tech
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
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) |
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| 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 |
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| 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 |
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 |
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 |














































































































































