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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=Math.Max(double.Epsilon,Math.Exp(Math.Max(MinimumExponent,n*Math.Log(.90))));v.Secondary=1+.05*l;break; // spread/recoil remainder / recovery rate",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.CapacityBonus=.03*q*Math.Max(0,maxNormalShield);v.Primary=.10*Math.Max(0,maxHealth)+v.CapacityBonus;v.Duration=3;v.TriggerInterval=4;break;",
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        "Weapons",
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      "formula": "v.Primary=.50+.15*q;v.Radius=3+.30*h;break; // applied killing hit fraction",
      "id": 21,
      "key": "core:21",
      "kind": "core",
      "name": "Kill Blast",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.50+.10*q;v.Count=rank;break; // original direct hit fraction / additional distinct targets",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.15*l;v.Secondary=.15*n;v.Duration=4+.50*h;v.TriggerInterval=12;v.ActivationWindow=5;break; // fire/reload addition / ability multiplier addition",
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      "kind": "core",
      "name": "Cast Overdrive",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.20*n;v.Secondary=.35;v.Duration=.3;break; // intensity / original output fraction / delay",
      "id": 24,
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      "kind": "core",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.12*l;v.Radius=18;break;",
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      "kind": "core",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.02*l;v.Count=5;v.Duration=2;break;",
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    {
      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.08*l;v.Duration=6;break;",
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      "key": "core:29",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=15*n;break; // max HP",
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      "key": "core:3",
      "kind": "core",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=1+.10*l;break;",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=1+.15*l;break;",
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      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=4*l;v.Secondary=2;v.Duration=2;v.TriggerInterval=6;break;",
      "id": 32,
      "key": "core:32",
      "kind": "core",
      "name": "Sprint Shield",
      "page": "_generated/core/32.md",
      "related_assets": [],
      "restriction": "Two uninterrupted sprint seconds; once per 6 s.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "SprintShield",
      "tier": "Uncommon"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Mobility",
        "Survival"
      ],
      "formula": "v.Primary=10*l;v.Duration=2;v.TriggerInterval=4;break;",
      "id": 33,
      "key": "core:33",
      "kind": "core",
      "name": "Air Reserve",
      "page": "_generated/core/33.md",
      "related_assets": [],
      "restriction": "Accepted extra jump; once per 4 s; extra-jump passive required.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "AirReserve",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Mobility",
        "Abilities"
      ],
      "formula": "v.Primary=.25;v.Radius=2;v.Duration=2+.4*h;break;",
      "id": 34,
      "key": "core:34",
      "kind": "core",
      "name": "Dash Wake",
      "page": "_generated/core/34.md",
      "related_assets": [],
      "restriction": "Movement ability required; one trail per owner.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
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      "symbol": "DashWake",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Abilities",
        "Utility"
      ],
      "formula": "v.Primary=.15*l;break;",
      "id": 35,
      "key": "core:35",
      "kind": "core",
      "name": "Control Relay",
      "page": "_generated/core/35.md",
      "related_assets": [],
      "restriction": "Slow/mark ability required; hard control unchanged.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "ControlRelay",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons",
        "Abilities"
      ],
      "formula": "v.Primary=.12*l;break;",
      "id": 36,
      "key": "core:36",
      "kind": "core",
      "name": "Marked Rounds",
      "page": "_generated/core/36.md",
      "related_assets": [],
      "restriction": "Own mark ability required; direct guns only.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "MarkedRounds",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons"
      ],
      "formula": "v.Primary=.12*l;break;",
      "id": 37,
      "key": "core:37",
      "kind": "core",
      "name": "Breaker Rounds",
      "page": "_generated/core/37.md",
      "related_assets": [],
      "restriction": "Elite/boss targets only.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "BreakerRounds",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Mobility",
        "Survival"
      ],
      "formula": "v.Primary=12*l;v.Duration=2;v.TriggerInterval=5;break;",
      "id": 38,
      "key": "core:38",
      "kind": "core",
      "name": "Backstep Guard",
      "page": "_generated/core/38.md",
      "related_assets": [],
      "restriction": "Completed movement ability; once per 5 s.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "BackstepGuard",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Survival",
        "Utility"
      ],
      "formula": "v.Primary=8*l;v.TriggerInterval=8;break;",
      "id": 39,
      "key": "core:39",
      "kind": "core",
      "name": "Linked Recovery",
      "page": "_generated/core/39.md",
      "related_assets": [],
      "restriction": "Valid revive; normal shield only, no overflow; once per 8 s; no proc credit.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "LinkedRecovery",
      "tier": "Rare"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons",
        "Utility"
      ],
      "formula": "v.Primary=1+.10*l;break; // reload rate",
      "id": 4,
      "key": "core:4",
      "kind": "core",
      "name": "Reload Core",
      "page": "_generated/core/4.md",
      "related_assets": [],
      "restriction": "",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "QuickLoader",
      "tier": "Common"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Survival",
        "Utility"
      ],
      "formula": "v.Primary=30*l;v.Secondary=.25;v.Duration=4;v.TriggerInterval=30;break;",
      "id": 40,
      "key": "core:40",
      "kind": "core",
      "name": "Emergency Shell",
      "page": "_generated/core/40.md",
      "related_assets": [],
      "restriction": "Surviving damage crossing below 25% HP; once per 30 s.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "EmergencyShell",
      "tier": "Legendary"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Mobility",
        "Utility"
      ],
      "formula": "v.Primary=.12*l;v.Secondary=3;v.Duration=3;v.TriggerInterval=.5;break;",
      "id": 41,
      "key": "core:41",
      "kind": "core",
      "name": "Run Circuit",
      "page": "_generated/core/41.md",
      "related_assets": [],
      "restriction": "Move at least 3 m/s for 3 s; normal recharge only.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "RunCircuit",
      "tier": "Legendary"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Abilities",
        "Utility"
      ],
      "formula": "v.Primary=25*l;v.Count=3;v.Radius=4;v.TriggerInterval=5;break;",
      "id": 42,
      "key": "core:42",
      "kind": "core",
      "name": "Pulse Engine",
      "page": "_generated/core/42.md",
      "related_assets": [],
      "restriction": "Every third genuine damaging normal cast; once per 5 s; secondary.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "PulseEngine",
      "tier": "Legendary"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons",
        "Mobility"
      ],
      "formula": "v.Primary=.12*l;v.Count=2;v.Duration=4;v.ActivationWindow=4;break;",
      "id": 43,
      "key": "core:43",
      "kind": "core",
      "name": "Hunter's Rhythm",
      "page": "_generated/core/43.md",
      "related_assets": [],
      "restriction": "Two different direct gun kills within 4 s; one source.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "HuntersRhythm",
      "tier": "Legendary"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Survival",
        "Utility"
      ],
      "formula": "v.Primary=12*l;v.Radius=5;v.Duration=3;v.TriggerInterval=8;break;",
      "id": 44,
      "key": "core:44",
      "kind": "core",
      "name": "Shared Shelter",
      "page": "_generated/core/44.md",
      "related_assets": [],
      "restriction": "Normal support cast; living allies/LOS; once per 8 s.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "SharedShelter",
      "tier": "Legendary"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Survival"
      ],
      "formula": "v.Primary=10*n;break;",
      "id": 45,
      "key": "core:45",
      "kind": "core",
      "name": "Shield Core",
      "page": "_generated/core/45.md",
      "related_assets": [],
      "restriction": "Normal shield capacity; HP unchanged; preserves missing shield.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "ShieldCore",
      "tier": "Common"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons"
      ],
      "formula": "v.Primary=.10*n;break; // base magazine fraction bonus",
      "id": 5,
      "key": "core:5",
      "kind": "core",
      "name": "Magazine Core",
      "page": "_generated/core/5.md",
      "related_assets": [],
      "restriction": "Preserves rounds; added capacity starts empty.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "ExpandedFeed",
      "tier": "Common"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Mobility"
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      "formula": "v.Primary=1+.05*l;break; // walk/sprint multiplier",
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      "key": "core:6",
      "kind": "core",
      "name": "Speed Core",
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      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
      "source": "Assets/_Project/Features/Runs/UpgradeCatalog.cs",
      "status": "Current",
      "symbol": "LightFrame",
      "tier": "Common"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Abilities",
        "Utility"
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      "formula": "v.Primary=1+.08*l;break; // normal active recharge rate",
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      "key": "core:7",
      "kind": "core",
      "name": "Cooldown Core",
      "page": "_generated/core/7.md",
      "related_assets": [],
      "restriction": "Sequential Q/F/C recharge; no ultimate or melee refund.",
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      "status": "Current",
      "symbol": "RecoveryCircuit",
      "tier": "Common"
    },
    {
      "availability": "Source-defined; acquisition is build-dependent",
      "categories": [
        "Weapons"
      ],
      "formula": "v.Primary=1+.04*l;break; // fire rate",
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      "key": "core:8",
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      "name": "Fire Rate Core",
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      "related_assets": [],
      "restriction": "Semiautomatic fire requires individual trigger presses.",
      "runtime": "Assets/_Project/Features/Runs/RunEffectService.cs",
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      "symbol": "AcceleratedAction",
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    {
      "availability": "Source-defined; acquisition is build-dependent",
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      "formula": "v.Primary=.15+.05*q;v.Duration=3;break; // direct shot fraction",
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    "Tools/Wiki/wiki.py": "18ceeff0a1e813cfe51401b1706fafb00091627a164679e2884a8e91210c163f"
  },
  "menu_unlock_ids": null,
  "method": "Static text inspection; Unity/resolvers not executed",
  "schema": 1,
  "stage_sequence": [
    "VerdantRelay",
    "PrototypeStageTwo",
    "PrototypeArena",
    "PrototypeStageTwo"
  ]
}
