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. 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 ##talents
#warrior
actors.hero.talent.hearty_meal.title=hearty meal 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.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 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_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.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.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.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.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 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.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.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.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.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.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.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.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.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.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.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.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.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.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 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.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.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.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.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 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.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.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.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.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_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 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.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.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.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.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.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.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.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.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.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.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.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.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.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.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_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 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.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.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.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.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 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.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.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.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.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_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 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.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.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.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.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.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.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_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.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.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.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.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.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.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.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.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 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.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.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.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.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 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.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.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.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.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.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 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.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.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.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.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.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.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.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.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.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.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_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.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.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.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.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 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.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.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 ###npcs

View File

@ -78,6 +78,12 @@ public enum Talent {
ENDLESS_RAGE(11, 3), BERSERKING_STAMINA(12, 3), ENRAGED_CATALYST(13, 3), ENDLESS_RAGE(11, 3), BERSERKING_STAMINA(12, 3), ENRAGED_CATALYST(13, 3),
//Gladiator T3 //Gladiator T3
CLEAVE(14, 3), LETHAL_DEFENSE(15, 3), ENHANCED_COMBO(16, 3), 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 //Mage T1
EMPOWERING_MEAL(32), SCHOLARS_INTUITION(33), TESTED_HYPOTHESIS(34), BACKUP_BARRIER(35), 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), EMPOWERED_STRIKE(43, 3), MYSTICAL_CHARGE(44, 3), EXCESS_CHARGE(45, 3),
//Warlock T3 //Warlock T3
SOUL_EATER(46, 3), SOUL_SIPHON(47, 3), NECROMANCERS_MINIONS(48, 3), 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 //Rogue T1
CACHED_RATIONS(64), THIEFS_INTUITION(65), SUCKER_PUNCH(66), PROTECTIVE_SHADOWS(67), 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), ENHANCED_LETHALITY(75, 3), ASSASSINS_REACH(76, 3), BOUNTY_HUNTER(77, 3),
//Freerunner T3 //Freerunner T3
EVASIVE_ARMOR(78, 3), PROJECTILE_MOMENTUM(79, 3), SPEEDY_STEALTH(80, 3), 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 //Huntress T1
NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99), NATURES_BOUNTY(96), SURVIVALISTS_INTUITION(97), FOLLOWUP_STRIKE(98), NATURES_AID(99),
@ -110,7 +128,13 @@ public enum Talent {
//Sniper T3 //Sniper T3
FARSIGHT(107, 3), SHARED_ENCHANTMENT(108, 3), SHARED_UPGRADES(109, 3), FARSIGHT(107, 3), SHARED_ENCHANTMENT(108, 3), SHARED_UPGRADES(109, 3),
//Warden T3 //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 ImprovisedProjectileCooldown extends FlavourBuff{};
public static class LethalMomentumTracker extends FlavourBuff{}; public static class LethalMomentumTracker extends FlavourBuff{};

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@ -35,6 +35,6 @@ public class Huntress2 extends ArmorAbility {
@Override @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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 @Override
public Talent[] talents() { 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};
} }
} }