return {
    descriptions = {
        Ability = {
            c_betm_abilities_GIL={
                name = "全局解释器锁",
                text = {
                    "If all jokers are {C:attention}Eternal{}, remove",
                    "{C:attention}Eternal{} from all jokers. Otherwise,",
                    "set all jokers to be {C:attention}Eternal{}.",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_glitched_seed={
                name = "Glitched Seed",
                text = {
                    "Next #5# {C:attention}random events",
                    "are guaranteed success",
                    "(#4# times left)",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_rank_bump={
                name = "Rank Bump",
                text = {
                    "Temporarily increase ranks of",
                    "chosen cards by 1 for this hand",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_variable={
                name = "Variable",
                text = {
                    "Select {C:attention}some{} cards, let {C:attention}X{}",
                    "be the rank of {C:attention}rightmost card{}, then",
                    "increase ranks of other cards by {C:attention}X{}",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_cached_hand={
                name = "Cached Hand",
                text = {
                    "{C:attention}Hand type{} of next hand is",
                    "set to the last hand",
                    "that is {C:attention}#4#",
                    "(#5# hands left)",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_heal={
                name = "Heal",
                text = {
                    "Undebuff selected cards",
                    "for this hand",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_absorber={
                name = "Absorber",
                text = {
                    "Reduce {C:blue}Hand{} to 1, and gain",
                    "{X:mult,C:white}X#4#{} for each hand reduced",
                    "Current Xmult: {X:mult,C:white}X#5#{}",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_double_lift={
                name = "Double Lift",
                text = {
                    "Choose {C:attention}#4#{} more card",
                    "in current pack",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_recycle={
                name = "Recycle",
                text = {
                    "Reduce reroll price by {C:money}$#4#{}",
                    "Cooldown: {C:mult}$#1#/$#2# #3#{}",
                }
            },
            c_betm_abilities_glyph={
                name = "Glyph",
                text = {
                    "{C:attention}-#4#{} Ante, {C:money}-$#5#",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_colour={
                name = "Colour",
                text = {
                    "Create a random ability",
                    "{C:inactive}(Must have room)",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_extract={
                name = "Extract",
                text = {
                    "Create a {C:dark_edition}Negative {C:planet}Planet{}",
                    "card of current hand",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_endoplasm={
                name = "Endoplasm",
                text = {
                    "Set a random {C:attention}consumable{}",
                    "to be {C:dark_edition}Negative{}",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_pay2win={
                name = "Pay2Win",
                text = {
                    "Pay {C:money}$#1#{} to let blind size {X:mult,C:white}X#2#{C:attention}",
                    "and increase price by {C:money}$#3#{}",
                    "price resets when round ends",
                    "Cooldown: None",
                }
            },
            c_betm_abilities_number={
                name = "Number",
                text = {
                    "Select a {C:attention}Numbered{} card to be",
                    "destroyed and draw {C:attention}X{} cards",
                    "where {C:attention}X{} equals to its rank",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_fog={
                name = "Fog",
                text = {
                    "During current round, {X:mult,C:white}X#4#{} Mult",
                    "but cards are drawn {C:attention}face down",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_antinomy={
                name = "Antinomy",
                text = {
                    "Create a temporary {C:dark_edition}Negative {C:attention}eternal{}",
                    "copy of selected joker for this round",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_enhancer={
                name = "Enhancer",
                text = {
                    "Enhance selected joker randomly",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_zircon={
                name = "Zircon",
                text = {
                    "{C:green}#4#%{} chance to create a",
                    "{C:legendary,E:1}Legendary{} Joker, otherwise",
                    "create a {C:legendary,E:1}Legendary{} Voucher",
                    "Cooldown: {C:mult}#1#/#2# #3#{}",
                }
            },
            c_betm_abilities_rental_slot={
                name = "Rental Slot",
                text = {
                    "{C:dark_edition}+#1#{} Joker Slot. Lose",
                    "{C:money}$#2#{} after each round",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_philosophy={
                name = "Philosophy",
                text = {
                    "{C:attention}+#1#{} Ability Slot",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_midas_touch={
                name = "Midas Touch",
                text = {
                    "Gain {C:money}$#1#{} when",
                    "using an ability",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_thumb={
                name = "Thumb",
                text = {
                    "If played hand has less than 5 cards,",
                    "{C:attention}+#1#{} hands per card below {C:attention}5",
                    "(Capped at {C:attention}+0.80{} per hand)",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_shield={
                name = "Shield",
                text = {
                    "{C:attention}Hand Size{} can't",
                    "go below {C:attention}#1#",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_shuffle={
                name = "Shuffle",
                text = {
                    "If no cards remain, shuffle",
                    "all cards back into deck",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_dead_branch={
                name = "Dead Branch",
                text = {
                    "When a card is {C:attention}destroyed{}, add",
                    "a random card with {C:attention}enhancement{},",
                    "{C:attention}seal{} and {C:attention}edition{} into deck",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_decay={
                name = "Decay",
                text = {
                    "{X:mult,C:white}X#2#{C:attention} blind size{} if played hand",
                    "scores {C:attention}less then #1#% of blind{}",
                    "{C:blue}Passive{}",
                }
            },
            c_betm_abilities_echo={
                name = "Echo",
                text = {
                    "When {C:attention}first card{} of hand scores, put",
                    "a temporary {C:dark_edition}Negative{} copy into hand",
                    "{C:blue}Passive{}",
                }
            }
        },
        Voucher = {
            v_betm_abilities_able = {
                name = "Able",
                text = { 
                    "{C:attention}+#1#{} Ability Slot",
                }
            },
            v_betm_abilities_capable = {
                name = 'Capable',
                text = { 
                    "{C:attention}+#1#{} Ability Slot",
                }
            },
            v_betm_abilities_cooled_down = {
                name = 'Cooled Down',
                text = { 
                    "Abilities cool down",
                    "{C:green}#1#%{} faster"
                }
            },
            v_betm_abilities_cooled_below = {
                name = 'Cooled Below',
                text = { 
                    "Abilities can cool down",
                    "into {C:attention}negative values",
                    "{C:inactive}(e.g. -2/1 round)"
                }
            },
        }
    },
    misc={
        dictionary={
            b_ability_cards = "能力牌",
            k_ability = "能力",
        },
    }
}
