# EffectId|Category|Target|Operation|Value|Scaling|Stacking|Tags|Description
EffectId|Category|Target|Operation|Value|Scaling|Stacking|Tags|Description
area_size|SCALAR|area.size|MULTIPLY|0.04|GENERAL|ADDITIVE|Area|Increases area size.
duration_generic|SCALAR|duration.generic|MULTIPLY|0.04|GENERAL|ADDITIVE|Duration|Increases all effect durations.
duration_projectile|PROJECTILE|projectile.duration|MULTIPLY|0.05|SPECIFIC|ADDITIVE|Projectile,Duration|Increases projectile duration.
duration_status|STATUS|status.duration|MULTIPLY|0.06|SPECIFIC|ADDITIVE|Status,Duration|Increases status duration.
damage_hit|SCALAR|damage.hit|MULTIPLY|0.04|GENERAL|ADDITIVE|Damage|Increases skill hit damage.
damage_attack|SCALAR|damage.attack|MULTIPLY|0.04|GENERAL|ADDITIVE|Damage|Increases attack damage.
damage_crit_chance|SCALAR|damage.critChance|ADD|0.03|SPECIFIC|ADDITIVE|Crit,Damage|Increases critical chance.
damage_crit|SCALAR|damage.crit|MULTIPLY|0.06|SPECIFIC|ADDITIVE|Crit,Damage|Increases critical damage.
damage_dot|SCALAR|damage.dot|MULTIPLY|0.06|SPECIFIC|ADDITIVE|DoT,Damage|Increases damage-over-time.
status_sunder_duration|STATUS|status.sunder.duration|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Sunder,Status|Sunder lasts longer.
status_sunder_effectiveness|STATUS|status.sunder.effectiveness|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Sunder,Status|Sunder effects are stronger.
status_slow_effectiveness|STATUS|status.slow.effectiveness|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Slow,Status|Slow is stronger.
status_slow_duration|STATUS|status.slow.duration|MULTIPLY|0.06|SPECIFIC|ADDITIVE|Slow,Status,Duration|Slow lasts longer.
status_slow_action_speed|STATUS|status.slow.actionSpeed|MULTIPLY|0.10|MAJOR|ADDITIVE|Slow,Status,ActionSpeed|Slow reduces enemy action speed.
status_mark_duration|STATUS|status.mark.duration|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Mark,Status|Mark lasts longer.
status_marked_damage|STATUS|status.mark.damage|MULTIPLY|0.08|MAJOR|ADDITIVE|Mark,Damage,Status|Hits deal increased damage to Marked enemies.
status_marked_crit_damage|STATUS|status.mark.critDamage|MULTIPLY|0.10|SPECIFIC|ADDITIVE|Mark,Crit,Status|Critical hits against Marked enemies deal increased damage.
status_bleed_duration|STATUS|status.bleed.duration|MULTIPLY|0.10|SPECIFIC|ADDITIVE|Bleed,Status,Duration|Bleed lasts longer.
status_bleed_tick_rate|STATUS|status.bleed.tickRate|MULTIPLY|0.20|SPECIFIC|ADDITIVE|Bleed,Status|Bleed deals its stored damage faster.
status_viral_duration|STATUS|status.viral.duration|MULTIPLY|0.10|SPECIFIC|ADDITIVE|Viral,Status,Duration|Viral lasts longer.
status_viral_stack_cap|STATUS|status.viral.maxStacks|ADD|1|KEYSTONE|ADDITIVE|Viral,Status|Viral can gain an additional stack.
projectile_fork_budget|PROJECTILE|projectile.fork.budget|ADD|1|KEYSTONE|ADDITIVE|Fork,Projectile|Projectiles can Fork one additional time.
projectile_chain_budget|PROJECTILE|projectile.chain.budget|ADD|1|KEYSTONE|ADDITIVE|Chain,Projectile|Projectiles can Chain to one additional enemy.
projectile_ricochet_budget|PROJECTILE|projectile.ricochet.budget|ADD|1|KEYSTONE|ADDITIVE|Ricochet,Projectile|Projectiles can Ricochet one additional time.
projectile_pierce_budget|PROJECTILE|projectile.pierce.budget|ADD|1|MAJOR|ADDITIVE|Pierce,Projectile|Projectiles can pierce one additional enemy.
projectile_speed|PROJECTILE|projectile.speed|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Projectile,Speed|Projectiles move faster.
projectile_distance_damage|PROJECTILE|projectile.damage.distance|MULTIPLY|0.16|MAJOR|ADDITIVE|Projectile,Damage,Distance|Projectiles deal more damage by distance traveled.
projectile_size|PROJECTILE|projectile.size|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Projectile,Size|Projectile size is increased.
projectile_knockback|PROJECTILE|projectile.knockback|MULTIPLY|0.18|MAJOR|ADDITIVE|Projectile,Knockback|Projectiles gain knockback.
control_knockback|SCALAR|control.knockback|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Control,Knockback|Skill hits gain knockback.
projectile_status_spread_on_fork|PROJECTILE|projectile.fork.statusSpread|ENABLE|true|KEYSTONE|UNIQUE|Fork,Status|Forked projectiles keep statuses that can spread.
resource_color_regen_flat|RESOURCE|regen.color.flat|ADD|0.48|SPECIFIC|ADDITIVE|Color,Regen|Increases Color regeneration.
resource_shape_max|RESOURCE|resource.shape.max|MULTIPLY|0.05|GENERAL|ADDITIVE|Shape|Increases maximum Shape.
resource_color_max|RESOURCE|resource.color.max|MULTIPLY|0.05|GENERAL|ADDITIVE|Color|Increases maximum Color.
resource_shape_regen_flat|RESOURCE|regen.shape.flat|ADD|0.6|SPECIFIC|ADDITIVE|Shape,Regen|Increases Shape regeneration.
resource_shape_regen_tick|RESOURCE|regen.shape.tickValue|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Shape,Regen|Shape regeneration ticks restore more Shape.
resource_color_regen_tick|RESOURCE|regen.color.tickValue|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Color,Regen|Color regeneration ticks restore more Color.
resource_shape_regen_crit_chance|RESOURCE|regen.shape.critChance|ADD|0.05|MAJOR|ADDITIVE|Shape,Regen,Crit|Shape regeneration ticks can critically heal.
resource_color_siphon|RESOURCE|resource.color.siphon|MULTIPLY|0.02|SPECIFIC|ADDITIVE|Color,Siphon|Compatible hits restore Color.
resource_shape_siphon|RESOURCE|resource.shape.siphon|MULTIPLY|0.02|SPECIFIC|ADDITIVE|Shape,Siphon|Compatible hits restore Shape.
resource_leech_effectiveness|RESOURCE|resource.leech.effectiveness|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Leech,Siphon|Leech and Siphon effects are stronger.
resource_leech_tick_rate|RESOURCE|resource.leech.tickRate|MULTIPLY|0.10|SPECIFIC|ADDITIVE|Leech,Siphon|Leech and Siphon effects happen faster.
resource_leech_crit_chance|RESOURCE|resource.leech.critChance|ADD|0.05|SPECIFIC|ADDITIVE|Leech,Siphon,Crit|Leech ticks can critically heal.
resource_siphon_effectiveness|RESOURCE|resource.siphon.effectiveness|MULTIPLY|0.05|SPECIFIC|ADDITIVE|Siphon|Siphon effects are stronger.
defense_guard_stack|DEFENSE|defense.guard.stacks|ADD|1|MAJOR|ADDITIVE|Guard,Defense|Increases guard stack support.
defense_guard_duration|DEFENSE|defense.guard.duration|MULTIPLY|0.08|SPECIFIC|ADDITIVE|Guard,Defense,Duration|Guard stacks last longer.
defense_guard_effectiveness|DEFENSE|defense.guard.effectiveness|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Guard,Defense|Guard effects are stronger.
defense_shield_capacity|DEFENSE|defense.shield.capacity|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Shield,Defense|Increases Shield capacity.
defense_debuff_duration_reduction|DEFENSE|defense.debuff.duration|MULTIPLY|-0.04|SPECIFIC|ADDITIVE|Debuff,Defense|Incoming debuffs last less time.
trigger_shielded_retaliation_shard|TRIGGER|trigger.shielded.retaliation.shard|ENABLE|true|KEYSTONE|UNIQUE|Shield,Retaliation,Trigger|While Shielded, incoming damage releases retaliation shards.
viral_spread_range|STATUS|viral.spread.range|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Viral,Spread|Viral effects spread farther.
viral_spread_chance|STATUS|viral.spread.chance|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Viral,Spread|Viral effects spread more often.
cooldown_active|MOBILITY|cooldown.active|MULTIPLY|-0.03|GENERAL|ADDITIVE|Cooldown,Tempo|Reduces active skill cooldowns.
movement_speed|MOBILITY|movement.speed|MULTIPLY|0.02|GENERAL|ADDITIVE|Movement|Increases movement speed.
movement_speed_on_hit|MOBILITY|movement.speed.onHit|MULTIPLY|0.02|SPECIFIC|ADDITIVE|Movement,Hit|Hits grant temporary movement speed.
movement_dash_cooldown|MOBILITY|movement.dash.cooldown|MULTIPLY|-0.03|GENERAL|ADDITIVE|Dash,Cooldown|Reduces dash cooldown.
healing_skill|RESOURCE|healing.skill|MULTIPLY|0.03|SPECIFIC|ADDITIVE|Healing|Skill healing restores more Shape.
trigger_echo_active|TRIGGER|trigger.echo.active|CHANCE|0.02|KEYSTONE|ADDITIVE|Echo,Trigger|Active skills can echo.
echo_effectiveness|TRIGGER|echo.effectiveness|MULTIPLY|0.05|SPECIFIC|ADDITIVE|Echo|Echoed skills are more effective.
facet_duration|SUMMON|facet.duration|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Facet,Duration|Orbiting facets last longer.
facet_damage|SUMMON|facet.damage|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Facet,Damage|Orbiting facets deal more damage.
facet_duration_doubled|SUMMON|facet.duration.doubled|ENABLE|true|KEYSTONE|UNIQUE|Facet,Duration|Orbiting facet duration is doubled.
retaliation_shard_damage|TRIGGER|trigger.retaliation.shard.damage|MULTIPLY|0.04|SPECIFIC|ADDITIVE|Retaliation,Trigger|Retaliation shards deal more damage.
retaliation_shard_inherit_projectile|TRIGGER|trigger.retaliation.shard.inheritProjectile|ENABLE|true|KEYSTONE|UNIQUE|Retaliation,Projectile|Retaliation shards inherit the source action's Fork, Chain, Ricochet, and Pierce effects.
trigger_orbiting_facet_on_debuffed_kill|TRIGGER|trigger.kill.debuffed.summonFacet|CHANCE|0.02|KEYSTONE|ADDITIVE|Facet,Trigger|Killing a debuffed enemy can summon an orbiting facet.
trigger_retaliation_shard|TRIGGER|trigger.retaliation.shard|ENABLE|true|KEYSTONE|UNIQUE|Retaliation,Trigger|Retaliation releases damaging shards.
passive_payload_relay|TRIGGER|interaction.payloadRelay|ENABLE|true|KEYSTONE|UNIQUE|Sequence,Status,Interaction|A hit from a different action reapplies one status used by the previous action.
passive_saturation_valve|TRIGGER|interaction.saturationValve|ENABLE|true|KEYSTONE|UNIQUE|Viral,Status,Interaction|Viral saturation releases a damage pulse.
passive_counterweight|TRIGGER|interaction.counterweight|ENABLE|true|KEYSTONE|UNIQUE|Protection,Trigger,Interaction|Protection stores power for a triggered effect.
passive_branch_capacitor|TRIGGER|interaction.branchCapacitor|ENABLE|true|KEYSTONE|UNIQUE|Projectile,Branch,Interaction|Unused projectile branches are stored on targets.
passive_closed_circuit|TRIGGER|interaction.closedCircuit|ENABLE|true|KEYSTONE|UNIQUE|Trigger,Payload,Interaction|Triggered effects copy one compatible status, recovery, knockback, or pull effect from their source.
passive_collision_ledger|TRIGGER|interaction.collisionLedger|ENABLE|true|KEYSTONE|UNIQUE|Control,Displacement,Interaction|Displacement stores collision damage.
passive_closed_path|MOBILITY|interaction.closedPath|ENABLE|true|KEYSTONE|UNIQUE|Movement,Field,Geometry|Crossing your movement trail closes it into a damaging field.
passive_residual_self|MOBILITY|interaction.residualSelf|ENABLE|true|KEYSTONE|UNIQUE|Dash,Echo,Geometry|Dashing leaves an afterimage that repeats your next action.
passive_boundary_conditions|PROJECTILE|interaction.boundaryConditions|ENABLE|true|KEYSTONE|UNIQUE|Projectile,Field,Geometry|Projectiles crossing your fields travel along their boundary before relaunching.
passive_chromatic_overdraft|RESOURCE|interaction.chromaticOverdraft|ENABLE|true|KEYSTONE|UNIQUE|Color,Resource,Trigger|One action can spend missing Color as debt. Repaying it releases that action's pulse.
passive_conservation_of_form|SUMMON|interaction.conservationOfForm|ENABLE|true|KEYSTONE|UNIQUE|Persistent,Summon,Geometry|Expired persistent geometry becomes a seed for your next action.
passive_failed_proof|TRIGGER|interaction.failedProof|ENABLE|true|KEYSTONE|UNIQUE|Critical,Sequence,Geometry|Critical hits leave a proof that a different action repeats around the target.
passive_coring_principle|PROJECTILE|interaction.geometryPayload|ENABLE|true|KEYSTONE|UNIQUE|Projectile,Pierce,Geometry|Piercing projectiles extract and carry generated geometry until their next hit or expiry.
passive_distributed_shape|DEFENSE|interaction.distributedShape|ENABLE|true|KEYSTONE|UNIQUE|Minion,Defense,Shape|A nearby minion receives part of post-mitigation damage.
passive_host_ecology|SUMMON|interaction.hostEcology|ENABLE|true|KEYSTONE|UNIQUE|Minion,Surface,Substrate|Minions adapt their defenses, movement, and deposits to local substrate.
square_keystone_tremor_engine|TRIGGER|square.keystone.tremorEngine|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Area|Square hits create delayed tremor eruptions.
square_keystone_guardian_barrier|TRIGGER|square.keystone.guardianBarrier|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Guard|Guard stacks orbit as armor plates that repel threats.
square_keystone_iron_wake|TRIGGER|square.keystone.ironWake|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Dash,Geometry,Knockback|Dashing leaves a damaging wake of raised geometry.
square_keystone_seismic_debt|TRIGGER|square.keystone.seismicDebt|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Guard|Damage taken is stored and released as a pulsing square quake aura that can shed fault plates at high charge.
square_keystone_quarry_heart|TRIGGER|square.keystone.quarryHeart|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Projectile|Hits carve orbiting fragments that release four outward shrapnel projectiles at full fragments.
square_keystone_prismatic_foundry|TRIGGER|square.keystone.prismaticFoundry|ENABLE|true|KEYSTONE|UNIQUE|Square,Keystone,Color,Terrain|While Guard is active, restore Color once per second and whenever Guard refreshes. Spending Color while Guarded refunds some Color and leaves prismatic slag terrain.
triangle_keystone_kinetic_apex|TRIGGER|triangle.keystone.kineticApex|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Projectile,Refraction|Every fourth hit creates a charged refraction apex. Projectiles crossing one are copied from every other charged apex; each additional Ricochet adds a mirror charge and can add a launch needle.
triangle_keystone_evasive_angles|TRIGGER|triangle.keystone.evasiveAngles|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Dash|Dashing creates paired refraction anchors that convert enemy projectiles into friendly needles and fires a dash needle.
triangle_keystone_needle_intake|TRIGGER|triangle.keystone.needleIntake|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Color|Full Color compresses into blades that fire on Color spend.
triangle_keystone_needle_velocity|TRIGGER|triangle.keystone.needleVelocity|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Speed,Refraction|Every third hit opens a temporary refraction rail and fires a tight needle volley.
triangle_keystone_mirage_siphon|TRIGGER|triangle.keystone.mirageSiphon|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Leech|Hits made at full Shape and Color create overflow that adds one Fork, Chain, Ricochet, and Pierce.
triangle_keystone_parallax_gate|TRIGGER|triangle.keystone.parallaxGate|ENABLE|true|KEYSTONE|UNIQUE|Triangle,Keystone,Movement,Spatial|Every third hit stores a Parallax Gate charge. Place a gate at the aimed location, then dash through or interact with it to traverse and rearrange the network.
circle_keystone_spore_choir|TRIGGER|circle.keystone.sporeChoir|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Field,Duration|At 3+ friendly fields, fields pulse together with Fungal damage and slow.
circle_keystone_germination_debt|TRIGGER|circle.keystone.germinationDebt|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Damage,Projectile|Damage inside your fields stores seed debt that expels from the player as projectiles.
circle_keystone_symbiotic_ward|TRIGGER|circle.keystone.symbioticWard|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Shield|Ripple Shield regrows inside fields and sheds spores through fields when hit.
circle_keystone_living_boundary|TRIGGER|circle.keystone.livingBoundary|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Control,Knockback|Your field borders slow and knock enemies crossing them.
circle_keystone_mycelial_map|TRIGGER|circle.keystone.mycelialMap|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Area,Fungal|Color-spending abilities seed connected Mycelium nodes.
circle_keystone_bloom_rotation|TRIGGER|circle.keystone.bloomRotation|ENABLE|true|KEYSTONE|UNIQUE|Circle,Keystone,Color|Color-spending skills rotate Seed, Growth, Flower, and Rot: Color restore, shield, field pulse, then Fungal damage and slow.
drop_rare|RESOURCE|drop.rare|MULTIPLY|0.04|GENERAL|ADDITIVE|Drop|Increases rare gear drop chance.
drop_all|RESOURCE|drop.all|MULTIPLY|0.04|GENERAL|ADDITIVE|Drop|Increases all gear drop chance.
