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DefRuivo_StolenRealmMods-BetterTooltips-0.1.3 icon

BetterTooltips

Rewrites skill and status tooltips so they stop leaving out what matters, and adds the missing explanation at the end, including shrine aura numbers with your real bonus. No gameplay change.

Date uploaded a week ago
Version 0.1.3
Download link DefRuivo_StolenRealmMods-BetterTooltips-0.1.3.zip
Downloads 22
Dependency string DefRuivo_StolenRealmMods-BetterTooltips-0.1.3

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

BetterTooltips

Rewrites the game's skill and status tooltips so they stop leaving out what matters, and fixes small text defects. No gameplay change.

  • GUID: com.gumatos.bettertooltips
  • Version: 0.1.3
  • Works with: Stolen Realm v1.3.1.
  • Needs: BepInEx 5 (r2modman installs it for you).

What it does

The game's tooltips sometimes leave out the half that decides the fight: which attribute feeds the number, the stack limit, the duration, who is affected, the trigger, the number of hits. The text is not wrong — it is incomplete.

The mod completes it:

  • Every game text passes through one place before it is shown; the mod compares that text with a table of fixes and mechanic notes.
  • The missing explanation is added at the end of the tooltip, in the game's own special text colour, so it stands apart from the official text.
  • Plain mistakes (spelling, punctuation, double spaces) are fixed directly.

Every note is based on the game's own code, not on opinion — and where the game cannot be observed at that moment, the note says what is assumed.

Shrine auras

The game's shrine tooltips always showed the base value, even for a character with the bonus that multiplies the aura. The mod does the maths with the real bonus of the character in focus — the Shrine Effect Bonus (Omnism I/II, the Worship perk and the Horn of Devotion). A base 20% becomes the number you actually receive.

It also adds a line listing every shrine aura the character is receiving right now, with two numbers per aura: what the auras give you, and your total in that attribute (the same number shown on the character sheet).

The number is raw, before any damage reduction: armour, resistance and later mitigation are not counted. When there is no proof (character outside the aura, an attribute missing from the build), the original text is left untouched and the log says why — the mod does not guess.

Verification

The numbers were written against the game's code and data, and the Worship doubling was measured in game. The final visual check of the new lines on screen had not been done at the last revision — if a line does not match what you see, that is where to report it.

What it does not do

  • No gameplay change — no value, damage, cost or rule changes; it only rewrites text.
  • No game file is modified (nor the save) and nothing is left behind.
  • Does not reveal the Chaos draw — that is on purpose: the tree's fun is not knowing.
  • Does not show a number without proof — it keeps the original text instead.
  • Does not apply mitigation — the number is the raw formula result.

Install

r2modman (recommended): install this package in the Stolen Realm profile — the DLL goes to BepInEx\plugins\BetterTooltips\.

Manual: install BepInEx 5 x64 (or press "Start modded" once in r2modman to create the folders), then copy the BetterTooltips folder to:

%APPDATA%\r2modmanPlus-local\StolenRealm\profiles\Default\BepInEx\plugins\

The file must end up as ...\plugins\BetterTooltips\BetterTooltips.dll.

Uninstall

Delete the folder BepInEx\plugins\BetterTooltips\ (or untick the package in r2modman) and open the game again. No game file was ever changed.

Build from source

cd BetterTooltips
dotnet build -p:DeployToBepInEx=false

Output: bin\Debug\netstandard2.1\BetterTooltips.dll. The reference DLLs come from the game and are never distributed. The flag keeps the build local: without it the DeployToBepInEx target also copies the DLL into <r2modman profile>\BepInEx\plugins\BetterTooltips\ on the machine that built it — a bare dotnet build installs.


Português (BR)

Reescreve os tooltips de skills e status para pararem de omitir o que decide: qual atributo alimenta o número, limite de stacks, duração, quem é afetado, o gatilho, o número de golpes. Acrescenta a explicação que falta no fim do tooltip, na cor especial do jogo, e corrige erros simples de texto. As auras de shrine passam a mostrar o número com o seu bônus real. Não altera gameplay.

CHANGELOG

Changelog — BetterTooltips

0.1.4 — the Armor note stops leaking into the combat feed

What a player sees: the explanation of how Armor works also showed up in the combat feed (the line Increased Armor Applied); it now appears only inside item/skill tooltips. The two danger shrine auras (Decay/Flame) keep the number the previous version showed — see the note on RV-49 below, which is still open and is not closed by this file.

  • BUG-34 — the Armor/Resistance note no longer leaks into the combat feed. The note went into the funnel that localises every text in the game, and the feed builds its line from a template ([status] Applied) — the mod was guarding only the status NAME, not the template. The mod now knows where the text came from (tooltip body × feed) and the note goes only into the tooltip body. The legitimate tooltip notes still apply.
  • RV-30 (correction) — danger auras (Decay/Flame): the number shown does not include the bonus. The mod used to write the focused character into the slot where those two auras' formula reads the Shrine Effect Bonus. The correction stops writing there, and the number those lines show is now evaluated without the bonus. Whether that is the right number is an OPEN decision (RV-49), not a settled fact. The owner confirmed the doubling seen in game is correct, and a later reading of the damage path (t_d02f9212, 06/10) found that slot holds the bonus of the character who has the aura (UseTriggerSource = 0) — which is exactly where the doubling comes from. What decides whether the tooltip should show the number with or without that bonus is an in-game measurement (docs/CONFERENCIA-DONO-06-10.md §4.1), not this text.
  • NOT A FACT — kept on the record for correction (REL-BT-014, 07/10). Three statements an earlier draft of this file made are wrong and must not be read as approved:
    • "the doubling was a defect of this mod" — wrong: the owner confirmed the doubling is correct and the game's own damage path produces it (see RV-30 above);
    • "the danger auras scale with the shrine's bonus, not yours" — wrong: in the damage path the action's Source is the character the aura is on, not the shrine's empty character;
    • "there is no player Worship perk" — this may only be said as "not found in the code and data we read": the word's only located trace is an enemy CharacterInfo, T2_Worshiper. An absence in the censuses/code is not an absence in the game's assets, so it is not evidence against the doubling.
  • BUG-34 has the owner's in-game acceptance (registered 05/10 and 06/10). It is not reopened here, and no new acceptance is requested for it.
  • RV-28 (hardening) — the Sustenance healing number can no longer bring the tooltip down. To compute the globules' healing the mod reads the maximum health and mana of the character in focus; outside a player context (inspection, shop, the shrine's empty character) that attribute does not exist and the engine read threw. The attribute is now checked before the read: without it, the tooltip stays as the game wrote it and the log says why (nothing is estimated).
  • Hook robustness (TRV-1). The synergy line read the game method's arguments by position; one of them is a float, and read as an object it brought the game down with 112 exceptions per frame. The hooks now read the arguments by name — if the game renames something, the hook is refused with the name in the log, instead of silently reading the wrong slot.
  • Documentation (RV-48 / TX-1) — corrected 07/10. The older note stated that there is no player Worship perk (the term having zero occurrences in the game's code; the only trace being an enemy, T2_Worshiper). It may only be stated as "not found in the code and data we read" — zero occurrences in the code is not proof of absence in the assets — and the owner confirmed the doubling registered in game is correct. No displayed number changed because of this.
  • Version: 0.1.3 -> 0.1.4 in the four places (<Version> in the .csproj, version_number in the manifest.json, the literal in [BepInPlugin(...)] in Plugin.cs, and the - **Version:** line in the README.md).

RV-48 (03/10) — documentation retraction: the player "Worship perk" does NOT exist

⚠ CORRECTED on 07/10 (REL-BT-014). This section holds two statements that do not stand up, flagged in the 0.1.4 section above: (1) that the "doubling" was a defect of the mod itself — the owner confirmed the doubling is correct and the engine produces it; (2) that the danger auras read the shrine's bonus — in the damage path the action's Source is the character who has the aura. The text below stays as history; nothing in it closes RV-49.

Text/comment correction only (no formula and no displayed number changed). The RV-30 investigation (closed on 03/10) proved that worship has ZERO occurrences in the game's code (Assembly-CSharp of the current build; Worshiper likewise). The term's only trace is the homonymous skill ("100% increased effect from Shrines", value 100) of the ENEMY CharacterInfo T2_Worshiper (resources.assets @1519682296) — there is no player perk with that name. The old mentions of a "Worship perk" (the list of Shrine Effect Bonus sources, the "Worship factor" and the explanation of the "doubled damage") are FABRICATION. The "doubling" registered in game (RV-34) was the defect of the mod itself: the RV-34 prefix injected the receiver into Source and the two DANGER auras (Decay/Flame) read Source["ShrineEffectBonus"] — the SHRINE's bonus, not the player's; the number came out "as if the character had a bonus". RV-30 (03/10) stops writing into Source. OPEN item (RV-49): the fix contradicts the owner's in-game measurement and waits for a measurement/decision — it is not committed. The REAL sources of Shrine Effect Bonus, on screen, are Omnism I/II (Chaos) and the Horn of Devotion.

0.1.3 — enemy passives with values + absolute Armor/Magic Armor (BT-18..20)

Enemy passives (BT-18/19): the tooltip of passives (SpecialEffect) now shows what was missing — Regenerating (20% of Max Health per turn), Teleporting (does not trigger while rooted/stunned), Cursed (only a harmful skill without Curse), Vengeful (death of an ally). Redemptive gets an honest qualitative note (the healing comes from the skill cast on death; the exact number waits for an in-game measurement).

Absolute Armor/Magic Armor (BT-20): flat-conversion skills (eg Body and Soul = Vitality×5 → Armor, Intelligence×5 → Magic Armor) show the value computed with the current stats. Skills whose value already appears through the engine's token (Invulnerable Winter) stay out.

0.1.2 — dynamic value in passives + log marker for the shrine auras

The passives (Reaper's Toll, Hunger, Berserker's Blood) and the % attribute skills now show the computed dynamic value (BT-10..BT-13). The log marker for the shrine auras also publishes the floor and the raw value (MAN-2/REV-47, log only — no text the player sees changes).

MAN-2 / REV-47 (02/10) — the LOG marker now publishes the FLOOR and the RAW value (log only; nothing packaged)

Fix of two holes in the log/dump marker for the shrine auras (findings 3 and 1 of REV-47). LOG marks only: no text the player sees, no formula and no number convention (the sheet integer of RV-45, the single sign of 46acd97) change — the displayed number is still the engine's.

  • The FLOOR was invisible. MarcaTeto/TetoDoAtributo (ShrineAuraPatch.cs) only looked at the HasMax: an attribute with a FLOOR (HasMin/MinValue) never produced a line, and from the log one could prove NEITHER side — ManaCostMod looked like "no ceiling at all" (the data only showed up when the asset was read by hand). The marker now looks at HasMin/MinValue and emits its own line RV-46 piso '<atributo>': MinValue=<valor> total=...% cru=...% no-piso=sim|nao. In the asset, ManaCostMod has HasMin with MinValue −75 (resources.assets @1519616544) and no HasMax.
  • The RAW value did not exist. The marker printed only the total already clamped — with TWO Guardian Aura the Damage taken read total=+50% (the MaxValue) and the raw value (90) had to be inferred from the sum per instance proved in RV-46. The field cru= was added next to total in both limit lines, and the value is not estimated: it is the number the engine computes BEFORE the clamp, through its public path (GetAttributeValueByMethod + SavedMap + CalculateAttribute) — the patch replicates the logic of Character.CalculateAttributeViaSweeps (PRIVATE in the decompiled source, NOT called by the patch); without a reading, the field simply is not emitted.

No Harmony changed (still the single prefix in ApplyDescriptionExpressions, ref __2); all the new work is read-only code inside try/catch. tools/checa_shrines.py now reads the cru= (optional, for a log from an older build) and the floor line, showed both in the section LIMITES DO ATRIBUTO NO LOG and uses the floor (as it already used the ceiling) in the ADITIVIDADE block.

RV-46 (30/09) — the two defects of the blue shrine-aura line (shipped in 0.1.1, live since 01/10)

Title history: this section was born as "Not published" (bc394e7, 30/09) — and RV-46 really was unpublished when the note was written; what grew old was the title. RV-46 was packaged inside 0.1.1 (published on 01/10/2026, replacing 0.1.0) and the published zip carries this changelog verbatim, with AurasUnicas, RV-46 and instancias= in the DLL.

Fix of two defects in the Your active shrine auras: line. No damage formula, no formatting convention (the Ceil of RV-45, the single sign of 46acd97) and none of the 12 text notes changed — what changed was WHICH number goes into each item and WHICH auras become an item.

  • RV-46 — the auras' contribution was MULTIPLIED (Dodge +120% with the aura worth 40). Proven cause: AurasVivas returns ALL Character.ActionStatuses entries matching the family and the contribution was summed per ENTRY — and the live list carries the SAME aura repeated, because every (re)entry into the area of the ground effect creates a NEW status (GroundEffect.AddGroundEffectedPlayer) and the engine only removes Infinite statuses (the shrine aura is not one). In the owner's game log (30/09) the same hover shows the list with Rogue Aura three times and aura=+120%, with the RV-44 soma saying stacks=1 in each instance: 3 × 40. It was not a stack. Fix: the contribution counts each aura ONCE (AurasUnicas) — 40, which is the number on the shrine's own white line and what the engine evaluates in the asset's expression. The total is still the engine's (Character[atributo]): it stops at 75 because the game's attributes have a CEILING (CharacterAttribute.HasMax; DodgeChance MaxValue 75 and DamageReduction MaxValue 50 in the asset) and the engine clamps the total there (Character.GetAttribute). The repeats and the ceiling go to the LOG (instancias=[Nome xN], RV-46 teto), never into the number.
  • RV-46 — live aura outside the list: the Dwarven did not appear. Cause: the items come out per CHARACTER attribute and the Dwarven effect is not an attribute — the value lives in the trigger chance (OnHittingDamaging -> Stunned, SkillTriggers[].ActionStatusChanceEquations): in the asset (Dwarven Totem Aura Status, resources.assets @1517115056) the formula Mathf.Round(20 * (1 + (Target["ShrineEffectBonus"] / 100))) appears 2× (@1517115395, next to the description, and @1517115647, inside the trigger) and the value with bonus 100 is 40 — the same as the shrine's white line. Fix: its own item Stun chance +40%, evaluated by the engine with the focused character. By the same rule the other two of the 12 auras without a character attribute came in: Decay (Shadow damage per turn N) and Flame (Fire damage to attackers: …).
  • Rule that stays (owner, 30/09): the line is called "Your active shrine auras" and presents itself as COMPLETE — a live aura that does not become an item goes to the LOG with the reason (RV-46 AVISO), never silently.
  • Mechanical check: tools/checa_shrines.py now reads the instancias= field, the items without an attribute and the RV-46 teto; the Dwarven case stopped being NAO-VER (it compares the item with the contribuicao_esperada column of the table) and a hover with several auras (the owner's screenshot) became checkable. Counter-proof in tools/fixtures/shrines-rv46-dedupe.log (exit 0).

0.1.1

Fix of text/label in the shrine tooltips (RV-43). No number, formula or calculation logic changed in THESE text fixes — the independent audit confirmed 9/9 of the buff-aura values (plus Flame and Decay). The 0.1.1 that is live carries more than a label: RV-44 (bullet below) and RV-46 (section above) went into this SAME version and changed WHICH number goes into the line — the version did not go up again; the sentence "no calculation changed" grew old and holds only for the text fixes.

  • RV-43 — the Fury note was the only one of the 9 shrine auras without the base and without the bonus chain. Cause: the key Damage increased by [0]%. Damage taken increased by [0]%. was in TextAppends with the old RV-9 note (just the healing sentence) — it did not say it is a shrine aura, it gave no base and did not cite the Shrine Effect Bonus. Fix: the note became Base 25% damage and +25% damage taken. The value shown already includes the Shrine Effect Bonus (Omnism I/II in Chaos; the Worshiper's Worship perk, +100% effect from Shrines; Horn of Devotion). and the healing sentence stayed (it was not false: the engine adds DamageMod to healing) — the note now also covers the shrine. ⚠ RETRACTION (RV-30 correction, 03/10 · RV-48): that version of the note cited the "Worship perk", a FABRICATED term (0 occurrences in the code; only the ENEMY CharacterInfo T2_Worshiper); TX-1 trimmed the note and the version that is LIVE does not cite "Worship". The 25/25 base comes from the asset (status.csv:205: DamageMod:Base:Mathf.Round(25 * (1 + Target["ShrineEffectBonus"]/100)) and the DamageReduction mirrored at -25). The key stays only in TextAppends: the game's original text did not change, so nothing migrated to TextFixes (the same key in both tables brings the mod down — INC-1; check_chave_compartilhada.py --estrito = 0).
  • RV-43 — the ManaCostMod label (Energy Coil) broke with a POSITIVE total. Cause: Format did "Mana Costs reduced by " + (-v), assuming a negative total. Real POSITIVE sources of the same attribute exist — Forbidden Power ManaCostMod:Base:50 (status.csv:191) and Fuel for the Flames I/II +20/+30 (skills.csv:178-179): a Fire character with +70 inside the Energy Coil (-50) has a total of +20 and the line printed Mana Costs reduced by -20%. Fix: total <= 0 = Mana Costs reduced by |v|; total > 0 = Mana Costs increased by v.
  • RV-43 — the same class of sign in the other attributes (a latent defect). Cause: DamageMod, CritChance, DodgeChance, LifeOnHit, HealthPerTurnPercent and ManaPerTurnPercent built a fixed + and would print + -X% with a negative total. Fix: all of them go through the same sign helper (+ for positive/zero, − for negative), in the format of the unknown-attribute label. The text for a positive total — today's correct behaviour — did not change.
  • RV-43 — the Flame Shrine note contradicted itself. Cause: the note stated that the maximum health used was not that of whoever is inside the aura, but the per-target list uses exactly the occupant's MaxHealth — the mod projects each occupant AS IF it were the attacker, because on hover one does not know who will attack (an explicit hypothesis, accepted by the owner). Fix: the clause now reads the number is the projection of THIS character as the attacker - if this character attacked and the contradictory sentence came out; the scale, the "before the reductions" mark and the origin of the bonus stayed as they were.
  • RV-44 — the Your active shrine auras: line showed the character's TOTAL, not what the auras deliver. Cause (proved in the code): the item came straight from the engine's indexer, Character[atributo] (ShrineAuraPatch.cs, AcumuladoShrines — it was float valor = receptor[nome];), which is the sheet's final total (base + gear + skills + auras). On a 25% aura the line said the character's total, which on screen reads as "the aura gives 50%". Owner's screenshots (30/09): Goblin Battle Standard (Fury) without Worship -> shrine tooltip 25% / line Damage +50% and Damage taken +5%; with Worship -> 50% / Damage +75% and Damage taken +30%; Rogue Shrine with Worship -> tooltip 40% / line Dodge +57%. Fix: each item became <what the auras deliver> (total <the character's total>%) — Damage +25% (total +50%), Damage taken +25% (total +5%), Dodge +40% (total +57%) —, with the contribution coming from the real AttributeEffects of each LIVE aura (the SAME expression the shrine tooltip shows: Mathf.Round(20 * (1 + Target["ShrineEffectBonus"]/100)) etc., evaluated by the engine), and two auras on the same attribute add their contributions (Warrior + Fury on Damage), never the sheet's total. The total stays in parentheses, read from the indexer: it is the sheet's number (BetterStats). No aura formula, text or note changed — the Rogue note (Increases dodge chance by [0]%. -> Base 20%. The value shown already includes the Shrine Effect Bonus (...)) is the same as in 0.1.1 and remains correct on screen. Fallback: with no separable contribution (a Multiplicative/Set effect — the family has none: the 9 buff auras, all the ones that have AttributeEffects, are Base), the item comes out with the total, as before. ⚠ RETRACTION (RV-30 correction, 03/10 · RV-48): the "with/without Worship" labels on the screenshots are from the original report — there is no player perk (worship = 0 occurrences; only the ENEMY CharacterInfo T2_Worshiper); the 100 bonus was the defect of the Source injected by the RV-34 prefix.
  • Version: 0.1.0 -> 0.1.1 in the three places (<Version> in the .csproj, version_number in the manifest.json, the literal in [BepInPlugin(...)] in the Plugin.cs).

0.1.0

First published version.

  • Rewrites skill and status tooltips that were incomplete: when the official text hides something that changes the player's decision (which attribute the number depends on, stack limit, duration, who is affected, trigger, number of hits), the missing explanation is added at the end of the tooltip.
  • Fixes objective text defects — spelling (benefical, additonal), punctuation and double spaces — via a correction table matched by the exact text.
  • The mechanic note goes in the game's own special text colour and is positioned after the costs and the range, at the end of the tooltip body.
  • No gameplay change whatsoever: the mod only rewrites strings in the localisation funnel (OptionsManager.Localize).

Dynamic shrine numbers

⚠ History with a correction (07/10, REL-BT-014): the passages below that attribute the doubling to the "Worship perk", that call the doubling a defect of the mod, or that say the danger auras use the shrine's bonus, are corrected — see the 0.1.4 section at the top. In short: the owner confirmed the doubling is correct (the engine produces it), the action's Source is whoever has the aura, and RV-49 (with or without the factor in the displayed number) is still open.

The game's text for the shrine auras always showed the base value, even for a character who had the bonus that multiplies the aura. The mod started computing with the real bonus of the character in focus (30/09):

  • Buff auras (the family's 12 keys): the line's value comes out already multiplied by the character's Shrine Effect Bonus — Omnism I/II (Chaos) and the Horn of Devotion. A fixed base of 20% is no longer shown as 20% to whoever has the bonus. (The old "Worship perk" was FABRICATION — see the RV-48 retraction at the top.)
  • The Your active shrine auras: line: its own block (in the game's special colour) listing every shrine aura alive on the character in focus, one item per attribute. It only appears to whoever is in fact inside the aura — whoever is outside sees no line at all. The value read is the character's final total (Character[atributo]), the same number the sheet shows: the mod does not add nor apply the factor on top.
  • Decay Shrine — damage per turn with a number: the line Take [0]% of your Max Health in Shadow Damage per turn. gains the literal damage next to it (eg 10 damage per turn for you), computed with the character's own maximum health — without the character's Shrine Effect Bonus (RV-30 correction, 03/10 · RV-48: the danger aura reads the Source of the status itself, the shrine's).
  • Flame Shrine — damage per target: on hover one still does not know who will attack, so a single number per attacker is impossible (a limitation of the game). What comes out is the list of every character inside the aura's area (party and enemies), with the damage computed over maximum health, the type and that character's bonus.
  • The Worship factor — RETRACTED (RV-48): there is no player Worship perk (worship = 0 occurrences in the code; only the ENEMY CharacterInfo T2_Worshiper). The "doubled damage" the author registered in game (30/09) was the DEFECT of the Source injected by the RV-34 prefix: the danger auras read Source["ShrineEffectBonus"] (the SHRINE's bonus) and the number came out "as if the character had a bonus". RV-30 (03/10) stops writing into Source. Decision pending (RV-49).
  • The "before the reductions" mark: both notes (Decay and Flame) start with Raw damage, before damage reduction: and say the value is before reductions — without armour, resistance or any later mitigation. (The live Decay note came to say the aura scales with the Shrine Effect Bonus of the shrine, not the character's — RV-30 correction, 03/10.)
  • Sustenance I/II dynamic healing: the tooltip of every globule (Health, Mana, Cleansing, Energy, Power, Refreshing) and of the potion pickups (Minor / Healing / Major, health and mana) now shows the real healing, over the maximum health and mana of the character in focus. The percentage comes from the tiers the game has active (Character.Skills, already resolved by SkillsThatReplace): 8% with only I, 20% with only II (if II replaces I) or 28% with both (if it does not replace) — the mod does not decide which case it is, it shows what is active.
  • When there is no proof, the game's text stays intact: an attribute missing from this build, a character outside the aura or an expression that cannot be evaluated = no number is shown and the log says why. The mod does not estimate.

Not in this mod

  • The Chaos tree is left out on purpose: it draws a result and the text does not reveal which ones — that is the tree's fun, not a defect.
  • The mod does not show a number when there is no proof — it prefers to leave the original text rather than invent a value.
  • The mod does not apply mitigation to the number it shows: it is the raw result of the game's formula.

Checking

The numbers were written against the decompiled code and the game's assets. The old "Worship factor (the damage doubles)" was RETRACTED (RV-30 correction, 03/10 · RV-48): worship does not exist in the game's code and the "doubling" was the defect of the Source injected by the prefix. The owner's measurement and the decision on which version stays remain open (RV-49). What is missing is the final visual check in game of the new lines (the Decay line, the Flame list and the Your active shrine auras: block) after the latest revision — the shrine tooltip set has not yet been revalidated by looking at the screen.