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 stamina | 15 stamina |
| Full stamina | 30 stamina |
| Minimum damage | 10 |
| Full damage | 30 |
| Full charge | 1.15 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 stamina | 15 stamina |
| Stamina drain | 10 stamina / s |
| Block drain | 1.5 stamina / damage |
| Reflect window | 0.25 s |
| Reactivation | 0.35 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.
| Stamina | 25 stamina |
| Cooldown | 0.65 s |
| Speed | 450 px / s |
| Duration | 0.2 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.
| Stamina | 12 stamina |
| Cooldown | 0.35 s |
| Hold time | 5 s |
| Radius | 190 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 stamina | 15 stamina |
| Full stamina | 40 stamina |
| Minimum damage | 30 |
| Full damage | 90 |
| Full charge | 1.5 s |
Recovered from: The Censor
Rescue Link
WN-BDG-09
Strengthens the ghost pull and widens the revive touch radius for co-op recovery. Where the Leash bound its captives, the Wondernauts now bind one another — gently, and to better ends.
Recovered from: The Leash
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.
| Stamina | 15 stamina |
| Cooldown | 6 s |
| Full charge | 1 s |
| Impact damage | 6 |
| Radius | 112 px |
| Enemy stamina drain | 20 stamina |
| Stamina lock | 1.25 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.
| Stamina | 0 stamina |
| Cooldown | 0.35 s |
| Impact damage | 10 |
| Range | 285 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.
| Stamina | 0 stamina |
| Cooldown | 0.5 s |
| Impact damage | 10 |
| Radius | 78 px |
| Full freeze | 1.5 s |
| Duration | 4.5 s |
| Cooldown rate | 65% |
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.
| Stamina | 0 stamina |
| Cooldown | 0.55 s |
| Impact damage | 6 |
| Field duration | 8 s |
| Field radius | 32 px |
Recovered from: The Nullstar
Portal Link
WN-BDG-16
The first impact sets a grounded exit and opens a linked entrance over you. Press Up immediately or fire an allied grenade or Cleansing Mist pod through it; double-tap the cast button to close the pair early.
| Stamina | 0 stamina |
| Cooldown | 0.5 s |
| Duration | 35 s |
Recovered from: The Flux Nautilus
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.
| Stamina | 0 stamina |
| Cooldown | 0.5 s |
| Impact damage | 12 |
| Radius | 76 px |
| Duration | 4 s |
| Burn damage / tick | 2 |
| Burn tick | 0.4 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.
| Stamina | 0 stamina |
| Cooldown | 7.5 s |
| Duration | 1.5 s |
| Radius | 48 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 drain | 8 stamina / s |
| Cooldown | 4 s |
| Duration | 3.25 s |
Recovered from: The Monoculture