This is the collection of known passives in the game. Use for your reference. Defense is the standard passive so all four are there.
(1) For all of them, change "char" to a shortened version of your character's name.
(2) For all except defense, replace the X in "skin = X" with the skin number of your choosing. (0 = first/primary skin, 1 = second skin, 2 = third skin, 3 = fourth skin.) The first four listed are for defense, which is common for all mods.
(3) For all except defense, replace the XX in "outfit_XX" to any of the digits below:
11 = first outfit, first passive
12 = first outfit, second passive
21 = second outfit, first passive
22 = second outfit, second passive
31 = third outfit, first passive
32 = third outfit, second passive
41 = fourth outfit, first passive
42 = fourth outfit, second passive
DEFENSE
talent {
descname = $DR ;
description = Increases defense. ;
icon = 22 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfit13 ;
skin = 0 ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfit13_dr ;
value = 1 ;
}
talentvalue {
level = 9 ;
name = char_outfit13_dr ;
value = 9 ;
}
}
level {
count = 9 ;
description = +%char_outfit13_dr $DR ;
powerup {
life = -1 ;
affecter {
attribute = defense_rating ;
level = %char_outfit13_dr ;
}
}
}
}
talent {
descname = $DR ;
description = Increases defense. ;
icon = 22 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfit23 ;
skin = 1 ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfit23_dr ;
value = 1 ;
}
talentvalue {
level = 9 ;
name = char_outfit23_dr ;
value = 9 ;
}
}
level {
count = 9 ;
description = +%char_outfit23_dr $DR ;
powerup {
life = -1 ;
affecter {
attribute = defense_rating ;
level = %char_outfit23_dr ;
}
}
}
}
talent {
descname = $DR ;
description = Increases defense. ;
icon = 22 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfit33 ;
skin = 2 ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfit33_dr ;
value = 1 ;
}
talentvalue {
level = 9 ;
name = char_outfit33_dr ;
value = 9 ;
}
}
level {
count = 9 ;
description = +%char_outfit33_dr $DR ;
powerup {
life = -1 ;
affecter {
attribute = defense_rating ;
level = %char_outfit33_dr ;
}
}
}
}
talent {
descname = $DR ;
description = Increases defense. ;
icon = 22 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfit43 ;
skin = 3 ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfit43_dr ;
value = 1 ;
}
talentvalue {
level = 9 ;
name = char_outfit43_dr ;
value = 9 ;
}
}
level {
count = 9 ;
description = +%char_outfit43_dr $DR ;
powerup {
life = -1 ;
affecter {
attribute = defense_rating ;
level = %char_outfit43_dr ;
}
}
}
}
POWER DAMAGE
talent {
descname = Power Damage ;
description = Increases damage from powers. ;
icon = 0 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_dmg ;
value = 1.03 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_dmg ;
value = 1.15 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_dmg:s Power $DMG ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = atk_damage ;
level = %char_outfitXX_dmg ;
scope_powers = true ;
}
}
}
}
CRITICAL STRIKE
talent {
descname = Critical Strike ;
description = Increases chance for critical damage. ;
icon = 1 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_cri ;
value = 0.02 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_cri ;
value = 0.1 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_cri:p Chance ;
powerup {
life = -1 ;
affecter {
attribute = atk_critical ;
level = %char_outfitXX_cri ;
}
}
}
}
ENVIRONMENT DAMAGE
talent {
descname = Environment Damage ;
description = Increases the amount of $DMG done with weapons or throws. ;
icon = 2 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 1.1 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 1.3 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:s Weapon or Throw $DMG ;
powerup {
class = weapon_powerup ;
life = -1 ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = move_attack ;
level = %char_outfitXX_pct ;
}
affecter {
affect_type = scale ;
attribute = atk_damage ;
level = %char_outfitXX_pct ;
}
}
}
}
}
ATTACK SPEED
talent {
descname = Attack Speed ;
description = Increases attack speed for melee moves and powers. ;
icon = 3 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_spd ;
value = 1.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_spd ;
value = 1.25 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_spd:s Attack Speed ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = move_attack ;
level = %char_outfitXX_spd ;
}
}
}
}
BURNING SENSATION
talent {
descname = Burning Sensation ;
description = Chance to set enemies on fire with melee attacks. ;
icon = 4 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.25 ;
}
talentvalue {
level = 1 ;
name = char_outfitXX_dmg ;
value = 17 19 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_dmg ;
value = 34 38 ;
}
talentvalue {
level = 1 ;
name = char_outfitXX_lif ;
value = 5 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_lif ;
value = 5 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:p Chance\n%char_outfitXX_dmg $DMG_FIRE\n%char_outfitXX_lif Secs ;
powerup {
chance = %char_outfitXX_pct ;
class = add_harming ;
damage = %char_outfitXX_dmg ;
harming_powerup_tag = shared_burn ;
life = -1 ;
time = %char_outfitXX_lif ;
affecter {
attribute = powerup_scope ;
scope {
scope_damage = dmg_punch ;
}
scope {
scope_damage = dmg_kick ;
}
}
}
}
}
MELEE MASTERY
talent {
descname = Melee Mastery ;
description = Increases melee damage. ;
icon = 5 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_dmg ;
value = 1.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_dmg ;
value = 1.2 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_dmg:s Melee $DMG ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = atk_damage ;
level = %char_outfitXX_dmg ;
scope_non_powers = true ;
}
}
}
}
XP
talent {
descname = XP ;
description = Increases experience earned. ;
icon = 6 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 1.02 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 1.1 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:s $XP ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = xp ;
level = %char_outfitXX_pct ;
}
}
}
}
BLEED DAMAGE
talent {
descname = Bleed Damage ;
description = Adds a chance to cause bleeding damage to all melee attacks. ;
icon = 7 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.15 ;
}
talentvalue {
level = 1 ;
name = char_outfitXX_dmg ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_dmg ;
value = 0.15 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:p Chance, +%char_outfitXX_dmg:p as $DMG_BLEED ;
powerup {
chance = %char_outfitXX_pct ;
class = add_harming ;
damagepercent = %char_outfitXX_dmg ;
life = -1 ;
affecter {
attribute = powerup_scope ;
scope_non_powers = true ;
}
}
}
}
POINT BLANK
talent {
descname = Point Blank ;
description = Adds damage to all powers that hit enemies within 6 ft of the character. ;
icon = 8 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p Added $DMG ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
life = -1 ;
max_distance = 72 ;
affecter {
attribute = powerup_scope ;
scope_powers = true ;
}
}
}
}
EVASION
talent {
descname = Evasion ;
description = Increases chance to dodge attacks. ;
icon = 9 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.13 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p Dodging Chance ;
powerup {
life = -1 ;
affecter {
attribute = def_dodge ;
level = %char_outfitXX_pct ;
}
}
}
}
MOMENTUM
talent {
descname = Momentum ;
description = Gains momentum from melee combat faster. ;
icon = 10 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 1.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 1.15 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:s Momentum Rate ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = momentum ;
level = %char_outfitXX_pct ;
}
}
}
}
BODY
talent {
descname = Body ;
description = Enhances body attribute. ;
icon = 12 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 3 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 15 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct Body ;
powerup {
life = -1 ;
affecter {
attribute = body ;
level = %char_outfitXX_pct ;
}
}
}
}
BOOST STATS
talent {
descname = Boost Stats ;
description = Boosts body, focus, and strike stats. ;
icon = 13 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 2 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 10 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct Body, +%char_outfitXX_pct Focus, +%char_outfitXX_pct Strike ;
powerup {
life = -1 ;
affecter {
attribute = traits ;
level = %char_outfitXX_pct ;
}
}
}
}
HEALTH PER KILL
talent {
descname = Health Per Kill ;
description = Regains health for every enemy killed. ;
icon = 14 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_hlth ;
value = 6 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_hlth ;
value = 30 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_hlth $HP Per Kill ;
powerup {
life = -1 ;
affecter {
attribute = health_per_kill ;
level = %char_outfitXX_hlth ;
}
}
}
}
ENERGY PER KILL
talent {
descname = Energy Per Kill ;
description = Regains energy for every enemy killed. ;
icon = 15 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 5 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 25 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct $EP Per Kill ;
powerup {
life = -1 ;
affecter {
attribute = energy_per_kill ;
level = %char_outfitXX_pct ;
}
}
}
}
RESISTANCE BOOST
talent {
descname = Resistance Boost ;
description = Increases all resistances. ;
icon = 16 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_res ;
value = 2 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_res ;
value = 10 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_res Resistances ;
powerup {
life = -1 ;
affecter {
attribute = resist_all ;
level = %char_outfitXX_res ;
}
}
}
}
ENERGIZED FISTS
talent {
descname = Energized Fists ;
description = Adds $DMG_ENERGY to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p Added $DMG_ENERGY ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
damagetype = dmg_energy ;
life = -1 ;
special_fx {
effect = char/warbird/special_trail ;
how_used = custom ;
}
affecter {
attribute = powerup_scope ;
scope {
scope_non_powers = true ;
}
}
}
}
}
PSYCHIC FISTS
talent {
descname = Psychic Fists ;
description = Adds $DMG_MENTAL to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p $DMG_MENTAL ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
damagetype = dmg_mental ;
life = -1 ;
special_fx {
effect = base/hit/hit_mental ;
how_used = custom ;
}
affecter {
attribute = powerup_scope ;
scope {
scope_non_powers = true ;
}
}
}
}
}
FREEZING FISTS
talent {
descname = Freezing Fists ;
description = Adds $DMG_COLD to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p Added $DMG_COLD ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
damagetype = dmg_cold ;
life = -1 ;
special_fx {
effect = char/iceman/special_trail ;
how_used = custom ;
}
affecter {
attribute = powerup_scope ;
scope {
scope_non_powers = true ;
}
}
}
}
}
SHOCKING FISTS
talent {
descname = Shocking Fists ;
description = Adds $DMG_ELECTRICITY to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:p Added $DMG_ELECTRICITY ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
damagetype = dmg_electricity ;
life = -1 ;
special_fx {
effect = char/storm/special_trail ;
how_used = custom ;
}
affecter {
attribute = powerup_scope ;
scope {
scope_non_powers = true ;
}
}
}
}
}
FLAMING FISTS
talent {
descname = Flaming Fists ;
description = Adds $DMG_FIRE to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p $DMG_FIRE ;
powerup {
class = add_attack ;
damagepercent = %char_outfitXX_pct ;
damagetype = dmg_fire ;
life = -1 ;
special_fx {
effect = char/humant/special_trail ;
how_used = custom ;
}
affecter {
attribute = powerup_scope ;
scope {
scope_non_powers = true ;
}
}
}
}
}
RADIOACTIVE FISTS
talent {
descname = Radioactive Fists ;
description = Adds $DMG_RADIATION to melee attacks. ;
icon = 17 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_dmg ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_dmg ;
value = 0.15 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_dmg:p as $DMG_RADIATION ;
powerup {
class = add_harming ;
damagepercent = %char_outfitXX_dmg ;
life = -1 ;
radiation = true ;
time = 2 ;
affecter {
attribute = powerup_scope ;
scope_non_powers = true ;
}
}
}
}
SKILL INCREASE
talent {
descname = Skill Increase ;
description = Chance for powers to be temporarily increased 1 level when used. ;
icon = 18 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.25 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct:p Chance ;
powerup {
chance = %char_outfitXX_pct ;
class = skillincrease ;
level = 1 ;
life = -1 ;
}
}
}
REFLECTION
talent {
descname = Reflection ;
description = Reflects melee damage back at attackers. ;
icon = 19 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_ref ;
value = 0.25 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_ref ;
value = 1.25 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_ref:p $DMG reflected ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = reflect_damage ;
level = %char_outfitXX_ref ;
scope_non_powers = true ;
}
}
}
}
MAX HEALTH
talent {
descname = Max $HP ;
description = Increases maximum health. ;
icon = 20 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_hlt ;
value = 1.05 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_hlt ;
value = 1.25 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_hlt:s Max $HP ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = maxhealth ;
level = %char_outfitXX_hlt ;
}
}
}
}
MAX ENERGY
talent {
descname = Max $EP ;
description = Increases maximum energy. ;
icon = 21 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_ep ;
value = 1.04 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_ep ;
value = 1.2 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_ep:s Max $EP ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = maxenergy ;
level = %char_outfitXX_ep ;
}
}
}
}
RESURRECT ALLY
talent {
descname = Resurrect Ally ;
description = Gives a chance to resurrect fallen allies automatically. ;
icon = 23 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 0.1 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 0.5 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_pct:p Chance to resurrect allies ;
powerup {
apply_ally = all ;
chance = %char_outfitXX_pct ;
class = resurrect ;
life = -1 ;
maxhealthpercent = 1 ;
}
}
}
FOCUS
talent {
descname = Focus ;
description = Increases focus stat ;
icon = 24 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 3 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 15 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct Focus ;
powerup {
life = -1 ;
affecter {
attribute = mind ;
level = %char_outfitXX_pct ;
}
}
}
}
STRIKING
talent {
descname = Striking ;
description = Gives a striking bonus. ;
icon = 25 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 3 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 15 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_pct Striking ;
powerup {
life = -1 ;
affecter {
attribute = strength ;
level = %char_outfitXX_pct ;
}
}
}
}
LEADERSHIP
talent {
descname = Leadership ;
description = Increase $DMG and $XP for all combo attacks. ;
icon = 29 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_com ;
value = 1.25 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_com ;
value = 2.25 ;
}
}
level {
count = 9 ;
description = %char_outfitXX_com:s Combo $DMG\n%char_outfitXX_com:s Combo $XP ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = combo_damage ;
level = %char_outfitXX_com ;
}
affecter {
affect_type = scale ;
attribute = combo_xp ;
level = %char_outfitXX_com ;
}
}
}
}
HEALTH REGEN
talent {
descname = Health Regen ;
description = Increase health regeneration rate. ;
icon = 30 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_hlt ;
value = 0.004 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_hlt ;
value = 0.012 ;
}
talentvalue {
level = 1 ;
name = char_outfitXX_shw ;
value = 0.4 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_shw ;
value = 1.2 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_shw:f% Max $HP regenerated per sec ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = health_regen_pct ;
level = %char_outfitXX_hlt ;
}
}
}
}
ENERGY REGEN
talent {
descname = Energy Regen ;
description = Increases energy regeneration rate. ;
icon = 31 ;
icon_texture = textures/ui/talent_icons.png ;
name = char_outfitXX ;
skin = X ;
type = passive ;
talentvalues {
talentvalue {
level = 1 ;
name = char_outfitXX_pct ;
value = 1.01 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_pct ;
value = 1.05 ;
}
talentvalue {
level = 1 ;
name = char_outfitXX_shw ;
value = 1.00 ;
}
talentvalue {
level = 9 ;
name = char_outfitXX_shw ;
value = 5.0 ;
}
}
level {
count = 9 ;
description = +%char_outfitXX_shw:f% $EP regeneration ;
powerup {
life = -1 ;
affecter {
affect_type = scale ;
attribute = energy_regen ;
level = %char_outfitXX_pct ;
}
}
}
}