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  3. Dome Keeper>
  4. Gadget Supplements

All 22 Gadget Supplements and Their Effects in Dome Keeper

Updated on November 1, 2026 (3 days ago)

Dome Keeper is a mining and defense game where you dig for iron, cobalt and water, carry them back to your dome, and hold off waves of monsters. Along the way you find gadgets, the extra tools that help you mine and defend. Gadget supplements are upgrades for one specific gadget, and the right pick can change how a run goes.

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Group

Items

22 items

Fast Firing Cannon

Lets the Auto Cannon shoot more often at incoming monsters.

Parent Gadget
Auto Cannon
Stats
Rate of Fire: 180%

Triple Charges

Trades a smaller explosion radius for two extra charges in each batch.

Parent Gadget
Blast Mining
Stats
Blast Charges: +2; Explosion radius (tiles): -1

Double Buzz Saw

Adds another saw to cover the dome's other side.

Parent Gadget
Buzz Saw
Stats
-

Auto Overcharge

Automates primary gadget overcharge, with a pause in the Condenser's water production afterward.

Parent Gadget
Condenser
Stats
Automated Overcharge; Production Delay: 0.50 cycles

Reactive Pulse

Turns damage taken by the dome into a pulse that stuns nearby monsters.

Parent Gadget
Dome Armor
Stats
Pulse Damage Threshold: 200; Pulse Stun Duration: 4s

Brave Friends

Brings two more Drillberts that keep working during attacks.

Parent Gadget
Drillbert
Stats
Drill Strength: +6; Not scared of monsters

Additional Side Driller

Adds three side drillers that can act without waiting between actions.

Parent Gadget
Drilling Rig
Stats
Side Drillers: +3; Side Drill Cooldown: -3

Numbing Fumes

Slows monsters that move through the Furnace's smoke.

Parent Gadget
Furnace
Stats
Monster Move Speed: 70%

Lair Implosion

Turns each worm's tunnel into a small rock collapse when it finishes working.

Parent Gadget
Iron Worms
Stats
-

Gravitational Lift

Moves resources upward without orbs and returns some iron and water spent on them.

Parent Gadget
Lift
Stats
Refund: 1 iron and 1 water for every 2 orbs (rounded down)

Restock Rockets

Refills the Missile Launcher after its rockets run out.

Parent Gadget
Missile Launcher
Stats
Time to Restock: 15s

Stacked Mushrooms

Extends a mushroom buff by stacking the duration from more mushrooms.

Parent Gadget
Mushroom Farm
Stats
-

Stationless Probe

Recharges the Probe automatically and frees its cellar station slot.

Parent Gadget
Probe
Stats
Automated Recharge; Recharge Time: 0.80 cycles

High Performance Meter

Adds chamber detection and extends the Prospecting Meter's range.

Parent Gadget
Prospecting Meter
Stats
Range: +6 tiles

Iron Refinement

Lets the Resource Converter turn one iron into eight over 0.90 cycles.

Parent Gadget
Resource Converter
Stats
Iron to Iron Conversion Time: 0.90 cycles; Output: 8 iron per 1 iron

Masterful Packing

Packs larger bundles and recharges in 2.25 seconds.

Parent Gadget
Resource Packer
Stats
Bundle Size: +2; Shrink Scale: 30%; Recharge Duration: 2.25s

Deadly Wave

Makes the Shockwave Hammer hit harder and stun more strongly, but with a longer cooldown.

Parent Gadget
Shockwave Hammer
Stats
Cooldown: +8s; Additional Damage: 150%; Stun Strength: +1

Projectile Slowdown

Gives the Spire a continuous slowing effect against enemy projectiles.

Parent Gadget
Spire
Stats
Monster Projectile Speed: -40%

Area Stun

Spreads the Stun Laser's effect to nearby monsters, with a stronger area when more gather around the target.

Parent Gadget
Stun Laser
Stats
Area Growth per Monster: 6; Area Stun Efficiency: 40%; Area Damage per Monster: 3 DPS; Stun Area: 75

Directional Charge

Turns a moving Suit Blaster shot into a long tunnel while preserving the radial blast when stationary.

Parent Gadget
Suit Blaster
Stats
-

Teleport Resources

Sends nearby resources to the dome through the Teleporter.

Parent Gadget
Teleporter
Stats
Range: 1.4 tiles; Resource Teleport Cooldown: 3.80s

Cartography

Adds a minimap that reveals discovered tunnels and a little farther into the rock.

Parent Gadget
Underground Station
Stats
View Range: 4 tiles beyond normal sight

What Are Gadget Supplements in Dome Keeper?

Gadgets are equipment that supports your dome and keeper during a run, like a laser that stuns enemies, a mining bomb, or a helper driller. Some gadgets take up a slot around the dome, and those slots are limited, so you can't bring every gadget along. A gadget supplement is an upgrade attached to one specific gadget, and it changes how that gadget works or makes it stronger.

How to Find and Open Gadget Supplements

Gadget supplements are hidden in chambers spread through the mine. Dig the chamber out, then spend 1 water to open it. That's a small price, but water is also what you spend to overcharge your main gadget. Water comes from mining, and the Condenser gadget also makes it, so keep a bit in reserve before you dig toward a chamber.

What You Get When You Return One to the Dome

When you bring a supplement back to the dome, you get to choose one of two supplements or take two cobalt instead. Since each supplement only helps the gadget it belongs to, the choice should follow the gadgets you're already running. A strong supplement for a gadget you never bring along is a wasted pick.

Which Gadget Supplements Are Worth Taking

Every supplement gives you something and asks for something back, so the trade-off matters as much as the boost. Triple Charges adds two extra charges to Blast Mining, but each blast is one tile smaller. Deadly Wave adds 150% more damage and a bit more stun to the Shockwave Hammer, but its cooldown grows by 8 seconds. Auto Overcharge keeps your primary gadget permanently overcharged without using water, but it delays the water the Condenser makes. Stationless Probe recharges on its own and frees up a cellar slot for another gadget.

Let your own run decide. If you use the hammer often, weigh Deadly Wave's longer cooldown against its extra damage. If you rely on the Condenser for water, Auto Overcharge's delay is the cost to think about. And if your cellar is already full, the Probe's freed slot is the main reason to take it.

FAQ

Q.

Is it ever better to take the cobalt instead of a supplement?

Yes, when your dome needs repairs. Cobalt pays for repairs, while iron is the main resource for upgrades, so taking the cobalt makes the most sense after a rough wave has battered the dome. If the dome is in good shape, the supplement is usually the better pick.

Q.

Which gadget supplement helps with iron?

Iron Refinement is the supplement for the Resource Converter, and it turns each iron you feed in into 8 iron. That makes the iron you mine go much further.

Q.

Do domes and keepers get supplements too?

Yes. The keeper and the dome have supplements of their own, such as One Way Teleporter for the keeper and Combat Repair for the dome. Those upgrade the keeper or the dome directly instead of a gadget.

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  • GadgetsDome Keeper gadgets explained: how primary and additional gadgets work, where to find them in the mine, slot limits, overcharging, and what each type does.
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