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: a full draw costs 45 stamina, takes 1.5 seconds, and releases up to 30 damage for target locks, armored hides, and distant switches.
Recovered from: The Graft
Reflect Shield
WN-BDG-03
Raising the shield costs 15 stamina and commits even a tap to a quarter-second of guard; in that opening window, eligible bolts, hostile projectiles, and grenades reverse ownership and fly home. Held past the window it is a standard shield at 18 stamina per second, and it will not answer melee, stomps, beams, or blasts already detonated.
Recovered from: The Clog
Burst Dash
WN-BDG-04
Double-tap run to spend 25 stamina on 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.
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 — 12 stamina, a 190-pixel reach — revealing hidden routes, decoys, breakable blocks, concealed switches, invisible blocks, and Blackcoil's own true position.
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: 1.5 seconds to full charge, 45 stamina, up to 90 damage on release. The Censor's doctrine, answered in kind.
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
For 35 stamina the hard stomp detonates into an electric burst: 8 damage across an 84-pixel ring and a stun of nearly a second. Radar Thicket's storms, carried in the heel.
Recovered from: The Static
Grapple Hook
WN-BDG-11
Aim and fire the hook across 285 pixels of open air for 35 stamina: anchors catch, small enemies are dragged close, and vertical routes open. The Sentry's vigilance, repurposed as reach.
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
A 35-stamina arcing burst that freezes enemies and lays temporary surfaces where the terrain allows. In contested play its wide chill drains 10 stamina per second, slows movement, and cuts cooldown recovery to 55% for 1.65 seconds without hard-stunning.
Recovered from: The Ice Queen
Gravity Grenade
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.
Recovered from: The Nullstar
Portal Grenade
WN-BDG-16
Opens a grounded, two-way portal pair for allied players and allied projectiles. Pairs hold for 35 seconds, clamping to 15 once the first allied player passes through; double-tap the cast button to close them early.
Recovered from: The Flux Nautilus
Fire Grenade
WN-BDG-17
A wide arcing burst: 16 impact damage and a three-second burn at 20 damage per second, with fire enough to ignite organic enemies, cover, and combustible puzzle targets. The Hoarder's stockpiles made excellent kindling.
Recovered from: The Hoarder
Cleansing Mist
WN-BDG-18
For 25 stamina a 96-pixel cloud heals allies for 25, cures fire, freeze, and a long register of maladies, reveals hidden enemies, and cancels enemy portal pairs and gravity wells caught inside it. The ward lingers five seconds.
Recovered from: The Sporebound
Hide
WN-BDG-19
Toggle the cloak and enemies simply stop looking. It drains 8 stamina per second, running and jumping cost double while hidden, and any combat action breaks the veil.
Recovered from: The Monoculture