v3.0.0: icon and text implementation for last 2 paladin talents
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@@ -564,6 +564,12 @@ actors.hero.abilities.ratmogrify$transmograt.desc=This enemy has been transforme
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actors.hero.abilities.ratmogrify$transmograt.rankings_desc=Slain by: ratmogrified enemy
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##Cleric Spells
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actors.hero.spells.auraofprotection.name=aura of protection
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actors.hero.spells.auraofprotection.short_desc=Boosts defence for Paladin and nearby allies.
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actors.hero.spells.auraofprotection.desc=The Paladin begins radiating protective energy for 20 turns. Any ally within 2 tiles of the Paladin (including themselves) takes %1$d%% less damage, and gains the effect of the Paladin's armor glyph at +%2$d%% power.\n\nThe power boost will always apply, but this spell cannot cause the Paladin's glyph to apply more than once if a character is already benefitting from it (e.g. the Paladin themselves, or a prismatic image).
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actors.hero.spells.auraofprotection$aurabuff.name=aura of protection
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actors.hero.spells.auraofprotection$aurabuff.desc=The Paladin is radiating protective energy around themselves.\n\nAny nearby ally (including the Paladin themselves) takes reduced damage and gains the effect of the Paladin's armor glyph with boosted power.\n\nTurns Remaining: %s.
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actors.hero.spells.blessspell.name=bless
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actors.hero.spells.blessspell.short_desc=Blesses & shields Cleric, blesses & heals others.
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actors.hero.spells.blessspell.desc=The Cleric places a holy blessing on themselves or another character they can see.\n\nWhen cast on themselves the effect is weaker, granting %1$d turns of bless and %2$d barrier.\n\nWhen cast on other characters the spell is more powerful, granting %3$d turns of bless and %4$d healing. Excess healing is converted into barrier.
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@@ -687,6 +693,10 @@ actors.hero.spells.sunray.name=sunray
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actors.hero.spells.sunray.short_desc=Deals ranged magic damage and blinds a target once.
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actors.hero.spells.sunray.desc=The Cleric fires a ray of blinding light at a target, dealing %1$d-%2$d damage and blinding them for %3$d turns. Sunray always deals maximum damage to undead and demonic targets.\n\nAfter being struck with this spell an enemy's vision will adjust, preventing them from being blinded by it again. However, if they are struck again while blinded by this spell, then the light is overwhelming and paralyses them instead.
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actors.hero.spells.walloflight.name=wall of light
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actors.hero.spells.walloflight.short_desc=Creates a wall that blocks enemies.
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actors.hero.spells.walloflight.desc=The Paladin creates a wall of solid light directly in front of themselves that's 1 tile thick, %1$d tiles wide, and lasts for 20 turns.\n\nThis wall blocks movement and ranged attacks, but can be seen through. Enemies that are caught in the wall when its created will be pushed back if possible, otherwise they will be caught inside it and be able to exit through either side.\n\nThe wall can be cast in any of the four cardinal or four diagonal directions. Only one wall can exist at a time.
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##main hero
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actors.hero.hero.name=you
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actors.hero.hero.leave=You can't leave yet, the rest of the dungeon awaits below!
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@@ -771,8 +781,8 @@ actors.hero.herosubclass.priest=priest
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actors.hero.herosubclass.priest_short_desc=The _Priest_ gains new long-range spells and an empowered version of guiding light.
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actors.hero.herosubclass.priest_desc=The Priest gains a variety of new and upgraded spells that emphasize ranged combat and synergy with magical items.\n\nThe Priest can cast _Guiding Light_ for free once every 100 turns, and can trigger the illumination debuff with allies, wands, and some artifacts for bonus damage equal to their level.\n\nThe Priest also gains the _Radiance_ spell, which dispels darkness and illuminates and briefly stuns all visible enemies at the cost of 2 charges.
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actors.hero.herosubclass.paladin=paladin
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actors.hero.herosubclass.paladin_short_desc=_(UNFINISHED)_ The _Paladin_ gains new short-range spells and empowered versions of holy weapon and ward.
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actors.hero.herosubclass.paladin_desc=_The Paladin has not been implemented yet, and so is currently unselectable._\n\nThe Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor.\n\nThe Paladin's _Holy Weapon_ and _Holy Ward_ spells grant larger bonuses, no longer override existing enchantments and glyphs, and can be extended by casting other spells.\n\nThe Paladin also gains the _Smite_ spell, which lets them perform a guaranteed melee hit with bonus damage and enchantment power.
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actors.hero.herosubclass.paladin_short_desc=The _Paladin_ gains new short-range spells and empowered versions of holy weapon and ward.
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actors.hero.herosubclass.paladin_desc=The Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor.\n\nThe Paladin's _Holy Weapon_ and _Holy Ward_ spells grant larger bonuses, no longer override existing enchantments and glyphs, and can be extended by casting other spells.\n\nThe Paladin also gains the _Smite_ spell, which lets them perform a guaranteed melee hit with bonus damage and enchantment power.
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##talents
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actors.hero.talent$provokedangertracker.name=provoked anger
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@@ -1158,10 +1168,10 @@ actors.hero.talent.mnemonic_prayer.desc=_+1:_ The Priest can cast _Mnemonic Pray
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actors.hero.talent.lay_on_hands.title=lay on hands
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actors.hero.talent.lay_on_hands.desc=_+1:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _10 HP,_ or grants the Paladin _10 shielding,_ at the cost of 1 charge.\n\n_+2:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _15 HP,_ or grants the Paladin _15 shielding,_ at the cost of 1 charge.\n\n_+3:_ The Paladin can cast _Lay on Hands,_ a spell that instantly heals a nearby character for _20 HP,_ or grants the Paladin _20 shielding,_ at the cost of 1 charge.\n\nExcess healing from this spell is converted into shielding. Lay on Hands can be cast repeatedly, but cannot apply more than three casts worth of shielding at once.
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actors.hero.talent.paladint3b.title=Unknown
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actors.hero.talent.paladint3b.desc=This talent hasn't been implemented yet, it currently does nothing.
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actors.hero.talent.paladint3c.title=Unknown
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actors.hero.talent.paladint3c.desc=This talent hasn't been implemented yet, it currently does nothing.
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actors.hero.talent.aura_of_protection.title=aura of protection
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actors.hero.talent.aura_of_protection.desc=_+1:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _15% damage resistance_ and the effect of the Paladin's armor glyph at _+50% power_ for 20 turns, at the cost of 2 charges.\n\n_+2:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _23% damage resistance_ and the effect of the Paladin's armor glyph at _+75% power_ for 20 turns, at the cost of 2 charges.\n\n_+1:_ The Paladin can cast _Aura of Protection,_ a spell that grants the Paladin and all allies within 2 tiles _30% damage resistance_ and the effect of the Paladin's armor glyph at _+100% power_ for 20 turns, at the cost of 2 charges.
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actors.hero.talent.wall_of_light.title=wall of light
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actors.hero.talent.wall_of_light.desc=_+1:_ The Paladin can cast _Wall of Light,_ a spell that creates a _3 tile wide_ solid wall in front of the paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\n_+2:_ The Paladin can cast _Wall of Light,_ a spell that creates a _5 tile wide_ solid wall in front of the paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\n_+3:_ The Paladin can cast _Wall of Light,_ a spell that creates a _7 tile wide_ solid wall in front of the paladin that pushes away enemies and lasts for 20 turns, at the cost of 3 charges.\n\nThe wall can be placed cardinally or diagonally, only one wall can exist at a time.
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actors.hero.talent.divine_intervention.title=divine intervention
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actors.hero.talent.divine_intervention.desc=_+1:_ While in Ascended Form, the Cleric can cast _Divine Intervention,_ which boosts the Cleric and all allies up to _150 shielding_ and extends Ascended Form by _1 turn._\n\n_+2:_ While in Ascended Form, the Cleric can cast _Divine Intervention,_ which boosts the Cleric and all allies up to _200 shielding_ and extends Ascended Form by _2 turns._\n\n_+3:_ While in Ascended Form, the Cleric can cast _Divine Intervention,_ which boosts the Cleric and all allies up to _250 shielding_ and extends Ascended Form by _3 turns._\n\n_+4:_ While in Ascended Form, the Cleric can cast _Divine Intervention,_ which boosts the Cleric and all allies up to _300 shielding_ and extends Ascended Form by _4 turns._\n\nDivine Intervention costs a whopping 5 tome charges, and can only be cast once in the same ascended form.
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