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PoE2_ClientString_Tags

Lafko edited this page Jun 16, 2026 · 1 revision

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Path of Exile 2 — Client String Tags Dictionary

Full list of tags extracted from clientstrings.json and clientstrings2.json. These tags are used by the game's UI rendering engine to format system messages, tooltips, item descriptions, and other text.


Tag Syntax Overview

Syntax Description
<tag>{content} Applies formatting/color to content
</tag> Closes a tag (rare, most use brace-delimited content)
<<icon>> Inserts an inline icon/image glyph
<colour:name>{content} Named color variant
<rgb(r,g,b)>{content} Exact RGB color
<fg:rgb(r,g,b)>{content} Foreground RGB color
<size:N>{content} Font size (absolute or relative with +/-)
<font:'name'>{content} Specific font face
<outlinecolour:name>{content} Text outline/glow color
<itemvisual:Id> Inline item visual/icon by dat ID
[Key|Display Text] Hyperlink / tooltip reference (links to game concept)
{0}, {1}, ... Placeholder for dynamic values (string formatting)
<if:M>{...}<elif:F>{...}<else>{...} Gender-conditional text

1. Color Tags (Named Colors)

These tags color the enclosed text. They correspond to the game's rarity/UI color palette.

Tag Presumed Color Purpose / Context
<white> #FFFFFF White Default/normal text emphasis, stat labels
<red> #FF0000 Red Warnings, errors, hardcore death, corrupted items, penalties
<green> #00FF00 Green Positive effects, level scaling benefits, harvest ready states
<yellow> #FFFF00 Yellow Caution, default league indicators, MTX warnings
<grey> #808080 Grey Dimmed/secondary text, legacy items, descriptions
<aqua> #00FFFF Aqua/Cyan Infused map tier names
<dodgerblue> #1E90FF Dodger Blue Sekhema trial bonuses, positive modifiers
<atlaswhite> Near-white Atlas/endgame map UI (exchanging/result headers)
<kalguurlightgrey> Light grey Currency exchange ratio numbers
<goldvalue> Gold/amber Gold currency amount display

Examples:

<white>{Bonus:} Kill boss of <magic>{magic} version of this map
    (Id: AtlasNodeHoverObjectiveMagic)

<red>{Failed to load the shop. Try again in a few minutes.}
    (Id: ShopPanelError)

<green>{Fully-grown and ready to Harvest}
    (Id: HarvestSeedReady)

<yellow>{This setting is not used while you have an MTX variation equipped}
    (Id: UIOptionsDefaultCursorMTXEquippedWarning)

<grey>{(Legacy)}
    (Id: TradeMarketLegacyItem)

<aqua>{Infused}
    (Id: MapTierInfusedName)

<dodgerblue>{+5% to [ElementalDamage|Elemental] [Resistances|Resistances]}
    (Id: SevenSekhemasDesc01)

<atlaswhite>{{Exchanging}} 3x {0} Items
    (Id: MobileUpgradeMapOffer)

<<village_gold>> <goldvalue>{{{0}}}
    (Id: CurrencyExchangeGoldCost)

{0} <kalguurlightgrey>{{{1}}} : <kalguurlightgrey>{{{2}}}
    (Id: CurrencyExchangeRatio)

2. Item Rarity Colors

Standard PoE rarity color scheme used for item names and rarity-related text.

Tag Presumed Color Purpose
<normal> #C8C8C8 Grey-white Normal rarity items, plain text in tooltips, XP bar info
<magic> #8888FF Blue Magic rarity items, magic map objectives
<rare> #FFFF77 Yellow Rare rarity items, rare map objectives
<unique> #AF6025 Orange-brown Unique rarity items, unique equipment names
<rareitem> Yellow (rare) Rare item names specifically (recombinator results)
<currencyitem> #AA9E82 Currency tan Currency item names, hideout edit mode headers
<questitem> #4AE63A Quest green Quest item names (soul cores, generators, medallions)
<corrupted> #D20000 Dark red Corrupted item state, corruption penalties, corrupted map mods
<enchanted> #B4B4FF Light blue-purple Enchantment/enchanted mod text
<legacy> Muted color Legacy/league-stone era items and messages

Examples:

Level {1} <normal>{{({0}{2}%)}}
    (Id: ExperienceBarPopup1)

Kill boss of <magic>{magic} or higher version of this map
    (Id: AtlasNodeHoverObjectiveMagic)

Kill boss of <rare>{rare} version of this map
    (Id: AtlasNodeHoverObjectiveRare)

Has <unique>{{{0}}} Equipped
    (Id: EntityInfoRogueExileUniqueItem)

<rareitem>{Recombination Succeeded}
    (Id: RecombinatorUILastResultLabelSuccess)

<currencyitem>{Edit Mode Controls:} To move an object, drag it...
    (Id: HUDHideoutInformationHoverText)

<questitem>{Large Soul Core}
    (Id: ObjectDisplayTextVaalBossGem)

Kill boss of <corrupted>{corrupted} <rare>{rare} version of this map
    (Id: AtlasNodeHoverObjectiveCorruptedRare)

<enchanted>{Monsters have +30% chance to Coalesce Corruption}
    (Id: ExpeditionBeastSkinBody)

<legacy>{{{0} level is too low to be applied to this area.}}
    (Id: LeaguestoneTabLevelTooLowNote)

3. Text Formatting Tags

Structural formatting that changes font weight, style, or size.

Tag Effect Context
<b> Bold Section headers in tooltips
<i> / <I> Italic Supplementary info, "Press Spacebar to skip"
<italic> Italic (verbose) Unscalable value labels, socket descriptions
<bold> Bold (verbose) Critical warnings ("ALL" in migration), league names
<underline> Underlined text Granted skill names
<bigger> Larger font size Gamepad button labels, ritual/trial popup titles
<smaller> Smaller font size Supplementary descriptions, delve info
<title> Title style (large + colored) Popup/window titles
<subtitle> Subtitle style Targeting mode names
<n> / <N> Inline keybind highlight Tutorial key display
<default> Reset to default style Resets formatting after colored sections

Examples:

<b>{Windowed:} The Game will run in a resizable window
    (Id: GraphicsTabModePopup)

You will <b>{{gain}}: {0}   You will <b>{{lose}}: {1}
    (Id: BanditRespecDiffText)

<I>{Press }<rgb(255, 255, 255)>{Spacebar}<I>{ to skip}
    (Id: SkipCutsceneLabel)

<italic>{<rgb(170,170,170)>{ - Unscalable Value}}
    (Id: DescriptionLabelFixedValueStat)

migrate <colour:red>{<bold>{ALL}} of your characters
    (Id: SSFMigrationConfirmationMessageChar)

Grants Skill: <underline>{{Level {1} {0}}}
    (Id: ItemDisplayGrantedSkill)

<bigger>{<title>{Ritual Favours}}
    (Id: RitualRewardWindowHelpPopup)

<smaller>{<default>{Explore the Azurite Mine by Delving...}}
    (Id: DelveMapInfo)

<subtitle>{Melee} Precise and responsive targeting.
    (Id: GamepadTargetingMeleeDescription)

Press <normal>{{<n>{{{0}}}}} to allocate your Skill Point
    (Id: TutorialLevelUp)

<default>{- Type multiple keywords by separating them with a space}
    (Id: StashPanelSearchInfo)

4. Parametric Tags

Tags that take a value parameter via : separator.

4.1 Size Tags <size:VALUE>

Value Meaning Context
<size:3> Very small (3pt) Line-break spacer in graphics option tooltips
<size:20> Medium (20pt) Synthesis memory count subtitle
<size:29> Large (29pt) Main body text in graphics option tooltips
<size:+5> Relative: +5pt larger Atlas/breach/ritual skill tree point titles

Examples:

Shadow + GI Quality<size:3>{
}<size:29>{
This setting controls the quality and performance cost...}
    (Id: GraphicsOptionsScreenspaceResolutionTooltip)

Placed Memories<default>{<size:20>{<i>{
Right click to erase memories from the map or queue}}}
    (Id: SynthesisPlacedMemoryCount)

<size:+5>{<mavenfightpopuptitle>{<outlinecolour:mavenfightpopupglow>{Atlas Skill Points Acquired}}}
    (Id: AtlasSkillTreePointsCollectedTitle)

4.2 Color Tags <colour:NAME>

Name Presumed Color Context
<colour:red> Red SSF migration warning, hardcore league text
<colour:green> Green Map/bonus/awakening objective "Complete"
<colour:yellow> Yellow Default league markers
<colour:ancestralblue> Blue (ancestral) Omen consumption messages

Examples:

<colour:red>{This operation can not be undone.}
    (Id: SSFMigrateConfirmationMessageAll)

Atlas Map: <colour:green>{Complete}
    (Id: MapPopupAtlasMapComplete)

<colour:yellow>{This is the default Path of Exile league.}
    (Id: LeagueStandardAbyss)

<colour:ancestralblue>{{{0} in your inventory has been consumed}}
    (Id: OmenConsumed1)

4.3 RGB Color Tags <rgb(R,G,B)>

Exact color values used in specific UI contexts.

Tag Hex Approx. Context
<rgb(255, 255, 255)> #FFFFFF White Tutorial keybind text ("Spacebar")
<rgb(220,220,220)> #DCDCDC Light grey Equipment slot names in labyrinth crafting
<rgb(214, 186, 139)> #D6BA8B Tan/gold Splinter completion text
<rgb(241,228,194)> #F1E4C2 Cream Item/UI accent text
<rgb(207,177,95)> #CFB15F Gold Value/currency highlights
<rgb(179,175,168)> #B3AFA8 Warm grey Options menu references
<rgb(170,170,170)> #AAAAAA Grey Unscalable value stat descriptions
<rgb(134,125,134)> #867D86 Muted purple-grey Dimmed UI text
<rgb(127, 127, 127)> #7F7F7F Mid grey Incomplete splinter count
<rgb(113,178,95)> #71B25F Soft green Positive stat display
<rgb(99,157,211)> #639DD3 Soft blue Info/link colored text
<rgb(204,92,92)> #CC5C5C Muted red Soft warning text
<rgb(208,94,94)> #D05E5E Muted red Soft warning/penalty
<rgb(155,55,55)> #9B3737 Dark red Strong negative/danger
<rgb(55,155,55)> #379B37 Dark green Strong positive/success
<rgb(0,255,0)> #00FF00 Pure green Bright positive indicator

Examples:

<I>{Press }<rgb(255, 255, 255)>{Spacebar}<I>{ to skip}
    (Id: SkipCutsceneLabel)

Use the skull on a pair of <rgb(220,220,220)>{Gloves}, <rgb(220,220,220)>{Boots} or a <rgb(220,220,220)>{Helmet}
    (Id: LabyrinthCraftingWindowDescriptionMap)

<<TickIcon>> <rgb(214, 186, 139)>{{{0}}}
    (Id: SplinterInfoComplete)

<<DiamondIcon>> <rgb(127, 127, 127)>{{{0}}}
    (Id: SplinterInfoIncomplete)

<italic>{<rgb(170,170,170)>{ - Unscalable Value}}
    (Id: DescriptionLabelFixedValueStat)

4.4 Font Tags <font:'NAME'>

Font Context
<font:'fontin'> Currency exchange market ratio text
<font:'frizquadrataitc'> Unknown (Friz Quadrata is the classic PoE font)
<font:'quikhand'> PlayStation trademark symbol rendering

Examples:

<font:'fontin'>{<italic>{<grey>{Select currency...}}}
    (Id: CurrencyExchangeMarketRatioTextWhenNoCurrencySelected)

PlayStation<font:'quikhand'>{(TM)}Network
    (Id: XboxNetworkExitedOnJoinReasonRestrictedGeneral)

4.5 Foreground Color <fg:rgb(R,G,B)>

Tag Context
<fg:rgb(255,0,0)> Red warning for link account button hover

Example:

<fg:rgb(255,0,0)>{This will show an authentication link on screen.}
    (Id: LoginLinkAccountPromptWindowLinkAccountButtonHover)

4.6 Outline Color <outlinecolour:NAME>

Name Context
<outlinecolour:mavenfightpopupglow> Glowing text effect on Atlas/Breach/Ritual skill tree headers

Example:

<size:+5>{<mavenfightpopuptitle>{<outlinecolour:mavenfightpopupglow>{Atlas Skill Points Acquired}}}
    (Id: AtlasSkillTreePointsCollectedTitle)

4.7 Item Visual <itemvisual:ID>

ID Context
<itemvisual:CurrencyIdentification> Inline Scroll of Wisdom icon for console "Identify" action

Example:

Identify 1x<<itemvisual:CurrencyIdentification>>
    (Id: ConsoleActionIdentify)

5. Contextual / Semantic Color Tags

Tags that represent game-specific semantic meaning rather than raw colors.

Tag Purpose
<valuedefault> Default value display color (PvP stats, trade info, notifications)
<bracketvalues> Parenthesized value display, e.g., "(3/5)" in support gem counts
<unmet> Unmet requirement highlight (red/orange for missing attribute values)
<sanctumcurse> Sanctum affliction name color (purple/dark)
<ultimatumnumber> Ultimatum round/reward counters
<craftpopuptitlehighlight> Highlighted modifier name in advanced crafting tier popups
<craftaffectremove> Orange — modifier WILL be removed by craft
<craftaffectreroll> Orange — modifier WILL be rerolled by craft
<craftaffectwarning> Yellow — modifier MAY be removed by craft
<cxinfocolour> Currency exchange informational text color (how-to sections)
<mavenfightpopuptitle> Maven/endgame boss popup title styling
<tutorialgesture> Mobile gesture instruction highlight (tap, hold, swipe)

Examples:

Point Change: <valuedefault>{{{0}}}
    (Id: PvPMatchPointChange)

<valuedefault>{{{0}}} <bracketvalues>{{({1}/{2})}}
    (Id: SupportGemCountAttributeFormating)

<valuedefault>{{{0}}} <unmet>{{({1}/{2})}}
    (Id: SupportGemCountAttributeFormatingInvalid)

Afflicts you with <sanctumcurse>{{{0}}} on Entry
    (Id: SanctumCurseDescription)

Round <ultimatumnumber>{{{0}/{1}}}
    (Id: UltimatumWindowRound)

Prefix Modifier <craftpopuptitlehighlight>{{"{0}"}} (Tier: {1})
    (Id: AdvancedCraftingTierPrefixPopupTitle)

Modifiers in <craftaffectremove>{Orange} will be removed
    (Id: CraftAffectedModRemoveWarning)

Modifiers in <craftaffectreroll>{Orange} will be rerolled
    (Id: CraftAffectedModRerollWarning)

Modifiers in <craftaffectwarning>{Yellow} may be removed
    (Id: CraftAffectedModPossibleRemoveWarning)

<cxinfocolour>{How to get a Merchant's Tab:}
    (Id: AsyncTradeStashPanelHelpPopup)

<tutorialgesture>{[Tap]} to Sell Active
    (Id: MobileOptionsSingleTapToSell)

6. Conditional Tags

Gender-conditional text for localization of gendered languages.

Tag Purpose
<if:M> If subject is masculine
<elif:F> Else if subject is feminine
<elif:O> Else if subject is neutral/object
<else> Default/plural fallback

Example:

You must encounter {0} to unlock <if:M>{{him}}<elif:F>{{her}}<elif:O>{{it}}<else>{{them}} in your Hideout.
    (Id: HideoutMeetNPC)

7. Inline Icons <<icon>>

Double angle-bracket icons are replaced with inline image glyphs at render time.

7.1 Game UI Icons

Icon Description
<<village_gold>> Gold currency icon
<<bag_icon>> Inventory/bag icon (gamble counts)
<<spirit_icon>> Spirit resource icon (minion cost)
<<spirit_resource_icon>> Spirit resource icon (management tab)
<<map_portal_icon>> Map portal / revive icon
<<DiamondIcon>> Diamond shape icon (incomplete splinter)
<<TickIcon>> Checkmark/tick icon (completed splinter)
<<endgame_objective_bullet_point>> Bullet point for endgame objectives list
<<incursion_temple_tokens>> Incursion temple token icon

Examples:

<<village_gold>> <goldvalue>{{{0}}}
    (Id: CurrencyExchangeGoldCost)

<<bag_icon>>{0}/{1}
    (Id: NpcBuyWindowRemainingNumberOfGamblesLabel)

{0} Spirit  <<spirit_icon>>  required per Minion.
    (Id: GamepadSkillPanelSpiritCostPerMinion)

{0} Spirit <<spirit_resource_icon>>
    (Id: GamepadSpiritManagementTabTotalSpiritLabel)

{0}x<<map_portal_icon>>Revives Remaining
    (Id: HUDMapPortalsRemainingN)

<<DiamondIcon>> <rgb(127, 127, 127)>{{{0}}}
    (Id: SplinterInfoIncomplete)

<<TickIcon>> <rgb(214, 186, 139)>{{{0}}}
    (Id: SplinterInfoComplete)

<<endgame_objective_bullet_point>>[MapBoss| Defeat {0}]
    (Id: EndgameObjectivesBoss)

<<incursion_temple_tokens>> {0}/{1}
    (Id: IncursionTokenCount)

7.2 Currency Exchange UI Icons

Icon Description
<<market_ratio>> Market ratio indicator icon
<<exchange_ratio>> Exchange ratio icon
<<actual_ratio>> Actual/real ratio icon
<<league_order>> League order icon
<<open_order>> Open order icon
<<complete_order>> Completed order icon
<<take_item>> Take/claim item icon
<<ritual_suspended>> Ritual suspended indicator icon

Examples:

<<market_ratio>> Market Ratio
<kalguurlightgrey>{{{0}}} : <kalguurlightgrey>{{{1}}}
    (Id: CurrencyExchangeMarketRatio)

7.3 Gamepad Button Icons

Icon Description
<<xbox_button_a>> A button (confirm/allocate)
<<xbox_button_b>> B button (cancel/back/reclaim)
<<xbox_button_x>> X button (socket/equip/upgrade)
<<xbox_button_y>> Y button (remove/log out)
<<xbox_button_lb>> Left bumper
<<xbox_button_rb>> Right bumper
<<xbox_button_lt>> Left trigger (shift-attack/ctrl-click)
<<xbox_button_rt>> Right trigger (attack/use)
<<xbox_button_lstick>> Left stick press (compare items)
<<xbox_lstick>> Left stick (navigate/cycle)
<<xbox_button_rstick>> Right stick press (customise/toggle info)
<<xbox_button_menu>> Menu button (skip tutorials/accept)
<<xbox_button_view>> View button (open passive tree/inventory)
<<xbox_button_dpad_up>> D-pad up
<<xbox_button_dpad_down>> D-pad down (toggle overlay map)
<<xbox_button_dpad_right>> D-pad right (create portal)

Examples:

<<xbox_button_a>> to allocate
    (Id: PassiveNodeAllocate)

Press <<xbox_button_b>> to return to the selection screen.
    (Id: CreateCharacterStateTitlebarHintChooseName)

<<xbox_button_x>> to equip Skill Gem
    (Id: TutorialFirstSkillGemHowToSocket)

Log Out <<xbox_button_y>>
    (Id: ConsoleFastLogOut)

Hold <<xbox_button_lt>> to attack without moving
    (Id: TutorialShiftAttack)

Attack the monster with <<xbox_button_rt>>.
    (Id: TutorialPlayerHasNotAttackedDirected)

Press <<xbox_button_dpad_down>> to toggle the overlay map.
    (Id: TutorialShowMap)

7.4 Gamepad Action Icons

Icon Description
<<gamepad_cycle_quest>> Cycle quest tracker action
<<gamepad_end_delirium>> End delirium early action
<<gamepad_place_explosive>> Expedition explosive placement action
<<gamepad_ritual_shop>> View ritual shop action
<<gamepad_sanctum_map>> View sanctum progress action
<<gamepad_toggle_difficulty>> Toggle boss difficulty action
<<gamepad_toggle_highlight>> Show all item labels action
<<gamepad_view_incursion_temple>> View incursion temple action
<<targeting_mode_melee>> Melee targeting mode icon
<<targeting_mode_ranged>> Ranged targeting mode icon

Examples:

Bind <<gamepad_cycle_quest>> to Cycle Shown Quest
    (Id: GamepadCycleQuestTrackerNotBound)

<bigger>{<<gamepad_end_delirium>>} Bind skip action to end Delirium early.
    (Id: GamepadDeliriumHelpSkipUnbound)

<bigger>{<<gamepad_toggle_highlight>>} Bind action to show all labels.
    (Id: GamepadHelpToggleHighlightUnbound)

<bigger>{<<targeting_mode_melee>> Melee Mode}
    (Id: GamepadToggleSkillTargetingMeleePopup)

8. Bracket Links [Key|Display Text]

These are hyperlinks/tooltip references. The Key maps to a game concept, and Display Text is what the user sees. Clicking/hovering shows additional information.

8.1 Core Game Mechanics

Key Display Example Description
[Accuracy] "Accuracy" Accuracy rating mechanic
[Attack] "Attack" Attack type skills
[Spell] "Spell" Spell type skills
[Block] "Block" Block chance mechanic
[Critical] "Critical" Critical strike mechanic
[Stun] "Stun" Stun mechanic
[Projectile] "Projectile" Projectile type skills
[Strike] "Strikes" Strike type melee
[Minion] "Minions" Minion mechanics
[Buff] "Buff" Buff mechanic
[Flask] "Flasks" Flask mechanics
[CooldownRecovery] "Cooldown Recovery" Cooldown rate
[ItemRarity] "Item Rarity" Magic find / rarity
[Spirit] "Spirit" Spirit resource mechanic
[Presence] "Presence" Presence mechanic

Examples:

+5% to [ElementalDamage|Elemental] [Resistances|Resistances]
    (Id: SevenSekhemasDesc01)

{0} Spirit  <<spirit_icon>>  required per [Minion|Minion].
    (Id: GamepadSkillPanelSpiritCostPerMinion)

[CooldownRecovery|Cooldown Recovery Rate]
    (Id: various stat descriptions)

8.2 Damage & Defense

Key Display Example Description
[DamageTypes] "Damage Types" All damage type info
[Physical] "Physical" Physical damage
[ElementalDamage] "Elemental" Elemental damage group
[Defences] "Defences" General defense stats
[EnergyShield] "Energy Shield" ES mechanic
[Evasion] "Evasion" Evasion rating
[Resistances] "Resistances" Elemental resistances
[UncappedResist] "uncapped Resist" Uncapped resistance values
[ESRecharge] "Recharge" Energy Shield recharge
[ArmouredShield] "Armoured Shield" Shield defense type

Examples:

15% increased Global [Defences|Defences]
    (Id: SevenSekhemasDesc03)

-5% to [ElementalDamage|Elemental] [Resistances|Resistances]
    (Id: SevenSekhemasDesc07)

8.3 Attributes

Key Display Example Description
[Attributes] "Attributes" All attributes
[Strength] "Strength" STR attribute
[Dexterity] "Dexterity" DEX attribute
[Intelligence] "Intelligence" INT attribute

8.4 Ailments & Status Effects

Key Display Example Description
[Ailments] "Ailments" Status ailments group
[Freeze] "Freeze" Freeze ailment
[Electrocute] "Electrocute" Electrocute ailment
[Pinned] "Pinned" Pinned status

8.5 Items & Equipment

Key Display Example Description
[Jewel] "Jewels" Jewel items
[MartialWeapon] "Martial Weapon" Martial weapon class
[SupportGem] "Support Gem" Support gem type
[SupportGemCategory] varies Support gem categories
[SupportGemRequirements] varies Support gem attribute requirements
[QuestItem] "Quest Item" Quest items
[AccountBound] "Account Bound" Account-bound item flag
[WeaponSets] "Weapon Sets" Weapon set swapping

Example:

Place a <magic>{Magic} or <rare>{Rare} item to salvage Essence from a modifier.
    (Id: AdvancedCraftingBenchInfoIntro)

8.6 Passive Tree & Progression

Key Display Example Description
[SmallPassive] "Small Passive" Small passive skill node
[AscendancyPoints] "Ascendancy Points" Ascendancy skill points
[WeaponSetPassiveSkillPoints] varies Weapon-set-specific passives
[Wells] "Wells" Well passive mechanic
[Adaptation] "Adaptation" Adaptation mechanic

8.7 Map & Endgame

Key Display Example Description
[MapBoss] "Defeat {boss}" Map boss objective
[MapBossMapDrop] varies Map boss drop objective
[MapOwner] "Map owner" Map ownership info
[DeadlyMapBoss] "Deadly Map Boss" Deadly boss modifier
[RareMonsterMapDrop] varies Rare monster map drop
[AtlasDifficulty] "Atlas Difficulty" Atlas difficulty rating
[LimitedRespawn] "Limited Respawn" Limited respawn mechanic
[BetterCurrencyMinimumLevel] varies Currency minimum level requirements
[CurrencyMaximumItemLevel] varies Currency max item level
[Abyssalify] varies Abyssal content modifier

Examples:

<<endgame_objective_bullet_point>>[MapBoss| Defeat {0}]
    (Id: EndgameObjectivesBoss)

<<endgame_objective_bullet_point>> Map Completed
    (Id: EndgameObjectivesMapComplete)

8.8 League Mechanics

Key Display Example Description
[CoalescedCorruption] "Coalesced Corruption" Map corruption mechanic
[CorruptedNexus] "Nexus of Corruption" Corruption nexus endgame
[ContainsHideout] "Hideout" Map contains claimable hideout
[ContainsUniqueMap] "Unique Map" Map is unique
[ContainsWanderingTrader] "Wandering Trader" Map has merchant NPC
[IncursionCrystal] varies Incursion temporal crystal
[IncursionDestabilization] "Destabilises" Incursion room destabilization
[IncursionRestrictedRoom] varies Restricted incursion room
[TheBurningMonoilth] varies Burning monolith event
[UnstableDesecration] varies Unstable desecration mechanic
[VaalSiphoner] varies Vaal siphoner mechanic
[UniqueCulture] varies Unique culture modifier
[ShamanOnlyMods] varies Shaman-restricted modifiers

Examples:

Area has [CoalescedCorruption|Coalesced Corruption]
    (Id: EndgameMapContentDescriptionCorrupted)

Area can be claimed as a [ContainsHideout|Hideout] when cleared
    (Id: EndgameMapContentDescriptionHideout)

Area contains a [ContainsWanderingTrader|Wandering Trader]
    (Id: EndgameMapContentDescriptionMerchant)

Area is a [ContainsUniqueMap|Unique Map]
    (Id: EndgameMapContentDescriptionUniqueMap)

Contains Unique Item: <unique>{{{0}}}
Room [IncursionDestabilization|Destabilises] once complete
    (Id: IncursionPopupRoomContainsUniqueItem)

Summary Statistics

Category Count
Simple color/format tags <tag> 44
Inline icons <<icon>> 43
RGB color values <rgb(r,g,b)> 16
Named colour tags <colour:name> 4
Size tags <size:N> 4
Font tags <font:'name'> 3
Foreground color <fg:...> 1
Outline color <outlinecolour:...> 1
Item visual <itemvisual:...> 1
Bracket link keys [Key|Text] 69
Conditional tags <if/elif/else> 4
Total unique tags/identifiers 190

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