{
    "strings": {
        "ITEM_ARMEDBACKPACK_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires a much bigger, exploding missile.",
        "ITEM_ARMEDBACKPACK_UNCOMMON_DESC": "Chance on taking damage to fire a <sprite name=\"Quality\"> <style=cIsUtility>x2 size</style> missile for <sprite name=\"Quality\"> <style=cIsDamage>600%</style> <style=cStack>(+400% per stack)</style> base damage that <sprite name=\"Quality\"> explodes in a <style=cIsUtility>4m</style> radius. Chance scales with damage taken.",
        "ITEM_ARMEDBACKPACK_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires a much bigger, exploding missile.",
        "ITEM_ARMEDBACKPACK_RARE_DESC": "Chance on taking damage to fire a <sprite name=\"Quality\"> <style=cIsUtility>x3.5 size</style> missile for <sprite name=\"Quality\"> <style=cIsDamage>900%</style> <style=cStack>(+400% per stack)</style> base damage that <sprite name=\"Quality\"> explodes in a <style=cIsUtility>7m</style> radius. Chance scales with damage taken.",
        "ITEM_ARMEDBACKPACK_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires a much bigger, exploding missile.",
        "ITEM_ARMEDBACKPACK_EPIC_DESC": "Chance on taking damage to fire a <sprite name=\"Quality\"> <style=cIsUtility>x6 size</style> missile for <sprite name=\"Quality\"> <style=cIsDamage>1400%</style> <style=cStack>(+400% per stack)</style> base damage that <sprite name=\"Quality\"> explodes in a <style=cIsUtility>11m</style> radius. Chance scales with damage taken.",
        "ITEM_ARMEDBACKPACK_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires a much bigger, exploding missile.",
        "ITEM_ARMEDBACKPACK_LEGENDARY_DESC": "Chance on taking damage to fire a <sprite name=\"Quality\"> <style=cIsUtility>x12 size, slow-moving</style> missile for <sprite name=\"Quality\"> <style=cIsDamage>2400%</style> <style=cStack>(+400% per stack)</style> base damage that <sprite name=\"Quality\"> explodes in a <style=cIsUtility>20m</style> radius. Chance scales with damage taken.",
        "ITEM_BLOODTESTER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Healing also gives you a rush.",
        "ITEM_BLOODTESTER_UNCOMMON_DESC": "[[BASE]]\nEach heal also grants <style=cIsUtility>Blood Rush</style> for <sprite name=\"Quality\"> <style=cIsUtility>4s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+20%</style> movement speed.",
        "ITEM_BLOODTESTER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Healing also gives you a rush.",
        "ITEM_BLOODTESTER_RARE_DESC": "[[BASE]]\nEach heal also grants <style=cIsUtility>Blood Rush</style> for <sprite name=\"Quality\"> <style=cIsUtility>5s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+30%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> attack speed.",
        "ITEM_BLOODTESTER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Healing also gives you a rush.",
        "ITEM_BLOODTESTER_EPIC_DESC": "[[BASE]]\nEach heal also grants <style=cIsUtility>Blood Rush</style> for <sprite name=\"Quality\"> <style=cIsUtility>6s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+40%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+30%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> damage.",
        "ITEM_BLOODTESTER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Healing also gives you a rush.",
        "ITEM_BLOODTESTER_LEGENDARY_DESC": "[[BASE]]\nEach heal also grants <style=cIsUtility>Blood Rush</style> for <sprite name=\"Quality\"> <style=cIsUtility>8s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+50%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+30%</style> damage, <sprite name=\"Quality\"> <style=cIsHealing>+30</style> armor.",
        "ITEM_COFFEEBAG_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans at 5+ stacks cut your cooldowns.",
        "ITEM_COFFEEBAG_UNCOMMON_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>12%</style> chance on hit to drop a coffee bean that grants <style=cIsDamage>8% attack speed</style> and <style=cIsUtility>movement speed</style> for <style=cIsUtility>6 seconds</style>. Maximum cap of <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.\nGrabbing a bean while you have at least <style=cIsUtility>5</style> beans reduces <style=cIsUtility>all skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>0.5s</style> <style=cStack>(+0.5s per stack)</style>.",
        "ITEM_COFFEEBAG_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans at 5+ stacks cut your cooldowns.",
        "ITEM_COFFEEBAG_RARE_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>14%</style> chance on hit to drop a coffee bean that grants <style=cIsDamage>8% attack speed</style> and <style=cIsUtility>movement speed</style> for <style=cIsUtility>6 seconds</style>. Maximum cap of <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.\nGrabbing a bean while you have at least <style=cIsUtility>5</style> beans reduces <style=cIsUtility>all skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>.",
        "ITEM_COFFEEBAG_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans at 5+ stacks cut your cooldowns.",
        "ITEM_COFFEEBAG_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>17%</style> chance on hit to drop a coffee bean that grants <style=cIsDamage>8% attack speed</style> and <style=cIsUtility>movement speed</style> for <style=cIsUtility>6 seconds</style>. Maximum cap of <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.\nGrabbing a bean while you have at least <style=cIsUtility>5</style> beans reduces <style=cIsUtility>all skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>1.5s</style> <style=cStack>(+1.5s per stack)</style>.",
        "ITEM_COFFEEBAG_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans at 5+ stacks cut your cooldowns.",
        "ITEM_COFFEEBAG_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>22%</style> chance on hit to drop a coffee bean that grants <style=cIsDamage>8% attack speed</style> and <style=cIsUtility>movement speed</style> for <style=cIsUtility>6 seconds</style>. Maximum cap of <style=cIsDamage>40%</style> <style=cStack>(+40% per stack)</style>.\nGrabbing a bean while you have at least <style=cIsUtility>5</style> beans reduces <style=cIsUtility>all skill cooldowns</style> by <sprite name=\"Quality\"> <style=cIsUtility>2.5s</style> <style=cStack>(+2.5s per stack)</style>. Your beans <sprite name=\"Quality\"> <style=cIsUtility>fly to you</style>.",
        "ITEM_DETRITIVETREMATODE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Infestations spread when the host dies.",
        "ITEM_DETRITIVETREMATODE_UNCOMMON_DESC": "[[BASE]]\nAn infested enemy that dies spreads the infestation to <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> enemy within <sprite name=\"Quality\"> <style=cIsUtility>15m</style>, at any health.",
        "ITEM_DETRITIVETREMATODE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Infestations spread when the host dies.",
        "ITEM_DETRITIVETREMATODE_RARE_DESC": "[[BASE]]\nAn infested enemy that dies spreads the infestation to <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+2 per stack)</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>15m</style>, at any health.",
        "ITEM_DETRITIVETREMATODE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Infestations spread when the host dies.",
        "ITEM_DETRITIVETREMATODE_EPIC_DESC": "[[BASE]]\nAn infested enemy that dies spreads the infestation to <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+3 per stack)</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>20m</style>, at any health.",
        "ITEM_DETRITIVETREMATODE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Infestations spread when the host dies.",
        "ITEM_DETRITIVETREMATODE_LEGENDARY_DESC": "[[BASE]]\nAn infested enemy that dies spreads the infestation to <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+5 per stack)</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>25m</style>, at any health.",
        "ITEM_DIARY_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Also gives a random quality item when consumed.",
        "ITEM_DIARY_UNCOMMON_DESC": "[[BASE]]\nWhen consumed, also gain a random item of <sprite name=\"Quality\"> <style=cIsUtility>Uncommon</style> quality.",
        "ITEM_DIARY_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Also gives a random quality item when consumed.",
        "ITEM_DIARY_RARE_DESC": "[[BASE]]\nWhen consumed, also gain a random item of <sprite name=\"Quality\"> <style=cIsUtility>Rare</style> quality.",
        "ITEM_DIARY_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Also gives a random quality item when consumed.",
        "ITEM_DIARY_EPIC_DESC": "[[BASE]]\nWhen consumed, also gain a random item of <sprite name=\"Quality\"> <style=cIsUtility>Epic</style> quality.",
        "ITEM_DIARY_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Also gives a random quality item when consumed.",
        "ITEM_DIARY_LEGENDARY_DESC": "[[BASE]]\nWhen consumed, also gain a random item of <sprite name=\"Quality\"> <style=cIsUtility>Legendary</style> quality.",
        "ITEM_FORK_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even more base damage.",
        "ITEM_FORK_UNCOMMON_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>24%</style> <style=cStack>(+24% per stack)</style>.",
        "ITEM_FORK_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even more base damage.",
        "ITEM_FORK_RARE_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>36%</style> <style=cStack>(+36% per stack)</style>.",
        "ITEM_FORK_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even more base damage.",
        "ITEM_FORK_EPIC_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>52%</style> <style=cStack>(+52% per stack)</style>.",
        "ITEM_FORK_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even more base damage.",
        "ITEM_FORK_LEGENDARY_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>72%</style> <style=cStack>(+72% per stack)</style>.",
        "ITEM_GUARDINGAMULET_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind also grant barrier.",
        "ITEM_GUARDINGAMULET_UNCOMMON_DESC": "[[BASE]]\nHits from behind also grant <style=cIsHealing>barrier</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>10%</style> <style=cStack>(+10% per stack)</style> of the hit's damage.",
        "ITEM_GUARDINGAMULET_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind also grant barrier.",
        "ITEM_GUARDINGAMULET_RARE_DESC": "[[BASE]]\nHits from behind also grant <style=cIsHealing>barrier</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>20%</style> <style=cStack>(+20% per stack)</style> of the hit's damage.",
        "ITEM_GUARDINGAMULET_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind also grant barrier.",
        "ITEM_GUARDINGAMULET_EPIC_DESC": "[[BASE]]\nHits from behind also grant <style=cIsHealing>barrier</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>35%</style> <style=cStack>(+35% per stack)</style> of the hit's damage.",
        "ITEM_GUARDINGAMULET_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind also grant barrier.",
        "ITEM_GUARDINGAMULET_LEGENDARY_DESC": "[[BASE]]\nHits from behind also grant <style=cIsHealing>barrier</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>50%</style> <style=cStack>(+50% per stack)</style> of the hit's damage. The attacker is <sprite name=\"Quality\"> <style=cIsUtility>stunned</style> for 1s.",
        "ITEM_MALICE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The splash can keep chaining.",
        "ITEM_MALICE_UNCOMMON_DESC": "[[BASE]]\nWhen the splash runs out of targets, the last enemy hit has a <sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>3</style> extra times.",
        "ITEM_MALICE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The splash can keep chaining.",
        "ITEM_MALICE_RARE_DESC": "[[BASE]]\nWhen the splash runs out of targets, the last enemy hit has a <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+25% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>5</style> extra times.",
        "ITEM_MALICE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The splash can keep chaining.",
        "ITEM_MALICE_EPIC_DESC": "[[BASE]]\nWhen the splash runs out of targets, the last enemy hit has a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>8</style> extra times.",
        "ITEM_MALICE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The splash can keep chaining.",
        "ITEM_MALICE_LEGENDARY_DESC": "[[BASE]]\nWhen the splash runs out of targets, the last enemy hit has a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+60% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>12</style> extra times.",
        "ITEM_MOLTENCOIN_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies pay out when they die.",
        "ITEM_MOLTENCOIN_UNCOMMON_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>8%</style> chance to <style=cIsDamage>ignite</style> enemies on hit for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> TOTAL damage and earn <style=cIsUtility>$1</style> <style=cStack>(+$1 per stack)</style>. Killing a burning enemy earns <sprite name=\"Quality\"> <style=cIsUtility>$2</style> <style=cStack>(+$2 per stack)</style>. <style=cIsUtility>Scales over time</style>.",
        "ITEM_MOLTENCOIN_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies pay out when they die.",
        "ITEM_MOLTENCOIN_RARE_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>10%</style> chance to <style=cIsDamage>ignite</style> enemies on hit for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> TOTAL damage and earn <style=cIsUtility>$1</style> <style=cStack>(+$1 per stack)</style>. Killing a burning enemy earns <sprite name=\"Quality\"> <style=cIsUtility>$4</style> <style=cStack>(+$4 per stack)</style>. <style=cIsUtility>Scales over time</style>.",
        "ITEM_MOLTENCOIN_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies pay out when they die.",
        "ITEM_MOLTENCOIN_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>13%</style> chance to <style=cIsDamage>ignite</style> enemies on hit for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> TOTAL damage and earn <style=cIsUtility>$1</style> <style=cStack>(+$1 per stack)</style>. Killing a burning enemy earns <sprite name=\"Quality\"> <style=cIsUtility>$6</style> <style=cStack>(+$6 per stack)</style>. <style=cIsUtility>Scales over time</style>.",
        "ITEM_MOLTENCOIN_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies pay out when they die.",
        "ITEM_MOLTENCOIN_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>18%</style> chance to <style=cIsDamage>ignite</style> enemies on hit for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> TOTAL damage and earn <style=cIsUtility>$1</style> <style=cStack>(+$1 per stack)</style>. Killing a burning enemy earns <sprite name=\"Quality\"> <style=cIsUtility>$10</style> <style=cStack>(+$10 per stack)</style>. <style=cIsUtility>Scales over time</style>.",
        "ITEM_NEEDLES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles, more often.",
        "ITEM_NEEDLES_UNCOMMON_DESC": "Gain <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>critical chance</style>. <style=cIsDamage>Critical strikes</style> have a <sprite name=\"Quality\"> <style=cIsDamage>30%</style> chance to <style=cIsDamage>needle</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>4</style><style=cIsDamage>x10%</style> <style=cStack>(+10% per stack)</style> TOTAL damage.",
        "ITEM_NEEDLES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles, more often.",
        "ITEM_NEEDLES_RARE_DESC": "Gain <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>critical chance</style>. <style=cIsDamage>Critical strikes</style> have a <sprite name=\"Quality\"> <style=cIsDamage>40%</style> chance to <style=cIsDamage>needle</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>5</style><style=cIsDamage>x10%</style> <style=cStack>(+10% per stack)</style> TOTAL damage.",
        "ITEM_NEEDLES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles, more often.",
        "ITEM_NEEDLES_EPIC_DESC": "Gain <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>critical chance</style>. <style=cIsDamage>Critical strikes</style> have a <sprite name=\"Quality\"> <style=cIsDamage>55%</style> chance to <style=cIsDamage>needle</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>6</style><style=cIsDamage>x10%</style> <style=cStack>(+10% per stack)</style> TOTAL damage.",
        "ITEM_NEEDLES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles, more often.",
        "ITEM_NEEDLES_LEGENDARY_DESC": "Gain <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>critical chance</style>. <style=cIsDamage>Critical strikes</style> have a <sprite name=\"Quality\"> <style=cIsDamage>75%</style> chance to <style=cIsDamage>needle</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>8</style><style=cIsDamage>x10%</style> <style=cStack>(+10% per stack)</style> TOTAL damage. Needles make the target <sprite name=\"Quality\"> <style=cIsDamage>bleed</style>.",
        "ITEM_UNIVERSALCHARGER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster.",
        "ITEM_UNIVERSALCHARGER_UNCOMMON_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>15.7 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>.",
        "ITEM_UNIVERSALCHARGER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster.",
        "ITEM_UNIVERSALCHARGER_RARE_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>13.8 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>.",
        "ITEM_UNIVERSALCHARGER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster.",
        "ITEM_UNIVERSALCHARGER_EPIC_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>12.4 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>.",
        "ITEM_UNIVERSALCHARGER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster.",
        "ITEM_UNIVERSALCHARGER_LEGENDARY_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>11.3 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <sprite name=\"Quality\"> <style=cIsUtility>non-Primary skills, all at once</style>.",
        "ITEM_URANIUMHORSESHOE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; at high quality, ignore falls.",
        "ITEM_URANIUMHORSESHOE_UNCOMMON_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>.",
        "ITEM_URANIUMHORSESHOE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; at high quality, ignore falls.",
        "ITEM_URANIUMHORSESHOE_RARE_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>45%</style> <style=cStack>(+45% per stack)</style>.",
        "ITEM_URANIUMHORSESHOE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; at high quality, ignore falls.",
        "ITEM_URANIUMHORSESHOE_EPIC_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>65%</style> <style=cStack>(+65% per stack)</style>. Immune to <sprite name=\"Quality\"> <style=cIsUtility>fall damage</style>.",
        "ITEM_URANIUMHORSESHOE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; at high quality, ignore falls.",
        "ITEM_URANIUMHORSESHOE_LEGENDARY_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>90%</style> <style=cStack>(+90% per stack)</style>. Immune to <sprite name=\"Quality\"> <style=cIsUtility>fall damage</style>. Landing from a fall <sprite name=\"Quality\"> <style=cIsDamage>stomps</style> for up to <sprite name=\"Quality\"> <style=cIsDamage>600%</style> base damage in 10m and <style=cIsUtility>stuns</style>.",
        "ITEM_X4_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant a random boost.",
        "ITEM_X4_UNCOMMON_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant a random boost.",
        "ITEM_X4_RARE_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant a random boost.",
        "ITEM_X4_EPIC_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant a random boost.",
        "ITEM_X4_LEGENDARY_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> grants <sprite name=\"Quality\"> <style=cIsUtility>2</style> different random boosts for <style=cIsUtility>5s</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_CRYPTICSOURCE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_UNCOMMON_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <style=cIsUtility>15m</style> <style=cStack>(+3m per stack)</style> radius for <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> base damage. Each enemy in range (up to 3) reduces your <style=cIsUtility>utility cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>0.5s</style> <style=cStack>(+0.5s per stack)</style>.",
        "ITEM_CRYPTICSOURCE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_RARE_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <style=cIsUtility>15m</style> <style=cStack>(+3m per stack)</style> radius for <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> base damage. Each enemy in range (up to 3) reduces your <style=cIsUtility>utility cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>1s</style> <style=cStack>(+1s per stack)</style>.",
        "ITEM_CRYPTICSOURCE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_EPIC_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <style=cIsUtility>15m</style> <style=cStack>(+3m per stack)</style> radius for <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> base damage. Each enemy in range (up to 3) reduces your <style=cIsUtility>utility cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>1.5s</style> <style=cStack>(+1.5s per stack)</style>.",
        "ITEM_CRYPTICSOURCE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_LEGENDARY_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <sprite name=\"Quality\"> <style=cIsUtility>30m</style> <style=cStack>(+6m per stack)</style> radius for <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> base damage. Each enemy in range (up to 3) reduces your <style=cIsUtility>utility cooldown</style> by <sprite name=\"Quality\"> <style=cIsUtility>2.5s</style> <style=cStack>(+2.5s per stack)</style>.",
        "ITEM_FIELDACCELERATOR_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More charge per kill; allies in the zone attack faster.",
        "ITEM_FIELDACCELERATOR_UNCOMMON_DESC": "After defeating the boss, the radius of the Teleporter is increased by <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> and killing enemies grants <sprite name=\"Quality\"> <style=cIsUtility>+1.5%</style> <style=cIsUtility>teleporter charge</style>. Allies inside the charging zone gain <sprite name=\"Quality\"> <style=cIsDamage>+5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>attack speed</style>.",
        "ITEM_FIELDACCELERATOR_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More charge per kill; allies in the zone attack faster.",
        "ITEM_FIELDACCELERATOR_RARE_DESC": "After defeating the boss, the radius of the Teleporter is increased by <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> and killing enemies grants <sprite name=\"Quality\"> <style=cIsUtility>+2%</style> <style=cIsUtility>teleporter charge</style>. Allies inside the charging zone gain <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cStack>(+10% per stack)</style> <style=cIsDamage>attack speed</style>.",
        "ITEM_FIELDACCELERATOR_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More charge per kill; allies in the zone attack faster.",
        "ITEM_FIELDACCELERATOR_EPIC_DESC": "After defeating the boss, the radius of the Teleporter is increased by <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> and killing enemies grants <sprite name=\"Quality\"> <style=cIsUtility>+3%</style> <style=cIsUtility>teleporter charge</style>. Allies inside the charging zone gain <sprite name=\"Quality\"> <style=cIsDamage>+15%</style> <style=cStack>(+15% per stack)</style> <style=cIsDamage>attack speed</style>.",
        "ITEM_FIELDACCELERATOR_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More charge per kill; allies in the zone attack faster.",
        "ITEM_FIELDACCELERATOR_LEGENDARY_DESC": "After defeating the boss, the radius of the Teleporter is increased by <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> and killing enemies grants <sprite name=\"Quality\"> <style=cIsUtility>+4%</style> <style=cIsUtility>teleporter charge</style>. Allies inside the charging zone gain <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> <style=cIsDamage>attack speed</style>.",
        "ITEM_HUNTERSSIGIL_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that also grants crit.",
        "ITEM_HUNTERSSIGIL_UNCOMMON_DESC": "After <style=cIsUtility>standing still</style> for <style=cIsUtility>1</style> second, create a zone that grants <style=cIsHealing>30</style> <style=cStack>(+15 per stack)</style> <style=cIsHealing>armor</style>, <style=cIsDamage>30%</style> <style=cStack>(+15% per stack)</style> increased <style=cIsDamage>damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cStack>(+10% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>10m</style>. The zone lasts until you leave it.",
        "ITEM_HUNTERSSIGIL_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that also grants crit.",
        "ITEM_HUNTERSSIGIL_RARE_DESC": "After <style=cIsUtility>standing still</style> for <style=cIsUtility>1</style> second, create a zone that grants <style=cIsHealing>30</style> <style=cStack>(+15 per stack)</style> <style=cIsHealing>armor</style>, <style=cIsDamage>30%</style> <style=cStack>(+15% per stack)</style> increased <style=cIsDamage>damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>+15%</style> <style=cStack>(+15% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>12m</style>. The zone lasts until you leave it.",
        "ITEM_HUNTERSSIGIL_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that also grants crit.",
        "ITEM_HUNTERSSIGIL_EPIC_DESC": "After <style=cIsUtility>standing still</style> for <style=cIsUtility>1</style> second, create a zone that grants <style=cIsHealing>30</style> <style=cStack>(+15 per stack)</style> <style=cIsHealing>armor</style>, <style=cIsDamage>30%</style> <style=cStack>(+15% per stack)</style> increased <style=cIsDamage>damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>15m</style>. The zone lasts until you leave it.",
        "ITEM_HUNTERSSIGIL_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that also grants crit.",
        "ITEM_HUNTERSSIGIL_LEGENDARY_DESC": "After <style=cIsUtility>standing still</style> for <style=cIsUtility>1</style> second, create a zone that grants <style=cIsHealing>30</style> <style=cStack>(+15 per stack)</style> <style=cIsHealing>armor</style>, <style=cIsDamage>30%</style> <style=cStack>(+15% per stack)</style> increased <style=cIsDamage>damage</style> and <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> <style=cStack>(+40% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>20m</style>. The zone lasts until you leave it.",
        "ITEM_JETBOOTS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge and a bigger blast.",
        "ITEM_JETBOOTS_UNCOMMON_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>500%</style> <style=cStack>(+200% per stack)</style> base damage in a <style=cIsDamage>7.5m</style> <style=cStack>(+2.5m per stack)</style> radius. Recharges after <sprite name=\"Quality\"> <style=cIsUtility>8</style> seconds.",
        "ITEM_JETBOOTS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge and a bigger blast.",
        "ITEM_JETBOOTS_RARE_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>650%</style> <style=cStack>(+200% per stack)</style> base damage in a <style=cIsDamage>7.5m</style> <style=cStack>(+2.5m per stack)</style> radius. Recharges after <sprite name=\"Quality\"> <style=cIsUtility>6.5</style> seconds.",
        "ITEM_JETBOOTS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge and a bigger blast.",
        "ITEM_JETBOOTS_EPIC_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>850%</style> <style=cStack>(+200% per stack)</style> base damage in a <style=cIsDamage>7.5m</style> <style=cStack>(+2.5m per stack)</style> radius. Recharges after <sprite name=\"Quality\"> <style=cIsUtility>5</style> seconds.",
        "ITEM_JETBOOTS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge and a bigger blast.",
        "ITEM_JETBOOTS_LEGENDARY_DESC": "Gain <sprite name=\"Quality\"> <style=cIsUtility>+2 extra jumps</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>1200%</style> <style=cStack>(+200% per stack)</style> base damage in a <style=cIsDamage>7.5m</style> <style=cStack>(+2.5m per stack)</style> radius. Recharges after <sprite name=\"Quality\"> <style=cIsUtility>3</style> seconds.",
        "ITEM_LIGHTNINGONKILL_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Kills can release a friendly jellyfish.",
        "ITEM_LIGHTNINGONKILL_UNCOMMON_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that drifts to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>300%</style> base damage.",
        "ITEM_LIGHTNINGONKILL_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Kills can release a friendly jellyfish.",
        "ITEM_LIGHTNINGONKILL_RARE_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+15% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that drifts to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>500%</style> base damage.",
        "ITEM_LIGHTNINGONKILL_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Kills can release a friendly jellyfish.",
        "ITEM_LIGHTNINGONKILL_EPIC_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+20% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that drifts to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>800%</style> base damage.",
        "ITEM_LIGHTNINGONKILL_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Kills can release a friendly jellyfish.",
        "ITEM_LIGHTNINGONKILL_LEGENDARY_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+25% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that drifts to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>1200%</style> base damage.",
        "ITEM_LOWQUALITYSPEAKERS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst launches enemies sky high.",
        "ITEM_LOWQUALITYSPEAKERS_UNCOMMON_DESC": "[[BASE]]\nThe burst launches enemies <sprite name=\"Quality\"> <style=cIsUtility>10m</style> into the air; they take <style=cIsDamage>fall damage</style> when they land.",
        "ITEM_LOWQUALITYSPEAKERS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst launches enemies sky high.",
        "ITEM_LOWQUALITYSPEAKERS_RARE_DESC": "[[BASE]]\nThe burst launches enemies <sprite name=\"Quality\"> <style=cIsUtility>20m</style> into the air; they take <style=cIsDamage>fall damage</style> when they land.",
        "ITEM_LOWQUALITYSPEAKERS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst launches enemies sky high.",
        "ITEM_LOWQUALITYSPEAKERS_EPIC_DESC": "[[BASE]]\nThe burst launches enemies <sprite name=\"Quality\"> <style=cIsUtility>35m</style> into the air; they take <style=cIsDamage>fall damage</style> when they land.",
        "ITEM_LOWQUALITYSPEAKERS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The burst launches enemies sky high.",
        "ITEM_LOWQUALITYSPEAKERS_LEGENDARY_DESC": "[[BASE]]\nThe burst launches enemies <sprite name=\"Quality\"> <style=cIsUtility>55m</style> into the air; they take <sprite name=\"Quality\"> <style=cIsDamage>double</style> <style=cIsDamage>fall damage</style> when they land.",
        "ITEM_STRANGECAN_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Intoxicated enemies explode on death.",
        "ITEM_STRANGECAN_UNCOMMON_DESC": "[[BASE]]\nIntoxicated enemies <style=cIsDamage>explode</style> on death in a radius of <style=cIsUtility>2m</style> <sprite name=\"Quality\"> <style=cIsUtility>+0.5m</style> per intoxicate stack, applying <sprite name=\"Quality\"> <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> intoxicate to everything hit.",
        "ITEM_STRANGECAN_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Intoxicated enemies explode on death.",
        "ITEM_STRANGECAN_RARE_DESC": "[[BASE]]\nIntoxicated enemies <style=cIsDamage>explode</style> on death in a radius of <style=cIsUtility>2m</style> <sprite name=\"Quality\"> <style=cIsUtility>+1m</style> per intoxicate stack, applying <sprite name=\"Quality\"> <style=cIsUtility>2</style> <style=cStack>(+1 per stack)</style> intoxicate to everything hit.",
        "ITEM_STRANGECAN_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Intoxicated enemies explode on death.",
        "ITEM_STRANGECAN_EPIC_DESC": "[[BASE]]\nIntoxicated enemies <style=cIsDamage>explode</style> on death in a radius of <style=cIsUtility>2m</style> <sprite name=\"Quality\"> <style=cIsUtility>+1.5m</style> per intoxicate stack, applying <sprite name=\"Quality\"> <style=cIsUtility>3</style> <style=cStack>(+1 per stack)</style> intoxicate to everything hit.",
        "ITEM_STRANGECAN_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Intoxicated enemies explode on death.",
        "ITEM_STRANGECAN_LEGENDARY_DESC": "[[BASE]]\nIntoxicated enemies <style=cIsDamage>explode</style> on death in a radius of <style=cIsUtility>2m</style> <sprite name=\"Quality\"> <style=cIsUtility>+2.5m</style> per intoxicate stack, applying <sprite name=\"Quality\"> <style=cIsUtility>5</style> <style=cStack>(+1 per stack)</style> intoxicate to everything hit.",
        "ITEM_WATCHMETRONOME_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Deal more damage while charged.",
        "ITEM_WATCHMETRONOME_UNCOMMON_DESC": "[[BASE]]\nWhile charged, deal <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cStack>(+10% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_WATCHMETRONOME_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Deal more damage while charged.",
        "ITEM_WATCHMETRONOME_RARE_DESC": "[[BASE]]\nWhile charged, deal <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_WATCHMETRONOME_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Deal more damage while charged.",
        "ITEM_WATCHMETRONOME_EPIC_DESC": "[[BASE]]\nWhile charged, deal <sprite name=\"Quality\"> <style=cIsDamage>+35%</style> <style=cStack>(+35% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_WATCHMETRONOME_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Deal more damage while charged.",
        "ITEM_WATCHMETRONOME_LEGENDARY_DESC": "[[BASE]]\nWhile charged, deal <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> <style=cStack>(+50% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_DROIDHEAD_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer and keep each other alive.",
        "ITEM_DROIDHEAD_UNCOMMON_DESC": "Killing an elite enemy spawns a <style=cIsDamage>Security Drone</style> <style=cStack>(+100% base damage per stack)</style> for <sprite name=\"Quality\"> <style=cIsDamage>30s</style> <style=cStack>(+10s per stack)</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style> chance to spawn <style=cIsUtility>a second one</style>. Each new drone adds <sprite name=\"Quality\"> <style=cIsUtility>5s</style> to your other drones. Spawned drones <style=cIsUtility>inherit the elite type</style> of the slain elite.",
        "ITEM_DROIDHEAD_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer and keep each other alive.",
        "ITEM_DROIDHEAD_RARE_DESC": "Killing an elite enemy spawns a <style=cIsDamage>Security Drone</style> <style=cStack>(+100% base damage per stack)</style> for <sprite name=\"Quality\"> <style=cIsDamage>40s</style> <style=cStack>(+10s per stack)</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style> chance to spawn <style=cIsUtility>a second one</style>. Each new drone adds <sprite name=\"Quality\"> <style=cIsUtility>10s</style> to your other drones. Spawned drones <style=cIsUtility>inherit the elite type</style> of the slain elite.",
        "ITEM_DROIDHEAD_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer and keep each other alive.",
        "ITEM_DROIDHEAD_EPIC_DESC": "Killing an elite enemy spawns a <style=cIsDamage>Security Drone</style> <style=cStack>(+100% base damage per stack)</style> for <sprite name=\"Quality\"> <style=cIsDamage>55s</style> <style=cStack>(+10s per stack)</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> chance to spawn <style=cIsUtility>a second one</style>. Each new drone adds <sprite name=\"Quality\"> <style=cIsUtility>15s</style> to your other drones. Spawned drones <style=cIsUtility>inherit the elite type</style> of the slain elite.",
        "ITEM_DROIDHEAD_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer and keep each other alive.",
        "ITEM_DROIDHEAD_LEGENDARY_DESC": "Killing an elite enemy spawns a <style=cIsDamage>Security Drone</style> <style=cStack>(+100% base damage per stack)</style> for <sprite name=\"Quality\"> <style=cIsDamage>80s</style> <style=cStack>(+10s per stack)</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>75%</style> <style=cStack>(+75% per stack)</style> chance to spawn <style=cIsUtility>a second one</style>. Each new drone adds <sprite name=\"Quality\"> <style=cIsUtility>25s</style> to your other drones. Spawned drones <style=cIsUtility>inherit the elite type</style> of the slain elite.",
        "ITEM_ERRATICGADGET_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage.",
        "ITEM_ERRATICGADGET_UNCOMMON_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>15%</style> chance on hit to fire <style=cIsDamage>chain lightning</style> for <style=cIsDamage>300%</style> TOTAL damage on up to <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> targets. Each gadget strike has a <sprite name=\"Quality\"> <style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage.",
        "ITEM_ERRATICGADGET_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage.",
        "ITEM_ERRATICGADGET_RARE_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>20%</style> chance on hit to fire <style=cIsDamage>chain lightning</style> for <style=cIsDamage>300%</style> TOTAL damage on up to <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> targets. Each gadget strike has a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage.",
        "ITEM_ERRATICGADGET_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage.",
        "ITEM_ERRATICGADGET_EPIC_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>30%</style> chance on hit to fire <style=cIsDamage>chain lightning</style> for <style=cIsDamage>300%</style> TOTAL damage on up to <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> targets. Each gadget strike has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage.",
        "ITEM_ERRATICGADGET_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage.",
        "ITEM_ERRATICGADGET_LEGENDARY_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>45%</style> chance on hit to fire <style=cIsDamage>chain lightning</style> for <style=cIsDamage>300%</style> TOTAL damage on up to <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> targets. Each gadget strike has a <sprite name=\"Quality\"> <style=cIsUtility>35%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage.",
        "ITEM_GALVANICCORE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage and get random debuffs.",
        "ITEM_GALVANICCORE_UNCOMMON_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+10% per stack)</style> chance on hit to <style=cIsUtility>stun</style>. Stunned enemies apply <style=cIsUtility>razed</style> to enemies within <style=cIsUtility>15m</style> <style=cStack>(+5m per stack)</style>, reducing their <style=cIsHealth>maximum health</style> by <style=cIsHealth>20%</style>, <style=cIsDamage>damage</style> by <style=cIsDamage>30%</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>80%</style>. Razed enemies also take <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cStack>(+10% per stack)</style> damage and get <sprite name=\"Quality\"> <style=cIsUtility>1</style> random debuff for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>.",
        "ITEM_GALVANICCORE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage and get random debuffs.",
        "ITEM_GALVANICCORE_RARE_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+10% per stack)</style> chance on hit to <style=cIsUtility>stun</style>. Stunned enemies apply <style=cIsUtility>razed</style> to enemies within <style=cIsUtility>15m</style> <style=cStack>(+5m per stack)</style>, reducing their <style=cIsHealth>maximum health</style> by <style=cIsHealth>20%</style>, <style=cIsDamage>damage</style> by <style=cIsDamage>30%</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>80%</style>. Razed enemies also take <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> damage and get <sprite name=\"Quality\"> <style=cIsUtility>1</style> random debuff for <sprite name=\"Quality\"> <style=cIsUtility>4s</style>.",
        "ITEM_GALVANICCORE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage and get random debuffs.",
        "ITEM_GALVANICCORE_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>30%</style> <style=cStack>(+10% per stack)</style> chance on hit to <style=cIsUtility>stun</style>. Stunned enemies apply <style=cIsUtility>razed</style> to enemies within <style=cIsUtility>15m</style> <style=cStack>(+5m per stack)</style>, reducing their <style=cIsHealth>maximum health</style> by <style=cIsHealth>20%</style>, <style=cIsDamage>damage</style> by <style=cIsDamage>30%</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>80%</style>. Razed enemies also take <sprite name=\"Quality\"> <style=cIsDamage>+30%</style> <style=cStack>(+30% per stack)</style> damage and get <sprite name=\"Quality\"> <style=cIsUtility>2</style> random debuffs for <sprite name=\"Quality\"> <style=cIsUtility>5s</style>.",
        "ITEM_GALVANICCORE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage and get random debuffs.",
        "ITEM_GALVANICCORE_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>45%</style> <style=cStack>(+10% per stack)</style> chance on hit to <style=cIsUtility>stun</style>. Stunned enemies apply <style=cIsUtility>razed</style> to enemies within <style=cIsUtility>15m</style> <style=cStack>(+5m per stack)</style>, reducing their <style=cIsHealth>maximum health</style> by <style=cIsHealth>20%</style>, <style=cIsDamage>damage</style> by <style=cIsDamage>30%</style>, and <style=cIsUtility>movement speed</style> by <style=cIsUtility>80%</style>. Razed enemies also take <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> <style=cStack>(+50% per stack)</style> damage and get <sprite name=\"Quality\"> <style=cIsUtility>3</style> random debuffs for <sprite name=\"Quality\"> <style=cIsUtility>6s</style>.",
        "ITEM_GREENCHOCOLATE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits; stronger buff.",
        "ITEM_GREENCHOCOLATE_UNCOMMON_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>17%</style> of your max HP, the excess damage is reduced by <style=cIsDamage>50%</style>, and also gain a buff that grants <sprite name=\"Quality\"> <style=cIsDamage>+60%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.",
        "ITEM_GREENCHOCOLATE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits; stronger buff.",
        "ITEM_GREENCHOCOLATE_RARE_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>15%</style> of your max HP, the excess damage is reduced by <style=cIsDamage>50%</style>, and also gain a buff that grants <sprite name=\"Quality\"> <style=cIsDamage>+75%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+30%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.",
        "ITEM_GREENCHOCOLATE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits; stronger buff.",
        "ITEM_GREENCHOCOLATE_EPIC_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>12%</style> of your max HP, the excess damage is reduced by <style=cIsDamage>50%</style>, and also gain a buff that grants <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.",
        "ITEM_GREENCHOCOLATE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits; stronger buff.",
        "ITEM_GREENCHOCOLATE_LEGENDARY_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>8%</style> of your max HP, the excess damage is reduced by <style=cIsDamage>50%</style>, and also gain a buff that grants <sprite name=\"Quality\"> <style=cIsDamage>+150%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.",
        "ITEM_INSECTICIDE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright.",
        "ITEM_INSECTICIDE_UNCOMMON_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>0.25%</style> <style=cStack>(+0.25% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.",
        "ITEM_INSECTICIDE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright.",
        "ITEM_INSECTICIDE_RARE_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>0.5%</style> <style=cStack>(+0.25% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.",
        "ITEM_INSECTICIDE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright.",
        "ITEM_INSECTICIDE_EPIC_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>1%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.",
        "ITEM_INSECTICIDE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright.",
        "ITEM_INSECTICIDE_LEGENDARY_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>1.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.",
        "ITEM_NKOTASHERITAGE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Gives quality items.",
        "ITEM_NKOTASHERITAGE_UNCOMMON_DESC": "[[BASE]]\nItems it gives are <sprite name=\"Quality\"> <style=cIsUtility>Uncommon</style> quality.",
        "ITEM_NKOTASHERITAGE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Gives quality items.",
        "ITEM_NKOTASHERITAGE_RARE_DESC": "[[BASE]]\nItems it gives are <sprite name=\"Quality\"> <style=cIsUtility>Rare</style> quality.",
        "ITEM_NKOTASHERITAGE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Gives quality items.",
        "ITEM_NKOTASHERITAGE_EPIC_DESC": "[[BASE]]\nItems it gives are <sprite name=\"Quality\"> <style=cIsUtility>Epic</style> quality.",
        "ITEM_NKOTASHERITAGE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Gives quality items.",
        "ITEM_NKOTASHERITAGE_LEGENDARY_DESC": "[[BASE]]\nItems it gives are <sprite name=\"Quality\"> <style=cIsUtility>Legendary</style> quality.",
        "ITEM_PORTABLEREACTOR_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer; hit harder while invulnerable.",
        "ITEM_PORTABLEREACTOR_UNCOMMON_DESC": "Gain <style=cIsUtility>full invulnerability</style> and <style=cIsUtility>100% movement speed</style> for the first <sprite name=\"Quality\"> <style=cIsUtility>100s</style> <style=cStack>(+40s per stack)</style> of a stage, dealing <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> <style=cIsDamage>damage</style> meanwhile.",
        "ITEM_PORTABLEREACTOR_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer; hit harder while invulnerable.",
        "ITEM_PORTABLEREACTOR_RARE_DESC": "Gain <style=cIsUtility>full invulnerability</style> and <style=cIsUtility>100% movement speed</style> for the first <sprite name=\"Quality\"> <style=cIsUtility>120s</style> <style=cStack>(+40s per stack)</style> of a stage, dealing <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> <style=cStack>(+40% per stack)</style> <style=cIsDamage>damage</style> meanwhile.",
        "ITEM_PORTABLEREACTOR_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer; hit harder while invulnerable.",
        "ITEM_PORTABLEREACTOR_EPIC_DESC": "Gain <style=cIsUtility>full invulnerability</style> and <style=cIsUtility>100% movement speed</style> for the first <sprite name=\"Quality\"> <style=cIsUtility>140s</style> <style=cStack>(+40s per stack)</style> of a stage, dealing <sprite name=\"Quality\"> <style=cIsDamage>+70%</style> <style=cStack>(+70% per stack)</style> <style=cIsDamage>damage</style> meanwhile.",
        "ITEM_PORTABLEREACTOR_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer; hit harder while invulnerable.",
        "ITEM_PORTABLEREACTOR_LEGENDARY_DESC": "Gain <style=cIsUtility>full invulnerability</style> and <style=cIsUtility>100% movement speed</style> for the first <sprite name=\"Quality\"> <style=cIsUtility>180s</style> <style=cStack>(+40s per stack)</style> of a stage, dealing <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> <style=cStack>(+100% per stack)</style> <style=cIsDamage>damage</style> meanwhile. Chests opened while invulnerable drop <sprite name=\"Quality\"> <style=cIsUtility>2</style> items.",
        "ITEM_SWIFTSKATEBOARD_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks, and each one adds attack speed.",
        "ITEM_SWIFTSKATEBOARD_UNCOMMON_DESC": "<style=cIsUtility>Sprint</style> in <style=cIsUtility>any direction</style>. Using a <style=cIsUtility>skill</style> grants a buff which provides <style=cIsUtility>+20%</style> <style=cStack>(+15% per stack)</style> <style=cIsUtility>movement speed</style> and <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> <style=cStack>(+4% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>5</style> stacks.",
        "ITEM_SWIFTSKATEBOARD_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks, and each one adds attack speed.",
        "ITEM_SWIFTSKATEBOARD_RARE_DESC": "<style=cIsUtility>Sprint</style> in <style=cIsUtility>any direction</style>. Using a <style=cIsUtility>skill</style> grants a buff which provides <style=cIsUtility>+20%</style> <style=cStack>(+15% per stack)</style> <style=cIsUtility>movement speed</style> and <sprite name=\"Quality\"> <style=cIsDamage>+6%</style> <style=cStack>(+6% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>6</style> stacks.",
        "ITEM_SWIFTSKATEBOARD_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks, and each one adds attack speed.",
        "ITEM_SWIFTSKATEBOARD_EPIC_DESC": "<style=cIsUtility>Sprint</style> in <style=cIsUtility>any direction</style>. Using a <style=cIsUtility>skill</style> grants a buff which provides <style=cIsUtility>+20%</style> <style=cStack>(+15% per stack)</style> <style=cIsUtility>movement speed</style> and <sprite name=\"Quality\"> <style=cIsDamage>+9%</style> <style=cStack>(+9% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>8</style> stacks.",
        "ITEM_SWIFTSKATEBOARD_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks, and each one adds attack speed.",
        "ITEM_SWIFTSKATEBOARD_LEGENDARY_DESC": "<style=cIsUtility>Sprint</style> in <style=cIsUtility>any direction</style>. Using a <style=cIsUtility>skill</style> grants a buff which provides <style=cIsUtility>+20%</style> <style=cStack>(+15% per stack)</style> <style=cIsUtility>movement speed</style> and <sprite name=\"Quality\"> <style=cIsDamage>+12%</style> <style=cStack>(+12% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>10</style> stacks.",
        "ITEM_SHACKLEDLAMP_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires more often; kills fire again.",
        "ITEM_SHACKLEDLAMP_UNCOMMON_DESC": "Every <sprite name=\"Quality\"> <style=cIsDamage>4</style> primary uses, fire a haunted projectile for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> base damage. Kills have a <sprite name=\"Quality\"> <style=cIsUtility>15%</style> <style=cStack>(+10% per stack)</style> chance to fire <style=cIsUtility>another</style> from the victim at the nearest enemy.",
        "ITEM_SHACKLEDLAMP_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires more often; kills fire again.",
        "ITEM_SHACKLEDLAMP_RARE_DESC": "Every <sprite name=\"Quality\"> <style=cIsDamage>4</style> primary uses, fire a haunted projectile for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> base damage. Kills have a <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+10% per stack)</style> chance to fire <style=cIsUtility>another</style> from the victim at the nearest enemy.",
        "ITEM_SHACKLEDLAMP_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires more often; kills fire again.",
        "ITEM_SHACKLEDLAMP_EPIC_DESC": "Every <sprite name=\"Quality\"> <style=cIsDamage>3</style> primary uses, fire a haunted projectile for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> base damage. Kills have a <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+10% per stack)</style> chance to fire <style=cIsUtility>another</style> from the victim at the nearest enemy.",
        "ITEM_SHACKLEDLAMP_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Fires more often; kills fire again.",
        "ITEM_SHACKLEDLAMP_LEGENDARY_DESC": "Every <sprite name=\"Quality\"> <style=cIsDamage>2</style> primary uses, fire a haunted projectile for <style=cIsDamage>200%</style> <style=cStack>(+200% per stack)</style> base damage. Kills have a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> <style=cStack>(+10% per stack)</style> chance to fire <style=cIsUtility>another</style> from the victim at the nearest enemy.",
        "LG_TOKEN_NAME_bdQualitySS2BloodRush": "Blood Rush",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2BloodRush": "Broken Blood Tester's heal got you going: faster movement, and at higher quality also attack speed, damage and armor.",
        "LG_TOKEN_NAME_bdQualitySS2StimArmor": "Stim: Armor",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2StimArmor": "X-4 Stimulant boost: +30 armor.",
        "LG_TOKEN_NAME_bdQualitySS2StimSpeed": "Stim: Speed",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2StimSpeed": "X-4 Stimulant boost: +30% movement speed.",
        "LG_TOKEN_NAME_bdQualitySS2StimDamage": "Stim: Damage",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2StimDamage": "X-4 Stimulant boost: +25% damage.",
        "LG_TOKEN_NAME_bdQualitySS2StimCrit": "Stim: Crit",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2StimCrit": "X-4 Stimulant boost: +20% critical chance.",
        "LG_TOKEN_NAME_bdQualitySS2StimRegen": "Stim: Regeneration",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2StimRegen": "X-4 Stimulant boost: +10 health regeneration.",
        "LG_TOKEN_NAME_bdQualitySS2FieldAura": "Accelerated Field",
        "LG_TOKEN_DESCRIPTION_bdQualitySS2FieldAura": "Field Accelerator's charging zone: +1% attack speed per stack."
    }
}