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	<id>https://teaeyesgames.com/index.php?action=history&amp;feed=atom&amp;title=Mechanics</id>
	<title>Mechanics - Revision history</title>
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	<updated>2026-04-15T14:47:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://teaeyesgames.com/index.php?title=Mechanics&amp;diff=31&amp;oldid=prev</id>
		<title>TeaEyes: Created page with &quot;== Mechanics == &#039;&#039;&#039;Mechanics&#039;&#039;&#039; are configurable utility systems you buy with Gems and equip in server slots.  Unlike most systems, mechanics are not simple fixed multipliers.   Most of them let you set a value inside a min/max range that grows with mechanic level.  == Core Rules == * Mechanics must be &#039;&#039;&#039;owned&#039;&#039;&#039; and &#039;&#039;&#039;equipped in a server slot&#039;&#039;&#039; to be active. * Each mechanic has levels from 0 to V (max). * Buying a mechanic level costs Gems (cost scales by level)...&quot;</title>
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		<updated>2026-03-07T22:14:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Mechanics == &amp;#039;&amp;#039;&amp;#039;Mechanics&amp;#039;&amp;#039;&amp;#039; are configurable utility systems you buy with &lt;a href=&quot;/wiki/Gems&quot; title=&quot;Gems&quot;&gt;Gems&lt;/a&gt; and equip in server slots.  Unlike most systems, mechanics are not simple fixed multipliers.   Most of them let you set a value inside a min/max range that grows with mechanic level.  == Core Rules == * Mechanics must be &amp;#039;&amp;#039;&amp;#039;owned&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;equipped in a server slot&amp;#039;&amp;#039;&amp;#039; to be active. * Each mechanic has levels from 0 to V (max). * Buying a mechanic level costs Gems (cost scales by level)...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Mechanics ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mechanics&amp;#039;&amp;#039;&amp;#039; are configurable utility systems you buy with [[Gems]] and equip in server slots.&lt;br /&gt;
&lt;br /&gt;
Unlike most systems, mechanics are not simple fixed multipliers.  &lt;br /&gt;
Most of them let you set a value inside a min/max range that grows with mechanic level.&lt;br /&gt;
&lt;br /&gt;
== Core Rules ==&lt;br /&gt;
* Mechanics must be &amp;#039;&amp;#039;&amp;#039;owned&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;equipped in a server slot&amp;#039;&amp;#039;&amp;#039; to be active.&lt;br /&gt;
* Each mechanic has levels from 0 to V (max).&lt;br /&gt;
* Buying a mechanic level costs Gems (cost scales by level).&lt;br /&gt;
* Most mechanics have a slider so you can tune their value.&lt;br /&gt;
* You can select/deselect mechanics just like other slot items.&lt;br /&gt;
&lt;br /&gt;
== Upgrade Costs and Leveling ==&lt;br /&gt;
Mechanic level-up costs are:&lt;br /&gt;
* Level 0→I: 100 Gems&lt;br /&gt;
* I→II: 250 Gems&lt;br /&gt;
* II→III: 500 Gems&lt;br /&gt;
* III→IV: 1000 Gems&lt;br /&gt;
* IV→V: 2000 Gems&lt;br /&gt;
&lt;br /&gt;
At higher levels, the allowed slider range becomes wider.&lt;br /&gt;
&lt;br /&gt;
== Why Mechanics Matter ==&lt;br /&gt;
Mechanics are high-impact control tools.  &lt;br /&gt;
They let you trade speed vs safety, improve automation, and improve special systems like boss rewards and minigame assistance.&lt;br /&gt;
&lt;br /&gt;
They are especially valuable once you have enough slots to dedicate one or more permanent mechanic slots.&lt;br /&gt;
&lt;br /&gt;
== Available Mechanics ==&lt;br /&gt;
=== Wave Time Mechanic ===&lt;br /&gt;
Changes non-boss wave duration (in seconds).  &lt;br /&gt;
Boss waves still use the boss timer.  &lt;br /&gt;
Use it to speed up farming or slow down for safer progression.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Spawn Rate Mechanic ===&lt;br /&gt;
Adjusts enemy spawn timing as a percentage-based modifier.  &lt;br /&gt;
Lower values slow spawns; higher values accelerate pressure and pacing.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Speed Mechanic ===&lt;br /&gt;
Adjusts enemy movement speed with a percentage-based modifier.  &lt;br /&gt;
Can be tuned for safer pushes or faster/harder farming flow.&lt;br /&gt;
&lt;br /&gt;
=== Auto Buy Mechanic ===&lt;br /&gt;
Automatically buys random affordable upgrades at an interval (seconds).  &lt;br /&gt;
Lower interval = more frequent auto-buy actions.&lt;br /&gt;
&lt;br /&gt;
=== Auto Module Mechanic ===&lt;br /&gt;
Automatically fills empty module slots with random affordable available modules at an interval (seconds).  &lt;br /&gt;
Strong quality-of-life in long sessions.&lt;br /&gt;
&lt;br /&gt;
=== Boss Drop Mechanic ===&lt;br /&gt;
Increases boss drop chance value.  &lt;br /&gt;
Baseline boss reward roll is low; this mechanic improves it and increases the consistency of boss drop rewards.&lt;br /&gt;
&lt;br /&gt;
=== Binary Hack Tool Mechanic ===&lt;br /&gt;
Helps during Binary Hack minigame by auto-removing entries over time (bit/s style assist value).  &lt;br /&gt;
Higher value = stronger passive help.&lt;br /&gt;
&lt;br /&gt;
=== Request Barrage Tool Mechanic ===&lt;br /&gt;
Helps during Request Barrage minigame by auto-reducing remaining requests over time (requests/s).  &lt;br /&gt;
Higher value = faster passive completion support.&lt;br /&gt;
&lt;br /&gt;
== Practical Setup Tips ==&lt;br /&gt;
* Early: prioritize one mechanic that solves your biggest bottleneck (usually pace or automation).&lt;br /&gt;
* Mid game: combine one pacing mechanic + one automation mechanic.&lt;br /&gt;
* Long sessions: Auto Buy + Auto Module provides strong consistency.&lt;br /&gt;
* Push attempts: tune spawn/speed/wave-time for survivability instead of pure speed.&lt;br /&gt;
&lt;br /&gt;
== Quick Summary ==&lt;br /&gt;
Mechanics are customizable slot-based control systems:&lt;br /&gt;
* bought with Gems,&lt;br /&gt;
* leveled permanently,&lt;br /&gt;
* activated by equipping,&lt;br /&gt;
* and tuned with sliders for your current goal.&lt;/div&gt;</summary>
		<author><name>TeaEyes</name></author>
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