v3.0.0: implemented the base power of many ability
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@@ -370,6 +370,7 @@ actors.buffs.preparation.assassinated=assassinated
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actors.buffs.prismaticguard.name=prismatic Guard
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actors.buffs.prismaticguard.desc=You are being guarded by a prismatic image which is currently inactive. When enemies are present the prismatic image will spring to action and protect you!\n\nWhile inactive, the prismatic image will steadily recover from any damage it has taken.\n\nCurrent HP: %d/%d.
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actors.buffs.prismaticguard.desc_many=This prismatic image is also benefitting from Power of Many. Turns Remaining: %d.
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actors.buffs.recharging.name=recharging
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actors.buffs.recharging.desc=Energy is coursing through you, improving the rate that your wands and staffs charge.\n\nEach turn this buff will increase current charge by one quarter, in addition to regular recharge.\n\nTurns of recharging remaining: %s.
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@@ -577,8 +578,20 @@ actors.hero.abilities.cleric.trinity$wnditemconfirm.body=Assign to body form
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actors.hero.abilities.cleric.trinity$wnditemconfirm.mind=Assign to mind form
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actors.hero.abilities.cleric.trinity$wnditemconfirm.spirit=Assign to spirit form
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actors.hero.abilities.cleric.powerofmany.name=power of many
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actors.hero.abilities.cleric.powerofmany.prompt_default=Choose an ally or location
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actors.hero.abilities.cleric.powerofmany.prompt_ally=Direct your light ally
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actors.hero.abilities.cleric.powerofmany.ally_exists=You already have an empowered ally.
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actors.hero.abilities.cleric.powerofmany.no_vision=You can't target a location you can't see.
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actors.hero.abilities.cleric.powerofmany.only_allies=You can only empower allies.
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actors.hero.abilities.cleric.powerofmany.short_desc=The Cleric channels the _Power of Many_, empowering an existing ally or creating a new one.
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actors.hero.abilities.cleric.powerofmany.desc=The Cleric channels the _Power of Many_, which either empowers an existing ally or creates a new empowered one for 100 turns.\n\nWhile empowered by Power of Many, any ally deals +25% damage, takes -25% damage, and shares their vision with the Cleric. They also gain a burst of 25 shielding when the ability is used.\n\nThe Cleric also gains three new spells that can only be cast with an empowered ally. Power of Many won't end while one of these spells is active.
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actors.hero.abilities.cleric.powerofmany.desc=The Cleric channels the _Power of Many_, which either empowers an existing ally or creates a new empowered one for 100 turns. Targeting an empty space creates a new ally.\n\nWhile empowered by Power of Many, any ally deals +25% damage, takes -25% damage, and shares their vision with the Cleric. They also gain 25 shielding when the ability is used.\n\nThe Cleric also gains three new spells that can only be cast with an empowered ally. Power of Many won't end while one of these spells is active.
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actors.hero.abilities.cleric.powerofmany$powerbuff.name=power of many
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actors.hero.abilities.cleric.powerofmany$powerbuff.desc=This ally has been empowered by Power of Many, granting them +25%% damage dealt and -25%% damage taken. They will also share their vision range with the Cleric, and can benefit from power of many spells.\n\nPower of Many will persist when allies such as prismatic images hide away, but its duration will still count down.\n\nTurns Remaining: %s.
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actors.hero.abilities.cleric.powerofmany$lightally.name=light ally
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actors.hero.abilities.cleric.powerofmany$lightally.direct_defend=Your ally moves to that position.
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actors.hero.abilities.cleric.powerofmany$lightally.direct_follow=Your ally moves to follow you.
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actors.hero.abilities.cleric.powerofmany$lightally.direct_attack=Your ally moves to attack!
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actors.hero.abilities.cleric.powerofmany$lightally.desc=A copy of one of the Cleric's adventuring companions, made out of solid light. While it has the shape of another hero, it does not have any of their unique abilities. This ally will persist for as long as Power of Many is applied to them.\n\nThis ally can be directed at no cost by re-using the Power of Many armor ability.
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actors.hero.abilities.ratmogrify.name=ratmogrify
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@@ -1228,7 +1241,7 @@ actors.hero.talent.beaming_ray.desc=The Cleric can cast _Beaming Ray_ from an em
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actors.hero.talent.life_link.title=life link
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actors.hero.talent.life_link.desc=The Cleric can cast _Life Link_ between themselves and an empowered ally at the cost of 2 charges. This spell causes damage to be shared between the Cleric and their ally, and causes beneficial spells to apply to both if either is being targeted.\n\n_+1:_ Life Link lasts for _6 turns_ and grants the ally an additional _-10% damage taken._\n\n_+2:_ Life Link lasts for _8 turns_ and grants the ally an additional _-15% damage taken._\n\n_+3:_ Life Link lasts for _10 turns_ and grants the ally an additional _-20% damage taken._\n\n_+4:_ Life Link lasts for _12 turns_ and grants the ally an additional _-25% damage taken._\n\nSpells that can be shared are: shield of light, divine sense, bless, hallowed ground, mnemonic prayer, lay on hands, aura of protection.
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actors.hero.talent.stasis.title=Stasis
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actors.hero.talent.stasis.desc=The Cleric can cast _Stasis_ on an empowered ally at the cost of 1 charge. Stasis temporarily removes the ally from the dungeon and preserves the remaining time on all buffs, including Power of Many itself. The ally will reappear next to you when the effect ends. Stasis can be re-cast at no cost to end the effect early.\n\n_+1:_ Stasis lasts for a max of _40 turns._\n\n_+2:_ Stasis lasts for a max of _60 turns._\n\n_+3:_ Stasis lasts for a max of _80 turns._\n\n_+4:_ Stasis lasts for a max of _100 turns._\n\nThe Cleric can also cast Beaming Ray when an ally in in stasis to resummon them, or cast Life Link to pre-emptively apply the effect. An ally in stasis still benefits from life link if relevant.
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actors.hero.talent.stasis.desc=The Cleric can cast _Stasis_ on an empowered ally at the cost of 1 charge. Stasis temporarily removes the ally from the dungeon and preserves the remaining time on all buffs, including Power of Many. The ally will reappear next to you when the effect ends. Stasis can be re-cast at no cost to end the effect early.\n\n_+1:_ Stasis lasts for a max of _40 turns._\n\n_+2:_ Stasis lasts for a max of _60 turns._\n\n_+3:_ Stasis lasts for a max of _80 turns._\n\n_+4:_ Stasis lasts for a max of _100 turns._\n\nThe Cleric can also cast Beaming Ray when an ally is in stasis to resummon them, or cast Life Link to pre-emptively apply its effect. An ally in stasis still benefits from life link if relevant.
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#universal
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@@ -1540,6 +1540,7 @@ items.wands.wandoflivingearth.bmage_desc=When _the Battlemage_ strikes an enemy
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items.wands.wandoflivingearth.eleblast_desc=An elemental blast with a staff of living earth deals 50% damage, and heals an active earthen guardian for each enemy hit.
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items.wands.wandoflivingearth$rockarmor.name=rock armor
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items.wands.wandoflivingearth$rockarmor.desc=Magical rocks are surrounding your body, when you are attacked they will attempt to block for you, and will reduce the damage you take by 50%%. Each damage blocked scrapes away some of the rock however.\n\nRemaining Armor: %1$d.\n\nIf enough rock is built around you, the next zap from your wand of living earth will cause the rocks to form up into a guardian which will fight with you.\n\nArmor needed for Guardian: %2$d.
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items.wands.wandoflivingearth$rockarmor.desc_many=This earthen guardian is also benefitting from Power of Many. Turns Remaining: %d.
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items.wands.wandoflivingearth$earthguardian.name=earthen guardian
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items.wands.wandoflivingearth$earthguardian.desc=The rocks from your wand of living earth have formed into a protective earthen guardian! This rocky protector will attack nearby enemies, which will force them to attack the guardian instead of you. When all nearby threats are gone, the guardian will re-form around you, and will return when you next use your wand.
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items.wands.wandoflivingearth$earthguardian.wand_info=The guardian's defensive power is tied to the level of your wand. It currently blocks _%1$d-%2$d damage._
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