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  1. PARENT NAME DESC
  2. Vibroblade Multi-blades +2 Blades are launched, but -59% Damage.
  3. Kinetic Impulse Blade size is increased by +50% and an impulse explosion is created on the primary target. However, spin velocity decreased by 50%.
  4. Latent Potential Blades target +1 enemy.
  5. Duplicator +100% Blades are launched and Blades are now launched in sequence. However, -25% Damage.
  6. Plasma Orbs Energy Expansion +3 Orbs, +50% Orb speed, and +3 max Orbs. However, -25% Damage and Orbs lose their Cooldown bonus ability.
  7. Micro Orbs Upon bursting, 3 micro-orbs are released, which cling to targets and burst after a short while.
  8. Plasmonic Arc Upon bursting, a plasmonic arc jumps between nearby enemies up to 3 times.
  9. Plasmonic Loop When an orb bursts, there is a 30% chance for a replacement Orb to form.
  10. Photonic Fusillade Sunburst Launch 12 additional Charges. However, Charges will dissipate after traveling a short distance if no target is struck.
  11. Retroreflector Charges no longer burrow into enemies, but instead bounce once and explode upon each impact. Damage is reduced by 70%.
  12. Resonator Launch +40% more Charges
  13. Directed Emission Instead of launching in random directions, each Charge is launched towards a random enemy.
  14. Vibroglaive Fracture Glaives fracture into 2 smaller Glaives upon impact, each of which fracture again. Damage is reduced by 25% each fracture.
  15. Integrated Sensors The travel path of the Glaives changes, so that Glaives are likely to hit the same target repeatedly. Damage is increased by 100%, Glaive duration increased by +5s, and max bounces reduced by 50%.
  16. Vibromirror Launch 2 additional Glaives after 1 s. Damage is reduced by 20%.
  17. Vibronic Acceleration Glaive speed is increased by 100%, and Damage is increased by 40%.
  18. Kunai Flintblade Kunai cause 2 sparks to leap from targets upon impact. Sparks deal 30% of the Kunai's Damage.
  19. Heavy Blade Damage is increased by 150%, -2 Bounces, -25% velocity.
  20. Bullseye +1 Kunai, and Kunai and thrown one after another instead of all at once.
  21. Explosive Knives +50% Bounces and Kunai Explode on the final hit.
  22. Clingbot Arc Claws Clingbots shock the target while digging in. Dig time increased by 1 s.
  23. Pneumatic Packing Detonations are larger and can hit adjacent mobs, but detonation Damage is reduced by 70%
  24. Auxiliary Charge Instead of being destroyed upon detonation, Clinbots attempt to jump to another enemy and release a final detonation. Damage is reduced by 30%.
  25. Microlaser Clingbots shoot lasers at nearby enemies while digging in.
  26. Exploding Fist Fiery Charge The charge create a wave of fireballs. More fireballs are released based on the charge intensity.
  27. Shattering Blow The explosion releases explosive tendrils. More tendrils are released based on the explosion intensity.
  28. Adaptive Form If no enemies survive the explosion, the next Exploding Fist has +40% explosion size and intensity, and -50% Damage. Otherwise, the next Exploding Fist has +50% Damage.
  29. Frenzy -30% Cooldown on impact.
  30. Orbiting Sickles Extra Links +50% Larger Orbiting Radius.
  31. Vortex +60% Fasting Orbit.
  32. Stamina +50% Longer Duration
  33. Flintedge Impact releases sparks.
  34. Roboroaches Packed Explosives Roboroach explosions are larger and can Damage surrounding enemies. Damage is reduced by 20%.
  35. Swarm +100% Max Roboroaches and +30% Cooldown.
  36. Nuclear Durability Roboroaches are not destroyed at the first target hit, but instead scurry off in a random direction, and can explode again if they hit another enemy.
  37. Robocharge Roboroaches gain +7% Damage each time they scurry (every 0.6 s) up to +60% Damage.
  38. Nova Burst After Burst A secondary burst of micro plasma orbs is released.
  39. Longevity +60% Duration, +15% Damage, and +40% Nova Ball speed.
  40. Plasmonic Cloud +60% more Nova Balls and mirco orbs are launched.
  41. Optimal Physics +18% Cooldown and Damage. Nova Balls will also bounce once off of enemies.
  42. Static Aura Contact Point The main target gets Damaged for 4 times as long.
  43. Surcharge The discharged Aura release sparks after dissipating.
  44. Resonance The discharged Aura has +50% duration. Discharged sparks have +30% Damage.
  45. Amplification The discharged Aura applies Damage +100% as fast, lasts 50% as long, and has +30% Damage.
  46. The Edge Afterglow The Ninja is surrounding by flames for 4 seconds after the explosion.
  47. Apocalypse Meteors fall from the sky while channeling.
  48. Hardening The Ninja takes 75% less Damage while channeling.
  49. Acclimation If the explosion hits 3 or fewer enemies, the Cooldown of the next explosion is reduced by +35%. Otherwise, the Damage of the next explosion is increased by +50%.
  50. Geyser Field Micro Geysers 50% Chance of micro explosions accompanying each geyser.
  51. Coverage Geyser starts closer to the ninja and end farther away.
  52. Gas Pockets 40% Chance on hitting an enemy to cause an explosion.
  53. Accelerated Flame If no enemy is hit by a geyser, the next geyser comes 20% sooner.
  54. Robofish Uncommon Attraction Lasers are attracted towards nearby enemies.
  55. Laser Show +50% Lasers.
  56. Last Hurrah The Robofish releases a final hurrah of lasers before deactivating and +25% laser speed.
  57. Bifurcation Lasers split once upon impact.
  58. Impulse Grenade Reverberation Each Tendril releases a secondary Impulse after a short while.
  59. Phase Mismatch A distortion field is created over any enemy hit by an impulse, dealing Damage over time.
  60. Intensification Impulses are 40% larger, and there is a larger time gap between Grenade launches.
  61. Unification +50% Tendrils. Tendrils now launch at equidistant angles from the impulse.
  62. Shuriken Barrage Flashpoint Shuriken stick to enemies and explode for 40% Damage after 0.5 s.
  63. Glancing Throw Shuriken pass through enemies, damaging everything in their path. However, -25% Damage.
  64. Extended Flurry +2 Shuriken, and Shuriken are launched sequential.
  65. Sharpened Edges +2 Shuriken, and each Shuriken has a 25% chance to travel faster and deal +100% Damage.
  66. Flashstep Siphoning +66% Range and -7% Cooldown after each Flashstep.
  67. Heightened Reflexes +2 Flashsteps and +25% Damage Mitigation while Flashstepping.
  68. Lure The Ninja's afterimages explode.
  69. Momentum If the target dies, 35% chance of +1 Flashstep.
  70. Plasmonic Storm Ardent Storm +30% Orbs
  71. Titan Orbs 25% chance of Titan Orbs which deal +100% Damage and travel 75% as fast.
  72. Plasmonic Uncertainty +30% Damage and Orbs sometimes move erratically.
  73. Plasmonic Recycling Orbs that arrive at the Ninja reduce the Cooldown by 2.5%. Titan Orbs reduce the Cooldown by 5.5%.
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