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: 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

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

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 25% 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 25% 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 Grenade+

WN-BDG-32

A booster attunement of the Gravity Grenade 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 15 seconds instead of 10.

Recovered from: The Nullstar

Portal Grenade+

WN-BDG-33

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

Boosted: Portal pairs begin with 52.5 seconds instead of 35; the first allied-player traversal still clamps remaining time to 15 seconds.

Recovered from: The Flux Nautilus

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 heals more, wards longer, reaches wider, and costs slightly less.

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 lasts longer and recovers a little faster.

Recovered from: The Monoculture

Co-op Badges (4)

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

Aegis Medic

WN-BDG-37

An extra-heal shield doctrine built on the Reflect Shield frame: while the bearer shields, nearby allies gain slow heal-over-time and 20% damage reduction.

Earned by completing all World 1 and World 2 co-op mini-campaign levels (Ancient Village and Heartroot Valley); designed as the onboarding co-op reward and the first co-op badge most parties unlock.

Relay Resuscitator

WN-BDG-38

Extends the Rescue Link: two-player revive assist runs 35% faster, and every successful co-op revive emits a short stun pulse to clear the air around the risen.

Earned by completing all Up-branch co-op mini-campaign levels; the three branch co-op badges can be earned in any branch order.

Tandem Overdrive

WN-BDG-39

A short team link cast that shares momentum between players and grants brief collision immunity while linked. Two bodies, one vector.

Earned by completing all Across-branch co-op mini-campaign levels; the three branch co-op badges can be earned in any branch order.

Harmonic Triad

WN-BDG-40

A party aura that amplifies heals and cleansing, weakens enemy crowd-control uptime, and speeds co-op puzzle interactions. The closest the field kit comes to carrying a Harmonic in the pocket.

Earned by completing all Down-branch co-op mini-campaign levels; the three branch co-op badges can be earned in any branch order.