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PoE2_ClientString_Tags
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.
| 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 |
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)
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)
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)
Tags that take a value parameter via : separator.
| 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)
| 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)
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)
| 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)
| 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)
| 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)
| ID | Context |
|---|---|
<itemvisual:CurrencyIdentification> |
Inline Scroll of Wisdom icon for console "Identify" action |
Example:
Identify 1x<<itemvisual:CurrencyIdentification>>
(Id: ConsoleActionIdentify)
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)
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)
Double angle-bracket icons are replaced with inline image glyphs at render time.
| 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)
| 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)
| 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)
| 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)
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.
| 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)
| 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)
| Key | Display Example | Description |
|---|---|---|
[Attributes] |
"Attributes" | All attributes |
[Strength] |
"Strength" | STR attribute |
[Dexterity] |
"Dexterity" | DEX attribute |
[Intelligence] |
"Intelligence" | INT attribute |
| Key | Display Example | Description |
|---|---|---|
[Ailments] |
"Ailments" | Status ailments group |
[Freeze] |
"Freeze" | Freeze ailment |
[Electrocute] |
"Electrocute" | Electrocute ailment |
[Pinned] |
"Pinned" | Pinned status |
| 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)
| 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 |
| 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)
| 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)
| 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 |