{
	strings:
	{
	"ITEM_FLATHEALTH_PICKUP_RISKYMOD": "Gain max health.",
	"ITEM_FLATHEALTH_DESC_RISKYMOD": "Increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>1</style><style=cStack> (+1 per stack)</style> level.",
	
	"ITEM_CRITGLASSES_PICKUP_RISKYMOD": "Gain 7% chance for hits to 'Critically Strike', dealing double damage.",
	"ITEM_CRITGLASSES_DESC_RISKYMOD": "Your attacks have a <style=cIsDamage>10%</style> <style=cStack>(+7% per stack)</style> chance to \'<style=cIsDamage>Critically Strike</style>\', dealing <style=cIsDamage>double damage</style>.",
	
	"ITEM_STICKYBOMB_DESC_RISKYMOD": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <style=cIsDamage>240%</style> TOTAL damage.",
	
	"ITEM_CROWBAR_PICKUP_RISKYMOD": "Deal bonus damage on your first hit against an enemy.",
	"ITEM_CROWBAR_DESC_RISKYMOD": "Deal <style=cIsDamage>+45%</style> <style=cStack>(+45% per stack)</style> damage on your <style=cIsDamage>first hit</style> against an enemy.",
	
	"ITEM_WARDONLEVEL_PICKUP_RISKYMOD": "Drop a Warbanner on level up or starting the Teleporter event. Grants allies damage, attack speed, movement speed, and health regeneration.",
	"ITEM_WARDONLEVEL_DESC_RISKYMOD": "On <style=cIsUtility>level up</style> or starting the <style=cIsUtility>Teleporter event</style>, drop a banner that strengthens all allies within <style=cIsUtility>16m</style> <style=cStack>(+8m per stack)</style>. Raise <style=cIsDamage>damage</style> by <style=cIsDamage>10%</style>, and <style=cIsDamage>attack speed</style> and <style=cIsUtility>movement speed</style> by <style=cIsDamage>30%</style>. Also regenerate <style=cIsHealing>1%</style> of your <style=cIsHealing>health</style> every second.",
	
	"ITEM_IGNITEONKILL_DESC_RISKYMOD": "Killing an enemy <style=cIsDamage>ignites</style> all enemies within <style=cIsDamage>16m</style> for <style=cIsDamage>150%</style> base damage. Additionally, enemies <style=cIsDamage>burn</style> for <style=cIsDamage>150%</style> <style=cStack>(+75% per stack)</style> base damage.",

	"ITEM_BEAR_DESC_RISKYMOD": "<style=cIsHealing>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsHealing>block</style> incoming damage. <style=cIsUtility>Unaffected by luck</style>.",
	
	"ITEM_SLOWONHIT_DESC_RISKYMOD": "<style=cIsUtility>Slow</style> enemies on hit for <style=cIsUtility>-80% movement speed</style> and <style=cIsDamage>-20% attack speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",
	
	"ITEM_SEED_DESC_RISKYMOD": "Dealing damage <style=cIsHealing>heals</style> you for <style=cIsHealing>1</style> plus an additional <style=cIsHealing>1% <style=cStack>(+1% per stack)</style></style> of the <style=cIsDamage>damage dealt</style>.",
	
	"ITEM_MISSILE_DESC_RISKYMOD": "<style=cIsDamage>10%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+210% per stack)</style> TOTAL damage.",
	
	"ITEM_ICERING_DESC_RISKYMOD": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style> and dealing <style=cIsDamage>200%</style> <style=cStack>(+120% per stack)</style> TOTAL damage. Recharges every <style=cIsUtility>10</style> seconds.",
	
	"ITEM_FIRERING_DESC_RISKYMOD": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic flame tornado</style>, dealing <style=cIsDamage>250%</style> <style=cStack>(+150% per stack)</style> TOTAL damage over time. Recharges every <style=cIsUtility>10</style> seconds.",
	
	"ITEM_PHASING_PICKUP_RISKYMOD": "Turn invisible on taking heavy damage.",
	"ITEM_PHASING_DESC_RISKYMOD": "Chance on taking damage to gain <style=cIsUtility>40% movement speed</style> and <style=cIsUtility>invisibility</style> for <style=cIsUtility>3s</style> <style=cStack>(+1.5s per stack)</style>. Chance increases the more damage you take.",
	
	"ITEM_EXPLODEONDEATH_DESC_RISKYMOD": "On killing an enemy, spawn a <style=cIsDamage>lava pillar</style> in a <style=cIsDamage>16m</style> radius for <style=cIsDamage>350%</style> <style=cStack>(+280% per stack)</style> base damage.",
	
	"ITEM_SQUIDTURRET_PICKUP_RISKYMOD": "Taking heavy damage summons a Squid Turret nearby.",
	"ITEM_SQUIDTURRET_DESC_RISKYMOD": "Chance on taking damage to summon a <style=cIsDamage>Squid Turret</style> with <style=cIsHealing>100% <style=cStack>(+50% per stack)</style></style> health and <style=cIsDamage>100% <style=cStack>(+100% per stack)</style></style> attack speed that <style=cIsUtility>distracts</style> nearby enemies. Chance increases the more damage you take. Limited to <style=cIsUtility>3</style>.",
	
	"ITEM_CHAINLIGHTNING_DESC_RISKYMOD": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>chain lightning</style> for <style=cIsDamage>80%</style> TOTAL damage on up to <style=cIsDamage>3 <style=cStack>(+2 per stack)</style></style> targets within <style=cIsDamage>25m</style>.",
	
	"ITEM_THORNS_DESC_RISKYMOD": "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160%</style> <style=cStack>(+80% per stack)</style> damage. Hits up to <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> radius.",
	
	"ITEM_SPRINTARMOR_PICKUP_RISKYMOD": "Increase armor. Gain bonus armor while sprinting.",
	"ITEM_SPRINTARMOR_DESC_RISKYMOD": "<style=cIsHealing>Increase armor</style> by <style=cIsHealing>10</style> <style=cStack>(+10 per stack)</style>. Gain an additional <style=cIsHealing>10</style> <style=cStack>(+10 per stack)</style> armor while <style=cIsUtility>sprinting</style>.",
	
	"ITEM_EXECUTELOWHEALTHELITE_PICKUP_RISKYMOD": "Deal bonus damage to enemies below 50% health.",
	"ITEM_EXECUTELOWHEALTHELITE_DESC_RISKYMOD": "Deal <style=cIsDamage>+30%</style> <style=cStack>(+30% per stack)</style> damage to enemies below <style=cIsDamage>50% health</style>.",
	
	"ITEM_WARCRYONMULTIKILL_PICKUP_RISKYMOD": "Enter a frenzy after killing enemies. Stacks 3 times.",
	"ITEM_WARCRYONMULTIKILL_DESC_RISKYMOD": "<style=cIsDamage>Killing enemies</style> sends you into a <style=cIsDamage>frenzy</style> for <style=cIsDamage>6s</style>, increasing <style=cIsUtility>movement speed</style> and <style=cIsDamage>attack speed</style> by <style=cIsDamage>15%</style> for each enemy killed. Maximum cap of <style=cIsDamage>3 <style=cStack>(+2 per stack)</style></style> buffs.",

	"ITEM_ENERGIZEDONEQUIPMENTUSE_PICKUP_RISKYMOD": "Activating your Equipment gives you a burst of movement speed and attack speed.",
	"ITEM_ENERGIZEDONEQUIPMENTUSE_DESC_RISKYMOD": "Activating your Equipment gives you <style=cIsUtility>+50% movement speed</style> and <style=cIsDamage>+70% attack speed</style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",
	
	"ITEM_INFUSION_PICKUP_RISKYMOD": "Killing an enemy permanently increases your maximum health.",
	"ITEM_INFUSION_DESC_RISKYMOD": "Killing an enemy increases your <style=cIsHealing>health permanently</style> by <style=cIsHealing>1</style> <style=cStack>(+1 per stack)</style>. Every <style=cIsHealing>100 health</style> gained from this item <style=cIsHealth>reduces</style> the health gained from kills.",
	
	"ITEM_ICICLE_DESC_RISKYMOD": "Killing an enemy surrounds you with an <style=cIsDamage>ice storm</style> that deals <style=cIsDamage>1200% <style=cStack>(+400% per stack)</style> damage per second</style> and <style=cIsUtility>slows</style> enemies by <style=cIsUtility>80%</style> for <style=cIsUtility>1.5s</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>3m</style>. Stacks up to <style=cIsDamage>18m</style>.",
	
	"ITEM_HEADHUNTER_PICKUP_RISKYMOD": "Deal extra damage to elites, and temporarily gain their power on kill.",
	"ITEM_HEADHUNTER_DESC_RISKYMOD": "Deal an additional <style=cIsDamage>30%</style> damage to elite monsters. Upon killing an elite, temporarily gain its power for <style=cIsDamage>10s</style> <style=cStack>(+5s per stack)</style>.",
	
	"ITEM_FALLBOOTS_PICKUP_RISKYMOD": "Increase jump height and air control. Hold \'Interact\' to slam down to the ground.",
	"ITEM_FALLBOOTS_DESC_RISKYMOD": "Increase <style=cIsUtility>jump height</style> and <style=cIsUtility>air control</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <style=cIsDamage>1000%-10000%</style> <style=cStack>(+600%-6000% per stack)</style> base damage that scales up with <style=cIsDamage>fall distance</style>. Recharges every <style=cIsDamage>10</style> seconds.",
	
	"ITEM_GHOSTONKILL_PICKUP_RISKYMOD": "Killing an enemy summons a ghost. Recharges over time.",
	"ITEM_GHOSTONKILL_DESC_RISKYMOD": "Killing an enemy <style=cIsDamage>spawns a ghost</style> of the killed enemy with <style=cIsDamage>600%</style> <style=cStack>(+180% per stack)</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>. Recharges every <style=cIsUtility>20</style> seconds. Can have up to <style=cIsUtility>3</style> ghosts at a time.", 

	"ITEM_BEETLEGLAND_DESC_RISKYMOD": "<style=cIsUtility>Recruit a Beetle Guard</style> with bonus <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> damage and <style=cIsHealing>200% <style=cStack>(+100% per stack)</style></style> health.",
	
	"ITEM_FIREBALLSONHIT_DESC_RISKYMOD": "<style=cIsDamage>10%</style> chance on hit to call forth <style=cIsDamage>3 magma balls</style> from an enemy, dealing <style=cIsDamage>300%</style> <style=cStack>(+180% per stack)</style> damage each.",
	
	"ITEM_LIGHTNINGSTRIKEONHIT_DESC_RISKYMOD": "<style=cIsDamage>10%</style> chance on hit to down a lightning strike, dealing <style=cIsDamage>500%</style> <style=cStack>(+300% per stack)</style> damage.",
	
	"ITEM_BLEEDONHITANDEXPLODE_PICKUP_RISKYMOD": "Bleeding enemies explode on kill.",
	"ITEM_BLEEDONHITANDEXPLODE_DESC_RISKYMOD": "Gain a <style=cIsDamage>10%</style> chance to <style=cIsDamage>bleed</style> enemies for <style=cIsDamage>240%</style> base damage. <style=cIsDamage>Bleeding</style> enemies <style=cIsDamage>explode</style> on death for <style=cIsDamage>400%</style> <style=cStack>(+320% per stack)</style> damage, plus an additional <style=cIsDamage>10%</style> <style=cStack>(+8% per stack)</style> of their maximum health.",
	
	"ITEM_KNURL_PICKUP_RISKYMOD": "Boosts health, regeneration, and armor.",
	"ITEM_KNURL_DESC_RISKYMOD": "<style=cIsHealing>Increase maximum health</style> by <style=cIsHealing>8%</style> <style=cStack>(+8% per stack)</style>, <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+1.6 hp/s</style> <style=cStack>(+1.6 hp/s per stack)</style>, and <style=cIsHealing>armor</style> by <style=cIsHealing>10</style> <style=cStack>(+10 per stack)</style>.",
		
	"ITEM_SHIELDONLY_PICKUP_RISKYMOD": "Convert all your health into shield. Increase maximum health... <color=#FF7F7F>BUT increase shield regeneration delay.</color>",
	"ITEM_SHIELDONLY_DESC_RISKYMOD": "<style=cIsHealing>Convert</style> all but <style=cIsHealing>1 health</style> into <style=cIsHealing>regenerating shields</style>. <style=cIsHealing>Gain 50% <style=cStack>(+25% per stack)</style> maximum health</style>. Increase <style=cIsHealing>shield regeneration delay</style> by <style=cIsHealing>0s</style> <style=cStack>(+1s per stack)</style>.",
	
	"ITEM_MISSILEVOID_DESC_RISKYMOD": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>10%</style> of your maximum health. While you have a <style=cIsHealing>shield</style>, hitting an enemy fires a missile that deals <style=cIsDamage>40%</style> <style=cStack>(+28% per stack)</style> TOTAL damage. <style=cIsVoid>Corrupts all AtG Missile Mk. 1s</style>.",
	
	"ITEM_EXPLODEONDEATHVOID_DESC_RISKYMOD": "Upon hitting an enemy above <style=cIsDamage>90% health</style>, spawn a <style=cIsDamage>lava pillar</style> in a <style=cIsDamage>12m</style> radius for <style=cIsDamage>350%</style> <style=cStack>(+280% per stack)</style> base damage. <style=cIsVoid>Corrupts all Will-o'-the-wisps</style>.",
	
	"ITEM_ELEMENTALRINGVOID_DESC_RISKYMOD": "Hits that deal <style=cIsDamage>more than 400% damage</style> also fire a black hole that <style=cIsUtility>draws enemies within 15m into its center</style>. Lasts <style=cIsUtility>5</style> seconds before collapsing, dealing <style=cIsDamage>200%</style> <style=cStack>(+120% per stack)</style> TOTAL damage. Recharges every <style=cIsUtility>15</style> seconds. <style=cIsVoid>Corrupts all Runald's and Kjaro's Bands</style>.",
	
	"ITEM_MOVESPEEDONKILL_DESC_RISKYMOD": "Killing an enemy increases <style=cIsUtility>movement speed</style> by <style=cIsUtility>50%</style> for <style=cIsUtility>1.5</style> <style=cStack>(+1 per stack)</style> seconds. <style=cIsDamage>Consecutive kills increase buff duration</style> for up to 25 seconds.",
	
	"ITEM_SPRINTOUTOFCOMBAT_DESC_RISKYMOD": "Increases <style=cIsUtility>movement speed</style> by <style=cIsUtility>10%</style> <style=cStack>(+10% per stack)</style>. Leaving combat boosts your <style=cIsUtility>movement speed</style> by an additional <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>.",
	
	"ITEM_MUSHROOMVOID_DESC_RISKYMOD": "<style=cIsHealing>Heals</style> for <style=cIsHealing>1.2%</style> <style=cStack>(+0.6% per stack)</style> of your <style=cIsHealing>health</style> every second <style=cIsUtility>while sprinting</style>. <style=cIsVoid>Corrupts all Bustling Fungi</style>.",
	
	"ITEM_TPHEALINGNOVA_PICKUP_RISKYMOD" : "Create a healing zone around the Teleporter.",
	"ITEM_TPHEALINGNOVA_DESC_RISKYMOD" : "Create a zone around the Teleporter that <style=cIsHealing>heals</style> for <style=cIsHealing>5%</style> <style=cStack>(+2.5% per stack)</style> of your <style=cIsHealing>health</style> every second.",
	
	"ITEM_CLOVER_DESC_RISKYMOD": "All random effects are rolled <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style>times for a <style=cIsUtility>favorable outcome</style>. If your <style=cIsDamage>luck</style> is above <style=cIsUtility>1</style>, increase <style=cIsUtility>ALL stats</style> by <style=cIsUtility>40%</style> <style=cStack>(+40% per stack)</style> instead.",
	
	"ITEM_DRONEWEAPONS_DESC_RISKYMOD": "Gain <style=cIsDamage>Col. Droneman</style>. \nDrones gain <style=cIsDamage>+25%</style> <style=cStack>(+25% per stack)</style> attack speed and cooldown reduction. \nDrones gain <style=cIsDamage>10%</style> chance to fire a <style=cIsDamage>missile</style> on hit, dealing <style=cIsDamage>150%</style> TOTAL damage. \nDrones gain an <style=cIsDamage>automatic chain gun</style> that deals <style=cIsDamage>6x50%</style>damage, bouncing to <style=cIsDamage>1</style> enemies.",
	
	"ITEM_FRAGILEDAMAGEBONUS_PICKUP_RISKYMOD": "Deal bonus damage while outside of danger.",
	"ITEM_FRAGILEDAMAGEBONUS_DESC_RISKYMOD": "Increase damage by <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> while outside of danger.",
	
	"ITEM_CHAINLIGHTNINGVOID_DESC_RISKYMOD": "<style=cIsDamage>25%</style> chance to fire <style=cIsDamage>lightning</style> for <style=cIsDamage>60%</style> TOTAL damage up to <style=cIsDamage>3 <style=cStack>(+2 per stack)</style></style> times. <style=cIsVoid>Corrupts all Ukuleles</style>.",
	
	"ITEM_CAPTAINDEFENSEMATRIX_PICKUP_RISKYMOD" : "Shoot down nearby projectiles. Recharge rate scales with the amount of drones you have.",
	"ITEM_CAPTAINDEFENSEMATRIX_DESC_RISKYMOD" : "Shoot down <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> projectiles within <style=cIsDamage>20m</style> every <style=cIsDamage>0.5 seconds</style>. <style=cIsUtility>Recharge rate scales with the amount of drones you have</style>.",
	
	"ITEM_MINORCONSTRUCTONKILL_DESC_RISKYMOD": "Killing elite monsters spawns an <style=cIsDamage>Alpha Construct</style> with <style=cIsHealing>400% <style=cStack>(+200% per stack)</style> health</style> and <style=cIsDamage>400% <style=cStack>(+200% per stack)</style> damage</style> that <style=cIsUtility>distracts</style> nearby enemies. Limited to <style=cIsUtility>4</style>.",
	
	"ITEM_PERMANENTDEBUFFONHIT_DESC_RISKYMOD": "<style=cIsDamage>100%</style> chance on hit to reduce <style=cIsDamage>armor</style> by <style=cIsDamage>1</style> <style=cStack>(+1 per stack)</style> <style=cIsDamage>permanently</style>.",
	
	"ITEM_TITANGOLDDURINGTP_DESC_RISKYMOD": "Summon <style=cIsDamage>Aurelionite</style> during the teleporter event. It has <style=cIsDamage>100% <style=cStack>(+50% per stack)</style> damage</style> and <style=cIsHealing>200% <style=cStack>(+100% per stack)</style> health</style>.",
	
	"ITEM_IMMUNETODEBUFF_DESC_RISKYMOD": "Prevents <style=cIsUtility>1 <style=cStack>(+1 per stack)</style></style> <style=cIsDamage>debuff</style> and instead grants a <style=cIsHealing>temporary barrier</style> for <style=cIsHealing>25%</style> of <style=cIsHealing>maximum health</style>. Recharges every <style=cIsUtility>5</style> seconds</style>.",
	
	"ITEM_HEALINGPOTION_PICKUP_RISKYMOD" : "Gain a massive barrier at low health. Consumed on use.",
	"ITEM_HEALINGPOTION_DESC_RISKYMOD": "Gain a <style=cIsHealing>temporary barrier</style> for <style=cIsHealing>50% of your health</style> when falling below <style=cIsHealth>50% health</style>.",
	
	"ITEM_BEARVOID_DESC_RISKYMOD": "<style=cIsHealing>Blocks</style> incoming damage once. Recharges after <style=cIsUtility>20 seconds</style> <style=cStack>(-10% per stack)</style>. <style=cIsVoid>Corrupts all Tougher Times</style>.",
	
	"ITEM_BARRIERONOVERHEAL_DESC_RISKYMOD": "Healing past full grants you a <style=cIsHealing>temporary barrier</style> for <style=cIsHealing>50% <style=cStack>(+50% per stack)</style></style> of the amount you <style=cIsHealing>healed</style>. Divides <style=cIsHealing>barrier decay rate</style> by <style=cIsHealing>2 <style=cStack>(+1 per stack)</style></style>.",

	"ITEM_LUNARDAGGER_DESC_RISKYMOD": "Increase base damage by <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>. <style=cIsHealth>Divide maximum health by 2</style> <style=cStack>(+1 per stack)</style>.",
	
	"ITEM_STRENGTHENBURN_DESC_RISKYMOD": "<style=cIsDamage>5%</style> chance on hit to <style=cIsDamage>ignite</style> for <style=cIsDamage>50%</style> TOTAL damage. <style=cIsDamage>Ignite</style> effects deal <style=cIsDamage>+300%</style> <style=cStack>(+300% per stack)</style> more damage over time.",
	
	"ITEM_CRITDAMAGE_DESC_RISKYMOD": "Gain <style=cIsDamage>5% critical chance</style>. <style=cIsDamage>Critical Strikes</style> deal an additional <style=cIsDamage>100% damage</style><style=cStack>(+100% per stack)</style>.",
	
	"ITEM_BARRAGEONBOSS_DESC_RISKYMOD": "During boss events, <style=cIsUtility>5</style> missiles bombard the area, dealing <style=cIsDamage>2.5% <style=cStack>(+2.5% per stack)</style> of boss' Max Health in damage</style>. Before the boss event, gain additional missiles, up to a maximum of <style=cIsUtility>20</style> <style=cStack>(+5 per stack)</style>, per <style=cIsUtility>25</style> gold gained. <style=cIsUtility>Gold requirement scales over time.</style>",
	
	"ITEM_TELEPORTONLOWHEALTH_DESC_RISKYMOD": "Falling below <style=cIsHealth>25% health</style> gives you <style=cIsHealing>100%</style> of your <style=cIsHealing>maximum health</style> as a <style=cIsHealing>temporary barrier</style>. Gain a dimensional aura for <style=cIsUtility>8s</style> that <style=cIsDamage>bleeds</style> and <style=cIsUtility>teleports</style> away enemies. <style=cIsDamage>Enemies killed</style> by the aura <style=cIsUtility>extend</style> the duration by <style=cIsUtility>1s</style>. At the start of each stage, it regenerates.",
	
	"ITEM_KNOCKBACKHITENEMIES_DESC_RISKYMOD": "Grounded enemies hit with any <style=cIsUtility>skill</style> are <style=cIsUtility>launched</style> and <style=cIsUtility>stunned</style>. Enemies hit while airborne are <style=cIsUtility>launched</style> again up to <style=cIsUtility>2 times</style> <style=cStack>(+1 per stack)</style>. Launched enemies take increased damage by <style=cIsDamage>15%</style> from all sources per launch. Recharges after <style=cIsUtility>15s</style>.",
	
	"ITEM_BOOSTALLSTATS_DESC_RISKYMOD": "Grants <style=cIsUtility>5%</style> increase to <style=cIsUtility>ALL stats</style> for each buff, up to a maximum of <style=cIsUtility>4</style> <style=cStack>(+4 per stack)</style>.",
	
	"ITEM_TRIGGERENEMYDEBUFFS_DESC_RISKYMOD": "Gain <style=cIsDamage>10%</style> chance to <style=cIsDamage>bleed</style> an enemy. On killing an enemy, <style=cIsDamage>transfer 33%</style> of every debuff stack to <style=cIsDamage>1 enemy</style> <style=cStack>(+1 per stack)</style> within <style=cIsUtility>25m</style>.",
	
	"ITEM_COOKEDSTEAK_DESC_RISKYMOD": "Increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>1.5</style><style=cStack> (+1.5 per stack)</style> levels, plus an additional <style=cIsHealing>5% <style=cStack>(+5% per stack)</style></style> of your <style=cIsHealing>max health</style>.",
	"ITEM_COOKEDSTEAK_PICKUP_RISKYMOD": "Gain 1.5 levels of max health plus a percentage of your max health. Cooked to perfection.",
	
	"ITEM_SHIELDBOOSTER_DESC_RISKYMOD": "Increases armor by <style=cIsUtility>30<style=cStack> (+30 per stack)</style></style> while you have a shield. When shield breaks, release a stunning pulse for <style=cIsDamage>100% damage</style> plus an amount <style=cIsDamage>equal to 100% <style=cStack>(+50% per stack)</style> of your max shield</style>. Grants a shield for <style=cIsHealing>10% of your max health</style>.",
	
    "ITEM_POWERCUBE_PICKUP_RISKYMOD": "Gain <style=cIsUtility>10 armor</style>, and increase <style=cIsUtility>all armor</style> by <style=cIsUtility>+50%</style>. Can be placed in a Matrix Terminal.",
	"ITEM_POWERCUBE_DESC_RISKYMOD": "Gain <style=cIsUtility>10 armor</style>, and increase <style=cIsUtility>all armor</style> by <style=cIsUtility>+50%</style>. Can be placed in a Matrix Terminal.",
	
	"ITEM_STUNCHANCEONHIT_DESC_RISKYMOD": "<style=cIsUtility>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to deal <style=cIsDamage>50%</style> TOTAL damage and <style=cIsUtility>stun</style> enemies for <style=cIsUtility>2 seconds</style>.",
	
    "ITEM_CRITGLASSESVOID_PICKUP_RISKYMOD": "Gain <style=cIsDamage>10% critical chance</style>. Critical Strikes hit twice... <style=cIsHealth>BUT deal less damage.</style> <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
	"ITEM_CRITGLASSESVOID_DESC_RISKYMOD": "Gain a <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to <style=cIsDamage>Critically Strike</style>. <style=cIsDamage>Critical Strikes</style> hit <style=cIsDamage>twice</style>... <style=cIsHealth>BUT deal 60% less damage.</style> <style=cIsVoid>Corrupts all Lens-Maker's Glasses</style>.",
	
	"ITEM_VILECENSER_DESC_RISKYMOD" : "Gain a <style=cIsDamage>10%</style> chance on hit to <style=cIsDamage>stun</style>. Hitting a <style=cIsDamage>stunned</style> target with a <style=cIsUtility>skill</style> releases tendrils of black smoke, dealing <style=cIsDamage>200% <style=cStack>(+100% per stack)</style></style> damage and <style=cIsDamage>chaining to all other enemies</style> within <style=cIsUtility>20m</style>. This effect can repeat."
	},
}