###STANDARD TOKENS###
#BLIND
token_blind=<sprite name={q}token_blind-line{q}>
token_name_blind=<color=#{debuff}>Blind</color>
token_blind_description=50% chance to miss next attack
#
#BLOCK
token_block=<sprite name={q}token_block{q}>
token_name_block=<color=#{buff}>Block</color>
token_block_description=Takes -50% DMG from next hit
#
#BLOCK PLUS
token_block_plus=<sprite name={q}token_deflect{q}>
token_name_block_plus=<color=#{buff}>Block+</color>
token_block_plus_description=Takes -75% DMG from next hit
#
#CRIT
token_crit=<sprite name={q}token_crit{q}>
token_name_crit=<color=#{buff}>Crit</color>
token_crit_description=Next Skill has 100% CRIT and ignores 20% RES
#
#COMBO
token_name_combo=<color=#{notable}>Combo</color>
token_combo=<sprite name={q}token_combo{q}>
token_combo_description=Triggers additional Skill effects when targeted
#
#DAZE
token_daze=<sprite name={q}token_daze{q}>
token_name_daze=<color=#{debuff}>Dazed</color>
token_daze_description=Next Turn will be delayed to the end of the Round
#
#DODGE
token_dodge=<sprite name={q}token_dodge{q}>
token_name_dodge=<color=#{buff}>Dodge</color>
token_dodge_description=50% chance to dodge next attack
#
#DODGE PLUS
token_dodge_plus=<sprite name={q}token_dodge+{q}>
token_name_dodge_plus=<color=#{buff}>Dodge+</color>
token_dodge_plus_description=75% chance to dodge next attack
#
#GUARD
token_guard=<sprite name={q}token_guard{q}>
token_name_guard=<color=#{buff}>Guarded</color>
token_guard_description=Protected by an Ally Unit
#
#IMMOBILIZE
token_immobilize=<sprite name={q}token_immoblize{q}>
token_name_immobilize=<color=#{debuff}>Immobilize</color>
token_immobilize_description=Cannot move or be moved
#
#RIPOSTE
token_riposte=<sprite name={q}token_riposte{q}>
token_name_riposte=<color=#{buff}>Riposte</color>
token_riposte_description=Counter-attacks the next damaging attack
#
#SPEED
token_speed=<sprite name={q}token_speed{q}>
token_name_speed=<color=#{buff}>Speed</color>
token_speed_description=Acts faster next Round
#
#STEALTH
token_stealth=<sprite name={q}token_stealth{q}>
token_name_stealth=<color=#{notable}>Stealth</color>
token_stealth_description=Cannot be directly targeted by most enemy Skills
#
#STRENGTH
token_strength=<sprite name={q}token_strength{q}>
token_name_strength=<color=#{buff}>Strength</color>
token_strength_description=Next attack deals +50% DMG
#
#STUN
token_stun=<sprite name={q}icon_stun{q}>
token_name_stun=<color=#{stun}>Stun</color>
token_stun_description=Loses next action
#
#TAUNT
token_taunt=<sprite name={q}token_taunt{q}>
token_name_taunt=<color=#{debuff}>Taunt</color>
token_taunt_description=Enemies are forced to attack this target if able
#
#VULNERABLE
token_vulnerable=<sprite name={q}token_vulnerable{q}>
token_name_vulnerable=<color=#{debuff}>Vulnerable</color>
token_vulnerable_description=Takes +50% DMG from next hit
#
#WEAK
token_weak=<sprite name={q}token_weak{q}>
token_name_weak=<color=#{debuff}>Weak</color>
token_weak_description=Next attack deals -50% DMG
#
#
###SPECIAL TOKENS###
#
#BENEDICTION
token_benediction=<sprite name={q}token_benediction{q}>
token_name_benediction=<color=#{notable}>Benediction</color>
token_benediction_description=Enables the use of several powerful Skills
#
#CONTROLLED BURN
token_controlled_burn=<sprite name={q}token_controlled_burn{q}>
token_name_controlled_burn=<color=#{notable}>Controlled Burn</color>
token_controlled_burn_description=Inflicts <sprite name={q}icon_burn{q}><color=#{burn}>3</color> on monsters in this Rank at the start of their Turn
#
#CONTROLLED BURN+
token_controlled_burn_u=<sprite name={q}token_controlled_burn{q}>
token_name_controlled_burn_u=<color=#{notable}>Controlled Burn+</color>
token_controlled_burn_u_description=Inflicts <sprite name={q}icon_burn{q}><color=#{burn}>4</color> on monsters in this Rank at the start of their Turn
#
#CORPULENT
token_corpulent=<sprite name={q}token_corpulent{q}>
token_name_corpulent=<color=#{notable}>Corpulent</color>
token_corpulent_description=Enables a powerful Skill
#
#FODDER
token_food=<sprite name={q}token_food{q}>
token_name_food=<color=#{notable}>Fodder</color>
token_food_description=Consumable by other Plague Eaters
#
#LOST BATTALION ORDER
token_lost_battalion_order=<sprite name={q}token_crit{q}>
token_name_lost_battalion_order=<color=#{notable}>Order</color>
token_lost_battalion_order_description=Preparing to use a powerful Skill
#
#MARKED FOR DEATH
token_marked_for_death=<sprite name={q}token_marked_for_death{q}>
token_name_marked_for_death=<color=#{debuff}>Marked for Death</color>
token_marked_for_death_description=Takes +30% DMG from Bullseye Barrett's attacks
#
#UNCHECKED POWER
token_unchecked_power=<sprite name={q}token_uc_power{q}>
token_name_unchecked_power=<color=#{notable}>Unchecked Power</color>
token_unchecked_power_description=Empowers certain Skills.  \n100% chance for 1<sprite name={q}icon_burn{q}> per Token of at the start of each Round. Can be Resisted.
#
#WINDED
token_hellion_winded=<sprite name={q}token_winded{q}>
token_name_hellion_winded=<color=#{debuff}>Winded</color>
token_hellion_winded_description=Attacks deal -33% DMG and SPD is reduced by 3 for each <color=#{debuff}>Winded</color> Token.  Persists until end of combat.
#
#WORSHIP
token_worship=<sprite name={q}token_worship{q}>
token_name_worship=<color=#{notable}>Worship</color>
token_worship_description=Exulting unspeakable Cosmic forces
#
#
###BOSS UNIQUE TOKENS##
#HARVEST HUNGER
token_harvest_hunger=<sprite name={q}token_harvest_hunger{q}>
token_name_harvest_hunger=<color=#{debuff}>Harvest Hunger</color>
token_harvest_hunger_description=The hunger overwhelms all reason
#
#HEALTH LOCK
token_lock_health=<sprite name={q}token_lock_health{q}>
token_name_lock_health=<color=#{debuff}>Health Lock</color>
token_lock_health_description=Cannot use Healing Skills or Items
#
#MELEE LOCK
token_lock_melee=<sprite name={q}token_lock_melee{q}>
token_name_lock_melee=<color=#{debuff}>Melee Lock</color>
token_lock_melee_description=Cannot use Melee Skills
#
#RANGED LOCK
token_lock_ranged=<sprite name={q}token_lock_ranged{q}>
token_name_lock_ranged=<color=#{debuff}>Ranged Lock</color>
token_lock_ranged_description=Cannot use Ranged Skills or Items
#
#STRESS LOCK
token_lock_stress=<sprite name={q}token_lock_stress{q}>
token_name_lock_stress=<color=#{debuff}>Stress Lock</color>
token_lock_stress_description=Cannot use Stress Heal Skills or Items
#
#TAPROOT
token_taproot=<sprite name={q}token_taproot{q}>
token_name_taproot=<color=#{notable}>Tap Root</color>
token_taproot_description=It is reacting to attacks
#
#TAPROOT TANGLE A
token_taproot_tangle_a=<sprite name={q}token_taproot_tangle_a{q}>
token_name_taproot_tangle_a=<color=#{notable}>Tangled Growth I</color>
token_taproot_tangle_a_description=Ominous vines encroach from above
#
#TAPROOT TANGLE B
token_taproot_tangle_b=<sprite name={q}token_taproot_tangle_b{q}>
token_name_taproot_tangle_b=<color=#{notable}>Tangled Growth II</color>
token_taproot_tangle_b_description=Vines hamper movement, reducing SPD
#
#TAPROOT TANGLE C
token_taproot_tangle_c=<sprite name={q}token_taproot_tangle_c{q}>
token_name_taproot_tangle_c=<color=#{notable}>Tangled Growth III</color>
token_taproot_tangle_c_description=Vines constrict both body and mind
#
#TAPROOT TARGET
token_taproot_target=<sprite name={q}token_taproot_target{q}>
token_name_taproot_target=<color=#{notable}>Stirring Soil</color>
token_taproot_target_description=Something moves beneath the ground
#
#
###HERO STORY TOKENS###
#COUGHING FIT
token_coughing_fit=<sprite name={q}token_coughing_fit{q}>
token_name_coughing_fit=<color=#{debuff}>Coughing Fit</color>
token_coughing_fit_description=Symptoms of terminal illness
#
#FLAMING
token_flaming=<sprite name={q}token_flaming{q}>
token_name_flaming=<color=#{notable}>Flaming</color>
token_flaming_description=Flames leap dangerously
#
#FLAMING FURNITURE RIPOSTE
token_flaming_furniture_riposte=Fire
token_name_flaming_furniture_riposte=Flaming Furniture Riposte
token_flaming_furniture_riposte_description=If you see me, please file a bug
#
#HELLION RANGED DODGE
token_hellion_ranged_dodge=<sprite name={q}token_hellion_ranged_dodge{q}>
token_name_hellion_ranged_dodge=<color=#{buff}>Cowering Defense</color>
token_hellion_ranged_dodge_description=100% chance to dodge next thrown object
#
#INHALE
token_inhale=<sprite name={q}token_inhale{q}>
token_name_inhale=<color=#{notable}>Inhaling</color>
token_inhale_description=Ready to sound an <color=#{buff}>unavoidable</color> alarm!
#
#MARK LOCATION
token_mark_location=<sprite name={q}token_mark_location{q}>
token_name_mark_location=<color=#{notable}>Marked Location</color>
token_mark_location_description=This Rank may be searched
#
#MULTI-GUARD
#[Icon issue?]
token_multi_guard=<sprite name={q}token_multi_guard{q}>
token_name_multi_guard=<color=#{buff}>Watched!</color>
token_multi_guard_description=Protected by {0}
#
#POISONED DRINK
token_poisoned_drink=<sprite name={q}token_poisoned_drink{q}>
token_name_poisoned_drink=<color=#{notable}>Poisoned Drink</color>
token_poisoned_drink_description=Drinking from this inflicts <sprite name={q}icon_blight{q}>
#
#RIPOSTE INVISIBLE
token_name_riposte_invisible=Riposte (Invisible)
token_riposte_invisible_description=Counters a non-damaging attack; if you can see me, file a bug
#
#RIPOSTE INVISIBLE INFINITE
token_riposte_invisible_infinite=Riposte (Invisible, Infinite)
token_name_riposte_invisible_infinite=Riposte (Invisible, Infinite)
token_riposte_invisible_infinite_description=Counters a non-damaging attack; if you can see me, file a bug
#
#RUNAWAY KEY
token_runaway_combat_1_key=<sprite name={q}token_runaway_combat_1_key{q}>
token_name_runaway_combat_1_key=<color=#{notable}>Gate Key</color>
token_runaway_combat_1_key_description=Key to one of several locks on the Orphanage door
#
#SMOULDERING
token_smouldering=<sprite name={q}token_smouldering{q}>
token_name_smouldering=<color=#{notable}>Smouldering</color>
token_smouldering_description=This smoulders menacingly
#
#THREATEN
token_threaten=<sprite name={q}token_threaten{q}>
token_name_threat=<color=#{notable}>Threatening</color>
token_threat_description=Next attack deals additional <sprite name={q}icon_stress_black{q}>
#
#TREASURE
token_treasure=<sprite name={q}token_treasure{q}>
token_name_treasure=<color=#{notable}>Treasure</color>
token_treasure_description=Trinkets and baubles
#
#UNLIT
token_name_unlit=Unlit
token_unlit_description=It Is Unlit; if you can see me, file a bug
#
#VIOLINIST RIPOSTE: BRIDGE
token_name_violinist_riposte_bridge=Riposte: Bridge
token_violinist_riposte_bridge_description=Counters all but Bridge; if you see me, please file a bug
#
#VIOLINIST RIPOSTE: CHORUS
token_name_violinist_riposte_chorus=Riposte: Chorus
token_violinist_riposte_chorus_description=Counters all but Chorus; if you see me, please file a bug
#
#VIOLINIST RIPOSTE: FINALE
token_name_violinist_riposte_finale=Riposte: Finale
token_violinist_riposte_finale_description=Counters all but Finale; if you see me, please file a bug
#
#VIOLINIST RIPOSTE: SOLO
token_name_violinist_riposte_solo=Riposte: Solo
token_violinist_riposte_solo_description=Counters all but Solo; if you see me, please file a bug
#
#VIOLINIST RIPOSTE: VERSE
token_name_violinist_riposte_verse=Riposte: Verse
token_violinist_riposte_verse_description=Counters all but Verse; if you see me, please file a bug
#
#
###LOGIC TOKENS###
#COUNT
token_name_count=COUNT
token_count_description=Logic Flow Controller; if you see me, please file a bug
#
#LOGIC A
token_name_logic_a=LOGIC A
token_logic_a_description=Logic Flow Controller; if you see me, please file a bug
#
#LOGIC B
token_name_logic_b=LOGIC B
token_logic_b_description=Logic Flow Controller; if you see me, please file a bug
#
#LOGIC TEMPORARY
token_name_logic_temporary=LOGIC TEMPORARY
token_logic_temporary_description=Logic Flow Controller; if you see me, please file a bug
#
#
###CUT TOKENS###
#ADRENALINE
token_adrenaline=<sprite name={q}token_adrenaline{q}>
token_name_adrenaline=<color=#{buff}>Adrenaline</color>
token_adrenaline_description=Chance to heal when making an attack
#
#BLOCK MOVE
token_block_move=<sprite name={q}token_blockmove{q}>
token_name_block_move=<color=#{buff}>Steadfast</color>
token_block_move_description=Prevents the next hostile Move effect
#
#BLOCK STRESS
token_block_stress_damage=<color=#{buff}>Block Stress</color>
token_block_stress_damage_description=Prevents next Stress Damage
#
#CONCUSS
token_concuss=<color=#{combo}>Concuss</color>
token_concuss_description=Primed for a combo effect
#
#CONFUSE
token_confuse=<color=#{combo}>Confuse</color>
token_confuse_description=Primed for a combo effect
#
#COUNTERACTION
token_counteraction=<sprite name={q}token_counteraction{q}>
token_name_counteraction=<color=#{buff}>Counter-action</color>
token_counteraction_description=Chance to gain a free action when attacked
#
#COUNTER HEAL
token_counterheal=<sprite name={q}token_counterheal{q}>
token_name_counterheal=<color=#{buff}>Counter-heal</color>
token_counterheal_description=Chance to heal when attacked
#
#CRIT BLOCK
token_crit_block=<color=#{buff}>Block CRIT</color>
token_crit_block_description=Next hit on this actor cannot CRIT
#
#CURSE
token_curse=<color=#{combo}>Curse</color>
token_curse_description=Primed for a combo effect
#
#EXECUTE
token_execute=<color=#{buff}>Execute</color>
token_execute_description=Chance to immediately kill the target on the next attack
#
#EXTRA ACTION
token_turn=<color=#{buff}>Extra Action</color>
token_turn_description=Take an extra action this Round
#
#EXTRA RANGE
token_extra_range=<sprite name={q}token_rangeup{q}>
token_name_extra_range=<color=#{buff}>Extra Range</color>
token_extra_range_description=TO DO
#
#EXTRA TARGET
token_extra_target=<sprite name={q}token_extratarget{q}>
token_name_extra_target=<color=#{buff}>Extra Target</color>
token_extra_target_description=TO DO
#
#PIERCE
token_pierce=<color=#{buff}>Pierce</color>
token_pierce_description=Next attack bypasses Block Tokens
#
#RESILIENCE
token_block_dot_apply=<color=#{buff}>Resilience</color>
token_block_dot_apply_description=Prevents the next <color=#{bleed}>Bleed</color>
#
#STRESS HEAL
token_stress_heal=<color=#757575>Stress Heal
token_stress_heal_description=Heals Stress
#
#STRESS
token_stress=<color=#757575>Stress</color>
token_stress_description=Stress
#
#HORROR
token_horror=<color=#757575>Horror</color>
token_horror_description=Adds stress to hero each round