v2.1.0: balance changes to Duelist armor abilities (mostly buffs)
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@@ -493,7 +493,7 @@ actors.hero.abilities.duelist.challenge$duelparticipant.desc=This character is p
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actors.hero.abilities.duelist.elementalstrike.name=elemental strike
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actors.hero.abilities.duelist.elementalstrike.short_desc=The Duelist performs an _Elemental Strike_, spreading an effect in a conical AOE based on her weapon enchantment.
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actors.hero.abilities.duelist.elementalstrike.desc=The Duelist strikes an enemy or location, performing a regular attack that's guaranteed to hit and spreading a magical effect that travels up to 3 tiles in a 65 degree cone. This magical effect varies based on the enchantment on the Duelist's primary weapon.
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actors.hero.abilities.duelist.elementalstrike.generic_desc=An elemental strike with no enchantment will release a small burst of magic, dealing 5-10 damage to all enemies in range.
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actors.hero.abilities.duelist.elementalstrike.generic_desc=An elemental strike with no enchantment will release a small burst of magic, dealing 6-12 damage to all enemies in range.
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actors.hero.abilities.duelist.feint.name=feint
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actors.hero.abilities.duelist.feint.prompt=Choose a location to dash to
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actors.hero.abilities.duelist.feint.too_far=That location is not adjacent to you.
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@@ -905,9 +905,9 @@ actors.hero.talent.combined_energy.desc=_+1:_ If the Monk uses a weapon ability
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actors.hero.talent.close_the_gap.title=close the gap
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actors.hero.talent.close_the_gap.desc=_+1:_ The Duelist blinks _up to two tiles_ toward her target when starting a duel.\n\n_+2:_ The Duelist blinks _up to three tiles_ toward her target when starting a duel.\n\n_+3:_ The Duelist blinks _up to four tiles_ toward her target when starting a duel.\n\n_+4:_ The Duelist blinks _up to five tiles_ toward her target when starting a duel.\n\nThis blink can go through enemies and hazards, and is taken into account when determining if an enemy is in range to be challenged.
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actors.hero.talent.invigorating_victory.title=invigorating victory
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actors.hero.talent.invigorating_victory.desc=_+1:_ If the Duelist defeats her target before the duel ends, she heals for _3 HP plus 30% of the damage_ she took during the duel.\n\n_+2:_ If the Duelist defeats her target before the duel ends, she heals for _6 HP plus 50% of the damage_ she took during the duel.\n\n_+3:_ If the Duelist defeats her target before the duel ends, she heals for _9 HP plus 65% of the damage_ she took during the duel.\n\n_+4:_ If the Duelist defeats her target before the duel ends, she heals for _12 HP plus 75% of the damage_ she took during the duel.
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actors.hero.talent.invigorating_victory.desc=_+1:_ If the Duelist defeats her target before the duel ends, she heals for _5 HP plus 30% of the damage_ she took during the duel.\n\n_+2:_ If the Duelist defeats her target before the duel ends, she heals for _10 HP plus 50% of the damage_ she took during the duel.\n\n_+3:_ If the Duelist defeats her target before the duel ends, she heals for _15 HP plus 65% of the damage_ she took during the duel.\n\n_+4:_ If the Duelist defeats her target before the duel ends, she heals for _20 HP plus 75% of the damage_ she took during the duel.
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actors.hero.talent.elimination_match.title=elimination match
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actors.hero.talent.elimination_match.desc=_+1:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _20% reduced_ charge cost.\n\n_+2:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _36% reduced_ charge cost.\n\n_+3:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _50% reduced_ charge cost.\n\n_+4:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _60% reduced_ charge cost.
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actors.hero.talent.elimination_match.desc=_+1:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _16% reduced_ charge cost.\n\n_+2:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _30% reduced_ charge cost.\n\n_+3:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _40% reduced_ charge cost.\n\n_+4:_ If the Duelist challenges again within 3 turns of a duel ending, that challenge has a _50% reduced_ charge cost.
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actors.hero.talent.elemental_reach.title=elemental reach
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actors.hero.talent.elemental_reach.desc=_+1:_ Elemental strike's range is increased to _4 tiles_ from 3, and its width is increased to _75 degrees_ from 65.\n\n_+2:_ Elemental strike's range is increased to _5 tiles_ from 3, and its width is increased to _85 degrees_ from 65.\n\n_+3:_ Elemental strike's range is increased to _6 tiles_ from 3, and its width is increased to _95 degrees_ from 65.\n\n_+4:_ Elemental strike's range is increased to _7 tiles_ from 3, and its width is increased to _105 degrees_ from 65.
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@@ -919,7 +919,7 @@ actors.hero.talent.directed_power.desc=_+1:_ The direct attack from elemental st
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actors.hero.talent.feigned_retreat.title=feigned retreat
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actors.hero.talent.feigned_retreat.desc=_+1:_ If an enemy attacks the Duelist's afterimage, she gains _2 turns_ of haste.\n\n_+2:_ If an enemy attacks the Duelist's afterimage, she gains _4 turns_ of haste.\n\n_+3:_ If an enemy attacks the Duelist's afterimage, she gains _6 turns_ of haste.\n\n_+4:_ If an enemy attacks the Duelist's afterimage, she gains _8 turns_ of haste.
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actors.hero.talent.expose_weakness.title=expose weakness
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actors.hero.talent.expose_weakness.desc=_+1:_ Enemies that attack the Duelist's afterimage become vulnerable for _1 turn_.\n\n_+2:_ Enemies that attack the Duelist's afterimage become vulnerable for _2 turns_.\n\n_+3:_ Enemies that attack the Duelist's afterimage become vulnerable for _3 turns_.\n\n_+4:_ Enemies that attack the Duelist's afterimage become vulnerable for _4 turns_.
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actors.hero.talent.expose_weakness.desc=_+1:_ Enemies that attack the Duelist's afterimage become vulnerable for _2 turns_.\n\n_+2:_ Enemies that attack the Duelist's afterimage become vulnerable for _4 turns_.\n\n_+3:_ Enemies that attack the Duelist's afterimage become vulnerable for _6 turns_.\n\n_+4:_ Enemies that attack the Duelist's afterimage become vulnerable for _8 turns_.
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actors.hero.talent.counter_ability.title=counter ability
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actors.hero.talent.counter_ability.desc=_+1:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _0.5 fewer charges_.\n\n_+2:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _1 fewer charge_.\n\n_+3:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _1.5 fewer charges_.\n\n_+4:_ If the Duelist uses a weapon ability within 3 turns of her afterimage being attacked, it will consume _2 fewer charges_.
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@@ -1410,11 +1410,11 @@ items.weapon.curses.annoying.msg_11=I didn't want to be a weapon, I wanted to be
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items.weapon.curses.annoying.msg_12=Remember, overconfidence is a slow and insidious killer.
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items.weapon.curses.annoying.msg_13=ALL YOUR BASE ARE BELONG TO US!
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items.weapon.curses.annoying.desc=Annoying weapons are capable of speech, but they're a bit too energetic. They will often draw attention to you without meaning to.
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items.weapon.curses.annoying.elestrike_desc=An elemental strike with an annoying curse has a 20% chance to amok each enemy in range for 5 turns.
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items.weapon.curses.annoying.elestrike_desc=An elemental strike with an annoying curse has a 20% chance to amok each enemy in range for 6 turns.
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items.weapon.curses.dazzling.name=dazzling %s
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items.weapon.curses.dazzling.desc=Dazzling weapons will sometimes flash with dazzling light, blinding everything that can see them.
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items.weapon.curses.dazzling.elestrike_desc=An elemental strike with a dazzling curse has a 50% chance to blind each enemy in range for 5 turns.
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items.weapon.curses.dazzling.elestrike_desc=An elemental strike with a dazzling curse has a 50% chance to blind each enemy in range for 6 turns.
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items.weapon.curses.displacing.name=displacing %s
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items.weapon.curses.displacing.desc=Displacing weapons are infused with chaotic teleportation magic, possessing the ability to warp enemies around the floor randomly.
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@@ -1431,54 +1431,54 @@ items.weapon.curses.explosive.elestrike_desc=An elemental strike with an explosi
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items.weapon.curses.friendly.name=friendly %s
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items.weapon.curses.friendly.desc=Friendly weapons are best suited for pacifists, occasionally triggering magic that makes it impossible to fight.
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items.weapon.curses.friendly.elestrike_desc=An elemental strike with a friendly curse has a 50% chance to charm each enemy in range for 5 turns.
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items.weapon.curses.friendly.elestrike_desc=An elemental strike with a friendly curse has a 50% chance to charm each enemy in range for 6 turns.
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items.weapon.curses.polarized.name=polarized %s
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items.weapon.curses.polarized.desc=A polarized weapon is affected by magic that causes its attack to either deal 50% more damage, or no damage at all.
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items.weapon.curses.polarized.elestrike_desc=An elemental strike with a polarized curse has a 50% chance to deal 20-30 damage to each enemy in range.
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items.weapon.curses.polarized.elestrike_desc=An elemental strike with a polarized curse has a 50% chance to deal 24-36 damage to each enemy in range.
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items.weapon.curses.sacrificial.name=sacrificial %s
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items.weapon.curses.sacrificial.desc=Sacrificial weapons will demand blood from the wearer in return for attacking foes. The more healthy the wearer is, the more blood the curse will take.
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items.weapon.curses.sacrificial.elestrike_desc=An elemental strike with a sacrificial curse causes the hero and each enemy in range to bleed for 10 HP.
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items.weapon.curses.sacrificial.elestrike_desc=An elemental strike with a sacrificial curse causes the hero and each enemy in range to bleed for 12 HP.
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items.weapon.curses.wayward.name=wayward %s
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items.weapon.curses.wayward.desc=Wayward weapons will sometimes become extremely inaccurate. This magic lasts for a little while when it activates, but can be dispelled by landing a blow with the wayward weapon.
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items.weapon.curses.wayward.elestrike_desc=An elemental strike with a wayward curse has a 50% chance to hex each enemy in range for 5 turns.
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items.weapon.curses.wayward.elestrike_desc=An elemental strike with a wayward curse has a 50% chance to hex each enemy in range for 6 turns.
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items.weapon.curses.wayward$waywardbuff.name=wayward
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items.weapon.curses.wayward$waywardbuff.desc=Your wayward weapon's magic has activated, making it extremely inaccurate for a short time. Note that this does not affect attacks which are guaranteed to hit, such as surprise attacks. Successfully attacking with the wayward weapon will clear this effect immediately.\n\nTurns remaining: %s.
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###enchantments
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items.weapon.enchantments.blazing.name=blazing %s
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items.weapon.enchantments.blazing.desc=This enchantment causes flames to spit forth from a weapon, igniting enemies and dealing bonus damage to enemies that are already aflame.
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items.weapon.enchantments.blazing.elestrike_desc=An elemental strike with a blazing enchantment spreads fire to every tile in range, which lasts 6 turns.
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items.weapon.enchantments.blazing.elestrike_desc=An elemental strike with a blazing enchantment spreads fire to every tile in range, which lasts 8 turns.
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items.weapon.enchantments.blocking.name=blocking %s
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items.weapon.enchantments.blocking.desc=Blocking weapons have a chance to briefly shield you after attacking with them.
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items.weapon.enchantments.blocking.elestrike_desc=An elemental strike with a blocking enchantment grants the Duelist an extra 5 shielding for each enemy in range.
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items.weapon.enchantments.blocking.elestrike_desc=An elemental strike with a blocking enchantment grants the Duelist an extra 6 shielding for each enemy in range.
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items.weapon.enchantments.blocking$blockbuff.name=blocking
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items.weapon.enchantments.blocking$blockbuff.desc=Your weapon's blocking enchantment has granted you a brief boost to your defensive power!\n\nShielding remaining: %d\n\nTurns remaining: %s.
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items.weapon.enchantments.blooming.name=blooming %s
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items.weapon.enchantments.blooming.desc=Blooming weapons contain magic which will cause vegetation to sprout on or around those struck by them.
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items.weapon.enchantments.blooming.elestrike_desc=An elemental strike with a blooming enchantment spreads grass to up to 6 tiles in range, and roots all enemies in range for 5 turns.
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items.weapon.enchantments.blooming.elestrike_desc=An elemental strike with a blooming enchantment spreads grass to up to 8 tiles in range, and roots all enemies in range for 6 turns.
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items.weapon.enchantments.chilling.name=chilling %s
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items.weapon.enchantments.chilling.desc=Enemies struck with this enchantment are chilled, slowing their movement and attacks.
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items.weapon.enchantments.chilling.elestrike_desc=An elemental strike with a chilling enchantment spreads chilling air to every tile in range, which lasts 6 turns.
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items.weapon.enchantments.chilling.elestrike_desc=An elemental strike with a chilling enchantment spreads chilling air to every tile in range, which lasts 8 turns.
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items.weapon.enchantments.kinetic.name=kinetic %s
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items.weapon.enchantments.kinetic.desc=When an enemy is killed with a kinetic weapon, any excess force is stored in the weapon and will be applied to the next successful attack.
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items.weapon.enchantments.kinetic.elestrike_desc=An elemental strike with a kinetic enchantment applies 33% of stored damage to each enemy in range, except the primary target.
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items.weapon.enchantments.kinetic.elestrike_desc=An elemental strike with a kinetic enchantment applies 40% of stored damage to each enemy in range, except the primary target.
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items.weapon.enchantments.kinetic$conserveddamage.name=conserved damage
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items.weapon.enchantments.kinetic$conserveddamage.desc=Your weapon has stored the excess force from a previous killing blow, and will apply it as bonus damage to your next attack. The energy will slowly fade over time, however.\n\nConserved Damage: %d.
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items.weapon.enchantments.corrupting.name=corrupting %s
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items.weapon.enchantments.corrupting.desc=This powerful enchantment possesses the ability to turn enemies to your will. When an enemy is killed with this weapon, there is a chance they will become corrupted instead of dying.
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items.weapon.enchantments.corrupting.elestrike_desc=An elemental strike with a corrupting enchantment has a 4-20% chance (based on missing HP) to corrupt each enemy in range, except the primary target.
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items.weapon.enchantments.corrupting.elestrike_desc=An elemental strike with a corrupting enchantment has a 5-25% chance (based on missing HP) to corrupt each enemy in range, except the primary target.
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items.weapon.enchantments.elastic.name=elastic %s
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items.weapon.enchantments.elastic.desc=Elastic weapons have a chance to send enemies flying back short distances.
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items.weapon.enchantments.elastic.elestrike_desc=An elemental strike with an elastic enchantment knocks all enemies in range back 4 tiles.
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items.weapon.enchantments.elastic.elestrike_desc=An elemental strike with an elastic enchantment knocks all enemies in range back 5 tiles.
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items.weapon.enchantments.grim.name=grim %s
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items.weapon.enchantments.grim.desc=This powerful enchantment possesses the power to instantly execute an enemy. The effect is more likely to occur the weaker the enemy is.
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@@ -1486,15 +1486,15 @@ items.weapon.enchantments.grim.elestrike_desc=An elemental strike with a grim en
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items.weapon.enchantments.lucky.name=lucky %s
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items.weapon.enchantments.lucky.desc=Enemies which are killed by a lucky weapon have a chance to drop extra loot.
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items.weapon.enchantments.lucky.elestrike_desc=An elemental strike with a lucky enchantment has a 10% chance to spawn loot under each enemy in range. This effect can only trigger once per enemy.
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items.weapon.enchantments.lucky.elestrike_desc=An elemental strike with a lucky enchantment has a 12.5% chance to spawn loot under each enemy in range. This effect can only trigger once per enemy.
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items.weapon.enchantments.projecting.name=projecting %s
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items.weapon.enchantments.projecting.desc=With this enchantment melee weapons will gain extra reach. Ranged weapons will be able to penetrate nearby walls.
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items.weapon.enchantments.projecting.elestrike_desc=An elemental strike with a projecting enchantment deals 25% damage to each enemy in range, except the primary target.
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items.weapon.enchantments.projecting.elestrike_desc=An elemental strike with a projecting enchantment deals 30% damage to each enemy in range, except the primary target.
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items.weapon.enchantments.shocking.name=shocking %s
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items.weapon.enchantments.shocking.desc=Electricity arcs from a shocking weapon, dealing extra damage to all nearby enemies.
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items.weapon.enchantments.shocking.elestrike_desc=An elemental strike with a shocking enchantment spreads electricity to every tile in range, which lasts 6 turns.
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items.weapon.enchantments.shocking.elestrike_desc=An elemental strike with a shocking enchantment spreads electricity to every tile in range, which lasts 8 turns.
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items.weapon.enchantments.unstable.name=unstable %s
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items.weapon.enchantments.unstable.desc=This enchantment radiates chaotic energy, acting as a different enchantment with each hit.
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@@ -1502,7 +1502,7 @@ items.weapon.enchantments.unstable.elestrike_desc=An elemental strike with an un
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items.weapon.enchantments.vampiric.name=vampiric %s
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items.weapon.enchantments.vampiric.desc=This powerful enchantment leeches life force from enemies with each blow, funneling it back into the wearer. The effect is stronger the lower the wearer's health.
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items.weapon.enchantments.vampiric.elestrike_desc=An elemental strike with a vampiric enchantment heals the Duelist for 2 HP for each enemy in range.
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items.weapon.enchantments.vampiric.elestrike_desc=An elemental strike with a vampiric enchantment heals the Duelist for 2.5 HP for each enemy in range.
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###melee weapons
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