v3.0.0: implemented the mnemonic prayer talent/spell
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@@ -557,19 +557,6 @@ actors.hero.spells.clericspell.no_target=There is no target there.
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actors.hero.spells.clericspell.invalid_target=You can't target that location.
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actors.hero.spells.clericspell.charge_cost=Charge cost: %d
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actors.hero.spells.hallowedground.name=hallowed ground
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actors.hero.spells.hallowedground.prompt=choose a location
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actors.hero.spells.hallowedground.short_desc=Heals allies, slows enemies, and spreads grass in an AOE.
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actors.hero.spells.hallowedground.desc=The Priest focuses their divine magic into the ground nearby, creating a %1$dx%1$d area of hallowed terrain for 20 turns.\n\nWhen it is cast, this spell heals all allies for 10 HP (healthy allies and the Priest get shielding), briefly roots enemies, and spreads short grass.\n\nThe hallowed terrain heals allies for 1 HP per turn (healthy allies and the Priest get shielding), cripples enemies, and randomly causes tall grass to grow.\n\nHallowed terrain is destroyed by fire, and will produce furrowed grass if passive regen effects are disabled or the Priest has not gained exp in a while.
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actors.hero.spells.hallowedground$hallowedterrain.desc=The ground has been hallowed here. Hallowed ground slowly enemies, heals allies, and causes grass to spread.
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actors.hero.spells.holyintuition.name=holy intuition
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actors.hero.spells.holyintuition.prompt=choose an item
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actors.hero.spells.holyintuition.cursed=You sense malevolent magic lurking within this item.
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actors.hero.spells.holyintuition.uncursed=This item is free of malevolent magic.
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actors.hero.spells.holyintuition.short_desc=identifies whether an item is cursed or not.
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actors.hero.spells.holyintuition.desc=The Cleric focuses their senses on an item and determines whether it is cursed or not without having to equip it.
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actors.hero.spells.divinesense.name=divine sense
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actors.hero.spells.divinesense.short_desc=Gain temporary mind vision in a wide range.
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actors.hero.spells.divinesense.desc=The Cleric focuses their senses on their surroundings, gaining mind vision with a %d tile range for 30 turns.
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@@ -583,6 +570,19 @@ actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when ca
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Guiding Light
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 100 turns elapse.\n\nTurns remaining: %s.
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actors.hero.spells.hallowedground.name=hallowed ground
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actors.hero.spells.hallowedground.prompt=choose a location
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actors.hero.spells.hallowedground.short_desc=Heals allies, slows enemies, and spreads grass in an AOE.
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actors.hero.spells.hallowedground.desc=The Priest focuses their divine magic into the ground nearby, creating a %1$dx%1$d area of hallowed terrain for 20 turns.\n\nWhen it is cast, this spell heals all allies for 10 HP (healthy allies and the Priest get shielding), briefly roots enemies, and spreads short grass.\n\nThe hallowed terrain heals allies for 1 HP per turn (healthy allies and the Priest get shielding), cripples enemies, and randomly causes tall grass to grow.\n\nHallowed terrain is destroyed by fire, and will produce furrowed grass if passive regen effects are disabled or the Priest has not gained exp in a while.
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actors.hero.spells.hallowedground$hallowedterrain.desc=The ground has been hallowed here. Hallowed ground slowly enemies, heals allies, and causes grass to spread.
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actors.hero.spells.holyintuition.name=holy intuition
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actors.hero.spells.holyintuition.prompt=choose an item
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actors.hero.spells.holyintuition.cursed=You sense malevolent magic lurking within this item.
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actors.hero.spells.holyintuition.uncursed=This item is free of malevolent magic.
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actors.hero.spells.holyintuition.short_desc=identifies whether an item is cursed or not.
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actors.hero.spells.holyintuition.desc=The Cleric focuses their senses on an item and determines whether it is cursed or not without having to equip it.
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actors.hero.spells.holylance.name=holy lance
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actors.hero.spells.holylance.short_desc=Deals heavy ranged magic damage.
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actors.hero.spells.holylance.desc=The Priest concentrates a large amount of energy into a devastating thrown lance made of light. This lance deals %1$d-%2$d damage and always deals maximum damage to undead and demonic targets.\n\nThis spell is very expensive, and has a cooldown of 50 turns.
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@@ -605,6 +605,10 @@ actors.hero.spells.holyweapon.desc=The Cleric enchants their worn weapon with ho
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actors.hero.spells.holyweapon$holywepbuff.name=holy weapon
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actors.hero.spells.holyweapon$holywepbuff.desc=The Cleric has imbued their worn weapon with holy energy, temporarily overriding any existing enchantment and causing the weapon to deal an extra 2 magical damage on each attack.\n\nTurns Remaining: %s.
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actors.hero.spells.mnemonicprayer.name=mnemonic prayer
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actors.hero.spells.mnemonicprayer.short_desc=Extends buffs/debuffs on an ally/enemy, & re-applies illuminated.
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actors.hero.spells.mnemonicprayer.desc=The Priest utters a prayer that extends the duration of all buffs or debuffs on a specific target by %1$d turns. Positive effects will last longer on allies (including the Priest themselves), and harmful effects will last longer on enemies. This spell will also re-apply illuminated to an enemy that has been illuminated previously.\n\nMnemonic Prayer can only extend a specific instance of a buff or debuff once, it can't be used repeatedly to make a specific buff or debuff last forever. Each application of illuminated counts as a separate debuff.
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actors.hero.spells.radiance.name=radiance
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actors.hero.spells.radiance.short_desc=Illuminates and briefly stuns visible enemies.
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actors.hero.spells.radiance.desc=The Priest erupts in holy light, stunning all visible enemies for 2 turns and illuminating them as if they were hit by Guiding Light. Radiance will also cause the Priest to glow for 100 turns if the current floor is dark.
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@@ -1091,8 +1095,8 @@ actors.hero.talent.holy_lance.title=Holy Lance
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actors.hero.talent.holy_lance.desc=_+1:_ The Priest can cast _Holy Lance,_ a devastating spell that deals _30-55 damage_ at the cost of 4 charges.\n\n_+2:_ The Priest can cast _Holy Lance,_ a devastating spell that deals _45-83 damage_ at the cost of 4 charges.\n\n_+3:_ The Priest can cast _Holy Lance,_ a devastating spell that deals _60-110 damage_ at the cost of 4 charges.\n\nHoly Lance always deals maximum damage to demonic and undead foes. Holy Lance has a 50 turn cooldown before it can be cast again.
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actors.hero.talent.hallowed_ground.title=Hallowed Ground
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actors.hero.talent.hallowed_ground.desc=_+1:_ The Priest can cast _Hallowed Ground,_ a spell that hallows terrain in a _3x3 area_ for 20 turns, at the cost of 2 charges.\n\n_+2:_ The Priest can cast _Hallowed Ground,_ a spell that hallows terrain in a _5x5 area_ for 20 turns, at the cost of 2 charges.\n\n_+3:_ The Priest can cast _Hallowed Ground,_ a spell that hallows terrain in a _7x7 area_ for 20 turns, at the cost of 2 charges.\n\nWhen it is cast, Hallowed Ground heals allies for 10 HP, briefly roots enemies, and spreads short grass. Afterward, it slowly heals allies, cripples enemies, and causes tall grass to randomly grow. Hallowed ground grants shielding to the Priest instead of healing and is destroyed by fire.
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actors.hero.talent.priestt3c.title=Unknown
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actors.hero.talent.priestt3c.desc=This talent hasn't been implemented yet, it currently does nothing.
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actors.hero.talent.mnemonic_prayer.title=Mnemonic Prayer
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actors.hero.talent.mnemonic_prayer.desc=_+1:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _3 turns_ at 1 charge cost.\n\n_+1:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _4 turns_ 1 charge cost.\n\n_+1:_ The Priest can cast _Mnemonic Prayer,_ a spell that extends buffs/debuffs on an ally/enemy for _5 turns_ 1 charge cost.\n\nMnemonic Prayer also re-illuminates the target if they were illuminated previously. Mnemonic Prayer can only extend a particular instance of a buff/debuff once.
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actors.hero.talent.paladint3a.title=Unknown
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actors.hero.talent.paladint3a.desc=This talent hasn't been implemented yet, it currently does nothing.
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