Section 06 — Equipment register

Badge Handbook

Wonder Badges are abilities recovered from Controllers and trials. Every collected badge stays in the kit — there is no passive slot cap — and a Wonder Rift can shuffle which badges are active mid-level, so Wondernauts train on the whole register, not a loadout.

Wonder Badges (19)

The core abilities. Each is tied to a Controller's recovery and carries its harmonic forward.

Double Jump

WN-BDG-01

A second jump, taken mid-air before landing or touching a wall. It is the first badge ever issued, carried out of Ancient Village by every Wondernaut since the Regulator fell.

Recovered from: The Regulator

Scripted first unlock, granted with the Source Harmonic; collecting it opens Ability Select. Every collected badge is always active — there is no passive badge slot cap.

Charged Bolt

WN-BDG-02

Hold the bolt and let the charge build, then release a stronger shot for target locks, armored hides, and distant switches.

Minimum stamina15 stamina
Full stamina30 stamina
Minimum damage10
Full damage30
Full charge1.15 s

Recovered from: The Graft

Reflect Shield

WN-BDG-03

Raising the shield commits even a tap to a brief guard. Every eligible bolt, hostile projectile, and grenade arriving during its opening window reverses ownership and flies home; the reflect cue appears only on a successful return. Held longer, it becomes a standard draining shield. It will not answer melee, stomps, beams, or blasts already detonated.

Activation stamina15 stamina
Stamina drain10 stamina / s
Block drain1.5 stamina / damage
Reflect window0.25 s
Reactivation0.35 s

Recovered from: The Clog

Burst Dash

WN-BDG-04

Double-tap run for a short, rolling burst that phases through enemy body contact. Keep run held and the Wondernaut exits into a faster run while stamina allows; projectiles, melee arcs, and hazard lanes still demand respect.

Stamina25 stamina
Cooldown0.65 s
Speed450 px / s
Duration0.2 s

Recovered from: The Burden

Wonder Rifts may temporarily shuffle each player's equipped badges, drawing only from the party's unlocked set; the shuffle can alter active cast emphasis but can never remove collected passive powers like this one.

Torpedo Swim

WN-BDG-05

Hold run underwater and the body becomes a torpedo: fast, quick to steer, and damaging to anything it touches. Hollowmere's currents taught it; Undertow's defeat sealed it into the toolkit.

Recovered from: The Undertow

Recharge

WN-BDG-06

Duck, and energy returns faster — low-profile pauses become deliberate recharge windows. The Echo's branch teaches that stillness is a resource.

Recovered from: The Echo

Scanner

WN-BDG-07

Passively pulses whenever a secret lies near. Bound to a cast button it becomes an aimable prismatic cone that reveals hidden routes, decoys, breakable blocks, concealed switches, invisible blocks, and Blackcoil's own true position.

Stamina12 stamina
Cooldown0.35 s
Hold time5 s
Radius190 px

Recovered from: Blackcoil

A hybrid badge: the passive pulse is always on once collected, while the aimed reveal requires an active cast binding.

Charged Strike

WN-BDG-08

Hold strike to build a heavy close-range blow, then release it for maximum force. The Censor's doctrine, answered in kind.

Minimum stamina15 stamina
Full stamina40 stamina
Minimum damage30
Full damage90
Full charge1.5 s

Recovered from: The Censor

Static Stomp

WN-BDG-10

Charge an aerial dive whose wide, shallow electric burst damages enemies and drains and briefly locks their stamina actions. Radar Thicket's storms, carried in the heel.

Stamina15 stamina
Cooldown6 s
Full charge1 s
Impact damage6
Radius112 px
Enemy stamina drain20 stamina
Stamina lock1.25 s

Recovered from: The Static

Grapple Hook

WN-BDG-11

Aim and fire the hook across open air: anchors catch, small enemies are dragged close, and vertical routes open. The Sentry's vigilance, repurposed as reach.

Stamina0 stamina
Cooldown0.35 s
Impact damage10
Range285 px

Recovered from: The Sentry

Active badges bind to the Y cast button by default; temporary level pickups take the B slot, and a second temporary pickup can occupy Y and suppress the badge until the temporary inventory clears.

Open Channel

WN-BDG-12

Hidden villager and critter talk bubbles surface into view — route rumors, secret hints, and local story texture the channel always carried and no one could hear. Forecast's gift is attention, not force.

Recovered from: The Forecast

Deliberately not boostable: its value is information quality, and a stronger version would only become noise.

Wayfinder

WN-BDG-13

Translucent icons rise at the screen's edge, pointing toward non-secret Harmonic Summoners, reward rooms, and the next goal — an unvisited checkpoint ahead, or the level's end. It chooses direction; it does not solve nearby hidden-object puzzles.

Recovered from: The Paradox

Deliberately not boostable. Source-attribution note: wonder_badges.md names the Archivist of Data Archives, but boss_identity_catalog.gd and story.md name this Controller The Paradox; this dossier follows the runtime and story canon.

Ice Grenade

WN-BDG-14

An arcing burst that freezes enemies and lays temporary surfaces where the terrain allows. In contested play, the opening freeze slows movement and prevents new badge activation; the lingering chill slows badge cooldown recovery without draining stamina or hard-stunning.

Stamina0 stamina
Cooldown0.5 s
Impact damage10
Radius78 px
Full freeze1.5 s
Duration4.5 s
Cooldown rate65%

Recovered from: The Ice Queen

Gravity Well

WN-BDG-15

Impact pulls enemies inward, then a ten-second well stands guard: hostile heavy projectiles bend into its safe-fizzle core while allied shots and fast bolts pass unbothered. Double-tap the cast button to collapse the well early.

Stamina0 stamina
Cooldown0.55 s
Impact damage6
Field duration8 s
Field radius32 px

Recovered from: The Nullstar

Fire Grenade

WN-BDG-17

A wide arcing burst followed by a damaging burn, with fire enough to ignite organic enemies, cover, and combustible puzzle targets. The Hoarder's stockpiles made excellent kindling.

Stamina0 stamina
Cooldown0.5 s
Impact damage12
Radius76 px
Duration4 s
Burn damage / tick2
Burn tick0.4 s

Recovered from: The Hoarder

Cleansing Mist

WN-BDG-18

Every activation creates one cleansing cloud around the caster and lobs a pod that creates another where it lands. The pod can traverse allied Portal Links while retaining its cleanse. Both fields cure fire, freeze, and a long register of maladies without healing or revealing hidden characters; they cancel enemy portal pairs and gravity wells caught inside them, and briefly ward nearby allies.

Stamina0 stamina
Cooldown7.5 s
Duration1.5 s
Radius48 px

Recovered from: The Sporebound

Hide

WN-BDG-19

Toggle the cloak and enemies simply stop looking. It steadily drains stamina, running and jumping become more expensive while hidden, and any combat action breaks the veil.

Stamina drain8 stamina / s
Cooldown4 s
Duration3.25 s

Recovered from: The Monoculture

Boosters (17)

Modifiers that intensify the badges they attach to. Listed with the effect they amplify.

Triple Jump

WN-BDG-20

A booster attunement of the Double Jump badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Adds a third jump before landing.

Recovered from: The Regulator

Each of the three branch capstones grants one booster capacity, up to three active boosters per player; boosters upgrade only badges already collected.

Charged Bolt+

WN-BDG-21

A booster attunement of the Charged Bolt badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Charged Bolt reaches full charge faster, and the charged projectile hits slightly harder.

Recovered from: The Graft

Reflect Shield+

WN-BDG-22

A booster attunement of the Reflect Shield badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Reflected projectiles hit harder and refund a small amount of energy.

Recovered from: The Clog

Burst Dash+

WN-BDG-23

A booster attunement of the Burst Dash badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Permits two quick Burst Dashes in a row before the normal cooldown resumes.

Recovered from: The Burden

Torpedo Swim+

WN-BDG-24

A booster attunement of the Torpedo Swim badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Torpedo Swim runs faster and drains less energy.

Recovered from: The Undertow

Recharge+

WN-BDG-25

A booster attunement of the Recharge badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Passive recovery improves while idle or walking, and duck recharge grows stronger still.

Recovered from: The Echo

Scanner+

WN-BDG-26

A booster attunement of the Scanner badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Passive pulses and aimed reveals reach farther and last longer.

Recovered from: Blackcoil

Charged Strike+

WN-BDG-27

A booster attunement of the Charged Strike badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Charged Strike reaches full charge faster and hits slightly harder.

Recovered from: The Censor

Static Stomp+

WN-BDG-29

A booster attunement of the Static Stomp badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: The stomp shocks a wider area, stuns longer, and deals a little more damage.

Recovered from: The Static

Grapple Hook+

WN-BDG-30

A booster attunement of the Grapple Hook badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: The hook reaches farther, costs less energy, and recovers faster.

Recovered from: The Sentry

Ice Grenade+

WN-BDG-31

A booster attunement of the Ice Grenade badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Ice bursts spread wider and freeze longer.

Recovered from: The Ice Queen

Gravity Well+

WN-BDG-32

A booster attunement of the Gravity Well badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: The impact pull is wider, stronger, and longer, and the heavy-projectile field holds for longer.

Recovered from: The Nullstar

Fire Grenade+

WN-BDG-34

A booster attunement of the Fire Grenade badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: Fire bursts spread wider, hit harder, and burn longer.

Recovered from: The Hoarder

Cleansing Mist+

WN-BDG-35

A booster attunement of the Cleansing Mist badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: The mist wards longer, reaches wider, and costs slightly less; it still does not heal.

Recovered from: The Sporebound

Hide+

WN-BDG-36

A booster attunement of the Hide badge, applied at Ability Select once branch-capstone victories open booster capacity.

Boosted: The cloak recovers a little faster and can absorb one concealment break from damage without preventing that damage.

Recovered from: The Monoculture

Co-op Badges (0)

Badges that only function in multi-Wondernaut expeditions — rescue, formation, and shared-harmonic equipment.

Other Pickups & Powers (25)

Not every ability comes off a Controller. These field powers are found as seed-random in-level pickups, issued at the start of authored levels, or granted phase-by-phase during boss fights — temporary kit rather than permanent register entries. Two (Time Haste and Time Reverse) currently appear only in showcase and custom-game builds, and Flight is shelved pending a bounded bonus-level contract; their field occurrence is under survey.

Movement Enhancements (4)

Passive suit upgrades that change how a Wondernaut crosses generated rooms — no cast button required.

Glide

pickup

Hold jump while falling to trade descent for distance; the suit sheds drop speed at a steady stamina trickle.

Stamina drain5 stamina / s

Seed-random power pickup offered from stage 5 onward, in rooms whose context calls for a glide; never required to finish the geometry.

Flight

shelved pickup

Full vertical thrust: hold jump after takeoff to keep climbing until the meter gives out.

Stamina drain22 stamina / s

Runtime-complete but spawn-disabled in the pickup catalog — it bypasses too much generated traversal. Reserved for a future bounded bonus-level contract; field occurrence under survey.

Free Run

event power

The run button stops drawing stamina entirely — hold top speed across a whole trail without watching the meter.

Granted at level start in authored trail levels such as Wasteland Plain's Burden Trail.

Bamboo Climb

event power

Keeper wraps that grip marked bamboo stalks, letting a Wondernaut climb them like ladders.

Handed out at the start of Bamboo Thicket's Understalk Passage, where the stalk climbs are the way through.

Chronal Fields (4)

Bottleneck casts that rewrite the flow rate of everything inside a room-scale field.

Time Freeze

pickup

Drops a stasis field that holds enemies at zero flow while the Wondernaut keeps moving.

Stamina0 stamina
Cooldown10 s
Duration3.2 s
Radius215 px

Seed-random power pickup from stage 6 in time-themed rooms.

Temporal Slow

pickup

A slow field that drags everything inside — enemies, hazards, machinery — to a crawl for five seconds.

Stamina0 stamina
Cooldown8 s
Duration5 s
Radius215 px

Offered through level-concept starting loadouts rather than the random pickup table.

Time Haste

showcase power

A haste field that speeds local archive systems, proof gates, currents, and moving platforms.

Stamina0 stamina
Cooldown8 s
Duration4.5 s
Radius215 px

Castable in showcase and custom-game builds; no campaign acquisition path is wired yet — field occurrence under survey.

Time Reverse

showcase power

A reverse field that rewinds room objects, rebuilt routes, target states, and projectile timelines.

Stamina0 stamina
Cooldown9 s
Duration2.8 s
Radius215 px

Castable in showcase and custom-game builds; no campaign acquisition path is wired yet — field occurrence under survey.

Aimed Rays (5)

Beam casts fired down the aim cone — most rewrite one target's private clock; the cryo ray simply ends the argument.

Stop Ray

event power

An aimed time ray that pauses the target outright — a clean two seconds to walk past or line up the hit.

Stamina0 stamina
Cooldown0.34 s
Duration2.1 s
Radius245 px

Authored grant in Data Archives finale levels; also issued for phase 1 of the Paradox boss fight, which is itself immune.

Slow Ray

event power

A held time ray that drags the target toward a tenth of normal flow for as long as the beam stays on it.

Stamina drain10 stamina / s
Radius245 px

Authored grant in Data Archives and Harmonic Manifold levels; issued for phase 2 of the Paradox fight.

Accel Ray

event power

A held time ray that pushes the target up toward ten times normal flow — works on enemies, hazards, objects, and co-op partners alike.

Stamina drain12 stamina / s
Radius245 px

Authored grant in Data Archives and Harmonic Manifold levels; issued for phase 3 of the Paradox fight.

Reverse Ray

event power

An aimed time ray that toggles the target between forward and backward time; reversed projectiles fly back at their shooters.

Stamina0 stamina
Cooldown0.34 s
Duration3 s
Radius245 px

Authored grant in Data Archives and Sundered Village levels; issued for phase 4 of the Paradox fight.

Freeze Ray

event power

An aimed cryo bolt that freezes and damages a single target, encasing it long enough to reposition.

Stamina0 stamina
Cooldown0.35 s
Impact damage8
Duration2.4 s

Foundry starting loadout (Coolant Leak) and level-concept grants; also stocked in PvP bot loadouts.

Payload Grenades (5)

Aimable arcing payloads — hold the cast button to plot the arc, then release to throw.

Bomb Grenade

pickup

The heavy option: a hard blast built for cracking enemy clusters and breakable terrain.

Stamina0 stamina
Cooldown0.5 s
Impact damage35
Radius54 px

Seed-random power pickup from stage 4 in blast- and breakable-themed rooms; also forced into select Farm Town barn levels.

Bouncing Grenade

pickup

Ricochets twice off terrain before detonating — the bank-shot answer to targets hiding around corners.

Stamina0 stamina
Cooldown0.5 s
Impact damage28
Radius50 px
Bounces2

Seed-random power pickup from stage 4 in ricochet-themed rooms; also forced into Farm Town conveyor and silo levels.

Slime Grenade

pickup

A sticky burst that roots everything in its splash, pinning a push in place while the squad works.

Stamina0 stamina
Cooldown0.5 s
Impact damage12
Radius62 px
Duration3 s

Seed-random power pickup from stage 4 in slime- and root-themed rooms; also forced into Farm Town's Irrigation Ledger.

Poison Grenade

pickup

A lingering toxin cloud: modest burst damage plus a poisoned burn that keeps ticking after the throw.

Stamina0 stamina
Cooldown0.5 s
Impact damage8
Radius64 px
Duration4 s

Seed-random power pickup from stage 4 in toxin- and spore-themed rooms; also forced into several Farm Town levels.

Stun Grenade

pickup

A stun burst that interrupts guarded machines mid-attack, opening a short window to break formation.

Stamina0 stamina
Cooldown0.5 s
Impact damage6
Radius60 px
Duration1.35 s

Seed-random power pickup from stage 4 in static- and jammer-themed rooms; also forced into late Farm Town levels.

Utility & Support (7)

The odd drawer — perception tools, warding casts, and suit systems that defy the other categories.

Abyss Flashlight

pickup

A held cone of focused Abyss light that opens darkness, reveals what hides in it, and drives Nullshades back.

Stamina drain4 stamina / s
Radius220 px

Seed-random power pickup from stage 5 in darkness-themed rooms; issued at the start of The Abyss's Black Slate Fall.

Bot Flow Commander

event power

Seizes the local Foundry bot flow: generated bots reverse course and ram Controller targets on the caster's behalf.

Stamina0 stamina
Cooldown6 s
Duration4 s
Radius210 px
Impact damage28

Issued as the starting tool across the Foundry's override-arc levels, where turning the line against its masters is the point.

Cleansing Mist (Field)

event power

A tap-only Cleansing Mist that creates a close field and automatically lobs a second field along current aim/facing. The pod can traverse allied Portal Links. Both fields cure statuses without healing, briefly ward nearby allies, and cancel enemy portals and Gravity Wells inside their reach. The full badge adds optional held arc aiming.

Stamina0 stamina
Cooldown7.5 s
Duration1.5 s
Radius48 px

Forced level-start grant in Fungal Grotto's Blue Thread Path, where spore sickness is the local tax.

Free Shield

event power

Shield activation, holding, healing, and blocking all stop drawing stamina — the guard becomes free for the rest of the level.

Level-start grant across the Mangrove Basin's throat levels, where blocking pressure is the intended stance.

Invincibility

pickup

Three seconds of golden invulnerability for the whole team — long enough to walk through the worst pattern on the screen.

Stamina0 stamina
Cooldown15 s
Duration3 s

Granted through level-concept starting loadouts and as a temporary action pickup; not on the standard random table.

Pulse Nova

pickup

A player-centered shockwave that damages every enemy and breakable in reach — the crowd-control answer when surrounded.

Stamina0 stamina
Cooldown0.75 s
Impact damage25
Radius72 px

Seed-random power pickup from stage 5 in crowd- and nova-themed rooms.

Woodpecker Click

pickup

A rhythmic click pulse: tap light or knock heavy on the beat to drop the shields of rhythmic machines.

Cooldown0.08 s
Radius230 px

Seed-random power pickup from stage 4 in rhythm-themed rooms; issued at the start of every Radar Thicket level.