"ITEM_CLOVER_DESC": "All random effects are rolled <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style>times for a <style=cIsUtility>favorable outcome</style>.",
"ITEM_BEAR_DESC": "<style=cIsHealing>15%</style> <style=cStack>(+15% per stack)</style> chance to <style=cIsHealing>block</style> incoming damage. <style=cIsUtility>Unaffected by luck</style>.",
"ITEM_BEHEMOTH_DESC": "All your <style=cIsDamage>attacks explode</style> in a <style=cIsDamage>4m </style> <style=cStack>(+1.5m per stack)</style> radius for a bonus <style=cIsDamage>60%</style> TOTAL damage to nearby enemies.",
"ITEM_MISSILE_DESC": "<style=cIsDamage>10%</style> chance to fire a missile that deals <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage.",
"ITEM_EXPLODEONDEATH_DESC": "On killing an enemy, spawn a <style=cIsDamage>lava pillar</style> in a <style=cIsDamage>12m</style> <style=cStack>(+2.4m per stack)</style> radius for <style=cIsDamage>350%</style> <style=cStack>(+280% per stack)</style> base damage.",
"ITEM_DAGGER_DESC": "Killing an enemy fires out <style=cIsDamage>3</style> <style=cIsDamage>homing daggers</style> that deal <style=cIsDamage>150%</style> <style=cStack>(+150% per stack)</style> base damage.",
"ITEM_TOOTH_DESC": "Killing an enemy spawns a <style=cIsHealing>healing orb</style> that heals for <style=cIsHealing>8</style> plus an additional <style=cIsHealing>2% <style=cStack>(+2% per stack)</style></style> of <style=cIsHealing>maximum health</style>.",
"ITEM_CRITGLASSES_DESC": "Your attacks have a <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> chance to '<style=cIsDamage>Critically Strike</style>', dealing <style=cIsDamage>double damage</style>.",
"ITEM_CHAINLIGHTNING_DESC": "<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>20m</style> <style=cStack>(+2m per stack)</style>.",
"ITEM_ICICLE_DESC": "Killing an enemy surrounds you with an <style=cIsDamage>ice storm</style> that deals <style=cIsDamage>600% damage per second</style>. The storm <style=cIsDamage>grows with every kill</style>, increasing its radius by <style=cIsDamage>1m</style>. Stacks up to <style=cIsDamage>6m</style> <style=cStack>(+6m per stack)</style>.",
"ITEM_GHOSTONKILL_DESC": "Killing enemies has a <style=cIsDamage>7%</style> chance to <style=cIsDamage>spawn a ghost</style> of the killed enemy with <style=cIsDamage>1500%</style> damage. Lasts <style=cIsDamage>30s</style> <style=cStack>(+30s per stack)</style>.",
"ITEM_MUSHROOM_DESC": "After standing still for <style=cIsHealing>2</style> seconds, create a zone that <style=cIsHealing>heals</style> for <style=cIsHealing>4.5%</style> <style=cStack>(+2.25% per stack)</style> of your <style=cIsHealing>health</style> every second to all allies within <style=cIsHealing>3m</style> <style=cStack>(+1.5m per stack)</style>.",
"ITEM_ATTACKSPEEDONCRIT_DESC": "<style=cIsDamage>Critical strikes</style> increase <style=cIsDamage>attack speed</style> by <style=cIsDamage>12%</style>. Maximum cap of <style=cIsDamage>36% <style=cStack>(+24% per stack)</style> attack speed</style>.",
"ITEM_ATTACKSPEEDONCRIT_LORE": "Gossip spreads quickly in terrified communities. Stories that keep the more fearful lizardfolk in their passageways. Hushed tales that frighten the most commanding of stone constructs and woodfolk and creatures of the plains. Fear travels between the trees and the valleys.\n\nA demon, fallen from the Sky, mighty enough to slay Providence and his Wurms. Only two arms, two legs - but with 22 unblinking, crimson eyes.\n",
"ITEM_BLEEDONHIT_DESC": "<style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> chance to <style=cIsDamage>bleed</style> an enemy for <style=cIsDamage>240%</style> base damage.",
"ITEM_SPRINTOUTOFCOMBAT_DESC": "Leaving combat boosts your <style=cIsUtility>movement speed</style> by <style=cIsUtility>30%</style> <style=cStack>(+30% per stack)</style>.",
"ITEM_FALLBOOTS_DESC": "Increase <style=cIsUtility>jump height</style>. Creates a <style=cIsDamage>5m-100m</style> radius <style=cIsDamage>kinetic explosion</style> on hitting the ground, dealing <style=cIsDamage>1000%-10000%</style> base damage that scales up with <style=cIsDamage>speed</style>. Recharges in <style=cIsDamage>10</style> <style=cStack>(-50% per stack)</style> seconds.",
"ITEM_FALLBOOTS_LORE": "\"Denizens of lower-gravity planets like Mercury historically have had trouble adjusting to life on other planets. Mercurians, with their lower bone density (left) would typically shatter their femur within a week on heavier planets. Members of asteroid-rigged flotillas and colony ships have similar issues when arriving home from space.\r\n\r\nThe invention of Kinetic Dispersion Rings (above) help alleviate the stress of heavier-than-normal gravity by converting kinetic energy into heat, sound, and light. Settlers from Mercury could finally leave their home planet in safety.\"\r\n\r\n-Mercurian History Museum\r\n",
"ITEM_WARDONLEVEL_DESC": "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>attack</style> and <style=cIsUtility>movement speed</style> by <style=cIsDamage>30%</style>.",
"ITEM_WARCRYONMULTIKILL_DESC": "<style=cIsDamage>Killing 3 enemies</style> within <style=cIsDamage>1</style> second sends you into a <style=cIsDamage>frenzy</style> for <style=cIsDamage>6s</style> <style=cStack>(+4s per stack)</style>. Increases <style=cIsUtility>movement speed</style> by <style=cIsUtility>50%</style> and <style=cIsDamage>attack speed</style> by <style=cIsDamage>100%</style>.",
"ITEM_PHASING_DESC": "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_HEALWHILESAFE_DESC": "Increases <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+4 hp/s</style> <style=cStack>(+4 hp/s per stack)</style>while outside of combat.",
"ITEM_JUMPBOOST_DESC": "<style=cIsUtility>Jumping</style> while <style=cIsUtility>sprinting</style> boosts you forward by <style=cIsUtility>10m</style><style=cStack>(+10m per stack)</style>.",
"ITEM_PERSONALSHIELD_DESC": "Gain a <style=cIsHealing>shield</style> equal to <style=cIsHealing>8%</style> <style=cStack>(+8% per stack)</style> of your maximum health. Recharges outside of danger.",
"ITEM_NOVAONHEAL_DESC": "Store <style=cIsHealing>100%</style> <style=cStack>(+100% per stack)</style> of healing as <style=cIsHealing>Soul Energy</style>. After your <style=cIsHealing>Soul Energy</style> reaches <style=cIsHealing>10%</style> of your <style=cIsHealing>maximum health</style>, <style=cIsDamage>fire a skull</style> that deals <style=cIsDamage>250%</style> of your <style=cIsHealing>Soul Energy</style> as <style=cIsDamage>damage</style>.",
"ITEM_MEDKIT_DESC": "2 seconds after getting hurt, <style=cIsHealing>heal</style> for <style=cIsHealing>20</style> plus an additional <style=cIsHealing>5% <style=cStack>(+5% per stack)</style></style> of <style=cIsHealing>maximum health</style>.",
"ITEM_EQUIPMENTMAGAZINE_DESC": "Hold an <style=cIsUtility>additional equipment charge</style> <style=cStack>(+1 per stack)</style>. <style=cIsUtility>Reduce equipment cooldown</style> by <style=cIsUtility>15%</style> <style=cStack>(+15% per stack)</style>.",
"ITEM_INFUSION_DESC": "Killing an enemy increases your <style=cIsHealing>health permanently</style> by <style=cIsHealing>1</style> <style=cStack>(+1 per stack)</style>, up to a <style=cIsHealing>maximum</style> of <style=cIsHealing>100 <style=cStack>(+100 per stack)</style> health</style>.",
"ITEM_SHOCKNEARBY_DESC": "Fire out <style=cIsDamage>lightning</style> that hits <style=cIsDamage>3</style> <style=cStack>(+2 per stack)</style> enemies for <style=cIsDamage>200%</style> base damage every <style=cIsDamage>0.5s</style>. The Tesla Coil switches off every <style=cIsDamage>10 seconds</style>.",
"ITEM_IGNITEONKILL_DESC": "Killing an enemy <style=cIsDamage>ignites</style> all enemies within <style=cIsDamage>12m</style> <style=cStack>(+4m per stack)</style>. Enemies <style=cIsDamage>burn</style> for <style=cIsDamage>150%</style> <style=cStack>(+75% per stack)</style> base damage.",
"ITEM_BOUNCENEARBY_DESC": "<style=cIsDamage>20%</style> <style=cStack>(+20% per stack)</style> chance on hit to <style=cIsDamage>fire homing hooks</style> at up to <style=cIsDamage>10</style> <style=cStack>(+5 per stack)</style> enemies for <style=cIsDamage>100%</style> TOTAL damage.",
"ITEM_FIREWORK_PICKUP": "Mama says it doesn't matter when I graduate high school, but Papa says I'm a 26-year-old sack of shit. Happy Birthday to me.",
"ITEM_FIREWORK_DESC": "Activating an interactable <style=cIsDamage>launches 8 <style=cStack>(+4 per stack)</style> fireworks</style> that deal <style=cIsDamage>300%</style> base damage.",
"ITEM_BANDOLIER_DESC": "<style=cIsUtility>18%</style> <style=cStack>(+10% on stack)</style> chance on kill to drop an ammo pack that <style=cIsUtility>resets all skill cooldowns</style>.",
"ITEM_STUNCHANCEONHIT_DESC": "<style=cIsUtility>5%</style> <style=cStack>(+5% on stack)</style> chance on hit to <style=cIsUtility>stun</style> enemies for <style=cIsUtility>2 seconds</style>.",
"ITEM_LUNARDAGGER_DESC": "Increase base damage by <style=cIsDamage>100%</style> <style=cStack>(+100% per stack)</style>. <style=cIsHealing>Reduce maximum health by 50%</style> <style=cStack>(+50% per stack)</style>.",
"ITEM_GOLDONHIT_DESC": "<style=cIsUtility>30% chance on hit</style> to gain <style=cIsUtility>2<style=cStack> (+2 per stack)</style> gold</style>. <style=cIsUtility>Scales over time.</style>\n\n<style=cIsHealth>Lose gold</style> on taking damage equal to <style=cIsHealth>100%<style=cStack> (+100% per stack)</style></style> of the <style=cIsHealth>maximum health percentage you lost</style>.",
"ITEM_SHIELDONLY_DESC": "<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>.",
"ITEM_TALISMAN_DESC": "<style=cIsDamage>Kills reduce</style> <style=cIsUtility>equipment cooldown</style> by <style=cIsUtility>4s</style> <style=cStack>(+2s per stack)</style>.",
"ITEM_KNURL_DESC": "<style=cIsHealing>Increase maximum health</style> by <style=cIsHealing>40</style> <style=cStack>(+40 per stack)</style> and <style=cIsHealing>base health regeneration</style> by <style=cIsHealing>+1.6 hp/s<style=cStack>(+1.6 hp/s per stack)</style>.",
"ITEM_BEETLEGLAND_PICKUP": "I have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.\r\nI have a beeble.",
"ITEM_BEETLEGLAND_DESC": "Every 30 seconds, <style=cIsUtility>summon a Beetle Guard</style> with bonus <style=cIsDamage>300%</style> damage and <style=cIsHealing>100% health</style>. Can have up to <style=cIsUtility>1</style> <style=cStack>(+1 per stack)</style> Guards at a time.",
"ITEM_SPRINTBONUS_PICKUP": "*sips monster*\r\nYep, I remember going fast.\r\n*sips monster*\r\nRemember when Kennedy was in office?\r\n*sips monster*\r\nRemember boomer jokes?\r\n*sips monster*\r\nMan, things just aren't the same as they were before.\r\n*sips monster*\r\n*sips monster*\r\n*sips monster*\r\n*sips monster*",
"ITEM_SPRINTBONUS_DESC": "<style=cIsUtility>Sprint speed</style> is improved by <style=cIsUtility>30%</style> <style=cStack>(+20% per stack)</style>.",
"ITEM_SECONDARYSKILLMAGAZINE_DESC": "Add <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> charge of your <style=cIsUtility>Secondary skill</style>.",
"ITEM_STICKYBOMB_DESC": "<style=cIsDamage>5%</style> <style=cStack>(+5% per stack)</style> chance on hit to attach a <style=cIsDamage>bomb</style> to an enemy, detonating for <style=cIsDamage>180%</style> TOTAL damage.",
"ITEM_TREASURECACHE_DESC": "A <style=cIsUtility>hidden cache</style> containing an item will appear in a random location <style=cIsUtility>on each stage</style>. <style=cStack>(Increases rarity of the item per stack)</style>.",
"ITEM_SPRINTARMOR_DESC": "<style=cIsHealing>Increase armor</style> by <style=cIsHealing>30</style> <style=cStack>(+30 per stack)</style> <style=cIsUtility>while sprinting</style>.",
"ITEM_ICERING_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic ice blast</style>, <style=cIsUtility>slowing</style> them by <style=cIsUtility>80%</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style> and dealing <style=cIsDamage>250%</style> <style=cStack>(+250% per stack)</style> TOTAL damage. Recharges every <style=cIsUtility>10</style> seconds.",
"ITEM_FIRERING_DESC": "Hits that deal <style=cIsDamage>more than 400% damage</style> also blasts enemies with a <style=cIsDamage>runic flame tornado</style>, dealing <style=cIsDamage>300%</style> <style=cStack>(+300% per stack)</style> TOTAL damage over time. Recharges every <style=cIsUtility>10</style> seconds.",
"ITEM_SLOWONHIT_DESC": "<style=cIsUtility>Slow</style> enemies on hit for <style=cIsUtility>-60% movement speed</style> for <style=cIsUtility>2s</style> <style=cStack>(+2s per stack)</style>.",
"ITEM_EXTRALIFE_DESC": "<style=cIsUtility>Upon death</style>, this item will be <style=cIsUtility>consumed</style> and you will <style=cIsHealing>return to life</style> with <style=cIsHealing>3 seconds of invulnerability</style>.",
"ITEM_UTILITYSKILLMAGAZINE_DESC": "Add <style=cIsUtility>+2</style> <style=cStack>(+2 per stack)</style> charges of your <style=cIsUtility>Utility skill</style>. <style=cIsUtility>Reduces Utility skill cooldown</style> by <style=cIsUtility>33%</style>.",
"ITEM_HEADHUNTER_DESC": "Gain the <style=cIsDamage>power</style> of any killed elite monster for <style=cIsDamage>8s</style> <style=cStack>(+5s per stack)</style>.",
"ITEM_KILLELITEFRENZY_DESC": "Upon killing an elite monster, <style=cIsDamage>enter a frenzy</style> for <style=cIsDamage>4s</style> <style=cStack>(+4s per stack)</style> where <style=cIsUtility>skills have no cooldowns</style>.",
"ITEM_REPEATHEAL_DESC": "<style=cIsHealing>Heal +100%</style> <style=cStack>(+100% per stack)</style> more. <style=cIsHealing>All healing is applied over time</style>. Can <style=cIsHealing>heal</style> for a <style=cIsHealing>maximum</style> of <style=cIsHealing>10%</style> (reduced by 50% per stack) of your <style=cIsHealing>health per second</style>.",
"ITEM_AUTOCASTEQUIPMENT_DESC": "<style=cIsUtility>Reduce Equipment cooldown</style> by <style=cIsUtility>50%</style> <style=cStack>(+15% per stack)</style>. Forces your Equipment to <style=cIsUtility>activate</style> whenever it is off <style=cIsUtility>cooldown</style>.",
"ITEM_ENERGIZEDONEQUIPMENTUSE_DESC": "Activating your Equipment gives you <style=cIsDamage>+70% attack speed</style> for <style=cIsDamage>8s</style> <style=cStack>(+4s per stack)</style>.",
"ITEM_BARRIERONOVERHEAL_DESC": "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>.",
"ITEM_TONICAFFLICTION_NAME": "Gimme Back the Sauce",
"ITEM_TONICAFFLICTION_PICKUP": "<color=#FF7F7F>It's just one more stack what's the problem.</color>\r\n<style=cStack>-You, before things went to shit</style>",
"ITEM_TITANGOLDDURINGTP_DESC": "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>100% <style=cStack>(+100% per stack)</style> health</style>.",
"ITEM_SPRINTWISP_DESC" : "Fire a <style=cIsDamage>tracking wisp</style> for <style=cIsDamage>300% <style=cStack>(+300% per stack)</style> damage</style>. Fires every <style=cIsUtility>1.6</style> seconds while sprinting. Fire rate increases with <style=cIsUtility>movement speed</style>.",
"ITEM_BARRIERONKILL_DESC" : "Gain a <style=cIsHealing>temporary barrier</style> on kill for <style=cIsHealing>15 health <style=cStack>(+15 per stack)</style></style>.",
"ITEM_ARMORREDUCTIONONHIT_DESC" : "After hitting an enemy <style=cIsDamage>5</style> times, reduce their <style=cIsDamage>armor</style> by <style=cIsDamage>60</style> for <style=cIsDamage>8</style><style=cStack> (+8 per stack)</style> seconds.",
"ITEM_TPHEALINGNOVA_DESC" : "Release a <style=cIsHealing>healing nova </style>during the Teleporter event, <style=cIsHealing>healing</style> all nearby allies for <style=cIsHealing>50%</style> of their maximum health. Occurs <style=cIsHealing>1</style> <style=cStack>(+1 per stack)</style> times.",
"ITEM_NEARBYDAMAGEBONUS_DESC": "Increase damage to enemies within <style=cIsDamage>13m</style> by <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style>.",
"ITEM_LUNARUTILITYREPLACEMENT_DESC": "<style=cIsUtility>Replace your Utility Skill</style> with <style=cIsUtility>Shadowfade</style>. \n\nFade away, becoming <style=cIsUtility>intangible</style> and gaining <style=cIsUtility>+30% movement speed</style>. <style=cIsHealing>Heal</style> for <style=cIsHealing>25% <style=cStack>(+25% per stack)</style> of your maximum health</style>. Lasts 3 <style=cStack>(+3 per stack)</style> seconds.",
"ITEM_THORNS_DESC" : "Getting hit causes you to explode in a burst of razors, dealing <style=cIsDamage>160% damage</style>. Hits up to <style=cIsDamage>5</style> <style=cStack>(+2 per stack)</style> targets in a <style=cIsDamage>25m</style> <style=cStack>(+10m per stack)</style> radius",
"ITEM_REGENONKILL_DESC": "Increases<style=cIsHealing> base health regeneration</style> by <style=cIsHealing>+2 hp/s</style> for <style=cIsUtility>3s</style> <style=cStack>(+3s per stack)</style> after killing an enemy.",
"ITEM_BONUSGOLDPACKONKILL_DESC": "<style=cIsUtility>4%</style> <style=cStack>(+4% on stack)</style> chance on kill to drop a treasure worth <style=cIsUtility>$25</style>. <style=cIsUtility>Scales over time.</style>",
"ITEM_LASERTURBINE_DESC" : "Killing enemies charges the Resonance Disc. The disc launches itself toward a target for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>, piercing all enemies it doesn't kill, and then explodes for <style=cIsDamage>1000%</style> base damage <style=cStack>(+1000% per stack)</style>. Returns to the user, striking all enemies along the way for <style=cIsDamage>300%</style> base damage <style=cStack>(+300% per stack)</style>.",
"ITEM_LUNARPRIMARYREPLACEMENT_DESC": "<style=cIsUtility>Replace your Primary Skill</style> with <style=cIsUtility>Hungering Gaze</style>. \n\nFire a flurry of <style=cIsUtility>tracking shards</style> that detonate after a delay, dealing <style=cIsDamage>120%</style> base damage. Hold up to 12 charges <style=cStack>(+12 per stack)</style> that reload after 2 seconds <style=cStack>(+2 per stack)</style>.",
"ITEM_NOVAONLOWHEALTH_DESC" : "Falling below <style=cIsHealth>25% health</style> causes you to explode, dealing <style=cIsDamage>6000% base damage</style>. Recharges every <style=cIsUtility>30 seconds</style> <style=cStack>(-50% per stack)</style>.",
"ITEM_REPULSIONARMORPLATE_DESC" : "Reduce all <style=cIsDamage>incoming damage</style> by <style=cIsDamage>5<style=cStack> (+5 per stack)</style></style>. Cannot be reduced below <style=cIsDamage>1</style>.",
"ITEM_SQUIDTURRET_DESC": "Activating an interactable summons a <style=cIsDamage>Squid Turret</style> that attacks nearby enemies at <style=cIsDamage>100% <style=cStack>(+100% per stack)</style> attack speed</style>. Lasts <style=cIsUtility>30</style> seconds.",
"ITEM_DEATHMARK_DESC" : "Enemies with <style=cIsDamage>4</style> or more debuffs are <style=cIsDamage>marked for death</style>, increasing damage taken by <style=cIsDamage>50%</style> from all sources for <style=cIsUtility>7</style> <style=cStack>(+7 per stack)</style> seconds.",
"ITEM_INTERSTELLARDESKPLANT_DESC" : "On kill, plant a <style=cIsHealing>healing</style> fruit seed that grows into a plant after <style=cIsUtility>5</style> seconds. \n\nThe plant <style=cIsHealing>heals</style> for <style=cIsHealing>10%</style> of <style=cIsHealing>maximum health</style> every second to all allies within <style=cIsHealing>5m</style> <style=cStack>(+5.0m per stack)</style>. Lasts <style=cIsUtility>10</style> seconds.",
"ITEM_FOCUSEDCONVERGENCE_DESC" : "Teleporters charge <style=cIsUtility>30% <style=cStack>(+30% per stack)</style> faster</style>, but the size of the Teleporter zone is <style=cIsHealth>50%</style> <style=cStack>(-50% per stack)</style> smaller. ",
"ITEM_FIREBALLSONHIT_DESC" : "<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>(+300% per stack)</style> damage each.",
"ITEM_BLEEDONHITANDEXPLODE_DESC" : "<style=cIsDamage>Critical Strikes 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>(+400% per stack)</style> damage, plus an additional <style=cIsDamage>15%</style> <style=cStack>(+15% per stack)</style> of their maximum health.",
"ITEM_SIPHONONLOWHEALTH_DESC" : "While in combat, the nearest 1<style=cStack>(+1 per stack)</style> characters to you within <style=cIsDamage>13m</style> will be 'tethered' to you, dealing <style=cIsDamage>100%</style> damage per second, applying <style=cIsDamage>tar</style>, and <style=cIsHealing>healing</style> you for <style=cIsHealing>100%</style> of the damage dealt.",
"ITEM_RANDOMDAMAGEZONE_DESC" : "Creates a Ward of Power in a random location nearby that buffs both enemies and allies within <style=cIsUtility>16m</style> <style=cStack>(+50% per stack)</style>, causing them to deal <style=cIsDamage>+50%</style> damage.",
"ITEM_CAPTAINDEFENSEMATRIX_DESC" : "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 attack speed</style>.",
"ITEM_LUNARBADLUCK_DESC": "All skill cooldowns are reduced by <style=cIsUtility>2</style> <style=cStack>(+1 per stack)</style> seconds. All random effects are rolled <style=cIsUtility>+1</style> <style=cStack>(+1 per stack)</style> times for an <style=cIsHealth>unfavorable outcome</style>.",