Module:Keyword/keywords: Difference between revisions

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title = 'Sacrifice',
title = 'Sacrifice',
desc = 'Sacrificing is loss of a resource (commonly Life, Mana or [EnergyShield|Energy Shield]) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing [Minion] Life) can lead to their death.',
desc = 'Sacrificing is loss of a resource (commonly Life, Mana or [EnergyShield|Energy Shield]) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing [Minion] Life) can lead to their death.',
    default = 'Sacrifice (keyword)',
},
},
{
{

Revision as of 13:53, 10 October 2025

Module documentation[create] [purge]
local data = {
	{
		id = 'Test',
		title = 'Test',
		desc = 'This test case is designed to be overwitten by other content',
	},
	{
		id = 'Physical',
		title = 'Physical Damage',
		desc = 'Physical damage is one of the five [DamageTypes|Damage Types]. It is the most common and the only one reduced by [Armour], rather than by a [Resistances|Resistance]. <br><br>Most physical damage comes from [MartialWeapon|Weapon] [Attack|Attacks], but some [Spell|Spells] and other skills deal physical damage as well. Physical damage over time can be inflicted with [Bleeding].',
		default = 'Physical',
		links = {
			'Physical Damage',
			'Physical damage'
		},
	},
	{
		id = 'Fire',
		title = 'Fire Damage',
		desc = 'Fire damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Fire Resistance]. Fire [HitDamage|Hits] inflict [Flammability] based on how much Fire damage is dealt, which provides a chance to [Ignite].',
	},
	{
		id = 'Cold',
		title = 'Cold Damage',
		desc = 'Cold damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Cold Resistance]. Cold hits apply [Chill] and build up [Freeze], but cannot build up [HeavyStun|Heavy Stun].',
	},
	{
		id = 'Lightning',
		title = 'Lightning Damage',
		desc = 'Lightning damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Lightning Resistance]. Lightning hits have a chance to [Shock] based on how much Lightning damage is dealt.',
	},
	{
		id = 'Chaos',
		title = 'Chaos Damage',
		desc = 'Chaos damage is one of the five [DamageTypes|Damage Types]. It is reduced by [Resistances|Chaos Resistance]. <br>Chaos damage is the least common damage type, and removes twice as much [EnergyShield|Energy Shield] as the damage value when taken.',
	},
	{
		id = 'test2',
		title = 'Test custom content',
	},
	{
		id = 'Ailments',
		title = 'Ailments',
		desc = 'Ailments are a family of common [Debuff|Debuffs] associated with specific damage types. The list of Ailments is: [Bleeding], [Ignite], [Chill], [Freeze], [Shock], [Electrocute], and [Poison].',
		default = 'Ailment',
	},
	{
		id = 'Attributes',
		title = 'Attributes',
		desc = '[Strength], [Dexterity], and [Intelligence] are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.<br><br>Each Attribute provides a different inherent bonus.',
		default = 'Attribute',
		links = {
			'attribute',
			'Attributes',
			'attributes'
		},
	},
	{
		id = 'Strength',
		title = 'Strength',
		desc = 'Strength is an [Attributes|Attribute] required to equip most equipment that grants [Armour], as well as various melee-aligned Weapons and Skills.<br><br>Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.<br><br>Strength does not grant damage to Skills or any other benefits except where specifically stated.',
	},
	{
		id = 'Dexterity',
		title = 'Dexterity',
		desc = 'Dexterity is an [Attributes|Attribute] required to use most equipment that grants [Evasion|Evasion Rating], as well as various range-aligned Weapons and Skills.<br><br>Dexterity provides an inherent bonus of +8 to [Accuracy|Accuracy Rating] per 1 Dexterity.<br><br>Dexterity does not grant damage to Skills or any other benefits except where specifically stated.',
	},
	{
		id = 'Intelligence',
		title = 'Intelligence',
		desc = 'Intelligence is an [Attributes|Attribute] required to use most equipment that grants [EnergyShield|Energy Shield], as well as various spell-aligned Weapons and Skills.<br><br>Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence<br><br>Intelligence does not grant damage to Skills or any other benefits except where specifically stated.',
	},
	{
		id = 'Bleeding',
		title = 'Bleeding',
		desc = 'Bleeding is an [Ailments|Ailment] that deals [Physical|Physical] damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses [EnergyShield|Energy Shield]<br><br>Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is [Aggravate|Aggravated].<br><br>[Physical] damage from [HitDamage|Hits] [Contributes|Contributes] to Bleeding [BuffMagnitude|Magnitude].<br><br>Damage does not [Contributes|Contribute] to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.<br><br>The base [BuffMagnitude|Magnitude] of Bleeding is [Physical] damage per second equal to 15% of the [Premitigation|Pre-mitigation] [Physical] damage of the [HitDamage|Hit] that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. <br><br>Modifiers and [Debuff|Debuffs] that affect the enemy\'s ability to mitigate damage (such as [Shock]) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [ArmourBreak|Armour Break]) do not affect Bleeding damage.',
		default = 'Bleed',
		links = {
			'Bleeding'
		},
	},
	{
		id = 'Blind',
		title = 'Blind',
		desc = 'Being Blinded causes 20% less [Accuracy|Accuracy] Rating and [Evasion|Evasion] Rating, and lasts for 4 seconds unless otherwise specified.',
	},
	{
		id = 'Chill',
		title = 'Chill',
		desc = 'Chill is an [Ailments|Ailment] that [Slow|Slows] the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill [BuffMagnitude|Magnitude] depends on the Chilling damage dealt relative to the target\'s [AilmentThreshold|Elemental Ailment Threshold], with a minimum of 30% and a default maximum of 50%.<br><br>[Cold] damage from [HitDamage|Hits] can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small [HitDamage|Hits] can fail to Chill.',
	},
	{
		id = 'ChilledGround',
		title = 'Chilled Ground',
		desc = 'Chilled Ground [Chill|Chills] those standing in it, and lasts 6 seconds by default.',
	},
	{
		id = 'ConsecratedGround',
		title = 'Consecrated Ground',
		desc = 'You and [Allies|Allies] standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and [Curse|Curses] have 50% reduced effect on them.',
	},
	{
		id = 'CullingStrike',
		title = 'Culling Strike',
		desc = 'Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the [HitDamage|Hit] is applied.',
		default = 'Culling strike',
		links = {
			'Cull',
			'Culling Strike'
		},
	},
	{
		id = 'DecimatingStrike',
		title = 'Decimating Strike',
		desc = '[HitDamage|Hits] against Full Life Enemies remove between 5% and 30% of Life, before the damage of the [HitDamage|Hit] is applied.',
	},
	{
		id = 'DamageTypes',
		title = 'Damage Types',
		desc = 'The damage types are [Physical], [Fire], [Cold], [Lightning] and [Chaos].',
		default = 'Damage type',
		links = {
			'Damage Type',
			'Damage Types',
			'Damage types'
		},
	},
	{
		id = 'DamagingAilments',
		title = 'Damaging Ailments',
		desc = '[Ailments] that deal damage are [Bleeding], [Ignite], and [Poison].',
		links = {
			'Damaging Ailment'
		},
	},
	{
		id = 'Defences',
		title = 'Defences',
		desc = '[Armour], [Evasion|Evasion Rating] and [EnergyShield|Energy Shield] are the standard Defences. Other protective stats such as [Resistances] are not counted as Defences.',
		default = 'Defence',
		links = {
			'Defences'
		},
	},
	{
		id = 'DesecratedGround',
		title = 'Desecrated Ground',
		desc = 'You take [Chaos] damage over time while standing in Desecrated Ground.',
	},
	{
		id = 'ElementalAilments',
		title = 'Elemental Ailments',
		desc = 'Elemental [Ailments] are [Ignite], [Chill], [Freeze], [Shock], and [Electrocute|Electrocute].',
		default = 'Elemental ailment',
		links = {
			'Ailment',
			'Elemental Ailment'
		},
	},
	{
		id = 'Freeze',
		title = 'Freeze',
		desc = 'Freeze is an [Ailments|Ailment] that causes targets to be unable to move or act, and lasts 4 seconds by default.<br><br>[Cold] damage from [HitDamage|Hits] [Contributes] to Freeze Buildup on enemies until they become [Frozen].',
		links = {
			'Freezing'
		},
	},
	{
		id = 'Hinder',
		title = 'Hinder',
		desc = 'Hinder is a [Debuff] that [Slow|Slows] movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.',
	},
	{
		id = 'Ignite',
		title = 'Ignite',
		desc = 'Ignite is an [Ailments|Ailment] that deals [Fire] damage over time, and lasts for 4 seconds by default.<br><br>The chance for a [HitDamage|Hit] to Ignite a target is determined by the total [BuffMagnitude|Magnitude] of [Flammability] on the target, including the amount added by that [HitDamage|Hit].<br><br>[Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Ignite, so [HitDamage|Hits] dealing more [Fire] damage inflict stronger Ignites.<br>The base [BuffMagnitude|Magnitude] of Ignite is [Fire] damage per second equal to 20% of the [Fire] damage dealt by the [HitDamage|Hit] that inflicted it. This is calculated using the final damage dealt by the [HitDamage|Hit], but not any modifiers on the target that affect how much damage they will take from the [HitDamage|Hit]. This [BuffMagnitude|Magnitude] is not further affected by any modifiers to the damage you deal.<br><br>Modifiers and [Debuff|Debuffs] that affect the enemy\'s ability to mitigate damage (such as [Shock]) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [Penetration]) do not affect Ignite damage.',
		links = {
			'Ignited',
			'Igniting'
		},
	},
	{
		id = 'Flammability',
		title = 'Flammability',
		desc = 'Flammability is a [Debuff] that provides the chance for [HitDamage|Hits] to [Ignite] the target. It is not itself an [Ailments|Ailment], but is closely associated with [Ignite], which is.<br><br>[Fire] damage from [HitDamage|Hits] [Contributes] to the [BuffMagnitude|Magnitude] of Flammability, so [HitDamage|Hits] that deal more [Fire] damage will [Ignite] more often.<br><br>The base [BuffMagnitude|Magnitude] of Flammability is 1% chance to Ignite the target for every 5% of the target\'s [AilmentThreshold|Ailment Threshold] dealt as [Fire] damage. Flammability from a [HitDamage|Hit] is applied before that hit checks whether it should [Ignite] the target, and so will affect that chance for that [HitDamage|Hit] to [Ignite].<br><br>Since chance for [HitDamage|Hits] to [Ignite] comes from Flammability on the target, modifiers which increase the chance to inflict [Ailments] will increase the [BuffMagnitude|Magnitude] of Flammability inflicted.<br><br>Effects which do not [HitDamage|Hit] targets, but [Ignite] as if they had, such as [IgnitedGround|Ignited Ground], also inflict Flammability, but do not roll a random chance to [Ignite]. Such effects will only [Ignite] once the total [Flammability] on the target reaches 50%.<br><br>Multiple instances of Flammability stack, raising the chance for [HitDamage|Hits] to [Ignite] the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.',
	},
	{
		id = 'IgnoreResistances',
		title = 'Ignoring Resistances',
		desc = 'Ignoring [Resistances] means your damage cannot be modified in any way by the target\'s [Resistances|Resistance] stats.',
	},
	{
		id = 'Knockback',
		title = 'Knockback',
		desc = 'Knockback pushes Enemies away when [HitDamage|Hit].',
		links = {
			'Knock Back',
			'Knock back',
			'Knocking Back'
		},
	},
	{
		id = 'LifeLeech',
		title = 'Life Leech',
		desc = 'When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.<br>Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.<br>Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.',
		links = {
			'Leech',
			'Leech Life'
		},
	},
	{
		id = 'LowEnergyShield',
		title = 'Low Energy Shield',
		desc = 'You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.',
	},
	{
		id = 'LowLife',
		title = 'Low Life',
		desc = 'A player or monster is on Low Life if it has 35% of its Maximum Life or less.',
	},
	{
		id = 'LowMana',
		title = 'Low Mana',
		desc = 'You are on Low Mana if you have 35% of your Maximum Mana or less.',
	},
	{
		id = 'Lucky',
		title = 'Lucky',
		desc = 'Lucky things are rolled twice and the better result used.',
	},
	{
		id = 'Maim',
		title = 'Maim',
		desc = 'Maimed enemies suffer from 30% [Slow|Slower] Movement Speed and 15% reduced [Evasion|Evasion Rating]. Maim lasts for 4 seconds unless otherwise specified.',
	},
	{
		id = 'ManaLeech',
		title = 'Mana Leech',
		desc = 'When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.<br>Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.<br>Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.',
		links = {
			'Leech Mana',
			'Leech'
		},
	},
	{
		id = 'RageLeech',
		title = 'Rage Leech',
		desc = 'When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.<br>Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.<br>Leeched [Rage] is recovered over one second. Multiple Leeches can occur simultaneously.',
		links = {
			'Leech Rage',
			'Leech'
		},
	},
	{
		id = 'MapOwner',
		title = 'Map Owner',
		desc = 'The Map Owner is the player who created the Map area.',
	},
	{
		id = 'NonDamagingAilments',
		title = 'Non-Damaging Ailments',
		desc = '[Ailments] that do not deal damage are [Chill], [Freeze], [Shock], and [Electrocute].',
		links = {
			'Non-Damaging Ailment'
		},
	},
	{
		id = 'Overkill',
		title = 'Overkill',
		desc = 'Overkill damage is any damage from a [HitDamage|Hit] in excess of the enemy\'s remaining Life when it is killed.',
	},
	{
		id = 'Poison',
		title = 'Poison',
		desc = 'Poison is an [Ailments|Ailment] that deals [Chaos] damage over time, and lasts 2 seconds by default. Damage from Poison bypasses [EnergyShield|Energy Shield].<br><br>[Physical] and [Chaos] damage from [HitDamage|Hits] [Contributes|Contribute] to Poison [BuffMagnitude|Magnitude].<br><br>Damage does not [Contributes|Contribute] to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.<br><br>The base [BuffMagnitude|Magnitude] of Poison is [Chaos] damage per second equal to 20% of the [Premitigation|Pre-mitigation] [Physical] and [Chaos] damage of the [HitDamage|Hit] that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.<br><br>Modifiers and [Debuff|Debuffs] that affect the enemy\'s ability to mitigate damage (such as [Shock]) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to [HitDamage|Hit] damage (such as [Penetration]) do not affect Poison damage.',
	},
	{
		id = 'Rage',
		title = 'Rage',
		desc = 'Rage grants 1% more [Attack|Attack] damage per 1 Rage gained, to a maximum of 30. You lose 1 Rage every 0.1 seconds if you have not taken damage or gained Rage in the last 2 seconds.<br><br>Only one [HitDamage|Hit] every 0.5 seconds can cause you to gain Rage.',
	},
	{
		id = 'Recently',
		title = 'Recently',
		desc = 'Recently refers to the past 4 seconds.',
	},
	{
		id = 'Shapeshift',
		title = 'Shapeshifting',
		desc = 'Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character\'s stats as normal unless otherwise specified.<br><br>Using a skill that is not compatible with your shapeshifted form will automatically revert you to human form.',
	},
	{
		id = 'Shock',
		title = 'Shock',
		desc = 'Shock is an [Ailments|Ailment] that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.<br><br>[Lightning] damage from [HitDamage|Hits] [Contributes] to chance to Shock enemies. The higher the [Lightning] damage dealt, the higher the chance. By default a [HitDamage|Hit] has 1% chance to Shock for every 4% of the target\'s [AilmentThreshold|Ailment Threshold] dealt.',
	},
	{
		id = 'SmokeCloud',
		title = 'Smoke Clouds',
		desc = 'Enemies standing in Smoke Clouds are [Blind|Blinded].<br>Smoke Clouds have a radius of 2 metres unless otherwise specified.',
	},
	{
		id = 'StunThreshold',
		title = 'Player Stun Threshold',
		desc = 'Your base Stun Threshold is equal to your maximum Life. A [HitDamage|Hit] that deals damage equal to or greater than your Stun Threshold is guaranteed to [Stun] you, and the chance scales down linearly for lower damage [HitDamage|Hits]. A [Stun] chance of less than 10% is treated as 0%.',
		default = 'Stun Threshold',
	},
	{
		id = 'EnemyStunThreshold',
		title = 'Enemy Stun Threshold',
		desc = 'The lower an enemy\'s Stun Threshold, the less [Stun] buildup is needed to [Stun] or [HeavyStun|Heavy Stun] them.',
	},
	{
		id = 'FreezeThreshold',
		title = 'Freeze Threshold',
		desc = 'Freeze Threshold determines how much [Freeze] buildup is needed to [Freeze] a target.',
	},
	{
		id = 'Unaffected',
		title = 'Unaffected',
		desc = '[Debuff|Debuffs] you are Unaffected by can still be placed on you, but will not actually apply their effect.',
	},
	{
		id = 'UncappedResist',
		title = 'Uncapped Resistance',
		desc = 'Uncapped [Resistances|Resistance] is the value a [Resistances|Resistance] would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.',
	},
	{
		id = 'OvercappedResist',
		title = 'Overcapped Resistance',
		desc = 'Overcapped [Resistances|Resistance] is the amount of a [Resistances|Resistance] you have in excess of your [MaximumResistances|Maximum Resistance] for that damage type.',
	},
	{
		id = 'Unlucky',
		title = 'Unlucky',
		desc = 'Unlucky things are rolled twice and the worse result used.',
	},
	{
		id = 'Immobilised',
		title = 'Immobilised',
		desc = 'A target is immobilised if it cannot move, for example due to being [Frozen], [Pinned], [HeavyStun|Heavy Stunned], or [Electrocute|Electrocuted].',
	},
	{
		id = 'Stun',
		title = 'Stun',
		desc = '[HitDamage|Hits] against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:<br><br>[LightStun|Light Stuns] last a fraction of a second but can be inflicted frequently. Any [HitDamage|Hit] has a chance to cause a [LightStun|Light Stun]. The chance is based on the damage dealt, up to 100% base chance for [HitDamage|Hits] that deal 100% of the target\'s maximum Life. Chances lower than 15% are treated as 0%.<br><br>[HeavyStun|Heavy Stuns] occur when a target\'s Stun bar is filled and last multiple seconds. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount).<br><br>Player [Physical] damage and [Melee] Damage each have 50% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup. These bonuses are multiplicative with each other.<br>Monster [Physical] damage and [Melee] Damage have 100% more and 33% more [LightStun|Light Stun] chance and [HeavyStun|Heavy Stun] buildup respectively. These bonuses are multiplicative with each other.',
	},
	{
		id = 'LightStun',
		title = 'Light Stun',
		desc = 'Any [HitDamage|Hit] has a chance to [LightStun|Light Stun] the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for [HitDamage|Hits] that deal 100% of the target\'s maximum Life. Chances lower than 15% are treated as 0%.<br><br>[Physical] damage, and player (but not monster) [Melee] Damage, each have 50% more [LightStun|Light Stun] chance. For players, these bonuses are multiplicative with each other.',
	},
	{
		id = 'HeavyStun',
		title = 'Heavy Stun',
		desc = '[HeavyStun|Heavy Stuns] occur when a target\'s [Stun] bar is filled, interrupts the target\'s current action and prevent them from taking actions for a few seconds. [HitDamage|Hits] cause Heavy Stun buildup based on the damage dealt. Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount).<br><br>While an enemy is Heavy Stunned, they cannot act and count as [Immobilised]. It will also be harder to Heavy Stun them again for a short time afterwards.<br><br>[Physical] damage, and player (but not monster) [Melee] Damage, each cause 50% more [HeavyStun|Heavy Stun] buildup. For players, these bonuses are multiplicative with each other.',
		links = {
			'Heavily Stun',
			'Heavily Stuned'
		},
	},
	{
		id = 'HeavyStunPlayer',
		title = 'Player Heavy Stun',
		desc = 'Players and their [Minion|Minions] usually cannot be [HeavyStun|Heavily Stunned], but players can receive [HeavyStun|Heavy Stun] buildup where specifically mentioned while taking specific actions (such as raising their [Shield], Parrying with a [Buckler], or riding a mount). A player\'s stun bar only empties when they are not taking these actions or [HeavyStun|Heavily Stunned]. While [HeavyStun|Heavily Stunned] players cannot [Block], [Deflect] or [Evasion|Evade].',
		default = 'Heavy Stun',
		links = {
			'Heavily Stun',
			'Heavily Stuned'
		},
	},
	{
		id = 'Electrocute',
		title = 'Electrocution',
		desc = 'Electrocution is an [Ailments|Ailment] that interrupts the target\'s actions and prevents them performing any action, and lasts 5 seconds by default.<br><br>Only [Lightning] damage from [HitDamage|Hits] with specific skills or effects [Contributes] to Electrocution Buildup on enemies until they become [Electrocute|Electrocuted]. Other sources of [Lightning] damage will not build up towards Electrocution.',
	},
	{
		id = 'Pinned',
		title = 'Pinned',
		desc = 'Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy\'s Pinned Threshold, they are Pinned, preventing them moving, being moved or [Evasion|Evading] for 3 seconds. They are also [LightStun|Light Stunned] when they become Pinned.<br><br>Pinned targets count as [Immobilised].',
	},
	{
		id = 'Overwhelm',
		title = 'Overwhelm',
		desc = 'Overwhelm negates a certain amount of the target\'s [Physical|Physical] damage reduction, but never more than the total [Physical|Physical] damage reduction the target has.',
	},
	{
		id = 'Melee',
		title = 'Melee',
		desc = 'Melee [Attack|Attacks] are those that directly hit with a melee [Strike] or a [Slam], dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. <br><br>Any [Projectile|Projectiles] these attacks create do not count as Melee damage.',
	},
	{
		id = 'Slam',
		title = 'Slams',
		desc = 'Slams are [Melee] [Attack|Attacks] that cause damaging areas of effect, rather than [Strike|Striking] enemies with your weapon directly. Damage from Slams is still [Melee] damage.',
	},
	{
		id = 'Chain',
		title = 'Chain',
		desc = 'Effects that Chain are redirected to another target after hitting an enemy. [Projectile|Projectiles] cannot Chain from enemies they [Pierce] or [Fork] from.<br>Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be [HitDamage|Hit] more than once in the same Chain.',
	},
	{
		id = 'Pierce',
		title = 'Pierce',
		desc = '[Projectile|Projectiles] that Pierce can pass through a target while still damaging them.',
	},
	{
		id = 'Fork',
		title = 'Fork',
		desc = '[Projectile|Projectiles] that Fork split into two the first time they hit an enemy and do not [Pierce] it.',
	},
	{
		id = 'Split',
		title = 'Split',
		desc = '[Projectile|Projectiles] that Split fire at a number of targets within 6 metres by splitting into multiple [Projectile|Projectiles] the first time they [HitDamage|Hit] an enemy.<br><br>Some non-[Projectile] beam Skills can also Split.',
	},
	{
		id = 'Deflect',
		title = 'Deflect',
		desc = 'Deflection Rating provides a chance to Deflect damage from [HitDamage|Hits], preventing 40% of the damage from those Hits and [Ailments] they inflict. Exact chance to Deflect also depends on the attacker\'s [Accuracy].',
	},
	{
		id = 'Suppress',
		title = 'Suppress',
		desc = '50% of damage from Suppressed Hits and [Ailments] they inflict is prevented.',
	},
	{
		id = 'Block',
		title = 'Block',
		desc = 'Blocking completely prevents the damage of an incoming [HitDamage|Hit].<br><br>You will still take any [Stun] from the Blocked hit. You can\'t Block while [Stun|Stunned] or [Freeze|Frozen]. <br><br>Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.',
	},
	{
		id = 'ChanceToBlock',
		title = 'Chance to Block',
		desc = 'Chance to [Block] only includes modifiers that are explicitly chance-based. Guaranteed [Block] (such as raising your [Shield]) does not affect your Chance to [Block].',
	},
	{
		id = 'OvercappedBlock',
		title = 'Overcapped Block Chance',
		desc = 'Overcapped [ChanceToBlock|Block Chance] is the amount by which your [ChanceToBlock|Chance to Block] exceeds your maximum [ChanceToBlock|Chance to Block].',
		links = {
			'Overcapped Block'
		},
	},
	{
		id = 'Strike',
		title = 'Strike',
		desc = 'A Strike is a [Melee] attack that directly hits with weapons or body parts. [Slam] attacks do not count as Strikes.',
	},
	{
		id = 'Projectile',
		title = 'Projectile',
		desc = 'A Projectile is a moving [Attack] or [Spell] that usually impacts with targets when it hits them.<br><br>When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.',
	},
	{
		id = 'Resistances',
		title = 'Resistances',
		desc = 'Resistances reduce damage taken of the corresponding damage type — [Fire], [Cold], [Lightning] or [Chaos] — up to a [MaximumResistances|Maximum]. [Fire], [Cold] and [Lightning] Resistances are Elemental Resistances.<br><br>Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.',
		default = 'Resistance',
		links = {
			'Resistances',
			'Elemental Resistance',
			'Elemental Resistances',
			'Fire Resistance',
			'Cold Resistance',
			'Lightning Resistance',
			'Chaos Resistance'
		},
	},
	{
		id = 'Critical',
		title = 'Critical Hits',
		desc = 'Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. [CriticalDamageBonus|Critical Damage Bonuses] can further modify this value.<br><br>[Attack|Attacks] usually use your weapon\'s base Critical Hit Chance, while [Spell|Spells] and some other skills have their base Critical Hit Chance listed on the skill. <br><br>Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.',
		default = 'Critical hit',
		links = {
			'Critical',
			'Critical Hit',
			'Critical Hit Chance',
			'Critically Hit',
			'Critically hit'
		},
	},
	{
		id = 'CriticalDamageBonus',
		title = 'Critical Damage Bonus',
		desc = 'Multiplies the damage dealt by [Critical|Critical Hits]. Default value is +100% (i.e. twice as much damage).',
	},
	{
		id = 'JaggedGround',
		title = 'Jagged Ground',
		desc = 'Jagged Ground [Slow|Slows] the movement speed of enemies in its area by 20%.',
	},
	{
		id = 'Totem',
		title = 'Totems',
		desc = 'Totems are [Allies|allied] constructs which use skills for you. Totems are not [Minion|Minions] and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.<br><br>Totem Limit is shared between different types of Totem by default.',
	},
	{
		id = 'Taunt',
		title = 'Taunt',
		desc = 'Enemies you Taunt can only target you, and deal 10% less damage with [HitDamage|hits] to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.',
	},
	{
		id = 'Empowered',
		title = 'Empowered Skills',
		desc = 'Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.',
		default = 'Empowered skill',
		links = {
			'Empower',
			'Empowered',
			'Empowered Skills'
		},
	},
	{
		id = 'Power',
		title = 'Monster Power',
		desc = 'Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster\'s [Rarity]:<br><br>Normal: 1<br>Magic: 2<br>Rare: 5<br><br>Unique monsters always have 20 Power.',
	},
	{
		id = 'Armour',
		title = 'Armour',
		desc = 'Armour reduces [HitDamage|Damage taken from Hits]. By default, Armour only applies to [Physical] [HitDamage|Damage].<br><br>Damage reduction from Armour is proportional to the amount of [HitDamage|Damage], and is more effective at reducing smaller hits.',
	},
	{
		id = 'Burning',
		title = 'Burning',
		desc = 'Burning damage is any [Fire|Fire] damage dealt over time, including things like [Ignite].',
		default = 'Ignite',
		links = {
			'Burn',
			'Burning'
		},
	},
	{
		id = 'Frozen',
		title = 'Frozen',
		desc = 'A Frozen target cannot move or act. Targets become Frozen when they reach 100% [Freeze] buildup.',
	},
	{
		id = 'Evasion',
		title = 'Evasion',
		desc = 'Evasion Rating grants a chance to Evade enemy [HitDamage|Hits], preventing them from [HitDamage|Hitting] you at all. Exact chance to Evade also depends on the attacker\'s [Accuracy].',
		links = {
			'Evasion Rating'
		},
	},
	{
		id = 'Accuracy',
		title = 'Accuracy',
		desc = 'Accuracy is used to hit a target with an [Attack|Attack], and is checked against the targets [Evasion] to determine that chance. <br><br>Player [Attack|Attacks] incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.',
		links = {
			'Accurate'
		},
	},
	{
		id = 'EnergyShield',
		title = 'Energy Shield',
		desc = 'Energy Shield protects your Life by taking damage instead. Rapidly [ESRecharge|Recharges] if you don\'t lose Energy Shield for a short time.<br>[Chaos] damage removes twice as much Energy Shield.<br>Damage from [Bleeding] and [Poison] bypasses Energy Shield to remove Life directly.',
	},
	{
		id = 'PrimedElectrocution',
		title = 'Primed for Electrocution',
		desc = 'Normal enemies are Primed for [Electrocute|Electrocution] when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.',
	},
	{
		id = 'PrimedStun',
		title = 'Primed for Stun',
		desc = 'Normal enemies are Primed for [Stun] when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.',
	},
	{
		id = 'PrimedFreeze',
		title = 'Primed for Freeze',
		desc = 'Normal enemies are Primed for [Freeze] when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.',
	},
	{
		id = 'IronReflexes',
		title = 'Iron Reflexes',
		desc = '[StatConversion|Converts] all [Evasion|Evasion Rating] to [Armour].',
	},
	{
		id = 'Slow',
		title = 'Slow',
		desc = 'Slows are modifiers from [Debuff|Debuffs] that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.<br><br>Higher [Rarity] enemies are less affected by Slows:<br><br>15% less Slow effect on Magic monsters<br>30% less Slow effect on Rare monsters<br>50% less Slow effect on Unique monsters<br><br>Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 75% of their base speed.',
	},
	{
		id = 'Rarity',
		title = 'Rarity',
		desc = '[ItemRarity|Item] or monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.',
		links = {
			'Normal',
			'Rare',
			'Magic',
			'Unique'
		},
	},
	{
		id = 'FasterESRechargeStart',
		title = 'Faster Start of Energy Shield Recharge',
		desc = 'Affects the delay before your [EnergyShield|Energy Shield] starts [ESRecharge|Recharging] after losing Energy Shield.',
		default = 'Energy Shield',
		links = {
			'Faster Start of Energy Shield Recharge'
		},
	},
	{
		id = 'ESRechargeRate',
		title = 'Energy Shield Recharge Rate',
		desc = 'Affects how quickly [EnergyShield|Energy Shield] is recovered by [ESRecharge|Recharge] once it starts Recharging.',
		default = 'Energy Shield',
		links = {
			'Energy Shield Recharge Rate'
		},
	},
	{
		id = 'HitDamage',
		title = 'Hit Damage',
		desc = 'Any damage that isn\'t damage over time is Hit damage.<br><br>[DamagingAilments|Damaging Ailments] which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.',
		default = 'Hit',
		links = {
			'Damaging Hit',
			'Damaging hit',
			'Hit Damage'
		},
	},
	{
		id = 'Spell',
		title = 'Spells',
		desc = 'Spells are skills that use raw magic to destroy your enemies. [Attack|Attacks] are not Spells.<br><br>Spells have their own base damage, cast speed and [Critical|Critical Hit] chance determined by the skill. They do not benefit from a weapon\'s inherent damage, attack speed or [Critical|Critical Hit] chance.',
	},
	{
		id = 'Attack',
		title = 'Attacks',
		desc = 'Attacks are skills that directly use your equipped weapon to damage enemies. [Spell|Spells] are not Attacks.<br><br>The base damage, attack speed and [Critical|critical hit] chance of an attack are determined using your weapon\'s stats unless a skill says otherwise.<br><br>Attacks do not necessarily deal [Physical] damage — they can deal any damage type.',
	},
	{
		id = 'Trap',
		title = 'Traps',
		desc = 'Traps are [Two-Handed] ranged weapons that require [Dexterity] and [Intelligence] to equip. Traps cannot be used to [Attack] directly. <br><br>Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by [CloseRange|Close by] enemies depending on the Trap type.',
	},
	{
		id = 'Withered',
		title = 'Withered',
		desc = 'Withered applies 5% increased [Chaos] damage Taken, and can be inflicted up to 10 times.',
		links = {
			'Wither'
		},
	},
	{
		id = 'Crushed',
		title = 'Crushed',
		desc = 'Crushed lowers [Physical] damage Reduction by 15%.',
	},
	{
		id = 'CrushingBlow',
		title = 'Crushing Blows',
		desc = 'Crushing Blows cause a [HeavyStun|Heavy Stun] on enemies that are [PrimedStun|Primed for Stun].',
		links = {
			'Crushing Blow'
		},
	},
	{
		id = 'Brittle',
		title = 'Brittle',
		desc = 'Hits have up to +6% [Critical|Critical Hit] Chance against Brittle enemies, based on the [Cold] damage of the Hit which inflicted Brittle, for 4 seconds.',
	},
	{
		id = 'QuestItem',
		title = 'Quest Item',
		desc = 'Quest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.',
	},
	{
		id = 'Sword',
		title = 'Swords',
		desc = 'Swords are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Swords require [Strength] and [Dexterity] to equip. <br><br>Sword [Attack|Attacks] are commonly related to elemental damage.',
	},
	{
		id = 'Mace',
		title = 'Maces',
		desc = 'Maces are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Maces require [Strength] to equip. <br><br>Mace [Attack|Attacks] are often [Slam|Slams] or slow [Strike|Strikes] that deal [Physical] or [Fire] damage.',
	},
	{
		id = 'Sceptre',
		title = 'Sceptres',
		desc = 'Sceptres are [One-Handed] weapons that require [Strength] and [Intelligence] to equip. Sceptres can be equipped in your main hand or off hand, but you cannot [DualWield|Dual Wield] two Sceptres. <br><br>Sceptres cannot be used to [Attack] and do not grant bonuses to [Spell|Spellcasting]. Instead, they grant additional [Spirit] and can provide bonuses to your [Allies].',
	},
	{
		id = 'Wand',
		title = 'Wands',
		desc = 'Wands are [One-Handed] [Spell|Spellcasting] weapons that require [Intelligence] to equip. <br><br>Wands cannot be [DualWield|Dual Wielded] and cannot be used to [Attack] directly. However, they grant inbuilt [Spell|Spells] based on the wand type and powerful bonuses to spells.',
	},
	{
		id = 'Axe',
		title = 'Axes',
		desc = 'Axes are [Melee] weapons that can be [One-Handed] or [Two-Handed]. Axes require [Strength] and [Dexterity] to equip. <br><br>Axe [Attack|Attacks] commonly involve throwing your axe and/or inflicting [Bleeding].',
	},
	{
		id = 'Bow',
		title = 'Bows',
		desc = 'Bows are [Two-Handed] ranged weapons that require [Dexterity] to equip. Equipping a Bow allows you to also equip a [Quiver] in the off hand slot. <br><br>Bows can [Attack] from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.',
	},
	{
		id = 'Dagger',
		title = 'Daggers',
		desc = 'Daggers are [One-Handed] [Melee] weapons that require [Dexterity] and [Intelligence] to equip. <br><br>Dagger [Attack|Attacks] are commonly related to ambushing or debilitating enemies. Some blade-related [Spell|Spells] also require a Dagger.',
	},
	{
		id = 'Staff',
		title = 'Staves',
		desc = 'Staves are [Two-Handed] [Spell|Spellcasting] weapons that require [Intelligence] to equip. <br>Staves cannot be used to [Attack]. However, they grant inbuilt [Spell|Spells] based on the staff type and powerful bonuses to spells.',
	},
	{
		id = 'Claw',
		title = 'Claws',
		desc = 'Claws are [One-Handed] [Melee] weapons that require [Dexterity] to equip. Claws can be [DualWield|Dual Wielded] with another Claw, but cannot be combined with other equipped items in the off hand.<br><br>Claw [Attack|Attacks] are commonly fast and cause [Bleeding].',
	},
	{
		id = 'Talisman',
		title = 'Talismans',
		desc = 'Talismans are [Two-Handed] [Melee] weapons that require [Strength] and [Intelligence] to equip.<br><br>Talismans allow you to use [Shapeshift|Shapeshifting] Skills. Although each Talisman is associated with a specific [Shapeshift] form, every Talisman allows you to use Skills from all forms.',
	},
	{
		id = 'Shield',
		title = 'Shields',
		desc = 'Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively [Block]. Most Shields can also be raised to [Block] all incoming [Strike|Strikes] and [Projectile|Projectiles] from the front.<br><br>[Buckler|Bucklers] are a special type of Shield that do not grant any [Armour] and can Parry enemy skills instead of being raised to [Block].',
	},
	{
		id = 'ArmouredShield',
		title = 'Armoured Shields',
		desc = 'Armoured [Shield|Shields] are any [Shield|Shields] that grant the player [Armour] — that is, any type of [Shield] other than [Buckler|Bucklers].',
		default = 'Shield',
		links = {
			'Armoured Shield'
		},
	},
	{
		id = 'Buckler',
		title = 'Bucklers',
		desc = 'Bucklers are a special type of [Shield] that do not grant any [Armour] and can [Parry] enemy skills instead of being raised to [Block].',
	},
	{
		id = 'Focus',
		title = 'Foci',
		desc = 'Foci are armour items that are equipped in your off hand and require [Intelligence] to equip. <br><br>Foci can grant significant amounts of [EnergyShield|Energy Shield] and powerful bonuses to your [Spell|Spells].',
	},
	{
		id = 'Quarterstaff',
		title = 'Quarterstaves',
		desc = 'Quarterstaves are [Two-Handed] [Melee] weapons that require [Dexterity] and [Intelligence] to equip. <br><br>Quarterstaff [Attack|Attacks] often focus on high mobility in combat.',
	},
	{
		id = 'Spear',
		title = 'Spears',
		desc = 'Spears are [One-Handed] [Melee] weapons that require [Strength] and [Dexterity] to equip. Spears cannot be dual wielded. <br><br>Spear combat is often a mix of both ranged and [Melee], as many spear skills enable you to throw your spear.',
	},
	{
		id = 'Crossbow',
		title = 'Crossbows',
		desc = 'Crossbows are [Two-Handed] ranged weapons that require [Strength] and [Dexterity] to equip. Crossbow basic [Attack|Attacks] can be modified with [Ammunition|Ammunition Skills].<br><br>Multiple [Projectile|Projectiles] fired from a single Crossbow skill can all hit the same target, and single-[Projectile] skills fire additional [Projectile|Projectiles] in sequence rather than in a spread.',
	},
	{
		id = 'Flail',
		title = 'Flails',
		desc = 'Flails are [One-Handed] [Melee] weapons that require [Strength] and [Intelligence] to equip. Flails cannot be [DualWield|Dual Wielded]. <br><br>Flail [Attack|Attacks] tend to reward careful placement and long wind-up times with devastating effects.',
	},
	{
		id = 'Flask',
		title = 'Flasks',
		desc = 'Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. <br><br>[Rarity|Normal] enemies grant Flask charges equal to half their [Power]<br>[Rarity|Magic] enemies grant Flask charges equal to their [Power]<br>[Rarity|Rare] and [Rarity|Unique] enemies grant Flask charges equal to twice their [Power]<br><br>[Checkpoint|Checkpoints] and [Wells] completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.',
		default = 'Flask',
		links = {
			'flask',
			'Flasks',
			'flasks'
		},
	},
	{
		id = 'UFlask',
		title = 'Utility Flasks',
		desc = 'Utility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time. <br><br>Flasks refill at [Checkpoint|Checkpoints], [Wells|Wells] or by killing Monsters. More powerful Monsters will grant more charges.',
	},
	{
		id = 'Quiver',
		title = 'Quivers',
		desc = 'Quivers are off hand items that are only usable while you have a [Bow] equipped. Quivers provide a variety of bonuses to Bow [Attack|Attacks].',
	},
	{
		id = 'Spirit',
		title = 'Spirit',
		desc = 'Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.<br><br>[WeaponSets|Weapon Sets] can have differing amounts of available Spirit, due to weapons with Spirit (such as [Sceptre|Sceptres]), [WeaponSetPassiveSkillPoints|Weapon Set Passive Skills], or [Persistent] Skills that are active in specific [WeaponSets|Weapon Sets].',
	},
	{
		id = 'One-Handed',
		title = 'One-Handed',
		desc = 'One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.',
	},
	{
		id = 'Two-Handed',
		title = 'Two-Handed',
		desc = 'Two-handed weapons take up both weapon slots when equipped.',
	},
	{
		id = 'Allies',
		title = 'Allies',
		desc = 'Your allies include other players, [Minion|Minions], and any other entity that fights alongside you and has its own stats. <br><br>You do not count as your own Ally.',
		default = 'Ally',
		links = {
			'Allied'
		},
	},
	{
		id = 'DualWield',
		title = 'Dual Wielding',
		desc = 'Dual Wielding refers to using two [MartialWeapon|Martial Weapons], one in each hand.',
		default = 'Dual wielding',
		links = {
			'Dual Wielding'
		},
	},
	{
		id = 'Minion',
		title = 'Minions',
		desc = 'Minions are summoned [Allies] which will accompany and fight alongside you. [Persistent] Minions will reserve a portion of [Spirit] while active.',
	},
	{
		id = 'Warcry',
		title = 'Warcries',
		desc = 'Warcries are skills which count enemy [Power] within their area and [Empowered|Empower] your subsequent Melee [Attack|Attacks], sometimes depending on the total [Power] of enemies counted.',
		links = {
			'Warcries'
		},
	},
	{
		id = 'Curse',
		title = 'Curses',
		desc = 'Curses significantly [Debuff] affected targets. By default a target can have one Curse on them at a time.<br><br>Higher [Rarity] enemies are less affected by Curses:<br><br>15% less Curse effect on Magic monsters<br>30% less Curse effect on Rare monsters<br>50% less Curse effect on Unique monsters',
	},
	{
		id = 'Aftershock',
		title = 'Aftershocks',
		desc = 'Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area.',
	},
	{
		id = 'Elusive',
		title = 'Elusive',
		desc = 'The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.',
	},
	{
		id = 'ShockedGround',
		title = 'Shocked Ground',
		desc = 'Shocked Ground [Shock|Shocks] those standing in it, and lasts 6 seconds by default.',
	},
	{
		id = 'EnergyShieldLeech',
		title = 'Energy Shield Leech',
		desc = 'When you deal damage from a [HitDamage|Hit], Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.<br>Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.<br>Leeched [EnergyShield|Energy Shield] is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.',
		default = 'Energy shield leech',
		links = {
			'Energy Shield Leech',
			'Energy Shield leech',
			'Leech Energy Shield',
			'Leech'
		},
	},
	{
		id = 'Unarmed',
		title = 'Unarmed',
		desc = 'Unarmed [Attack|Attacks] do not benefit from your equipped Weapon.',
	},
	{
		id = 'Orb',
		title = 'Orb Skills',
		desc = 'Orb Skills create lasting effects at a location which damage enemies in an area around them.',
	},
	{
		id = 'Exposure',
		title = 'Exposure',
		desc = 'Exposure is a type of [Debuff] that lowers the affected enemy\'s [Total] [Resistances|Elemental Resistances]. By default it lowers [Resistances] by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering [Resistances], this can cause the enemy\'s [Resistances|Resistance] to become negative.<br><br>Higher [Rarity] enemies are less affected by Exposure:<br><br>15% less Exposure effect on Magic monsters<br>30% less Exposure effect on Rare monsters<br>50% less Exposure effect on Unique monsters',
	},
	{
		id = 'Energy',
		title = 'Energy',
		desc = 'Several [Meta] Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to [Trigger] other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to [Total] use time are treated as though they were double the value.<br><br>Energy cannot be gained from direct effects of [Trigger|Triggered] Skills.',
	},
	{
		id = 'IceCrystals',
		title = 'Ice Crystals',
		desc = 'Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal [Cold|Cold] damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.<br><br>Skills which [Consume] [Freeze] will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.',
		default = 'Ice Crystal',
		links = {
			'Ice Crystals'
		},
	},
	{
		id = 'IceCrystalShatter',
		title = 'Ice Crystal Shattering',
		desc = 'Skills which [Consume] [Freeze] will instantly shatter [IceCrystals|Ice Crystals], causing them to deal more damage in a larger area.',
	},
	{
		id = 'Return',
		title = 'Returning',
		desc = '[Projectile|Projectiles] which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.',
	},
	{
		id = 'Phasing',
		title = 'Phasing',
		desc = 'While Phasing, you can pass through enemies without being blocked by them.',
	},
	{
		id = 'Corpse',
		title = 'Corpses',
		desc = 'Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of [Rarity|Unique] monsters cannot be destroyed or consumed. Generally, slain [Allies|Allies] do not leave usable Corpses.',
	},
	{
		id = 'Charges',
		title = 'Charges',
		desc = 'Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.<br><br>There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.',
		default = 'Charge',
		links = {
			'Charges',
			'Endurance Charge',
			'Endurance Charges',
			'Frenzy Charge',
			'Frenzy Charges',
			'Power Charge',
			'Power Charges'
		},
	},
	{
		id = 'ElementalDamage',
		title = 'Elemental Damage Types',
		desc = 'The three Elemental damage types are [Fire|Fire], [Cold|Cold], and [Lightning|Lightning].',
		default = 'Elemental damage',
		links = {
			'Elemental',
			'Elemental Damage',
			'Elemental Hit Damage'
		},
	},
	{
		id = 'Wells',
		title = 'Wells',
		desc = 'Wells are present in every Town, and will refill your [Flask|Flasks] as well as restoring your Life and Mana when used.',
		default = 'Well',
		links = {
			'Wells'
		},
	},
	{
		id = 'Presence',
		title = 'Presence',
		desc = 'Your Presence is an area around your character within which certain effects (such as many [Aura|Auras]) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.',
	},
	{
		id = 'LightRadius',
		title = 'Light Radius',
		desc = 'Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.',
	},
	{
		id = 'ItemRarity',
		title = 'Item Rarity',
		desc = 'Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.<br>Magic items can have 2 Modifiers; a Prefix and a Suffix.<br>Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.<br>More powerful and dangerous enemies are more likely to drop rarer Items.',
		default = 'Rarity',
		links = {
			'Normal',
			'Rare',
			'Magic',
			'Unique'
		},
	},
	{
		id = 'Shatter',
		title = 'Shatter',
		desc = '[Frozen] enemies Shatter when killed, destroying their corpse.',
	},
	{
		id = 'Penetration',
		title = 'Resistance Penetration',
		desc = 'Penetration causes the target\'s corresponding [Resistances|Resistance] to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your [HitDamage|Hits]. [Resistances] can only be Penetrated down to a minimum of 0% by default.<br><br>Since Penetration only affects [HitDamage|Hits] and applies to the target\'s defensive stats rather than your own offensive stats, it does not affect damage with [DamagingAilments|Ailments].',
		links = {
			'Resistance Penetration'
		},
	},
	{
		id = 'ArmourBreak',
		title = 'Armour Break',
		desc = 'Some Skills, Items, Support Gems and other effects can Break [Armour|Armour], which lowers a target\'s [Armour|Armour] by a specified amount. If this brings the target\'s [Armour|Armour] value to 0, their [Armour|Armour] is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from [Armour], non-player targets with Fully Broken [Armour] take 20% increased [Physical] damage from [HitDamage|Hits].<br><br>Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.',
		links = {
			'Armour Break',
			'Armour Broken',
			'Break Armour',
			'Breaks Armour',
			'Breaking Armour',
			'Broken Armour',
			'Fully Armour Broken',
			'Fully Break',
			'Fully Broken Armour',
			'Fully Breaking Armour',
			'Fully Broken',
			'Break'
		},
	},
	{
		id = 'ArmourOverbreak',
		title = 'Armour Break below 0',
		desc = 'Enemies with [Armour] [ArmourBreak|Broken] below 0 have negative [Armour]. This means they take more [Physical] damage from [HitDamage|Hits]. Armour broken below 0 is capped by the enemy\'s base [Armour].',
		default = 'Armour Break',
	},
	{
		id = 'Channelling',
		title = 'Channelling',
		desc = 'Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.',
		links = {
			'Channelled'
		},
	},
	{
		id = 'Remote',
		title = 'Remote Skills',
		desc = 'Remote Skills are Skills that are performed for you by a different entity, such as a [Totem], [Trap], or Clone. [Minion|Minions] are not Remote Skills.',
	},
	{
		id = 'AncestralBoost',
		title = 'Ancestral Boost',
		desc = 'An Ancestrally Boosted [Slam] has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted [Strike] will target 2 additional Enemies. [Trigger|Triggered Skills] cannot be Ancestrally Boosted. Ancestrally Boosted [Attack|Attacks] count as being [Empowered].',
		links = {
			'Ancestrally Boosted'
		},
	},
	{
		id = 'Buff',
		title = 'Buffs',
		desc = 'Buffs are effects that boost a player or monster\'s stats for a duration or while a condition is met.<br><br>Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.',
	},
	{
		id = 'Debuff',
		title = 'Debuffs',
		desc = 'Debuffs are negative effects that deal damage or penalise an entity\'s stats, either for a set duration or when a condition is met.<br><br>Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.',
	},
	{
		id = 'Persistent',
		title = 'Persistent Skills',
		desc = 'Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to [Reservation|Reserve] [Spirit] in order to be activated.',
	},
	{
		id = 'Consume',
		title = 'Effect Consumption',
		desc = 'Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.<br><br>Consuming a [Debuff] on an enemy causes the enemy to be immune to that [Debuff] for 1 seconds.',
	},
	{
		id = 'ChaosOrb',
		title = 'Chaos Orb',
		desc = 'Removes a random modifier and augments a [ItemRarity|Rare] item with a new random modifier.',
	},
	{
		id = 'OrbOfAlteration',
		title = 'Orb of Alteration',
		desc = 'Reforges a [ItemRarity|Magic] item with new random modifiers.',
	},
	{
		id = 'OrbOfTransmutation',
		title = 'Orb of Transmutation',
		desc = 'Upgrades a [ItemRarity|Normal] item to a [ItemRarity|Magic] item with 1 modifier.',
	},
	{
		id = 'OrbOfAlchemy',
		title = 'Orb of Alchemy',
		desc = 'Upgrades a [ItemRarity|Normal] or [ItemRarity|Magic] item to a [ItemRarity|Rare] item with 4 random modifiers.',
	},
	{
		id = 'OrbOfChance',
		title = 'Orb of Chance',
		desc = 'Unpredictably either upgrades a [ItemRarity|Normal] item to [ItemRarity|Unique] rarity or destroys it.',
	},
	{
		id = 'RegalOrb',
		title = 'Regal Orb',
		desc = 'Upgrades a [ItemRarity|Magic] item to a [ItemRarity|Rare] item',
	},
	{
		id = 'ArtificersOrb',
		title = 'Artificer\'s Orb',
		desc = 'Adds a [Rune] Socket to a [MartialWeapon|Martial Weapon] or Armour',
	},
	{
		id = 'Aura',
		title = 'Auras',
		desc = 'Auras apply [Buff|Buffs] to [Allies|Allies] within a radius, or [Debuff|Debuffs] to enemies within a radius of the source of the Aura.',
	},
	{
		id = 'StormSurge',
		title = 'Stormsurge',
		desc = 'Each Stormsurge on this Weapon grants 3% of damage [Gain|Gained] as Extra [Lightning|Lightning] damage for 5 seconds. Maximum 10 Stormsurge.',
	},
	{
		id = 'Reviving',
		title = 'Reviving Minions',
		desc = 'Reviving [Minion|Minions] heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving [Minion] dies.',
	},
	{
		id = 'Quality',
		title = 'Quality',
		desc = 'Quality grants small bonuses to an item depending on the type of item.<br><br>[MartialWeapon|Martial Weapons] gain 1% more [Physical] damage per Quality.<br>Armours gain 1% more [Defences] per Quality.<br>Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.<br>[Flask|Flasks] gain 1% more Life and Mana recovery per Quality.<br>[Charm|Charms] gain 1% increased duration per Quality.<br>Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.',
		links = {
			'quality'
		},
	},
	{
		id = 'SupportGem',
		title = 'Support Gems',
		desc = 'Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.<br><br>You cannot use multiple copies of the exact same [LineageSupports|Lineage Support] across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.<br>Cannot use multiple Support Gems of the same [SupportGemCategory|Category] in one Skill.',
	},
	{
		id = 'AoESkill',
		title = 'Area of Effect Skills',
		desc = 'This Skill has an effect that applies to every target in its area, rather than picking specific targets.<br><br>Areas of Effect that originate from a target hit by a Skill will add that target\'s size to their radius.',
	},
	{
		id = 'DurationSkill',
		title = 'Duration Skills',
		desc = 'This Skill has a Duration that can be modified.',
	},
	{
		id = 'Detonator',
		title = 'Detonator Skills',
		desc = 'Detonator Skills can cause flammable gas, [Oil], explosives, and similar effects to explode on contact.',
	},
	{
		id = 'Nova',
		title = 'Nova Skills',
		desc = 'Nova Skills take effect in a circular area around their user.',
	},
	{
		id = 'Trigger',
		title = 'Triggered Skills',
		desc = 'Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.<br><br>If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.',
	},
	{
		id = 'Herald',
		title = 'Herald Skills',
		desc = 'Herald Skills are a type of [Persistent] [Buff] that grant powerful effects on killing enemies.',
	},
	{
		id = 'Recoup',
		title = 'Recoup',
		desc = 'When you take damage from a [HitDamage|Hit], Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.',
	},
	{
		id = 'Thorns',
		title = 'Thorns',
		desc = 'Thorns damage is a kind of [HitDamage|Hit] Damage you can deal. Thorns damage is not [Attack] damage or [Spell] damage and is not affected by modifiers specific to those.<br><br>If you have Thorns damage, you inherently [ThornsRetaliation|Retaliate] against [Melee] [Attack] [HitDamage|Hits], dealing your Thorns damage to the enemy that [HitDamage|Hit] you.<br><br>Some skills and other effects may also deal your thorns damage to enemies at other times.',
	},
	{
		id = 'IgnitedGround',
		title = 'Ignited Ground',
		desc = 'Ignited Ground repeatedly inflicts [Flammability] on enemies as long as they are standing on it, [Ignite|Igniting] them when it reaches 100%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.',
	},
	{
		id = 'CriticalWeakness',
		title = 'Critical Weakness',
		desc = 'Critical Weakness causes hits against affected targets to have +0.5% to [Critical|Critical Hit] Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.',
	},
	{
		id = 'ElementalGround',
		title = 'Elemental Ground Surfaces',
		desc = 'Elemental Ground Surface include [ShockedGround|Shocked Ground], [ChilledGround|Chilled Ground], and [IgnitedGround|Ignited Ground].',
		default = 'Ground surface',
		links = {
			'Elemental Ground Surfaces'
		},
	},
	{
		id = 'Ammunition',
		title = 'Crossbow Ammunition Skills',
		desc = 'Using a [Crossbow] Ammunition Skill replaces your [Crossbow|Crossbow\'s] basic [Attack] with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your [Crossbow]. Most [Crossbow] Ammunition Skills that directly [HitDamage|Hit] enemies have [Knockback].',
	},
	{
		id = 'MonsterModifiers',
		title = 'Monster Modifiers',
		desc = 'Magic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes.<br><br>Magic Monsters will only ever have a single Monster Modifier, whereas Rare Monsters can have multiple.',
		default = 'Monster modifier',
		links = {
			'Monster Modifier',
			'Monster Modifiers',
			'Monster modifiers'
		},
	},
	{
		id = 'UnwaveringStance',
		title = 'Unwavering Stance',
		desc = 'Cannot be Light Stunned<br>Cannot Dodge Roll or Sprint',
	},
	{
		id = 'EldritchBattery',
		title = 'Eldritch Battery',
		desc = '[Conversion|Converts] all [EnergyShield|Energy Shield] to Mana<br>Doubles Mana Costs',
	},
	{
		id = 'MindOverMatter',
		title = 'Mind over Matter',
		desc = 'All [DamageTypes|Damage] is taken from Mana before Life<br>50% less Mana Recovery Rate',
	},
	{
		id = 'BloodMagic',
		title = 'Blood Magic',
		desc = 'You have no Mana<br>Skill Mana Costs [StatConversion|Converted] to Life Costs',
	},
	{
		id = 'GiantsBlood',
		title = 'Giant\'s Blood',
		desc = 'You can wield [Two-Handed] [Axe|Axes], [Mace|Maces] and [Sword|Swords] in one hand<br>Triple [Attributes|Attribute] requirements of weapons<br>Inherent Life granted by [Strength] is halved',
	},
	{
		id = 'VaalPact',
		title = 'Vaal Pact',
		desc = '[LifeLeech|Life Leech] is Instant<br>Cannot use Life Flasks',
	},
	{
		id = 'PainAttunement',
		title = 'Pain Attunement',
		desc = '30% less [CriticalDamageBonus|Critical Damage Bonus] when on Full Life<br>30% more Critical Damage Bonus when on [LowLife|Low Life]',
	},
	{
		id = 'HexMaster',
		title = 'Hex Master',
		desc = 'You can apply an additional [Curse]<br>Double Activation Delay of Curses',
	},
	{
		id = 'GlancingBlows',
		title = 'Glancing Blows',
		desc = 'Chance to [Evasion|Evade] is [Unlucky]<br>Chance to [Deflect] is [Lucky]',
	},
	{
		id = 'AncestralBond',
		title = 'Ancestral Bond',
		desc = 'Unlimited number of Summoned [Totem|Totems]<br>Totems reserve 100 [Spirit] each',
	},
	{
		id = 'Conduit',
		title = 'Conduit',
		desc = 'When you generate an Endurance, Frenzy or Power [Charges|Charge], [Allies] in your [Presence] generate that Charge instead',
	},
	{
		id = 'MartialWeapon',
		title = 'Martial Weapons',
		desc = 'Martial Weapons can be used to [Attack]. [Axe|Axes], [Bow|Bows], [Claw|Claws], [Crossbow|Crossbows], [Dagger|Daggers], [Flail|Flails], [Mace|Maces], [Quarterstaff|Quarterstaves], [Spear|Spears], [Sword|Swords], and [Talisman|Talismans] are Martial Weapons.',
		links = {
			'Martial Weapon',
			'Martial weapon',
			'martial weapon',
			'Martial weapons',
			'martial weapons'
		},
	},
	{
		id = 'Sacrifice',
		title = 'Sacrifice',
		desc = 'Sacrificing is loss of a resource (commonly Life, Mana or [EnergyShield|Energy Shield]) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing [Minion] Life) can lead to their death.',
	    default = 'Sacrifice (keyword)',
	},
	{
		id = 'Travel',
		title = 'Travel Skills',
		desc = 'Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.',
	},
	{
		id = 'EternalYouth',
		title = 'Eternal Youth',
		desc = 'Life [LifeRecharge|Recharges] instead of Energy Shield<br>Life Recovery from Flasks applies to Energy Shield instead',
	},
	{
		id = 'SupportGemRequirements',
		title = 'Support Gem Requirements',
		desc = 'Every Support Gem you have socketed will incur a cumulative [Attributes|Attribute] requirement, generally at a value of five of the relevant stat for each support gem used.<br><br>This [Attributes|Attribute] requirement is separate from that required by your Skill Gems and Equipment.',
	},
	{
		id = 'BuffMagnitude',
		title = 'Buff/Debuff Magnitude',
		desc = 'The Magnitudes of a [Buff] or [Debuff] are the values of the stats it applies to the target. A [Buff] or [Debuff] with higher magnitudes is more powerful.<br><br>Modifiers to the Magnitude of [Buff|Buffs] or [Debuff|Debuffs] come from whoever applies it and are multiplicative with modifiers to the [BuffEffect|Effect] the [Buff] or [Debuff] has on the target.',
		default = 'Magnitude',
	},
	{
		id = 'BuffEffect',
		title = 'Buff/Debuff Effect',
		desc = 'Modifiers to the Effect of [Buff|Buffs] or [Debuff|Debuffs] usually come from the target it affects and are multiplicative with modifiers to the [BuffMagnitude|Magnitudes] of the [Buff] or [Debuff], which come from its creator.',
		default = 'Buff',
	},
	{
		id = 'Heartstopper',
		title = 'Heartstopper',
		desc = 'Take 50% less damage over time if you\'ve started taking damage over time in the past second<br>Take 50% more damage over time if you haven\'t started taking damage over time in the past second',
	},
	{
		id = 'ElementalEquilibrium',
		title = 'Elemental Equilibrium',
		desc = 'Hits that deal [Fire] damage remove Fire [Exposure] and inflict [Lightning] Exposure<br>Hits that deal [Cold] damage remove Cold Exposure and inflict [Fire] Exposure<br>Hits that deal [Lightning] damage remove Lightning Exposure and inflict [Cold] Exposure',
	},
	{
		id = 'Oasis',
		title = 'Oasis',
		desc = 'Cannot use [Charm|Charms]<br>30% more Recovery from [Flask|Flasks]',
	},
	{
		id = 'ArcaneSurge',
		title = 'Arcane Surge',
		desc = 'Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.',
	},
	{
		id = 'ArcaneSurgeDuration',
		title = 'Arcane Surge',
		desc = 'Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.<br>It lasts for 4 seconds by default.',
	},
	{
		id = 'Invoke',
		title = 'Invoke',
		desc = 'Invoked Skills are those [Trigger|Triggered] by Invocation Skills.',
		default = 'Invocation',
		links = {
			'Invoke',
			'Invoking'
		},
	},
	{
		id = 'Meta',
		title = 'Meta Gems',
		desc = 'Meta Gems are Skill Gems that can use, [Trigger], or otherwise apply the effects of other Skill Gems. Skill Gems and [SupportGem|Support Gems] can be socketed into them interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.',
	},
	{
		id = 'FinalStrike',
		title = 'Final Strike',
		desc = 'Skills that meet this requirement use the term "Final Strike" to refer to the last hit of their combo. This includes basic [Melee] [Attack|Attacks].',
	},
	{
		id = 'CorruptedBlood',
		title = 'Corrupted Blood',
		desc = 'Corrupted Blood is a [Debuff] that deals [Physical] damage over time and can stack up to 10 times.<br><br>Corrupted Blood is not [Bleeding] and is not affected by any stats related to [Bleeding].',
	},
	{
		id = 'Aggravate',
		title = 'Aggravated Bleeding',
		desc = '[Bleeding] that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.<br><br>Once a [Bleeding] [Debuff] has been Aggravated, it will remain Aggravated until its duration expires.<br><br>Each [Bleeding] [Debuff] can be Aggravated, or not, independently — one [Bleeding] [Debuff] being Aggravated does not mean other [Bleeding] [Debuff|Debuffs] on the target are also Aggravated, and Aggravating some or all of them will have no effect on new [Bleeding] [Debuff|Debuffs] applied afterwards. However, effects which Aggravate [Bleeding] on a target do so to all [Bleeding] [Debuff|Debuffs] currently on that target unless otherwise specified.',
	},
	{
		id = 'AggravateIgnite',
		title = 'Aggravated Ignite',
		desc = '[Ignite] that has been Aggravated deals 100% extra damage.<br><br>Once an [Ignite] has been Aggravated, it will remain Aggravated until its duration expires.<br><br>Just like [Bleeding], each [Ignite] [Debuff] can be Aggravated, or not, independently of others on the target.',
	},
	{
		id = 'LeechSameAmount',
		title = 'Allies Leech the same amount',
		desc = 'Their modifier to the amount they leech will not affect this amount; your modifiers have already applied to it.',
	},
	{
		id = 'NonStackingEffect',
		title = 'Non-Stacking Effects',
		desc = 'This effect does not stack. Applying it again before the first expires will refresh the duration.',
	},
	{
		id = 'Mark',
		title = 'Mark',
		desc = 'Marks are a family of [Debuff|Debuffs] that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.',
	},
	{
		id = 'LifeRecharge',
		title = 'Life Recharge',
		desc = 'Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge.<br>Modifiers to Energy Shield [ESRechargeRate|Recharge Rate] or to [FasterESRechargeStart|how fast it starts] will also apply to Life Recharge.',
	},
	{
		id = 'ESRecharge',
		title = 'Energy Shield Recharge',
		desc = 'Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.',
		default = 'Energy Shield',
		links = {
			'Energy Shield Recharge'
		},
	},
	{
		id = 'ESProtectsMana',
		title = 'Energy Shield Protecting Mana',
		desc = 'Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.',
	},
	{
		id = 'Onslaught',
		title = 'Onslaught',
		desc = 'Onslaught grants 20% increased [SkillSpeed|Skill Speed] and 10% increased movement speed.<br>Unless specified, Onslaught lasts 4 seconds.',
	},
	{
		id = 'Checkpoint',
		title = 'Checkpoints',
		desc = 'Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, [Flask|Flasks] and [Charm|Charms].<br><br>On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, [Waypoint|Waypoints] also function as Checkpoints.',
	},
	{
		id = 'Waypoint',
		title = 'Waypoints',
		desc = 'Waypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, [Flask|Flasks] and [Charm|Charms].',
	},
	{
		id = 'AilmentThreshold',
		title = 'Elemental Ailment Threshold',
		desc = 'A higher Elemental Ailment Threshold makes it less likely that being [HitDamage|Hit] by [ElementalDamage|Elemental Damage] will apply the relevant [ElementalAilments|Ailment], as well as lowering the amount of [Freeze] and [Electrocute] buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of [Freeze] and [Electrocute] recieved. By default a player\'s Ailment Threshold is equal to half their Life.',
		default = 'Ailment',
		links = {
			'Ailment Threshold'
		},
	},
	{
		id = 'MaximumResistances',
		title = 'Maximum Resistances',
		desc = 'The default maximum for [ElementalDamage|Elemental] or [Chaos|Chaos] resistances is 75%. Maximum resistances cannot be raised above 90%.',
		links = {
			'Maximum Resistance',
			'Maximum Fire Resistance',
			'Maximum Cold Resistance',
			'Maximum Lightning Resistance',
			'Maximum Chaos Resistance'
		},
	},
	{
		id = 'ChargeCycle',
		title = 'Resonance',
		desc = 'Gain Power [Charges] instead of Frenzy Charges<br>Gain Frenzy Charges instead of Endurance Charges<br>Gain Endurance Charges instead of Power Charges',
	},
	{
		id = 'Sustained',
		title = 'Sustained Skills',
		desc = 'Sustained skills cause a large number of [HitDamage|Hits] over a period of time. They roll for [Critical|Critical Hits] independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.',
	},
	{
		id = 'Daze',
		title = 'Daze',
		desc = 'Some skills and effects have a chance to apply Daze to enemies on [HitDamage|Hit].<br><br>Daze lasts for 8 seconds, and a Dazed enemy will take 50% more [Stun|Stun Buildup]. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.',
	},
	{
		id = 'Combo',
		title = 'Combo',
		desc = 'Some skills and effects require a certain Combo count to use. Combo is built by successfully [Strike|Striking] Enemies. Combo count will fall off after a short duration of not building or maintaining further Combo.<br><br>Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.',
	},
	{
		id = 'MinionDeath',
		title = 'Minion Death and Killing Minions',
		desc = '[Minion|Minions] whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a [Minion] is Killed do not trigger in these cases. [Minion|Minions] are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.',
		default = 'Minion death',
	},
	{
		id = 'Surrounded',
		title = 'Surrounded',
		desc = 'You are surrounded if there are at least 5 Enemies within 3 metres of you.',
	},
	{
		id = 'Reservation',
		title = 'Reservation',
		desc = 'Reservation effects prevent a portion of a given resource — usually [Spirit], though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.',
	},
	{
		id = 'LowInfernalFlame',
		title = 'Low Infernal Flame',
		desc = 'You are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.',
	},
	{
		id = 'Bulwark',
		title = 'Bulwark',
		desc = 'Dodge Roll cannot Avoid Damage<br>Take 30% less [HitDamage|Damage from Hits] while Dodge Rolling',
	},
	{
		id = 'Conversion',
		title = 'Damage Conversion',
		desc = 'Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.<br><br>For example, [Fire] damage converted to [Lightning] now scales with [Lightning] damage modifiers and causes [Shock], but no longer scales with [Fire] damage modifiers or causes [Ignite].<br><br>Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.',
		default = 'Damage conversion',
		links = {
			'Damage Conversion'
		},
	},
	{
		id = 'Gain',
		title = 'Damage Gained as extra X',
		desc = 'Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage\'s type (unless they\'re the same type). <br><br>For example, [Lightning] damage gained from [Physical] damage scales with [Lightning] damage modifiers, but not [Physical] damage modifiers.<br><br>Damage Gain occurs in the same two step process as [Conversion|Damage Conversion]. Damage over time cannot benefit from damage Gain.',
	},
	{
		id = 'Tailwind',
		title = 'Tailwind',
		desc = 'Tailwind is a stacking [Buff] which grants 1% increased movement speed, 3% increased [SkillSpeed|Skill Speed] and 15% increased [Evasion] Rating per stack for 10 seconds, refreshing whenever you gain another stack. Maximum 10 stacks.',
	},
	{
		id = 'Jade',
		title = 'Jade',
		desc = 'Jade is a stacking [Buff] which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.',
	},
	{
		id = 'Concentration',
		title = 'Concentration',
		desc = 'Enemies have less [CooldownRecovery|Cooldown Recovery Rate] the lower their Concentration, scaling down to 50% less [CooldownRecovery|Cooldown Recovery Rate] when Concentration is 0%.',
	},
	{
		id = 'FlamesOfChayula',
		title = 'Flame of Chayula',
		desc = 'Collecting Flames of Chayula grants the following bonuses:<br>Red Flames of Chayula [LifeLeech|Leech] 7% of your maximum Life to you<br>Blue Flames of Chayula [ManaLeech|Leech] 7% of your maximum Mana to you<br>Purple Flames of Chayula provide a stacking [Buff] granting 7% of damage as extra [Chaos] damage for 5 seconds, and stacks up to 10 times. Flames of Chayula count as [Remnant|Remnants].',
		links = {
			'Flame Of Chayula',
			'Flames Of Chayula',
			'Flames of Chayula'
		},
	},
	{
		id = 'RedFlamesOfChayula',
		title = 'Red Flames of Chayula',
		desc = 'Red Flames of Chayula [LifeLeech|Leech] 7% of your maximum Life to you to when collected.',
		default = 'Red Flame of Chayula',
		links = {
			'Red Flames of Chayula'
		},
	},
	{
		id = 'BlueFlamesOfChayula',
		title = 'Blue Flames of Chayula',
		desc = 'Blue Flames of Chayula [ManaLeech|Leech] 7% of your maximum Mana to you when collected.',
		default = 'Blue Flame of Chayula',
		links = {
			'Blue Flames of Chayula'
		},
	},
	{
		id = 'SmallPassive',
		title = 'Small Passives',
		desc = 'Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an [Attributes|Attribute].',
	},
	{
		id = 'Valour',
		title = 'Valour',
		desc = 'Valour is used to fuel Banner Skills. Killing an enemy with an [Attack] generates 1 Valour, and Banners passively gain 1 Valour per second while a [Rarity|Unique] enemy is in your [Presence]. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.<br><br>Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.',
	},
	{
		id = 'Intimidate',
		title = 'Intimidate',
		desc = 'Intimidate is a [Debuff] that inflicts 10% increased damage taken and 10% reduced damage dealt.',
	},
	{
		id = 'Ballista',
		title = 'Ballista Totems',
		desc = 'Ballistas are a type of [Totem] that use [Projectile] [Attack|Attacks].',
	},
	{
		id = 'SoulCore',
		title = 'Soul Core',
		desc = 'Soul Cores are Vaalish artifacts that work in the same manner as [Rune|Runes], but have unusual effects.',
	},
	{
		id = 'Honour',
		title = 'Honour',
		desc = 'Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.',
	},
	{
		id = 'LightningAilment',
		title = 'Lightning Ailments',
		desc = '[Shock] and [Electrocute] are Lightning [Ailments].',
		default = 'Lightning Ailment',
		links = {
			'Lightning ailment',
			'Lightning Ailments',
			'Lightning ailments'
		},
	},
	{
		id = 'AddedAttackCastTime',
		title = 'Added Skill Use Time',
		desc = 'This additional use time is fixed and will not be modified by skill use speed stats.',
	},
	{
		id = 'Oil',
		title = 'Covered in Oil',
		desc = 'Enemies covered in Oil have their movement speed [Slow|Slowed], are inflicted with [Exposure|Fire Exposure] and have 200% more [BuffMagnitude|Magnitude] of [Flammability] inflicted on them.<br><br>[IgnitedGround|Ignited Ground] or [Detonator] Skills will [Ignite] Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that [Ignite].',
	},
	{
		id = 'OilGround',
		title = 'Oil Ground',
		desc = 'Enemies standing in Oil Ground have their movement speed [Slow|Slowed] and are inflicted with [Exposure].<br><br>[Ignite|Ignited] enemies, [IgnitedGround|Ignited Ground], or [Detonator] Skills that touch the Oil cause it to catch fire, [Ignite|Igniting] enemies instead of [Slow|Slowing] them, but still inflicting the Exposure.',
		default = 'Oiled ground',
		links = {
			'Oil Ground',
			'Oil ground'
		},
	},
	{
		id = 'Str',
		title = 'Str',
	},
	{
		id = 'Dex',
		title = 'Dex',
	},
	{
		id = 'Int',
		title = 'Int',
	},
	{
		id = 'StrDex',
		title = 'Str/Dex',
	},
	{
		id = 'StrInt',
		title = 'Str/Int',
	},
	{
		id = 'DexInt',
		title = 'Dex/Int',
	},
	{
		id = 'StrDexInt',
		title = 'Str/Dex/Int',
	},
	{
		id = 'OneHanded',
		title = 'One-Handed',
	},
	{
		id = 'TwoHanded',
		title = 'Two-Hander',
	},
	{
		id = 'Total',
		title = 'Stat Totals',
		desc = 'The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.',
		no_link = true,
	},
	{
		id = 'TotalPlus',
		title = 'Adding to Stat Totals',
		desc = 'Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.',
		no_link = true,
	},
	{
		id = 'Charm',
		title = 'Charms',
		desc = 'Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to [Flask|Flasks], Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster\'s [Power]. [Checkpoint|Checkpoints] and [Wells] completely recharge Charms when activated.<br><br>The maximum number of Charm slots is capped at 3.',
	},
	{
		id = 'ZealotsOath',
		title = 'Zealot\'s Oath',
		desc = 'Excess Life Recovery from Regeneration is applied to [EnergyShield|Energy Shield].<br>[EnergyShield|Energy Shield] does not Recharge.',
	},
	{
		id = 'UnboundFury',
		title = 'Unbound Fury',
		desc = '[Chill|Chilling] Enemies grants 1 Unbound Fury, [Shock|Shocking] or [Ignite|Igniting] Enemies grants 2 Unbound Fury and [Freeze|Freezing] or [Electrocute|Electrocuting] Enemies grants 6 Unbound Fury.',
	},
	{
		id = 'StatConversion',
		title = 'Stat Conversion',
		desc = 'Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.<br><br>For example, if you converted your [Evasion] to [Armour], the converted portion would be scaled by percentage modifiers to [Armour], but percentage modifiers to [Evasion] would have no effect.',
		default = 'Stat conversion',
		links = {
			'Stat Conversion'
		},
	},
	{
		id = 'LifeLoss',
		title = 'Life Loss',
		desc = 'Life Loss is not damage, and can\'t be mitigated or absorbed by [EnergyShield|Energy Shield]. Life Loss can still kill you.',
	},
	{
		id = 'StatGain',
		title = 'Gaining Stats from other Stats',
		desc = 'Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.<br><br>For example, if you gained 50% of [Evasion] as [Armour], the portion gained would be scaled by percentage modifiers to [Armour], but not by percentage modifiers to [Evasion].',
		default = 'Gain',
	},
	{
		id = 'Overflow',
		title = 'Overflow',
		desc = 'Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.',
	},
	{
		id = 'Command',
		title = 'Minion Commands',
		desc = 'Some [Minion|Minions] can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your [Minion|Minions] to carry out the Command.',
	},
	{
		id = 'AtlasDifficulty',
		title = 'Difficulty',
		desc = 'Difficulty causes monsters to have increased damage and life, as well as improving the items they drop.<br><br>Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of [LimitedRespawn|Respawn Attempts].<br><br>Difficulty above 4 has no additional effect.',
	},
	{
		id = 'LimitedRespawn',
		title = 'Revival Availability',
		desc = 'Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.<br><br>On death during a boss fight, the [MapOwner|Map Owner] may respawn all players into a new instance of the area to attempt the boss fight again.<br><br>The number of modifiers on a [Waystone] will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased [AtlasDifficulty|Difficulty] will reduce the number of Revivals available.',
	},
	{
		id = 'MapBoss',
		title = 'Map Boss',
		desc = 'Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.',
	},
	{
		id = 'PowerfulMapBoss',
		title = 'Powerful Map Boss',
		desc = 'Powerful Map Bosses are [MapBoss|Map Bosses] that are even more difficult and drop even better rewards.<br><br>Powerful Map Bosses frequently drop [Waystone|Waystones] one Tier higher.',
	},
	{
		id = 'ContainsMapBoss',
		title = 'Empowerment',
		desc = 'Empowering a [MapBoss|Map Boss] upgrades it to a [PowerfulMapBoss|Powerful Map Boss]',
	},
	{
		id = 'WakingNightmare',
		title = 'Waking Nightmare',
		desc = 'This [Debuff|Debuff] causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.',
	},
	{
		id = 'Toughness',
		title = 'Toughness',
		desc = 'The higher toughness a monster has, the less damage it takes. A monster with 100% increased Toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on. Reduced toughness causes monsters to take more damage.',
	},
	{
		id = 'AilmentSpread',
		title = 'Spreading Ailments',
		desc = 'Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.',
		default = 'Spread',
	},
	{
		id = 'DanceWithDeath',
		title = 'Dance with Death',
		desc = '25% more [SkillSpeed|Skill Speed] while Off Hand is empty and you have a [One-Handed] [MartialWeapon|Martial Weapon] equipped in your Main Hand.',
	},
	{
		id = 'Contributes',
		title = 'Damage Contributing to Ailments',
		desc = 'By default, specific [Ailments] are calculated based on only specific [DamageTypes|damage types], such as only the [Fire] damage of a [HitDamage|Hit] mattering when inflicting [Ignite].<br><br>Allowing another damage type to contribute to an [Ailments|Ailment] means that all damage of the relevant types is summed when performing calculations for that [Ailments|Ailment].<br><br>For [Ailments] that use [HitDamage|Hit] damage to determine [Ailments|Ailment] chance or buildup, this means that the damage type becomes capable of inflicting that [Ailments|Ailment]. For [Ailments] that only use [HitDamage|Hit] damage to determine [Ailments|Ailment] [BuffMagnitude|Magnitude] (i.e. [Bleeding] and [Poison]), you still need a way to apply those [Ailments] (e.g. a source of [Bleeding] or [Poison] chance).',
	},
	{
		id = 'WeaponSetPassiveSkillPoints',
		title = 'Weapon Set Passive Skill Points',
		desc = 'Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.',
	},
	{
		id = 'RunicInscription',
		title = 'Runic Inscriptions',
		desc = 'Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.',
	},
	{
		id = 'Offering',
		title = 'Offering Skills',
		desc = 'Offering Skills target an active Skeleton [Minion] to create an Offering Spike. Offering Spikes grant various [Buff|Buffs] to you or your [Minion|Minions], and can even directly damage Enemies. Offering Skills are themselves damageable [Minion|Minions] and their [Buff|Buffs] are lost if they die.',
	},
	{
		id = 'Payoff',
		title = 'Payoff Skills',
		desc = 'Payoff Skills have powerful extra affects when [HitDamage|Hitting] enemies inflicted with specific [Debuff|Debuffs], often [Consume|Consuming] the [Debuff] in the process. Payoff Skills cannot inflict the [Debuff] they interact with.',
	},
	{
		id = 'Grenade',
		title = 'Grenade Skills',
		desc = 'Grenade Skills are only usable when wielding a [Crossbow]. They have cooldowns, but generally deliver high damage or powerful utility.<br><br>Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.<br><br>Grenades cannot [Fork] or [Chain].',
	},
	{
		id = 'StunRecovery',
		title = 'Stun Recovery',
		desc = 'Increasing your Stun Recovery causes you to recover more quickly from being [Stun|Stunned].',
	},
	{
		id = 'GraspingVines',
		title = 'Grasping Vines',
		desc = 'Grasping Vines is a stacking [Debuff] that [Slow|Slows] character movement speed by 8% for each stack applied.<br>Moving will gradually remove stacks of Grasping Vines.',
	},
	{
		id = 'Enraged',
		title = 'Enraged',
		desc = 'Enraged is a [Buff] that grants 25% [Toughness] and 25% increased damage.',
	},
	{
		id = 'Volatiles',
		title = 'Volatiles',
		desc = 'Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.',
	},
	{
		id = 'Petrify',
		title = 'Petrify',
		desc = 'Petrify is a [Debuff] which causes targets to become covered in stone and unable to move or act.',
	},
	{
		id = 'Rune',
		title = 'Runes',
		desc = 'Runes can be socketed into Weapons or Armours with a Rune Socket to add an additional modifier to the item, as listed on the Rune. Once socketed, a Rune cannot be removed.',
	},
	{
		id = 'AlternateStrengthBonus',
		title = 'Black Scythe Training',
		desc = 'Gain no inherent bonus from [Strength]<br>1% increased [EnergyShield|Energy Shield] per 2 Strength',
	},
	{
		id = 'KeystoneAlternateDexterityBonus',
		title = 'Circular Teachings',
		desc = 'Gain no inherent bonus from [Dexterity]<br>1% increased [Armour|Armour] per 2 Dexterity',
	},
	{
		id = 'KeystoneAlternateIntelligenceBonus',
		title = 'Knightly Tenets',
		desc = 'Gain no inherent bonus from [Intelligence]<br>1% increased [Evasion|Evasion Rating] per 2 Intelligence',
	},
	{
		id = 'SacredWater',
		title = 'Sacred Water',
		desc = 'Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase [Boons] from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.',
	},
	{
		id = 'Boons',
		title = 'Boons',
		desc = 'Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.<br>Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using [SacredWater|Sacred Water].<br>Boons can be either Minor or Major, providing varying benefits to your Trial.',
	},
	{
		id = 'Afflictions',
		title = 'Afflictions',
		desc = 'Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.<br>Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.<br>Afflictions can be either Minor or Major, providing varying negative effects to your Trial.',
	},
	{
		id = 'Enfeeble',
		title = 'Enfeeble',
		desc = 'Enfeeble is a [Curse] that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.',
	},
	{
		id = 'BindingChains',
		title = 'Binding Chains',
		desc = 'Binding Chains is a stacking [Debuff] that [Slow|Slows] character movement speed by 8% for each stack applied.',
	},
	{
		id = 'SekhemaKeys',
		title = 'Trial of the Sekhema Keys',
		desc = 'Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.',
	},
	{
		id = 'Relic',
		title = 'Relics',
		desc = 'Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.<br>Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.<br>Selected Relics cannot be changed while you have an active Trial.<br>Relics have varying dimensions, so arrange them carefully to maximise your benefits.<br>You can unlock more Relic slots by killing bosses deeper into the Trials.<br>Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.',
	},
	{
		id = 'SlowMagnitudeModifier',
		title = 'Slow Magnitude Modifier',
		desc = 'This is modifier applies to [Debuff|Debuffs] you inflict that [Slow|Slow] enemies, and scales only the specific [BuffMagnitude|Magnitude] that slows the target. It will not affect any other [BuffMagnitude|Magnitudes] that [Debuff] has if it does other things in addition to the [Slow].',
	},
	{
		id = 'HighInfernalFlame',
		title = 'High Infernal Flame',
		desc = 'You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.',
	},
	{
		id = 'PurpleFlamesOfChayula',
		title = 'Purple Flame of Chayula',
		desc = 'Purple Flames of Chayula provide a stacking [Buff] granting 7% of damage as extra [Chaos] damage. Stacks up to 10 times.',
		links = {
			'Purple Flames of Chayul'
		},
	},
	{
		id = 'SkillSpeed',
		title = 'Skill Speed',
		desc = 'Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to [Attack] Speed, [Spell|Cast] Speed, [Warcry] Speed, and similar stats.',
	},
	{
		id = 'WildwoodWisp',
		title = 'Wildwood Wisp',
		desc = 'Wildwood Wisps grant 50% increased Tribute Gained to Players within 3 metres of it.',
	},
	{
		id = 'CloseRange',
		title = 'Close Range',
		desc = 'Close Range is anywhere within 2 metres of your character. Normally, [Melee] [Attack|Attacks] you make are in Close Range.',
	},
	{
		id = 'Unleash',
		title = 'Unleash',
		desc = 'Unleash is an effect that allows [Spell|Spells] to accumulate Seals that allows the [Spell] to reoccur when being cast. There is a limit of 2 Seals per [Spell].',
	},
	{
		id = 'Link',
		title = 'Link Skills',
		desc = 'Link Skills are Skills that allow you to link to your [Allies] to provide them with [Buff|Buffs] while you are within a certain distance of them.',
	},
	{
		id = 'Guard',
		title = 'Guard',
		desc = 'Guard is a [Buff] that provides a buffer against damage from [HitDamage|Hits], taking the damage before your Life or [EnergyShield|Energy Shield] until the buff expires or is depleted.<br><br>You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff\'s duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration.',
	},
	{
		id = 'ContainsDelirium',
		title = 'Delirium',
		desc = 'Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. <br>You must stay within this fog as it expands to maintain the [Delirious|Delirium] or it will dissapear.<br><br>Defeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears.<br>Simulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the [Realmgate].<br><br>Maps instilled with [DistilledEmotion|Liquid Emotions] will have constant Delirium Fog throughout the map, and not have any rewards that drop as Delirium fog does not dissapear in these maps.',
	},
	{
		id = 'ContainsExpedition',
		title = 'Expedition',
		desc = 'Expeditions are Ancient Kalguuran burial sites, with hidden artifacts and dangers buried beneath the ground.<br>Help the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. <br>Remnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding.<br><br>Expedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items.<br>Vendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.',
	},
	{
		id = 'ContainsBreach',
		title = 'Breach',
		desc = 'A Breach is a tear in the fabric of reality. Opening it will allow you to see and interact with monsters from another dimension.<br>The faster you can defeat these monsters, the longer you will keep the Breach open.<br><br>Breaches will sometimes have Clasped Hands, which drop items when walked over. <br>Breach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the [Realmgate].',
	},
	{
		id = 'ContainsRitual',
		title = 'Ritual',
		desc = 'Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.<br>Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. <br><br>Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. <br>The list of Favours tradable for Tribute can be rerolled, costing Tribute.<br>Favours can be deferred, paying a part of their cost but having them appear again later.',
	},
	{
		id = 'ContainsIrradiated',
		title = 'Irradiated',
		desc = 'Area has +1 to Monster Level.',
	},
	{
		id = 'ContainsAbyss',
		title = 'Abyss',
		desc = 'An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.<br>Defeating these weakened monsters will cause the fissures to close.<br>Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters.<br>The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.<br>Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.<br>There are three separate groups of Abyssal Monsters. The Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.<br>Rarely a stolen modifier can become a Lichborn Modifier.<br><br>Defeating all these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items.<br><br>Sometimes when the Abyssal emerging from a pit is slain it will instead open an underground dungeon called an Abyssal Depths.<br>The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.<br>At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.<br><br>The chests at the end of the Abyssal Depths can also drop pieces of Preseved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.<br><br>At higher levels the Abyssal Depths can lead to powerful Boss Fights.',
	},
	{
		id = 'PrecursorTablet',
		title = 'Precursor Tablets',
		desc = 'Precursor Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.',
		default = 'Precursor tablet',
		links = {
			'Precursor Tablet',
			'Precursor Tablets',
			'Precursor tablets'
		},
	},
	{
		id = 'Waystone',
		title = 'Waystones',
		desc = 'Waystones are items that can be used to travel to Maps on the Atlas. <br>Waystones come in different tiers, with higher tiers meaning higher level monsters to fight.<br>Waystones can be modified to increase the difficulty and reward of the monster encountered in maps.',
	},
	{
		id = 'Essence',
		title = 'Essence',
		desc = 'Essence monsters are powerful monsters trapped in crystallised corruption.<br>Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.',
	},
	{
		id = 'Shrine',
		title = 'Shrine',
		desc = 'Shrines are Precursor Artifacts that empower monsters with its [Presence] with various effects.<br>Defeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.',
	},
	{
		id = 'Strongbox',
		title = 'Strongbox',
		desc = 'Strongboxes are locked chests that contain various items.<br>Attempting to unlock a Strongbox will unleash [Pack|Packs] of monsters that must be defeated in order to get the items within.<br>Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.',
	},
	{
		id = 'PrecursorTower',
		title = 'Precursor Towers',
		desc = 'Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a [PrecursorTablet|Precursor Tablet].<br><br>Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the [MapBoss|Map Boss].',
	},
	{
		id = 'FracturingMirror',
		title = 'Fracturing Mirrors',
		desc = 'Fracturing Mirrors are structures found in [ContainsDelirium|Delirium] Fog that shatter when you get near them, spawning [ContainsDelirium|Delirium] monsters.',
	},
	{
		id = 'Acrobatics',
		title = 'Acrobatics',
		desc = 'Can [Evasion|Evade] all Hits<br>75% less [Evasion] Rating',
	},
	{
		id = 'BasicJewel',
		title = 'Basic Jewel',
		desc = 'Basic Jewels do not affect nodes in a radius.<br>Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.',
	},
	{
		id = 'Realmgate',
		title = 'The Realmgate',
		desc = 'The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.',
	},
	{
		id = 'ReliquaryVault',
		title = 'The Reliquary Vault',
		desc = 'The Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.',
	},
	{
		id = 'ContainsCorruption',
		title = 'Corruption',
		desc = 'Contains Corruption, which may add an additional modifier to the area.<br><br>Corrupted Areas cause slain monsters to [CoalescedCorruption|Coalesce Corruption] to manifest powerful monsters.',
	},
	{
		id = 'ContainsUniqueMap',
		title = 'Unique Map',
		desc = 'Contains a [Rarity|Unique] Map layout which may contain specialised rewards.<br><br>Unique Maps cannot gain additional content, [Essence|Essences], [Shrine|Shrines], or [Strongbox|Strongboxes].',
	},
	{
		id = 'ContainsHideout',
		title = 'Hideout',
		desc = 'Contains a Hideout that can be fully cleared to unlock the Hideout for personal use.<br><br>All monsters in the area are at least [Rarity|Magic].',
	},
	{
		id = 'ContainsWanderingTrader',
		title = 'Wandering Trader',
		desc = 'Contains a Wandering Trader who may offer you powerful rewards.',
	},
	{
		id = 'CopperCitadel',
		title = 'Copper Citadel',
		desc = 'The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.<br><br>Increases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.',
	},
	{
		id = 'IronCitadel',
		title = 'Iron Citadel',
		desc = 'The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.<br><br>Increases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.',
	},
	{
		id = 'StoneCitadel',
		title = 'Stone Citadel',
		desc = 'The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above [Waystone]. The boss of this area will drop a Crisis Fragment.<br><br>Increases to [Waystone] Drop Chance gives a chance for additional Crisis Fragments to drop.',
	},
	{
		id = 'TheBurningMonoilth',
		title = 'The Burning Monolith',
		desc = 'The Burning Monolith houses the most dangerous foe in all of Wraeclast. <br>Access to this foe requires three different Crisis Fragments from the [CopperCitadel|Copper], [IronCitadel|Iron] and [StoneCitadel|Stone] Citadels.',
	},
	{
		id = 'MapNode',
		title = 'Map Node',
		desc = 'This represents a Map. A [Waystone] can be used to access it. <br><br>If you fail to complete the Map, it may be attempted again but will not contain additional content, [Essence|Essences], [Shrine|Shrines], or [Strongbox|Strongboxes]. It will not be [ContainsCorruption|Corrupted]. [PrecursorTablet|Precursor Tablets] cannot be used on failed Maps.<br><br>To complete a Map, defeat the [MapBoss|Boss].',
	},
	{
		id = 'CooldownRecovery',
		title = 'Cooldown Recovery Rate',
		desc = 'Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved.<br><br>Cooldown Recovery Rate does not affect anything other than Skill cooldowns.',
		default = 'Cooldown',
		links = {
			'Cooldown Recovery Rate',
			'Cooldowns Recover'
		},
	},
	{
		id = 'Jewel',
		title = 'Jewels',
		desc = 'Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.',
	},
	{
		id = 'IronGrip',
		title = 'Iron Grip',
		desc = 'Gain no inherent bonus from [Strength]<br>1% increased [Projectile] [Attack] damage per 2 [Strength]',
	},
	{
		id = 'IronWill',
		title = 'Iron Will',
		desc = 'Gain no inherent bonus from [Strength]<br>1% increased [Spell] damage per 2 [Strength]',
	},
	{
		id = 'SoulEater',
		title = 'Soul Eater',
		desc = 'Gain 1% increased [SkillSpeed|Skill Speed] for 4 seconds when an enemy dies in your [Presence], stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.',
	},
	{
		id = 'Leech',
		title = 'Leech',
		desc = 'Leech can recover [LifeLeech|Life], [ManaLeech|Mana], or [EnergyShieldLeech|Energy Shield] over time, usually as a result of [HitDamage|Hitting] an enemy and based on the damage of the [HitDamage|Hit].',
	},
	{
		id = 'Historic',
		title = 'Historic Jewels',
		desc = 'You can only have one Historic Jewel socketed.',
	},
	{
		id = 'Catalyst',
		title = 'Catalysts',
		desc = 'Catalysts are Currency items that are exclusive drops from the [ContainsBreach|Breach] mechanic. Catalysts add [Quality] that affect certain modifiers on Ring and Amulet equipment.',
	},
	{
		id = 'Omen',
		title = 'Omens',
		desc = 'Omens are Currency items that are exclusive drops from the [ContainsRitual|Ritual] mechanic. Omens enable exclusive meta-crafting effects, allowing for more specialised crafting.',
	},
	{
		id = 'Logbook',
		title = 'Logbooks',
		desc = 'Logbooks are items that are exclusive drops from the [ContainsExpedition|Expedition] mechanic. Logbooks can be taken to Dannig to open a special area that is one very large [ContainsExpedition|Expedition Encounter].',
	},
	{
		id = 'AudienceWithTheKing',
		title = 'Audience With The King',
		desc = 'An Audience with the King is an item that is an exclusive drop from the [ContainsRitual|Ritual] mechanic. This item allows you to access the Crux of Nothingness via the [Realmgate].',
	},
	{
		id = 'DistilledEmotion',
		title = 'Liquid Emotions',
		desc = 'Liquid Emotions are Currency items that are exclusive drops from the [ContainsDelirium|Delirium] mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.<br><br>Maps can also be instilled, adding various rewards while making them more challenging.',
		default = 'Liquid emotion',
		links = {
			'Liquid Emotion',
			'Liquid Emotions'
		},
	},
	{
		id = 'Corrupted',
		title = 'Corrupted Items',
		desc = 'Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.<br>Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.',
	},
	{
		id = 'Mirrored',
		title = 'Mirrored Items',
		desc = 'Certain items can be found Mirrored or made Mirrored using a Mirror of Kalandra.<br>Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.',
	},
	{
		id = 'Hexproof',
		title = 'Hexproof',
		desc = 'Hexproof means that you are [Unaffected] by [Curse|Curses].',
	},
	{
		id = 'Runic',
		title = 'Runic',
		desc = 'Runic Monsters are powerful monsters encountered in [ContainsExpedition|Expeditions].<br>Runic Monsters are more commonly found by using explosives on larger [ContainsExpedition|Expedition] markers.',
	},
	{
		id = 'CoalescedCorruption',
		title = 'Coalesced Corruption',
		desc = 'Monsters slain close together have a chance to merge together and manifest powerful Monsters.',
	},
	{
		id = 'PerfectTiming',
		title = 'Perfect Timing',
		desc = 'Certain [Channelling] skills have extra effects and benefits if released within a certain timing window while using the skill.<br>Certain support gems and items can modify the duration of that timing window.',
		links = {
			'Perfectly Timing'
		},
	},
	{
		id = 'Limit',
		title = 'Limit',
		desc = 'Certain skills can only have a limited number of effects active at once.<br>If a new effect is created while at the maximum number of effects, the oldest effect will dissapear.<br>Certain support gems and items can modify skill effect limits.',
	},
	{
		id = 'SoulEaterMonster',
		title = 'Monster Soul Eater',
		desc = 'Monsters with Soul Eater gain 1% increased [SkillSpeed|Skill Speed] and 1% less damage taken for 4 seconds when a monster dies in their [Presence], stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.',
		default = 'Soul Eater',
	},
	{
		id = 'Remnant',
		title = 'Remnants',
		desc = 'Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.',
	},
	{
		id = 'AscendancyPoints',
		title = 'Ascendancy Points',
		desc = 'Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.<br><br>You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:<br>Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials<br>Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos<br>Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials<br>Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos',
	},
	{
		id = 'HonourResistance',
		title = 'Honour Resistance',
		desc = 'You lose this much less [Honour].<br>Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.',
	},
	{
		id = 'GainsStages',
		title = 'Stage-Gaining Skills',
		desc = 'Skills can gain Stages passively or while attacking/casting them, depending on the Skill in question.<br><br>Stages gained for a given Skill apply to that instance of the Skill and will not carry over from one area to another.',
	},
	{
		id = 'PrimedPin',
		title = 'Primed for Pin',
		desc = 'Normal enemies are Primed for [Pinned|Pin] when they have at least 40% [Pinned|Pin] buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.',
	},
	{
		id = 'Surge',
		title = 'Elemental Surges',
		desc = 'Elemental Surges are consumed when you use a non-[Melee] [Projectile] [Attack] to suffuse the [Projectile|Projectiles] fired by that [Attack], causing them to trigger a Surging Blast when they reach the end of their flight.<br><br>Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.<br><br>[Projectile|Projectiles] which [Split] or [Fork] do not gain the benefits of Surges.',
	},
	{
		id = 'ChaosSurge',
		title = 'Chaos Surge',
		desc = 'Chaos Surge behaves identically to [Surge|Elemental Surges], but causes a [Chaos] blast.',
	},
	{
		id = 'Banner',
		title = 'Banner Skills',
		desc = 'Banner Skills generate [Glory] when you attack a Monster while it is activated. [Glory] generated corresponds to the [Power] of the Monster hit. Once at full [Glory], the Banner can be placed to create powerful [Buff|Buffing] Areas.<br>Normally you have a limit of a single Banner placed at one time.',
	},
	{
		id = 'Conditional',
		title = 'Conditional Usage',
		desc = 'Skills which are Conditional require some sort of condition to be met before they can be used. [Combo] is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies [Recently] or having to have moved a certain distance.',
		default = 'Conditional',
		links = {
			'Condition'
		},
	},
	{
		id = 'Whirlwind',
		title = 'Whirlwinds',
		desc = 'Whirlwinds [Blind] and [Slow] the movement speed of enemies within them.  If their creator crosses the edge of the Whirlwind it collapses, damaging and [Knockback|Knocking Back] enemies caught inside. The collapse deals [Melee] damage.<br><br>Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.<br><br>A Whirlwind that overlaps an allied [ElementalGround|Elemental Ground Surface] takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface\'s debuff to enemies inside the Whirlwind for 4 seconds.',
	},
	{
		id = 'Volatility',
		title = 'Volatility',
		desc = 'Volatility explodes after 4 seconds, dealing 100 [Physical] Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, [Gain|Gaining] 1% of Damage as [Chaos] for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.<br><br>Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.',
	},
	{
		id = 'Bloodstained',
		title = 'Bloodstained',
		desc = 'While [Bleeding] enemies build up Bloodstained, gaining the Bloodstained [Debuff] after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the [Bleeding] enemy is moving or the Bleed is [Aggravate|Aggravated].<br><br>Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.',
	},
	{
		id = 'RevealWeakness',
		title = 'Revealing Weaknesses',
		desc = 'Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy\'s current Life is within a highlighted segment, they are considered to have an Open Weakness.',
	},
	{
		id = 'Resonance',
		title = 'Resonance',
		desc = 'Resonance is a buff granted by the Trinity skill. There are three types of Resonance: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Resonance.<br><br>You lose 10 Resonance per second of specific types if you haven\'t gained Resonance of that type in the past 8 seconds.',
		default = 'Resonance (buff)',
	},
	{
		id = 'Incision',
		title = 'Incision',
		desc = 'Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with [Bleeding] when [HitDamage|Hit]. All Incision stacks are removed when [Bleeding] is inflicted.<br><br>Each stack of Incision applies 10% chance to be inflicted with [Bleeding] when [HitDamage|Hit]. A maximum of 10 Incision stacks can be present on a target at once.',
	},
	{
		id = 'ThornsRetaliation',
		title = 'Retaliate with Thorns',
		desc = 'Retaliating specifically refers only to the inherent ability to deal [Thorns] damage to enemies when they [HitDamage|Hit] you.<br><br>Some effects may cause you to deal [Thorns] damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.',
		default = 'Thorns',
		links = {
			'Retaliate with Thorns'
		},
	},
	{
		id = 'Companion',
		title = 'Companions',
		desc = 'Companions are a type of [Reviving] [Minion] that are more complex and powerful than typical [Minion|Minions]. By default you can only have one Companion of any type summoned at a time.',
	},
	{
		id = 'MonsterCategory',
		title = 'Monster Category',
		desc = 'Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.<br><br>Certain Skills interact with specific Monster Categories.',
		default = 'Monster category',
		links = {
			'Monster Category'
		},
	},
	{
		id = 'Hobble',
		title = 'Hobble',
		desc = 'Hobbling a target lowers their [Evasion] by a specified amount. If this brings that target\'s [Evasion] value to 0, they are fully Hobbled for 12 seconds.<br><br>Hobble from Players lowers [Evasion] by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.',
	},
	{
		id = 'Hazard',
		title = 'Hazards',
		desc = 'Hazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and/or applying some effect to the enemy which triggered the Hazard.',
	},
	{
		id = 'UnholyMight',
		title = 'Unholy Might',
		desc = 'Unholy Might is a [Buff] that grants 30% of all damage as [Gain|extra] [Chaos|Chaos Damage].',
	},
	{
		id = 'Impale',
		title = 'Impale',
		desc = 'Impale is a [Debuff] inflicted by [HitDamage|Hits], which stores 30% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the Impaling hit as its [BuffMagnitude|Magnitude].<br><br>Subsequent [Attack] [HitDamage|Hits] against Impaled targets will Extract the Impale debuff. When this occurs, the [BuffMagnitude|Magnitude] of the Impale is added to the [Premitigation|Pre-mitigation] [Physical] damage of that attack hit.<br><br>A maximum of 60 Impale [Debuff|Debuffs] can be present on a target at once. If multiple Impales are present on a target, each [Attack|Attack\'s] [HitDamage|Hit] only Extracts and benefits from the strongest one of them.',
	},
	{
		id = 'BloodLoss',
		title = 'Blood Loss',
		desc = 'All [Physical] damage over time taken by a target (including [Bleeding]) is accumulated as Blood Loss.',
	},
	{
		id = 'PerfectionBuff',
		title = 'Perfection Buff',
		desc = 'Perfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support.<br><br>Failing to successfully execute any [PerfectTiming|Perfect Timing] will remove all Perfection stacks on you.',
	},
	{
		id = 'KillingBlow',
		title = 'Killing Blow',
		desc = 'A Killing Blow is any [HitDamage|Hit Damage] which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.',
		default = 'Kill',
		links = {
			'Killing Blow',
			'Killing Blows'
		},
	},
	{
		id = 'ForksCrit',
		title = 'Bifurcated Critical Hits',
		desc = 'Hits with this weapon roll against their [Critical|Critical Hit] chance twice when determining if they are a [Critical|Critical Hit].<br><br>If either roll succeeds, the hit will be a [Critical|Critical Hit], and thus the [CriticalDamageBonus|Critical Damage Bonus] will apply as normal.<br><br>If both rolls succeed, the hit will be a [Critical|Critical Hit], and the [CriticalDamageBonus|Critical Damage Bonus] will apply twice to that Hit.<br><br>If a modifier makes your Critical Hit Chance [Lucky], that Luck will apply individually to both of these rolls.',
		default = 'Tangletongue',
	},
	{
		id = 'Premitigation',
		title = 'Pre-mitigation Damage',
		desc = 'Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target\'s mitigation, such as [Armour], [Resistances] or [Block|Blocking], prevents any of that damage.<br><br>The target\'s modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different [DamageTypes|Type] occur before mitigating the damage, so are included in Pre-mitigation Damage.',
	},
	{
		id = 'EasyTargetDebuff',
		title = 'Easy Target',
		desc = 'Easy Target is a [Debuff] which causes the next [Projectile] [Attack] [HitDamage|Hit] against the affected target to deal increased Damage, at which point the [Debuff] is consumed.',
	},
	{
		id = 'ExpectedKnockback',
		title = 'Expected Knockback',
		desc = 'The Expected Knockback distance is the distance a target would be [Knockback|Knocked Back] were there nothing impeding that [Knockback], such as terrain, other entities, or other mitigating circumstances.',
		links = {
			'Expected knockback'
		},
	},
	{
		id = 'RogueExile',
		title = 'Rogue Exile',
		desc = 'Rogue Exiles are dangerous foes that wander Wraeclast and Maps. <br>They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any [Rarity|Unique] equipment that they were using in combat.<br>If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.',
		links = {
			'Rogue Exiles'
		},
	},
	{
		id = 'AzmeriSpirit',
		title = 'Azmeri Spirit',
		desc = 'Azmeri Spirits are the spirits of various Azmeri Animal Guardians. <br>Azmeri Spirits appear as wisps that flee as you approach them. [Rarity|Normal or Magic] Monsters the Spirit comes into contact with become [SpiritTouched|Spirit-Influenced], making them more powerful. <br>Sometimes the Spirit will reach and [SpiritPossessed|Possess] a [Rarity|Rare or Unique] monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.<br>[SpiritPossessed|Possessed] monsters are more rewarding depending on how many [SpiritTouched|Spirit-Influenced] monsters were defeated leading up to possession.',
		default = 'Azmerian wisp',
		links = {
			'Azmeri Spirit'
		},
	},
	{
		id = 'SpiritPossessed',
		title = 'Possessed',
		desc = 'A Possessed monster is a [Rarity|Rare or Unique] monster that has had an [AzmeriSpirit|Azmeri Spirit] enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.<br>Possessed monsters are more rewarding depending on how many [SpiritTouched|Spirit-Influenced] monsters were defeated leading up to possession.',
	},
	{
		id = 'SpiritTouched',
		title = 'Spirit-Influenced',
		desc = 'A Spirit-Influenced monster is a [Rarity|Normal or Magic] monster that has been passed through by an [AzmeriSpirit|Azmeri Spirit]. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them. <br>Defeating Spirit-Influenced monsters makes the resulting [SpiritPossessed|Possessed] monster more rewarding.',
	},
	{
		id = 'ExtraContent',
		title = 'Extra Content',
		desc = 'Random Extra Content is [Shrine|Shrines], [Strongbox|Strongboxes], [Essence|Essences], [RogueExile|Rogue Exiles] and [AzmeriSpirit|Azmeri Spirits].',
	},
	{
		id = 'CovetousShrine',
		title = 'Seeking Shrine',
		desc = 'Seeking [Shrine|Shrines] grant increased [ItemRarity|Rarity] of Items Found.',
	},
	{
		id = 'EnlighteningShrine',
		title = 'Enlightening Shrine',
		desc = 'Enlightening [Shrine|Shrines] cause you to gain increased Experience.',
	},
	{
		id = 'GreedShrine',
		title = 'Greed Shrine',
		desc = 'Greed [Shrine|Shrines] cause item drops to be converted to Gold and monsters to drop increased Gold.',
	},
	{
		id = 'CartographersStrongbox',
		title = 'Cartographer\'s Strongbox',
		desc = 'Cartographer\'s [Strongbox|Strongboxes] drop [Waystone|Waystones].',
	},
	{
		id = 'ResearchersStrongbox',
		title = 'Researcher\'s Strongbox',
		desc = 'Researcher\'s [Strongbox|Strongboxes] drop Currency items.',
	},
	{
		id = 'OrnateStrongbox',
		title = 'Ornate Strongbox',
		desc = 'Ornate [Strongbox|Strongboxes] have improved dropped [ItemRarity|Item Rarity].',
	},
	{
		id = 'EffectiveChance',
		title = 'Effective Chance',
		desc = 'Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being [Lucky] causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.<br><br>For example, if you had a [Critical|Critical Hit] chance of 20%, and your Critical Hit chance was [Lucky], you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.',
	},
	{
		id = 'CrimsonAssault',
		title = 'Crimson Assault',
		desc = '[Bleeding] you inflict is [Aggravate|Aggravated] and base [Bleeding] Duration is 1 second.',
	},
	{
		id = 'Equipped',
		title = 'Equipped',
		desc = 'Weapon, Armour, Belt, and [Jewellery] Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.',
	},
	{
		id = 'Jewellery',
		title = 'Jewellery',
		desc = 'Amulets and Rings are considered Jewellery',
	},
	{
		id = 'Equipment',
		title = 'Equipment',
		desc = 'Equipment are items that can be [Equipped]',
	},
	{
		id = 'BooleanDamageRoll',
		title = 'Only Minimum or Maximum Damage',
		desc = 'This weapon\'s hits will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.<br><br>Each [DamageTypes|Damage Type] has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum.<br><br>If the damage rolls are [Lucky], that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.',
		default = 'Damage',
	},
	{
		id = 'TrustedKinship',
		title = 'Trusted Kinship',
		desc = 'You can have two [Companion|Companions] of different types<br>You have 30% less [Defences]<br>[Companion|Companions] have +1 to each [Defences|Defence] for every 2 of that [Defences|Defence] you have',
	},
	{
		id = 'DamageAbsorption',
		title = 'Damage Absorption',
		desc = 'Absorption effects include [Guard], Encased in Jade and Sorcery Ward.',
	},
	{
		id = 'Parry',
		title = 'Parry',
		desc = 'Parry is a Skill granted by [Buckler|Bucklers] that allows you to [Block] and retaliate against an enemy [Strike] or [Projectile], leaving them off balance and inflicting the [ParriedDebuff|Parried Debuff].',
	},
	{
		id = 'ParriedDebuff',
		title = 'Parried',
		desc = 'Enemies you [Parry] with a [Buckler] take more [Attack] Damage and cannot [Evasion|Evade] [Attack|Attacks] for a duration.',
		default = 'Parry',
		links = {
			'Parried',
			'Parried Debuff'
		},
	},
	{
		id = 'EverlastingSacrifice',
		title = 'Everlasting Sacrifice',
		desc = 'When you reach full [EnergyShield|Energy Shield], [Sacrifice] all [EnergyShield|Energy Shield] to gain +5% to all [MaximumResistances|Maximum Resistances] for 4 seconds',
	},
	{
		id = 'LocalOnAggravateBleeding',
		title = 'Aggravating any Bleeding',
		desc = 'This effect will occur when a hit with the weapon directly causes at least one [Bleeding] [Debuff] on the target to become [Aggravate|Aggravated].<br><br>It will not occur if an on-hit effect tries to [Aggravate] [Bleeding] but there are no [Bleeding] [Debuff|Debuffs] on the target to [Aggravate], or all of them are already [Aggravate|Aggravated], since no [Bleeding] [Debuff|Debuffs] will be [Aggravate|Aggravated] by that hit.',
	},
	{
		id = 'DetonationTime',
		title = 'Detonation Time',
		desc = 'Skills with a Detonation Time [Detonator|Detonate] once this time has elapsed. This time is not affected by duration modifiers.',
		links = {
			'Detonate',
			'Detonation'
		},
	},
	{
		id = 'MapBossMapDrop',
		title = 'Waystone Tier Progression',
		desc = 'Only the Final [PowerfulMapBoss|Powerful Map Boss] in a Map Area has a chance to drop a [Waystone] of a higher tier than the tier of that Map Area.<br><br>The chance diminishes the higher the tier of the [Waystone] used to the create the Map Area, but can be increased again by adding modifiers to [Waystone|Waystones], additional modifiers on [Waystone|Waystones] can give increased chance for [Waystone|Waystones] to drop in the Map Areas they create.',
	},
	{
		id = 'RareMonsterMapDrop',
		title = 'Map Objective Waystone Drops',
		desc = 'The final [Rarity|Rare Monster] slain in a Map Area has a chance to drop a [Waystone] equal to the tier of the [Waystone] used to create that Map Area. <br><br>The chance diminishes the tier of the [Waystone] used to the create the Map Area, but can be increased again by adding modifiers to [Waystone|Waystones], additional modifiers on [Waystone|Waystones] can give increased chance for [Waystone|Waystones] to drop in the Map Areas they create.',
	},
	{
		id = 'CorruptedNexus',
		title = 'Corrupted Nexus',
		desc = 'A Corrupted Nexus is the source of immense corruption, guarded by a powerful monster.',
	},
	{
		id = 'IrradiatedNonAtlas',
		title = 'Irradiated',
		desc = 'Irradiated Areas have +1 to Monster Level',
	},
	{
		id = 'RetaliateAgainstAll',
		title = 'Retaliate against all Hits',
		desc = 'This allows your [Thorns] to [ThornsRetaliation|Retaliate] against any kind of [HitDamage|Hit] dealt to you by enemies, rather than just [Melee] [Attack|Attacks], except that you can never [ThornsRetaliation|Retaliate] against the enemy\'s [Thorns] damage.',
	},
	{
		id = 'TakeManaCostAsDamage',
		title = 'Take Mana Costs as Damage',
		desc = '[UpfrontCost|Upfront Costs] will result in taking the damage all at once as a [HitDamage|Hit].<br><br>A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a [HitDamage|Hit].',
	},
	{
		id = 'UpfrontCost',
		title = 'Upfront Costs',
		desc = 'An upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at.<br><br>"3 Mana" is an Upfront Cost, while "3 Mana per second" is not.',
	},
	{
		id = 'AccountBound',
		title = 'Account Bound',
		desc = 'Account Bound items cannot be traded to other players, but can be shared between other characters on your account.',
	},
	{
		id = 'EssenceDelirium',
		title = 'Essence of Delirium',
		desc = 'A monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the [ContainsDelirium|Delirium] Mirror.',
	},
	{
		id = 'Cleansed',
		title = 'Cleansed',
		desc = 'The Corruption in this area has been Cleansed, which may add an additional modifier to the area.<br><br>Cleansed areas also contain monsters twisted by the disruption of power in the area.',
	},
	{
		id = 'Delirious',
		title = 'Delirious Players',
		desc = 'Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional [Toughness]. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.',
	},
	{
		id = 'OvercapChance',
		title = 'Chances in excess of 100%',
		desc = 'By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. In this case, the result occurs once for each 100% chance you have, plus a normal percentage chance for it to occur again based on the remaining value.',
		default = 'Overcap chance',
		links = {
			'Overcap Chance'
		},
	},
	{
		id = 'SpiritOfTheOwlPossessedPlayer',
		title = 'Spirit Of The Owl',
		desc = 'Players possessed by the Spirit Of The Owl have 60% increased [EnergyShield|Energy Shield], 80% increased Damage and [Gain] 20% of Damage as Extra [Cold] Damage.<br>Players will also periodically summon a spiritual Owl that conjures a [Cold] tornado.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheSerpentPossessedPlayer',
		title = 'Spirit Of The Serpent',
		desc = 'Players possessed by the Spirit Of The Serpent have [DamageTypes|All Damage] from [HitDamage|Hits] [Contributes|Contributes] to [Poison] Magnitude, Always [Poison] on [HitDamage|Hit] and 80% increased Damage.<br>Players will also be accompanied by Spiritual Snakes that periodically strike enemies.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfThePrimatePossessedPlayer',
		title = 'Spirit Of The Primate',
		desc = 'Players possessed by the Spirit Of The Primate have [DamageTypes|All Damage] from [HitDamage|Hits] [Contributes|Contributes] to [Chill] Magnitude, 60% Increased [Freeze] Buildup and 80% increased Damage.<br>Players will also periodically summon a group of spiritual Primates.',
	},
	{
		id = 'SpiritOfTheBearPossessedPlayer',
		title = 'Spirit Of The Bear',
		desc = 'Players possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased [StunThreshold|Stun Threshold], 60% increased [Stun|Stun] Buildup and 20% reduced damage taken.<br>Players will also periodically summon a spiritual Bear that uses slam attacks.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheBoarPossessedPlayer',
		title = 'Spirit Of The Boar',
		desc = 'Players possessed by the Spirit Of The Boar [Gain] 20% of Damage as Extra [Fire] Damage, always inflict [Bleeding] on [HitDamage|Hit] and have 20% reduced damage taken.<br>Players will also periodically summon spiritual Boars that explode, dealing [Fire] Damage.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheOxPossessedPlayer',
		title = 'Spirit Of The Ox',
		desc = 'Players possessed by the Spirit Of The Ox have 50% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on them, 60% increased [AilmentThreshold|Elemental Ailment Threshold] and [Armour] and 20% reduced damage taken.<br>Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheWolfPossessedPlayer',
		title = 'Spirit Of The Wolf',
		desc = 'Players possessed by the Spirit Of The Wolf have 50% chance to [Maim|Maim] on [Attack] [HitDamage|Hit], 30% increased [SkillSpeed|Skill Speed], 15% increased Movement Speed and [ArmourBreak|Break Armour] equal to 10% of [HitDamage|Hit Damage] dealt.<br>Players will also periodically summon a spiritual Wolf which uses a dash attack.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheStagPossessedPlayer',
		title = 'Spirit Of The Stag',
		desc = 'Players possessed by the Spirit Of The Stag have +30% to all [ElementalDamage|Elemental] [Resistances], 30% increased [SkillSpeed|Skill Speed], 15% increased Movement Speed and [Gain] 20% of Damage as Extra [Lightning] Damage.<br>Players will also periodically summon a spiritual Stag that calls down [Lightning] bolts.',
		default = 'Azmerian wisp',
	},
	{
		id = 'SpiritOfTheCatPossessedPlayer',
		title = 'Spirit Of The Cat',
		desc = 'Players possessed by the Spirit Of The Cat have 60% increased [Evasion] Rating, 100% increased [Critical|Critical Hit chance], 30% increased [SkillSpeed|Skill Speed] and 15% increased Movement Speed.<br>Players will also periodically summon a ravaging flurry of spiritual Cats.',
		default = 'Azmerian wisp',
	},
	{
		id = 'PlayerPossessed',
		title = 'Possessed',
		desc = 'Players possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.',
		default = 'Azmerian wisp',
	},
	{
		id = 'Vulnerability',
		title = 'Vulnerability',
		desc = 'Vulnerability is a [Curse] that lowers the [Armour] of those affected. If not otherwise specified, Vulnerability removes 191 [Armour].',
	},
	{
		id = 'Despair',
		title = 'Despair',
		desc = 'Despair is a [Curse] that lowers the [Chaos] [Resistances|Resistance] of those affected. If not otherwise specified, Despair lowers [Chaos] [Resistances|Resistance] by 25%.',
	},
	{
		id = 'TemporalChains',
		title = 'Temporal Chains',
		desc = 'Temporal Chains is a [Curse] that [Slow|slows] those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains [Slow|slows] by 26%.',
	},
	{
		id = 'ResistedBy',
		title = 'Resisted by Other Value',
		desc = 'Damage from your [HitDamage|Hits] will effectively ignore the value of the target\'s relevant [Resistances|Resistance], and instead be mitigated by the specified value of [Resistances|Resistance].<br><br>This will still occur even if you [IgnoreResistances|Ignore] the target\'s [Resistances|Resistance], as this mitigation is not based on their [Resistances|Resistance] stats. Similarly, [Penetration] will not apply to this [Resistances|Resistance] value.',
		default = 'Resistance',
	},
	{
		id = 'Glory',
		title = 'Glory',
		desc = 'Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster\'s [Power]. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 2 seconds per monster.<br><br>Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven\'t gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a [Banner], but different Skills can generate Glory from the same Glorious action.',
	},
	{
		id = 'MountingGreed',
		title = 'Mounting Greed',
		desc = 'Players with Mounting Greed gain increased [ItemRarity|Rarity of Items] on kill up to a limit of 100%. This increased Rarity decays over time.<br><br>Higher [Rarity] monsters grant a greater amount of Rarity.',
	},
	{
		id = 'ObeliskCorruption',
		title = 'Obelisk of Corruption',
		desc = 'An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second [Buff] that makes enemies killed by you explode, dealing 10% of their life as [Physical] damage.',
	},
	{
		id = 'ObeliskCleansing',
		title = 'Obelisk of Cleansing',
		desc = 'An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second [Buff] that grants 100% [ItemRarity|Item Rarity], 50% increased [Defences] and makes players [Gain] 30% of Damage as extra [Lightning] Damage.',
	},
	{
		id = 'ImmuredFury',
		title = 'Immured Fury',
		desc = 'The Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.',
	},
	{
		id = 'Fracture',
		title = 'Fractured Modifiers',
		desc = 'A Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.',
	},
	{
		id = 'WeaponSets',
		title = 'Weapon Sets',
		desc = 'Your character has two Weapon Sets that can be used independently by equipping items into both sets.<br><br>By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill\'s information panel.<br><br>In addition to changing your active items, Weapon Sets also have [WeaponSetPassiveSkillPoints|dedicated Passive Skill Points] that can be allocated differently in each Weapon Set.<br><br>Weapon Sets can have differing amounts of available [Spirit], due to weapons with Spirit (such as [Sceptre|Sceptres]), [WeaponSetPassiveSkillPoints|Weapon Set Passive Skills], or [Persistent] Skills that are active in specific Weapon Sets.',
		default = 'Weapon set',
		links = {
			'Weapon Set',
			'Weapon Sets'
		},
	},
	{
		id = 'TimeLostJewel',
		title = '[DNT] Time Lost Jewel',
		desc = '[DNT] Fill me in',
	},
	{
		id = 'MonsterAdditionalProjectiles1',
		title = 'Additional Projectiles',
		desc = 'Monster fires 4 additional [Projectile|Projectiles].',
	},
	{
		id = 'MonsterAreaOfEffect1',
		title = 'Increased Area of Effect',
		desc = 'Monster has 100% Increased Area of Effect.',
	},
	{
		id = 'MonsterArmourPenetration1',
		title = 'Breaks Armour',
		desc = 'Monster [ArmourBreak|Breaks Armour] equal to 1000% of [Physical] Damage dealt.',
	},
	{
		id = 'MonsterBombardier1',
		title = 'Bombardier',
		desc = 'Monster periodically unleashes barrages of [Fire] projectiles.',
	},
	{
		id = 'MonsterChaosResistance1',
		title = 'Chaos Resistant',
		desc = 'Monster has +50% to [Resistances|Chaos Resistance].',
	},
	{
		id = 'MonsterColdResistance1',
		title = 'Cold Resistant',
		desc = 'Monster has +50% to [Resistances|Cold Resistance] and +10% to [MaximumResistances|Maximum Cold Resistance].',
	},
	{
		id = 'MonsterCriticalStrikeChance1',
		title = 'Extra Crits',
		desc = 'Monster has 300% increased chance to [Critical|Critically Hit].',
	},
	{
		id = 'MonsterDamageGainedAsChaos1',
		title = 'Extra Chaos Damage',
		desc = 'Monster [Gain|Gains] 40% of damage as extra [Chaos] damage.',
	},
	{
		id = 'MonsterDamageGainedAsCold1',
		title = 'Extra Cold Damage',
		desc = 'Monster [Gain|Gains] 40% of damage as extra [Cold] damage.',
	},
	{
		id = 'MonsterDamageGainedAsFire1',
		title = 'Extra Fire Damage',
		desc = 'Monster [Gain|Gains] 40% of damage as extra [Fire] damage.',
	},
	{
		id = 'MonsterDamageGainedAsLightning1',
		title = 'Extra Lightning Damage',
		desc = 'Monster [Gain|Gains] 40% of damage as extra [Lightning] damage.',
	},
	{
		id = 'MonsterEnergyShieldAura1',
		title = 'Energy Shield Aura',
		desc = 'Monster creates an [Aura] that grants 20% of Maximum life as added [EnergyShield|Energy Shield] to [Allies] within 5 metres.',
	},
	{
		id = 'MonsterExtraArmour1',
		title = 'Armoured',
		desc = 'Monster gains extra [Armour] based off of their [Strength].',
	},
	{
		id = 'MonsterExtraEnergyShield1',
		title = 'Extra Energy Shield',
		desc = 'Monster gains 25% of Maximum life as added [EnergyShield|Energy Shield].',
	},
	{
		id = 'MonsterExtraEvasion1',
		title = 'Evasive',
		desc = 'Monster gains extra [Evasion] based off of their [Dexterity].',
	},
	{
		id = 'MonsterFireResistance1',
		title = 'Fire Resistant',
		desc = 'Monster has +50% to [Resistances|Fire Resistance] and +10% to [MaximumResistances|Maximum Fire Resistance].',
	},
	{
		id = 'MonsterFlamewaller1',
		title = 'Conjures Flamewalls',
		desc = 'Monster creates circular walls of [Fire] that deal damage to enemies standing in them.',
	},
	{
		id = 'MonsterFlaskRemovalAura1',
		title = 'Siphons Flask Charges',
		desc = 'Monster creates an [Aura] that removes 3 [Flask] and [Charm] charges from enemies every 3 seconds within 3.6 metres.',
	},
	{
		id = 'MonsterGlacialPrison1',
		title = 'Conjures Ice Prisons',
		desc = 'Monster creates circular walls of [IceCrystals|Ice] around enemies.',
	},
	{
		id = 'MonsterHealingNova1',
		title = 'Heals Allies and Suppresses Foe Recovery',
		desc = 'Monster releases a nova that reduces Enemy Life and [EnergyShield|Energy Shield] Recovery Rate by 60% and causes [Allies] to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.',
	},
	{
		id = 'MonsterHinderAura1',
		title = 'Hinder Aura',
		desc = 'Monster creates an [Aura] that [Hinder|Hinders] enemies within 3.6 metres.',
	},
	{
		id = 'MonsterImmuneAura1',
		title = 'Periodic Invulnerability Aura',
		desc = 'Monster releases a nova that makes [Allies] invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.',
	},
	{
		id = 'MonsterImmuneAura2',
		title = 'Empowered Periodic Invulnerability Aura',
		desc = 'Monster releases a nova that makes [Allies] invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.',
	},
	{
		id = 'MonsterImmuneAuraMinion2',
		title = 'Increased Life',
		desc = 'Monster has 50% increased Life.',
	},
	{
		id = 'MonsterImmuneToSlow1',
		title = 'Slow Resistant',
		desc = 'Monster has 50% reduced [Slow|Slowing] Potency of [Debuff|Debuffs] on them.',
	},
	{
		id = 'MonsterImmuneToStun1',
		title = 'Increased Stun Threshold',
		desc = 'Monster cannot be [Stun|Stunned].',
	},
	{
		id = 'MonsterIncreasedAccuracy1',
		title = 'Accurate',
		desc = 'Monster has 200% increased [Accuracy] Rating.',
	},
	{
		id = 'MonsterIncreasedSpeed1',
		title = 'Hasted',
		desc = 'Monster has 30% increased [Attack], Cast and Movement speed.',
	},
	{
		id = 'MonsterIncreasedSpeedAura1',
		title = 'Haste Aura',
		desc = 'Monster creates an [Aura] that grants 20% increased [Attack] and Cast speed and 10% increased Movement speed to [Allies] within 5 metres.',
	},
	{
		id = 'MonsterLifeRegenerationRatePercentage1',
		title = 'Regenerates Life',
		desc = 'Monster Regenerates 2% of Maximum Life per second.',
	},
	{
		id = 'MonsterLightningMirage1',
		title = 'Lightning Mirage When Hit',
		desc = 'Monster creates a Mirage when [HitDamage|Hit] that moves towards enemies and explodes when it gets close enough, dealing [Lightning] Damage.',
	},
	{
		id = 'MonsterLightningMirage2',
		title = 'Lightning Mirages When Hit',
		desc = 'Monster creates Mirages when [HitDamage|Hit] that move towards enemies and explode when they get close enough, dealing [Lightning] Damage.',
	},
	{
		id = 'MonsterLightningResistance1',
		title = 'Lightning Resistant',
		desc = 'Monster has +50% to [Resistances|Lightning Resistance] and +10% to [MaximumResistances|Maximum Lightning Resistance].',
	},
	{
		id = 'MonsterLivingCrystals1',
		title = 'Volatile Crystals',
		desc = 'Monster creates Volatile Crystals when [HitDamage|Hit], which explode upon the Monster\'s death, dealing [Chaos] damage.',
	},
	{
		id = 'MonsterMagmaBarrier1',
		title = 'Magma Barrier',
		desc = 'Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing [Fire] Damage',
	},
	{
		id = 'MonsterManaSiphonAura1',
		title = 'Siphons Mana and Deals Lightning Damage',
		desc = 'Monster creates a circular effect that drains Mana and deals [Lightning] Damage over time to enemies near the edge of the circle.',
	},
	{
		id = 'MonsterManaSiphonAura2',
		title = 'Siphons Mana and Deals Lightning Damage',
		desc = 'Monster creates a circular effect that drains Mana and deals [Lightning] Damage over time to enemies near the edge of the circle.<br>Additionally, Monster will periodically create separate circles that drain Mana and deal [Lightning] Damage over time to enemies standing in them.',
	},
	{
		id = 'MonsterMinionsTakeLifeInstead1',
		title = 'Damage Taken From Minions First',
		desc = '50% of damage taken from Monster is taken from Monster\'s [Pack] [Minion|Minions] instead',
	},
	{
		id = 'MonsterMinionsTakeLifeInsteadMinions1',
		desc = '50% of damage taken from Monster is taken from Monster\'s [Pack] [Minion|Minions] instead',
	},
	{
		id = 'MonsterMinionStrongerMinions1',
		title = 'Empowered',
		desc = 'Monster has 25% increased Damage and 50% increased Life',
	},
	{
		id = 'MonsterModReducedCritMulti1',
		title = 'Crit Resistant',
		desc = '[HitDamage|Hits] against this Monster have 80% reduced [CriticalDamageBonus|Critical Damage Bonus].',
	},
	{
		id = 'MonsterPeriodicEnrage1',
		title = 'Periodically Enrages',
		desc = 'Monster periodically Enrages; gaining 30% increased Damage, 25% increased [SkillSpeed|Skill] and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.',
	},
	{
		id = 'MonsterPeriodicEnrage2',
		title = 'Enraged',
		desc = 'Monster is Enraged; gaining 30% increased Damage, 25% increased [SkillSpeed|Skill] and Movement Speed and 33% less damage taken.',
	},
	{
		id = 'MonsterPhysicalDamageAura1',
		title = 'Extra Physical Damage Aura',
		desc = 'Monster creates an [Aura] that grants 40% increased [Physical] Damage to [Allies] within 5 metres.',
	},
	{
		id = 'MonsterPreventRecoveryAura1',
		title = 'Prevents Recovery Above 50%',
		desc = 'Monster creates an [Aura] that [Debuff|Debuffs] enemies within 4.2 metres, causing their Life and [EnergyShield|Energy Shield] to not be able to recover past 50%.',
	},
	{
		id = 'MonsterProximalTangibility1',
		title = 'Proximal Tangibility',
		desc = 'Monster cannot be damaged by enemies any further than 3 metres from them.',
	},
	{
		id = 'MonsterResistanceAura1',
		title = 'Elemental Resistance Aura',
		desc = 'Monster creates an [Aura] that grants +35% to all [ElementalDamage|Elemental] [Resistances] to [Allies] within 5 metres.',
	},
	{
		id = 'MonsterRevivesMinions1',
		title = 'Reviving Minions',
		desc = 'Monster periodically revives [Pack] [Minion|Minions].',
	},
	{
		id = 'MonsterRevivesMinions2',
		title = 'Empowered Reviving Minions',
		desc = 'Monster periodically revives [Pack] [Minion|Minions].',
	},
	{
		id = 'MonsterShockedGroundTrail1',
		title = 'Trail of Lightning',
		desc = 'Monster leaves a trail of [ShockedGround|Shocked Ground] as they move.',
	},
	{
		id = 'MonsterShroudWalker1',
		title = 'Shroud Walker',
		desc = 'Monster periodically teleports to an enemy they can see, creating a [SmokeCloud|Smoke Cloud] where they leave and where they teleport to.',
	},
	{
		id = 'MonsterShroudWalker2',
		title = 'Shroud Walker',
		desc = 'Monster periodically teleports to an enemy they can see, creating a [SmokeCloud|Smoke Cloud] where they leave and where they teleport to.',
	},
	{
		id = 'MonsterStrongerMinions1',
		title = 'Powerful Minions',
		desc = 'Monster\'s [Pack] [Minion|Minions] have 25% increased Damage and 50% increased Life.',
	},
	{
		id = 'MonsterStunDamageIncrease1',
		title = 'Stuns',
		desc = 'Monster has 100% increased [Stun] buildup.',
	},
	{
		id = 'MonsterStunResilience1',
		title = 'Stun Resistant',
		desc = 'Monster has 250% increased [EnemyStunThreshold|Stun Threshold].',
	},
	{
		id = 'MonsterTemporalAura1',
		title = 'Temporal Bubble',
		desc = 'Monster creates an [Aura] that [Debuff|Debuffs] Enemies within 3.2 metres; [Slow|Slowing] by 25%, making effects expire 40% slower and reducing [CooldownRecovery|Cooldown Recovery Rate] by 60%.',
	},
	{
		id = 'MonsterVolatilePlants1',
		title = 'Volatile Plants',
		desc = 'Monster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing [Chaos] Damage.',
	},
	{
		id = 'MonsterVolatilePlants2',
		title = 'Empowering Volatile Plants',
		desc = 'Monster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing [Chaos] Damage.',
	},
	{
		id = 'MonsterVolatileRocks1',
		title = 'Volatile Crag',
		desc = 'Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing [Fire] Damage.',
	},
	{
		id = 'MonsterVolatileRocks2',
		title = 'Empowering Volatile Crag',
		desc = 'Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing [Fire] Damage.',
	},
	{
		id = 'Pack',
		title = 'Pack',
		desc = 'A Pack Monster or [Minion] is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like [Strongbox|Strongboxes].<br>Monsters or [Minion|Minions] created by other Monsters do not count as Pack Monsters or [Minion|Minions].',
	},
	{
		id = 'UniqueArrowModifierChain',
		title = 'Crescendo Arrows',
		desc = 'Crescendo Arrows [Chain] 6 additional times and deal 60% increased Damage for each time they have [Chain|Chained].',
	},
	{
		id = 'UniqueArrowModifierSplit',
		title = 'Splinter Arrows',
		desc = 'Splintering Arrows [Split] towards 6 targets.',
	},
	{
		id = 'UniqueArrowModifierPierceReturn',
		title = 'Reversing Arrows',
		desc = 'Reversing Arrows [Pierce] all targets and [Return] to you.',
	},
	{
		id = 'UniqueArrowModifierCrit',
		title = 'Diamond Arrows',
		desc = 'All [HitDamage|Hits] with Diamond Arrows are [Critical|Critical Hits] with 60% increased [CriticalDamageBonus|Critical Damage Bonus].',
	},
	{
		id = 'UniqueArrowModifierRarity',
		title = 'Covetous Arrows',
		desc = 'Enemies killed with Covetous Arrows drop items with 600% increased [ItemRarity|Rarity].',
	},
	{
		id = 'UniqueArrowModifierStun',
		title = 'Blunt Arrows',
		desc = 'Blunt Arrows cause 600% increased [Stun|Stun Buildup].',
	},
	{
		id = 'Repeat',
		title = 'Repeating Skills',
		desc = 'Some effects can cause Barrageable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.<br><br>Skills take 5% longer to perform for each time they Repeat.',
	},
	{
		id = 'UniqueShrineFire',
		title = 'Guided Meteoric Shrine',
		desc = 'Meteors rain down around you when in range of enemies.',
	},
	{
		id = 'UniqueShrineLightning',
		title = 'Guided Tempest Shrine',
		desc = 'Lightning bolts strike the ground around you when in range of enemies.',
	},
	{
		id = 'UniqueShrineCold',
		title = 'Guided Freezing Shrine',
		desc = 'Freezing shards fire around you in a spiral when in range of enemies.',
	},
	{
		id = 'UniqueShrineChaos',
		title = 'Dreaming Gloom Shrine',
		desc = 'Slain enemies explode, dealing [Chaos] damage equal to a quarter of their maximum Life.',
	},
	{
		id = 'AbyssalWasting',
		title = 'Abyssal Wasting',
		desc = 'Abyssal Wasting reduces Life Regeneration Rate by 50% for 6 seconds',
	},
	{
		id = 'EquipArmour',
		title = 'Equippable Armours',
		desc = 'Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, [Shield|Shields] and [Focus|Foci].',
		default = 'Armour (equipment)',
		links = {
			'Equippable Armour',
			'Equippable Armours'
		},
	},
	{
		id = 'CasterWeapon',
		title = 'Caster Weapon',
		desc = 'Caster Weapons are Sceptres, Staves and Wands.',
	},
	{
		id = 'SpectralFire',
		title = 'Spectral Fire',
		desc = 'Targets affected by a Spectral Fire [Debuff] do not take damage from [Ignite]. Instead that damage feeds the Spectral Fire. When the Spectral Fire [Debuff] expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target.',
	},
	{
		id = 'Sanctified',
		title = 'Sanctified Items',
		desc = 'Sanctifying an item will randomise the numeric values of its modifiers, then multiply the values of those modifiers by a random value ranging from 80% to 120%. The resulting item will now be Sanctified.<br>Most methods of item crafting and modification cannot be used on Sanctified items.',
	},
	{
		id = 'Efficiency',
		title = 'Efficiency',
		desc = 'Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.',
	},
	{
		id = 'ItemDefences',
		title = 'Item Defences',
		desc = 'Stats that refer to an item\'s [Armour], [Evasion|Evasion Rating] and/or [EnergyShield|Energy Shield] use the exact value of those [Defences] listed on the item. This means that [Quality] and local modifiers on the item are taken into account, but stats from other sources that change the amount of [Defences|Defence] actually granted to your character are not considered.',
		default = 'Defences',
	},
	{
		id = 'KeystoneFireSpellsBecomeChaosSpells',
		title = 'Blackflame Covenant',
		desc = '[Fire] [Spell|Spells] [Conversion|Convert] 100% of Fire Damage to [Chaos|Chaos Damage]<br>[Chaos|Chaos Damage] from [Fire] [Spell|Spells] [Contributes] to [Flammability] and [Ignite] [BuffMagnitude|Magnitudes]<br>[Ignite] inflicted with [Fire] [Spell|Spells] deals [Chaos|Chaos Damage] instead of Fire Damage',
	},
	{
		id = 'KeystoneAutoInvocation',
		title = 'Ritual Cadence',
		desc = '[Invoke|Invocation] Skills instead [Trigger] [Spell|Spells] every 2 seconds. [Invoke|Invocation] Skills cannot gain [Energy] while [Trigger|Triggering] [Spell|Spells]. [Invoke|Invoked] Spells consume 50% less [Energy].',
	},
	{
		id = 'ElementalWeakness',
		title = 'Elemental Weakness',
		desc = 'Elemental Weakness is a [Curse] that lowers Elemental [Resistances]. If not otherwise specified, it lowers Elemental Resistances by 30% and has a duration of 20 seconds.',
	},
	{
		id = 'Fissure',
		title = 'Fissure',
		desc = 'Certain Skills create Fissures that travel along the ground, dealing Damage over an Area.',
	},
	{
		id = 'Debilitate',
		title = 'Debilitate',
		desc = 'Debilitate is a [Debuff] that inflicts 20% reduced movement speed and 10% reduced damage dealt. Unless specified, Debilitate lasts 1 second.',
	},
	{
		id = 'SupportGemCategory',
		title = 'Support Gem Categories',
		desc = 'Every [SupportGem|Support Gem] falls into one or more Categories. [SupportGem|Support Gems] from the same Category cannot be socketed into the same skill simultaneously, but can be used across multiple skills.',
	},
	{
		id = 'BetterCurrencyMinimumLevel',
		title = 'Minimum Modifier Level',
		desc = 'Added random modifiers are at least this level or higher, except if a specific modifier type would be excluded entirely from being able to roll. You cannot use this currency on items with item level below the minimum modifier level.',
	},
	{
		id = 'CurrencyMaximumItemLevel',
		title = 'Maximum Item Level',
		desc = 'You cannot use this currency on items above this level.',
	},
	{
		id = 'Heat',
		title = 'Heat',
		desc = 'Heat is gained from using specific [Crossbow] Skills, and can be either beneficial or detrimental depending on the Skill.',
	},
	{
		id = 'ElementalInfusion',
		title = 'Elemental Infusions',
		desc = 'Some Skills create Elemental Infusion [Remnant|Remnants] when specific conditions are met. Picking up the [Remnant] grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.<br><br>Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.',
		default = 'Infusion',
		links = {
			'Elemental Infusion',
			'Infused'
		},
	},
	{
		id = 'Abyssalify',
		title = 'Desecrated Modifiers',
		desc = 'Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.<br><br>Items with Desecrated Modifiers cannot be Desecrated again.',
		default = 'Desecrated modifier',
		links = {
			'Desecrate'
		},
	},
	{
		id = 'UnstableDesecration',
		title = 'Unstable Desecration',
		desc = 'This item can be [Abyssalify|Desecrated] using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is [Abyssalify|Desecrated].',
	},
	{
		id = 'MarkedforDeath',
		title = 'Marked for Death',
		desc = 'Marked for Death is a [Debuff] that causes you to take 50% increased damage.',
	},
	{
		id = 'LineageSupports',
		title = 'Lineage Supports',
		desc = 'Lineage Supports are powerful and transformative [SupportGem|Support Gems] which can drop in maps, or come from specific sources like a particular Boss.<br><br>You may only Socket one copy of any given Lineage Support across all of your Skills at once.',
	},
	{
		id = 'NaturalSpawn',
		title = 'Naturally Spawning Monsters',
		desc = 'Naturally Spawning Monsters are those who are spawned upon entering an area for the first time. Monsters that spawn from Secondary Mechanics like [Strongbox|Strongboxes] or [ContainsExpedition|Expedition] do not count as Naturally Spawning.',
	},
	{
		id = 'EdictDeclaration',
		title = '[DNT] Edict Declaration',
		desc = '[DNT] You gain edict declaration when you disable a mod with The Towering Shadow',
	},
	{
		id = 'UnionofSoulsBoss',
		title = 'Union of Souls',
		desc = 'Monsters in a Union of Souls transfer their soul to other Monsters when slain, granting the receiving Monster 20% [Toughness], 5% increased damage and 10% increased [Rarity] of items dropped.',
	},
	{
		id = 'UnionofSoulsPack',
		title = 'Union of Souls',
		desc = 'Monster [Pack|Packs] in a Union of Souls transfer their soul to other Monsters in their [Pack] when slain, granting the receiving Monsters 20% [Toughness], and 5% increased damage.',
	},
	{
		id = 'ThaumaturgicalDynamism',
		title = 'Thaumaturgical Dynamism',
		desc = 'While Thaumaturgical Dynamism is active, you passively generate a [Charges|Power, Frenzy or Endurance Charge] once every eight seconds. <br><br>The kind of [Charges|Charge] you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total [Strength] Requirement total of your socketed Skill Gems, the more likely you will be to generate an [Charges|Endurance Charge]. Higher total [Dexterity] Requirement corresponds to a higher chance for [Charges|Frenzy Charges], and [Intelligence] to [Charges|Power Charges].',
	},
	{
		id = 'ArmourPenalties',
		title = 'Armour Movement Penalties',
		desc = 'Depending on the type of [EquipArmour|Armour] equipped, Players will have a less Movement Speed penalty applied depending on what [Attributes|Attribute] the Armour requires. These penalties only apply to equipped Body Armours and [Shield|Shields].<br>For Body Armour, pure [Strength] has a 5% penalty, hybrid [Strength] and [Dexterity] or [Intelligence] has a 4% penalty and pure [Dexterity] or [Intelligence] has a 3% penalty.<br>For [Shield|Shields], pure [Strength] has a 3% penalty, hybrid [Strength] and [Dexterity] or [Intelligence] has a 1.5% penalty and pure [Dexterity] or [Intelligence] has no penalty.',
	},
	{
		id = 'Merging',
		title = 'Merging',
		desc = 'Merging [Crossbow] bolts have fragments that can hit the same target at the same time to combine their damage into a single [HitDamage|Hit].',
	},
	{
		id = 'Pacify',
		title = 'Pacification',
		desc = 'Pacified Enemies cannot deal damage.',
	},
	{
		id = 'Archon',
		title = 'Archon Buff',
		desc = 'Archons are a type of [Buff] that augment your [ElementalDamage|Elemental] prowess with [Spell|Spells]. There are Archon [Buff|Buffs] related to each [ElementalDamage|Element]: [FlameArchon|Flame Archon], [IceArchon|Ice Archon], and [LightningArchon|Lightning Archon].<br><br>By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant [Attack].<br><br>You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.',
		default = 'Archon',
	},
	{
		id = 'IceArchon',
		title = 'Ice Archon',
		desc = 'Ice Archon is a type of [Archon] [Buff].<br>Ice Archon grants:<br>25% more [Cold] Damage with [Spell|Spells]<br>[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Cold] Damage<br>Cannot deal [Cold|Non-Cold] Damage with [Spell|Spells]<br>[HitDamage|Hits] with [Spell|Spells] cause 100% more [Freeze] Buildup',
		default = 'Archon',
		links = {
			'Ice Archon'
		},
	},
	{
		id = 'FlameArchon',
		title = 'Flame Archon',
		desc = 'Flame Archon is a type of [Archon] [Buff].<br>Flame Archon grants:<br>25% more [Fire] Damage with [Spell|Spells]<br>[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Fire] Damage<br>Cannot deal [Fire|Non-Fire] Damage with [Spell|Spells]<br>[Spell|Spells] have 100% more [Flammability] [BuffMagnitude|Magnitude]',
		default = 'Archon',
		links = {
			'Flame Archon'
		},
	},
	{
		id = 'LightningArchon',
		title = 'Lightning Archon',
		desc = 'Lightning Archon is a type of [Archon] [Buff].<br>Lightning Archon grants:<br>25% more [Lightning] Damage with [Spell|Spells]<br>[StatConversion|Convert] 100% of [ElementalDamage|Elemental] Damage with [Spell|Spells] to [Lightning] Damage<br>Cannot deal [Lightning|Non-Lightning] Damage with [Spell|Spells]<br>[HitDamage|Hits] with [Spell|Spells] have 100% more [Shock] chance',
		default = 'Archon',
		links = {
			'Lightning Archon'
		},
	},
	{
		id = 'TemporaryMinion',
		title = 'Temporary Minion',
		desc = 'A Temporary [Minion] is a [Minion] that has a Duration, which dies after it\'s Duration has passed.',
	},
	{
		id = 'Reform',
		title = 'Minion Reforming',
		desc = '[Minion] Reforming is similar to [Minion] [Reviving], but only occurs at the end of the "Minion Reforming" [Buff] Timer that is granted while [Persistent] [Minion|Minions] are dead, as opposed to other effects that may revive [Minion|Minions].',
	},
	{
		id = 'Gigantic',
		title = 'Gigantic',
		desc = 'Gigantic [Minion|Minions] have 20% more Maximum Life, 20% more Damage and 20% increased size.',
	},
	{
		id = 'MarkofAbyssalLord',
		title = 'Mark of the Abyssal Lord',
		desc = '[Abyssalify|Desecrating] an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.',
	},
	{
		id = 'RivenArmour',
		title = 'Riven Armour',
		desc = 'Riven Armour is a [Debuff] inflicted by [HitDamage|Hits], which stores 5% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the Hit that inflicts it as its [BuffMagnitude|Magnitude].<br><br>The inflicter\'s subsequent [Attack] [HitDamage|Hits] against the target will gain additional unscaleable added [Physical] [HitDamage|Damage] equal to that magnitude.<br><br>Enemies with Riven Armour cannot get their [ArmourBreak|Armour Broken] further.',
	},
	{
		id = 'MoltenFissure',
		title = 'Molten Fissures',
		desc = 'Molten Fissures are long-lasting fissures created by some [Slam|Slams] that can themselves be [Slam|Slammed] to create [Aftershock|Aftershocks]. <br><br>Hitting a Molten Fissure with a [Slam] other than another Molten Fissure causes an [Aftershock] to propagate along its length, dealing the Fissure\'s damage again to enemies standing on it. This [Aftershock] will also spread to other intersecting Molten Fissures. Each Molten Fissure can [Aftershock] no more than once every 0.2 seconds.',
	},
	{
		id = 'Chronobuff',
		title = 'Sands of Time',
		desc = 'Sands of Time grants 60% increased Cast Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.',
	},
	{
		id = 'UnravellingBuff',
		title = 'Unravelling',
		desc = 'While affected by Unravelling, your [Chaos] Damage randomly either also contributes to [Freeze] buildup, [Flammability] and [Ignite] [BuffMagnitude|Magnitudes], or [Shock] chance - changing which it contributes to every two seconds.',
	},
	{
		id = 'TacticianTotemBuff',
		title = 'Embankment Auras',
		desc = '[Totem|Totems] you place which grant Embankment Auras give a different Aura [Buff] to Players in range depending on the kind of [Totem], as follows:<br><br>Artillery Ballista grants 40% increased [Immobilised|Immobilisation] Buildup.<br><br>Siege Ballista grants 50% increased Damage against [Immobilised] Enemies.<br><br>Mortar Cannon grants 15% of Damage [Gain|Gained] as extra [Fire].<br><br>Shockwave Totem grants 30% increased Area of Effect.<br><br>Ancestral Warrior Totem grants 40% increased [Glory] Generation.<br><br>Dark Effigy grants 40% increased Damage over Time.',
	},
	{
		id = 'IceFragment',
		title = 'Ice Fragments',
		desc = 'Ice Fragments are created by a variety of Skills and [DetonationTime|Detonate] in an Area to deal [Cold] damage.<br><br>Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.',
		links = {
			'Ice Fragment'
		},
	},
	{
		id = 'BrokenStance',
		title = 'Broken Stance',
		desc = 'Broken Stance is a [Debuff] inflicted by [HitDamage|Hits], which stores 5% of the [Premitigation|Pre-mitigation] [Physical] [HitDamage|Hit damage] of the Hit that inflicts it as its [BuffMagnitude|Magnitude].<br><br>The inflicter\'s subsequent [Attack] [HitDamage|Hits] against the target will gain additional unscaleable added [Physical] [HitDamage|Damage] equal to that magnitude.<br><br>Enemies with Broken Stance cannot be [Daze|Dazed] again.',
	},
	{
		id = 'LichSkeletalBuff',
		title = 'Umbral Souls',
		desc = 'Umbral Souls grant varying [Buff|Buffs] depending on the kind of Skeletal [Minion] being replaced, as follows -<br><br>Umbral Souls from:<br>• Skeletal Warriors grant 15% increased [Attack] Damage.<br>• Skeletal Snipers grant 15% increased [Projectile] Speed.<br>• Skeletal Clerics grant 30% increased [ESRecharge|Energy Shield Recharge Rate].<br>• Skeletal Arsonists grant 15% increased Area of Effect.<br>• Skeletal Storm Mages grant 25% increased Spell Damage.<br>• Skeletal Frost Mages grant 35% increased maximum Energy Shield.<br>• Skeletal Brutes grant 60% increased [Stun] buildup.<br>• Skeletal Reavers grant 6% increased Skill Speed.',
	},
	{
		id = 'DeadlyMapBoss',
		title = 'Deadly Map Boss',
		desc = 'Deadly Map Bosses are specific [PowerfulMapBoss|Powerful Map Bosses] that appear in specific Maps and are more difficult and drop better rewards.<br><br>These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or [LineageSupports|Lineage Supports].<br><br>Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.',
	},
	{
		id = 'Invocation',
		title = 'Invocation',
		desc = 'Invocation Skills are [Persistent] Skills that gain [Energy] through some condition and can be used once sufficient [Energy] has been gathered to [Invoke] socketed Skills, expending the [Energy] to [Trigger] them. Invocations can [Trigger] socketed Skills multiple times if enough [Energy] is expended, unless otherwise specified.',
	},
	{
		id = 'SunderedArmour',
		title = 'Sundered Armour',
		desc = 'Sundered Armour is a [Debuff] that can be applied to enemies with [ArmourBreak|Fully Broken Armour] that increases the [Physical] damage they take from [HitDamage|Hits] by an additional 20%. This effect stacks with the target\'s normal [ArmourBreak|Fully Broken Armour].<br><br>Unless otherwise specified, modifiers to [ArmourBreak|Fully Broken Armour] also apply to Sundered Armour. Enemies with Sundered Armour cannot get their [ArmourBreak|Armour Broken] further.',
		default = 'Sundered Armour',
	},
	{
		id = 'WitheringGround',
		title = 'Withering Ground',
		desc = 'Withering Ground applies [Withered] every second to enemies standing in it.',
	},
	{
		id = 'DefaultAttack',
		title = 'Default Attack',
		desc = 'Default Attacks are the innate [Attack] skills provided by [MartialWeapon|Martial Weapons], and the innate [Unarmed] [Attack] skill "Punch".<br><br>The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your [MartialWeapon|Weapon\'s] damage the Default Attack deals.',
	},
	{
		id = 'DefaultAttackDamage',
		title = 'Default Attack Damage',
		desc = 'Your Default Attack Damage is the expected damage of a [DefaultAttack|Default Attack], and is determined by the damage of your [MartialWeapon|Weapon] and an Attack Damage scaling value based on your character level.<br><br>Your [DefaultAttack|Default Attacks] will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.<br><br>Some [Attack] skills provided by [SupportGem|Support Gems] do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.',
	},
	{
		id = 'ConnectedGem',
		title = 'Connected Support Gems',
		desc = 'Two gems are considered Connected if one is socketed into the other, or if both are socketed into a third gem.<br><br>A [SupportGem|Support Gem] socketed in a [Meta|Meta] Skill  is still Connected to that [Meta] Skill and to all other Skills socketed in that [Meta] Skill, even if it cannot Support some of those skills.',
	},
	{
		id = 'StoneSummoningCircle',
		title = 'Summoning Circle',
		desc = 'Activating a Summoning Circle will cause a Boss to be spawned',
	}
}
return data