Reference / 0.1.0
Adventure modifier reference
Rewards, daily conditions, recovery effects, and reaction modifiers.
Scope matters
Adventure modifiers affect later builds and battles. Encounter modifiers apply only to their encounter. Daily changes, rewards, and shops draw from different modifier sources. This table lists the 0.1.0 names and effects; it does not mean every effect can stack without a limit.
All adventure modifiers
| Modifier | Effect |
|---|---|
| Initial Terrain | Initial terrain grows and becomes more chaotic over time. |
| Build Power | Gain 1 shape-damage level per 15 filled build cells. |
| Brittle Materials | Glass and cactus appear more often. |
| Polluted Materials | Pollution and obsidian appear more often. |
| Curse Coverage | Curses fill gaps in the initial terrain. |
| Obsidian Deposits | More obsidian appears in the initial terrain. |
| Pollution Deposits | More initial terrain turns into pollution. |
| Bottom Pressure | Periodically push up garbage rows with increasingly strong curses. |
| Selection Expansion | Convert 1 PREVIEW slot to PICK per level. |
| Slot Expansion | Add 1 PREVIEW slot per level. |
| Build Expansion | Add 2 build rows per level. |
| More Choices | Reward choices 3 → 4. |
| Reward Refresh | Refresh each reward once. |
| Recovery | Max Health +20; restore 10 Health after a victory. |
| Spin Drain | Max Health −50; restore 2 Health per SPIN. |
| Combo Boost | Set the COMBO increment to 0.5 per step and its cap to ×2.5. |
| Quad Boost | Four-line damage ×3. |
| Spin Boost | SPIN damage ×2. |
| Single Boost | Single-line damage ×1.5. |
| Multi Boost | Multi-line damage ×2. |
| Chain Boost | Damage from clears not triggered by placement ×2. |
| Liquid Reaction | More unmaterialized build modules make liquid materials appear more often. |
| Plant Reaction | More unmaterialized build modules make plant materials appear more often. |
| Blast Reaction | More unmaterialized build modules make explosive materials appear more often. |
| Machine Reaction | More unmaterialized build modules make mechanical materials appear more often. |
| Golem Reaction | More unmaterialized build modules make golem materials appear more often. |
| Falling Sand | More unmaterialized build modules make sand materials appear more often. |
Reaction modifiers and your build
Reaction modifiers add themed material-module sources based on the number of active modules without a fixed material: liquid, plants, explosives, mechanisms, golems, or sand. Gaining the modifier does not instantly trigger a reaction in all existing materials.
Golem Reaction also multiplies golem damage. Liquid Reaction is excluded from Lite’s reward pool. Recovery-related modifiers apply in this version; see Health.