{
    "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>3s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+15%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+5%</style> damage and <sprite name=\"Quality\"> <style=cIsHealing>+5</style> armor.",
        "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>4s</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, <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> damage and <sprite name=\"Quality\"> <style=cIsHealing>+10</style> armor.",
        "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>+60%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> damage and <sprite name=\"Quality\"> <style=cIsHealing>+25</style> armor.",
        "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>10s</style> <style=cStack>(+1s per stack)</style>: <sprite name=\"Quality\"> <style=cIsUtility>+120%</style> movement speed, <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> attack speed, <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> damage and <sprite name=\"Quality\"> <style=cIsHealing>+50</style> armor.",
        "ITEM_COFFEEBAG_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans fly to you and can 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>. Beans within <sprite name=\"Quality\"> <style=cIsUtility>8m</style> fly to you.",
        "ITEM_COFFEEBAG_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans fly to you and can 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>. Beans within <sprite name=\"Quality\"> <style=cIsUtility>15m</style> fly to you.",
        "ITEM_COFFEEBAG_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans fly to you and can cut your cooldowns.",
        "ITEM_COFFEEBAG_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>20%</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>35m</style> fly to you.",
        "ITEM_COFFEEBAG_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More beans; beans fly to you and can cut your cooldowns.",
        "ITEM_COFFEEBAG_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>30%</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>5s</style> <style=cStack>(+5s per stack)</style>. Beans within <sprite name=\"Quality\"> <style=cIsUtility>70m</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>12m</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>5</style> <style=cStack>(+5 per stack)</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>22m</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>10</style> <style=cStack>(+10 per stack)</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>30m</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\"> More base damage; repeated hits pin enemies in place.",
        "ITEM_FORK_UNCOMMON_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style>.\nEvery <sprite name=\"Quality\"> <style=cIsUtility>6</style> hits on the same enemy <style=cIsUtility>pin</style> it in place for <sprite name=\"Quality\"> <style=cIsUtility>0.5s</style>. Pinned enemies take <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> damage from all sources.",
        "ITEM_FORK_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More base damage; repeated hits pin enemies in place.",
        "ITEM_FORK_RARE_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>32%</style> <style=cStack>(+32% per stack)</style>.\nEvery <sprite name=\"Quality\"> <style=cIsUtility>5</style> hits on the same enemy <style=cIsUtility>pin</style> it in place for <sprite name=\"Quality\"> <style=cIsUtility>0.8s</style>. Pinned enemies take <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> damage from all sources.",
        "ITEM_FORK_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More base damage; repeated hits pin enemies in place.",
        "ITEM_FORK_EPIC_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>68%</style> <style=cStack>(+68% per stack)</style>.\nEvery <sprite name=\"Quality\"> <style=cIsUtility>3</style> hits on the same enemy <style=cIsUtility>pin</style> it in place for <sprite name=\"Quality\"> <style=cIsUtility>1.5s</style>. Pinned enemies take <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> damage from all sources.",
        "ITEM_FORK_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More base damage; repeated hits pin enemies in place.",
        "ITEM_FORK_LEGENDARY_DESC": "Increase your <style=cIsDamage>base damage</style> by <sprite name=\"Quality\"> <style=cIsDamage>128%</style> <style=cStack>(+128% per stack)</style>.\nEvery <sprite name=\"Quality\"> <style=cIsUtility>2</style> hits on the same enemy <style=cIsUtility>pin</style> it in place for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>. Pinned enemies take <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> damage from all sources.",
        "ITEM_GUARDINGAMULET_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind grant barrier and stun the attacker.",
        "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, and <style=cIsUtility>stun</style> the attacker for <sprite name=\"Quality\"> <style=cIsUtility>0.5s</style>.",
        "ITEM_GUARDINGAMULET_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind grant barrier and stun the attacker.",
        "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, and <style=cIsUtility>stun</style> the attacker for <sprite name=\"Quality\"> <style=cIsUtility>1s</style>.",
        "ITEM_GUARDINGAMULET_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind grant barrier and stun the attacker.",
        "ITEM_GUARDINGAMULET_EPIC_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, and <style=cIsUtility>stun</style> the attacker for <sprite name=\"Quality\"> <style=cIsUtility>2s</style>.",
        "ITEM_GUARDINGAMULET_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hits from behind grant barrier and stun the attacker.",
        "ITEM_GUARDINGAMULET_LEGENDARY_DESC": "[[BASE]]\nHits from behind also grant <style=cIsHealing>barrier</style> equal to <sprite name=\"Quality\"> <style=cIsHealing>100%</style> <style=cStack>(+100% per stack)</style> of the hit's damage, and <style=cIsUtility>stun</style> the attacker for <sprite name=\"Quality\"> <style=cIsUtility>4s</style>.",
        "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>10%</style> <style=cStack>(+10% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>2</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>20%</style> <style=cStack>(+20% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>4</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>50%</style> <style=cStack>(+50% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>10</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>90%</style> <style=cStack>(+90% per stack)</style> chance to pass it on, up to <sprite name=\"Quality\"> <style=cIsUtility>20</style> extra times.",
        "ITEM_MOLTENCOIN_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies drop molten coins.",
        "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>.\nBurning enemies drop a <style=cIsUtility>molten coin</style> when they die, worth <sprite name=\"Quality\"> <style=cIsUtility>$2</style> <style=cStack>(+$2 per stack)</style>. <style=cIsUtility>Scales over time</style>. Picking it up makes you <style=cIsDamage>Molten</style> for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>, <style=cIsDamage>igniting</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>5m</style>.",
        "ITEM_MOLTENCOIN_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies drop molten coins.",
        "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>.\nBurning enemies drop a <style=cIsUtility>molten coin</style> when they die, worth <sprite name=\"Quality\"> <style=cIsUtility>$4</style> <style=cStack>(+$4 per stack)</style>. <style=cIsUtility>Scales over time</style>. Picking it up makes you <style=cIsDamage>Molten</style> for <sprite name=\"Quality\"> <style=cIsUtility>4s</style>, <style=cIsDamage>igniting</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>7m</style>.",
        "ITEM_MOLTENCOIN_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies drop molten coins.",
        "ITEM_MOLTENCOIN_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>16%</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>.\nBurning enemies drop a <style=cIsUtility>molten coin</style> when they die, worth <sprite name=\"Quality\"> <style=cIsUtility>$10</style> <style=cStack>(+$10 per stack)</style>. <style=cIsUtility>Scales over time</style>. Picking it up makes you <style=cIsDamage>Molten</style> for <sprite name=\"Quality\"> <style=cIsUtility>6s</style>, <style=cIsDamage>igniting</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>11m</style>.",
        "ITEM_MOLTENCOIN_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Burning enemies drop molten coins.",
        "ITEM_MOLTENCOIN_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>26%</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>.\nBurning enemies drop a <style=cIsUtility>molten coin</style> when they die, worth <sprite name=\"Quality\"> <style=cIsUtility>$20</style> <style=cStack>(+$20 per stack)</style>. <style=cIsUtility>Scales over time</style>. Picking it up makes you <style=cIsDamage>Molten</style> for <sprite name=\"Quality\"> <style=cIsUtility>10s</style>, <style=cIsDamage>igniting</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>16m</style>.",
        "ITEM_NEEDLES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles; needled enemies become voodoo dolls.",
        "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>25%</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, with a <sprite name=\"Quality\"> <style=cIsDamage>15%</style> chance to make it <style=cIsDamage>bleed</style>.\nA needled enemy becomes a <style=cIsUtility>voodoo doll</style> for good: <sprite name=\"Quality\"> <style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> of the damage dealt to it is also dealt to every other voodoo doll.",
        "ITEM_NEEDLES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles; needled enemies become voodoo dolls.",
        "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>30%</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, with a <sprite name=\"Quality\"> <style=cIsDamage>30%</style> chance to make it <style=cIsDamage>bleed</style>.\nA needled enemy becomes a <style=cIsUtility>voodoo doll</style> for good: <sprite name=\"Quality\"> <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> of the damage dealt to it is also dealt to every other voodoo doll.",
        "ITEM_NEEDLES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles; needled enemies become voodoo dolls.",
        "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>45%</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, with a <sprite name=\"Quality\"> <style=cIsDamage>75%</style> chance to make it <style=cIsDamage>bleed</style>.\nA needled enemy becomes a <style=cIsUtility>voodoo doll</style> for good: <sprite name=\"Quality\"> <style=cIsDamage>25%</style> <style=cStack>(+25% per stack)</style> of the damage dealt to it is also dealt to every other voodoo doll.",
        "ITEM_NEEDLES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More needles; needled enemies become voodoo dolls.",
        "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>70%</style> chance to <style=cIsDamage>needle</style> an enemy for <sprite name=\"Quality\"> <style=cIsDamage>13</style><style=cIsDamage>x10%</style> <style=cStack>(+10% per stack)</style> TOTAL damage, with a <sprite name=\"Quality\"> <style=cIsDamage>100%</style> chance to make it <style=cIsDamage>bleed</style>.\nA needled enemy becomes a <style=cIsUtility>voodoo doll</style> for good: <sprite name=\"Quality\"> <style=cIsDamage>50%</style> <style=cStack>(+50% per stack)</style> of the damage dealt to it is also dealt to every other voodoo doll.",
        "ITEM_UNIVERSALCHARGER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster and overcharge the skill.",
        "ITEM_UNIVERSALCHARGER_UNCOMMON_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>16.4 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to refresh <style=cIsUtility>all of them</style> at once.\nUsing a refreshed skill again makes you <style=cIsUtility>Overcharged</style> for <style=cIsUtility>2.5s</style>: <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_UNIVERSALCHARGER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster and overcharge the skill.",
        "ITEM_UNIVERSALCHARGER_RARE_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>15 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to refresh <style=cIsUtility>all of them</style> at once.\nUsing a refreshed skill again makes you <style=cIsUtility>Overcharged</style> for <style=cIsUtility>2.5s</style>: <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> <style=cStack>(+40% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_UNIVERSALCHARGER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster and overcharge the skill.",
        "ITEM_UNIVERSALCHARGER_EPIC_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>12 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance to refresh <style=cIsUtility>all of them</style> at once.\nUsing a refreshed skill again makes you <style=cIsUtility>Overcharged</style> for <style=cIsUtility>2.5s</style>: <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> <style=cStack>(+100% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_UNIVERSALCHARGER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Refreshes come back faster and overcharge the skill.",
        "ITEM_UNIVERSALCHARGER_LEGENDARY_DESC": "Every <sprite name=\"Quality\"> <style=cIsUtility>9 seconds</style> <style=cStack>(-10% per stack)</style>, instantly <style=cIsUtility>refresh the cooldown</style> of your next <style=cIsUtility>non-Primary skill</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> chance to refresh <style=cIsUtility>all of them</style> at once.\nUsing a refreshed skill again makes you <style=cIsUtility>Overcharged</style> for <style=cIsUtility>2.5s</style>: <sprite name=\"Quality\"> <style=cIsDamage>+200%</style> <style=cStack>(+200% per stack)</style> <style=cIsDamage>damage</style>.",
        "ITEM_URANIUMHORSESHOE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; softer falls; landings stomp.",
        "ITEM_URANIUMHORSESHOE_UNCOMMON_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>25%</style> <style=cStack>(+25% per stack)</style>. Take <sprite name=\"Quality\"> <style=cIsUtility>25%</style> less <style=cIsUtility>fall damage</style>. Landing from a fall <style=cIsDamage>stomps</style> for up to <sprite name=\"Quality\"> <style=cIsDamage>150%</style> base damage in <style=cIsUtility>10m</style> and <style=cIsUtility>stuns</style>.",
        "ITEM_URANIUMHORSESHOE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; softer falls; landings stomp.",
        "ITEM_URANIUMHORSESHOE_RARE_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style>. Take <sprite name=\"Quality\"> <style=cIsUtility>50%</style> less <style=cIsUtility>fall damage</style>. Landing from a fall <style=cIsDamage>stomps</style> for up to <sprite name=\"Quality\"> <style=cIsDamage>300%</style> base damage in <style=cIsUtility>10m</style> and <style=cIsUtility>stuns</style>.",
        "ITEM_URANIUMHORSESHOE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; softer falls; landings stomp.",
        "ITEM_URANIUMHORSESHOE_EPIC_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>85%</style> <style=cStack>(+85% per stack)</style>. Take <sprite name=\"Quality\"> <style=cIsUtility>80%</style> less <style=cIsUtility>fall damage</style>. Landing from a fall <style=cIsDamage>stomps</style> for up to <sprite name=\"Quality\"> <style=cIsDamage>750%</style> base damage in <style=cIsUtility>10m</style> and <style=cIsUtility>stuns</style>.",
        "ITEM_URANIUMHORSESHOE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Even faster; softer falls; landings stomp.",
        "ITEM_URANIUMHORSESHOE_LEGENDARY_DESC": "Increases <style=cIsUtility>movement speed</style> and <style=cIsUtility>jump height</style> by <sprite name=\"Quality\"> <style=cIsUtility>160%</style> <style=cStack>(+160% per stack)</style>. Take <sprite name=\"Quality\"> <style=cIsUtility>100%</style> less <style=cIsUtility>fall damage</style>. Landing from a fall <style=cIsDamage>stomps</style> for up to <sprite name=\"Quality\"> <style=cIsDamage>1500%</style> base damage in <style=cIsUtility>10m</style> and <style=cIsUtility>stuns</style>.",
        "ITEM_X4_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant random boosts.",
        "ITEM_X4_UNCOMMON_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance of a <style=cIsUtility>second, different one</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant random boosts.",
        "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>, with a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance of a <style=cIsUtility>second, different one</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant random boosts.",
        "ITEM_X4_EPIC_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>70%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance of a <style=cIsUtility>second, different one</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_X4_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your secondary can grant random boosts.",
        "ITEM_X4_LEGENDARY_DESC": "[[BASE]]\nUsing your <style=cIsUtility>secondary skill</style> has a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+10% per stack)</style> chance to grant a random boost for <style=cIsUtility>5s</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> chance of a <style=cIsUtility>second, different one</style>: armor, movement speed, damage, crit, barrier or regeneration.",
        "ITEM_CRYPTICSOURCE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger burst that refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_UNCOMMON_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <sprite name=\"Quality\"> <style=cIsUtility>16.5m</style> <style=cStack>(+3.3m 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\"> A bigger burst that refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_RARE_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <sprite name=\"Quality\"> <style=cIsUtility>18m</style> <style=cStack>(+3.6m 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>1s</style> <style=cStack>(+1s per stack)</style>.",
        "ITEM_CRYPTICSOURCE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger burst that refunds utility cooldown.",
        "ITEM_CRYPTICSOURCE_EPIC_DESC": "Upon ending your sprint, unleash a <style=cIsDamage>burst of energy</style> in a <sprite name=\"Quality\"> <style=cIsUtility>22.5m</style> <style=cStack>(+4.5m 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_CRYPTICSOURCE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger burst that 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>5s</style> <style=cStack>(+5s per stack)</style>.",
        "ITEM_FIELDACCELERATOR_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The charging zone speeds allies up and slows enemies down.",
        "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>.\nInside the charging zone, allies gain <sprite name=\"Quality\"> <style=cIsDamage>+5%</style> <style=cStack>(+5% per stack)</style> <style=cIsDamage>attack speed</style> and their projectiles fly <sprite name=\"Quality\"> <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style> faster, while enemies are <style=cIsUtility>slowed</style> by <sprite name=\"Quality\"> <style=cIsUtility>10%</style>.",
        "ITEM_FIELDACCELERATOR_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The charging zone speeds allies up and slows enemies down.",
        "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>.\nInside the charging zone, allies gain <sprite name=\"Quality\"> <style=cIsDamage>+10%</style> <style=cStack>(+10% per stack)</style> <style=cIsDamage>attack speed</style> and their projectiles fly <sprite name=\"Quality\"> <style=cIsUtility>20%</style> <style=cStack>(+20% per stack)</style> faster, while enemies are <style=cIsUtility>slowed</style> by <sprite name=\"Quality\"> <style=cIsUtility>20%</style>.",
        "ITEM_FIELDACCELERATOR_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The charging zone speeds allies up and slows enemies down.",
        "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>+3.5%</style> <style=cIsUtility>teleporter charge</style>.\nInside the charging zone, allies gain <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> <style=cIsDamage>attack speed</style> and their projectiles fly <sprite name=\"Quality\"> <style=cIsUtility>50%</style> <style=cStack>(+50% per stack)</style> faster, while enemies are <style=cIsUtility>slowed</style> by <sprite name=\"Quality\"> <style=cIsUtility>40%</style>.",
        "ITEM_FIELDACCELERATOR_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> The charging zone speeds allies up and slows enemies down.",
        "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>+6%</style> <style=cIsUtility>teleporter charge</style>.\nInside the charging zone, allies gain <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> <style=cStack>(+50% per stack)</style> <style=cIsDamage>attack speed</style> and their projectiles fly <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+100% per stack)</style> faster, while enemies are <style=cIsUtility>slowed</style> by <sprite name=\"Quality\"> <style=cIsUtility>70%</style>.",
        "ITEM_HUNTERSSIGIL_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that grants crit and hunts enemies.",
        "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.\nEnemies in the zone are <style=cIsUtility>Hunted</style>: they take <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> damage from all sources, until <sprite name=\"Quality\"> <style=cIsUtility>2s</style> after they leave it.",
        "ITEM_HUNTERSSIGIL_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that grants crit and hunts enemies.",
        "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>+20%</style> <style=cStack>(+20% 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.\nEnemies in the zone are <style=cIsUtility>Hunted</style>: they take <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> <style=cStack>(+40% per stack)</style> damage from all sources, until <sprite name=\"Quality\"> <style=cIsUtility>3s</style> after they leave it.",
        "ITEM_HUNTERSSIGIL_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that grants crit and hunts enemies.",
        "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>+50%</style> <style=cStack>(+50% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>16m</style>. The zone lasts until you leave it.\nEnemies in the zone are <style=cIsUtility>Hunted</style>: they take <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> <style=cStack>(+100% per stack)</style> damage from all sources, until <sprite name=\"Quality\"> <style=cIsUtility>5s</style> after they leave it.",
        "ITEM_HUNTERSSIGIL_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A bigger zone that grants crit and hunts enemies.",
        "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>+100%</style> <style=cStack>(+100% per stack)</style> <style=cIsDamage>critical chance</style> to all allies within <sprite name=\"Quality\"> <style=cIsUtility>22m</style>. The zone lasts until you leave it.\nEnemies in the zone are <style=cIsUtility>Hunted</style>: they take <sprite name=\"Quality\"> <style=cIsDamage>+200%</style> <style=cStack>(+200% per stack)</style> damage from all sources, until <sprite name=\"Quality\"> <style=cIsUtility>8s</style> after they leave it.",
        "ITEM_JETBOOTS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge, a bigger blast, and a pool of fire.",
        "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, with a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to be ready again right away.\nEach rocket jump leaves a <style=cIsDamage>pool of fire</style> where you took off (<sprite name=\"Quality\"> <style=cIsDamage>100%</style> base damage).",
        "ITEM_JETBOOTS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge, a bigger blast, and a pool of fire.",
        "ITEM_JETBOOTS_RARE_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>600%</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</style> seconds, with a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to be ready again right away.\nEach rocket jump leaves a <style=cIsDamage>pool of fire</style> where you took off (<sprite name=\"Quality\"> <style=cIsDamage>200%</style> base damage).",
        "ITEM_JETBOOTS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge, a bigger blast, and a pool of fire.",
        "ITEM_JETBOOTS_EPIC_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>900%</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>4</style> seconds, with a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance to be ready again right away.\nEach rocket jump leaves a <style=cIsDamage>pool of fire</style> where you took off (<sprite name=\"Quality\"> <style=cIsDamage>500%</style> base damage).",
        "ITEM_JETBOOTS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Faster recharge, a bigger blast, and a pool of fire.",
        "ITEM_JETBOOTS_LEGENDARY_DESC": "Gain <style=cIsUtility>+1 extra jump</style> that <style=cIsDamage>ignites</style> enemies for <sprite name=\"Quality\"> <style=cIsDamage>1400%</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>2</style> seconds, with a <sprite name=\"Quality\"> <style=cIsUtility>90%</style> chance to be ready again right away.\nEach rocket jump leaves a <style=cIsDamage>pool of fire</style> where you took off (<sprite name=\"Quality\"> <style=cIsDamage>1000%</style> base damage).",
        "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 flies 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 flies to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>600%</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>40%</style> <style=cStack>(+20% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that flies to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>1500%</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>70%</style> <style=cStack>(+25% per stack)</style> chance on kill to release a <style=cIsUtility>friendly jellyfish</style> that flies to the nearest enemy and explodes for <sprite name=\"Quality\"> <style=cIsDamage>3000%</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 <sprite name=\"Quality\"> <style=cIsDamage>x1</style> <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 <sprite name=\"Quality\"> <style=cIsDamage>x1.5</style> <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>40m</style> into the air; they take <sprite name=\"Quality\"> <style=cIsDamage>x2.5</style> <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>70m</style> into the air; they take <sprite name=\"Quality\"> <style=cIsDamage>x4</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>+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_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>+5m</style> per intoxicate stack, applying <sprite name=\"Quality\"> <style=cIsUtility>10</style> <style=cStack>(+1 per stack)</style> intoxicate to everything hit.",
        "ITEM_WATCHMETRONOME_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hit on the beat for big crits.",
        "ITEM_WATCHMETRONOME_UNCOMMON_DESC": "[[BASE]]\nWhile charged, the metronome <style=cIsUtility>ticks every second (with a sound and a golden pulse)</style>. Hits in the <sprite name=\"Quality\"> <style=cIsUtility>0.2s</style> after each tick are <style=cIsDamage>critical strikes</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>+20%</style> <style=cStack>(+20% per stack)</style> damage, and the first one has a <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance to give back a <style=cIsUtility>charge</style>.",
        "ITEM_WATCHMETRONOME_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hit on the beat for big crits.",
        "ITEM_WATCHMETRONOME_RARE_DESC": "[[BASE]]\nWhile charged, the metronome <style=cIsUtility>ticks every second (with a sound and a golden pulse)</style>. Hits in the <sprite name=\"Quality\"> <style=cIsUtility>0.3s</style> after each tick are <style=cIsDamage>critical strikes</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>+40%</style> <style=cStack>(+40% per stack)</style> damage, and the first one has a <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance to give back a <style=cIsUtility>charge</style>.",
        "ITEM_WATCHMETRONOME_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hit on the beat for big crits.",
        "ITEM_WATCHMETRONOME_EPIC_DESC": "[[BASE]]\nWhile charged, the metronome <style=cIsUtility>ticks every second (with a sound and a golden pulse)</style>. Hits in the <sprite name=\"Quality\"> <style=cIsUtility>0.45s</style> after each tick are <style=cIsDamage>critical strikes</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>+100%</style> <style=cStack>(+100% per stack)</style> damage, and the first one has a <sprite name=\"Quality\"> <style=cIsUtility>50%</style> chance to give back a <style=cIsUtility>charge</style>.",
        "ITEM_WATCHMETRONOME_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Hit on the beat for big crits.",
        "ITEM_WATCHMETRONOME_LEGENDARY_DESC": "[[BASE]]\nWhile charged, the metronome <style=cIsUtility>ticks every second (with a sound and a golden pulse)</style>. Hits in the <sprite name=\"Quality\"> <style=cIsUtility>0.6s</style> after each tick are <style=cIsDamage>critical strikes</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>+200%</style> <style=cStack>(+200% per stack)</style> damage, and the first one has a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> chance to give back a <style=cIsUtility>charge</style>.",
        "ITEM_DROIDHEAD_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer, keep each other alive and explode.",
        "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.\nDrones <style=cIsDamage>explode</style> when they expire or are destroyed, dealing <sprite name=\"Quality\"> <style=cIsDamage>300%</style> base damage within <sprite name=\"Quality\"> <style=cIsUtility>10m</style>.",
        "ITEM_DROIDHEAD_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer, keep each other alive and explode.",
        "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.\nDrones <style=cIsDamage>explode</style> when they expire or are destroyed, dealing <sprite name=\"Quality\"> <style=cIsDamage>600%</style> base damage within <sprite name=\"Quality\"> <style=cIsUtility>12m</style>.",
        "ITEM_DROIDHEAD_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer, keep each other alive and explode.",
        "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>70s</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.\nDrones <style=cIsDamage>explode</style> when they expire or are destroyed, dealing <sprite name=\"Quality\"> <style=cIsDamage>1500%</style> base damage within <sprite name=\"Quality\"> <style=cIsUtility>16m</style>.",
        "ITEM_DROIDHEAD_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Drones last longer, keep each other alive and explode.",
        "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>120s</style> <style=cStack>(+10s per stack)</style>, with a <sprite name=\"Quality\"> <style=cIsUtility>100%</style> <style=cStack>(+150% per stack)</style> chance to spawn <style=cIsUtility>a second one</style>. Each new drone adds <sprite name=\"Quality\"> <style=cIsUtility>50s</style> to your other drones. Spawned drones <style=cIsUtility>inherit the elite type</style> of the slain elite.\nDrones <style=cIsDamage>explode</style> when they expire or are destroyed, dealing <sprite name=\"Quality\"> <style=cIsDamage>3000%</style> base damage within <sprite name=\"Quality\"> <style=cIsUtility>22m</style>.",
        "ITEM_ERRATICGADGET_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage, even chests.",
        "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, and a <sprite name=\"Quality\"> <style=cIsUtility>0.25%</style> chance to strike an <style=cIsUtility>unopened chest</style> anywhere on the stage, <style=cIsUtility>opening it for free</style>.",
        "ITEM_ERRATICGADGET_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage, even chests.",
        "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, and a <sprite name=\"Quality\"> <style=cIsUtility>0.5%</style> chance to strike an <style=cIsUtility>unopened chest</style> anywhere on the stage, <style=cIsUtility>opening it for free</style>.",
        "ITEM_ERRATICGADGET_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage, even chests.",
        "ITEM_ERRATICGADGET_EPIC_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>35%</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>25%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage, and a <sprite name=\"Quality\"> <style=cIsUtility>1.25%</style> chance to strike an <style=cIsUtility>unopened chest</style> anywhere on the stage, <style=cIsUtility>opening it for free</style>.",
        "ITEM_ERRATICGADGET_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lightning can strike anywhere on the stage, even chests.",
        "ITEM_ERRATICGADGET_LEGENDARY_DESC": "Your lightning strikes <style=cIsDamage>twice</style>. <sprite name=\"Quality\"> <style=cIsDamage>60%</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>50%</style> <style=cStack>(+5% per stack)</style> chance to also strike a <style=cIsUtility>random enemy anywhere</style> on the stage, and a <sprite name=\"Quality\"> <style=cIsUtility>2.5%</style> chance to strike an <style=cIsUtility>unopened chest</style> anywhere on the stage, <style=cIsUtility>opening it for free</style>.",
        "ITEM_GALVANICCORE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage, get debuffs and arc lightning.",
        "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, get <sprite name=\"Quality\"> <style=cIsUtility>1</style> random debuff for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>, and every second <style=cIsDamage>arc lightning</style> to the nearest enemy for <sprite name=\"Quality\"> <style=cIsDamage>50%</style> base damage.",
        "ITEM_GALVANICCORE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage, get debuffs and arc lightning.",
        "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, get <sprite name=\"Quality\"> <style=cIsUtility>2</style> random debuffs for <sprite name=\"Quality\"> <style=cIsUtility>4s</style>, and every second <style=cIsDamage>arc lightning</style> to the nearest enemy for <sprite name=\"Quality\"> <style=cIsDamage>100%</style> base damage.",
        "ITEM_GALVANICCORE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage, get debuffs and arc lightning.",
        "ITEM_GALVANICCORE_EPIC_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>35%</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, get <sprite name=\"Quality\"> <style=cIsUtility>3</style> random debuffs for <sprite name=\"Quality\"> <style=cIsUtility>6s</style>, and every second <style=cIsDamage>arc lightning</style> to the nearest enemy for <sprite name=\"Quality\"> <style=cIsDamage>250%</style> base damage.",
        "ITEM_GALVANICCORE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Razed enemies take more damage, get debuffs and arc lightning.",
        "ITEM_GALVANICCORE_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsUtility>60%</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>+100%</style> <style=cStack>(+100% per stack)</style> damage, get <sprite name=\"Quality\"> <style=cIsUtility>5</style> random debuffs for <sprite name=\"Quality\"> <style=cIsUtility>10s</style>, and every second <style=cIsDamage>arc lightning</style> to the nearest enemy for <sprite name=\"Quality\"> <style=cIsDamage>500%</style> base damage.",
        "ITEM_GREENCHOCOLATE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits, and drops a chocolate to share.",
        "ITEM_GREENCHOCOLATE_UNCOMMON_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>18%</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>.\nEach trigger also drops a <style=cIsUtility>chocolate bar</style>. Whoever picks it up is <style=cIsUtility>cleansed</style> of debuffs, and all allies within <sprite name=\"Quality\"> <style=cIsUtility>10m</style> get the buff for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>.",
        "ITEM_GREENCHOCOLATE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits, and drops a chocolate to share.",
        "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>.\nEach trigger also drops a <style=cIsUtility>chocolate bar</style>. Whoever picks it up is <style=cIsUtility>cleansed</style> of debuffs, and all allies within <sprite name=\"Quality\"> <style=cIsUtility>15m</style> get the buff for <sprite name=\"Quality\"> <style=cIsUtility>5s</style>.",
        "ITEM_GREENCHOCOLATE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits, and drops a chocolate to share.",
        "ITEM_GREENCHOCOLATE_EPIC_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>10%</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>+125%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+45%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.\nEach trigger also drops a <style=cIsUtility>chocolate bar</style>. Whoever picks it up is <style=cIsUtility>cleansed</style> of debuffs, and all allies within <sprite name=\"Quality\"> <style=cIsUtility>25m</style> get the buff for <sprite name=\"Quality\"> <style=cIsUtility>8s</style>.",
        "ITEM_GREENCHOCOLATE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Triggers on smaller hits, and drops a chocolate to share.",
        "ITEM_GREENCHOCOLATE_LEGENDARY_DESC": "When damaged for at least <sprite name=\"Quality\"> <style=cIsHealth>5%</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>+200%</style> base damage and <sprite name=\"Quality\"> <style=cIsDamage>+70%</style> critical chance for <style=cIsDamage>6s</style> <style=cStack>(+3s per stack)</style>.\nEach trigger also drops a <style=cIsUtility>chocolate bar</style>. Whoever picks it up is <style=cIsUtility>cleansed</style> of debuffs, and all allies within <sprite name=\"Quality\"> <style=cIsUtility>40m</style> get the buff for <sprite name=\"Quality\"> <style=cIsUtility>15s</style>.",
        "ITEM_INSECTICIDE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright, and leaves toxic clouds.",
        "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.\nA poisoned enemy that dies leaves a <style=cIsDamage>toxic cloud</style> of <sprite name=\"Quality\"> <style=cIsUtility>4m</style> for <sprite name=\"Quality\"> <style=cIsUtility>3s</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>100%</style> base damage per second to enemies inside.",
        "ITEM_INSECTICIDE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright, and leaves toxic clouds.",
        "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.\nA poisoned enemy that dies leaves a <style=cIsDamage>toxic cloud</style> of <sprite name=\"Quality\"> <style=cIsUtility>5m</style> for <sprite name=\"Quality\"> <style=cIsUtility>4s</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>200%</style> base damage per second to enemies inside.",
        "ITEM_INSECTICIDE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright, and leaves toxic clouds.",
        "ITEM_INSECTICIDE_EPIC_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>1.25%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.\nA poisoned enemy that dies leaves a <style=cIsDamage>toxic cloud</style> of <sprite name=\"Quality\"> <style=cIsUtility>7m</style> for <sprite name=\"Quality\"> <style=cIsUtility>6s</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>500%</style> base damage per second to enemies inside.",
        "ITEM_INSECTICIDE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Poison can kill outright, and leaves toxic clouds.",
        "ITEM_INSECTICIDE_LEGENDARY_DESC": "[[BASE]]\nEach poison tick has a <sprite name=\"Quality\"> <style=cIsDamage>2.5%</style> <style=cStack>(+0.5% per stack)</style> chance to <style=cIsDamage>instantly kill</style> the enemy. Doesn't work on bosses.\nA poisoned enemy that dies leaves a <style=cIsDamage>toxic cloud</style> of <sprite name=\"Quality\"> <style=cIsUtility>10m</style> for <sprite name=\"Quality\"> <style=cIsUtility>8s</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>1000%</style> base damage per second to enemies inside.",
        "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, hits harder, and melts down at the end.",
        "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.\nWhen it ends, the reactor <style=cIsDamage>melts down</style> within <sprite name=\"Quality\"> <style=cIsUtility>20m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>1000%</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>100%</style> of the damage it absorbed.",
        "ITEM_PORTABLEREACTOR_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer, hits harder, and melts down at the end.",
        "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.\nWhen it ends, the reactor <style=cIsDamage>melts down</style> within <sprite name=\"Quality\"> <style=cIsUtility>25m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>2000%</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>200%</style> of the damage it absorbed.",
        "ITEM_PORTABLEREACTOR_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer, hits harder, and melts down at the end.",
        "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>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.\nWhen it ends, the reactor <style=cIsDamage>melts down</style> within <sprite name=\"Quality\"> <style=cIsUtility>32m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>5000%</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>500%</style> of the damage it absorbed.",
        "ITEM_PORTABLEREACTOR_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Lasts longer, hits harder, and melts down at the end.",
        "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>280s</style> <style=cStack>(+40s per stack)</style> of a stage, dealing <sprite name=\"Quality\"> <style=cIsDamage>+200%</style> <style=cStack>(+200% per stack)</style> <style=cIsDamage>damage</style> meanwhile.\nWhen it ends, the reactor <style=cIsDamage>melts down</style> within <sprite name=\"Quality\"> <style=cIsUtility>45m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>10000%</style> base damage plus <sprite name=\"Quality\"> <style=cIsDamage>1000%</style> of the damage it absorbed.",
        "ITEM_SWIFTSKATEBOARD_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks with attack speed; grind a burning trail.",
        "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>+3%</style> <style=cStack>(+3% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>5</style> stacks.\nAt max stacks, leave a <style=cIsDamage>burning trail</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>100%</style> base damage per second.",
        "ITEM_SWIFTSKATEBOARD_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks with attack speed; grind a burning trail.",
        "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.\nAt max stacks, leave a <style=cIsDamage>burning trail</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>200%</style> base damage per second.",
        "ITEM_SWIFTSKATEBOARD_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks with attack speed; grind a burning trail.",
        "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>+15%</style> <style=cStack>(+15% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>9</style> stacks.\nAt max stacks, leave a <style=cIsDamage>burning trail</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>500%</style> base damage per second.",
        "ITEM_SWIFTSKATEBOARD_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More stacks with attack speed; grind a burning trail.",
        "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>+30%</style> <style=cStack>(+30% per stack)</style> <style=cIsDamage>attack speed</style> for <style=cIsUtility>6</style> seconds, up to <sprite name=\"Quality\"> <style=cIsUtility>14</style> stacks.\nAt max stacks, leave a <style=cIsDamage>burning trail</style> dealing <sprite name=\"Quality\"> <style=cIsDamage>1000%</style> base damage per second.",
        "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>10%</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>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>20%</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>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>50%</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>1</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>90%</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 and burst.",
        "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> and <style=cIsDamage>burst</style>, inflicting <style=cIsDamage>Blight</style> on enemies within <sprite name=\"Quality\"> <style=cIsUtility>3m</style>.",
        "ITEM_BLIGHTZONE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter and burst.",
        "ITEM_BLIGHTZONE_RARE_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>1%</style> <style=cIsUtility>Teleporter charge</style> and <style=cIsDamage>burst</style>, inflicting <style=cIsDamage>Blight</style> on enemies within <sprite name=\"Quality\"> <style=cIsUtility>5m</style>.",
        "ITEM_BLIGHTZONE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter and burst.",
        "ITEM_BLIGHTZONE_EPIC_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>2.5%</style> <style=cIsUtility>Teleporter charge</style> and <style=cIsDamage>burst</style>, inflicting <style=cIsDamage>Blight</style> on enemies within <sprite name=\"Quality\"> <style=cIsUtility>8m</style>.",
        "ITEM_BLIGHTZONE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Enemies dying in the cloud feed the Teleporter and burst.",
        "ITEM_BLIGHTZONE_LEGENDARY_DESC": "[[BASE]]\nEnemies that die inside the cloud add <sprite name=\"Quality\"> <style=cIsUtility>5%</style> <style=cIsUtility>Teleporter charge</style> and <style=cIsDamage>burst</style>, inflicting <style=cIsDamage>Blight</style> on enemies within <sprite name=\"Quality\"> <style=cIsUtility>12m</style>.",
        "ITEM_LOWHEALTHORBSPAWNER_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up, and restores itself.",
        "ITEM_LOWHEALTHORBSPAWNER_UNCOMMON_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>10%</style> chance it isn't used up itself. When consumed, it <style=cIsUtility>restores itself</style> after <sprite name=\"Quality\"> <style=cIsUtility>10 minutes</style>.",
        "ITEM_LOWHEALTHORBSPAWNER_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up, and restores itself.",
        "ITEM_LOWHEALTHORBSPAWNER_RARE_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>20%</style> chance it isn't used up itself. When consumed, it <style=cIsUtility>restores itself</style> after <sprite name=\"Quality\"> <style=cIsUtility>7 minutes</style>.",
        "ITEM_LOWHEALTHORBSPAWNER_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up, and restores itself.",
        "ITEM_LOWHEALTHORBSPAWNER_EPIC_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 <style=cIsUtility>restores itself</style> after <sprite name=\"Quality\"> <style=cIsUtility>4 minutes</style>.",
        "ITEM_LOWHEALTHORBSPAWNER_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Can save an item without being used up, and restores itself.",
        "ITEM_LOWHEALTHORBSPAWNER_LEGENDARY_DESC": "[[BASE]]\nWhen the Crucible saves an item, <sprite name=\"Quality\"> <style=cIsUtility>90%</style> chance it isn't used up itself. When consumed, it <style=cIsUtility>restores itself</style> after <sprite name=\"Quality\"> <style=cIsUtility>2 minutes</style>.",
        "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 grant stats and shake the ground.",
        "ITEM_RECHARGEABLEJUMP_UNCOMMON_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsDamage>+2%</style> movement speed, attack speed and damage, <sprite name=\"Quality\"> <style=cIsDamage>+1%</style> crit and <sprite name=\"Quality\"> <style=cIsHealing>+0.25</style> regeneration. While you stand on the ground, each unused jump <style=cIsUtility>slows</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>8m</style> by <sprite name=\"Quality\"> <style=cIsUtility>4%</style>.",
        "ITEM_RECHARGEABLEJUMP_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps grant stats and shake the ground.",
        "ITEM_RECHARGEABLEJUMP_RARE_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> movement speed, attack speed and damage, <sprite name=\"Quality\"> <style=cIsDamage>+2%</style> crit and <sprite name=\"Quality\"> <style=cIsHealing>+0.5</style> regeneration. While you stand on the ground, each unused jump <style=cIsUtility>slows</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>10m</style> by <sprite name=\"Quality\"> <style=cIsUtility>8%</style>.",
        "ITEM_RECHARGEABLEJUMP_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps grant stats and shake the ground.",
        "ITEM_RECHARGEABLEJUMP_EPIC_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsDamage>+8%</style> movement speed, attack speed and damage, <sprite name=\"Quality\"> <style=cIsDamage>+4%</style> crit and <sprite name=\"Quality\"> <style=cIsHealing>+1.25</style> regeneration. While you stand on the ground, each unused jump <style=cIsUtility>slows</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>14m</style> by <sprite name=\"Quality\"> <style=cIsUtility>15%</style>.",
        "ITEM_RECHARGEABLEJUMP_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Unused jumps grant stats and shake the ground.",
        "ITEM_RECHARGEABLEJUMP_LEGENDARY_DESC": "[[BASE]]\nEach unused jump also grants <sprite name=\"Quality\"> <style=cIsDamage>+15%</style> movement speed, attack speed and damage, <sprite name=\"Quality\"> <style=cIsDamage>+8%</style> crit and <sprite name=\"Quality\"> <style=cIsHealing>+2.5</style> regeneration. While you stand on the ground, each unused jump <style=cIsUtility>slows</style> enemies within <sprite name=\"Quality\"> <style=cIsUtility>20m</style> by <sprite name=\"Quality\"> <style=cIsUtility>25%</style>.",
        "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>+2%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded. With <sprite name=\"Quality\"> <style=cIsUtility>8</style> enemies branded at once, they are all <style=cIsDamage>executed</style> (not bosses). Branded enemies take <sprite name=\"Quality\"> <style=cIsDamage>+25%</style> damage from their allies.",
        "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>+4%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded. With <sprite name=\"Quality\"> <style=cIsUtility>7</style> enemies branded at once, they are all <style=cIsDamage>executed</style> (not bosses). Branded enemies take <sprite name=\"Quality\"> <style=cIsDamage>+50%</style> damage from their allies.",
        "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>5</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>9s</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>+125%</style> damage from their allies.",
        "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>3</style> times, <style=cIsDamage>stun</style> and <style=cIsDamage>soul-brand</style> that enemy for <sprite name=\"Quality\"> <style=cIsUtility>13s</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>+20%</style> <style=cIsDamage>damage</style> and <style=cIsDamage>attack speed</style> for every enemy you have branded. With <sprite name=\"Quality\"> <style=cIsUtility>4</style> enemies branded at once, they are all <style=cIsDamage>executed</style> (not bosses). Branded enemies take <sprite name=\"Quality\"> <style=cIsDamage>+250%</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>1500%</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>70%</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>2400%</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>100%</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>0.4s</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>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>4s</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; spare blood becomes a wave.",
        "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.\nBleed healing you get at full health is stored as <style=cIsUtility>blood</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>50%</style> of your maximum health. Starting to <style=cIsUtility>sprint</style> releases it as a <style=cIsDamage>wave</style> within <sprite name=\"Quality\"> <style=cIsUtility>12m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>200%</style> of the stored blood as damage and making enemies <style=cIsDamage>bleed</style>.",
        "ITEM_SANGUINECHALICE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing; spare blood becomes a wave.",
        "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>0.7%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.\nBleed healing you get at full health is stored as <style=cIsUtility>blood</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>75%</style> of your maximum health. Starting to <style=cIsUtility>sprint</style> releases it as a <style=cIsDamage>wave</style> within <sprite name=\"Quality\"> <style=cIsUtility>15m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>400%</style> of the stored blood as damage and making enemies <style=cIsDamage>bleed</style>.",
        "ITEM_SANGUINECHALICE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing; spare blood becomes a wave.",
        "ITEM_SANGUINECHALICE_EPIC_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%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.\nBleed healing you get at full health is stored as <style=cIsUtility>blood</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>125%</style> of your maximum health. Starting to <style=cIsUtility>sprint</style> releases it as a <style=cIsDamage>wave</style> within <sprite name=\"Quality\"> <style=cIsUtility>20m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>1000%</style> of the stored blood as damage and making enemies <style=cIsDamage>bleed</style>.",
        "ITEM_SANGUINECHALICE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> More bleed, more healing; spare blood becomes a wave.",
        "ITEM_SANGUINECHALICE_LEGENDARY_DESC": "<sprite name=\"Quality\"> <style=cIsDamage>60%</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>1.5%</style> <style=cStack>(+0.5% per stack)</style> of your maximum health per tick.\nBleed healing you get at full health is stored as <style=cIsUtility>blood</style>, up to <sprite name=\"Quality\"> <style=cIsUtility>200%</style> of your maximum health. Starting to <style=cIsUtility>sprint</style> releases it as a <style=cIsDamage>wave</style> within <sprite name=\"Quality\"> <style=cIsUtility>28m</style>, dealing <sprite name=\"Quality\"> <style=cIsDamage>2000%</style> of the stored blood as damage and making enemies <style=cIsDamage>bleed</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. Blade hits have a <sprite name=\"Quality\"> <style=cIsUtility>1%</style> chance to <style=cIsDamage>execute</style> (not bosses).",
        "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. Blade hits have a <sprite name=\"Quality\"> <style=cIsUtility>2%</style> chance to <style=cIsDamage>execute</style> (not bosses).",
        "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>x3.5</style> damage. Blade hits have a <sprite name=\"Quality\"> <style=cIsUtility>5%</style> chance to <style=cIsDamage>execute</style> (not bosses).",
        "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>x6</style> damage. Blade hits have a <sprite name=\"Quality\"> <style=cIsUtility>10%</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>6s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>100%</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>4s</style>. Gilded enemies that die pay <sprite name=\"Quality\"> <style=cIsUtility>200%</style> of their gold reward on top.",
        "ITEM_VENGEFULSPIRIT_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies, and comes back.",
        "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. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>12 minutes</style>, and the vengeance it gave you lasts until the end of the stage, so it <style=cIsUtility>builds up</style>.",
        "ITEM_VENGEFULSPIRIT_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies, and comes back.",
        "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>800%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>15%</style> of their maximum health. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>9 minutes</style>, and the vengeance it gave you lasts until the end of the stage, so it <style=cIsUtility>builds up</style>.",
        "ITEM_VENGEFULSPIRIT_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A huge spirit that explodes when it dies, and comes back.",
        "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>2000%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>30%</style> of their maximum health. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>5 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, and comes back.",
        "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>4000%</style> base damage and allies <style=cIsHealing>heal</style> <sprite name=\"Quality\"> <style=cIsHealing>60%</style> of their maximum health. It comes back after <sprite name=\"Quality\"> <style=cIsUtility>2.5 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>. When a linked enemy dies, each other one has a <sprite name=\"Quality\"> <style=cIsUtility>3%</style> chance to be <style=cIsDamage>executed</style> (not bosses).",
        "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>. When a linked enemy dies, each other one has a <sprite name=\"Quality\"> <style=cIsUtility>6%</style> chance to be <style=cIsDamage>executed</style> (not bosses).",
        "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>40%</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_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>75%</style>. When a linked enemy dies, each other one has a <sprite name=\"Quality\"> <style=cIsUtility>30%</style> chance to be <style=cIsDamage>executed</style> (not bosses).",
        "ITEM_SLIPPERYGROUND_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A gale sweeps the stage.",
        "ITEM_SLIPPERYGROUND_UNCOMMON_DESC": "[[BASE]]\nA wind sweeps the stage and pushes every player at <sprite name=\"Quality\"> <style=cDeath>3 m/s</style>, turning to a new direction every <sprite name=\"Quality\"> <style=cDeath>20s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A gale sweeps the stage.",
        "ITEM_SLIPPERYGROUND_RARE_DESC": "[[BASE]]\nA wind sweeps the stage and pushes every player at <sprite name=\"Quality\"> <style=cDeath>6 m/s</style>, turning to a new direction every <sprite name=\"Quality\"> <style=cDeath>15s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A gale sweeps the stage.",
        "ITEM_SLIPPERYGROUND_EPIC_DESC": "[[BASE]]\nA wind sweeps the stage and pushes every player at <sprite name=\"Quality\"> <style=cDeath>12 m/s</style>, turning to a new direction every <sprite name=\"Quality\"> <style=cDeath>12s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SLIPPERYGROUND_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A gale sweeps the stage.",
        "ITEM_SLIPPERYGROUND_LEGENDARY_DESC": "[[BASE]]\nA wind sweeps the stage and pushes every player at <sprite name=\"Quality\"> <style=cDeath>20 m/s</style>, turning to a new direction every <sprite name=\"Quality\"> <style=cDeath>8s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Phantoms appear around you.",
        "ITEM_BLINDNESS_UNCOMMON_DESC": "[[BASE]]\nEvery <sprite name=\"Quality\"> <style=cDeath>12s</style>, <sprite name=\"Quality\"> <style=cDeath>1</style> phantom copies of nearby enemies appear around you. They deal no damage and burst into smoke when hit.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Phantoms appear around you.",
        "ITEM_BLINDNESS_RARE_DESC": "[[BASE]]\nEvery <sprite name=\"Quality\"> <style=cDeath>9s</style>, <sprite name=\"Quality\"> <style=cDeath>2</style> phantom copies of nearby enemies appear around you. They deal no damage and burst into smoke when hit.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Phantoms appear around you.",
        "ITEM_BLINDNESS_EPIC_DESC": "[[BASE]]\nEvery <sprite name=\"Quality\"> <style=cDeath>6s</style>, <sprite name=\"Quality\"> <style=cDeath>3</style> phantom copies of nearby enemies appear around you. They deal no damage and burst into smoke when hit.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BLINDNESS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Phantoms appear around you.",
        "ITEM_BLINDNESS_LEGENDARY_DESC": "[[BASE]]\nEvery <sprite name=\"Quality\"> <style=cDeath>4s</style>, <sprite name=\"Quality\"> <style=cDeath>5</style> phantom copies of nearby enemies appear around you. They deal no damage and burst into smoke when hit.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> You get hungry.",
        "ITEM_LOWERHEALING_UNCOMMON_DESC": "[[BASE]]\nA hunger bar empties over <sprite name=\"Quality\"> <style=cDeath>90s</style>. Healing fills it first; while it's empty you starve, losing <sprite name=\"Quality\"> <style=cDeath>1%</style> of your maximum health per second.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> You get hungry.",
        "ITEM_LOWERHEALING_RARE_DESC": "[[BASE]]\nA hunger bar empties over <sprite name=\"Quality\"> <style=cDeath>60s</style>. Healing fills it first; while it's empty you starve, losing <sprite name=\"Quality\"> <style=cDeath>2%</style> of your maximum health per second.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> You get hungry.",
        "ITEM_LOWERHEALING_EPIC_DESC": "[[BASE]]\nA hunger bar empties over <sprite name=\"Quality\"> <style=cDeath>40s</style>. Healing fills it first; while it's empty you starve, losing <sprite name=\"Quality\"> <style=cDeath>4%</style> of your maximum health per second.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_LOWERHEALING_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> You get hungry.",
        "ITEM_LOWERHEALING_LEGENDARY_DESC": "[[BASE]]\nA hunger bar empties over <sprite name=\"Quality\"> <style=cDeath>25s</style>. Healing fills it first; while it's empty you starve, losing <sprite name=\"Quality\"> <style=cDeath>8%</style> of your maximum health per second.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Small monsters pick your pockets.",
        "ITEM_SHAREITEMSWITHENEMIES_UNCOMMON_DESC": "[[BASE]]\nSmall, non-elite monsters next to you have <sprite name=\"Quality\"> <style=cDeath>5%</style> chance per second to snatch an item and run away with it, <sprite name=\"Quality\"> <style=cDeath>40%</style> faster. Kill the thief to get it back; if it stays far away for <sprite name=\"Quality\"> <style=cDeath>8s</style>, it escapes with it.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Small monsters pick your pockets.",
        "ITEM_SHAREITEMSWITHENEMIES_RARE_DESC": "[[BASE]]\nSmall, non-elite monsters next to you have <sprite name=\"Quality\"> <style=cDeath>10%</style> chance per second to snatch an item and run away with it, <sprite name=\"Quality\"> <style=cDeath>70%</style> faster. Kill the thief to get it back; if it stays far away for <sprite name=\"Quality\"> <style=cDeath>7s</style>, it escapes with it.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Small monsters pick your pockets.",
        "ITEM_SHAREITEMSWITHENEMIES_EPIC_DESC": "[[BASE]]\nSmall, non-elite monsters next to you have <sprite name=\"Quality\"> <style=cDeath>25%</style> chance per second to snatch an item and run away with it, <sprite name=\"Quality\"> <style=cDeath>120%</style> faster. Kill the thief to get it back; if it stays far away for <sprite name=\"Quality\"> <style=cDeath>6s</style>, it escapes with it.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_SHAREITEMSWITHENEMIES_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Small monsters pick your pockets.",
        "ITEM_SHAREITEMSWITHENEMIES_LEGENDARY_DESC": "[[BASE]]\nSmall, non-elite monsters next to you have <sprite name=\"Quality\"> <style=cDeath>45%</style> chance per second to snatch an item and run away with it, <sprite name=\"Quality\"> <style=cDeath>200%</style> faster. Kill the thief to get it back; if it stays far away for <sprite name=\"Quality\"> <style=cDeath>5s</style>, it escapes with it.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Wisps carry your loot away.",
        "ITEM_HEXHAUNTING_UNCOMMON_DESC": "[[BASE]]\nItems that land near you are grabbed by a wisp after <sprite name=\"Quality\"> <style=cDeath>0.6s</style> and flown away from you, <sprite name=\"Quality\"> <style=cDeath>75%</style> faster. It is immune for a moment, then shoot it or catch it to make it drop the item; it lets go after 20s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Wisps carry your loot away.",
        "ITEM_HEXHAUNTING_RARE_DESC": "[[BASE]]\nItems that land near you are grabbed by a wisp after <sprite name=\"Quality\"> <style=cDeath>0.4s</style> and flown away from you, <sprite name=\"Quality\"> <style=cDeath>150%</style> faster. It is immune for a moment, then shoot it or catch it to make it drop the item; it lets go after 20s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Wisps carry your loot away.",
        "ITEM_HEXHAUNTING_EPIC_DESC": "[[BASE]]\nItems that land near you are grabbed by a wisp after <sprite name=\"Quality\"> <style=cDeath>0.2s</style> and flown away from you, <sprite name=\"Quality\"> <style=cDeath>300%</style> faster. It is immune for a moment, then shoot it or catch it to make it drop the item; it lets go after 20s.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXHAUNTING_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Wisps carry your loot away.",
        "ITEM_HEXHAUNTING_LEGENDARY_DESC": "[[BASE]]\nItems that land near you are grabbed by a wisp <sprite name=\"Quality\"> <style=cDeath>instantly</style> and flown away from you, <sprite name=\"Quality\"> <style=cDeath>600%</style> faster. It is immune for a moment, then shoot it or catch it to make it drop the item; it lets go after 20s.\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 and throw you around.",
        "ITEM_WEAKASSHAMSTRING_UNCOMMON_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>30%</style> and <style=cDeath>pushes you sideways</style> in a random direction at <sprite name=\"Quality\"> <style=cDeath>5 m/s</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 and throw you around.",
        "ITEM_WEAKASSHAMSTRING_RARE_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>35%</style> and <style=cDeath>pushes you sideways</style> in a random direction at <sprite name=\"Quality\"> <style=cDeath>10 m/s</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 and throw you around.",
        "ITEM_WEAKASSHAMSTRING_EPIC_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>50%</style> and <style=cDeath>pushes you sideways</style> in a random direction at <sprite name=\"Quality\"> <style=cDeath>25 m/s</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 and throw you around.",
        "ITEM_WEAKASSHAMSTRING_LEGENDARY_DESC": "Jumping <style=cDeath>reduces</style> your jump height by <sprite name=\"Quality\"> <style=cDeath>75%</style> and <style=cDeath>pushes you sideways</style> in a random direction at <sprite name=\"Quality\"> <style=cDeath>50 m/s</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_ROAMINGITEMDISABLE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your items slip out of your hands.",
        "ITEM_ROAMINGITEMDISABLE_UNCOMMON_DESC": "[[BASE]]\nWhen one of your items triggers, <sprite name=\"Quality\"> <style=cDeath>1%</style> chance that a copy of it slips out and bounces away on the ground.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your items slip out of your hands.",
        "ITEM_ROAMINGITEMDISABLE_RARE_DESC": "[[BASE]]\nWhen one of your items triggers, <sprite name=\"Quality\"> <style=cDeath>2%</style> chance that a copy of it slips out and bounces away on the ground.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your items slip out of your hands.",
        "ITEM_ROAMINGITEMDISABLE_EPIC_DESC": "[[BASE]]\nWhen one of your items triggers, <sprite name=\"Quality\"> <style=cDeath>5%</style> chance that a copy of it slips out and bounces away on the ground.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_ROAMINGITEMDISABLE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your items slip out of your hands.",
        "ITEM_ROAMINGITEMDISABLE_LEGENDARY_DESC": "[[BASE]]\nWhen one of your items triggers, <sprite name=\"Quality\"> <style=cDeath>10%</style> chance that a copy of it slips out and bounces away on the ground.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Mimics split apart when killed.",
        "ITEM_MIMICRY_UNCOMMON_DESC": "[[BASE]]\nA Mimic that dies holding your items bursts into <sprite name=\"Quality\"> <style=cDeath>2</style> smaller Mimics that share the loot. You get the items back when the last one dies.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Mimics split apart when killed.",
        "ITEM_MIMICRY_RARE_DESC": "[[BASE]]\nA Mimic that dies holding your items bursts into <sprite name=\"Quality\"> <style=cDeath>2</style> smaller Mimics that share the loot. You get the items back when the last one dies.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Mimics split apart when killed.",
        "ITEM_MIMICRY_EPIC_DESC": "[[BASE]]\nA Mimic that dies holding your items bursts into <sprite name=\"Quality\"> <style=cDeath>3</style> smaller Mimics that share the loot. You get the items back when the last one dies.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_MIMICRY_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Mimics split apart when killed.",
        "ITEM_MIMICRY_LEGENDARY_DESC": "[[BASE]]\nA Mimic that dies holding your items bursts into <sprite name=\"Quality\"> <style=cDeath>3</style> smaller Mimics that share the loot, and they split again. You get the items back when the last one dies.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Interactions can fail.",
        "ITEM_RANDOMDEBUFFONINTERACT_UNCOMMON_DESC": "[[BASE]]\nEvery interaction has a <sprite name=\"Quality\"> <style=cDeath>20%</style> chance to fail. You pay the cost, and nothing happens.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Interactions can fail.",
        "ITEM_RANDOMDEBUFFONINTERACT_RARE_DESC": "[[BASE]]\nEvery interaction has a <sprite name=\"Quality\"> <style=cDeath>35%</style> chance to fail. You pay the cost, and nothing happens.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Interactions can fail.",
        "ITEM_RANDOMDEBUFFONINTERACT_EPIC_DESC": "[[BASE]]\nEvery interaction has a <sprite name=\"Quality\"> <style=cDeath>50%</style> chance to fail. You pay the cost, and nothing happens.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_RANDOMDEBUFFONINTERACT_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Interactions can fail.",
        "ITEM_RANDOMDEBUFFONINTERACT_LEGENDARY_DESC": "[[BASE]]\nEvery interaction has a <sprite name=\"Quality\"> <style=cDeath>80%</style> chance to fail. You pay the cost, and nothing happens.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Dead enemies leave bone spikes.",
        "ITEM_BARRIERENEMIESONKILL_UNCOMMON_DESC": "[[BASE]]\nEnemies you kill leave <sprite name=\"Quality\"> <style=cDeath>a small cluster</style> of bone spikes that block the way and shoot a shard at you every <sprite name=\"Quality\"> <style=cDeath>2s</style> for <sprite name=\"Quality\"> <style=cDeath>100%</style> of their damage, crumbling after <sprite name=\"Quality\"> <style=cDeath>4s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Dead enemies leave bone spikes.",
        "ITEM_BARRIERENEMIESONKILL_RARE_DESC": "[[BASE]]\nEnemies you kill leave <sprite name=\"Quality\"> <style=cDeath>a cluster</style> of bone spikes that block the way and shoot a shard at you every <sprite name=\"Quality\"> <style=cDeath>1.5s</style> for <sprite name=\"Quality\"> <style=cDeath>150%</style> of their damage, crumbling after <sprite name=\"Quality\"> <style=cDeath>6s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Dead enemies leave bone spikes.",
        "ITEM_BARRIERENEMIESONKILL_EPIC_DESC": "[[BASE]]\nEnemies you kill leave <sprite name=\"Quality\"> <style=cDeath>a big cluster</style> of bone spikes that block the way and shoot a shard at you every <sprite name=\"Quality\"> <style=cDeath>1s</style> for <sprite name=\"Quality\"> <style=cDeath>250%</style> of their damage, crumbling after <sprite name=\"Quality\"> <style=cDeath>8s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_BARRIERENEMIESONKILL_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Dead enemies leave bone spikes.",
        "ITEM_BARRIERENEMIESONKILL_LEGENDARY_DESC": "[[BASE]]\nEnemies you kill leave <sprite name=\"Quality\"> <style=cDeath>a huge cluster</style> of bone spikes that block the way and shoot a shard at you every <sprite name=\"Quality\"> <style=cDeath>0.6s</style> for <sprite name=\"Quality\"> <style=cDeath>400%</style> of their damage, crumbling after <sprite name=\"Quality\"> <style=cDeath>12s</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your pain is shared with your allies.",
        "ITEM_HEXCURSE_UNCOMMON_DESC": "[[BASE]]\nEvery hit you take is also dealt at <sprite name=\"Quality\"> <style=cDeath>10%</style> to each ally within <sprite name=\"Quality\"> <style=cDeath>15m</style> (players, drones, turrets, summons). With no ally nearby, <sprite name=\"Quality\"> <style=cDeath>5%</style> of the hit comes back to you.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your pain is shared with your allies.",
        "ITEM_HEXCURSE_RARE_DESC": "[[BASE]]\nEvery hit you take is also dealt at <sprite name=\"Quality\"> <style=cDeath>25%</style> to each ally within <sprite name=\"Quality\"> <style=cDeath>20m</style> (players, drones, turrets, summons). With no ally nearby, <sprite name=\"Quality\"> <style=cDeath>10%</style> of the hit comes back to you.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your pain is shared with your allies.",
        "ITEM_HEXCURSE_EPIC_DESC": "[[BASE]]\nEvery hit you take is also dealt at <sprite name=\"Quality\"> <style=cDeath>60%</style> to each ally within <sprite name=\"Quality\"> <style=cDeath>30m</style> (players, drones, turrets, summons). With no ally nearby, <sprite name=\"Quality\"> <style=cDeath>25%</style> of the hit comes back to you.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXCURSE_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Your pain is shared with your allies.",
        "ITEM_HEXCURSE_LEGENDARY_DESC": "[[BASE]]\nEvery hit you take is also dealt at <sprite name=\"Quality\"> <style=cDeath>120%</style> to each ally within <sprite name=\"Quality\"> <style=cDeath>40m</style> (players, drones, turrets, summons). With no ally nearby, <sprite name=\"Quality\"> <style=cDeath>50%</style> of the hit comes back to you.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A reaper follows you outside the zone.",
        "ITEM_OUTOFTPRADIUS_UNCOMMON_DESC": "[[BASE]]\nOutside the charging Teleporter, a reaper swings at you every second, with a <sprite name=\"Quality\"> <style=cDeath>1%</style> chance to <style=cDeath>execute</style> you that doubles every <sprite name=\"Quality\"> <style=cDeath>20s</style> you stay out.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A reaper follows you outside the zone.",
        "ITEM_OUTOFTPRADIUS_RARE_DESC": "[[BASE]]\nOutside the charging Teleporter, a reaper swings at you every second, with a <sprite name=\"Quality\"> <style=cDeath>2%</style> chance to <style=cDeath>execute</style> you that doubles every <sprite name=\"Quality\"> <style=cDeath>15s</style> you stay out.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A reaper follows you outside the zone.",
        "ITEM_OUTOFTPRADIUS_EPIC_DESC": "[[BASE]]\nOutside the charging Teleporter, a reaper swings at you every second, with a <sprite name=\"Quality\"> <style=cDeath>3%</style> chance to <style=cDeath>execute</style> you that doubles every <sprite name=\"Quality\"> <style=cDeath>8s</style> you stay out.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_OUTOFTPRADIUS_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> A reaper follows you outside the zone.",
        "ITEM_OUTOFTPRADIUS_LEGENDARY_DESC": "[[BASE]]\nOutside the charging Teleporter, a reaper swings at you every second, with a <sprite name=\"Quality\"> <style=cDeath>5%</style> chance to <style=cDeath>execute</style> you that doubles every <sprite name=\"Quality\"> <style=cDeath>5s</style> you stay out.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Storm clouds drift over the stage.",
        "ITEM_INCREASEDDIFFICULTY_UNCOMMON_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cDeath>1</style> red storm cloud drifts around the stage, <sprite name=\"Quality\"> <style=cDeath>16m</style> wide. Enemies under one are enraged: <sprite name=\"Quality\"> <style=cDeath>+15%</style> attack speed and damage. Under one, you lose <sprite name=\"Quality\"> <style=cDeath>1</style> <style=cIsUtility>luck</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Storm clouds drift over the stage.",
        "ITEM_INCREASEDDIFFICULTY_RARE_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cDeath>2</style> red storm clouds drift around the stage, <sprite name=\"Quality\"> <style=cDeath>20m</style> wide. Enemies under one are enraged: <sprite name=\"Quality\"> <style=cDeath>+30%</style> attack speed and damage. Under one, you lose <sprite name=\"Quality\"> <style=cDeath>1</style> <style=cIsUtility>luck</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Storm clouds drift over the stage.",
        "ITEM_INCREASEDDIFFICULTY_EPIC_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cDeath>3</style> red storm clouds drift around the stage, <sprite name=\"Quality\"> <style=cDeath>26m</style> wide. Enemies under one are enraged: <sprite name=\"Quality\"> <style=cDeath>+60%</style> attack speed and damage. Under one, you lose <sprite name=\"Quality\"> <style=cDeath>2</style> <style=cIsUtility>luck</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_INCREASEDDIFFICULTY_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Storm clouds drift over the stage.",
        "ITEM_INCREASEDDIFFICULTY_LEGENDARY_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cDeath>4</style> red storm clouds drift around the stage, <sprite name=\"Quality\"> <style=cDeath>32m</style> wide. Enemies under one are enraged: <sprite name=\"Quality\"> <style=cDeath>+100%</style> attack speed and damage. Under one, you lose <sprite name=\"Quality\"> <style=cDeath>3</style> <style=cIsUtility>luck</style>.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_UNCOMMON_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Teleporter bosses pass a crown around.",
        "ITEM_HEXMOUNTAIN_UNCOMMON_DESC": "[[BASE]]\nThe Teleporter boss wears a crown (<sprite name=\"Quality\"> <style=cDeath>+50%</style> health, <sprite name=\"Quality\"> <style=cDeath>+25%</style> damage). When the wearer dies, the crown jumps to the nearest enemy, up to <sprite name=\"Quality\"> <style=cDeath>1</style> times.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_RARE_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Teleporter bosses pass a crown around.",
        "ITEM_HEXMOUNTAIN_RARE_DESC": "[[BASE]]\nThe Teleporter boss wears a crown (<sprite name=\"Quality\"> <style=cDeath>+100%</style> health, <sprite name=\"Quality\"> <style=cDeath>+50%</style> damage). When the wearer dies, the crown jumps to the nearest enemy, up to <sprite name=\"Quality\"> <style=cDeath>2</style> times.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_EPIC_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Teleporter bosses pass a crown around.",
        "ITEM_HEXMOUNTAIN_EPIC_DESC": "[[BASE]]\nThe Teleporter boss wears a crown (<sprite name=\"Quality\"> <style=cDeath>+200%</style> health, <sprite name=\"Quality\"> <style=cDeath>+100%</style> damage). When the wearer dies, the crown jumps to the nearest enemy, up to <sprite name=\"Quality\"> <style=cDeath>3</style> times.\n<sprite name=\"Quality\"> Cleansing it guarantees a choice of its quality.",
        "ITEM_HEXMOUNTAIN_LEGENDARY_PICKUP": "[[BASE]]\n<sprite name=\"Quality\"> Teleporter bosses pass a crown around.",
        "ITEM_HEXMOUNTAIN_LEGENDARY_DESC": "[[BASE]]\n<sprite name=\"Quality\"> <style=cDeath>2</style> Teleporter bosses wear a crown (<sprite name=\"Quality\"> <style=cDeath>+400%</style> health, <sprite name=\"Quality\"> <style=cDeath>+200%</style> damage). When the wearer dies, the crown jumps to the nearest enemy, up to <sprite name=\"Quality\"> <style=cDeath>5</style> times.\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, 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, and faster projectiles.",
        "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.",
        "LG_TOKEN_NAME_bdMoreQualityPinned": "Pinned",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityPinned": "Fork: can't move, and takes +1% damage per stack.",
        "LG_TOKEN_NAME_bdMoreQualityHunted": "Hunted",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityHunted": "Hunter's Sigil: takes +1% damage per stack.",
        "LG_TOKEN_NAME_bdMoreQualityVoodoo": "Voodoo Doll",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityVoodoo": "Needles: 1% per stack of the damage dealt to it is also dealt to every other voodoo doll.",
        "LG_TOKEN_NAME_bdMoreQualitySlowed": "Slowed",
        "LG_TOKEN_DESCRIPTION_bdMoreQualitySlowed": "-1% movement speed per stack.",
        "LG_TOKEN_NAME_bdMoreQualityOnTheBeat": "On the Beat",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityOnTheBeat": "Watch Metronome: hits now are critical strikes with bonus damage.",
        "LG_TOKEN_NAME_bdMoreQualityMolten": "Molten",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityMolten": "Molten Coin: you set nearby enemies on fire.",
        "LG_TOKEN_NAME_bdMoreQualityOvercharged": "Overcharged",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityOvercharged": "Universal Charger: more damage for a moment.",
        "LG_TOKEN_NAME_bdMoreQualityGoldRush": "Gold Rush",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityGoldRush": "M.I.D.A.S.: every kill pays gold.",
        "LG_TOKEN_NAME_bdMoreQualityBloodOffering": "Blood Offering",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityBloodOffering": "Sanguine Chalice: stored blood, 1% of your max health per stack. Start sprinting to release it as a wave.",
        "LG_TOKEN_NAME_bdMoreQualityEnraged": "Enraged",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityEnraged": "Under a storm cloud: +1% attack speed and damage per stack.",
        "LG_TOKEN_NAME_bdMoreQualityDrenched": "Drenched",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityDrenched": "Under a storm cloud: -1 luck per stack.",
        "LG_TOKEN_NAME_bdMoreQualityCrowned": "Crowned",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityCrowned": "Pass the crown: +1% health and +0.5% damage per stack. When it dies, the crown jumps.",
        "LG_TOKEN_NAME_bdMoreQualityReaped": "Reaped",
        "LG_TOKEN_DESCRIPTION_bdMoreQualityReaped": "Hex of Patience: the reaper swings at you every second. Get back to the Teleporter!"
    }
}