{
    "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>x6 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>x10.5 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>x18 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>x36 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>. Beans within <sprite name=\"Quality\"> <style=cIsUtility>40m</style> fly to you.",
        "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.",
        "ITEM_BLIGHTZONE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter.",
        "ITEM_BLIGHTZONE_UNCOMMON_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>0.5%</style> <style=cIsUtility>Teleporter charge</style>.",
        "ITEM_BLIGHTZONE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter.",
        "ITEM_BLIGHTZONE_RARE_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>0.75%</style> <style=cIsUtility>Teleporter charge</style>.",
        "ITEM_BLIGHTZONE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter.",
        "ITEM_BLIGHTZONE_EPIC_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>1%</style> <style=cIsUtility>Teleporter charge</style>.",
        "ITEM_BLIGHTZONE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter.",
        "ITEM_BLIGHTZONE_LEGENDARY_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>1.5%</style> <style=cIsUtility>Teleporter charge</style>. They also <sprite name=\"Quality\"> <style=cIsDamage>burst</style>, inflicting <style=cIsDamage>Blight</style> on enemies within 8m.",
        "ITEM_LOWHEALTHORBSPAWNER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up.",
        "ITEM_LOWHEALTHORBSPAWNER_UNCOMMON_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>15%</style> chance it isn't used up itself.",
        "ITEM_LOWHEALTHORBSPAWNER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up.",
        "ITEM_LOWHEALTHORBSPAWNER_RARE_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance it isn't used up itself.",
        "ITEM_LOWHEALTHORBSPAWNER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up.",
        "ITEM_LOWHEALTHORBSPAWNER_EPIC_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>35%</style> chance it isn't used up itself.",
        "ITEM_LOWHEALTHORBSPAWNER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up.",
        "ITEM_LOWHEALTHORBSPAWNER_LEGENDARY_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance it isn't used up itself. When consumed, it <sprite name=\"Quality\"> <style=cIsUtility>restores itself</style> after 3 minutes.",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_UNCOMMON_PICKUP": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_UNCOMMON_DESC": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_RARE_PICKUP": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_RARE_DESC": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_EPIC_PICKUP": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_EPIC_DESC": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_LEGENDARY_PICKUP": "[[BASE]]",
        "ITEM_LOWHEALTHORBSPAWNERCONSUMED_LEGENDARY_DESC": "[[BASE]]",
        "ITEM_RECHARGEABLEJUMP_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps also grant stats.",
        "ITEM_RECHARGEABLEJUMP_UNCOMMON_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsUtility>+4%</style> movement speed.",
        "ITEM_RECHARGEABLEJUMP_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps also grant stats.",
        "ITEM_RECHARGEABLEJUMP_RARE_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsUtility>+4%</style> movement speed and <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> attack speed.",
        "ITEM_RECHARGEABLEJUMP_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps also grant stats.",
        "ITEM_RECHARGEABLEJUMP_EPIC_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsUtility>+4%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> attack speed and <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> damage.",
        "ITEM_RECHARGEABLEJUMP_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps also grant stats.",
        "ITEM_RECHARGEABLEJUMP_LEGENDARY_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsUtility>+4%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> damage, <sprite name=\"Quality\"> <style=cIsDamage>+2%</style> crit and <sprite name=\"Quality\"> <style=cIsHealing>+1</style> regeneration.",
        "ITEM_CAUSTICPHEROMONES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Brand sooner; grow stronger with every brand.",
        "ITEM_CAUSTICPHEROMONES_UNCOMMON_DESC": "After hitting an enemy with <style=cIsUtility>skills</style> <sprite name=\"Quality\"> <style=cIsUtility>8</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>6s</style> <style=cStack>(+5s per stack)</style>. Soul-branded enemies <style=cIsUtility>draw attention</style> and <style=cIsDamage>have friendly fire enabled</style>. Once soul-branding wears off, the target <style=cIsUtility>cannot be soul-branded again</style> for 15 seconds.\nGain <sprite name=\"Quality\"> <style=cIsDamage>+3%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded.",
        "ITEM_CAUSTICPHEROMONES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Brand sooner; grow stronger with every brand.",
        "ITEM_CAUSTICPHEROMONES_RARE_DESC": "After hitting an enemy with <style=cIsUtility>skills</style> <sprite name=\"Quality\"> <style=cIsUtility>7</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>7s</style> <style=cStack>(+5s per stack)</style>. Soul-branded enemies <style=cIsUtility>draw attention</style> and <style=cIsDamage>have friendly fire enabled</style>. Once soul-branding wears off, the target <style=cIsUtility>cannot be soul-branded again</style> for 15 seconds.\nGain <sprite name=\"Quality\"> <style=cIsDamage>+5%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded.",
        "ITEM_CAUSTICPHEROMONES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Brand sooner; grow stronger with every brand.",
        "ITEM_CAUSTICPHEROMONES_EPIC_DESC": "After hitting an enemy with <style=cIsUtility>skills</style> <sprite name=\"Quality\"> <style=cIsUtility>6</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>8s</style> <style=cStack>(+5s per stack)</style>. Soul-branded enemies <style=cIsUtility>draw attention</style> and <style=cIsDamage>have friendly fire enabled</style>. Once soul-branding wears off, the target <style=cIsUtility>cannot be soul-branded again</style> for 15 seconds.\nGain <sprite name=\"Quality\"> <style=cIsDamage>+7%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded. With <sprite name=\"Quality\"> <style=cIsUtility>5</style> enemies branded at once, they are all <style=cIsDamage>executed</style> (not bosses).",
        "ITEM_CAUSTICPHEROMONES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Brand sooner; grow stronger with every brand.",
        "ITEM_CAUSTICPHEROMONES_LEGENDARY_DESC": "After hitting an enemy with <style=cIsUtility>skills</style> <sprite name=\"Quality\"> <style=cIsUtility>4</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>10s</style> <style=cStack>(+5s per stack)</style>. Soul-branded enemies <style=cIsUtility>draw attention</style> and <style=cIsDamage>have friendly fire enabled</style>. Once soul-branding wears off, the target <style=cIsUtility>cannot be soul-branded again</style> for 15 seconds.\nGain <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded. With <sprite name=\"Quality\"> <style=cIsUtility>5</style> enemies branded at once, they are all <style=cIsDamage>executed</style> (not bosses). Branded enemies take <sprite name=\"Quality\"> <style=cIsDamage>double</style> damage from their allies.",
        "ITEM_DREAMDEMON_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, stronger demons that jump to a new host.",
        "ITEM_DREAMDEMON_UNCOMMON_DESC": "<style=cIsDamage>20%</style> chance on hit to haunt an enemy with a <sprite name=\"Quality\"> <style=cIsUtility>x1.25 size</style> <style=cIsDamage>Nightmare Demon</style>. Damaging a haunted enemy charges the demon. Upon reaching a charge of <style=cIsDamage>1600%</style> damage, hitting the demon with any <style=cIsUtility>skill</style> causes it to <style=cIsDamage>explode</style> for <sprite name=\"Quality\"> <style=cIsDamage>750%</style> <style=cStack>(+600% per stack)</style> base damage and activate all your <style=cIsDamage>On-kill</style> effects.\nIf its host dies first, <sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance the demon jumps to a nearby enemy, keeping its charge.",
        "ITEM_DREAMDEMON_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, stronger demons that jump to a new host.",
        "ITEM_DREAMDEMON_RARE_DESC": "<style=cIsDamage>20%</style> chance on hit to haunt an enemy with a <sprite name=\"Quality\"> <style=cIsUtility>x1.5 size</style> <style=cIsDamage>Nightmare Demon</style>. Damaging a haunted enemy charges the demon. Upon reaching a charge of <style=cIsDamage>1600%</style> damage, hitting the demon with any <style=cIsUtility>skill</style> causes it to <style=cIsDamage>explode</style> for <sprite name=\"Quality\"> <style=cIsDamage>900%</style> <style=cStack>(+600% per stack)</style> base damage and activate all your <style=cIsDamage>On-kill</style> effects.\nIf its host dies first, <sprite name=\"Quality\"> <style=cIsUtility>40%</style> chance the demon jumps to a nearby enemy, keeping its charge.",
        "ITEM_DREAMDEMON_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, stronger demons that jump to a new host.",
        "ITEM_DREAMDEMON_EPIC_DESC": "<style=cIsDamage>20%</style> chance on hit to haunt an enemy with a <sprite name=\"Quality\"> <style=cIsUtility>x2 size</style> <style=cIsDamage>Nightmare Demon</style>. Damaging a haunted enemy charges the demon. Upon reaching a charge of <style=cIsDamage>1600%</style> damage, hitting the demon with any <style=cIsUtility>skill</style> causes it to <style=cIsDamage>explode</style> for <sprite name=\"Quality\"> <style=cIsDamage>1200%</style> <style=cStack>(+600% per stack)</style> base damage and activate all your <style=cIsDamage>On-kill</style> effects.\nIf its host dies first, <sprite name=\"Quality\"> <style=cIsUtility>60%</style> chance the demon jumps to a nearby enemy, keeping its charge.",
        "ITEM_DREAMDEMON_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, stronger demons that jump to a new host.",
        "ITEM_DREAMDEMON_LEGENDARY_DESC": "<style=cIsDamage>20%</style> chance on hit to haunt an enemy with a <sprite name=\"Quality\"> <style=cIsUtility>x3 size</style> <style=cIsDamage>Nightmare Demon</style>. Damaging a haunted enemy charges the demon. Upon reaching a charge of <style=cIsDamage>1600%</style> damage, hitting the demon with any <style=cIsUtility>skill</style> causes it to <style=cIsDamage>explode</style> for <sprite name=\"Quality\"> <style=cIsDamage>1800%</style> <style=cStack>(+600% per stack)</style> base damage and activate all your <style=cIsDamage>On-kill</style> effects.\nIf its host dies first, <sprite name=\"Quality\"> <style=cIsUtility>90%</style> chance the demon jumps to a nearby enemy, keeping its charge.",
        "ITEM_SPRINTDAMAGE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Skulls stun, longer the faster you go.",
        "ITEM_SPRINTDAMAGE_UNCOMMON_DESC": "[[BASE]]\nSkulls <style=cIsUtility>stun</style> the enemies they hit for <sprite name=\"Quality\"> <style=cIsUtility>0.5s</style>, multiplied by how far above sprint speed you are (up to 6s).",
        "ITEM_SPRINTDAMAGE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Skulls stun, longer the faster you go.",
        "ITEM_SPRINTDAMAGE_RARE_DESC": "[[BASE]]\nSkulls <style=cIsUtility>stun</style> the enemies they hit for <sprite name=\"Quality\"> <style=cIsUtility>0.8s</style>, multiplied by how far above sprint speed you are (up to 6s).",
        "ITEM_SPRINTDAMAGE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Skulls stun, longer the faster you go.",
        "ITEM_SPRINTDAMAGE_EPIC_DESC": "[[BASE]]\nSkulls <style=cIsUtility>stun</style> the enemies they hit for <sprite name=\"Quality\"> <style=cIsUtility>1.2s</style>, multiplied by how far above sprint speed you are (up to 6s).",
        "ITEM_SPRINTDAMAGE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Skulls stun, longer the faster you go.",
        "ITEM_SPRINTDAMAGE_LEGENDARY_DESC": "[[BASE]]\nSkulls <style=cIsUtility>stun</style> the enemies they hit for <sprite name=\"Quality\"> <style=cIsUtility>2s</style>, multiplied by how far above sprint speed you are (up to 6s).",
        "ITEM_SANGUINECHALICE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing.",
        "ITEM_SANGUINECHALICE_UNCOMMON_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>15%</style> chance to <style=cIsDamage>bleed</style> an enemy. Your <style=cIsDamage>bleed</style> damage <style=cIsHealing>heals you</style> for <sprite name=\"Quality\"> <style=cIsHealing>0.6%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.",
        "ITEM_SANGUINECHALICE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing.",
        "ITEM_SANGUINECHALICE_RARE_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>20%</style> chance to <style=cIsDamage>bleed</style> an enemy. Your <style=cIsDamage>bleed</style> damage <style=cIsHealing>heals you</style> for <sprite name=\"Quality\"> <style=cIsHealing>0.75%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.",
        "ITEM_SANGUINECHALICE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing.",
        "ITEM_SANGUINECHALICE_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>25%</style> chance to <style=cIsDamage>bleed</style> an enemy. Your <style=cIsDamage>bleed</style> damage <style=cIsHealing>heals you</style> for <sprite name=\"Quality\"> <style=cIsHealing>0.9%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.",
        "ITEM_SANGUINECHALICE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing.",
        "ITEM_SANGUINECHALICE_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>35%</style> chance to <style=cIsDamage>bleed</style> an enemy. Your <style=cIsDamage>bleed</style> damage <style=cIsHealing>heals you</style> for <sprite name=\"Quality\"> <style=cIsHealing>1.2%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick. At full health, the healing becomes <sprite name=\"Quality\"> <style=cIsHealing>barrier</style>.",
        "ITEM_GHOSTBLADES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, deadlier blades.",
        "ITEM_GHOSTBLADES_UNCOMMON_DESC": "[[BASE]]\nBlades are <sprite name=\"Quality\"> <style=cIsUtility>x1.5</style> bigger and deal <sprite name=\"Quality\"> <style=cIsDamage>x1.5</style> damage.",
        "ITEM_GHOSTBLADES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, deadlier blades.",
        "ITEM_GHOSTBLADES_RARE_DESC": "[[BASE]]\nBlades are <sprite name=\"Quality\"> <style=cIsUtility>x2</style> bigger and deal <sprite name=\"Quality\"> <style=cIsDamage>x2</style> damage.",
        "ITEM_GHOSTBLADES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, deadlier blades.",
        "ITEM_GHOSTBLADES_EPIC_DESC": "[[BASE]]\nBlades are <sprite name=\"Quality\"> <style=cIsUtility>x3</style> bigger and deal <sprite name=\"Quality\"> <style=cIsDamage>x3</style> damage.",
        "ITEM_GHOSTBLADES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Bigger, deadlier blades.",
        "ITEM_GHOSTBLADES_LEGENDARY_DESC": "[[BASE]]\nBlades are <sprite name=\"Quality\"> <style=cIsUtility>x5</style> bigger and deal <sprite name=\"Quality\"> <style=cIsDamage>x5</style> damage. Blade hits have a <sprite name=\"Quality\"> <style=cIsUtility>5%</style> chance to <style=cIsDamage>execute</style> (not bosses).",
        "ITEM_GOLDENGOOSE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Recharges faster; gilded kills pay more.",
        "ITEM_GOLDENGOOSE_UNCOMMON_DESC": "[[BASE]]\nRecharges in <sprite name=\"Quality\"> <style=cIsUtility>9s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>20%</style> of their gold reward on top.",
        "ITEM_GOLDENGOOSE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Recharges faster; gilded kills pay more.",
        "ITEM_GOLDENGOOSE_RARE_DESC": "[[BASE]]\nRecharges in <sprite name=\"Quality\"> <style=cIsUtility>8s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>40%</style> of their gold reward on top.",
        "ITEM_GOLDENGOOSE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Recharges faster; gilded kills pay more.",
        "ITEM_GOLDENGOOSE_EPIC_DESC": "[[BASE]]\nRecharges in <sprite name=\"Quality\"> <style=cIsUtility>6.5s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>70%</style> of their gold reward on top.",
        "ITEM_GOLDENGOOSE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Recharges faster; gilded kills pay more.",
        "ITEM_GOLDENGOOSE_LEGENDARY_DESC": "[[BASE]]\nRecharges in <sprite name=\"Quality\"> <style=cIsUtility>5s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>120%</style> of their gold reward on top.",
        "ITEM_VENGEFULSPIRIT_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies.",
        "ITEM_VENGEFULSPIRIT_UNCOMMON_DESC": "[[BASE]]\nThe spirit is <sprite name=\"Quality\"> <style=cIsUtility>x1.5</style> bigger. When it dies, it explodes in <sprite name=\"Quality\"> <style=cIsUtility>12m</style>: enemies take <sprite name=\"Quality\"> <style=cIsDamage>400%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>10%</style> of their maximum health.",
        "ITEM_VENGEFULSPIRIT_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies.",
        "ITEM_VENGEFULSPIRIT_RARE_DESC": "[[BASE]]\nThe spirit is <sprite name=\"Quality\"> <style=cIsUtility>x2</style> bigger. When it dies, it explodes in <sprite name=\"Quality\"> <style=cIsUtility>15m</style>: enemies take <sprite name=\"Quality\"> <style=cIsDamage>700%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>15%</style> of their maximum health.",
        "ITEM_VENGEFULSPIRIT_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies.",
        "ITEM_VENGEFULSPIRIT_EPIC_DESC": "[[BASE]]\nThe spirit is <sprite name=\"Quality\"> <style=cIsUtility>x3</style> bigger. When it dies, it explodes in <sprite name=\"Quality\"> <style=cIsUtility>20m</style>: enemies take <sprite name=\"Quality\"> <style=cIsDamage>1100%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>25%</style> of their maximum health. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>6 minutes</style>, and the vengeance it gave you lasts until the end of the stage, so it <style=cIsUtility>builds up</style>.",
        "ITEM_VENGEFULSPIRIT_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies.",
        "ITEM_VENGEFULSPIRIT_LEGENDARY_DESC": "[[BASE]]\nThe spirit is <sprite name=\"Quality\"> <style=cIsUtility>x5</style> bigger. When it dies, it explodes in <sprite name=\"Quality\"> <style=cIsUtility>30m</style>: enemies take <sprite name=\"Quality\"> <style=cIsDamage>1800%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>40%</style> of their maximum health. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>3 minutes</style>, and the vengeance it gave you lasts until the end of the stage, so it <style=cIsUtility>builds up</style>.",
        "ITEM_VENGEFULSPIRITRAGEMODE_UNCOMMON_PICKUP": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_UNCOMMON_DESC": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_RARE_PICKUP": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_RARE_DESC": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_EPIC_PICKUP": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_EPIC_DESC": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_LEGENDARY_PICKUP": "[[BASE]]",
        "ITEM_VENGEFULSPIRITRAGEMODE_LEGENDARY_DESC": "[[BASE]]",
        "ITEM_VILECENSER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Tendrils link enemies together.",
        "ITEM_VILECENSER_UNCOMMON_DESC": "[[BASE]]\nEnemies hit by the tendrils are <style=cIsUtility>linked</style> for 1s: damage dealt to one is shared with the others at <sprite name=\"Quality\"> <style=cIsDamage>10%</style>.",
        "ITEM_VILECENSER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Tendrils link enemies together.",
        "ITEM_VILECENSER_RARE_DESC": "[[BASE]]\nEnemies hit by the tendrils are <style=cIsUtility>linked</style> for 1s: damage dealt to one is shared with the others at <sprite name=\"Quality\"> <style=cIsDamage>20%</style>.",
        "ITEM_VILECENSER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Tendrils link enemies together.",
        "ITEM_VILECENSER_EPIC_DESC": "[[BASE]]\nEnemies hit by the tendrils are <style=cIsUtility>linked</style> for 1s: damage dealt to one is shared with the others at <sprite name=\"Quality\"> <style=cIsDamage>35%</style>.",
        "ITEM_VILECENSER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Tendrils link enemies together.",
        "ITEM_VILECENSER_LEGENDARY_DESC": "[[BASE]]\nEnemies hit by the tendrils are <style=cIsUtility>linked</style> for 1s: damage dealt to one is shared with the others at <sprite name=\"Quality\"> <style=cIsDamage>50%</style>. When a linked enemy dies, each other one has a <sprite name=\"Quality\"> <style=cIsUtility>15%</style> chance to be <style=cIsDamage>executed</style> (not bosses).",
        "ITEM_SLIPPERYGROUND_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Acceleration swings even lower.",
        "ITEM_SLIPPERYGROUND_UNCOMMON_DESC": "All ground becomes <style=cDeath>slippery, hindering movement</style>. Your acceleration is reduced by <style=cDeath>40%</style> <style=cStack>(+30% per stack)</style>, swinging to <sprite name=\"Quality\"> <style=cDeath>55%</style> every <style=cIsUtility>3 seconds</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Acceleration swings even lower.",
        "ITEM_SLIPPERYGROUND_RARE_DESC": "All ground becomes <style=cDeath>slippery, hindering movement</style>. Your acceleration is reduced by <style=cDeath>40%</style> <style=cStack>(+30% per stack)</style>, swinging to <sprite name=\"Quality\"> <style=cDeath>65%</style> every <style=cIsUtility>3 seconds</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Acceleration swings even lower.",
        "ITEM_SLIPPERYGROUND_EPIC_DESC": "All ground becomes <style=cDeath>slippery, hindering movement</style>. Your acceleration is reduced by <style=cDeath>40%</style> <style=cStack>(+30% per stack)</style>, swinging to <sprite name=\"Quality\"> <style=cDeath>75%</style> every <style=cIsUtility>3 seconds</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Acceleration swings even lower.",
        "ITEM_SLIPPERYGROUND_LEGENDARY_DESC": "All ground becomes <style=cDeath>slippery, hindering movement</style>. Your acceleration is reduced by <style=cDeath>40%</style> <style=cStack>(+30% per stack)</style>, swinging to <sprite name=\"Quality\"> <style=cDeath>90%</style> every <style=cIsUtility>3 seconds</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less vision.",
        "ITEM_BLINDNESS_UNCOMMON_DESC": "Reduces your vision to <sprite name=\"Quality\"> <style=cDeath>65m</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less vision.",
        "ITEM_BLINDNESS_RARE_DESC": "Reduces your vision to <sprite name=\"Quality\"> <style=cDeath>40m</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less vision.",
        "ITEM_BLINDNESS_EPIC_DESC": "Reduces your vision to <sprite name=\"Quality\"> <style=cDeath>20m</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less vision.",
        "ITEM_BLINDNESS_LEGENDARY_DESC": "Reduces your vision to <sprite name=\"Quality\"> <style=cDeath>1m</style> <style=cStack>(-50% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less healing.",
        "ITEM_LOWERHEALING_UNCOMMON_DESC": "All <style=cIsHealing>healing</style> is reduced by <sprite name=\"Quality\"> <style=cDeath>45%</style> <style=cStack>(+40% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less healing.",
        "ITEM_LOWERHEALING_RARE_DESC": "All <style=cIsHealing>healing</style> is reduced by <sprite name=\"Quality\"> <style=cDeath>50%</style> <style=cStack>(+40% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less healing.",
        "ITEM_LOWERHEALING_EPIC_DESC": "All <style=cIsHealing>healing</style> is reduced by <sprite name=\"Quality\"> <style=cDeath>60%</style> <style=cStack>(+40% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less healing.",
        "ITEM_LOWERHEALING_LEGENDARY_DESC": "All <style=cIsHealing>healing</style> is reduced by <sprite name=\"Quality\"> <style=cDeath>99%</style> <style=cStack>(+40% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Shares more often.",
        "ITEM_SHAREITEMSWITHENEMIES_UNCOMMON_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>13 seconds</style>, <style=cDeath>share a copy</style> of <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> random item from your inventory with <style=cIsUtility>3 enemies</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Shares more often.",
        "ITEM_SHAREITEMSWITHENEMIES_RARE_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>11 seconds</style>, <style=cDeath>share a copy</style> of <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> random item from your inventory with <style=cIsUtility>3 enemies</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Shares more often.",
        "ITEM_SHAREITEMSWITHENEMIES_EPIC_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>9 seconds</style>, <style=cDeath>share a copy</style> of <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> random item from your inventory with <style=cIsUtility>3 enemies</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Shares more often.",
        "ITEM_SHAREITEMSWITHENEMIES_LEGENDARY_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>6 seconds</style>, <style=cDeath>share a copy</style> of <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> random item from your inventory with <sprite name=\"Quality\"> <style=cIsUtility>5 enemies</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Stronger Poltergeists.",
        "ITEM_HEXHAUNTING_UNCOMMON_DESC": "[[BASE]]\nPoltergeists deal <sprite name=\"Quality\"> <style=cDeath>+25%</style> damage and have <sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance to gain a random boon.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Stronger Poltergeists.",
        "ITEM_HEXHAUNTING_RARE_DESC": "[[BASE]]\nPoltergeists deal <sprite name=\"Quality\"> <style=cDeath>+50%</style> damage and have <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance to gain a random boon.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Stronger Poltergeists.",
        "ITEM_HEXHAUNTING_EPIC_DESC": "[[BASE]]\nPoltergeists deal <sprite name=\"Quality\"> <style=cDeath>+100%</style> damage and have <sprite name=\"Quality\"> <style=cIsUtility>75%</style> chance to gain a random boon.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Stronger Poltergeists.",
        "ITEM_HEXHAUNTING_LEGENDARY_DESC": "[[BASE]]\nPoltergeists deal <sprite name=\"Quality\"> <style=cDeath>+200%</style> damage and have <sprite name=\"Quality\"> <style=cIsUtility>100%</style> chance to gain a random boon. They are <sprite name=\"Quality\"> <style=cIsUtility>immune</style> for 5s when they appear.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_WEAKASSHAMSTRING_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Jumps cost more height.",
        "ITEM_WEAKASSHAMSTRING_UNCOMMON_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>30%</style>. Your jump height <style=cIsUtility>returns gradually</style> over <style=cIsUtility>6s</style> <style=cStack>(+6 per stack)</style>. Additionally, <style=cDeath>reduces</style> the amount of distance you can <style=cDeath>fall</style> without taking <style=cDeath>fall damage</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_WEAKASSHAMSTRING_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Jumps cost more height.",
        "ITEM_WEAKASSHAMSTRING_RARE_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>35%</style>. Your jump height <style=cIsUtility>returns gradually</style> over <style=cIsUtility>6s</style> <style=cStack>(+6 per stack)</style>. Additionally, <style=cDeath>reduces</style> the amount of distance you can <style=cDeath>fall</style> without taking <style=cDeath>fall damage</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_WEAKASSHAMSTRING_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Jumps cost more height.",
        "ITEM_WEAKASSHAMSTRING_EPIC_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>45%</style>. Your jump height <style=cIsUtility>returns gradually</style> over <style=cIsUtility>6s</style> <style=cStack>(+6 per stack)</style>. Additionally, <style=cDeath>reduces</style> the amount of distance you can <style=cDeath>fall</style> without taking <style=cDeath>fall damage</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_WEAKASSHAMSTRING_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Jumps cost more height.",
        "ITEM_WEAKASSHAMSTRING_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cDeath>You can't jump at all.</style> Additionally, <style=cDeath>reduces</style> the amount of distance you can <style=cDeath>fall</style> without taking <style=cDeath>fall damage</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More items disabled.",
        "ITEM_ROAMINGITEMDISABLE_UNCOMMON_DESC": "Every <style=cIsUtility>30 seconds</style>, <sprite name=\"Quality\"> <style=cDeath>15%</style> of the items in your inventory <style=cStack>(+10% per stack)</style> become <style=cDeath>disabled</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More items disabled.",
        "ITEM_ROAMINGITEMDISABLE_RARE_DESC": "Every <style=cIsUtility>30 seconds</style>, <sprite name=\"Quality\"> <style=cDeath>25%</style> of the items in your inventory <style=cStack>(+10% per stack)</style> become <style=cDeath>disabled</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More items disabled.",
        "ITEM_ROAMINGITEMDISABLE_EPIC_DESC": "Every <style=cIsUtility>30 seconds</style>, <sprite name=\"Quality\"> <style=cDeath>35%</style> of the items in your inventory <style=cStack>(+10% per stack)</style> become <style=cDeath>disabled</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More items disabled.",
        "ITEM_ROAMINGITEMDISABLE_LEGENDARY_DESC": "Every <style=cIsUtility>30 seconds</style>, <sprite name=\"Quality\"> <style=cDeath>50%</style> of the items in your inventory <style=cStack>(+10% per stack)</style> become <style=cDeath>disabled</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster, stronger Mimics.",
        "ITEM_MIMICRY_UNCOMMON_DESC": "[[BASE]]\nMimics gain <sprite name=\"Quality\"> <style=cDeath>+20%</style> <style=cIsDamage>damage</style> and <style=cIsUtility>movement speed</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster, stronger Mimics.",
        "ITEM_MIMICRY_RARE_DESC": "[[BASE]]\nMimics gain <sprite name=\"Quality\"> <style=cDeath>+40%</style> <style=cIsDamage>damage</style> and <style=cIsUtility>movement speed</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster, stronger Mimics.",
        "ITEM_MIMICRY_EPIC_DESC": "[[BASE]]\nMimics gain <sprite name=\"Quality\"> <style=cDeath>+70%</style> <style=cIsDamage>damage</style> and <style=cIsUtility>movement speed</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster, stronger Mimics.",
        "ITEM_MIMICRY_LEGENDARY_DESC": "[[BASE]]\nMimics gain <sprite name=\"Quality\"> <style=cDeath>+100%</style> <style=cIsDamage>damage</style> and <style=cIsUtility>movement speed</style>. They are <sprite name=\"Quality\"> <style=cIsUtility>immune</style> for 5s when they appear.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Debuffs more likely, and more of them.",
        "ITEM_RANDOMDEBUFFONINTERACT_UNCOMMON_DESC": "Activating an interactable has a <sprite name=\"Quality\"> <style=cIsUtility>60%</style> chance to give <style=cDeath>1</style> <style=cStack>(+1 per stack)</style> <style=cDeath>random debuff</style>. Shrines of Chance guarantee a <style=cDeath>random debuff</style> on failure and none on success.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Debuffs more likely, and more of them.",
        "ITEM_RANDOMDEBUFFONINTERACT_RARE_DESC": "Activating an interactable has a <sprite name=\"Quality\"> <style=cIsUtility>70%</style> chance to give <style=cDeath>1</style> <style=cStack>(+1 per stack)</style> <style=cDeath>random debuff</style>. Shrines of Chance guarantee a <style=cDeath>random debuff</style> on failure and none on success.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Debuffs more likely, and more of them.",
        "ITEM_RANDOMDEBUFFONINTERACT_EPIC_DESC": "Activating an interactable has a <sprite name=\"Quality\"> <style=cIsUtility>80%</style> chance to give <sprite name=\"Quality\"> <style=cDeath>2</style> <style=cStack>(+1 per stack)</style> <style=cDeath>random debuff</style>. Shrines of Chance guarantee a <style=cDeath>random debuff</style> on failure and none on success.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Debuffs more likely, and more of them.",
        "ITEM_RANDOMDEBUFFONINTERACT_LEGENDARY_DESC": "Activating an interactable has a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> chance to give <sprite name=\"Quality\"> <style=cDeath>4</style> <style=cStack>(+1 per stack)</style> <style=cDeath>random debuff</style>. Shrines of Chance guarantee a <style=cDeath>random debuff</style> on failure and none on success.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More barrier for enemies.",
        "ITEM_BARRIERENEMIESONKILL_UNCOMMON_DESC": "Killing an enemy grants <sprite name=\"Quality\"> <style=cIsHealing>125%</style> <style=cStack>(+100% per stack)</style> of their maximum health as <style=cIsHealing>temporary barrier</style> to <style=cDeath>all enemies</style> within <style=cIsDamage>30m</style> <style=cStack>(+15m per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More barrier for enemies.",
        "ITEM_BARRIERENEMIESONKILL_RARE_DESC": "Killing an enemy grants <sprite name=\"Quality\"> <style=cIsHealing>150%</style> <style=cStack>(+100% per stack)</style> of their maximum health as <style=cIsHealing>temporary barrier</style> to <style=cDeath>all enemies</style> within <style=cIsDamage>30m</style> <style=cStack>(+15m per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More barrier for enemies.",
        "ITEM_BARRIERENEMIESONKILL_EPIC_DESC": "Killing an enemy grants <sprite name=\"Quality\"> <style=cIsHealing>200%</style> <style=cStack>(+100% per stack)</style> of their maximum health as <style=cIsHealing>temporary barrier</style> to <style=cDeath>all enemies</style> within <style=cIsDamage>30m</style> <style=cStack>(+15m per stack)</style>. They are also <sprite name=\"Quality\"> <style=cIsHealing>fully healed</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More barrier for enemies.",
        "ITEM_BARRIERENEMIESONKILL_LEGENDARY_DESC": "Killing an enemy grants <sprite name=\"Quality\"> <style=cIsHealing>300%</style> <style=cStack>(+100% per stack)</style> of their maximum health as <style=cIsHealing>temporary barrier</style> to <style=cDeath>all enemies</style> within <style=cIsDamage>30m</style> <style=cStack>(+15m per stack)</style>. They are also <sprite name=\"Quality\"> <style=cIsHealing>fully healed</style>, and an elite's death passes its <sprite name=\"Quality\"> <style=cDeath>elite powers</style> to them for 20s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less health.",
        "ITEM_HEXCURSE_UNCOMMON_DESC": "Reduces your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cDeath>35%</style> <style=cStack>(+30% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less health.",
        "ITEM_HEXCURSE_RARE_DESC": "Reduces your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cDeath>40%</style> <style=cStack>(+30% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less health.",
        "ITEM_HEXCURSE_EPIC_DESC": "Reduces your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cDeath>50%</style> <style=cStack>(+30% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even less health.",
        "ITEM_HEXCURSE_LEGENDARY_DESC": "Reduces your <style=cIsHealing>maximum health</style> by <sprite name=\"Quality\"> <style=cDeath>80%</style> <style=cStack>(+30% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Straying is punished harder.",
        "ITEM_OUTOFTPRADIUS_UNCOMMON_DESC": "[[BASE]]\nOutside the charging Teleporter you also take <sprite name=\"Quality\"> <style=cDeath>0.5%</style> of your <style=cDeath>maximum health</style> per second, growing <style=cDeath>12.5%</style> every 10s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Straying is punished harder.",
        "ITEM_OUTOFTPRADIUS_RARE_DESC": "[[BASE]]\nOutside the charging Teleporter you also take <sprite name=\"Quality\"> <style=cDeath>0.75%</style> of your <style=cDeath>maximum health</style> per second, growing <style=cDeath>12.5%</style> every 10s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Straying is punished harder.",
        "ITEM_OUTOFTPRADIUS_EPIC_DESC": "[[BASE]]\nOutside the charging Teleporter you also take <sprite name=\"Quality\"> <style=cDeath>1%</style> of your <style=cDeath>maximum health</style> per second, growing <style=cDeath>12.5%</style> every 10s. Every <style=cIsUtility>3s</style> outside, gain a <sprite name=\"Quality\"> <style=cDeath>random debuff</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Straying is punished harder.",
        "ITEM_OUTOFTPRADIUS_LEGENDARY_DESC": "[[BASE]]\nOutside the charging Teleporter you also take <sprite name=\"Quality\"> <style=cDeath>1.5%</style> of your <style=cDeath>maximum health</style> per second, growing <style=cDeath>12.5%</style> every 10s. Every <style=cIsUtility>3s</style> outside, gain a <sprite name=\"Quality\"> <style=cDeath>random debuff</style> and have a <sprite name=\"Quality\"> <style=cDeath>10%</style> chance to be <style=cDeath>executed</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Difficulty rises faster.",
        "ITEM_INCREASEDDIFFICULTY_UNCOMMON_DESC": "Increases <style=cDeath>Difficulty</style> by <sprite name=\"Quality\"> <style=cDeath>30%</style> <style=cStack>(+25% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Difficulty rises faster.",
        "ITEM_INCREASEDDIFFICULTY_RARE_DESC": "Increases <style=cDeath>Difficulty</style> by <sprite name=\"Quality\"> <style=cDeath>35%</style> <style=cStack>(+25% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Difficulty rises faster.",
        "ITEM_INCREASEDDIFFICULTY_EPIC_DESC": "Increases <style=cDeath>Difficulty</style> by <sprite name=\"Quality\"> <style=cDeath>45%</style> <style=cStack>(+25% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Difficulty rises faster.",
        "ITEM_INCREASEDDIFFICULTY_LEGENDARY_DESC": "Increases <style=cDeath>Difficulty</style> by <sprite name=\"Quality\"> <style=cDeath>100%</style> <style=cStack>(+25% per stack)</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More Mountain effects.",
        "ITEM_HEXMOUNTAIN_UNCOMMON_DESC": "The Teleporter receives <style=cDeath>1</style> (<sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance of 2) <style=cStack>(+1 per stack)</style> Shrine of the Mountain effects, <style=cDeath>without the extra rewards</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More Mountain effects.",
        "ITEM_HEXMOUNTAIN_RARE_DESC": "The Teleporter receives <style=cDeath>1</style> (<sprite name=\"Quality\"> <style=cIsUtility>25%</style> chance of 2) <style=cStack>(+1 per stack)</style> Shrine of the Mountain effects, <style=cDeath>without the extra rewards</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More Mountain effects.",
        "ITEM_HEXMOUNTAIN_EPIC_DESC": "The Teleporter receives <style=cDeath>1</style> (<sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance of 2) <style=cStack>(+1 per stack)</style> Shrine of the Mountain effects, <style=cDeath>without the extra rewards</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More Mountain effects.",
        "ITEM_HEXMOUNTAIN_LEGENDARY_DESC": "The Teleporter receives <sprite name=\"Quality\"> <style=cDeath>3</style> <style=cStack>(+1 per stack)</style> Shrine of the Mountain effects, <style=cDeath>without the extra rewards</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "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.",
        "LG_TOKEN_NAME_bdMoreQualityInfernalFervor": "Infernal Fervor",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityInfernalFervor": "Infernal Mark: more damage and attack speed for every enemy you have soul-branded.",
        "LG_TOKEN_NAME_bdMoreQualityHexEmpowered": "Hex-Empowered",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityHexEmpowered": "Summoned by a quality Hex: +1% damage and movement speed per stack."
    }
}