v0.9.3: implemented placeholders for all T4 talents

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Evan Debenham 2021-04-17 22:20:38 -04:00
parent 39fae63ed8
commit b9061ce149
15 changed files with 166 additions and 13 deletions

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@ -420,6 +420,8 @@ actors.hero.herosubclass.warden=warden
actors.hero.herosubclass.warden_desc=The _Warden_ has a strong connection to nature which allows her to see through tall grass and command furrowed grass to sprout around plants she grows. Plants she tramples will also give bonus effects.
##talents
#warrior
actors.hero.talent.hearty_meal.title=hearty meal
actors.hero.talent.hearty_meal.desc=_+1:_ Eating heals the Warrior for _2 HP_ when he is below 50% health, and _3 HP_ when he is below 25% health.\n\n_+2:_ Eating heals the Warrior for _3 HP_ when he is below 50% health, and _5 HP_ when he is below 25% health.
actors.hero.talent.armsmasters_intuition.title=armsmaster's intuition
@ -430,6 +432,7 @@ actors.hero.talent.iron_will.title=iron will
actors.hero.talent.iron_will.desc=_+1:_ The max shield provided by the Warrior's seal is _increased by 1_.\n\n_+2:_ The max shield provided by the Warrior's seal is _increased by 2_.
actors.hero.talent.iron_stomach.title=iron stomach
actors.hero.talent.iron_stomach.desc=_+1:_ Eating food takes the Warrior 1 turn and grants him _75% damage resistance_ while eating.\n\n_+2:_ Eating food takes the Warrior 1 turn and grants him _100% damage resistance_ while eating.
actors.hero.talent.restored_willpower.title=restored willpower
actors.hero.talent.restored_willpower.desc=_+1:_ Drinking a potion of healing instantly recharges _67% of the shielding_ from the Warrior's broken seal.\n\n_+2:_ Drinking a potion of healing instantly recharges _100% of the shielding_ from the Warrior's broken seal.\n\nThis talent also triggers when drinking potions or elixirs based on potions of healing.
actors.hero.talent.runic_transference.title=runic transference
@ -440,14 +443,17 @@ actors.hero.talent.improvised_projectiles.title=improvised projectiles
actors.hero.talent.improvised_projectiles.desc=_+1:_ The Warrior can blind an enemy for _2 turns_ by throwing any item that isnt a thrown weapon at them. This has a 30 turn cooldown.\n\n_+2:_ The Warrior can blind an enemy for _3 turns_ by throwing any item that isnt a thrown weapon at them. This has a 30 turn cooldown.
actors.hero.talent.hold_fast.title=hold fast
actors.hero.talent.hold_fast.desc=_+1:_ When the Warrior waits he gains _+2 armor_ until he moves.\n\n_+2:_ When the Warrior waits he gains _+4 armor_ until he moves.\n\n_+3:_ When the Warrior waits he gains _+6 armor_ until he moves.
actors.hero.talent.strongman.title=strongman
actors.hero.talent.strongman.desc=_+1:_ The Warrior needs _1 less strength_ to use armor.\n\n_+2:_ The Warrior needs _1 less strength_ to use armor and _1 less strength_ to use weapons.\n\n_+3:_ The Warrior needs _2 less strength_ to use armor and _1 less strength_ to use weapons.
actors.hero.talent.endless_rage.title=endless rage
actors.hero.talent.endless_rage.desc=_+1:_ The Berserker can reach a max of _115% rage_.\n\n_+2:_ The Berserker can reach a max of _130% rage_.\n\n_+3:_ The Berserker can reach a max of _145% rage_.\n\nNote that rage above 100% will not grant more than +50% damage.
actors.hero.talent.berserking_stamina.title=berserking stamina
actors.hero.talent.berserking_stamina.desc=_+1:_ The Berserker gains _17% more shield_ when berserking, and the berserking cooldown is reduced to _1.67 levels_ from 2.\n\n_+2:_ The Berserker gains _33% more shield_ when berserking, and the berserking cooldown is reduced to _1.33 levels_ from 2.\n\n_+3:_ The Berserker gains _50% more shield_ when berserking, and the berserking cooldown is reduced to _1 level_ from 2.
actors.hero.talent.enraged_catalyst.title=enraged catalyst
actors.hero.talent.enraged_catalyst.desc=_+1:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _17% more often_ at 100% rage.\n\n_+2:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _33% more often_ at 100% rage.\n\n_+3:_ Enchantments and curses on the Berserker's weapon trigger more often the more rage he has, to a maximum of _50% more often_ at 100% rage.
actors.hero.talent.cleave.title=cleave
actors.hero.talent.cleave.desc=_+1:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _10 turns_.\n\n_+2:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _20 turns_.\n\n_+3:_ When the Gladiator kills an enemy, the combo cooldown for his next hit is increased to _30 turns_.
actors.hero.talent.lethal_defense.title=lethal defense
@ -455,6 +461,34 @@ actors.hero.talent.lethal_defense.desc=_+1:_ When the Gladiator kills an enemy w
actors.hero.talent.enhanced_combo.title=enhanced combo
actors.hero.talent.enhanced_combo.desc=_+1:_ When the Gladiator's combo is 7 or higher, Clobber's knockback range increases to 3, it inflicts vertigo, and it can knock enemies into pits.\n\n_+2:_ In addition to the benefits of +1, when the Gladiator's combo is 9 or higher Parry works on multiple attacks.\n\n_+3:_ In addition to the benefits of +1 and +2, the Gladiator can leap up to combo/3 tiles when using Slam, Crush, or Fury.
actors.hero.talent.heroic_leap_1.title=TODO NAME
actors.hero.talent.heroic_leap_1.desc=TODO DESC
actors.hero.talent.heroic_leap_2.title=TODO NAME
actors.hero.talent.heroic_leap_2.desc=TODO DESC
actors.hero.talent.heroic_leap_3.title=TODO NAME
actors.hero.talent.heroic_leap_3.desc=TODO DESC
actors.hero.talent.heroic_leap_4.title=TODO NAME
actors.hero.talent.heroic_leap_4.desc=TODO DESC
actors.hero.talent.warrior_2_1.title=TODO NAME
actors.hero.talent.warrior_2_1.desc=TODO DESC
actors.hero.talent.warrior_2_2.title=TODO NAME
actors.hero.talent.warrior_2_2.desc=TODO DESC
actors.hero.talent.warrior_2_3.title=TODO NAME
actors.hero.talent.warrior_2_3.desc=TODO DESC
actors.hero.talent.warrior_2_4.title=TODO NAME
actors.hero.talent.warrior_2_4.desc=TODO DESC
actors.hero.talent.warrior_3_1.title=TODO NAME
actors.hero.talent.warrior_3_1.desc=TODO DESC
actors.hero.talent.warrior_3_2.title=TODO NAME
actors.hero.talent.warrior_3_2.desc=TODO DESC
actors.hero.talent.warrior_3_3.title=TODO NAME
actors.hero.talent.warrior_3_3.desc=TODO DESC
actors.hero.talent.warrior_3_4.title=TODO NAME
actors.hero.talent.warrior_3_4.desc=TODO DESC
#mage
actors.hero.talent.empowering_meal.title=empowering meal
actors.hero.talent.empowering_meal.desc=_+1:_ Eating food grants the Mage _2 bonus damage_ on his next 3 wand zaps.\n\n_+2:_ Eating food grants the Mage _3 bonus damage_ on his next 3 wand zaps.
actors.hero.talent.scholars_intuition.title=scholar's intuition
@ -463,6 +497,7 @@ actors.hero.talent.tested_hypothesis.title=tested hypothesis
actors.hero.talent.tested_hypothesis.desc=_+1:_ Whenever the Mage identifies an item, he gains _2 turns of wand recharging_.\n\n_+2:_ Whenever the Mage identifies an item, he gains _3 turns of wand recharging_.
actors.hero.talent.backup_barrier.title=backup barrier
actors.hero.talent.backup_barrier.desc=_+1:_ The Mage gains _4 shielding_ whenever he spends the last charge in his staff.\n\n_+2:_ The Mage gains _6 shielding_ whenever he spends the last charge in his staff.
actors.hero.talent.energizing_meal.title=energizing meal
actors.hero.talent.energizing_meal.desc=_+1:_ Eating food takes the Mage 1 turn and grants him _5 turns of wand recharging_.\n\n_+2:_ Eating food takes the Mage 1 turn and grants him _8 turns of wand recharging_.
actors.hero.talent.energizing_upgrade.title=energizing upgrade
@ -473,16 +508,19 @@ actors.hero.talent.arcane_vision.title=arcane vision
actors.hero.talent.arcane_vision.desc=_+1:_ When the Mage zaps an enemy, he gains mind vision on them for _10 turns_.\n\n_+2:_ When the Mage zaps an enemy, he gains mind vision on them for _15 turns_.
actors.hero.talent.shield_battery.title=shield battery
actors.hero.talent.shield_battery.desc=_+1:_ The Mage can self-target with a wand to convert its charges into shielding at a rate of _5% max HP per charge_.\n\n_+2:_ The Mage can self-target with a wand to convert its charges into shielding at a rate of _7.5% max HP per charge_.
actors.hero.talent.empowering_scrolls.title=empowering scrolls
actors.hero.talent.empowering_scrolls.desc=_+1:_ When the Mage reads a scroll, his next wand zap within 20 turns will get _+1 level_.\n\n_+2:_ When the Mage reads a scroll, his next wand zap within 20 turns will get _+2 levels_.\n\n_+3:_ When the Mage reads a scroll, his next wand zap within 20 turns will get _+3 levels_.
actors.hero.talent.ally_warp.title=ally warp
actors.hero.talent.ally_warp.desc=_+1:_ The Mage can tap an ally to instantly swap places with them, with a _3 tile range_.\n\n_+2:_ The Mage can tap an ally to instantly swap places with them, with a _6 tile range_.\n\n_+3:_ The Mage can tap an ally to instantly swap places with them, with a _9 tile range_.\n\nThe Mage cannot swap places with immobile allies.
actors.hero.talent.empowered_strike.title=empowered strike
actors.hero.talent.empowered_strike.desc=_+1:_ The Battlemage's first melee strike with his staff after zapping with it deals _+20% damage_.\n\n_+2:_ The Battlemage's first melee strike with his staff after zapping with it deals _+40% damage_.\n\n_+3:_ The Battlemage's first melee strike with his staff after zapping with it deals _+60% damage_.
actors.hero.talent.mystical_charge.title=mystical charge
actors.hero.talent.mystical_charge.desc=_+1:_ Striking with his staff grants the Battlemage _0.5 turns_ worth of artifact recharging.\n\n_+2:_ Striking with his staff grants the Battlemage _1 turn_ worth of artifact recharging.\n\n_+3:_ Striking with his staff grants the Battlemage _1.5 turns_ worth of artifact recharging.
actors.hero.talent.excess_charge.title=excess charge
actors.hero.talent.excess_charge.desc=_+1:_ When the Battlemage's staff is fully charged, he has a _20% chance_ to gain 2 shielding per level of the staff when he strikes with it.\n\n_+2:_ When the Battlemage's staff is fully charged, he has a _40% chance_ to gain 2 shielding per level of the staff when he strikes with it.\n\n_+3:_ When the Battlemage's staff is fully charged, he has a _60% chance_ to gain 2 shielding per level of the staff when he strikes with it.
actors.hero.talent.soul_siphon.title=soul siphon
actors.hero.talent.soul_siphon.desc=_+1:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _15% effectiveness_.\n\n_+2:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _30% effectiveness_.\n\n_+3:_ Melee damage dealt by other characters triggers the Warlock's soul mark at _45% effectiveness_.
actors.hero.talent.soul_eater.title=soul eater
@ -490,6 +528,34 @@ actors.hero.talent.soul_eater.desc=_+1:_ Soul mark grants _0.33 turns_ of satiet
actors.hero.talent.necromancers_minions.title=necromancer's minions
actors.hero.talent.necromancers_minions.desc=_+1:_ When a soul marked enemy dies, the Warlock has a _10% chance_ to raise them as a corrupted wraith.\n\n_+2:_ When a soul marked enemy dies, the Warlock has a _20% chance_ to raise them as a corrupted wraith.\n\n_+3:_ When a soul marked enemy dies, the Warlock has a _30% chance_ to raise them as a corrupted wraith.
actors.hero.talent.molten_earth_1.title=TODO NAME
actors.hero.talent.molten_earth_1.desc=TODO DESC
actors.hero.talent.molten_earth_2.title=TODO NAME
actors.hero.talent.molten_earth_2.desc=TODO DESC
actors.hero.talent.molten_earth_3.title=TODO NAME
actors.hero.talent.molten_earth_3.desc=TODO DESC
actors.hero.talent.molten_earth_4.title=TODO NAME
actors.hero.talent.molten_earth_4.desc=TODO DESC
actors.hero.talent.mage_2_1.title=TODO NAME
actors.hero.talent.mage_2_1.desc=TODO DESC
actors.hero.talent.mage_2_2.title=TODO NAME
actors.hero.talent.mage_2_2.desc=TODO DESC
actors.hero.talent.mage_2_3.title=TODO NAME
actors.hero.talent.mage_2_3.desc=TODO DESC
actors.hero.talent.mage_2_4.title=TODO NAME
actors.hero.talent.mage_2_4.desc=TODO DESC
actors.hero.talent.mage_3_1.title=TODO NAME
actors.hero.talent.mage_3_1.desc=TODO DESC
actors.hero.talent.mage_3_2.title=TODO NAME
actors.hero.talent.mage_3_2.desc=TODO DESC
actors.hero.talent.mage_3_3.title=TODO NAME
actors.hero.talent.mage_3_3.desc=TODO DESC
actors.hero.talent.mage_3_4.title=TODO NAME
actors.hero.talent.mage_3_4.desc=TODO DESC
#rogue
actors.hero.talent.cached_rations.title=cached rations
actors.hero.talent.cached_rations.desc=_+1:_ The Rogue can find _4 small rations_ placed in chests while he explores the earlier stages of the dungeon.\n\n_+2:_ The Rogue can find _6 small rations_ placed in chests while he explores the earlier stages of the the dungeon.
actors.hero.talent.thiefs_intuition.title=thief's intuition
@ -498,6 +564,7 @@ actors.hero.talent.sucker_punch.title=sucker punch
actors.hero.talent.sucker_punch.desc=_+1:_ The Rogue deals _1-2 bonus damage_ the first time he surprise attacks an enemy.\n\n_+2:_ The Rogue deals _2 bonus damage_ the first time he surprise attacks an enemy.
actors.hero.talent.protective_shadows.title=protective shadows
actors.hero.talent.protective_shadows.desc=_+1:_ The Rogue gains one shielding _every other turn_ his cloak is activated, _to a max of 3_.\n\n_+2:_ The Rogue gains one shielding _every turn_ his cloak is activated, _to a max of 5_.
actors.hero.talent.mystical_meal.title=mystical meal
actors.hero.talent.mystical_meal.desc=_+1:_ Eating food takes the Rogue 1 turn and grants him _3 turns of artifact recharging_.\n\n_+2:_ Eating food takes the Rogue 1 turn and grants him _5 turns of artifact recharging_.\n\nThis talent cannot be used to let the horn of plenty recharge itself.
actors.hero.talent.mystical_upgrade.title=mystical upgrade
@ -508,16 +575,19 @@ actors.hero.talent.silent_steps.title=silent steps
actors.hero.talent.silent_steps.desc=_+1:_ The Rogue will not wake sleeping enemies while he is _3 or more tiles away from them_.\n\n_+2:_ The Rogue will not wake sleeping enemies while he is _not adjacent to them_.
actors.hero.talent.rogues_foresight.title=rogue's foresight
actors.hero.talent.rogues_foresight.desc=_+1:_ When the Rogue is on a level with a secret room, he has a _50% chance to notice_ that the level contains a secret.\n\n_+2:_ When the Rogue is on a level with a secret room, he has a _75% chance to notice_ that the level contains a secret.
actors.hero.talent.light_cloak.title=light cloak
actors.hero.talent.light_cloak.desc=_+1:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _10% speed_.\n\n_+2:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _20% speed_.\n\n_+3:_ The Rogue can use his cloak of shadows when it is not equipped, but it recharges at _30% speed_.
actors.hero.talent.enhanced_rings.title=enhanced rings
actors.hero.talent.enhanced_rings.desc=_+1:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _3 turns_.\n\n_+2:_ When the Rogue uses an artifact, his rings gain +1 upgrade for _6 turns_.\n\n_+3:_When the Rogue uses an artifact, his rings gain +1 upgrade for _9 turns_.
actors.hero.talent.enhanced_lethality.title=enhanced lethality
actors.hero.talent.enhanced_lethality.desc=_+1:_ The Assassin can assassinate enemies below _4/12/25/60% health_ per level of preparation, up from 3/10/20/40%.\n\n_+2:_ The Assassin can assassinate enemies below _5/14/30/80% health_ per level of preparation, up from 3/10/20/40%.\n\n_+3:_ The Assassin can assassinate enemies below _6/16/35/100% health_ per level of preparation, up from 3/10/20/40%.
actors.hero.talent.assassins_reach.title=assassin's reach
actors.hero.talent.assassins_reach.desc=_+1:_ The Assassin's blink range per level of preparation is increased to _1/3/4/6 tiles_, from 1/2/3/4.\n\n_+2:_ The Assassin's blink range per level of preparation is increased to _2/4/6/8 tiles_, from 1/2/3/4.\n\n_+3:_ The Assassin's blink range per level of preparation is increased to _2/5/7/10 tiles_, from 1/2/3/4.
actors.hero.talent.bounty_hunter.title=bounty hunter
actors.hero.talent.bounty_hunter.desc=_+1:_ When the Assassin kills an enemy with a prepared strike they drop _10 extra gold_.\n\n_+2:_ When the Assassin kills an enemy with a prepared strike they drop _20 extra gold_.\n\n_+3:_ When the Assassin kills an enemy with a prepared strike they drop _30 extra gold_.
actors.hero.talent.evasive_armor.title=evasive armor
actors.hero.talent.evasive_armor.desc=_+1:_ While freerunning, the Freerunner gains an additional _+1 evasion_ per excess point of strength on his armor.\n\n_+2:_ While freerunning, the Freerunner gains an additional _+2 evasion_ per excess point of strength on his armor.\n\n_+3:_ While freerunning, the Freerunner gains an additional _+3 evasion_ per excess point of strength on his armor.
actors.hero.talent.projectile_momentum.title=projectile momentum
@ -525,6 +595,34 @@ actors.hero.talent.projectile_momentum.desc=_+1:_ While freerunning, the Freerun
actors.hero.talent.speedy_stealth.title=speedy stealth
actors.hero.talent.speedy_stealth.desc=_+1:_ The Freerunner gains 2 stacks of momentum per turn while he is invisible.\n\n_+2:_ In addition to the benefits of +1, freerunning no longer counts down while the Freerunner is invisible.\n\n_+3:_ In addition to the benefits of +1 and +2, the Freerunner moves at 2x speed while invisible, regardless of whether he is freerunning or not.
actors.hero.talent.smoke_bomb_1.title=TODO NAME
actors.hero.talent.smoke_bomb_1.desc=TODO DESC
actors.hero.talent.smoke_bomb_2.title=TODO NAME
actors.hero.talent.smoke_bomb_2.desc=TODO DESC
actors.hero.talent.smoke_bomb_3.title=TODO NAME
actors.hero.talent.smoke_bomb_3.desc=TODO DESC
actors.hero.talent.smoke_bomb_4.title=TODO NAME
actors.hero.talent.smoke_bomb_4.desc=TODO DESC
actors.hero.talent.rogue_2_1.title=TODO NAME
actors.hero.talent.rogue_2_1.desc=TODO DESC
actors.hero.talent.rogue_2_2.title=TODO NAME
actors.hero.talent.rogue_2_2.desc=TODO DESC
actors.hero.talent.rogue_2_3.title=TODO NAME
actors.hero.talent.rogue_2_3.desc=TODO DESC
actors.hero.talent.rogue_2_4.title=TODO NAME
actors.hero.talent.rogue_2_4.desc=TODO DESC
actors.hero.talent.rogue_3_1.title=TODO NAME
actors.hero.talent.rogue_3_1.desc=TODO DESC
actors.hero.talent.rogue_3_2.title=TODO NAME
actors.hero.talent.rogue_3_2.desc=TODO DESC
actors.hero.talent.rogue_3_3.title=TODO NAME
actors.hero.talent.rogue_3_3.desc=TODO DESC
actors.hero.talent.rogue_3_4.title=TODO NAME
actors.hero.talent.rogue_3_4.desc=TODO DESC
#huntress
actors.hero.talent.natures_bounty.title=nature's bounty
actors.hero.talent.natures_bounty.desc=_+1:_ The Huntress can find _4 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.\n\n_+2:_ The Huntress can find _6 berries_ hidden in tall grass as she explores the earlier stages of the dungeon.
actors.hero.talent.survivalists_intuition.title=survivalist's intuition
@ -533,6 +631,7 @@ actors.hero.talent.followup_strike.title=followup strike
actors.hero.talent.followup_strike.desc=_+1:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _2 bonus damage_.\n\n_+2:_ When the Huntress hits an enemy with her bow or a thrown weapon, her next melee attack against that enemy deals _3 bonus damage_.
actors.hero.talent.natures_aid.title=nature's aid
actors.hero.talent.natures_aid.desc=_+1:_ The Huntress gains 2 armor of barkskin, which fades every _3 turns_ when a plant's effect is activated in her vision.\n\n_+2:_ The Huntress gains 2 armor of barkskin, which fades every _5 turns_ when a plant's effect is activated in her vision.
actors.hero.talent.invigorating_meal.title=invigorating meal
actors.hero.talent.invigorating_meal.desc=_+1:_ Eating food takes the Huntress 1 turn (berries are eaten instantly) and grants her _1 turn of haste_.\n\n_+2:_ Eating food takes the Huntress 1 turn (berries are eaten instantly) and grants her _2 turns of haste_.
actors.hero.talent.restored_nature.title=restored nature
@ -543,16 +642,19 @@ actors.hero.talent.heightened_senses.title=heightened senses
actors.hero.talent.heightened_senses.desc=_+1:_ The Huntress gains mind vision on any enemy within _2 tiles of her position_.\n\n_+2:_ The Huntress gains mind vision on any enemy within _3 tiles of her position_.
actors.hero.talent.durable_projectiles.title=durable projectiles
actors.hero.talent.durable_projectiles.desc=_+1:_ Thrown weapons have _+50% durability_ when used by the Huntress.\n\n_+2:_ Thrown weapons have _+75% durability_ when used by the Huntress.
actors.hero.talent.point_blank.title=point blank
actors.hero.talent.point_blank.desc=_+1:_ When the Huntress uses a thrown weapon at melee range it has _-30% accuracy,_ instead of -50%.\n\n_+2:_ When the Huntress uses a thrown weapon at melee range it has _-10% accuracy,_ instead of -50%.\n\n_+3:_ When the Huntress uses a thrown weapon at melee range it has _+10% accuracy,_ instead of -50%.\n\nNote that thrown weapons always have +50% accuracy when used at a distance.
actors.hero.talent.seer_shot.title=seer shot
actors.hero.talent.seer_shot.desc=_+1:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _5 turns_. This has a 20 turn cooldown.\n\n_+2:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _10 turns_. This has a 20 turn cooldown.\n\n_+3:_ When the Huntress fires an arrow at the ground, it grants vision in a 3x3 area around it for _15 turns_. This has a 20 turn cooldown.
actors.hero.talent.farsight.title=farsight
actors.hero.talent.farsight.desc=_+1:_ The Sniper's vision range is _increased by 25%_.\n\n_+2:_ The Sniper's vision range is _increased by 50%_.\n\n_+3:_ The Sniper's vision range is _increased by 75%_.
actors.hero.talent.shared_enchantment.title=shared enchantment
actors.hero.talent.shared_enchantment.desc=_+1:_ Thrown weapons have a _33% chance_ to use the enchantment on the Sniper's bow.\n\n_+2:_ Thrown weapons have a _67% chance_ to use the enchantment on the Sniper's bow.\n\n_+3:_ Thrown weapons have a _100% chance_ to use the enchantment on the Sniper's bow.\n\nThis talent does not apply to darts shot from an enchanted crossbow, they already trigger the crossbow's enchantment.
actors.hero.talent.shared_upgrades.title=shared upgrades
actors.hero.talent.shared_upgrades.desc=_+1:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _7%_.\n\n_+2:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _13%_.\n\n_+3:_ When the Sniper attacks with an upgraded thrown weapon, each level increases the duration of sniper's mark by 1 turn and the damage of her special attack by _20%_.
actors.hero.talent.durable_tips.title=durable tips
actors.hero.talent.durable_tips.desc=_+1:_ Tipped darts have _2x durability_ when the Warden uses them.\n\n_+2:_ Tipped darts have _3x durability_ when the Warden uses them.\n\n_+3:_ Tipped darts have _4x durability_ when the Warden uses them.
actors.hero.talent.barkskin.title=barkskin
@ -560,6 +662,33 @@ actors.hero.talent.barkskin.desc=_+1:_ When stepping in grass, the Warden gains
actors.hero.talent.shielding_dew.title=shielding dew
actors.hero.talent.shielding_dew.desc=_+1:_ Dewdrops can shield the Warden when her health is full, up to _20% of her max HP_.\n\n_+2:_ Dewdrops can shield the Warden when her health is full, up to _40% of her max HP_.\n\n_+3:_ Dewdrops can shield the Warden when her health is full, up to _60% of her max HP_.actors.hero.talent.hearty_meal.title=hearty meal
actors.hero.talent.spectral_blades_1.title=TODO NAME
actors.hero.talent.spectral_blades_1.desc=TODO DESC
actors.hero.talent.spectral_blades_2.title=TODO NAME
actors.hero.talent.spectral_blades_2.desc=TODO DESC
actors.hero.talent.spectral_blades_3.title=TODO NAME
actors.hero.talent.spectral_blades_3.desc=TODO DESC
actors.hero.talent.spectral_blades_4.title=TODO NAME
actors.hero.talent.spectral_blades_4.desc=TODO DESC
actors.hero.talent.huntress_2_1.title=TODO NAME
actors.hero.talent.huntress_2_1.desc=TODO DESC
actors.hero.talent.huntress_2_2.title=TODO NAME
actors.hero.talent.huntress_2_2.desc=TODO DESC
actors.hero.talent.huntress_2_3.title=TODO NAME
actors.hero.talent.huntress_2_3.desc=TODO DESC
actors.hero.talent.huntress_2_4.title=TODO NAME
actors.hero.talent.huntress_2_4.desc=TODO DESC
actors.hero.talent.huntress_3_1.title=TODO NAME
actors.hero.talent.huntress_3_1.desc=TODO DESC
actors.hero.talent.huntress_3_2.title=TODO NAME
actors.hero.talent.huntress_3_2.desc=TODO DESC
actors.hero.talent.huntress_3_3.title=TODO NAME
actors.hero.talent.huntress_3_3.desc=TODO DESC
actors.hero.talent.huntress_3_4.title=TODO NAME
actors.hero.talent.huntress_3_4.desc=TODO DESC
###npcs

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@ -78,6 +78,12 @@ public enum Talent {
ENDLESS_RAGE(11, 3), BERSERKING_STAMINA(12, 3), ENRAGED_CATALYST(13, 3),
//Gladiator T3
CLEAVE(14, 3), LETHAL_DEFENSE(15, 3), ENHANCED_COMBO(16, 3),
//Heroic Leap T4
HEROIC_LEAP_1(17, 4), HEROIC_LEAP_2(18, 4), HEROIC_LEAP_3(19, 4), HEROIC_LEAP_4(20, 4),
//??? T4
WARRIOR_2_1(21, 4), WARRIOR_2_2(22, 4), WARRIOR_2_3(23, 4), WARRIOR_2_4(24, 4),
//??? T4
WARRIOR_3_1(25, 4), WARRIOR_3_2(26, 4), WARRIOR_3_3(27, 4), WARRIOR_3_4(28, 4),
//Mage T1
EMPOWERING_MEAL(32), SCHOLARS_INTUITION(33), TESTED_HYPOTHESIS(34), BACKUP_BARRIER(35),
@ -89,6 +95,12 @@ public enum Talent {
EMPOWERED_STRIKE(43, 3), MYSTICAL_CHARGE(44, 3), EXCESS_CHARGE(45, 3),
//Warlock T3
SOUL_EATER(46, 3), SOUL_SIPHON(47, 3), NECROMANCERS_MINIONS(48, 3),
//Molten Earth T4
MOLTEN_EARTH_1(49, 4), MOLTEN_EARTH_2(50, 4), MOLTEN_EARTH_3(51, 4), MOLTEN_EARTH_4(52, 4),
//??? T4
MAGE_2_1(53, 4), MAGE_2_2(54, 4), MAGE_2_3(55, 4), MAGE_2_4(56, 4),
//??? T4
MAGE_3_1(57, 4), MAGE_3_2(58, 4), MAGE_3_3(59, 4), MAGE_3_4(60, 4),
//Rogue T1
CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67),
@ -100,6 +112,12 @@ public enum Talent {
ENHANCED_LETHALITY(75, 3), ASSASSINS_REACH(76, 3), BOUNTY_HUNTER(77, 3),
//Freerunner T3
EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), SPEEDY_STEALTH(80, 3),
//Smoke Bomb T4
SMOKE_BOMB_1(81, 4), SMOKE_BOMB_2(82, 4), SMOKE_BOMB_3(83, 4), SMOKE_BOMB_4(84, 4),
//??? T4
ROGUE_2_1(85, 4), ROGUE_2_2(86, 4), ROGUE_2_3(87, 4), ROGUE_2_4(88, 4),
//??? T4
ROGUE_3_1(89, 4), ROGUE_3_2(90, 4), ROGUE_3_3(91, 4), ROGUE_3_4(92, 4),
//Huntress T1
NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
@ -110,7 +128,13 @@ public enum Talent {
//Sniper T3
FARSIGHT(107, 3), SHARED_ENCHANTMENT(108, 3), SHARED_UPGRADES(109, 3),
//Warden T3
DURABLE_TIPS(110, 3), BARKSKIN(111, 3), SHIELDING_DEW(112, 3);
DURABLE_TIPS(110, 3), BARKSKIN(111, 3), SHIELDING_DEW(112, 3),
//Spectral Blades T4
SPECTRAL_BLADES_1(113, 4), SPECTRAL_BLADES_2(114, 4), SPECTRAL_BLADES_3(115, 4), SPECTRAL_BLADES_4(116, 4),
//??? T4
HUNTRESS_2_1(117, 4), HUNTRESS_2_2(118, 4), HUNTRESS_2_3(119, 4), HUNTRESS_2_4(120, 4),
//??? T4
HUNTRESS_3_1(121, 4), HUNTRESS_3_2(122, 4), HUNTRESS_3_3(123, 4), HUNTRESS_3_4(124, 4);
public static class ImprovisedProjectileCooldown extends FlavourBuff{};
public static class LethalMomentumTracker extends FlavourBuff{};

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@ -35,6 +35,6 @@ public class Huntress2 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.HUNTRESS_2_1, Talent.HUNTRESS_2_2, Talent.HUNTRESS_2_3, Talent.HUNTRESS_2_4};
}
}

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@ -35,6 +35,6 @@ public class Huntress3 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.HUNTRESS_3_1, Talent.HUNTRESS_3_2, Talent.HUNTRESS_3_3, Talent.HUNTRESS_3_4};
}
}

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@ -84,6 +84,6 @@ public class SpectralBlades extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.NATURES_BOUNTY, Talent.SURVIVALISTS_INTUITION, Talent.FOLLOWUP_STRIKE, Talent.NATURES_AID};
return new Talent[]{Talent.SPECTRAL_BLADES_1, Talent.SPECTRAL_BLADES_2, Talent.SPECTRAL_BLADES_3, Talent.SPECTRAL_BLADES_4};
}
}

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@ -35,6 +35,6 @@ public class Mage2 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.MAGE_2_1, Talent.MAGE_2_2, Talent.MAGE_2_3, Talent.MAGE_2_4};
}
}

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@ -35,6 +35,6 @@ public class Mage3 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.MAGE_3_1, Talent.MAGE_3_2, Talent.MAGE_3_3, Talent.MAGE_3_4};
}
}

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@ -68,6 +68,6 @@ public class MoltenEarth extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.EMPOWERING_MEAL, Talent.SCHOLARS_INTUITION, Talent.TESTED_HYPOTHESIS, Talent.BACKUP_BARRIER};
return new Talent[]{Talent.MOLTEN_EARTH_1, Talent.MOLTEN_EARTH_2, Talent.MOLTEN_EARTH_3, Talent.MOLTEN_EARTH_4};
}
}

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@ -35,6 +35,6 @@ public class Rogue2 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.ROGUE_2_1, Talent.ROGUE_2_2, Talent.ROGUE_2_3, Talent.ROGUE_2_4};
}
}

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@ -35,6 +35,6 @@ public class Rogue3 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.ROGUE_3_1, Talent.ROGUE_3_2, Talent.ROGUE_3_3, Talent.ROGUE_3_4};
}
}

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@ -90,6 +90,6 @@ public class SmokeBomb extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.CACHED_RATIONS, Talent.THIEFS_INTUITION, Talent.SUCKER_PUNCH, Talent.PROTECTIVE_SHADOWS};
return new Talent[]{Talent.SMOKE_BOMB_1, Talent.SMOKE_BOMB_2, Talent.SMOKE_BOMB_3, Talent.SMOKE_BOMB_4};
}
}

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@ -93,6 +93,6 @@ public class HeroicLeap extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.ARMSMASTERS_INTUITION, Talent.TEST_SUBJECT, Talent.IRON_WILL};
return new Talent[]{Talent.HEROIC_LEAP_1, Talent.HEROIC_LEAP_2, Talent.HEROIC_LEAP_3, Talent.HEROIC_LEAP_4};
}
}

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@ -35,6 +35,6 @@ public class Warrior2 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.WARRIOR_2_1, Talent.WARRIOR_2_2, Talent.WARRIOR_2_3, Talent.WARRIOR_2_4};
}
}

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@ -35,6 +35,6 @@ public class Warrior3 extends ArmorAbility {
@Override
public Talent[] talents() {
return new Talent[]{Talent.HEARTY_MEAL, Talent.EMPOWERING_MEAL, Talent.CACHED_RATIONS, Talent.NATURES_BOUNTY};
return new Talent[]{Talent.WARRIOR_3_1, Talent.WARRIOR_3_2, Talent.WARRIOR_3_3, Talent.WARRIOR_3_4};
}
}