generated from nhcarrigan/template
fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit #135
@@ -9,6 +9,7 @@
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/* eslint-disable complexity -- Complex component with many render paths */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { computeEffectiveAdventurerStats } from "../../engine/tick.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { LockToggle } from "../ui/lockToggle.js";
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import type { Adventurer } from "@elysium/types";
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@@ -76,12 +77,19 @@ const computeMaxAffordable = (adventurer: Adventurer, gold: number): number => {
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return quantity;
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};
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interface EffectiveAdventurerStats {
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readonly combatPower: number;
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readonly essencePerSecond: number;
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readonly goldPerSecond: number;
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}
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interface AdventurerCardProperties {
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readonly adventurer: Adventurer;
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readonly currentGold: number;
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readonly batchSize: BatchSize;
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readonly unlockHint: string | undefined;
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readonly formatNumber: (n: number)=> string;
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readonly adventurer: Adventurer;
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readonly currentGold: number;
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readonly batchSize: BatchSize;
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readonly unlockHint: string | undefined;
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readonly formatNumber: (n: number)=> string;
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readonly effectiveStats: EffectiveAdventurerStats;
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}
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/**
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@@ -92,6 +100,7 @@ interface AdventurerCardProperties {
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* @param props.batchSize - The selected batch size.
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* @param props.unlockHint - Optional quest name that unlocks this adventurer.
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* @param props.formatNumber - The number formatting utility function.
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* @param props.effectiveStats - The post-multiplier per-unit stats.
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* @returns The JSX element.
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*/
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const AdventurerCard = ({
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@@ -100,6 +109,7 @@ const AdventurerCard = ({
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batchSize,
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unlockHint,
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formatNumber,
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effectiveStats,
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}: AdventurerCardProperties): JSX.Element => {
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const { buyAdventurer } = useGame();
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@@ -134,17 +144,17 @@ const AdventurerCard = ({
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<div className="adventurer-info">
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<h3>{adventurer.name}</h3>
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<p>
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{formatNumber(adventurer.goldPerSecond)}
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{formatNumber(effectiveStats.goldPerSecond)}
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{" gold/s each"}
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</p>
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{adventurer.essencePerSecond > 0
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&& <p>
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{formatNumber(adventurer.essencePerSecond)}
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{formatNumber(effectiveStats.essencePerSecond)}
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{" essence/s each"}
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</p>
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}
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<p>
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{formatNumber(adventurer.combatPower)}
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{formatNumber(effectiveStats.combatPower)}
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{" combat power each"}
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</p>
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</div>
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@@ -280,6 +290,10 @@ const AdventurerPanel = (): JSX.Element => {
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adventurer={adventurer}
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batchSize={batchSize}
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currentGold={state.resources.gold}
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effectiveStats={computeEffectiveAdventurerStats(
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state,
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adventurer.id,
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)}
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formatNumber={formatNumber}
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key={adventurer.id}
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unlockHint={adventurerUnlockHints.get(adventurer.id)}
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@@ -243,6 +243,118 @@ export const computeEssencePerSecond = (state: GameState): number => {
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return essencePerSecond;
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};
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/**
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* Computes the effective per-unit stats for a single adventurer type,
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* applying all active multipliers (upgrades, prestige, equipment, echo,
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* crafted, companion). The returned values represent what a single
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* adventurer of this type currently contributes per second, matching the
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* per-unit contribution used by computeGoldPerSecond and
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* computeEssencePerSecond.
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* @param state - The current game state.
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* @param adventurerId - The ID of the adventurer to compute stats for.
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* @returns Effective per-unit goldPerSecond, essencePerSecond, and combatPower.
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*/
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export const computeEffectiveAdventurerStats = (
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state: GameState,
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adventurerId: string,
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): { combatPower: number; essencePerSecond: number; goldPerSecond: number } => {
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const adventurer = state.adventurers.find((a) => {
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return a.id === adventurerId;
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});
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/* V8 ignore next 3 -- @preserve */
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if (adventurer === undefined) {
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return { combatPower: 0, essencePerSecond: 0, goldPerSecond: 0 };
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}
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const upgradeMultiplier = state.upgrades.
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filter((upgrade) => {
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const isGlobal = upgrade.target === "global";
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const isThisAdventurer
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= upgrade.target === "adventurer"
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&& upgrade.adventurerId === adventurerId;
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return upgrade.purchased && (isGlobal || isThisAdventurer);
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}).
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reduce((mult, upgrade) => {
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return mult * upgrade.multiplier;
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}, 1);
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const equippedItems = state.equipment.filter((item) => {
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return item.equipped;
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});
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const equipmentGoldMultiplier = equippedItems.reduce((mult, item) => {
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return mult * (item.bonus.goldMultiplier ?? 1);
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}, 1);
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const equipmentCombatMultiplier = equippedItems.reduce((mult, item) => {
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return mult * (item.bonus.combatMultiplier ?? 1);
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}, 1);
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const equippedItemIds = equippedItems.map((item) => {
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return item.id;
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});
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const setBonuses = computeSetBonuses(equippedItemIds, EQUIPMENT_SETS);
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const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
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const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
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// eslint-disable-next-line stylistic/no-mixed-operators -- prestige count * factor is clear
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const prestigeCombatMultiplier = 1 + state.prestige.count * 0.1;
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const echoIncome = state.transcendence?.echoIncomeMultiplier ?? 1;
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const echoCombatMultiplier = state.transcendence?.echoCombatMultiplier ?? 1;
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const craftedGoldMultiplier
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= state.exploration?.craftedGoldMultiplier ?? 1;
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const craftedEssenceMultiplier
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= state.exploration?.craftedEssenceMultiplier ?? 1;
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const craftedCombatMultiplier
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= state.exploration?.craftedCombatMultiplier ?? 1;
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const companionBonus = getActiveCompanionBonus(
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state.companions?.activeCompanionId,
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state.companions?.unlockedCompanionIds ?? [],
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);
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const companionGoldMult
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= companionBonus?.type === "passiveGold"
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? 1 + companionBonus.value
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: 1;
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const companionEssenceMult
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= companionBonus?.type === "essenceIncome"
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? 1 + companionBonus.value
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: 1;
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const companionCombatMult
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= companionBonus?.type === "bossDamage"
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? 1 + companionBonus.value
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: 1;
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const goldPerSecond
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= adventurer.goldPerSecond
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* upgradeMultiplier
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* state.prestige.productionMultiplier
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* runestonesIncome
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* echoIncome
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* equipmentGoldMultiplier
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* setBonuses.goldMultiplier
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* craftedGoldMultiplier
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* companionGoldMult;
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const essencePerSecond
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= adventurer.essencePerSecond
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* upgradeMultiplier
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* state.prestige.productionMultiplier
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* runestonesEssence
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* craftedEssenceMultiplier
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* companionEssenceMult;
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const combatPower
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= adventurer.combatPower
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* upgradeMultiplier
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* prestigeCombatMultiplier
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* equipmentCombatMultiplier
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* setBonuses.combatMultiplier
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* echoCombatMultiplier
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* craftedCombatMultiplier
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* companionCombatMult;
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return { combatPower, essencePerSecond, goldPerSecond };
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};
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/**
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* Computes the party's total combat power, applying all active multipliers
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* (upgrades, prestige, equipment, set bonuses, echo, crafted, companion).
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