Echoes of Color - Passive Node Reference

The passive tree is generated as one contiguous constellation with three large
starting regions. Your chosen shape starts with its own root already purchased,
then can eventually reach the other two regions through Prismatic Bridge nodes.

This file describes the generated mock tree. Open the passive tree editor to
move nodes and adjust links, then use Save Layout to write the reviewed layout
to data/passive_tree_layout.txt.

Unlock rule:
Only one adjacent purchased prerequisite is required to unlock a connected node.
Nodes with multiple links are alternate routes, not combined requirements.

Current generated region counts:
- 1 root node
- 6 hallway lanes
- 18 travel nodes per region, three per lane
- 12 destination rooms per region, two per lane
- Each cluster has 3 minor nodes plus 1 large destination node
- 67 nodes per region before bridges
- 1 central hub
- 15 lower confluence hallway nodes
- 10 shared confluence destination rooms
- 10 supplemental destination rooms for inner-tree gaps
- 295 total generated nodes

Hallway rule:
Each hallway lane is built from three primary-stat travel nodes. The first four
lanes of each shape region point toward the central hub. The last two lanes are
exterior hallways that point outward toward peripheral rooms. These lanes are
meant to be clean visual routes across the region.

Room rule:
Each specialized room is attached beside a hallway and contains 3-5 total nodes
including its large destination. The current mock uses 4 nodes per room: three
minor clutter nodes clustered around one large destination. The large
destination connects directly to the hallway, and the minor clutter nodes attach
to the large node. Minor nodes are weaker versions of the destination effect.
Rooms should stay adjacent to hallways without blocking the hallway lane.

Center hub:
The old pairwise root bridges have been replaced with a shared Prismatic
Confluence. Each shape has a central hallway leading into this hub, and the hub
has shared destination rooms for universal cross-shape investment. The lower
confluence also connects the bottom branches of Square and Circle so those
regions can cross-invest without always routing through the central hub.

Editor notes:
The passive tree editor now shows tooltips for hovered nodes, including node ID,
stat, description, and effect text. Use these while reshaping rooms so the
visual layout stays readable without losing mechanical context.

Parser notes:
Display names and descriptions are localized in src/Text.java and are not part
of the layout contract. data/passive_tree_layout.txt should preserve stable node
IDs, coordinates, and link IDs. The editor writes display names for readability,
but the game reads node positions from the final two fields of each node row and
links from stable IDs.

Universal rule:
Passive effects should not depend on a specific active skill or starting shape.
Effects use general language such as attack damage, on-hit debuffs, all active
skills, cooldowns, regeneration, resource scaling, area size, damage over time,
buff/debuff duration, Color spent as Shape, critical chance, and drops.

Common nodes:
Common nodes are neutral utility passives. They are not part of Red, Green,
Blue, or Yellow totals. Current common effects include movement speed,
incoming damage reduction, and reduced incoming debuff duration. Each starting
region has nearby access to both movement and warding utility.

Root nodes:
- Central Block: The first load-bearing point in the square region.
- Center Ripple: The first ring of motion in the circular spiral.
- Apex Root: The point where triangular intent sharpens.

Minor cluster effects:
- Sunder: Gives a 5% chance on hit to Sunder for 3 seconds.
- Mark: Gives a 5% chance on hit to Mark for 2.5 seconds.
- Slow: Gives a 5% chance on hit to Slow by 60% for 2.5 seconds.
- Force: Increases attack damage by 4%.
- Aegis: Gives a 4% chance when hit to negate all damage from that hit.
- Vitality: Increases max Shape by 4%.
- Reservoir: Increases max Shape by 4% and max Color by 4%.
- Renewal: Gives Shape regeneration ticks a 5% chance to crit for 4x healing.
- Tempo: Reduces active skill cooldowns by 3%.
- Echo: Gives a 4% chance for active skills to echo once for 50% damage.
- Flow: Increases Color regeneration by 0.48 per second.
- Field Depth: Area effects last 4% longer and area effect size increases by 4%.
- Color Leech: Restores Shape equal to 1% of Color spent by active skills.
- Fortune: Increases rare gear drop chance by 4%.
- Abundance: Increases all gear drop chance by 4%.
- Criticality: Increases critical chance by 3%.
- Critical Edge: Critical hits deal 6% increased damage.
- Critical Branch: Critical hits have a 3% chance to fork once.
- Fleet Geometry: Increases movement speed by 2%.
- Warding Shape: Reduces incoming damage by 3%.

Large destination effects:
- Sunder/Mark/Slow destinations increase the matching chance to 10%.
- Force destinations increase attack damage by 15%; some shared force
  destinations also make skill hits deal increased damage.
- Aegis destinations give an 8% chance to negate incoming hits.
- Vitality destinations increase max Shape by 10-15% and may improve Shape
  regeneration ticks.
- Reservoir destinations increase max Shape and max Color by 12%.
- Renewal destinations give Shape regeneration ticks a 10% crit chance.
- Tempo destinations reduce all active skill cooldowns by 8%.
- Echo destinations give an 8% chance for active skills to echo.
- Flow destinations increase Color regeneration by 2.0 per second.
- Area and duration destinations increase area size, area duration, or
  duration-based effects.
- Leech destinations restore Shape equal to 4% of Color spent by active skills.
- Yellow destinations can increase critical damage, cause critical projectiles to
  fork once, or let critical hits inflict Mark.
- Common destinations can grant movement speed, incoming damage reduction, and
  shorter incoming debuffs.
- Fortune destinations increase rare gear drop chance by 10%.
- Abundance destinations increase all gear drop chance by 12%.
- Criticality destinations increase critical chance by 8%.

Shape-region identity in this mock:
- Square leans into Sunder, negate chance, max Shape, cooldown control, and
  sturdy reward paths.
- Circle leans into Slow, regeneration, resource flow, echo chance, and rounded
  reward/crit paths.
- Triangle leans into Mark, direct damage, crit chance, tempo, and sharp
  branching reward paths.

Bridge nodes:
- Prismatic Hallway nodes connect roots, shared hub rooms, and lower confluence
  routes so every shape can eventually reach every region.
