# id|label|theme|color|faces|copyLimit|squareWeight|triangleWeight|circleWeight|names|sockets|majorEffect|minorEffect|majorSemantics|minorSemantics|bossProxy
payload_relay|Status Relay|Status|#C98FFF|5|1|1.6|2.3|2.8|Status Relay|Relay,Signal,Carrier,Trace,Return|Hitting an enemy with a different action carries one status from the previous action.|Statuses last 2% longer.|passive_payload_relay:1|duration_status:0.02|Consecutive hits relay statuses to bosses.
saturation_valve|Saturation Valve|Viral|#69CAFF|6|1|1.0|1.5|3.8|Saturation Valve|Potency,Bloom,Valve,Culture,Overflow,Release|Applying Viral to an enemy at maximum stacks vents a damaging pulse.|Viral lasts 2% longer.|passive_saturation_valve:1|status_viral_duration:0.02|Bosses can reach maximum Viral stacks and vent normally.
counterweight|Counterweight|Defense|#61DC81|4|1|3.8|1.7|1.9|Counterweight|Brace,Weight,Hold,Answer|Gaining Guard or Shield stores its force in your next triggered damaging effect.|Guard lasts 2% longer.|passive_counterweight:1|defense_guard_duration:0.02|Protection generated during boss combat stores force normally.
branch_capacitor|Branch Capacitor|Projectile|#FFE269|3|1|1.2|4.0|1.5|Branch Capacitor|Branch,Charge,Vector|Unused Fork, Chain, and Ricochet capacity is stored on the target and empowers your next projectile against it.|Projectiles last 2% longer.|passive_branch_capacitor:1|duration_projectile:0.02|Unused branches become damage against bosses.
closed_circuit|Closed Circuit|Trigger|#8BE7CF|5|1|2.2|2.5|2.2|Closed Circuit|Circuit,Return,Trigger,Loop,Closure|Triggered effects copy one status, recovery, knockback, or pull effect from their source.|Echoed effects are 2% stronger.|passive_closed_circuit:1|echo_effectiveness:0.02|Triggered effects copy the same effects on boss hits.
collision_ledger|Collision Ledger|Control|#F6B14B|4|1|3.8|2.1|1.4|Collision Ledger|Impact,Ledger,Motion,Force|Displacement stores debt on enemies. Full debt erupts as collision damage.|Knockback is 2% stronger.|passive_collision_ledger:1|control_knockback:0.02|Bosses store displacement debt without being moved.
closed_path|Closed Path|Mobility|#67E6C0|5|1|2.2|2.8|2.4|Closed Path|Trace,Corner,Circuit,Interior,Closure|Your movement leaves a trail. Crossing it closes the shape and turns its interior into a damaging field.|Movement is 2% faster.|passive_closed_path:1|movement_speed:0.02|Trails can close around bosses without requiring other enemies.
residual_self|Residual Self|Mobility|#B58CFF|4|1|2.0|3.4|2.1|Residual Self|Departure,Image,Memory,Return|Dashing leaves an afterimage that performs your next action from where the dash began.|Dash recovers 2% faster.|passive_residual_self:1|movement_dash_cooldown:0.02|The repeated action is fully evaluated against bosses.
boundary_conditions|Boundary Conditions|Projectile|#73C8FF|6|1|1.5|3.7|2.2|Boundary Conditions|Entry,Tangent,Orbit,Edge,Exit,Inheritance|Projectiles entering your persistent fields pause at the edge, travel along the boundary, then relaunch.|Projectiles move 2% faster.|passive_boundary_conditions:1|projectile_speed:0.02|Projectiles route through fields during single-target boss encounters.
chromatic_overdraft|Chromatic Overdraft|Resource|#D47EFF|3|1|2.0|2.5|2.8|Chromatic Overdraft|Borrow,Debt,Release|You may cast one action without enough Color. Recovery repays the debt, then releases that action's pulse when the debt clears.|Color regenerates slightly faster.|passive_chromatic_overdraft:1|resource_color_regen_flat:0.24|Color recovery and debt release work normally against bosses.
conservation_of_form|Conservation of Form|Persistent|#82E0A9|6|1|3.1|2.0|3.2|Conservation of Form|Expiry,Seed,Transfer,Impact,Reform,Memory|Expired fields, traps, and summons become a seed. Your next action plants a smaller copy of the expired geometry at its target.|Persistent effects last 2% longer.|passive_conservation_of_form:1|duration_generic:0.02|Geometry can expire and be replanted during boss encounters.
failed_proof|Failed Proof|Trigger|#FFD66B|5|1|2.3|3.0|2.4|Failed Proof|Claim,Mark,Contradiction,Repeat,Revision|Critical hits leave a proof on the target. Hitting it with a different action consumes the proof and repeats the critical action's geometry around it.|Critical chance is 2% higher.|passive_failed_proof:1|damage_crit_chance:0.02|Bosses retain and consume proofs directly.
coring_principle|Coring Principle|Projectile|#E8C76A|5|1|3.1|3.8|1.7|Coring Principle|Bore,Sample,Carrier,Stratum,Deposit|Projectiles with Pierce extract a piece of generated geometry and plant it on their next hit or when they expire.|Projectiles last 2% longer.|passive_coring_principle:1|duration_projectile:0.02|Projectiles plant carried geometry when they strike bosses.
distributed_shape|Distributed Shape|Minion|#75D9B0|4|1|3.0|2.2|3.4|Distributed Shape|Partition,Share,Facet,Measure|A nearby minion receives 18% of post-mitigation damage you would take, capped at 6% of your maximum Shape per hit.|Maximum Shape is 2% higher.|passive_distributed_shape:1|resource_shape_max:0.02|Minions can receive damage during boss encounters without requiring other enemies.
host_ecology|Host Ecology|Minion|#69C98F|6|1|2.4|2.2|3.8|Host Ecology|Stratum,Niche,Root,Colony,Adaptation,Hearth|Minions adapt to the floor beneath them: Hard and Faceted protect them, Porous accelerates them, and Overgrown strengthens their deposits.|Movement is 2% faster.|passive_host_ecology:1|movement_speed:0.02|Substrate adaptations remain active during boss encounters.
