulnerable
shotgun has 0.5x bullets per
shotgun
Newtons 3rd law 1.7x shotgun fire rate and recoil shotgun, not Noether violation
(Image Unavailable) Repeater shotgun immediately fires again for no ammo

reduced 0.5x shotgun fire rate

Shotgun, Not Newton's 3rd Law
ablative drones after losing health there is a chance
to rebuild your broken parts as drones
2019/11/10, added hornets and ablative synthesis, and ceramic plating (oringinally called ablative synthesis)

    fieldtech

Image Tech Description Requirements (if any) Update added (YYYY/MM/DD)
spherical harmonics 1.5x standing wave deflection energy efficiency

shield deflection radius holds it's max range

standing wave, not surface plasmons 2021/06/05
surface plasmons if deflecting drains all your energy

emit laser beams that scale with max energy

standing wave
zero point energy use

+166 maximum energy

standing wave, pilot wave, time dilation
expansion using standing wave field expands its radius

+77 maximum energy

standing wave 2021/06/05, tech: expansion
electronegativity 1.0023x damage per energy

(1.23x damage at max energy)

standing wave, wormhole, pilot wave
bremsstrahlung deflecting and thrown blocks

do braking damage to mobs

standing wave, perfect diamagnetism, pilot wave
cherenkov radiation bremsstrahlung's effects are radiation

3.5x damage over 3 seconds

bremsstrahlung 2022/5/10, tech: cherenkov radiation
flux pinning after deflecting a mob

it is stunned for up to 4 seconds

a field that can block
eddy current brake perfect diamagnetism slows nearby mobs

effect radius scales with stored energy

perfect diamagnetism, not induction brake 2020/10/5, eddy current brake
meissner effect 1.55x perfect diamagnetism radius

+22° perfect diamagnetism circular arc

perfect diamagnetism
radiative equilibrium after losing health

3x damage for 8 seconds

negative mass, pilot wave
dynamic equilibrium increase damage by your last health loss

(damage increase)

negative mass, pilot wave
neutronium 0.8x move and jump, but

if your field is active 0.05x damage taken

negative mass
areostat 2x damage while off the ground

0.85x damage while on the ground

negative mass, grappling hook
annihilation after colliding with non-boss mobs

they are annihilated and -10 energy

negative mass, not mass-energy
inertial mass negative mass is larger and faster negative mass
Newtons 1st law damage taken is proportional to your speed
up to 0.2x damage taken at 55 speed (1.00x)
negative mass, grappling hook 2020/11/25, pause menu on selection
Newtons 2nd law damage is proportional to your speed
up to 2x damage at 55 speed (1.00x)
negative mass, grappling hook 2020/11/25, pause menu on selection
bot prototypes use to build 2 random bots

and upgrade all bots to that type

molecular assembler, grappling hook, pilot wave 2020/12/11, nano bots
additive manufacturing deflecting and thrown blocks

do braking damage to mobs

standing wave, perfect diamagnetism, pilot wave
pair production after picking up a power up

+200 energy

molecular assembler, pilot wave, standing wave
electric generator after deflecting mobs

molecular assembler generates +50 energy

molecular assembler
combinatorial optimization 1.35x damage

0.65x fire rate

time dilation, cloaking, pilot wave
tokamak throwing a block converts it to energy

and a pulsed fusion explosion

plasma torch, molecular assembler, grappling hook,

not printer, reel, swarf

degenerate matter if your field is active

0.1x damage taken

plasma torch, grappling hook, pilot wave
plasma bot use to trade your field

for a bot that uses energy to emit plasma

plasma torch, not extruder, plasma ball
plasma jet use

1.5x plasma torch range

plasma torch, not plasma ball
extruder extrude a thin hot wire of plasma

increases damage and energy cost

plasma torch, not plasma ball 2020/12/13, extruder
refractory metal extrude metals at a higher temperature

increases effective radius and damage

extruder
plasma ball grow an expanding ball of plasma

increases damage and energy cost

plasma torch, not extruder, plasma jet
corona discharge increase the range and frequency

of plasma ball's electric arc

plasma ball
retrocausality time dilation uses energy to rewind your

health, velocity, and position up to 10 seconds

time dilation, not CPT symmetry
frame dragging when not moving time dilation s t o p s t i m e

0.6x damage taken

time dilation
Lorentz transformation use

1.5x movement, jumping, and fire rate

time dilation or pilot wave
time crystals 2.5x passive energy generation

(+6.0 energy per second)

time dilation or pilot wave, not ground state
no-cloning theorem +40% chance to duplicate spawned power ups

after a mob dies -1% DUPLICATION

cloaking, time dilation
metamaterial absorber for each mob left alive after you exit a level

there is a 25% chance to spawn a random power up

cloaking
symbiosis after a boss dies spawn and a tech

after a mob dies -0.25 maximum health

cloaking
boson composite while cloaked you are intangible

to blocks and mobs, but mobs drain energy

metamaterial cloaking
patch after cloaking recover 0.75x

of your last health lost

metamaterial cloaking, not mass-energy 2022/7/26, patch
dazzler after decloaking

stun nearby mobs for 2 second

metamaterial cloaking 2020/9/26, ionization energy
topological defect 2.1x damage to mobs at maximum durability cloaking, pilot wave, not reaction inhibitor 2024/1/4, winter vacation update
WIMPs at the end of each level spawn and a dangerous particle that slowly chases you wormhole, pilot wave, time dilation 2021/5/13, WIMPs
vacuum fluctuation use

+11% chance to duplicate spawned power ups

wormhole, time dilation, negative mass, pilot wave 2021/7/11, field research tech

(originally named virtual particles)

transdimensional worms after a block falls into a wormhole

spawn a worm

wormhole 2022/4/11, wiggle
geodesics your bullets can traverse wormholes

1.5x damage

wormhole 2020/10/20, worm hole mods

(originally named traversable geodesics)

cosmic string after tunneling through mobs with a wormhole

stun them and do worm damage

wormhole 2020/10/18, wormhole mods
invariant while placing your wormhole

use energy to pause time

wormhole, not eternalism 2022/1/13, invariant
charmed baryons 0.66x movement and jumping

wormholes cost zero energy

wormhole, not affine connection
affine connection wormholes can tunnel through anything

for 2x energy cost

wormhole, not charmed baryons
CIWS grappling hook uses 10 energy to fire harpoons at nearby mobs grappling hook
swarf after grappling hook impacts something eject nails splinters towards nearby mobs grappling hook, not reel, tokamak 2023/11/25, grappling hook 2nd update
(originally named rupture)
reel 5x block collision damage

up to +100 energy after reeling in blocks

grappling hook, not mass driver, swarf, tokamak 2023/12/3, grapple tech