Reference / 0.2.0
Adventure modifier reference
Reward families, daily pressure, queue upgrades, and reaction supplies.
Sources and exclusive families
Adventure modifiers affect later battles; encounter modifiers apply to a particular encounter. Daily pressure, shop upgrades, and reward families are separate sources.
The first modifier reward offers one economic, one damage, and one reaction option. Economic options appear only at this first reward. Later rewards draw only from unclaimed damage or reaction families. You can claim at most one modifier per family, so two damage boosts or two reactions cannot be stacked.
Economy and queue
| Source | Modifier | Effect |
|---|---|---|
| First reward | More Choices | Adds one candidate to ordinary rewards and grants 10 coins on collection. The initial family choice still offers one per family. |
| First reward | Reward Refresh | Adds one reward refresh and grants 10 coins on collection. |
| First reward | Coin Supply | Grants 20 coins once. |
| First reward | Shop Discount | Shop modules and upgrades cost 70%, rounded down; expansion and events are unaffected. |
| Shop | Selection Expansion | Converts one PREVIEW to PICK per level. |
| Shop | Slot Expansion | Adds one PREVIEW per level. |
Each queue upgrade is sold once per layer. Event routes can also change candidate and refresh counts. See Shops and coins and Map events.
Damage family
| Modifier | Effect |
|---|---|
| Combo Boost | COMBO increases by 0.3 per step, capped at ×2.5. |
| Quad Boost | Quad clear multiplier ×4. |
| Spin Boost | SPIN clear multiplier ×2. |
| Single Boost | Single-line clear multiplier ×1.2. |
| Multi Boost | Multi-line clear multiplier ×2. |
| Chain Boost | Natural clear multiplier ×2. |
Use the highest applicable special multiplier, then multiply by COMBO. Do not multiply special clear factors together. See Damage.
Reaction family
Every three active modules without a fixed material add one material-pool entry, cycling through the order below. Count modules, not cells or total inventory; fewer than three add nothing. This changes future material shares, not a guaranteed reaction every three placements.
| Modifier | Material cycle | Additional effect |
|---|---|---|
| Liquid Reaction | Water → Lava → Snow | All liquid-associated material damage +1. |
| Plant Reaction | Wood → Moss → Bamboo | Leaves and Vines damage +1. |
| Blast Reaction | TNT → Redstone Block → Fire | The destroyed-material part of TNT damage ×1.5; the fixed +10 is unchanged. |
| Machine Reaction | Sticky Piston → Redstone Block → Piston → Observer | Mechanism activation damage ×2. |
| Golem Reaction | Pumpkin → Iron Block → Iron Block | Golem damage ×2. |
| Nature Reaction | Sand → Wood → Water | No extra damage multiplier. |
Liquid Reaction is available in Lite and follows Lite’s liquid rules.
Daily pressure and derived values
These negative modifiers change through exploration and events, outside ordinary reward families. See Environmental pressure and weather for daily growth, starting terrain, and periodic garbage.
Brittle Materials adds Glass for its first two levels, then Cactus. Polluted Materials adds Pollution first, then Obsidian. Curse Coverage, Obsidian Deposits, and Pollution Deposits affect starting terrain; Bottom Pressure periodically adds garbage rows.
Initial Terrain grows with days, while Build Power follows actual active cells. Neither is an ordinary reward option. See Builds and Weather and pressure.