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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.

Reactomino · English guide · For version v0.2.0
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