What it is

A magnet-array mod. A horizontal-bar archetype in the Mod Grid catalog that contributes flat additive magnet range and flat additive luck to every run it is placed on. Display label in the inventory and grid UI reads as the magnet mod.

Identity

FieldValue
Display name+MAGNET
Footprint3x1
Cells occupied3
Shapefilled rectangle (horizontal bar)
Effectsnone

The footprint is a fully filled 3-wide by 1-tall horizontal bar with no tetris cutouts. The bar can be rotated 90 degrees to become a 1-wide by 3-tall vertical bar for tighter packing on the grid.

Base stats (T1 Common)

StatValueStat type
magnetRange80flat additive pickup-magnet range
luck4flat additive luck

Two stat fields are carried; both apply additively on top of base ship stats and any other magnet-range or luck sources in the run. No HP, shield, damage, speed, fire-rate, or other bonuses.

Per-tier values

Rarity multiplies the entire base stat block by a fixed factor. Both fields scale together at the same multiplier.

StatT1 CommonT2 UncommonT3 RareT4 EpicT5 Legendary
Rarity multiplier1x2x4x8x16x
magnetRange801603206401280
luck48163264
TierAcquisition
T1 CommonMission drop
T2 UncommonMerge 3 commons
T3 RareMerge 3 uncommons
T4 EpicMerge 3 rares
T5 LegendaryMerge 3 epics

Legendary never drops; it is reachable only by merging three Epics. Eighty-one Commons fully merge into one Legendary of this template.

How it fits on the grid

The Mod Grid is a 4x4 board with unlock progression starting from the upper-left 2x2 free zone. Because this mod occupies a straight line of three contiguous cells, it cannot fit inside the 2x2 free zone in either orientation and requires at least one cell of unlock progress beyond the starting region before it can be placed.

PropertyValue
Cells required3 (1x3 or 3x1 contiguous line)
Compatible zonesAny unlocked straight run of three cells, horizontal or vertical
Rotation states2 distinct (horizontal vs vertical); 4 total but pairs are identical
Can occupy a corner cellyes (covers a corner plus two adjacent cells along one edge)
Can occupy the free-zone region at session startno (free zone is only 2x2, too short for a 3-cell line)

Once enough cells are unlocked along a row or column, this mod placeable as either a horizontal bar or a vertical bar. Multiple instances of this mod can sit on the grid simultaneously when enough straight 3-cell regions exist; bonuses from each placed copy stack flat-additively with every other source of magnet range and luck in the run.

Drop info

Mods drop only at mission end. Template selection is uniform across the nine archetypes, and every drop enters inventory at Common — higher rarities exist only via merge.

OutcomeProbability per drop
This template selected1/9 (uniform across nine templates)
Drop rolls Common (T1)100% (the only droppable rarity)
Drop rolls Uncommon or higher directly0% (merge-only)
Joint outcomeProbability per drop
This template at Common11.111% (1/9 of 100%)
This template at any tier11.111% (Common is the only droppable rarity)

The number of drops awarded per mission depends on tier-reached versus the player’s per-planet best — see the mods overview for the drop-count table. New drops surface a “NEW” badge until viewed.


EXTRACT-CANDIDATE: The rarity multiplier row, acquisition table, and drop-probability math (1/9 template selection, Common-only drops, 81-commons-per-legendary) repeat the same numbers on every per-mod page and on mods.md. Numeric tables are fine to duplicate per the project’s “tables can duplicate, prose cannot” rule, but the acquisition method column and the 1/9-template math could live as a shared snippet referenced from each per-mod page.

EXTRACT-CANDIDATE: “How it fits on the grid” footprint analysis (cells required, compatible zones, rotation count, free-zone eligibility) is mechanical and derivable from the footprint shape for every per-mod page. A shared authoring-guide table mapping footprint shape eligible zones would let per-mod pages link instead of repeating the analysis.

EXTRACT-CANDIDATE: The two-stat scaling pattern (magnetRange + luck both doubling per tier) is shared with several other per-entity mods (e.g. core-reactor’s shieldMax + shieldRegenRate). The fact that all fields in a mod’s stat block scale together by the same rarity multiplier — never per-field — is a system rule that belongs on mods.md once rather than re-derived on each per-entity page.