Skip to content
Snippets Groups Projects
Commit a46abce8 authored by Otowa Kotori's avatar Otowa Kotori
Browse files

birth

parent 233c45de
No related branches found
No related tags found
No related merge requests found
Showing
with 407 additions and 407 deletions
......@@ -22,8 +22,8 @@ newBirthDescriptor{
name = "Adventurer",
locked = function() return profile.mod.allow_build.adventurer and true or "hide" end,
desc = {
"Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.",
"#{bold}##GOLD#This is a bonus class for winning the game. It is by no means balanced.#WHITE##{normal}#",
_t"Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.",
_t"#{bold}##GOLD#This is a bonus class for winning the game. It is by no means balanced.#WHITE##{normal}#",
},
descriptor_choices =
{
......@@ -44,13 +44,13 @@ newBirthDescriptor{
name = "Adventurer",
locked = function() return profile.mod.allow_build.adventurer and true or "hide" end,
desc = {
"Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.",
"#{bold}##GOLD#This is a bonus class for winning the game. It is by no means balanced.#WHITE##{normal}#",
"Their most important stats depend on what they wish to do.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +2 Strength, +2 Dexterity, +2 Constitution",
"#LIGHT_BLUE# * +2 Magic, +2 Willpower, +2 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.",
_t"#{bold}##GOLD#This is a bonus class for winning the game. It is by no means balanced.#WHITE##{normal}#",
_t"Their most important stats depend on what they wish to do.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +2 Strength, +2 Dexterity, +2 Constitution",
_t"#LIGHT_BLUE# * +2 Magic, +2 Willpower, +2 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
not_on_random_boss = true,
stats = { str=2, con=2, dex=2, mag=2, wil=2, cun=2 },
......
......@@ -23,10 +23,10 @@ newBirthDescriptor{
type = "class",
name = "Afflicted",
locked = function() return profile.mod.allow_build.afflicted end,
locked_desc = "Some walk in shadow, alone, unloved, unwanted. What powers they wield may be mighty, but their names are forever cursed.",
locked_desc = _t"Some walk in shadow, alone, unloved, unwanted. What powers they wield may be mighty, but their names are forever cursed.",
desc = {
"Afflicted classes have been twisted by their association with evil forces.",
"They can use these forces to their advantage, but at a cost...",
_t"Afflicted classes have been twisted by their association with evil forces.",
_t"They can use these forces to their advantage, but at a cost...",
},
descriptor_choices =
{
......@@ -46,17 +46,17 @@ newBirthDescriptor{
type = "subclass",
name = "Cursed",
locked = function() return profile.mod.allow_build.afflicted_cursed end,
locked_desc = "Affliction can run to the soul, and hatred can fill one's entire being. Overcome someone else's hated curse to know its dreaded meaning.",
locked_desc = _t"Affliction can run to the soul, and hatred can fill one's entire being. Overcome someone else's hated curse to know its dreaded meaning.",
desc = {
"Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.",
"Their only master now is the hatred they carry for every living thing.",
"Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.",
"Worse, any who approach the Cursed can be driven mad by their terrible aura.",
"Their most important stats are: Strength and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.",
_t"Their only master now is the hatred they carry for every living thing.",
_t"Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.",
_t"Worse, any who approach the Cursed can be driven mad by their terrible aura.",
_t"Their most important stats are: Strength and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
power_source = {psionic=true, technique=true},
stats = { wil=4, str=5, },
......@@ -116,18 +116,18 @@ newBirthDescriptor{
type = "subclass",
name = "Doomed",
locked = function() return profile.mod.allow_build.afflicted_doomed end,
locked_desc = "In shaded places in unknown lands thou must overcome thyself and see thy doom.",
locked_desc = _t"In shaded places in unknown lands thou must overcome thyself and see thy doom.",
desc = {
"The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains.",
"Stripped of their magic by the dark forces that once served them, they have learned to harness the hatred that burns in their minds.",
"Only time will tell if they can choose a new path or are doomed forever.",
"The Doomed strike from behind a veil of darkness or a host of shadows.",
"They feed upon their enemies as they unleash their minds on all who confront them.",
"Their most important stats are: Willpower and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains.",
_t"Stripped of their magic by the dark forces that once served them, they have learned to harness the hatred that burns in their minds.",
_t"Only time will tell if they can choose a new path or are doomed forever.",
_t"The Doomed strike from behind a veil of darkness or a host of shadows.",
_t"They feed upon their enemies as they unleash their minds on all who confront them.",
_t"Their most important stats are: Willpower and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +5 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
birth_example_particles = {
function(actor) if core.shader.active() then
......
......@@ -21,10 +21,10 @@ newBirthDescriptor{
type = "class",
name = "Celestial",
locked = function() return profile.mod.allow_build.divine end,
locked_desc = "The magic of the heavens is known to but a few, and that knowledge has long passed east, forgotten.",
locked_desc = _t"The magic of the heavens is known to but a few, and that knowledge has long passed east, forgotten.",
desc = {
"Celestial classes are arcane users focused on the heavenly bodies.",
"Most draw their powers from the Sun and the Moons.",
_t"Celestial classes are arcane users focused on the heavenly bodies.",
_t"Most draw their powers from the Sun and the Moons.",
},
descriptor_choices =
{
......@@ -58,17 +58,17 @@ newBirthDescriptor{
type = "subclass",
name = "Sun Paladin",
locked = function() return profile.mod.allow_build.divine_sun_paladin end,
locked_desc = "The sun rises in the east in full glory, but you must look for it first amidst the darkest places.",
locked_desc = _t"The sun rises in the east in full glory, but you must look for it first amidst the darkest places.",
desc = {
"Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East.",
"Their way of life is well represented by their motto 'The Sun is our giver, our purity, our essence. We carry the light into dark places, and against our strength none shall pass.'",
"They can channel the power of the Sun to smite all who seek to destroy the Sunwall.",
"Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.",
"Their most important stats are: Strength and Magic",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East.",
_t"Their way of life is well represented by their motto 'The Sun is our giver, our purity, our essence. We carry the light into dark places, and against our strength none shall pass.'",
_t"They can channel the power of the Sun to smite all who seek to destroy the Sunwall.",
_t"Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.",
_t"Their most important stats are: Strength and Magic",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
power_source = {technique=true, arcane=true},
stats = { mag=4, str=5, },
......@@ -133,17 +133,17 @@ newBirthDescriptor{
type = "subclass",
name = "Anorithil",
locked = function() return profile.mod.allow_build.divine_anorithil end,
locked_desc = "The balance of the heavens' powers is a daunting task. Mighty are those that stand in the twilight places, wielding both light and darkness in their mind.",
locked_desc = _t"The balance of the heavens' powers is a daunting task. Mighty are those that stand in the twilight places, wielding both light and darkness in their mind.",
desc = {
"Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East.",
"Their way of life is well represented by their motto 'We stand betwixt the Sun and Moon, where light and darkness meet. In the grey twilight we seek our destiny.'",
"They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall.",
"Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars.",
"Their most important stats are: Magic and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +6 Magic, +0 Willpower, +3 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East.",
_t"Their way of life is well represented by their motto 'We stand betwixt the Sun and Moon, where light and darkness meet. In the grey twilight we seek our destiny.'",
_t"They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall.",
_t"Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars.",
_t"Their most important stats are: Magic and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +6 Magic, +0 Willpower, +3 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
power_source = {arcane=true},
stats = { mag=6, cun=3, },
......
......@@ -23,11 +23,11 @@ newBirthDescriptor{
type = "class",
name = "Chronomancer",
locked = function() return profile.mod.allow_build.chronomancer end,
locked_desc = "Some do not walk upon the straight road others follow. Seek the hidden paths outside the normal course of life.",
locked_desc = _t"Some do not walk upon the straight road others follow. Seek the hidden paths outside the normal course of life.",
desc = {
"Exploiting a hole in the fabric of spacetime, Chronomancers learn to pull threads from other timelines into their own.",
"Pulling these threads creates tension and the harder they pull the more tension is produced.",
"Constantly they manage this tension, which they call Paradox, to avoid or control the anomalies they inevitably unleash on the world around them.",
_t"Exploiting a hole in the fabric of spacetime, Chronomancers learn to pull threads from other timelines into their own.",
_t"Pulling these threads creates tension and the harder they pull the more tension is produced.",
_t"Constantly they manage this tension, which they call Paradox, to avoid or control the anomalies they inevitably unleash on the world around them.",
},
descriptor_choices =
{
......@@ -59,16 +59,16 @@ newBirthDescriptor{
type = "subclass",
name = "Paradox Mage",
locked = function() return profile.mod.allow_build.chronomancer_paradox_mage end,
locked_desc = "A hand may clap alone if it returns to clap itself. Search for the power in the paradox.",
locked_desc = _t"A hand may clap alone if it returns to clap itself. Search for the power in the paradox.",
desc = {
"A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it.",
"Most Paradox Mages lack basic skills that others take for granted (like general fighting sense), but they make up for it through control of cosmic forces.",
"Paradox Mages start off with knowledge of all but the most complex Chronomantic schools.",
"Their most important stats are: Magic and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution",
"#LIGHT_BLUE# * +5 Magic, +2 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it.",
_t"Most Paradox Mages lack basic skills that others take for granted (like general fighting sense), but they make up for it through control of cosmic forces.",
_t"Paradox Mages start off with knowledge of all but the most complex Chronomantic schools.",
_t"Their most important stats are: Magic and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution",
_t"#LIGHT_BLUE# * +5 Magic, +2 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
power_source = {arcane=true},
random_rarity = 2,
......@@ -149,15 +149,15 @@ newBirthDescriptor{
type = "subclass",
name = "Temporal Warden",
locked = function() return profile.mod.allow_build.chronomancer_temporal_warden end,
locked_desc = "We preserve the past to protect the future. The hands of time are guarded by the arms of war.",
locked_desc = _t"We preserve the past to protect the future. The hands of time are guarded by the arms of war.",
desc = {
"Their lifelines braided, Temporal Wardens have learned to work with their other selves across multiple timelines.",
"Through their study of chronomancy, they learn to blend archery and dual-weapon fighting, seamlessly switching from one to the other.",
"Their most important stats are: Magic, Dexterity, and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +4 Magic, +2 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Their lifelines braided, Temporal Wardens have learned to work with their other selves across multiple timelines.",
_t"Through their study of chronomancy, they learn to blend archery and dual-weapon fighting, seamlessly switching from one to the other.",
_t"Their most important stats are: Magic, Dexterity, and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +4 Magic, +2 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
power_source = {technique=true, arcane=true},
random_rarity = 2,
......
......@@ -22,9 +22,9 @@ newBirthDescriptor{
type = "class",
name = "Defiler",
locked = function() return profile.mod.allow_build.corrupter end,
locked_desc = "Dark thoughts, black bloods, vile deeds... Those who spill their brethren's blood will find its power.",
locked_desc = _t"Dark thoughts, black bloods, vile deeds... Those who spill their brethren's blood will find its power.",
desc = {
"Defilers are touched by the mark of evil. They are a blight on the world. Working to promote the cause of evil, they serve their masters, or themselves become masters.",
_t"Defilers are touched by the mark of evil. They are a blight on the world. Working to promote the cause of evil, they serve their masters, or themselves become masters.",
},
descriptor_choices =
{
......@@ -44,15 +44,15 @@ newBirthDescriptor{
type = "subclass",
name = "Reaver",
locked = function() return profile.mod.allow_build.corrupter_reaver end,
locked_desc = "Reap thee the souls of thine enemies, and the powers of darkness shall enter thy flesh.",
locked_desc = _t"Reap thee the souls of thine enemies, and the powers of darkness shall enter thy flesh.",
desc = {
"Reavers are terrible foes, charging their enemies with a weapon in each hand.",
"They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques.",
"Their most important stats are: Strength and Magic",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +4 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Reavers are terrible foes, charging their enemies with a weapon in each hand.",
_t"They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques.",
_t"Their most important stats are: Strength and Magic",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +4 Strength, +1 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
birth_example_particles = {
function(actor)
......@@ -111,16 +111,16 @@ newBirthDescriptor{
type = "subclass",
name = "Corruptor",
locked = function() return profile.mod.allow_build.corrupter_corruptor end,
locked_desc = "Blight and depravity hold the greatest powers. Accept temptation and become one with corruption.",
locked_desc = _t"Blight and depravity hold the greatest powers. Accept temptation and become one with corruption.",
desc = {
"A corruptor is a terrible foe, wielding dark magics that can sap the very soul of her target.",
"They can harness the blight of evil, crushing souls, stealing life force to replenish themselves.",
"The most powerful corruptors can even take on some demonic aspects for themselves.",
"Their most important stats are: Magic and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution",
"#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"A corruptor is a terrible foe, wielding dark magics that can sap the very soul of her target.",
_t"They can harness the blight of evil, crushing souls, stealing life force to replenish themselves.",
_t"The most powerful corruptors can even take on some demonic aspects for themselves.",
_t"Their most important stats are: Magic and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution",
_t"#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
power_source = {arcane=true},
stats = { mag=4, wil=3, con=2, },
......
......@@ -35,7 +35,7 @@ newBirthDescriptor{
type = "class",
name = "Mage",
desc = {
"Mages are the wielders of arcane powers, able to cast powerful spells of destruction or to heal their wounds with nothing but a thought.",
_t"Mages are the wielders of arcane powers, able to cast powerful spells of destruction or to heal their wounds with nothing but a thought.",
},
descriptor_choices =
{
......@@ -58,15 +58,15 @@ newBirthDescriptor{
type = "subclass",
name = "Alchemist",
desc = {
"An Alchemist is a manipulator of materials using magic.",
"They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze.",
"Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects. They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.",
"Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards. These golems are enslaved to their master's will, and can grow in power as their master advances through the arts.",
"Their most important stats are: Magic and Constitution",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +5 Magic, +1 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -1",
_t"An Alchemist is a manipulator of materials using magic.",
_t"They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze.",
_t"Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects. They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.",
_t"Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards. These golems are enslaved to their master's will, and can grow in power as their master advances through the arts.",
_t"Their most important stats are: Magic and Constitution",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +3 Constitution",
_t"#LIGHT_BLUE# * +5 Magic, +1 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -1",
},
power_source = {arcane=true},
stats = { mag=5, con=3, wil=1, },
......@@ -140,17 +140,17 @@ newBirthDescriptor{
type = "subclass",
name = "Archmage",
locked = function() return profile.mod.allow_build.mage end,
locked_desc = "Hated, harrowed, hunted, hidden... Our ways are forbidden, but our cause is just. In our veiled valley we find solace from the world's wrath, free to study our arts. Only through charity and friendship can you earn our trust.",
locked_desc = _t"Hated, harrowed, hunted, hidden... Our ways are forbidden, but our cause is just. In our veiled valley we find solace from the world's wrath, free to study our arts. Only through charity and friendship can you earn our trust.",
desc = {
"An Archmage devotes his whole life to the study of magic above anything else.",
"Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.",
"Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.",
"Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.",
"Their most important stats are: Magic and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -4",
_t"An Archmage devotes his whole life to the study of magic above anything else.",
_t"Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.",
_t"Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.",
_t"Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.",
_t"Their most important stats are: Magic and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -4",
},
power_source = {arcane=true},
stats = { mag=5, wil=3, cun=1, },
......@@ -242,15 +242,15 @@ newBirthDescriptor{
type = "subclass",
name = "Necromancer",
locked = function() return profile.mod.allow_build.mage_necromancer end,
locked_desc = "The road to necromancy is a macabre path indeed. Walk with the dead, and drink deeply of their black knowledge.",
locked_desc = _t"The road to necromancy is a macabre path indeed. Walk with the dead, and drink deeply of their black knowledge.",
desc = {
"While most magic is viewed with suspicion since the Spellblaze, the stigma surrounding the black art of Necromancy has been around since time immemorial.",
"These dark spellcasters extinguish life, twist death, and raise armies of undead monsters to sate their lust for power and pursue their ultimate goal: Eternal life.",
"Their most important stats are: Magic and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -3",
_t"While most magic is viewed with suspicion since the Spellblaze, the stigma surrounding the black art of Necromancy has been around since time immemorial.",
_t"These dark spellcasters extinguish life, twist death, and raise armies of undead monsters to sate their lust for power and pursue their ultimate goal: Eternal life.",
_t"Their most important stats are: Magic and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -3",
},
power_source = {arcane=true},
stats = { mag=5, wil=3, cun=1, },
......@@ -270,7 +270,7 @@ newBirthDescriptor{
["spell/ice"]={false, 0.2, "mage_cryomancer"},
},
birth_example_particles = {
"necrotic-aura",
_t"necrotic-aura",
function(actor)
if core.shader.active(4) then local x, y = actor:attachementSpot("back", true) actor:addParticles(Particles.new("shader_wings", 1, {x=x, y=y, infinite=1, img="darkwings"}))
end
......
......@@ -21,7 +21,7 @@ newBirthDescriptor{
type = "class",
name = "None",
desc = {
"Your race cannot select a class; it has its own powers.",
_t"Your race cannot select a class; it has its own powers.",
},
descriptor_choices =
{
......@@ -37,7 +37,7 @@ newBirthDescriptor{
type = "subclass",
name = "None",
desc = {
"Your race cannot select a class; it has its own powers.",
_t"Your race cannot select a class; it has its own powers.",
},
not_on_random_boss = true,
}
......@@ -23,9 +23,9 @@ newBirthDescriptor{
type = "class",
name = "Psionic",
locked = function() return profile.mod.allow_build.psionic end,
locked_desc = "Weakness of flesh can be overcome by mental prowess. Find the way and fight for the way to open the key to your mind.",
locked_desc = _t"Weakness of flesh can be overcome by mental prowess. Find the way and fight for the way to open the key to your mind.",
desc = {
"Psionics find their power within themselves. Their highly trained minds can harness energy from many different sources and manipulate it to produce physical effects.",
_t"Psionics find their power within themselves. Their highly trained minds can harness energy from many different sources and manipulate it to produce physical effects.",
},
descriptor_choices =
{
......@@ -45,15 +45,15 @@ newBirthDescriptor{
type = "subclass",
name = "Mindslayer",
locked = function() return profile.mod.allow_build.psionic_mindslayer end,
locked_desc = "A thought can inspire; a thought can kill. After centuries of oppression, years of imprisonment, a thought shall break us free and vengeance will strike from our darkest dreams.",
locked_desc = _t"A thought can inspire; a thought can kill. After centuries of oppression, years of imprisonment, a thought shall break us free and vengeance will strike from our darkest dreams.",
desc = {
"Mindslayers specialize in direct and brutal application of mental forces to their immediate surroundings.",
"When Mindslayers do battle, they will most often be found in the thick of the fighting, vast energies churning around them and telekinetically-wielded weapons hewing nearby foes at the speed of thought.",
"Their most important stats are: Willpower and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +1 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +4 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -2",
_t"Mindslayers specialize in direct and brutal application of mental forces to their immediate surroundings.",
_t"When Mindslayers do battle, they will most often be found in the thick of the fighting, vast energies churning around them and telekinetically-wielded weapons hewing nearby foes at the speed of thought.",
_t"Their most important stats are: Willpower and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +1 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +4 Willpower, +4 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -2",
},
power_source = {psionic=true},
stats = { str=1, wil=4, cun=4, },
......@@ -134,16 +134,16 @@ newBirthDescriptor{
type = "subclass",
name = "Solipsist",
locked = function() return profile.mod.allow_build.psionic_solipsist end,
locked_desc = "Some believe that the world is the collective dream of those that live in it. Find and wake the sleeper and you'll unlock the potential of your dreams.",
locked_desc = _t"Some believe that the world is the collective dream of those that live in it. Find and wake the sleeper and you'll unlock the potential of your dreams.",
desc = {
"The Solipsist believes that reality is malleable and nothing more than the collective vision of those that experience it.",
"They wield this knowledge to both create and destroy, to invade the minds of others, and to manipulate the dreams of those around them.",
"This knowledge comes with a heavy price and the Solipsist must guard his thoughts, lest he come to believe that the world exists only within his own mind.",
"Their most important stats are: Willpower and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -4 (*special*)",
_t"The Solipsist believes that reality is malleable and nothing more than the collective vision of those that experience it.",
_t"They wield this knowledge to both create and destroy, to invade the minds of others, and to manipulate the dreams of those around them.",
_t"This knowledge comes with a heavy price and the Solipsist must guard his thoughts, lest he come to believe that the world exists only within his own mind.",
_t"Their most important stats are: Willpower and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -4 (*special*)",
},
power_source = {psionic=true},
random_rarity = 3,
......
......@@ -22,7 +22,7 @@ newBirthDescriptor{
type = "class",
name = "Rogue",
desc = {
"Rogues are masters of tricks; they can strike from the shadows, and lure monsters into deadly traps.",
_t"Rogues are masters of tricks; they can strike from the shadows, and lure monsters into deadly traps.",
},
descriptor_choices =
{
......@@ -44,13 +44,13 @@ newBirthDescriptor{
type = "subclass",
name = "Rogue",
desc = {
"Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage.",
"Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them.",
"Their most important stats are: Dexterity and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +1 Strength, +3 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage.",
_t"Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them.",
_t"Their most important stats are: Dexterity and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +1 Strength, +3 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +5 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
power_source = {technique=true},
stats = { dex=3, str=1, cun=5, },
......@@ -99,14 +99,14 @@ newBirthDescriptor{
type = "subclass",
name = "Shadowblade",
desc = {
"Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.",
"Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.",
"They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.",
"Their most important stats are: Dexterity, Cunning and Magic",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Shadowblades are Rogues that are touched by the gift of magic, able to kill with their daggers under a veil of stealth while casting spells to enhance their performance and survival.",
_t"Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.",
_t"They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.",
_t"Their most important stats are: Dexterity, Cunning and Magic",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
birth_example_particles = {
function(actor) if core.shader.active(4) then
......@@ -162,15 +162,15 @@ newBirthDescriptor{
type = "subclass",
name = "Marauder",
locked = function() return profile.mod.allow_build.rogue_marauder end,
locked_desc = "I will not hide and I will not sneak - come dance with my blades and we'll see who's weak. Snapping bone and cracking skull, it's the sounds of battle that make life full!",
locked_desc = _t"I will not hide and I will not sneak - come dance with my blades and we'll see who's weak. Snapping bone and cracking skull, it's the sounds of battle that make life full!",
desc = {
"The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealots all carry danger to those who venture beyond the safety of city walls.",
"Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him.",
"Their most important stats are: Strength, Dexterity and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +4 Strength, +4 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +1 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"The wilds of Maj'Eyal are not a safe place. Untamed beasts and wandering dragons may seem a great threat, but the true perils walk on two legs. Thieves and brigands, assassins and opportunistic adventurers, even mad wizards and magic-hating zealots all carry danger to those who venture beyond the safety of city walls.",
_t"Amidst this chaos wanders one class of rogue that has learned to take by force rather than subterfuge. With refined techniques, agile feats and brawn-backed blades the Marauder seeks out his targets and removes them by the most direct methods. He uses dual weapons backed by advanced combat training to become highly effective in battle, and he is unafraid to use the dirtiest tactics when the odds are against him.",
_t"Their most important stats are: Strength, Dexterity and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +4 Strength, +4 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +1 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
stats = { dex=4, str=4, cun=1, },
talents_types = {
......@@ -222,15 +222,15 @@ newBirthDescriptor{
type = "subclass",
name = "Skirmisher",
locked = function() return profile.mod.allow_build.rogue_skirmisher end,
locked_desc = "Fleet of foot and strong of throw, overwhelming every foe, from afar we counter, strike and thud, in the chaos'd skirmish spilling blood.",
locked_desc = _t"Fleet of foot and strong of throw, overwhelming every foe, from afar we counter, strike and thud, in the chaos'd skirmish spilling blood.",
desc = {
"While able to take maximum advantage of their sling by using deft movements to avoid and confuse enemies that try to get close, the Skirmisher truly excels when fighting other ranged users.",
"They have mastered the use of their shield as well as their sling and are nearly impossible to defeat in a standoff.",
"Their most important stats are: Dexterity and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +4 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +1 Willpower, +4 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"While able to take maximum advantage of their sling by using deft movements to avoid and confuse enemies that try to get close, the Skirmisher truly excels when fighting other ranged users.",
_t"They have mastered the use of their shield as well as their sling and are nearly impossible to defeat in a standoff.",
_t"Their most important stats are: Dexterity and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +4 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +1 Willpower, +4 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
--not_on_random_boss = true,
power_source = {technique=true},
......
......@@ -21,7 +21,7 @@ newBirthDescriptor{
type = "class",
name = "Tutorial Adventurer",
desc = {
"Adventurers have a generic talent set to teach to young ones.",
_t"Adventurers have a generic talent set to teach to young ones.",
},
descriptor_choices =
{
......@@ -46,7 +46,7 @@ newBirthDescriptor{
type = "subclass",
name = "Tutorial Adventurer",
desc = {
"Adventurers have a generic talent set to teach to young ones.",
_t"Adventurers have a generic talent set to teach to young ones.",
},
not_on_random_boss = true,
stats = { str=10, con=5, dex=8, mag=10, wil=5, cun=5 },
......
......@@ -23,7 +23,7 @@ newBirthDescriptor{
type = "class",
name = "Warrior",
desc = {
"Warriors train in all aspects of physical combat. They can be juggernauts of destruction wielding two-handed greatswords, or massive iron-clad protectors with gleaming shields.",
_t"Warriors train in all aspects of physical combat. They can be juggernauts of destruction wielding two-handed greatswords, or massive iron-clad protectors with gleaming shields.",
},
descriptor_choices =
{
......@@ -46,13 +46,13 @@ newBirthDescriptor{
type = "subclass",
name = "Berserker",
desc = {
"A Berserker wields huge two-handed weapons of destruction, bringing pain and death to his foes as he cleaves them in two.",
"A Berserker usually forfeits all ideas of self-defense to concentrate on what he does best: killing things.",
"Their most important stats are: Strength and Constitution",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +5 Strength, +1 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +3",
_t"A Berserker wields huge two-handed weapons of destruction, bringing pain and death to his foes as he cleaves them in two.",
_t"A Berserker usually forfeits all ideas of self-defense to concentrate on what he does best: killing things.",
_t"Their most important stats are: Strength and Constitution",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +5 Strength, +1 Dexterity, +3 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +3",
},
birth_example_particles = {
function(actor) if core.shader.active() then
......@@ -113,13 +113,13 @@ newBirthDescriptor{
type = "subclass",
name = "Bulwark",
desc = {
"A Bulwark specializes in weapon and shield combat, rarely leaving the cover of her many protective techniques.",
"A good Bulwark is able to withstand terrible attacks from all sides, protected by her shield, and when the time comes lash out at her foes with incredible strength.",
"Their most important stats are: Strength and Dexterity",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +5 Strength, +2 Dexterity, +2 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +6",
_t"A Bulwark specializes in weapon and shield combat, rarely leaving the cover of her many protective techniques.",
_t"A good Bulwark is able to withstand terrible attacks from all sides, protected by her shield, and when the time comes lash out at her foes with incredible strength.",
_t"Their most important stats are: Strength and Dexterity",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +5 Strength, +2 Dexterity, +2 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +6",
},
birth_example_particles = {
function(actor) if core.shader.active() then
......@@ -183,14 +183,14 @@ newBirthDescriptor{
type = "subclass",
name = "Archer",
desc = {
"Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them.",
"Skilled archers can fire special shots that pierce, cripple or pin their foes.",
"Archers can become good with either longbows or slings.",
"Their most important stats are: Dexterity and Strength (when using bows) or Cunning (when using slings)",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +2 Strength, +5 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +2 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them.",
_t"Skilled archers can fire special shots that pierce, cripple or pin their foes.",
_t"Archers can become good with either longbows or slings.",
_t"Their most important stats are: Dexterity and Strength (when using bows) or Cunning (when using slings)",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +2 Strength, +5 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +2 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
unlockable_talents_types = {
["cunning/poisons"]={false, 0.0, "rogue_poisons"},
......@@ -258,15 +258,15 @@ newBirthDescriptor{
type = "subclass",
name = "Arcane Blade",
desc = {
"The Arcane Blade is a warrior who has been touched by the gift of magic.",
"Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.",
"They can cast spells from a limited selection but have the unique capacity to 'channel' their attack spells through their melee attacks.",
"They are adept with two-handed weapons, for the sheer destruction they can bring.",
"Their most important stats are: Strength, Cunning and Magic",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"The Arcane Blade is a warrior who has been touched by the gift of magic.",
_t"Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.",
_t"They can cast spells from a limited selection but have the unique capacity to 'channel' their attack spells through their melee attacks.",
_t"They are adept with two-handed weapons, for the sheer destruction they can bring.",
_t"Their most important stats are: Strength, Cunning and Magic",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +3 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
power_source = {technique=true, arcane=true},
stats = { mag=3, str=3, cun=3},
......@@ -337,18 +337,18 @@ newBirthDescriptor{
type = "subclass",
name = "Brawler",
locked = function() return profile.mod.allow_build.warrior_brawler end,
locked_desc = "Though you may fight alone against many, destined to fight till you die, still you do not relent. In a ring of blood you learn that a pair of fists can face the world.",
locked_desc = _t"Though you may fight alone against many, destined to fight till you die, still you do not relent. In a ring of blood you learn that a pair of fists can face the world.",
desc = {
"The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.",
"Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.",
"Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.",
"Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.",
"The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.",
"Their most important stats are: Strength, Dexterity, and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, +3 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.",
_t"Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.",
_t"Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.",
_t"Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.",
_t"The unarmed fighting styles the Brawler uses rely on maneuverability and having both hands available. As such, they cannot make use of their training wearing massive armour or while a weapon or shield is equipped.",
_t"Their most important stats are: Strength, Dexterity, and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +3 Strength, +3 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
power_source = {technique=true},
stats = { str=3, dex=3, cun=3},
......
......@@ -23,10 +23,10 @@ newBirthDescriptor{
type = "class",
name = "Wilder",
locked = function() return profile.mod.allow_build.wilder_wyrmic or profile.mod.allow_build.wilder_summoner or profile.mod.allow_build.wilder_stone_warden end,
locked_desc = "Natural abilities can go beyond mere skill. Experience the true powers of nature to learn of its amazing gifts.",
locked_desc = _t"Natural abilities can go beyond mere skill. Experience the true powers of nature to learn of its amazing gifts.",
desc = {
"Wilders are one with nature, in one manner or another. There are as many different Wilders as there are aspects of nature.",
"They can take on the aspects of creatures, summon creatures to them, feel the druidic call, ...",
_t"Wilders are one with nature, in one manner or another. There are as many different Wilders as there are aspects of nature.",
_t"They can take on the aspects of creatures, summon creatures to them, feel the druidic call, ...",
},
descriptor_choices =
{
......@@ -47,15 +47,15 @@ newBirthDescriptor{
type = "subclass",
name = "Summoner",
locked = function() return profile.mod.allow_build.wilder_summoner end,
locked_desc = "Not all might comes from within. Hear the invocations of nature, hear its calling power. See that from without we can find our true strengths.",
locked_desc = _t"Not all might comes from within. Hear the invocations of nature, hear its calling power. See that from without we can find our true strengths.",
desc = {
"Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.",
"Summons can range from a combat hound to a fire drake.",
"Their most important stats are: Willpower and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +3 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +0",
_t"Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.",
_t"Summons can range from a combat hound to a fire drake.",
_t"Their most important stats are: Willpower and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +1 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +3 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +0",
},
power_source = {nature=true},
getStatDesc = function(stat, actor)
......@@ -109,15 +109,15 @@ newBirthDescriptor{
type = "subclass",
name = "Wyrmic",
locked = function() return profile.mod.allow_build.wilder_wyrmic end,
locked_desc = "Sleek, majestic, powerful... In the path of dragons we walk, and their breath is our breath. See their beating hearts with your eyes and taste their majesty between your teeth.",
locked_desc = _t"Sleek, majestic, powerful... In the path of dragons we walk, and their breath is our breath. See their beating hearts with your eyes and taste their majesty between your teeth.",
desc = {
"Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.",
"They have access to talents normally belonging to the various kind of drakes.",
"Their most important stats are: Strength and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +1 Constitution",
"#LIGHT_BLUE# * +0 Magic, +3 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.",
_t"They have access to talents normally belonging to the various kind of drakes.",
_t"Their most important stats are: Strength and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +1 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +3 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
birth_example_particles = {
function(actor) if core.shader.active(4) then local x, y = actor:attachementSpot("back", true) actor:addParticles(Particles.new("shader_wings", 1, {x=x, y=y, life=18, fade=-0.006, deploy_speed=14})) end end,
......@@ -180,15 +180,15 @@ newBirthDescriptor{
type = "subclass",
name = "Oozemancer",
locked = function() return profile.mod.allow_build.wilder_oozemancer end,
locked_desc = "Magic must fail, magic must lose, nothing arcane can face the ooze...",
locked_desc = _t"Magic must fail, magic must lose, nothing arcane can face the ooze...",
desc = {
"Oozemancers separate themselves from normal civilisation so that they be more in harmony with Nature. Arcane force are reviled by them, and their natural attunement to the wilds lets them do battle with abusive magic-users on an equal footing.",
"They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades.",
"Their most important stats are: Willpower and Cunning",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# -3",
_t"Oozemancers separate themselves from normal civilisation so that they be more in harmony with Nature. Arcane force are reviled by them, and their natural attunement to the wilds lets them do battle with abusive magic-users on an equal footing.",
_t"They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades.",
_t"Their most important stats are: Willpower and Cunning",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# -3",
},
power_source = {nature=true, antimagic=true},
random_rarity = 3,
......@@ -257,16 +257,16 @@ newBirthDescriptor{
type = "subclass",
name = "Stone Warden",
locked = function() return profile.mod.allow_build.wilder_stone_warden end,
locked_desc = "The Spellblaze's scars may be starting to heal,\nbut little can change how the partisans feel.\nNature and arcane could bridge their divide -\nand when it comes down to it, gold won't take sides...",
locked_desc = _t"The Spellblaze's scars may be starting to heal,\nbut little can change how the partisans feel.\nNature and arcane could bridge their divide -\nand when it comes down to it, gold won't take sides...",
desc = {
"Stone Wardens are dwarves trained in both the eldritch arts and the worship of nature.",
"While other races are stuck in their belief that arcane forces and natural forces are meant to oppose, dwarves have found a way to combine them in harmony.",
"Stone Wardens are armoured fighters, dual wielding shields to channel many of their powers.",
"Their most important stats are: Strength, Magic and Willpower",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +2 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# +2",
_t"Stone Wardens are dwarves trained in both the eldritch arts and the worship of nature.",
_t"While other races are stuck in their belief that arcane forces and natural forces are meant to oppose, dwarves have found a way to combine them in harmony.",
_t"Stone Wardens are armoured fighters, dual wielding shields to channel many of their powers.",
_t"Their most important stats are: Strength, Magic and Willpower",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +2 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# +2",
},
special_check = function(birth)
if birth.descriptors_by_type.race ~= "Dwarf" then return false end
......
......@@ -100,11 +100,11 @@ newBirthDescriptor{
never_show = true,
desc =
{
"#GOLD##{bold}#Tutorial mode",
"#WHITE#Start with a simplified character and discover the game in a simple quest.#{normal}#",
"All damage done to the player reduced by 20%",
"All healing for the player increased by 10%",
"No main game achievements possible.",
_t"#GOLD##{bold}#Tutorial mode",
_t"#WHITE#Start with a simplified character and discover the game in a simple quest.#{normal}#",
_t"All damage done to the player reduced by 20%",
_t"All healing for the player increased by 10%",
_t"No main game achievements possible.",
},
descriptor_choices =
{
......@@ -147,17 +147,17 @@ newBirthDescriptor{
newBirthDescriptor{
type = "difficulty",
name = "Easy",
display_name = "Easier",
display_name = _t"Easier",
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.difficulty == "Easy",
desc =
{
"#GOLD##{bold}#Easier mode#WHITE##{normal}#",
"Provides an easier game experience.",
"Use it if you feel uneasy tackling the harder modes.",
"All damage done to the player decreased by 30%",
"All healing for the player increased by 30%",
"All detrimental status effects durations reduced by 50%",
"Achievements are not granted.",
_t"#GOLD##{bold}#Easier mode#WHITE##{normal}#",
_t"Provides an easier game experience.",
_t"Use it if you feel uneasy tackling the harder modes.",
_t"All damage done to the player decreased by 30%",
_t"All healing for the player increased by 30%",
_t"All detrimental status effects durations reduced by 50%",
_t"Achievements are not granted.",
},
descriptor_choices =
{
......@@ -175,9 +175,9 @@ newBirthDescriptor{
selection_default = (config.settings.tome.default_birth and config.settings.tome.default_birth.difficulty == "Normal") or (not config.settings.tome.default_birth) or (config.settings.tome.default_birth and not config.settings.tome.default_birth.difficulty),
desc =
{
"#GOLD##{bold}#Normal mode#WHITE##{normal}#",
"Provides the normal level of challenges.",
"Stairs can not be used for 2 turns after a kill.",
_t"#GOLD##{bold}#Normal mode#WHITE##{normal}#",
_t"Provides the normal level of challenges.",
_t"Stairs can not be used for 2 turns after a kill.",
},
descriptor_choices =
{
......@@ -195,14 +195,14 @@ newBirthDescriptor{
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.difficulty == "Nightmare",
desc =
{
"#GOLD##{bold}#Nightmare mode#WHITE##{normal}#",
"Unfair game setting",
"All zone levels increased by 50% by the time Player reaches level 10",
"All creature talent levels increased by 30%",
"Unique (fixed) bosses advance in bonus classes 30% faster",
"Rare creatures are slightly more frequent",
"Stairs can not be used for 3 turns after a kill.",
"Player can earn Nightmare version of achievements if also playing in Roguelike or Adventure permadeath mode.",
_t"#GOLD##{bold}#Nightmare mode#WHITE##{normal}#",
_t"Unfair game setting",
_t"All zone levels increased by 50% by the time Player reaches level 10",
_t"All creature talent levels increased by 30%",
_t"Unique (fixed) bosses advance in bonus classes 30% faster",
_t"Rare creatures are slightly more frequent",
_t"Stairs can not be used for 3 turns after a kill.",
_t"Player can earn Nightmare version of achievements if also playing in Roguelike or Adventure permadeath mode.",
},
descriptor_choices =
{
......@@ -228,18 +228,18 @@ newBirthDescriptor{
type = "difficulty",
name = "Insane",
locked = function() return profile.mod.allow_build.difficulty_insane end,
locked_desc = "Easy is for the weak! Normal is for the weak! Nightmare is too easy! Bring on the true pain!",
locked_desc = _t"Easy is for the weak! Normal is for the weak! Nightmare is too easy! Bring on the true pain!",
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.difficulty == "Insane",
desc =
{
"#GOLD##{bold}#Insane mode#WHITE##{normal}#",
"Similar rules to Nightmare, but with more random bosses!",
"All zone levels increased by 50% + 1 by the time Player reaches level 10",
"All creature talent levels increased by 80%",
"Unique (fixed) bosses advance in bonus classes 80% faster",
"Rare creatures are far more frequent and random bosses start to appear",
"Stairs can not be used for 5 turns after a kill.",
"Player can earn Insane version of achievements if also playing in Roguelike or Adventure permadeath mode.",
_t"#GOLD##{bold}#Insane mode#WHITE##{normal}#",
_t"Similar rules to Nightmare, but with more random bosses!",
_t"All zone levels increased by 50% + 1 by the time Player reaches level 10",
_t"All creature talent levels increased by 80%",
_t"Unique (fixed) bosses advance in bonus classes 80% faster",
_t"Rare creatures are far more frequent and random bosses start to appear",
_t"Stairs can not be used for 5 turns after a kill.",
_t"Player can earn Insane version of achievements if also playing in Roguelike or Adventure permadeath mode.",
},
descriptor_choices =
{
......@@ -266,20 +266,20 @@ newBirthDescriptor{
type = "difficulty",
name = "Madness",
locked = function() return profile.mod.allow_build.difficulty_madness end,
locked_desc = "Insane is for the weak! Bring on the true mind-shattering experience!",
locked_desc = _t"Insane is for the weak! Bring on the true mind-shattering experience!",
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.difficulty == "Madness",
desc =
{
"#GOLD##{bold}#Madness mode#WHITE##{normal}#",
"Absolutely unfair game setting. You are really mentally ill and wish to get worse to play this mode!",
"All zone levels increased by 150% + 2 by the time Player reaches level 10",
"All creature talent levels increased by 170%",
"Unique (fixed) bosses advance in bonus classes 170% faster",
"All enemies have 200% more life",
"Rare creatures are far more frequent and random bosses start to appear",
"Stairs can not be used for 9 turns after a kill.",
"Player is being hunted! Randomly all foes in a radius will get a feeling of where she/he is",
"Player can earn Madness version of achievements if also playing in Roguelike or Adventure permadeath mode.",
_t"#GOLD##{bold}#Madness mode#WHITE##{normal}#",
_t"Absolutely unfair game setting. You are really mentally ill and wish to get worse to play this mode!",
_t"All zone levels increased by 150% + 2 by the time Player reaches level 10",
_t"All creature talent levels increased by 170%",
_t"Unique (fixed) bosses advance in bonus classes 170% faster",
_t"All enemies have 200% more life",
_t"Rare creatures are far more frequent and random bosses start to appear",
_t"Stairs can not be used for 9 turns after a kill.",
_t"Player is being hunted! Randomly all foes in a radius will get a feeling of where she/he is",
_t"Player can earn Madness version of achievements if also playing in Roguelike or Adventure permadeath mode.",
},
descriptor_choices =
{
......@@ -311,17 +311,17 @@ newBirthDescriptor{
type = "permadeath",
name = "Exploration",
locked = function(birther) return birther:isDonator() end,
locked_desc = "Exploration mode: Infinite lives (donator feature)",
locked_desc = _t"Exploration mode: Infinite lives (donator feature)",
locked_select = function(birther) birther:selectExplorationNoDonations() end,
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.permadeath == "Exploration",
desc =
{
"#GOLD##{bold}#Exploration mode#WHITE#",
"Provides you with infinite lives.#{normal}#",
"This is not the way the game is meant to be played, but it allows you to have a more forgiving experience.",
"Remember though that dying is an integral part of the game and helps you become a better player.",
"Exploration version of achievements will be granted in this mode.",
"Full talent respec is always available.",
_t"#GOLD##{bold}#Exploration mode#WHITE#",
_t"Provides you with infinite lives.#{normal}#",
_t"This is not the way the game is meant to be played, but it allows you to have a more forgiving experience.",
_t"Remember though that dying is an integral part of the game and helps you become a better player.",
_t"Exploration version of achievements will be granted in this mode.",
_t"Full talent respec is always available.",
},
game_state = {
force_town_respec = false,
......@@ -337,10 +337,10 @@ newBirthDescriptor{
selection_default = (not config.settings.tome.default_birth) or (config.settings.tome.default_birth and config.settings.tome.default_birth.permadeath == "Adventure"),
desc =
{
"#GOLD##{bold}#Adventure mode#WHITE#",
"Provides you with limited extra lives.",
"Use it if you want normal playing conditions but do not feel ready for just one life.#{normal}#",
"At level 1,2,5,7,14,24,35 get one more 'life' that allows you to resurrect at the start of the level.",
_t"#GOLD##{bold}#Adventure mode#WHITE#",
_t"Provides you with limited extra lives.",
_t"Use it if you want normal playing conditions but do not feel ready for just one life.#{normal}#",
_t"At level 1,2,5,7,14,24,35 get one more 'life' that allows you to resurrect at the start of the level.",
},
copy = {
easy_mode_lifes = 1,
......@@ -352,10 +352,10 @@ newBirthDescriptor{
selection_default = config.settings.tome.default_birth and config.settings.tome.default_birth.permadeath == "Roguelike",
desc =
{
"#GOLD##{bold}#Roguelike mode#WHITE#",
"Provides the closer experience to 'classic' roguelike games.",
"You will only have one life; you *ARE* your character.#{normal}#",
"Only one life, unless ways to self-resurrect are found in-game.",
_t"#GOLD##{bold}#Roguelike mode#WHITE#",
_t"Provides the closer experience to 'classic' roguelike games.",
_t"You will only have one life; you *ARE* your character.#{normal}#",
_t"Only one life, unless ways to self-resurrect are found in-game.",
},
}
......
......@@ -24,10 +24,10 @@ newBirthDescriptor{
type = "race",
name = "Construct",
locked = function() return profile.mod.allow_build.construct and true or "hide" end,
locked_desc = "",
locked_desc = _t"",
desc = {
"Constructs are not natural creatures.",
"The most usual contructs are golems, but they can vary in shape, form and abilities.",
_t"Constructs are not natural creatures.",
_t"The most usual contructs are golems, but they can vary in shape, form and abilities.",
},
descriptor_choices =
{
......@@ -45,15 +45,15 @@ newBirthDescriptor
type = "subrace",
name = "Runic Golem",
locked = function() return profile.mod.allow_build.construct_runic_golem and true or "hide" end,
locked_desc = "",
locked_desc = _t"",
desc = {
"Runic Golems are creatures made of solid rock and animated using arcane forces.",
"They cannot be of any class, but they have many intrinsic abilities.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 13",
"#GOLD#Experience penalty:#LIGHT_BLUE# 25%",
_t"Runic Golems are creatures made of solid rock and animated using arcane forces.",
_t"They cannot be of any class, but they have many intrinsic abilities.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution",
_t"#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 13",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 25%",
},
moddable_attachement_spots = "race_runic_golem", moddable_attachement_spots_sexless=true,
descriptor_choices =
......
......@@ -24,9 +24,9 @@ newBirthDescriptor{
type = "race",
name = "Dwarf",
desc = {
"Dwarves are a secretive people, hailing from their underground home of the Iron Throne.",
"They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.",
"All dwarves are united under the Empire and their love of money.",
_t"Dwarves are a secretive people, hailing from their underground home of the Iron Throne.",
_t"They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.",
_t"All dwarves are united under the Empire and their love of money.",
},
descriptor_choices =
{
......@@ -59,14 +59,14 @@ newBirthDescriptor
type = "subrace",
name = "Dwarf",
desc = {
"Dwarves are a secretive people, hailing from their underground home of the Iron Throne.",
"They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.",
"They possess the #GOLD#Resilience of the Dwarves#WHITE# which allows them to increase their armour, physical and spell saves for a few turns.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +4 Strength, -2 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * -2 Magic, +3 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 14",
"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
_t"Dwarves are a secretive people, hailing from their underground home of the Iron Throne.",
_t"They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.",
_t"They possess the #GOLD#Resilience of the Dwarves#WHITE# which allows them to increase their armour, physical and spell saves for a few turns.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +4 Strength, -2 Dexterity, +3 Constitution",
_t"#LIGHT_BLUE# * -2 Magic, +3 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 14",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
},
inc_stats = { str=4, con=3, wil=3, mag=-2, dex=-2 },
talents_types = { ["race/dwarf"]={true, 0} },
......
......@@ -24,10 +24,10 @@ newBirthDescriptor{
type = "race",
name = "Elf",
desc = {
"The elven races are usually named as a whole 'elves', but this is incorrect.",
"Elves are split into three separate races - albeit related - of which only two remain in the current age.",
"Elves usually live about one thousand years, except for the Shaloren who magically sustain themselves forever.",
"Their view of the world varies wildly across the different elven races.",
_t"The elven races are usually named as a whole 'elves', but this is incorrect.",
_t"Elves are split into three separate races - albeit related - of which only two remain in the current age.",
_t"Elves usually live about one thousand years, except for the Shaloren who magically sustain themselves forever.",
_t"Their view of the world varies wildly across the different elven races.",
},
descriptor_choices =
{
......@@ -100,14 +100,14 @@ newBirthDescriptor
type = "subrace",
name = "Shalore",
desc = {
"Shaloren elves have close ties with the magic of the world, and produced in the past many great mages.",
"Yet they remain quiet and try to hide their magic from the world, for they remember too well the Spellblaze - and the Spellhunt that followed.",
"They possess the #GOLD#Grace of the Eternals#WHITE# talent which allows them a boost of speed every once in a while.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * -2 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +2 Magic, +3 Willpower, +1 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 9",
"#GOLD#Experience penalty:#LIGHT_BLUE# 12%",
_t"Shaloren elves have close ties with the magic of the world, and produced in the past many great mages.",
_t"Yet they remain quiet and try to hide their magic from the world, for they remember too well the Spellblaze - and the Spellhunt that followed.",
_t"They possess the #GOLD#Grace of the Eternals#WHITE# talent which allows them a boost of speed every once in a while.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * -2 Strength, +1 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +2 Magic, +3 Willpower, +1 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 9",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 12%",
},
inc_stats = { str=-2, mag=2, wil=3, cun=1, dex=1, con=0 },
experience = 1.3,
......@@ -138,15 +138,15 @@ newBirthDescriptor
type = "subrace",
name = "Thalore",
desc = {
"Thaloren elves have spent most of the ages hidden within their forests, seldom leaving them.",
"The ages of the world passed by and yet they remained unchanged.",
"Their affinity for nature and their reclusion have made them great protectors of the natural order, often opposing their Shaloren cousins.",
"They possess the #GOLD#Gift of the Woods#WHITE# talent, which allows them to regenerate life and increase healing once in a while.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +2 Strength, +3 Dexterity, +1 Constitution",
"#LIGHT_BLUE# * -2 Magic, +1 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 11",
"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
_t"Thaloren elves have spent most of the ages hidden within their forests, seldom leaving them.",
_t"The ages of the world passed by and yet they remained unchanged.",
_t"Their affinity for nature and their reclusion have made them great protectors of the natural order, often opposing their Shaloren cousins.",
_t"They possess the #GOLD#Gift of the Woods#WHITE# talent, which allows them to regenerate life and increase healing once in a while.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +2 Strength, +3 Dexterity, +1 Constitution",
_t"#LIGHT_BLUE# * -2 Magic, +1 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 11",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
},
inc_stats = { str=2, mag=-2, wil=1, cun=0, dex=3, con=1 },
talents_types = { ["race/thalore"]={true, 0} },
......
......@@ -24,7 +24,7 @@ newBirthDescriptor{
type = "race",
name = "Giant",
locked = function() return profile.mod.allow_build.race_giant end,
locked_desc = "Powerful beings that tower over all, but the bigger they are, the harder they fall...",
locked_desc = _t"Powerful beings that tower over all, but the bigger they are, the harder they fall...",
desc = {
[[#{italic}#"Giant"#{normal}# is a catch-all term for humanoids which are typically over eight feet in height. Their origins, cultures, and relationships to other races differ wildly, but they tend to live as refugees and outcasts, shunned by smaller sentient races who usually see them as a threat.]],
},
......@@ -56,15 +56,15 @@ its tunnels ruined so it wouldn't be found.
Past burglars have failed, but their data's immortal;
to start, look where halflings once tinkered with portals...]],
desc = {
"Ogres are an altered form of Human, created in the Age of Allure as workers and warriors for the Conclave.",
"Inscriptions have granted them magical and physical power far beyond their natural limits, but their dependence on runic magic made them a favored target during the Spellhunt, forcing them to take refuge among the Shalore.",
"Their preference for simple and direct solutions has given them an undeserved reputation as dumb brutes, despite their extraordinary talent with runes and their humble, dutiful nature.",
"They possess the #GOLD#Ogric Wrath#WHITE# talent, which grants them critical chance and power, as well as resistance to confusion and stuns, when their attacks miss or are blocked.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, -1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +2 Magic, -2 Willpower, +2 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 13",
"#GOLD#Experience penalty:#LIGHT_BLUE# 15%",
_t"Ogres are an altered form of Human, created in the Age of Allure as workers and warriors for the Conclave.",
_t"Inscriptions have granted them magical and physical power far beyond their natural limits, but their dependence on runic magic made them a favored target during the Spellhunt, forcing them to take refuge among the Shalore.",
_t"Their preference for simple and direct solutions has given them an undeserved reputation as dumb brutes, despite their extraordinary talent with runes and their humble, dutiful nature.",
_t"They possess the #GOLD#Ogric Wrath#WHITE# talent, which grants them critical chance and power, as well as resistance to confusion and stuns, when their attacks miss or are blocked.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +3 Strength, -1 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +2 Magic, -2 Willpower, +2 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 13",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 15%",
},
moddable_attachement_spots = "race_ogre",
inc_stats = { str=3, mag=2, wil=-2, cun=2, dex=-1, con=0 },
......
......@@ -24,10 +24,10 @@ newBirthDescriptor{
type = "race",
name = "Halfling",
desc = {
"Halflings are a race of very short stature, rarely exceeding four feet in height.",
"They are like humans in that they can do just about anything they set their minds to, yet they excel at ordering and studying things.",
"Halfling armies have brought many kingdoms to their knees and they kept a balance of power with the Human kingdoms during the Age of Allure.",
"Halflings are agile, lucky, and resilient but lacking in strength.",
_t"Halflings are a race of very short stature, rarely exceeding four feet in height.",
_t"They are like humans in that they can do just about anything they set their minds to, yet they excel at ordering and studying things.",
_t"Halfling armies have brought many kingdoms to their knees and they kept a balance of power with the Human kingdoms during the Age of Allure.",
_t"Halflings are agile, lucky, and resilient but lacking in strength.",
},
descriptor_choices =
{
......@@ -97,16 +97,16 @@ newBirthDescriptor
type = "subrace",
name = "Halfling",
desc = {
"Halflings are a race of very short stature, rarely exceeding four feet in height.",
"They are like humans in that they can do just about anything they set their minds to, yet they excel at ordering and studying things.",
"Halfling armies have brought many kingdoms to their knees and they kept a balance of power with the Human kingdoms during the Age of Allure.",
"They possess the #GOLD#Luck of the Little Folk#WHITE# which allows them to increase their critical strike chance and saves for a few turns.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * -3 Strength, +3 Dexterity, +1 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning",
"#LIGHT_BLUE# * +5 Luck",
"#GOLD#Life per level:#LIGHT_BLUE# 12",
"#GOLD#Experience penalty:#LIGHT_BLUE# 10%",
_t"Halflings are a race of very short stature, rarely exceeding four feet in height.",
_t"They are like humans in that they can do just about anything they set their minds to, yet they excel at ordering and studying things.",
_t"Halfling armies have brought many kingdoms to their knees and they kept a balance of power with the Human kingdoms during the Age of Allure.",
_t"They possess the #GOLD#Luck of the Little Folk#WHITE# which allows them to increase their critical strike chance and saves for a few turns.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * -3 Strength, +3 Dexterity, +1 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning",
_t"#LIGHT_BLUE# * +5 Luck",
_t"#GOLD#Life per level:#LIGHT_BLUE# 12",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 10%",
},
inc_stats = { str=-3, dex=3, con=1, cun=3, lck=5, },
experience = 1.10,
......
......@@ -24,10 +24,10 @@ newBirthDescriptor{
type = "race",
name = "Human",
desc = {
"The Humans are one of the main races on Maj'Eyal, along with the Halflings. For many thousands of years they fought each other until events, and great people, unified all the Human and Halfling nations under one rule.",
"Humans of these Allied Kingdoms have known peace for over a century now.",
"Humans are split into two categories: the Highers, and the rest. Highers have latent magic in their blood which gives them higher attributes and senses along with a longer life.",
"The rest of Humanity is gifted with quick learning and mastery. They can do and become anything they desire.",
_t"The Humans are one of the main races on Maj'Eyal, along with the Halflings. For many thousands of years they fought each other until events, and great people, unified all the Human and Halfling nations under one rule.",
_t"Humans of these Allied Kingdoms have known peace for over a century now.",
_t"Humans are split into two categories: the Highers, and the rest. Highers have latent magic in their blood which gives them higher attributes and senses along with a longer life.",
_t"The rest of Humanity is gifted with quick learning and mastery. They can do and become anything they desire.",
},
descriptor_choices =
{
......@@ -129,14 +129,14 @@ newBirthDescriptor
type = "subrace",
name = "Higher",
desc = {
"Highers are a special branch of Humans that have been imbued with latent magic since the Age of Allure.",
"They usually do not breed with other Humans, trying to keep their blood 'pure'.",
"They possess the #GOLD#Wrath of the Highborn#WHITE# which allows them to increase damage dealt and decrease damage taken once in a while.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +1 Magic, +1 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 11",
"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
_t"Highers are a special branch of Humans that have been imbued with latent magic since the Age of Allure.",
_t"They usually do not breed with other Humans, trying to keep their blood 'pure'.",
_t"They possess the #GOLD#Wrath of the Highborn#WHITE# which allows them to increase damage dealt and decrease damage taken once in a while.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +1 Magic, +1 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 11",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
},
inc_stats = { str=1, mag=1, dex=1, wil=1 },
talents_types = { ["race/higher"]={true, 0} },
......@@ -161,13 +161,13 @@ newBirthDescriptor
type = "subrace",
name = "Cornac",
desc = {
"Cornacs are Humans from the northern parts of the Allied Kingdoms.",
"Humans are an inherently very adaptable race and as such they gain a #GOLD#talent category point#WHITE# (others only gain one at levels 10, 20 and 34) and both #GOLD#a class and a generic talent point#WHITE# at birth and every 10 levels.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 10",
"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
_t"Cornacs are Humans from the northern parts of the Allied Kingdoms.",
_t"Humans are an inherently very adaptable race and as such they gain a #GOLD#talent category point#WHITE# (others only gain one at levels 10, 20 and 34) and both #GOLD#a class and a generic talent point#WHITE# at birth and every 10 levels.",
_t"#GOLD#Stat modifiers:",
_t"#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
_t"#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning",
_t"#GOLD#Life per level:#LIGHT_BLUE# 10",
_t"#GOLD#Experience penalty:#LIGHT_BLUE# 0%",
},
experience = 1.0,
copy_add = {
......
......@@ -24,7 +24,7 @@ newBirthDescriptor{
type = "race",
name = "Tutorial Human",
desc = {
"A special tutorial race.",
_t"A special tutorial race.",
},
descriptor_choices =
{
......@@ -47,7 +47,7 @@ newBirthDescriptor
type = "subrace",
name = "Tutorial Basic",
desc = {
"A Human hailing from the northern town of Derth. A common kind of man, unremarkable in all respects.",
_t"A Human hailing from the northern town of Derth. A common kind of man, unremarkable in all respects.",
},
copy = {
default_wilderness = {1, 1, "wilderness"},
......@@ -64,7 +64,7 @@ newBirthDescriptor
type = "subrace",
name = "Tutorial Stats",
desc = {
"A Human hailing from the northern town of Derth. A common kind of man, unremarkable in all respects.",
_t"A Human hailing from the northern town of Derth. A common kind of man, unremarkable in all respects.",
},
copy = {
default_wilderness = {1, 1, "wilderness"},
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment