Fields

Fields are a varied utility available to the player. The player always starts with the basic Field Emitter, but more options are available afterwards.

## **Field Specific Tips**

These tips are meant to provide helpful information about each field and how they can be used.

### Field Emitter

Field Emitter is used to deflect mobs and projectiles. It has no other properties.

### Standing Wave

Standing Wave creates a sphere of fields around you. This prevents most mobs and bullets from touching you, so long as you have energy. However, laser attacks (such as by the red laser mob or the final boss's lasers) will still hit you. The sphere of fields can be detrimental as deflecting mobs can knock you into a hazard or off the map, or inhibit your movement drastically. This also includes a ton of unique ice upgrades with it.

### Perfect Diamagnetism

Perfect Diamagnetism emits a larger field which lingers and maintains functionality even when the field is not actively in use, and does not drain energy when used. The lingering field is stationary and remains until the player uses the field again. Perfect Diamagnetism's arc is much larger than most other field emitters which actually create a field. Perfect Diamagnetism's lingering shield can be used to pin mobs against walls to easily defeat them, or to protect the player while preserving the ability to fire. Also, aiming the field above the player decreases falling speed, which can be used to parachute across gaps or fall into portions of the map cautiously.

### Negative Mass

Negative Mass emits no field, but rather nullifies gravity in a radius around the player. While the field is in use, the player can fly around at will. The field causes all entities inside it, including the player, to rise upwards. The player can crouch while using the field to move downward. This also decreases the radius of the field. Blocks lifted the field do not move horizontally with the player, and can become obstacles to flight. While using the field, the player retains the ability to fire their weapons, unlike some other fields. Negative Mass has decent defensive capabilities and is one of the builds that allows you to reach 1.00 defense using Perimeter Defense and multiple bots.

### Molecular Assemblers

There are four varieties of Molecular Assembler. They function identically to the Field Emitter, except that excess energy is used to build spores, drones, Ice IX particles, or rockets. Molecular Assembler's productions work only when the field is not being used. Excess energy is used to create large amounts of projectiles at once. Stacking Dynamo-Bots with this field can be an effective method to deal damage without guns.

### Plasma Torch

Plasma Torch emits a short-ranged beam of plasma. It can be used to damage mobs, destroy projectiles, and push blocks. It has no defensive capabilities by itself, besides using the plasma beam to destroy projectiles. Some fieldtech can improve both the offensive and defensive capabilities.

### Time Dilation

Time Dilation uses energy to stop time. While time is stopped, all objects cannot be moved, with some exceptions (ie. dragonfly mob's tail segments and string-connected mobs can be moved by the player). Additionally, the player cannot take damage from enemy projectiles or contact with mobs (but still will take damage from Tungsten Carbide's fall damage, Quenching's max health increases and other similar tech). The player's bullets and bots will also be frozen and not function. While time is stopped, the player retains the ability to fire. Time Dilation can be used to escape dangerous situations, gain a positioning advantage, or stack bullets on a mob to deal massive burst damage. Using Time Dilation on the level Labs will cause mobs to spawn in the room with the tech surrounded by a damaging aura, as if the tech was collected normally. This is because Time Dilation prevents the damaging aura to freeze, nullifying the challenge it poses.

### Metamaterial Cloaking

Metamaterial Cloaking forces an oval shaped area around the player to appear that prohibits all vision outside of it. Mobs and bosses cannot see you thus allowing you to sneak by them. Using the field causes the area to dissipate, allowing mobs to see you. Firing while the area is active grants a 200% damage increase for a few seconds, allowing you to do massive damage for a short time. Metamaterial Cloaking can be used to completely bypass entire levels, but taking any damage disables the field.

### Pilot Wave

Pilot Wave causes a circle to appear at the player's cursor, as long as the player has line of sight to that point. The circle disappears if line of sight is broken. Blocks that enter the circle can be guided by moving the cursor, and the circle collects power ups which enter it. The circle drains energy only if a block is inside it. The more blocks inside the circle, the faster it drains energy. Energy drain may also be affected by the weight of the blocks. Some blocks are too large to be moved, especially long, thin blocks. Pilot Wave can be used to kill mobs with blocks by ramming the mob. Pilot Wave can be used to move tethered blocks. You are also capable of guiding the wave around walls to get blocks you normally can't get. Pilot Wave can be used to "fly" by holding blocks underneath you while jumping on them, but this can be inconsistent and difficult to pull off as blocks tend to shift around.

### Wormhole

Wormhole teleports the player to their cursor, as long as the player has sufficient energy and line of sight to that point. Longer distances drain more energy. After releasing the field button, the player is teleported and two portals are created at the start and end point of the teleportation. These portals cannot be re-entered by the player or mobs, but attract power ups and blocks. Blocks that touch a portal begin shrinking, before disappearing when they reach a small enough size. Powerups that touch a portal are collected. Wormhole is primarily used as a movement option, but certain fieldtech can either improve its movement capabilities (Invariant, Charmed Baryons, Affiine Connection) or provide offensive utility (Cosmic String, Transdimensional Worms, Geodesics).

### Grappling Hook

Grappling Hook fires a line out which has varying effects. If the line collides with terrain, the player is pulled towards the site of impact. If the line collides with a block, the block is rapidly pulled towards the player. The line deals damage to any enemy it hits, and pulls powerups it hits towards the player. And as the Grappling Hook hits the terrain you can move up down left right while grabbing the Grappling Hook. It seems to be a replacement for the Grappling Hook guntech for the Harpoon gun, which had a similar effect tied to firing the Harpoon. With the addition of Grappling Hook came two new fieldtech.