﻿{
    strings:
    {
        "ITEM_HOOF_UNCOMMON_PICKUP": "Increase <sprite name=\"Quality\"> movement speed.",
        "ITEM_HOOF_UNCOMMON_DESC": "Increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+25% per stack)</style>.",
        
        "ITEM_HOOF_RARE_PICKUP": "Increase <sprite name=\"Quality\"> movement speed.",
        "ITEM_HOOF_RARE_DESC": "Increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>.",
        
        "ITEM_HOOF_EPIC_PICKUP": "Increase <sprite name=\"Quality\"> movement speed.",
        "ITEM_HOOF_EPIC_DESC": "Increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style>.",
        
        "ITEM_HOOF_LEGENDARY_PICKUP": "Increase <sprite name=\"Quality\"> movement speed.",
        "ITEM_HOOF_LEGENDARY_DESC": "Increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style>.",
        
        "ITEM_CRITGLASSES_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase critical strike damage.",
        "ITEM_CRITGLASSES_UNCOMMON_DESC": "{0}\nIncreases <style=cIsDamage>Critical Strike damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style>.",
        
        "ITEM_CRITGLASSES_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase critical strike damage.",
        "ITEM_CRITGLASSES_RARE_DESC": "{0}\nIncreases <style=cIsDamage>Critical Strike damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style>.",
        
        "ITEM_CRITGLASSES_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase critical strike damage.",
        "ITEM_CRITGLASSES_EPIC_DESC": "{0}\nIncreases <style=cIsDamage>Critical Strike damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>80%</style> <style=cStack>(+80% per stack)</style>.",
        
        "ITEM_CRITGLASSES_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase critical strike damage.",
        "ITEM_CRITGLASSES_LEGENDARY_DESC": "{0}\nIncreases <style=cIsDamage>Critical Strike damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>120%</style> <style=cStack>(+120% per stack)</style>.",
        
        "ITEM_SPRINTBONUS_UNCOMMON_PICKUP": "Increase sprint speed by <sprite name=\"Quality\"> +40%.",
        "ITEM_SPRINTBONUS_UNCOMMON_DESC": "<style=cIsUtility>Sprint speed</style> is improved by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>.",
        
        "ITEM_SPRINTBONUS_RARE_PICKUP": "Increase sprint speed by <sprite name=\"Quality\"> +50%.",
        "ITEM_SPRINTBONUS_RARE_DESC": "<style=cIsUtility>Sprint speed</style> is improved by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>.",
        
        "ITEM_SPRINTBONUS_EPIC_PICKUP": "Increase sprint speed by <sprite name=\"Quality\"> +65%.",
        "ITEM_SPRINTBONUS_EPIC_DESC": "<style=cIsUtility>Sprint speed</style> is improved by <sprite name=\"Quality\"> <style=cIsUtility>65%</style> <style=cStack>(+65% per stack)</style>.",
        
        "ITEM_SPRINTBONUS_LEGENDARY_PICKUP": "Increase sprint speed by <sprite name=\"Quality\"> +80%.",
        "ITEM_SPRINTBONUS_LEGENDARY_DESC": "<style=cIsUtility>Sprint speed</style> is improved by <sprite name=\"Quality\"> <style=cIsUtility>80%</style> <style=cStack>(+80% per stack)</style>.",

        "ITEM_SYRINGE_UNCOMMON_PICKUP": "Increase <sprite name=\"Quality\"> attack speed.",
        "ITEM_SYRINGE_UNCOMMON_DESC": "Increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>30% <style=cStack>(+30% per stack)</style></style>.",

        "ITEM_SYRINGE_RARE_PICKUP": "Increase <sprite name=\"Quality\"> attack speed.",
        "ITEM_SYRINGE_RARE_DESC": "Increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>60% <style=cStack>(+60% per stack)</style></style>.",

        "ITEM_SYRINGE_EPIC_PICKUP": "Increase <sprite name=\"Quality\"> attack speed.",
        "ITEM_SYRINGE_EPIC_DESC": "Increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>105% <style=cStack>(+105% per stack)</style></style>.",

        "ITEM_SYRINGE_LEGENDARY_PICKUP": "Increase <sprite name=\"Quality\"> attack speed.",
        "ITEM_SYRINGE_LEGENDARY_DESC": "Increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>150% <style=cStack>(+150% per stack)</style></style>.",
        
        "ITEM_HEALWHILESAFE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while outside of danger increase health temporarily.",
        "ITEM_HEALWHILESAFE_UNCOMMON_DESC": "{0}\nKills while outside of danger gives <sprite name=\"Quality\"> <style=cIsHealing>+2 <style=cStack>(+2 per stack)</style> non-regenerating maximum health</style>, up to a maximum of <sprite name=\"Quality\"> <style=cIsHealing>100 <style=cStack>(+100 per stack)</style> maximum health</style>.",
        
        "ITEM_HEALWHILESAFE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while outside of danger increase health temporarily.",
        "ITEM_HEALWHILESAFE_RARE_DESC": "{0}\nKills while outside of danger gives <sprite name=\"Quality\"> <style=cIsHealing>+4 <style=cStack>(+4 per stack)</style> non-regenerating maximum health</style>, up to a maximum of <sprite name=\"Quality\"> <style=cIsHealing>200 <style=cStack>(+200 per stack)</style> maximum health</style>.",
        
        "ITEM_HEALWHILESAFE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while outside of danger increase health temporarily.",
        "ITEM_HEALWHILESAFE_EPIC_DESC": "{0}\nKills while outside of danger gives <sprite name=\"Quality\"> <style=cIsHealing>+8 <style=cStack>(+8 per stack)</style> non-regenerating maximum health</style>, up to a maximum of <sprite name=\"Quality\"> <style=cIsHealing>400 <style=cStack>(+400 per stack)</style> maximum health</style>.",
        
        "ITEM_HEALWHILESAFE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while outside of danger increase health temporarily.",
        "ITEM_HEALWHILESAFE_LEGENDARY_DESC": "{0}\nKills while outside of danger gives <sprite name=\"Quality\"> <style=cIsHealing>+12 <style=cStack>(+12 per stack)</style> non-regenerating maximum health</style>, up to a maximum of <sprite name=\"Quality\"> <style=cIsHealing>600 <style=cStack>(+600 per stack)</style> maximum health</style>.",

        "ITEM_STUNCHANCEONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up extra damage on immobile enemies, release damage when enemy regains control.",
        "ITEM_STUNCHANCEONHIT_UNCOMMON_DESC": "{0}\n<style=cIsUtility>Store</style> <sprite name=\"Quality\"> <style=cIsDamage>15% <style=cStack>(+15% per stack)</style></style> of damage dealt to <style=cIsUtility>immobile</style> enemies. All stored damage is <style=cIsUtility>released</style> once the enemy regains control.",

        "ITEM_STUNCHANCEONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up extra damage on immobile enemies, release damage when enemy regains control.",
        "ITEM_STUNCHANCEONHIT_RARE_DESC": "{0}\n<style=cIsUtility>Store</style> <sprite name=\"Quality\"> <style=cIsDamage>30% <style=cStack>(+30% per stack)</style></style> of damage dealt to <style=cIsUtility>immobile</style> enemies. All stored damage is <style=cIsUtility>released</style> once the enemy regains control.",

        "ITEM_STUNCHANCEONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up extra damage on immobile enemies, release damage when enemy regains control.",
        "ITEM_STUNCHANCEONHIT_EPIC_DESC": "{0}\n<style=cIsUtility>Store</style> <sprite name=\"Quality\"> <style=cIsDamage>45% <style=cStack>(+45% per stack)</style></style> of damage dealt to <style=cIsUtility>immobile</style> enemies. All stored damage is <style=cIsUtility>released</style> once the enemy regains control.",

        "ITEM_STUNCHANCEONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up extra damage on immobile enemies, release damage when enemy regains control.",
        "ITEM_STUNCHANCEONHIT_LEGENDARY_DESC": "{0}\n<style=cIsUtility>Store</style> <sprite name=\"Quality\"> <style=cIsDamage>60% <style=cStack>(+60% per stack)</style></style> of damage dealt to <style=cIsUtility>immobile</style> enemies. All stored damage is <style=cIsUtility>released</style> once the enemy regains control.",
        
        "ITEM_PERSONALSHIELD_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable gives non recharging shield.",
        "ITEM_PERSONALSHIELD_UNCOMMON_DESC": "{0}\nActivating an interactable gives <style=cIsUtility>non recharging shield</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>2%</style> of your maximum hp, <style=cIsHealing>up to <sprite name=\"Quality\"> 20% <style=cStack>(+20% per stack)</style></style> maximum hp.",

        "ITEM_PERSONALSHIELD_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable gives non recharging shield.",
        "ITEM_PERSONALSHIELD_RARE_DESC": "{0}\nActivating an interactable gives <style=cIsUtility>non recharging shield</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>5%</style> of your maximum hp, <style=cIsHealing>up to <sprite name=\"Quality\"> 50% <style=cStack>(+50% per stack)</style></style> maximum hp.",

        "ITEM_PERSONALSHIELD_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable gives non recharging shield.",
        "ITEM_PERSONALSHIELD_EPIC_DESC": "{0}\nActivating an interactable gives <style=cIsUtility>non recharging shield</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>7%</style> of your maximum hp, <style=cIsHealing>up to <sprite name=\"Quality\"> 90% <style=cStack>(+90% per stack)</style></style> maximum hp.",

        "ITEM_PERSONALSHIELD_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable gives non recharging shield.",
        "ITEM_PERSONALSHIELD_LEGENDARY_DESC": "{0}\nActivating an interactable gives <style=cIsUtility>non recharging shield</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>10%</style> of your maximum hp, <style=cIsHealing>up to <sprite name=\"Quality\"> 200% <style=cStack>(+200% per stack)</style></style> maximum hp.",

        "ITEM_BARRIERONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce barrier decay rate.",
        "ITEM_BARRIERONKILL_UNCOMMON_DESC": "{0}\nReduces <style=cIsHealing>barrier</style> decay rate by <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style>",

        "ITEM_BARRIERONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce barrier decay rate.",
        "ITEM_BARRIERONKILL_RARE_DESC": "{0}\nReduces <style=cIsHealing>barrier</style> decay rate by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style>",

        "ITEM_BARRIERONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce barrier decay rate.",
        "ITEM_BARRIERONKILL_EPIC_DESC": "{0}\nReduces <style=cIsHealing>barrier</style> decay rate by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>",

        "ITEM_BARRIERONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce barrier decay rate.",
        "ITEM_BARRIERONKILL_LEGENDARY_DESC": "{0}\nReduces <style=cIsHealing>barrier</style> decay rate by <sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style>",

        "ITEM_EXTRASHRINEITEM_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of Chance contain more items.",
        "ITEM_EXTRASHRINEITEM_UNCOMMON_DESC": "{0}\nShrines of Chance contain <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> additional item(s). Stops shrine <style=cIsUtility>price scaling</style> after <sprite name=\"Quality\"> <style=cIsUtility>2 succesful hits</style>.",

        "ITEM_EXTRASHRINEITEM_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of Chance contain more items.",
        "ITEM_EXTRASHRINEITEM_RARE_DESC": "{0}\nShrines of Chance contain <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> additional items. Stops shrine <style=cIsUtility>price scaling</style> after <sprite name=\"Quality\"> <style=cIsUtility>1 succesful hit</style>.",

        "ITEM_EXTRASHRINEITEM_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of Chance contain more items.",
        "ITEM_EXTRASHRINEITEM_EPIC_DESC": "{0}\nShrines of Chance contain <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> additional items. Stops shrine <style=cIsUtility>price scaling</style> after <sprite name=\"Quality\"> <style=cIsUtility>1 succesful hit</style>.",

        "ITEM_EXTRASHRINEITEM_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of Chance contain more items.",
        "ITEM_EXTRASHRINEITEM_LEGENDARY_DESC": "{0}\nShrines of Chance contain <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> additional items. Stops shrine <style=cIsUtility>price scaling</style> after <sprite name=\"Quality\"> <style=cIsUtility>1 succesful hit</style>.",

        "ITEM_DAGGER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Fires additional daggers.",
        "ITEM_DAGGER_UNCOMMON_DESC": "Killing an enemy fires out <sprite name=\"Quality\"> <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> <style=cIsDamage>homing daggers</style> that deal <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_DAGGER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Fires additional daggers.",
        "ITEM_DAGGER_RARE_DESC": "Killing an enemy fires out <sprite name=\"Quality\"> <style=cIsDamage>8</style> <style=cStack>(+5 per stack)</style> <style=cIsDamage>homing daggers</style> that deal <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_DAGGER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Fires additional daggers.",
        "ITEM_DAGGER_EPIC_DESC": "Killing an enemy fires out <sprite name=\"Quality\"> <style=cIsDamage>11</style> <style=cStack>(+8 per stack)</style> <style=cIsDamage>homing daggers</style> that deal <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_DAGGER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Fires additional daggers.",
        "ITEM_DAGGER_LEGENDARY_DESC": "Killing an enemy fires out <sprite name=\"Quality\"> <style=cIsDamage>13</style> <style=cStack>(+10 per stack)</style> <style=cIsDamage>homing daggers</style> that deal <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_FRAGILEDAMAGEBONUS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Deal bonus damage until you are hit 12 times.",
        "ITEM_FRAGILEDAMAGEBONUS_UNCOMMON_DESC": "{0}\nIncrease damage by an additional <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> if you have <style=cIsHealth>received</style> or <style=cIsHealing>blocked</style> damage fewer than <sprite name=\"Quality\"> <style=cIsHealth>12</style> times on a stage.",

        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_UNCOMMON_PICKUP": "...well, it's still right <sprite name=\"Quality\"> thrice a day.",
        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_UNCOMMON_DESC": "{0}",

        "ITEM_FRAGILEDAMAGEBONUS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Deal bonus damage until you are hit 15 times.",
        "ITEM_FRAGILEDAMAGEBONUS_RARE_DESC": "{0}\nIncrease damage by an additional <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> if you have <style=cIsHealth>received</style> or <style=cIsHealing>blocked</style> damage fewer than <sprite name=\"Quality\"> <style=cIsHealth>15</style> times on a stage.",

        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_RARE_PICKUP": "...well, it's still right <sprite name=\"Quality\"> quadrice a day.",
        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_RARE_DESC": "{0}",

        "ITEM_FRAGILEDAMAGEBONUS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Deal bonus damage until you are hit 20 times.",
        "ITEM_FRAGILEDAMAGEBONUS_EPIC_DESC": "{0}\nIncrease damage by an additional <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style> if you have <style=cIsHealth>received</style> or <style=cIsHealing>blocked</style> damage fewer than <sprite name=\"Quality\"> <style=cIsHealth>20</style> times on a stage.",

        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_EPIC_PICKUP": "...well, it's still right <sprite name=\"Quality\"> quintice a day.",
        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_EPIC_DESC": "{0}",

        "ITEM_FRAGILEDAMAGEBONUS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Deal bonus damage until you are hit 25 times.",
        "ITEM_FRAGILEDAMAGEBONUS_LEGENDARY_DESC": "{0}\nIncrease damage by an additional <sprite name=\"Quality\"> <style=cIsDamage>60%</style> <style=cStack>(+60% per stack)</style> if you have <style=cIsHealth>received</style> or <style=cIsHealing>blocked</style> damage fewer than <sprite name=\"Quality\"> <style=cIsHealth>25</style> times on a stage.",

        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_LEGENDARY_PICKUP": "...well, it's still right- <sprite name=\"Quality\"> oh, it still works.",
        "ITEM_FRAGILEDAMAGEBONUSCONSUMED_LEGENDARY_DESC": "{0}",

        "ITEM_SECONDARYSKILLMAGAZINE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge your Secondary skill.",
        "ITEM_SECONDARYSKILLMAGAZINE_UNCOMMON_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style> chance to immediately recharge it.",

        "ITEM_SECONDARYSKILLMAGAZINE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge your Secondary skill.",
        "ITEM_SECONDARYSKILLMAGAZINE_RARE_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+25% per stack)</style> chance to immediately recharge it.",

        "ITEM_SECONDARYSKILLMAGAZINE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge your Secondary skill.",
        "ITEM_SECONDARYSKILLMAGAZINE_EPIC_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style> chance to immediately recharge it.",

        "ITEM_SECONDARYSKILLMAGAZINE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge your Secondary skill.",
        "ITEM_SECONDARYSKILLMAGAZINE_LEGENDARY_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style> chance to immediately recharge it.",

        "ITEM_FIREWORK_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a large firework that deals more damage.",
        "ITEM_FIREWORK_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>15%</style> chance to launch a <style=cIsDamage>large firework</style> instead, increasing size by <sprite name=\"Quality\"> <style=cIsUtility>100% <style=cStack>(+100% per stack)</style></style> and dealing <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+100% per stack)</style></style> base damage.",

        "ITEM_FIREWORK_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a large firework that deals more damage.",
        "ITEM_FIREWORK_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance to launch a <style=cIsDamage>large firework</style> instead, increasing size by <sprite name=\"Quality\"> <style=cIsUtility>200% <style=cStack>(+200% per stack)</style></style> and dealing <sprite name=\"Quality\"> <style=cIsDamage>450% <style=cStack>(+150% per stack)</style></style> base damage.",

        "ITEM_FIREWORK_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a large firework that deals more damage.",
        "ITEM_FIREWORK_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>60%</style> chance to launch a <style=cIsDamage>large firework</style> instead, increasing size by <sprite name=\"Quality\"> <style=cIsUtility>300% <style=cStack>(+300% per stack)</style></style> and dealing <sprite name=\"Quality\"> <style=cIsDamage>550% <style=cStack>(+250% per stack)</style></style> base damage.",

        "ITEM_FIREWORK_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Fire a large firework that deals more damage.",
        "ITEM_FIREWORK_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>All fireworks</style> launch a <style=cIsDamage>large firework</style> instead, increasing size by <sprite name=\"Quality\"> <style=cIsUtility>500% <style=cStack>(+500% per stack)</style></style> and dealing <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+300% per stack)</style></style> base damage.",

        "ITEM_MEDKIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable creates a healing zone.",
        "ITEM_MEDKIT_UNCOMMON_DESC": "{0}\nActivating an interactable creates a <sprite name=\"Quality\"> <style=cIsUtility>7m <style=cStack>(+7m per stack)</style></style> <style=cIsHealing>healing zone</style> that heals all allies inside for <sprite name=\"Quality\"> <style=cIsHealing>5%</style> of their maximum health per second. Lasts <sprite name=\"Quality\"> <style=cIsUtility>15</style> seconds.",
        
        "ITEM_MEDKIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable creates a healing zone.",
        "ITEM_MEDKIT_RARE_DESC": "{0}\nActivating an interactable creates a <sprite name=\"Quality\"> <style=cIsUtility>15m <style=cStack>(+15m per stack)</style></style> <style=cIsHealing>healing zone</style> that heals all allies inside for <sprite name=\"Quality\"> <style=cIsHealing>10%</style> of their maximum health per second. Lasts <sprite name=\"Quality\"> <style=cIsUtility>30</style> seconds.",
        
        "ITEM_MEDKIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable creates a healing zone.",
        "ITEM_MEDKIT_EPIC_DESC": "{0}\nActivating an interactable creates a <sprite name=\"Quality\"> <style=cIsUtility>25m <style=cStack>(+25m per stack)</style></style> <style=cIsHealing>healing zone</style> that heals all allies inside for <sprite name=\"Quality\"> <style=cIsHealing>20%</style> of their maximum health per second. Lasts <sprite name=\"Quality\"> <style=cIsUtility>45</style> seconds.",
        
        "ITEM_MEDKIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating an interactable creates a healing zone.",
        "ITEM_MEDKIT_LEGENDARY_DESC": "{0}\nActivating an interactable creates a <sprite name=\"Quality\"> <style=cIsUtility>40m <style=cStack>(+40m per stack)</style></style> <style=cIsHealing>healing zone</style> that heals all allies inside for <sprite name=\"Quality\"> <style=cIsHealing>30%</style> of their maximum health per second. Lasts <sprite name=\"Quality\"> <style=cIsUtility>60</style> seconds.",

        "ITEM_MUSHROOM_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Create a bubble shield after standing still for 0.6 seconds.",
        "ITEM_MUSHROOM_UNCOMMON_DESC": "{0}\nAfter standing still for <style=cIsUtility>0.6 seconds</style>, create a <style=cIsUtility>bubble shield</style> with a <sprite name=\"Quality\"> <style=cIsDamage>13m radius</style>, lasting for <sprite name=\"Quality\"> <style=cIsDamage>1 <style=cStack>(+1 per stack)</style> seconds</style>.",

        "ITEM_MUSHROOM_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Create a bubble shield after standing still for 0.6 seconds.",
        "ITEM_MUSHROOM_RARE_DESC": "{0}\nAfter standing still for <style=cIsUtility>0.6 seconds</style>, create a <style=cIsUtility>bubble shield</style> with a <sprite name=\"Quality\"> <style=cIsDamage>11m radius</style>, lasting for <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+3 per stack)</style> seconds</style>.",

        "ITEM_MUSHROOM_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Create a bubble shield after standing still for 0.6 seconds.",
        "ITEM_MUSHROOM_EPIC_DESC": "{0}\nAfter standing still for <style=cIsUtility>0.6 seconds</style>, create a <style=cIsUtility>bubble shield</style> with a <sprite name=\"Quality\"> <style=cIsDamage>9m radius</style>, lasting for <sprite name=\"Quality\"> <style=cIsDamage>6 <style=cStack>(+6 per stack)</style> seconds</style>.",

        "ITEM_MUSHROOM_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Create a bubble shield after standing still for 0.6 seconds.",
        "ITEM_MUSHROOM_LEGENDARY_DESC": "{0}\nAfter standing still for <style=cIsUtility>0.6 seconds</style>, create a <style=cIsUtility>bubble shield</style> with a <sprite name=\"Quality\"> <style=cIsDamage>7m radius</style>, lasting for <sprite name=\"Quality\"> <style=cIsDamage>12 <style=cStack>(+12 per stack)</style> seconds</style>.",

        "ITEM_EQUIPMENTMAGAZINE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge held equipment.",
        "ITEM_EQUIPMENTMAGAZINE_UNCOMMON_DESC": "{0}\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> chance to immediately recharge it.",

        "ITEM_EQUIPMENTMAGAZINE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge held equipment.",
        "ITEM_EQUIPMENTMAGAZINE_RARE_DESC": "{0}\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> chance to immediately recharge it.",

        "ITEM_EQUIPMENTMAGAZINE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge held equipment.",
        "ITEM_EQUIPMENTMAGAZINE_EPIC_DESC": "{0}\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+35% per stack)</style> chance to immediately recharge it.",

        "ITEM_EQUIPMENTMAGAZINE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to immediately recharge held equipment.",
        "ITEM_EQUIPMENTMAGAZINE_LEGENDARY_DESC": "{0}\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style> chance to immediately recharge it.",

        "ITEM_HEALINGPOTION_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to throw a potion at enemies that inflicts a chemical burn. Chance increases with more consumed items in your inventory.",
        "ITEM_HEALINGPOTION_UNCOMMON_DESC": "{0}\n<style=cIsUtility>5%</style> chance on hit to throw a <style=cIsDamage>potion</style> at the enemy that explodes in a <style=cIsUtility>15m</style> radius and inflicts all enemies hit with <style=cIsDamage>chemical burn</style> for <sprite name=\"Quality\"> <style=cIsDamage>250% <style=cStack>(+250% per stack)</style></style> damage. The chance to throw a potion increases by <sprite name=\"Quality\"> <style=cIsUtility>0.5%</style> for every <style=cIsUtility>consumed</style> item or equipment in your inventory.",

        "ITEM_HEALINGPOTION_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to throw a potion at enemies that inflicts a chemical burn. Chance increases with more consumed items in your inventory.",
        "ITEM_HEALINGPOTION_RARE_DESC": "{0}\n<style=cIsUtility>5%</style> chance on hit to throw a <style=cIsDamage>potion</style> at the enemy that explodes in a <style=cIsUtility>15m</style> radius and inflicts all enemies hit with <style=cIsDamage>chemical burn</style> for <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style></style> damage. The chance to throw a potion increases by <sprite name=\"Quality\"> <style=cIsUtility>1%</style> for every <style=cIsUtility>consumed</style> item or equipment in your inventory.",

        "ITEM_HEALINGPOTION_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to throw a potion at enemies that inflicts a chemical burn. Chance increases with more consumed items in your inventory.",
        "ITEM_HEALINGPOTION_EPIC_DESC": "{0}\n<style=cIsUtility>5%</style> chance on hit to throw a <style=cIsDamage>potion</style> at the enemy that explodes in a <style=cIsUtility>15m</style> radius and inflicts all enemies hit with <style=cIsDamage>chemical burn</style> for <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+1000% per stack)</style></style> damage. The chance to throw a potion increases by <sprite name=\"Quality\"> <style=cIsUtility>3%</style> for every <style=cIsUtility>consumed</style> item or equipment in your inventory.",

        "ITEM_HEALINGPOTION_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to throw a potion at enemies that inflicts a chemical burn. Chance increases with more consumed items in your inventory.",
        "ITEM_HEALINGPOTION_LEGENDARY_DESC": "{0}\n<style=cIsUtility>5%</style> chance on hit to throw a <style=cIsDamage>potion</style> at the enemy that explodes in a <style=cIsUtility>15m</style> radius and inflicts all enemies hit with <style=cIsDamage>chemical burn</style> for <sprite name=\"Quality\"> <style=cIsDamage>1600% <style=cStack>(+1600% per stack)</style></style> damage. The chance to throw a potion increases by <sprite name=\"Quality\"> <style=cIsUtility>5%</style> for every <style=cIsUtility>consumed</style> item or equipment in your inventory.",

        "ITEM_HEALINGPOTIONCONSUMED_UNCOMMON_PICKUP": "An empty container for an Elixir. <sprite name=\"Quality\"> Refreshing. Does nothing.",
        "ITEM_HEALINGPOTIONCONSUMED_UNCOMMON_DESC": "An empty container for an Elixir. <sprite name=\"Quality\"> Refreshing. Does nothing.",

        "ITEM_HEALINGPOTIONCONSUMED_RARE_PICKUP": "An empty container for an Elixir. Has a <sprite name=\"Quality\"> pleasant aftertaste. Does nothing.",
        "ITEM_HEALINGPOTIONCONSUMED_RARE_DESC": "An empty container for an Elixir. Has a <sprite name=\"Quality\"> pleasant aftertaste. Does nothing.",

        "ITEM_HEALINGPOTIONCONSUMED_EPIC_PICKUP": "An empty container for an Elixir. It was <sprite name=\"Quality\"> delicious. Does nothing.",
        "ITEM_HEALINGPOTIONCONSUMED_EPIC_DESC": "An empty container for an Elixir. It was <sprite name=\"Quality\"> delicious. Does nothing.",

        "ITEM_HEALINGPOTIONCONSUMED_LEGENDARY_PICKUP": "An empty container for an Elixir. <sprite name=\"Quality\"> I can't go back, I need more. Does nothing.",
        "ITEM_HEALINGPOTIONCONSUMED_LEGENDARY_DESC": "An empty container for an Elixir. <sprite name=\"Quality\"> I can't go back, I need more. Does nothing.",

        "ITEM_TRIGGERENEMYDEBUFFS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase transferred debuff duration.",
        "ITEM_TRIGGERENEMYDEBUFFS_UNCOMMON_DESC": "{0}\nIncreases <style=cIsUtility>durations</style> of <style=cIsDamage>transferred debuffs</style> by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style>",

        "ITEM_TRIGGERENEMYDEBUFFS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase transferred debuff duration.",
        "ITEM_TRIGGERENEMYDEBUFFS_RARE_DESC": "{0}\nIncreases <style=cIsUtility>durations</style> of <style=cIsDamage>transferred debuffs</style> by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>",

        "ITEM_TRIGGERENEMYDEBUFFS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase transferred debuff duration.",
        "ITEM_TRIGGERENEMYDEBUFFS_EPIC_DESC": "{0}\nIncreases <style=cIsUtility>durations</style> of <style=cIsDamage>transferred debuffs</style> by <sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style>",

        "ITEM_TRIGGERENEMYDEBUFFS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase transferred debuff duration.",
        "ITEM_TRIGGERENEMYDEBUFFS_LEGENDARY_DESC": "{0}\nIncreases <style=cIsUtility>durations</style> of <style=cIsDamage>transferred debuffs</style> by <sprite name=\"Quality\"> <style=cIsUtility>150%</style> <style=cStack>(+150% per stack)</style>",

        "ITEM_INCREASEDAMAGEONMULTIKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase max allowed idle duration, reduce number of buff stacks lost when timer runs out.",
        "ITEM_INCREASEDAMAGEONMULTIKILL_UNCOMMON_DESC": "Killing an enemy increases your damage by <style=cIsDamage>3.5%</style> <style=cStack>(+1% per stack)</style>, up to <style=cIsUtility>10</style> <style=cStack>(+5 per stack)</style>, for <sprite name=\"Quality\"> <style=cIsUtility>8s</style> <style=cStack>(+1s per stack)</style>. Only lose up to <sprite name=\"Quality\"> <style=cIsUtility>10</style> buff stacks when the timer runs out.",

        "ITEM_INCREASEDAMAGEONMULTIKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase max allowed idle duration, reduce number of buff stacks lost when timer runs out.",
        "ITEM_INCREASEDAMAGEONMULTIKILL_RARE_DESC": "Killing an enemy increases your damage by <style=cIsDamage>3.5%</style> <style=cStack>(+1% per stack)</style>, up to <style=cIsUtility>10</style> <style=cStack>(+5 per stack)</style>, for <sprite name=\"Quality\"> <style=cIsUtility>10s</style> <style=cStack>(+3s per stack)</style>. Only lose up to <sprite name=\"Quality\"> <style=cIsUtility>5</style> buff stacks when the timer runs out.",

        "ITEM_INCREASEDAMAGEONMULTIKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase max allowed idle duration, reduce number of buff stacks lost when timer runs out.",
        "ITEM_INCREASEDAMAGEONMULTIKILL_EPIC_DESC": "Killing an enemy increases your damage by <style=cIsDamage>3.5%</style> <style=cStack>(+1% per stack)</style>, up to <style=cIsUtility>10</style> <style=cStack>(+5 per stack)</style>, for <sprite name=\"Quality\"> <style=cIsUtility>12s</style> <style=cStack>(+5s per stack)</style>. Only lose up to <sprite name=\"Quality\"> <style=cIsUtility>3</style> buff stacks when the timer runs out.",

        "ITEM_INCREASEDAMAGEONMULTIKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase max allowed idle duration, reduce number of buff stacks lost when timer runs out.",
        "ITEM_INCREASEDAMAGEONMULTIKILL_LEGENDARY_DESC": "Killing an enemy increases your damage by <style=cIsDamage>3.5%</style> <style=cStack>(+1% per stack)</style>, up to <style=cIsUtility>10</style> <style=cStack>(+5 per stack)</style>, for <sprite name=\"Quality\"> <style=cIsUtility>14s</style> <style=cStack>(+7s per stack)</style>. Only lose <sprite name=\"Quality\"> <style=cIsUtility>1</style> buff stack when the timer runs out.",

        "ITEM_NEARBYDAMAGEBONUS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage dealt if there are few enemies nearby.",
        "ITEM_NEARBYDAMAGEBONUS_UNCOMMON_DESC": "Increase damage to enemies within <style=cIsDamage>13m</style> by <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> damage. The additional damage bonus is <style=cIsUtility>halved</style> for every additional enemy within <style=cIsDamage>13m</style>.",

        "ITEM_NEARBYDAMAGEBONUS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage dealt if there are few enemies nearby.",
        "ITEM_NEARBYDAMAGEBONUS_RARE_DESC": "Increase damage to enemies within <style=cIsDamage>13m</style> by <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> damage. The additional damage bonus is <style=cIsUtility>halved</style> for every additional enemy within <style=cIsDamage>13m</style>.",

        "ITEM_NEARBYDAMAGEBONUS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage dealt if there are few enemies nearby.",
        "ITEM_NEARBYDAMAGEBONUS_EPIC_DESC": "Increase damage to enemies within <style=cIsDamage>13m</style> by <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>35%</style> <style=cStack>(+35% per stack)</style> damage. The additional damage bonus is <style=cIsUtility>halved</style> for every additional enemy within <style=cIsDamage>13m</style>.",

        "ITEM_NEARBYDAMAGEBONUS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage dealt if there are few enemies nearby.",
        "ITEM_NEARBYDAMAGEBONUS_LEGENDARY_DESC": "Increase damage to enemies within <style=cIsDamage>13m</style> by <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> damage. The additional damage bonus is <style=cIsUtility>halved</style> for every additional enemy within <style=cIsDamage>13m</style>.",

        "ITEM_ATTACKSPEEDANDMOVESPEED_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Additionally increase attack speed or move speed, whichever stat is lowest.",
        "ITEM_ATTACKSPEEDANDMOVESPEED_UNCOMMON_DESC": "{0}\nIncreases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> <style=cIsHealth>or</style> <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style>, whichever stat is <style=cIsUtility>lowest</style>.",

        "ITEM_ATTACKSPEEDANDMOVESPEED_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Additionally increase attack speed or move speed, whichever stat is lowest.",
        "ITEM_ATTACKSPEEDANDMOVESPEED_RARE_DESC": "{0}\nIncreases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> <style=cIsHealth>or</style> <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style>, whichever stat is <style=cIsUtility>lowest</style>.",

        "ITEM_ATTACKSPEEDANDMOVESPEED_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Additionally increase attack speed or move speed, whichever stat is lowest.",
        "ITEM_ATTACKSPEEDANDMOVESPEED_EPIC_DESC": "{0}\nIncreases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style> <style=cIsHealth>or</style> <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>, whichever stat is <style=cIsUtility>lowest</style>.",

        "ITEM_ATTACKSPEEDANDMOVESPEED_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Additionally increase attack speed or move speed, whichever stat is lowest.",
        "ITEM_ATTACKSPEEDANDMOVESPEED_LEGENDARY_DESC": "{0}\nIncreases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>60%</style> <style=cStack>(+60% per stack)</style> <style=cIsHealth>or</style> <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style>, whichever stat is <style=cIsUtility>lowest</style>.",

        "ITEM_TOOTH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Healing orbs gain an additional buff depending on the skill used.",
        "ITEM_TOOTH_UNCOMMON_DESC": "{0}\nHealing orbs gain an additional buff depending on the skill used to kill the enemy. Killing with your <style=cIsUtility>primary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>20%</style> attack speed for <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> second(s). Killing with your <style=cIsUtility>secondary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>5%</style> secondary skill damage for <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> seconds. Killing with your <style=cIsUtility>utility skill</style> grants <style=cIsHealing>barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>15 health</style> <style=cStack>(+15 per stack)</style>. Killing with your <style=cIsUtility>special skill</style> reduces all non-special skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> second(s).",

        "ITEM_TOOTH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Healing orbs gain an additional buff depending on the skill used.",
        "ITEM_TOOTH_RARE_DESC": "{0}\nHealing orbs gain an additional buff depending on the skill used to kill the enemy. Killing with your <style=cIsUtility>primary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>50%</style> attack speed for <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> seconds. Killing with your <style=cIsUtility>secondary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>10%</style> secondary skill damage for <sprite name=\"Quality\"> <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style> seconds. Killing with your <style=cIsUtility>utility skill</style> grants <style=cIsHealing>barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>25 health</style> <style=cStack>(+25 per stack)</style>. Killing with your <style=cIsUtility>special skill</style> reduces all non-special skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> seconds.",

        "ITEM_TOOTH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Healing orbs gain an additional buff depending on the skill used.",
        "ITEM_TOOTH_EPIC_DESC": "{0}\nHealing orbs gain an additional buff depending on the skill used to kill the enemy. Killing with your <style=cIsUtility>primary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>80%</style> attack speed for <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> seconds. Killing with your <style=cIsUtility>secondary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>15%</style> secondary skill damage for <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style> seconds. Killing with your <style=cIsUtility>utility skill</style> grants <style=cIsHealing>barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>35 health</style> <style=cStack>(+35 per stack)</style>. Killing with your <style=cIsUtility>special skill</style> reduces all non-special skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> seconds.",

        "ITEM_TOOTH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Healing orbs gain an additional buff depending on the skill used.",
        "ITEM_TOOTH_LEGENDARY_DESC": "{0}\nHealing orbs gain an additional buff depending on the skill used to kill the enemy. Killing with your <style=cIsUtility>primary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>120%</style> attack speed for <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> seconds. Killing with your <style=cIsUtility>secondary skill</style> grants <sprite name=\"Quality\"> <style=cIsDamage>20%</style> secondary skill damage for <sprite name=\"Quality\"> <style=cIsUtility>10</style> <style=cStack>(+10 per stack)</style> seconds. Killing with your <style=cIsUtility>utility skill</style> grants <style=cIsHealing>barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>50 health</style> <style=cStack>(+50 per stack)</style>. Killing with your <style=cIsUtility>special skill</style> reduces all non-special skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> seconds.",

        "ITEM_GOLDONHURT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Receive bonus money from barrels.",
        "ITEM_GOLDONHURT_UNCOMMON_DESC": "{0}\nReceive an additional <sprite name=\"Quality\"> <style=cIsUtility>25 <style=cStack>(+25 per stack)</style> gold</style> from all <style=cIsUtility>barrels</style>. <style=cIsUtility>Amount scales over time</style>.",

        "ITEM_GOLDONHURT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Receive bonus money from barrels.",
        "ITEM_GOLDONHURT_RARE_DESC": "{0}\nReceive an additional <sprite name=\"Quality\"> <style=cIsUtility>50 <style=cStack>(+50 per stack)</style> gold</style> from all <style=cIsUtility>barrels</style>. <style=cIsUtility>Amount scales over time</style>.",

        "ITEM_GOLDONHURT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Receive bonus money from barrels.",
        "ITEM_GOLDONHURT_EPIC_DESC": "{0}\nReceive an additional <sprite name=\"Quality\"> <style=cIsUtility>75 <style=cStack>(+75 per stack)</style> gold</style> from all <style=cIsUtility>barrels</style>. <style=cIsUtility>Amount scales over time</style>.",

        "ITEM_GOLDONHURT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Receive bonus money from barrels.",
        "ITEM_GOLDONHURT_LEGENDARY_DESC": "{0}\nReceive an additional <sprite name=\"Quality\"> <style=cIsUtility>100 <style=cStack>(+100 per stack)</style> gold</style> from all <style=cIsUtility>barrels</style>. <style=cIsUtility>Amount scales over time</style>.",

        "ITEM_TREASURECACHE_UNCOMMON_PICKUP": "Gain access to a Rusty Lockbox that contains an <sprite name=\"QualityUncommon\"> uncommon quality item.",
        "ITEM_TREASURECACHE_UNCOMMON_DESC": "A <style=cIsUtility>hidden cache</style> containing an <sprite name=\"QualityUncommon\"> uncommon quality item (<style=cIsHealing>80%</style>/<style=cIsHealth>20%</style>) will appear in a random location <style=cIsUtility>on each stage</style>. Opening the cache <style=cIsUtility>consumes</style> this item.",

        "ITEM_TREASURECACHE_RARE_PICKUP": "Gain access to a Rusty Lockbox that contains a <sprite name=\"QualityRare\"> rare quality item.",
        "ITEM_TREASURECACHE_RARE_DESC": "A <style=cIsUtility>hidden cache</style> containing a <sprite name=\"QualityRare\"> rare quality item (<style=cIsHealing>80%</style>/<style=cIsHealth>20%</style>) will appear in a random location <style=cIsUtility>on each stage</style>. Opening the cache <style=cIsUtility>consumes</style> this item.",

        "ITEM_TREASURECACHE_EPIC_PICKUP": "Gain access to a Rusty Lockbox that contains an <sprite name=\"QualityEpic\"> epic quality item.",
        "ITEM_TREASURECACHE_EPIC_DESC": "A <style=cIsUtility>hidden cache</style> containing an <sprite name=\"QualityEpic\"> epic quality item (<style=cIsHealing>80%</style>/<style=cIsHealth>20%</style>) will appear in a random location <style=cIsUtility>on each stage</style>. Opening the cache <style=cIsUtility>consumes</style> this item.",

        "ITEM_TREASURECACHE_LEGENDARY_PICKUP": "Gain access to a Rusty Lockbox that contains a <sprite name=\"QualityLegendary\"> legendary quality item.",
        "ITEM_TREASURECACHE_LEGENDARY_DESC": "A <style=cIsUtility>hidden cache</style> containing a <sprite name=\"QualityLegendary\"> legendary quality item (<style=cIsHealing>80%</style>/<style=cIsHealth>20%</style>) will appear in a random location <style=cIsUtility>on each stage</style>. Opening the cache <style=cIsUtility>consumes</style> this item.",

        "ITEM_FLATHEALTH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Defeating a boss or stage objective permanently increases your maximum health by 40.",
        "ITEM_FLATHEALTH_UNCOMMON_DESC": "{0}\nDefeating a <style=cDeath>Boss</style> or completing a <style=cIsUtility>Stage's main objective</style> permanently increases your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cIsHealing>40</style> <style=cStack>(+40 per stack)</style>.",

        "ITEM_FLATHEALTH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Defeating a boss or stage objective permanently increases your maximum health by 80.",
        "ITEM_FLATHEALTH_RARE_DESC": "{0}\nDefeating a <style=cDeath>Boss</style> or completing a <style=cIsUtility>Stage's main objective</style> permanently increases your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cIsHealing>80</style> <style=cStack>(+80 per stack)</style>.",

        "ITEM_FLATHEALTH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Defeating a boss or stage objective permanently increases your maximum health by 130.",
        "ITEM_FLATHEALTH_EPIC_DESC": "{0}\nDefeating a <style=cDeath>Boss</style> or completing a <style=cIsUtility>Stage's main objective</style> permanently increases your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cIsHealing>130</style> <style=cStack>(+130 per stack)</style>.",

        "ITEM_FLATHEALTH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Defeating a boss or stage objective permanently increases your maximum health by 200.",
        "ITEM_FLATHEALTH_LEGENDARY_DESC": "{0}\nDefeating a <style=cDeath>Boss</style> or completing a <style=cIsUtility>Stage's main objective</style> permanently increases your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cIsHealing>200</style> <style=cStack>(+200 per stack)</style>.",

        "ITEM_STICKYBOMB_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bomb damage and size.",
        "ITEM_STICKYBOMB_UNCOMMON_DESC": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <sprite name=\"Quality\"> <style=cIsDamage>230%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. Increases size of bombs by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>.",

        "ITEM_STICKYBOMB_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bomb damage and size.",
        "ITEM_STICKYBOMB_RARE_DESC": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <sprite name=\"Quality\"> <style=cIsDamage>260%</style> <style=cStack>(+80% per stack)</style> TOTAL damage. Increases size of bombs by <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style>.",

        "ITEM_STICKYBOMB_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bomb damage and size.",
        "ITEM_STICKYBOMB_EPIC_DESC": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <sprite name=\"Quality\"> <style=cIsDamage>300%</style> <style=cStack>(+120% per stack)</style> TOTAL damage. Increases size of bombs by <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>.",

        "ITEM_STICKYBOMB_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bomb damage and size.",
        "ITEM_STICKYBOMB_LEGENDARY_DESC": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <sprite name=\"Quality\"> <style=cIsDamage>480%</style> <style=cStack>(+200% per stack)</style> TOTAL damage. Increases size of bombs by <sprite name=\"Quality\"> <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style>.",

        "ITEM_CROWBAR_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Every 10th high damage hit deals bonus damage.",
        "ITEM_CROWBAR_UNCOMMON_DESC": "{0}\nEvery 10th hit that deals <style=cIsDamage>more than 400% damage</style> deals an additional <sprite name=\"Quality\"> <style=cIsDamage>50% <style=cStack>(+50% per stack)</style></style> TOTAL damage.",

        "ITEM_CROWBAR_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Every 10th high damage hit deals bonus damage.",
        "ITEM_CROWBAR_RARE_DESC": "{0}\nEvery 10th hit that deals <style=cIsDamage>more than 400% damage</style> deals an additional <sprite name=\"Quality\"> <style=cIsDamage>100% <style=cStack>(+100% per stack)</style></style> TOTAL damage.",

        "ITEM_CROWBAR_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Every 10th high damage hit deals bonus damage.",
        "ITEM_CROWBAR_EPIC_DESC": "{0}\nEvery 10th hit that deals <style=cIsDamage>more than 400% damage</style> deals an additional <sprite name=\"Quality\"> <style=cIsDamage>250% <style=cStack>(+250% per stack)</style></style> TOTAL damage.",

        "ITEM_CROWBAR_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Every 10th high damage hit deals bonus damage.",
        "ITEM_CROWBAR_LEGENDARY_DESC": "{0}\nEvery 10th hit that deals <style=cIsDamage>more than 400% damage</style> deals an additional <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+400% per stack)</style></style> TOTAL damage.",

        "ITEM_BLEEDONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bleed damage.",
        "ITEM_BLEEDONHIT_UNCOMMON_DESC": "{0}\nIncrease all <style=cIsDamage>bleed</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>10% <style=cStack>(+10% per stack)</style></style>.",

        "ITEM_BLEEDONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bleed damage.",
        "ITEM_BLEEDONHIT_RARE_DESC": "{0}\nIncrease all <style=cIsDamage>bleed</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>20% <style=cStack>(+20% per stack)</style></style>.",

        "ITEM_BLEEDONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bleed damage.",
        "ITEM_BLEEDONHIT_EPIC_DESC": "{0}\nIncrease all <style=cIsDamage>bleed</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>30% <style=cStack>(+30% per stack)</style></style>.",

        "ITEM_BLEEDONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase bleed damage.",
        "ITEM_BLEEDONHIT_LEGENDARY_DESC": "{0}\nIncrease all <style=cIsDamage>bleed</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>50% <style=cStack>(+50% per stack)</style></style>.",

        "ITEM_CLOVER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Luck is on your side.",
        "ITEM_CLOVER_UNCOMMON_DESC": "{0}\nAll item qualities are rolled <sprite name=\"Quality\"> <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> times for a <style=cIsUtility>favorable outcome</style>.",

        "ITEM_CLOVER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Luck is on your side.",
        "ITEM_CLOVER_RARE_DESC": "{0}\nAll item qualities are rolled <sprite name=\"Quality\"> <style=cIsUtility>+2</style> <style=cStack>(+2 per stack)</style> times for a <style=cIsUtility>favorable outcome</style>.",

        "ITEM_CLOVER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Luck is on your side.",
        "ITEM_CLOVER_EPIC_DESC": "{0}\nAll item qualities are rolled <sprite name=\"Quality\"> <style=cIsUtility>+3</style> <style=cStack>(+3 per stack)</style> times for a <style=cIsUtility>favorable outcome</style>.",

        "ITEM_CLOVER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Luck is on your side.",
        "ITEM_CLOVER_LEGENDARY_DESC": "{0}\nAll item qualities are rolled <sprite name=\"Quality\"> <style=cIsUtility>+5</style> <style=cStack>(+5 per stack)</style> times for a <style=cIsUtility>favorable outcome</style>.",

        "ITEM_WARDONLEVEL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain extra attack speed, scaling with time spent in the warbanner radius. Activating an interactable creates a temporary warbanner.",
        "ITEM_WARDONLEVEL_UNCOMMON_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>+2% attack speed</style> for every second spent in the warbanner radius, up to <sprite name=\"Quality\"> <style=cIsDamage>30 seconds <style=cStack>(+30 seconds per stack)</style></style>. Activating an interactable creates a <style=cIsUtility>temporary</style> warbanner for <sprite name=\"Quality\"> <style=cIsUtility>10</style> <style=cStack>(+10 per stack)</style> seconds.",

        "ITEM_WARDONLEVEL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain extra attack speed, scaling with time spent in the warbanner radius. Activating an interactable creates a temporary warbanner.",
        "ITEM_WARDONLEVEL_RARE_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>+3% attack speed</style> for every second spent in the warbanner radius, up to <sprite name=\"Quality\"> <style=cIsDamage>40<style=cStack>(+40 per stack)</style></style> seconds. Activating an interactable creates a <style=cIsUtility>temporary</style> warbanner for <sprite name=\"Quality\"> <style=cIsUtility>20</style> <style=cStack>(+20 per stack)</style> seconds.",

        "ITEM_WARDONLEVEL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain extra attack speed, scaling with time spent in the warbanner radius. Activating an interactable creates a temporary warbanner.",
        "ITEM_WARDONLEVEL_EPIC_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>+4% attack speed</style> for every second spent in the warbanner radius, up to <sprite name=\"Quality\"> <style=cIsDamage>50 <style=cStack>(+50 per stack)</style></style> seconds. Activating an interactable creates a <style=cIsUtility>temporary</style> warbanner for <sprite name=\"Quality\"> <style=cIsUtility>30</style> <style=cStack>(+30 per stack)</style> seconds.",

        "ITEM_WARDONLEVEL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain extra attack speed, scaling with time spent in the warbanner radius. Activating an interactable creates a temporary warbanner.",
        "ITEM_WARDONLEVEL_LEGENDARY_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>+5% attack speed</style> for every second spent in the warbanner radius, up to <sprite name=\"Quality\"> <style=cIsDamage>60 <style=cStack>(+60 per stack)</style></style> seconds. Activating an interactable creates a <style=cIsUtility>temporary</style> warbanner for <sprite name=\"Quality\"> <style=cIsUtility>40</style> <style=cStack>(+40 per stack)</style> seconds.",

        "ITEM_BEAR_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocking damage grants temporary invulnerability.",
        "ITEM_BEAR_UNCOMMON_DESC": "{0}\nFor every <style=cIsUtility>10%</style> of <style=cIsHealing>maximum health</style> blocked, become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.2</style> <style=cStack>(+0.2 per stack)</style> seconds, up to <style=cIsHealing>3 <style=cStack>(+3 per stack)</style></style> seconds.",

        "ITEM_BEAR_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocking damage grants temporary invulnerability.",
        "ITEM_BEAR_RARE_DESC": "{0}\nFor every <style=cIsUtility>10%</style> of <style=cIsHealing>maximum health</style> blocked, become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.5</style> <style=cStack>(+0.5 per stack)</style> seconds, up to <style=cIsHealing>6 <style=cStack>(+6 per stack)</style></style> seconds.",

        "ITEM_BEAR_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocking damage grants temporary invulnerability.",
        "ITEM_BEAR_EPIC_DESC": "{0}\nFor every <style=cIsUtility>10%</style> of <style=cIsHealing>maximum health</style> blocked, become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>1</style> <style=cStack>(+1 per stack)</style> seconds, up to <style=cIsHealing>9 <style=cStack>(+9 per stack)</style></style> seconds.",

        "ITEM_BEAR_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocking damage grants temporary invulnerability.",
        "ITEM_BEAR_LEGENDARY_DESC": "{0}\nFor every <style=cIsUtility>10%</style> of <style=cIsHealing>maximum health</style> blocked, become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>1.5</style> <style=cStack>(+1.5 per stack)</style> seconds, up to <style=cIsHealing>12 <style=cStack>(+12 per stack)</style></style> seconds.",

        "ITEM_MISSILE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased base missile chance and chance to fire a big missile.",
        "ITEM_MISSILE_UNCOMMON_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>12%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.\n<sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to fire a <style=cIsDamage>big missile</style> for an additional <sprite name=\"Quality\"> <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> TOTAL damage.",

        "ITEM_MISSILE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased base missile chance and chance to fire a big missile.",
        "ITEM_MISSILE_RARE_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>14%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.\n<sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> chance to fire a <style=cIsDamage>big missile</style> for an additional <sprite name=\"Quality\"> <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.",

        "ITEM_MISSILE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased base missile chance and chance to fire a big missile.",
        "ITEM_MISSILE_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>16%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.\n<sprite name=\"Quality\"> <style=cIsDamage>25%</style> <style=cStack>(+25% per stack)</style> chance to fire a <style=cIsDamage>big missile</style> for an additional <sprite name=\"Quality\"> <style=cIsDamage>600%</style> <style=cStack>(+600% per stack)</style> TOTAL damage.",

        "ITEM_MISSILE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased base missile chance and chance to fire a big missile.",
        "ITEM_MISSILE_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>20%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.\n<sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style> chance to fire a <style=cIsDamage>big missile</style> for an additional <sprite name=\"Quality\"> <style=cIsDamage>800%</style> <style=cStack>(+800% per stack)</style> TOTAL damage.",

        "ITEM_WARCRYONMULTIKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an elite increases damage during all frenzies.",
        "ITEM_WARCRYONMULTIKILL_UNCOMMON_DESC": "{0}\nKilling an elite increases damage during <style=cIsDamage>all frenzies</style> by <sprite name=\"Quality\"> <style=cIsDamage>1%</style> <style=cStack>(+1% per stack)</style> for the rest of the stage.",

        "ITEM_WARCRYONMULTIKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an elite increases damage during all frenzies.",
        "ITEM_WARCRYONMULTIKILL_RARE_DESC": "{0}\nKilling an elite increases damage during <style=cIsDamage>all frenzies</style> by <sprite name=\"Quality\"> <style=cIsDamage>2%</style> <style=cStack>(+2% per stack)</style> for the rest of the stage.",

        "ITEM_WARCRYONMULTIKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an elite increases damage during all frenzies.",
        "ITEM_WARCRYONMULTIKILL_EPIC_DESC": "{0}\nKilling an elite increases damage during <style=cIsDamage>all frenzies</style> by <sprite name=\"Quality\"> <style=cIsDamage>3%</style> <style=cStack>(+3% per stack)</style> for the rest of the stage.",

        "ITEM_WARCRYONMULTIKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an elite increases damage during all frenzies.",
        "ITEM_WARCRYONMULTIKILL_LEGENDARY_DESC": "{0}\nKilling an elite increases damage during <style=cIsDamage>all frenzies</style> by <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> for the rest of the stage.",

        "ITEM_KNOCKBACKHITENEMIES_UNCOMMON_PICKUP": "Grounded enemies hit with any skill are launched and take <sprite name=\"Quality\"> bonus damage.",
        "ITEM_KNOCKBACKHITENEMIES_UNCOMMON_DESC": "Grounded enemies hit with any <style=cIsUtility>skill</style> are <style=cIsUtility>launched</style> and <style=cIsUtility>stunned</style>. Enemies hit while airborne are <style=cIsUtility>launched</style> again up to <style=cIsUtility>2 times</style> <style=cStack>(+1 per stack)</style>. Launched enemies take increased damage by <sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+5% per stack)</style> from all sources per launch. Recharges after <style=cIsUtility>15s</style>.",

        "ITEM_KNOCKBACKHITENEMIES_RARE_PICKUP": "Grounded enemies hit with any skill are launched and take <sprite name=\"Quality\"> bonus damage.",
        "ITEM_KNOCKBACKHITENEMIES_RARE_DESC": "Grounded enemies hit with any <style=cIsUtility>skill</style> are <style=cIsUtility>launched</style> and <style=cIsUtility>stunned</style>. Enemies hit while airborne are <style=cIsUtility>launched</style> again up to <style=cIsUtility>2 times</style> <style=cStack>(+1 per stack)</style>. Launched enemies take increased damage by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+10% per stack)</style> from all sources per launch. Recharges after <style=cIsUtility>15s</style>.",

        "ITEM_KNOCKBACKHITENEMIES_EPIC_PICKUP": "Grounded enemies hit with any skill are launched and take <sprite name=\"Quality\"> bonus damage.",
        "ITEM_KNOCKBACKHITENEMIES_EPIC_DESC": "Grounded enemies hit with any <style=cIsUtility>skill</style> are <style=cIsUtility>launched</style> and <style=cIsUtility>stunned</style>. Enemies hit while airborne are <style=cIsUtility>launched</style> again up to <style=cIsUtility>2 times</style> <style=cStack>(+1 per stack)</style>. Launched enemies take increased damage by <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+20% per stack)</style> from all sources per launch. Recharges after <style=cIsUtility>15s</style>.",

        "ITEM_KNOCKBACKHITENEMIES_LEGENDARY_PICKUP": "Grounded enemies hit with any skill are launched and take <sprite name=\"Quality\"> bonus damage.",
        "ITEM_KNOCKBACKHITENEMIES_LEGENDARY_DESC": "Grounded enemies hit with any <style=cIsUtility>skill</style> are <style=cIsUtility>launched</style> and <style=cIsUtility>stunned</style>. Enemies hit while airborne are <style=cIsUtility>launched</style> again up to <style=cIsUtility>2 times</style> <style=cStack>(+1 per stack)</style>. Launched enemies take increased damage by <sprite name=\"Quality\"> <style=cIsDamage>45%</style> <style=cStack>(+35% per stack)</style> from all sources per launch. Recharges after <style=cIsUtility>15s</style>.",
        
        "ITEM_BONUSGOLDPACKONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase base damage with current gold.",
        "ITEM_BONUSGOLDPACKONKILL_UNCOMMON_DESC": "{0}\nIncrease <style=cIsDamage>base damage by <sprite name=\"Quality\"> 1%</style> for every <style=cIsDamage>25 gold</style> you have, up to <sprite name=\"Quality\"> <style=cIsDamage>20% <style=cStack>(+20% per stack)</style> damage</style>.<style=cIsUtility> Gold requirement scales over time</style>.",
        
        "ITEM_BONUSGOLDPACKONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase base damage with current gold.",
        "ITEM_BONUSGOLDPACKONKILL_RARE_DESC": "{0}\nIncrease <style=cIsDamage>base damage by <sprite name=\"Quality\"> 1.5%</style> for every <style=cIsDamage>25 gold</style> you have, up to <sprite name=\"Quality\"> <style=cIsDamage>40% <style=cStack>(+40% per stack)</style> damage</style>.<style=cIsUtility> Gold requirement scales over time</style>.",
        
        "ITEM_BONUSGOLDPACKONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase base damage with current gold.",
        "ITEM_BONUSGOLDPACKONKILL_EPIC_DESC": "{0}\nIncrease <style=cIsDamage>base damage by <sprite name=\"Quality\"> 2%</style> for every <style=cIsDamage>25 gold</style> you have, up to <sprite name=\"Quality\"> <style=cIsDamage>60% <style=cStack>(+60% per stack)</style> damage</style>.<style=cIsUtility> Gold requirement scales over time</style>.",
        
        "ITEM_BONUSGOLDPACKONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase base damage with current gold.",
        "ITEM_BONUSGOLDPACKONKILL_LEGENDARY_DESC": "{0}\nIncrease <style=cIsDamage>base damage by <sprite name=\"Quality\"> 3%</style> for every <style=cIsDamage>25 gold</style> you have, up to <sprite name=\"Quality\"> <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> damage</style>.<style=cIsUtility> Gold requirement scales over time</style>.",

        "ITEM_DEATHMARK_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a soul strike, dealing damage based on bonus health. Chance increases with previous executes and summoned ghosts.",
        "ITEM_DEATHMARK_UNCOMMON_DESC": "{0}\nOn execute, gain a <style=cIsUtility>soul</style> for every <style=cIsHealing>2% of max health</style> executed. Summoning a ghost grants a <style=cIsUtility>soul</style>. <style=cIsUtility>5% <style=cStack>(+1% per soul)</style></style> chance to inflict a <style=cIsDamage>soul strike</style>, consuming up to <sprite name=\"Quality\"> <style=cIsUtility>4 souls</style>, dealing <style=cIsDamage>50% TOTAL damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>1% <style=cStack>(+1% per stack)</style> TOTAL damage</style> for every <style=cIsHealing>1 bonus health</style>.",

        "ITEM_DEATHMARK_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a soul strike, dealing damage based on bonus health. Chance increases with previous executes and summoned ghosts.",
        "ITEM_DEATHMARK_RARE_DESC": "{0}\nOn execute, gain a <style=cIsUtility>soul</style> for every <style=cIsHealing>2% of max health</style> executed. Summoning a ghost grants a <style=cIsUtility>soul</style>. <style=cIsUtility>5% <style=cStack>(+1% per soul)</style></style> chance to inflict a <style=cIsDamage>soul strike</style>, consuming up to <sprite name=\"Quality\"> <style=cIsUtility>3 souls</style>, dealing <style=cIsDamage>50% TOTAL damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>2% <style=cStack>(+2% per stack)</style> TOTAL damage</style> for every <style=cIsHealing>1 bonus health</style>.",

        "ITEM_DEATHMARK_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a soul strike, dealing damage based on bonus health. Chance increases with previous executes and summoned ghosts.",
        "ITEM_DEATHMARK_EPIC_DESC": "{0}\nOn execute, gain a <style=cIsUtility>soul</style> for every <style=cIsHealing>2% of max health</style> executed. Summoning a ghost grants a <style=cIsUtility>soul</style>. <style=cIsUtility>5% <style=cStack>(+1% per soul)</style></style> chance to inflict a <style=cIsDamage>soul strike</style>, consuming up to <sprite name=\"Quality\"> <style=cIsUtility>2 souls</style>, dealing <style=cIsDamage>50% TOTAL damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>3% <style=cStack>(+3% per stack)</style> TOTAL damage</style> for every <style=cIsHealing>1 bonus health</style>.",

        "ITEM_DEATHMARK_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a soul strike, dealing damage based on bonus health. Chance increases with previous executes and summoned ghosts.",
        "ITEM_DEATHMARK_LEGENDARY_DESC": "{0}\nOn execute, gain a <style=cIsUtility>soul</style> for every <style=cIsHealing>2% of max health</style> executed. Summoning a ghost grants a <style=cIsUtility>soul</style>. <style=cIsUtility>5% <style=cStack>(+1% per soul)</style></style> chance to inflict a <style=cIsDamage>soul strike</style>, consuming up to <sprite name=\"Quality\"> <style=cIsUtility>1 soul</style>, dealing <style=cIsDamage>50% TOTAL damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>4% <style=cStack>(+4% per stack)</style> TOTAL damage</style> for every <style=cIsHealing>1 bonus health</style>.",
        
        "ITEM_BANDOLIER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for ammo pack to add temporary charges to a random skill.",
        "ITEM_BANDOLIER_UNCOMMON_DESC": "{0}\n<style=cIsUtility>8%</style> chance for an ammo pack to add <sprite name=\"Quality\"> <style=cIsUtility>3 <style=cStack>(+3 per stack)</style> temporary extra charges</style> to a random skill.",
        
        "ITEM_BANDOLIER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for ammo pack to add temporary charges to a random skill.",
        "ITEM_BANDOLIER_RARE_DESC": "{0}\n<style=cIsUtility>8%</style> chance for an ammo pack to add <sprite name=\"Quality\"> <style=cIsUtility>6 <style=cStack>(+6 per stack)</style> temporary extra charges</style> to a random skill.",
        
        "ITEM_BANDOLIER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for ammo pack to add temporary charges to a random skill.",
        "ITEM_BANDOLIER_EPIC_DESC": "{0}\n<style=cIsUtility>8%</style> chance for an ammo pack to add <sprite name=\"Quality\"> <style=cIsUtility>10 <style=cStack>(+10 per stack)</style> temporary extra charges</style> to a random skill.",
        
        "ITEM_BANDOLIER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for ammo pack to add temporary charges to a random skill.",
        "ITEM_BANDOLIER_LEGENDARY_DESC": "{0}\n<style=cIsUtility>8%</style> chance for an ammo pack to add <sprite name=\"Quality\"> <style=cIsUtility>15 <style=cStack>(+15 per stack)</style> temporary extra charges</style> to a random skill.",

        "ITEM_SLOWONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a stronger slow.",
        "ITEM_SLOWONHIT_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> chance on hit to slow enemies for <sprite name=\"Quality\"> <style=cIsUtility>-75% movement speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",

        "ITEM_SLOWONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a stronger slow.",
        "ITEM_SLOWONHIT_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> chance on hit to slow enemies for <sprite name=\"Quality\"> <style=cIsUtility>-80% movement speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",

        "ITEM_SLOWONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a stronger slow.",
        "ITEM_SLOWONHIT_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+35% per stack)</style> chance on hit to slow enemies for <sprite name=\"Quality\"> <style=cIsUtility>-85% movement speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",

        "ITEM_SLOWONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to inflict a stronger slow.",
        "ITEM_SLOWONHIT_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style> chance on hit to slow enemies for <sprite name=\"Quality\"> <style=cIsUtility>-90% movement speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",

        "ITEM_EXECUTELOWHEALTHELITE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Instantly kill low health Boss monsters.",
        "ITEM_EXECUTELOWHEALTHELITE_UNCOMMON_DESC": "{0}\nInstantly kill Boss monsters below <sprite name=\"Quality\"> <style=cIsHealth>10% <style=cStack>(+10% per stack)</style> health</style>.",

        "ITEM_EXECUTELOWHEALTHELITE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Instantly kill low health Boss monsters.",
        "ITEM_EXECUTELOWHEALTHELITE_RARE_DESC": "{0}\nInstantly kill Boss monsters below <sprite name=\"Quality\"> <style=cIsHealth>15% <style=cStack>(+15% per stack)</style> health</style>.",

        "ITEM_EXECUTELOWHEALTHELITE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Instantly kill low health Boss monsters.",
        "ITEM_EXECUTELOWHEALTHELITE_EPIC_DESC": "{0}\nInstantly kill Boss monsters below <sprite name=\"Quality\"> <style=cIsHealth>25% <style=cStack>(+25% per stack)</style> health</style>.",

        "ITEM_EXECUTELOWHEALTHELITE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Instantly kill low health Boss monsters.",
        "ITEM_EXECUTELOWHEALTHELITE_LEGENDARY_DESC": "{0}\nInstantly kill Boss monsters below <sprite name=\"Quality\"> <style=cIsHealth>40% <style=cStack>(+40% per stack)</style> health</style>.",

        "ITEM_MOVESPEEDONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy increases movement speed for the rest of the stage.",
        "ITEM_MOVESPEEDONKILL_UNCOMMON_DESC": "{0}\nKilling an enemy permanently increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>0.5%</style> <style=cStack>(+0.5% per stack)</style>, stacks up to <sprite name=\"Quality\"> <style=cIsUtility>100 <style=cStack>(+100 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_MOVESPEEDONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy increases movement speed for the rest of the stage.",
        "ITEM_MOVESPEEDONKILL_RARE_DESC": "{0}\nKilling an enemy permanently increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>0.6%</style> <style=cStack>(+0.6% per stack)</style>, stacks up to <sprite name=\"Quality\"> <style=cIsUtility>150 <style=cStack>(+150 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_MOVESPEEDONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy increases movement speed for the rest of the stage.",
        "ITEM_MOVESPEEDONKILL_EPIC_DESC": "{0}\nKilling an enemy permanently increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>0.7%</style> <style=cStack>(+0.7% per stack)</style>, stacks up to <sprite name=\"Quality\"> <style=cIsUtility>200 <style=cStack>(+200 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_MOVESPEEDONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy increases movement speed for the rest of the stage.",
        "ITEM_MOVESPEEDONKILL_LEGENDARY_DESC": "{0}\nKilling an enemy permanently increases <style=cIsUtility>movement speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>1%</style> <style=cStack>(+1% per stack)</style>, stacks up to <sprite name=\"Quality\"> <style=cIsUtility>250 <style=cStack>(+250 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_FEATHER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while airborne grant additional jumps.",
        "ITEM_FEATHER_UNCOMMON_DESC": "{0}\nKilling an enemy while airborne grants an <style=cIsUtility>additional jump</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>2 <style=cStack>(+2 per stack)</style> extra jumps</style>.",

        "ITEM_FEATHER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while airborne grant additional jumps.",
        "ITEM_FEATHER_RARE_DESC": "{0}\nKilling an enemy while airborne grants an <style=cIsUtility>additional jump</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>4 <style=cStack>(+4 per stack)</style> extra jumps</style>.",

        "ITEM_FEATHER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while airborne grant additional jumps.",
        "ITEM_FEATHER_EPIC_DESC": "{0}\nKilling an enemy while airborne grants an <style=cIsUtility>additional jump</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>6 <style=cStack>(+6 per stack)</style> extra jumps</style>.",

        "ITEM_FEATHER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Kills while airborne grant additional jumps.",
        "ITEM_FEATHER_LEGENDARY_DESC": "{0}\nKilling an enemy while airborne grants an <style=cIsUtility>additional jump</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>8 <style=cStack>(+8 per stack)</style> extra jumps</style>.",

        "ITEM_STRENGTHENBURN_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes ignite enemies.",
        "ITEM_STRENGTHENBURN_UNCOMMON_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>5% critical strike chance</style>. <style=cIsDamage>Critical Strikes</style> <style=cIsDamage>ignite</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> base damage.",

        "ITEM_STRENGTHENBURN_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes ignite enemies.",
        "ITEM_STRENGTHENBURN_RARE_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>5% critical strike chance</style>. <style=cIsDamage>Critical Strikes</style> <style=cIsDamage>ignite</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> base damage.",

        "ITEM_STRENGTHENBURN_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes ignite enemies.",
        "ITEM_STRENGTHENBURN_EPIC_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>5% critical strike chance</style>. <style=cIsDamage>Critical Strikes</style> <style=cIsDamage>ignite</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style> base damage.",

        "ITEM_STRENGTHENBURN_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes ignite enemies.",
        "ITEM_STRENGTHENBURN_LEGENDARY_DESC": "{0}\nGain <sprite name=\"Quality\"> <style=cIsDamage>5% critical strike chance</style>. <style=cIsDamage>Critical Strikes</style> <style=cIsDamage>ignite</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> base damage.",

        "ITEM_INFUSION_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing a boss or large enemy permanently increases your maximum health.",
        "ITEM_INFUSION_UNCOMMON_DESC": "{0}\nKilling a boss or large enemy increases your <style=cIsHealing>health permanently</style> by <sprite name=\"Quality\"> <style=cIsHealing>10</style> <style=cStack>(+10 per stack)</style>.",

        "ITEM_INFUSION_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing a boss or large enemy permanently increases your maximum health.",
        "ITEM_INFUSION_RARE_DESC": "{0}\nKilling a boss or large enemy increases your <style=cIsHealing>health permanently</style> by <sprite name=\"Quality\"> <style=cIsHealing>20</style> <style=cStack>(+20 per stack)</style>.",

        "ITEM_INFUSION_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing a boss or large enemy permanently increases your maximum health.",
        "ITEM_INFUSION_EPIC_DESC": "{0}\nKilling a boss or large enemy increases your <style=cIsHealing>health permanently</style> by <sprite name=\"Quality\"> <style=cIsHealing>35</style> <style=cStack>(+35 per stack)</style>.",

        "ITEM_INFUSION_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing a boss or large enemy permanently increases your maximum health.",
        "ITEM_INFUSION_LEGENDARY_DESC": "{0}\nKilling a boss or large enemy increases your <style=cIsHealing>health permanently</style> by <sprite name=\"Quality\"> <style=cIsHealing>55</style> <style=cStack>(+55 per stack)</style>.",

        "ITEM_FIRERING_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase tornado duration, damage, and size.",
        "ITEM_FIRERING_UNCOMMON_DESC": "{0}\nIncreases tornado <style=cIsUtility>duration</style> and <style=cIsDamage>damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style>. Increases <style=cIsUtility>tornado size</style> by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>.",

        "ITEM_FIRERING_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase tornado duration, damage, and size.",
        "ITEM_FIRERING_RARE_DESC": "{0}\nIncreases tornado <style=cIsUtility>duration</style> and <style=cIsDamage>damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style>. Increases <style=cIsUtility>tornado size</style> by <sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style>.",

        "ITEM_FIRERING_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase tornado duration, damage, and size.",
        "ITEM_FIRERING_EPIC_DESC": "{0}\nIncreases tornado <style=cIsUtility>duration</style> and <style=cIsDamage>damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style>. Increases <style=cIsUtility>tornado size</style> by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style>.",

        "ITEM_FIRERING_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase tornado duration, damage, and size.",
        "ITEM_FIRERING_LEGENDARY_DESC": "{0}\nIncreases tornado <style=cIsUtility>duration</style> and <style=cIsDamage>damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style>. Increases <style=cIsUtility>tornado size</style> by <sprite name=\"Quality\"> <style=cIsUtility>200%</style> <style=cStack>(+200% per stack)</style>.",

        "ITEM_SEED_UNCOMMON_PICKUP": "Dealing damage <sprite name=\"Quality\"> heals you.",
        "ITEM_SEED_UNCOMMON_DESC": "Dealing damage <style=cIsHealing>heals</style> you for <style=cIsHealing>1 <style=cStack>(+1 per stack)</style> health</style>, plus an additional <sprite name=\"Quality\"> <style=cIsHealing>1%</style> <style=cStack>(+1% per stack)</style> of damage dealt.",

        "ITEM_SEED_RARE_PICKUP": "Dealing damage <sprite name=\"Quality\"> heals you.",
        "ITEM_SEED_RARE_DESC": "Dealing damage <style=cIsHealing>heals</style> you for <style=cIsHealing>1 <style=cStack>(+1 per stack)</style> health</style>, plus an additional <sprite name=\"Quality\"> <style=cIsHealing>3%</style> <style=cStack>(+3% per stack)</style> of damage dealt.",

        "ITEM_SEED_EPIC_PICKUP": "Dealing damage <sprite name=\"Quality\"> heals you.",
        "ITEM_SEED_EPIC_DESC": "Dealing damage <style=cIsHealing>heals</style> you for <style=cIsHealing>1 <style=cStack>(+1 per stack)</style> health</style>, plus an additional <sprite name=\"Quality\"> <style=cIsHealing>6%</style> <style=cStack>(+6% per stack)</style> of damage dealt.",

        "ITEM_SEED_LEGENDARY_PICKUP": "Dealing damage <sprite name=\"Quality\"> heals you.",
        "ITEM_SEED_LEGENDARY_DESC": "Dealing damage <style=cIsHealing>heals</style> you for <style=cIsHealing>1 <style=cStack>(+1 per stack)</style> health</style>, plus an additional <sprite name=\"Quality\"> <style=cIsHealing>10%</style> <style=cStack>(+10% per stack)</style> of damage dealt.",

        "ITEM_TPHEALINGNOVA_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Release a healing nova in boss arenas and increase teleporter charging speed",
        "ITEM_TPHEALINGNOVA_UNCOMMON_DESC": "{0}\nRelease a <style=cIsHealing>healing nova</style> in <style=cIsUtility>special boss arenas</style>, <style=cIsHealing>healing</style> all nearby allies for <style=cIsHealing>50%</style> of their maximum health. Occurs <sprite name=\"Quality\"> <style=cIsHealing>1</style> <style=cStack>(+1 per stack)</style> times. Increase <style=cIsUtility>Teleporter charging speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>40% <style=cStack>(+40% per stack)</style></style>.",

        "ITEM_TPHEALINGNOVA_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Release a healing nova in boss arenas and increase teleporter charging speed",
        "ITEM_TPHEALINGNOVA_RARE_DESC": "{0}\nRelease a <style=cIsHealing>healing nova</style> in <style=cIsUtility>special boss arenas</style>, <style=cIsHealing>healing</style> all nearby allies for <style=cIsHealing>50%</style> of their maximum health. Occurs <sprite name=\"Quality\"> <style=cIsHealing>2</style> <style=cStack>(+2 per stack)</style> times. Increase <style=cIsUtility>Teleporter charging speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>80% <style=cStack>(+80% per stack)</style></style>",

        "ITEM_TPHEALINGNOVA_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Release a healing nova in boss arenas and increase teleporter charging speed",
        "ITEM_TPHEALINGNOVA_EPIC_DESC": "{0}\nRelease a <style=cIsHealing>healing nova</style> in <style=cIsUtility>special boss arenas</style>, <style=cIsHealing>healing</style> all nearby allies for <style=cIsHealing>50%</style> of their maximum health. Occurs <sprite name=\"Quality\"> <style=cIsHealing>3</style> <style=cStack>(+3 per stack)</style> times. Increase <style=cIsUtility>Teleporter charging speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>120% <style=cStack>(+120% per stack)</style></style>",

        "ITEM_TPHEALINGNOVA_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Release a healing nova in boss arenas and increase teleporter charging speed",
        "ITEM_TPHEALINGNOVA_LEGENDARY_DESC": "{0}\nRelease a <style=cIsHealing>healing nova</style> in <style=cIsUtility>special boss arenas</style>, <style=cIsHealing>healing</style> all nearby allies for <style=cIsHealing>50%</style> of their maximum health. Occurs <sprite name=\"Quality\"> <style=cIsHealing>5</style> <style=cStack>(+5 per stack)</style> times. Increase <style=cIsUtility>Teleporter charging speed</style> by <sprite name=\"Quality\"> <style=cIsUtility>160% <style=cStack>(+160% per stack)</style></style>",

        "ITEM_INCREASEPRIMARYDAMAGE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Surrounds enemies with a lightning storm at 5 charges.",
        "ITEM_INCREASEPRIMARYDAMAGE_UNCOMMON_DESC": "{0}\nAt <style=cIsUtility>5 or more charges</style>, using your <style=cIsUtility>Primary skill</style> consumes <style=cIsUtility>5 charges</style> and creates a <style=cIsDamage>lightning storm</style> in a <sprite name=\"Quality\"> <style=cIsUtility>7m</style> range around the target, dealing <sprite name=\"Quality\"> <style=cIsDamage>1200%</style> <style=cStack>(+800% per stack)</style> TOTAL damage.",

        "ITEM_INCREASEPRIMARYDAMAGE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Surrounds enemies with a lightning storm at 5 charges.",
        "ITEM_INCREASEPRIMARYDAMAGE_RARE_DESC": "{0}\nAt <style=cIsUtility>5 or more charges</style>, using your <style=cIsUtility>Primary skill</style> consumes <style=cIsUtility>5 charges</style> and creates a <style=cIsDamage>lightning storm</style> in a <sprite name=\"Quality\"> <style=cIsUtility>12m</style> range around the target, dealing <sprite name=\"Quality\"> <style=cIsDamage>1600%</style> <style=cStack>(+1200% per stack)</style> TOTAL damage.",

        "ITEM_INCREASEPRIMARYDAMAGE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Surrounds enemies with a lightning storm at 5 charges.",
        "ITEM_INCREASEPRIMARYDAMAGE_EPIC_DESC": "{0}\nAt <style=cIsUtility>5 or more charges</style>, using your <style=cIsUtility>Primary skill</style> consumes <style=cIsUtility>5 charges</style> and creates a <style=cIsDamage>lightning storm</style> in a <sprite name=\"Quality\"> <style=cIsUtility>20m</style> range around the target, dealing <sprite name=\"Quality\"> <style=cIsDamage>1800%</style> <style=cStack>(+1400% per stack)</style> TOTAL damage.",

        "ITEM_INCREASEPRIMARYDAMAGE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Surrounds enemies with a lightning storm at 5 charges.",
        "ITEM_INCREASEPRIMARYDAMAGE_LEGENDARY_DESC": "{0}\nAt <style=cIsUtility>5 or more charges</style>, using your <style=cIsUtility>Primary skill</style> consumes <style=cIsUtility>5 charges</style> and creates a <style=cIsDamage>lightning storm</style> in a <sprite name=\"Quality\"> <style=cIsUtility>30m</style> range around the target, dealing <sprite name=\"Quality\"> <style=cIsDamage>2000%</style> <style=cStack>(+1600% per stack)</style> TOTAL damage.",

        "ITEM_EXTRASTATSONLEVELUP_UNCOMMON_PICKUP": "Gains experience alongside you. Upon removal, grants bonus stats, <sprite name=\"Quality\"> increases player level, and reduces monster level.",
        "ITEM_EXTRASTATSONLEVELUP_UNCOMMON_DESC": "Grows by gaining experience, storing <style=cIsUtility>20%</style> <style=cStack>(+5% per stack)</style> bonus stats (<style=cIsHealing>health</style>, <style=cIsHealing>regeneration</style>, and <style=cIsDamage>damage</style>). On removal, gain all stored stats, increase <style=cIsUtility>player level</style> by <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style>, and reduce <style=cIsHealth>monster level</style> by <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style>.",

        "ITEM_EXTRASTATSONLEVELUP_RARE_PICKUP": "Gains experience alongside you. Upon removal, grants bonus stats, <sprite name=\"Quality\"> increases player level, and reduces monster level.",
        "ITEM_EXTRASTATSONLEVELUP_RARE_DESC": "Grows by gaining experience, storing <style=cIsUtility>20%</style> <style=cStack>(+5% per stack)</style> bonus stats (<style=cIsHealing>health</style>, <style=cIsHealing>regeneration</style>, and <style=cIsDamage>damage</style>). On removal, gain all stored stats, increase <style=cIsUtility>player level</style> by <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style>, and reduce <style=cIsHealth>monster level</style> by <sprite name=\"Quality\"> <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.",

        "ITEM_EXTRASTATSONLEVELUP_EPIC_PICKUP": "Gains experience alongside you. Upon removal, grants bonus stats, <sprite name=\"Quality\"> increases player level, and reduces monster level.",
        "ITEM_EXTRASTATSONLEVELUP_EPIC_DESC": "Grows by gaining experience, storing <style=cIsUtility>20%</style> <style=cStack>(+5% per stack)</style> bonus stats (<style=cIsHealing>health</style>, <style=cIsHealing>regeneration</style>, and <style=cIsDamage>damage</style>). On removal, gain all stored stats, increase <style=cIsUtility>player level</style> by <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style>, and reduce <style=cIsHealth>monster level</style> by <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style>.",

        "ITEM_EXTRASTATSONLEVELUP_LEGENDARY_PICKUP": "Gains experience alongside you. Upon removal, grants bonus stats, <sprite name=\"Quality\"> increases player level, and reduces monster level.",
        "ITEM_EXTRASTATSONLEVELUP_LEGENDARY_DESC": "Grows by gaining experience, storing <style=cIsUtility>20%</style> <style=cStack>(+5% per stack)</style> bonus stats (<style=cIsHealing>health</style>, <style=cIsHealing>regeneration</style>, and <style=cIsDamage>damage</style>). On removal, gain all stored stats, increase <style=cIsUtility>player level</style> by <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style>, and reduce <style=cIsHealth>monster level</style> by <sprite name=\"Quality\"> <style=cIsUtility>8</style> <style=cStack>(+8 per stack)</style>.",

        "EXTRASTATSONLEVELUP_INCREASE_LEVEL": "+{0} PLAYER LEVEL",
        "EXTRASTATSONLEVELUP_REDUCE_AMBIENT_LEVEL": "-{0} MONSTER LEVEL",

        "ITEM_ATTACKSPEEDONCRIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy with a 'Critical Strike' increases attack speed for the rest of the stage.",
        "ITEM_ATTACKSPEEDONCRIT_UNCOMMON_DESC": "{0}\nKilling an enemy with a <style=cIsDamage>critical strike</style> increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>1%</style> <style=cStack>(+1% per stack)</style> up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>40 <style=cStack>(+40 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_ATTACKSPEEDONCRIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy with a 'Critical Strike' increases attack speed for the rest of the stage.",
        "ITEM_ATTACKSPEEDONCRIT_RARE_DESC": "{0}\nKilling an enemy with a <style=cIsDamage>critical strike</style> increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>2%</style> <style=cStack>(+2% per stack)</style> up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>45 <style=cStack>(+45 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_ATTACKSPEEDONCRIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy with a 'Critical Strike' increases attack speed for the rest of the stage.",
        "ITEM_ATTACKSPEEDONCRIT_EPIC_DESC": "{0}\nKilling an enemy with a <style=cIsDamage>critical strike</style> increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>3%</style> <style=cStack>(+3% per stack)</style> up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>60 <style=cStack>(+60 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_ATTACKSPEEDONCRIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing an enemy with a 'Critical Strike' increases attack speed for the rest of the stage.",
        "ITEM_ATTACKSPEEDONCRIT_LEGENDARY_DESC": "{0}\nKilling an enemy with a <style=cIsDamage>critical strike</style> increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>75 <style=cStack>(+75 per stack)</style> times</style>. Resets on stage exit or death.",

        "ITEM_THORNS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase razor damage based on damage taken.",
        "ITEM_THORNS_UNCOMMON_DESC": "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160% damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style> of damage taken. Hits up to <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> <style=cStack>(+10m per stack)</style> radius",

        "ITEM_THORNS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase razor damage based on damage taken.",
        "ITEM_THORNS_RARE_DESC": "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160% damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> of damage taken. Hits up to <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> <style=cStack>(+10m per stack)</style> radius",

        "ITEM_THORNS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase razor damage based on damage taken.",
        "ITEM_THORNS_EPIC_DESC": "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160% damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> of damage taken. Hits up to <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> <style=cStack>(+10m per stack)</style> radius",

        "ITEM_THORNS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase razor damage based on damage taken.",
        "ITEM_THORNS_LEGENDARY_DESC": "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160% damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>500%</style> <style=cStack>(+500% per stack)</style> of damage taken. Hits up to <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> <style=cStack>(+10m per stack)</style> radius",

        "ITEM_SPRINTOUTOFCOMBAT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase movement speed after completing the Teleporter.",
        "ITEM_SPRINTOUTOFCOMBAT_UNCOMMON_DESC": "{0}\nIncrease movement speed by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> after completing the <style=cIsUtility>Teleporter event</style> or charging all <style=cIsUtility>pillars on Commencement</style>.",

        "ITEM_SPRINTOUTOFCOMBAT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase movement speed after completing the Teleporter.",
        "ITEM_SPRINTOUTOFCOMBAT_RARE_DESC": "{0}\nIncrease movement speed by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style> after completing the <style=cIsUtility>Teleporter event</style> or charging all <style=cIsUtility>pillars on Commencement</style>.",

        "ITEM_SPRINTOUTOFCOMBAT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase movement speed after completing the Teleporter.",
        "ITEM_SPRINTOUTOFCOMBAT_EPIC_DESC": "{0}\nIncrease movement speed by <sprite name=\"Quality\"> <style=cIsUtility>70%</style> <style=cStack>(+70% per stack)</style> after completing the <style=cIsUtility>Teleporter event</style> or charging all <style=cIsUtility>pillars on Commencement</style>.",

        "ITEM_SPRINTOUTOFCOMBAT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase movement speed after completing the Teleporter.",
        "ITEM_SPRINTOUTOFCOMBAT_LEGENDARY_DESC": "{0}\nIncrease movement speed by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style> after completing the <style=cIsUtility>Teleporter event</style> or charging all <style=cIsUtility>pillars on Commencement</style>.",

        "ITEM_REGENERATINGSCRAP_UNCOMMON_PICKUP": "Prioritized when <sprite name=\"Quality\"> used with <style=cIsHealing>Uncommon</style> 3D Printers. Usable once per stage.",
        "ITEM_REGENERATINGSCRAP_UNCOMMON_DESC": "Does nothing. Prioritized when used with <style=cIsHealing>Uncommon</style> 3D Printers. Turns any printed items into <sprite name=\"QualityUncommon\"> uncommon quality. At the start of each stage, it regenerates.",

        "ITEM_REGENERATINGSCRAP_RARE_PICKUP": "Prioritized when <sprite name=\"Quality\"> used with <style=cIsHealing>Uncommon</style> 3D Printers. Usable once per stage.",
        "ITEM_REGENERATINGSCRAP_RARE_DESC": "Does nothing. Prioritized when used with <style=cIsHealing>Uncommon</style> 3D Printers. Turns any printed items into <sprite name=\"QualityRare\"> rare quality. At the start of each stage, it regenerates.",

        "ITEM_REGENERATINGSCRAP_EPIC_PICKUP": "Prioritized when <sprite name=\"Quality\"> used with <style=cIsHealing>Uncommon</style> 3D Printers. Usable once per stage.",
        "ITEM_REGENERATINGSCRAP_EPIC_DESC": "Does nothing. Prioritized when used with <style=cIsHealing>Uncommon</style> 3D Printers. Turns any printed items into <sprite name=\"QualityEpic\"> epic quality. At the start of each stage, it regenerates.",

        "ITEM_REGENERATINGSCRAP_LEGENDARY_PICKUP": "Prioritized when <sprite name=\"Quality\"> used with <style=cIsHealing>Uncommon</style> 3D Printers. Usable once per stage.",
        "ITEM_REGENERATINGSCRAP_LEGENDARY_DESC": "Does nothing. Prioritized when used with <style=cIsHealing>Uncommon</style> 3D Printers. Turns any printed items into <sprite name=\"QualityLegendary\"> legendary quality. At the start of each stage, it regenerates.",

        "ITEM_REGENERATINGSCRAPCONSUMED_UNCOMMON_PICKUP": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityUncommon\">.",
        "ITEM_REGENERATINGSCRAPCONSUMED_UNCOMMON_DESC": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityUncommon\">.",

        "ITEM_REGENERATINGSCRAPCONSUMED_RARE_PICKUP": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityRare\">.",
        "ITEM_REGENERATINGSCRAPCONSUMED_RARE_DESC": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityRare\">.",

        "ITEM_REGENERATINGSCRAPCONSUMED_EPIC_PICKUP": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityEpic\">.",
        "ITEM_REGENERATINGSCRAPCONSUMED_EPIC_DESC": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityEpic\">.",

        "ITEM_REGENERATINGSCRAPCONSUMED_LEGENDARY_PICKUP": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityLegendary\">.",
        "ITEM_REGENERATINGSCRAPCONSUMED_LEGENDARY_DESC": "At the start of each stage, it transforms into Regenerating Scrap <sprite name=\"QualityLegendary\">.",

        "ITEM_SPRINTARMOR_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Hold interact and double tap forward to dash, dash into enemies to weaken them.",
        "ITEM_SPRINTARMOR_UNCOMMON_DESC": "{0}\nHold <style=cIsUtility>interact</style> and <style=cIsUtility>double tap forward</style> to do a short <style=cIsUtility>dash</style>. Dash into enemies to <style=cIsUtility>knock them back</style>, <style=cIsUtility>stun</style> for <style=cIsUtility>1</style> second and <style=cIsDamage>Weaken</style> them for <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> seconds. Dash recharges after <sprite name=\"Quality\"> <style=cIsUtility>20</style> seconds.",

        "ITEM_SPRINTARMOR_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Hold interact and double tap forward to dash, dash into enemies to weaken them.",
        "ITEM_SPRINTARMOR_RARE_DESC": "{0}\nHold <style=cIsUtility>interact</style> and <style=cIsUtility>double tap forward</style> to do a short <style=cIsUtility>dash</style>. Dash into enemies to <style=cIsUtility>knock them back</style>, <style=cIsUtility>stun</style> for <style=cIsUtility>1</style> second and <style=cIsDamage>Weaken</style> them for <sprite name=\"Quality\"> <style=cIsDamage>6 <style=cStack>(+6 per stack)</style></style> seconds. Dash recharges after <sprite name=\"Quality\"> <style=cIsUtility>15</style> seconds.",

        "ITEM_SPRINTARMOR_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Hold interact and double tap forward to dash, dash into enemies to weaken them.",
        "ITEM_SPRINTARMOR_EPIC_DESC": "{0}\nHold <style=cIsUtility>interact</style> and <style=cIsUtility>double tap forward</style> to do a short <style=cIsUtility>dash</style>. Dash into enemies to <style=cIsUtility>knock them back</style>, <style=cIsUtility>stun</style> for <style=cIsUtility>1</style> second and <style=cIsDamage>Weaken</style> them for <sprite name=\"Quality\"> <style=cIsDamage>9 <style=cStack>(+9 per stack)</style></style> seconds. Dash recharges after <sprite name=\"Quality\"> <style=cIsUtility>10</style> seconds.",

        "ITEM_SPRINTARMOR_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Hold interact and double tap forward to dash, dash into enemies to weaken them.",
        "ITEM_SPRINTARMOR_LEGENDARY_DESC": "{0}\nHold <style=cIsUtility>interact</style> and <style=cIsUtility>double tap forward</style> to do a short <style=cIsUtility>dash</style>. Dash into enemies to <style=cIsUtility>knock them back</style>, <style=cIsUtility>stun</style> for <style=cIsUtility>1</style> second and <style=cIsDamage>Weaken</style> them for <sprite name=\"Quality\"> <style=cIsDamage>12 <style=cStack>(+12 per stack)</style></style> seconds. Dash recharges after <sprite name=\"Quality\"> <style=cIsUtility>5</style> seconds.",

        "QUALITY_SPRINT_ARMOR_DASH": "Dash (Quality Rose Buckler)",

        "ITEM_ICERING_UNCOMMON_PICKUP": "High damage hits also blasts enemies with runic ice and <sprite name=\"Quality\"> freezes them. Recharges over time.",
        "ITEM_ICERING_UNCOMMON_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style>, dealing <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> TOTAL damage, and <sprite name=\"Quality\"> <style=cIsUtility>freezing</style> for <style=cIsUtility>2s</style>. Increases freeze execute threshold by <sprite name=\"Quality\"> <style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style>. Recharges every <style=cIsUtility>10</style> seconds.",

        "ITEM_ICERING_RARE_PICKUP": "High damage hits also blasts enemies with runic ice and <sprite name=\"Quality\"> freezes them. Recharges over time.",
        "ITEM_ICERING_RARE_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style>, dealing <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> TOTAL damage, and <sprite name=\"Quality\"> <style=cIsUtility>freezing</style> for <style=cIsUtility>2s</style>. Increases freeze execute threshold by <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style>. Recharges every <style=cIsUtility>10</style> seconds.",

        "ITEM_ICERING_EPIC_PICKUP": "High damage hits also blasts enemies with runic ice and <sprite name=\"Quality\"> freezes them. Recharges over time.",
        "ITEM_ICERING_EPIC_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style>, dealing <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> TOTAL damage, and <sprite name=\"Quality\"> <style=cIsUtility>freezing</style> for <style=cIsUtility>2s</style>. Increases freeze execute threshold by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style>. Recharges every <style=cIsUtility>10</style> seconds.",

        "ITEM_ICERING_LEGENDARY_PICKUP": "High damage hits also blasts enemies with runic ice and <sprite name=\"Quality\"> freezes them. Recharges over time.",
        "ITEM_ICERING_LEGENDARY_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style>, dealing <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> TOTAL damage, and <sprite name=\"Quality\"> <style=cIsUtility>freezing</style> for <style=cIsUtility>2s</style>. Increases freeze execute threshold by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>. Recharges every <style=cIsUtility>10</style> seconds.",

        "ITEM_LOWERPRICEDCHESTS_UNCOMMON_PICKUP": "First chest bought yields more than one <sprite name=\"Quality\"> reward. Usable once per stage.",
        "ITEM_LOWERPRICEDCHESTS_UNCOMMON_DESC": "Gain an extra <sprite name=\"QualityUncommon\"> uncommon quality item on the first chest opened per stage. <style=cStack>Each additional Sale Star increases the chance of getting more items by 5%</style>.",

        "ITEM_LOWERPRICEDCHESTSCONSUMED_UNCOMMON_PICKUP": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityUncommon\">.",
        "ITEM_LOWERPRICEDCHESTSCONSUMED_UNCOMMON_DESC": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityUncommon\">.",

        "ITEM_LOWERPRICEDCHESTS_RARE_PICKUP": "First chest bought yields more than one <sprite name=\"Quality\"> reward. Usable once per stage.",
        "ITEM_LOWERPRICEDCHESTS_RARE_DESC": "Gain an extra <sprite name=\"QualityRare\"> rare quality item on the first chest opened per stage. <style=cStack>Each additional Sale Star increases the chance of getting more items by 5%</style>.",

        "ITEM_LOWERPRICEDCHESTSCONSUMED_RARE_PICKUP": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityRare\">.",
        "ITEM_LOWERPRICEDCHESTSCONSUMED_RARE_DESC": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityRare\">.",

        "ITEM_LOWERPRICEDCHESTS_EPIC_PICKUP": "First chest bought yields more than one <sprite name=\"Quality\"> reward. Usable once per stage.",
        "ITEM_LOWERPRICEDCHESTS_EPIC_DESC": "Gain an extra <sprite name=\"QualityEpic\"> epic quality item on the first chest opened per stage. <style=cStack>Each additional Sale Star increases the chance of getting more items by 5%</style>.",

        "ITEM_LOWERPRICEDCHESTSCONSUMED_EPIC_PICKUP": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityEpic\">.",
        "ITEM_LOWERPRICEDCHESTSCONSUMED_EPIC_DESC": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityEpic\">.",

        "ITEM_LOWERPRICEDCHESTS_LEGENDARY_PICKUP": "First chest bought yields more than one <sprite name=\"Quality\"> reward. Usable once per stage.",
        "ITEM_LOWERPRICEDCHESTS_LEGENDARY_DESC": "Gain an extra <sprite name=\"QualityLegendary\"> legendary quality item on the first chest opened per stage. <style=cStack>Each additional Sale Star increases the chance of getting more items by 5%</style>.",

        "ITEM_LOWERPRICEDCHESTSCONSUMED_LEGENDARY_PICKUP": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityLegendary\">.",
        "ITEM_LOWERPRICEDCHESTSCONSUMED_LEGENDARY_DESC": "At the start of each stage, it transforms into Sale Star <sprite name=\"QualityLegendary\">.",

        "ITEM_HEALONCRIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Charge a scythe attack by healing. Close range primary attacks swings the scythe.",
        "ITEM_HEALONCRIT_UNCOMMON_DESC": "{0}\nAfter <style=cIsHealing>healing</style> for <sprite name=\"Quality\"> <style=cIsHealing>200% of maximum health</style>, charge a <style=cIsDamage>scythe attack</style>. Dealing damage with your <style=cIsUtility>primary skill</style> within <style=cIsDamage>13m</style> swings the scythe, cleaving enemies in front of you for <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style> base damage</style>. The scythe is <style=cIsUtility>always</style> a <style=cIsDamage>critical strike</style>.",

        "ITEM_HEALONCRIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Charge a scythe attack by healing. Close range primary attacks swings the scythe.",
        "ITEM_HEALONCRIT_RARE_DESC": "{0}\nAfter <style=cIsHealing>healing</style> for <sprite name=\"Quality\"> <style=cIsHealing>100% of maximum health</style>, charge a <style=cIsDamage>scythe attack</style>. Dealing damage with your <style=cIsUtility>primary skill</style> within <style=cIsDamage>13m</style> swings the scythe, cleaving enemies in front of you for <sprite name=\"Quality\"> <style=cIsDamage>900% <style=cStack>(+900% per stack)</style> base damage</style>. The scythe is <style=cIsUtility>always</style> a <style=cIsDamage>critical strike</style>.",

        "ITEM_HEALONCRIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Charge a scythe attack by healing. Close range primary attacks swings the scythe.",
        "ITEM_HEALONCRIT_EPIC_DESC": "{0}\nAfter <style=cIsHealing>healing</style> for <sprite name=\"Quality\"> <style=cIsHealing>50% of maximum health</style>, charge a <style=cIsDamage>scythe attack</style>. Dealing damage with your <style=cIsUtility>primary skill</style> within <style=cIsDamage>13m</style> swings the scythe, cleaving enemies in front of you for <sprite name=\"Quality\"> <style=cIsDamage>1200% <style=cStack>(+1200% per stack)</style> base damage</style>. The scythe is <style=cIsUtility>always</style> a <style=cIsDamage>critical strike</style>.",

        "ITEM_HEALONCRIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Charge a scythe attack by healing. Close range primary attacks swings the scythe.",
        "ITEM_HEALONCRIT_LEGENDARY_DESC": "{0}\nAfter <style=cIsHealing>healing</style> for <sprite name=\"Quality\"> <style=cIsHealing>20% of maximum health</style>, charge a <style=cIsDamage>scythe attack</style>. Dealing damage with your <style=cIsUtility>primary skill</style> within <style=cIsDamage>13m</style> swings the scythe, cleaving enemies in front of you for <sprite name=\"Quality\"> <style=cIsDamage>1500% <style=cStack>(+1500% per stack)</style> base damage</style>. The scythe is <style=cIsUtility>always</style> a <style=cIsDamage>critical strike</style>.",

        "ITEM_FREECHEST_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for an additional delivery.",
        "ITEM_FREECHEST_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> chance to receive an additional <style=cIsUtility>delivery</style>. An extra <style=cIsUtility>delivery</style> is guaranteed for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_FREECHEST_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for an additional delivery.",
        "ITEM_FREECHEST_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style> chance to receive an additional <style=cIsUtility>delivery</style>. An extra <style=cIsUtility>delivery</style> is guaranteed for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_FREECHEST_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for an additional delivery.",
        "ITEM_FREECHEST_EPIC_DESC": "{0}\nReceive <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> additional <style=cIsUtility>deliveries</style> per stage.",

        "ITEM_FREECHEST_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for an additional delivery.",
        "ITEM_FREECHEST_LEGENDARY_DESC": "{0}\nReceive <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> additional <style=cIsUtility>deliveries</style> per stage, plus a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> chance to receive an additional <style=cIsUtility>delivery</style>. An extra <style=cIsUtility>delivery</style> is guaranteed for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_PRIMARYSKILLSHURIKEN_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduces recharge duration, increases shuriken size and add chance to regain on kill.",
        "ITEM_PRIMARYSKILLSHURIKEN_UNCOMMON_DESC": "Activating your <style=cIsUtility>Primary skill</style> also throws a <style=cIsDamage>shuriken</style> that deals <style=cIsDamage>400%</style> <style=cStack>(+100% per stack)</style> base damage. You can hold up to <style=cIsUtility>3</style> <style=cStack>(+1 per stack)</style> <style=cIsDamage>shurikens</style> which all reload over <sprite name=\"Quality\"> <style=cIsUtility>9</style> <style=cStack>(-10% per stack)</style> seconds. Increase shuriken size by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>. <sprite name=\"Quality\"> <style=cIsUtility>20% chance on kill to reload 1 shuriken</style>.",

        "ITEM_PRIMARYSKILLSHURIKEN_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduces recharge duration, increases shuriken size and add chance to regain on kill.",
        "ITEM_PRIMARYSKILLSHURIKEN_RARE_DESC": "Activating your <style=cIsUtility>Primary skill</style> also throws a <style=cIsDamage>shuriken</style> that deals <style=cIsDamage>400%</style> <style=cStack>(+100% per stack)</style> base damage. You can hold up to <style=cIsUtility>3</style> <style=cStack>(+1 per stack)</style> <style=cIsDamage>shurikens</style> which all reload over <sprite name=\"Quality\"> <style=cIsUtility>8</style> <style=cStack>(-20% per stack)</style> seconds. Increase shuriken size by <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style>. <sprite name=\"Quality\"> <style=cIsUtility>40% chance on kill to reload 1 shuriken</style>.",

        "ITEM_PRIMARYSKILLSHURIKEN_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduces recharge duration, increases shuriken size and add chance to regain on kill.",
        "ITEM_PRIMARYSKILLSHURIKEN_EPIC_DESC": "Activating your <style=cIsUtility>Primary skill</style> also throws a <style=cIsDamage>shuriken</style> that deals <style=cIsDamage>400%</style> <style=cStack>(+100% per stack)</style> base damage. You can hold up to <style=cIsUtility>3</style> <style=cStack>(+1 per stack)</style> <style=cIsDamage>shurikens</style> which all reload over <sprite name=\"Quality\"> <style=cIsUtility>7</style> <style=cStack>(-30% per stack)</style> seconds. Increase shuriken size by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style>. <sprite name=\"Quality\"> <style=cIsUtility>70% chance on kill to reload 1 shuriken</style>.",

        "ITEM_PRIMARYSKILLSHURIKEN_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduces recharge duration, increases shuriken size and add chance to regain on kill.",
        "ITEM_PRIMARYSKILLSHURIKEN_LEGENDARY_DESC": "Activating your <style=cIsUtility>Primary skill</style> also throws a <style=cIsDamage>shuriken</style> that deals <style=cIsDamage>400%</style> <style=cStack>(+100% per stack)</style> base damage. You can hold up to <style=cIsUtility>3</style> <style=cStack>(+1 per stack)</style> <style=cIsDamage>shurikens</style> which all reload over <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(-50% per stack)</style> seconds. Increase shuriken size by <sprite name=\"Quality\"> <style=cIsUtility>150%</style> <style=cStack>(+150% per stack)</style>. <sprite name=\"Quality\"> <style=cIsUtility>On kill reload 1 shuriken</style>.",

        "ITEM_SQUID_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases squid damage and upgrade squid on kill.",
        "ITEM_SQUID_UNCOMMON_DESC": "Activating an interactable summons a <style=cIsDamage>Squid Turret</style> for <sprite name=\"Quality\"> <style=cIsDamage>130% <style=cStack>(+30% per stack)</style> damage</style> that attacks nearby enemies at <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> attack speed</style>. Lasts <style=cIsUtility>30</style> seconds. Squid has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance on kill to <style=cIsUtility>upgrade</style>, increasing damage by <style=cIsDamage>100%</style>, maximum health by <style=cIsHealing>100%</style>, and time remaining by <style=cIsUtility>10</style> seconds.",

        "ITEM_SQUID_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases squid damage and upgrade squid on kill.",
        "ITEM_SQUID_RARE_DESC": "Activating an interactable summons a <style=cIsDamage>Squid Turret</style> for <sprite name=\"Quality\"> <style=cIsDamage>140% <style=cStack>(+40% per stack)</style> damage</style> that attacks nearby enemies at <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> attack speed</style>. Lasts <style=cIsUtility>30</style> seconds. Squid has a <sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance on kill to <style=cIsUtility>upgrade</style>, increasing damage by <style=cIsDamage>100%</style>, maximum health by <style=cIsHealing>100%</style>, and time remaining by <style=cIsUtility>10</style> seconds, up to <sprite name=\"Quality\"> 2 times.",

        "ITEM_SQUID_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases squid damage and upgrade squid on kill.",
        "ITEM_SQUID_EPIC_DESC": "Activating an interactable summons a <style=cIsDamage>Squid Turret</style> for <sprite name=\"Quality\"> <style=cIsDamage>150% <style=cStack>(+50% per stack)</style> damage</style> that attacks nearby enemies at <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> attack speed</style>. Lasts <style=cIsUtility>30</style> seconds. Squid has a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> chance on kill to <style=cIsUtility>upgrade</style>, increasing damage by <style=cIsDamage>100%</style>, maximum health by <style=cIsHealing>100%</style>, and time remaining by <style=cIsUtility>10</style> seconds, up to <sprite name=\"Quality\"> 3 times.",

        "ITEM_SQUID_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases squid damage and upgrade squid on kill.",
        "ITEM_SQUID_LEGENDARY_DESC": "Activating an interactable summons a <style=cIsDamage>Squid Turret</style> for <sprite name=\"Quality\"> <style=cIsDamage>160% <style=cStack>(+60% per stack)</style> damage</style> that attacks nearby enemies at <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> attack speed</style>. Lasts <style=cIsUtility>30</style> seconds. Squid has a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance on kill to <style=cIsUtility>upgrade</style>, increasing damage by <style=cIsDamage>100%</style>, maximum health by <style=cIsHealing>100%</style>, and time remaining by <style=cIsUtility>10</style> seconds, up to <sprite name=\"Quality\"> 4 times.",

        "ITEM_PHASING_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to activate on taking damage. Increases activation threshold.",
        "ITEM_PHASING_UNCOMMON_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>30% <style=cStack>(+10% per stack)</style> health</style> causes you to gain <style=cIsUtility>40% movement speed</style> and <style=cIsUtility>invisibility</style> for <style=cIsUtility>5s</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance to activate on taking damage.",

        "ITEM_PHASING_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to activate on taking damage. Increases activation threshold.",
        "ITEM_PHASING_RARE_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>40% <style=cStack>(+25% per stack)</style> health</style> causes you to gain <style=cIsUtility>40% movement speed</style> and <style=cIsUtility>invisibility</style> for <style=cIsUtility>5s</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style> chance to activate on taking damage.",

        "ITEM_PHASING_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to activate on taking damage. Increases activation threshold.",
        "ITEM_PHASING_EPIC_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>60% <style=cStack>(+50% per stack)</style> health</style> causes you to gain <style=cIsUtility>40% movement speed</style> and <style=cIsUtility>invisibility</style> for <style=cIsUtility>5s</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style> chance to activate on taking damage.",

        "ITEM_PHASING_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to activate on taking damage. Increases activation threshold.",
        "ITEM_PHASING_LEGENDARY_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>80% <style=cStack>(+75% per stack)</style> health</style> causes you to gain <style=cIsUtility>40% movement speed</style> and <style=cIsUtility>invisibility</style> for <style=cIsUtility>5s</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style> chance to activate on taking damage.",

        "ITEM_CHAINLIGHTNING_UNCOMMON_PICKUP": "...and his music was <sprite name=\"Quality\"> electric.",
        "ITEM_CHAINLIGHTNING_UNCOMMON_DESC": "{0}\nFiring lightning from an enemy <style=cIsUtility>charges</style> it, releasing an additional <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+3 per stack)</style> arcs</style> for <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_CHAINLIGHTNING_RARE_PICKUP": "...and his music was <sprite name=\"Quality\"> electric.",
        "ITEM_CHAINLIGHTNING_RARE_DESC": "{0}\nFiring lightning from an enemy <style=cIsUtility>charges</style> it, releasing an additional <sprite name=\"Quality\"> <style=cIsDamage>5 <style=cStack>(+5 per stack)</style> arcs</style> for <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_CHAINLIGHTNING_EPIC_PICKUP": "...and his music was <sprite name=\"Quality\"> electric.",
        "ITEM_CHAINLIGHTNING_EPIC_DESC": "{0}\nFiring lightning from an enemy <style=cIsUtility>charges</style> it, releasing an additional <sprite name=\"Quality\"> <style=cIsDamage>8 <style=cStack>(+8 per stack)</style> arcs</style> for <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_CHAINLIGHTNING_LEGENDARY_PICKUP": "...and his music was <sprite name=\"Quality\"> electric.",
        "ITEM_CHAINLIGHTNING_LEGENDARY_DESC": "{0}\nFiring lightning from an enemy <style=cIsUtility>charges</style> it, releasing an additional <sprite name=\"Quality\"> <style=cIsDamage>12 <style=cStack>(+12 per stack)</style> arcs</style> for <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",

        "ITEM_TELEPORTONLOWHEALTH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating your secondary skill launches a bleeding orb. Recharges while you have barrier.",
        "ITEM_TELEPORTONLOWHEALTH_UNCOMMON_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> also launches a <sprite name=\"Quality\"> <style=cIsUtility>3m <style=cStack>(+3m per stack)</style></style> <style=cIsDamage>orb</style> that bleeds enemies for <style=cIsDamage>240%</style> base damage every second. Orbs recharge every <sprite name=\"Quality\"> <style=cIsUtility>9s <style=cStack>(-10% per stack)</style></style> while you have <style=cIsHealing>barrier</style>. Can hold up to <sprite name=\"Quality\"> <style=cIsUtility>2</style>.",

        "ITEM_TELEPORTONLOWHEALTHCONSUMED_UNCOMMON_PICKUP": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityUncommon\">.",
        "ITEM_TELEPORTONLOWHEALTHCONSUMED_UNCOMMON_DESC": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityUncommon\">.",

        "ITEM_TELEPORTONLOWHEALTH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating your secondary skill launches a bleeding orb. Recharges while you have barrier.",
        "ITEM_TELEPORTONLOWHEALTH_RARE_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> also launches a <sprite name=\"Quality\"> <style=cIsUtility>6m <style=cStack>(+6m per stack)</style></style> <style=cIsDamage>orb</style> that bleeds enemies for <style=cIsDamage>240%</style> base damage every second. Orbs recharge every <sprite name=\"Quality\"> <style=cIsUtility>7s <style=cStack>(-30% per stack)</style></style> while you have <style=cIsHealing>barrier</style>. Can hold up to <sprite name=\"Quality\"> <style=cIsUtility>5</style>.",

        "ITEM_TELEPORTONLOWHEALTHCONSUMED_RARE_PICKUP": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityRare\">.",
        "ITEM_TELEPORTONLOWHEALTHCONSUMED_RARE_DESC": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityRare\">.",

        "ITEM_TELEPORTONLOWHEALTH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating your secondary skill launches a bleeding orb. Recharges while you have barrier.",
        "ITEM_TELEPORTONLOWHEALTH_EPIC_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> also launches a <sprite name=\"Quality\"> <style=cIsUtility>10m <style=cStack>(+10m per stack)</style></style> <style=cIsDamage>orb</style> that bleeds enemies for <style=cIsDamage>240%</style> base damage every second. Orbs recharge every <sprite name=\"Quality\"> <style=cIsUtility>5s <style=cStack>(-50% per stack)</style></style> while you have <style=cIsHealing>barrier</style>. Can hold up to <sprite name=\"Quality\"> <style=cIsUtility>10</style>.",

        "ITEM_TELEPORTONLOWHEALTHCONSUMED_EPIC_PICKUP": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityEpic\">.",
        "ITEM_TELEPORTONLOWHEALTHCONSUMED_EPIC_DESC": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityEpic\">.",

        "ITEM_TELEPORTONLOWHEALTH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Activating your secondary skill launches a bleeding orb. Recharges while you have barrier.",
        "ITEM_TELEPORTONLOWHEALTH_LEGENDARY_DESC": "{0}\nActivating your <style=cIsUtility>Secondary skill</style> also launches a <sprite name=\"Quality\"> <style=cIsUtility>15m <style=cStack>(+15m per stack)</style></style> <style=cIsDamage>orb</style> that bleeds enemies for <style=cIsDamage>240%</style> base damage every second. Orbs recharge every <sprite name=\"Quality\"> <style=cIsUtility>3s <style=cStack>(-70% per stack)</style></style> while you have <style=cIsHealing>barrier</style>. Can hold up to <sprite name=\"Quality\"> <style=cIsUtility>20</style>.",

        "ITEM_TELEPORTONLOWHEALTHCONSUMED_LEGENDARY_PICKUP": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityLegendary\">.",
        "ITEM_TELEPORTONLOWHEALTHCONSUMED_LEGENDARY_DESC": "At the start of each stage, it transforms into Unstable Transmitter <sprite name=\"QualityLegendary\">.",

        "ITEM_ENERGIZEDONEQUIPMENTUSE_UNCOMMON_PICKUP": "Activating your Equipment gives you a burst of <sprite name=\"Quality\"> attack speed and reduced skill cooldowns.",
        "ITEM_ENERGIZEDONEQUIPMENTUSE_UNCOMMON_DESC": "Activating your Equipment gives you <sprite name=\"Quality\"> <style=cIsDamage>+80% <style=cStack>(+10% per stack)</style> attack speed</style> and <style=cIsUtility>reduces skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>20% <style=cStack>(+10% per stack)</style></style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",

        "ITEM_ENERGIZEDONEQUIPMENTUSE_RARE_PICKUP": "Activating your Equipment gives you a burst of <sprite name=\"Quality\"> attack speed and reduced skill cooldowns.",
        "ITEM_ENERGIZEDONEQUIPMENTUSE_RARE_DESC": "Activating your Equipment gives you <sprite name=\"Quality\"> <style=cIsDamage>+100% <style=cStack>(+30% per stack)</style> attack speed</style> and <style=cIsUtility>reduces skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>40% <style=cStack>(+30% per stack)</style></style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",

        "ITEM_ENERGIZEDONEQUIPMENTUSE_EPIC_PICKUP": "Activating your Equipment gives you a burst of <sprite name=\"Quality\"> attack speed and reduced skill cooldowns.",
        "ITEM_ENERGIZEDONEQUIPMENTUSE_EPIC_DESC": "Activating your Equipment gives you <sprite name=\"Quality\"> <style=cIsDamage>+140% <style=cStack>(+60% per stack)</style> attack speed</style> and <style=cIsUtility>reduces skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>60% <style=cStack>(+50% per stack)</style></style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",

        "ITEM_ENERGIZEDONEQUIPMENTUSE_LEGENDARY_PICKUP": "Activating your Equipment gives you a burst of <sprite name=\"Quality\"> attack speed and reduced skill cooldowns.",
        "ITEM_ENERGIZEDONEQUIPMENTUSE_LEGENDARY_DESC": "Activating your Equipment gives you <sprite name=\"Quality\"> <style=cIsDamage>+170% <style=cStack>(+100% per stack)</style> attack speed</style> and <style=cIsUtility>reduces skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>100% <style=cStack>(+90% per stack)</style></style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",

        "ITEM_JUMPBOOST_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase speed when chaining jumps. Releasing jump increases air control.",
        "ITEM_JUMPBOOST_UNCOMMON_DESC": "{0}\n<style=cIsUtility>Chained</style> jumps increase speed by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> per jump, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style>. Release <style=cIsUtility>jump</style> when quail jumping to increase <style=cIsUtility>air control</style> by <style=cIsUtility>60%</style>.",

        "ITEM_JUMPBOOST_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase speed when chaining jumps. Releasing jump increases air control.",
        "ITEM_JUMPBOOST_RARE_DESC": "{0}\n<style=cIsUtility>Chained</style> jumps increase speed by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style> per jump, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>200%</style> <style=cStack>(+200% per stack)</style>. Release <style=cIsUtility>jump</style> when quail jumping to increase <style=cIsUtility>air control</style> by <style=cIsUtility>60%</style>.",

        "ITEM_JUMPBOOST_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase speed when chaining jumps. Releasing jump increases air control.",
        "ITEM_JUMPBOOST_EPIC_DESC": "{0}\n<style=cIsUtility>Chained</style> jumps increase speed by <sprite name=\"Quality\"> <style=cIsUtility>70%</style> <style=cStack>(+70% per stack)</style> per jump, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>350%</style> <style=cStack>(+350% per stack)</style>. Release <style=cIsUtility>jump</style> when quail jumping to increase <style=cIsUtility>air control</style> by <style=cIsUtility>60%</style>.",

        "ITEM_JUMPBOOST_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase speed when chaining jumps. Releasing jump increases air control.",
        "ITEM_JUMPBOOST_LEGENDARY_DESC": "{0}\n<style=cIsUtility>Chained</style> jumps increase speed by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style> per jump, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>500%</style> <style=cStack>(+500% per stack)</style>. Release <style=cIsUtility>jump</style> when quail jumping to increase <style=cIsUtility>air control</style> by <style=cIsUtility>60%</style>.",

        "ITEM_BARRIERONOVERHEAL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor while you have barrier.",
        "ITEM_BARRIERONOVERHEAL_UNCOMMON_DESC": "{0}\nWhile you have <style=cIsHealing>barrier</style>, increase <style=cIsHealing>armor</style> by <sprite name=\"Quality\"> <style=cIsHealing>20</style> <style=cStack>(+20 per stack)</style>.",

        "ITEM_BARRIERONOVERHEAL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor while you have barrier.",
        "ITEM_BARRIERONOVERHEAL_RARE_DESC": "{0}\nWhile you have <style=cIsHealing>barrier</style>, increase <style=cIsHealing>armor</style> by <sprite name=\"Quality\"> <style=cIsHealing>50</style> <style=cStack>(+50 per stack)</style>.",

        "ITEM_BARRIERONOVERHEAL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor while you have barrier.",
        "ITEM_BARRIERONOVERHEAL_EPIC_DESC": "{0}\nWhile you have <style=cIsHealing>barrier</style>, increase <style=cIsHealing>armor</style> by <sprite name=\"Quality\"> <style=cIsHealing>80</style> <style=cStack>(+80 per stack)</style>.",

        "ITEM_BARRIERONOVERHEAL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor while you have barrier.",
        "ITEM_BARRIERONOVERHEAL_LEGENDARY_DESC": "{0}\nWhile you have <style=cIsHealing>barrier</style>, increase <style=cIsHealing>armor</style> by <sprite name=\"Quality\"> <style=cIsHealing>100</style> <style=cStack>(+100 per stack)</style>.",

        "ITEM_ALIENHEAD_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to reduce skill cooldowns on kill.",
        "ITEM_ALIENHEAD_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style> chance on <style=cIsDamage>kill</style> to reduce <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>1</style> second. Guarantee cooldown reduction for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_ALIENHEAD_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to reduce skill cooldowns on kill.",
        "ITEM_ALIENHEAD_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+35% per stack)</style> chance on <style=cIsDamage>kill</style> to reduce <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>1</style> second. Guarantee cooldown reduction for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_ALIENHEAD_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to reduce skill cooldowns on kill.",
        "ITEM_ALIENHEAD_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style> chance on <style=cIsDamage>kill</style> to reduce <style=cIsUtility>skill cooldowns</style> by <style=cIsUtility>1</style> second. Guarantee cooldown reduction for every <style=cIsUtility>100%</style> chance reached.",

        "ITEM_ALIENHEAD_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to reduce skill cooldowns on kill.",
        "ITEM_ALIENHEAD_LEGENDARY_DESC": "{0}\n<style=cIsDamage>Kills</style> reduce <style=cIsUtility>skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> second.",

        "ITEM_FALLBOOTS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage and decrease maximum fall distance.",
        "ITEM_FALLBOOTS_UNCOMMON_DESC": "Increase <style=cIsUtility>jump height</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <sprite name=\"Quality\"> <style=cIsDamage>1100%-11000%</style> <style=cStack>(+100%-1000% per stack)</style> base damage that scales up with <style=cIsDamage>fall distance</style>. Recharges in <style=cIsDamage>10</style> <style=cStack>(-50% per stack)</style> seconds. Decreases required fall distance for maximum damage by <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style>.",

        "ITEM_FALLBOOTS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage and decrease maximum fall distance.",
        "ITEM_FALLBOOTS_RARE_DESC": "Increase <style=cIsUtility>jump height</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <sprite name=\"Quality\"> <style=cIsDamage>1200%-12000%</style> <style=cStack>(+200%-2000% per stack)</style> base damage that scales up with <style=cIsDamage>fall distance</style>. Recharges in <style=cIsDamage>10</style> <style=cStack>(-50% per stack)</style> seconds. Decreases required fall distance for maximum damage by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>.",

        "ITEM_FALLBOOTS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage and decrease maximum fall distance.",
        "ITEM_FALLBOOTS_EPIC_DESC": "Increase <style=cIsUtility>jump height</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <sprite name=\"Quality\"> <style=cIsDamage>1300%-13000%</style> <style=cStack>(+300%-3000% per stack)</style> base damage that scales up with <style=cIsDamage>fall distance</style>. Recharges in <style=cIsDamage>10</style> <style=cStack>(-50% per stack)</style> seconds. Decreases required fall distance for maximum damage by <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style>.",

        "ITEM_FALLBOOTS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage and decrease maximum fall distance.",
        "ITEM_FALLBOOTS_LEGENDARY_DESC": "Increase <style=cIsUtility>jump height</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <sprite name=\"Quality\"> <style=cIsDamage>1500%-15000%</style> <style=cStack>(+500%-5000% per stack)</style> base damage that scales up with <style=cIsDamage>fall distance</style>. Recharges in <style=cIsDamage>10</style> <style=cStack>(-50% per stack)</style> seconds. Decreases required fall distance for maximum damage by <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.",

        "ITEM_BEHEMOTH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Explosions deal increased damage and can activate item effects.",
        "ITEM_BEHEMOTH_UNCOMMON_DESC": "{0}\nExplosions gain a <sprite name=\"Quality\"> <style=cIsDamage>0.1</style> <style=cStack>(+0.1 per stack)</style> proc coefficient, going past <style=cIsDamage>1.0</style> instead explodes for an additional <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> TOTAL damage.",

        "ITEM_BEHEMOTH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Explosions deal increased damage and can activate item effects.",
        "ITEM_BEHEMOTH_RARE_DESC": "{0}\nExplosions gain a <sprite name=\"Quality\"> <style=cIsDamage>0.3</style> <style=cStack>(+0.3 per stack)</style> proc coefficient, going past <style=cIsDamage>1.0</style> instead explodes for an additional <sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> TOTAL damage.",

        "ITEM_BEHEMOTH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Explosions deal increased damage and can activate item effects.",
        "ITEM_BEHEMOTH_EPIC_DESC": "{0}\nExplosions gain a <sprite name=\"Quality\"> <style=cIsDamage>0.7</style> <style=cStack>(+0.7 per stack)</style> proc coefficient, going past <style=cIsDamage>1.0</style> instead explodes for an additional <sprite name=\"Quality\"> <style=cIsDamage>35%</style> <style=cStack>(+35% per stack)</style> TOTAL damage.",

        "ITEM_BEHEMOTH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Explosions deal increased damage and can activate item effects.",
        "ITEM_BEHEMOTH_LEGENDARY_DESC": "{0}\nExplosions gain a <sprite name=\"Quality\"> <style=cIsDamage>1.0</style> proc coefficient. Explodes for an additional <sprite name=\"Quality\"> <style=cIsDamage>0%</style> <style=cStack>(+50% per stack)</style> TOTAL damage.",

        "ITEM_RANDOMEQUIPMENTTRIGGER_UNCOMMON_PICKUP": "Activating your Equipment triggers an additional, random Equipment <sprite name=\"QualityUncommon\"> effect.",
        "ITEM_RANDOMEQUIPMENTTRIGGER_UNCOMMON_DESC": "Trigger a random uncommon <sprite name=\"QualityUncommon\"> <style=cIsDamage>equipment</style> effect <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> time(s).",

        "ITEM_RANDOMEQUIPMENTTRIGGER_RARE_PICKUP": "Activating your Equipment triggers an additional, random Equipment <sprite name=\"QualityRare\"> effect.",
        "ITEM_RANDOMEQUIPMENTTRIGGER_RARE_DESC": "Trigger a random rare <sprite name=\"QualityRare\"> <style=cIsDamage>equipment</style> effect <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> time(s).",

        "ITEM_RANDOMEQUIPMENTTRIGGER_EPIC_PICKUP": "Activating your Equipment triggers an additional, random Equipment <sprite name=\"QualityEpic\"> effect.",
        "ITEM_RANDOMEQUIPMENTTRIGGER_EPIC_DESC": "Trigger a random epic <sprite name=\"QualityEpic\"> <style=cIsDamage>equipment</style> effect <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> time(s).",

        "ITEM_RANDOMEQUIPMENTTRIGGER_LEGENDARY_PICKUP": "Activating your Equipment triggers an additional, random Equipment <sprite name=\"QualityLegendary\"> effect.",
        "ITEM_RANDOMEQUIPMENTTRIGGER_LEGENDARY_DESC": "Trigger a random legendary <sprite name=\"QualityLegendary\"> <style=cIsDamage>equipment</style> effect <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> time(s).",

        "ITEM_IMMUNETODEBUFF_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocked debuffs are spread to all nearby enemies.",
        "ITEM_IMMUNETODEBUFF_UNCOMMON_DESC": "{0}\nSpreads <sprite name=\"Quality\"> <style=cIsUtility>5</style> instances of the blocked <style=cIsDamage>debuff</style> to all enemies within <sprite name=\"Quality\"> <style=cIsUtility>25m</style> <style=cStack>(+25m per stack)</style>",

        "ITEM_IMMUNETODEBUFF_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocked debuffs are spread to all nearby enemies.",
        "ITEM_IMMUNETODEBUFF_RARE_DESC": "{0}\nSpreads <sprite name=\"Quality\"> <style=cIsUtility>8</style> instances of the blocked <style=cIsDamage>debuff</style> to all enemies within <sprite name=\"Quality\"> <style=cIsUtility>50m</style> <style=cStack>(+50m per stack)</style>",

        "ITEM_IMMUNETODEBUFF_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocked debuffs are spread to all nearby enemies.",
        "ITEM_IMMUNETODEBUFF_EPIC_DESC": "{0}\nSpreads <sprite name=\"Quality\"> <style=cIsUtility>12</style> instances of the blocked <style=cIsDamage>debuff</style> to all enemies within <sprite name=\"Quality\"> <style=cIsUtility>75m</style> <style=cStack>(+75m per stack)</style>",

        "ITEM_IMMUNETODEBUFF_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Blocked debuffs are spread to all nearby enemies.",
        "ITEM_IMMUNETODEBUFF_LEGENDARY_DESC": "{0}\nSpreads <sprite name=\"Quality\"> <style=cIsUtility>15</style> instances of the blocked <style=cIsDamage>debuff</style> to all enemies within <sprite name=\"Quality\"> <style=cIsUtility>100m</style> <style=cStack>(+100m per stack)</style>",

        "ITEM_KILLELITEFRENZY_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every elite killed during the frenzy.",
        "ITEM_KILLELITEFRENZY_UNCOMMON_DESC": "{0}\nEvery elite killed during the frenzy increases damage by <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style>.",

        "ITEM_KILLELITEFRENZY_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every elite killed during the frenzy.",
        "ITEM_KILLELITEFRENZY_RARE_DESC": "{0}\nEvery elite killed during the frenzy increases damage by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>.",

        "ITEM_KILLELITEFRENZY_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every elite killed during the frenzy.",
        "ITEM_KILLELITEFRENZY_EPIC_DESC": "{0}\nEvery elite killed during the frenzy increases damage by <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.",

        "ITEM_KILLELITEFRENZY_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every elite killed during the frenzy.",
        "ITEM_KILLELITEFRENZY_LEGENDARY_DESC": "{0}\nEvery elite killed during the frenzy increases damage by <sprite name=\"Quality\"> <style=cIsDamage>60%</style> <style=cStack>(+60% per stack)</style>.",

        "ITEM_EXTRALIFE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Dying repeatedly triggers your 'On Kill' effects.",
        "ITEM_EXTRALIFE_UNCOMMON_DESC": "{0}\nUpon reviving, <style=cIsDamage>triggers</style> your <style=cIsDamage>On-Kill</style> effects <sprite name=\"Quality\"> <style=cIsUtility>12</style> times.",

        "ITEM_EXTRALIFE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Dying repeatedly triggers your 'On Kill' effects.",
        "ITEM_EXTRALIFE_RARE_DESC": "{0}\nUpon reviving, <style=cIsDamage>triggers</style> your <style=cIsDamage>On-Kill</style> effects <sprite name=\"Quality\"> <style=cIsUtility>18</style> times.",

        "ITEM_EXTRALIFE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Dying repeatedly triggers your 'On Kill' effects.",
        "ITEM_EXTRALIFE_EPIC_DESC": "{0}\nUpon reviving, <style=cIsDamage>triggers</style> your <style=cIsDamage>On-Kill</style> effects <sprite name=\"Quality\"> <style=cIsUtility>25</style> times.",

        "ITEM_EXTRALIFE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Dying repeatedly triggers your 'On Kill' effects.",
        "ITEM_EXTRALIFE_LEGENDARY_DESC": "{0}\nUpon reviving, <style=cIsDamage>triggers</style> your <style=cIsDamage>On-Kill</style> effects <sprite name=\"Quality\"> <style=cIsUtility>30</style> times.",

        "ITEM_ARMORPLATE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor after being hit 15 times.",
        "ITEM_ARMORPLATE_UNCOMMON_DESC": "{0}\nEvery <style=cIsDamage>15</style> hits taken, <style=cIsHealing>increase armor</style> by <style=cIsHealing>75</style> for <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> seconds.",

        "ITEM_ARMORPLATE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor after being hit 15 times.",
        "ITEM_ARMORPLATE_RARE_DESC": "{0}\nEvery <style=cIsDamage>15</style> hits taken, <style=cIsHealing>increase armor</style> by <style=cIsHealing>75</style> for <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style> seconds.",

        "ITEM_ARMORPLATE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor after being hit 15 times.",
        "ITEM_ARMORPLATE_EPIC_DESC": "{0}\nEvery <style=cIsDamage>15</style> hits taken, <style=cIsHealing>increase armor</style> by <style=cIsHealing>75</style> for <sprite name=\"Quality\"> <style=cIsUtility>9</style> <style=cStack>(+9 per stack)</style> seconds.",

        "ITEM_ARMORPLATE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase armor after being hit 15 times.",
        "ITEM_ARMORPLATE_LEGENDARY_DESC": "{0}\nEvery <style=cIsDamage>15</style> hits taken, <style=cIsHealing>increase armor</style> by <style=cIsHealing>75</style> for <sprite name=\"Quality\"> <style=cIsUtility>12</style> <style=cStack>(+12 per stack)</style> seconds.",

        "ITEM_STUNANDPIERCE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to bounce between enemies.",
        "ITEM_STUNANDPIERCE_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style> chance to bounce to a new enemy before returning. Each interval of <style=cIsUtility>100%</style> chance reached adds 1 <style=cIsUtility>guaranteed</style> bounce.",

        "ITEM_STUNANDPIERCE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Boomerang bounces between enemies.",
        "ITEM_STUNANDPIERCE_RARE_DESC": "{0}\nBoomerang bounces towards enemies <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> times before returning. <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> chance to bounce to an additional enemy. Each interval of <style=cIsUtility>100%</style> chance reached adds 1 <style=cIsUtility>guaranteed</style> bounce.",

        "ITEM_STUNANDPIERCE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Boomerang bounces between enemies.",
        "ITEM_STUNANDPIERCE_EPIC_DESC": "{0}\nBoomerang bounces towards enemies <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> times before returning.",

        "ITEM_STUNANDPIERCE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Boomerang bounces between enemies.",
        "ITEM_STUNANDPIERCE_LEGENDARY_DESC": "{0}\nBoomerang bounces towards enemies <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> times before returning.",

        "ITEM_ICICLE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to freeze enemies in the ice storm. Increase storm radius.",
        "ITEM_ICICLE_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> chance for enemies hit by the <style=cIsDamage>ice storm</style> to receive <style=cIsUtility>frost</style>, enemies are <style=cIsUtility>frozen</style> upon reaching <style=cIsUtility>6</style> stacks of <style=cIsUtility>frost</style>. Increases ice storm radius by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>",

        "ITEM_ICICLE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to freeze enemies in the ice storm. Increase storm radius.",
        "ITEM_ICICLE_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style> chance for enemies hit by the <style=cIsDamage>ice storm</style> to receive <style=cIsUtility>frost</style>, enemies are <style=cIsUtility>frozen</style> upon reaching <style=cIsUtility>6</style> stacks of <style=cIsUtility>frost</style>. Increases ice storm radius by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>",

        "ITEM_ICICLE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to freeze enemies in the ice storm. Increase storm radius.",
        "ITEM_ICICLE_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> chance for enemies hit by the <style=cIsDamage>ice storm</style> to receive <style=cIsUtility>frost</style>, enemies are <style=cIsUtility>frozen</style> upon reaching <style=cIsUtility>6</style> stacks of <style=cIsUtility>frost</style>. Increases ice storm radius by <sprite name=\"Quality\"> <style=cIsUtility>80%</style> <style=cStack>(+80% per stack)</style>",

        "ITEM_ICICLE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to freeze enemies in the ice storm. Increase storm radius.",
        "ITEM_ICICLE_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>75%</style> <style=cStack>(+75% per stack)</style> chance for enemies hit by the <style=cIsDamage>ice storm</style> to receive <style=cIsUtility>frost</style>, enemies are <style=cIsUtility>frozen</style> upon reaching <style=cIsUtility>6</style> stacks of <style=cIsUtility>frost</style>. Increases ice storm radius by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style>",

        "ITEM_OUTOFCOMBATARMOR_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Breaking the bubble stuns enemies.",
        "ITEM_OUTOFCOMBATARMOR_UNCOMMON_DESC": "{0}\nUpon breaking the bubble, <style=cIsUtility>stun</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>10m</style> for <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> seconds.",

        "ITEM_OUTOFCOMBATARMOR_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Breaking the bubble stuns enemies.",
        "ITEM_OUTOFCOMBATARMOR_RARE_DESC": "{0}\nUpon breaking the bubble, <style=cIsUtility>stun</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>20m</style> for <sprite name=\"Quality\"> <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style> seconds.",

        "ITEM_OUTOFCOMBATARMOR_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Breaking the bubble stuns enemies.",
        "ITEM_OUTOFCOMBATARMOR_EPIC_DESC": "{0}\nUpon breaking the bubble, <style=cIsUtility>stun</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>30m</style> for <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style> seconds.",

        "ITEM_OUTOFCOMBATARMOR_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Breaking the bubble stuns enemies.",
        "ITEM_OUTOFCOMBATARMOR_LEGENDARY_DESC": "{0}\nUpon breaking the bubble, <style=cIsUtility>stun</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>50m</style> for <sprite name=\"Quality\"> <style=cIsUtility>8</style> <style=cStack>(+8 per stack)</style> seconds.",
        
        "ITEM_BOOSTALLSTATS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce skill cooldowns while you have 8 or more buffs.",
        "ITEM_BOOSTALLSTATS_UNCOMMON_DESC": "{0}\nWhile you have 8 or more buffs, reduce all skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>.",

        "ITEM_BOOSTALLSTATS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce skill cooldowns while you have 8 or more buffs.",
        "ITEM_BOOSTALLSTATS_RARE_DESC": "{0}\nWhile you have 8 or more buffs, reduce all skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>.",

        "ITEM_BOOSTALLSTATS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce skill cooldowns while you have 8 or more buffs.",
        "ITEM_BOOSTALLSTATS_EPIC_DESC": "{0}\nWhile you have 8 or more buffs, reduce all skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>.",

        "ITEM_BOOSTALLSTATS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Reduce skill cooldowns while you have 8 or more buffs.",
        "ITEM_BOOSTALLSTATS_LEGENDARY_DESC": "{0}\nWhile you have 8 or more buffs, reduce all skill cooldowns by <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style>.",

        "ITEM_GHOSTONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase ghost spawn chance.",
        "ITEM_GHOSTONKILL_UNCOMMON_DESC": "Killing enemies has a <sprite name=\"Quality\"> <style=cIsDamage>17%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>spawn a ghost</style> of the killed enemy with <style=cIsDamage>1500%</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>.\nEvery interval of <style=cIsUtility>100%</style> spawn chance reached <style=cIsUtility>guarantees</style> an additional <style=cIsDamage>ghost</style> spawn per kill.",

        "ITEM_GHOSTONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase ghost spawn chance.",
        "ITEM_GHOSTONKILL_RARE_DESC": "Killing enemies has a <sprite name=\"Quality\"> <style=cIsDamage>27%</style> <style=cStack>(+20% per stack)</style> chance to <style=cIsDamage>spawn a ghost</style> of the killed enemy with <style=cIsDamage>1500%</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>.\nEvery interval of <style=cIsUtility>100%</style> spawn chance reached <style=cIsUtility>guarantees</style> an additional <style=cIsDamage>ghost</style> spawn per kill.",

        "ITEM_GHOSTONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase ghost spawn chance.",
        "ITEM_GHOSTONKILL_EPIC_DESC": "Killing enemies has a <sprite name=\"Quality\"> <style=cIsDamage>37%</style> <style=cStack>(+30% per stack)</style> chance to <style=cIsDamage>spawn a ghost</style> of the killed enemy with <style=cIsDamage>1500%</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>.\nEvery interval of <style=cIsUtility>100%</style> spawn chance reached <style=cIsUtility>guarantees</style> an additional <style=cIsDamage>ghost</style> spawn per kill.",

        "ITEM_GHOSTONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase ghost spawn chance.",
        "ITEM_GHOSTONKILL_LEGENDARY_DESC": "Killing enemies has a <sprite name=\"Quality\"> <style=cIsDamage>47%</style> <style=cStack>(+40% per stack)</style> chance to <style=cIsDamage>spawn a ghost</style> of the killed enemy with <style=cIsDamage>1500%</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>.\nEvery interval of <style=cIsUtility>100%</style> spawn chance reached <style=cIsUtility>guarantees</style> an additional <style=cIsDamage>ghost</style> spawn per kill.",

        "ITEM_UTILITYSKILLMAGAZINE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Using your Utility skill shortly after recharging reduces next cooldown.",
        "ITEM_UTILITYSKILLMAGAZINE_UNCOMMON_DESC": "{0}\nUsing your <style=cIsUtility>Utility skill</style> within <style=cIsUtility>0.3</style> seconds of recharging reduces the next cooldown by <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style>. <style=cIsUtility>Utility skill</style> usage is <style=cIsUtility>free</style> if used <style=cIsUtility>0.1</style> seconds after recharging.",

        "ITEM_UTILITYSKILLMAGAZINE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Using your Utility skill shortly after recharging reduces next cooldown.",
        "ITEM_UTILITYSKILLMAGAZINE_RARE_DESC": "{0}\nUsing your <style=cIsUtility>Utility skill</style> within <style=cIsUtility>0.3</style> seconds of recharging reduces the next cooldown by <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style>. <style=cIsUtility>Utility skill</style> usage is <style=cIsUtility>free</style> if used <style=cIsUtility>0.1</style> seconds after recharging.",

        "ITEM_UTILITYSKILLMAGAZINE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Using your Utility skill shortly after recharging reduces next cooldown.",
        "ITEM_UTILITYSKILLMAGAZINE_EPIC_DESC": "{0}\nUsing your <style=cIsUtility>Utility skill</style> within <style=cIsUtility>0.3</style> seconds of recharging reduces the next cooldown by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>. <style=cIsUtility>Utility skill</style> usage is <style=cIsUtility>free</style> if used <style=cIsUtility>0.1</style> seconds after recharging.",

        "ITEM_UTILITYSKILLMAGAZINE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Using your Utility skill shortly after recharging reduces next cooldown.",
        "ITEM_UTILITYSKILLMAGAZINE_LEGENDARY_DESC": "{0}\nUsing your <style=cIsUtility>Utility skill</style> within <style=cIsUtility>0.3</style> seconds of recharging reduces the next cooldown by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style>. <style=cIsUtility>Utility skill</style> usage is <style=cIsUtility>free</style> if used <style=cIsUtility>0.1</style> seconds after recharging.",

        "ITEM_MOREMISSILE_UNCOMMON_PICKUP": "All Missile items deal more damage and fire <sprite name=\"Quality\"> additional missiles.\n<sprite name=\"Quality\"> Fire a small missile when using a skill.",
        "ITEM_MOREMISSILE_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> chance to fire an additional missile. Every interval of <style=cIsDamage>100%</style> chance reached guarantees an additional missile. Activating any skill with at least <style=cIsUtility>5s</style> cooldown fires a <style=cIsDamage>small missile</style> for <sprite name=\"Quality\"> <style=cIsDamage>50%</style> damage.",

        "ITEM_MOREMISSILE_RARE_PICKUP": "All Missile items deal more damage and fire <sprite name=\"Quality\"> additional missiles.\n<sprite name=\"Quality\"> Fire a small missile when using a skill.",
        "ITEM_MOREMISSILE_RARE_DESC": "All missile items and equipment fire an additional <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+1 per stack)</style></style> <style=cIsDamage>missiles</style>. Increase missile damage by <style=cIsDamage>0%</style> <style=cStack>(+50% per stack)</style>. Activating any skill with at least <style=cIsUtility>5s</style> cooldown fires a <style=cIsDamage>small missile</style> for <sprite name=\"Quality\"> <style=cIsDamage>100%</style> damage.",

        "ITEM_MOREMISSILE_EPIC_PICKUP": "All Missile items deal more damage and fire <sprite name=\"Quality\"> additional missiles.\n<sprite name=\"Quality\"> Fire a small missile when using a skill.",
        "ITEM_MOREMISSILE_EPIC_DESC": "All missile items and equipment fire an additional <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+1 per stack)</style></style> <style=cIsDamage>missiles</style>. Increase missile damage by <style=cIsDamage>0%</style> <style=cStack>(+50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> chance to fire an additional missile. Every interval of <style=cIsDamage>100%</style> chance reached guarantees an additional missile. Activating any skill with at least <style=cIsUtility>5s</style> cooldown fires a <style=cIsDamage>small missile</style> for <sprite name=\"Quality\"> <style=cIsDamage>150%</style> damage.",

        "ITEM_MOREMISSILE_LEGENDARY_PICKUP": "All Missile items deal more damage and fire <sprite name=\"Quality\"> additional missiles.\n<sprite name=\"Quality\"> Fire a small missile when using a skill.",
        "ITEM_MOREMISSILE_LEGENDARY_DESC": "All missile items and equipment fire an additional <sprite name=\"Quality\"> <style=cIsDamage>4 <style=cStack>(+1 per stack)</style></style> <style=cIsDamage>missiles</style>. Increase missile damage by <style=cIsDamage>0%</style> <style=cStack>(+50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> chance to fire an additional missile. Every interval of <style=cIsDamage>100%</style> chance reached guarantees an additional missile. Activating any skill with at least <style=cIsUtility>5s</style> cooldown fires a <style=cIsDamage>small missile</style> for <sprite name=\"Quality\"> <style=cIsDamage>200%</style> damage.",

        "ITEM_PLANT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases healing rate.",
        "ITEM_PLANT_UNCOMMON_DESC": "{0}\nIncreases <style=cIsHealing>healing rate</style> by <sprite name=\"Quality\"> <style=cIsHealing>15%</style> <style=cStack>(+15% per stack)</style>",

        "ITEM_PLANT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases healing rate.",
        "ITEM_PLANT_RARE_DESC": "{0}\nIncreases <style=cIsHealing>healing rate</style> by <sprite name=\"Quality\"> <style=cIsHealing>30%</style> <style=cStack>(+30% per stack)</style>",

        "ITEM_PLANT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases healing rate.",
        "ITEM_PLANT_EPIC_DESC": "{0}\nIncreases <style=cIsHealing>healing rate</style> by <sprite name=\"Quality\"> <style=cIsHealing>60%</style> <style=cStack>(+60% per stack)</style>",

        "ITEM_PLANT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increases healing rate.",
        "ITEM_PLANT_LEGENDARY_DESC": "{0}\nIncreases <style=cIsHealing>healing rate</style> by <sprite name=\"Quality\"> <style=cIsHealing>100%</style> <style=cStack>(+100% per stack)</style>",

        "ITEM_CRITDAMAGE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes can trigger multiple times.",
        "ITEM_CRITDAMAGE_UNCOMMON_DESC": "{0}\n<style=cIsDamage>Critical Strikes</style> gain a <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> chance to crit an additional time.",

        "ITEM_CRITDAMAGE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes can trigger multiple times.",
        "ITEM_CRITDAMAGE_RARE_DESC": "{0}\n<style=cIsDamage>Critical Strikes</style> gain a <sprite name=\"Quality\"> <style=cIsDamage>35%</style> <style=cStack>(+35% per stack)</style> chance to crit an additional time.",

        "ITEM_CRITDAMAGE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes can trigger multiple times.",
        "ITEM_CRITDAMAGE_EPIC_DESC": "{0}\n<style=cIsDamage>Critical Strikes</style> gain a <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> chance to crit an additional time.",

        "ITEM_CRITDAMAGE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Critical Strikes can trigger multiple times.",
        "ITEM_CRITDAMAGE_LEGENDARY_DESC": "{0}\n<style=cIsDamage>Critical Strikes</style> gain a <sprite name=\"Quality\"> <style=cIsDamage>75%</style> <style=cStack>(+75% per stack)</style> chance to crit an additional time.",

        "ITEM_INCREASEHEALING_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up healing, peridodically granting temporary invulnerability.",
        "ITEM_INCREASEHEALING_UNCOMMON_DESC": "{0}\nStore up <style=cIsHealing>all healing</style>. Every 10 seconds become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.2</style> <style=cStack>(+0.2 per stack)</style> seconds for every <style=cIsHealing>10%</style> of <style=cIsHealing>maximum health stored</style>.",

        "ITEM_INCREASEHEALING_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up healing, peridodically granting temporary invulnerability.",
        "ITEM_INCREASEHEALING_RARE_DESC": "{0}\nStore up <style=cIsHealing>all healing</style>. Every 10 seconds become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.4</style> <style=cStack>(+0.4 per stack)</style> seconds for every <style=cIsHealing>10%</style> of <style=cIsHealing>maximum health stored</style>.",

        "ITEM_INCREASEHEALING_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up healing, peridodically granting temporary invulnerability.",
        "ITEM_INCREASEHEALING_EPIC_DESC": "{0}\nStore up <style=cIsHealing>all healing</style>. Every 10 seconds become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.6</style> <style=cStack>(+0.6 per stack)</style> seconds for every <style=cIsHealing>10%</style> of <style=cIsHealing>maximum health stored</style>.",

        "ITEM_INCREASEHEALING_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Store up healing, peridodically granting temporary invulnerability.",
        "ITEM_INCREASEHEALING_LEGENDARY_DESC": "{0}\nStore up <style=cIsHealing>all healing</style>. Every 10 seconds become <style=cIsUtility>immune</style> to all damage for <sprite name=\"Quality\"> <style=cIsHealing>0.8</style> <style=cStack>(+0.8 per stack)</style> seconds for every <style=cIsHealing>10%</style> of <style=cIsHealing>maximum health stored</style>.",
    
        "ITEM_NOVAONHEAL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Skulls deal more damage.",
        "ITEM_NOVAONHEAL_UNCOMMON_DESC": "{0}\nSkulls deal <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style> more damage and have a <sprite name=\"Quality\"> <style=cIsUtility>0.4 proc coefficient</style>.",

        "ITEM_NOVAONHEAL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Skulls deal more damage.",
        "ITEM_NOVAONHEAL_RARE_DESC": "{0}\nSkulls deal <sprite name=\"Quality\"> <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> more damage and have a <sprite name=\"Quality\"> <style=cIsUtility>0.6 proc coefficient</style>.",

        "ITEM_NOVAONHEAL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Skulls deal more damage.",
        "ITEM_NOVAONHEAL_EPIC_DESC": "{0}\nSkulls deal <sprite name=\"Quality\"> <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> more damage and have a <sprite name=\"Quality\"> <style=cIsUtility>0.8 proc coefficient</style>.",

        "ITEM_NOVAONHEAL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Skulls deal more damage.",
        "ITEM_NOVAONHEAL_LEGENDARY_DESC": "{0}\nSkulls deal <sprite name=\"Quality\"> <style=cIsDamage>400%</style> <style=cStack>(+400% per stack)</style> more damage and have a <sprite name=\"Quality\"> <style=cIsUtility>1.0 proc coefficient</style>.",

        "ITEM_LASERTURBINE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase explosion radius and time window. Target last hit enemy.",
        "ITEM_LASERTURBINE_UNCOMMON_DESC": "Killing <style=cIsDamage>4</style> enemies in <sprite name=\"Quality\"> <style=cIsUtility>8 <style=cStack>(+1 per stack)</style> seconds</style> charges the Resonance Disc. The disc launches itself toward the <sprite name=\"Quality\"> last hit target for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>, piercing all enemies it doesn't kill, and then explodes in a <sprite name=\"Quality\"> <style=cIsDamage>18m</style> <style=cStack>(+4m per stack)</style> radius for <style=cIsDamage>1000%</style> base damage <style=cStack>(+1000% per stack)</style>. Returns to the user, striking all enemies along the way for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>.",

        "ITEM_LASERTURBINE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase explosion radius and time window. Target last hit enemy.",
        "ITEM_LASERTURBINE_RARE_DESC": "Killing <style=cIsDamage>4</style> enemies in <sprite name=\"Quality\"> <style=cIsUtility>10 <style=cStack>(+3 per stack)</style> seconds</style> charges the Resonance Disc. The disc launches itself toward the <sprite name=\"Quality\"> last hit target for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>, piercing all enemies it doesn't kill, and then explodes in a <sprite name=\"Quality\"> <style=cIsDamage>21m</style> <style=cStack>(+7m per stack)</style> radius for <style=cIsDamage>1000%</style> base damage <style=cStack>(+1000% per stack)</style>. Returns to the user, striking all enemies along the way for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>.",

        "ITEM_LASERTURBINE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase explosion radius and time window. Target last hit enemy.",
        "ITEM_LASERTURBINE_EPIC_DESC": "Killing <style=cIsDamage>4</style> enemies in <sprite name=\"Quality\"> <style=cIsUtility>12 <style=cStack>(+5 per stack)</style> seconds</style> charges the Resonance Disc. The disc launches itself toward the <sprite name=\"Quality\"> last hit target for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>, piercing all enemies it doesn't kill, and then explodes in a <sprite name=\"Quality\"> <style=cIsDamage>24m</style> <style=cStack>(+10m per stack)</style> radius for <style=cIsDamage>1000%</style> base damage <style=cStack>(+1000% per stack)</style>. Returns to the user, striking all enemies along the way for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>.",

        "ITEM_LASERTURBINE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase explosion radius and time window. Target last hit enemy.",
        "ITEM_LASERTURBINE_LEGENDARY_DESC": "Killing <style=cIsDamage>4</style> enemies in <sprite name=\"Quality\"> <style=cIsUtility>14 <style=cStack>(+7 per stack)</style> seconds</style> charges the Resonance Disc. The disc launches itself toward the <sprite name=\"Quality\"> last hit target for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>, piercing all enemies it doesn't kill, and then explodes in a <sprite name=\"Quality\"> <style=cIsDamage>28m</style> <style=cStack>(+14m per stack)</style> radius for <style=cIsDamage>1000%</style> base damage <style=cStack>(+1000% per stack)</style>. Returns to the user, striking all enemies along the way for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>.",

        "ITEM_METEORATTACKONHIGHDAMAGE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase meteor strike radius.",
        "ITEM_METEORATTACKONHIGHDAMAGE_UNCOMMON_DESC": "{0}\nIncreases meteor strike radius by <sprite name=\"Quality\"> <style=cIsDamage>75%</style> <style=cStack>(+75% per stack)</style>.",

        "ITEM_METEORATTACKONHIGHDAMAGE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase meteor strike radius.",
        "ITEM_METEORATTACKONHIGHDAMAGE_RARE_DESC": "{0}\nIncreases meteor strike radius by <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>.",

        "ITEM_METEORATTACKONHIGHDAMAGE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase meteor strike radius.",
        "ITEM_METEORATTACKONHIGHDAMAGE_EPIC_DESC": "{0}\nIncreases meteor strike radius by <sprite name=\"Quality\"> <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style>.",

        "ITEM_METEORATTACKONHIGHDAMAGE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase meteor strike radius.",
        "ITEM_METEORATTACKONHIGHDAMAGE_LEGENDARY_DESC": "{0}\nIncreases meteor strike radius by <sprite name=\"Quality\"> <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style>.",

        "ITEM_BOSSDAMAGEBONUS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Periodically mark a strong monster, killing a marked monster permanently increases damage dealt against marked monsters and bosses.",
        "ITEM_BOSSDAMAGEBONUS_UNCOMMON_DESC": "{0}\nEvery <style=cIsUtility>40 seconds</style>, <style=cIsDamage>mark a strong non boss monster</style> for <sprite name=\"Quality\"> <style=cIsUtility>15 seconds <style=cStack>(+5 seconds per stack)</style></style>, killing a marked monster <style=cIsDamage>permanently increases your damage</style> against marked enemies and bosses by <sprite name=\"Quality\"> <style=cIsDamage>1% <style=cStack>(+1% per stack)</style></style> up to <sprite name=\"Quality\"> <style=cIsDamage>15 times</style>.",

        "ITEM_BOSSDAMAGEBONUS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Periodically mark a strong monster, killing a marked monster permanently increases damage dealt against marked monsters and bosses.",
        "ITEM_BOSSDAMAGEBONUS_RARE_DESC": "{0}\nEvery <style=cIsUtility>40 seconds</style>, <style=cIsDamage>mark a strong non boss monster</style> for <sprite name=\"Quality\"> <style=cIsUtility>20 seconds <style=cStack>(+10 seconds per stack)</style></style>, killing a marked monster <style=cIsDamage>permanently increases your damage</style> against marked enemies and bosses by <sprite name=\"Quality\"> <style=cIsDamage>1.25% <style=cStack>(+1.25% per stack)</style></style> up to <sprite name=\"Quality\"> <style=cIsDamage>30 times</style>.",
        
        "ITEM_BOSSDAMAGEBONUS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Periodically mark a strong monster, killing a marked monster permanently increases damage dealt against marked monsters and bosses.",
        "ITEM_BOSSDAMAGEBONUS_EPIC_DESC": "{0}\nEvery <style=cIsUtility>40 seconds</style>, <style=cIsDamage>mark a strong non boss monster</style> for <sprite name=\"Quality\"> <style=cIsUtility>25 seconds <style=cStack>(+15 seconds per stack)</style></style>, killing a marked monster <style=cIsDamage>permanently increases your damage</style> against marked enemies and bosses by <sprite name=\"Quality\"> <style=cIsDamage>1.5% <style=cStack>(+1.5% per stack)</style></style> up to <sprite name=\"Quality\"> <style=cIsDamage>45 times</style>.",

        "ITEM_BOSSDAMAGEBONUS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Periodically mark a strong monster, killing a marked monster permanently increases damage dealt against marked monsters and bosses.",
        "ITEM_BOSSDAMAGEBONUS_LEGENDARY_DESC": "{0}\nEvery <style=cIsUtility>40 seconds</style>, <style=cIsDamage>mark a strong non boss monster</style> for <sprite name=\"Quality\"> <style=cIsUtility>30 seconds <style=cStack>(+20 seconds per stack)</style></style>, killing a marked monster <style=cIsDamage>permanently increases your damage</style> against marked enemies and bosses by <sprite name=\"Quality\"> <style=cIsDamage>2% <style=cStack>(+2% per stack)</style></style> up to <sprite name=\"Quality\"> <style=cIsDamage>60 times</style>.",

        "ITEM_PERMANENTDEBUFFONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply Venom, dealing more damage with each DoT effect applied",
        "ITEM_PERMANENTDEBUFFONHIT_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>5% chance</style> to apply <style=cIsDamage>Venom</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>50% <style=cStack>(+50% per stack)</style></style> damage per second for 10 seconds for every <style=cIsDamage>damage over time effect</style> applied.",

        "ITEM_PERMANENTDEBUFFONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply Venom, dealing more damage with each DoT effect applied",
        "ITEM_PERMANENTDEBUFFONHIT_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>8% chance</style> to apply <style=cIsDamage>Venom</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>100% <style=cStack>(+100% per stack)</style></style> damage per second for 10 seconds for every <style=cIsDamage>damage over time effect</style> applied.",

        "ITEM_PERMANENTDEBUFFONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply Venom, dealing more damage with each DoT effect applied",
        "ITEM_PERMANENTDEBUFFONHIT_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>12% chance</style> to apply <style=cIsDamage>Venom</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>150% <style=cStack>(+150% per stack)</style></style> damage per second for 10 seconds for every <style=cIsDamage>damage over time effect</style> applied.",

        "ITEM_PERMANENTDEBUFFONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply Venom, dealing more damage with each DoT effect applied",
        "ITEM_PERMANENTDEBUFFONHIT_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>15% chance</style> to apply <style=cIsDamage>Venom</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>200% <style=cStack>(+200% per stack)</style></style> damage per second for 10 seconds for every <style=cIsDamage>damage over time effect</style> applied.",
        
        "ITEM_SPEEDBOOSTPICKUP_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Picking up an orb while at maximum capacity grants temporary invisibility.",
        "ITEM_SPEEDBOOSTPICKUP_UNCOMMON_DESC": "{0}\nPicking up an orb while at <style=cIsUtility>6+</style> stacks or at <style=cIsUtility>maximum capacity</style> grants <style=cIsUtility>invisibility</style> for <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> second(s).",

        "ITEM_SPEEDBOOSTPICKUP_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Picking up an orb while at maximum capacity grants temporary invisibility.",
        "ITEM_SPEEDBOOSTPICKUP_RARE_DESC": "{0}\nPicking up an orb while at <style=cIsUtility>6+</style> stacks or at <style=cIsUtility>maximum capacity</style> grants <style=cIsUtility>invisibility</style> for <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> seconds.",

        "ITEM_SPEEDBOOSTPICKUP_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Picking up an orb while at maximum capacity grants temporary invisibility.",
        "ITEM_SPEEDBOOSTPICKUP_EPIC_DESC": "{0}\nPicking up an orb while at <style=cIsUtility>6+</style> stacks or at <style=cIsUtility>maximum capacity</style> grants <style=cIsUtility>invisibility</style> for <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style> seconds.",

        "ITEM_SPEEDBOOSTPICKUP_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Picking up an orb while at maximum capacity grants temporary invisibility.",
        "ITEM_SPEEDBOOSTPICKUP_LEGENDARY_DESC": "{0}\nPicking up an orb while at <style=cIsUtility>6+</style> stacks or at <style=cIsUtility>maximum capacity</style> grants <style=cIsUtility>invisibility</style> for <sprite name=\"Quality\"> <style=cIsUtility>8</style> <style=cStack>(+8 per stack)</style> seconds.",

        "ITEM_BOUNCENEARBY_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Hooked enemies stay grouped for longer.",
        "ITEM_BOUNCENEARBY_UNCOMMON_DESC": "{0}\n<style=cIsDamage>Hooked</style> enemies are <style=cIsUtility>kept in place</style> for <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> second(s)",

        "ITEM_BOUNCENEARBY_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Hooked enemies stay grouped for longer.",
        "ITEM_BOUNCENEARBY_RARE_DESC": "{0}\n<style=cIsDamage>Hooked</style> enemies are <style=cIsUtility>kept in place</style> for <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> seconds",

        "ITEM_BOUNCENEARBY_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Hooked enemies stay grouped for longer.",
        "ITEM_BOUNCENEARBY_EPIC_DESC": "{0}\n<style=cIsDamage>Hooked</style> enemies are <style=cIsUtility>kept in place</style> for <sprite name=\"Quality\"> <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style> seconds",

        "ITEM_BOUNCENEARBY_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Hooked enemies stay grouped for longer.",
        "ITEM_BOUNCENEARBY_LEGENDARY_DESC": "{0}\n<style=cIsDamage>Hooked</style> enemies are <style=cIsUtility>kept in place</style> for <sprite name=\"Quality\"> <style=cIsUtility>6</style> <style=cStack>(+6 per stack)</style> seconds",

        "ITEM_ITEMDROPCHANCEONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase chance for higher rarity items.",
        "ITEM_ITEMDROPCHANCEONKILL_UNCOMMON_DESC": "{0}\nIncreases dropped item rarity odds by <sprite name=\"Quality\"> (<style=cIsHealing>10%</style>/<style=cIsHealth>2%</style>) <style=cStack>(+<style=cIsHealing>10%</style>/<style=cIsHealth>2%</style> per stack)</style>",

        "ITEM_ITEMDROPCHANCEONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase chance for higher rarity items.",
        "ITEM_ITEMDROPCHANCEONKILL_RARE_DESC": "{0}\nIncreases dropped item rarity odds by <sprite name=\"Quality\"> (<style=cIsHealing>18%</style>/<style=cIsHealth>3%</style>) <style=cStack>(+<style=cIsHealing>18%</style>/<style=cIsHealth>3%</style> per stack)</style>",

        "ITEM_ITEMDROPCHANCEONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase chance for higher rarity items.",
        "ITEM_ITEMDROPCHANCEONKILL_EPIC_DESC": "{0}\nIncreases dropped item rarity odds by <sprite name=\"Quality\"> (<style=cIsHealing>30%</style>/<style=cIsHealth>4%</style>) <style=cStack>(+<style=cIsHealing>30%</style>/<style=cIsHealth>4%</style> per stack)</style>",

        "ITEM_ITEMDROPCHANCEONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase chance for higher rarity items.",
        "ITEM_ITEMDROPCHANCEONKILL_LEGENDARY_DESC": "{0}\nIncreases dropped item rarity odds by <sprite name=\"Quality\"> (<style=cIsHealing>40%</style>/<style=cIsHealth>6%</style>) <style=cStack>(+<style=cIsHealing>40%</style>/<style=cIsHealth>6%</style> per stack)</style>",

        "ITEM_TALISMAN_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase cooldown reduction on elite kill. Large monster kills grant temporary equipment charges",
        "ITEM_TALISMAN_UNCOMMON_DESC": "{0}\nElite kills reduce <style=cIsUtility>equipment cooldown</style> by an additional <sprite name=\"Quality\"> <style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> of total equipment cooldown. Large monster kills grant <sprite name=\"Quality\"> <style=cIsUtility>1 <style=cStack>(+1 per stack)</style> temporary equipment charge</style>.",

        "ITEM_TALISMAN_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase cooldown reduction on elite kill. Large monster kills grant temporary equipment charges",
        "ITEM_TALISMAN_RARE_DESC": "{0}\nElite kills reduce <style=cIsUtility>equipment cooldown</style> by an additional <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> of total equipment cooldown. Large monster kills grant <sprite name=\"Quality\"> <style=cIsUtility>2 <style=cStack>(+2 per stack)</style> temporary equipment charges</style>.",

        "ITEM_TALISMAN_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase cooldown reduction on elite kill. Large monster kills grant temporary equipment charges",
        "ITEM_TALISMAN_EPIC_DESC": "{0}\nElite kills reduce <style=cIsUtility>equipment cooldown</style> by an additional <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> of total equipment cooldown. Large monster kills grant <sprite name=\"Quality\"> <style=cIsUtility>3 <style=cStack>(+3 per stack)</style> temporary equipment charges</style>.",

        "ITEM_TALISMAN_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase cooldown reduction on elite kill. Large monster kills grant temporary equipment charges",
        "ITEM_TALISMAN_LEGENDARY_DESC": "{0}\nElite kills reduce <style=cIsUtility>equipment cooldown</style> by an additional <sprite name=\"Quality\"> <style=cIsUtility>33%</style> <style=cStack>(+33% per stack)</style> of total equipment cooldown. Large monster kills grant <sprite name=\"Quality\"> <style=cIsUtility>4 <style=cStack>(+4 per stack)</style> temporary equipment charges</style>.",
    
        "ITEM_DRONEWEAPONS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for drones to gain an elite effect and revive on death.",
        "ITEM_DRONEWEAPONS_UNCOMMON_DESC" : "Gain <style=cIsDamage>Col. Droneman</style> <sprite name=\"QualityUncommon\">. \nDrones gain <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> attack speed and cooldown reduction. \nDrones gain <style=cIsDamage>10%</style> chance to fire a <style=cIsDamage>missile</style> on hit, dealing <style=cIsDamage>150%</style> TOTAL damage. \nDrones gain an <style=cIsDamage>automatic chain gun</style> that deals <style=cIsDamage>6x50%</style> damage, bouncing to <style=cIsDamage>2</style> enemies.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>10% <style=cStack>(+10% per stack)</style></style> chance to spawn with a random <style=cIsUtility>elite effect</style>. Going past <style=cIsUtility>100%</style> chance adds an additional elite effect.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to <style=cIsHealing>revive</style> on death.",
    
        "ITEM_DRONEWEAPONS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for drones to gain an elite effect and revive on death.",
        "ITEM_DRONEWEAPONS_RARE_DESC" : "Gain <style=cIsDamage>Col. Droneman</style> <sprite name=\"QualityRare\">. \nDrones gain <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> attack speed and cooldown reduction. \nDrones gain <style=cIsDamage>10%</style> chance to fire a <style=cIsDamage>missile</style> on hit, dealing <style=cIsDamage>150%</style> TOTAL damage. \nDrones gain an <style=cIsDamage>automatic chain gun</style> that deals <style=cIsDamage>6x50%</style> damage, bouncing to <style=cIsDamage>2</style> enemies.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>25% <style=cStack>(+25% per stack)</style></style> chance to spawn with a random <style=cIsUtility>elite effect</style>. Going past <style=cIsUtility>100%</style> chance adds an additional elite effect.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to <style=cIsHealing>revive</style> on death.",

        "ITEM_DRONEWEAPONS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for drones to gain an elite effect and revive on death.",
        "ITEM_DRONEWEAPONS_EPIC_DESC" : "Gain <style=cIsDamage>Col. Droneman</style> <sprite name=\"QualityEpic\">. \nDrones gain <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> attack speed and cooldown reduction. \nDrones gain <style=cIsDamage>10%</style> chance to fire a <style=cIsDamage>missile</style> on hit, dealing <style=cIsDamage>150%</style> TOTAL damage. \nDrones gain an <style=cIsDamage>automatic chain gun</style> that deals <style=cIsDamage>6x50%</style> damage, bouncing to <style=cIsDamage>2</style> enemies.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>50% <style=cStack>(+50% per stack)</style></style> chance to spawn with a random <style=cIsUtility>elite effect</style>. Going past <style=cIsUtility>100%</style> chance adds an additional elite effect.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance to <style=cIsHealing>revive</style> on death.",

        "ITEM_DRONEWEAPONS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance for drones to gain an elite effect and revive on death.",
        "ITEM_DRONEWEAPONS_LEGENDARY_DESC" : "Gain <style=cIsDamage>Col. Droneman</style> <sprite name=\"QualityLegendary\">. \nDrones gain <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> attack speed and cooldown reduction. \nDrones gain <style=cIsDamage>10%</style> chance to fire a <style=cIsDamage>missile</style> on hit, dealing <style=cIsDamage>150%</style> TOTAL damage. \nDrones gain an <style=cIsDamage>automatic chain gun</style> that deals <style=cIsDamage>6x50%</style> damage, bouncing to <style=cIsDamage>2</style> enemies.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>75% <style=cStack>(+75% per stack)</style></style> chance to spawn with a random <style=cIsUtility>elite effect</style>. Going past <style=cIsUtility>100%</style> chance adds an additional elite effect.\nAll drones gain a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> chance to <style=cIsHealing>revive</style> on death.",

        "ITEM_BARRAGEONBOSS_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of the Mountain can be activated more times.",
        "ITEM_BARRAGEONBOSS_UNCOMMON_DESC": "{0}\nShrines of the Mountain can be activated <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> additional time(s). At least one Shrine of the Mountain will appear on each stage.",

        "ITEM_BARRAGEONBOSS_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of the Mountain can be activated more times.",
        "ITEM_BARRAGEONBOSS_RARE_DESC": "{0}\nShrines of the Mountain can be activated <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> additional time(s). At least one Shrine of the Mountain will appear on each stage.",

        "ITEM_BARRAGEONBOSS_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of the Mountain can be activated more times.",
        "ITEM_BARRAGEONBOSS_EPIC_DESC": "{0}\nShrines of the Mountain can be activated <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> additional time(s). At least one Shrine of the Mountain will appear on each stage.",

        "ITEM_BARRAGEONBOSS_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Shrines of the Mountain can be activated more times.",
        "ITEM_BARRAGEONBOSS_LEGENDARY_DESC": "{0}\nShrines of the Mountain can be activated <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> additional time(s). At least one Shrine of the Mountain will appear on each stage.",

        "ITEM_CLOVERVOID_UNCOMMON_PICKUP": "Upgrades your items at the start of each stage, <sprite name=\"Quality\"> chance to upgrade quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",
        "ITEM_CLOVERVOID_UNCOMMON_DESC": "<style=cIsUtility>Upgrades 3</style> <style=cStack>(+3 per stack)</style> random items to items of the next <style=cIsUtility>higher rarity</style> at the <style=cIsUtility>start of each stage</style>, <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> chance to also upgrade the <style=cIsUtility>quality</style> of items, up to a maximum of uncommon <sprite name=\"QualityUncommon\"> quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",

        "ITEM_CLOVERVOID_RARE_PICKUP": "Upgrades your items at the start of each stage, <sprite name=\"Quality\"> chance to upgrade quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",
        "ITEM_CLOVERVOID_RARE_DESC": "<style=cIsUtility>Upgrades 3</style> <style=cStack>(+3 per stack)</style> random items to items of the next <style=cIsUtility>higher rarity</style> at the <style=cIsUtility>start of each stage</style>, <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+25% per stack)</style> chance to also upgrade the <style=cIsUtility>quality</style> of items, up to a maximum of rare <sprite name=\"QualityRare\"> quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",

        "ITEM_CLOVERVOID_EPIC_PICKUP": "Upgrades your items at the start of each stage, <sprite name=\"Quality\"> chance to upgrade quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",
        "ITEM_CLOVERVOID_EPIC_DESC": "<style=cIsUtility>Upgrades 3</style> <style=cStack>(+3 per stack)</style> random items to items of the next <style=cIsUtility>higher rarity</style> at the <style=cIsUtility>start of each stage</style>, <sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+35% per stack)</style> chance to also upgrade the <style=cIsUtility>quality</style> of items, up to a maximum of epic <sprite name=\"QualityEpic\"> quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",

        "ITEM_CLOVERVOID_LEGENDARY_PICKUP": "Upgrades your items at the start of each stage, <sprite name=\"Quality\"> chance to upgrade quality. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",
        "ITEM_CLOVERVOID_LEGENDARY_DESC": "<style=cIsUtility>Upgrades 3</style> <style=cStack>(+3 per stack)</style> random items to items of the next <style=cIsUtility>higher rarity</style> at the <style=cIsUtility>start of each stage</style>, <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> chance to also upgrade the <style=cIsUtility>quality</style> of items. <style=cIsVoid>Corrupts all 57 Leaf Clovers</style>.",
        
        "ITEM_EQUIPMENTMAGAZINEVOID_UNCOMMON_PICKUP": "Add an extra charge of your Special skill. <sprite name=\"Quality\"> Increase Special skill damage. <style=cIsVoid>Corrupts all Fuel Cells</style>.",
        "ITEM_EQUIPMENTMAGAZINEVOID_UNCOMMON_DESC": "Add <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> charge of your <style=cIsUtility>Special skill</style>, reduce <style=cIsUtility>Special Skill cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>40%</style>, and increase <style=cIsDamage>Special skill damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style>. <style=cIsVoid>Corrupts all Fuel Cells.</style>",

        "ITEM_EQUIPMENTMAGAZINEVOID_RARE_PICKUP": "Add an extra charge of your Special skill. <sprite name=\"Quality\"> Increase Special skill damage. <style=cIsVoid>Corrupts all Fuel Cells</style>.",
        "ITEM_EQUIPMENTMAGAZINEVOID_RARE_DESC": "Add <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> charge of your <style=cIsUtility>Special skill</style>, reduce <style=cIsUtility>Special Skill cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>50%</style>, and increase <style=cIsDamage>Special skill damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>. <style=cIsVoid>Corrupts all Fuel Cells.</style>",

        "ITEM_EQUIPMENTMAGAZINEVOID_EPIC_PICKUP": "Add an extra charge of your Special skill. <sprite name=\"Quality\"> Increase Special skill damage. <style=cIsVoid>Corrupts all Fuel Cells</style>.",
        "ITEM_EQUIPMENTMAGAZINEVOID_EPIC_DESC": "Add <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> charge of your <style=cIsUtility>Special skill</style>, reduce <style=cIsUtility>Special Skill cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>60%</style>, and increase <style=cIsDamage>Special skill damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>. <style=cIsVoid>Corrupts all Fuel Cells.</style>",

        "ITEM_EQUIPMENTMAGAZINEVOID_LEGENDARY_PICKUP": "Add an extra charge of your Special skill. <sprite name=\"Quality\"> Increase Special skill damage. <style=cIsVoid>Corrupts all Fuel Cells</style>.",
        "ITEM_EQUIPMENTMAGAZINEVOID_LEGENDARY_DESC": "Add <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> charge of your <style=cIsUtility>Special skill</style>, reduce <style=cIsUtility>Special Skill cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>70%</style>, and increase <style=cIsDamage>Special skill damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style>. <style=cIsVoid>Corrupts all Fuel Cells.</style>",

        "ITEM_BLEEDONHITVOID_UNCOMMON_PICKUP": "Chance to collapse enemies on hit. <sprite name=\"Quality\"> Increase collapse damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",
        "ITEM_BLEEDONHITVOID_UNCOMMON_DESC": "<style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>collapse</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>440%</style> <style=cStack>(+40% per stack)</style>  base damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",

        "ITEM_BLEEDONHITVOID_RARE_PICKUP": "Chance to collapse enemies on hit. <sprite name=\"Quality\"> Increase collapse damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",
        "ITEM_BLEEDONHITVOID_RARE_DESC": "<style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>collapse</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>480%</style> <style=cStack>(+80% per stack)</style>  base damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",

        "ITEM_BLEEDONHITVOID_EPIC_PICKUP": "Chance to collapse enemies on hit. <sprite name=\"Quality\"> Increase collapse damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",
        "ITEM_BLEEDONHITVOID_EPIC_DESC": "<style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>collapse</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>520%</style> <style=cStack>(+120% per stack)</style>  base damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",

        "ITEM_BLEEDONHITVOID_LEGENDARY_PICKUP": "Chance to collapse enemies on hit. <sprite name=\"Quality\"> Increase collapse damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",
        "ITEM_BLEEDONHITVOID_LEGENDARY_DESC": "<style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>collapse</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>600%</style> <style=cStack>(+200% per stack)</style>  base damage. <style=cIsVoid>Corrupts all Tri-Tip Daggers</style>.",

        "ITEM_VOIDMEGACRABITEM_UNCOMMON_PICKUP": "Periodically recruit allies <sprite name=\"QualityUncommon\"> from the <style=cIsVoid>Void</style>. <sprite name=\"Quality\"> Increase spawn rate and <style=cIsVoid>Void ally</style> damage. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",
        "ITEM_VOIDMEGACRABITEM_UNCOMMON_DESC": "Every <style=cIsUtility>60</style> <style=cStack>(-50% per stack)</style> seconds, gain a random <style=cIsVoid>Void</style> ally <sprite name=\"QualityUncommon\">. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> allies at a time. Increases spawn rate by <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> and <style=cIsVoid>Void ally</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style>. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",

        "ITEM_VOIDMEGACRABITEM_RARE_PICKUP": "Periodically recruit allies <sprite name=\"QualityRare\"> from the <style=cIsVoid>Void</style>. <sprite name=\"Quality\"> Increase spawn rate and <style=cIsVoid>Void ally</style> damage. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",
        "ITEM_VOIDMEGACRABITEM_RARE_DESC": "Every <style=cIsUtility>60</style> <style=cStack>(-50% per stack)</style> seconds, gain a random <style=cIsVoid>Void</style> ally <sprite name=\"QualityRare\">. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> allies at a time. Increases spawn rate by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style> and <style=cIsVoid>Void ally</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style>. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",

        "ITEM_VOIDMEGACRABITEM_EPIC_PICKUP": "Periodically recruit allies <sprite name=\"QualityEpic\"> from the <style=cIsVoid>Void</style>. <sprite name=\"Quality\"> Increase spawn rate and <style=cIsVoid>Void ally</style> damage. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",
        "ITEM_VOIDMEGACRABITEM_EPIC_DESC": "Every <style=cIsUtility>60</style> <style=cStack>(-50% per stack)</style> seconds, gain a random <style=cIsVoid>Void</style> ally <sprite name=\"QualityEpic\">. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> allies at a time. Increases spawn rate by <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> and <style=cIsVoid>Void ally</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>70%</style> <style=cStack>(+70% per stack)</style>. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",

        "ITEM_VOIDMEGACRABITEM_LEGENDARY_PICKUP": "Periodically recruit allies <sprite name=\"QualityLegendary\"> from the <style=cIsVoid>Void</style>. <sprite name=\"Quality\"> Increase spawn rate and <style=cIsVoid>Void ally</style> damage. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",
        "ITEM_VOIDMEGACRABITEM_LEGENDARY_DESC": "Every <style=cIsUtility>60</style> <style=cStack>(-50% per stack)</style> seconds, gain a random <style=cIsVoid>Void</style> ally <sprite name=\"QualityLegendary\">. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> allies at a time. Increases spawn rate by <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style> and <style=cIsVoid>Void ally</style> damage by <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>. <style=cIsVoid>Corrupts all </style><style=cIsTierBoss>yellow items</style><style=cIsVoid></style>.",

        "ITEM_MISSILEVOID_UNCOMMON_PICKUP": "While you have shield, fire missiles on every hit. <sprite name=\"Quality\"> Increase missile damage based on shield amount. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",
        "ITEM_MISSILEVOID_UNCOMMON_DESC": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>10%</style> of your maximum health. While you have a <style=cIsHealing>shield</style>, hitting an enemy fires a missile that deals <style=cIsDamage>40%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. Increases missile damage based on the portion of your <style=cIsHealing>maximum health</style> that is <style=cIsHealing>shield</style>, up to an additional <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",

        "ITEM_MISSILEVOID_RARE_PICKUP": "While you have shield, fire missiles on every hit. <sprite name=\"Quality\"> Increase missile damage based on shield amount. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",
        "ITEM_MISSILEVOID_RARE_DESC": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>10%</style> of your maximum health. While you have a <style=cIsHealing>shield</style>, hitting an enemy fires a missile that deals <style=cIsDamage>40%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. Increases missile damage based on the portion of your <style=cIsHealing>maximum health</style> that is <style=cIsHealing>shield</style>, up to an additional <sprite name=\"Quality\"> <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",

        "ITEM_MISSILEVOID_EPIC_PICKUP": "While you have shield, fire missiles on every hit. <sprite name=\"Quality\"> Increase missile damage based on shield amount. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",
        "ITEM_MISSILEVOID_EPIC_DESC": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>10%</style> of your maximum health. While you have a <style=cIsHealing>shield</style>, hitting an enemy fires a missile that deals <style=cIsDamage>40%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. Increases missile damage based on the portion of your <style=cIsHealing>maximum health</style> that is <style=cIsHealing>shield</style>, up to an additional <sprite name=\"Quality\"> <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",

        "ITEM_MISSILEVOID_LEGENDARY_PICKUP": "While you have shield, fire missiles on every hit. <sprite name=\"Quality\"> Increase missile damage based on shield amount. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",
        "ITEM_MISSILEVOID_LEGENDARY_DESC": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>10%</style> of your maximum health. While you have a <style=cIsHealing>shield</style>, hitting an enemy fires a missile that deals <style=cIsDamage>40%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. Increases missile damage based on the portion of your <style=cIsHealing>maximum health</style> that is <style=cIsHealing>shield</style>, up to an additional <sprite name=\"Quality\"> <style=cIsDamage>500%</style> <style=cStack>(+500% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",

        "ITEM_DELAYEDDAMAGE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply echo on hit. Enemies with echo repeat on kill effects.",
        "ITEM_DELAYEDDAMAGE_UNCOMMON_DESC": "{0}\nOn hit <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to apply <style=cIsUtility>echo</style>, up to <style=cIsUtility>3 <style=cStack>(+3 per stack)</style></style> times. On-kill effects repeat <sprite name=\"Quality\"> <style=cIsUtility>1 time</style> for every stack of echo.",

        "ITEM_DELAYEDDAMAGE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply echo on hit. Enemies with echo repeat on kill effects.",
        "ITEM_DELAYEDDAMAGE_RARE_DESC": "{0}\nOn hit <sprite name=\"Quality\"> <style=cIsUtility>15%</style> chance to apply <style=cIsUtility>echo</style>, up to <style=cIsUtility>3 <style=cStack>(+3 per stack)</style></style> times. On-kill effects repeat <sprite name=\"Quality\"> <style=cIsUtility>2 times</style> for every stack of echo.",

        "ITEM_DELAYEDDAMAGE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply echo on hit. Enemies with echo repeat on kill effects.",
        "ITEM_DELAYEDDAMAGE_EPIC_DESC": "{0}\nOn hit <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to apply <style=cIsUtility>echo</style>, up to <style=cIsUtility>3 <style=cStack>(+3 per stack)</style></style> times. On-kill effects repeat <sprite name=\"Quality\"> <style=cIsUtility>3 times</style> for every stack of echo.",

        "ITEM_DELAYEDDAMAGE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply echo on hit. Enemies with echo repeat on kill effects.",
        "ITEM_DELAYEDDAMAGE_LEGENDARY_DESC": "{0}\nOn hit <sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance to apply <style=cIsUtility>echo</style>, up to <style=cIsUtility>3 <style=cStack>(+3 per stack)</style></style> times. On-kill effects repeat <sprite name=\"Quality\"> <style=cIsUtility>4 times</style> for every stack of echo.",

        "ITEM_BEARVOID_UNCOMMON_PICKUP": "Block the next source of damage. <sprite name=\"Quality\"> On block, inflict a fog that permanently increases damage from all void-based attacks. <style=cIsVoid>Corrupts all Tougher Times</style>.",
        "ITEM_BEARVOID_UNCOMMON_DESC": "<style=cIsHealing>Blocks</style> incoming damage once. Recharges after <style=cIsUtility>15 seconds</style> <style=cStack>(-10% per stack)</style>. After blocking a hit, permanently inflict all enemies within <sprite name=\"Quality\"> <style=cIsUtility>15m</style> with a <style=cIsVoid>fog</style> that slows for <style=cIsUtility>-20% movement speed</style> and increases damage taken from all <style=cIsVoid>void-based</style> attacks by <sprite name=\"Quality\"> <style=cIsDamage>3% <style=cStack>(+3% per stack)</style></style>. <style=cIsVoid>Corrupts all Tougher Times</style>.",

        "ITEM_BEARVOID_RARE_PICKUP": "Block the next source of damage. <sprite name=\"Quality\"> On block, inflict a fog that permanently increases damage from all void-based attacks. <style=cIsVoid>Corrupts all Tougher Times</style>.",
        "ITEM_BEARVOID_RARE_DESC": "<style=cIsHealing>Blocks</style> incoming damage once. Recharges after <style=cIsUtility>15 seconds</style> <style=cStack>(-10% per stack)</style>. After blocking a hit, permanently inflict all enemies within <sprite name=\"Quality\"> <style=cIsUtility>25m</style> with a <style=cIsVoid>fog</style> that slows for <style=cIsUtility>-20% movement speed</style> and increases damage taken from all <style=cIsVoid>void-based</style> attacks by <sprite name=\"Quality\"> <style=cIsDamage>6% <style=cStack>(+6% per stack)</style></style>. <style=cIsVoid>Corrupts all Tougher Times</style>.",

        "ITEM_BEARVOID_EPIC_PICKUP": "Block the next source of damage. <sprite name=\"Quality\"> On block, inflict a fog that permanently increases damage from all void-based attacks. <style=cIsVoid>Corrupts all Tougher Times</style>.",
        "ITEM_BEARVOID_EPIC_DESC": "<style=cIsHealing>Blocks</style> incoming damage once. Recharges after <style=cIsUtility>15 seconds</style> <style=cStack>(-10% per stack)</style>. After blocking a hit, permanently inflict all enemies within <sprite name=\"Quality\"> <style=cIsUtility>40m</style> with a <style=cIsVoid>fog</style> that slows for <style=cIsUtility>-20% movement speed</style> and increases damage taken from all <style=cIsVoid>void-based</style> attacks by <sprite name=\"Quality\"> <style=cIsDamage>8% <style=cStack>(+8% per stack)</style></style>. <style=cIsVoid>Corrupts all Tougher Times</style>.",

        "ITEM_BEARVOID_LEGENDARY_PICKUP": "Block the next source of damage. <sprite name=\"Quality\"> On block, inflict a fog that permanently increases damage from all void-based attacks. <style=cIsVoid>Corrupts all Tougher Times</style>.",
        "ITEM_BEARVOID_LEGENDARY_DESC": "<style=cIsHealing>Blocks</style> incoming damage once. Recharges after <style=cIsUtility>15 seconds</style> <style=cStack>(-10% per stack)</style>. After blocking a hit, permanently inflict all enemies within <sprite name=\"Quality\"> <style=cIsUtility>60m</style> with a <style=cIsVoid>fog</style> that slows for <style=cIsUtility>-20% movement speed</style> and increases damage taken from all <style=cIsVoid>void-based</style> attacks by <sprite name=\"Quality\"> <style=cIsDamage>10% <style=cStack>(+10% per stack)</style></style>. <style=cIsVoid>Corrupts all Tougher Times</style>.",

        "ITEM_ARMORREDUCTIONONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Fire a short-range piercing beam every 5th primary skill use.",
        "ITEM_ARMORREDUCTIONONHIT_UNCOMMON_DESC": "{0}\nAfter using your primary skill <style=cIsDamage>5</style> times, fire a short-range <style=cIsDamage>piercing beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>500% <style=cStack>(+500% per stack)</style></style> damage.",

        "ITEM_ARMORREDUCTIONONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Fire a short-range piercing beam every 5th primary skill use.",
        "ITEM_ARMORREDUCTIONONHIT_RARE_DESC": "{0}\nAfter using your primary skill <style=cIsDamage>5</style> times, fire a short-range <style=cIsDamage>piercing beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>900% <style=cStack>(+900% per stack)</style></style> damage.",

        "ITEM_ARMORREDUCTIONONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Fire a short-range piercing beam every 5th primary skill use.",
        "ITEM_ARMORREDUCTIONONHIT_EPIC_DESC": "{0}\nAfter using your primary skill <style=cIsDamage>5</style> times, fire a short-range <style=cIsDamage>piercing beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>1500% <style=cStack>(+1500% per stack)</style></style> damage.",

        "ITEM_ARMORREDUCTIONONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Fire a short-range piercing beam every 5th primary skill use.",
        "ITEM_ARMORREDUCTIONONHIT_LEGENDARY_DESC": "{0}\nAfter using your primary skill <style=cIsDamage>5</style> times, fire a short-range <style=cIsDamage>piercing beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>2000% <style=cStack>(+2000% per stack)</style></style> damage.",

        "ITEM_SLOWONHITVOID_UNCOMMON_PICKUP": "Chance to root enemies on hit. <sprite name=\"Quality\"> Root all nearby enemies after killing a rooted enemy. <style=cIsVoid>Corrupts all Chronobaubles</style>.",
        "ITEM_SLOWONHITVOID_UNCOMMON_DESC": "<style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to <style=cIsDamage>root</style> enemies for <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>. Killing a rooted enemy <style=cIsDamage>roots</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>4m</style> <style=cStack>(+4m per stack)</style> for <style=cIsUtility>5</style> seconds. <style=cIsVoid>Corrupts all Chronobaubles</style>.",

        "ITEM_SLOWONHITVOID_RARE_PICKUP": "Chance to root enemies on hit. <sprite name=\"Quality\"> Root all nearby enemies after killing a rooted enemy. <style=cIsVoid>Corrupts all Chronobaubles</style>.",
        "ITEM_SLOWONHITVOID_RARE_DESC": "<style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to <style=cIsDamage>root</style> enemies for <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>. Killing a rooted enemy <style=cIsDamage>roots</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>7m</style> <style=cStack>(+7m per stack)</style> for <style=cIsUtility>5</style> seconds. <style=cIsVoid>Corrupts all Chronobaubles</style>.",

        "ITEM_SLOWONHITVOID_EPIC_PICKUP": "Chance to root enemies on hit. <sprite name=\"Quality\"> Root all nearby enemies after killing a rooted enemy. <style=cIsVoid>Corrupts all Chronobaubles</style>.",
        "ITEM_SLOWONHITVOID_EPIC_DESC": "<style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to <style=cIsDamage>root</style> enemies for <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>. Killing a rooted enemy <style=cIsDamage>roots</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>10m</style> <style=cStack>(+10m per stack)</style> for <style=cIsUtility>5</style> seconds. <style=cIsVoid>Corrupts all Chronobaubles</style>.",

        "ITEM_SLOWONHITVOID_LEGENDARY_PICKUP": "Chance to root enemies on hit. <sprite name=\"Quality\"> Root all nearby enemies after killing a rooted enemy. <style=cIsVoid>Corrupts all Chronobaubles</style>.",
        "ITEM_SLOWONHITVOID_LEGENDARY_DESC": "<style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to <style=cIsDamage>root</style> enemies for <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>. Killing a rooted enemy <style=cIsDamage>roots</style> all enemies within <sprite name=\"Quality\"> <style=cIsUtility>15m</style> <style=cStack>(+15m per stack)</style> for <style=cIsUtility>5</style> seconds. <style=cIsVoid>Corrupts all Chronobaubles</style>.",

        "ITEM_ELEMENTALRINGVOID_UNCOMMON_PICKUP": "High damage hits also create unstable black holes. Recharges over time. <sprite name=\"Quality\"> Increase black hole damage and radius, decrease recharge time. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",
        "ITEM_ELEMENTALRINGVOID_UNCOMMON_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also fire a black hole that <style=cIsUtility>draws enemies within <sprite name=\"Quality\"> 20m into its center</style>. Lasts <style=cIsUtility>5</style> seconds before collapsing, dealing <sprite name=\"Quality\"> <style=cIsDamage>600%</style> <style=cStack>(+400% per stack)</style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>18</style> seconds. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",

        "ITEM_ELEMENTALRINGVOID_RARE_PICKUP": "High damage hits also create unstable black holes. Recharges over time. <sprite name=\"Quality\"> Increase black hole damage and radius, decrease recharge time. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",
        "ITEM_ELEMENTALRINGVOID_RARE_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also fire a black hole that <style=cIsUtility>draws enemies within <sprite name=\"Quality\"> 25m into its center</style>. Lasts <style=cIsUtility>5</style> seconds before collapsing, dealing <sprite name=\"Quality\"> <style=cIsDamage>700%</style> <style=cStack>(+500% per stack)</style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>15</style> seconds. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",

        "ITEM_ELEMENTALRINGVOID_EPIC_PICKUP": "High damage hits also create unstable black holes. Recharges over time. <sprite name=\"Quality\"> Increase black hole damage and radius, decrease recharge time. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",
        "ITEM_ELEMENTALRINGVOID_EPIC_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also fire a black hole that <style=cIsUtility>draws enemies within <sprite name=\"Quality\"> 35m into its center</style>. Lasts <style=cIsUtility>5</style> seconds before collapsing, dealing <sprite name=\"Quality\"> <style=cIsDamage>800%</style> <style=cStack>(+600% per stack)</style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>12</style> seconds. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",

        "ITEM_ELEMENTALRINGVOID_LEGENDARY_PICKUP": "High damage hits also create unstable black holes. Recharges over time. <sprite name=\"Quality\"> Increase black hole damage and radius, decrease recharge time. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",
        "ITEM_ELEMENTALRINGVOID_LEGENDARY_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also fire a black hole that <style=cIsUtility>draws enemies within <sprite name=\"Quality\"> 45m into its center</style>. Lasts <style=cIsUtility>5</style> seconds before collapsing, dealing <sprite name=\"Quality\"> <style=cIsDamage>900%</style> <style=cStack>(+700% per stack)</style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>10</style> seconds. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",

        "ITEM_CHAINLIGHTNINGVOID_UNCOMMON_PICKUP": "Chance to repeatedly strike a single enemy with lightning. <sprite name=\"Quality\"> Increase strike damage and proc coefficient. <style=cIsVoid>Corrupts all Ukuleles</style>.",
        "ITEM_CHAINLIGHTNINGVOID_UNCOMMON_DESC": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>lightning</style> for <style=cIsDamage>60%</style> TOTAL damage up to <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> times.\nIncreases lightning <style=cIsUtility>proc coefficient</style> by <sprite name=\"Quality\"> <style=cIsDamage>0.1</style> <style=cStack>(+0.1 per stack)</style>, going past <style=cIsDamage>1.0</style> instead deals an additional <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Ukuleles</style>.",

        "ITEM_CHAINLIGHTNINGVOID_RARE_PICKUP": "Chance to repeatedly strike a single enemy with lightning. <sprite name=\"Quality\"> Increase strike damage and proc coefficient. <style=cIsVoid>Corrupts all Ukuleles</style>.",
        "ITEM_CHAINLIGHTNINGVOID_RARE_DESC": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>lightning</style> for <style=cIsDamage>60%</style> TOTAL damage up to <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> times.\nIncreases lightning <style=cIsUtility>proc coefficient</style> by <sprite name=\"Quality\"> <style=cIsDamage>0.3</style> <style=cStack>(+0.3 per stack)</style>, going past <style=cIsDamage>1.0</style> instead deals an additional <sprite name=\"Quality\"> <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Ukuleles</style>.",

        "ITEM_CHAINLIGHTNINGVOID_EPIC_PICKUP": "Chance to repeatedly strike a single enemy with lightning. <sprite name=\"Quality\"> Increase strike damage and proc coefficient. <style=cIsVoid>Corrupts all Ukuleles</style>.",
        "ITEM_CHAINLIGHTNINGVOID_EPIC_DESC": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>lightning</style> for <style=cIsDamage>60%</style> TOTAL damage up to <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> times.\nIncreases lightning <style=cIsUtility>proc coefficient</style> by <sprite name=\"Quality\"> <style=cIsDamage>0.5</style> <style=cStack>(+0.5 per stack)</style>, going past <style=cIsDamage>1.0</style> instead deals an additional <sprite name=\"Quality\"> <style=cIsDamage>25%</style> <style=cStack>(+25% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Ukuleles</style>.",

        "ITEM_CHAINLIGHTNINGVOID_LEGENDARY_PICKUP": "Chance to repeatedly strike a single enemy with lightning. <sprite name=\"Quality\"> Increase strike damage and proc coefficient. <style=cIsVoid>Corrupts all Ukuleles</style>.",
        "ITEM_CHAINLIGHTNINGVOID_LEGENDARY_DESC": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>lightning</style> for <style=cIsDamage>60%</style> TOTAL damage up to <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> times.\nIncreases lightning <style=cIsUtility>proc coefficient</style> by <sprite name=\"Quality\"> <style=cIsDamage>0.8</style> <style=cStack>(+0.8 per stack)</style>, going past <style=cIsDamage>1.0</style> instead deals an additional <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Ukuleles</style>.",

        "ITEM_CRITGLASSESVOID_UNCOMMON_PICKUP": "Gain a 0.5% chance to instantly kill <sprite name=\"Quality\"> all nearby non-boss enemies. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
        "ITEM_CRITGLASSESVOID_UNCOMMON_DESC": "Your attacks have a <style=cIsDamage>0.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> all <style=cIsDamage>non-Boss enemies</style> within <sprite name=\"Quality\"> <style=cIsUtility>15m</style> <style=cStack>(+15m per stack)</style>. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",

        "ITEM_CRITGLASSESVOID_RARE_PICKUP": "Gain a 0.5% chance to instantly kill <sprite name=\"Quality\"> all nearby non-boss enemies. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
        "ITEM_CRITGLASSESVOID_RARE_DESC": "Your attacks have a <style=cIsDamage>0.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> all <style=cIsDamage>non-Boss enemies</style> within <sprite name=\"Quality\"> <style=cIsUtility>25m</style> <style=cStack>(+25m per stack)</style>. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",

        "ITEM_CRITGLASSESVOID_EPIC_PICKUP": "Gain a 0.5% chance to instantly kill <sprite name=\"Quality\"> all nearby non-boss enemies. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
        "ITEM_CRITGLASSESVOID_EPIC_DESC": "Your attacks have a <style=cIsDamage>0.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> all <style=cIsDamage>non-Boss enemies</style> within <sprite name=\"Quality\"> <style=cIsUtility>35m</style> <style=cStack>(+35m per stack)</style>. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",

        "ITEM_CRITGLASSESVOID_LEGENDARY_PICKUP": "Gain a 0.5% chance to instantly kill <sprite name=\"Quality\"> all nearby non-boss enemies. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
        "ITEM_CRITGLASSESVOID_LEGENDARY_DESC": "Your attacks have a <style=cIsDamage>0.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> all <style=cIsDamage>non-Boss enemies</style> within <sprite name=\"Quality\"> <style=cIsUtility>50m</style> <style=cStack>(+50m per stack)</style>. <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",

        "ITEM_EXTRALIFEVOID_UNCOMMON_PICKUP": "Get a <sprite name=\"Quality\"> <style=cIsVoid>corrupted</style> extra life. Consumed on use. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",
        "ITEM_EXTRALIFEVOID_UNCOMMON_DESC": "<style=cIsUtility>Upon death</style>, this item will be <style=cIsUtility>consumed</style> and you will <style=cIsHealing>return to life</style> with <style=cIsHealing>3 seconds of invulnerability</style>, and all of your items that can be <style=cIsUtility>corrupted</style> will be, into at least uncommon <sprite name=\"QualityUncommon\"> quality. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",

        "ITEM_EXTRALIFEVOID_RARE_PICKUP": "Get a <sprite name=\"Quality\"> <style=cIsVoid>corrupted</style> extra life. Consumed on use. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",
        "ITEM_EXTRALIFEVOID_RARE_DESC": "<style=cIsUtility>Upon death</style>, this item will be <style=cIsUtility>consumed</style> and you will <style=cIsHealing>return to life</style> with <style=cIsHealing>3 seconds of invulnerability</style>, and all of your items that can be <style=cIsUtility>corrupted</style> will be, into at least rare <sprite name=\"QualityRare\"> quality. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",

        "ITEM_EXTRALIFEVOID_EPIC_PICKUP": "Get a <sprite name=\"Quality\"> <style=cIsVoid>corrupted</style> extra life. Consumed on use. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",
        "ITEM_EXTRALIFEVOID_EPIC_DESC": "<style=cIsUtility>Upon death</style>, this item will be <style=cIsUtility>consumed</style> and you will <style=cIsHealing>return to life</style> with <style=cIsHealing>3 seconds of invulnerability</style>, and all of your items that can be <style=cIsUtility>corrupted</style> will be, into at least epic <sprite name=\"QualityEpic\"> quality. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",

        "ITEM_EXTRALIFEVOID_LEGENDARY_PICKUP": "Get a <sprite name=\"Quality\"> <style=cIsVoid>corrupted</style> extra life. Consumed on use. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",
        "ITEM_EXTRALIFEVOID_LEGENDARY_DESC": "<style=cIsUtility>Upon death</style>, this item will be <style=cIsUtility>consumed</style> and you will <style=cIsHealing>return to life</style> with <style=cIsHealing>3 seconds of invulnerability</style>, and all of your items that can be <style=cIsUtility>corrupted</style> will be, into legendary <sprite name=\"QualityLegendary\"> quality. <style=cIsVoid>Corrupts all Dio's Best Friends</style>.",

        "ITEM_TREASURECACHEVOID_UNCOMMON_PICKUP": "Gain access to an Encrusted Cache that contains an <sprite name=\"QualityUncommon\"> uncommon quality void item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",
        "ITEM_TREASURECACHEVOID_UNCOMMON_DESC": "A <style=cIsUtility>hidden cache</style> containing an item (60%/<style=cIsHealing>30%</style>/<style=cIsHealth>10%</style>) will appear in a random location <style=cIsUtility>on each stage</style>, <style=cIsUtility>at least one</style> item will be of <sprite name=\"QualityUncommon\"> uncommon quality. Opening the cache <style=cIsUtility>consumes</style> this item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",

        "ITEM_TREASURECACHEVOID_RARE_PICKUP": "Gain access to an Encrusted Cache that contains a <sprite name=\"QualityRare\"> rare quality void item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",
        "ITEM_TREASURECACHEVOID_RARE_DESC": "A <style=cIsUtility>hidden cache</style> containing an item (60%/<style=cIsHealing>30%</style>/<style=cIsHealth>10%</style>) will appear in a random location <style=cIsUtility>on each stage</style>, <style=cIsUtility>at least one</style> item will be of <sprite name=\"QualityRare\"> rare quality. Opening the cache <style=cIsUtility>consumes</style> this item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",

        "ITEM_TREASURECACHEVOID_EPIC_PICKUP": "Gain access to an Encrusted Cache that contains an <sprite name=\"QualityEpic\"> epic quality void item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",
        "ITEM_TREASURECACHEVOID_EPIC_DESC": "A <style=cIsUtility>hidden cache</style> containing an item (60%/<style=cIsHealing>30%</style>/<style=cIsHealth>10%</style>) will appear in a random location <style=cIsUtility>on each stage</style>, <style=cIsUtility>at least one</style> item will be of <sprite name=\"QualityEpic\"> epic quality. Opening the cache <style=cIsUtility>consumes</style> this item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",

        "ITEM_TREASURECACHEVOID_LEGENDARY_PICKUP": "Gain access to an Encrusted Cache that contains a <sprite name=\"QualityLegendary\"> legendary quality void item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",
        "ITEM_TREASURECACHEVOID_LEGENDARY_DESC": "A <style=cIsUtility>hidden cache</style> containing an item (60%/<style=cIsHealing>30%</style>/<style=cIsHealth>10%</style>) will appear in a random location <style=cIsUtility>on each stage</style>, <style=cIsUtility>at least one</style> item will be of <sprite name=\"QualityLegendary\"> legendary quality. Opening the cache <style=cIsUtility>consumes</style> this item. <style=cIsVoid>Corrupts all Rusted Keys</style>.",

        "ITEM_EXPLODEONDEATHVOID_UNCOMMON_PICKUP": "Full health enemies <sprite name=\"Quality\"> detonate on hit. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",
        "ITEM_EXPLODEONDEATHVOID_UNCOMMON_DESC": "Upon hitting an enemy at or above <style=cIsDamage>100% health</style>, <style=cIsDamage>detonate</style> them in a <style=cIsDamage>12m</style> <style=cStack>(+2.4m per stack)</style> radius burst for <style=cIsDamage>260%</style> <style=cStack>(+156% per stack)</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",

        "ITEM_EXPLODEONDEATHVOID_RARE_PICKUP": "Full health enemies <sprite name=\"Quality\"> detonate on hit. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",
        "ITEM_EXPLODEONDEATHVOID_RARE_DESC": "Upon hitting an enemy at or above <style=cIsDamage>100% health</style>, <style=cIsDamage>detonate</style> them in a <style=cIsDamage>12m</style> <style=cStack>(+2.4m per stack)</style> radius burst for <style=cIsDamage>260%</style> <style=cStack>(+156% per stack)</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>70%</style> <style=cStack>(+70% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",

        "ITEM_EXPLODEONDEATHVOID_EPIC_PICKUP": "Full health enemies <sprite name=\"Quality\"> detonate on hit. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",
        "ITEM_EXPLODEONDEATHVOID_EPIC_DESC": "Upon hitting an enemy at or above <style=cIsDamage>100% health</style>, <style=cIsDamage>detonate</style> them in a <style=cIsDamage>12m</style> <style=cStack>(+2.4m per stack)</style> radius burst for <style=cIsDamage>260%</style> <style=cStack>(+156% per stack)</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",

        "ITEM_EXPLODEONDEATHVOID_LEGENDARY_PICKUP": "Full health enemies <sprite name=\"Quality\"> detonate on hit. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",
        "ITEM_EXPLODEONDEATHVOID_LEGENDARY_DESC": "Upon hitting an enemy at or above <style=cIsDamage>100% health</style>, <style=cIsDamage>detonate</style> them in a <style=cIsDamage>12m</style> <style=cStack>(+2.4m per stack)</style> radius burst for <style=cIsDamage>260%</style> <style=cStack>(+156% per stack)</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",

        "ITEM_MUSHROOMVOID_UNCOMMON_PICKUP": "Heal while sprinting. <sprite name=\"Quality\"> Spawn healing orbs behind you while sprinting. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",
        "ITEM_MUSHROOMVOID_UNCOMMON_DESC": "<style=cIsHealing>Heals</style> for <style=cIsHealing>2%</style> <style=cStack>(+2% per stack)</style> of your <style=cIsHealing>health</style> every second <style=cIsUtility>while sprinting</style>. Spawns a <style=cIsHealing>healing orb</style> for <sprite name=\"Quality\"> <style=cIsHealing>1%</style> <style=cStack>(+1% per stack)</style> of your <style=cIsHealing>maximum health</style> every second <style=cIsUtility>while sprinting</style>. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",

        "ITEM_MUSHROOMVOID_RARE_PICKUP": "Heal while sprinting. <sprite name=\"Quality\"> Spawn healing orbs behind you while sprinting. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",
        "ITEM_MUSHROOMVOID_RARE_DESC": "<style=cIsHealing>Heals</style> for <style=cIsHealing>2%</style> <style=cStack>(+2% per stack)</style> of your <style=cIsHealing>health</style> every second <style=cIsUtility>while sprinting</style>. Spawns a <style=cIsHealing>healing orb</style> for <sprite name=\"Quality\"> <style=cIsHealing>3%</style> <style=cStack>(+3% per stack)</style> of your <style=cIsHealing>maximum health</style> every second <style=cIsUtility>while sprinting</style>. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",

        "ITEM_MUSHROOMVOID_EPIC_PICKUP": "Heal while sprinting. <sprite name=\"Quality\"> Spawn healing orbs behind you while sprinting. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",
        "ITEM_MUSHROOMVOID_EPIC_DESC": "<style=cIsHealing>Heals</style> for <style=cIsHealing>2%</style> <style=cStack>(+2% per stack)</style> of your <style=cIsHealing>health</style> every second <style=cIsUtility>while sprinting</style>. Spawns a <style=cIsHealing>healing orb</style> for <sprite name=\"Quality\"> <style=cIsHealing>5%</style> <style=cStack>(+5% per stack)</style> of your <style=cIsHealing>maximum health</style> every second <style=cIsUtility>while sprinting</style>. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",

        "ITEM_MUSHROOMVOID_LEGENDARY_PICKUP": "Heal while sprinting. <sprite name=\"Quality\"> Spawn healing orbs behind you while sprinting. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",
        "ITEM_MUSHROOMVOID_LEGENDARY_DESC": "<style=cIsHealing>Heals</style> for <style=cIsHealing>2%</style> <style=cStack>(+2% per stack)</style> of your <style=cIsHealing>health</style> every second <style=cIsUtility>while sprinting</style>. Spawns a <style=cIsHealing>healing orb</style> for <sprite name=\"Quality\"> <style=cIsHealing>10%</style> <style=cStack>(+10% per stack)</style> of your <style=cIsHealing>maximum health</style> every second <style=cIsUtility>while sprinting</style>. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",

        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Enemies killed within the radius temporarily increases attack speed and radius.",
        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_UNCOMMON_DESC": "{0}\nEach enemy killed within the radius increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+2.5% per stack)</style> and increases <style=cIsUtility>radius</style> by <sprite name=\"Quality\"> <style=cIsUtility>2.5m</style> <style=cStack>(+1m per stack)</style> for <sprite name=\"Quality\"> <style=cIsUtility>3 seconds</style>.",

        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Enemies killed within the radius temporarily increases attack speed and radius.",
        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_RARE_DESC": "{0}\nEach enemy killed within the radius increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+5% per stack)</style> and increases <style=cIsUtility>radius</style> by <sprite name=\"Quality\"> <style=cIsUtility>5m</style> <style=cStack>(+2.5m per stack)</style> for <sprite name=\"Quality\"> <style=cIsUtility>5 seconds</style>.",

        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Enemies killed within the radius temporarily increases attack speed and radius.",
        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_EPIC_DESC": "{0}\nEach enemy killed within the radius increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+10% per stack)</style> and increases <style=cIsUtility>radius</style> by <sprite name=\"Quality\"> <style=cIsUtility>10m</style> <style=cStack>(+5m per stack)</style> for <sprite name=\"Quality\"> <style=cIsUtility>7 seconds</style>.",

        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Enemies killed within the radius temporarily increases attack speed and radius.",
        "ITEM_ATTACKSPEEDPERNEARBYALLYORENEMY_LEGENDARY_DESC": "{0}\nEach enemy killed within the radius increases <style=cIsDamage>attack speed</style> by <sprite name=\"Quality\"> <style=cIsDamage>35%</style> <style=cStack>(+15% per stack)</style> and increases <style=cIsUtility>radius</style> by <sprite name=\"Quality\"> <style=cIsUtility>20m</style> <style=cStack>(+10m per stack)</style> for <sprite name=\"Quality\"> <style=cIsUtility>10 seconds</style>.",

        "ITEM_HEADHUNTER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every unique elite buff.",
        "ITEM_HEADHUNTER_UNCOMMON_DESC": "{0}\nElite buffs increase damage by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>.",

        "ITEM_HEADHUNTER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every unique elite buff.",
        "ITEM_HEADHUNTER_RARE_DESC": "{0}\nElite buffs increase damage by <sprite name=\"Quality\"> <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.",

        "ITEM_HEADHUNTER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every unique elite buff.",
        "ITEM_HEADHUNTER_EPIC_DESC": "{0}\nElite buffs increase damage by <sprite name=\"Quality\"> <style=cIsDamage>80%</style> <style=cStack>(+80% per stack)</style>.",
        
        "ITEM_HEADHUNTER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage for every unique elite buff.",
        "ITEM_HEADHUNTER_LEGENDARY_DESC": "{0}\nElite buffs increase damage by <sprite name=\"Quality\"> <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>.",
        
        "ITEM_IGNITEONKILL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing burning enemies surrounds you with a fire storm",
        "ITEM_IGNITEONKILL_UNCOMMON_DESC": "{0}\nKilling a burning enemy surrounds you with a <style=cIsDamage>fire storm</style> for <sprite name=\"Quality\"> <style=cIsUtility>3 seconds</style>. The storm deals <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+400% per stack)</style> damage per second</style> and <style=cIsUtility>burns</style> enemies for <style=cIsUtility>100% damage</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>3m</style>. Stacks up to <sprite name=\"Quality\"> <style=cIsDamage>11m</style>.",
    
        "ITEM_IGNITEONKILL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing burning enemies surrounds you with a fire storm",
        "ITEM_IGNITEONKILL_RARE_DESC": "{0}\nKilling a burning enemy surrounds you with a <style=cIsDamage>fire storm</style> for <sprite name=\"Quality\"> <style=cIsUtility>5 seconds</style>. The storm deals <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+800% per stack)</style> damage per second</style> and <style=cIsUtility>burns</style> enemies for <style=cIsUtility>100% damage</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>3m</style>. Stacks up to <sprite name=\"Quality\"> <style=cIsDamage>21m</style>.",

        "ITEM_IGNITEONKILL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing burning enemies surrounds you with a fire storm",
        "ITEM_IGNITEONKILL_EPIC_DESC": "{0}\nKilling a burning enemy surrounds you with a <style=cIsDamage>fire storm</style> for <sprite name=\"Quality\"> <style=cIsUtility>7 seconds</style>. The storm deals <sprite name=\"Quality\"> <style=cIsDamage>1200% <style=cStack>(+1200% per stack)</style> damage per second</style> and <style=cIsUtility>burns</style> enemies for <style=cIsUtility>100% damage</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>3m</style>. Stacks up to <sprite name=\"Quality\"> <style=cIsDamage>31m</style>.",

        "ITEM_IGNITEONKILL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Killing burning enemies surrounds you with a fire storm",
        "ITEM_IGNITEONKILL_LEGENDARY_DESC": "{0}\nKilling a burning enemy surrounds you with a <style=cIsDamage>fire storm</style> for <sprite name=\"Quality\"> <style=cIsUtility>10 seconds</style>. The storm deals <sprite name=\"Quality\"> <style=cIsDamage>2000% <style=cStack>(+2000% per stack)</style> damage per second</style> and <style=cIsUtility>burns</style> enemies for <style=cIsUtility>100% damage</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>3m</style>. Stacks up to <sprite name=\"Quality\"> <style=cIsDamage>51m</style>.",

        "ITEM_SCRAP_QUALITY_PICKUP": "Does nothing. Can be used in <sprite name=\"Quality\"> Quality 3D Printers.",
        "ITEM_SCRAP_QUALITY_DESC": "Does nothing. Can be used in <sprite name=\"Quality\"> Quality 3D Printers.",

        "ITEM_BARRIERONCOOLDOWN_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain a small temporary barrier when using an equipment and increase max barrier.",
        "ITEM_BARRIERONCOOLDOWN_UNCOMMON_DESC": "{0}\nWhen using an equipment, gain a <style=cIsDamage>temporary barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>1% <style=cStack>(+1% per stack)</style></style> of your maximum health per second of the equipment's base cooldown. Increase <style=cIsHealing>max barrier</style> by <sprite name=\"Quality\"> <style=cIsHealing>30% <style=cStack>(+30% per stack)</style></style>.",

        "ITEM_BARRIERONCOOLDOWN_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain a small temporary barrier when using an equipment and increase max barrier.",
        "ITEM_BARRIERONCOOLDOWN_RARE_DESC": "{0}\nWhen using an equipment, gain a <style=cIsDamage>temporary barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>2% <style=cStack>(+2% per stack)</style></style> of your maximum health per second of the equipment's base cooldown. Increase <style=cIsHealing>max barrier</style> by <sprite name=\"Quality\"> <style=cIsHealing>60% <style=cStack>(+60% per stack)</style></style>.",

        "ITEM_BARRIERONCOOLDOWN_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain a small temporary barrier when using an equipment and increase max barrier.",
        "ITEM_BARRIERONCOOLDOWN_EPIC_DESC": "{0}\nWhen using an equipment, gain a <style=cIsDamage>temporary barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>3% <style=cStack>(+3% per stack)</style></style> of your maximum health per second of the equipment's base cooldown. Increase <style=cIsHealing>max barrier</style> by <sprite name=\"Quality\"> <style=cIsHealing>100% <style=cStack>(+100% per stack)</style></style>.",

        "ITEM_BARRIERONCOOLDOWN_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Gain a small temporary barrier when using an equipment and increase max barrier.",
        "ITEM_BARRIERONCOOLDOWN_LEGENDARY_DESC": "{0}\nWhen using an equipment, gain a <style=cIsDamage>temporary barrier</style> for <sprite name=\"Quality\"> <style=cIsHealing>4% <style=cStack>(+4% per stack)</style></style> of your maximum health per second of the equipment's base cooldown. Increase <style=cIsHealing>max barrier</style> by <sprite name=\"Quality\"> <style=cIsHealing>150% <style=cStack>(+150% per stack)</style></style>.",
        
        "ITEM_SPEEDONPICKUP_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> A golden barrel granting permanent increase to all stats will appear on each stage.",
        "ITEM_SPEEDONPICKUP_UNCOMMON_DESC": "{0}\nA <style=cIsDamage>golden barrel</style> will appear on each stage, containing a pickup that increases <style=cIsUtility>all stats</style> by <sprite name=\"Quality\"> <style=cIsUtility>3% <style=cStack>(+3% per stack)</style></style> <style=cIsUtility>permanently</style>.",
        
        "ITEM_SPEEDONPICKUP_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> A golden barrel granting permanent increase to all stats will appear on each stage.",
        "ITEM_SPEEDONPICKUP_RARE_DESC": "{0}\nA <style=cIsDamage>golden barrel</style> will appear on each stage, containing a pickup that increases <style=cIsUtility>all stats</style> by <sprite name=\"Quality\"> <style=cIsUtility>5% <style=cStack>(+5% per stack)</style></style> <style=cIsUtility>permanently</style>.",
        
        "ITEM_SPEEDONPICKUP_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> A golden barrel granting permanent increase to all stats will appear on each stage.",
        "ITEM_SPEEDONPICKUP_EPIC_DESC": "{0}\nA <style=cIsDamage>golden barrel</style> will appear on each stage, containing a pickup that increases <style=cIsUtility>all stats</style> by <sprite name=\"Quality\"> <style=cIsUtility>7% <style=cStack>(+7% per stack)</style></style> <style=cIsUtility>permanently</style>.",
        
        "ITEM_SPEEDONPICKUP_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> A golden barrel granting permanent increase to all stats will appear on each stage.",
        "ITEM_SPEEDONPICKUP_LEGENDARY_DESC": "{0}\nA <style=cIsDamage>golden barrel</style> will appear on each stage, containing a pickup that increases <style=cIsUtility>all stats</style> by <sprite name=\"Quality\"> <style=cIsUtility>10% <style=cStack>(+10% per stack)</style></style> <style=cIsUtility>permanently</style>.",

        "SPEEDONPICKUP_STATBUFF_ARMOR": "+ ARMOR",
        "SPEEDONPICKUP_STATBUFF_ATTACKSPEED": "+ ATTACK SPEED",
        "SPEEDONPICKUP_STATBUFF_CRIT": "+ CRIT",
        "SPEEDONPICKUP_STATBUFF_DAMAGE": "+ DAMAGE",
        "SPEEDONPICKUP_STATBUFF_HEALTH": "+ MAXIMUM HEALTH",
        "SPEEDONPICKUP_STATBUFF_MOVESPEED": "+ MOVE SPEED",
        "SPEEDONPICKUP_STATBUFF_REGENERATION": "+ HEALTH REGENERATION",

        "ITEM_DUPLICATOR_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance on picking up an item to permanently share it with all allies.",
        "ITEM_DUPLICATOR_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>15% <style=cStack>(+15% per stack)</style></style> chance on <style=cIsUtility>picking up a permanent item</style> to share it with all <style=cIsUtility>summons</style>. Going past <style=cIsUtility>100%</style> chance shares an additional copy of the picked up item instead.",

        "ITEM_DUPLICATOR_RARE_PICKUP": "Picking up an item grants <sprite name=\"Quality\"> 2 temporary copies.\n<sprite name=\"Quality\"> Chance on picking up an item to permanently share it with all allies.",
        "ITEM_DUPLICATOR_RARE_DESC": "<style=cIsUtility>Picking up an item</style> gives you <sprite name=\"Quality\"> <style=cIsTemporary>2 temporary copies</style> of itself. Temporary items last an additional <style=cIsDamage>10 <style=cStack>(+10 per stack)</style> seconds</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>30% <style=cStack>(+30% per stack)</style></style> chance on <style=cIsUtility>picking up a permanent item</style> to share it with all <style=cIsUtility>summons</style>. Going past <style=cIsUtility>100%</style> chance shares an additional copy of the picked up item instead.",

        "ITEM_DUPLICATOR_EPIC_PICKUP": "Picking up an item grants <sprite name=\"Quality\"> 2 temporary copies.\n<sprite name=\"Quality\"> Chance on picking up an item to permanently share it with all allies.",
        "ITEM_DUPLICATOR_EPIC_DESC": "<style=cIsUtility>Picking up an item</style> gives you <sprite name=\"Quality\"> <style=cIsTemporary>2 temporary copies</style> of itself. Temporary items last an additional <style=cIsDamage>10 <style=cStack>(+10 per stack)</style> seconds</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>50% <style=cStack>(+50% per stack)</style></style> chance on <style=cIsUtility>picking up a permanent item</style> to share it with all <style=cIsUtility>summons</style>. Going past <style=cIsUtility>100%</style> chance shares an additional copy of the picked up item instead.",

        "ITEM_DUPLICATOR_LEGENDARY_PICKUP": "Picking up an item grants <sprite name=\"Quality\"> 3 temporary copies.\n<sprite name=\"Quality\"> Chance on picking up an item to permanently share it with all allies.",
        "ITEM_DUPLICATOR_LEGENDARY_DESC": "<style=cIsUtility>Picking up an item</style> gives you <sprite name=\"Quality\"> <style=cIsTemporary>3 temporary copies</style> of itself. Temporary items last an additional <style=cIsDamage>10 <style=cStack>(+10 per stack)</style> seconds</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>80% <style=cStack>(+80% per stack)</style></style> chance on <style=cIsUtility>picking up a permanent item</style> to share it with all <style=cIsUtility>summons</style>. Going past <style=cIsUtility>100%</style> chance shares an additional copy of the picked up item instead.",

        "ITEM_EXPLODEONDEATH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase range of all explosions.",
        "ITEM_EXPLODEONDEATH_UNCOMMON_DESC": "{0}\nIncreases range of all <style=cIsDamage>explosions</style> by <sprite name=\"Quality\"> <style=cIsDamage>25% <style=cStack>(+25% per stack)</style></style>.",

        "ITEM_EXPLODEONDEATH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase range of all explosions.",
        "ITEM_EXPLODEONDEATH_RARE_DESC": "{0}\nIncreases range of all <style=cIsDamage>explosions</style> by <sprite name=\"Quality\"> <style=cIsDamage>50% <style=cStack>(+50% per stack)</style></style>.",

        "ITEM_EXPLODEONDEATH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase range of all explosions.",
        "ITEM_EXPLODEONDEATH_EPIC_DESC": "{0}\nIncreases range of all <style=cIsDamage>explosions</style> by <sprite name=\"Quality\"> <style=cIsDamage>100% <style=cStack>(+100% per stack)</style></style>.",

        "ITEM_EXPLODEONDEATH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase range of all explosions.",
        "ITEM_EXPLODEONDEATH_LEGENDARY_DESC": "{0}\nIncreases range of all <style=cIsDamage>explosions</style> by <sprite name=\"Quality\"> <style=cIsDamage>200% <style=cStack>(+200% per stack)</style></style>.",

        "ITEM_DRONESDROPDYNAMITE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> All your drones explode by absorbing damage.",
        "ITEM_DRONESDROPDYNAMITE_UNCOMMON_DESC": "{0}\nAll drones absorb <sprite name=\"Quality\"> <style=cIsDamage>50%</style> of damage when hit, up to a maximum of <sprite name=\"Quality\"> <style=cIsDamage>500% <style=cStack>(+100% per stack)</style></style> base damage. After a short delay, the drone explodes for all absorbed damage in a radius of up to <sprite name=\"Quality\"> <style=cIsDamage>20m <style=cStack>(+5m per stack)</style></style>.",

        "ITEM_DRONESDROPDYNAMITE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> All your drones explode by absorbing damage.",
        "ITEM_DRONESDROPDYNAMITE_RARE_DESC": "{0}\nAll drones absorb <sprite name=\"Quality\"> <style=cIsDamage>100%</style> of damage when hit, up to a maximum of <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+200% per stack)</style></style> base damage. After a short delay, the drone explodes for all absorbed damage in a radius of up to <sprite name=\"Quality\"> <style=cIsDamage>25m <style=cStack>(+10m per stack)</style></style>.",

        "ITEM_DRONESDROPDYNAMITE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> All your drones explode by absorbing damage.",
        "ITEM_DRONESDROPDYNAMITE_EPIC_DESC": "{0}\nAll drones absorb <sprite name=\"Quality\"> <style=cIsDamage>125%</style> of damage when hit, up to a maximum of <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+400% per stack)</style></style> base damage. After a short delay, the drone explodes for all absorbed damage in a radius of up to <sprite name=\"Quality\"> <style=cIsDamage>30m <style=cStack>(+15m per stack)</style></style>.",

        "ITEM_DRONESDROPDYNAMITE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> All your drones explode by absorbing damage.",
        "ITEM_DRONESDROPDYNAMITE_LEGENDARY_DESC": "{0}\nAll drones absorb <sprite name=\"Quality\"> <style=cIsDamage>150%</style> of damage when hit, up to a maximum of <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+600% per stack)</style></style> base damage. After a short delay, the drone explodes for all absorbed damage in a radius of up to <sprite name=\"Quality\"> <style=cIsDamage>35m <style=cStack>(+20m per stack)</style></style>.",

        "ITEM_CRITATLOWERELEVATION_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to pull airborne enemies to the ground.",
        "ITEM_CRITATLOWERELEVATION_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>10% <style=cStack>(+10% per stack)</style></style> chance on hit to pull airborne enemies down at <sprite name=\"Quality\"> <style=cIsUtility>30m/s</style>.",

        "ITEM_CRITATLOWERELEVATION_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to pull airborne enemies to the ground.",
        "ITEM_CRITATLOWERELEVATION_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>20% <style=cStack>(+20% per stack)</style></style> chance on hit to pull airborne enemies down at <sprite name=\"Quality\"> <style=cIsUtility>35m/s</style>.",

        "ITEM_CRITATLOWERELEVATION_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to pull airborne enemies to the ground.",
        "ITEM_CRITATLOWERELEVATION_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>35% <style=cStack>(+35% per stack)</style></style> chance on hit to pull airborne enemies down at <sprite name=\"Quality\"> <style=cIsUtility>40m/s</style>.",

        "ITEM_CRITATLOWERELEVATION_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to pull airborne enemies to the ground.",
        "ITEM_CRITATLOWERELEVATION_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>50% <style=cStack>(+50% per stack)</style></style> chance on hit to pull airborne enemies down at <sprite name=\"Quality\"> <style=cIsUtility>50m/s</style>.",

        "ITEM_SHIELDBOOSTER_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase shield break pulse damage and radius when taking damage.",
        "ITEM_SHIELDBOOSTER_UNCOMMON_DESC": "{0}\nTaking damage increases damage for the next pulse by up to <sprite name=\"Quality\"> <style=cIsDamage>200% <style=cStack>(+200% per stack)</style></style> and radius by up to <sprite name=\"Quality\"> <style=cIsUtility>5m <style=cStack>(+5m per stack)</style></style>.",

        "ITEM_SHIELDBOOSTER_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase shield break pulse damage and radius when taking damage.",
        "ITEM_SHIELDBOOSTER_RARE_DESC": "{0}\nTaking damage increases damage for the next pulse by up to <sprite name=\"Quality\"> <style=cIsDamage>500% <style=cStack>(+500% per stack)</style></style> and radius by up to <sprite name=\"Quality\"> <style=cIsUtility>12m <style=cStack>(+12m per stack)</style></style>.",

        "ITEM_SHIELDBOOSTER_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase shield break pulse damage and radius when taking damage.",
        "ITEM_SHIELDBOOSTER_EPIC_DESC": "{0}\nTaking damage increases damage for the next pulse by up to <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+1000% per stack)</style></style> and radius by up to <sprite name=\"Quality\"> <style=cIsUtility>18m <style=cStack>(+18m per stack)</style></style>.",

        "ITEM_SHIELDBOOSTER_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase shield break pulse damage and radius when taking damage.",
        "ITEM_SHIELDBOOSTER_LEGENDARY_DESC": "{0}\nTaking damage increases damage for the next pulse by up to <sprite name=\"Quality\"> <style=cIsDamage>1500% <style=cStack>(+1500% per stack)</style></style> and radius by up to <sprite name=\"Quality\"> <style=cIsUtility>25m <style=cStack>(+25m per stack)</style></style>.",

        "ITEM_SHAREDSUFFERING_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance on kill to spawn a crystal that adds all nearby enemies to the network.",
        "ITEM_SHAREDSUFFERING_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance on kill to spawn a <color=#45F7CA>Network Crystal</color> that explodes for <style=cIsDamage>100% damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>25m <style=cStack>(+25m per stack)</style></style> radius when damaged by any skill, adding <style=cIsUtility>all</style> enemies hit by the explosion to the <color=#45F7CA>network</color>, regardless of maximum capacity.",

        "ITEM_SHAREDSUFFERING_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance on kill to spawn a crystal that adds all nearby enemies to the network.",
        "ITEM_SHAREDSUFFERING_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>12%</style> chance on kill to spawn a <color=#45F7CA>Network Crystal</color> that explodes for <style=cIsDamage>100% damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>35m <style=cStack>(+35m per stack)</style></style> radius when damaged by any skill, adding <style=cIsUtility>all</style> enemies hit by the explosion to the <color=#45F7CA>network</color>, regardless of maximum capacity.",

        "ITEM_SHAREDSUFFERING_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance on kill to spawn a crystal that adds all nearby enemies to the network.",
        "ITEM_SHAREDSUFFERING_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>15%</style> chance on kill to spawn a <color=#45F7CA>Network Crystal</color> that explodes for <style=cIsDamage>100% damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>50m <style=cStack>(+50m per stack)</style></style> radius when damaged by any skill, adding <style=cIsUtility>all</style> enemies hit by the explosion to the <color=#45F7CA>network</color>, regardless of maximum capacity.",

        "ITEM_SHAREDSUFFERING_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance on kill to spawn a crystal that adds all nearby enemies to the network.",
        "ITEM_SHAREDSUFFERING_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance on kill to spawn a <color=#45F7CA>Network Crystal</color> that explodes for <style=cIsDamage>100% damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>65m <style=cStack>(+65m per stack)</style></style> radius when damaged by any skill, adding <style=cIsUtility>all</style> enemies hit by the explosion to the <color=#45F7CA>network</color>, regardless of maximum capacity.",

        "ITEM_PHYSICSPROJECTILE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Interact with the Buddy to launch it at enemies.",
        "ITEM_PHYSICSPROJECTILE_UNCOMMON_DESC": "{0}\nInteracting with the unit also launches it towards enemies, dealing <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+400% per stack)</style> damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>10m <style=cStack>(+10m per stack)</style></style> radius on impact.",

        "ITEM_PHYSICSPROJECTILE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Interact with the Buddy to launch it at enemies.",
        "ITEM_PHYSICSPROJECTILE_RARE_DESC": "{0}\nInteracting with the unit also launches it towards enemies, dealing <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style> damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>15m <style=cStack>(+15m per stack)</style></style> radius on impact.",

        "ITEM_PHYSICSPROJECTILE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Interact with the Buddy to launch it at enemies.",
        "ITEM_PHYSICSPROJECTILE_EPIC_DESC": "{0}\nInteracting with the unit also launches it towards enemies, dealing <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+800% per stack)</style> damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>25m <style=cStack>(+25m per stack)</style></style> radius on impact.",

        "ITEM_PHYSICSPROJECTILE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Interact with the Buddy to launch it at enemies.",
        "ITEM_PHYSICSPROJECTILE_LEGENDARY_DESC": "{0}\nInteracting with the unit also launches it towards enemies, dealing <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+1000% per stack)</style> damage</style> in a <sprite name=\"Quality\"> <style=cIsUtility>35m <style=cStack>(+35m per stack)</style></style> radius on impact.",
        
        "ITEM_JUMPDAMAGESTRIKE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage based on movement speed and reduce charge used per jump.",
        "ITEM_JUMPDAMAGESTRIKE_UNCOMMON_DESC": "Moving around builds up <style=cIsUtility>charge</style>, granting up to <style=cIsUtility>+160% movement speed</style> and <style=cIsUtility>+200% jump height</style> at 100%. At 25% charge or higher, jumping consumes <sprite name=\"Quality\"> <style=cIsUtility>75%</style> charge and triggers an <style=cIsDamage>explosive discharge</style> for <style=cIsDamage>400% <style=cStack>(+280% per stack)</style> damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>150% <style=cStack>(+150% per stack)</style> damage</style> for every <style=cIsUtility>100% movement speed</style>, in a 5m to 32.3m <style=cStack>(+7.5m per stack)</style> area.",
        
        "ITEM_JUMPDAMAGESTRIKE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage based on movement speed and reduce charge used per jump.",
        "ITEM_JUMPDAMAGESTRIKE_RARE_DESC": "Moving around builds up <style=cIsUtility>charge</style>, granting up to <style=cIsUtility>+160% movement speed</style> and <style=cIsUtility>+200% jump height</style> at 100%. At 25% charge or higher, jumping consumes <sprite name=\"Quality\"> <style=cIsUtility>50%</style> charge and triggers an <style=cIsDamage>explosive discharge</style> for <style=cIsDamage>400% <style=cStack>(+280% per stack)</style> damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>250% <style=cStack>(+250% per stack)</style> damage</style> for every <style=cIsUtility>100% movement speed</style>, in a 5m to 32.3m <style=cStack>(+7.5m per stack)</style> area.",
        
        "ITEM_JUMPDAMAGESTRIKE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage based on movement speed and reduce charge used per jump.",
        "ITEM_JUMPDAMAGESTRIKE_EPIC_DESC": "Moving around builds up <style=cIsUtility>charge</style>, granting up to <style=cIsUtility>+160% movement speed</style> and <style=cIsUtility>+200% jump height</style> at 100%. At 25% charge or higher, jumping consumes <sprite name=\"Quality\"> <style=cIsUtility>25%</style> charge and triggers an <style=cIsDamage>explosive discharge</style> for <style=cIsDamage>400% <style=cStack>(+280% per stack)</style> damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>350% <style=cStack>(+350% per stack)</style> damage</style> for every <style=cIsUtility>100% movement speed</style>, in a 5m to 32.3m <style=cStack>(+7.5m per stack)</style> area.",
        
        "ITEM_JUMPDAMAGESTRIKE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase damage based on movement speed and reduce charge used per jump.",
        "ITEM_JUMPDAMAGESTRIKE_LEGENDARY_DESC": "Moving around builds up <style=cIsUtility>charge</style>, granting up to <style=cIsUtility>+160% movement speed</style> and <style=cIsUtility>+200% jump height</style> at 100%. At 25% charge or higher, jumping consumes <sprite name=\"Quality\"> <style=cIsUtility>10%</style> charge and triggers an <style=cIsDamage>explosive discharge</style> for <style=cIsDamage>400% <style=cStack>(+280% per stack)</style> damage</style>, plus an additional <sprite name=\"Quality\"> <style=cIsDamage>500% <style=cStack>(+500% per stack)</style> damage</style> for every <style=cIsUtility>100% movement speed</style>, in a 5m to 32.3m <style=cStack>(+7.5m per stack)</style> area.",

        "ITEM_SHOCKNEARBY_UNCOMMON_PICKUP": "Shock all nearby enemies every <sprite name=\"Quality\"> 9 seconds.",
        "ITEM_SHOCKNEARBY_UNCOMMON_DESC": "Fire out <style=cIsDamage>lightning</style> that hits <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> enemies for <style=cIsDamage>200%</style> base damage every <sprite name=\"Quality\"> <style=cIsDamage>0.45s <style=cStack>(-10% per stack)</style></style>. The Tesla Coil switches off every <sprite name=\"Quality\"> <style=cIsDamage>9 <style=cStack>(-10% per stack)</style> seconds</style>.",

        "ITEM_SHOCKNEARBY_RARE_PICKUP": "Shock all nearby enemies every <sprite name=\"Quality\"> 8 seconds.",
        "ITEM_SHOCKNEARBY_RARE_DESC": "Fire out <style=cIsDamage>lightning</style> that hits <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> enemies for <style=cIsDamage>200%</style> base damage every <sprite name=\"Quality\"> <style=cIsDamage>0.4s <style=cStack>(-20% per stack)</style></style>. The Tesla Coil switches off every <sprite name=\"Quality\"> <style=cIsDamage>8 <style=cStack>(-20% per stack)</style> seconds</style>.",

        "ITEM_SHOCKNEARBY_EPIC_PICKUP": "Shock all nearby enemies every <sprite name=\"Quality\"> 7 seconds.",
        "ITEM_SHOCKNEARBY_EPIC_DESC": "Fire out <style=cIsDamage>lightning</style> that hits <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> enemies for <style=cIsDamage>200%</style> base damage every <sprite name=\"Quality\"> <style=cIsDamage>0.35s <style=cStack>(-30% per stack)</style></style>. The Tesla Coil switches off every <sprite name=\"Quality\"> <style=cIsDamage>7 <style=cStack>(-30% per stack)</style> seconds</style>.",

        "ITEM_SHOCKNEARBY_LEGENDARY_PICKUP": "Shock all nearby enemies every <sprite name=\"Quality\"> 5 seconds.",
        "ITEM_SHOCKNEARBY_LEGENDARY_DESC": "Fire out <style=cIsDamage>lightning</style> that hits <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> enemies for <style=cIsDamage>200%</style> base damage every <sprite name=\"Quality\"> <style=cIsDamage>0.25s <style=cStack>(-50% per stack)</style></style>. The Tesla Coil switches off every <sprite name=\"Quality\"> <style=cIsDamage>5 <style=cStack>(-50% per stack)</style> seconds</style>.",
        
        "ITEM_MINORCONSTRUCTONKILL_UNCOMMON_PICKUP": "Summon an Alpha Construct <sprite name=\"QualityUncommon\"> on killing an elite.\n<sprite name=\"Quality\"> Chance to spawn an Alpha Construct when using an equipment. <sprite name=\"Quality\"> Constructs grant a shield bubble to all nearby allies.",
        "ITEM_MINORCONSTRUCTONKILL_UNCOMMON_DESC": "Killing elite monsters spawns an <style=cIsDamage>Alpha Construct</style> <sprite name=\"QualityUncommon\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>300% health</style>. Limited to <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to spawn an <style=cIsDamage>Alpha Construct</style>. Constructs grant a <style=cIsUtility>shield bubble</style> to <sprite name=\"Quality\"> <style=cIsUtility>5</style> allies within <sprite name=\"Quality\"> <style=cIsUtility>30m <style=cStack>(+30m per stack)</style></style>. Shield bubbles grant <style=cIsHealing>100 armor</style> and break upon taking damage, recharges after <sprite name=\"Quality\"> <style=cIsUtility>8</style> seconds.",
        
        "ITEM_MINORCONSTRUCTONKILL_RARE_PICKUP": "Summon an Alpha Construct <sprite name=\"QualityRare\"> on killing an elite.\n<sprite name=\"Quality\"> Chance to spawn an Alpha Construct when using an equipment. <sprite name=\"Quality\"> Constructs grant a shield bubble to all nearby allies.",
        "ITEM_MINORCONSTRUCTONKILL_RARE_DESC": "Killing elite monsters spawns an <style=cIsDamage>Alpha Construct</style> <sprite name=\"QualityRare\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>300% health</style>. Limited to <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance to spawn an <style=cIsDamage>Alpha Construct</style>. Constructs grant a <style=cIsUtility>shield bubble</style> to <sprite name=\"Quality\"> <style=cIsUtility>10</style> allies within <sprite name=\"Quality\"> <style=cIsUtility>60m <style=cStack>(+60m per stack)</style></style>. Shield bubbles grant <style=cIsHealing>100 armor</style> and break upon taking damage, recharges after <sprite name=\"Quality\"> <style=cIsUtility>4</style> seconds.",
        
        "ITEM_MINORCONSTRUCTONKILL_EPIC_PICKUP": "Summon an Alpha Construct <sprite name=\"QualityEpic\"> on killing an elite.\n<sprite name=\"Quality\"> Chance to spawn an Alpha Construct when using an equipment. <sprite name=\"Quality\"> Constructs grant a shield bubble to all nearby allies.",
        "ITEM_MINORCONSTRUCTONKILL_EPIC_DESC": "Killing elite monsters spawns an <style=cIsDamage>Alpha Construct</style> <sprite name=\"QualityEpic\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>300% health</style>. Limited to <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.\nActivating an <style=cIsUtility>equipment</style> has a <sprite name=\"Quality\"> <style=cIsUtility>65%</style> chance to spawn an <style=cIsDamage>Alpha Construct</style>. Constructs grant a <style=cIsUtility>shield bubble</style> to <sprite name=\"Quality\"> <style=cIsUtility>20</style> allies within <sprite name=\"Quality\"> <style=cIsUtility>100m <style=cStack>(+100m per stack)</style></style>. Shield bubbles grant <style=cIsHealing>100 armor</style> and break upon taking damage, recharges after <sprite name=\"Quality\"> <style=cIsUtility>2</style> seconds.",
        
        "ITEM_MINORCONSTRUCTONKILL_LEGENDARY_PICKUP": "Summon an Alpha Construct <sprite name=\"QualityLegendary\"> on killing an elite or using an equipment.\n<sprite name=\"Quality\"> Constructs grant a shield bubble to all nearby allies.",
        "ITEM_MINORCONSTRUCTONKILL_LEGENDARY_DESC": "Killing elite monsters or <sprite name=\"Quality\"> activating an <style=cIsUtility>equipment</style> spawns an <style=cIsDamage>Alpha Construct</style> <sprite name=\"QualityLegendary\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>300% health</style>. Limited to <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.\nConstructs grant a <style=cIsUtility>shield bubble</style> to <sprite name=\"Quality\"> <style=cIsUtility>all</style> allies within <sprite name=\"Quality\"> <style=cIsUtility>300m <style=cStack>(+300m per stack)</style></style>. Shield bubbles grant <style=cIsHealing>100 armor</style> and break upon taking damage, recharges after <sprite name=\"Quality\"> <style=cIsUtility>1</style> second.",
        
        "ITEM_TITANGOLDDURINGTP_UNCOMMON_PICKUP": "Summon Aurelionite <sprite name=\"QualityUncommon\"> during the Teleporter event.\n<sprite name=\"Quality\"> Defeating any non-Teleporter boss creates an Overgrown Quality Printer.",
        "ITEM_TITANGOLDDURINGTP_UNCOMMON_DESC": "Summon <style=cIsDamage>Aurelionite</style> <sprite name=\"QualityUncommon\"> during the teleporter event. It has <style=cIsDamage>100% <style=cStack>(+50% per stack)</style> damage</style>, <style=cIsHealing>100% <style=cStack>(+100% per stack)</style> health</style>, and <sprite name=\"Quality\"> <style=cIsDamage>+20% attack speed</style>.\n<sprite name=\"Quality\"> Defeating any <style=cIsUtility>non-Teleporter</style> boss creates an <style=cShrine>Overgrown Quality Printer</style>.",
        
        "ITEM_TITANGOLDDURINGTP_RARE_PICKUP": "Summon Aurelionite <sprite name=\"QualityRare\"> during the Teleporter event.\n<sprite name=\"Quality\"> Defeating any non-Teleporter boss creates an Overgrown Quality Printer.",
        "ITEM_TITANGOLDDURINGTP_RARE_DESC": "Summon <style=cIsDamage>Aurelionite</style> <sprite name=\"QualityRare\"> during the teleporter event. It has <style=cIsDamage>100% <style=cStack>(+50% per stack)</style> damage</style>, <style=cIsHealing>100% <style=cStack>(+100% per stack)</style> health</style>, and <sprite name=\"Quality\"> <style=cIsDamage>+50% attack speed</style>.\n<sprite name=\"Quality\"> Defeating any <style=cIsUtility>non-Teleporter</style> boss creates an <style=cShrine>Overgrown Quality Printer</style>.",
        
        "ITEM_TITANGOLDDURINGTP_EPIC_PICKUP": "Summon Aurelionite <sprite name=\"QualityEpic\"> during the Teleporter event.\n<sprite name=\"Quality\"> Defeating any non-Teleporter boss creates an Overgrown Quality Printer.",
        "ITEM_TITANGOLDDURINGTP_EPIC_DESC": "Summon <style=cIsDamage>Aurelionite</style> <sprite name=\"QualityEpic\"> during the teleporter event. It has <style=cIsDamage>100% <style=cStack>(+50% per stack)</style> damage</style>, <style=cIsHealing>100% <style=cStack>(+100% per stack)</style> health</style>, and <sprite name=\"Quality\"> <style=cIsDamage>+100% attack speed</style>.\n<sprite name=\"Quality\"> Defeating any <style=cIsUtility>non-Teleporter</style> boss creates an <style=cShrine>Overgrown Quality Printer</style>.",
        
        "ITEM_TITANGOLDDURINGTP_LEGENDARY_PICKUP": "Summon Aurelionite <sprite name=\"QualityLegendary\"> during the Teleporter event.\n<sprite name=\"Quality\"> Defeating any non-Teleporter boss creates an Overgrown Quality Printer.",
        "ITEM_TITANGOLDDURINGTP_LEGENDARY_DESC": "Summon <style=cIsDamage>Aurelionite</style> <sprite name=\"QualityLegendary\"> during the teleporter event. It has <style=cIsDamage>100% <style=cStack>(+50% per stack)</style> damage</style>, <style=cIsHealing>100% <style=cStack>(+100% per stack)</style> health</style>, and <sprite name=\"Quality\"> <style=cIsDamage>+250% attack speed</style>.\n<sprite name=\"Quality\"> Defeating any <style=cIsUtility>non-Teleporter</style> boss creates an <style=cShrine>Overgrown Quality Printer</style>.",

        "ITEM_LIGHTNINGSTRIKEONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to call down a big lightning strike.",
        "ITEM_LIGHTNINGSTRIKEONHIT_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>25%</style> chance to instead call down a big lightning strike, dealing <sprite name=\"Quality\"> <style=cIsDamage>1300% <style=cStack>(+800% per stack)</style></style> TOTAL damage in a <sprite name=\"Quality\"> <style=cIsUtility>7m</style> radius.",
        
        "ITEM_LIGHTNINGSTRIKEONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to call down a big lightning strike.",
        "ITEM_LIGHTNINGSTRIKEONHIT_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>50%</style> chance to instead call down a big lightning strike, dealing <sprite name=\"Quality\"> <style=cIsDamage>1600% <style=cStack>(+1200% per stack)</style></style> TOTAL damage in a <sprite name=\"Quality\"> <style=cIsUtility>10m</style> radius.",
        
        "ITEM_LIGHTNINGSTRIKEONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to call down a big lightning strike.",
        "ITEM_LIGHTNINGSTRIKEONHIT_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>75%</style> chance to instead call down a big lightning strike, dealing <sprite name=\"Quality\"> <style=cIsDamage>2100% <style=cStack>(+1600% per stack)</style></style> TOTAL damage in a <sprite name=\"Quality\"> <style=cIsUtility>15m</style> radius.",
        
        "ITEM_LIGHTNINGSTRIKEONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to call down a big lightning strike.",
        "ITEM_LIGHTNINGSTRIKEONHIT_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>100%</style> chance to instead call down a big lightning strike, dealing <sprite name=\"Quality\"> <style=cIsDamage>3000% <style=cStack>(+2500% per stack)</style></style> TOTAL damage in a <sprite name=\"Quality\"> <style=cIsUtility>20m</style> radius.",
        
        "ITEM_NOVAONLOWHEALTH_UNCOMMON_PICKUP": "Fire an electric nova at <sprite name=\"Quality\"> low health and on hit.\n<sprite name=\"Quality\"> All explosions have a chance to fire a lesser nova.",
        "ITEM_NOVAONLOWHEALTH_UNCOMMON_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>35% health</style> causes you to explode, dealing <style=cIsDamage>6000% base damage</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance on taking damage to activate a lesser nova for <sprite name=\"Quality\"> <style=cIsDamage>700% <style=cStack>(+700% per stack)</style> base damage</style>. All <style=cIsDamage>explosions</style> have a <sprite name=\"Quality\"> <style=cIsUtility>2%</style> chance to also trigger a lesser nova.",
        
        "ITEM_NOVAONLOWHEALTH_RARE_PICKUP": "Fire an electric nova at <sprite name=\"Quality\"> low health and on hit.\n<sprite name=\"Quality\"> All explosions have a chance to fire a lesser nova.",
        "ITEM_NOVAONLOWHEALTH_RARE_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>50% health</style> causes you to explode, dealing <style=cIsDamage>6000% base damage</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance on taking damage to activate a lesser nova for <sprite name=\"Quality\"> <style=cIsDamage>1500% <style=cStack>(+1500% per stack)</style> base damage</style>. All <style=cIsDamage>explosions</style> have a <sprite name=\"Quality\"> <style=cIsUtility>4%</style> chance to also trigger a lesser nova.",
        
        "ITEM_NOVAONLOWHEALTH_EPIC_PICKUP": "Fire an electric nova at <sprite name=\"Quality\"> low health and on hit.\n<sprite name=\"Quality\"> All explosions have a chance to fire a lesser nova.",
        "ITEM_NOVAONLOWHEALTH_EPIC_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>75% health</style> causes you to explode, dealing <style=cIsDamage>6000% base damage</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>40%</style> chance on taking damage to activate a lesser nova for <sprite name=\"Quality\"> <style=cIsDamage>3000% <style=cStack>(+3000% per stack)</style> base damage</style>. All <style=cIsDamage>explosions</style> have a <sprite name=\"Quality\"> <style=cIsUtility>6%</style> chance to also trigger a lesser nova.",
        
        "ITEM_NOVAONLOWHEALTH_LEGENDARY_PICKUP": "Fire an electric nova at <sprite name=\"Quality\"> low health and on hit.\n<sprite name=\"Quality\"> All explosions have a chance to fire a lesser nova.",
        "ITEM_NOVAONLOWHEALTH_LEGENDARY_DESC": "Falling below <sprite name=\"Quality\"> <style=cIsHealth>90% health</style> causes you to explode, dealing <style=cIsDamage>6000% base damage</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> <style=cIsUtility>60%</style> chance on taking damage to activate a lesser nova for <sprite name=\"Quality\"> <style=cIsDamage>6000% <style=cStack>(+6000% per stack)</style> base damage</style>. All <style=cIsDamage>explosions</style> have a <sprite name=\"Quality\"> <style=cIsUtility>8%</style> chance to also trigger a lesser nova.",

        "ITEM_SHOCKDAMAGEAURA_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Items next to this item gain extra stacks.",
        "ITEM_SHOCKDAMAGEAURA_UNCOMMON_DESC": "{0}\nThe <sprite name=\"Quality\"> <style=cIsDamage>2 items</style> to the left of this item gain <sprite name=\"Quality\"> <style=cIsDamage>2 <style=cStack>(+2 per stack)</style></style> extra stacks.",
        
        "ITEM_SHOCKDAMAGEAURA_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Items next to this item gain extra stacks.",
        "ITEM_SHOCKDAMAGEAURA_RARE_DESC": "{0}\nThe <sprite name=\"Quality\"> <style=cIsDamage>3 items</style> to the left of this item gain <sprite name=\"Quality\"> <style=cIsDamage>3 <style=cStack>(+3 per stack)</style></style> extra stacks.",
        
        "ITEM_SHOCKDAMAGEAURA_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Items next to this item gain extra stacks.",
        "ITEM_SHOCKDAMAGEAURA_EPIC_DESC": "{0}\nThe <sprite name=\"Quality\"> <style=cIsDamage>4 items</style> to the left of this item gain <sprite name=\"Quality\"> <style=cIsDamage>4 <style=cStack>(+4 per stack)</style></style> extra stacks.",
        
        "ITEM_SHOCKDAMAGEAURA_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Items next to this item gain extra stacks.",
        "ITEM_SHOCKDAMAGEAURA_LEGENDARY_DESC": "{0}\nThe <sprite name=\"Quality\"> <style=cIsDamage>5 items</style> to the left of this item gain <sprite name=\"Quality\"> <style=cIsDamage>5 <style=cStack>(+5 per stack)</style></style> extra stacks.",
        
        "ITEM_SPRINTWISP_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a greater wisp that explodes for more damage.",
        "ITEM_SPRINTWISP_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to instead fire a <style=cIsDamage>greater wisp</style> that <style=cIsDamage>explodes</style> in a <sprite name=\"Quality\"> <style=cIsUtility>7m <style=cStack>(+7m per stack)</style></style> radius for an additional <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+400% per stack)</style> damage</style>.",

        "ITEM_SPRINTWISP_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a greater wisp that explodes for more damage.",
        "ITEM_SPRINTWISP_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance to instead fire a <style=cIsDamage>greater wisp</style> that <style=cIsDamage>explodes</style> in a <sprite name=\"Quality\"> <style=cIsUtility>15m <style=cStack>(+15m per stack)</style></style> radius for an additional <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style> damage</style>.",

        "ITEM_SPRINTWISP_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a greater wisp that explodes for more damage.",
        "ITEM_SPRINTWISP_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance to instead fire a <style=cIsDamage>greater wisp</style> that <style=cIsDamage>explodes</style> in a <sprite name=\"Quality\"> <style=cIsUtility>25m <style=cStack>(+25m per stack)</style></style> radius for an additional <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+800% per stack)</style> damage</style>.",

        "ITEM_SPRINTWISP_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to fire a greater wisp that explodes for more damage.",
        "ITEM_SPRINTWISP_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsUtility>75%</style> chance to instead fire a <style=cIsDamage>greater wisp</style> that <style=cIsDamage>explodes</style> in a <sprite name=\"Quality\"> <style=cIsUtility>40m <style=cStack>(+40m per stack)</style></style> radius for an additional <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+1000% per stack)</style> damage</style>.",

        "ITEM_FIREBALLSONHIT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased amount of magma balls and explosion radius.",
        "ITEM_FIREBALLSONHIT_UNCOMMON_DESC": "<style=cIsDamage>10%</style> chance on hit to call forth <sprite name=\"Quality\"> <style=cIsDamage>5 <style=cStack>(+2 per stack)</style> magma balls</style> from an enemy, exploding in a <sprite name=\"Quality\"> <style=cIsDamage>10m radius</style> and dealing <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> damage and <style=cIsDamage>igniting</style> all enemies.",

        "ITEM_FIREBALLSONHIT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased amount of magma balls and explosion radius.",
        "ITEM_FIREBALLSONHIT_RARE_DESC": "<style=cIsDamage>10%</style> chance on hit to call forth <sprite name=\"Quality\"> <style=cIsDamage>7 <style=cStack>(+4 per stack)</style> magma balls</style> from an enemy, exploding in a <sprite name=\"Quality\"> <style=cIsDamage>13m radius</style> and dealing <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> damage and <style=cIsDamage>igniting</style> all enemies.",

        "ITEM_FIREBALLSONHIT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased amount of magma balls and explosion radius.",
        "ITEM_FIREBALLSONHIT_EPIC_DESC": "<style=cIsDamage>10%</style> chance on hit to call forth <sprite name=\"Quality\"> <style=cIsDamage>9 <style=cStack>(+6 per stack)</style> magma balls</style> from an enemy, exploding in a <sprite name=\"Quality\"> <style=cIsDamage>16m radius</style> and dealing <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> damage and <style=cIsDamage>igniting</style> all enemies.",

        "ITEM_FIREBALLSONHIT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increased amount of magma balls and explosion radius.",
        "ITEM_FIREBALLSONHIT_LEGENDARY_DESC": "<style=cIsDamage>10%</style> chance on hit to call forth <sprite name=\"Quality\"> <style=cIsDamage>11 <style=cStack>(+8 per stack)</style> magma balls</style> from an enemy, exploding in a <sprite name=\"Quality\"> <style=cIsDamage>20m radius</style> and dealing <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> damage and <style=cIsDamage>igniting</style> all enemies.",

        "ITEM_BLEEDONHITANDEXPLODE_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply hemorrhage on crit. Increase hemorrhage damage for every bleed related item you have.",
        "ITEM_BLEEDONHITANDEXPLODE_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>5%</style> chance to apply <style=cIsDamage>hemorrhage</style> for <style=cIsDamage>2000%</style> base damage. Increase hemorrhage damage by <sprite name=\"Quality\"> <style=cIsDamage>3% <style=cStack>(+3% per stack)</style></style> for every bleed related <style=cIsUtility>item or equipment</style> in your inventory.",

        "ITEM_BLEEDONHITANDEXPLODE_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply hemorrhage on crit. Increase hemorrhage damage for every bleed related item you have.",
        "ITEM_BLEEDONHITANDEXPLODE_RARE_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>10%</style> chance to apply <style=cIsDamage>hemorrhage</style> for <style=cIsDamage>2000%</style> base damage. Increase hemorrhage damage by <sprite name=\"Quality\"> <style=cIsDamage>6% <style=cStack>(+6% per stack)</style></style> for every bleed related <style=cIsUtility>item or equipment</style> in your inventory.",

        "ITEM_BLEEDONHITANDEXPLODE_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply hemorrhage on crit. Increase hemorrhage damage for every bleed related item you have.",
        "ITEM_BLEEDONHITANDEXPLODE_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>15%</style> chance to apply <style=cIsDamage>hemorrhage</style> for <style=cIsDamage>2000%</style> base damage. Increase hemorrhage damage by <sprite name=\"Quality\"> <style=cIsDamage>10% <style=cStack>(+10% per stack)</style></style> for every bleed related <style=cIsUtility>item or equipment</style> in your inventory.",

        "ITEM_BLEEDONHITANDEXPLODE_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Chance to apply hemorrhage on crit. Increase hemorrhage damage for every bleed related item you have.",
        "ITEM_BLEEDONHITANDEXPLODE_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> <style=cIsDamage>20%</style> chance to apply <style=cIsDamage>hemorrhage</style> for <style=cIsDamage>2000%</style> base damage. Increase hemorrhage damage by <sprite name=\"Quality\"> <style=cIsDamage>15% <style=cStack>(+15% per stack)</style></style> for every bleed related <style=cIsUtility>item or equipment</style> in your inventory.",
        
        "ITEM_EXTRAEQUIPMENT_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Spawn an equipment drone for every offhand equipment. Reduce equipment drone cooldowns.",
        "ITEM_EXTRAEQUIPMENT_UNCOMMON_DESC": "{0}\n<sprite name=\"Quality\"> Spawn an <style=cIsUtility>Equipment Drone</style> <sprite name=\"QualityUncommon\"> for every <style=cIsUtility>offhand equipment</style> you hold. Reduce cooldowns for all <style=cIsUtility>Equipment Drones</style> by <sprite name=\"Quality\"> <style=cIsUtility>10% <style=cStack>(+10% per stack)</style></style>.",
        
        "ITEM_EXTRAEQUIPMENT_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Spawn an equipment drone for every offhand equipment. Reduce equipment drone cooldowns.",
        "ITEM_EXTRAEQUIPMENT_RARE_DESC": "{0}\n<sprite name=\"Quality\"> Spawn an <style=cIsUtility>Equipment Drone</style> <sprite name=\"QualityRare\"> for every <style=cIsUtility>offhand equipment</style> you hold. Reduce cooldowns for all <style=cIsUtility>Equipment Drones</style> by <sprite name=\"Quality\"> <style=cIsUtility>20% <style=cStack>(+20% per stack)</style></style>.",
        
        "ITEM_EXTRAEQUIPMENT_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Spawn an equipment drone for every offhand equipment. Reduce equipment drone cooldowns.",
        "ITEM_EXTRAEQUIPMENT_EPIC_DESC": "{0}\n<sprite name=\"Quality\"> Spawn an <style=cIsUtility>Equipment Drone</style> <sprite name=\"QualityEpic\"> for every <style=cIsUtility>offhand equipment</style> you hold. Reduce cooldowns for all <style=cIsUtility>Equipment Drones</style> by <sprite name=\"Quality\"> <style=cIsUtility>30% <style=cStack>(+30% per stack)</style></style>.",
        
        "ITEM_EXTRAEQUIPMENT_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Spawn an equipment drone for every offhand equipment. Reduce equipment drone cooldowns.",
        "ITEM_EXTRAEQUIPMENT_LEGENDARY_DESC": "{0}\n<sprite name=\"Quality\"> Spawn an <style=cIsUtility>Equipment Drone</style> <sprite name=\"QualityLegendary\"> for every <style=cIsUtility>offhand equipment</style> you hold. Reduce cooldowns for all <style=cIsUtility>Equipment Drones</style> by <sprite name=\"Quality\"> <style=cIsUtility>40% <style=cStack>(+40% per stack)</style></style>.",
        
        "ITEM_SIPHONONLOWHEALTH_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Siphon damage charges a tar explosion.",
        "ITEM_SIPHONONLOWHEALTH_UNCOMMON_DESC": "{0}\nAfter siphoning for a total of <sprite name=\"Quality\"> <style=cIsDamage>800%</style> damage, release a <sprite name=\"Quality\"> <style=cIsUtility>25m</style> <style=cIsDamage>tar explosion</style> for <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+800% per stack)</style></style> damage that <style=cIsHealing>heals</style> you for <style=cIsHealing>50%</style> of the damage dealt.",
        
        "ITEM_SIPHONONLOWHEALTH_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Siphon damage charges a tar explosion.",
        "ITEM_SIPHONONLOWHEALTH_RARE_DESC": "{0}\nAfter siphoning for a total of <sprite name=\"Quality\"> <style=cIsDamage>500%</style> damage, release a <sprite name=\"Quality\"> <style=cIsUtility>35m</style> <style=cIsDamage>tar explosion</style> for <sprite name=\"Quality\"> <style=cIsDamage>1000% <style=cStack>(+1000% per stack)</style></style> damage that <style=cIsHealing>heals</style> you for <style=cIsHealing>50%</style> of the damage dealt.",
        
        "ITEM_SIPHONONLOWHEALTH_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Siphon damage charges a tar explosion.",
        "ITEM_SIPHONONLOWHEALTH_EPIC_DESC": "{0}\nAfter siphoning for a total of <sprite name=\"Quality\"> <style=cIsDamage>300%</style> damage, release a <sprite name=\"Quality\"> <style=cIsUtility>50m</style> <style=cIsDamage>tar explosion</style> for <sprite name=\"Quality\"> <style=cIsDamage>1200% <style=cStack>(+1200% per stack)</style></style> damage that <style=cIsHealing>heals</style> you for <style=cIsHealing>50%</style> of the damage dealt.",
        
        "ITEM_SIPHONONLOWHEALTH_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Siphon damage charges a tar explosion.",
        "ITEM_SIPHONONLOWHEALTH_LEGENDARY_DESC": "{0}\nAfter siphoning for a total of <sprite name=\"Quality\"> <style=cIsDamage>200%</style> damage, release a <sprite name=\"Quality\"> <style=cIsUtility>75m</style> <style=cIsDamage>tar explosion</style> for <sprite name=\"Quality\"> <style=cIsDamage>1500% <style=cStack>(+1500% per stack)</style></style> damage that <style=cIsHealing>heals</style> you for <style=cIsHealing>50%</style> of the damage dealt.",

        "ITEM_KNURL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> High damage hits create an earthquake. Recharges over time.",
        "ITEM_KNURL_UNCOMMON_DESC": "{0}\nHits that deal <style=cIsDamage>more than 600% damage</style> also create a <sprite name=\"Quality\"> <style=cIsUtility>10m</style> <style=cIsDamage>earthquake</style> for <sprite name=\"Quality\"> <style=cIsDamage>400% <style=cStack>(+400% per stack)</style></style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>20</style> seconds. If the high damage hit is a <style=cIsDamage>critical strike</style>, the recharge time is <style=cIsUtility>reduced by 50%</style>.",

        "ITEM_KNURL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> High damage hits create an earthquake. Recharges over time.",
        "ITEM_KNURL_RARE_DESC": "{0}\nHits that deal <style=cIsDamage>more than 600% damage</style> also create a <sprite name=\"Quality\"> <style=cIsUtility>20m</style> <style=cIsDamage>earthquake</style> for <sprite name=\"Quality\"> <style=cIsDamage>500% <style=cStack>(+500% per stack)</style></style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>16</style> seconds. If the high damage hit is a <style=cIsDamage>critical strike</style>, the recharge time is <style=cIsUtility>reduced by 50%</style>.",

        "ITEM_KNURL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> High damage hits create an earthquake. Recharges over time.",
        "ITEM_KNURL_EPIC_DESC": "{0}\nHits that deal <style=cIsDamage>more than 600% damage</style> also create a <sprite name=\"Quality\"> <style=cIsUtility>30m</style> <style=cIsDamage>earthquake</style> for <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style></style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>10</style> seconds. If the high damage hit is a <style=cIsDamage>critical strike</style>, the recharge time is <style=cIsUtility>reduced by 50%</style>.",

        "ITEM_KNURL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> High damage hits create an earthquake. Recharges over time.",
        "ITEM_KNURL_LEGENDARY_DESC": "{0}\nHits that deal <style=cIsDamage>more than 600% damage</style> also create a <sprite name=\"Quality\"> <style=cIsUtility>40m</style> <style=cIsDamage>earthquake</style> for <sprite name=\"Quality\"> <style=cIsDamage>800% <style=cStack>(+800% per stack)</style></style> TOTAL damage. Recharges every <sprite name=\"Quality\"> <style=cIsUtility>8</style> seconds. If the high damage hit is a <style=cIsDamage>critical strike</style>, the recharge time is <style=cIsUtility>reduced by 50%</style>.",

        "ITEM_PEARL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase a different stat per quality level. Increase regeneration and health.",
        "ITEM_PEARL_UNCOMMON_DESC": "{0}\nIncrease <sprite name=\"Quality\"> <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+3 hp/s <style=cStack>(+3 hp/s per stack)</style></style>. Multiply <sprite name=\"Quality\"> <style=cIsHealing>maximum health</style> by <style=cIsHealing>120% <style=cStack>(+20% per stack)</style></style>.",

        "ITEM_PEARL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase a different stat per quality level. Increase shield.",
        "ITEM_PEARL_RARE_DESC": "{0}\nMultiply <sprite name=\"Quality\"> <style=cIsHealing>shield</style> by <style=cIsHealing>180% <style=cStack>(+80% per stack)</style></style> and gain <style=cIsHealing>50 shield</style>.",

        "ITEM_PEARL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase a different stat per quality level. Increase armor.",
        "ITEM_PEARL_EPIC_DESC": "{0}\nMultiply <sprite name=\"Quality\"> <style=cIsHealing>armor</style> by <style=cIsHealing>150% <style=cStack>(+50% per stack)</style></style>.",

        "ITEM_PEARL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Increase a different stat per quality level. Increase damage.",
        "ITEM_PEARL_LEGENDARY_DESC": "{0}\nIncrease <sprite name=\"Quality\"> <style=cIsDamage>damage</style> by <style=cIsDamage>40% <style=cStack>(+40% per stack)</style></style>.",
        
        "ITEM_PARENTEGG_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Hitting enemies heats them. Create a sun after heating an enemy enough.",
        "ITEM_PARENTEGG_UNCOMMON_DESC": "{0}\nOn hit apply <style=cIsDamage>heat</style> for <sprite name=\"Quality\"> <style=cIsUtility>1 <style=cStack>(+1 per stack)</style></style> second. Create a sun above enemies with <style=cIsDamage>15 heat</style>, <style=cIsDamage>overheating</style> enemies in a <sprite name=\"Quality\"> <style=cIsUtility>20m <style=cStack>(+20m per stack)</style></style> radius.",

        "ITEM_PARENTEGG_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Hitting enemies heats them. Create a sun after heating an enemy enough.",
        "ITEM_PARENTEGG_RARE_DESC": "{0}\nOn hit apply <style=cIsDamage>heat</style> for <sprite name=\"Quality\"> <style=cIsUtility>1.5 <style=cStack>(+1.5 per stack)</style></style> seconds. Create a sun above enemies with <style=cIsDamage>15 heat</style>, <style=cIsDamage>overheating</style> enemies in a <sprite name=\"Quality\"> <style=cIsUtility>30m <style=cStack>(+30m per stack)</style></style> radius.",

        "ITEM_PARENTEGG_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Hitting enemies heats them. Create a sun after heating an enemy enough.",
        "ITEM_PARENTEGG_EPIC_DESC": "{0}\nOn hit apply <style=cIsDamage>heat</style> for <sprite name=\"Quality\"> <style=cIsUtility>2 <style=cStack>(+2 per stack)</style></style> seconds. Create a sun above enemies with <style=cIsDamage>15 heat</style>, <style=cIsDamage>overheating</style> enemies in a <sprite name=\"Quality\"> <style=cIsUtility>40m <style=cStack>(+40m per stack)</style></style> radius.",

        "ITEM_PARENTEGG_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Hitting enemies heats them. Create a sun after heating an enemy enough.",
        "ITEM_PARENTEGG_LEGENDARY_DESC": "{0}\nOn hit apply <style=cIsDamage>heat</style> for <sprite name=\"Quality\"> <style=cIsUtility>2.5 <style=cStack>(+2.5 per stack)</style></style> seconds. Create a sun above enemies with <style=cIsDamage>15 heat</style>, <style=cIsDamage>overheating</style> enemies in a <sprite name=\"Quality\"> <style=cIsUtility>50m <style=cStack>(+50m per stack)</style></style> radius.",
        
        "ITEM_SHINYPEARL_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Unfavorable outcomes increase luck temporarily.",
        "ITEM_SHINYPEARL_UNCOMMON_DESC": "{0}\nWhenever any random effect rolls an <style=cIsHealth>unfavorable outcome</style>, gain <sprite name=\"Quality\"> <style=cIsUtility>0.01 luck</style> for <sprite name=\"Quality\"> <style=cIsUtility>10</style> seconds, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>1 <style=cStack>(+1 per stack)</style> luck</style>.\nWhenever any random effect rolls a <style=cIsUtility>favorable outcome</style>, reduce <style=cIsUtility>luck bonus</style> by <style=cIsUtility>0.01</style>, <style=cIsUtility>cannot reduce below 0</style>.",

        "ITEM_SHINYPEARL_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Unfavorable outcomes increase luck temporarily.",
        "ITEM_SHINYPEARL_RARE_DESC": "{0}\nWhenever any random effect rolls an <style=cIsHealth>unfavorable outcome</style>, gain <sprite name=\"Quality\"> <style=cIsUtility>0.02 luck</style> for <sprite name=\"Quality\"> <style=cIsUtility>15</style> seconds, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>2 <style=cStack>(+2 per stack)</style> luck</style>.\nWhenever any random effect rolls a <style=cIsUtility>favorable outcome</style>, reduce <style=cIsUtility>luck bonus</style> by <style=cIsUtility>0.01</style>, <style=cIsUtility>cannot reduce below 0</style>.",

        "ITEM_SHINYPEARL_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Unfavorable outcomes increase luck temporarily.",
        "ITEM_SHINYPEARL_EPIC_DESC": "{0}\nWhenever any random effect rolls an <style=cIsHealth>unfavorable outcome</style>, gain <sprite name=\"Quality\"> <style=cIsUtility>0.04 luck</style> for <sprite name=\"Quality\"> <style=cIsUtility>20</style> seconds, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>4 <style=cStack>(+4 per stack)</style> luck</style>.\nWhenever any random effect rolls a <style=cIsUtility>favorable outcome</style>, reduce <style=cIsUtility>luck bonus</style> by <style=cIsUtility>0.01</style>, <style=cIsUtility>cannot reduce below 0</style>.",

        "ITEM_SHINYPEARL_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Unfavorable outcomes increase luck temporarily.",
        "ITEM_SHINYPEARL_LEGENDARY_DESC": "{0}\nWhenever any random effect rolls an <style=cIsHealth>unfavorable outcome</style>, gain <sprite name=\"Quality\"> <style=cIsUtility>0.06 luck</style> for <sprite name=\"Quality\"> <style=cIsUtility>30</style> seconds, up to a maximum of <sprite name=\"Quality\"> <style=cIsUtility>6 <style=cStack>(+6 per stack)</style> luck</style>.\nWhenever any random effect rolls a <style=cIsUtility>favorable outcome</style>, reduce <style=cIsUtility>luck bonus</style> by <style=cIsUtility>0.01</style>, <style=cIsUtility>cannot reduce below 0</style>.",
        
        "ITEM_ROBOBALLBUDDY_UNCOMMON_PICKUP": "{0}\n<sprite name=\"Quality\"> Each probe fires a more powerful laser beam.",
        "ITEM_ROBOBALLBUDDY_UNCOMMON_DESC": "{0}\nEach probe additionally fires a <sprite name=\"Quality\"> <style=cIsUtility>2m wide</style> powerful <style=cIsDamage>laser beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>300% <style=cStack>(+300% per stack)</style> damage per second</style> for <sprite name=\"Quality\"> <style=cIsUtility>4 <style=cStack>(+4 per stack)</style> seconds</style>.",
        
        "ITEM_ROBOBALLBUDDY_RARE_PICKUP": "{0}\n<sprite name=\"Quality\"> Each probe fires a more powerful laser beam.",
        "ITEM_ROBOBALLBUDDY_RARE_DESC": "{0}\nEach probe additionally fires a <sprite name=\"Quality\"> <style=cIsUtility>4m wide</style> powerful <style=cIsDamage>laser beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>600% <style=cStack>(+600% per stack)</style> damage per second</style> for <sprite name=\"Quality\"> <style=cIsUtility>8 <style=cStack>(+8 per stack)</style> seconds</style>.",
        
        "ITEM_ROBOBALLBUDDY_EPIC_PICKUP": "{0}\n<sprite name=\"Quality\"> Each probe fires a more powerful laser beam.",
        "ITEM_ROBOBALLBUDDY_EPIC_DESC": "{0}\nEach probe additionally fires a <sprite name=\"Quality\"> <style=cIsUtility>8m wide</style> powerful <style=cIsDamage>laser beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>900% <style=cStack>(+900% per stack)</style> damage per second</style> for <sprite name=\"Quality\"> <style=cIsUtility>12 <style=cStack>(+12 per stack)</style> seconds</style>.",
        
        "ITEM_ROBOBALLBUDDY_LEGENDARY_PICKUP": "{0}\n<sprite name=\"Quality\"> Each probe fires a more powerful laser beam.",
        "ITEM_ROBOBALLBUDDY_LEGENDARY_DESC": "{0}\nEach probe additionally fires a <sprite name=\"Quality\"> <style=cIsUtility>14m wide</style> powerful <style=cIsDamage>laser beam</style> for <sprite name=\"Quality\"> <style=cIsDamage>1200% <style=cStack>(+1200% per stack)</style> damage per second</style> for <sprite name=\"Quality\"> <style=cIsUtility>16 <style=cStack>(+16 per stack)</style> seconds</style>.",
        
        "ITEM_BEETLEGLAND_UNCOMMON_PICKUP": "Recruit a Beetle Guard <sprite name=\"QualityUncommon\">.\n<sprite name=\"Quality\"> Damage dealt to the Beetle Guard triggers your 'on-take-damage' effects.",
        "ITEM_BEETLEGLAND_UNCOMMON_DESC": "Every 30 seconds, <style=cIsUtility>summon a Beetle Guard</style> <sprite name=\"QualityUncommon\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>100% health</style>. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> Guards at a time. All damage dealt to the <style=cIsUtility>Beetle Guard</style> triggers your <style=cIsUtility>on-take-damage</style> effects <sprite name=\"Quality\"> <style=cIsUtility>1 <style=cStack>(+1 per stack)</style></style> times.",
        
        "ITEM_BEETLEGLAND_RARE_PICKUP": "Recruit a Beetle Guard <sprite name=\"QualityRare\">.\n<sprite name=\"Quality\"> Damage dealt to the Beetle Guard triggers your 'on-take-damage' effects.",
        "ITEM_BEETLEGLAND_RARE_DESC": "Every 30 seconds, <style=cIsUtility>summon a Beetle Guard</style> <sprite name=\"QualityRare\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>100% health</style>. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> Guards at a time. All damage dealt to the <style=cIsUtility>Beetle Guard</style> triggers your <style=cIsUtility>on-take-damage</style> effects <sprite name=\"Quality\"> <style=cIsUtility>3 <style=cStack>(+3 per stack)</style></style> times.",
        
        "ITEM_BEETLEGLAND_EPIC_PICKUP": "Recruit a Beetle Guard <sprite name=\"QualityEpic\">.\n<sprite name=\"Quality\"> Damage dealt to the Beetle Guard triggers your 'on-take-damage' effects.",
        "ITEM_BEETLEGLAND_EPIC_DESC": "Every 30 seconds, <style=cIsUtility>summon a Beetle Guard</style> <sprite name=\"QualityEpic\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>100% health</style>. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> Guards at a time. All damage dealt to the <style=cIsUtility>Beetle Guard</style> triggers your <style=cIsUtility>on-take-damage</style> effects <sprite name=\"Quality\"> <style=cIsUtility>6 <style=cStack>(+6 per stack)</style></style> times.",
        
        "ITEM_BEETLEGLAND_LEGENDARY_PICKUP": "Recruit a Beetle Guard <sprite name=\"QualityLegendary\">.\n<sprite name=\"Quality\"> Damage dealt to the Beetle Guard triggers your 'on-take-damage' effects.",
        "ITEM_BEETLEGLAND_LEGENDARY_DESC": "Every 30 seconds, <style=cIsUtility>summon a Beetle Guard</style> <sprite name=\"QualityLegendary\"> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>100% health</style>. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> Guards at a time. All damage dealt to the <style=cIsUtility>Beetle Guard</style> triggers your <style=cIsUtility>on-take-damage</style> effects <sprite name=\"Quality\"> <style=cIsUtility>10 <style=cStack>(+10 per stack)</style></style> times.",
    }
}
