diff --git a/.gitignore b/.gitignore
index f792a248438498840e0a1fe1f76786a1805b40be..76cbc5cff89393e509a92738f6181927f375b527 100644
--- a/.gitignore
+++ b/.gitignore
@@ -37,4 +37,8 @@ te4_log.txt
 debug.log
 /.idea/
 /*.log
+<<<<<<< HEAD
 .vscode
+=======
+__autosave__.pc
+>>>>>>> upstream/master
diff --git a/game/engines/default/data/font/HigashiOme-Gothic-C.ttf b/game/engines/default/data/font/HigashiOme-Gothic-C.ttf
new file mode 100644
index 0000000000000000000000000000000000000000..5aca13de8ada2154e8aa93ee43a0d3da5edfa94f
Binary files /dev/null and b/game/engines/default/data/font/HigashiOme-Gothic-C.ttf differ
diff --git a/game/engines/default/data/locales/engine/ja_JP.lua b/game/engines/default/data/locales/engine/ja_JP.lua
new file mode 100644
index 0000000000000000000000000000000000000000..3845d5fdafb4f00065981ad16265a4ef45e5118e
--- /dev/null
+++ b/game/engines/default/data/locales/engine/ja_JP.lua
@@ -0,0 +1,762 @@
+locale "ja_JP"--COPY
forceFontPackage("chinese")
setFlag("break_text_all_character", true)
+------------------------------------------------
+section "always_merge"
+
+t("3-head", "三首", nil)
+t("3-headed hydra", "三首ヒドラ", nil)
+t("Agrimley the hermit", "隠者アグリムリ", nil)
+t("Allied Kingdoms", "連合王国", nil)
+t("Angolwen", "アンゴルウェン", nil)
+t("Assassin lair", "Assassin lair", nil)
+t("Control Room", "Control Room", nil)
+t("Cosmic Fauna", "Cosmic Fauna", nil)
+t("Dreadfell", "恐怖の塔", nil)
+t("Enemies", "敵", nil)
+t("Experimentation Room", "Experimentation Room", nil)
+t("Exploratory Farportal", "探索用大ポータル", nil)
+t("FINGER", "FINGER", nil)
+t("Fearscape", "恐怖の大地", nil)
+t("Hall of Reflection", "Hall of Reflection", nil)
+t("Horrors", "Horrors", nil)
+t("Iron Throne", "鉄の王座", nil)
+t("Keepers of Reality", "現実の守護者", nil)
+t("MAINHAND", "MAINHAND", nil)
+t("Marus of Elvala", "エルヴァラのマラス", nil)
+t("OFFHAND", "OFFHAND", nil)
+t("Orc Pride", "オーク部族", nil)
+t("Portal Room", "Portal Room", nil)
+t("Rhalore", "ラローレ", nil)
+t("Sandworm Burrowers", "Sandworm Burrowers", nil)
+t("Shalore", "シャローレ", nil)
+t("Sher'Tul", "シェール・タル", nil)
+t("Slavers", "Slavers", nil)
+t("Sorcerers", "Sorcerers", nil)
+t("Stire of Derth", "ダースのスタイア", nil)
+t("Storage Room", "Storage Room", nil)
+t("Sunwall", "太陽の壁", nil)
+t("Temple of Creation", "創造の神殿", nil)
+t("Thalore", "タローレ", nil)
+t("The Way", "「道」", nil)
+t([[Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.
+The time is %02d:%02d.]], [[Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.
+The time is %02d:%02d.]], nil)
+t("Undead", "不死", nil)
+t("Ungrol of Last Hope", "最後の希望の都のウングロル", nil)
+t("Vargh Republic", "ファル共和国", nil)
+t("Victim", "Victim", nil)
+t("Water lair", "Water lair", nil)
+t("Zigur", "ジガー", nil)
+t("absolute", "absolute", nil)
+t("armours", "armours", nil)
+t("bomb", "bomb", nil)
+t("bonestaff", "骨の杖", nil)
+t("combat", "戦技", nil)
+t("daikara", "ダイカラ", nil)
+t("default", "default", nil)
+t("demon", "悪魔", nil)
+t("dragon", "ドラゴン", nil)
+t("dream", "dream", nil)
+t("east", "東", nil)
+t("exit", "exit", nil)
+t("harmonystaff", "調和の杖", nil)
+t("humanoid", "人型", nil)
+t("humanoid/orc", "humanoid/orc", nil)
+t("hydra", "ヒドラ", nil)
+t("injured seer", "負傷した預言者", nil)
+t("living", "生命", nil)
+t("lone alchemist", "迷った錬金術師", nil)
+t("lost defiler", "lost defiler", nil)
+t("lost sun paladin", "迷った太陽の騎士", nil)
+t("lost warrior", "迷える戦士", nil)
+t("magestaff", "魔法使の杖", nil)
+t("magical", "魔法", nil)
+t("mainhand", "mainhand", nil)
+t("melee", "melee", nil)
+t("mental", "精神", nil)
+t("mountain chain", "山脈", nil)
+t("movement", "movement", nil)
+t("north", "北", nil)
+t("northeast", "北東", nil)
+t("northwest", "北西", nil)
+t("offhand", "オフハンド", nil)
+t("portal", "ポータル", nil)
+t("portal back", "戻りのポータル", nil)
+t("ranged", "遠距離", nil)
+t("repented thief", "改心した盗賊", nil)
+t("rimebark", "霧氷樹", nil)
+t("seed", "種", nil)
+t("south", "南", nil)
+t("southeast", "南東", nil)
+t("southwest", "南西", nil)
+t("spell", "魔法", nil)
+t("standard", "standard", nil)
+t("standby", "standby", nil)
+t("starstaff", "星の杖", nil)
+t("stone golem", "ストーン・ゴーレム", nil)
+t("summon", "summon", nil)
+t("summoned", "summoned", nil)
+t("tank", "tank", nil)
+t("temporal explorer", "時空の探究者", nil)
+t("temporal hound", "時空ハウンド", nil)
+t("throwing", "throwing", nil)
+t("turtle", "万年亀", nil)
+t("unarmed", "unarmed", nil)
+t("undead", "不死", nil)
+t("unliving", "unliving", nil)
+t("unnatural", "unnatural", nil)
+t("unseen", "unseen", nil)
+t("vilestaff", "悪しの杖", nil)
+t("volcanic mountains", "火山", nil)
+t("war hound", "戦用ハウンド", nil)
+t("weapons", "weapons", nil)
+t("west", "西", nil)
+t("worried loremaster", "悩める語り手", nil)
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/actions.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/chat.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/debug.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/hotkeys.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/interface.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/inventory.lua"
+
+t("Show inventory", "持ち物を見る", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/move.lua"
+
+t("Auto-explore", "自動探索", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/mtxn.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ActorsSeenDisplay.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Birther.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/DebugConsole.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Dialog.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Game.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/HotkeysDisplay.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/HotkeysIconsDisplay.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/I18N.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Key.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/LogDisplay.lua"
+
+t("Message Log", "メッセージ・ログ", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/MicroTxn.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Module.lua"
+
+t("#LIGHT_RED#Online profile disabled(switching to offline profile) due to %s.", "#LIGHT_RED#%sのため、オンラインモードに移行できません", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Mouse.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Object.lua"
+
+t("Requires:", "必要技能:", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/PlayerProfile.lua"
+
+t("#YELLOW#Connection to online server established.", "#YELLOW#サーバーとの接続を確立しました", "log")
+t("#YELLOW#Connection to online server lost, trying to reconnect.", "#YELLOW#サーバーとの接続が切れました。修復を試みます", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Quest.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Savefile.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/SavefilePipe.lua"
+
+t("Saving done.", "セーブ完了", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Store.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Trap.lua"
+
+t("%s fails to disarm a trap (%s).", "%sは%sの解除に失敗した", "logSeen")
+t("%s disarms a trap (%s).", "%sは%sを解除した", "logSeen")
+t("%s triggers a trap (%s)!", "%sは%sを作動させた!", "logSeen")
+
+
+------------------------------------------------
+section "game/engines/default/engine/UserChat.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/Zone.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ai/talented.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/AudioOptions.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatChannels.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatFilter.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatIgnores.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/DisplayResolution.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/Downloader.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GameMenu.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetQuantity.lua"
+
+t("Quantity", "æ•°", "_t")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetQuantitySlider.lua"
+
+t("Quantity", "æ•°", "_t")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetText.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/KeyBinder.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/LanguageSelect.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowAchievements.lua"
+
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowEquipInven.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowEquipment.lua"
+
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowErrorStack.lua"
+
+t("#YELLOW#Error report sent, thank you.", "#YELLOW#エラー・レポートを送信しました。感謝します", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowInventory.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowPickupFloor.lua"
+
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowQuests.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowStore.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowText.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/SteamOptions.lua"
+
+t("disabled", "許さない", "_t")
+t("enabled", "許す", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/Talkbox.lua"
+
+t("Cancel", "キャンセル", "_t")
+t("Target: ", "対象:", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/UseTalents.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/UserInfo.lua"
+
+t("unknown", "不明", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/VideoOptions.lua"
+
+t("From 50 to 400", "50 から 400", "_t")
+t("From 5 to 60", "5 から 60", "_t")
+t("From 0 to 100", "0 から 100", "_t")
+t("From 50 to 300", "50 から 300", "_t")
+t("disabled", "許さない", "_t")
+t("enabled", "許す", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ViewHighScores.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/MTXMain.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/ShowPurchasable.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/UsePurchased.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorInventory.lua"
+
+t("%s picks up (%s.): %s%s.", "%sは拾った(%s.): %s%s", "logSeen")
+t("%s has no room for: %s.", "%sは%sを持ちきれない", "logSeen")
+t("There is nothing to drop.", "置くものがない", "logSeen")
+t("%s drops on the floor: %s.", "%sは%sを置いた", "logSeen")
+t("%s is not wearable.", "%sは装備できない", "logSeen")
+t("%s can not wear %s.", "%sは%sを装備できない", "logSeen")
+t("%s wears: %s.", "%sは%sを装備した", "logSeen")
+t("%s wears (offslot): %s.", "%sは%sを装備した(予備)", "logSeen")
+t("%s can not wear (%s): %s (%s).", "%sは%sを装備できない: %s( %s )", "logSeen")
+t("%s wears (replacing %s): %s.", "%sは%sと取り替えて%sを装備した", "logSeen")
+t("%s can not wear: %s.", "%sは%sを装備できない", "logSeen")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorLife.lua"
+
+t("something", "岩石投げ", "_t")
+t("%s attacks %s.", "%sは%sを攻撃した", "logSeen")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorTalents.lua"
+
+t("%s is still on cooldown for %d turns.", "%sは%dターンのクールダウンを必要だ", "logPlayer")
+t("Cancel", "キャンセル", "_t")
+t("unknown", "不明", "_t")
+t("%s uses %s.", "%sは%sを使った", "logSeen")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/GameTargeting.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ObjectActivable.lua"
+
+t("%s is still recharging.", "%sは充填中だ", "logPlayer")
+t("%s can not be used anymore.", "%sはもう使えない", "logPlayer")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerExplore.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerHotkeys.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerMouse.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerRest.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerRun.lua"
+
+t("You don't see how to get there...", "歩いていけない・・・", "logPlayer")
+t("Ran for %d turns (stop reason: %s).", "自動探索 %dターン(中断: %s)", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/WorldAchievements.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Dialog.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Gestures.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Inventory.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/WebView.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/utils.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/class/Game.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/class/Player.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/birth/descriptors.lua"
+
+t("base", "基礎", "birth descriptor name")
+t("Destroyer", "破壊スル者", "birth descriptor name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/damage_types.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/basic.lua"
+
+t("door", "扉", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/forest.lua"
+
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+t("floor", "床", "entity type")
+t("grass", "草", "entity subtype")
+t("flower", "花", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/underground.lua"
+
+t("wall", "壁", "entity type")
+t("crystals", "クリスタル", "entity name")
+t("floor", "床", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/water.lua"
+
+t("floor", "床", "entity type")
+t("water", "冷術", "entity subtype")
+t("deep water", "深海", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/canine.lua"
+
+t("animal", "動物", "entity type")
+t("canine", "犬", "entity subtype")
+t("wolf", "オオカミ", "entity name")
+t("Lean, mean, and shaggy, it stares at you with hungry eyes.", "痩せこけて、みすぼらしく毛羽立った狼だ。飢えた目でこちらを凝視している。", "_t")
+t("white wolf", "白狼", "entity name")
+t("warg", "ワーグ", "entity name")
+t("It is a large wolf with eyes full of cunning.", "巨大な狼だ。非常に狡賢そうな目をしている。", "_t")
+t("fox", "キツネ", "entity name")
+t("The quick brown fox jumps over the lazy dog.", "「すばしっこい茶色の狐はのろまな犬を飛び越える」", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/skeleton.lua"
+
+t("skeleton", "スケルトン", "entity subtype")
+t("undead", "不死", "entity type")
+t("degenerated skeleton warrior", "下級スケルトン・ウォーリア", "entity name")
+t("skeleton warrior", "スケルトン・ウォーリア", "entity name")
+t("skeleton mage", "スケルトン・メイジ", "entity name")
+t("armoured skeleton warrior", "重装スケルトン・ウォーリア", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/troll.lua"
+
+t("giant", "巨人", "entity type")
+t("troll", "トロル", "entity subtype")
+t("forest troll", "森トロル", "entity name")
+t("Green-skinned and ugly, this massive humanoid glares at you, clenching wart-covered green fists.", "緑色の肌をした醜い巨大な人型生物がこちらを見ている。肌と同じ色をしたイボだらけの拳を固く握り締めている。", "_t")
+t("stone troll", "石トロル", "entity name")
+t("A giant troll with scabrous black skin. With a shudder, you notice the belt of dwarf skulls around his massive waist.", "ざらざらとした黒い肌の巨大トロルだ。恐ろしいことに、その太い腰にはドワーフの頭蓋骨を繋いで作ったベルトが巻かれている。", "_t")
+t("cave troll", "洞窟トロル", "entity name")
+t("This huge troll wields a massive spear and has a disturbingly intelligent look in its piggy eyes.", "大槍を持った巨大トロルだ。豚のような目にもどこか知性が窺える。", "_t")
+t("mountain troll", "山トロル", "entity name")
+t("mountain troll thunderer", "雷鳴の山トロル", "entity name")
+t("A large and athletic troll with an extremely tough and warty hide.", "巨大で頑健なトロルだ。並外れて打たれ強く、肌はイボだらけだ。", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/talents.lua"
+
+t("misc", "雑具", "talent category")
+t("Manathrust", "魔力の矢", "talent name")
+t("Flame", "フレイム", "talent name")
+t("Fireflash", "ファイアフラッシュ", "talent name")
+t("Lightning", "ライトニング", "talent name")
+t("Flameshock", "フレイムショック", "talent name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/timed_effects.lua"
+
+t("#Target# is covered in acid!", "#Target#は酸を浴びた!", "_t")
+t("#Target# is free from the acid.", "#Target#から酸毒が消えた", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/zones/dungeon/zone.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Addons.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Credits.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/FirstRun.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/LoadGame.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/MainMenu.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/NewGame.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Profile.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ProfileLogin.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ProfileSteamRegister.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/UpdateAll.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ViewHighScores.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/init.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/load.lua"
+
+t("Strength", "腕力", "stat name")
+t("str", "腕力", "stat short_name")
+t("Dexterity", "機敏", "stat name")
+t("dex", "機敏", "stat short_name")
+t("Constitution", "耐久", "stat name")
+t("con", "耐久", "stat short_name")
+
+
diff --git a/game/engines/default/data/locales/engine/ko_KR.lua b/game/engines/default/data/locales/engine/ko_KR.lua
new file mode 100644
index 0000000000000000000000000000000000000000..e0fc4225730661d16faa7ff389811cc3ea0ed63a
--- /dev/null
+++ b/game/engines/default/data/locales/engine/ko_KR.lua
@@ -0,0 +1,1075 @@
+locale "ko_KR"
+-- COPY
+forceFontPackage("chinese")
+local function findJosaType(str)
+	local length = str:len()
+	
+	local c1, c2
+	local c3 = str:lower():byte(length)
+	
+	local last = 0
+	if ( length < 3 ) or ( c3 < 128 ) then
+		--@ 여기오면 일단 한글은 아님
+
+		--@ 여기에 숫자나 알파벳인지 검사해서 아니면 마지막 글자 빼고 재귀호출하는 코드 삽입 필요
+		
+		if ( c3 == '1' or c3 == '7' or c3 == '8' or c3 == 'l' or c3 == 'r' ) then
+			last = 8 --@ 한글이 아니고, josa2를 사용하지만 '로'가 맞는 경우
+		elseif ( c3 == '3' or c3 == '6' or c3 == '0' or c3 == 'm' or c3 == 'n' ) then
+			last = 100 --@ 한글이 아니고, josa2를 사용하는 경우
+		end  
+	else --@ 한글로 추정 (정확히는 더 검사가 필요하지만..)
+		c1 = str:byte(length-2)
+		c2 = str:byte(length-1)
+		
+		last = ( (c1-234)*4096 + (c2-128)*64 + (c3-128) - 3072 )%28
+	end
+	
+	return last
+end
+
+local function addJosa(str, temp)
+	local josa1, josa2, index
+
+	if temp == 1 or temp == "가" or temp == "이" then
+		josa1 = "ê°€"
+		josa2 = "이"
+		index = 1
+	elseif temp == 2 or temp == "는" or temp == "은" then
+		josa1 = "는"
+		josa2 = "은"
+		index = 2
+	elseif temp == 3 or temp == "를" or temp == "을" then
+		josa1 = "를"
+		josa2 = "을"
+		index = 3
+	elseif temp == 4 or temp == "로" or temp == "으로" then
+		josa1 = "로"
+		josa2 = "으로"
+		index = 4
+	elseif temp == 5 or temp == "다" or temp == "이다" then
+		josa1 = "다"
+		josa2 = "이다"
+		index = 5
+	elseif temp == 6 or temp == "와" or temp == "과" then
+		josa1 = "와"
+		josa2 = "ê³¼"
+		index = 6
+	elseif temp == 7 then
+		josa1 = ""
+		josa2 = "이"
+		index = 7
+	else
+		if type(temp) == string then return str .. temp
+		else return str end 
+	end
+	
+	local type = findJosaType(str)
+	
+	if type == 0 or ( index == 4 and type == 8 ) then
+		return str .. josa1
+	else
+		return str .. josa2
+	end
+end
+
+setFlag("noun_target_sub", function(str, type, noun)
+	if type == "#Source#" then
+		return str:gsub("#Source#", noun):gsub("#Source1#", addJosa(noun, "가")):gsub("#Source2#", addJosa(noun, "는")):gsub("#Source3#", addJosa(noun, "를")):gsub("#Source4#", addJosa(noun, "로")):gsub("#Source5#", addJosa(noun, "다")):gsub("#Source6#", addJosa(noun, "과")):gsub("#Source7#", addJosa(noun, 7))
+	elseif type == "#source#" then
+		return str:gsub("#source#", noun):gsub("#source#", addJosa(noun, "가")):gsub("#source2#", addJosa(noun, "는")):gsub("#source3#", addJosa(noun, "를")):gsub("#source4#", addJosa(noun, "로")):gsub("#source5#", addJosa(noun, "다")):gsub("#source6#", addJosa(noun, "과")):gsub("#source7#", addJosa(noun, 7))
+	elseif type == "#Target#" then
+		return str:gsub("#Target#", noun):gsub("#Target1#", addJosa(noun, "가")):gsub("#Target2#", addJosa(noun, "는")):gsub("#Target3#", addJosa(noun, "를")):gsub("#Target4#", addJosa(noun, "로")):gsub("#Target5#", addJosa(noun, "다")):gsub("#Target6#", addJosa(noun, "과")):gsub("#Target7#", addJosa(noun, 7))
+	elseif type == "#target#" then
+		return str:gsub("#target#", noun):gsub("#target#", addJosa(noun, "가")):gsub("#target2#", addJosa(noun, "는")):gsub("#target3#", addJosa(noun, "를")):gsub("#target4#", addJosa(noun, "로")):gsub("#target5#", addJosa(noun, "다")):gsub("#target6#", addJosa(noun, "과")):gsub("#target7#", addJosa(noun, 7))
+	elseif type == "@Target@" then
+		return str:gsub("@Target@", noun):gsub("@Target@", addJosa(noun, "가")):gsub("@Target2@", addJosa(noun, "는")):gsub("@Target3@", addJosa(noun, "를")):gsub("@Target4@", addJosa(noun, "로")):gsub("@Target5@", addJosa(noun, "다")):gsub("@Target6@", addJosa(noun, "과")):gsub("@Target7@", addJosa(noun, 7))
+	elseif type == "@target@" then
+		return str:gsub("@target@", noun):gsub("@target@", addJosa(noun, "가")):gsub("@target2@", addJosa(noun, "는")):gsub("@target3@", addJosa(noun, "를")):gsub("@target4@", addJosa(noun, "로")):gsub("@target5@", addJosa(noun, "다")):gsub("@target6@", addJosa(noun, "과")):gsub("@target7@", addJosa(noun, 7))
+	elseif str == "@playername@" then
+		return str:gsub("@playername@", noun):gsub("@playername@", addJosa(noun, "가")):gsub("@playername2@", addJosa(noun, "는")):gsub("@playername3@", addJosa(noun, "를")):gsub("@playername4@", addJosa(noun, "로")):gsub("@playername5@", addJosa(noun, "다")):gsub("@playername6@", addJosa(noun, "과")):gsub("@playername7@", addJosa(noun, 7))
+	elseif type == "@npcname@" then
+		return str:gsub("@npcname@", noun):gsub("@npcname@", addJosa(noun, "가")):gsub("@npcname2@", addJosa(noun, "는")):gsub("@npcname3@", addJosa(noun, "를")):gsub("@npcname4@", addJosa(noun, "로")):gsub("@npcname5@", addJosa(noun, "다")):gsub("@npcname6@", addJosa(noun, "과")):gsub("@npcname7@", addJosa(noun, 7))
+	else
+		return str:gsub(type, noun)
+	end
+end)
+
+setFlag("tformat_special", function(s, locales_args, special, ...)
+	local args
+	if locales_args then
+		local sargs = {...}
+		args = {}
+		for sidx, didx in pairs(locales_args) do
+			args[sidx] = sargs[didx]
+		end
+	else
+		args = {...}
+	end
+	s = _t(s)
+	for k, v in pairs(special) do
+		args[k] = addJosa(args[k], v)
+	end
+	return s:format(unpack(args))
+end)
+
+------------------------------------------------
+section "always_merge"
+
+t([[Today is the %s %s of the %s year of the Age of Ascendancy of Maj'Eyal.
+The time is %02d:%02d.]], [[오늘은 주도의 시대를 맞은 마즈'에이알 %s 년 %s %s 일 입니다.
+현재 시간은 %02d 시 %02d 분입니다.]], nil)
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/actions.lua"
+
+t("Go to next/previous level", "다음/이전 단계로 이동", "_t")
+t("Levelup window", "레벨업 창", "_t")
+t("Use talents", "기술 발동", "_t")
+t("Show quests", "임무 보이기", "_t")
+t("Rest for a while", "휴식하기", "_t")
+t("Save game", "게임 저장", "_t")
+t("Quit game", "게임 종료", "_t")
+t("Tactical display on/off", "전술정보 표시 전환", "_t")
+t("Look around", "둘러보기", "_t")
+t("Center the view on the player", "플레이어를 화면 중앙에 보이기", "_t")
+t("Toggle minimap", "미니맵 켜기/끄기", "_t")
+t("Show game calendar", "게임 내 달력 보이기", "_t")
+t("Show character sheet", "캐릭터 시트 보이기", "_t")
+t("Switch graphical modes", "그래픽 모드 전환", "_t")
+t("Accept action", "확인 키", "_t")
+t("Exit menu", "메뉴에서 나가기", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/chat.lua"
+
+t("Talk to people", "사람들과 대화하기", "_t")
+t("Display chat log", "대화 기록 표시하기", "_t")
+t("Cycle chat channels", "대화 채널 변경", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/debug.lua"
+
+t("Show Lua console", "Lua 콘솔 보기", "_t")
+t("Debug Mode", "디버그 모드", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/hotkeys.lua"
+
+t("Hotkey 1", "단축키 1", "_t")
+t("Hotkey 2", "단축키 2", "_t")
+t("Hotkey 3", "단축키 3", "_t")
+t("Hotkey 4", "단축키 4", "_t")
+t("Hotkey 5", "단축키 5", "_t")
+t("Hotkey 6", "단축키 6", "_t")
+t("Hotkey 7", "단축키 7", "_t")
+t("Hotkey 8", "단축키 8", "_t")
+t("Hotkey 9", "단축키 9", "_t")
+t("Hotkey 10", "단축키 10", "_t")
+t("Hotkey 11", "단축키 11", "_t")
+t("Hotkey 12", "단축키 12", "_t")
+t("Secondary Hotkey 1", "두번째 단축키 1", "_t")
+t("Secondary Hotkey 2", "두번째 단축키 2", "_t")
+t("Secondary Hotkey 3", "두번째 단축키 3", "_t")
+t("Secondary Hotkey 4", "두번째 단축키 4", "_t")
+t("Secondary Hotkey 5", "두번째 단축키 5", "_t")
+t("Secondary Hotkey 6", "두번째 단축키 6", "_t")
+t("Secondary Hotkey 7", "두번째 단축키 7", "_t")
+t("Secondary Hotkey 8", "두번째 단축키 8", "_t")
+t("Secondary Hotkey 9", "두번째 단축키 9", "_t")
+t("Secondary Hotkey 10", "두번째 단축키 10", "_t")
+t("Secondary Hotkey 11", "두번째 단축키 11", "_t")
+t("Secondary Hotkey 12", "두번째 단축키 12", "_t")
+t("Third Hotkey 1", "세번째 단축키 1", "_t")
+t("Third Hotkey 2", "세번째 단축키 2", "_t")
+t("Third Hotkey 3", "세번째 단축키 3", "_t")
+t("Third Hotkey 4", "세번째 단축키 4", "_t")
+t("Third Hotkey 5", "세번째 단축키 5", "_t")
+t("Third Hotkey 6", "세번째 단축키 6", "_t")
+t("Third Hotkey 7", "세번째 단축키 7", "_t")
+t("Third Hotkey 8", "세번째 단축키 8", "_t")
+t("Third Hotkey 9", "세번째 단축키 9", "_t")
+t("Third Hotkey 10", "세번째 단축키 10", "_t")
+t("Third Hotkey 11", "세번째 단축키 11", "_t")
+t("Third Hotkey 12", "세번째 단축키 12", "_t")
+t("Fourth Hotkey 1", "네번째 단축키 1", "_t")
+t("Fourth Hotkey 2", "네번째 단축키 2", "_t")
+t("Fourth Hotkey 3", "네번째 단축키 3", "_t")
+t("Fourth Hotkey 4", "네번째 단축키 4", "_t")
+t("Fourth Hotkey 5", "네번째 단축키 5", "_t")
+t("Fourth Hotkey 6", "네번째 단축키 6", "_t")
+t("Fourth Hotkey 7", "네번째 단축키 7", "_t")
+t("Fourth Hotkey 8", "네번째 단축키 8", "_t")
+t("Fourth Hotkey 9", "네번째 단축키 9", "_t")
+t("Fourth Hotkey 10", "네번째 단축키 10", "_t")
+t("Fourth Hotkey 11", "네번째 단축키 11", "_t")
+t("Fourth Hotkey 12", "네번째 단축키 12", "_t")
+t("Fifth Hotkey 1", "다섯번째 단축키 1", "_t")
+t("Fifth Hotkey 2", "다섯번째 단축키 2", "_t")
+t("Fifth Hotkey 3", "다섯번째 단축키 3", "_t")
+t("Fifth Hotkey 4", "다섯번째 단축키 4", "_t")
+t("Fifth Hotkey 5", "다섯번째 단축키 5", "_t")
+t("Fifth Hotkey 6", "다섯번째 단축키 6", "_t")
+t("Fifth Hotkey 7", "다섯번째 단축키 7", "_t")
+t("Fifth Hotkey 8", "다섯번째 단축키 8", "_t")
+t("Fifth Hotkey 9", "다섯번째 단축키 9", "_t")
+t("Fifth Hotkey 10", "다섯번째 단축키 10", "_t")
+t("Fifth Hotkey 11", "다섯번째 단축키 11", "_t")
+t("Fifth Hotkey 12", "다섯번째 단축키 12", "_t")
+t("Previous Hotkey Page", "이전 단축키 페이지", "_t")
+t("Next Hotkey Page", "다음 단축키 페이지", "_t")
+t("Quick switch to Hotkey Page 2", "2번 단축키 페이지로 빠른 전환", "_t")
+t("Quick switch to Hotkey Page 3", "3번 단축키 페이지로 빠른 전환", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/interface.lua"
+
+t("Toggle list of seen creatures", "확인된 생명체 목록 전환", "_t")
+t("Show message log", "메시지 로그 보기", "_t")
+t("Take a screenshot", "화면 촬영", "_t")
+t("Show map", "지도 보이기", "_t")
+t("Scroll map mode", "화면 이동 모드", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/inventory.lua"
+
+t("Show inventory", "소지품 보기", "_t")
+t("Show equipment", "장비품 보기", "_t")
+t("Pickup items", "물건 줍기", "_t")
+t("Drop items", "물건 버리기", "_t")
+t("Wield/wear items", "장비 착용하기", "_t")
+t("Takeoff items", "장비 탈착하기", "_t")
+t("Use items", "물건 사용하기", "_t")
+t("Quick switch weapons set", "무기 세트 빠른 전환", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/move.lua"
+
+t("Move left", "왼쪽으로 이동", "_t")
+t("Move right", "오른쪽으로 이동", "_t")
+t("Move up", "위로 이동", "_t")
+t("Move down", "아래로 이동", "_t")
+t("Move diagonally left and up", "좌상단으로 대각 이동", "_t")
+t("Move diagonally right and up", "우상단으로 대각 이동", "_t")
+t("Move diagonally left and down", "좌하단으로 대각 이동", "_t")
+t("Move diagonally right and down", "좌상단으로 대각 이동", "_t")
+t("Stay for a turn", "한턴 대기", "_t")
+t("Run", "달리기", "_t")
+t("Run left", "왼쪽으로 달리기", "_t")
+t("Run right", "오른쪽으로 달리기", "_t")
+t("Run up", "위로 달리기", "_t")
+t("Run down", "아래로 달리기", "_t")
+t("Run diagonally left and up", "좌상단으로 대각 달리기", "_t")
+t("Run diagonally right and up", "우상단으로 대각 달리기", "_t")
+t("Run diagonally left and down", "좌하단으로 대각 달리기", "_t")
+t("Run diagonally right and down", "좌상단으로 대각 달리기", "_t")
+t("Auto-explore", "자동 탐색", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/data/keybinds/mtxn.lua"
+
+t("List purchasable", "구매 가능 목록 보기", "_t")
+t("Use purchased", "구매한 품목 확인하기", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ActorsSeenDisplay.lua"
+
+t("%s (%d)#WHITE#; distance [%s]", "%s (%d)#WHITE#; 거리 [%s]", "tformat")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Birther.lua"
+
+t("Enter your character's name", "캐릭터 이름을 입력해주세요", "_t")
+t("Name", "이름", "_t")
+t("Character Creation: %s", "캐릭터 생성: %s", "tformat")
+t([[Keyboard: #00FF00#up key/down key#FFFFFF# to select an option; #00FF00#Enter#FFFFFF# to accept; #00FF00#Backspace#FFFFFF# to go back.
+Mouse: #00FF00#Left click#FFFFFF# to accept; #00FF00#right click#FFFFFF# to go back.
+]], [[키보드: #00FF00#위/아래 방향키#FFFFFF# 로 설정을 변경; #00FF00#엔터키#FFFFFF# 로 확인; #00FF00#백스페이스키#FFFFFF# 로 돌아가기.
+마우스: #00FF00#좌클릭#FFFFFF# 으로 확인; #00FF00#우클릭#FFFFFF# 으로 돌아가기.
+]], "_t")
+t("Random", "무작위", "_t")
+t("Do you want to recreate the same character?", "같은 캐릭터를 재생성하시겠습니까?", "_t")
+t("Quick Birth", "빠른 탄생", "_t")
+t("New character", "새로운 캐릭터", "_t")
+t("Recreate", "재생성", "_t")
+t("Randomly selected %s.", "무작위로 선택하기 %s.", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/DebugConsole.lua"
+
+t("Lua Console", "Lua 콘솔", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Dialog.lua"
+
+t("Yes", "네", "_t")
+t("No", "아니요", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Game.lua"
+
+t([[Screenshot should appear in your Steam client's #LIGHT_GREEN#Screenshots Library#LAST#.
+Also available on disk: %s]], [[스크린샷이 스팀 클라이언트의 #LIGHT_GREEN#스크린샷 라이브러리#LAST#에 저장되었습니다.
+저장 경로: %s]], "tformat")
+t("File: %s", "파일: %s", "tformat")
+t("Screenshot taken!", "스크린샷 촬영됨!", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/HotkeysDisplay.lua"
+
+t("Missing!", "찾을 수 없음!", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/HotkeysIconsDisplay.lua"
+
+t("Missing!", "찾을 수 없음!", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/I18N.lua"
+
+t("Testing arg one %d and two %d", "인자 테스트 1번째 %d 와 2번째 %d", "tformat")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Key.lua"
+
+t("#LIGHT_RED#Keyboard input temporarily disabled.", "#LIGHT_RED#키보드 입력 임시 비활성화.", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/LogDisplay.lua"
+
+t("Message Log", "메시지 로그", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/MicroTxn.lua"
+
+t("Test", "테스트", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Module.lua"
+
+t("#LIGHT_RED#Online profile disabled(switching to offline profile) due to %s.", "#LIGHT_RED#%s 발생하여 온라인 프로필 비활성화(오프라인 프로필로 교체됨)", "log", nil, {"이"})
+
+
+------------------------------------------------
+section "game/engines/default/engine/Mouse.lua"
+
+t("#LIGHT_RED#Mouse input temporarily disabled.", "#LIGHT_RED#마우스 입력 임시 비활성화", "log")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Object.lua"
+
+t("Requires:", "요구사항:", "_t")
+t("%s (level %d)", "%s (%d 레벨)", "tformat")
+t("Level %d", "%d 레벨", "tformat")
+t("Talent %s (level %d)", "기술 %s (%d 레벨)", "tformat")
+t("Talent %s", "기술 %s", "tformat")
+
+
+------------------------------------------------
+section "game/engines/default/engine/PlayerProfile.lua"
+
+t("#YELLOW#Connection to online server established.", "#YELLOW#온라인 서버에 연결됨.", "log")
+t("#YELLOW#Connection to online server lost, trying to reconnect.", "#YELLOW#온라인 서버 연결이 끊김. 재접속 시도 중.", "log")
+t("bad game version", "게임 버전이 잘못됨", "_t")
+t("nothing to update", "업데이트가 존재하지 않음", "_t")
+t("bad game addon version", "애드온 버전이 잘못됨", "_t")
+t("no online profile active", "활성화된 온라인 프로필 없음", "_t")
+t("cheat mode active", "치트 모드 활성화", "_t")
+t("savefile tainted", "세이브 파일이 오염됨", "_t")
+t("unknown error", "알 수 없는 오류", "_t")
+t("Character is being registered on https://te4.org/", "캐릭터는 https://te4.org/ 에 등록됩니다.", "_t")
+t("Registering character", "캐릭터 등록 중", "_t")
+t("Retrieving data from the server", "서버에서 데이터를 받아오는 중", "_t")
+t("Retrieving...", "데이터를 받아오는 중...", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Quest.lua"
+
+t("active", "활성", "_t")
+t("completed", "완료", "_t")
+t("done", "성공", "_t")
+t("failed", "실패", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Savefile.lua"
+
+t("Please wait while saving the world...", "월드를 저장 중 입니다...", "_t")
+t("Saving world", "월드 저장 중", "_t")
+t("Please wait while saving the game...", "게임을 저장 중 입니다...", "_t")
+t("Saving game", "게임 저장 중", "_t")
+t("Please wait while saving the zone...", "지역을 저장 중 입니다...", "_t")
+t("Saving zone", "지역 저장 중", "_t")
+t("Please wait while saving the level...", "현재 층을 저장 중 입니다...", "_t")
+t("Saving level", "현재 층 저장 중", "_t")
+t("Please wait while saving the entity...", "엔티티를 저장 중 입니다...", "_t")
+t("Saving entity", "엔티티 저장 중", "_t")
+t("Loading world", "월드 불러오는 중", "_t")
+t("Please wait while loading the world...", "월드를 불러오는 중 입니다...", "_t")
+t("Loading game", "게임 불러오는 중", "_t")
+t("Please wait while loading the game...", "게임을 불러오는 중 입니다...", "_t")
+t("Loading zone", "지역 불러오는 중", "_t")
+t("Please wait while loading the zone...", "지역를 불러오는 중 입니다...", "_t")
+t("Loading level", "현재 층 불러오는 중", "_t")
+t("Please wait while loading the level...", "현재 층을 불러오는 중 입니다...", "_t")
+t("Loading entity", "엔티티 불러오는 중", "_t")
+t("Please wait while loading the entity...", "엔티티를 불러오는 중 입니다...", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/SavefilePipe.lua"
+
+t("Saving done.", "저장 완료.", "log")
+t("Please wait while saving...", "저장하는 동안 잠시 기다려주세요...", "_t")
+t("Saving...", "저장 중...", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Store.lua"
+
+t("Store: %s", "상점: %s", "tformat")
+t("Buy %d %s", "%d %s 구입", "tformat")
+t("Buy", "구입", "_t")
+t("Sell %d %s", "%d %s 판매", "tformat")
+t("Cancel", "취소", "_t")
+t("Sell", "판매", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Trap.lua"
+
+t("%s fails to disarm a trap (%s).", "%s %s 함정을 해제하는데 실패함.", "logSeen")
+t("%s disarms a trap (%s).", "%s %s 함정을 해제하는데 성공함.", "logSeen")
+t("%s triggers a trap (%s)!", "%s %s 함정이 발동됨!", "logSeen")
+
+
+------------------------------------------------
+section "game/engines/default/engine/UserChat.lua"
+
+t("Ignoring all new messages from %s.", "%s 로부터의 모든 메시지를 무시합니다.", "log")
+t([[#{bold}#Thank you#{normal}# for you donation, your support means a lot for the continued survival of this game.
+
+Your current donation total is #LIGHT_GREEN#%0.2f euro#WHITE# which equals to #ROYAL_BLUE#%d voratun coins#WHITE# to use on te4.org.
+Your Item Vault has #TEAL#%d slots#WHITE#.
+
+Again, thank you, and enjoy Eyal!
+
+#{italic}#Your malevolent local god of darkness, #GOLD#DarkGod#{normal}#]], [[기부를 해주셔서 정말 #{bold}#감사합니다.#{normal}# 여러분의 후원은 이 게임이 계속 살아남는데에 큰 도움이 됩니다.
+
+당신의 후원액 총합은 #LIGHT_GREEN#%0.2f 유로#WHITE#이며 #ROYAL_BLUE#%d 보라툰 코인#WHITE#으로 te4.org 에서 사용이 가능합니다.
+당신의 아이템 금고는 총 #TEAL#%d 칸#WHITE#입니다.
+
+다시 한번 감사드리며, 에이얄을 즐겨주세요!!
+
+#{italic}#당신만의 악랄한 어둠의 신, darkgod#GOLD#DarkGod#{normal}#]], "tformat")
+t("Thank you!", "감사합니다!", "_t")
+t("#{italic}#Joined channel#{normal}#", "#{italic}# 채널에 참가.#{normal}#", "_t")
+t("#{italic}#Left channel#{normal}#", "#{italic}# 채널에서 떠남.#{normal}#", "_t")
+t("#{italic}##FIREBRICK#has joined the channel#{normal}#", "#{italic}##FIREBRICK# 채널에 참가했습니다#{normal}#", "_t")
+t("#{italic}##FIREBRICK#has left the channel#{normal}#", "#{italic}##FIREBRICK# 채널을 떠났습니다#{normal}#", "_t")
+t("#CRIMSON#You are not subscribed to any channel, you can change that in the game options.#LAST#", "#CRIMSON#현재 아무런 채널에도 참가되어있지 않습니다. 게임 설정을 확인해주세요.#LAST#", "log")
+t("Error", "오류", "_t")
+t("The server does not know about this player.", "서버에서 해당 유저를 찾을 수 없습니다.", "_t")
+t("Requesting user info...", "유저 정보 요청 중...", "_t")
+t("Requesting...", "요청 중...", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/Zone.lua"
+
+t("Loading level", "현재 층 불러오는 중", "_t")
+t("Please wait while loading the level... ", "현재 층을 불러오는 중 입니다... ", "_t")
+t("Generating level", "현재 층 생성 중", "_t")
+t("Please wait while generating the level... ", "현재 층을 생성 중 입니다... ", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ai/talented.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/AudioOptions.lua"
+
+t("Audio Options", "오디오 설정", "_t")
+t("Enable audio", "오디오 활성화", "_t")
+t("Music: ", "음악: ", "_t")
+t("Effects: ", "효과음: ", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatChannels.lua"
+
+t("Chat channels", "대화 채널", "_t")
+t("Global", "전세계", "_t")
+t(" [spoilers]", " [스포일러]", "_t")
+t("Select which channels to listen to. You can join new channels by typing '/join <channelname>' in the talkbox and leave channels by typing '/part <channelname>'", "대화를 들을 채널을 선택합니다. 새로운 채널에 참가하려면 '/join <채널명>' 을, 채널에서 나가려면 '/part <channelname>' 을 대화창에 입력해주세요.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatFilter.lua"
+
+t("Chat filters", "대화 필터", "_t")
+t("Public chat", "공개 대화", "_t")
+t("Private whispers", "귓속말", "_t")
+t("Join/part messages", "메시지 참가/퇴장", "_t")
+t("First time achievements (recommended to keep them on)", "최초 달성 도전과제 (항상 켜두는 것을 추천)", "_t")
+t("Important achievements (recommended to keep them on)", "중요한 도전과제 (항상 켜두는 것을 추천)", "_t")
+t("Other achievements", "기타 도전과제", "_t")
+t("Select which types of chat events to see or not.", "확인할 메시지를 선택하세요.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ChatIgnores.lua"
+
+t("Chat ignore list", "무시할 대화 목록", "_t")
+t("Really stop ignoring: %s", "정말로 %s 의 대화 무시를 해제하시겠습니까?", "tformat")
+t("Stop ignoring", "대화 무시 해제", "_t")
+t("Click a user to stop ignoring her/his messages.", "유저명을 클릭 시 대화 무시를 해제합니다.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/DisplayResolution.lua"
+
+t("Switch Resolution", "해상도 전환", "_t")
+t("Fullscreen", "전체 화면", "_t")
+t("Borderless", "전체 창 모드", "_t")
+t("Windowed", "창 모드", "_t")
+t("Engine Restart Required", "엔진 재시작 필요", "_t")
+t(" (progress will be saved)", " (작업 저장 중)", "_t")
+t("Continue? %s", "%s 계속하시겠습니까?", "tformat", nil, {"를"})
+t("Reset Window Position?", "창 위치를 초기화하시겠습니까?", "_t")
+t("Simply restart or restart+reset window position?", "게임 재시작 혹은 창 위치 초기화 후 재시작하시겠습니까?", "_t")
+t("Restart", "재시작", "_t")
+t("Restart with reset", "창 위치 초기화 후 재시작", "_t")
+t("No", "아니요", "_t")
+t("Yes", "네", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/Downloader.lua"
+
+t("Download: %s", "다운로드: %s", "tformat")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GameMenu.lua"
+
+t("Game Menu", "게임 메뉴", "_t")
+t("Resume", "돌아가기", "_t")
+t("Key Bindings", "키 설정", "_t")
+t("Video Options", "화면 설정", "_t")
+t("Display Resolution", "표시 해상도", "_t")
+t("Show Achievements", "도전과제 확인", "_t")
+t("Audio Options", "오디오 설정", "_t")
+t("#GREY#Developer Mode", "#GREY#개발자 모드", "_t")
+t("Disable developer mode?", "개발자 모드를 비활성화하시겠습니까?", "_t")
+t("Developer Mode", "개발자 모드", "_t")
+t([[Enable developer mode?
+Developer Mode is a special game mode used to debug and create addons.
+Using it will #CRIMSON#invalidate#LAST# any savefiles loaded.
+When activated you will have access to special commands:
+- CTRL+L: bring up a lua console that lets you explore and alter all the game objects, enter arbitrary lua commands, ...
+- CTRL+A: bring up a menu to easily do many tasks (create NPCs, teleport to zones, ...)
+- CTRL+left click: teleport to the clicked location
+]], [[개발자 모드를 활성화하시겠습니까?
+개발자 모드는 디버그 및 애드온 제작에 사용되는 특별한 게임 모드입니다..
+개발자 모드에서 사용한 모든 세이브 파일은 더 이상 #CRIMSON#유효하지 않습니다.#LAST#.
+활성화 된 동안 특별한 명령어에 접근할 수 있습니다:
+- CTRL+L: 명령어를 입력할 수 있는 lua 콘솔을 불러옵니다. (직접적인 게임 내부 접근)
+- CTRL+A: 쉽게 많은 일을 할 수 있는 메뉴를 불러옵니다. (NPC 생성, 텔레포트 등)
+- CTRL+좌 클릭: 클릭한 장소로 텔레포트합니다.
+]], "_t")
+t("No", "아니요", "_t")
+t("Yes", "네", "_t")
+t("Save Game", "게임 저장", "_t")
+t("Main Menu", "메인 메뉴", "_t")
+t("Exit Game", "게임 종료", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetQuantity.lua"
+
+t("Quantity", "수량", "_t")
+t("Accept", "수락", "_t")
+t("Cancel", "취소", "_t")
+t("Enter a quantity.", "수량 입력.", "_t")
+t("Error", "오류", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetQuantitySlider.lua"
+
+t("Quantity", "수량", "_t")
+t("Accept", "수락", "_t")
+t("Cancel", "취소", "_t")
+t("Enter a quantity.", "수량 입력.", "_t")
+t("Error", "오류", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/GetText.lua"
+
+t("Accept", "수락", "_t")
+t("Cancel", "취소", "_t")
+t("Error", "오류", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/KeyBinder.lua"
+
+t("Key bindings", "입력키 설정", "_t")
+t("      Press a key (escape to cancel, backspace to remove) for: %s", "      키 입력 (ESC로 취소, 백스페이스로 설정 해제) : %s", "tformat")
+t("Bind alternate key", "보조 키 설정", "_t")
+t("Bind key", "키 설정", "_t")
+t("Make gesture (using right mouse button) or type it (or escape) for: %s", "마우스 제스쳐 (우클릭 후 드래그) 혹은 방향 입력 (혹은 ESC) : %s", "tformat")
+t("Gesture", "제스쳐", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/LanguageSelect.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowAchievements.lua"
+
+t("Achievements(%s/%s)", "도전과제(%s/%s)", "tformat")
+t("Achievement", "도전과제", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowEquipInven.lua"
+
+t("Inventory", "소지품", "_t")
+t("Equipment", "장비", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowEquipment.lua"
+
+t("Equipment", "장비", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowErrorStack.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowInventory.lua"
+
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowPickupFloor.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowQuests.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowStore.lua"
+
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ShowText.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/SteamOptions.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/Talkbox.lua"
+
+t("Accept", "수락", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/UseTalents.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/UserInfo.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/VideoOptions.lua"
+
+t("Video Options", "화면 설정", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/ViewHighScores.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/MTXMain.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/ShowPurchasable.lua"
+
+t("Name", "이름", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/dialogs/microtxn/UsePurchased.lua"
+
+t("Name", "이름", "_t")
+t("#LIGHT_GREEN#Installed", "#LIGHT_GREEN#설치됨", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorInventory.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorLife.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ActorTalents.lua"
+
+t("Cancel", "취소", "_t")
+t("Continue", "계속하기", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/GameTargeting.lua"
+
+t("No", "아니요", "_t")
+t("Yes", "네", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/ObjectActivable.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerExplore.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerHotkeys.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerMouse.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerRest.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/PlayerRun.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/interface/WorldAchievements.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Dialog.lua"
+
+t("Yes", "네", "_t")
+t("No", "아니요", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Gestures.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/Inventory.lua"
+
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/ui/WebView.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/engine/utils.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/class/Game.lua"
+
+t("Continue", "계속하기", "_t")
+t("Quit", "출구", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/class/Player.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/birth/descriptors.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/damage_types.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/basic.lua"
+
+t("door", "문", "entity name")
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/forest.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/underground.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/grids/water.lua"
+
+t("floor", "바닥", "entity type")
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/canine.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/general/npcs/troll.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/talents.lua"
+
+t("Flame", "불꽃", "talent name")
+t("Fireflash", "불꽃섬광", "talent name")
+t("Lightning", "번개", "talent name")
+t("Flameshock", "불꽃충격", "talent name")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/timed_effects.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/data/zones/dungeon/zone.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Addons.lua"
+
+t("Show incompatible", "호환되지 않는 버전 보이기", "_t")
+t("Game Module", "게임 모듈", "_t")
+t("Version", "버전", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Credits.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/FirstRun.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/LoadGame.lua"
+
+t("Load Game", "게임 불러오기", "_t")
+t("Developer Mode", "개발자 모드", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/MainMenu.lua"
+
+t("Main Menu", "메인 메뉴", "_t")
+t("New Game", "새 게임", "_t")
+t("Load Game", "게임 불러오기", "_t")
+t("Addons", "애드온", "_t")
+t("Options", "설정", "_t")
+t("Game Options", "게임 설정", "_t")
+t("Credits", "개발진들", "_t")
+t("Exit", "나가기", "_t")
+t("Reboot", "재시작", "_t")
+t("Disable animated background", "움직이는 배경화면 비활성화", "_t")
+t("#LIGHT_GREEN#Installed", "#LIGHT_GREEN#설치됨", "_t")
+t("#YELLOW#Not installed - Click to download / purchase", "#YELLOW#설치되지 않음 - 클릭 시 다운로드 / 구매", "_t")
+t("Login", "로그인", "_t")
+t("Register", "가입", "_t")
+t("Username: ", "유저명: ", "_t")
+t("Password: ", "비밀번호: ", "_t")
+t("#GOLD#Online Profile", "#GOLD#온라인 프로필", "_t")
+t("Login with Steam", "스팀으로 로그인", "_t")
+t("#GOLD#Online Profile#WHITE#", "#GOLD#온라인 프로필#WHITE#", "_t")
+t("#LIGHT_BLUE##{underline}#Logout", "#LIGHT_BLUE##{underline}#로그아웃", "_t")
+t("Username", "유저명", "_t")
+t("Your username is too short", "유저명이 너무 짧습니다.", "_t")
+t("Password", "비밀번호", "_t")
+t("Your password is too short", "비밀번호가 너무 짧습니다.", "_t")
+t("Login in your account, please wait...", "로그인 중 입니다. 잠시만 기다려주세요...", "_t")
+t("Login...", "로그인 중...", "_t")
+t("Steam client not found.", "Steam 클라이언트를 찾을 수 없습니다.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/NewGame.lua"
+
+t("New Game", "새 게임", "_t")
+t("Show all versions", "모든 버전 보이기", "_t")
+t("Show incompatible", "호환되지 않는 버전 보이기", "_t")
+t("Game Module", "게임 모듈", "_t")
+t("Version", "버전", "_t")
+t("Enter your character's name", "캐릭터 이름을 입력해주세요", "_t")
+t("Overwrite character?", "캐릭터를 덮어씌우시겠습니까?", "_t")
+t("There is already a character with this name, do you want to overwrite it?", "이미 존재하는 캐릭터 명입니다만, 덮어씌우시겠습니까?", "_t")
+t("No", "아니요", "_t")
+t("Yes", "네", "_t")
+t("This game is not compatible with your version of T-Engine, you can still try it but it might break.", "이 게임은 현재 T-Engint 버전과 호환되지 않으므로, 실행 시 심각한 오류를 발생시킬 수 있습니다.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/Profile.lua"
+
+t("Player Profile", "플레이어 프로필", "_t")
+t("Logout", "로그아웃", "_t")
+t("Do you want to log out?", "정말 로그아웃하시겠습니까?", "_t")
+t("You are logged in", "로그인 됨", "_t")
+t("Cancel", "취소", "_t")
+t("Log out", "로그아웃", "_t")
+t("Login", "로그인", "_t")
+t("Create Account", "계정 생성", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ProfileLogin.lua"
+
+t("Login", "로그인", "_t")
+t("Username: ", "유저명: ", "_t")
+t("Password: ", "비밀번호: ", "_t")
+t("Cancel", "취소", "_t")
+t("Username", "유저명", "_t")
+t("Your username is too short", "유저명이 너무 짧습니다.", "_t")
+t("Password", "비밀번호", "_t")
+t("Your password is too short", "비밀번호가 너무 짧습니다.", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ProfileSteamRegister.lua"
+
+t("Username: ", "유저명: ", "_t")
+t("Register", "가입", "_t")
+t("Cancel", "취소", "_t")
+t("Username", "유저명", "_t")
+t("Your username is too short", "유저명이 너무 짧습니다.", "_t")
+t("Steam client not found.", "Steam 클라이언트를 찾을 수 없습니다.", "_t")
+t("Error", "오류", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/UpdateAll.lua"
+
+t("Version", "버전", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/dialogs/ViewHighScores.lua"
+
+t("Game Module", "게임 모듈", "_t")
+t("Version", "버전", "_t")
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/init.lua"
+
+
+
+------------------------------------------------
+section "game/engines/default/modules/boot/load.lua"
+
+t("Strength", "힘", "stat name")
+t("Dexterity", "민첩", "stat name")
+t("Constitution", "체격", "stat name")
+
+
diff --git a/game/engines/default/data/locales/engine/zh_hans.lua b/game/engines/default/data/locales/engine/zh_hans.lua
index abb45234cc73e7533394ebbff323630c2e5e2e52..72c31b7af152f0f5f35394c094b2f8ad68dfcb6d 100644
--- a/game/engines/default/data/locales/engine/zh_hans.lua
+++ b/game/engines/default/data/locales/engine/zh_hans.lua
@@ -1,4 +1,8 @@
-locale "zh_hans"-- COPY
forceFontPackage("chinese")
setFlag("break_text_all_character", true)
+locale "zh_hans"
+-- COPY
+forceFontPackage("chinese")
+setFlag("break_text_all_character", true)
+
 ------------------------------------------------
 section "always_merge"
 
@@ -270,6 +274,11 @@ t("Run diagonally right and up", "向右上方奔跑", "_t")
 t("Run diagonally left and down", "向左下方奔跑", "_t")
 t("Run diagonally right and down", "向右下方奔跑", "_t")
 t("Auto-explore", "自动探索", "_t")
+t("Move left (WASD directions)", "向左移动 (WASD 方向键)", "_t")
+t("Move right (WASD directions)", "向右移动 (WASD 方向键)", "_t")
+t("Move up (WASD directions)", "向上移动 (WASD 方向键)", "_t")
+t("movement", "移动", "_t")
+t("Move down (WASD directions)", "向下移动 (WASD 方向键)", "_t")
 
 
 ------------------------------------------------
@@ -578,6 +587,7 @@ section "game/engines/default/engine/dialogs/GameMenu.lua"
 
 t("Game Menu", "游戏目录", "_t")
 t("Resume", "暂停游戏", "_t")
+t("Language", "语言", "_t")
 t("Key Bindings", "按键绑定", "_t")
 t("Video Options", "图像设置", "_t")
 t("Display Resolution", "显示分辨率", "_t")
@@ -651,6 +661,7 @@ t("Gesture", "鼠标手势", "_t")
 ------------------------------------------------
 section "game/engines/default/engine/dialogs/LanguageSelect.lua"
 
+t("Language Selection", "语言选择", "_t")
 
 
 ------------------------------------------------
diff --git a/game/engines/default/engine/Map.lua b/game/engines/default/engine/Map.lua
index e2debc27f6ba612cb395630329e4e586f4a43ae7..e90daeb47c0d2aa5a48d3dbb102e2d5d67a72a41 100644
--- a/game/engines/default/engine/Map.lua
+++ b/game/engines/default/engine/Map.lua
@@ -1310,6 +1310,19 @@ function _M:processEffects(update_shape_only)
 	end
 end
 
+function _M:removeEffect(e)
+	if e.particles then
+		for j, ps in ipairs(e.particles) do self:removeParticleEmitter(ps) end
+	end
+	if e.overlay then
+		self.z_effects[e.overlay.zdepth][e] = nil
+	end
+	for i, ee in ipairs(self.effects) do if ee == e then
+		table.remove(self.effects, i)
+		break
+	end end
+end
+
 --- Returns the first effect matching the given damage type, if any
 function _M:hasEffectType(x, y, type)
 	for i, e in ipairs(self.effects) do
diff --git a/game/engines/default/engine/interface/ActorTalents.lua b/game/engines/default/engine/interface/ActorTalents.lua
index 583a7202e6ea4cc236da329d1a3abab282a4efab..4cfebb6bccc0672cfa26929fc8f575a05b977eba 100644
--- a/game/engines/default/engine/interface/ActorTalents.lua
+++ b/game/engines/default/engine/interface/ActorTalents.lua
@@ -108,6 +108,7 @@ function _M:init(t)
 	self.talents_auto = self.talents_auto or {}
 	self.talents_confirm_use = self.talents_confirm_use or {}
 	self.talents_learn_vals = t.talents_learn_vals or {}
+	self.talents_add_levels = {}
 end
 
 --- Resolve leveling talents
@@ -876,10 +877,18 @@ function _M:knowTalent(id)
 	return (self:getTalentLevelRaw(id) > 0) and true or false
 end
 
+--- Called if a talent level is > 0
+function _M:alterTalentLevelRaw(t, lvl)
+	if self.talents_add_levels and self.talents_add_levels[id] then lvl = lvl + self.talents_add_levels[id] end
+	return lvl
+end
+
 --- Talent level, 0 if not known
 function _M:getTalentLevelRaw(id)
 	if type(id) == "table" then id = id.id end
-	return self.talents[id] or 0
+	local lvl = self.talents[id] or 0
+	if lvl > 0 and not self.disable_talents_add_levels then lvl = self:alterTalentLevelRaw(_M.talents_def[id], lvl) end
+	return lvl
 end
 
 --- Talent level, 0 if not known
diff --git a/game/engines/default/engine/interface/GameTargeting.lua b/game/engines/default/engine/interface/GameTargeting.lua
index 32694d59a803ff2f7f666557376fea59f8417322..e2899db82ee83209fa7c07ce0ca68f701ef60307 100644
--- a/game/engines/default/engine/interface/GameTargeting.lua
+++ b/game/engines/default/engine/interface/GameTargeting.lua
@@ -186,7 +186,9 @@ function _M:targetMode(v, msg, co, typ)
 			end
 			if do_scan then
 				local filter = nil
-				if not (type(typ) == "table" and typ.no_first_target_filter) then
+				if typ.custom_scan_filter then
+					filter = typ.custom_scan_filter
+				elseif not (type(typ) == "table" and typ.no_first_target_filter) then
 					if type(typ) == "table" and typ.first_target and typ.first_target == "friend" then
 						filter = function(a) return self.player:reactionToward(a) >= 0 end
 					else
diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua
index ae0b786e577a5af92f0aaf5cc17d2d4a6f2865c1..ef9465b819cb3f2f00b0ac8aaff0ddcf2333b601 100644
--- a/game/modules/tome/class/Actor.lua
+++ b/game/modules/tome/class/Actor.lua
@@ -2968,8 +2968,10 @@ function _M:onTakeHit(value, src, death_note)
 	end
 
 	local cb = {value=value}
-	if self:fireTalentCheck("callbackOnHit", cb, src, death_note) then
-		value = cb.value
+	if self:fireTalentCheck("callbackOnHit", cb, src, death_note) then value = cb.value end
+	if self.summoner then
+		cb = {value=value}
+		if self.summoner:fireTalentCheck("callbackOnSummonHit", cb, self, src, death_note) then value = cb.value end
 	end
 
 	local hd = {"Actor:takeHit", value=value, src=src, death_note=death_note}
@@ -3261,15 +3263,6 @@ function _M:die(src, death_note)
 		src.blood_frenzy = src.blood_frenzy + src:callTalent(src.T_BLOOD_FRENZY,"bonuspower")
 	end
 
-	-- Increases necrotic aura count
-	if src and src.resolveSource and src:resolveSource().isTalentActive and src:resolveSource():isTalentActive(src.T_NECROTIC_AURA) and not self.necrotic_minion and not self.no_necrotic_soul then
-		local rsrc = src:resolveSource()
-		local p = rsrc:isTalentActive(src.T_NECROTIC_AURA)
-		if self.x and self.y and src.x and src.y and core.fov.distance(self.x, self.y, rsrc.x, rsrc.y) <= rsrc.necrotic_aura_radius then
-			rsrc:callTalent(rsrc.T_NECROTIC_AURA, "absorbSoul", self)
-		end
-	end
-
 	-- handle hate changes on kill
 	if src and src.knowTalent and src:knowTalent(src.T_HATE_POOL) then
 		local t = src:getTalentFromId(src.T_HATE_POOL)
@@ -3441,6 +3434,7 @@ function _M:die(src, death_note)
 	if self.sound_die and (self.unique or rng.chance(5)) then game:playSoundNear(self, self.sound_die) end
 
 	if src and src.fireTalentCheck then src:fireTalentCheck("callbackOnKill", self, death_note) end
+	if src and src.summoner and src.summoner.fireTalentCheck then src.summoner:fireTalentCheck("callbackOnSummonKill", src, self, death_note) end
 
 	return true
 end
@@ -5064,12 +5058,14 @@ function _M:learnTalent(t_id, force, nb, extra)
 	end
 
 	-- Simulate calling the talent's close method if we were not learnt from the levelup dialog
+	local lvl = self:getTalentLevel(t_id)
+	local lvl_raw = self:getTalentLevelRaw(t_id)
 	if t.on_levelup_close and not self.is_dialog_talent_leveling then
-		local lvl = self:getTalentLevel(t_id)
-		local lvl_raw = self:getTalentLevelRaw(t_id)
 		t.on_levelup_close(self, t, lvl, old_lvl, lvl_raw, old_lvl_raw, false)
 	end
 
+	self:fireTalentCheck("callbackOnTalentChange", t_id, "learn", lvl_raw - old_lvl_raw)
+
 	return true
 end
 
@@ -5187,6 +5183,7 @@ function _M:unlearnTalent(t_id, nb, no_unsustain, extra)
 	nb = math.max(0, oldnb - (self.talents[t_id] or 0))
 
 	local t = _M.talents_def[t_id]
+	local old_lvl_raw = self:getTalentLevelRaw(t_id)
 
 	if not self:knowTalent(t_id) and (t.mode ~= "sustained" or t.passive_callbacks) then
 		self:unregisterCallbacks(t, t_id)
@@ -5242,6 +5239,9 @@ function _M:unlearnTalent(t_id, nb, no_unsustain, extra)
 		end
 	end
 
+	local lvl_raw = self:getTalentLevelRaw(t_id)
+	self:fireTalentCheck("callbackOnTalentChange", t_id, "unlearn", lvl_raw - old_lvl_raw)
+
 	return true
 end
 
@@ -5404,6 +5404,16 @@ function _M:incMana(mana)
 	return previous_incMana(self, mana)
 end
 
+-- Overwrite incMana for grim shadow
+local previous_incSoul = _M.incSoul
+function _M:incSoul(soul)
+	if soul > 0 and self:isTalentActive(self.T_GRIM_SHADOW) then
+		self:callTalent(self.T_GRIM_SHADOW, "onSoulGain", soul)
+	end
+
+	return previous_incSoul(self, soul)
+end
+
 -- Overwrite incParadox to set up threshold log messages
 local previous_incParadox = _M.incParadox
 
@@ -5915,6 +5925,7 @@ local sustainCallbackCheck = {
 	callbackOnTeleport = "talents_on_teleport",
 	callbackOnDealDamage = "talents_on_deal_damage",
 	callbackOnHit = "talents_on_hit",
+	callbackOnSummonHit = "talents_on_summon_hit",
 	callbackOnAct = "talents_on_act",
 	callbackOnActBase = "talents_on_act_base",
 	callbackOnActEnd = "talents_on_act_end",
@@ -5929,8 +5940,9 @@ local sustainCallbackCheck = {
 	callbackOnSummonDeath = "talents_on_summon_death",
 	callbackOnDie = "talents_on_die",
 	callbackOnKill = "talents_on_kill",
+	callbackOnSummonKill = "talents_on_summon_kill",
 	callbackOnCombatAttack = "talents_on_combat_attack",
-	callbackOMeleeAttackBonuses = "talents_on_melee_attack_bonus",
+	callbackOnMeleeAttackBonuses = "talents_on_melee_attack_bonus",
 	callbackOnMeleeAttack = "talents_on_melee_attack",
 	callbackOnMeleeHit = "talents_on_melee_hit",
 	callbackOnMeleeMiss = "talents_on_melee_miss",
@@ -5947,6 +5959,7 @@ local sustainCallbackCheck = {
 	callbackOnTakeoffTinker = "talents_on_takeoff_tinker",
 	callbackOnWear = "talents_on_wear",
 	callbackOnTakeoff = "talents_on_takeoff",
+	callbackOnTalentChange = "talents_on_talent_change",
 	callbackOnTalentPost = "talents_on_talent_post",
 	callbackOnTemporaryEffect = "talents_on_tmp",
 	callbackOnTemporaryEffectRemove = "talents_on_tmp_remove",
@@ -6771,6 +6784,15 @@ function _M:startTalentCooldown(t, v)
 	if t.cooldownStart then t.cooldownStart(self, t) end
 end
 
+--- Called if a talent level is > 0
+function _M:alterTalentLevelRaw(t, lvl)
+	if self.talents_add_levels and self.talents_add_levels[id] then lvl = lvl + self.talents_add_levels[id] end
+	if self:attr("spells_bonus_level") and t.is_spell then lvl = lvl + self:attr("spells_bonus_level") end
+	-- if self:attr("mind_bonus_level") and t.is_mind then lvl = lvl + self:attr("mind_bonus_level") end
+	-- if self:attr("nature_bonus_level") and t.is_nature then lvl = lvl + self:attr("nature_bonus_level") end
+	return lvl
+end
+
 --- Alter the remanining cooldown of a talent
 -- @param t the talent affect cooldown
 -- @param v the value to add/remove to the cooldown
diff --git a/game/modules/tome/class/Game.lua b/game/modules/tome/class/Game.lua
index 33edc9c9dd657ace7491902379a77c13378e5964..d6d8f443da1eadc84e28076bb5df1dcfb82016aa 100644
--- a/game/modules/tome/class/Game.lua
+++ b/game/modules/tome/class/Game.lua
@@ -229,6 +229,7 @@ function _M:newGame()
 			self.zone.object_list[#self.zone.object_list+1] = o
 		end
 
+		self.player.innate_player = true
 		if config.settings.cheat then self.player.__cheated = true end
 
 		if game.__mod_info then
@@ -2021,14 +2022,14 @@ function _M:setupCommands()
 			print("===============")
 		end end,
 		[{"_g","ctrl"}] = function() if config.settings.cheat then
+			game.player:takeHit(100, game.player)
+do return end
 			self:changeLevel(game.level.level + 1)
 do return end
 			local f, err = loadfile("/data/general/events/weird-pedestals.lua")
 			print(f, err)
 			setfenv(f, setmetatable({level=self.level, zone=self.zone}, {__index=_G}))
 			print(pcall(f))
-do return end
-			game.player:takeHit(100, game.player)
 do return end
 			package.loaded["mod.dialogs.shimmer.ShimmerDemo"] = nil
 			self:registerDialog(require("mod.dialogs.shimmer.ShimmerDemo").new(game.player, "iron throne couture: "))
@@ -2900,10 +2901,6 @@ unlocks_list = {
 	race_ogre = "Race: Ogre",
 
 	mage = "Class: Archmage",
-	mage_tempest = "Class tree: Storm",
-	mage_geomancer = "Class tree: Stone",
-	mage_pyromancer = "Class tree: Wildfire",
-	mage_cryomancer = "Class tree: Uttercold",
 	mage_necromancer = "Class: Necromancer",
 	cosmetic_class_alchemist_drolem = "Class feature: Alchemist's Drolem",
 
diff --git a/game/modules/tome/class/interface/Combat.lua b/game/modules/tome/class/interface/Combat.lua
index ea5236bac90129638801db5881eda2f77f646f53..7445090d0222123165646e18240f375ed786b892 100644
--- a/game/modules/tome/class/interface/Combat.lua
+++ b/game/modules/tome/class/interface/Combat.lua
@@ -444,7 +444,7 @@ function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
 	-- melee attack bonus hooks/callbacks  Note: These are post rescaleCombatStats
 	local hd = {"Combat:attackTargetWith:attackerBonuses", target=target, weapon=weapon, damtype=damtype, mult=mult, dam=dam, apr=apr, atk=atk, def=def, armor=armor}
 	self:triggerHook(hd)
-	self:fireTalentCheck("callbackOMeleeAttackBonuses", hd)
+	self:fireTalentCheck("callbackOnMeleeAttackBonuses", hd)
 	target, weapon, damtype, mult, dam, apr, atk, def, armor = hd.target, hd.weapon, hd.damtype, hd.mult, hd.dam, hd.apr, hd.atk, hd.def, hd.armor
 	if hd.stop then return end
 	print("[ATTACK] after melee attack bonus hooks & callbacks::", dam, apr, atk, mult, "vs. armor/def", armor, def)
@@ -1697,9 +1697,8 @@ function _M:combatDamagePower(weapon_combat, add)
 	return (math.sqrt(power / 10) - 1) * 0.5 + 1
 end
 
-function _M:combatPhysicalpower(mod, weapon, add)
+function _M:combatPhysicalpowerRaw(weapon, add)
 	if self.combat_precomputed_physpower then return self.combat_precomputed_physpower end
-	mod = mod or 1
 	add = add or 0
 
 	if self.combat_generic_power then
@@ -1737,6 +1736,13 @@ function _M:combatPhysicalpower(mod, weapon, add)
 
 	if self:attr("hit_penalty_2h") then d = d * (1 - math.max(0, 20 - (self.size_category - 4) * 5) / 100) end
 
+	return d
+end
+
+function _M:combatPhysicalpower(mod, weapon, add)
+	mod = mod or 1
+	local d = self:combatPhysicalpowerRaw(weapon, add)
+
 	if self:knowTalent(self.T_ARCANE_MIGHT) then
 		return self:combatSpellpower(mod, d) -- will do the rescaling and multiplying for us
 	else
@@ -1752,10 +1758,9 @@ function _M:combatTalentPhysicalDamage(t, base, max)
 	return self:rescaleDamage((base + (self:combatPhysicalpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
 end
 
---- Gets spellpower
-function _M:combatSpellpower(mod, add)
+--- Gets spellpower raw
+function _M:combatSpellpowerRaw(add)
 	if self.combat_precomputed_spellpower then return self.combat_precomputed_spellpower end
-	mod = mod or 1
 	add = add or 0
 
 	if self.combat_generic_power then
@@ -1783,6 +1788,13 @@ function _M:combatSpellpower(mod, add)
 
 	if self:attr("hit_penalty_2h") then d = d * (1 - math.max(0, 20 - (self.size_category - 4) * 5) / 100) end
 
+	return d, am
+end
+
+--- Gets spellpower
+function _M:combatSpellpower(mod, add)
+	mod = mod or 1
+	local d, am = self:combatSpellpowerRaw(add)
 	return self:rescaleCombatStats(d) * mod * am
 end
 
@@ -2069,10 +2081,9 @@ function _M:spellFriendlyFire()
 end
 
 --- Gets mindpower
-function _M:combatMindpower(mod, add)
+function _M:combatMindpowerRaw(add)
 	if self.combat_precomputed_mindpower then return self.combat_precomputed_mindpower end
 
-	mod = mod or 1
 	add = add or 0
 
 	if self.combat_generic_power then
@@ -2104,6 +2115,13 @@ function _M:combatMindpower(mod, add)
 
 	if self:attr("hit_penalty_2h") then d = d * (1 - math.max(0, 20 - (self.size_category - 4) * 5) / 100) end
 
+	return d
+end
+
+--- Gets mindpower
+function _M:combatMindpower(mod, add)
+	mod = mod or 1
+	local d = self:combatMindpowerRaw(add)
 	return self:rescaleCombatStats(d) * mod
 end
 
@@ -2147,9 +2165,9 @@ function _M:combatStatTalentIntervalDamage(t, stat, min, max, stat_weight)
 	return self:rescaleDamage(min + (max - min)*((stat_weight * self[stat](self)/100) + (1 - stat_weight) * self:getTalentLevel(t)/6.5))
 end
 
---- Computes physical resistance
+--- Computes physical resistance (before scaling)
 --- Fake denotes a check not actually being made, used by character sheets etc.
-function _M:combatPhysicalResist(fake, add)
+function _M:combatPhysicalResistRaw(fake, add)
 	add = add or 0
 	if not fake then
 		add = add + (self:checkOnDefenseCall("physical") or 0)
@@ -2165,8 +2183,13 @@ function _M:combatPhysicalResist(fake, add)
 	local d = self.combat_physresist + (self:getCon() + self:getStr() + (self:getLck() - 50) * 0.5) * 0.35 + add
 	if self:attr("dazed") then d = d / 2 end
 
+	return d
+end
 
-	local total = self:rescaleCombatStats(d)
+--- Computes physical resistance (before scaling)
+--- Fake denotes a check not actually being made, used by character sheets etc.
+function _M:combatPhysicalResist(fake, add)
+	local total = self:rescaleCombatStats(self:combatPhysicalResistRaw(fake, add))
 
 	-- Psionic Balance
 	if self:knowTalent(self.T_BALANCE) then
@@ -2177,9 +2200,9 @@ function _M:combatPhysicalResist(fake, add)
 	return total
 end
 
---- Computes spell resistance
+--- Computes spell resistance raw
 --- Fake denotes a check not actually being made, used by character sheets etc.
-function _M:combatSpellResist(fake, add)
+function _M:combatSpellResistRaw(fake, add)
 	add = add or 0
 	if not fake then
 		add = add + (self:checkOnDefenseCall("spell") or 0)
@@ -2194,7 +2217,14 @@ function _M:combatSpellResist(fake, add)
 	-- To return later
 	local d = self.combat_spellresist + (self:getMag() + self:getWil() + (self:getLck() - 50) * 0.5) * 0.35 + add
 	if self:attr("dazed") then d = d / 2 end
-	local total = self:rescaleCombatStats(d)
+
+	return d
+end
+
+--- Computes spell resistance
+--- Fake denotes a check not actually being made, used by character sheets etc.
+function _M:combatSpellResist(fake, add)
+	local total = self:rescaleCombatStats(self:combatSpellResistRaw(fake, add))
 
 	-- Psionic Balance
 	if self:knowTalent(self.T_BALANCE) then
@@ -2205,9 +2235,9 @@ function _M:combatSpellResist(fake, add)
 	return total
 end
 
---- Computes mental resistance
+--- Computes mental resistance raw
 --- Fake denotes a check not actually being made, used by character sheets etc.
-function _M:combatMentalResist(fake, add)
+function _M:combatMentalResistRaw(fake, add)
 	add = add or 0
 	if not fake then
 		add = add + (self:checkOnDefenseCall("mental") or 0)
@@ -2230,7 +2260,14 @@ function _M:combatMentalResist(fake, add)
 	if nm and rng.percent(20) and not fake then
 		d = d * (1-self.tempeffect_def.EFF_CURSE_OF_NIGHTMARES.getVisionsReduction(nm, nm.level)/100)
 	end
-	return self:rescaleCombatStats(d)
+
+	return d
+end
+
+--- Computes mental resistance
+--- Fake denotes a check not actually being made, used by character sheets etc.
+function _M:combatMentalResist(fake, add)
+	return self:rescaleCombatStats(self:combatMentalResistRaw(fake, add))
 end
 
 -- Called when a Save or Defense is checked
@@ -2301,7 +2338,7 @@ end
 --- Returns the damage increase
 function _M:combatGetDamageIncrease(type, straight)
 	local a = self.inc_damage.all or 0
-	local b = self.inc_damage[type] or 0
+	local b = type ~= "all" and self.inc_damage[type] or 0
 	local inc = a + b
 	if straight then return inc end
 
diff --git a/game/modules/tome/data/achievements/kills.lua b/game/modules/tome/data/achievements/kills.lua
index a99b9495aa43baec3c0dc577903ff1342e5807fe..b4a382fa90fed283de29431674baea848a84a762 100644
--- a/game/modules/tome/data/achievements/kills.lua
+++ b/game/modules/tome/data/achievements/kills.lua
@@ -130,7 +130,7 @@ newAchievement{
 newAchievement{
 	name = "Earth Master", id = "GEOMANCER",
 	show = "name",
-	desc = _t[[Killed Harkor'Zun and unlocked Stone magic.]],
+	desc = _t[[Killed Harkor'Zun.]],
 	mode = "player",
 }
 
diff --git a/game/modules/tome/data/achievements/talents.lua b/game/modules/tome/data/achievements/talents.lua
index 3ee809738288d9197de1edbf5fdeb889200c23b9..bf914ad084967746ec902a5ef53788ba3a4f5d12 100644
--- a/game/modules/tome/data/achievements/talents.lua
+++ b/game/modules/tome/data/achievements/talents.lua
@@ -27,16 +27,6 @@ newAchievement{
 		return self.nb > 1000000 and profile.mod.allow_build.mage
 	end,
 	track = function(self) return tstring{tostring(math.floor(self.nb or 0))," / 1000000"} end,
-	on_gain = function(_, src, personal)
-		game:setAllowedBuild("mage_pyromancer", true)
-		local p = game.party:findMember{main=true}
-		if p.descriptor.subclass == "Archmage"  then
-			if p:knowTalentType("spell/wildfire") == nil then
-				p:learnTalentType("spell/wildfire", false)
-				p:setTalentTypeMastery("spell/wildfire", 1.3)
-			end
-		end
-	end,
 }
 newAchievement{
 	name = "Cryomancer",
@@ -48,16 +38,6 @@ newAchievement{
 		return self.nb > 1000000 and profile.mod.allow_build.mage
 	end,
 	track = function(self) return tstring{tostring(math.floor(self.nb or 0))," / 1000000"} end,
-	on_gain = function(_, src, personal)
-		game:setAllowedBuild("mage_cryomancer", true)
-		local p = game.party:findMember{main=true}
-		if p.descriptor.subclass == "Archmage"  then
-			if p:knowTalentType("spell/ice") == nil then
-				p:learnTalentType("spell/ice", false)
-				p:setTalentTypeMastery("spell/ice", 1.3)
-			end
-		end
-	end,
 }
 newAchievement{
 	name = "Lichform",
diff --git a/game/modules/tome/data/birth/classes/mage.lua b/game/modules/tome/data/birth/classes/mage.lua
index e3f40ba78b2b96bcb8c62216dd3b2e1cb1413ae3..e59263825c7ed7e3c8434b2b26930db9fccb4d09 100644
--- a/game/modules/tome/data/birth/classes/mage.lua
+++ b/game/modules/tome/data/birth/classes/mage.lua
@@ -188,9 +188,13 @@ newBirthDescriptor{
 		["spell/arcane"]={true, 0.3},
 		["spell/aether"]={false, 0.3},
 		["spell/fire"]={true, 0.3},
+		["spell/wildfire"]={false, 0.3},
 		["spell/earth"]={true, 0.3},
+		["spell/stone"]={false, 0.3},
 		["spell/water"]={true, 0.3},
+		["spell/ice"]={false, 0.3},
 		["spell/air"]={true, 0.3},
+		["spell/storm"]={false, 0.3},
 		["spell/phantasm"]={true, 0.3},
 		["spell/temporal"]={true, 0.3},
 		["spell/meta"]={false, 0.3},
@@ -199,12 +203,6 @@ newBirthDescriptor{
 		["spell/aegis"]={true, 0.3},
 		["cunning/survival"]={false, 0.0},
 	},
-	unlockable_talents_types = {
-		["spell/wildfire"]={false, 0.3, "mage_pyromancer"},
-		["spell/ice"]={false, 0.3, "mage_cryomancer"},
-		["spell/stone"]={false, 0.3, "mage_geomancer"},
-		["spell/storm"]={false, 0.3, "mage_tempest"},
-	},
 	talents = {
 		[ActorTalents.T_MANATHRUST] = 1,
 		[ActorTalents.T_FLAME] = 1,
@@ -287,11 +285,11 @@ newBirthDescriptor{
 		end,
 	},
 	talents = {
-		[ActorTalents.T_NECROTIC_AURA] = 1,
-		[ActorTalents.T_CREATE_MINIONS] = 1,
-		[ActorTalents.T_ARCANE_EYE] = 1,
-		[ActorTalents.T_INVOKE_DARKNESS] = 1,
-		[ActorTalents.T_BLURRED_MORTALITY] = 1,
+		-- [ActorTalents.T_NECROTIC_AURA] = 1,
+		-- [ActorTalents.T_CREATE_MINIONS] = 1,
+		-- [ActorTalents.T_ARCANE_EYE] = 1,
+		-- [ActorTalents.T_INVOKE_DARKNESS] = 1,
+		-- [ActorTalents.T_BLURRED_MORTALITY] = 1,
 	},
 	copy = {
 		soul = 1,
diff --git a/game/modules/tome/data/birth/classes/warrior.lua b/game/modules/tome/data/birth/classes/warrior.lua
index 39e5c8d52cfe49efbfd04bece1b8d8395d8d0a9e..ffd80486f67b79808f31046c407c52a9989b8498 100644
--- a/game/modules/tome/data/birth/classes/warrior.lua
+++ b/game/modules/tome/data/birth/classes/warrior.lua
@@ -274,6 +274,7 @@ newBirthDescriptor{
 		["spell/fire"]={true, 0.3},
 		["spell/air"]={true, 0.3},
 		["spell/earth"]={true, 0.3},
+		["spell/stone"]={false, 0.3},
 		["spell/conveyance"]={true, 0.0},
 		["spell/aegis"]={true, 0.0},
 		["spell/enhancement"]={true, 0.3},
@@ -288,9 +289,6 @@ newBirthDescriptor{
 		["cunning/survival"]={true, 0.0},
 		["cunning/dirty"]={true, 0.3},
 	},
-	unlockable_talents_types = {
-		["spell/stone"]={false, 0.3, "mage_geomancer"},
-	},
 	birth_example_particles = {
 		function(actor) if core.shader.active(4) then
 			local slow = rng.percent(50)
diff --git a/game/modules/tome/data/damage_types.lua b/game/modules/tome/data/damage_types.lua
index 690f9958cda61fff471678c469e8fd8d6aa542d7..91791c504a6bce4cf9033d7a6f94229bcb29793b 100644
--- a/game/modules/tome/data/damage_types.lua
+++ b/game/modules/tome/data/damage_types.lua
@@ -4262,17 +4262,20 @@ newDamageType{
 -- Light + Darkness
 newDamageType{
 	name = _t"dark light", type = "DARKLIGHT", text_color = "#9D9DC9#",
+	damdesc_split = { {DamageType.DARKNESS, 0.5}, {DamageType.LIGHT, 0.5} },
 	projector = function(src, x, y, type, dam, state)
 		state = initState(state)
 		useImplicitCrit(src, state)
-		DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state)
-		DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, dam / 2, state)
+		local realdam1 = DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state)
+		local realdam2 = DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, dam / 2, state)
+		return (realdam1 or 0) + (realdam2 or 0)
 	end,
 }
 
 -- Fire + Physical
 newDamageType{
-	name = "meteor", type = "METEOR", text_color = "#CRIMSON#",
+	name = _t"meteor", type = "METEOR", text_color = "#CRIMSON#",
+	damdesc_split = { {DamageType.PHYSICAL, 0.5}, {DamageType.FIRE, 0.5} },
 	projector = function(src, x, y, type, dam, state)
 		state = initState(state)
 		useImplicitCrit(src, state)
@@ -4285,12 +4288,23 @@ newDamageType{
 
 -- Cold/Darkness damage
 newDamageType{
-	name = "frostdusk", type = "FROSTDUSK", text_color = "#BLUE#",
-	damdesc_split = { {DamageType.TEMPORAL, 0.5}, {DamageType.DARKNESS, 0.5} },
+	name = _t"frostdusk", type = "FROSTDUSK", text_color = "#DARK_BLUE#",
+	damdesc_split = { {DamageType.COLD, 0.5}, {DamageType.DARKNESS, 0.5} },
 	projector = function(src, x, y, type, dam, state)
 		state = initState(state)
 		useImplicitCrit(src, state)
-		DamageType:get(DamageType.TEMPORAL).projector(src, x, y, DamageType.COLD, dam / 2, state)
-		DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state)
+		local realdam1 = DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam / 2, state)
+		local realdam2 = DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state)
+		return (realdam1 or 0) + (realdam2 or 0)
+	end,
+}
+
+newDamageType{
+	name = _t"putrescent liquefaction", type = "PUTRESCENT_LIQUEFACTION", text_color = "#OLIVE_DRAB#",
+	projector = function(src, x, y, type, dam, state)
+		state = initState(state)
+		useImplicitCrit(src, state)
+		local realdam = DamageType:get(DamageType.FROSTDUSK).projector(src, x, y, DamageType.FROSTDUSK, dam, state)
+		return realdam or 0
 	end,
 }
diff --git a/game/modules/tome/data/general/npcs/horror.lua b/game/modules/tome/data/general/npcs/horror.lua
index 3e28c283bc1734aeaf68ebc08b07fb5f0ca3fdb3..0796c1b3601db63101b44248d102203758d7dcc1 100644
--- a/game/modules/tome/data/general/npcs/horror.lua
+++ b/game/modules/tome/data/general/npcs/horror.lua
@@ -175,7 +175,8 @@ newEntity{ base = "BASE_NPC_HORROR",
 		[Talents.T_WEAKNESS]={base=3, every=12, max=8},
 		[Talents.T_DISMAY]={base=3, every=12, max=8},
 		[Talents.T_DOMINATE]={base=3, every=12, max=8},
-		[Talents.T_INVOKE_DARKNESS]={base=5, every=8, max=10},
+		-- DGDGDGDG
+		-- [Talents.T_INVOKE_DARKNESS]={base=5, every=8, max=10},
 		[Talents.T_NIGHTMARE]={base=5, every=8, max=10},
 		[Talents.T_WAKING_NIGHTMARE]={base=3, every=8, max=10},
 		[Talents.T_ABYSSAL_SHROUD]={base=3, every=8, max=8},
diff --git a/game/modules/tome/data/general/npcs/orc-rak-shor.lua b/game/modules/tome/data/general/npcs/orc-rak-shor.lua
index a9ccf0f3a75b180b67d6894a3c00a5483037f82d..b0141f1e7f2fc9e3cbdafc832858a85b626066e2 100644
--- a/game/modules/tome/data/general/npcs/orc-rak-shor.lua
+++ b/game/modules/tome/data/general/npcs/orc-rak-shor.lua
@@ -62,7 +62,7 @@ newEntity{ base = "BASE_NPC_ORC_RAK_SHOR",
 	combat_armor = 0, combat_def = 5,
 
 	soul = resolvers.rngavg(5, 10),
-
+--[[DGDGDGDG
 	resolvers.talents{
 		[Talents.T_NECROTIC_AURA] = 1,
 		[Talents.T_AURA_MASTERY] = 5,
@@ -79,6 +79,7 @@ newEntity{ base = "BASE_NPC_ORC_RAK_SHOR",
 		[Talents.T_FORGERY_OF_HAZE]={base=3, every=5, max=7},
 		[Talents.T_FROSTDUSK]={base=3, every=5, max=7},
 	},
+]]
 	resolvers.sustains_at_birth(),
 }
 
diff --git a/game/modules/tome/data/general/npcs/vampire.lua b/game/modules/tome/data/general/npcs/vampire.lua
index 3397450fbfadc10dfc41b97727c9a7cc2e8b5341..bc3176bd002e384c03c358989823c2daea379501 100644
--- a/game/modules/tome/data/general/npcs/vampire.lua
+++ b/game/modules/tome/data/general/npcs/vampire.lua
@@ -17,6 +17,9 @@
 -- Nicolas Casalini "DarkGod"
 -- darkgod@te4.org
 
+-- DGDGDGDG
+do return end
+
 local Talents = require("engine.interface.ActorTalents")
 
 newEntity{
diff --git a/game/modules/tome/data/general/npcs/xorn.lua b/game/modules/tome/data/general/npcs/xorn.lua
index b78a540d8c9f087889916475c19d07a51492a6dc..637045d486b29daea8250509e45647e7de4767db 100644
--- a/game/modules/tome/data/general/npcs/xorn.lua
+++ b/game/modules/tome/data/general/npcs/xorn.lua
@@ -204,16 +204,6 @@ newEntity{ base = "BASE_NPC_XORN", define_as = "FULL_HARKOR_ZUN",
 	resolvers.sustains_at_birth(),
 
 	on_die = function(self)
-		if profile.mod.allow_build.mage then
-			game:setAllowedBuild("mage_geomancer", true)
-			world:gainAchievement("GEOMANCER", game.player)
-			local p = game.party:findMember{main=true}
-			if p.descriptor.subclass == "Archmage" or p.descriptor.subclass == "Arcane Blade" then
-				if p:knowTalentType("spell/stone") == nil then
-					p:learnTalentType("spell/stone", false)
-					p:setTalentTypeMastery("spell/stone", p.descriptor.subclass == "Archmage" and 1.3 or 1.1)
-				end
-			end
-		end
+		world:gainAchievement("GEOMANCER", game.player)
 	end,
 }
diff --git a/game/modules/tome/data/general/objects/world-artifacts.lua b/game/modules/tome/data/general/objects/world-artifacts.lua
index 56bdc66ab39841d3e4c60f8861cb686b3ce1b566..ecd86fddb7400b3350bd81045c996808d581766c 100644
--- a/game/modules/tome/data/general/objects/world-artifacts.lua
+++ b/game/modules/tome/data/general/objects/world-artifacts.lua
@@ -4508,7 +4508,8 @@ newEntity{ base = "BASE_LITE", --Thanks Grayswandir!
 		resists_pen = {[DamageType.COLD]=10},
 
 		talent_cd_reduction = {
-			[Talents.T_CHILL_OF_THE_TOMB] = 2,
+			-- DGDGDGDG !!!!
+			-- [Talents.T_CHILL_OF_THE_TOMB] = 2,
 		},
 	},
 	max_power = 20, power_regen = 1,
diff --git a/game/modules/tome/data/gfx/particles/ball_darkness.lua b/game/modules/tome/data/gfx/particles/ball_darkness.lua
new file mode 100644
index 0000000000000000000000000000000000000000..80da9f81a173751e3fef2c7fa6b39f806ea09aa8
--- /dev/null
+++ b/game/modules/tome/data/gfx/particles/ball_darkness.lua
@@ -0,0 +1,102 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2019 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+--------------------------------------------------------------------------------------
+-- Advanced shaders
+--------------------------------------------------------------------------------------
+if core.shader.active(4) then
+local life = 20
+use_shader = {type="shockwave2", shockwaveSpeed=7*16/life}
+base_size = 64
+
+local nb = 0
+local radius = radius or 6
+
+return {
+	generator = function()
+	return {
+		life = life,
+		size = 2.1*64*radius, sizev = 0, sizea = 0,
+
+		x = 0, xv = 0, xa = 0,
+		y = 0, yv = 0, ya = 0,
+		dir = 0, dirv = dirv, dira = 0,
+		vel = 0, velv = 0, vela = 0,
+
+		r = 1, rv = 0, ra = 0,
+		g = 1, gv = 0, ga = 0,
+		b = 1, bv = 0, ba = 0,
+		a = 0.8, av = -0.01, aa = 0,
+	}
+end, },
+function(self)
+	if nb < 1 then
+		self.ps:emit(1)
+	end
+	nb = nb + 1
+end,
+1, "particles_images/darkwings"
+
+
+--------------------------------------------------------------------------------------
+-- Default
+--------------------------------------------------------------------------------------
+else
+local nb = 12
+local dir
+local radius = radius or 6
+
+return { generator = function()
+	local sradius = (radius + 0.5) * (engine.Map.tile_w + engine.Map.tile_h) / 2
+	local ad = rng.float(0, 360)
+	local a = math.rad(ad)
+	local r = 0
+	local x = r * math.cos(a)
+	local y = r * math.sin(a)
+	local static = rng.percent(40)
+	local vel = sradius * ((24 - nb * 1.4) / 24) / 12
+
+	return {
+		trail = 1,
+		life = 12,
+		size = 12 - (12 - nb) * 0.7, sizev = 0, sizea = 0,
+
+		x = x, xv = 0, xa = 0,
+		y = y, yv = 0, ya = 0,
+		dir = a, dirv = 0, dira = 0,
+		vel = rng.float(vel * 0.6, vel * 1.2), velv = 0, vela = 0,
+
+		r = rng.range(0, 25)/255,      rv = 0, ra = 0,
+		g = rng.range(0, 25)/255,   gv = 0, ga = 0,
+		b = rng.range(0, 25)/255,      bv = 0, ba = 0,
+		a = rng.range(0, 25)/255,  av = 0, aa = 0.005,
+	}
+end, },
+function(self)
+	if nb > 0 then
+		local i = math.min(nb, 6)
+		i = (i * i) * radius
+		self.ps:emit(i)
+		nb = nb - 1
+	end
+end,
+30*radius*7*12,
+"particle_cloud"
+
+end
\ No newline at end of file
diff --git a/game/modules/tome/data/gfx/particles/death_door.lua b/game/modules/tome/data/gfx/particles/death_door.lua
new file mode 100644
index 0000000000000000000000000000000000000000..eb5b07c535e2c9efec17976c41fb7f83cbe9ee2a
--- /dev/null
+++ b/game/modules/tome/data/gfx/particles/death_door.lua
@@ -0,0 +1,45 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2019 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+base_size = 64
+
+sub_particle = "image"
+sub_particle_args = {size=64, image="shockbolt/terrain/death_door_0"..rng.range(1,3)}
+
+return { system_rotation = dir, system_rotationv = 10, generator = function()
+	return {
+		life = core.particles.ETERNAL,
+		size = 32, sizev = 0, sizea = 0,
+
+		x = 0.5, xv = 0, xa = 0,
+		y = 0.5568, yv = 0, ya = 0,
+		dir = 0, dirv = 0, dira = 0,
+		vel = 0, velv = 0, vela = 0,
+
+		r = 1, rv = 0, ra = 0,
+		g = 1, gv = 0, ga = 0,
+		b = 1, bv = 0, ba = 0,
+		a = 1, av = 0, aa = 0,
+	}
+end, },
+function(self)
+	self.ps:emit(1)
+end,
+1,
+"shockbolt/terrain/death_door_swirl"
diff --git a/game/modules/tome/data/gfx/particles/pustulent_fulmination.lua b/game/modules/tome/data/gfx/particles/pustulent_fulmination.lua
new file mode 100644
index 0000000000000000000000000000000000000000..c67e318100eab1fb65936bf24518af46459693f1
--- /dev/null
+++ b/game/modules/tome/data/gfx/particles/pustulent_fulmination.lua
@@ -0,0 +1,111 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2019 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+--------------------------------------------------------------------------------------
+-- Advanced shaders
+--------------------------------------------------------------------------------------
+if core.shader.active(4) then
+use_shader = {type="fireflash"}
+base_size = 64
+
+local nb = 0
+
+local dir = 0
+if proj_x and src_x then
+	dir = math.deg(math.atan2(proj_y-src_y, proj_x-src_x))
+end
+
+return {
+	system_rotation = dir, system_rotationv = 0,
+	generator = function()
+	return {
+		life = 42,
+		--size = 30, sizev = 2.1*64*radius/16, sizea = 0,
+		size = 3.5*64*radius, sizev = 0, sizea = 0,
+
+		x = 0, xv = 0, xa = 0,
+		y = 0, yv = 0, ya = 0,
+		dir = 0, dirv = dirv, dira = 0,
+		vel = 0, velv = 0, vela = 0,
+
+		r = 1, rv = 0, ra = 0,
+		g = 1, gv = 0, ga = 0,
+		b = 1, bv = 0, ba = 0,
+		a = 1, av = 0, aa = 0,
+	}
+end, },
+function(self)
+	if nb < 1 then
+		self.ps:emit(1)
+	end
+	nb = nb + 1
+end,
+1, "particles_images/putrescent_pustules_fireflash"
+
+
+--------------------------------------------------------------------------------------
+-- Default
+--------------------------------------------------------------------------------------
+else
+local nb = 0
+return { generator = function()
+	local radius = radius
+	local sradius = (radius + 0.5) * (engine.Map.tile_w + engine.Map.tile_h) / 2
+	local ad = rng.float(0, 360)
+	local a = math.rad(ad)
+	local r = rng.float(sradius - 5, sradius)
+	local x = r * math.cos(a)
+	local y = r * math.sin(a)
+	local bx = math.floor(x / engine.Map.tile_w)
+	local by = math.floor(y / engine.Map.tile_h)
+	local static = rng.percent(40)
+
+	return {
+		trail = 1,
+		life = 24,
+		size = 3, sizev = static and 0.05 or 0.15, sizea = 0,
+
+		x = x, xv = 0, xa = 0,
+		y = y, yv = 0, ya = 0,
+		dir = static and a + math.rad(90 - rng.range(10, 20)) or a, dirv = 0, dira = 0,
+		vel = static and -2 or 0.5 * (-1-nb) * radius / 2.7, velv = 0, vela = static and -0.01 or rng.float(-0.3, -0.2) * 0.3,
+
+		r = rng.range(0, 10)/255,      rv = 0, ra = 0,
+		g = rng.range(200, 255)/255,   gv = 0, ga = 0,
+		b = rng.range(120, 170)/255,   bv = 0, ba = 0,
+		a = rng.range(25, 220)/255,    av = static and -0.034 or 0, aa = 0.005,
+	}
+end, },
+function(self)
+	if nb < 5 then
+		self.ps:emit(radius*266)
+		nb = nb + 1
+		self.ps:emit(radius*266)
+		nb = nb + 1
+		self.ps:emit(radius*266)
+		nb = nb + 1
+		self.ps:emit(radius*266)
+		nb = nb + 1
+		self.ps:emit(radius*266)
+		nb = nb + 1
+	end
+end,
+5*radius*266
+
+end
diff --git a/game/modules/tome/data/gfx/particles_images/putrescent_pustules_fireflash.png b/game/modules/tome/data/gfx/particles_images/putrescent_pustules_fireflash.png
new file mode 100644
index 0000000000000000000000000000000000000000..fd213ef149d9f4d5d0740eb45c921a8d12042dd9
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/putrescent_pustules_fireflash.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_01.png b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_01.png
new file mode 100644
index 0000000000000000000000000000000000000000..ae4a1a97bea417422595a7acf11269a67f5b91c3
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_01.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_02.png b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_02.png
new file mode 100644
index 0000000000000000000000000000000000000000..a845a125fbb889adc3a45e5ec16dd646f0c57420
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_02.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_03.png b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_03.png
new file mode 100644
index 0000000000000000000000000000000000000000..c90bccbd72be10ce89a8ea7ce295f18a06d2abc0
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_03.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_04.png b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_04.png
new file mode 100644
index 0000000000000000000000000000000000000000..ec421fb2b561c99f88a152a4012fa7dfb9fe7212
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/bone_wall_04.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/death_door_01.png b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_01.png
new file mode 100644
index 0000000000000000000000000000000000000000..5d5233b336d8c34dbd779a055db71c9995569cad
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_01.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/death_door_02.png b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_02.png
new file mode 100644
index 0000000000000000000000000000000000000000..eeff2e0ad5819e530a000e584db0a20567d7bfc2
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_02.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/death_door_03.png b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_03.png
new file mode 100644
index 0000000000000000000000000000000000000000..c6e4d9b7be8185778d196361f0ce1e2f0ef7ee90
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_03.png differ
diff --git a/game/modules/tome/data/gfx/shockbolt/terrain/death_door_swirl.png b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_swirl.png
new file mode 100644
index 0000000000000000000000000000000000000000..218588325c0e9157821cbd641a631869188eeed4
Binary files /dev/null and b/game/modules/tome/data/gfx/shockbolt/terrain/death_door_swirl.png differ
diff --git a/game/modules/tome/data/locales/ja_JP.lua b/game/modules/tome/data/locales/ja_JP.lua
new file mode 100644
index 0000000000000000000000000000000000000000..b142649460fb4f4f5cab7955c044a294671247da
--- /dev/null
+++ b/game/modules/tome/data/locales/ja_JP.lua
@@ -0,0 +1,25178 @@
+locale "ja_JP"-- COPY
setFlag("randart_name_rules", {
	default2 = {
		syllablesStart = "アエル, アエラ, アエリ, アエレ, アエロ, アル, アラ, アリ, アレ, アロ, アム, アマ, アミ, アメ, アモ, アン, アーラ, アーリ, アール, アーレ, アーロ, アルム, アルマ, アルミ, アルメ, アルモ, アルス, アルサ, アルシ, アルセ, アルソ, ブ, バ, ビ, ベ, ボ, バル, バラ, バリ, バレ, バロ, バーラ, バーリ, バール, バーレ, バーロ, ベル, ベラ, ベリ, ベレ, ベロ, ベーラ, ベーリ, ベール, ベーレ, ベーロ, ボク, ボカ, ボキ, ボケ, ボコ, ボル, ボラ, ボリ, ボレ, ボロ, ブラン, ブラナ, ブラニ, ブラヌ, ブラノ, ブラネ, ブレグ, ブラガ, ブラギ, ブラゲ, ブラゴ, ブレン, ブレナ, ブレニ, ブレヌ, ブレネ, ブレノ, ブロド, ブロダ, ブロジ, ブロズ, ブロデ, カム, カマ, カミ, カメ, カモ, カール, カーラ, カーリ, カーレ, カーロ, カーム, カーマ, カーミ, カーム, カーメ, ク, カ, キ, ケ, コ, クース, クーサ, クーシ, クーセ, カーソ, ダグ, ダガ, ダギ, ダゲ, ダゴ, ダイム, ダイマ, ダイミ, ダイメ, ダイモ, ダイル, ダイラ, ダイリ, ダイロ, ダイレ, デル, デラ, デリ, デレ, デロ, デー, デーラ, デーリ, デール, デーレ, デーロ, ドゥア, ドゥラ, ドゥリ, ドゥル, ドゥレ, ドゥロ, ダブ, ダバ, ダビ, ダベ, ダボ, エアル, エアラ, エアリ, エアレ, エアロ, エレン, エレナ, エレニ, エレヌ, エレネ, エレノ, エル, エラ, エリ, エレ, エロ, エレル, エレラ, エレリ, エレル, エレロ, エレム, エレマ, エレミ, エレメ, エレモ, ファル, ファラ, ファレ, ファロ, ファリ, ヒュール, ヒューラ, ヒューリ, ヒューレ, ヒューロ, ガル, ガラ, ガリ, ガレ, ガロ, ゲ, ガ, ギ, ゴ, グ, ゲト, ゲタ, ゲチ, ゲツ, ゲテ, ギル, ギラ, ギリ, ギレ, ギロ, ゴール, ゴーラ, ゴーリ, ゴーレ, ゴーロ, グリン, グリナ, グリニ, グリヌ, グリネ, グリロ, ガン, ガナ, ガニ, ガヌ, ガネ, ガノ, フ, ハ, ヒ, ヘ, ホ, ハル, ハラ, ハリ, ハレ, ハロ, ハン, ハナ, ハニ, ハヌ, ハネ, ハノ, ハル, ハラ, ハリ, ハレ, ハロ, ハス, ハサ, ハシ, ハセ, ハソ, ヘット, ヘッタ, ヘッチ, ヘッツ, ヘット, ハール, ハーラ, ハーリ, ハーレ, ハーロ, イス, イサ, イシ, イセ, イソ, ケール, ケーラ, ケーリ, ケーレ, ケーロ, ク, カ, キ, ケ, コ, コール, コーラ, コーリ, コーレ, コーロ, レル, レラ, レリ, レレ, レロ, ロール, ローラ, ローリ, ローレ, ローロ, ム, マ, ミ, メ, モ, マル, マラ, マリ, マレ, マロ, マン, マナ, マニ, マヌ, マネ, マノ, マルド, マルダ, マルディ, マルデ, マルドゥ, ナ, ニ, ヌ, ネ, ノ, オル, オラ, オリ, オレ, オロ, ラド, ラディ, ラドゥ, ラデ, ラド, ラグ, ラガ, ラギ, ラゲ, ラゴ, レルグ, レルガ, レルギ, レルゲ, レルゴ, ル, ラ, リ, レ, ロ, ラン, ラナ, ラニ, ラヌ, ラネ, ラノ, サム, サマ, サミ, サメ, サモ, タル, タラ, タリ, タレ, タロ, ト, タ, チ, ツ, テ, トール, トーラ, トーリ, トーレ, トーロ, タール, ターラ, ターリ, タール, ターロ, トゥア, トゥラ, トゥリ, トゥル, トゥレ, トゥロ, ウル, ウラ, ウリ, ウレ, ウロ, ウルフ, ウルハ, ウルヒ, ウルヘ, ウルホ, アンル, アンラ, アンリ, アンレ, アンロ, アール, アーラ, アーリ, アーレ, アーロ, ウルス, ウルサ, ウルシ, ウルセ, ウルソ, ヤール, ヤーラ, ヤーリ, ヤーレ, ヤーロ, ズ, ザ, ジ, ゼ, ゾ, ザン, ザナ, ザニ, ザネ, ザノ, ゼル, ゼラ, ゼリ, ゼレ, ゼロ",
		syllablesMiddle = "デ, ド, ドラ, ドゥ, ドゥナ, ガ, ゴ, ハラ, カルトー, ラ, ラサ, レ, マ, ナリ, レ, レゴ, ロ, ロッダ, ロミ, ルイ, サ, ト, ヤ, ジラ",
		syllablesEnd = "バル, バース, ブレク, カク, キク, ダン, ダール, ダス, ディグ, ディル, ディン, ディール, ドール, デュア, ファング, ファスト, ガル, ガス, ゲン, ゴルン, グリム, ガンド, ハド, ヘク, ヘル, ヒア, ホル, カン, カース, カード, コル, ラク, ラル, ルディル, ルディア, レグ, レン, リン, マス, ムニル, ンディル, ンドゥア, ネグ, ニク, ンティル, ラブ, ラク, ライン, ラク, ラン, ランド, ラス, レク, リグ, リム, リン, リオン, シン, スタ, スティル, サス, タル, タド, テル, ティル, フォン, フォー, ヨン, ツォア",
		rules = "$s$35m$10m$e",
	},
	default = {
		syllablesStart = "アド, アダ, アディ, アドゥ, アデ, アエル, アエリ, アエラ, アエレ, アエロ, アル, アラ, アリ, アレ, アロ, ベル, ベラ, ベリ, ベレ, ベロ, ベット, ベタ, ベチ, ベトゥ, ベテ, ベス, ベサ, ベシ, ベセ, ベソ, セ・ナ, セ・ニ, セ・ヌ, セ・ネ, セ・ノ, シル, シラ, シリ, シレ, シロ, エイリナ, エイリニ, エイレネ, エイリノ, エイリヌ, エル, エラ, エリ, エレ, エロ, エム, エマ, エミ, エメ, エモ, エメル, エメラ, エメリ, エメレ, エメロ, ガ, ギ, グ, ゲ, ゴ, グル, グラ, グリ, グレ, グロ, グロール, グローラ, グローリ, グローレ, グローロ, イザ, イジ, イズ, イゼ, イゾ, イスラ, イスリ, イスル, イスレ, イスロ, イヴァ, エヴィ, エブ, エヴェ, エヴォ, ライ, ラヤ, ラユ, ライェ, ラヨ, リサ, リシ, リス, リセ, リソ, メイ, メヤ, メイェ, メヨ, ネル, ネラ, ネリ, ネロ, ネレ, ポラ, ポリ, ポル, ポレ, ポロ, ポーラ, ポーリ, ポール, ポーレ, ポーロ, サル, サラ, サリ, サレ, サロ, シール, シーリ, シール, シーレ, シーロ, ヴェル, ヴェラ, ヴェリ, ヴェレ, ヴェロ, ヴォラ, ヴォリ, ヴォル, ヴォレ, ヴォロ, クサ, クシ, クス, クセ, クソ, ザナ, ザニ, ザヌ, ザネ, ザノ, ゼラ, ゼリ, ゼル, ゼレ, ゼロ, イヴァ, イヴィ, イヴ, イヴェ, イヴォ, ツバ, ツビ, ツブ, ツベ, ツボ",
		syllablesMiddle = "ブレ, ダ, デ, ガ, ルダ, レ, ルラ, ミ, ラ, リ, リア, レー, セ, ヤ",
		syllablesEnd = "バ, ベス, ダ, キラ, ライス, ルレ, マ, ミナ, ミラ, ナ, ン, ンネ, ノール, ラ, リン, スラ, タ, ス, ター, トラ, ティラ, ツタ, ヴィア, ヴェナ, ウェ, ウェン, ウィン",
		rules = "$s$35m$10m$e",
	},
	fire = {
		syllablesStart ="不死鳥の, 燃える, 火炎の, 燃え盛る, 焚きつける, 明るい, 焼き焦がす, 熱の, 蒸気の, 地獄の, 冥界の, 業火の, 溶岩の, 灼熱の, 焦熱の, 灰になった, 焼き尽くす, 爆発する, 焦げる, 烙印の, 篝火の, 光熱の, 燻る, 照らす, 燃え尽きた, 深淵の, 黒焦げの, 精錬の, 太陽の, 溶岩の, 熱線の",
		syllablesEnd = "弧, 禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, ボルト, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, そよ風, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 破壊, 骨, 暗黒, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 真昼, 爪, 近接, 夜, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 腐食, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光輝, 一切れ, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 星, 流れ, 刺激, 一刺し, 攻撃, 襲撃者, 気絶, 太陽, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 堕落, 軌跡, 暗影, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 冬, 鉄線, 精霊, 願い, 魔女, 狼, 苦難, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身",
		rules = "$s$e",
	},
	cold = {
		syllablesStart ="霜の, 氷の, 凍結の, 流氷の, 雪の, 氷柱の, 凍える, 冬の, 吹雪の, 氷河の, 寒冷の, 凍てつく, 雹の, 凍り付いた, 極寒の, 薄氷の, 霧の, 雨が降る, 潮流の, 冷却の",
		syllablesEnd = "弧, 禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, ボルト, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, そよ風, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 灯火, 破壊, 骨, 暗黒, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 烙印, 閃光, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 真昼, 爪, 近接, 夜, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 業火, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 腐食, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光輝, 一切れ, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 放熱, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 星, 刺激, 一刺し, 攻撃, 襲撃者, 気絶, 太陽, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 堕落, 軌跡, 暗影, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 鉄線, 精霊, 願い, 魔女, 狼, 苦難, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身",
		rules = "$s$e",
	},
	lightning = {
		syllablesStart ="暴風の, 嵐の, 電撃の, 弧を描く, 落雷の, 雷の, 蓄電の, 雲の, 大気の, 雨雲の, 大風の, 雷撃の, 薄明りの, 閃光の, 火花を散らす, 爆撃の, 吹き荒ぶ, 打ち付ける, 空の, 衝撃の",
		syllablesEnd = "禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, そよ風, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 灯火, 破壊, 骨, 暗黒, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 烙印, 閃光, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 真昼, 爪, 近接, 夜, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 業火, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 腐食, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光輝, 一切れ, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 放熱, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 星, 刺激, 一刺し, 気絶, 太陽, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 堕落, 軌跡, 暗影, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 冬, 鉄線, 精霊, 願い, 魔女, 狼, 苦難, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身",
		rules = "$s$e",
	},
	light = {
		syllablesStart ="光の, 輝きの, 陽光の, 太陽の, 夜明けの, 星の, 閃光の, 輝く, 煌めきの, 明るい, 万色の, 目くらましの, 照らす, 夜明けの, 真昼の, 光線の, 光明の, 威光の, 盲目の, 発光する, 栄光の, 眩い, 篝火の, 光沢の",
		syllablesEnd = "弧, 禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, ボルト, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, そよ風, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 灯火, 破壊, 骨, 暗黒, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 烙印, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 爪, 近接, 夜, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 業火, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 腐食, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光輝, 一切れ, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 放熱, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 刺激, 一刺し, 攻撃, 襲撃者, 気絶, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 堕落, 軌跡, 暗影, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 冬, 鉄線, 精霊, 願い, 魔女, 狼, 苦難, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身",
		rules = "$s$e",
	},
	dark = {
		syllablesStart ="夜の, 暗影の, 虚空の, 暗き, 憂いの, 苦しむ, 物陰の, 影の, 黄昏の, 光なき, 薄暗い, 薄明りの, 煤けた, 暗黒の, 霧の, 黒い, 石炭の, 象牙の, 影の, 黒曜石の, 黒鳥の, 漆黒の, 悪魔の, ドゥアセルの, 無明の, 日食の, 盲目の, 深き",
		syllablesEnd = "弧, 禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, ボルト, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, そよ風, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 灯火, 破壊, 骨, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 烙印, 閃光, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 真昼, 爪, 近接, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 業火, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 腐食, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光輝, 一切れ, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 放熱, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 星, 刺激, 一刺し, 攻撃, 襲撃者, 気絶, 太陽, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 堕落, 軌跡, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 冬, 鉄線, 精霊, 願い, 魔女, 狼, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身",
		rules = "$s$e",
	},
	nature = {
		syllablesStart ="自然の, 緑の, 肥沃な, 大地の, 癒す, 根を張る, 生長の, 育つ, 樹皮の, 開花する, 木の精の, 雨の, 純粋な, 野生の, 風が吹く, 治療の, 浄化する, 森の, そよ風の, 樫の, 柳の, 木の, 中立の, 花の, 膿の, 腐肉の, 腐った, 腐りきった, 汚れの, 堕落の, 不死の, 悪しき, 落涙の, 疫病の, 腫瘍の, 膿んだ, 血を流す, 化膿した, 堕ちた, 不浄の, 肥料の, 爛れの, 毒素の, 有毒の, 蠍の, 蛇の, 毒蛇の, 大蛇の, 硫黄の, 沼の, 泥の, 捻じれの, 死肉の, 胆汁の, 湿原の, 下水の, 湿地の, 死体の, 気泡の, 苔の, 蜘蛛の, 粘液の, 粘る, 病の, 闇の, 濁りの, 蓑の",
		syllablesEnd = "弧, 禍, 誘惑, 胆汁, 一噛み, 一撃, 至福, 血, 一吹き, 開花, 解体師, 霞み, ボルト, 骨, 穴, 支柱, 一編み, 真鍮, 突撃, 破壊者, 蛮勇, 爆撃, 運び屋, 耐える者, 歪曲者, 腐敗, 灯火, 破壊, 骨, 暗黒, 明光, 祭壇, 裂け目, 衝突, 叫び, 斬撃, 詠唱, 切れ味, 閃き, 疾走, 夢, 勇猛, 死, 刃, 恨み, 激怒, 恐怖, 名声, 敵, 烙印, 閃光, 悪魔, 拳, 出血, 致命傷, 闘士, 打撃, 戦士, 叡智, 闘気, 収集, 誉れ, 魅力, 略奪, 略奪者, 寄せ集め, 色, 空腹, 狩り, 狩人, 憤り, 偶像, 不滅, 正義, 罵り, 密集, 殺し, 殺人鬼, 接吻, 業, 召使い, 王, 悪漢, 騎士, 君主, 物語, 鞭, 紐, 令嬢, 貫き, 印, 月, 支配者, 情婦, 沼, 怪物, 力, 髄, 定め, 大臣, 悪意, 邪悪, 虚無, 真昼, 爪, 近接, 夜, 誓約, 秩序, 神託, 泥術, 服従, 忘却, 猛襲, 黒曜石, 鐘, 業火, 守り, 強さ, 地を這う者, 預言者, 痛み, 情熱, 貫通, 刺突者, 誇り, 粉砕, 信仰, 混乱, 痛み, 罰, 帳, 黙殺, 地震, 獲物, 女王, 鎮圧, 制圧者, 早業, 羽毛, 収穫, 破滅, 破滅者, 根絶やし, 刀, 叫び, 怒り, 種族, 発光, 急襲, 雨, 身代金, ルーン, 統治, 爆裂, 一絞り, 反逆者, 鷹, 大河, 一裂き, 炸裂, 岩, 悪臭, 選候, 溶解, 厳しさ, 八つ裂き, 猛禽, 光, 光輝, 薄切り, 拳闘, 落とし子, 出現, 吐く者, 突風, 鉄, 焚火, 蛇, 悲しみ, 賢者, 賭け, うわばみ, 刈り, 大罪, 放熱, 尖塔, 這う者, 創造, 馳夫, 流れ, 流水, 刃, 傷跡, 分裂, 星, 刺激, 一刺し, 攻撃, 襲撃者, 気絶, 太陽, 風靡, 一掃者, 手練, 石, 縫目, 断裂, 殴打, 断罪者, 茨, 反撃, 棘, 恐慌, 接触, 潮流, 大木, 試験, 大風, 巨人, むずがゆさ, 歯, 大逆, 塹壕, 痕跡, 軌跡, 暗影, 灰化, 勇者, 放浪, 大悪, 血流, 装い, 猛毒, 毒蛇, 宝, 報復, 渦, 悪徳, 漂着, 歩行者, 目覚め, 覚醒者, 戦, 護り, 守護者, 大蜂, 号泣, 楔, 冒険者, 源泉, ささやき, 自然, 野生, 意志, 風, 武装, 翼, 選別, 冬, 鉄線, 精霊, 願い, 魔女, 狼, 苦難, 衰弱, 枯葉, 成虫, 花冠, 秘宝, 残骸, 衝突者, 歪曲, うねり, 運命, 熱意, 風の化身,",
		rules = "$s$e",
	},
})
+------------------------------------------------
+section "game/modules/tome/ai/escort.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/improved_tactical.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/improved_talented.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/maintenance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/quests.lua"
+
+t("This place is corrupted! I will cleanse it! Protect me while I do it!", "この場所は堕落している!浄化するからその間守ってくれ!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/ai/sandworm_tunneler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/shadow.lua"
+
+t("#PINK#%s returns to the shadows.", "#PINK#%sは影に還っていった", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/ai/special_movements.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/tactical.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/target.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Actor.lua"
+
+t("%s temporarily fights the paralyzation.", "%sは一時的に麻痺に抵抗した", "logSeen")
+t("You are unable to move!", "動けない!", "logPlayer")
+t("#F53CBE#Your movements fuel your rampage! (+1 duration)", "#F53CBE#移動が火に油を注いだ!(+1持続時間)", "logPlayer")
+t("#LIGHT_RED#Your %s is immune to the teleportation and drops to the floor!", "#LIGHT_RED#%sはテレポートに耐性があるため床に落とされた!", "logPlayer")
+t("critter", "下級", "_t")
+t("normal", "ノーマル", "_t")
+t("elite", "エリート", "_t")
+t("rare", "レア", "_t")
+t("unique", "ユニーク", "_t")
+t("boss", "ボス", "_t")
+t("elite boss", "エリートボス", "_t")
+t("tiny", "とても小さい", "_t")
+t("small", "小さい", "_t")
+t("medium", "普通", "_t")
+t("big", "大きい", "_t")
+t("huge", "巨大", "_t")
+t("gargantuan", "超巨大", "_t")
+t("hostile", "敵対", "_t")
+t("female", "女性", "_t")
+t("male", "男性", "_t")
+t("Rank: ", "階級:", "_t")
+t("Hardiness/Armour: ", "重装度/アーマー:", "_t")
+t("Size: ", "サイズ:", "_t")
+t("#FFD700#Accuracy#FFFFFF#: ", "#FFD700#命中   #FFFFFF#:", "_t")
+t("#0080FF#Defense#FFFFFF#:  ", "#0080FF#回避   #FFFFFF#:", "_t")
+t("#FFD700#P. power#FFFFFF#: ", "#FFD700#物理パワー#FFFFFF#:", "_t")
+t("#0080FF#P. save#FFFFFF#:  ", "#0080FF#物理セーブ#FFFFFF#:", "_t")
+t("#FFD700#S. power#FFFFFF#: ", "#0080FF#魔法パワー#FFFFFF#:", "_t")
+t("#0080FF#S. save#FFFFFF#:  ", "#0080FF#魔法セーブ#FFFFFF#:", "_t")
+t("#FFD700#M. power#FFFFFF#: ", "#0080FF#精神パワー#FFFFFF#:", "_t")
+t("#0080FF#M. save#FFFFFF#:  ", "#0080FF#精神セーブ#FFFFFF#:", "_t")
+t("Time left: ", "効果時間:", "_t")
+t("Faction: ", "所属:", "_t")
+t("Personal reaction: ", "反応:", "_t")
+t("%s unleashes the stored damage in retribution!", "%sは報復の一撃を繰り出した!", "logSeen")
+t("#SLATE#(%d absorbed)#LAST#", "#SLATE#(%d 吸収)#LAST#", "tformat")
+t("Your shield crumbles under the damage!", "魔法盾がダメージで砕け散った!", "logPlayer")
+t("%s shatters into pieces!", "%sは粉々に砕け散った!", "logSeen")
+t("%s splits in two!", "%sは真っ二つ!", "logSeen")
+t("#YELLOW#%s has been healed by a blast of positive energy!#LAST#", "#YELLOW#%sは陽光力の爆発で回復した!#LAST#", "logSeen")
+t("%s fades for a moment and then reforms whole again!", "%sが消えたかと思うと、また姿を現した!", "logSeen")
+t("#CRIMSON##Source# leeches life from #Target#!", "#LIGHT_RED# #Source#は#Target#の血を吸った!", "delayedLogMessage")
+t("#CRIMSON##Source# steals life from #Target#!", "#CRIMSON##Source#は#Target#の生命力を盗んだ!", "delayedLogMessage")
+t("#CRIMSON##Source# leeches energies from #Target#!", "#LIGHT_RED# #Source#は#Target#の生命力を吸った!", "delayedLogMessage")
+t("You feel a surge of power as a powerful creature falls nearby.", "強大な存在が倒れ、力が流れ込んでくるのを感じた", "logPlayer")
+t("#LIGHT_RED#The cease to exist spell fizzles and cancels, leaving the timeline intact.", "#LIGHT_RED#時間軸だけを残して魔法はくすぶって消えた", "logPlayer")
+t("#00ffff#Welcome to level %d [%s].", "#00ffff#レベル%dにようこそ [%s]", "log")
+t("%s has %s to spend. %s", "%sは%sを使える %s", "log")
+t("#AQUAMARINE#You have gained one more life (%d remaining).", "#AQUAMARINE#新たな命を得た (残り%d)。", "logPlayer")
+t("#FF0000#You carry too much--you are encumbered!", "#FF0000#持ちすぎだ…荷物に押しつぶされた!", "logPlayer")
+t("#FF0000#Drop some of your items.", "#FF0000#アイテムを落とさなくては・・・", "logPlayer")
+t("#00FF00#You are no longer encumbered.", "#00FF00#重荷から解放された", "logPlayer")
+t("unarmed", "unarmed", "_t")
+t("antimagic", "反魔法", "_t")
+t("#STEEL_BLUE#Targeting %s", "#STEEL_BLUE#%sを対象指定した", "saySimple")
+t("#LIGHT_RED#You lose control and unleash an anomaly!", "#LIGHT_RED#力が暴走し、アノマリーを引き起こした!", "logPlayer")
+t("#LIGHT_RED#You feel the edges of spacetime begin to ripple and bend!", "#LIGHT_RED#時空が荒れ狂っているのを感じた!", "logPlayer")
+t("#LIGHT_BLUE#Spacetime feels more stable.", "#LIGHT_BLUE#時空は安定した", "logPlayer")
+t("%s is too afraid to use %s.", "%sは恐怖で%sを使えない", "logSeen")
+t("%s is silenced and cannot use %s.", "%sは沈黙して%sを使えない", "logSeen")
+t("The spell fizzles.", "魔法はくすぶった", "logSeen")
+t("%s is too disconnected from Nature to use %s.", "%sは自然との結びつきを失い、%sを使えなかった", "logSeen")
+t("%s is unable to use this kind of inscription.", "%sはそれを使うことができない", "logSeen")
+t("%s is sleeping and unable to do this.", "%sは眠り、行動できない", "logPlayer")
+t("You fail to use %s due to your equilibrium!", "均衡が取れず、%sの使用に失敗した!", "logPlayer")
+t("%s is confused and fails to use %s.", "%sは混乱して%sを使えなかった", "logSeen")
+t("%s fails to use %s.", "%sは%sの使用に失敗した", "logSeen")
+t("%s talent '%s%s' is disrupted by the mind parasite.", "%sの'%s%s' は精神寄生に阻害された", "logSeen")
+t("Passive", "自動", "_t")
+t("Sustained", "常駐", "_t")
+t("Activated", "発動", "_t")
+t(" and ", "と", "_t")
+t("#LIGHT_RED#%s starts suffocating to death!", "#LIGHT_RED#%sは窒息している!", "logSeen")
+t("%s reflects the spell!", "%sは魔法を跳ね返した!", "logSeen")
+t("%s ignores the spell!", "%sは魔法を打ち消した!", "logSeen")
+t("You destroy %s.", "%sを壊した", "logPlayer")
+t("Cancel", "キャンセル", "_t")
+t("%s drops on the floor: %s.", "%sは%sを置いた", "logSeen")
+t("You extract %s from %s", "%sから%sを生成した", "logPlayer")
+t("You gain %0.2f gold from the transmogrification of %s.", "%0.2fゴールドを%sを換金して得た", "log")
+t("Transmogrification Chest", "換金の箱", "_t")
+t("You detach %s from your %s.", "%sを%sから取り外した", "logPlayer")
+t("You attach %s to your %s.", "%sを%sに取り付けた", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/class/FortressPC.lua"
+
+t("Yiilkgur, the Sher'Tul Fortress", "シェール・タル要塞 イールクガール", "_t")
+t("You are unable to move!", "動けない!", "logPlayer")
+t("The teleport fizzles!", "テレポートはくすぶった!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Game.lua"
+
+t("#LIGHT_RED#You may not change level without your own body!", "#LIGHT_RED#自らの体を置いて階層を離れるわけにはいかない!", "logPlayer")
+t("#LIGHT_RED#You may not leave the zone with this character!", "#LIGHT_RED#自分自身を置いて階層を離れるわけにはいかない!", "logPlayer")
+t("#LIGHT_RED#You cannot escape your fate by leaving the level!", "#LIGHT_RED#階層を離れることで運命を変えることはできない!", "logPlayer")
+t("Chronomancy", "時術", "_t")
+t("something", "岩石投げ", "_t")
+t("unknown", "不明", "_t")
+t("Showing big healthbars and tactical borders.", "大きいHPバーと戦術境界を表示", "log")
+t("Showing healthbars only.", "HPバーだけを表示", "log")
+t("Showing no tactical information.", "戦術に関する情報を表示しない", "log")
+t("Showing small healthbars and tactical borders.", "小さいHPバーと戦術境界を表示", "log")
+t("You cannot do that on the world map.", "ワールドマップ上ではそれはできない", "logPlayer")
+t("You cannot currently leave the level.", "今は階層を移動できない", "log")
+t("There is no way out of this level here.", "この階層から脱出する道がない", "log")
+t("Message Log", "メッセージ・ログ", "_t")
+t("Inventory", "持ち物", "_t")
+t("Saving game...", "セーブ中・・・", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/class/GameState.lua"
+
+t("crackling", "é›·é³´", "_t")
+t("Ambush!", "奇襲!", "_t")
+t("%s the %s", "%s『%s』", "tformat")
+t("Exterminator", "皆殺し", "_t")
+t("but nobody knew why #sex# suddenly became evil", "しかし、なぜ突然邪悪な者になったかを知るものはいない", "_t")
+t(" and ", "と", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Grid.lua"
+
+t("%s's %s", "%sの%s", "tformat")
+t("Never visited yet", "未探索", "_t")
+t("In sight", "見えている", "_t")
+t("Lit", "明るい", "_t")
+t("Blocks sight", "視線を遮る", "_t")
+t("Blocks movement", "移動を阻む", "_t")
+t("Special breathing method required", "特殊な技能を必要とする", "_t")
+t("Diggable", "採掘可能", "_t")
+t("Cannot teleport to this place", "テレポート禁止", "_t")
+t("#VIOLET#You hear a mechanism clicking.", "#VIOLET#機械の作動音が聞こえた", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/class/MapEffects.lua"
+
+t("%s's %s", "%sの%s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/NPC.lua"
+
+t("#PINK#Your summoned %s disappears.", "#PINK#召喚した%sは還っていった", "logPlayer")
+t("Target: ", "対象:", "_t")
+t("none", "なし", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Object.lua"
+
+t("You cannot see!", "目が見えない!", "_t")
+t("You are silenced!", "声が出ない!", "_t")
+t("You must wear this object to use it!", "使う前に身につけないといけない!", "_t")
+t("You can not use items during a battle frenzy!", "狂乱中にアイテムは使えない!", "_t")
+t("%s is still recharging.", "%sは充填中だ", "logPlayer")
+t("%s can not be used anymore.", "%sはもう使えない", "logPlayer")
+t("Accuracy bonus: ", "命中超過ボーナス:", "_t")
+t("Damage type: ", "ダメージ:", "_t")
+t("Armour Penetration: ", "アーマー貫通:", "_t")
+t("Crit. chance: ", "クリティカル率:", "_t")
+t("Attack speed: ", "攻撃速度:", "_t")
+t("Block value: ", "防御値:", "_t")
+t("Firing range: ", "射程:", "_t")
+t("Capacity: ", "弾数:", "_t")
+t("Reload speed: ", "リロード速度:", "_t")
+t("Turns elapse between self-loadings: ", "自動充填:", "_t")
+t("When used from stealth a simple attack with it will not break stealth.", "隠密状態から通常攻撃したとき、隠密行動を継続する", "_t")
+t("Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target.", "与ダメージにクリティカル倍率の半分が加算される(そうしたときに撃破できる場合だけ)", "_t")
+t("Travel speed: ", "速度:", "_t")
+t("Damage Shield penetration (this weapon only): ", "魔法盾貫通(この武器だけ):", "_t")
+t("Lifesteal (this weapon only): ", "生命力吸収(この武器だけ): ", "_t")
+t("Multiple attacks: ", "多段ヒット:", "_t")
+t("Shots beam through all targets.", "全てを貫く", "_t")
+t("Damage conversion: ", "ダメージ変換:", "_t")
+t("[Plot Item]", "[シナリオアイテム]", "_t")
+t("unknown", "不明", "_t")
+t("It must be held with both hands.", "両手持ちの武器だ。", "_t")
+t("Mastery: ", "マスタリー:", "_t")
+t("Accuracy is based on willpower for this weapon.", "この武器の命中は意志の強さで増加する", "_t")
+t("It is part of a set of items.", "セットアイテムの一部だ。", "_t")
+t("The set is complete.", "セットが完成している。", "_t")
+t("Accuracy: ", "命中:", "_t")
+t("Armour penetration: ", "アーマー貫通:", "_t")
+t("Physical crit. chance: ", "物理クリティカル率:", "_t")
+t("Physical power: ", "物理パワー:", "_t")
+t("Armour: ", "アーマー:", "_t")
+t("Armour Hardiness: ", "重装度:", "_t")
+t("Defense: ", "回避:", "_t")
+t("Ranged Defense: ", "射撃回避:", "_t")
+t("Fatigue: ", "疲労度:", "_t")
+t("Ammo reloads per turn: ", "リロード速度:", "_t")
+t("Effects on melee hit: ", "近接追加効果:", "_t")
+t("Damage (Melee): ", "追加ダメージ(近接):", "_t")
+t("Effects on ranged hit: ", "射撃追加効果:", "_t")
+t("Damage (Ranged): ", "追加ダメージ(射撃):", "_t")
+t("Effects when hit in melee: ", "近接反撃効果:", "_t")
+t("Damage when hit (Melee): ", "反撃ダメージ(近接):", "_t")
+t("Changes stats: ", "能力変化:", "_t")
+t("Changes resistances: ", "属性耐性変化:", "_t")
+t("Changes resistances cap: ", "耐性上限変化:", "_t")
+t("Reduce damage by fixed amount: ", "被ダメージ低下:", "_t")
+t("Maximum wards: ", "護り最大数:", "_t")
+t("Changes resistances penetration: ", "耐性貫通変化:", "_t")
+t("Changes damage: ", "ダメージ変化:", "_t")
+t("Damage against: ", "ダメージ追加:", "_t")
+t("Reduced damage from: ", "被ダメージ減少:", "_t")
+t("Damage affinity(heal): ", "ダメージ吸収:", "_t")
+t("all", "全耐性", "_t")
+t("Change telepathy range by : ", "テレパシー範囲変化:", "_t")
+t("All", "å…¨", "_t")
+t("Grants telepathy: ", "テレパシー:", "_t")
+t("Talents", "技能", "_t")
+t("Allows you to breathe in: ", "呼吸可能:", "_t")
+t("Critical mult.: ", "クリティカル倍率:", "_t")
+t("Reduces incoming crit damage: ", "被クリティカル時倍率低下: ", "_t")
+t("Reduces opponents crit chance: ", "被クリティカル率減少:", "_t")
+t("Trap disarming bonus: ", "罠解除:", "_t")
+t("Stealth bonus: ", "隠密:", "_t")
+t("Maximum encumbrance: ", "積載量:", "_t")
+t("Physical save: ", "物理セーブ", "_t")
+t("Spell save: ", "魔法セーブ:", "_t")
+t("Mental save: ", "精神セーブ:", "_t")
+t("Blindness immunity: ", "盲目耐性:", "_t")
+t("Poison immunity: ", "毒耐性:", "_t")
+t("Disease immunity: ", "病気耐性:", "_t")
+t("Cut immunity: ", "出血耐性:", "_t")
+t("Silence immunity: ", "沈黙耐性:", "_t")
+t("Disarm immunity: ", "武装解除耐性:", "_t")
+t("Confusion immunity: ", "混乱耐性:", "_t")
+t("Sleep immunity: ", "睡眠耐性: ", "_t")
+t("Pinning immunity: ", "影縫い耐性:", "_t")
+t("Stun/Freeze immunity: ", "スタン/凍結耐性:", "_t")
+t("Fear immunity: ", "恐怖耐性:", "_t")
+t("Knockback immunity: ", "ノックバック耐性:", "_t")
+t("Instant-death immunity: ", "即死免疫:", "_t")
+t("Teleport immunity: ", "テレポート耐性:", "_t")
+t("Life regen: ", "HP回復:", "_t")
+t("Stamina each turn: ", "スタミナ回復:", "_t")
+t("Mana each turn: ", "マナ回復:", "_t")
+t("Hate each turn: ", "憎悪:", "_t")
+t("Psi each turn: ", "サイキックパワー:", "_t")
+t("Vim each turn: ", "活力:", "_t")
+t("P.Energy each turn: ", "陽光力:", "_t")
+t("N.Energy each turn: ", "月光力:", "_t")
+t("Stamina when hit: ", "被ダメージでスタミナ:", "_t")
+t("Mana when hit: ", "被ダメージでマナ:", "_t")
+t("Equilibrium when hit: ", "被ダメージで均衡値:", "_t")
+t("Psi when hit: ", "被ダメージでサイキックパワー:", "_t")
+t("Hate when hit: ", "被ダメージで憎悪:", "_t")
+t("Vim when hit: ", "被ダメージで活力:", "_t")
+t("Vim when hitting in melee: ", "近接攻撃で活力:", "_t")
+t("Mana when firing critical spell: ", "魔法クリティカルでマナ:", "_t")
+t("Vim when firing critical spell: ", "魔法クリティカルで活力:", "_t")
+t("Spellpower on spell critical (stacks up to 3 times): ", "魔法クリティカルで魔法パワー増加(3回まで蓄積):", "_t")
+t("Hate when firing a critical mind attack: ", "精神クリティカルで活力:", "_t")
+t("Psi when firing a critical mind attack: ", "精神クリティカルでサイキックパワー:", "_t")
+t("Equilibrium when firing a critical mind attack: ", "精神クリティカルで均衡値:", "_t")
+t("Hate per kill: ", "撃破で憎悪:", "_t")
+t("Psi per kill: ", "撃破でサイキックパワー:", "_t")
+t("Vim per kill: ", "撃破で活力:", "_t")
+t("Only die when reaching: ", "HP下限値:", "_t")
+t("Maximum life: ", "最大HP:", "_t")
+t("Maximum mana: ", "最大マナ:", "_t")
+t("Maximum souls: ", "最大魂: ", "_t")
+t("Maximum stamina: ", "最大スタミナ:", "_t")
+t("Maximum hate: ", "最大憎悪:", "_t")
+t("Maximum psi: ", "最大サイキックパワー:", "_t")
+t("Maximum vim: ", "最大活力:", "_t")
+t("Maximum pos.energy: ", "最大陽光力:", "_t")
+t("Maximum neg.energy: ", "最大月光力:", "_t")
+t("Maximum air capacity: ", "酸素:", "_t")
+t("Spellpower: ", "魔法パワー:", "_t")
+t("Spell crit. chance: ", "魔法クリティカル率:", "_t")
+t("Lowers spell cool-downs by: ", "クールダウン加速:", "_t")
+t("Mindpower: ", "精神パワー:", "_t")
+t("Mental crit. chance: ", "精神クリティカル率:", "_t")
+t("Light radius: ", "光源範囲:", "_t")
+t("Infravision radius: ", "赤外線視力:", "_t")
+t("Heightened senses radius: ", "超感知能力:", "_t")
+t("Sight radius: ", "視界:", "_t")
+t("See stealth: ", "隠密看破:", "_t")
+t("See invisible: ", "透明視:", "_t")
+t("Invisibility: ", "透明化:", "_t")
+t("Global speed: ", "スピード:", "_t")
+t("Movement speed: ", "移動スピード:", "_t")
+t("Combat speed: ", "戦闘スピード:", "_t")
+t("Casting speed: ", "詠唱スピード:", "_t")
+t("Mental speed: ", "精神スピード:", "_t")
+t("Healing mod.: ", "HP回復補正:", "_t")
+t("Heals friendly targets nearby when you use a nature summon: ", "自然召喚で友好な対象に回復:", "_t")
+t("Life leech chance: ", "吸血確率:", "_t")
+t("Life leech: ", "吸血:", "_t")
+t("Resource leech chance: ", "エナジードレイン率:", "_t")
+t("Resource leech: ", "エナジードレイン:", "_t")
+t("Damage Shield penetration: ", "魔法盾貫通:", "_t")
+t("Deflect projectiles away: ", "飛来物の阻止:", "_t")
+t("Chance to avoid attacks: ", "ダメージ無効化率: ", "_t")
+t("Chance to avoid any damage: ", "身かわし: ", "_t")
+t("Defense after a teleport: ", "テレポートで回避:", "_t")
+t("Resist all after a teleport: ", "テレポートで全耐性:", "_t")
+t("New effects duration reduction after a teleport: ", "テレポートで新たな状態異常時間:", "_t")
+t("Damage Resonance (when hit): ", "被ダメージでダメージ反射:", "_t")
+t("Size category: ", "体格:", "_t")
+t("Max wilder summons: ", "最大自然召喚可能数:", "_t")
+t("Life regen bonus (wilder-summons): ", "自然召喚でリジェネ:", "_t")
+t("Ice block penetration: ", "氷ブロック貫通: ", "_t")
+t("Slows Projectiles: ", "飛来物を遅く:", "_t")
+t("Reduces paradox anomalies(equivalent to willpower): ", "パラドックス・アノマリーを減少(意志の増加に等しい):", "_t")
+t("Damage Backlash: ", "ダメージ・バックラッシュ: ", "_t")
+t("Reduce all damage from unseen attackers: ", "見えない敵からの被ダメージ減少: ", "_t")
+t("The wearer is treated as an undead.", "装備するとアンデッド化する", "_t")
+t("The wearer is treated as a demon.", "装備すると悪魔化する", "_t")
+t("The wearer is blinded.", "装備すると盲目になる", "_t")
+t("The wearer is asleep.", "装備すると眠りに落ちる", "_t")
+t("Blind-Fight: ", "心眼:", "_t")
+t("This item allows the wearer to attack unseen targets without any penalties.", "ペナルティなしで見えない敵に攻撃", "_t")
+t("Lucid Dreamer: ", "明晰夢:", "_t")
+t("This item allows the wearer to act while sleeping.", "装備すると眠っていても動くことができる", "_t")
+t("The wearer no longer has to breathe.", "装備すると呼吸する必要がなくなる", "_t")
+t("Quick Weapon Swap:", "ターン消費なしで武器切り替え:", "_t")
+t("This item allows the wearer to swap to their secondary weapon without spending a turn.", "ターン消費なしで武器変更可能", "_t")
+t("Avoid Pressure Traps: ", "浮遊:", "_t")
+t("The wearer never triggers traps that require pressure.", "装備すると浮遊し、トラップを踏まなくなる", "_t")
+t("Allows you to speak and read the old Sher'Tul language.", "古代シェール・タルの言語を話し、読むことを可能にする", "_t")
+t("When used to modify unarmed attacks:", "素手攻撃時:", "_t")
+t("When used to attack (with talents):", "タレント使用時:", "_t")
+t("It is immune to teleportation, if you teleport it will fall on the ground.", "テレポート阻害", "_t")
+t("When wielded/worn:", "装備すると:", "_t")
+t("Skullcracker multiplicator: ", "スカルクラッカーの倍率:", "_t")
+t("When carried:", "所持していると:", "_t")
+t("When used to imbue an object:", "埋め込むと:", "_t")
+t("When used as an alchemist bomb:", "アルケミスト・ボムとして使うと:", "_t")
+t("Latent Damage Type: ", "ダメージ:", "_t")
+t("Activating this item is instant.", "このアイテムの発動にはターンを消費しない", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Party.lua"
+
+t("Can not switch control to this creature.", "この生物は支配できない", "logPlayer")
+t("#MOCCASIN#Character control switched to %s.", "#MOCCASIN#%sを操作することにした", "logPlayer")
+t("Can not give orders to this creature.", "指令を与えることはできない", "logPlayer")
+t("%s maximum action radius set to %d.", "%sの最大行動範囲を%dに設定した", "logPlayer")
+t("%s will stay near %s.", "%sは%sの近くに留まる", "logPlayer")
+t("%s targets #Target#.", "#Target# targets #Target#.", "logCombat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/PartyMember.lua"
+
+t("default", "default", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Player.lua"
+
+t("There is an item here: %s", "%sがある", "logSeen")
+t("#FF0000#You carry too much--you are encumbered!", "#FF0000#持ちすぎだ…荷物に押しつぶされた!", "logPlayer")
+t("#FF0000#Drop some of your items.", "#FF0000#アイテムを落とさなくては・・・", "logPlayer")
+t("#PINK#Your summoned %s disappears.", "#PINK#召喚した%sは還っていった", "logPlayer")
+t("#00ff00#%sTalent %s is ready to use.", "#00ff00#%s%sのクールダウンが完了した", "log")
+t("You cannot use items on the world map.", "ワールドマップ上でアイテムは使えない", "logPlayer")
+t("Your antimagic disrupts %s.", "%sを反魔の力が妨害した", "logPlayer")
+t("You have no more %s.", "%sをもう持っていない", "log")
+t("This does not seem to have any effect.", "何の効果もないようだ", "logPlayer")
+t("You use the %s on the pedestal. There is a distant 'clonk' sound.", "祭壇に%sを使った。遠くで音が聞こえた", "logPlayer")
+t("#LIGHT_RED#%s briefly catches sight of you!", "#LIGHT_RED#%sが視界をかすめた!", "logPlayer")
+t("#LIGHT_GREEN#Accepted quest '%s'! #WHITE#(Press 'j' to see the quest log)", "#LIGHT_GREEN#クエスト受注“ %s ”! #WHITE#(“j”で詳細を見る)", "logPlayer")
+t("#LIGHT_GREEN#Quest '%s' status updated! #WHITE#(Press 'j' to see the quest log)", "#LIGHT_GREEN#クエスト“ %s ”が更新された!#WHITE#(“j”で詳細を見る)", "logPlayer")
+t("#LIGHT_GREEN#Quest '%s' completed! #WHITE#(Press 'j' to see the quest log)", "#LIGHT_GREEN#クエスト“ %s ”達成! #WHITE#(“j”で詳細を見る)", "logPlayer")
+t("#LIGHT_GREEN#Quest '%s' is done! #WHITE#(Press 'j' to see the quest log)", "#LIGHT_GREEN#クエスト“ %s ”終了! #WHITE#(“j”で詳細を見る)", "logPlayer")
+t("#LIGHT_RED#Quest '%s' is failed! #WHITE#(Press 'j' to see the quest log)", "#LIGHT_RED#クエスト“ %s ”失敗! #WHITE#(“j”で詳細を見る)", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Projectile.lua"
+
+t("Projectile: ", "飛来物: ", "_t")
+t("Origin: ", "発射: ", "_t")
+t("Affect origin chance: ", "反撃率: ", "_t")
+t("Affect origin's friends chance: ", "誤射率: ", "_t")
+t("%s's %s", "%sの%s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Store.lua"
+
+t("#CRIMSON#Your timetravel has no effect on pre-determined outcomes such as this.", "#CRIMSON#このような既に決まっている結末に対して時間旅行は意味を持たない", "log")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Trap.lua"
+
+t("%s's %s", "%sの%s", "tformat")
+t("<Store>", "<店>", "_t")
+t("hostile", "敵対", "_t")
+t("Faction: ", "所属:", "_t")
+t("trap", "ç½ ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/UserChatExtension.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/World.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/WorldNPC.lua"
+
+t("hostile", "敵対", "_t")
+t("Rank: ", "階級:", "_t")
+t("Faction: ", "所属:", "_t")
+t("Target: ", "対象:", "_t")
+t("none", "なし", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/Arena.lua"
+
+t("giant crystal rat", "巨大クリスタル・ラット", "_t")
+t("Reaver", "略奪者", "_t")
+t("#LIGHT_RED#WARNING! Rej Arkatis, the master of the arena, appears!!!", "#LIGHT_RED#警告!闘技場の王者レジ・アルカティスが現れた!!!", "log")
+t("%s the %s", "%s『%s』", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/HighPeakFinal.lua"
+
+t("An entity appears through the portal!", "何かがポータルから現れた!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/ValleyMoon.lua"
+
+t("Limmir summons a blast of holy light!", "リムミールは聖なる光を呼んだ!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorAI.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorInscriptions.lua"
+
+t("You already have too many of this inscription.", "これ以上ハーブやルーンを刻むことはできない", "logPlayer")
+t("You have no more inscription slots.", "内蔵能力が足りない", "logPlayer")
+t("You are now inscribed with %s.", "%sを刻み込んだ", "logPlayer")
+t("Your %s is depleted!", "%sを使い果たしまった!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorObjectUse.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/Archery.lua"
+
+t("You do not have enough ammo left!", "弾切れだ!", "logPlayer")
+t("#{bold}##Source# performs a ranged critical strike against #Target#!#{normal}#", "#{bold}#クリティカル!#Source#は#Target#の急所を撃ち抜いた!#{normal}#", "logCombat")
+t("You are disarmed!", "武装解除された!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/Combat.lua"
+
+t("%s is too afraid to attack.", "%sは恐怖に慄いた", "logSeen")
+t("%s is too terrified to attack.", "%sは恐れて攻撃できない", "logSeen")
+t("#ORCHID#%s cleverly deflects the attack with %s shield!#LAST#", "#ORCHID#%sは上手く盾で攻撃を防いだ!#LAST#", "logSeen")
+t("#Target# repels an attack from #Source#.", "#Target#は#Source#からの攻撃を阻止した", "logCombat")
+t("#Target# evades #Source#.", "#Target#は#Source#の攻撃を華麗に避けた", "logCombat")
+t("#{bold}##Source# performs a melee critical strike against #Target#!#{normal}#", "#{bold}#クリティカル!#Source#は#Target#に会心の一撃を繰り出した!#{normal}#", "logCombat")
+t("#Source# misses #Target#.", "ミス!#Source#は#Target#にかわされた", "logCombat")
+t("#F53CBE#You revel in attacking a weakened foe! (+%d hate)", "#F53CBE#弱った獲物を追い詰めた!(+%d 憎悪)", "logPlayer")
+t("#{bold}#%s's spell attains critical power!#{normal}#", "#{bold}#クリティカル!%sに魔力が集中する!#{normal}#", "logSeen")
+t("#{bold}#%s's mind surges with critical power!#{normal}#", "#{bold}#クリティカル!%sの精神は技と一体化した!#{normal}#", "logSeen")
+t("%s resists the grapple!", "%sは組みつきに抵抗した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyDeath.lua"
+
+t("unknown", "不明", "_t")
+t("battered", "打ち砕かれて", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyIngredients.lua"
+
+t("You collect a new ingredient: #LIGHT_GREEN#%s%s (%d)#WHITE#.", "素材を手に入れた: #LIGHT_GREEN#%s%s (%d)#WHITE#", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyLore.lua"
+
+t("Lore found: #0080FF#%s", "物語を見つけた:#0080FF# %s", "logPlayer")
+t("You can read all your collected lore in the game menu, by pressing Escape.", "Escで集めた物語を読めます", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PlayerExplore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/TooltipsData.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/WorldAchievements.lua"
+
+t("Maj'Eyal", "マイ・イヤル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/Classic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/ClassicPlayerDisplay.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/Minimalist.lua"
+
+t("Rank: ", "階級:", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/arena.lua"
+
+t("The Arena", "闘技場", "achievement name")
+t("Unlocked Arena mode.", "アリーナモードをプレイ可能に。", "_t")
+t("Arena Battler 20", "剣闘士 20", "achievement name")
+t("Got to wave 20 in the arena.", "闘技場で20戦目に到達した。", "_t")
+t("Arena Battler 50", "剣闘士 50", "achievement name")
+t("Got to wave 50 in the arena.", "闘技場で50戦目に到達した。", "_t")
+t("Almost Master of Arena", "ほぼアリーナ・マスター", "achievement name")
+t("Became the new master of the arena in 30-wave mode.", [[30戦モードで闘技場のチャンピオ
+ンになった。]], "_t")
+t("Master of Arena", "アリーナ・マスター", "achievement name")
+t("Became the new master of the arena in 60-wave mode.", [[60戦モードで闘技場のチャンピオ
+ンになった。]], "_t")
+t("XXX the Destroyer", "デストロイヤー", "achievement name")
+t("Earned the rank of Destroyer in the arena.", [[闘技場で「デストロイヤー」のラン
+クに到達した。]], "_t")
+t("Grand Master", "グランドマスター", "achievement name")
+t("Earned the rank of Grand Master in the arena.", [[闘技場で「グランドマスター」のラ
+ンクに到達した。]], "_t")
+t("Ten at one blow", "一撃で十を語る", "achievement name")
+t("Killed 10 or more enemies in one single attack in the arena.", [[闘技場において、一撃で10体以上
+の敵を倒した。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/donator.lua"
+
+t("Bronze Donator", "ブロンズ寄付者", "achievement name")
+t("Donated up to 5 euros to Tales of Maj'Eyal.", "5ユーロを寄付した。", "_t")
+t("Silver Donator", "シルバー寄付者", "achievement name")
+t("Donated at least 6 euros to Tales of Maj'Eyal.", "6ユーロを寄付した。", "_t")
+t("Gold Donator", "ゴールド寄付者", "achievement name")
+t("Donated at least 16 euros to Tales of Maj'Eyal.", "16ユーロを寄付した。", "_t")
+t("Stralite Donator", "ストラライト寄付者", "achievement name")
+t("Donated at least 31 euros to Tales of Maj'Eyal.", "31ユーロを寄付した。", "_t")
+t("Voratun Donator", "ヴォラタン寄付者", "achievement name")
+t("Donated more than 60 euros to Tales of Maj'Eyal.", "60ユーロを寄付した。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/events.lua"
+
+t("The sky is falling!", "空が落ちてくる!", "achievement name")
+t("Saw a huge meteor falling from the sky.", "巨大隕石の落下を目撃した。", "_t")
+t("Demonic Invasion", "悪魔の侵略", "achievement name")
+t("Stopped a demonic invasion by closing their portal.", [[ポータルを閉じて悪魔達の侵攻
+を止めた。]], "_t")
+t("Invasion from the Depths", "海底からの侵略", "achievement name")
+t("Stopped a naga invasion by closing their portal.", [[ポータルを閉じてナーガ達の侵攻を
+止めた。]], "_t")
+t("The Restless Dead", "安らかならぬ死者", "achievement name")
+t("Disturbed an old battlefield and survived the consequences.", [[古戦場に踏み込み、アンデッド達か
+ら生き延びた。]], "_t")
+t("The Rat Lich", "ラット・リッチ", "achievement name")
+t("Killed the terrible Rat Lich.", "ラットリッチを倒した。", "_t")
+t("Shasshhiy'Kaish", "『シャッシィ・カイッシュ』", "achievement name")
+t("Killed Shasshhiy'Kaish after letting her grow as powerful as possible.", [[完全な状態で呼び出されたシャッシ
+ィ・カイッシュを倒した。]], "_t")
+t("Bringer of Doom", "破滅をもたらす者", "achievement name")
+t("Killed a Bringer of Doom.", "破滅の化身を倒した。", "_t")
+t("A living one!", "生きている!", "achievement name")
+t("Was teleported into Caldizar's Fortress, far into the void between the stars.", [[星々瞬く虚空の彼方にある、カルデ
+ィザーの城塞にテレポートした。]], "_t")
+t("Slimefest", "スライム祭り", "achievement name")
+t("Have 100 walls on the sludgenest turn into hostile creatures.", [[粘液洞窟の壁からスライム100体
+生成した。]], "_t")
+t("Slime killer party", "スライム殺し祭り", "achievement name")
+t("Have 200 walls on the sludgenest turn into hostile creatures.", [[粘液洞窟の壁からスライム200体
+生成した。]], "_t")
+t("Mad slime dash", "マッド・スライムダッシュ", "achievement name")
+t("Have 300 walls on the sludgenest turn into hostile creatures.", [[粘液洞窟の壁からスライム300体
+生成した。]], "_t")
+t("Don't mind the slimy smell", "スライムの匂いなんて気にすんなよ!", "achievement name")
+t("Have 400 walls on the sludgenest turn into hostile creatures.", [[粘液洞窟の壁からスライム400体
+生成した。]], "_t")
+t("In the company of slimes", "スライムといっしょ", "achievement name")
+t("Have 500 walls on the sludgenest turn into hostile creatures.", [[粘液洞窟の壁からスライム500体
+生成した。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/infinite-dungeon.lua"
+
+t("Infinite x10", "無限 x10", "achievement name")
+t("Got to level 10 of the infinite dungeon.", "無限の迷宮で10階に到達した。", "_t")
+t("Infinite x20", "無限 x20", "achievement name")
+t("Got to level 20 of the infinite dungeon.", "無限の迷宮で20階に到達した。", "_t")
+t("Infinite x30", "無限 x30", "achievement name")
+t("Got to level 30 of the infinite dungeon.", "無限の迷宮で30階に到達した。", "_t")
+t("Infinite x40", "無限 x40", "achievement name")
+t("Got to level 40 of the infinite dungeon.", "無限の迷宮で40階に到達した。", "_t")
+t("Infinite x50", "無限 x50", "achievement name")
+t("Got to level 50 of the infinite dungeon.", "無限の迷宮で50階に到達した。", "_t")
+t("Infinite x60", "無限 x60", "achievement name")
+t("Got to level 60 of the infinite dungeon.", "無限の迷宮で60階に到達した。", "_t")
+t("Infinite x70", "無限 x70", "achievement name")
+t("Got to level 70 of the infinite dungeon.", "無限の迷宮で70階に到達した。", "_t")
+t("Infinite x80", "無限 x80", "achievement name")
+t("Got to level 80 of the infinite dungeon.", "無限の迷宮で80階に到達した。", "_t")
+t("Infinite x90", "無限 x90", "achievement name")
+t("Got to level 90 of the infinite dungeon.", "無限の迷宮で90階に到達した。", "_t")
+t("Infinite x100", "無限 x100", "achievement name")
+t("Got to level 100 of the infinite dungeon.", "無限の迷宮で100階に到達した。", "_t")
+t("Infinite x150", "無限 x150", "achievement name")
+t("Got to level 150 of the infinite dungeon.", "無限の迷宮で150階に到達した。", "_t")
+t("Infinite x200", "無限 x200", "achievement name")
+t("Got to level 200 of the infinite dungeon.", "無限の迷宮で200階に到達した。", "_t")
+t("Infinite x300", "無限 x300", "achievement name")
+t("Got to level 300 of the infinite dungeon.", "無限の迷宮で300階に到達した。", "_t")
+t("Infinite x400", "無限 x400", "achievement name")
+t("Got to level 400 of the infinite dungeon.", "無限の迷宮で400階に到達した。", "_t")
+t("Infinite x500", "無限 x500", "achievement name")
+t("Got to level 500 of the infinite dungeon.", "無限の迷宮で500階に到達した。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/items.lua"
+
+t("Deus Ex Machina", "デウス・エクス・マキナ", "achievement name")
+t("Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.", [[「生命の血」を入手し、
+以下のユニーク封入物4種を入手した。
+ハーブ:始原
+ハーブ:自然の成長
+ルーン:反射の盾
+ルーン:次元転送]], "_t")
+t("Treasure Hunter", "トレジャーハンター", "achievement name")
+t("Amassed 1000 gold pieces.", "所持金1000Gを達成した。", "_t")
+t("Treasure Hoarder", "お宝を貯めし者", "achievement name")
+t("Amassed 3000 gold pieces.", "所持金3000Gを達成した。", "_t")
+t("Dragon's Greed", "ドラゴンの欲", "achievement name")
+t("Amassed 8000 gold pieces.", "所持金8000Gを達成した。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/kills.lua"
+
+t("That was close", "危機一髪!", "achievement name")
+t("Killed your target while having only 1 life left.", "HP1の状態で敵を倒した。", "_t")
+t("Size matters", "大きさが重要", "achievement name")
+t("Did over 600 damage in one attack.", "一撃でダメージ600を達成した。", "_t")
+t("Size is everything", "大きさが全て", "achievement name")
+t("Did over 1500 damage in one attack.", "一撃でダメージ1500を達成した。", "_t")
+t("The bigger the better!", "大は小を兼ねる!", "achievement name")
+t("Did over 3000 damage in one attack.", "一撃でダメージ3000を達成した。", "_t")
+t("Overpowered!", "超強力!", "achievement name")
+t("Did over 6000 damage in one attack.", "一撃でダメージ6000を達成した。", "_t")
+t("Exterminator", "皆殺し", "achievement name")
+t("Killed 1000 creatures.", "敵を1000体撃破した。", "_t")
+t("Pest Control", "害虫駆除", "achievement name")
+t("Killed 1000 reproducing vermin.", "増殖した芋虫を1000体撃破した。", "_t")
+t("Reaver", "略奪者", "achievement name")
+t("Killed 1000 humanoids.", "人型タイプの敵を1000体撃破した。", "_t")
+t("Backstabbing Traitor", "謀反人", "achievement name")
+t("Killed 6 escorted adventurers while you were supposed to save them.", [[エスコートクエストの護衛を6回以
+上失敗した。]], "_t")
+t("Bad Driver", "バッド・ドライバー", "achievement name")
+t("Failed to save any escorted adventurers.", "エスコートクエストを全て失敗した。", "_t")
+t("Guiding Hand", "導きの手", "achievement name")
+t("Saved all escorted adventurers.", "エスコートクエストを全て成功した。", "_t")
+t("Earth Master", "大地の支配者", "achievement name")
+t("Killed Harkor'Zun and unlocked Stone magic.", [[ハルコル・ズンを倒し、地の魔法を
+開放した。]], "_t")
+t("Kill Bill!", "キル・ビル!", "achievement name")
+t("Killed Bill in the Trollmire without leveling beyond your starting level.", [[トロル沼の岩トロル・ビルをレベル
+1で倒した。]], "_t")
+t("Atamathoned!", "アタマトンされた!", "achievement name")
+t("Killed the giant golem Atamathon after foolishly reactivating it.", [[愚かにもジャイアントゴーレムのア
+タマトンを再起動し、これを倒した。]], "_t")
+t("Huge Appetite", "底なしの胃", "achievement name")
+t("Ate 20 bosses.", "ボスを20体丸呑みにした。", "_t")
+t("Headbanger", "ヘッド・バンガー", "achievement name")
+t("Headbanged 20 bosses to death.", "ボスを20体頭突きで倒した。", "_t")
+t("Are you out of your mind?!", "気は確かか?!", "achievement name")
+t("Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.", [[ヴォーの武器庫で超級万色ワイアー
+ムに出くわしてしまった。逃げた方が
+いいんじゃないかなあ。]], "_t")
+t("I cleared the room of death and all I got was this lousy achievement!", "死の部屋を制圧したけどこんな嫌な実績しか手に入らなかったよ!", "achievement name")
+t("Killed the seven overpowered wyrms in the \"Room of Death\" in Vor Armoury.", [[ヴォーの武器庫の「死の部屋」で超
+級万色ワイアームを7体倒した。]], "_t")
+t("I'm a cool hero", "クール・ヒーロー", "achievement name")
+t("Saved Derth without a single inhabitant dying.", [[住人に一人の犠牲も出さず、嵐の精
+霊からダースの街を守った。]], "_t")
+t("Kickin' it old-school", "危機に居りて救う", "achievement name")
+t("Killed Urkis, the Tempest, causing him to drop the Rod of Recall.", [[ボスの中でテンペストのアーキスを
+最初に倒した。]], "_t")
+t("Leave the big boys alone", "大物は後に回せ", "achievement name")
+t("Killed The Master, causing him to drop the Rod of Recall.", "ボスの中で塔の支配者を最初に倒した。", "_t")
+t("You know who's to blame", "悪いのは誰でしょうか", "achievement name")
+t("Killed the Grand Corruptor, causing him to drop the Rod of Recall.", "ボスの中で腐敗の導師を最初に倒した。", "_t")
+t("You know who's to blame (reprise)", "悪いのは誰でしょうか(再掲)", "achievement name")
+t("Killed Myssil, causing her to drop the Rod of Recall.", [[ボスの中で守護者ミッシルを最初に
+倒した。]], "_t")
+t("Now, this is impressive!", "これはこれは、大変な偉業ですぞ!", "achievement name")
+t("Killed Linaniil, the Supreme Archmage of Angolwen.", [[アンゴルウェンの大魔道師、リナニ
+ールを打倒した。]], "_t")
+t("Fear of Fours", "恐怖の四天王", "achievement name")
+t("Killed all four bosses of the Slime Tunnels.", "スライム坑道のボス4体を倒した。", "_t")
+t("Well trained", "よく訓練した", "achievement name")
+t("Deal one million damage to training dummies in a single training session.", [[一回の訓練内でトレーニングダミー
+へのダメージ百万を達成した。]], "_t")
+t("I meant to do that...", "せざるを得なかったのだ...", "achievement name")
+t("Avoid death 50 times with a life-saving talent.", [[死亡防止系のタレントを用いて50
+回命を取り留めた。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/lore.lua"
+
+t("Tales of the Spellblaze", "魔法大禍の物語", "achievement name")
+t("Learned the eight chapters of the Spellblaze Chronicles.", "魔法大禍の記録全八章を読んだ。", "_t")
+t("The Legend of Garkul", "ガークル伝説", "achievement name")
+t("Learned the five chapters of the Legend of Garkul.", "ガークル伝全五章を読んだ。", "_t")
+t("A different point of view", "違った物の見方", "achievement name")
+t("Learned the five chapters of Orc history through loremaster Hadak's tales.", [[歴史家ハダクによるオークの歴史全
+五章を読んだ。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/player.lua"
+
+t("Level 10", "レベル 10", "achievement name")
+t("Got a character to level 10.", "レベル10に到達した。", "_t")
+t("Level 20", "レベル 20", "achievement name")
+t("Got a character to level 20.", "レベル20に到達した。", "_t")
+t("Level 30", "レベル 30", "achievement name")
+t("Got a character to level 30.", "レベル30に到達した。", "_t")
+t("Level 40", "レベル 40", "achievement name")
+t("Got a character to level 40.", "レベル40に到達した。", "_t")
+t("Level 50", "レベル 50", "achievement name")
+t("Got a character to level 50.", "レベル50に到達した。", "_t")
+t("Unstoppable", "止まらない", "achievement name")
+t("Returned from the dead.", "死亡したが蘇った。", "_t")
+t("Utterly Destroyed", "完全に破壊", "achievement name")
+t("Died on the Eidolon Plane.", "エイドロンの領域で死亡した。", "_t")
+t("Fool of a Took!", "ばか者トゥックが!", "achievement name")
+t("Killed oneself as a halfling.", "ハーフリングでプレイ時に自殺した。", "_t")
+t("Emancipation", "これで自由だ!", "achievement name")
+t("Had the golem kill a boss while its master was already dead.", [[操作者が死亡した状態で、ゴーレム
+がボスを撃破した。]], "_t")
+t("Take you with me", "道連れ", "achievement name")
+t("Killed a boss while already dead.", "ボスと相打ちになった。", "_t")
+t("Look at me, I'm playing a roguelike!", "見て、ローグライクを遊んでるんだ!", "achievement name")
+t("Linked yourself in the in-game chat.", "チャットに接続した。", "_t")
+t("Fear me not!", "火浴みの!", "achievement name")
+t("Survived the Fearscape!", "「恐怖の大地」より舞い戻った。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/quests.lua"
+
+t("Baby steps", "ベイビーステップ", "achievement name")
+t("Completed ToME4 tutorial mode.", "チュートリアルを完了した。", "_t")
+t("Vampire crusher", "吸血鬼殺し", "achievement name")
+t("Destroyed the Master in its lair of the Dreadfell.", "恐怖の塔の支配者を打倒した。", "_t")
+t("A dangerous secret", "危険な秘密", "achievement name")
+t("Found the mysterious staff and told Last Hope about it.", [[不思議な杖を発見し、最後の希望の
+都に報告した。]], "_t")
+t("The secret city", "秘密の街", "achievement name")
+t("Discovered the truth about mages.", "魔導師達の実情に迫った。", "_t")
+t("Burnt to the ground", "地に燃える", "achievement name")
+t("Gave the staff of absorption to the apprentice mage and watched the fireworks.", [[魔導師見習いに「吸命の杖」を渡し
+炎に包まれる様を目撃した。]], "_t")
+t("Against all odds", "九死に一生", "achievement name")
+t("Killed Ukruk in the ambush.", "ウクルクの奇襲を退けた。", "_t")
+t("Sliders", "スライダーズ", "achievement name")
+t("Activated a portal using the Orb of Many Ways.", [[分岐の宝珠を使ってポータルを起動
+した。]], "_t")
+t("Destroyer's bane", "破壊者の破滅", "achievement name")
+t("Killed Golbug the Destroyer.", "破壊者「ゴルバグ」を倒した。", "_t")
+t("Brave new world", "すばらしい新世界", "achievement name")
+t("Went to the Far East and took part in the war.", [[東方に赴き、オークに対する戦いへ
+身を投じた。]], "_t")
+t("Race through fire", "火の中のレース", "achievement name")
+t("Raced through the fires of the Charred Scar to stop the Sorcerers.", [[焦炎の傷跡を駆け抜けてソーサラー
+達の企みを阻んだ。]], "_t")
+t("Orcrist", "オルクリスト", "achievement name")
+t("Killed the leaders of the Orc Pride.", "オークのリーダー達を全て倒した。", "_t")
+t("Evil denied", "悪魔はいらない", "achievement name")
+t("Won ToME by preventing the Void portal from opening.", [[虚空へのポータルが開く前にソーサ
+ラー達を打倒した。]], "_t")
+t("The High Lady's destiny", "令嬢の運命", "achievement name")
+t("Won ToME by closing the Void portal using Aeryn as a sacrifice.", [[エアリンがその身を犠牲にして虚空
+へのポータルを閉じた。]], "_t")
+t("The Sun Still Shines", "太陽は輝く", "achievement name")
+t("Aeryn survived the last battle.", "最終決戦でエアリンが生き残った。", "_t")
+t("Selfless", "自己献身", "achievement name")
+t("Won ToME by closing the Void portal using yourself as a sacrifice.", [[自らを犠牲にして虚空へのポータル
+を閉じた。]], "_t")
+t("Triumph of the Way", "道の勝利", "achievement name")
+t("Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.", [[自らを犠牲にし、イヤルの知的種族
+全てに対し、「道」を無理矢理拡張した。]], "_t")
+t("No Way!", "歩むべき道ぞなき", "achievement name")
+t("Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.", [[ゲームに勝利して虚空へのポータル
+を閉じた。さらにエアリンに頼んで自
+らの命を絶ち、イヤルの知的種族全て
+を支配するという「道」の企てを阻止
+した。]], "_t")
+t("Tactical master", "戦略マスター", "achievement name")
+t("Fought the two Sorcerers without closing any invocation portals.", [[召喚ポータルを1つも閉じずにソー
+サラー達を打倒した。]], "_t")
+t("Portal destroyer", "ポータルの破壊者", "achievement name")
+t("Fought the two Sorcerers and closed one invocation portal.", [[召喚ポータルを1つ閉じた状態でソ
+ーサラー達を打倒した]], "_t")
+t("Portal reaver", "ポータルの略奪者", "achievement name")
+t("Fought the two Sorcerers and closed two invocation portals.", [[召喚ポータルを2つ閉じた状態でソ
+ーサラー達を打倒した。]], "_t")
+t("Portal ender", "ポータルの終末者", "achievement name")
+t("Fought the two Sorcerers and closed three invocation portals.", [[召喚ポータルを3つ閉じた状態でソ
+ーサラー達を打倒した。]], "_t")
+t("Portal master", "ポータル・マスター", "achievement name")
+t("Fought the two Sorcerers and closed four invocation portals.", [[召喚ポータルを全て閉じた状態でソ
+ーサラー達を打倒した。]], "_t")
+t("Never Look Back And There Again", "振り帰らずして行きし物語", "achievement name")
+t("Win the game without ever setting foot on Maj'Eyal.", "西方を一度も訪れずに勝利した。", "_t")
+t("Bikining along!", "あぶない勝利!", "achievement name")
+t("Won the game without ever taking off her bikini.", [[あぶない水着を一度も脱がずに勝利
+した。]], "_t")
+t("Mankining it happen!", "危なげない勝利!", "achievement name")
+t("Won the game without ever taking off his mankini.", [[あぶない水着を一度も脱がずに勝利
+した。]], "_t")
+t("Rescuer of the lost", "迷子救助者", "achievement name")
+t("Rescued the merchant from the assassin lord.", [[囚われの商人を暗殺組織より救い出
+した。]], "_t")
+t("Poisonous", "有毒", "achievement name")
+t("Sided with the assassin lord.", "暗殺組織の一員になった。", "_t")
+t("Destroyer of the creation", "創造の破壊者", "achievement name")
+t("Killed Slasul.", "スラスルを倒した。", "_t")
+t("Treacherous Bastard", "裏切り野郎", "achievement name")
+t("Killed Slasul even though you sided with him to learn the Legacy of the Naloren prodigy.", [[スラスルに味方し、「ナローレ族の
+遺産」を習得したにもかかわらず、
+スラスルを打倒した。]], "_t")
+t("Flooder", "荒らし", "achievement name")
+t("Defeated Ukllmswwik while doing his own quest.", [[ウクルルムスウィックを裏切って
+打倒した。]], "_t")
+t("Gem of the Moon", "月の宝石", "achievement name")
+t("Completed the Master Jeweler quest with Limmir.", "リムミールとのクエストを完了。", "_t")
+t("Curse Lifter", "呪い泥棒", "achievement name")
+t("Killed Ben Cruthdar the Cursed.", [[呪われしベン・クルスダールを打倒
+した。]], "_t")
+t("Fast Curse Dispel", "高速解呪", "achievement name")
+t("Killed Ben Cruthdar the Cursed while saving all the lumberjacks.", [[一人の犠牲も出さずにベン・クルス
+ダールを打倒した。]], "_t")
+t("Eye of the storm", "台風の目", "achievement name")
+t("Freed Derth from the onslaught of the mad Tempest, Urkis.", [[狂気のテンペスト、アーキスの魔の
+手よりダースを救った。]], "_t")
+t("Antimagic!", "反魔法!", "achievement name")
+t("Completed antimagic training in the Ziguranth camp.", "ジグランスで反魔法の技術を習得した。", "_t")
+t("Anti-Antimagic!", "反反魔法!", "achievement name")
+t("Destroyed the Ziguranth camp with your Rhaloren allies.", [[ラローレの一味となってジグランス
+を壊滅させた。]], "_t")
+t("There and back again", "行きて帰りし物語", "achievement name")
+t("Opened a portal to Maj'Eyal from the Far East.", [[東方からマイ・イヤルへのポータル
+を開いた。]], "_t")
+t("Back and there again", "帰りて行きし物語", "achievement name")
+t("Opened a portal to the Far East from Maj'Eyal.", [[マイ・イヤルから東方へのポータル
+を開いた。]], "_t")
+t("Arachnophobia", "蜘蛛恐怖症", "achievement name")
+t("Destroyed the spydric menace.", "蜘蛛の親玉を倒した。", "_t")
+t("Clone War", "クローン戦争", "achievement name")
+t("Destroyed your own Shade.", "己の影を滅した。", "_t")
+t("Home sweet home", "我が家が一番", "achievement name")
+t("Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.", [[正体不明の怪物を倒し、イールクガ
+ールを手中に収めた。これからはこの
+シェール・タルの城塞を我が家として
+好きに使える。]], "_t")
+t("Squadmate", "分隊仲間", "achievement name")
+t("Escaped from Reknor alive with your squadmate Norgan.", "ノルガンと共にレクノールを脱出した。", "_t")
+t("Genocide", "ジェノサイド", "achievement name")
+t("Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.", [[オークの繁殖拠点にて「太母」を撃
+破し、オークに甚大な被害を与えた。]], "_t")
+t("Savior of the damsels in distress", "迷子の少女を救うもの", "achievement name")
+t("Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.", [[クリル・フェイヤンの魔の手よりメ
+リンダを救った。]], "_t")
+t("Impossible Death", "不可能な死", "achievement name")
+t("Got killed by your future self.", "未来の自分に殺された。", "_t")
+t("Self-killer", "自分殺し", "achievement name")
+t("Killed your future self.", "未来の自分を殺した。", "_t")
+t("Paradoxology", "逆説学", "achievement name")
+t("Both killed your future self and got killed by your future self.", [[未来の自分を殺したことがあり、か
+つ未来の自分に殺されたことがある。]], "_t")
+t("Explorer", "探究者", "achievement name")
+t("Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.", [[シェール・タルの大ポータルを同キ
+ャラクターで7回以上使用した。]], "_t")
+t("Orbituary", "軌道学者", "achievement name")
+t("Stabilized the Abashed Expanse to maintain it in orbit.", "「天空の破片」を軌道上に安定させた。", "_t")
+t("Wibbly Wobbly Timey Wimey Stuff", "ウィブリ・ウォブリ・タイミー・ワイミー・スタッフ", "achievement name")
+t("Killed the weaver queen and the temporal defiler.", "女王蜘蛛と「時空の浸食者」を倒した。", "_t")
+t("Matrix style!", "マトリックス・スタイル!", "achievement name")
+t("Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!", [[クエスト中、一度も攻撃を受けずに
+「天空の破片」を安定させた。
+ 攻撃なんて食らうもんか!]], "_t")
+t("The Right thing to do", "正しい行い", "achievement name")
+t("Did the righteous thing in the ring of blood and disposed of the Blood Master.", [[血闘場で正義を為し、支配人を討ち
+取った。]], "_t")
+t("Thralless", "奴隷の救世主", "achievement name")
+t("Freed at least 30 enthralled slaves in the slavers' compound.", [[奴隷収容所で奴隷を30人以上開放
+した。]], "_t")
+t("Lost in translation", "理解できない", "achievement name")
+t("Destroyed the naga portal in the slazish fens and got caught in the after-effect.", [[沼地にてナーガのポータルを破壊し
+その余波に巻き込まれた。]], "_t")
+t("Dreaming my dreams", "夢見を夢見て", "achievement name")
+t("Experienced and completed all the dreams in the Dogroth Caldera.", [[ドグロス盆地にて全ての夢を見終わ
+った。]], "_t")
+t("Oozemancer", "ウーズマンサー", "achievement name")
+t("Destroyed the corrupted oozemancer.", "堕ちたるウーズ使いを倒した。", "_t")
+t("Lucky Girl", "幸運な少女", "achievement name")
+t("Saved Melinda again and invited her to the Fortress to cure her.", [[再びメリンダの窮地を救い、城塞に
+て治療することにした。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/talents.lua"
+
+t("Pyromancer", "火炎術師", "achievement name")
+t("Unlocked Archmage class and did over one million fire damage (with any item/talent/class).", [[魔導師のクラスを開放し、火炎属性
+の与ダメージ累計が百万を突破した。
+(全ての攻撃手段とクラスを含む)]], "_t")
+t("Cryomancer", "冷気術師", "achievement name")
+t("Unlocked Archmage class and did over one million cold damage (with any item/talent/class).", [[魔導師のクラスを開放し、冷気属性
+の与ダメージ累計が百万を突破した。
+(全ての攻撃手段とクラスを含む)]], "_t")
+t("Lichform", "リッチ化", "achievement name")
+t("Achieved your wild dreams of power and eternal life: you turned into a Lich!", [[かねてより野望を遂げ、永遠の命を
+得た。リッチに転生したのだ!]], "_t")
+t("Best album ever!", "最高のアルバム", "achievement name")
+t("Removed 89 beneficial effects from enemies via Disintegration.", [[「分解」で有利なステータス
+異常を89回除去した。]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/adventurer.lua"
+
+t("Adventurer", "冒険家", "birth descriptor name")
+t("Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.", "様々な分野のタレントを習得可能です。あらゆる既知のタレントの中から選択して習得します。", "_t")
+t("#{bold}##GOLD#This is a bonus class for winning the game.  It is by no means balanced.#WHITE##{normal}#", "#{bold}##GOLD#勝利者用のボーナスクラスなのでバランスは考慮していません。#WHITE##{normal}#", "_t")
+t("Their most important stats depend on what they wish to do.", "成長のさせ方によって必要な能力値は異なります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +2 Strength, +2 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +2 腕力 +2 機敏 +2 耐久", "_t")
+t("#LIGHT_BLUE# * +2 Magic, +2 Willpower, +2 Cunning", "#LIGHT_BLUE# * +2 魔力 +2 意志 +2 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/afflicted.lua"
+
+t("Some walk in shadow, alone, unloved, unwanted. What powers they wield may be mighty, but their names are forever cursed.", "世に疎まれ、独り闇を歩む者あり。力強きと言えどもその名は永久に呪われたり。", "_t")
+t("Afflicted classes have been twisted by their association with evil forces.", "邪悪な力にその身を染めた者たちです。", "_t")
+t("They can use these forces to their advantage, but at a cost...", "悪の力を使役することができますが、その代償として・・・", "_t")
+t("Cursed", "呪われし者", "birth descriptor name")
+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.", "時として、苦悶魂を侵し、憎悪肉を満たす。怒れる者の呪いを解き、その恐るべきを知れ。", "_t")
+t("Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.", "かつて悪の勢力に加担し、その報いを受ける定めにある者たちです。無知、欲望、愚かさ・・・何がきっかけで道を誤ったのでしょうか。", "_t")
+t("Their only master now is the hatred they carry for every living thing.", "今はただ、生きとし生ける者を憎み、呪っています。", "_t")
+t("Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.", "手当り次第に敵を殺害してその命を吸い取り、凄まじい戦いぶりを見せます。", "_t")
+t("Worse, any who approach the Cursed can be driven mad by their terrible aura.", "さらに始末の悪いことに邪なオーラが周囲の精神を蝕みます。", "_t")
+t("Their most important stats are: Strength and Willpower", "腕力と意志が重要です。", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +5 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 魔力 +4 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+t("In shaded places in unknown lands thou must overcome thyself and see thy doom.", [[人知れぬ地にて闇の中、汝己に
+打ち勝つべし。死を目の当たりに
+せよ。]], "_t")
+t("The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains.", "高大な野心と闇の契約。かつては大いなる力を揮った魔法使い達です。", "_t")
+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.", "闇の力を意のままにしていましたが、逆に魔力を失う羽目になってしまいました。その代わり狂おしい憎しみの力を用いて戦う術に目覚めたのです。", "_t")
+t("Only time will tell if they can choose a new path or are doomed forever.", "更生の道を歩むのか。それとも永久に呪われた生を生きるのか。それは誰にも予想がつきません。", "_t")
+t("The Doomed strike from behind a veil of darkness or a host of shadows.", "暗闇の中の敵に不意打ちを仕掛けたり、影の存在を呼びだして戦わせる事ができます。", "_t")
+t("They feed upon their enemies as they unleash their minds on all who confront them.", "また相手から活力を奪い取る一方、絶大な力で打ちのめし、己に逆らった報いを受けさせます。", "_t")
+t("Their most important stats are: Willpower and Cunning", "意志と賢さが重要です。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +5 Cunning", "#LIGHT_BLUE# * +0 魔力 +4 意志 +5 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/celestial.lua"
+
+t("The magic of the heavens is known to but a few, and that knowledge has long passed east, forgotten.", "この世には天球の力を操る魔法が存在するという。しかしその実態については遥か昔に失われ、殆どが不明だ。今や、東方世界に伝わるのみである。", "_t")
+t("Most draw their powers from the Sun and the Moons.", "太陽や月といった天上の存在の力を操るクラスです", "_t")
+t("Sun Paladin", "太陽の騎士", "birth descriptor name")
+t("The sun rises in the east in full glory, but you must look for it first amidst the darkest places.", "太陽は欠けることなき光輝を纏い東より昇る。されど陽の光を浴びるには闇の深くで待たねばならぬ。", "_t")
+t("Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East.", "東方における自由の民の最後の砦、暁の門の戦士たちです。", "_t")
+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.'", "彼らの信条は次のようなものです。「太陽こそは命の担い手にして心の在り処、我らが依って立つ所。暗黒に陽の光を投げかけ、力を以って全ての悪を制す」", "_t")
+t("They can channel the power of the Sun to smite all who seek to destroy the Sunwall.", "光の力を用い、太陽の壁を滅ぼさんとする者たちと戦っています。", "_t")
+t("Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.", "武器や盾の扱いに長け、また魔法も扱えるため、肉弾戦に持ち込まれる前に敵を倒すことが可能です。", "_t")
+t("Their most important stats are: Strength and Magic", "腕力と魔力が重要になります。", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +5 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 魔力 +0 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+t("Anorithil", "アノーリシル", "birth descriptor name")
+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.", "天球の力は微妙なバランスの上に成り立っており、制御するのは非常に困難です。暁と夕べの狭間に立ち、光と闇を操る強力なクラスです。", "_t")
+t("Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East.", "東方における自由の民の最後の砦、暁の門の戦士たちです。", "_t")
+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.'", "次の文言が彼らをよく表しています。「我ら太陽と月の狭間に身を置く者。光と影の交わる処、灰色に染まった黄昏の内に己が定めを見極める」", "_t")
+t("They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall.", "陽や二つの月と交信するクラスです。太陽の壁に仇なす者たちを滅ぼす役割を持ちます。", "_t")
+t("Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars.", "極まれば星を落とすことも可能ですが、最高位の術者ならば熱線で焼き払うだけで事足りるでしょう。", "_t")
+t("Their most important stats are: Magic and Cunning", "魔力と賢さが重要になります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +6 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +6 魔力 +0 意志 +3 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/chronomancer.lua"
+
+t("Some do not walk upon the straight road others follow. Seek the hidden paths outside the normal course of life.", "世の人々が歩む表道。その枠から外れる者あり。常なる営みの外にある、隠されし小道を求めよ。", "_t")
+t("Exploiting a hole in the fabric of spacetime, Chronomancers learn to pull threads from other timelines into their own.", "時空間に空いた穴を利用せんがため、他の時間軸から時空を引き寄せる術を学んでいるクラスです。", "_t")
+t("Pulling these threads creates tension and the harder they pull the more tension is produced.", "他の時空を引き寄せると張力が発生し、強く引き寄せればそれだけ大きな張力が生まれます。", "_t")
+t("Constantly they manage this tension, which they call Paradox, to avoid or control the anomalies they inevitably unleash on the world around them.", "彼らはこの張力を「逆説」と呼び、常日頃から保持に努めます。そうすることで時空操作につきものの異常事態を回避あるいは制御するのです。", "_t")
+t("Paradox Mage", "時魔道士", "birth descriptor name")
+t("A hand may clap alone if it returns to clap itself. Search for the power in the paradox.", "己自身を翻せば、響き渡る隻手の音声。逆説の力を探し求めよ。", "_t")
+t("A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it.", "時空間の構造そのものを専攻する魔法使いです。時空間を捻じ曲げるだけではなく自由に操作し再構築する術を学んでいます。", "_t")
+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.", "他のクラスがごく自然に習得しているような一般的技能は習得していません。(例えば近接戦闘技能などです)その代わり宇宙の力を操作してその欠点を補います。", "_t")
+t("Paradox Mages start off with knowledge of all but the most complex Chronomantic schools.", "一部の高等技術を除き、時間操作系のタレントの殆どを習得可能な状態でスタートします。", "_t")
+t("Their most important stats are: Magic and Willpower", "魔力と意志が重要になります。", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +2 耐久", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +2 Willpower, +0 Cunning", "#LIGHT_BLUE# * +5 魔力 +2 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+t("Temporal Warden", "時の守護者", "birth descriptor name")
+t("We preserve the past to protect the future. The hands of time are guarded by the arms of war.", "未来を守るべく過去を保つ。時の御手を守護せしは戦士の両腕。", "_t")
+t("Their lifelines braided, Temporal Wardens have learned to work with their other selves across multiple timelines.", "複雑に絡み合った宿命の下に生きる者達です。別の時間軸に存在する自分と協力して戦う術を体得しています。", "_t")
+t("Through their study of chronomancy, they learn to blend archery and dual-weapon fighting, seamlessly switching from one to the other.", "時間操作の術を身に着けており、射撃と二刀流を組み合わせた技を覚えます。この2つを瞬時に切り替えて戦えるのです。", "_t")
+t("Their most important stats are: Magic, Dexterity, and Willpower", "魔力、機敏、意志が重要となります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +3 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +2 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 魔力 +2 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/corrupted.lua"
+
+t("Dark thoughts, black bloods, vile deeds... Those who spill their brethren's blood will find its power.", "邪心持て黒き血を流し、非道を為す・・・同胞の血を流す者は腐敗の力を得る。", "_t")
+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.", "邪悪な力に従う者たちです。世の大患とまで言われています。悪の勢力を広げるため日夜戦い、己の主人に尽くしています。取って代わらんと心に誓っている者も少なくないでしょうが・・・", "_t")
+t("Reaver", "略奪者", "birth descriptor name")
+t("Reap thee the souls of thine enemies, and the powers of darkness shall enter thy flesh.", "汝が敵の命を刈り取れ。さすれば闇の力が備わるであろう。", "_t")
+t("Reavers are terrible foes, charging their enemies with a weapon in each hand.", "恐るべき力を持った存在です。敵と戦う際には二刀流を用います。", "_t")
+t("They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques.", "また、物理的に敵を粉砕するだけではなく、腐敗の力を制御して悪疫をまき散らすことも可能です。", "_t")
+t("Their most important stats are: Strength and Magic", "腕力と魔力が重要になります。", "_t")
+t("#LIGHT_BLUE# * +4 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +4 腕力 +1 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 魔力 +0 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+t("Corruptor", "腐敗術師", "birth descriptor name")
+t("Blight and depravity hold the greatest powers. Accept temptation and become one with corruption.", "最強の力は破壊と堕落の中にあり。汝を誘う声に膝を折り、堕ちたる者となれ。", "_t")
+t("A corruptor is a terrible foe, wielding dark magics that can sap the very soul of her target.", "暗黒の魔術を行使し、他者の魂を奪い取ってしまう存在です。", "_t")
+t("They can harness the blight of evil, crushing souls, stealing life force to replenish themselves.", "その力は悪疫を操り、精神を破壊することもできれば、活力を盗み取って自らを満たすことも可能です。", "_t")
+t("The most powerful corruptors can even take on some demonic aspects for themselves.", "達人ともなれば悪魔に変身することすらできます。", "_t")
+t("Their most important stats are: Magic and Willpower", "魔力と意志が重要になります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +2 耐久", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 魔力 +3 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/mage.lua"
+
+t("Mage", "魔法使", "birth descriptor name")
+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.", "神秘の力を行使する者たちです。破壊や癒しの術を意のままに操ります。", "_t")
+t("Alchemist", "錬金術師", "birth descriptor name")
+t("An Alchemist is a manipulator of materials using magic.", "特殊な素材を用いて術を扱う者達です。古の魔法使い達が行使したような禁断の力は扱いません。", "_t")
+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.", "神秘の力で自然法則を捻じ曲げる行いは、魔法大禍以降、忌避されきました。今もなお、滅ぼすべき対象と見なされています。", "_t")
+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.", "宝石を変性させて元素の力を発動することが可能で、鎧に埋め込んで魔法の力を与えたり、炎球や酸の嵐を発生させます。杖からエネルギーを引き出して撃つこともできます。", "_t")
+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.", "一般的に虚弱ですが、ゴーレムを作成して護衛としています。ゴーレムは創造者に完璧に付き従い、作り手の技術向上と共に強くなります。", "_t")
+t("Their most important stats are: Magic and Constitution", "魔力と耐久が重要です。", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +3 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +3 耐久", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +1 Willpower, +0 Cunning", "#LIGHT_BLUE# * +5 魔力 +1 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -1", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -1", "_t")
+t("Golem", "ゴーレム", "birth facial category")
+t("Archmage", "魔導師", "birth descriptor name")
+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.", "糾弾、受難、迫害、隠遁・・・忌まれし技を用いるとも志には大義あり。秘密の谷の奥深く、世の人々の怒りを逃れ、術の研磨に勤しむなり。献身と友愛の他に、我らの信を得る術無し。", "_t")
+t("An Archmage devotes his whole life to the study of magic above anything else.", "全てを魔法の修行に捧げてきた者たちです。", "_t")
+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.", "他のクラスが標準的に習得しているような汎用技能とは無縁です(例えば近接戦闘技能などです)ただし、その不足を補う魔法の力があります。", "_t")
+t("Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.", "様々な魔法の知識を最初から身に着けています。しかし大抵の場合、死霊術には一切手を出しません。", "_t")
+t("Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.", "そのほとんどは隠れ里アンゴルウェンで修業を積んだ者達です。彼らは転移の術を習得しており、いつでも帰還することができます。", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -4", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -4", "_t")
+t("Necromancer", "ネクロマンサー", "birth descriptor name")
+t("The road to necromancy is a macabre path indeed. Walk with the dead, and drink deeply of their black knowledge.", "死霊術を求める者は真におぞましき道を進まねばならぬ。死者と共に歩み、黒き知識を飲み干すがいい。", "_t")
+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.", "魔法大禍以降、殆どの分野の魔術は忌避されてきました。しかし邪悪な技芸たる死霊術は気の遠くなるほどの昔よりそこかしこで歴史の汚点となってきたのです。", "_t")
+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.", "この使い手は生命を滅ぼし、死を捻じ曲げ、不死者の軍勢を率いて思うがままに力への渇望を満たしていきます。その最終目標は「永遠の命」です。", "_t")
+t("Their most important stats are: Magic and Willpower", "魔力と意志が重要になります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning", "#LIGHT_BLUE# * +5 魔力 +3 意志 +1 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -3", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -3", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/none.lua"
+
+t("None", "なし", "birth descriptor name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/psionic.lua"
+
+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.", "弱き体を補うは心の力。「道」に尽し、魂の扉を開く戦いを為せ。", "_t")
+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.", "内なる力を用いて戦う超能力者です。高度に発達した精神力によって森羅万象からエネルギーを引き出して操作し、さまざまな物理的効果を発生させます。", "_t")
+t("Mindslayer", "マインドスレイヤー", "birth descriptor name")
+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.", "心は盾。心は刃。幾世紀もの弾圧と虜囚を経て、思念の力が我らを解き放つ。暗きまどろみより目覚め、復讐の幕を開けるのだ。", "_t")
+t("Mindslayers specialize in direct and brutal application of mental forces to their immediate surroundings.", "精神力を直接的かつ暴力的な形で行使し、緊急事態に対処します。", "_t")
+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.", "戦いにおいては戦場の最も過酷なエリアに飛びこんでいきます。その周りではエネルギーが煌めき不可視の力によって振われる武器が思考の速度で飛び回っています。", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 魔力 +4 意志 +4 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -2", "_t")
+t("Solipsist", "独我論者", "birth descriptor name")
+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.", "世界とは人々の夢がより合わさって出来たものだと信じる者達もいる。眠り人を見出し、その眼を開けば夢の力が解き放たれる。", "_t")
+t("The Solipsist believes that reality is malleable and nothing more than the collective vision of those that experience it.", "「現実」とは不確かで観測者達の意識が寄せ集まって形成されたものに過ぎないと考える者達です。", "_t")
+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.", "創造と破壊の知識を有し、他者の精神を攻撃することもできればさらには周囲の敵の夢を意のままに操ることもできます。", "_t")
+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.", "しかしこれらの技術を扱うには大きなリスクを負わねばなりません。現実をしっかりと認識するよう、常に意識を保たねばならないのです。さもなくば「世界は自分の意識の中にだけ存在している」という独我論的思考に陥ってしまいます。", "_t")
+t("Their most important stats are: Willpower and Cunning", "意志と賢さが重要です。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 魔力 +5 意志 +4 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -4 (*special*)", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -4 (*特殊*)", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/rogue.lua"
+
+t("Rogues are masters of tricks; they can strike from the shadows, and lure monsters into deadly traps.", "搦め手を極めたクラスです。物陰から不意打ちをしたり、敵を罠に嵌めたりします。", "_t")
+t("Rogue", "盗賊", "birth descriptor name")
+t("Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage.", "忍びの技の達人です。敵に気付かれずに背後から不意打ちを仕掛けて敵に致命傷を与える戦法を得意とします。", "_t")
+t("Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them.", "通常は短剣の二刀流で闘います。罠に関するエキスパートでもあり、トラップの発見、解除、および設置ができます。", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 腕力 +3 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +5 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +5 賢さ", "_t")
+t("Shadowblade", "影法師", "birth descriptor name")
+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.", "魔法を扱う盗賊です。魔法で自らを強化し、姿を隠して短剣で敵の息の根を止めるのが主体となります。", "_t")
+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.", "正式に修業を積んだわけではなく、天性の才で魔法を操るためマナが自動的に回復することはありません。特殊な方法でマナを供給する必要があります。", "_t")
+t("They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.", "幻術、転移術、時間術、転移術を扱えます。", "_t")
+t("Their most important stats are: Dexterity, Cunning and Magic", "機敏、賢さ、魔力が重要となります。", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +3 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +3 魔力 +0 意志 +3 賢さ", "_t")
+t("Marauder", "襲撃者", "birth descriptor name")
+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!", "逃げも隠れもしやしない。この両刃に合わせて踊れ。弱い奴から死んでいく。骨をへし折り、頭蓋を砕く。これぞまさしく戦場の歌。楽しく闘ろうぜ!", "_t")
+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.", "マイ・イヤルの荒野は決して安全な場所ではありません。獰猛な獣や巣を持たないドラゴンは旅人にとって恐ろしい相手となるでしょう。しかし真の脅威は二本の足で大地を踏みしめる者達です。盗賊、追剥、暗殺者、心根の卑しい冒険者たち。それどころか邪悪な魔法使いや魔術を敵視する狂信者といったような相手も存在します。安全な城壁より足を踏み出して冒険の旅に出た途端、これらが大きな障害として立ちはだかります。", "_t")
+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.", "この混沌とした世界には巧みな作戦で争いを避けるよりも力で相手をねじ伏せる道を選んだ盗賊が存在します。すなわち「襲撃者」です。熟練の戦闘技術と軽やかな身のこなし。刃を力の限り振って敵を追い詰め、搦め手など用いずに葬ります。二刀流を用いた高等戦技で相手を圧倒し、逆らう者には非情な殺人技を用いることも厭いません。", "_t")
+t("Their most important stats are: Strength, Dexterity and Cunning", "腕力、機敏、賢さが重要です。", "_t")
+t("#LIGHT_BLUE# * +4 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +4 腕力 +4 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +1 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +1 賢さ", "_t")
+t("Skirmisher", "勝ち抜く者", "birth descriptor name")
+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.", "俊足強肩、向かえば敵なし。距離をとっては撃ち返し、急所狙って打ち倒す。乱闘の中を大立ち回り。", "_t")
+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.", "スリングを最も上手く扱えるクラスです。近寄ってくる敵を軽やかにあしらいます。しかし、その本領は遠距離戦での撃ち合いにあります。", "_t")
+t("They have mastered the use of their shield as well as their sling and are nearly impossible to defeat in a standoff.", "盾とスリングの技術を極めており、遠距離戦では不死身と言って良いでしょう。", "_t")
+t("Their most important stats are: Dexterity and Cunning", "機敏と賢さが重要となります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +4 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +1 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 魔力 +1 意志 +4 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/tutorial.lua"
+
+t("Adventurers have a generic talent set to teach to young ones.", "一般的な若者が持つタレントを習得しています。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/warrior.lua"
+
+t("Warrior", "戦士", "birth descriptor name")
+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.", "近接戦闘に特化したクラスです。両手武器や重鎧、光沢を放つ盾などを使いこなして敵を粉砕します。", "_t")
+t("Berserker", "狂戦士", "birth descriptor name")
+t("A Berserker wields huge two-handed weapons of destruction, bringing pain and death to his foes as he cleaves them in two.", "強力な両手武器を振るって敵を真っ二つにする…死と苦痛の担い手たる狂戦士です。", "_t")
+t("A Berserker usually forfeits all ideas of self-defense to concentrate on what he does best: killing things.", "攻撃に特化するため、防御技術はあえて捨て去っています。", "_t")
+t("Their most important stats are: Strength and Constitution", "腕力と耐久が重要になります。", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +1 Dexterity, +3 Constitution", "#LIGHT_BLUE# * +5 腕力 +1 機敏 +3 耐久", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +3", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +3", "_t")
+t("Bulwark", "盾戦士", "birth descriptor name")
+t("A Bulwark specializes in weapon and shield combat, rarely leaving the cover of her many protective techniques.", "武器と盾を用いて闘うクラスです。多種多様なその防御技術を崩せるものはまずいないでしょう。", "_t")
+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.", "優れた闘士は守備においてはあらゆる攻撃に耐え、ひとたび攻めに転じれば強烈な攻撃で敵を打ち倒すことが可能です。", "_t")
+t("Their most important stats are: Strength and Dexterity", "腕力と機敏が重要になります。", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +2 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +5 腕力 +2 機敏 +2 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +6", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +6", "_t")
+t("Archer", "射手", "birth descriptor name")
+t("Archers are dexterous ranged fighters, able to pin their foes to the ground and rain down a carpet of arrows on them.", "敏捷性を生かして遠距離から攻撃する戦士です。敵の動きを封じたり、矢の雨を降らすこともできます。", "_t")
+t("Skilled archers can fire special shots that pierce, cripple or pin their foes.", "熟練の射手ならば貫通射撃や敵の肉体を破壊することもできます。", "_t")
+t("Archers can become good with either longbows or slings.", "ロングボウ、もしくはスリングのどちらかを選択して使用します。", "_t")
+t("Their most important stats are: Dexterity and Strength (when using bows) or Cunning (when using slings)", "機敏が重要で、弓を使う場合には腕力、スリングを使う場合には賢さが必要となります。", "_t")
+t("#LIGHT_BLUE# * +2 Strength, +5 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +2 腕力 +5 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +2 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +2 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+t("Arcane Blade", "魔戦士", "birth descriptor name")
+t("The Arcane Blade is a warrior who has been touched by the gift of magic.", "魔法の才を持って生まれた戦士です。", "_t")
+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.", "正式に修業を積んだわけではなく、天性の才で魔法を操るためマナが自動的に回復することはありません。特殊な方法でマナを供給する必要があります。", "_t")
+t("They can cast spells from a limited selection but have the unique capacity to 'channel' their attack spells through their melee attacks.", "使用できる魔法の種類は限られますがその代わり武器に魔力を付与することが可能です。", "_t")
+t("They are adept with two-handed weapons, for the sheer destruction they can bring.", "また、攻撃力を重視し、両手武器を好んで使います。", "_t")
+t("Their most important stats are: Strength, Cunning and Magic", "腕力、賢さ、魔力が重要です。", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +3 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +3 魔力 +0 意志 +3 賢さ", "_t")
+t("Brawler", "格闘士", "birth descriptor name")
+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.", "体一つで多勢に向かい、死ぬまで戦う定めにあろうとも、膝を屈することなかれ。血闘場のただ中で、両の拳が世界を打つ。", "_t")
+t("The ravages of the Spellblaze stretched armies thin and left many unprotected. Not everyone could afford the luxury of a weapon.", "魔法大禍の大被害を受けた各国は軍隊を総動員せねばならず、無防備な状況下に取り残された民草はおびただしい数に上りました。", "_t")
+t("Without steel or iron, poor communities of all races turned to the strength of their own bodies for defense against the darkness.", "誰もが自衛のために武器を買う余裕があったわけではありません。 鉄や鋼に頼るまいと、どの種族でも貧困層の者達は己の肉体だけを頼りに敵と戦うようになりました。", "_t")
+t("Whether a pit-fighter, a boxer, or just an amateur practitioner, the Brawler's skills are still handy today.", "喧嘩屋、ボクサー、見習い格闘家。", "_t")
+t("Many of the Brawler's abilities will earn combo points which they can use on finishing moves that will have added effect.", "格闘士の技術は今もって無手の技です。格闘士の技の多くは使用時にコンボポイントが発生します。このポイントは特殊効果を発生させる各種必殺技に使用します。", "_t")
+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.", "格闘術は武器の代わりに素早い身のこなしを頼りとします。そのため両手が自由になっていなければならず、プレートアーマーや武器、盾などは装備できません。", "_t")
+t("Their most important stats are: Strength, Dexterity, and Cunning", "腕力、機敏、賢さが重要です。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +3 腕力 +3 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +3 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/wilder.lua"
+
+t("Natural abilities can go beyond mere skill. Experience the true powers of nature to learn of its amazing gifts.", "大自然の力は単なる戦闘技術に留まらない。自然界の本質を掴みその妙なる恵みを学びとれ。", "_t")
+t("Wilders are one with nature, in one manner or another. There are as many different Wilders as there are aspects of nature.", "自然と調和した存在です。自然にいろいろな側面があるようにドルイドにも様々な種類があり、めいめいが異なった方法で自然界と交信します。", "_t")
+t("They can take on the aspects of creatures, summon creatures to them, feel the druidic call, ...", "動物に変身したり、召喚の技能を用いるなど、独自の技を行使します。", "_t")
+t("Summoner", "召喚士", "birth descriptor name")
+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.", "力は内より出ずるばかりに非ず。大地の声に耳を傾け、命呼ばわる力を聞け。見よ、真の力は時に己の外より生ずる。", "_t")
+t("Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.", "集団で戦うことを前提としたクラスです。数多くの手下を召喚して味方につけ、敵に立ち向かいます。", "_t")
+t("Summons can range from a combat hound to a fire drake.", "手下の種類は軍犬から火炎竜まで多岐に渡ります。", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +1 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +5 Willpower, +3 Cunning", "#LIGHT_BLUE# * +0 魔力 +5 意志 +3 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +0", "_t")
+t("Wyrmic", "竜戦士", "birth descriptor name")
+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.", "艶やかに鱗は輝き、壮麗なる体躯は大いなる力を秘める・・・我ら竜と道を共にする者にして、彼らの吐息を宿す者。脈打つ竜の心臓を見出し、その精髄を口にせよ。", "_t")
+t("Wyrmics are fighters who have learnt how to mimic some of the aspects of the dragons.", "竜に変化する術を修めた戦士です。", "_t")
+t("They have access to talents normally belonging to the various kind of drakes.", "様々な竜の特質を行使することができます。", "_t")
+t("Their most important stats are: Strength and Willpower", "腕力と意志が重要です。", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +1 Constitution", "#LIGHT_BLUE# * +5 腕力 +0 機敏 +1 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 魔力 +3 意志 +0 賢さ", "_t")
+t("Oozemancer", "ウーズマンサー", "birth descriptor name")
+t("Magic must fail, magic must lose, nothing arcane can face the ooze...", "魔術絶つべし。魔術滅ぶべし。魔の力、ウーズに勝ることなし。", "_t")
+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.", "人里を離れて生活しているクラスです。そうすることによって自然界とより深く調和しようとしています。魔術を嫌悪しており、自然界と同化することで邪悪な魔法使い達と互角に渡り合います。", "_t")
+t("They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades.", "スライムを生み出して自身を守ったり、離れた場所にいる敵を攻撃します。また、マインドスターやサイブレードの扱いもお手の物です。", "_t")
+t("Their most important stats are: Willpower and Cunning", "意志と賢さが重要です。", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 魔力 +5 意志 +4 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -3", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# -3", "_t")
+t("Stone Warden", "ストーンワーデン", "birth descriptor name")
+t("Stone Wardens are dwarves trained in both the eldritch arts and the worship of nature.", "ストーンワーデンは秘伝の技と自然信仰に卓越したドワーフです。", "_t")
+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.", "他の種族が魔法の力と自然の力は相反するという信念に囚われる一方でドワーフは共存の道を見つけました。", "_t")
+t("Stone Wardens are armoured fighters, dual wielding shields to channel many of their powers.", "ストーンワーデンは重戦士となり両手に盾を持ち様々な力を引き出します。", "_t")
+t("Their most important stats are: Strength, Magic and Willpower", "腕力、魔力と意志が重要です。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +2 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +2 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 魔力 +3 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/descriptors.lua"
+
+t("base", "基礎", "birth descriptor name")
+t("Tutorial", "チュートリアル", "birth descriptor name")
+t("#GOLD##{bold}#Tutorial mode", "#GOLD##{bold}#チュートリアル", "_t")
+t("#WHITE#Start with a simplified character and discover the game in a simple quest.#{normal}#", "#WHITE#ゲームの概要説明です。#{normal}#", "_t")
+t("All damage done to the player reduced by 20%", "被ダメージ20%低下。", "_t")
+t("All healing for the player increased by 10%", "HP回復倍率10%上昇。", "_t")
+t("No main game achievements possible.", "実績解除は一切ありません。", "_t")
+t("Provides an easier game experience.", "イージーカンタンモードです。", "_t")
+t("All damage done to the player decreased by 30%", "受けるダメージが30%減少。", "_t")
+t("All healing for the player increased by 30%", "HP回復量が30%増加。", "_t")
+t("All detrimental status effects durations reduced by 50%", "有害なステータス異常の持続時間が50%減少。", "_t")
+t("Achievements are not granted.", "実績解除はできません。", "_t")
+t("Provides the normal level of challenges.", "ノーマル標準の難易度です。", "_t")
+t("Nightmare", "ナイトメア", "birth descriptor name")
+t("Unfair game setting", "ナイトメアモード理不尽な設定です。", "_t")
+t("All creature talent levels increased by 30%", "敵タレントレベルが30%増加", "_t")
+t("Madness", "ç‹‚æ°—", "birth descriptor name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/construct.lua"
+
+t("Construct", "物質系", "birth descriptor name")
+t("Runic Golem", "ルーンゴーレム", "birth descriptor name")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution", "#LIGHT_BLUE# * +3 腕力 -2 機敏 +3 耐久", "_t")
+t("#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning", "#LIGHT_BLUE# * +2 魔力 +2 意志 -5 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 13", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 13", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 25%", "#GOLD#経験修正:#LIGHT_BLUE# 25%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/dwarf.lua"
+
+t("All dwarves are united under the Empire and their love of money.", "ドワーフは皆例外無く、「帝国」に忠誠を誓い、逞しい商魂の下に一致団結しています。", "_t")
+t("Dwarf", "ドワーフ", "birth descriptor name")
+t("Dwarves are a secretive people, hailing from their underground home of the Iron Throne.", "閉鎖的な種族で祖国は「鉄の王座」の地下に存在します。", "_t")
+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.", "頑健な肉体を持ち、工芸に秀でています。この世界でドワーフ達はあまり好かれてはいません。他種族間の争いに関与せず、むしろ商売の種として食い物にしてきたからです。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +4 Strength, -2 Dexterity, +3 Constitution", "#LIGHT_BLUE# * +4 腕力 -2 機敏 +3 耐久", "_t")
+t("#LIGHT_BLUE# * -2 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * -2 魔力 +3 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 14", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 14", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#経験修正:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/elf.lua"
+
+t("Elf", "エルフ", "birth descriptor name")
+t("Shalore", "シャローレ", "birth descriptor name")
+t("Shaloren elves have close ties with the magic of the world, and produced in the past many great mages.", "シャローレのエルフは魔法の才に優れた種族です。これまで数々の偉大な術師を輩出してきました。", "_t")
+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.", "しかしながら今日、世間の目を逃れ、公に魔法を使おうとはしません。魔法大禍の惨劇は身に染みており、その後に起きた魔法狩りを教訓としているからです。", "_t")
+t("They possess the #GOLD#Grace of the Eternals#WHITE# talent which allows them a boost of speed every once in a while.", "「永久なる恵み」の能力で速度を上昇させる事が可能です。", "_t")
+t("#LIGHT_BLUE# * -2 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * -2 腕力 +1 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +2 Magic, +3 Willpower, +1 Cunning", "#LIGHT_BLUE# * +2 魔力 +3 意志 +1 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 9", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 9", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 12%", "#GOLD#経験修正:#LIGHT_BLUE# 12%", "_t")
+t("Thalore", "タローレ", "birth descriptor name")
+t("Thaloren elves have spent most of the ages hidden within their forests, seldom leaving them.", "タローレ達は森を住処とし滅多に外界に出ることはありません。", "_t")
+t("The ages of the world passed by and yet they remained unchanged.", "世の有り様が変転していく中で変わらぬ日々に留まり続けるのです。", "_t")
+t("Their affinity for nature and their reclusion have made them great protectors of the natural order, often opposing their Shaloren cousins.", "自然との調和を重んじ、文明と隔絶された生活を続けるうち、今では自然界の守護者としての立場を担うようになりました。そのためシャローレのエルフ達と対立することもしばしばです。", "_t")
+t("They possess the #GOLD#Gift of the Woods#WHITE# talent, which allows them to regenerate life and increase healing once in a while.", "#GOLD#「森の恩寵」#WHITE#の能力を持ち、怪我を即座に治癒できます。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +2 Strength, +3 Dexterity, +1 Constitution", "#LIGHT_BLUE# * +2 腕力 +3 機敏 +1 耐久", "_t")
+t("#LIGHT_BLUE# * -2 Magic, +1 Willpower, +0 Cunning", "#LIGHT_BLUE# * -2 魔力 +1 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 11", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 11", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#経験修正:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/giant.lua"
+
+t("Giant", "巨人", "birth descriptor name")
+t("Powerful beings that tower over all, but the bigger they are, the harder they fall...", "力ある者は並べての人の上に立つ。強大であればあるほど、斃れた時の代価は大きいが・・・", "_t")
+t("#{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.", "#{italic}#『ジャイアント』#{normal}#とは平均身長が2メートル半を超える人間型種族の総称です。ルーツ、文化、他種族への態度などはてんでバラバラですが、概して肩身の狭い境遇に追いやられています。背丈で劣る知的種族は彼らを脅威と見なし遠ざけるからです。", "_t")
+t("Ogre", "オーガ", "birth descriptor name")
+t([[Forged in the hatred of ages long passed,
+made for a war that they've come to outlast.
+Their forgotten birthplace lies deep underground,
+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...]], [[ 遥かな昔、憎しみ渦巻く世に造られし者達。
+戦いの為に生を受け戦乱終わりし後も長らえて今日に至る。
+その故郷は地の奥深く、時の流れに埋もれてある。
+道は全て崩れ去り、見出すことは叶うまい。
+これまで侵入者たちの試みは悉く無駄に終わったが、その記録は永久に残る。
+まずはハーフリングがポータル研究を進めていた場所を探せ・・・]], "_t")
+t("Ogres are an altered form of Human, created in the Age of Allure as workers and warriors for the Conclave.", "オーガは人間を改造した種族です。「魅惑の時代」において「秘密会議」が肉体労働を任せる狙いで作り出しました。", "_t")
+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.", "体内の封入物のおかげで魔力と身体能力は本来の限界を遥かに凌駕します。ただし、ルーンの魔力無しには生きられないため、魔法狩りの時代には格好の標的となりました。その結果、やむを得ずシャローレの庇護下に入ることになったのです。", "_t")
+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.", "物事の解決にあたっては単純かつ直接的な方法を好むため知恵足らずという不当な評価を受けています。しかしその実、ルーンに関しては卓越した技術を有し、謹厳実直な気性の持ち主です。", "_t")
+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.", "#GOLD#「オーガの怒り」#WHITE#の能力を持ち混乱・スタン耐性を増幅することができます。また、同時に攻撃が外れたり防がれたりした際にクリティカル率とその倍率が上昇する効果があります。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +3 Strength, -1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +3 腕力 -1 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +2 Magic, -2 Willpower, +2 Cunning", "#LIGHT_BLUE# * +2 魔力 -2 意志 +2 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 13", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 13", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 15%", "#GOLD#経験修正:#LIGHT_BLUE# 15%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/halfling.lua"
+
+t("Halflings are agile, lucky, and resilient but lacking in strength.", "種族の特徴として、素早く、幸運に恵まれています。その一方で腕力に乏しいのが欠点です。", "_t")
+t("Halfling", "ハーフリング", "birth descriptor name")
+t("Halflings are a race of very short stature, rarely exceeding four feet in height.", "とても小柄な種族です。身長が1.2メートルを超えることはまずありません。", "_t")
+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.", "人間のように興味のあることなら何にでも順応していきますが、指揮や学術の面において特に優れています。", "_t")
+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.", "かつてハーフリング達は幾つもの敵国を打ち負かし、その支配下に置いてきました。そうして魅惑の時代において人間と覇を競っていたのです。", "_t")
+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.", " #GOLD#「天恵の幸運」#WHITE#の能力を持ち、少しの間クリティカル率と各種セーブを増強できます。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * -3 Strength, +3 Dexterity, +1 Constitution", "#LIGHT_BLUE# * -3 腕力 +3 機敏 +1 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +3 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 12", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 12", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 10%", "#GOLD#経験修正:#LIGHT_BLUE# 10%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/human.lua"
+
+t("Human", "人間", "birth descriptor name")
+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.", "マイ・イヤルの世界ではハーフリングと同じくらい数が多い種族人間族です。両者は数千年に渡って戦いを繰り広げてきました。偉大な指導者が現れ、両種族を統一してやっと争いが収まったのです。", "_t")
+t("Humans of these Allied Kingdoms have known peace for over a century now.", "爾後、人間は連合王国の下、一世紀に渡って平和を享受しています。", "_t")
+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.", "マイ・イヤルの人間は大別して二種類です。「上級人」とそれ以外の者たちです。「上級人」には生まれつき魔法の資質が備わっており、優れた能力と鋭敏な感覚、そして他の人間よりも長い寿命を授かっています。", "_t")
+t("The rest of Humanity is gifted with quick learning and mastery. They can do and become anything they desire.", "彼らに属さない一般の人間も学習能力に長け各人が独自の成長をすることが可能です。", "_t")
+t("Higher", "上級人", "birth descriptor name")
+t("Highers are a special branch of Humans that have been imbued with latent magic since the Age of Allure.", "人間の中でも特別な部類である「上級人」です。かつて魅惑の時代において魔法の力をその身に受けた人間の血統です。", "_t")
+t("They usually do not breed with other Humans, trying to keep their blood 'pure'.", "「純血」を保つため結婚は通常上級人同士の間でのみ行われます。", "_t")
+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.", " #GOLD#「纯血の怒」#WHITE#の能力で攻撃力と防御力を一時的に強化できます。", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 腕力 +1 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +1 Magic, +1 Willpower, +0 Cunning", "#LIGHT_BLUE# * +1 魔力 +1 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 11", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 11", "_t")
+t("Cornac", "コーナック", "birth descriptor name")
+t("Cornacs are Humans from the northern parts of the Allied Kingdoms.", "連合王国の北部に住む人間たちです。この世界では一般的なタイプと言えるでしょう。", "_t")
+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.", "極めて順応性に優れ、カテゴリーポイントを初期に1点収得しています。(通常の種族は、レベル10、20、34で一点ずつ獲得します)", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 腕力 +0 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 10", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 10", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#経験修正:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/undead.lua"
+
+t("Undead", "不死", "birth descriptor name")
+t("Grave strength, dread will, this flesh cannot stay still. Kings die, masters fall, we will outlast them all.", "偉大なる力、恐るべき意思を以ってしても生には限りがある。諸王が世を去り、権力者たちが死に絶えようと、不死者はこの世に留まり続ける。", "_t")
+t("Undead are humanoids (Humans, Elves, Dwarves, ...) that have been brought back to life by the corruption of dark magics.", "邪悪な魔法により、復活した者たちです。(生前は人間、エルフドワーフなどだったのでしょう)", "_t")
+t("Undead can take many forms, from ghouls to vampires and liches.", "グールや吸血鬼、リッチといった様々な形態をとります。", "_t")
+t("Ghoul", "グール", "birth descriptor name")
+t("Slow to shuffle, quick to bite, learn from master, rule the night!", "歩みは遅く、喰らうに速い。主の真似して立ち回り、この世の夜を支配しろ!", "_t")
+t("Ghouls are dumb, but resilient, rotting undead creatures, making good fighters.", "体が腐り果てており、知性はほとんど残っていないものの、頑強です。戦士に非常に向いています。", "_t")
+t("They have access to #GOLD#special ghoul talents#WHITE# and a wide range of undead abilities:", "アンデッドとしての特殊能力や専用タレントを使用します。", "_t")
+t("- great poison resistance", "- 毒に対する強い抵抗力。", "_t")
+t("- stun resistance", "- スタン耐性", "_t")
+t("The rotting bodies of ghouls also force them to act a bit more slowly than most creatures.", "体が腐っているせいで動きは鈍く、他の種族よりもスピードがやや遅いのが特徴です。", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +1 Dexterity, +5 Constitution", "#LIGHT_BLUE# * +3 腕力 +1 機敏 +5 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, -2 Willpower, -2 Cunning", "#LIGHT_BLUE# * +0 魔力 -2 意志 -2 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 14", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 14", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 12%", "#GOLD#経験修正:#LIGHT_BLUE# 12%", "_t")
+t("Skeleton", "スケルトン", "birth descriptor name")
+t("The marching bones, each step we rattle; but servants no more, we march to battle!", "カタカタ鳴る骨、歩けば響く。下働きはコリゴリだ。いざ、戦いの場へ!", "_t")
+t("Skeletons are animated bones, undead creatures both strong and dexterous.", "邪な命を吹き込まれた骸骨です。力強く、機敏な性質を持ちます。", "_t")
+t("They have access to #GOLD#special skeleton talents#WHITE# and a wide range of undead abilities:", "アンデッドとしての特殊能力や専用タレントを使用します。", "_t")
+t("- bleeding immunity", "- 切り傷無効", "_t")
+t("- fear immunity", "- 恐怖無効", "_t")
+t("- no need to breathe", "- 呼吸が不要", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +3 腕力 +4 機敏 +0 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 魔力 +0 意志 +0 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 12", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 12", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 20%", "#GOLD#経験修正:#LIGHT_BLUE# 20%", "_t")
+t("Lich", "リッチ", "birth descriptor name")
+t("Molds", "モルド", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/yeek.lua"
+
+t("Yeeks are a mysterious race of small humanoids native to the tropical island of Rel.", "熱帯の島レルを故郷とする人間型の奇妙な種族です。", "_t")
+t("Their body is covered with white fur and their disproportionate heads give them a ridiculous look.", "白い体毛に覆われており、胴体に比べて極端に大きな頭部が笑いを誘います。", "_t")
+t("Although they are now nearly unheard of in Maj'Eyal, they spent many thousand years as secret slaves to the Halfling nation of Nargol.", "マイ・イヤルではその存在がほとんど知られていませんが、幾世紀もの間、ハーフリングの王国ナーゴルで秘密裏に奴隷として扱われていました。", "_t")
+t("Yeek", "イーク", "birth descriptor name")
+t("One race, one mind, one way. Our oppression shall end, and we shall inherit Eyal. Do not presume we are weak - our way is true, and only those who help us shall see our strength.", "偉大なる種、一つの心、大いなる道。雌伏の時は終わりを告げ、我らイヤルの支配者とならん。我ら弱きものに非ず。「道」こそは真理の形。イークを助く者のみが我らの力を目にするだろう。", "_t")
+t("Yeeks are a mysterious race native to the tropical island of Rel.", "熱帯の島レルを故郷とする人間型の奇妙な種族です。", "_t")
+t("Although they are now nearly unheard of in Maj'Eyal, they spent many centuries as secret slaves to the Halfling nation of Nargol.", "マイ・イヤルではその存在がほとんど知られていませんが、幾世紀もの間、ハーフリングの王国ナーゴルで秘密裏に奴隷として扱われていました。", "_t")
+t("They gained their freedom during the Age of Pyre and have since then followed 'The Way' - a unity of minds enforced by their powerful psionics.", "「業火の時代」において、イークはようやく自由を勝ち得ました。それ以来彼らは強力な超能力によってネットワークを形成し、「道」という霊的なコミュニティを作り上げています。", "_t")
+t("They possess the #GOLD#Dominant Will#WHITE# talent which allows them to temporarily subvert the mind of a lesser creature. When the effect ends, the creature dies.", "#GOLD#「精神支配」#WHITE#の能力を持ち、弱い相手の精神を支配することができます。この能力の効果が切れると、対象は死亡してしまいます。", "_t")
+t("While Yeeks are not amphibians, they still have an affinity for water, allowing them to survive longer without breathing.", "また、両生類ではありませんが水中での行動を得意とし、長く潜っていられます。", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#能力修正:", "_t")
+t("#LIGHT_BLUE# * -3 Strength, -2 Dexterity, -5 Constitution", "#LIGHT_BLUE# * -3 腕力 -2 機敏 -5 耐久", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +6 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 魔力 +6 意志 +4 賢さ", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 7", "#GOLD#レベル毎HP上昇:#LIGHT_BLUE# 7", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# -15%", "#GOLD#経験修正:#LIGHT_BLUE# -15%", "_t")
+t("#GOLD#Confusion resistance:#LIGHT_BLUE# 35%", "#GOLD#混乱耐性:#LIGHT_BLUE# 35%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/sexes.lua"
+
+t("Female", "女性", "birth descriptor name")
+t("Male", "男性", "birth descriptor name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/worlds.lua"
+
+t("The people of Maj'Eyal: Humans, Halflings, Elves and Dwarves.", "人間、ハーフリング、エルフ、ドワーフが共存する世界、マイ・イヤル。", "_t")
+t("The known world has been at relative peace for over one hundred years, and people are prospering again.", "ここ百年は比較的平和な時代が続き、全ての種族が復興の道を歩んでいます。", "_t")
+t("You are an adventurer, setting out to find lost treasure and glory.", "この世界において、あなたは富と名誉を求めて世界を旅する冒険者です。", "_t")
+t("But what lurks in the shadows of the world?", "闇の中に何が待ち受けているのでしょうか?", "_t")
+t("Play as your favorite race and class and venture into the infinite dungeon.", "好きな種族とクラスを選択して無限に続くダンジョンを下りて行きます。", "_t")
+t("The only limit to how far you can go is your own skill!", "どこまでいけるかは腕次第!このモードでは能力の限界を超えて成長することができます。", "_t")
+t("Inside the infinite dungeon you will yourself be limitless. You can level up beyond level 50 and continue to gain stat and talent points (at a reduced rate).", "50レベルを超え、さらにステータスポイントとタレントポイントを獲得することが可能です。", "_t")
+t("Every level after level 50 the maximum of stats will increase by one.", "(ただし獲得量は制限されます)レベル50以降は1レベル上がるごとに全能力値の上限が1上昇します。", "_t")
+t("Every 10 levels after level 50 the maximum points of each talent will increase by one.", "また、10レベル毎に全タレントのレベル上限が1上昇します。", "_t")
+t("Play as a lone warrior facing the Arena's challenge!", "たった一人で闘技場に挑みます。", "_t")
+t("You can use any class and race for it.", "クラス、種族の選択は自由です。", "_t")
+t("See how far you can go! Can you become the new Master of the Arena?", "栄誉を勝ち取ることができるでしょうか?チャンピオンの座に就けるでしょうか?", "_t")
+t("If so, you will battle your own champion next time!", "勝利済みならば、前回チャンピオンになった自分のキャラクターに挑むことになります。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/calendar_allied.lua"
+
+t("Wintertide", "冬の潮流", "calendar allied")
+t("Summertide", "灼熱の盾", "calendar allied")
+t("Flare", "炎の矢", "calendar allied")
+
+
+------------------------------------------------
+section "game/modules/tome/data/calendar_dwarf.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-derth.lua"
+
+t("Pfaugh. You're too late. %s has already finished. But I suppose it doesn't do any harm to take these and give you your undeserved reward.", "「ふー・・・ 手遅れだ。%sのやつに先を越された。材料を揃えた努力に免じて一応秘薬は作ってやる。そんな義理は本来無いはずなんだがな」", "tformat")
+t("Ah, excellent. Hand them over, if you please. You should know that in your overlong absence, %s has managed to create a %s. I'll be most put out if he steals my rightful spot.", "「よし! さっそく調合に取り掛かろう。あんたが留守にしてる間に%sが%sを完成させた。 急げ! 血盟会入りを邪魔されるのだけは我慢ならん!", "tformat")
+t([[#LIGHT_GREEN#*A human robed in immaculate white satin opens the door and eyes you appraisingly.*#WHITE#
+Ah, an adventurer. I was just thinking that I needed a new one.]], [[#LIGHT_GREEN#*真っ白な絹のローブを着た人間の男がドアを開けた。こちらをしげしげと見ている。*#WHITE#
+ 「ああ冒険者か。追加の人手が欲しいと思ってたんだ」]], "_t")
+t("That sounds promising. And ominous.", "「何やら面白そうな依頼があるみたいですね。その分危険も大きいのでしょうが」", "_t")
+t("Indeed, it is both promising and ominous. I can reward you handsomely for your efforts, but they will lead you into deadly peril to which, I assume, the previous three fellows who went off on my errand never to return can attest.", "「その通り。上手くいけば素晴らしい報酬を約束しよう。だがリスクも大きい。死地に赴くことになるぞ。実際、これまで3人の冒険者に依頼したんだが、多分生きて戻ってはこないだろう」", "_t")
+t("What do you propose?", "「どういう依頼なんです?」", "_t")
+t("Good adventurer, I am an alchemist, and quite a good one. This year, for the first time, the great Brotherhood of Alchemists has invited my application to their number. I'll not try your patience with the details of the application process, but suffice to say that it is grueling. Fortunately, a mere three tasks now stand between me and acceptance.", "「話が早くて助かる。私は錬金術師でね。ま、それも相当優秀な部類に入る。それで、今期になってようやく『錬金術血盟会』のメンバー候補に選ばれたんだ。手続きに関して長々と説明するのはやめておこう。実に厄介だということだけ分ってもらえればいい。幸いなことに、加入達成まであと3つの条件を満たせばいいというのが現状だ」", "_t")
+t("How can I help?", "「そこで冒険者の出番というわけですね」", "_t")
+t("I require ingredients for three potent mixtures. Obviously, since I seek your aid, none of them is to be found by simply strolling to the local herbalist's. No, they will need to be forcibly parted from their owners who will, just as obviously, put up a fight. I've yet to encounter a naga who would be persuaded to hand over his tongue! Ha! Oh, I am droll at times.", "「3種の特殊な秘薬を作るのに、その材料を取ってきてもらいたい。冒険者が必要だということから察してくれているだろうが、どれも入手困難なものばかりだ。そのあたりの薬草商なんかじゃとても扱えない。いや、率直に言おう。魔物の体から切り取ってくるんだ。もちろん戦って殺さないといけないぞ。おとなしく自分の舌を差し出すナーガなんてお目に掛かったことはないだろう? ハハッ! おっと失礼。たまにこの手の冗談が自然に口から飛び出すんだ。」", "_t")
+t("I specialize in separating vital body parts from monsters. What do you offer in return?", "「魔物を倒して、内臓を切り取るのはお手の物ですよ。で、報酬は何です?」", "_t")
+t("Why, I will let you share in the fruits of my labors! Each of the three mixtures I shall produce in a quantity sufficient to create three doses: one for me, one for the Brotherhood and their confounded trial... and one for you. I must tell you that time is of the essence. I am not the only one who the Brotherhood invited this year, yet they will accept only one applicant-- the first to complete their trials. I know of at least three others laboring furiously to take my rightful place. Should your aid see me through, then I will reward you beyond even the remarkable elixirs. I've an ancient Lifebinding Emerald that grants great powers of health and healing when used properly. What say you?", "「うむ。苦労の成果を分かち合うことにしよう。材料1セットから秘薬が3つできる。1つは血盟会への提出用にもう1つは私自身に、最後の1つは・・・君にやろう。時間の節約のため、先に言っておくぞ。今期のメンバー候補は他にもいる。最初に審査条件を満たした1人だけが合格できるのだ。メンバーの椅子は私にこそふさわしい。だが知る限り別の候補にもう3人挙がっている。そいつらも死に物狂いで課題に取り組んでいるだろう。無事合格できた暁には、追加報酬を渡そう。神秘の秘薬よりも貴重な代物だ。命と癒しの力を与えてくれる『命を縛る翡翠』こんな条件でどうだ?」", "_t")
+t("I accept.", "「やりましょう」", "_t")
+t("I cannot aid you at this time.", "「やめておきます」", "_t")
+t("Excellent. Now then, I've three elixirs I'm working on. I'll burden you with only one at a time, since I've learned the hard way about the hazards of overloading an adventurer's brain. Here are your options: the elixir of the fox, which makes you as nimble and cunning as a fox; the elixir of avoidance, which sharpens your natural inclinations to get out of the way of incoming harm; or the elixir of precision, which grants intuitive understanding of an enemy's most sensitive spots. Which would you like to aid me with?", "「よろしい。今現在、私は3種の秘薬にとりかかっている。だが材料の収集は1種類毎に専念してもらうぞ。並行していろんな仕事をさせると、冒険者のノーミソに負担が掛かるからな。秘薬は次の通りだ。妖狐の秘薬はその名の通り狐のような敏捷性と狡猾さを与えてくれる。回避の秘薬は反射神経を高める薬だ。精密の秘薬を飲めば弱点というものについての洞察が深まる。さあどれにする?」", "_t")
+t("Here's a list of the ingredients I'm missing. Please attempt to not lose your life in their pursuit. I'll be most put out if I must wait another year. Oh, and I suppose I should tell you that I've already a handful of adventurers out scouring the unpleasant places of the world for these ingredients. Dally and one of them shall claim the prize while you're out.", "「これが材料のリストだ。探索にしくじって死ぬんじゃないぞ。来期の募集を待つなど正気の沙汰じゃない。それと、依頼を受けた冒険者は他にもいる。ぐずぐずしてると報酬を逃すことになるぞ」", "_t")
+t("#LIGHT_GREEN#*The door is locked and nobody responds to your knocks*#WHITE#", "#LIGHT_GREEN#*ノックしたが返事はない。*#WHITE#", "_t")
+t("[Leave]", "[立ち去る]", "_t")
+t([[#LIGHT_GREEN#*The alchemist opens his door.*#WHITE#
+Ah, you again.]], [[#LIGHT_GREEN#*ノックすると錬金術師が顔を出した。*#WHITE#
+「ああ、あんたか」]], "_t")
+t("I've returned with the ingredients for the %s.", "「%sの材料です」", "tformat")
+t("I've come to offer more aid.", "「他の材料も取ってきます」", "_t")
+t("[Give him the monster bits.]", "[材料を渡す]", "_t")
+t([[#LIGHT_GREEN#*The alchemist grins and motions impatiently for the ingredients.*#WHITE#
+Wonderful, absolutely wonderful! The final step! Here, let me have those!]], [[#LIGHT_GREEN#*錬金術師の口元には笑みが浮かんで止まない。*#WHITE#
+「素晴らしい! これが最後の1つだ! さあ、材料を!」]], "_t")
+t("[Give him the monster bits]", "[材料を渡す]", "_t")
+t("Wait here while I perform my art. I'll have your reward within the hour.", "「調合を始めよう。ほんの小一時間もあれば十分だ」", "_t")
+t("A final wait for you, my good adventurer, and then I shall return with both your rewards! Haha, complete at last!", "「最後の1つだ! 追加報酬の方も期待して待っていてくれ!」", "_t")
+t("[Wait]", "[待つ]", "_t")
+t([[#LIGHT_GREEN#*The alchemist finally returns and hands you a small vial of fine glass.*#WHITE#
+Enjoy your reward.]], [[#LIGHT_GREEN#*錬金術師が小さな薬瓶を持って戻ってきた。*#WHITE#
+「これがあんたの分だ」]], "_t")
+t([[#LIGHT_GREEN#*The alchemist finally returns with a vial and a green gem.*#WHITE#
+Enjoy the fruits of your labors, adventurer. I know I will. To show my appreciation, I shall name my firstborn after... er, what was your name, then? Haha, I jest. Oh, I do go on when I'm giddy. Fare you well.]], [[#LIGHT_GREEN#*錬金術師が薬瓶とエメラルドを持って戻ってきた。*#WHITE#
+「約束の報酬だ。当然の結果というやつだな。だが感謝のしるしに子供ができたら、あんたの名前を付けることにしよう。ああっと! そういえばあんたの名前はなんといったかな・・・? ハハッ! 冗談だ。浮かれていると口数が多くなっていかん。ではさらばだ」]], "_t")
+t("Thank you. I'll be off.", "「どうも。では失礼」", "_t")
+t("Excellent. With which would you like to aid me?", "「その意気やよし。どれにするんだ?」", "_t")
+t("The %s.", "%s。", "tformat")
+t("[leave]", "[立ち去る]", "_t")
+t("Here's a list of the ingredients I'm missing. Please attempt to not lose your life in their pursuit. I'll be most put out if I must wait another year.", "「これが必要な材料のリストだ。探索にしくじって死ぬんじゃないぞ。来期の募集を待つなんて正気の沙汰じゃない", "_t")
+t("I'll be off.", "「行ってきます」", "_t")
+t("Terribly sorry, but I've already made the elixir without your aid. I've no reward to give you, and no reason to do so if I did.", "「悪いがあの秘薬はもう完成してしまったぞ。あんたに渡す報酬はない。くれてやる義理もないな」", "_t")
+t("Hrmph.", "「はぁ・・・」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-elvala.lua"
+
+t("Too late! Argh, too late. %s has already finished. I'll make the elixir and reward you as promised, but only because the Brotherhood breaks the fingers of non-member alchemists who rook people. Members, on the other hand...", " %sが先を越された!約束通り、材料を集めた分の秘薬は作ってやる。血盟会は契約違反者の指をへし折るのが大好きだからな! メンバーになれればそんなこともないってのによ・・・", "tformat")
+t("Give them here. You took long enough; %s cooked up a %s in your absence. Be quicker about the next one lest I make a 'mistake' in brewing your reward.", "「こっちによこせ。お前がさっさと仕事を片付けないせいで%sが%sを完成させちまった。急がないと報酬にも影響するぞ!」", "tformat")
+t([[#LIGHT_GREEN#*A shabbily-dressed elf opens the door, scratching his head in apparent puzzlement.*#WHITE#
+Another adventurer? Or have we met? I can't tell people apart unless they wear brightly-colored headbands. You need to help me.]], [[#LIGHT_GREEN#*ボロボロのローブを着たエルフがドアを開けた。頭を掻きながら明らかに戸惑った様子でこちらを見ている。*#WHITE#
+「新しく来た冒険者か? それとも以前会ったっけな?色つきヘッドバンドでもしてくれないと、他人の顔なんて区別がつかないぜ。まあ、いいや。仕事を手伝え」]], "_t")
+t("I am indeed an adventurer. Go on.", "「お察しの通り冒険者です。まずは詳しい話を」", "_t")
+t("Three elixirs stand between me and acceptance into the Brotherhood of Alchemists, unless I've been through that already. I'm never quite sure. But I think that's the case. Bring me the ingredients.", "「錬金術血盟会に加入するのに3種の秘薬を必死こいて作らにゃいかんのだぜ。よくわからんが、難問だってことは確かだ。その材料を取ってきてくれ」", "_t")
+t("What elixirs? What ingredients?", "「秘薬? 材料?」", "_t")
+t("The ones that I need to get before the other alchemists get them. Can't have some lesser hack sneaking into the Brotherhood.", "「他の奴らよりも先に全部揃えるんだ。脳なしどもに先を越されるなんぞ我慢できん」", "_t")
+t("You're making little sense.", "「もうちょっと詳しく・・・」", "_t")
+t([[#LIGHT_GREEN#*He raises his voice and gestures exaggeratedly, seemingly taking you for an idiot.*#WHITE#
+Me need pieces of scary monsters for happy-making drink. You get me pieces. You probably get eaten by monsters, me have this conversation yet again with other bonehead.]], [[#LIGHT_GREEN#*それを聞くとエルフは声を荒げ、うんざりとした様子で大仰に手を振った。話の通じない大馬鹿者だと思っているらしい。*#WHITE#
+「俺っちの所に魔物の体の一部を持って来いって話さ。そいつを使ってステキにキメられるヤツを1本作ろうって算段だ。逆に失敗すりゃ美味しく食われるってことだな。同じ話を別のマヌケにもう一度せにゃならんとは手間なこった!」]], "_t")
+t("I've been known to kill the occasional monster. Is there a reward in it for me?", "「そういうことならお手の物です。で、報酬は」", "_t")
+t("It finally understands! You get a dose of every elixir you help me make. And if your help gets me into the Brotherhood, I've got half an Elixir of Invulnerability lying around that I'll give you. Don't try anything; I've already downed the other half.", "「やっと話が通じたな! 完成した秘薬1つにつき同じものをやるよ。血盟会入りができたら、無敵の秘薬の残り半分もつけるぜ。おっと妙な気を起こすんじゃないぞ。最初の半分は俺っちが飲んじまってるからな」", "_t")
+t("I accept.", "「やりましょう」", "_t")
+t("I cannot aid you at this time.", "「やめておきます」", "_t")
+t("Three elixirs I need. I'll show you the ingredients to one at a time. Are you interested in the Elixir of Mysticism, the Elixir of the Savior, or the Elixir of Mastery?", "「必要な秘薬は3種だ。材料は1度に1種しか教えないぜ。神秘の秘薬にするか? 救いの秘薬がいいか? それとも達人の秘薬か?」", "_t")
+t("Here's a list of the monster bits I need. I've already got a bunch of idiots out looking for these, by the way, so you best hurry up; they've got a head start on you and I'm not getting any saner here.", "「じゃ、これが材料リストだ。他のマヌケどもにも頼んであるから急がないと先を越されるぞ。ぐずぐずしてると俺の正気がマッハでやばい」", "_t")
+t("So I see. I'll be off.", "「すぐ取りかかりますよ」", "_t")
+t("#LIGHT_GREEN#*The door is locked and nobody responds to your knocks*#WHITE#", "#LIGHT_GREEN#*ノックしたが返事はない。*#WHITE#", "_t")
+t("[Leave]", "[立ち去る]", "_t")
+t([[#LIGHT_GREEN#*The shabby elf opens his door.*#WHITE#
+Do I know you?]], [[#LIGHT_GREEN#*ドアの隙間からエルフが顔を出した。*#WHITE#
+「誰だお前?」]], "_t")
+t("I've returned with the ingredients for the %s.", "「%sの材料です」", "tformat")
+t("I've come to offer more aid.", "「他の材料も取ってきます」", "_t")
+t("[Give him the monster bits.]", "[材料を渡す]", "_t")
+t([[#LIGHT_GREEN#*The elf claps his scarred hands together.*#WHITE#
+Exceptional work, lackey! The final elixir awaits! Oh, yes. Membership will be mine. And revenge. Ohhhh yes.]], [[#LIGHT_GREEN#*エルフは火傷だらけの手を叩いて喜んだ。*#WHITE#
+「いいぞ! これで最後の1つだ! よくやったぞパシリ君!メンバーの座は俺っちのものだ! イヤッホウ!]], "_t")
+t("[Give him the monster bits]", "[材料を渡す]", "_t")
+t("Contain your impatience while I prepare these. I'll have the elixir within the hour.", "「そこで大人しく待ってろ。1時間もあれば済む」", "_t")
+t("Perfection. Wait here.", "「よし。待ってろ」", "_t")
+t("[Wait]", "[待つ]", "_t")
+t([[#LIGHT_GREEN#*The elf finally returns and tosses you a small vial of fine glass.*#WHITE#
+Side effects may include some slight mental imbalances.]], [[#LIGHT_GREEN#*戻ってきたエルフが薬瓶を投げてよこした。*#WHITE#
+「副作用でちょっとアタマがおかしくなるかもな」]], "_t")
+t([[#LIGHT_GREEN#*The alchemist finally returns with two vials.*#WHITE#
+I have no idea who you are, but I'm pretty sure that I'm supposed to give these to somebody as a reward. If some adventurer kills you and takes them, then apparently you're not the fellow I'm looking for.]], [[#LIGHT_GREEN#*薬瓶を2つ持って、エルフが戻ってきた。*#WHITE#
+「あんたの素性は知らんが、こいつを受け取るに相応しい奴だってことはよくわかったぜ。まあ、他のゴロツキに殺られてこれを盗られるようなことがあったら俺っちの見込み違いだったってことだろうがな」]], "_t")
+t("Thank you. I'll be off.", "「どうも。では失礼」", "_t")
+t("Which of the remaining elixirs interests you?", "「どれだ?」", "_t")
+t("The %s.", "%s。", "tformat")
+t("[leave]", "[立ち去る]", "_t")
+t("Here's a list of the ingredients I'm missing. Please follow the directions carefully, or the resulting elixir could be more fatal than either of us would hope.", "「ほれ、材料のリストだ。書いてある通りにしないとヤバイことになるぜ」", "_t")
+t("I'll be off.", "「行ってきます」", "_t")
+t("Already made it. Best pick up the pace next time, adventurer.", "「もうできちまったぞ。次からはもっと早く集めるんだな」", "_t")
+t("Hrmph.", "「はぁ・・・」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-golem.lua"
+
+t("%s (servant of %s)", "%s(%sのサーヴァント)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-hermit.lua"
+
+t("SON OF A RITCH! YOU SHOW UP TEN MINUTES AFTER I GET THE NEWS THAT SOME JACKASS ALREADY FINISHED THE ELIXIRS AND IS GETTING ACCEPTED BY THE BROTHERHOOD. WHAT THE HELL TOOK YOU SO LONG? MIRVENIA'S MAMMARIES, I'LL TAKE THESE AND MAKE YOU YOUR REWARD, BUT ONLY BECAUSE A CURSE WILL KILL ME IF I DON'T. AND IF IT TASTES LIKE PISS, THAT'S YOUR IMAGINATION, I'M SURE.", "「クソ! 十分前に! 他の奴が審査に! 合格した!何をもたもたしておったのじゃ! 約束は神聖なものじゃからな! 一応秘薬を作ってはやる! 小便の味がしたとしても! そいつは気のせいじゃよ! ああ! そうじゃとも!」", "_t")
+t([[#LIGHT_GREEN#*The halfling hands you a note that says, 'Heard %s managed to make a %s while you've been loafing. Hurry the hell up next time.*#WHITE#
+		I STILL CAN'T HEAR A DAMNED THING. FORTUNATELY, YOU DON'T LOOK LIKE THE SORT THAT MAKES INTERESTING CONVERSATION.]], [[#LIGHT_GREEN#*ハーフリングがノートをこちらに見せた。「お主がぐずぐずしている間に%sが%sを作ったようじゃ。次はもっと急げ」
+		*#WHITE#
+		「お主の! 言ってることは! まだよく聞こえんがな!有難いことに! お主は! 気の利いたことなど言いそうにはないな!」]], "tformat")
+t([[#LIGHT_GREEN#*After a great deal of pounding, a halfling wrapped in charred, smoking robes opens the door. He looks irritated.*#WHITE#
+IT'S NOT ENOUGH THAT I WORK ALL MORNING TO MAKE A POTION THAT ENDS UP NEARLY BLOWING MY ASS OFF, BUT NOW I'VE GOT IDIOTS BEATING DOWN MY DAMNED FRONT DOOR WITH WHAT SOUNDS LIKE A BATTERING RAM, AND YES, I HEARD IT, THOUGH I CAN HARDLY MAKE OUT A BLEEDING THING WITH THESE BLEEDING, CONCUSSED EARS. WHAT DO YOU WANT?]], [[#LIGHT_GREEN#*延々とノックを続けていると、焦げたローブを着たハーフリングがモクモクと煙を吐きながら顔を出した。苛ついているようだ。*#WHITE#
+「午前中一杯! ポーションの調合に! 掛かりきりじゃった! しくじった挙句にわしの尻を吹き飛ばすところじゃったわい! そのうえ! あの畜生ドアを! 馬鹿者共が! 次々と! 破城槌みたく!ぶったたく!
+ああ! ああ! えらいことになってぐらんぐらんなこの耳では! 御大層な話はさっぱりじゃがな! ノックくらいは聞こえておったわ! で! 何の! 用じゃ!」]], "_t")
+t("Perhaps there's something that I can help you with.", "「何か依頼でもないかと思いまして」", "_t")
+t("SPEAK UP, HAMBRAIN. I'VE JUST GOTTEN MY EARDRUMS BLOWN OUT BY YET ANOTHER BY-THE-PYRE POTION GONE SOUTH, REMEMBER? THRICE-DAMNED THING WAS GOING PERFECTLY, TOO. TOKNOR'S TACKLE!", "「もっと大きな声で言ってくれんか! お主の頭には脳味噌の代わりに! ハムが詰まっているようじゃな! 今しがた! またポーション合成をしくじって! 鼓膜をやられたと言ったじゃろう! もう忘れたのか! 一歩間違えればお陀仏じゃわ! ちくしょーめ!」", "_t")
+t("I SAID, MAYBE THERE'S SOMETHING THAT I CAN HELP YOU WITH!", "「何か依頼でも! ないかと!」", "_t")
+t("STILL CAN'T HEAR YOU, BUT LISTEN UP. THE BROTHERHOOD OF ALCHEMISTS IS ACCEPTING THE FIRST NEW APPLICANT TO DEMONSTRATE, AMONG OTHER THINGS, THREE VERY COMPLICATED ELIXIRS. I WOULDN'T BOTHER TRYING TO JOIN SUCH A BUNCH OF ADDLE-BRAINED DEGENERATES, BUT IT SO HAPPENS THAT THE BROTHERHOOD OF ALCHEMISTS HOLDS THE SECRET CURE FOR THE COMMON BLOWN-OFF ASS, WHICH IT SO HAPPENS IS OF SOME INTEREST TO ME.", "「まだよく聞こえんな! まあいい! 依頼の話をしよう! 錬金術血盟会がな! メンバーの募集をしておるのじゃ! とりもなおさず! 合成困難な三種の秘薬を! 完成させた最初の一人が! メンバーになれるのじゃよ!わしはなにもな! あのクサレ脳味噌どもの仲間入りを!しようとは思わぬ! じゃがあやつらは! よくある尻の火傷に効く治療法を! 秘匿しているというではないか!これがなかなか興味深いといったところでな!」", "_t")
+t("HOW CAN I HELP?", "「それで! 何をすれば!」", "_t")
+t("THE BROTHERHOOD KNOWS DAMNED WELL WHAT ADVANCES IN THE FIELD OF ALCHEMY WOULD DO FOR EVERY CIVILIZATION IN EXISTENCE, BUT THEY HOARD THEIR FEW WORTHWHILE SECRETS LIKE A GREAT BROWN WYRM SITTING ON ITS PILE OF CRAP. YOU KNOW WHAT? I DON'T EVEN WANT THE ASS-CURE FOR ME. I'M GOING TO STEAL EVERY SECRET THEY'VE GOT, WRITE THEM DOWN, MAKE A HUNDRED COPIES, AND NAIL ONE TO A TREE IN EVERY VILLAGE IN MAJ'EYAL.", "「血盟会の奴らはな! 錬金術の発達が! どれだけ文明に貢献するか! よおく! わかっとる! でもな!奴らは貴重な技術をな! 自分たちだけの秘密にしておるのだ! その様ときたら! 褐色の大長虫が! 寝そべって! 大事な大事なゴミクズを! 守り通しているようじゃ! だからな! 尻の火傷治療法なんぞ! ささいなことじゃ! 奴らがこれまで掻き集めた秘密を! 片っ端から書き写して! マイ・イヤル中の村の木に! 貼っ付けてやるわ!」", "_t")
+t("THAT'S NOT A VERY HERMIT-LIKE ATTITUDE.", "「あまり! 隠者らしいとは! 言えませんね!」", "_t")
+t("AND THEN WHAT WILL THEY DO? ONCE THEIR PRECIOUS SECRETS-- WHICH, IN ALL PROBABILITY, EITHER DON'T EXIST OR ARE THINGS LIKE RECIPES FOR ELIXIRS OF WHO-GIVES-A-FLYING-DUCK-- ARE OUT IN THE OPEN, THE BROTHERHOOD OF ASSWIPES WILL HAVE NOTHING TO HOLD IT TOGETHER BUT ELIXIRS OF THEIR TEARS AND WIDESPREAD DISDAIN FROM THE REST OF THE WORLD. SPEAK UP, THEN. ARE YOU IN OR OUT?", "「実際そうなったら! 奴らは! どうすると思う! 御大層な技術が流出したら! まあな! 血盟会の秘密といっても! 十中八九は! ただの噂か! クソ秘薬のレシピみたいなものだろうがな! そんなものでも! 世間に流れたら!血盟会のクソッタレ共の手には奴らの涙と鼻水入りの! 薬瓶しか残らん! 世間の笑いものだ! ではどうする! 手伝うか! 返事は大きな声で頼むぞ!」", "_t")
+t("I'M IN.", "「やーりーまーすー!」", "_t")
+t("I CANNOT AID YOU AT THIS TIME.", "「やめて! おきます!」", "_t")
+t([[#LIGHT_GREEN#*He hands you a slip of paper with the names and properties of some elixirs on it.*#WHITE#
+THE INGREDIENTS TO THESE SUCKERS ARE SORT OF A TRADE SECRET, SO I'LL TELL YOU ABOUT ONE AND WE'LL SEE HOW THAT GOES. OH, AND I'LL MAKE ENOUGH FOR YOU TO HAVE A SWIG WHEN I'M DONE, SO GOOD FOR YOU. WHICH ONE WILL IT BE? JUST POINT AT THE DAMNED LIST. I HAVEN'T HEARD A THING YOU'VE SAID YET. I HOPE TO HELL YOU'RE NOT STANDING THERE TRYING TO SELL ME SOMETHING.]], [[#LIGHT_GREEN#*ハーフリングの錬金術師は紙切れを差し出した。そこには秘薬の名前と効能が記してある。*#WHITE#
+「クソ秘薬の材料は! 製法上の秘密ということになっておる! 1つ教えたら! 進捗を見守らせてもらうぞ!おお! そうだ! 材料1組から! お主が飲む分も!製造できる! 悪い話じゃなかろう! ではどれにする!リストを指さして教えてくれ! まだ何を言っとるか!聞こえんからな! お主が物売りで! 商売の! 話をしてるんじゃないと! 祈るばかりじゃわ!」]], "_t")
+t("HERE'S A LIST OF THE STUFF I NEED. MOST OF IT WILL TRY TO KILL YOU, SO I HOPE YOU'RE NOT INCOMPETENT. I'VE GOT PLENTY OF INCOMPETENT HELP ALREADY. I HOPE FOR YOUR SAKE THAT YOU'RE SMARTER AND FASTER THAN THEM.", "「これがリストだ! どの素材を取りに行くのも危険が!つきまとうじゃろう! お主の力量を! 見誤ってなければいいんじゃがな! 材料集めをしている者達は他にもおる! 先を越されるなよ!」", "_t")
+t("#LIGHT_GREEN#*The door is locked and nobody responds to your knocks*#WHITE#", "#LIGHT_GREEN#*ノックしたが返事はない。*#WHITE#", "_t")
+t("[Leave]", "[立ち去る]", "_t")
+t([[#LIGHT_GREEN#*The halfling, still smoking, opens his door.*#WHITE#
+I LIVE WAY THE HELL OUT HERE FOR A REASON, YOU PIECE OF... OH. IT'S YOU.]], [[#LIGHT_GREEN#*パイプをふかしたハーフリングがドアを開けた。*#WHITE#
+「こんな僻地に住んでいるのはお前のような無礼・・・おっと! おぬしか!」]], "_t")
+t("I'VE RETURNED WITH THE INGREDIENTS FOR THE %s.", "%sの材料です!", "tformat")
+t("I'VE COME TO OFFER MORE AID.", "「他の材料も! 取ってきます!」", "_t")
+t("[Give him the monster bits.]", "[材料を渡す]", "_t")
+t([[#LIGHT_GREEN#*For the first time you've seen, genuine pleasure lights up the halfling's soot-smeared face.*#WHITE#
+GOOD WORK, WHOEVER YOU ARE. ALL OF MAJ'EYAL OWES YOU THEIR THANKS, EXCEPT FOR MEMBERS OF THE BROTHERHOOD OF ALCHEMISTS, WHO MIGHT TRY TO DO YOU BODILY HARM. FORTUNATELY FOR YOU, THEY'RE MOSTLY HARMLESS.]], [[#LIGHT_GREEN#*ハーフリングの煤けた顔が初めて綻んだ。*#WHITE#
+「よくやった! お主が誰かは知らぬが! マイ・イヤルの者全てが! お主に感謝することに! なるじゃろう!もちろん血盟会の連中は怒り狂うじゃろうが!! これから奴らにつけ狙われるだろうが! 幸いにも! お主にとっては! どうということはあるまい!」]], "_t")
+t("[Give him the monster bits]", "[材料を渡す]", "_t")
+t("WAIT HERE. THERE'S A GOOD CHANCE YOU'LL GET BLOWN INTO ADVENTURER KIBBLE IF YOU STEP INSIDE THIS BUILDING. MY ROBE OF MAD ALCHEMIST PROTECTION IS THE ONLY REASON I'M NOT VAPOUR.", "「ここで待て! 粉々になりたいのなら入ってきてもいいぞ! この防護ローブがなければ! 気化してしまうからな!」", "_t")
+t("GIVE ME AN HOUR, AND THINK UNPLEASANT THOUGHTS ABOUT THE BROTHERHOOD. IF ANYTHING EXPLODES, COME RESCUE ME, EVEN IF IT LOOKS LIKE THE BUILDING IS AN INFERNO OF POISONOUS SMOKE AND POLKA-DOT FLAMES.", "「1時間程待っていてくれ! 血盟会のマヌケ面でも想像してるといい! 爆発音が聞こえたら! すぐに助けに来るんだぞ! 毒ガスが充満してたり! ドッカンドッカンいっててもだ!」", "_t")
+t("[Wait]", "[待つ]", "_t")
+t([[#LIGHT_GREEN#*Disaster fails to occur. The halfling finally returns and hands you a small vial of sooty glass.*#WHITE#
+ENJOY, AND COME BACK ANY TIME IF YOU'RE INTERESTED IN SIMILAR WORK. I HAVEN'T WON YET. THE LONGER YOU WAIT, THE MORE LIKELY IT IS THAT YOU'LL RETURN TO A SMOKING CRATER AND ONE TRULY IRATE HALFLING.]], [[#LIGHT_GREEN#*特に問題はなく、ハーフリングが煤けた薬瓶を持って戻ってきた。*#WHITE#
+「報酬じゃ! 一仕事する気になったら! いつでも来い!  まだ血盟会入りは! 果たしておらぬからな! あまり! 長引くと! クレーターと! ブチ切れた!ハーフリングに! 出迎えられるじゃろうて!」]], "_t")
+t([[#LIGHT_GREEN#*The halfling finally returns with a vial and a small pouch.*#WHITE#
+YOUR DOSE OF THE ELIXIR, AS WELL AS SOMETHING ELSE. THIS INFUSION IS RARE AS HELL, SO DON'T GO WASTING IT.]], [[#LIGHT_GREEN#*ハーフリングが薬瓶と小袋を持って戻ってきた。*#WHITE#
+「いつもの秘薬とこいつをやろう! このハーブは目の玉が飛び出るほど貴重なものでな! 無駄にするんじゃないぞ!」]], "_t")
+t("THANK YOU. I'LL BE OFF.", "「では失礼!」", "_t")
+t("WHICH ELIXIR DO YOU WANT TO HELP ME WITH? YOU ARE HERE TO DO JUST THAT, RIGHT? YOU'RE NOT SOME IMBECILE HERE LOOKING FOR A LOVE POTION?", "「どの秘薬だ! よく聞こえんが! 材料集めに来たんじゃろう! 惚れ薬を作ってくれなどと言う! バカ者ではあるまいの!」", "_t")
+t("[Indicate the %s.]", "[%sを指す。]", "tformat")
+t("[leave]", "[立ち去る]", "_t")
+t("TAKE THIS LIST OF INGREDIENTS, AND HURRY THE HELL UP.", "「これが! 材料じゃ! 急げ! 急げ!」", "_t")
+t("I'LL BE OFF.", "「行ってきます!」", "_t")
+t("TOO SLOW, HAMBRAIN. ELIXIR'S MADE ALREADY, AND SOMEBODY ELSE WALKED OFF WITH THE REWARD. IF YOU'RE FEELING SORRY FOR YOURSELF, ASK WHETHER THIS IS MORE OR LESS PLEASANT THAN GETTING APPRECIABLE CHUNKS OF YOUR ANATOMY BLASTED CLEAN OFF YOUR BODY THIS MORNING. THAT'S RIGHT. BYE.", "「遅いぞ! マヌケ! 秘薬は他の者が完成させたわい!悔しいか? 朝っぱらに! その図体の大半が吹き飛ぶよりは! まだましじゃろうて! そうじゃな! ではさらばじゃ!」", "_t")
+t("Hrmph.", "「はぁ・・・」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-last-hope.lua"
+
+t("Damn it all. You're too late. %s has already finished. But I suppose you did your best, so I'll take these and keep my end of the bargian.", "「ああっと、一足遅かったな。%sに先を越されちまった。まあ、頑張ってくれたんだ。最後の1つくらいはちゃんと作ってやるよ」", "tformat")
+t("Great work! And you're still in one piece, I see. Always nice. I feel the same way after safely brewing up a particularly tricky mixture. I've near blown my face clean off several times. Oh, while you were gone a little bird told me that %s has managed to create a %s. Don't let him finish before me!", "「よし! 無事に戻ってきたな。これで一安心だ。複雑な調合が無事済んだ時みたいにほっとした気分だぞ。この面を吹き飛ばしかけたことが何度もあるからなあ。風の噂で聞いたが%sが%sを完成させたってよ。 こっちも急がねえと」", "tformat")
+t([[#LIGHT_GREEN#*A dwarf in stained, battered mail armor opens the door.*#WHITE#
+Say, you interested in dismembering stuff and getting paid?]], [[#LIGHT_GREEN#*錆びてボロボロになった鎧を着たドワーフがドアを開けた。*#WHITE#
+「よう。ちょっと魔物をバラす仕事に興味はねえか?」]], "_t")
+t("Always.", "「その手の依頼なら四六時中探してますよ」", "_t")
+t("By the corpses of the gods, I love adventurers. Was about to become one myself when it suddenly hit me. And by \"it\" I mean \"my wife.\" Har!", "「死せる神々にかけて、これだから冒険者ってのはたまんねえ! 俺は冒険者になろうと思い立ったその矢先にあれに引っぱたかれちまってよ。ああ、『あれ』っていうのはうちのカミさんのこった。ハハー!」", "_t")
+t("What do you propose?", "「どういう依頼なんです?」", "_t")
+t("I propose that I give you a list of monster parts to fetch, then you go and fetch them, then I make some blindingly amazing brews with said monster parts, then I get accepted into the Brotherhood of Alchemists.", "「ああ。リストを渡すから、それに書いてある魔物の体の部位を取ってきてくれ。持ってきたらとんでもねえオクスリを調合してやるよ。全部完成したら晴れて錬金術血盟会に入れるってわけだ」", "_t")
+t("Sounds like a plan.", "「素晴らしい!」", "_t")
+t("I make excellent plans. And brews, which the Brotherhood will no doubt make me call 'elixirs' once I'm in. And I'll obey, because they have ways of getting what they want. Now, where were we?", "「だろう? オクスリの方もスゲエもんだ。おっと、血盟会に入ったらきっと「秘薬と呼べ」って言われるか。ガハハ! そんときはその通りにするさ。あいつらの手に掛かれば大抵のことは思い通りになるからな。ん。どこまで話したっけか」", "_t")
+t("Aiding you with getting into some Brotherhood. What's in it for me?", "「血盟会とかいう組織に入る手伝いをするというところまでですね。報酬はどうなります?」", "_t")
+t("Oh, easy. You get a swig of each brew, of course. They'll put hair on your chest, and possibly your eyelids and fingernails. And, if your aid proves the deciding factor, then I've got a real treat for you: perhaps the last Taint of Purging left in Maj'Eyal.", "「おう、簡単な話だ。オクスリが完成したらお前に分けてやる。効き目の方は保障するぜ。五臓六腑どころか頭からつま先まで沁み渡るヤツだ。追加報酬として血盟会入りが決まったら取っておきをくれてやってもいい。テレパシーの力だ。マイ・イヤル中を探しても、もうこれっきゃ残ってないだろうよ」", "_t")
+t("I accept.", "「やりましょう」", "_t")
+t("I cannot aid you at this time.", "「やめておきます」", "_t")
+t("One last thing. There's a few other fellows angling for the same slot in the Brotherhood that I am. They're not going to be sitting on their hands while we're at work here, so best move quick-like. Now, which of these do you want to help me with first: the Brew of Brawn, the Brew of Stoneskin, or the Brew of Foundations? Or Elixirs, rather. Not Brews. Best get in the habit now, I suppose.", "「最後に大事なことを言っておくぞ。血盟会入りを狙ってる奴らは他にもいる。そいつらもただボンヤリ待ってるだけじゃねえ。だから、仕事の方はできるだけ早くやってくんな。で、どのオクスリの材料を取ってくるんだ?蛮力のオクスリ、石肌化のオクスリ、基礎のオクスリの3つがあるんだが。おっと、『秘薬』だったな。オクスリじゃねえ。これからは間違えないようにしねえと」", "_t")
+t("Right, here's the list. Oh, one more thing. Got me some fellas already out hunting for this stuff, and I'll not play favorites. One of them brings me those ingredients before you do, and you're out of luck. Hurry back.", "「ほれ、材料のリストだ。おっと、他にも依頼を受けたやつがいるんだ。早い者勝ちってことさ。うかうかしてると報酬を逃しちまうぜ。急いでやるんだ」", "_t")
+t([[Right, here's the list. Oh, one more thing. Got me some fellas already out hunting for this stuff, and I'll not play favorites. One of them brings me those ingredients before you do, and you're out of luck. Hurry back.
+
+Oh, and one other last thing... if you have the time for another errand, though I've got no reward on this one.]], [[「ほれ、材料のリストだ。おっと、他にも依頼を受けたやつがいるんだ。早い者勝ちってことさ。うかうかしてると報酬を逃しちまうぜ。急いでやるんだ。
+
+ああ、それと最後に一つ頼みがあるんだが・・・まあ、暇があったらでいい。報酬も出せないしな」]], "_t")
+t("#LIGHT_GREEN#*The door is locked and nobody responds to your knocks*#WHITE#", "#LIGHT_GREEN#*ノックしたが返事はない。*#WHITE#", "_t")
+t("[Leave]", "[立ち去る]", "_t")
+t([[#LIGHT_GREEN#*The mailed dwarf opens his door.*#WHITE#
+Aha, my favorite adventurer.]], [[#LIGHT_GREEN#*鎧を着たドワーフが出てきた。*#WHITE#
+「おう、あんたか」]], "_t")
+t("I've returned with the ingredients for the %s.", "「%sの材料です」", "tformat")
+t("I've come to offer more aid.", "「他の材料も取ってきます」", "_t")
+t("[Give him the monster bits.]", "[材料を渡す]", "_t")
+t([[#LIGHT_GREEN#*He gleefully claps you on the shoulder.*#WHITE#
+Ha ha! This is the last one! Stire and Marus and that damned hermit can suck on my beard! And so can my wife! YES, I KNOW YOU CAN HEAR ME. Good work, friend. Let's have them.]], [[#LIGHT_GREEN#*ドワーフが喜びもあらわに肩を叩いてきた。*#WHITE#
+「ハハー! これが最後の1つだ! スティアもマラスもあのクソ隠者も俺様のヒゲをしゃぶることになったぞ!うちのカミさんも右に倣えだ! おい! 貴様ら! どうせ聞こえてるんだろう!よくやってくれた。では最後の1つを作るとしよう」]], "_t")
+t("[Give him the monster bits]", "[材料を渡す]", "_t")
+t("Give me an hour or so to make with the alchemy. Don't go anywhere.", "「1時間で済む。フラフラどっかにいくんじゃないぞ」", "_t")
+t("I'd invite you inside while you wait, but the she-dwarf's in there, and I've grown fond of you.", "「外で待ってろ。完成したら呼ぶ。あんたは良いやつだからな。うちの性悪ドワーフ女と鉢合わせさせたくねえんだ」", "_t")
+t("[Wait]", "[待つ]", "_t")
+t([[#LIGHT_GREEN#*The dwarf finally returns with a vial.*#WHITE#
+Tastes like Urh'Rok's own piss, but it gets the job done.]], [[#LIGHT_GREEN#*ドワーフが薬瓶を持って戻ってきた。*#WHITE#
+ 「アーロックの小便みたいな味だが、これで完成だ!」]], "_t")
+t([[#LIGHT_GREEN#*The dwarf finally returns with a vial and a small pouch.*#WHITE#
+I put a bit of the good stuff in this one, though it won't do you any favors tomorrow morning. And careful with that Taint of Purging, especially if the wife answers the door the next time you knock. Har!]], [[#LIGHT_GREEN#*ドワーフが薬瓶と小袋を持って戻ってきた。*#WHITE#
+「この中にイイモンを入れといた。とはいえ明日の朝には副作用が出るかもな。テレパシーの力の扱いには気をつけろよ。次に来た時、カミさんがドアを開けたら大変なことになるぜ。 ハハー!」]], "_t")
+t("Thank you. I'll be off.", "「どうも。では失礼」", "_t")
+t("The %s.", "%s。", "tformat")
+t("[leave]", "[立ち去る]", "_t")
+t("Here's a list of the creature bits I need. Good luck with the murdering!", "「ほれ、材料のリストだ。頑張ってくんな。」", "_t")
+t("I'll be off.", "「行ってきます」", "_t")
+t([[Here's a list of the creature bits I need. Good luck with the murdering!
+
+Oh, and one other last thing... if you have the time for another errand, though I've got no reward on this one.]], [[「ほれ、材料のリストだ。頑張ってくんな。
+
+最後に一つ頼みがあるんだが・・・まあ、暇があったらでいい。報酬も渡せないしな」]], "_t")
+t("Well, I'll see if I can help.", "「できるだけのことはしてみますが」", "_t")
+t("I'm here for profit, not errands - I have the list and will work on it; sort your own sidejobs out.", "「報酬の出ない余計な仕事をする気はありませんよ。リストの素材集めで手一杯です」", "_t")
+t("Er, it seems that while you were out, somebody else managed to bring me the ingredients. I've got no reward for you! Sorry about that, but when time is of the essence, 'first come, first served' is the only sensible policy.", "「あー・・・悪いが他の奴が材料を揃えちまった。報酬はねえ。時は金なり、先んずれば人を制す・・・そういうこった」", "_t")
+t("Hrmph.", "「はぁ・・・」", "_t")
+t([[Well, it's like this, one of my wife's friends has gone missing. A young alchemist in training, called Celia. Thing is, her husband died recently, and the grief done drove her mad. She used to go out to his grave every day, until one day she didn't come back. Personally I don't think she was able to live without him; the two were inseparable. If you get a chance on your travels, could you pass by the mausoleum to the east and check... well, you get the idea.
+
+It's strange what death can do to people, how it can take over their minds. Sometimes they forget it's the living that matter... See she gets a proper burial - treated respectfully, eh?]], [[「そうか。簡単に言うとだな、ウチのカミサンのダチが行方不明になっちまったんだ。まだ若い、修行中の錬金術師でな。セリアっていうんだが、最近旦那に先立たれちまった。それからちょっとおかしくなっちまってな。墓参りを毎日のように続けてたんだが、ある日行ったっきり戻ってこなくなった。俺は旦那の後を追ったんじゃないかと思うんだがな。分かち難き二人ってことさ。手が空いてたら東にある墓地に行って様子を見てきちゃくれねえか。
+
+しっかし、いくら身近な相手と死に別れたからってそこまで後ろ向きになることはねえよな。生きてこそ浮かぶ瀬もあれ、ってやつだ。まあ、セリアが幸せな最後を遂げてるかどうか、ちょっくら見てきてくんな」]], "_t")
+t("I'll do what I can.", "「わかりました」", "_t")
+t("He points out the location of the graveyard on your map.", "彼は地図に墓地の場所を指し示した", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/angolwen-leader.lua"
+
+t([[#LIGHT_GREEN#*A tall woman stands before you. Her fair skin radiates incredible power through her white robe.*#WHITE#
+I am Linaniil of the Kar'Krul. Welcome to our city, @playerdescriptor.subclass@. What may I do for thee?]], [[#LIGHT_GREEN#*長身の女性だ。輝やかんばかりに白い肌をしており、ローブの下からは強大な魔力が溢れ出している。*#WHITE#
+「私はカー・クラルのリナニール。ようこそアンゴルウェンへ。何か御用ですか?」]], "_t")
+t("I require all the help I can get, not for my sake but for the town of Derth, to the northeast of here.", "「助力を求めて参りました。私事ではありません。北東のダースの人々のためです」", "_t")
+t("I am ready! Send me to Urkis!", "「転送をお願いします!」", "_t")
+t([[Yes, we have noticed the devastation that happened there. I have sent some friends thence to disperse the cloud, but the true threat lies not there.
+He who created this abomination is Urkis. He is a Tempest, a powerful Archmage who channels the storms.
+Years ago he went rogue, severing himself from Angolwen. At first he remained quiet, and thus we withheld action, but it seems we have no choice now.
+Cleansing the skies will take much time. In the meanwhile, if thou art willing, we can send thee to Urkis' lair to face him.
+I will not lie to thee: we can send thee thence, but this could be a death trap, and we have no means for thou to depart his lair, as he lives atop a tall peak in the Daikara mountains.]], [[「かの地に災いが降りかかったことはこちらでも掴んでておりました。既に同志を向かわせ、雷雲を掃う手配はしてあります。しかしながら、事件の原因は未だに除かれておりません。このような愚行に走ったのはテンペストのアーキス。嵐の魔法使いです。
+その昔、彼はアンゴルウェンの一員でした。ですが、ここを離れ悪の道に走ったのです。目立った行動を起こさなかったので、我々も手出しは控えていました。とはいえこうなった以上選択の余地はありません。
+雷雲を掃うには相当の時間を要します。そなたが望むならば、アーキスの居城へ転移させましょう。敵の真っ只中に送り込むのですから、死を覚悟してもらわねばなりません。しかし、他に彼の下に赴く手段がないのです。彼の居城はダイカラ山脈の頂にあるのですから」]], "_t")
+t("I need to prepare myself. I will be back soon.", "「準備をしてきます」", "_t")
+t("I am ready. Send me. I will not let the good people of Derth down.", "「転送をお願いします。ダースの人々の期待に応えみせましょう」", "_t")
+t("Good luck to thee. Thou hast the blessings of Angolwen.", "「アンゴルウェンの祝福が共にあらんことを」", "_t")
+t("Thank you.", "「心強い言葉です」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/angolwen-staves-store.lua"
+
+t("Let me see your wares.", "「商品を見せてください」", "_t")
+t("I am looking for staff training.", "「杖術を習いたいのですが」", "_t")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("I can teach you staff combat (talent category Spell/Staff combat).  Learning the basics costs 100 gold, while more intensive tutelage to gain proficiency costs 500 gold.  Once you're proficient, I can teach you more refined techniques for an additional 750 gold.", "「この店では杖を用いた戦闘技術(Spell/杖術)も教えている。基本技術は100ゴールド、上級者コースの本格的な指導を受けたいなら500ゴールドだ。既に十分な腕前なら750ゴールドで奥義を教えてあげよう」", "_t")
+t("Just give me the basics (reveals locked talent category) - 100 gold.", "「基本からお願いします」(100Gでツリー習得)", "_t")
+t("The staff carver spends some time with you, teaching you the basics of staff combat.", "店主が舌を巻く程の速さで課程を終えた。", "logPlayer")
+t("Please teach me what I need to know (unlocks talent category) - %d gold.", "「全ての技術を教えてください」(%dゴールドでツリーをアンロック)", "tformat")
+t("The staff carver spends a substantial amount of time teaching you all of the techniques of staff combat.", "店主は腰を据えて杖術の全てを伝授してくれた。", "logPlayer")
+t("He is impressed with your mastery and shows you a few extra techniques.", "店主は貴方の技術に感銘を受け、他にもいくつか技を教えてくれた。", "logPlayer")
+t("I'm already proficient, but I want to be an expert (improves talent mastery by 0.2) - 750 gold.", "「杖術を極めたいと思います」(750ゴールドで補正+0.2)", "_t")
+t(", including some esoteric techniques", ",秘伝もいくつか教えてもらった", "_t")
+t("The staff carver spends a great deal of time going over the finer details of staff combat with you%s.", "店主と共に多大な時間をかけて杖術の奥旨を学んだ%s。", "tformat")
+t("No thanks.", "「いえ、結構」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/antimagic-end.lua"
+
+t("\
+\
+#{italic}##LIGHT_GREEN#*As you drink the potion, your runes start to burn as they fade away, and a terrible agony seems to sink through your skin to your bones, muscles, and heart.  You black out from the pain, and come to a bit later, the runes gone forever.  You feel very ill, and yet...  cleansed.*#{normal}##WHITE#", "\
+\
+#{italic}##LIGHT_GREEN#*ポーションを飲むと、体のルーンが燃え上がり薄れていく。身を捩るような痛みが次第に五臓六腑へ潜り込んできた。痛みのあまり意識が飛ぶ。少しして目が覚めるとルーンは跡形もなく消えていた。まだ酷い気分だが・・・これで魔法との縁が切れた。*#{normal}##WHITE#", "_t")
+t([[Excellent! You truly prove that no mage-wrought flame or storm can stand against blade and arrow! Come, learn our ways. You are ready.
+#LIGHT_GREEN#*he gives you a potion.*#WHITE#
+Drink this. We extract it from a very rare kind of drake. It will grant you powers to fight and cancel magic, but never again will you be able to use magic.%s]], [[「よくやった!身を以て証明したな!悪しき魔法など武技の前では無力!さあ来い。我らの技を教えてやろう。お前にはその資格がある」
+#LIGHT_GREEN#*男はポーションを差し出した。*#WHITE#
+「飲め。こいつはドラゴンから採れるポーションだ。そう滅多に見つかる類の竜じゃない。飲めば魔法を打ち消す力を授かるが、金輪際魔法は使えなくなるぞ」%s]], "tformat")
+t("Thank you. I shall not let magic triumph! #LIGHT_GREEN#[you drink the potion]", "「ええ。魔法使い共の好きにはさせません!」#LIGHT_GREEN#[ポーションを飲む]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ardhungol-end.lua"
+
+t([[#LIGHT_GREEN#*As the monstrous spider falls you see something... moving in her belly until it explodes! A tall black man steps out of the spewed guts, surrounded by a golden light.*#WHITE#
+By the Sun! I thought I would never again see a friendly face!
+Thank you. I am Rashim, and I am in your debt.
+]], [[#LIGHT_GREEN#*巨大な蜘蛛の化け物は息絶えたが、その腹の部分で何かが蠢いて・・・突如破裂した!飛び出した臓物の間から背の高い色黒の男が姿を現した。その体は黄金色の光に包まれている。*#WHITE#
+「太陽に誓って、生きて再び人の顔を見れるとは思ってもみなかった!
+かたじけない。私はラシム。大変な借りが出来てしまいましたなあ」
+]], "_t")
+t("I have been sent by your wife. She was worried for you.", "「奥さんに頼まれたんです。とても心配なさっていましたよ」", "_t")
+t([[Ah, my dear heart!
+Well, now that I am free I will create a portal to the Gates of Morning. I think I've seen enough spiders for the rest of my life.]], [[「おお、愛しの妻よ!
+では、ポータルで太陽の壁に戻りましょうか。蜘蛛の相手はもう一生分しましたよ」]], "_t")
+t("Lead the way!", "「行きましょう!」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ardhungol-start.lua"
+
+t("Good day to you.", "「良いお日和で」", "_t")
+t("Good day to you too.", "「ごきげんよう」	", "_t")
+t("I have heard you are a great hero of the west. Could you help me, please?", "「ああ、西から来られた方ですね!偉大な英雄と聞き及んでおります。どうかお力添えを!」", "_t")
+t("Maybe, what is it about?", "「何の御用でしょうか?出来るだけのことはやってみますが」", "_t")
+t("I have got enough problems sorry.", "「すいません。他にやることがありますので」", "_t")
+t("I have found your husband. I take it he made it home safely?", "「旦那さんを助け出せましたよ。今はお宅に?」", "_t")
+t("I've got to go. Bye.", "「失礼します」", "_t")
+t([[My husband, Rashim, is a Sun Paladin. He was sent to clear the spider lair of Ardhungol to the north of this town.
+It has been three days now. He should be back by now. I have a feeling something terrible has happened to him. Please find him!
+He should have a magical stone given by the Anorithil to create a portal back here, yet he did not use it!]], [[「夫のラシムは太陽の壁に仕える騎士なのですが、北にある大蜘蛛の洞窟、アードファンゴルへ行ったきり帰ってきません。
+もう3日になるのです。そろそろ戻ってきてもいい頃なのですが・・・何かあったのではないかと・・・どうか夫をお助け下さい!
+夫は魔法石をアノーリシルから貰っています。それを使えば帰還用のポータルが作れるのです。危ないことがあればすぐ戻ってくるはずなのに!」]], "_t")
+t("I will see if I can find him.", "「わかりました。行ってみましょう」", "_t")
+t("Spiders? Eww, sorry, but he is probably dead now.", "「大蜘蛛ですって?お気の毒ですが、旦那さんはもう生きてはいないでしょうね」", "_t")
+t("Yes, yes he did! He said he would have died if not for you.", "「ええ、ええ!貴方の助けが無ければ生きては戻れなかったと申しております!」", "_t")
+t("It was nothing.", "「いえいえ」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena-start.lua"
+
+t("None", "なし", "_t")
+t([[#LIGHT_GREEN#You take a look at the ranking boards before entering.
+%s]], [[#LIGHT_GREEN#これまでの挑戦者記録がある。
+%s]], "tformat")
+t("Enter the arena (60 waves)", "60戦モードに挑戦", "_t")
+t("Enter the arena (shorter mode, 30 rounds)", "30戦モードに挑戦", "_t")
+t("#LIGHT_RED#[Reset all arena save data]", "#LIGHT_RED#[これまでのデータを消去]", "_t")
+t("Enter the arena for 60 rounds", "60戦モードに挑戦", "_t")
+t("Enter the arena for 30 rounds", "30戦モードに挑戦", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena-unlock.lua"
+
+t("exit to Derth", "ダース出口", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/artifice-mastery.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/artifice.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/assassin-lord-thieves.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/assassin-lord.lua"
+
+t("As you depart the assassin lord says: 'And do not forget, I own you now.'", "あなたが出発すると、アサシン・ロードが言った。 「ゆめゆめ忘れなさるな。今やお前は私の所有物だ」", "log")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/chronomancy-bias-weave.lua"
+
+t("Temporal", "時空", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/chronomancy-see-threads.lua"
+
+t("#LIGHT_BLUE#You select the timeline and re-arrange the universe to your liking!", "#LIGHT_BLUE#好きなように時間軸を選んで宇宙を組み替えます!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/command-staff.lua"
+
+t("staff", "杖", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/conclave-vault-greeting.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/corruptor-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/derth-attack-over.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/dreadfell-ambush.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/east-portal-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/eidolon-plane.lua"
+
+t("asked the Eidolon to let %s die in peace", "%s はエイドロンに安らかな眠りを望んだ", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/elisa-orb-scrying.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/elisa-shop.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/escort-quest-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/escort-quest.lua"
+
+t("mental", "精神", "_t")
+t("physical", "物理", "_t")
+t("spell", "魔法", "_t")
+t("Thank you.", "「心強い言葉です」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/fallen-aeryn.lua"
+
+t("%s grabs her amulet and disappears in a whirl of arcane energies.", "%s はアミュレットを掴むと魔力の渦の中へ消えていった", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/gates-of-morning-main.lua"
+
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("Aeryn points to the known locations on your map.", "エアリンは地図に場所を示した", "logPlayer")
+t("#VIOLET#You have learned the talent Relentless Pursuit.", "#VIOLET#あなたは「執拗な追求」を習得しました", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/gates-of-morning-welcome.lua"
+
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/golbug-explains.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/jewelry-store.lua"
+
+t("Use which gem?", "どの宝石を使う?", "_t")
+t("%s creates: %s", "%s は作成した: %s", "logPlayer")
+t("Let me see your wares.", "「商品を見せてください」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-berethh-encounter.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-caravan-destroyed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-kyless-death.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-elder.lua"
+
+t("Thank you.", "「心強い言葉です」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-lost-merchant.lua"
+
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("dragonbone wand", "竜骨のワンド", "_t")
+t("dragonbone totem", "竜骨のトーテム", "_t")
+t("voratun torque", "ヴォラタントークン", "_t")
+t("#CRIMSON#Your timetravel has no effect on pre-determined outcomes such as this.", "#CRIMSON#このような既に決まっている結末に対して時間旅行は意味を持たない", "log")
+t("#LIGHT_BLUE#The merchant carefully hands you: %s", "#LIGHT_BLUE#商人はあなたに丁重に手渡した: %s", "log")
+t("No thanks.", "「いえ、結構」", "_t")
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-melinda-father.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("Melinda", "『メリンダ』", "_t")
+t("Thank you.", "「心強い言葉です」", "_t")
+t("Melinda's father gives you: %s", "メリンダの父はあなたに渡した: %s", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-weapon-store.lua"
+
+t("Let me see your wares.", "「商品を見せてください」", "_t")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("The smith spends some time with you, teaching you the basics of armour and weapon usage.", "鍛冶はあなたと時間を共にし, あなたに武器と防具の使い方の基本を教えた", "logPlayer")
+t("The smith spends some time with you, teaching you the basics of bows and slings.", "鍛冶師はあなたと時間を共にし, あなたに弓とスリングの使い方の基本を教えた", "logPlayer")
+t("No thanks.", "「いえ、結構」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/limmir-valley-moon.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lost-merchant.lua"
+
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lumberjack-quest-done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lumberjack-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/mage-apprentice-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/magic-store.lua"
+
+t("Let me see your wares.", "「商品を見せてください」", "_t")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-beach-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-beach.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-fortress.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/message-last-hope.lua"
+
+t("The herald gives you %s.", "斥候は %s をあなたに渡した", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/myssil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/norgan-saved.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/orc-breeding-pits.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/paradoxology.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/player-inscription.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/point-zero-zemekkys.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/pre-charred-scar-eruan.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/pre-charred-scar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-master.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-orb.lua"
+
+t("[Leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-win.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sage-kitty.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shadow-crypt-yeek-clone.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-butler.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-caldizar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-command-orb.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-gladium-orb.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-shimmer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-training-orb.lua"
+
+t("From 0 to 100", "0 から 100", "_t")
+t("From 0 to 1000", "0 から 1000", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/slasul.lua"
+
+t("If you refuse to see reason, you leave me no choice!", "お前が理由を知ろうとしないのなら、私に選択の余地はない!", "_t")
+t("As you wish. It did not have to come to this...", "望むがままに。こうなる必要もなかったのだが…", "_t")
+t("So be it... Die now!", "ならば...今すぐ死ね!", "_t")
+t("LET US BE BOUND!", "私たちを行かせて!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sorcerer-end.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sorcerer-fight.lua"
+
+t("High Sun Paladin Aeryn appears next to you!", "上級太陽の騎士エアリンが隣に現れた!", "logPlayer")
+t("High Sun Paladin Aeryn", "太陽の上級騎士『エアリン』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tannen.lua"
+
+t("[leave]", "[立ち去る]", "_t")
+t("[Wait]", "[待つ]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tarelion-start-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tarelion.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/temporal-rift-end.lua"
+
+t("The temporal warden gives you: %s.", "時の守護者はあなたに与えた: %s", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/temporal-rift-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/the-master-resurrect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/trap-priming.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tutorial-start.lua"
+
+t("Thank you.", "「心強い言葉です」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ukllmswwik.lua"
+
+t("DIE!", "死ね!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/undead-start-game.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/undead-start-kill.lua"
+
+t("ARRGGggg... You are alone! You will be destroyed!", "ARRGGggg...お前は一人ぼっちだ!お前はいずれ破壊される!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-bosses.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-fillarel.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-krogar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ward.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/worldly-knowledge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/yeek-wayist.lua"
+
+t("The contact with the Wayist mind has improved your mental shields. (+15 mental save, +10%% confusion resistance)", "「道」の者への接触があなたの精神の盾を強化した (+15 精神セーブ,+10%% 混乱耐性)", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys-done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys-start-chronomancers.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys.lua"
+
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("Thank you.", "「心強い言葉です」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zigur-mindstar-store.lua"
+
+t("Let me see your wares.", "「商品を見せてください」", "_t")
+t("Sorry, I have to go!", "「これで失礼します!」", "_t")
+t("Just give me the basics (reveals locked talent category) - 100 gold.", "「基本からお願いします」(100Gでツリー習得)", "_t")
+t("I'm already proficient, but I want to be an expert (improves talent mastery by 0.2) - 750 gold.", "「杖術を極めたいと思います」(750ゴールドで補正+0.2)", "_t")
+t("No thanks.", "「いえ、結構」", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zigur-trainer.lua"
+
+t("You cannot use your %s anymore; it is tainted by magic.", "これ以上 %s を使用できません,魔力に汚染されています", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zoisla.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/damage_types.lua"
+
+t("#Source# strikes #Target# in the darkness (%+d%%%%%%%% damage).", "#Source# は暗闇の中 #Target# を攻撃した (%+d%%%%%%%% ダメージ)", "delayedLogMessage")
+t("%s forces the iceblock to shatter.", "%s は力ずくで氷を砕いた", "logSeen")
+t("#CRIMSON##Source# damages %s through Martyrdom!", "#CRIMSON##Source# は苦行の定めによって %s にダメージを与えた!", "delayedLogMessage")
+t("#CRIMSON##Source# reflects damage back to #Target#!", "#CRIMSON##Source# は #Target# へダメージを反射した!", "delayedLogMessage")
+t("physical", "物理", "_t")
+t("battered", "打ち砕かれて", "_t")
+t("bled", "大量出血して", "_t")
+t("bludgeoned", "殴打されて", "_t")
+t("chopped into tiny pieces", "八つ裂きにされて", "_t")
+t("cleaved", "三枚おろしにされて", "_t")
+t("crushed", "粉砕されて", "_t")
+t("decapitated", "首をはねられて", "_t")
+t("disembowelled", "大穴を開けられて", "_t")
+t("dissected", "ぶった切られて", "_t")
+t("eviscerated", "剥製にされて", "_t")
+t("ground", "地に臥して", "_t")
+t("hacked apart", "真っ二つにされて", "_t")
+t("impaled", "貫かれて", "_t")
+t("maimed", "ずたずたにされて", "_t")
+t("mauled", "引っ掻かれて", "_t")
+t("minced", "ミンチにされて", "_t")
+t("mutilated", "細切れにされて", "_t")
+t("pierced", "貫かれて", "_t")
+t("punctured", "風穴を開けられて", "_t")
+t("raked", "引き裂かれて", "_t")
+t("shattered", "砕かれて", "_t")
+t("skewered", "串刺しにされて", "_t")
+t("sliced", "切り裂かれて", "_t")
+t("smashed", "破壊されて", "_t")
+t("splattered", "血しぶきをあげて", "_t")
+t("squished", "叩き潰されて", "_t")
+t("stabbed", "突き刺されて", "_t")
+t("struck", "殴られて", "_t")
+t("swiped", "吹っ飛ばされて", "_t")
+t("torn limb from limb", "バラバラにされて", "_t")
+t("tortured", "拷問されて", "_t")
+t("arcane", "神秘", "_t")
+t("blasted", "破裂して", "_t")
+t("dweomered", "圧縮されて", "_t")
+t("energised", "エネルギー体になって", "_t")
+t("imploded", "爆発して", "_t")
+t("mana-torn", "魂を引き裂かれて", "_t")
+t("blazed", "炎に包まれて", "_t")
+t("boiled", "煮られて", "_t")
+t("burnt", "燃え尽きて", "_t")
+t("combusted", "灰になって", "_t")
+t("flamed", "塵になって", "_t")
+t("fried", "揚げ物にされて", "_t")
+t("roasted", "炒られて", "_t")
+t("scorched", "焦がされて", "_t")
+t("slowly cooked", "ゆっくりと調理されて", "_t")
+t("toasted", "火に炙られて", "_t")
+t("chilled", "雪になって", "_t")
+t("cooled", "冷たくなって", "_t")
+t("frozen", "凍って", "_t")
+t("frozen and shattered into a million little shards", "凍って、粉々に砕かれて", "_t")
+t("iced", "氷の彫像になって", "_t")
+t("lightning", "電撃", "_t")
+t("amped", "電撃を浴びせられて", "_t")
+t("bolted", "雷に打たれて", "_t")
+t("electrocuted", "感電して", "_t")
+t("shocked", "放電を受けて", "_t")
+t("volted", "焦げカスになって", "_t")
+t("zapped", "天罰の雷を受けて", "_t")
+t("acid", "é…¸", "_t")
+t("corroded", "溶けて", "_t")
+t("dissolved", "液体になって", "_t")
+t("melted", "デロデロになって", "_t")
+t("scalded", "肉体が腐食して", "_t")
+t("nature", "自然", "_t")
+t("naturalised", "自然と同化して", "_t")
+t("slimed", "スライムになって", "_t")
+t("splurged", "視覚を奪われて", "_t")
+t("treehugged", "木に飲み込まれて", "_t")
+t("blight", "腐敗", "_t")
+t("debilitated by noxious blight before falling", "死ぬまで腐敗の力の汚染に苦しんで", "_t")
+t("diseased", "病気になって", "_t")
+t("fouled", "腐って", "_t")
+t("infected", "病に感染して", "_t")
+t("plagued", "疫病にかかって", "_t")
+t("poxed", "病原菌の保有者になって", "_t")
+t("tainted", "汚染されて", "_t")
+t("light", "閃光", "_t")
+t("jerkied", "干し肉にされて", "_t")
+t("purified", "浄化されて", "_t")
+t("radiated", "放射線を浴びて", "_t")
+t("seared", "やけどして", "_t")
+t("sun baked", "太陽に焼かれて", "_t")
+t("tanned", "日焼けして", "_t")
+t("darkened", "闇に飲み込まれて", "_t")
+t("shadowed", "影に飲み込まれて", "_t")
+t("swallowed by the void", "虚空に飲み込まれて", "_t")
+t("mind", "精神", "_t")
+t("mentally tortured", "頭がおかしくなって", "_t")
+t("mindraped", "精神を破壊されて", "_t")
+t("psyched", "精神攻撃を受けて", "_t")
+t("winter", "冬", "_t")
+t("temporal", "時空", "_t")
+t("grandfathered", "老いて", "_t")
+t("paradoxed", "存在が矛盾して", "_t")
+t("replaced by a time clone (and no one ever knew the difference)", "クローンと置き換えられて(そして、誰も違いに気が付かなかった)", "_t")
+t("spaghettified across the whole of space and time", "空間と時をめちゃくちゃに乱されて", "_t")
+t("temporally distorted", "時空を捻じ曲げられて", "_t")
+t("time dilated", "遅延して", "_t")
+t("timewarped", "時空の狭間に飲み込まれて", "_t")
+t("temporal stun", "時空スタン", "_t")
+t("lite", "光源", "_t")
+t("illumination", "照明", "_t")
+t("silence", "沈黙", "_t")
+t("blinding ink", "盲目の墨", "_t")
+t("%s avoids the blinding ink!", "%s は盲目液を避けた!", "logSeen")
+t("blindness", "盲目", "_t")
+t("bright light", "強い光", "_t")
+t("stunning fire", "スタンファイア", "_t")
+t("fire burn", "火炎燃焼", "_t")
+t("#Source# drains life from #Target#!", "#Source# は #Target# から命を吸収した!", "logCombat")
+t("shadowflame", "シャドウフレイム", "_t")
+t("darkness", "æš—é»’", "_t")
+t("fire", "火炎", "_t")
+t("cold", "冷気", "_t")
+t("flameshock", "フレイムショック", "_t")
+t("%s resists the searing flame!", "%s は焼け付く火炎に抵抗した!", "logSeen")
+t("ice", "æ°·", "_t")
+t("slowing ice", "氷結スロー", "_t")
+t("ice storm", "アイスストーム", "_t")
+t("glacial vapour", "氷の蒸気", "_t")
+t("freeze", "フリーズ", "_t")
+t("sticky smoke", "べたつき煙", "_t")
+t("acid blind", "盲目の酸", "_t")
+t("blinding darkness", "盲目の暗闇", "_t")
+t("blinding light", "盲目の光", "_t")
+t("dazing lightning", "眩暈の閃光", "_t")
+t("cold repulsion", "反寒冷", "_t")
+t("%s resists the wave!", "%s は波に抵抗した!", "logSeen")
+t("bloodspring", "血の泉", "_t")
+t("%s resists the bloody wave!", "%s は血の波に抵抗した!", "logSeen")
+t("fire repulsion", "反炎", "_t")
+t("burning repulsion", "燃える斥力", "_t")
+t("darkness repulsion", "暗い斥力", "_t")
+t("%s resists the darkness!", "%s は暗黒に抵抗した!", "logSeen")
+t("%s resists the punch!", "%s はパンチに抵抗した!", "logSeen")
+t("fear repulsion", "恐怖の斥力", "_t")
+t("%s resists the frightening sight!", "%s は恐怖の目に抵抗した!", "logSeen")
+t("poison", "毒", "_t")
+t("cleansing fire", "浄化の炎", "_t")
+t("spydric poison", "蜘蛛毒", "_t")
+t("crippling poison", "減速の毒", "_t")
+t("insidious poison", "遅行毒", "_t")
+t("bleed", "出血", "_t")
+t("nature slow", "自然減速", "_t")
+t("dig", "採掘", "_t")
+t("slow", "減速", "_t")
+t("time prison", "時の牢獄", "_t")
+t("%s resists the time prison.", "%s は時の牢獄に抵抗した!", "logSeen")
+t("% chance of confusion", "æ··ä¹±", "_t")
+t("%s resists the blinding light!", "%s は盲目光に抵抗した!", "logSeen")
+t("confusion", "æ··ä¹±", "_t")
+t("blinding", "盲目", "_t")
+t("blinding physical", "盲目打撃", "_t")
+t("%s resists the sandstorm!", "%s は砂嵐に抵抗した!", "logSeen")
+t("physical pinning", "影縫い打撃", "_t")
+t("regressive blight", "退化の腐敗", "_t")
+t("#Source# drains experience from #Target#!", "#Source# は #Target# から経験値を吸収した!", "logCombat")
+t("draining blight", "吸収の腐敗", "_t")
+t("vim draining blight", "活力吸収の腐敗", "_t")
+t("demonfire", "悪魔の炎", "_t")
+t("purging blight", "追放の腐敗", "_t")
+t("holy light", "聖光", "_t")
+t("healing", "治癒", "_t")
+t("healing light", "治癒の光", "_t")
+t("infective blight", "感染の腐敗", "_t")
+t("life leech", "吸血", "_t")
+t("physical stun", "物理スタン", "_t")
+t("physical bleed", "物理流血", "_t")
+t("warp", "因果混乱", "_t")
+t("temporal darkness", "暗黒時空", "_t")
+t("gravity", "重力", "_t")
+t("gravity pin", "重力の楔", "_t")
+t("physical repulsion", "反物理", "_t")
+t("grow", "成長", "_t")
+t("%s turns into %s.", "%s は %s になった", "logSeen")
+t("pinning nature", "自然の楔", "_t")
+t("healing nature", "自然治癒", "_t")
+t("impeding nature", "自然障害", "_t")
+t("confounding nature", "自然混乱", "_t")
+t("sanctity", "神聖", "_t")
+t("%s resists the silence!", "%sは沈黙に抵抗した!", "logSeen")
+t("defensive darkness", "暗黒防御", "_t")
+t("blazing light", "眩い光", "_t")
+t("prismatic repulsion", "プリズム斥力", "_t")
+t("mind slow", "精神減速", "_t")
+t("mind freeze", "精神凍結", "_t")
+t("implosion", "爆破", "_t")
+t("regressive temporal", "時空退化", "_t")
+t("wasting temporal", "破壊時空", "_t")
+t("stop", "停止", "_t")
+t("%s has not been stopped!", "%s は止まらない!", "logSeen")
+t("debilitating temporal", "衰弱時空", "_t")
+t("draining physical", "物理吸収", "_t")
+t("#Source# consumes %d life from #Target#!", "#Source# は #Target# の生命力を %d 消化した!", "logCombat")
+t("temporal slow", "減速時空", "_t")
+t("molten rock", "溶岩", "_t")
+t("entangle", "困惑", "_t")
+t("manaworm arcane", "マナワーム", "_t")
+t("arcane blast", "魔力炸裂", "_t")
+t("circle of death", "死の環", "_t")
+t("decaying darkness", "腐敗の暗黒", "_t")
+t("abyssal darkness", "アビスの暗黒", "_t")
+t("% chance to summon an orc spirit", "%の確率でオークの精霊を召喚する", "_t")
+t("An orc clad in massive armour, wielding a huge axe.", "全身鎧を装備したオークの戦士だ。大斧を構えている。", "_t")
+t("nightmare", "悪夢", "_t")
+t("weakness", "弱化", "_t")
+t("special effect", "特攻", "_t")
+t("manaburn arcane", "魔力炎上", "_t")
+t("distorting physical", "物理的歪み", "_t")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t("dreamforge", "ドリームフォージ", "_t")
+t("%s is knocked back!", "%s はノックバックした!", "logSeen")
+t("%s resists the forge bellow!", "%sはフォージ・ベロウに抵抗した!", "logSeen")
+t("%s resists the dream forge!", "%sはドリーム・フォージに抵抗した!", "logSeen")
+t("natural mucus", "自然粘液", "_t")
+t("disarming acid", "武装解除酸", "_t")
+t("corrosive acid", "腐食性酸", "_t")
+t("bouncing slime", "跳ねるスライム", "_t")
+t("%s resists the shove!", "%sは「押しのける」に抵抗した!", "logSeen")
+t("phase pulse", "位相パルス", "_t")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("%s resists the blindness!", "%sは「盲目」に抵抗した!", "logSeen")
+t("%s resists the pin!", "%sは「移動不能」に抵抗した!", "logSeen")
+t("%s resists the confusion!", "%sは「混乱」に抵抗した!", "logSeen")
+t("%s resists the mind attack!", "%s は精神攻撃に抵抗した!", "logSeen")
+t("terror", "ナイトテラー", "_t")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("%s resists the void!", "%sは虚空に抵抗した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/factions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/fareast-npcs.lua"
+
+t("Sun Paladins patrol", "太陽の騎士の警備隊", "entity name")
+t("Anorithil patrol", "アノーリシルの警備隊", "entity name")
+t("Orcs patrol", "オークの警備隊", "entity name")
+t("patrol", "警備隊", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/fareast.lua"
+
+t("Entrance to an underwater cave", "深水の洞窟の入口", "_t")
+t("#LIGHT_BLUE#You notice an entrance to an underwater cave.", "#LIGHT_BLUE#深水の洞窟の入口を見つけた", "logPlayer")
+t("Shadow Crypt", "影の祭壇", "entity name")
+t("hostile", "敵対", "entity type")
+t("Entrance to a dark crypt", "邪教の祭壇への入り口", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/maj-eyal-npcs.lua"
+
+t("Allied Kingdoms human patrol", "連合王国の警備隊", "entity name")
+t("Allied Kingdoms halfling patrol", "連合王国のハーフリング警備隊", "entity name")
+t("allied kingdoms", "連合王国", "entity subtype")
+t("patrol", "警備隊", "entity type")
+t("adventurers party", "冒険者団", "entity name")
+t("ziguranth patrol", "ジグランスの警備隊", "entity name")
+t("hostile", "敵対", "entity type")
+t("humanoid", "人型", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/maj-eyal.lua"
+
+t("Novice mage", "魔道士見習", "_t")
+t("Lost merchant", "囚われの商人", "entity name")
+t("#LIGHT_RED#You carefully open the trap door and enter the underground tunnels...", "#LIGHT_RED#慎重に扉を開け、地下坑道へ入っていった…", "logPlayer")
+t("#LIGHT_RED#As you enter you notice the trap door has no visible handle on the inside. You are stuck here!", "#LIGHT_RED#入ると、内側から開けられなくなっていることに気づいた。閉じ込められた!", "logPlayer")
+t("Sect of Kryl-Faijan", "クリル・フェイヤン宗派", "entity name")
+t("hostile", "敵対", "entity type")
+t("#LIGHT_BLUE#You carefully get away without making a sound.", "#LIGHT_BLUE#音を立てないように気を付けながら立ち去った", "logPlayer")
+t("#LIGHT_RED#You carefully open the door and enter the underground crypt...", "#LIGHT_RED#慎重に扉を開け、地下の儀式場へと降りて行った…", "logPlayer")
+t("#LIGHT_RED#As you enter you notice the door has no visible handle on the inside. You are stuck here!", "#LIGHT_RED#中に入ると、後ろで扉が閉まった。閉じ込められた!", "logPlayer")
+t("Lost Kitty", "迷子の子猫", "_t")
+t("Ancient Elven Ruins", "エルフの古代遺跡", "entity name")
+t("Entrance to some ancient elven ruins", "エルフの古代遺跡の入口", "_t")
+t("Ruined Dungeon", "滅びの迷宮", "entity name")
+t("Entrance to a ruined dungeon", "滅びの迷宮の入口", "_t")
+t("Mark of the Spellblaze", "魔法大禍の傷跡", "_t")
+t("Golem Graveyard", "ゴーレムの墓場", "_t")
+t("Ring of Blood", "鮮血の闘技場", "entity name")
+t("Hidden compound", "秘密の闘技場", "_t")
+t("Tranquil Meadow", "思い出の牧草地", "entity name")
+t("tranquil meadow", "宁静的草原", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/antimagic-bush.lua"
+
+t("antimagic bush", "反魔法木", "_t")
+t("%s (antimagic aura)", "%s(反魔のオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/bligthed-soil.lua"
+
+t("blighted soil", "腐敗の土", "_t")
+t("%s (blighted aura)", "%s(腐敗のオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/conclave-vault.lua"
+
+t("Director Hompalan", "主任『ホムパラン』", "_t")
+t([[Only crumbling bones are left of what once was the proud Director Hompalan, chief of this facility.
+Now those remains look at you with empty eyes but you can not mistake their intent.]], "風化した骸骨だ。この施設におけるかつての責任者、自信家ホムパラン主任の成れの果てである。骸がこちらを見据えるその眼窩は空っぽだが、主任殿の意図するところは明らかだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/cultists.lua"
+
+t("monolith", "モノリス", "_t")
+t("An elven cultist. He doesn't seem to mind you.", "エルフの邪教徒だ。こちらには気を留めていないようだ。", "_t")
+t("From death comes life!", "死から生が来るのだ!", "_t")
+t("My soul for her!", "我が魂は彼女のために!", "_t")
+t("Take me! Take me!", "連れてって!連れてって!", "_t")
+t("The Dark Queen shall reign!", "暗黒の女王様が統治なさる!", "_t")
+t("corrupted monolith", "堕落したモノリス", "_t")
+t("No the ritual will weaken!", "儀式は止められないぞ!", "_t")
+t("This is too soon!", "早すぎる!", "_t")
+t("disrupted monolith", "阻害されたモノリス", "_t")
+t("Shasshhiy'Kaish", "『シャッシィ・カイッシュ』", "_t")
+t("This demon would be very attractive if not for the hovering crown of flames, the three tails and sharp claws. As you watch her you can almost feel pain digging in your flesh. She wants you to suffer.", "見惚れるほど魅力的な姿をしたデーモンだ。宙を舞う炎の冠と三つの尻尾それに鋭い鉤爪が無ければの話だが。彼女を見ていると体中に痛みが走るような感覚すら覚える。むこうはこちらを玩具にするつもりだ。", "_t")
+t("and used for her perverted desires", "そして、欲望のままに使われた", "_t")
+t("Crown of Burning Pain", "炎痛の冠", "_t")
+t("Cultist", "邪教徒", "_t")
+t("%s pulls a dagger and opens his own chest, piercing his beating heart. The stone glows with malevolent colors.", "%sは短剣を取り出し、胸に突き立て、心臓を貫いた。石は悪しき光を放った", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/damp-cave.lua"
+
+t("Damp Cave", "湿りの洞窟", "_t")
+t("damp cave", "湿りの洞窟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/drake-cave.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/fearscape-portal.lua"
+
+t("#rng# the Invader", "侵略者『#rng#』", "_t")
+t("fearscape invasion portal", "悪魔の侵略ポータル", "_t")
+t("#VIOLET#The portal is already broken!", "#VIOLET#ポータルは既に壊れている!", "log")
+t("Fearscape Portal", "恐怖の大地へ続くポータル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/fell-aura.lua"
+
+t("%s (fell aura)", "%s(墜落のオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/font-life.lua"
+
+t("font of life", "生命の源泉", "_t")
+t("%s (life aura)", "%s(生命のオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/glimmerstone.lua"
+
+t("glimmerstone", "閃光石", "_t")
+t("%s is affected by the glimmerstone!", "%sは閃光石の影響を受けた!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/glowing-chest.lua"
+
+t("glowing chest", "光る箱", "_t")
+t("Glowing Chest", "光る箱", "_t")
+t("#GOLD#An object rolls from the chest!", "#GOLD#箱から何かが転がり落ちた!", "logSeen")
+t("#GOLD#But the chest was guarded!", "#GOLD#召喚のルーンが起動した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/meteor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/naga-portal.lua"
+
+t("coral invasion portal", "珊瑚の侵略ポータル", "_t")
+t("water cavern", "水の洞窟", "_t")
+t("#rng# the Tidebender", "潮流を曲げる者『#rng#』", "_t")
+t("naga invasion coral portal", "ナーガの珊瑚の侵略ポータル", "_t")
+t("broken naga invasion coral portal", "壊れたナーガの珊瑚の侵略ポータル", "_t")
+t("#VIOLET#The portal is already broken!", "#VIOLET#ポータルは既に壊れている!", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/necrotic-air.lua"
+
+t("%s (necrotic air)", "%s(死霊の大気)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/noxious-caldera.lua"
+
+t("Way into a volcanic caldera", "火山のカルデラへの道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/old-battle-field.lua"
+
+t("Cavern beneath tombstones", "地下墓穴", "_t")
+t("Onslaught", "猛攻撃", "_t")
+t("grave", "墓", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/protective-aura.lua"
+
+t("%s (protective aura)", "%s(護りのオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/rat-lich.lua"
+
+t("Skull of the Rat Lich", "チューリッチの頭蓋骨", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Forsaken Crypt", "棄却の祭壇", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/slimey-pool.lua"
+
+t("slimey pool", "ぬめりだまり", "_t")
+t("%s (slimey)", "%s(ぬめり)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/sludgenest.lua"
+
+t("Way into a strange lush forest", "奇妙な森林へ通じる道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/snowstorm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/spellblaze-scar.lua"
+
+t("spellblaze scar", "魔法大禍の傷跡", "_t")
+t("%s (spellblaze aura)", "%s(魔力のオーラ)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/sub-vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/thunderstorm.lua"
+
+t("Thunderstorm", "サンダーストーム", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/tombstones.lua"
+
+t("grave", "墓", "_t")
+t("grave (opened)", "墓(開封済み)", "_t")
+t("You were not the first here: the corpse was turned into an undead.", "最初の者ではなかったようだ。死体はアンデッドに変容した", "log")
+t("There is nothing there.", "そこには何もない", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/weird-pedestals.lua"
+
+t("weird pedestal", "奇怪な台座", "_t")
+t("#rng# the Invoker", "呼び覚ます者『#rng#』", "_t")
+t("Die intruder!", "邪魔者は死ね!", "_t")
+t("He shall come!", "彼がいらっしゃる!", "_t")
+t("He will consume all!", "彼はすべてを焼き尽くすだろう!", "_t")
+t("My life for His!", "わが命は彼のために!", "_t")
+t("weird pedestal (glowing)", "奇怪な台座(光っている)", "_t")
+t("%s's soul is absorbed by the pedestal. A glowing orb appears.", "%sの魂が祭壇に吸い込まれた。光るオーブが現れた", "logSeen")
+t("#rng# the Bringer of Doom", "破滅を呼ぶ者『#rng#』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/whistling-vortex.lua"
+
+t("%s (whistling vortex)", "%s(風の音の渦)", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/autumn_forest.lua"
+
+t("autumn grass", "秋の草", "entity name")
+t("autumn tree", "秋の木", "entity name")
+t("wall", "壁", "entity type")
+t("tall thick tree", "高く厚い木", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/basic.lua"
+
+t("previous level", "前の階層へ", "entity name")
+t("next level", "次の階層へ", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("way to the next level", "次の階層へ続く道", "entity name")
+t("door", "扉", "entity name")
+t("glass wall", "壁(ガラス)", "entity name")
+t("glass door", "扉(ガラス)", "entity name")
+t("open glass door", "開いた扉(ガラス)", "entity name")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("#VIOLET#You hear a door opening.", "#VIOLET#扉の開く音が聞こえた", "log")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+t("#VIOLET#You hear a door closing.", "#VIOLET#扉の閉じる音が聞こえた", "log")
+t("floor", "床", "entity subtype")
+t("huge lever", "巨大なレバー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/bone.lua"
+
+t("sand", "ç ‚", "entity name")
+t("bone walls", "壁(骨)", "entity name")
+t("door", "扉", "entity name")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("#VIOLET#You hear a door opening.", "#VIOLET#扉の開く音が聞こえた", "log")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+t("#VIOLET#You hear a door closing.", "#VIOLET#扉の閉じる音が聞こえた", "log")
+t("huge lever", "巨大なレバー", "entity name")
+t("#VIOLET#You hear a mechanism clicking.", "#VIOLET#機械の作動音が聞こえた", "log")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("way to the next level", "次の階層へ続く道", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("bone", "骨", "entity subtype")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/burntland.lua"
+
+t("wall", "壁", "entity type")
+t("burnt tree", "燃え尽きた木", "entity name")
+t("burnt ground", "燃え尽きた地面", "entity name")
+t("corrupted altar", "堕落した祭壇", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("burnt", "燃え尽きて", "entity subtype")
+t("floor", "床", "entity type")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/cave.lua"
+
+t("cave floor", "床(洞窟)", "entity name")
+t("cave walls", "壁(洞窟)", "entity name")
+t("grass", "草", "entity subtype")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/crystal.lua"
+
+t("wall", "壁", "entity type")
+t("crystals", "クリスタル", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/elven_forest.lua"
+
+t("grass", "草", "entity subtype")
+t("tall thick tree", "高く厚い木", "entity name")
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/forest.lua"
+
+t("tree", "木", "entity name")
+t("tall thick tree", "高く厚い木", "entity name")
+t("flower", "花", "entity name")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("grass", "草", "entity subtype")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/fortress.lua"
+
+t("door", "扉", "entity name")
+t("open door", "開いた扉", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("sealed door", "鍵のかかった扉", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/gothic.lua"
+
+t("previous level", "前の階層へ", "entity name")
+t("next level", "次の階層へ", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("way to the next level", "次の階層へ続く道", "entity name")
+t("door", "扉", "entity name")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("#VIOLET#You hear a door opening.", "#VIOLET#扉の開く音が聞こえた", "log")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+t("#VIOLET#You hear a door closing.", "#VIOLET#扉の閉じる音が聞こえた", "log")
+t("floor", "床", "entity subtype")
+t("huge lever", "巨大なレバー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/ice.lua"
+
+t("icy floor", "床(氷)", "entity name")
+t("floor", "床", "entity type")
+t("ice", "æ°·", "entity subtype")
+t("frozen water", "凍った水面", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/icecave.lua"
+
+t("ice cave floor", "床(氷の洞窟)", "entity name")
+t("ice cave walls", "壁(氷洞窟)", "entity name")
+t("breakable ice wall", "氷の壁(破壊可能)", "entity name")
+t("wall", "壁", "entity type")
+t("broken ice wall", "氷の壁(壊れている)", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/jungle.lua"
+
+t("muddy floor", "床(泥)", "entity name")
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("grass", "草", "entity subtype")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/jungle_hut.lua"
+
+t("floor", "床", "entity type")
+t("bamboo hut floor", "床(竹)", "entity name")
+t("bamboo wall", "壁(竹)", "entity name")
+t("door", "扉", "entity name")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/lava.lua"
+
+t("lava floor", "床(溶岩)", "entity name")
+t("wall", "壁", "entity type")
+t("lava wall", "壁(溶岩)", "entity name")
+t("floor", "床", "entity type")
+t("molten lava", "溶岩", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/mountain.lua"
+
+t("rocky ground", "床(石)", "entity name")
+t("rocky mountain", "å±±", "entity name")
+t("wall", "壁", "entity type")
+t("snowy tree", "雪が積もった木", "entity name")
+t("hard rocky mountain", "高い山", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/psicave.lua"
+
+t("wall", "壁", "entity type")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/sand.lua"
+
+t("The unstable sand tunnel collapses!", "不安定な砂のトンネルが崩壊した!", "logSeen")
+t("You are crushed by the collapsing tunnel! You suffocate!", "崩壊に巻き込まれた!息ができない!", "logPlayer")
+t("sandwall", "砂の壁", "entity name")
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("way to the next level", "次の階層へ続く道", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("sand", "ç ‚", "entity subtype")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/sanddunes.lua"
+
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("sand", "ç ‚", "entity subtype")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/slime.lua"
+
+t("slime floor", "床(スライム)", "entity name")
+t("slime wall", "壁(スライム)", "entity name")
+t("previous level", "前の階層へ", "entity name")
+t("floor", "床", "entity type")
+t("next level", "次の階層へ", "entity name")
+t("slime door", "扉(スライム)", "entity name")
+t("slime", "スライム", "entity subtype")
+t("wall", "壁", "entity type")
+t("open slime door", "開いた扉(スライム)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/slimy_walls.lua"
+
+t("previous level", "前の階層へ", "entity name")
+t("next level", "次の階層へ", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("way to the next level", "次の階層へ続く道", "entity name")
+t("door", "扉", "entity name")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("#VIOLET#You hear a door opening.", "#VIOLET#扉の開く音が聞こえた", "log")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+t("#VIOLET#You hear a door closing.", "#VIOLET#扉の閉じる音が聞こえた", "log")
+t("floor", "床", "entity subtype")
+t("huge lever", "巨大なレバー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/snowy_forest.lua"
+
+t("snowy grass", "雪が積もった草", "entity name")
+t("winter tree", "冬の木", "entity name")
+t("wall", "壁", "entity type")
+t("tall thick tree", "高く厚い木", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("way to the previous level", "前の階層へ続く道", "entity name")
+t("floor", "床", "entity type")
+t("way to the next level", "次の階層へ続く道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_dreamy.lua"
+
+t("underground thick vegetation", "地下の厚い草", "entity name")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_gloomy.lua"
+
+t("underground thick vegetation", "地下の厚い草", "entity name")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_slimy.lua"
+
+t("underground thick vegetation", "地下の厚い草", "entity name")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+t("ladder to the next level", "次の階層へ続くはしご", "entity name")
+t("ladder to the previous level", "前の階層へ続くはしご", "entity name")
+t("floor", "床", "entity type")
+t("ladder to worldmap", "ワールドマップへ続くはしご", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/void.lua"
+
+t("void", "虚空", "entity name")
+t("wall", "壁", "entity type")
+t("crack in spacetime", "時空の裂け目", "entity name")
+t("floor", "床", "entity type")
+t("floating rocks", "宙に浮く石", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/water.lua"
+
+t("coral wall", "壁(珊瑚)", "entity name")
+t("door", "扉", "entity name")
+t("underwater", "水中", "entity subtype")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+t("underwater air bubble", "気泡", "entity name")
+t("#AQUAMARINE#The air bubbles are depleted!", "#AQUAMARINE#気泡は無くなった!", "logSeen")
+t("deep water", "深海", "entity name")
+t("poisoned deep water", "深海(毒)", "entity name")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+t("previous level", "前の階層へ", "entity name")
+t("floor", "床", "entity type")
+t("water", "冷術", "entity subtype")
+t("next level", "次の階層へ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ant.lua"
+
+t("ant", "蟻", "entity subtype")
+t("insect", "虫", "entity type")
+t("giant white ant", "巨大白アリ", "entity name")
+t("It's a large white ant.", "巨大な白い蟻だ。", "_t")
+t("giant brown ant", "巨大茶アリ", "entity name")
+t("It's a large brown ant.", "巨大な茶色の蟻だ。", "_t")
+t("giant carpenter ant", "働きアリ", "entity name")
+t("It's a large black ant with huge mandibles.", "巨大な黒蟻だ。強靭な顎を持つ。", "_t")
+t("giant green ant", "巨大緑アリ", "entity name")
+t("It's a large green ant.", "大きな緑色の蟻だ。", "_t")
+t("giant red ant", "巨大赤アリ", "entity name")
+t("It's a large red ant.", "大きな赤い蟻だ。", "_t")
+t("giant blue ant", "巨大青アリ", "entity name")
+t("It's a large blue ant.", "大きな青い蟻だ。", "_t")
+t("giant yellow ant", "巨大黄アリ", "entity name")
+t("It's a large yellow ant.", "大きな黄色の蟻だ。", "_t")
+t("giant black ant", "巨大黒アリ", "entity name")
+t("It's a large black ant.", "大きな黒蟻だ。", "_t")
+t("giant fire ant", "巨大火アリ", "entity name")
+t("It's a large red ant, wreathed in flames.", "巨大な赤い蟻だ。炎に包まれている。", "_t")
+t("giant ice ant", "巨大氷結アリ", "entity name")
+t("It's a large white ant. The air is frigid around it.", "巨大な白い蟻だ。冷気を纏っている。", "_t")
+t("giant lightning ant", "巨大電撃アリ", "entity name")
+t("It's a large yellow ant with sparks arcing across its body.", "巨大な黄色の蟻だ。体中から電撃が迸っている。", "_t")
+t("giant acid ant", "巨大熔解アリ", "entity name")
+t("It's a large black ant.  Its porous skin oozes acid.", "巨大な黒い蟻だ。体中に穴が開いており、そこから酸が溢れている。", "_t")
+t("giant army ant", "巨大兵隊アリ", "entity name")
+t("It's a large ant with a heavy exoskeleton, geared for war.", "巨大な蟻だ。戦闘に適した強固な外骨格を有している。", "_t")
+t("Queen Ant", "『女王アリ』", "entity name")
+t("Queen of the ants, queen of the biting death!", "蟻の女王! 牙持つ死神を統べる女王!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/aquatic_critter.lua"
+
+t("aquatic", "水生", "entity type")
+t("critter", "下級", "entity subtype")
+t("giant eel", "巨大ウナギ", "entity name")
+t("A snake-like being, moving toward you.", "蛇のような生き物だ。こちらに襲いかかってくる。", "_t")
+t("electric eel", "電撃ウナギ", "entity name")
+t("A snake-like being, radiating electricity.", "蛇のような生物だ。放電している。", "_t")
+t("dragon turtle", "ドラゴンタートル", "entity name")
+t("A huge, elongated sea-green reptile.", "巨大な長い体を持つ、海緑色の爬虫類だ。", "_t")
+t("ancient dragon turtle", "古代ドラゴン・タートル", "entity name")
+t("A huge, elongated sea-green reptile, it looks old and impenetrable.", "巨大な長い体を持つ、海緑色の爬虫類だ。歳を経ており、非常にがっしりとしている。", "_t")
+t("squid", "深海イカ", "entity name")
+t("Darting its many tentacles toward you, it tries to lock you down.", "数多くの触手が向かってくる。こちらを始末するつもりのようだ。", "_t")
+t("ink squid", "墨吐きイカ", "entity name")
+t("Darting its many tentacles toward you, it tries to blind you with its murky ink.", "数多くの触手を伸ばし、墨を吐いて視界を遮ってくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/aquatic_demon.lua"
+
+t("aquatic", "水生", "entity type")
+t("demon", "悪魔", "entity subtype")
+t("water imp", "水のインプ", "entity name")
+t("A small water demon, lobbing spells at you.", "小さな水棲悪魔だ。遠間から魔法で攻撃してくる。", "_t")
+t("Walrog", "『ワルログ』", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bear.lua"
+
+t("animal", "動物", "entity type")
+t("bear", "熊", "entity subtype")
+t("brown bear", "ヒグマ", "entity name")
+t("The weakest of bears, covered in brown shaggy fur.", "熊の中でも最弱の部類に属する。毛むくじゃらだ。", "_t")
+t("black bear", "黒熊", "entity name")
+t("Do you smell like honey? 'Cause this bear wants honey.", "君は蜂蜜みたいな匂いがするんじゃないか? この熊は蜂蜜が好きなんだよ。", "_t")
+t("cave bear", "洞窟熊", "entity name")
+t("It has come down from its cave foraging for food. Unfortunately, it found you.", "洞窟を出て餌を探しに来たようだ。不幸にして見つかったのは貴方だが。", "_t")
+t("war bear", "闘熊", "entity name")
+t("Bears with tusks, trained to kill.", "鋭い牙を持ち、戦闘用の訓練を受けている熊だ。", "_t")
+t("grizzly bear", "灰色熊", "entity name")
+t("A huge, beastly bear, more savage than most of its kind.", "巨大な恐ろしい熊だ。これほど獰猛な種は他に類を見ない。", "_t")
+t("polar bear", "白熊", "entity name")
+t("This huge white bear has wandered south in search of food.", "巨大な白熊だ。食料を求めて南方にやってきた。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bird.lua"
+
+t("animal", "動物", "entity type")
+t("bird", "é³¥", "entity subtype")
+t("Phoenix", "『火の鳥』", "entity name")
+t("Ever burning, ever dying, ever reviving, the Phoenix swoops down upon you, seeking to share its fiery fate with you.", "燃え盛り、死んでは常に生まれ変わるフェニックス。それが今、炎の定めを共にしようと急降下して向かってくる。", "_t")
+t("#LIGHT_RED#%s raises from the dead!", "#LIGHT_RED#%sは死の淵から蘇った!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bone-giant.lua"
+
+t("giant", "巨人", "entity subtype")
+t("undead", "不死", "entity type")
+t("bone giant", "ボーン・ジャイアント", "entity name")
+t("A towering creature, made from the bones of dozens of dead bodies. It is covered by an unholy aura.", "数十本の骨で作られた巨大なゴーレムだ。不浄なオーラに包まれている。", "_t")
+t("eternal bone giant", "永遠骨の巨人", "entity name")
+t("heavy bone giant", "重骨の巨人", "entity name")
+t("A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.", "数百本の骨で作られた巨大なゴーレムだ。不浄なオーラに包まれている。", "_t")
+t("runed bone giant", "ルーン・ボーン・ジャイアント", "entity name")
+t("A towering creature, made from the bones of hundreds of dead bodies, rune-etched and infused with hateful sorceries.", "数百本の骨で作られた巨大なゴーレムだ。ルーンが刻まれており、邪悪な魔法が込められている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/canine.lua"
+
+t("animal", "動物", "entity type")
+t("canine", "犬", "entity subtype")
+t("wolf", "オオカミ", "entity name")
+t("Lean, mean, and shaggy, it stares at you with hungry eyes.", "痩せこけて、みすぼらしく毛羽立った狼だ。飢えた目でこちらを凝視している。", "_t")
+t("great wolf", "大狼", "entity name")
+t("Larger than a normal wolf, it prowls and snaps at you.", "通常よりも大きな狼だ。餌を求めて飛びかかってくる。", "_t")
+t("dire wolf", "巨大狼", "entity name")
+t("Easily as big as a horse, this wolf menaces you with its claws and fangs.", "優に馬ほどの大きさがある。その爪と牙はかなりの脅威だ。", "_t")
+t("white wolf", "白狼", "entity name")
+t("A large and muscled wolf from the northern wastes. Its breath is cold and icy, and its fur coated in frost.", "北方の荒地に生息する、大きく頑強な狼だ。吐く息は凍りつくかのように冷たい。体毛は霜に覆われている。", "_t")
+t("warg", "ワーグ", "entity name")
+t("It is a large wolf with eyes full of cunning.", "巨大な狼だ。非常に狡賢そうな目をしている。", "_t")
+t("fox", "キツネ", "entity name")
+t("The quick brown fox jumps over the lazy dog.", "「すばしっこい茶色の狐はのろまな犬を飛び越える」", "_t")
+t("Rungof the Warg Titan", "ワーグの王『ランゴフ』", "entity name")
+t("It is a large wolf with eyes full of cunning, thrice the size of a normal warg.", "狡猾な目をした巨大な狼だ。通常のワーグの三倍はある。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/cold-drake.lua"
+
+t("cold", "冷気", "entity subtype")
+t("dragon", "ドラゴン", "entity type")
+t("cold drake hatchling", "幼生コールド・ドレイク", "entity name")
+t("A drake hatchling. Not too powerful by itself, but it usually comes with its brothers and sisters.", "幼生のドラゴンだ。これ自体はそれほど強くはないが、兄弟姉妹と共に群れを成していることが多い。", "_t")
+t("cold drake", "コールド・ドレイク", "entity name")
+t("A mature cold drake, armed with deadly breath and nasty claws.", "アイスドラゴンの成竜だ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("ice wyrm", "アイス・ワイアーム", "entity name")
+t("An old and powerful cold drake, armed with deadly breath and nasty claws.", "歳を経た強大なアイスドラゴンだ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/construct.lua"
+
+t("construct", "物質系", "entity type")
+t("broken golem", "破損ゴーレム", "entity name")
+t("This golem is badly damaged.", "壊れかけのゴーレムだ。", "_t")
+t("golem", "ゴーレム", "entity name")
+t("alchemist golem", "錬金ゴーレム", "entity name")
+t("This golem's eyes glow with magical energies.", "双眸に魔力を宿したゴーレムだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/crystal.lua"
+
+t("immovable", "不動生物", "entity type")
+t("wisp", "ウィスプ", "entity name")
+t("elemental", "元素", "entity type")
+t("light", "閃光", "entity subtype")
+t("A floating orb of magical energy. It shines with a radiant light. They explode upon contact.", "宙を舞う魔力の球だ。輝きを発しており、触れた瞬間に爆発する。", "_t")
+t("red crystal", "レッド・クリスタル", "entity name")
+t("A formation of red crystal. It emits bright red, scorching light.", "赤のクリスタルだ。朱色の焼けつくような光を放っている。", "_t")
+t("white crystal", "ホワイト・クリスタル", "entity name")
+t("A formation of white crystal. It emits bright white, chilling light.", "白のクリスタルだ。眩く凍りつくような光を放っている。", "_t")
+t("black crystal", "ブラック・クリスタル", "entity name")
+t("A formation of black crystal. It absorbs all light around it.", "黒のクリスタルだ。周囲の光を吸収している。", "_t")
+t("crimson crystal", "深紅のクリスタル", "entity name")
+t("A formation of crimson crystal. It emits a crimson light reminiscent of blood.", "深紅のクリスタルだ。その輝きは血の色を思わせる。", "_t")
+t("blue crystal", "ブルー・クリスタル", "entity name")
+t("A formation of blue crystal. Its light shines like the ocean's waves.", "青のクリスタルだ。その輝きは寄せては返す大洋の波に似ている。", "_t")
+t("multi-hued crystal", "万色クリスタル", "entity name")
+t("A formation of multi-hued crystal. It shines with all the colors of the rainbow.", "万色のクリスタルだ。虹色に輝いている。", "_t")
+t("shimmering crystal", "白熱クリスタル", "entity name")
+t("A formation of shimmering crystal. Orbs of light circle around it.", "白熱のクリスタルだ。光の球が周囲を回っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/elven-caster.lua"
+
+t("humanoid", "人型", "entity type")
+t("shalore", "シャローレ", "entity subtype")
+t("elven mage", "エルフの魔法使い", "entity name")
+t("An elven mage, dressed in dark robes.", "黒いローブを身にまとったエルフの魔法使いだ。", "_t")
+t("elven tempest", "エルフの雷術師", "entity name")
+t("An elven mage, dressed in crackling blue robes, and smelling of ozone.", "放電する青いローブを着たエルフの魔法使いだ。周囲からはオゾン臭が漂ってくる。", "_t")
+t("elven cultist", "エルフの邪教徒", "entity name")
+t("An elven cultist, dressed in sickening green robes.", "エルフの邪教徒だ。汚らわしい緑色のローブを着ている。", "_t")
+t("elven blood mage", "エルフの死生術師", "entity name")
+t("An elven blood mage, dressing in dark, bloodied robes.", "エルフの死生術師だ。黒い血まみれのローブを着ている。", "_t")
+t("elven corruptor", "エルフの腐敗術師", "entity name")
+t("An elven corruptor, drawn to these blighted lands.", "エルフの腐敗術師だ。汚染された大地に魅せられている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/elven-warrior.lua"
+
+t("humanoid", "人型", "entity type")
+t("shalore", "シャローレ", "entity subtype")
+t("elven guard", "エルフの警備兵", "entity name")
+t("An elven guard.", "エルフの警備兵だ。", "_t")
+t("mean looking elven guard", "エルフの戦傷兵", "entity name")
+t("An elven guard, scarred and sullen.", "エルフの警備兵だ。傷を負い、陰鬱な眼をしている。", "_t")
+t("elven warrior", "エルフの戦士", "entity name")
+t("elven elite warrior", "エルフの上級戦士", "entity name")
+t("An elven warrior, clad in heavy armour.", "重装備をしたエルフの戦士だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/faeros.lua"
+
+t("elemental", "元素", "entity type")
+t("fire", "火炎", "entity subtype")
+t("faeros", "フェロス", "entity name")
+t("greater faeros", "グレーター・フェロス", "entity name")
+t("ultimate faeros", "究極フェロス", "entity name")
+t("Faeros are highly intelligent fire elementals, rarely seen outside volcanoes. They are probably not native to this world.", "フェロスは高い知性を持つ炎の精霊だ。火山以外で目撃されることはほとんどない。別の世界からやってきた存在なのだろう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/feline.lua"
+
+t("animal", "動物", "entity type")
+t("feline", "猫", "entity subtype")
+t("snow cat", "雪ネコ", "entity name")
+t("A large cat with a grey fur matted with black.", "ところどころに黒い斑点のある白ネコだ。", "_t")
+t("panther", "パンサー", "entity name")
+t("A large black cat, slender and muscular.", "巨大な猫科の獣だ。しなやかで力強い。", "_t")
+t("tiger", "トラ", "entity name")
+t("A truly magnificent beast, with fur striped black and yellow.", "非常に高い戦闘力を持つ獣だ。毛皮は黄と黒のストライプになっている。", "_t")
+t("sabertooth tiger", "サーベルタイガー", "entity name")
+t("This cat is simply enormous, and has fangs with the size and sharpness of short swords.", "呆れるくらい巨大な猫科の獣だ。二つの牙を持ち、それぞれショートソードほどの大きさがある。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/fire-drake.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("fire", "火炎", "entity subtype")
+t("fire drake hatchling", "幼生ファイア・ドレイク", "entity name")
+t("A drake hatchling; not too powerful by itself, but it usually comes with its brothers and sisters.", "幼生のドラゴンだ。これ自体はそれほど強くはないが、兄弟姉妹と共に群れを成していることが多い。", "_t")
+t("fire drake", "ファイア・ドレイク", "entity name")
+t("A mature fire drake, armed with deadly breath and nasty claws.", "ファイアドラゴンの成竜だ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("fire wyrm", "ファイア・ワイアーム", "entity name")
+t("An old and powerful fire drake, armed with deadly breath and nasty claws.", "歳経た強大なファイアドラゴンだ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ghost.lua"
+
+t("ghost", "ゴースト", "entity subtype")
+t("undead", "不死", "entity type")
+t("dread", "ドリード", "entity name")
+t("It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself strives to banish it.", "恐怖の叫び声を上げる存在だ。それは具現化した死であり、恐るべき黒の体は森羅万象がそれを排除しようとする中でもがき苦しんでいる。", "_t")
+t("dreadmaster", "ドリードマスター", "entity name")
+t("It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crumble rock and wither flesh with ease.", "凄まじい力を持つアンデッドだ。生命に対する冒涜を象徴する存在であり直接触られると生命力の流れに異常を来してしまう。実体を持たぬ漆黒の四肢は容易く岩を砕き、肉を苛む。", "_t")
+t("banshee", "バンシー", "entity name")
+t("It is a ghostly woman's form that wails mournfully.", "おぼろげな女性の人影だ。悲しげにすすり泣いている。", "_t")
+t("ruin banshee", "滅びのバンシー", "entity name")
+t("A vengeful, screaming soul given form with the breath of Urh'Rok himself. The vapors of the Fearscape seep from its dimension-bending form, withering and searing.", "復讐に燃え、叫びを上げる霊魂だ。かの魔神アーロックの息吹によって実体を与えられた存在である。体が別の次元と繋がっており、「恐怖の大地」の大気が漏れ出している。そのせいで周囲の全てが萎れ、焼け焦げていってしまう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ghoul.lua"
+
+t("undead", "不死", "entity type")
+t("ghoul", "グール", "entity name")
+t("Flesh is falling off in chunks from this decaying abomination.", "崩れゆくおぞましき体からは、肉の塊が滴り落ちている。", "_t")
+t("ghast", "ガスト", "entity name")
+t("This vile abomination is a relative of ghouls, and often leads packs of them. It smells foul, and its bite carries a rotting disease.", "グールの一種である呪われた存在である。しばしばグールの集団を率いていることがある。悪臭を放ち、噛みつかれれば腐敗病に感染してしまうだろう。", "_t")
+t("ghoulking", "グールの王", "entity name")
+t("Stench rises from this rotting abomination. Its brow is adorned with gold, and it moves at you with hatred gleaming in its eyes.", "腐った体からは悪臭が立ち上っている。額は黄金の装飾具で飾られており、憎しみの光を目に宿して襲いかかってくる。", "_t")
+t("risen corpse", "蘇りし死体", "entity name")
+t("A body raised through dark magic.", "邪悪な魔術で復活した死体だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/gwelgoroth.lua"
+
+t("air", "風術", "entity subtype")
+t("elemental", "元素", "entity type")
+t("gwelgoroth", "グウェルゴロス", "entity name")
+t("greater gwelgoroth", "上級グウェルゴロス", "entity name")
+t("ultimate gwelgoroth", "究極グウェルゴロス", "entity name")
+t("Gwelgoroth are mighty air elementals, torn away from their home world by a powerful magic.", "グウェルゴロスは強力な風の精霊だ。本来属する別世界から強力な魔法で呼び寄せられた。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror-corrupted.lua"
+
+t("corrupted", "堕落せし者", "entity subtype")
+t("horror", "ホラー", "entity type")
+t("drem", "ドレム", "entity name")
+t("A small faceless humanoid with vaguely Dwarven features.  Its waraxe and shield look battered, rusted, and generally in ill repair.", "黒い皮膚の巨大人型生物だ。体の表面にはざらついた突起物がある。表情はなく、眼窩は空っぽで眼球が抜け落ちている。", "_t")
+t("dremling", "ドレムリング", "entity name")
+t("A giant black-skinned humanoid covered in spikey scabrous deposits.  Its face is featureless; its eyesockets, empty and hollow.", "顔のない人間型の生物だ。どことなくドワーフに似ている。手斧と盾で武装しているが、ほとんどは壊れて錆びつき、殆ど手入れがされていない。", "_t")
+t("drem master", "ドレム・マスター", "entity name")
+t("A disfigured humanoid with vaguely Dwarven features dressed in patched-together and rusted mail armor.  It seems to be in command of others, though its mouth is sewn shut.", "非常に醜悪な人型生物だ。ドワーフを思わせる外見を持ち、錆びたツギハギだらけの鎖帷子を装備している。手下に命令を下しているようだが、口の部分は縫いつけられており声を発することはない。", "_t")
+t("brecklorn", "ブレックローン", "entity name")
+t("A giant hairless bat with the face of a Dwarf twisted into a constant scream.  Pustulant sores cover its malformed body, and your heart weakens as it nears.", "体毛のない巨大蝙蝠だ。顔の部分はドワーフのもので、苦痛に歪み、悲鳴を上げている。捻じれた体は毒々しく爛れ、迫る姿は戦意を挫くほどおぞましい。", "_t")
+t("grannor'vor", "グランノール・フォー", "entity name")
+t("A large sluglike creature that moves slowly, leaving a trail of acid in its wake.  Its head has strangely humanoid features.", "巨大なナメクジのような生き物だ。ゆっくりと移動しており、跡には酸が滴っている。奇妙なことに頭部は人間に酷似している。", "_t")
+t("grannor'vin", "グランノール・フィン", "entity name")
+t("A large sluglike creature with the face of a man.  Shadows seem to be drawn to its massive form, and your light dims as it approaches.", "男性の頭部を持つ、大きなナメクジのような生き物だ。その巨体は周囲の影を引き寄せ、近寄るたびに灯りが暗くなっていく。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror-undead.lua"
+
+t("horror", "ホラー", "entity subtype")
+t("undead", "不死", "entity type")
+t("necrotic mass", "死肉の塊", "entity name")
+t("This putrid mass of rotting flesh shifts and quivers, but shows no signs of intelligence or mobility.", "腐った肉の塊が悪臭を放ちながら蠢き、もがいている。しかし知性はないようで、こちらに向かってくる気配もない。", "_t")
+t("necrotic abomination", "死肉の憎悪", "entity name")
+t("This monstrous form of putrid, torn flesh and chipped bone drags its mass towards you, spurting blood and viscera along the way.", "おぞましい腐った肉の塊だ。ぐちゃぐちゃの肉と骨片で出来ており、血と臓物をぶちまけながら、ずるずるとこちらに這い寄ってくる。", "_t")
+t("bone horror", "白骨のホラー", "entity name")
+t("The massive ribcage in the middle beats with loud, audible cracks, as many a skeletal hand protrude forth, entwining, fusing, forming long skeletal appendages to support itself, while others crumble and collapse inward. During all this, somehow, it seems they grasp for you.", "巨大な胸郭だ。カタカタと耳障りな音を立てている。白骨の手が無数に絡み、もつれ合いながら周囲に伸びて胸郭を高く持ち上げているが、崩壊していくものもある。そうこうしながらもどうやらこちらを捕まえようとしているようだ。", "_t")
+t("sanguine horror", "深紅のホラー", "entity name")
+t("This pulsing, quivering form is a deep crimson, and appears to be composed entirely of thick, virulent blood. Waves rhythmically ripple across its surface, indicating a still beating heart somewhere in its body.", "蠢き脈打つ深紅の物体だ。ドロリとした毒々しい血の塊である。表面はリズミカルに鼓動しており、内部にまだ脈打つ心臓があることが窺える。", "_t")
+t("animated blood", "命を吹き込まれた血", "entity name")
+t("blood", "血液", "entity subtype")
+t("This crimson shape drips ceaselessly, spattering the nearby ground. The droplets seem to continue moving of their own volition.", "深紅の塊から絶え間なく赤い滴が落ち、地面に飛び散っている。滴はめいめい、独自の意志を持っているかのように動き回っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror.lua"
+
+t("horror", "ホラー", "entity type")
+t("worm that walks", "『さまよえる虫王』", "entity name")
+t([[A bulging rotten robe seems to tear at the seams, with masses of bloated worms spilling out all around the moving form.  Two arm-like appendages, each made up of overlapping mucous-drenched maggots, grasp tightly around the handles of bile-coated waraxes.
+Each swing drips pustulant fluid before it, and each droplet writhes and wriggles in the air before splashing against the ground.]], "大きく膨らんだ体をしており、纏うローブは縫い目が裂けているようだ。動くたびに巨大な蟲の塊がボロボロと周囲に落ちてくる。両腕は触手状で、ぬらぬらと光る蛆虫の群れが絡み合って構成されており、それぞれが粘液で塗れた手斧にしっかりと巻きついている。武器を振るたびに汚らわしい体液が前に飛び散り空中で捻じれ、身もだえて地面に弾ける。", "_t")
+t("#LIGHT_RED#A carrion worm mass has spawned from %s' wounds!", "#LIGHT_RED#キャリオン・ワームの大群が%sの傷口から沸き出した!", "logSeen")
+t("bloated horror", "大食のホラー", "entity name")
+t("A bulbous humanoid form floats here. Its bald, child-like head is disproportionately large compared to its body, and its skin is pock-marked with nasty red sores.", "球形の胴体を持つ人間型の生物だ。空中に浮遊しており、毛髪はない。赤ん坊のような顔をしているが体に比べて頭部が極端に大きく、体には醜悪な赤い斑点が見られる。", "_t")
+t("nightmare horror", "ナイトメア・ホラー", "entity name")
+t("A shifting form of darkest night that seems to reflect your deepest fears.", "不定形の肉体は宵闇のように黒い。まるで心の奥底にある恐怖を映し出すかのようだ。", "_t")
+t("headless horror", "首なしホラー", "entity name")
+t("#AQUAMARINE#As %s falls all its eyes fall to the ground!", "#AQUAMARINE#%sが倒れると、全ての目は生命力を失った!", "logSeen")
+t("eldritch eye", "太古の眼球", "entity name")
+t("A small bloodshot eye floats here.", "宙に浮かぶ血走った目だ。", "_t")
+t("#AQUAMARINE#As #Source# falls #Target# seems to weaken!", "#AQUAMARINE##Source#は倒れ、#Target#は力を失ったようだ!", "logCombat")
+t("%s is blinded by the loss of all its eyes.", "%sは目を全て失い、盲目になった", "logSeen")
+t("luminous horror", "ルミナス・ホラー", "entity name")
+t("A lanky humanoid shape composed of yellow light.", "細身の人間型の体は黄色い光で構成されている。", "_t")
+t("radiant horror", "レイディアント・ホラー", "entity name")
+t("A lanky four-armed humanoid shape composed of bright golden light.  It's so bright it's hard to look at, and you can feel heat radiating outward from it.", "細身で四つの腕を持つ人間型の生物だ。その体は黄金色の光で構成されていてあまりに眩く、正視することができない。周囲に熱気を放っている。", "_t")
+t("devourer", "貪るもの", "entity name")
+t("A headless, round creature with stubby legs and arms.  Its body seems to be all teeth.", "頭部のない球形の生物だ。手足はずんぐりとしており、胴体の大部分を歯が占める。", "_t")
+t("blade horror", "ブレイド・ホラー", "entity name")
+t("Blades whirl in the air around this thin, floating figure. The air around it swirls with force, threatening to tear apart anything that approches, if the blades don't do it first.", "細身の体は宙に浮き、その周囲では刃が舞う。周りの空気が激しく渦を巻き、刃本体に触れるまでもなく、近寄るもの全てを切り裂かんと唸りを上げている。", "_t")
+t("oozing horror", "泥のホラー", "entity name")
+t("A massive, amorphous blob of green slime crawls on the ground towards you. Eyes drift through the viscous mass, scanning for potential prey.", "巨大なグリーンスライムがのたうちながらこちらに這ってくる。おぞましいコロイドの中には眼球が漂い、次の獲物となる相手を品定めしている。", "_t")
+t("eldritch", "太古の者", "entity subtype")
+t("umbral horror", "闇のホラー", "entity name")
+t("A dark shifting shape stalks through the shadows, blending in seamlessly.", "真っ黒な体が闇の中に潜み、姿を見せてはまた消える。影と重なると全く見分けがつかない。", "_t")
+t("dreaming horror", "ドリーム・ホラー", "entity name")
+t("#LIGHT_BLUE#A dream seed escapes %s's sleeping mind.", "#LIGHT_BLUE#夢の種が%sを眠りから脱した", "logSeen")
+t("#LIGHT_BLUE#The sleeper stirs...", "#LIGHT_BLUE#スリーパーは指を回した・・・", "logSeen")
+t("dream seed", "夢見の種子", "entity name")
+t("A pinkish bubble floats here, reflecting the world not as it is, but as it would be in that surreal place that exists only in our dreams.", "宙を漂うピンク色のシャボン玉だ。表面に映る周囲の景色は実物と異なっている。しかし夢の中にのみ存在する非現実世界においてはこちらのほうが正しい姿なのだろう。", "_t")
+t("Grgglck the Devouring Darkness", "闇を貪るもの『グルググルク』", "entity name")
+t([[A horror from the deepest pits of the earth. It looks like a huge pile of tentacles all trying to reach for you.
+You can discern a huge round mouth covered in razor-sharp teeth.]], "大地の奥底より這い上がってきた怪物だ。無数の触手の集合体で、それら全てがこちらを捕らえようと伸びてくる。群体の奥には大きな丸い口があり鋭い歯が生えている。", "_t")
+t("Grgglck's Tentacle", "グルグルックの触手", "entity name")
+t("This is one of Grgglck's tentacles. It looks more vulnerable than the main body.", "グルグルックの触手だ。本体よりも脆弱なようだ。", "_t")
+t("#AQUAMARINE#With Grgglck's death its tentacle also falls lifeless on the ground!", "#AQUAMARINE#グルググルックの死に反応して、全ての触手は生命力を失った!", "logSeen")
+t("#AQUAMARINE#As #Source# falls you notice that #Target# seems to shudder in pain!", "#AQUAMARINE##Source#は倒れ、#Target#は痛みに悶えたようだ!", "logCombat")
+t("Ak'Gishil", "『アーク=グイシル』", "entity name")
+t("This Blade Horror has been infused with intense temporal magic, causing its power to increase dramatically. Rifts in space open around it constantly, summoning and banishing blades before vanishing as quickly as they appear.", "強大な力を持つに至ったブレードホラーだ。時空間エネルギーを取り込んでいる。周囲では空間に裂け目がひっきりなしに開いては閉じ、そこをブレードが出入りをしている。", "_t")
+t("Animated Sword", "『たゆたう剣』", "entity name")
+t("Time seems to warp and bend around this floating weapon.", "この浮遊する刃の周囲では時空間がねじ曲がっている。", "_t")
+t("construct", "物質系", "entity type")
+t("weapon", "武器", "entity subtype")
+t("Distorted Animated Sword", "『歪曲のたゆたう剣』", "entity name")
+t("This floating weapon shifts and shimmers, time and space warping and bending as it moves. It appears to vibrate, as if it may explode at any moment.", "転移しながら宙を舞う剣だ。光り輝いている。時空間を歪ませて飛んでくる。小刻みに振動し、今にも爆発しそうな雰囲気だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror_aquatic.lua"
+
+t("aquatic", "水生", "entity subtype")
+t("horror", "ホラー", "entity type")
+t("entrenched horror", "塹壕ホラー", "entity name")
+t("This massive stony structure shifts and pulsates, its many long, thin tentacles probing the nearby water for food.", "巨大な岩石のような物体がもがき蠢いている。近場に獲物はないものかと長く、細い触手を水中にびっしりと伸ばしている。", "_t")
+t("swarming horror", "大群のホラー", "entity name")
+t("This tiny fish-like creature moves erratically, but is constantly surrounded by others of its kind.", "小さな魚のような生き物だ。でたらめに泳ぎ回っていが、いつも群れを成している。", "_t")
+t("ravenous horror", "飽食のホラー", "entity name")
+t("A vile looking liquid flows from the teeth of this agile monster. It glides through the water towards you, spined fins jutting outwards.", "敏捷な身のこなしをした怪物だ。汚らわしい液体が歯の間から漏れ出している。棘の生えたヒレで水を蹴り、こちらに突き進んでくる。", "_t")
+t("boiling horror", "沸き立つホラー", "entity name")
+t("This frothing ball of water rages with an intense heat.", "高熱を発してブクブクと泡立つ水の塊だ。", "_t")
+t("swarm hive", "肉の塊", "entity name")
+t("This titanic mass of flesh pulsates and churns as tiny monsters burst from its orifices.", "巨大な肉の塊だ。蠢き震えるたびに小さな化物が胎内より溢れ出す。", "_t")
+t("abyssal horror", "アビスのホラー", "entity name")
+t("This pitch black form is shrouded in darkness. All you can make out are a pair of deep red eyes, hidden behind a mass of tentacles.", "闇に覆われた漆黒の塊だ。その姿と言えば、夥しい触手に紛れて赤い眼球が二つ見えるだけだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror_temporal.lua"
+
+t("horror", "ホラー", "entity type")
+t("dredgling", "ドレッジリング", "entity name")
+t("A small pink-skinned humanoid with large bulbous eyes.", "小柄でピンク色の肌をした人間型モンスターだ。球根状の眼球を持つ。", "_t")
+t("dredge", "ドレッジ", "entity name")
+t("A hulking pink-skinned creature with long arms as thick as tree trunks.  It drags its knuckles on the ground as it lumbers toward you.", "ピンク色の肌をした巨大生物だ。両の腕は長く樹の幹ほどの太さがある。拳を引きずり、地面を揺らしながらこちらに向かってくる。", "_t")
+t("dredge captain", "ドレッジの隊長", "entity name")
+t("A thin pink-skinned creature with long spindly arms.  Half its body is old and wrinkly, and the other half appears quite young.", "ピンク色の肌をした細身のモンスターだ。細長い両腕を持つ。一方の側面は老化して皺だらけだがもう一方の側は若く見える。", "_t")
+t("temporal stalker", "時の追跡者", "entity name")
+t("A slender metallic monstrosity with long claws in place of fingers, and razor-sharp teeth.", "細身で金属質なモンスターだ。剃刀のような歯が生えており、指があるべきところには長い鉤爪が生えている。", "_t")
+t("temporal", "時空", "entity subtype")
+t("void horror", "虚空のホラー", "entity name")
+t("It looks like a hole in spacetime, but you get the impression it's somehow more than that.", "空間にぽっかりと空いた穴に見えるがそんな単純なものでないことは直感的に判る。", "_t")
+t("%s has collapsed in upon itself.", "%sは自爆した", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/humanoid_random_boss.lua"
+
+t("humanoid", "人型", "entity type")
+t("human", "人間", "entity subtype")
+t("thalore", "タローレ", "entity subtype")
+t("shalore", "シャローレ", "entity subtype")
+t("halfling", "ハーフリング", "entity subtype")
+t("dwarf", "ドワーフ", "entity subtype")
+t("giant", "巨人", "entity name")
+t("ogre", "オーガ", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/jelly.lua"
+
+t("immovable", "不動生物", "entity type")
+t("jelly", "ゼリー", "entity subtype")
+t("A strange blob on the dungeon floor.", "床を這う奇妙なゼリーだ。", "_t")
+t("green jelly", "グリーン・ゼリー", "entity name")
+t("A strange green blob on the dungeon floor.", "ダンジョンに生息する緑の不気味なスライムだ。", "_t")
+t("red jelly", "レッド・ジェリー", "entity name")
+t("A strange red blob on the dungeon floor.", "ダンジョンに生息する赤の不気味なスライムだ。", "_t")
+t("blue jelly", "ブルー・ゼリー", "entity name")
+t("A strange blue blob on the dungeon floor.", "ダンジョンに生息する青の不気味なスライムだ。", "_t")
+t("white jelly", "ホワイト・ゼリー", "entity name")
+t("A strange white blob on the dungeon floor.", "ダンジョンに生息する白の不気味なスライムだ。", "_t")
+t("yellow jelly", "イエロー・ゼリー", "entity name")
+t("A strange yellow blob on the dungeon floor.", "ダンジョンに生息する黄色の不気味なスライムだ。", "_t")
+t("black jelly", "ブラック・ゼリー", "entity name")
+t("A strange black blob on the dungeon floor.", "ダンジョンに生息する黒の不気味なスライムだ。", "_t")
+t("Malevolent Dimensional Jelly", "『邪悪なる次元ゼリー』", "entity name")
+t("A strange black blob on the dungeon floor; through it you seem to be able to see other times and places. As you stare you see things moving out of it.", "ダンジョンに生息するスライムの一種に見えるが、時間と空間に対する高度な知覚力を持つ。今、この瞬間にも内部から様々な生物が涌き出てきている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/lich.lua"
+
+t("undead", "不死", "entity type")
+t("lich", "リッチ", "entity name")
+t("Having thought to discover life eternal, these beings have allowed undeath to rob them of the joys of life. Now they seek to destroy it as well.", "永遠の命を求め、生の喜びを捨て去り不死者となった者たちだ。それらは今、生を破壊しつくそうとしている。", "_t")
+t("ancient lich", "古代リッチ", "entity name")
+t("An elder being from a now-forgotten age, filled and fueled by its hate and rage toward all things living, it seeks to deprive all others of a prize it cannot have... life.", "神代の昔より存在する不死者だ。生きとし生ける者への憎悪と怒りに満ちており、それらを原動力とする。自身が持ちえない尊い宝を他者から奪うことに汲々としている。すなわち生命という宝を。", "_t")
+t("archlich", "アーチリッチ", "entity name")
+t("Blacker than the deepest night, this cold cruel form of darkness approaches.  Long ago it laid aside its mortality, but it has not forgotten its power; rather, its malice and hate have bent this undead entity on the destruction of all things living.", "闇夜にも増して深い、冷たく無慈悲なる暗黒が歩を進めてくる。遥か昔に死の定めから脱却したが強大な力はそのまま残っている。いや、それどころか憎悪と悪意に滾り、全ての生者に等しく脅威をもたらす存在と成り果てている。", "_t")
+t("blood lich", "血のリッチ", "entity name")
+t("The seething, pumping, disembodied blood of a horrendously powerful necromancer. To strike it is to bathe in the rivers of the Fearscape itself.", "強大な力を持つ、恐るべき死霊術師だ。その血液は沸き立ち、脈々と流れてはいるが実体を持たない。この不死者と戦えば「恐怖の大地」の大河に身を飲まれることだろう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/losgoroth.lua"
+
+t("elemental", "元素", "entity type")
+t("void", "虚空", "entity subtype")
+t("losgoroth", "ロスゴロス", "entity name")
+t("manaworm", "マナワーム", "entity name")
+t("Manaworms are losgoroth which feed on the mana of arcane users. If they ever come in contact with a spellcaster, they latch on and start draining mana away.", "マナワームはロスゴロスの一種だ。マナを養分としており、魔法使いに接近しようものなら張り付いて魔力を吸収してしまう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/major-demon.lua"
+
+t("demon", "悪魔", "entity type")
+t("major", "上級悪魔", "entity subtype")
+t("dolleg", "ドレグ", "entity name")
+t("A monstrous demon, covered in acidic thorns.", "酸の滴る刺が至る所についている恐ろしい悪魔だ。", "_t")
+t("dúathedlen", "ドゥアセドレン", "entity name")
+t("Under a shroud of darkness you discern an evil shape.", "闇の奥の邪悪な影・・・", "_t")
+t("uruivellas", "ウルイヴェラス", "entity name")
+t([[This demon would look like a minotaur, if a minotaur had a fiery aura surrounding it and horns all over its body.
+Oh, and it is twice as big, too.]], "ミノタウロスのようにも見える悪魔だ。全身に炎を纏い、体中から角が出ているという違いはあるが。おっと、体格は倍近くあることも付け加えておこう。", "_t")
+t("thaurhereg", "トールヘレグ", "entity name")
+t("This terrible demon is covered in blood, which flows *on* its skin in ever-changing patterns that disturb you simply when looking at it.", "血まみれの恐ろしい姿をした悪魔だ。その血液は体の「表面」をせわしなくに流動し、視界に入るだけで心が乱れる。", "_t")
+t("daelach", "ダイラック", "entity name")
+t([[You can only guess at the real shape of this demon. Its body is surrounded by a cloud of fiery darkness.
+It moves swiftly toward you, casting terrible spells and swinging its weapons at you.]], "この悪魔の真の姿は類推するより他にない。燃え盛る暗黒で覆われているからだ。厄介な魔法を唱え、武器を振り回しながら突進してくる。", "_t")
+t("champion of Urh'Rok", "アーロックの覇者", "entity name")
+t("One of Urh'Rok's own champions. A thousand nightmares made flesh and screaming steel tower before you in the form of a massive, armored humanoid.", "魔神アーロックの直属兵だ。一千の悪夢が肉と軋む鋼を形成し、重鎧を着た巨大な人影を落としている。", "_t")
+t("forge-giant", "フォージ・ジャイアント", "entity name")
+t("A burning giant wielding a forge hammer of the underworld in each hand -- weapons imbued by Urh'Rok himself with the power to crush and shape felsteel. Enter their range at your peril.", "炎に包まれた巨大な悪魔だ。それぞれの手に魔界のハンマーを握っている。これは魔神アーロックが自ら力を込めたもので、フェルスティールを加工する力を持つ。彼らの間合いに入るなら決死の覚悟をすることだ。", "_t")
+t("Khulmanar, General of Urh'Rok", "アーロックの将軍「クールマナル」", "entity name")
+t("This massive form, sheathed in dark flames, stands tall above a legion of lesser demons. In his hands he holds a massive blackened battleaxe, flames dancing around the blades.", "黒い炎を纏った巨大な悪魔だ。下級悪魔の大軍を従えている。黒ずんだ大戦斧を構えており、その刃の周囲には炎が舞っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/minor-demon.lua"
+
+t("demon", "悪魔", "entity type")
+t("minor", "下級悪魔", "entity subtype")
+t("fire imp", "火のインプ", "entity name")
+t("A small demon, lobbing spells at you.", "小型の悪魔だ。遠距離から魔法で攻撃してくる。", "_t")
+t("wretchling", "レッチリング", "entity name")
+t("Acid oozes all over this small demon's skin.  Beware, they tend to hunt in packs.", "酸性の粘液で覆われた小型の悪魔だ。常に集団で行動しているため、警戒する必要がある。", "_t")
+t("quasit", "クアシト", "entity name")
+t("A small, heavily armoured demon, rushing toward you.", "重鎧を着た小型の悪魔だ。突撃してくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/minotaur.lua"
+
+t("giant", "巨人", "entity type")
+t("minotaur", "ミノタウロス", "entity name")
+t("It is a cross between a human and a bull.", "半人半牛の生物だ。", "_t")
+t("maulotaur", "マウロタウロス", "entity name")
+t("A belligerent minotaur with a destructive magical arsenal, and armed with a hammer.", "ハンマーと魔道具で武装した好戦的なミノタウロスだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/molds.lua"
+
+t("immovable", "不動生物", "entity type")
+t("grey mold", "灰色モルド", "entity name")
+t("A strange grey growth on the dungeon floor.", "ダンジョンに生息する不気味な灰色のカビだ。", "_t")
+t("brown mold", "茶色モルド", "entity name")
+t("A strange brown growth on the dungeon floor.", "ダンジョンに生息する不気味な茶色のカビだ。", "_t")
+t("shining mold", "輝きモルド", "entity name")
+t("A strange luminescent growth on the dungeon floor.", "ダンジョンに生息する不気味な輝くのカビだ。", "_t")
+t("green mold", "緑色モルド", "entity name")
+t("A strange sickly green growth on the dungeon floor.", "ダンジョンに生息する不気味なカビだ。緑色で不潔な感じがする。", "_t")
+t("molds", "モルド", "entity subtype")
+t("undead", "不死", "entity type")
+t("Z'quikzshl the skeletal mold", "スケルトンモルド「ズ=クイクズシル」", "entity name")
+t("Steeped in fungal malevolence, this mold refused to die.  How a mold becomes a skeleton, though, is beyond you.  Are those its own bones, or the bones of hapless adventurers?", "じとじととした憎悪を宿し、死を拒んでいるカビの群体だ。スケルトンの形をとっているが理由は見当もつかない。これはこいつの骨なのか? それとも不幸な冒険者の遺体にとりついているのか?", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/multihued-drake.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("multihued", "万色", "entity subtype")
+t("multi-hued drake hatchling", "幼生万色ドレイク", "entity name")
+t("A drake hatchling. Not too powerful by itself, but it usually comes with its brothers and sisters.", "幼生のドラゴンだ。これ自体はそれほど強くはないが、兄弟姉妹と共に群れを成していることが多い。", "_t")
+t("multi-hued drake", "万色ドレイク", "entity name")
+t("A mature multi-hued drake, armed with many deadly breath weapons and nasty claws.", "万色ドラゴンの成竜だ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("greater multi-hued wyrm", "万色ワイアーム", "entity name")
+t("An old and powerful multi-hued drake, armed with many deadly breath weapons and nasty claws.", "歳を経た強大な万色ドラゴンだ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("Ureslak the Prismatic", "多彩なる『ウレスラク』", "entity name")
+t("A huge multi-hued drake. It seems to shift color rapidly.", "巨大な万色ドラゴンだ。体の色が目まぐるしく変化している。", "_t")
+t("#YELLOW#%s's skin turns %s!", "#YELLOW#%sの肌が%s色になった!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/mummy.lua"
+
+t("mummy", "ミイラ", "entity subtype")
+t("undead", "不死", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/naga.lua"
+
+t("humanoid", "人型", "entity type")
+t("naga", "ナーガ", "entity subtype")
+t("naga myrmidon", "ナーガの勇士", "entity name")
+t("Before you stands a tall figure -- a very tall figure, propped high by a thick serpent's tail in place of where his legs should rightly be. His torso is human-like, with bulging muscles beneath fitted armour, and large hands gripping a fiercely sharp trident. He glares at you with dark intensity, like a wolf about to pounce on unsuspecting prey.", "背の高い、いや、*非常に*背の高い生物だ。二本の足があるべき所には太い蛇の尾が生えていて、それによって上半身が高く持ち上がっている。 容姿は人間に似ている。筋肉質な体にぴったりとフィットした鎧を纏い、大きな手には鋭い刃の付いたトライデントを握っている。無防備な獲物に飛びかかる直前の狼に似た雰囲気で、こちらをまじまじと見つめている。", "_t")
+t("naga tide huntress", "ナーガの狩人", "entity name")
+t("Though the sharp point of an arrow pointed steadily at your head is of concern, more unnerving is the creature that wields it: a slim and lithe woman from the waist up, but a terrifying giant serpent beneath, her tail stretching for several feet behind her. Her eyes turn cold and ice seems to magically condense on the tip of her barbed arrow. Suddenly it is of concern again.", "こちらの頭部を力強く、正確に狙う射撃も厄介ではあるが、それ以上に射手の姿に心が乱される。腰から上は細身のしなやかな女性だが下半身部分はおぞましい巨大な蛇のもので、1メートル程の尾を引いている。無慈悲な視線をこちらに向け、かかりが付いた鏃に魔法の力で氷が張りついていく。 ほら、また矢が飛んできた―", "_t")
+t("naga psyren", "魅惑のナーガ", "entity name")
+t("Such a mix of enchanting beauty and revolting horror you have never before seen combined. Above, a beautiful, ethereal woman, of scant form and entrancing grace. Below, the thick, smooth scales of a snake, its stretched tail gently waving back and forth in the air behind her. The movement is eye-catching and hypnotic, and whilst you watch a mysterious smile plays across her seductive lips.", "蠱惑的ではあるが、同時に目を見張るほど醜悪な存在だ。上半身はこの世の者とは思えないほど美しい、細身で魅力的な女性の姿だ。しかし下半身はぬるりとした分厚い鱗に覆われた大蛇のもので、長く伸びた尾の先端部が背後でぴんと立ち、ゆっくりと前後に振れている。嫌でも目で追ってしまう動きで、何やら意識が遠のいていく。その様を見る彼女のセクシーな唇にミステリアスな笑みが浮かんだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ogre.lua"
+
+t("giant", "巨人", "entity type")
+t("ogre", "オーガ", "entity subtype")
+t("ogre guard", "オーガの番兵", "entity name")
+t("A maul-wield ogre. Ready to CRUSH!", "戦槌を構えたオーガだ。木端微塵になーれ!", "_t")
+t("ogre warmaster", "達人オーガ", "entity name")
+t("A master of combat, she is impatient to test her newfound skills.", "戦技の達人だ。新しく覚えた技を試したくてウズウズしている。", "_t")
+t("ogre mauler", "オーガの突撃兵", "entity name")
+t("Crush! Destroy! Maim!", "砕け! 壊せ! 痛めつけろ!", "_t")
+t("ogre pounder", "オーガの捕捉者", "entity name")
+t("This ogre closes in fast on you, arms open for the hug of death.", "両手を広げて瞬時に間合いを詰め、死の抱擁で捕えようとしてくる。", "_t")
+t("ogre rune-spinner", "ルーンのオーガ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ooze.lua"
+
+t("oozes", "泥の怪物", "entity subtype")
+t("vermin", "小動物", "entity type")
+t("green ooze", "グリーン・ウーズ", "entity name")
+t("It's green and it's oozing.", "緑のウーズだ。", "_t")
+t("red ooze", "レッド・ウーズ", "entity name")
+t("It's red and it's oozing.", "赤のウーズだ。", "_t")
+t("blue ooze", "ブルー・ウーズ", "entity name")
+t("It's blue and it's oozing.", "青のウーズだ。", "_t")
+t("white ooze", "ホワイト・ウーズ", "entity name")
+t("It's white and it's oozing.", "白のウーズだ。", "_t")
+t("yellow ooze", "イエロー・ウーズ", "entity name")
+t("It's yellow and it's oozing.", "黄色のウーズだ。", "_t")
+t("black ooze", "ブラック・ウーズ", "entity name")
+t("It's black and it's oozing.", "黒のウーズだ。", "_t")
+t("gelatinous cube", "ゼラチナス・キューブ", "entity name")
+t([[It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols.
+Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well.]], "「不気味で巨大な立方体ゼラチンだ。通路の隅々まで広がってダンジョンを巡回している。透明な内部に取り込まれた財宝が見えるが、中には死体も見受けられる」", "_t")
+t("crimson ooze", "真紅のウーズ", "entity name")
+t("It's reddish and it's oozing.", "真紅のウーズだ。", "_t")
+t("brittle clear ooze", "虚弱透明ウーズ", "entity name")
+t("It's translucent and it's oozing.", "透明なウーズだ。", "_t")
+t("slimy ooze", "ぬめりウーズ", "entity name")
+t("poison ooze", "有毒ウーズ", "entity name")
+t("It's very slimy and it's oozing.", "粘着質なウーズだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-gorbat.lua"
+
+t("humanoid", "人型", "entity type")
+t("orc summoner", "オークの召喚士", "entity name")
+t("orc grand summoner", "オークの大召喚士", "entity name")
+t("A fierce orc attuned to the wilds.", "自然界の力を操る獰猛なオークだ。", "_t")
+t("orc master wyrmic", "古竜のオーク", "entity name")
+t("A fierce soldier-orc highly trained in the discipline of dragons.", "竜化の術を極めた獰猛なオークだ。", "_t")
+t("orc mage-hunter", "魔法狩りのオーク", "entity name")
+t("An orc clad in massive armour. Magic seems to die down all around him.", "全身鎧を装備したオークの戦士だ。一切の魔法を無効化してしまう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-grushnak.lua"
+
+t("humanoid", "人型", "entity type")
+t("orc fighter", "オークの闘士", "entity name")
+t("orc elite fighter", "オークの上級戦士", "entity name")
+t("An orc clad in massive armour, wielding a shield and a deadly axe.", "全身鎧を装備したオークの戦士だ。鋭い手斧と盾を構えている。", "_t")
+t("orc berserker", "オークの狂戦士", "entity name")
+t("orc elite berserker", "オークの上級狂戦士", "entity name")
+t("An orc clad in massive armour, wielding a huge axe.", "全身鎧を装備したオークの戦士だ。大斧を構えている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-rak-shor.lua"
+
+t("humanoid", "人型", "entity type")
+t("orc necromancer", "オーク・ネクロマンサー", "entity name")
+t("An orc dressed in black robes. He mumbles in a harsh tongue.", "黒いローブを着たオークだ。何やら耳障りなつぶやきを繰り返している。", "_t")
+t("orc blood mage", "オーク・ブラッドメイジ", "entity name")
+t("An orc dressed in blood-stained robes. He mumbles in a harsh tongue.", "血まみれのローブを着たオークだ。何やら耳障りなつぶやきを繰り返している。", "_t")
+t("orc corruptor", "オーク・コラプター", "entity name")
+t("An orc dressed in putrid robes. He mumbles in a harsh tongue.", "悪臭を放つローブを着たオークだ。何やら耳障りなつぶやきを繰り返している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-vor.lua"
+
+t("humanoid", "人型", "entity type")
+t("orc pyromancer", "オークの火炎術師", "entity name")
+t("orc high pyromancer", "オークの上級火炎術師", "entity name")
+t("An orc dressed in bright red robes. He mumbles in a harsh tongue.", "明るい赤のローブを着たオークだ。耳障りな呪文を繰り返している。", "_t")
+t("orc cryomancer", "オークの冷気術師", "entity name")
+t("orc high cryomancer", "オークの上級冷気術師", "entity name")
+t("An orc dressed in cold blue robes. He mumbles in a harsh tongue.", "冷たい青のローブを着たオークだ。耳障りな呪文を繰り返している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc.lua"
+
+t("humanoid", "人型", "entity type")
+t("orc warrior", "オークの戦士", "entity name")
+t("orc archer", "オークの射手", "entity name")
+t("He is a hardy, well-weathered survivor.", "頑強で、日焼けした戦士だ。", "_t")
+t("orc soldier", "オークの兵士", "entity name")
+t("A fierce soldier-orc.", "獰猛なオークの兵士だ。", "_t")
+t("fiery orc wyrmic", "火炎竜のオーク", "entity name")
+t("icy orc wyrmic", "凍結竜のオーク", "entity name")
+t("A fierce soldier-orc trained in the discipline of dragons.", "竜変化の術を体得しているオークの戦士だ。", "_t")
+t("orc assassin", "オークの暗殺者", "entity name")
+t("orc master assassin", "オークの達人暗殺者", "entity name")
+t("orc grand master assassin", "オークの皆伝暗殺者", "entity name")
+t("An orc trained in the secret ways of assassination, stealthy and deadly.", "隠密と暗殺の秘技を学んだオークのアサシンだ。", "_t")
+t("Kra'Tor the Gluttonous", "『暴食のクラ=トール』", "entity name")
+t("A morbidly obese orc with greasy pockmarked skin and oily long black hair.  He's clad in plate mail and carries a huge granite battleaxe that's nearly as large as he is.", "異常なまでの肥満体のオークだ。顔はテカテカと脂ぎった痘痕面で、髪は黒く長い。プレートアーマーを着込み自身の背丈と同じくらい巨大な斧を振り回している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/plant.lua"
+
+t("immovable", "不動生物", "entity type")
+t("plants", "植物", "entity subtype")
+t("giant venus flytrap", "巨大はえとりぐさ", "entity name")
+t("This flesh-eating plant has grown to enormous proportions and seeks to quell its hunger.", "規格外の大きさまで成長した肉食植物だ。飢えを満たそうと獲物を狙っている。", "_t")
+t("treant", "トレント", "entity name")
+t("A very strong near-sentient tree, which has become hostile to other living things.", "知性の芽生えた恐ろしく頑強な大木だ。他の生物を憎悪するようになっている。", "_t")
+t("poison ivy", "有毒ツタ", "entity name")
+t("This harmless little plant makes you all itchy.", "無害で小型の植物だが、触れると体中がかゆくなってしまう。", "_t")
+t("honey tree", "蜜蜂の木", "entity name")
+t("As you approach it, you hear a high-pitched buzzing sound.", "近づくと、甲高いブンブンという音が聞こえてくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ritch.lua"
+
+t("insect", "虫", "entity type")
+t("ritch", "リッチ虫", "entity subtype")
+t("ritch larva", "幼生リッチ虫", "entity name")
+t("ritch hunter", "狩人リッチ虫", "entity name")
+t("ritch hive mother", "女王リッチ虫", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/rodent.lua"
+
+t("rodent", "ねずみ", "entity subtype")
+t("vermin", "小動物", "entity type")
+t("giant white mouse", "巨大ハツカネズミ", "entity name")
+t("giant brown mouse", "巨大茶色ネズミ", "entity name")
+t("giant white rat", "巨大白ラット", "entity name")
+t("giant brown rat", "巨大茶色ラット", "entity name")
+t("giant rabbit", "巨大ウサギ", "entity name")
+t("Kill the wabbit, kill the wabbit, kill the wabbbbbiiiiiit.", "ウシャギを殺せ! ウシャギを殺せえ! ウシャギを殺せえええ!", "_t")
+t("giant crystal rat", "巨大クリスタル・ラット", "entity name")
+t("Instead of fur, this rat has crystals growing on its back, which provide extra protection.", "背中には毛皮の代わりに水晶が茂っており、攻撃から身を守る役割を果たしている。", "_t")
+t("giant grey mouse", "巨大灰色ネズミ", "entity name")
+t("giant grey rat", "巨大灰色ラット", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/sandworm.lua"
+
+t("vermin", "小動物", "entity type")
+t("sandworm", "砂虫", "entity name")
+t("A huge worm coloured as the sand it inhabits. It seems quite unhappy about you being in its lair.", "巨大な砂虫だ。住処の砂と同じ色をしている。テリトリーへの侵入者に対して気分を害しているようだ。", "_t")
+t("sandworm destroyer", "採掘砂虫", "entity name")
+t("A huge worm coloured as the sand it inhabits. This particular sandworm seems to have been bred for one purpose only: the eradication of everything that is non-sandworm, such as... you.", "巨大な砂虫だ。住処の砂と同じ色をしている。砂虫以外の全てを排除するためだけに生み出された存在である。・・・例えばあなたのような相手を。", "_t")
+t("sand-drake", "サンド・ドレイク", "entity name")
+t("dragon", "ドラゴン", "entity type")
+t("sand", "ç ‚", "entity subtype")
+t("This unholy creature looks like a wingless dragon in shape, but it is sand-colored, making it all the more dangerous for its prey.", "翼の無いドラゴンのような不浄な生き物だ。砂と同じ色をしており、そのせいで一層危険度が増している。", "_t")
+t("gigantic sandworm tunneler", "超巨大砂虫・トンネラー", "entity name")
+t("The ground shakes as this huge worm burrows towards you, its gigantic mouth just as capable of devouring flesh as stone.", "巨体が大地を揺らしながら迫ってくる。岩でも肉でも口にできる物は何でもお構いなしだ。", "_t")
+t("gigantic gravity worm", "超巨大重力ワーム", "entity name")
+t("Space and time seem to bend around this huge worm.", "この砂虫の周囲では時空が歪んでいる。", "_t")
+t("gigantic corrosive tunneler", "超巨大溶解トンネラー", "entity name")
+t("This huge worm burrows through the earth using its powerful corrosive saliva.", "強烈な酸の唾液で大地を溶かしながら巨体が迫ってくる。", "_t")
+t("%s explodes in an acidic cloud.", "%sは爆発し、酸の霧を生み出した", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shade.lua"
+
+t("shade", "å½±", "entity subtype")
+t("undead", "不死", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shertul.lua"
+
+t("horror", "ホラー", "entity type")
+t("sher'tul", "シェール・タル", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shivgoroth.lua"
+
+t("elemental", "元素", "entity type")
+t("ice", "æ°·", "entity subtype")
+t("shivgoroth", "シヴゴロス", "entity name")
+t("greater shivgoroth", "上級シヴゴロス", "entity name")
+t("ultimate shivgoroth", "究極シヴゴロス", "entity name")
+t("Shivgoroth are mighty ice elementals, torn away from their home world by a powerful magic.", "シヴゴロスは強大な氷の精霊だ。強力な魔法によって本来棲む世界より無理矢理召喚されている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/skeleton.lua"
+
+t("skeleton", "スケルトン", "entity subtype")
+t("undead", "不死", "entity type")
+t("degenerated skeleton warrior", "下級スケルトン・ウォーリア", "entity name")
+t("A haphazard collection of crumbling bones, with jerky movements that remind you of a child playing with a marionette.  It only has one arm, but that's all it needs to hold a sword.", "ボロボロの骨をしっちゃかめっちゃかに繋げてある。ぎこちない動きはまるで子供が操る人形のようだ。腕は一本しかない。もっとも、このスケルトンにとっては剣を握るのにそれだけあれば十分だ。", "_t")
+t("degenerated skeleton archer", "下級スケルトン・アーチャー", "entity name")
+t("A frail skeleton; just about the only bones that aren't cracked are its arms.  It's missing a hand, but a notch has been carved into its wrist to let it pull back a bowstring regardless.", "ガタガタのスケルトンだ。概ね、無傷なのは両腕くらいのものだろう。片手が無いが手首に切り込みがあり、弓を引く能力はある。", "_t")
+t("skeleton mage", "スケルトン・メイジ", "entity name")
+t("skeleton warrior", "スケルトン・ウォーリア", "entity name")
+t("The forces binding this skeleton together are resilient enough to let it hold a shield and swing a weapon as well as it could have in life.  It's still wearing its old armor, in rusty but servicable condition.", "このスケルトンの肉体を繋ぎ止める魔力は強固なものだ。おかげで武具の扱いは生前と遜色ない。古びた鎧を着たままで、錆びてはいる	が実用には耐える。", "_t")
+t("skeleton archer", "スケルトン・アーチャー", "entity name")
+t("Nobody scavenged the high-quality bow from this archer before it was raised from the dead.  You're about to wish the world had more grave-robbers.", "死体漁り共がこれなる名弓に手を付けぬまま、射手は死より舞い戻った。墓荒らしが跋扈しないこの世の中を君はすぐに恨むことになる。", "_t")
+t("skeleton magus", "スケルトン・マグス", "entity name")
+t("This skeleton has been imbued with far more magical energy than normal, and serves as a conduit of its master's spellcasting prowess.", "通常のスケルトンを遥かに凌駕する魔力が込められている。主が如何に優れた術者かを知らしめる役割	を担っている。", "_t")
+t("armoured skeleton warrior", "重装スケルトン・ウォーリア", "entity name")
+t("It feels no pain.  It moves with fluidity and strength that would tear natural muscles apart.  It must be from a fresh corpse, since its bones, armor, and weapon are all in pristine condition.  And it's furious.", "痛みを感じることがない。生者の体にはありえない柔軟性と強靭さを併せ持つ。真新しい死体を用いたスケルトンに違いない。骨も武具もピカピカだ。おまけに怒り狂っている。", "_t")
+t("skeleton master archer", "スケルトン・マスターアーチャー", "entity name")
+t("This skeleton can fire arrows and nock new ones with blinding speed.  Arcane forces pull its bones with unnatural precision - its arms will never tremble or get tired.", "目にも止まらぬ速さで矢を放っては次をつがえる。魔法の力が驚くべき精度でこのスケルトンの体を繋ぎ止めており、寸毫たりとも揺るがぬ両腕は疲れを知らない。", "_t")
+t("skeleton assassin", "スケルトン・アサシン", "entity name")
+t("Most skeletons announce their presence with a chorus of rattling bones; this one's been charred black and has enough cartilage between its joints to muffle its approach.  The first you'll see of it will be the flash of its blade.", "スケルトンといえば盛大に骨をカタカタと鳴らしているため、すぐに居所が知れる。だがこいつは黒焦げで関節部には軟骨が豊富だから相手に忍び寄っていける。奴の姿を捉えた時にはまず紫電の一閃を目にすることだろう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/snake.lua"
+
+t("animal", "動物", "entity type")
+t("snake", "蛇", "entity subtype")
+t("large brown snake", "大型茶色ヘビ", "entity name")
+t("large white snake", "大型白ヘビ", "entity name")
+t("This large snake hisses at you, angry at being disturbed.", "シューシューと音を立てる巨大な蛇だ。テリトリーへの侵入者に対して怒りを露わにしている。", "_t")
+t("copperhead snake", "銅頭ヘビ", "entity name")
+t("It has a copper head and sharp venomous fangs.", "赤銅色の頭部と毒のある鋭い牙を持つ。", "_t")
+t("rattlesnake", "がらがらへび", "entity name")
+t("As you approach, the snake coils up and rattles its tail threateningly.", "こちらが近づくと、とぐろを巻いて脅かすように尻尾を揺らしてくる。", "_t")
+t("king cobra", "キング・コブラ", "entity name")
+t("It is a large snake with a hooded face.", "横に広い顔を持つ巨大な蛇だ。", "_t")
+t("black mamba", "ブラック・マンバ", "entity name")
+t("It has glistening black skin, a sleek body, and highly venomous fangs.", "黒光りする皮膚と太い胴体を持つ。牙は非常に危険な毒液を分泌する。", "_t")
+t("anaconda", "アナコンダ", "entity name")
+t("You recoil in fear as you notice this gigantic snake.  It seeks to crush the life out of you.", "思わず飛びのいてしまうくらい巨大な蛇だ。こちらの息の根を止めるべく襲いかかってきた。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/snow-giant.lua"
+
+t("giant", "巨人", "entity type")
+t("ice", "æ°·", "entity subtype")
+t("snow giant", "スノウ・ジャイアント", "entity name")
+t("snow giant thunderer", "雷鳴スノウ・ジャイアント", "entity name")
+t("A towering creature, humanoid but huge. It wields a giant maul and does not look friendly. Lightning crackles over its body.", "人間に似ているが、体格は遥かに大きい。戦槌を構えており、友好的には見えない。周囲では雷が弾けている。", "_t")
+t("snow giant boulder thrower", "岩石投げスノウ・ジャイアント", "entity name")
+t("snow giant chieftain", "族長スノウ・ジャイアント", "entity name")
+t("A towering creature, humanoid but huge. It wields a giant maul and does not look friendly.", "人間に似ているが、体格は遥かに大きい。戦槌を構えており、友好的には見えない。", "_t")
+t("Burb the snow giant champion", "スノウ・ジャイアントの王者『バルブ』", "entity name")
+t("A maddened, enraged snow giant that towers over his comrades. You've heard legends mentioning this particular monstrosity; they say that when he's not rampaging around frothing at the mouth, he sits, almost childlike, engraving stories and mysterious patterns on any flat stone surface he can find.", "猛り狂うスノージャイアントだ。数多くの配下を従えている。噂によると暴れているときは口から泡を吹いて狂乱の態を見せるが、平常時には子供のように大人しく地面に座り、手近な平たい石板に物語や奇妙な文様を刻んでいるそうだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/spider.lua"
+
+t("spider", "蜘蛛", "entity subtype")
+t("spiderkin", "蜘蛛", "entity type")
+t("giant spider", "巨大クモ", "entity name")
+t("spitting spider", "毒吹きクモ", "entity name")
+t("A huge arachnid, it sprays venom at its prey.", "巨大なクモだ。獲物に向かって毒を吹きつける。", "_t")
+t("chitinous spider", "硬質クモ", "entity name")
+t("A huge arachnid with a massive exoskeleton.", "頑強な外骨格を持つ大蜘蛛だ。", "_t")
+t("gaeramarth", "ガエラマルス", "entity name")
+t("These cunning spiders terrorize those who enter the ever-growing borders of their lairs.  Those who encounter them rarely return.", "かなりの知能を持つ大蜘蛛だ。テリトリーを徐々に拡大していく習性を持ち、侵入者には容赦しない。目撃者が生きて戻ってくることは稀である。", "_t")
+t("ninurlhing", "ニナーリング", "entity name")
+t("The air reeks with noxious fumes and the ground around it decays.", "周囲の大気は有毒なガスで満ち、地面が溶けていっている。", "_t")
+t("faerlhing", "ファエルリング", "entity name")
+t("This spider seems to command the flow of mana, which pulses freely through its body.", "この蜘蛛は魔力の流れを操作できるようだ。体の中をマナが駆け巡っている。", "_t")
+t("ungolmor", "ウンゴルモール", "entity name")
+t("Largest of all the spiderkin, its folds of skin seem nearly impenetrable.", "蜘蛛の中でも最大級の体格を誇る。表皮は硬く、ほとんど攻撃を受け付けない。", "_t")
+t("losselhing", "ルゼルリング", "entity name")
+t("The air seems to freeze solid around this frigid spider.", "この冷たい蜘蛛の周囲では空気中の水分が凍りついていっている。", "_t")
+t("weaver young", "若き紡ぎ手", "entity name")
+t("A tiny arachnid that phases in and out of reality.", "現れては消える小蜘蛛だ。", "_t")
+t("weaver patriarch", "大老紡ぎ手", "entity name")
+t("A large blue arachnid with white markings on its thorax.  It shifts and shimmers as though only partially connected to the timeline.", "胸部に白い斑点がある青色の大蜘蛛だ。明滅と転移を繰り返し、まるで様々な時空に跨って存在しているかのように見える。", "_t")
+t("weaver matriarch", "女老紡ぎ手", "entity name")
+t("A large dark blue arachnid with a shifting yellow and white pattern on its thorax.  It shifts and shimmers as though only partially connected to the timeline.", "ダークブルーの大蜘蛛だ。胸部には白と黄の模様があり、目まぐるしく流動している。瞬きながら転移を繰り返し、まるで様々な時空に跨って存在しているかのように見える。", "_t")
+t("Ninandra, the Great Weaver", "偉大なる紡ぎ手『ニナンドラ』", "entity name")
+t("A huge blue and white spiderkin whose form shifts and shimmers in and out of reality.  She spins the threads of fate and binds the destiny of all within her web.", "青と黒で彩られた巨大な蜘蛛。転移と明滅を繰り返し、現れては消える。彼女は運命を編み、巣に捕えた者たちの行末を支配する存在である。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/storm-drake.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("storm", "暴風", "entity subtype")
+t("storm drake hatchling", "幼生ストーム・ドレイク", "entity name")
+t("A drake hatchling. Not too powerful by itself, but it usually comes with its brothers and sisters.", "幼生のドラゴンだ。これ自体はそれほど強くはないが、兄弟姉妹と共に群れを成していることが多い。", "_t")
+t("storm drake", "ストーム・ドレイク", "entity name")
+t("A mature storm drake, armed with deadly breath and nasty claws.", "ストームドラゴンの成体だ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("storm wyrm", "ストーム・ワイアーム", "entity name")
+t("An old and powerful storm drake, armed with deadly breath and nasty claws.", "歳経た強大なストームドラゴンだ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/sunwall-town.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("human guard", "番兵", "entity name")
+t("elven archer", "エルフ・アーチャー", "entity name")
+t("A stern-looking guard, he will not let you disturb the town.", "鋭い目つきの警備兵だ。街の平和を乱す者を許さないだろう。", "_t")
+t("human sun-paladin", "太陽の騎士", "entity name")
+t("elf", "エルフ", "entity subtype")
+t("elven sun-mage", "エルフ・サンメイジ", "entity name")
+t("An elf dressed in glowing robes.", "輝くローブを着たエルフの術師だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/swarm.lua"
+
+t("insect", "虫", "entity type")
+t("swarms", "虫の大群", "entity subtype")
+t("midge swarm", "小虫の大群", "entity name")
+t("A swarm of midges; they want blood.", "小さな虫の群体だ。血液を求めている。", "_t")
+t("bee swarm", "ハチの大群", "entity name")
+t("They buzz at you threateningly, as you have gotten too close to their hive.", "耳障りな音を出して威嚇してくる。奴らの棲家に足を踏み入れてしまったようだ。", "_t")
+t("hornet swarm", "蜜蜂の大群", "entity name")
+t("You have intruded on their ground, and they will defend it at all costs.", "テリトリーに侵入してきた相手に対しては、いかなる犠牲を払っても排除しようとする。", "_t")
+t("hummerhorn", "ハマーホーン", "entity name")
+t("A giant buzzing wasp, its stinger dripping venom.", "羽音を立てる巨大な蜂だ。針からは毒液が滴っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/telugoroth.lua"
+
+t("Reality has shifted.", "現実が変容していく・・・", "logSeen")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("%s resists the swap!", "%sは位置交換に抵抗した!", "logSeen")
+t("elemental", "元素", "entity type")
+t("temporal", "時空", "entity subtype")
+t("and lost outside time", "そして、時間軸の外へ消えていった", "_t")
+t("telugoroth", "テルゴロス", "entity name")
+t("greater telugoroth", "グレーター・テルゴロス", "entity name")
+t("ultimate telugoroth", "究極テルゴロス", "entity name")
+t("A temporal elemental, rarely encountered except by those who travel through time itself.  Its blurred form constantly shifts before your eyes.", "時の精霊だ。時間を旅する者でなければ滅多に会うことはないだろう。体はぼやけており、消えては別の場所に出現する。", "_t")
+t("teluvorta", "テルヴォルタ", "entity name")
+t("greater teluvorta", "グレーター・テルヴォルタ", "entity name")
+t("ultimate teluvorta", "究極テルヴォルタ", "entity name")
+t("Time and space collapse in upon this erratically-moving time elemental.", "不規則に動き回るこの時の精霊の周囲では、時空が崩壊していく。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/thieve.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("cutpurse", "ごろつき", "entity name")
+t("The lowest of the thieves, this cutpurse is just learning the tricks of the trade.", "最下級のシーフだ。駆け出しに過ぎない。", "_t")
+t("rogue", "盗賊", "entity name")
+t("thief", "盗賊", "entity name")
+t("He eyes you and your belongings, then suddenly vanishes... strange, why is your pack lighter?", "こちらの姿と所持品を見るや、シーフは跡形もなく消え去った・・・ん?どうして荷物が急に軽く・・・?", "_t")
+t("bandit", "å¼·ç›—", "entity name")
+t("These ruffians often employ brute force over thievery, but they are capable of stealing as well.", "主に力づくで金品を強奪する悪漢共だ。とはいえ盗みの技術もきちんと習得している。", "_t")
+t("bandit lord", "盗賊団の首領", "entity name")
+t("He is the leader of a gang of bandits. Watch out for his underlings.", "強盗団の首領だ。子分どもに気をつけろ。", "_t")
+t("assassin", "暗殺者", "entity name")
+t("Before you looms a pair of eyes... a glint of steel... death.", "突如現れた一組の眼光・・・きらめく鋼。そして死。", "_t")
+t("shadowblade", "影法師", "entity name")
+t("Stealthy fighters trying to achieve victory with trickery. Be careful or they will steal your life!", "隠形を得意とする戦士だ。忍びの技を駆使して敵の息の根を止めんとする。用心せよ。奴らが盗むのは命だ!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/troll.lua"
+
+t("giant", "巨人", "entity type")
+t("troll", "トロル", "entity subtype")
+t("forest troll", "森トロル", "entity name")
+t("Green-skinned and ugly, this massive humanoid glares at you, clenching wart-covered green fists.", "緑色の肌をした醜い巨大な人型生物がこちらを見ている。肌と同じ色をしたイボだらけの拳を固く握り締めている。", "_t")
+t("stone troll", "石トロル", "entity name")
+t("A giant troll with scabrous black skin. With a shudder, you notice the belt of dwarf skulls around his massive waist.", "ざらざらとした黒い肌の巨大トロルだ。恐ろしいことに、その太い腰にはドワーフの頭蓋骨を繋いで作ったベルトが巻かれている。", "_t")
+t("cave troll", "洞窟トロル", "entity name")
+t("This huge troll wields a massive spear and has a disturbingly intelligent look in its piggy eyes.", "大槍を持った巨大トロルだ。豚のような目にもどこか知性が窺える。", "_t")
+t("mountain troll", "山トロル", "entity name")
+t("mountain troll thunderer", "雷鳴の山トロル", "entity name")
+t("A large and athletic troll with an extremely tough and warty hide.", "巨大で頑健なトロルだ。並外れて打たれ強く、肌はイボだらけだ。", "_t")
+t("patchwork troll", "つぎはぎトロル", "entity name")
+t("A disgusting and mismatched construct of necromantically-enhanced troll bits and shattered weapons. Confused and furious, it rends and shatters its surroundings with impossible strength, moving with speed found nowhere in nature.", "トロルの肉片と砕けた武器を死霊術で繋ぎ合わせたものだ。不釣り合いでおぞましい外見をしている。理性は無く、怒り狂っており、信じがたい力で周囲の全てを引き裂き、打ち砕く。その動きはどんな生物よりも素早い。", "_t")
+t("Forest Troll Hedge-Wizard", "森トロル『ヘッジ・ウィザード』", "entity name")
+t("This old-looking troll glares at you with malice. His muscles appear atrophied, but a certain power surrounds him nonetheless.", "老齢のトロルだ。憎々しげにこちらを睨んでいる。筋肉は落ちてしまっているものの、魔の力を纏っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/undead-rat.lua"
+
+t("rodent", "ねずみ", "entity subtype")
+t("undead", "不死", "entity type")
+t("skeletal rat", "スケルトン・ラット", "entity name")
+t("ghoulish rat", "ラット・グール", "entity name")
+t("Layers of rotting skin are peeling off of this rat. One of the eye sockets appears empty.", "腐った皮膚がボロボロと剥がれ落ちていっている。片方の目が抜けてしまっている。", "_t")
+t("*s.q.u.e.a.k*", "チュ…チュ…", "_t")
+t("Squeakkkkkkk??", "チュゥゥゥウ??", "_t")
+t("Squeeeeeeak!", "チュゥゥウ!", "_t")
+t("spectral rat", "霊体ラット", "entity name")
+t("An eerie haze surrounds this translucent rat.", "半透明の鼠だ。不気味な靄が周囲に立ち込めている。", "_t")
+t("Eerie Squeak!", "不気味な鳴き声!", "_t")
+t("Frightening Squeak??", "恐ろしい鳴き声?", "_t")
+t("vampire rat", "バンパイア・ラット", "entity name")
+t("Looks much like a normal rat. That is, other than the very large fangs.", "普通のネズミに極めて良く似ている。巨大な二本の牙を除けば。", "_t")
+t("Squeak! Blood!", "チュー!血だ!", "_t")
+t("gigantic bone rat", "超巨大骨ラット", "entity name")
+t("This massive beast appears to be a rat composed of countless bones fused together.", "無数の骨が組み合わさってできた巨大な鼠だ。", "_t")
+t("*SQUEAK*", "*チュー*", "_t")
+t("Rat Lich", "チューリッチ", "entity name")
+t("#RED#Rising again, the Rat Lich's eyes glow with renewed energy!", "#RED#チューリッチの目が生命力で光り、復活した!", "logSeen")
+t("*squeak*", "*チューチュー*", "_t")
+t("SQUEAK!!!!!", "チュー!!!", "_t")
+t("Squeak!", "チュー!", "_t")
+t("Squeak??", "チュー??", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/vampire.lua"
+
+t("undead", "不死", "entity type")
+t("lesser vampire", "小吸血鬼", "entity name")
+t("This vampire has only just begun its new life. It has not yet fathomed its newfound power, yet it still has a thirst for blood.", "不死者としての生を受けたばかりのヴァンパイアだ。新たな力を使いこなせてはいないが血の渇きを覚えている。", "_t")
+t("vampire", "吸血鬼", "entity name")
+t("It is a humanoid with an aura of power. You notice a sharp set of front teeth.", "力のオーラに包まれた人型のアンデッドだ。前歯が鋭く尖っている。", "_t")
+t("master vampire", "大吸血鬼", "entity name")
+t("It is a humanoid form dressed in robes. Power emanates from its chilling frame.", "ローブに身を包んだ人型のアンデッドだ。冷たい体から力が溢れ出ている。", "_t")
+t("elder vampire", "長老の吸血鬼", "entity name")
+t([[A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others.
+It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.]], "ローブを纏ったアンデッドだ。幾世紀もの間、他者の命を盗み取ってその存在を永らえてきた。犠牲となった者たちの亡霊を墓場より呼び出して使役することができる。", "_t")
+t("vampire lord", "バンパイアロード", "entity name")
+t("A foul wind chills your bones as this ghastly figure approaches.", "青白い影が近づいてくる。不浄な風が吹き、骨の隅々を凍てつかせた。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/venom-drake.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("venom drake hatchling", "幼生ヴェノム・ドレイク", "entity name")
+t("A corrosive venom drake hatchling; not too powerful by itself, but it usually comes with its brothers and sisters.", "ヴェノムドラゴンの幼生だ。これ自体はそれほど強くはないが、兄弟姉妹と共に群れを成していることが多い。", "_t")
+t("venom drake", "ヴェノム・ドレイク", "entity name")
+t("A mature corrosive venom drake, armed with deadly breath and nasty claws.", "ヴェノムドラゴンの成竜だ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+t("venom wyrm", "ヴェノム・ワイアーム", "entity name")
+t("An old and powerful corrosive venom drake, armed with deadly breath and nasty claws.", "歳経た強大なヴェノムドラゴンだ。強力なブレスと鋭い爪で襲いかかってくる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/vermin.lua"
+
+t("vermin", "小動物", "entity type")
+t("worms", "ワーム", "entity subtype")
+t("white worm mass", "白イモムシの大群", "entity name")
+t("green worm mass", "緑イモムシの大群", "entity name")
+t("carrion worm mass", "キャリオンの大群", "entity name")
+t("%s exudes a corrupted gas as it dies.", "%sが死ぬと、堕落のガスが噴き出た", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/wight.lua"
+
+t("undead", "不死", "entity type")
+t("wight", "ワイト", "entity subtype")
+t("forest wight", "森ワイト", "entity name")
+t("It is a ghostly apparition with a humanoid form.", "人間のシルエットをした亡霊だ。", "_t")
+t("grave wight", "墓ワイト", "entity name")
+t("It is a ghostly form with eyes that haunt you.", "敵を追い回すための目を持つ幽霊だ。", "_t")
+t("barrow wight", "塚ワイト", "entity name")
+t("It is a ghostly nightmare of an entity.", "悪夢を体現する幽霊だ。", "_t")
+t("emperor wight", "皇帝ワイト", "entity name")
+t("Your life force is torn from your body as this powerful unearthly being approaches.", "この恐ろしい力を持った亡霊が迫るにつれて、体から力が抜けていってしまう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/wild-drake.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("wild", "自然", "entity subtype")
+t("spire dragon", "螺旋の龍", "entity name")
+t("A monstrous, coiled wyrm, patient and hateful. Its hide, studded with spikes and crests and blades, turns aside steel and sorcery with equal ease.", "とぐろを巻いた恐るべき大竜だ。執念深く、敵意に満ちている。たてがみと翼と体を覆う刺が武器だろうと魔法だろうと容易に防いでしまう。", "_t")
+t("blinkwyrm", "瞬きワイアーム", "entity name")
+t("A shifting, writhing, snake-like dragon, blinking in and out of existence, just waiting for you to turn your back.", "這いずり回る蛇のような姿のドラゴンだ。明滅を繰り返して消えたり現れたりを繰りかえし、獲物の背後を狙っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/xorn.lua"
+
+t("elemental", "元素", "entity type")
+t("umber hulk", "アンバーハルク", "entity name")
+t("This bizarre creature has glaring eyes and large mandibles capable of slicing through rock.", "ギョロリとした目の奇妙な生物だ。巨大な顎を持ち、岩石を噛み砕きながら迫ってくる。", "_t")
+t("xorn", "ソーン", "entity name")
+t("A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso.", "地の元素に属する巨大生物だ。大地と同化する能力を持ち、大きな体からは四本の手が生えている。", "_t")
+t("xaren", "ザレン", "entity name")
+t("It is a tougher relative of the Xorn. Its hide glitters with metal ores.", "ゾーンの一種で、より頑健な肉体を持つ。表皮は光沢のある金属で覆われている。", "_t")
+t("The Fragmented Essence of Harkor'Zun", "『ハルコル・ズンの結晶』", "entity name")
+t("Fragmented essence... maybe it'd be best if it stayed fragmented.", "ハルコル・ズンの断片・・・ 断片のままにおくのが一番だろう。", "_t")
+t("#AQUAMARINE#%s absorbs the energy of the destroyed fragment!", "#AQUAMARINE#%sは破片から力を吸収した!", "logSeen")
+t("#AQUAMARINE#%s is infused with all the energies of the fragments. The real Harkor'Zun is reconstituted!", "#AQUAMARINE#%sは全ての結晶に力を注ぎ込んだ。ハルコル・ズンの復活だ!", "logSeen")
+t("Harkor'Zun", "『ハルコル・ズン』", "entity name")
+t("A gigantic demon composed of elemental Earth, resembling a twisted Xaren but much, much larger.  It doesn't seem pleased with your presence.", "地属性の巨大な悪魔だ。ザレンがねじ曲がったような姿だが、サイズは比べものにならない。こちらの存在を快くは思っていないようだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/yaech.lua"
+
+t("humanoid", "人型", "entity type")
+t("yaech", "イーク", "entity subtype")
+t("yaech diver", "水棲ヤック", "entity name")
+t("yaech hunter", "狩人ヤック", "entity name")
+t("yaech mindslayer", "ヤック・マインドスレイヤー", "entity name")
+t("yaech psion", "ヤック・サイオニック", "entity name")
+t("Yaeches are an aquatic subspecies of yeeks. They share the same psionic powers, but they refuse to take part in the Way.", "ヤックはイークの一種で、水棲生物である。イークと同根の超能力を持つが、「道」への参入を拒んでいる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ziguranth.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("and burned on a pyre", "そして、業火に焼かれた", "_t")
+t("ziguranth warrior", "ジグランスの戦士", "entity name")
+t("A Ziguranth warrior, clad in heavy armour.", "重鎧を着たジグランスの戦士だ。", "_t")
+t("dwarf", "ドワーフ", "entity subtype")
+t("ziguranth summoner", "ジグランスの召喚士", "entity name")
+t("thalore", "タローレ", "entity subtype")
+t("ziguranth wyrmic", "ジグランスの竜化術師", "entity name")
+t("A Ziguranth wilder, attuned to nature.", "自然界の加護を受けるジグランスの戦士だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2haxes.lua"
+
+t("battleaxe", "バトルアクス", "entity subtype")
+t("weapon", "武器", "entity type")
+t("iron battleaxe", "アイアンバトルアクス", "entity name")
+t("steel battleaxe", "スティールバトルアクス", "entity name")
+t("dwarven-steel battleaxe", "ドワーフ鋼バトルアクス", "entity name")
+t("stralite battleaxe", "ストラライトバトルアクス", "entity name")
+t("voratun battleaxe", "ヴォラタンバトルアクス", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2hmaces.lua"
+
+t("greatmaul", "モール", "entity subtype")
+t("weapon", "武器", "entity type")
+t("mace", "メイス", "entity combat talented")
+t("iron greatmaul", "アイアンモール", "entity name")
+t("steel greatmaul", "スティールモール", "entity name")
+t("dwarven-steel greatmaul", "ドワーフ鋼モール", "entity name")
+t("stralite greatmaul", "ストラライトモール", "entity name")
+t("voratun greatmaul", "ヴォラタンモール", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2hswords.lua"
+
+t("greatsword", "グレートソード", "entity subtype")
+t("weapon", "武器", "entity type")
+t("iron greatsword", "アイアングレートソード", "entity name")
+t("steel greatsword", "スティールグレートソード", "entity name")
+t("dwarven-steel greatsword", "ドワーフ鋼グレートソード", "entity name")
+t("stralite greatsword", "ストラライトグレートソード", "entity name")
+t("voratun greatsword", "ヴォラタングレートソード", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2htridents.lua"
+
+t("weapon", "武器", "entity type")
+t("trident", "トライデント", "entity combat talented")
+t("coral trident", "珊瑚製トライデント", "entity name")
+t("blue-steel trident", "ブルースティールトライデント", "entity name")
+t("deep-steel trident", "ディープスティールトライデント", "entity name")
+t("orite trident", "オリテトライデント", "entity name")
+t("orichalcum trident", "オリハルコントライデント", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/axes.lua"
+
+t("waraxe", "手斧", "entity subtype")
+t("weapon", "武器", "entity type")
+t("iron waraxe", "アイアンハンドアクス", "entity name")
+t("steel waraxe", "スティールハンドアクス", "entity name")
+t("dwarven-steel waraxe", "ドワーフ鋼ハンドアクス", "entity name")
+t("stralite waraxe", "ストラライトハンドアクス", "entity name")
+t("voratun waraxe", "ヴォラタンハンドアクス", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts-far-east.lua"
+
+t("Life Drinker", "血吸い短刀", "entity name")
+t("blood coated dagger", "血まみれのダガー", "_t")
+t("Black blood for foul deeds. This dagger serves evil.", "忌まわしき所業に報いるは黒き血潮。これなる短刀は悪を為すものなり。", "_t")
+t("ever-dripping trident", "不滅の海流", "_t")
+t("Trident of the Tides", "海流のトライデント", "entity name")
+t([[The power of the tides rush through this trident.
+Tridents require the exotic weapons mastery talent to use correctly.]], "海流の力が内部を駆け巡るトライデントだ。使いこなすには異邦の武器を扱う技術が要る。", "_t")
+t("flame-wrought amulet", "火炎のアミュレット", "_t")
+t("Fiery Choker", "炎のチョーカー", "entity name")
+t("A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer.", "首飾りの形をした炎だ。装着者の首の周りで絶えず形を変えながら揺らめいている。この火炎が装備者の肌を焼くことはないようだ。", "_t")
+t("Chromatic Harness", "クロマティックハーネス", "entity name")
+t("multi-hued scale-mail armour", "ドラゴンスケイルメイル", "_t")
+t("This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.", "目まぐるしくその色を変える虹色のドラゴンスケイルアーマーだ", "_t")
+t("Glory of the Pride", "一族の栄光", "entity name")
+t("The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.", "オークの戦士長、グルシュナクが秘蔵する指輪だ。今は失われてしまった古いオークの言葉が刻んである", "_t")
+t("deep black ring", "漆黒の指輪", "_t")
+t("Black Robe", "漆黒のローブ", "entity name")
+t("black robe", "黒いローブ", "_t")
+t("A silk robe, darker than the darkest night sky, it radiates power.", "魔力を発する絹のローブだ。宵闇よりも深い黒に染まっている。", "_t")
+t("Crown of the Elements", "元素の宝冠", "entity name")
+t("jeweled crown", "宝冠", "_t")
+t("This jeweled crown shimmers with colors.", "虹色に煌めく宝冠だ。", "_t")
+t("Warmaster Gnarg's Murderblade", "戦神ナーグの殺戮剣", "entity name")
+t("blood-etched greatsword", "血吸いの剣", "_t")
+t("A blood-etched greatsword, it has seen many foes. From the inside.", "血で汚れた大剣だ。数々の戦いを経ている。数多の敵を貫いてきたのだ。", "_t")
+t("10% chance to send the wielder into a killing frenzy", "確率10%で殺戮の狂乱に突入する", "_t")
+t("fiery whip", "火炎の鞭", "_t")
+t("Whip of Urh'Rok", "アーロックの鞭", "entity name")
+t("With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat.", "目の眩むような炎の鞭だ。魔神アーロックはこれを手に戦い、ただの一度も敗北を知らないという。", "_t")
+t("Storm Fury", "天の怒り", "entity name")
+t("crackling longbow", "稲光のロングボウ", "_t")
+t("This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you.", "スチールバンドで補強した竜骨弓だ。弧の部分には強烈な電撃を纏い、弦に沿って幾条もの稲妻が走っている。所有者の意志などお構いなしだ。", "_t")
+t("#GOLD#A bolt of lightning fires from #Source#'s bow, striking #Target#!", "#GOLD# #Source# の弓から放たれたライトニングボルトが #Target# に命中した!", "logCombat")
+t("Frozen Shroud", "霜のとばり", "entity name")
+t("chilling cloak", "冷気のクローク", "_t")
+t("All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches.", "アイスレギオンが霧散した後にただ一つ残ったクロークだ。冷気を放っており、触れたものは皆例外無く凍りついてしまうようだ。", "_t")
+t("Blighted Maul", "腐敗のモール", "entity name")
+t("rotten stone limb", "腐り石の腕", "_t")
+t("%s's %s shakes the ground with its impact!", "%sの%sは大地を揺らした!", "logSeen")
+t("melting bony armour", "溶解の骨鎧", "_t")
+t("Molten Skin", "溶岩装甲", "entity name")
+t("This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.", "ドロドロに溶けて固まったヘヴィセンチネルの骨の塊だ。煌々と魔力を放っている。ヘヴィセンチネルの心臓部が放つ熱気で未だに赤く輝いているが装着には何の問題もないようだ。", "_t")
+t("Void Orb", "虚無のオーブ", "entity name")
+t("This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.", "灰色の細い指輪だ。漆黒のオーブがついており、その中では白色の光点がゆっくりといくつも渦を巻いている。オーブの中心から紫色の光を仄かに発している。", "_t")
+t("ethereal ring", "異界の指輪", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts-maj-eyal.lua"
+
+t("glittering longsword", "きらめく剣", "_t")
+t("Wintertide", "冬の潮流", "entity name")
+t("None", "なし", "_t")
+t("a summoned wall of ice", "周囲の空気が凍りついてしまう。この剣が熱を吸収しているためだ。魅惑の時代における最初の戦争で、「秘密会議」が自軍の指導者の為に手がけたものだと言われている。", "_t")
+t("phial filled with darkness", "暗闇に満ちた玻璃瓶", "_t")
+t("Wintertide Phial", "氷結の玻璃瓶", "entity name")
+t("This phial seems filled with darkness, yet it cleanses your thoughts.", "闇を湛えた小瓶だ。所持者の精神を研ぎ澄ましてくれる。", "_t")
+t("ice-covered boots", "凍った靴", "_t")
+t("Frost Treads", "霜歩き", "entity name")
+t("A pair of leather boots. Cold to the touch, they radiate a cold blue light.", "冷気を纏った皮靴だ。凍てつくような青い光を放っている。", "_t")
+t("Dragonskull Helm", "竜骨の兜", "entity name")
+t("skull helm", "骨の兜", "_t")
+t("Traces of a dragon's power still remain in this bleached and cracked skull.", "色褪せ、ひび割れた頭蓋だが、なお竜の力を宿している。", "_t")
+t("Eel-skin armour", "ウナギ皮の鎧", "entity name")
+t("slippery armour", "ぬめる鎧", "_t")
+t("This armour seems to have been patched together from many eels. Yuck.", "ウナギを大量に絡み合わせて作った鎧だ。・・・キモッ。", "_t")
+t("Nightsong", "夜奏曲", "entity name")
+t("A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.", "飾り気のない漆黒の指輪だ。闇が幾条も這い廻っているかのように見える", "_t")
+t("obsidian ring", "黒曜石の指輪", "_t")
+t("tribal helm", "部族の兜", "_t")
+t("Steel Helm of Garkul", "ガークルの鉄兜", "entity name")
+t("A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.", "オークの中でも史上最強の一角、大食らいガークルが身に着けていた大兜だ。", "_t")
+t("Lunar Shield", "月の盾", "entity name")
+t("chitinous shield", "キチン質の盾", "_t")
+t("A large section of chitin removed from Nimisil. It continues to give off a strange white glow.", "ニミシルの殻を切り出して出来た盾である。神秘的な白い光を今もなお放ち続けている。", "_t")
+t("large chunk of wood", "大きな樹皮", "_t")
+t("Wrathroot's Barkwood", "怒り柳の盾", "entity name")
+t("The barkwood of Wrathroot, made into roughly the shape of a shield.", "「怒り柳」の樹皮を盾状に仕立て上げたものだ。", "_t")
+t("burned piece of wood", "炭の塊", "_t")
+t("Petrified Wood", "石化樹の盾", "entity name")
+t("A piece of the scorched wood taken from the remains of Snaproot.", "「殺戮樹」の死体から取り出した黒ずんだ木片だ。", "_t")
+t("Crystal Shard", "クリスタルの欠片", "entity name")
+t("crystalline tree branch", "クリスタルの枝", "_t")
+t("This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.", "極めて頑強なクリスタルの枝だ。光を受けると虹色に輝く。見つめているとうっとりとするが、一方で得体の知れない力に不安を覚える。", "_t")
+t("pestilent waraxe", "疫病の斧", "_t")
+t("Malediction", "疫病の斧", "entity name")
+t("The land withers and crumbles wherever this cursed axe rests.", "この斧のあるところ、常に衰退と崩壊の影が付き纏う", "_t")
+t("dark staff", "闇の杖", "_t")
+t("Kor's Fall", "コーの没落", "entity name")
+t("Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.", "様々な生物の骨を用いて作った杖だ。魔力に満ち溢れているが、遠目にも邪な気配を感じる。", "_t")
+t("Vox", "è© å”±", "entity name")
+t("ringing amulet", "鳴りやまぬ護符", "_t")
+t("No force can hope to silence the wearer of this amulet.", "どんな手段を用いても、この護符の所持者の術を封じることは叶わない。", "_t")
+t("broken staff", "折れた杖", "_t")
+t("Telos's Staff (Top Half)", "テロスの杖(上半分)", "entity name")
+t("The top part of Telos' broken staff.", "テロスの折れた杖の上半分だ。", "_t")
+t("Choker of Dread", "恐怖の護符", "entity name")
+t("dark amulet", "暗黒の護符", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("elder vampire", "長老の吸血鬼", "_t")
+t("A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.", "不死者の邪悪な気配を発している護符だ。", "_t")
+t("Vampire", "吸血鬼", "_t")
+t("gem", "宝石", "entity type")
+t("red", "赤の宝石", "entity subtype")
+t("human skull", "人骨", "_t")
+t("Runed Skull", "ルーンのしゃれこうべ", "entity name")
+t("Dull red runes are etched all over this blackened skull.", "黒ずんだ頭蓋骨にどんよりとした赤いルーンが一面に刻まれている。", "_t")
+t("tree trunk", "巨大な木の幹", "_t")
+t("Bill's Tree Trunk", "ビルの木の幹", "entity name")
+t("This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!", "岩トロルのビルが武器にしていた、寒気がするほど巨大な木の幹だ。十分な腕力があれば自分でも同じ用途に使えるだろう!", "_t")
+t("bloody shield", "血塗られた盾", "_t")
+t("Sanguine Shield", "太陽の盾", "entity name")
+t("Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.", "夥しい血に染まっているが、依然として太陽の紋章がその輝きを残している。", "_t")
+t("Flamewrought", "火の腕", "entity name")
+t("chitinous gloves", "虫の殻の小手", "_t")
+t("These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.", "リッチ虫の殻で作られているようだ。触ると熱気が伝わってくる。", "_t")
+t("scintillating crystal", "煌めくクリスタル", "_t")
+t("Crystal Focus", "クリスタルフォーカス", "entity name")
+t("This crystal radiates the power of the Spellblaze itself.", "魔法大禍の力そのものが宿ったクリスタルだ", "_t")
+t("#GOLD#As the crystalline weapon and armour are brought together, they begin to emit a constant humming.", "#GOLD#クリスタル同士が近づくと、絶え間なく振動音を発し始めた", "logPlayer")
+t("#GOLD#The humming from the crystalline artifacts fades as they are separated.", "#GOLD#クリスタル同士を離すと、振動音が止んだ", "logPlayer")
+t("coruscating crystal", "光るクリスタル", "_t")
+t("Crystal Heart", "クリスタルハート", "entity name")
+t("multi-hued", "七色の宝石", "entity subtype")
+t("This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.", "巨大なクリスタルだ。優に自分の頭ほどもある。その眩い輝きは光を反射しているのではなく、大部分が内部から発せられている。", "_t")
+t("You fix the crystal on the %s and create the %s.", "%sから%sを作成した", "logPlayer")
+t("dark rod", "暗黒のロッド", "_t")
+t("Rod of Annulment", "忘却のロッド", "entity name")
+t("You can feel magic draining out around this rod. Even nature itself seems affected.", "周囲の魔力がこのロッドに吸い込まれていくのが判る。自然界の力ですら例外ではないようだ。", "_t")
+t("#Source# aims %s %s at #target#!", "#Source# aims #Target# %s at #target#!", "logCombat")
+t("%s's %s is disrupted!", "%sの%sは妨害された!", "logSeen")
+t("crimson waraxe", "赤黒いハンドアックス", "_t")
+t("Skullcleaver", "脳天砕き", "entity name")
+t("A small but sharp axe, with a handle made of polished bone.  The blade has chopped through the skulls of many, and has been stained a deep crimson.", "小振りだが切れ味鋭いハンドアックスだ。柄は磨き上げた骨で出来ている。数多くの頭蓋を叩き割ってきたため、赤黒く染まってしまった。", "_t")
+t("a tooth", "一本の歯", "_t")
+t("Tooth of the Mouth", "深淵の歯", "entity name")
+t("A huge tooth taken from the Mouth, in the Deep Bellow.", "深淵の地の「口」の巨大な歯だ。", "_t")
+t("The Warped Boots", "歪みの靴", "entity name")
+t("pair of painful-looking boots", "黒ずんだブーツ", "_t")
+t("These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power.", "黒ずんだブーツだ。在りし日に築いたであろう栄光は見る影もない。今や深淵の地における汚濁とその力の証左と成り果てている。", "_t")
+t("Withering Orbs", "衰弱のオーブ", "entity name")
+t("shadow-strung orbs", "闇を放つオーブ", "_t")
+t([[These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences.  They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
+If you close your eyes a moment, you can almost imagine what dread sights they see...]], "オパール色をした眼球がいくつも並びこちらを凝視している。既にして死を味わっている彼らは虚勢や打算を易々と看破する。目の持ち主たちは想像を絶する恐怖を味わって死んだのだろう。今ではそれら全てが黒い紐に通され、闇の中をつぶさに眺めている。一瞬でも目を閉じると、彼らの目にするおぞましい光景が浮かんでくるかのようだ・・・", "_t")
+t("Borfast's Cage", "ボルファストの籠", "entity name")
+t("a suit of pitted and pocked plate-mail", "穴あきプレートメイル", "_t")
+t([[Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
+Though clearly a powerful piece, it must once have been much greater.]], "厚さ数センチ程のストラライト板を組み合わせた鎧だ。関節部はヴォラタンで出来ている。一見頑丈に見えるが、一目で判るほどのひどい損傷を受けており、所々が陥没して歪に捻じれている。表面には酸による大きな断裂が幾条も刻まれている。強力な装備品であることには違いないが元来の性能には遠く及ばないだろう。", "_t")
+t("Aletta's Diadem", "アレッタのティアラ", "entity name")
+t("jeweled diadem", "宝石のティアラ", "_t")
+t([[A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
+Is this temptation a weak will on your part, or some domination from the artifact itself...?]], [[小さな宝石が幾つもちりばめられた銀のティアラだ。美しい輝きを放っておりとてもこの世の物とは思えない。だが触ると凄まじく冷たく、狂気をかき立てられる。どこか手の届かない場所に捨ててしまいたいと思う一方で、どんな力を秘めているのかという好奇心が抑えられない。
+ふんぎりがつかないのは自分の意志が弱いからなのか、それともこのアーティファクト自体が意志を持っているからなのか・・・?]], "_t")
+t("Hare-Skin Sling", "ウサギ皮のスリング", "entity name")
+t("hare-skin sling", "ウサギ皮のスリング", "_t")
+t([[This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune.
+Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.]], [[大きなウサギの皮と筋でできた小奇麗なスリングだ。とてもしなやかだが非常にしっかりとした作りの一品である。ウサギの毛皮は縁起物だという話もある。
+まあ、以前の所有者が幸運に恵まれたかどうかは定かではないが、とりあえずこの武器の素材が丈夫で耐久性に優れることは確かだ。]], "_t")
+t("Prox's Lucky Halfling Foot", "プロックス特製幸運を呼ぶハーフリングの足", "entity name")
+t("a mummified halfling foot", "防腐処理を施したハーフリングの足", "_t")
+t([[A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
+It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.]], [[太いより糸を通した大きい毛むくじゃらの足だ。一目でハーフリングのものだとわかる。ボロボロに腐食しているためいつ切り取られたのかは不明。くるぶしの辺りに残る歯型のような跡を見れば、進んで差し出したものではないことは想像できる。
+塩を混ぜた粘土を重ねて、ある程度の防腐処理を施したようだが腐敗という名の自然法則は既にその仕事を始めている。ハーフリングの足は幸運をもたらしてくれるというが・・・今のところひどい悪臭が鼻を突くだけだ。]], "_t")
+t("%s shrugs off some effects!", "%sは悪性ステータス異常を無効化した!", "logSeen")
+t("#LIGHT_RED#You feel uneasy carrying %s.", "#LIGHT_RED#%sを持っていると不安になる", "logPlayer")
+t("Psionic Fury", "サイオニックフュリー", "entity name")
+t("vibrating mindstar", "振動するマインドスター", "_t")
+t("This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape.", "始終、蠢き振動するマインドスターだ。まるで暴走する巨大な力を必死で抑え込もうとしているように見える。", "_t")
+t("Storm Bringer's Gauntlets", "嵐を呼ぶ者のガントレット", "entity name")
+t("fine-mesh gauntlets", "上質なメッシュガントレット", "_t")
+t("This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy.  The metal is supple and light so as not to interfere with spell-casting.  When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.", "ヴォラタン製の上質なメッシュガントレットだ。全体に魔力の籠ったルーンが刻まれており、一つ一つが青白く輝いている。詠唱の阻害をしないように軽量で手首の動きを妨げない。いつ、どこで作られたのかは不明だがいずれにせよ製作者の魔法知識が並々ならぬものであることが窺える。", "_t")
+t("ornate trident", "宝飾トライデント", "_t")
+t("River's Fury", "大河の怒り", "entity name")
+t("This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.", "レディ・ナシュヴァが使っていた豪華絢爛なトライデントだ。構えると荒れ狂う河の流れが微かに聞こえてくる。", "_t")
+t("Unerring Scalpel", "精密のメス", "entity name")
+t("long sharp scalpel", "長く鋭いメス", "_t")
+t("This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk.  Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.", "黄昏の時代の恐るべき妖術師、コー・プルが死霊術の研究を始めた際に使っていたメスだ。生きていようと死んでいようと、彼の研究の犠牲となった者は数知れない。", "_t")
+t("Wyrmbreath", "古竜の吐息", "entity name")
+t("clawed dragon-scale gloves", "爪と鱗のグローブ", "_t")
+t("These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.", "竜鱗のグローブだ。獰猛な古竜の爪と牙が取り付けてある。触ると暖かい。", "_t")
+t("Eye of the Dreaming One", "夢見る目", "entity name")
+t("translucent sphere", "半透明な球体", "_t")
+t("This ethereal eye stares eternally, as if seeing things that do not truly exist.", "決して瞼を閉じることのない透明な目玉だ。まるで夢幻に心奪われているかのように。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts.lua"
+
+t("misc", "雑具", "entity type")
+t("bloodied fang", "血塗られた牙", "_t")
+t("Rungof's Fang", "ランゴフの牙", "entity name")
+t("A fang from the great warg, Rungof, still covered in blood.", "大狼ランゴフの牙である。血に塗れている。", "_t")
+t("Khulmanar's Wrath", "クールマナルの怒り", "entity name")
+t("firey blackened battleaxe", "黒炎のバトルアクス", "_t")
+t("Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.", "煤けた、スパイクだらけのバトルアックスだ。「恐怖の大地」の業火を纏い、唸りを上げている。魔神アーロックが腹心に下賜した強力な武器で、あらゆる敵を焼き尽くす。", "_t")
+t("Bladed Rift", "異界の刃", "entity name")
+t("hole in space", "異界の気配", "_t")
+t("Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.", "戦いに敗れたアク・ギシルはこの小さな穴に吸い込まれていった。なぜ時空間上に安定して存在したままなのかはよく分からない。精神を集中すると内部からブレードを呼び出せるようだ。", "_t")
+t("Blade of Distorted Time", "時空歪曲の刃", "entity name")
+t("time-warped sword", "時空歪曲の剣", "_t")
+t("The remnants of a damaged timeline, this blade shifts and fades at random.", "損傷した時空間の切れ端だ。でたらめに形を変えながら瞬いている。", "_t")
+t("Rune of Reflection", "ルーン:反射の盾", "entity name")
+t("You can see your own image mirrored in the surface of this silvery rune.", "銀色のルーンだ。その表面には自身の姿が映っている。", "_t")
+t("shiny rune", "光るルーン", "_t")
+t("The Gaping Maw", "切り裂きの戦斧", "entity name")
+t("huge granite battleaxe", "巨大な花崗岩の戦斧", "_t")
+t("This huge granite battleaxe is as much mace as it is axe.  The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.", "巨大な花崗岩の戦斧だ、斧というよりはむしろ鈍器と言った方が正しいかもしれない。柄の部分は黒ずんだ木でできており、ぴったりと竜皮が巻いてある。先端部は鋭く尖った花崗岩で、緑色の毒液が滴り、濡れ光っている。", "_t")
+t("deal manaburn damage equal to your mindpower in a radius 3 cone", "半径3のコーンにマナを焼く精神パワーに等しいダメージを与える", "_t")
+t("#DARK_GREEN#You feel like Nature's Wrath incarnate!", "#DARK_GREEN#大地の怒りが具現化したような気がした!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/bows.lua"
+
+t("longbow", "ロングボウ", "entity subtype")
+t("weapon", "武器", "entity type")
+t("elm longbow", "ニレの弓", "entity name")
+t("ash longbow", "トネリコの弓", "entity name")
+t("yew longbow", "イチイの弓", "entity name")
+t("elven-wood longbow", "エルフ樹の弓", "entity name")
+t("dragonbone longbow", "竜骨の弓", "entity name")
+t("ammo", "矢/弾", "entity type")
+t("arrow", "矢", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/brotherhood-artifacts.lua"
+
+t("Elixir of the Fox", "妖狐の秘薬", "entity name")
+t("vial of pink fluid", "ピンク色の薬", "_t")
+t("A vial of pink, airy fluid.", "薄いピンク色の薬だ。", "_t")
+t("permanently increase your dexterity and cunning by three", "永久的に機敏と賢さを3増加させる", "_t")
+t("#00FF00#The elixir has given you foxlike physical and mental agility!", "#00FF00#秘薬は狐のような機敏さを与えた!", "logPlayer")
+t("Elixir of Avoidance", "回避の秘薬", "entity name")
+t("vial of green fluid", "オパール色の薬", "_t")
+t("A vial of opaque green fluid.", "オパール色の薬だ。", "_t")
+t("permanently increase your defense and ranged defense by six", "永久的に回避と遠距離回避を6増加させる", "_t")
+t("#00FF00#The elixir has improved your defensive instincts!", "#00FF00#秘薬は防御本能を進化させた!", "logPlayer")
+t("Elixir of Precision", "精密の秘薬", "entity name")
+t("vial of red fluid", "赤色の薬", "_t")
+t("A vial of chunky red fluid.", "どんよりとした赤い薬だ。", "_t")
+t("permanently increase your physical critical strike chance by 4%", "永久的に物理クリティカル率を4%上昇させる", "_t")
+t("#00FF00#The elixir has improved your eye for an enemy's weak points!", "#00FF00#秘薬は敵の弱点を見抜く目を強化した!", "logPlayer")
+t("Elixir of Mysticism", "神秘の秘薬", "entity name")
+t("vial of cyan fluid", "シアン色の薬", "_t")
+t("A vial of glowing cyan fluid.", "明るいシアン色の薬だ。", "_t")
+t("permanently increase your magic and willpower by three", "永久的に魔力と意志を3増加させる", "_t")
+t("#00FF00#The elixir has augmented your magical and mental capacity!", "#00FF00#秘薬は魔力と精神力を強化した!", "logPlayer")
+t("Elixir of the Savior", "救いの秘薬", "entity name")
+t("vial of grey fluid", "青灰色の薬", "_t")
+t("A vial of bubbling, slate-colored fluid.", "泡立つ青灰色の薬だ。", "_t")
+t("permanently increase all your saving throws by 4", "永久的に全セービングスローを4増加させる", "_t")
+t("#00FF00#The elixir has improved your resistance to unpleasant effects!", "#00FF00#秘薬は恒常性を与えた!", "logPlayer")
+t("Elixir of Mastery", "達人の秘薬", "entity name")
+t("vial of maroon fluid", "栗色の薬", "_t")
+t("A vial of thick maroon fluid.", "濃い栗色の薬だ。", "_t")
+t("grant you four additional stat points", "ステータスポイントを4得る", "_t")
+t("#00FF00#The elixir has greatly expanded your capacity for improving your mind and body.", "#00FF00#秘薬は精神と肉体の潜在能力を飛躍的に高めた", "logPlayer")
+t("Elixir of Explosive Force", "爆発力の秘薬", "entity name")
+t("vial of orange fluid", "オレンジ色の薬", "_t")
+t("A vial of churning orange fluid.", "コロイド状のオレンジ色の薬だ。", "_t")
+t("permanently increase your chance to critically strike with spells by 4%", "永久的に魔法クリティカル率を4%上昇させる", "_t")
+t("#00FF00#The elixir has improved your eye for an enemy's magical weak points!", "#00FF00#秘薬は魔力の流れを見る目を強化した!", "logPlayer")
+t("Elixir of Serendipity", "幸運の秘薬", "entity name")
+t("vial of yellow fluid", "黄色の薬", "_t")
+t("A vial of lively yellow fluid.", "鮮やかな黄色の薬だ。", "_t")
+t("permanently increase your luck by 5", "永久的に運を5増加させる", "_t")
+t("#00FF00#The elixir seems to have subtly repositioned your entire being within the fabric of reality!", "#00FF00#秘薬を飲むと現実から乖離していくような気がした!", "logPlayer")
+t("Elixir of Focus", "集中の秘薬", "entity name")
+t("vial of clear fluid", "透明な薬", "_t")
+t("A vial of clear, steaming fluid.", "無色透明で湯気を立てる薬だ。", "_t")
+t("grant you two additional class talent points", "クラス技能点を2得る", "_t")
+t("Elixir of Brawn", "蛮力の秘薬", "entity name")
+t("vial of tan fluid", "黄褐色の薬", "_t")
+t("A vial of sluggish tan fluid.", "べたべたした黄褐色の薬だ。", "_t")
+t("permanently increase your strength and constitution by three", "永久的に腕力と耐久を3増加させる", "_t")
+t("#00FF00#The elixir has augmented your physical might and resilience!", "#00FF00#秘薬は腕力と耐久性を増加させた!", "logPlayer")
+t("Elixir of Stoneskin", "石肌化の秘薬", "entity name")
+t("vial of iron-colored fluid", "銀色の薬", "_t")
+t("A vial of grainy, iron-colored fluid.", "コロイド状の銀色の薬だ。", "_t")
+t("permanently increase your armor by four", "永久的にアーマーを4増加させる", "_t")
+t("#00FF00#The elixir has reinforced your entire body!", "#00FF00#秘薬は肉体を強化した!", "logPlayer")
+t("Elixir of Foundations", "基礎の秘薬", "entity name")
+t("vial of white fluid", "白色の薬", "_t")
+t("A vial of murky white fluid.", "淀んだ白色の薬だ。", "_t")
+t("grant you two additional generic talent points", "基礎技能点を2得る", "_t")
+t("#00FFFF#You drink the elixir and feel forever transformed!", "#00FFFF#秘薬を飲み干すと、変容していくのを感じた!", "logPlayer")
+t("#00FF00#The elixir has improved your capacity for exercising your core talents.", "#00FF00#秘薬は基礎技能の習得を促した", "logPlayer")
+t("Infusion of Wild Growth", "ハーブ:自然の成長", "entity name")
+t("cloudy, heavy emerald", "半透明な翡翠", "_t")
+t("Lifebinding Emerald", "命を縛る翡翠", "entity name")
+t("green", "緑の宝石", "entity subtype")
+t("A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.", "ごつごつとした重いエメラルドだ。暗褐色の靄が内部に立ちこめている。", "_t")
+t("potion", "ポーション", "entity subtype")
+t("Elixir of Invulnerability", "無敵の秘薬", "entity name")
+t("vial of black fluid", "黒色の液体", "_t")
+t("A vial of thick fluid, metallic and reflective. It's incredibly heavy.", "どろりとした秘薬だ。金属質で光沢がある。ものすごく重い。", "_t")
+t("grant you complete invulnerability for five turns", "5ターンの間、無敵になる", "_t")
+t("#00FF00#You feel indestructible!", "#00FF00#無敵だ!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/cloak.lua"
+
+t("armor", "防具", "entity type")
+t("cloak", "外套", "entity subtype")
+t("linen cloak", "亜麻布の外套", "entity name")
+t("cashmere cloak", "カシミアの外套", "entity name")
+t("elven-silk cloak", "エルフ絹の外套", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/cloth-armors.lua"
+
+t("armor", "防具", "entity type")
+t("cloth", "ローブ", "entity subtype")
+t("linen robe", "亜麻布のローブ", "entity name")
+t("woollen robe", "羊毛のローブ", "entity name")
+t("cashmere robe", "カシミアローブ", "entity name")
+t("silk robe", "シルクローブ", "entity name")
+t("elven-silk robe", "エルフ絹のローブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/digger.lua"
+
+t("digger", "ツルハシ", "entity subtype")
+t("tool", "道具", "entity type")
+t("iron pickaxe", "鉄のツルハシ", "entity name")
+t("dwarven-steel pickaxe", "ドワーフ鋼のツルハシ", "entity name")
+t("voratun pickaxe", "ヴォラタンのツルハシ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/ammo.lua"
+
+t("barbed ", "掛かり付きの", "entity name")
+t("barbed", "掛かり付き", "entity keyword")
+t("deadly ", "致命傷の", "entity name")
+t("deadly", "致命傷", "entity keyword")
+t("high-capacity ", "大容量の", "entity name")
+t("capacity", "大容量", "entity keyword")
+t(" of accuracy", "(命中)", "entity name")
+t("accuracy", "命中", "entity keyword")
+t(" of crippling", "(損壊)", "entity name")
+t("crippling", "損壊", "entity keyword")
+t(" of annihilation", "(消滅)", "entity name")
+t("annihilation", "消滅", "entity keyword")
+t("acidic ", "酸毒の", "entity name")
+t("acidic", "酸毒", "entity keyword")
+t("arcing ", "雷撃の", "entity name")
+t("arcing", "é›·æ’ƒ", "entity keyword")
+t("flaming ", "炎上の", "entity name")
+t("flaming", "炎上", "entity keyword")
+t("chilling ", "凍結の", "entity name")
+t("chilling", "凍結", "entity keyword")
+t("self-loading ", "自動充填の", "entity name")
+t("self", "自動充填", "entity keyword")
+t(" of daylight", "(陽光)", "entity name")
+t("daylight", "陽光", "entity keyword")
+t(" of vileness", "(不浄)", "entity name")
+t("vile", "不浄", "entity keyword")
+t(" of paradox", "(逆説)", "entity name")
+t("paradox", "逆説", "entity keyword")
+t("elemental ", "元素の", "entity name")
+t("elemental", "元素", "entity keyword")
+t("fire", "火炎", "_t")
+t("cold", "冷気", "_t")
+t("lightning", "電撃", "_t")
+t("acid", "é…¸", "_t")
+t("plaguebringer's ", "悪疫の", "entity name")
+t("plague", "ç–«ç—…", "entity keyword")
+t("sentry's ", "番兵の", "entity name")
+t("sentry", "番兵", "entity keyword")
+t(" of corruption", "(堕落)", "entity name")
+t("corruption", "堕落", "entity keyword")
+t("blazing ", "業火の", "entity name")
+t("fiery", "業火", "entity keyword")
+t("storming ", "轟雷の", "entity name")
+t("storm", "暴風", "entity keyword")
+t("tundral ", "永久凍土の", "entity name")
+t("tundral", "永久凍土", "entity keyword")
+t(" of erosion", "(浸食)", "entity name")
+t("erosion", "浸食", "entity keyword")
+t(" of wind", "(旋風)", "entity name")
+t("wind", "旋風", "entity keyword")
+t("manaburning ", "魔素燃焼の", "entity name")
+t("manaburning", "魔素燃焼", "entity keyword")
+t("slimey ", "スライムの", "entity name")
+t("slime", "スライム", "entity keyword")
+t(" of persecution", "(魔法破壊)", "entity name")
+t("inquisitor's ", "審問官の", "entity name")
+t("inquisitors", "審問官", "entity keyword")
+t(" of disruption", "(魔法妨害)", "entity name")
+t("disruption", "魔法破壊", "entity keyword")
+t("hateful ", "憎悪の", "entity name")
+t("hateful", "憎悪", "entity keyword")
+t("thought-forged ", "思念装の", "entity name")
+t("thought", "思念装", "entity keyword")
+t("psychokinetic ", "念動力の", "entity name")
+t(" of amnesia", "(忘却)", "entity name")
+t("amnesia", "忘却", "entity keyword")
+t(" of torment", "(痛魔)", "entity name")
+t("torment", "苦悶", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/amulets.lua"
+
+t("cunning", "技巧", "entity keyword")
+t("magic", "魔法", "entity keyword")
+t("insulating ", "断熱の", "entity name")
+t("grounding ", "アースの", "entity name")
+t("stabilizing ", "定常の", "entity name")
+t("warrior's ", "闘士の", "entity name")
+t("clarifying ", "明晰の", "entity name")
+t("starlit ", "天球の", "entity name")
+t("cleansing ", "清浄の", "entity name")
+t("restful ", "休息の", "entity name")
+t("vitalizing ", "体力の", "entity name")
+t(" of murder", "(殺戮)", "entity name")
+t(" of vision", "(視野)", "entity name")
+t(" of healing", "(治癒)", "entity name")
+t("healing", "治癒", "entity keyword")
+t("protective ", "防衛の", "entity name")
+t("enraging ", "激情の", "entity name")
+t("archmage's ", "魔導師の", "entity name")
+t("archmage", "魔導師", "entity keyword")
+t("starseer's ", "星見の", "entity name")
+t("warmaker's ", "戦鬼の", "entity name")
+t("mindweaver's ", "思索者の", "entity name")
+t("savior's ", "守り手の", "entity name")
+t("wanderer's ", "放浪者の", "entity name")
+t("serendipitous ", "運命の", "entity name")
+t(" of soulsearing", "(煉獄)", "entity name")
+t(" of manastreaming", "(魔力導入)", "entity name")
+t(" of the eclipse", "(蝕)", "entity name")
+t("eclipse", "蝕", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/armor.lua"
+
+t(" of fire resistance", "(火炎耐性)", "entity name")
+t(" of cold resistance", "(冷気耐性)", "entity name")
+t(" of acid resistance", "(酸耐性)", "entity name")
+t(" of lightning resistance", "(電撃耐性)", "entity name")
+t(" of temporal resistance", "(時間耐性)", "entity name")
+t("prismatic ", "万色の", "entity name")
+t("cleansing ", "清浄の", "entity name")
+t(" of stability", "(安定)", "entity name")
+t(" of spell shielding", "(魔防)", "entity name")
+t(" of clarity", "(明晰)", "entity name")
+t("clarity", "明晰", "entity keyword")
+t("searing ", "酸熱の", "entity name")
+t("radiant ", "光輝の", "entity name")
+t("radiant", "光輝", "entity keyword")
+t(" of Eyal", "(イヤル)", "entity name")
+t("eyal", "イヤル", "entity keyword")
+t("enlightening ", "啓蒙の", "entity name")
+t(" of command", "(将装)", "entity name")
+t(" of delving", "(炭鉱)", "entity name")
+t(" of the deep", "(深海)", "entity name")
+t(" of thunder", "(雷鳴)", "entity name")
+t("thunder", "é›·é³´", "entity keyword")
+t("rejuvenating ", "再生の", "entity name")
+t(" of resilience", "(体力)", "entity name")
+t(" of natural resilience", "(自然守護)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/belt.lua"
+
+t(" of carrying", "(運搬)", "entity name")
+t("cleansing ", "清浄の", "entity name")
+t("insulating ", "断熱の", "entity name")
+t("grounding ", "アースの", "entity name")
+t("nightruned ", "闇印の", "entity name")
+t(" of dampening", "(軽減)", "entity name")
+t("dampening", "軽減", "entity keyword")
+t("blurring ", "残像の", "entity name")
+t("reinforced ", "防御強化の", "entity name")
+t(" of transcendence", "(超越)", "entity name")
+t(" of the mystic", "(魔導)", "entity name")
+t("mystic", "魔導", "entity keyword")
+t(" of the giants", "(巨人)", "entity name")
+t("giant", "巨人", "entity keyword")
+t("monstrous ", "怪物の", "entity name")
+t("balancing ", "平衡の", "entity name")
+t(" of recklessness", "(突貫)", "entity name")
+t(" of burglary", "(盗賊)", "entity name")
+t("ravager's ", "破壊の", "entity name")
+t("skylord's ", "天空王の", "entity name")
+t("spiritwalker's ", "魔法探究者の", "entity name")
+t(" of magery", "(術師)", "entity name")
+t(" of unlife", "(死者)", "entity name")
+t(" of the vagrant", "(旅人)", "entity name")
+t(" of shielding", "(防護壁)", "entity name")
+t("%s uses %s!", "%sは%sを使った!", "logSeen")
+t(" of life", "(生命)", "entity name")
+t("life", "生命", "entity keyword")
+t(" of resilience", "(体力)", "entity name")
+t(" of valiance", "(豪勇)", "entity name")
+t(" of containment", "(封入)", "entity name")
+t("noble's ", "貴人の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/boots.lua"
+
+t(" of tirelessness", "(健脚)", "entity name")
+t("traveler's ", "旅人の", "entity name")
+t("scholar's ", "学者の", "entity name")
+t("miner's ", "鉱夫の", "entity name")
+t(" of phasing", "(転移)", "entity name")
+t("%s uses %s!", "%sは%sを使った!", "logSeen")
+t(" of evasion", "(身躱し)", "entity name")
+t(" of speed", "(加速)", "entity name")
+t(" of rushing", "(突進)", "entity name")
+t(" of void walking", "(虚空)", "entity name")
+t("void", "虚空", "entity keyword")
+t(" of disengagement", "(後退)", "entity name")
+t("blood-soaked ", "血痕の", "entity name")
+t("blood", "血液", "entity keyword")
+t("restorative ", "休息の", "entity name")
+t("invigorating ", "活発の", "entity name")
+t("blightbringer's ", "腐敗術師の", "entity name")
+t("blight", "腐敗", "entity keyword")
+t("wanderer's ", "放浪者の", "entity name")
+t("undeterred ", "自由の", "entity name")
+t("reinforced ", "防御強化の", "entity name")
+t("eldritch ", "恐怖の", "entity name")
+t("eldritch", "太古の者", "entity keyword")
+t(" of massiveness", "(豪傑)", "entity name")
+t("massive", "プレートアーマー", "entity keyword")
+t(" of invasion", "(侵略)", "entity name")
+t(" of spellbinding", "(術力)", "entity name")
+t("insulating ", "断熱の", "entity name")
+t("grounding ", "アースの", "entity name")
+t("dreamer's ", "夢見人の", "entity name")
+t(" of strife", "(急襲)", "entity name")
+t("strife", "闘争", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/bow.lua"
+
+t("dex", "機敏", "entity keyword")
+t("keeper's ", "管理者の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-attack.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-defensive.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-utility.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charms.lua"
+
+t("quick ", "高速の", "entity name")
+t("quick", "高速", "entity keyword")
+t("supercharged ", "大充填の", "entity name")
+t("overpowered ", "超充填の", "entity name")
+t("focusing ", "集中力の", "entity name")
+t("cleansing ", "清浄の", "entity name")
+t("piercing ", "貫通の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/cloak.lua"
+
+t("thick ", "厚手の", "entity name")
+t("shadow ", "影の", "entity name")
+t("shadow", "å½±", "entity keyword")
+t(" of Eldoral", "(エルドラル)", "entity name")
+t(" of the Shaloren", "(シャローレ)", "entity name")
+t(" of Iron Throne", "(鉄の玉座)", "entity name")
+t(" of fog", "(霞)", "entity name")
+t(" of protection", "(防護)", "entity name")
+t("protection", "鉄壁", "entity keyword")
+t(" of implacability", "執念の", "entity name")
+t("resilient ", "体力の", "entity name")
+t("enveloping ", "偽装の", "entity name")
+t("regal ", "貴族の", "entity name")
+t("restorative ", "休息の", "entity name")
+t("wyrmwaxed ", "屠竜の", "entity name")
+t("battlemaster's ", "戦王の", "entity name")
+t(" of sorcery", "(魔者)", "entity name")
+t(" of mindcraft", "(理導)", "entity name")
+t("spellcowled ", "防御魔法の", "entity name")
+t("marshal's ", "指揮官の", "entity name")
+t("murderer's ", "殺戮の", "entity name")
+t(" of the guardian", "(防衛者)", "entity name")
+t("guardian", "守護", "entity keyword")
+t(" of conjuring", "(詠唱者)", "entity name")
+t(" of battle", "(戦士)", "entity name")
+t(" of the hunter", "(追跡)", "entity name")
+t(" of the voidstalker", "(星間飛行)", "entity name")
+t("%s uses %s!", "%sは%sを使った!", "logSeen")
+t(" of backstabbing", "(不意打)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/digger.lua"
+
+t(" of delving", "(炭鉱)", "entity name")
+t(" of endurance", "(強靭)", "entity name")
+t("miner's ", "鉱夫の", "entity name")
+t("woodsman's ", "樵の", "entity name")
+t(" of the Iron Throne", "(鉄の玉座)", "entity name")
+t(" of Reknor", "(レクノール)", "entity name")
+t("brutal ", "虐殺の", "entity name")
+t("dream-smith's ", "思惟の", "entity name")
+t("soldier's ", "兵隊の", "entity name")
+t("bloodhexed ", "血飛沫の", "entity name")
+t("crystalomancer's ", "冷気術師の", "entity name")
+t("shattering ", "粉砕の", "entity name")
+t("sapper's ", "工兵の", "entity name")
+t("dwarven ", "ドワーフの", "entity name")
+t(" of quickening", "(突貫作業)", "entity name")
+t(" of predation", "(捕殺)", "entity name")
+t(" of deeplife", "(深淵)", "entity name")
+t(" of wreckage", "(破壊)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/gloves.lua"
+
+t("cinder ", "灰神楽の", "entity name")
+t("corrosive ", "腐食の", "entity name")
+t("corrosive", "腐食", "entity keyword")
+t("naturalist's ", "自然回帰の", "entity name")
+t("polar ", "極冠の", "entity name")
+t("psychic's ", "超能力者の", "entity name")
+t("sand ", "砂の", "entity name")
+t("sand", "ç ‚", "entity keyword")
+t("storm ", "嵐の", "entity name")
+t("storm", "暴風", "entity keyword")
+t("blighted ", "不浄の", "entity name")
+t("umbral ", "影の", "entity name")
+t("radiant ", "光輝の", "entity name")
+t("radiant", "光輝", "entity keyword")
+t("temporal ", "時空の", "entity name")
+t("temporal", "時空", "entity keyword")
+t("dex", "機敏", "entity keyword")
+t("magic", "魔法", "entity keyword")
+t("restful ", "休息の", "entity name")
+t("steady ", "命中の", "entity name")
+t("steady", "命中", "entity keyword")
+t(" of war-making", "(修羅)", "entity name")
+t(" of the iron hand", "(鉄手)", "entity name")
+t("alchemist's ", "錬金術師の", "entity name")
+t("alchemist", "錬金術師", "entity keyword")
+t("brawler's ", "格闘家の", "entity name")
+t(" of butchering", "(術師殺し)", "entity name")
+t(" of the verdant", "(青葉)", "entity name")
+t("scouring ", "火刑の", "entity name")
+t("scouring", "火刑", "entity keyword")
+t(" of the nighthunter", "(殺人鬼)", "entity name")
+t("stone warden's ", "地の守り手の", "entity name")
+t("stone", "石", "entity keyword")
+t(" of the starseeker", "(天球師)", "entity name")
+t(" of regeneration", "(自然回復)", "entity name")
+t(" of sorrow", "(悲嘆)", "entity name")
+t(" of the juggernaut", "(戦車)", "entity name")
+t("spellstreaming ", "詠唱の", "entity name")
+t("heroic ", "英雄の", "entity name")
+t(" of archery", "(射手)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/heavy-armor.lua"
+
+t("impenetrable ", "頑健の", "entity name")
+t("hardened ", "硬化の", "entity name")
+t("fearforged ", "魔界の", "entity name")
+t(" of implacability", "執念の", "entity name")
+t("fortifying ", "不落の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/helm.lua"
+
+t("con", "耐久", "entity keyword")
+t("dex", "機敏", "entity keyword")
+t("thaloren ", "タローレの", "entity name")
+t("prismatic ", "万色の", "entity name")
+t(" of precognition", "(予知)", "entity name")
+t(" of the depths", "(深海)", "entity name")
+t(" of absorption", "(吸収)", "entity name")
+t("miner's ", "鉱夫の", "entity name")
+t("insulating ", "断熱の", "entity name")
+t("grounding ", "アースの", "entity name")
+t("ground", "地に臥して", "entity keyword")
+t("stabilizing ", "定常の", "entity name")
+t("cleansing ", "清浄の", "entity name")
+t(" of knowledge", "(知識)", "entity name")
+t(" of might", "(武勇)", "entity name")
+t("might", "武勇", "entity keyword")
+t(" of trickery", "(搦手)", "entity name")
+t("warlord's ", "戦王の", "entity name")
+t("defender's ", "守り手の", "entity name")
+t("dragonslayer's ", "竜殺しの", "entity name")
+t("werebeast's ", "獣人の", "entity name")
+t("mindcaging ", "精神防衛の", "entity name")
+t("champion's ", "闘士の", "entity name")
+t("leafwalker's ", "森人の", "entity name")
+t("catburglar's ", "怪盗の", "entity name")
+t(" of blood magic", "(血術)", "entity name")
+t("blood", "血液", "entity keyword")
+t(" of fortune", "(幸運)", "entity name")
+t(" of sanctity", "(聖域)", "entity name")
+t("sanctity", "神聖", "entity keyword")
+t(" of ire", "(憤怒)", "entity name")
+t("bladed ", "刃の", "entity name")
+t(" of the bounder", "(喧嘩屋)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/infusions.lua"
+
+t(" of the warrior", "戦士の", "entity name")
+t(" of the duelist", "素早さの", "entity name")
+t(" of the wizard", "魔法使いの", "entity name")
+t(" of the psychic", "超能力者の", "entity name")
+t(" of the sneak", "隠密の", "entity name")
+t(" of the titan", "堅牢の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/light-armor.lua"
+
+t("troll-hide ", "トロル皮の", "entity name")
+t("troll", "トロル", "entity keyword")
+t("nimble ", "器用さの", "entity name")
+t("marauder's ", "殺戮の", "entity name")
+t("duelist", "決闘", "entity keyword")
+t("volcanic ", "火山の", "entity name")
+t(" of the void", "(虚空)", "entity name")
+t("void", "虚空", "entity keyword")
+t(" of Toknor", "(トクノール)", "entity name")
+t(" of the wind", "(旋風)", "entity name")
+t("wind", "旋風", "entity keyword")
+t("multi-hued ", "万色の", "entity name")
+t("multihued", "万色", "entity keyword")
+t(" of alacrity", "(瞬息)", "entity name")
+t(" of the hero ", "(英雄)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/light-boots.lua"
+
+t("stealthy ", "隠密の", "entity name")
+t("stealth", "隠密", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/lite.lua"
+
+t("bright ", "光源増大の", "entity name")
+t(" of the sun", "(太陽)", "entity name")
+t("sun", "太陽", "entity keyword")
+t(" of the moons", "(月光)", "entity name")
+t("scorching ", "灼熱の", "entity name")
+t(" of clarity", "(明晰)", "entity name")
+t("clarity", "明晰", "entity keyword")
+t(" of health", "(生命)", "entity name")
+t("survivor's ", "生存の", "entity name")
+t("preserving ", "維持の", "entity name")
+t("piercing ", "貫通の", "entity name")
+t("dreamer's ", "夢見人の", "entity name")
+t("void-walker's ", "虚空の", "entity name")
+t("void", "虚空", "entity keyword")
+t("nightwalker's ", "暗影の", "entity name")
+t(" of illusion", "(幻影)", "entity name")
+t(" of corpselight", "(鬼火)", "entity name")
+t(" of the zealot", "(狂信)", "entity name")
+t(" of focus", "(集中)", "entity name")
+t("focus", "フォーカス", "entity keyword")
+t("ethereal ", "エーテルの", "entity name")
+t("ethereal", "エーテル", "entity keyword")
+t("watchleader's ", "監視者の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/massive-armor.lua"
+
+t(" of the dragon", "(竜)", "entity name")
+t("dragon", "ドラゴン", "entity keyword")
+t("impenetrable ", "頑健の", "entity name")
+t("hardened ", "硬化の", "entity name")
+t("fearforged ", "魔界の", "entity name")
+t(" of implacability", "執念の", "entity name")
+t("fortifying ", "不落の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/mindstars.lua"
+
+t("blooming ", "開花の", "entity name")
+t("blooming", "開花", "entity keyword")
+t("gifted ", "優生の", "entity name")
+t("gifted", "優生", "entity keyword")
+t("nature's ", "自然の", "entity name")
+t("nature", "自然", "entity keyword")
+t(" of balance", "(調和)", "entity name")
+t("balance", "調和", "entity keyword")
+t(" of life", "(生命)", "entity name")
+t("life", "生命", "entity keyword")
+t("caller's ", "召喚士の", "entity name")
+t("callers", "召喚士", "entity keyword")
+t("harmonious ", "同期の", "entity name")
+t("harmonious", "同期", "entity keyword")
+t("mitotic ", "分裂の", "entity name")
+t("mitotic", "分裂", "entity keyword")
+t("divide the mindstar in two", "このマインドスターは真っ二つにできる", "_t")
+t("#SLATE#The link between the mindstars is broken.", "#SLATE#マインドスターのリンクが破れた", "logPlayer")
+t("wyrm's ", "大竜の", "entity name")
+t("wyrms", "大竜", "entity keyword")
+t(" of flames", "(火炎)", "entity name")
+t("flames", "火炎", "entity keyword")
+t(" of frost", "(凍結)", "entity name")
+t("frost", "凍結", "entity keyword")
+t(" of sand", "(砂塵)", "entity name")
+t("sand", "ç ‚", "entity keyword")
+t(" of storms", "(台風)", "entity name")
+t("storms", "台風", "entity keyword")
+t(" of venom", "(猛毒)", "entity name")
+t("manaburning ", "魔素燃焼の", "entity name")
+t("manaburning", "魔素燃焼", "entity keyword")
+t("inquisitor's ", "審問官の", "entity name")
+t("inquisitors", "審問官", "entity keyword")
+t(" of disruption", "(魔法妨害)", "entity name")
+t("disruption", "魔法破壊", "entity keyword")
+t("creative ", "明察の", "entity name")
+t("horrifying ", "恐怖の", "entity name")
+t("horrifying", "恐怖", "entity keyword")
+t(" of clarity", "(明晰)", "entity name")
+t("clarity", "明晰", "entity keyword")
+t(" of resolve", "(決意)", "entity name")
+t("absorbing ", "理力吸収の", "entity name")
+t("dreamer's ", "夢見人の", "entity name")
+t("dreamers", "夢見人", "entity keyword")
+t("epiphanous ", "真理の", "entity name")
+t("epiphanous", "真理", "entity keyword")
+t("hateful ", "憎悪の", "entity name")
+t("hateful", "憎悪", "entity keyword")
+t("honing ", "集中の", "entity name")
+t("hungering ", "渇望の", "entity name")
+t("hungering", "渇望", "entity keyword")
+t("%s resists the mind attack!", "%s は精神攻撃に抵抗した!", "logSeen")
+t("projecting ", "理力放射の", "entity name")
+t("resonating ", "共鳴の", "entity name")
+t("resonating", "共鳴", "entity keyword")
+t("wrathful ", "憤怒の", "entity name")
+t("wrath", "憤怒", "entity keyword")
+t(" of nightfall", "(降夜)", "entity name")
+t("nightfall", "ナイトフォール", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/potions.lua"
+
+t("acid-proof ", "耐酸の", "entity name")
+t("giant ", "巨人の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/ranged.lua"
+
+t("mighty ", "強肩の", "entity name")
+t("mighty", "å¼·è‚©", "entity keyword")
+t("ranger's ", "野伏の", "entity name")
+t("ranger", "野伏", "entity keyword")
+t("steady ", "命中の", "entity name")
+t("steady", "命中", "entity keyword")
+t("swiftstrike ", "速射の", "entity name")
+t("swiftstrike", "速射", "entity keyword")
+t(" of true flight", "(的中)", "entity name")
+t("flight", "的中", "entity keyword")
+t(" of fire", "(火炎)", "entity name")
+t("fire", "火炎", "entity keyword")
+t(" of cold", "(冷気)", "entity name")
+t("cold", "冷気", "entity keyword")
+t(" of acid", "(酸)", "entity name")
+t("acid", "é…¸", "entity keyword")
+t(" of lightning", "(電撃)", "entity name")
+t("lightning", "電撃", "entity keyword")
+t("penetrating ", "鎧通しの", "entity name")
+t("penetrating", "鎧通し", "entity keyword")
+t("runic ", "ルーンの", "entity name")
+t("runic", "ルーン", "entity keyword")
+t("warden's ", "時の守護者の", "entity name")
+t("wardens", "時守護者の", "entity keyword")
+t(" of recursion", "(歪曲)", "entity name")
+t("recursion", "歪曲", "entity keyword")
+t("fungal ", "胞子の", "entity name")
+t("fungal", "胞子", "entity keyword")
+t("regenerate %d life over 5 turns", "5ターンかけて %d 回復する", "_t")
+t("blazebringer's ", "焼殺の", "entity name")
+t("blaze", "焼殺", "entity keyword")
+t("caustic ", "腐食の", "entity name")
+t("caustic", "腐食", "entity keyword")
+t(" of dampening", "(軽減)", "entity name")
+t("dampening", "軽減", "entity keyword")
+t("mage-hunter's ", "魔法狩りの", "entity name")
+t("magehunters", "魔法狩り", "entity keyword")
+t("throat-seeking ", "詠唱殺しの", "entity name")
+t("throat", "詠唱殺し", "entity keyword")
+t("silences the target", "対象を沈黙させる", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/rings.lua"
+
+t(" of sensing", "(感知)", "entity name")
+t(" of clarity", "(明晰)", "entity name")
+t("clarity", "明晰", "entity keyword")
+t(" of tenacity", "(立脚)", "entity name")
+t(" of perseverance", "(忍耐)", "entity name")
+t("fire", "火炎", "entity keyword")
+t("frost", "凍結", "entity keyword")
+t("nature", "自然", "entity keyword")
+t("lightning", "電撃", "entity keyword")
+t("light", "閃光", "entity keyword")
+t("darkness", "æš—é»’", "entity keyword")
+t("aether", "エーテル", "entity keyword")
+t("blight", "腐敗", "entity keyword")
+t("mind", "精神", "entity keyword")
+t("warrior's ", "闘士の", "entity name")
+t("rogue's ", "盗賊の", "entity name")
+t("rogue", "盗賊", "entity keyword")
+t("marksman's ", "射手の", "entity name")
+t("titan's ", "巨人の", "entity name")
+t("wizard's ", "魔導師の", "entity name")
+t("psionicist's ", "超能力者の", "entity name")
+t("psionic", "超能力", "entity keyword")
+t("sneakthief's ", "密偵の", "entity name")
+t("gladiator's ", "剣闘士の", "entity name")
+t("gladiator", "闘士", "entity keyword")
+t("conjurer's ", "大術師の", "entity name")
+t("solipsist's ", "独我論者の", "entity name")
+t("solipsist", "独我論者", "entity keyword")
+t("pixie's ", "妖精の", "entity name")
+t("mule's ", "荷担ぎの", "entity name")
+t(" of power", "(衝撃)", "entity name")
+t("power", "衝撃", "entity keyword")
+t("savior's ", "守り手の", "entity name")
+t("painweaver's ", "苦痛の", "entity name")
+t(" of life", "(生命)", "entity name")
+t("life", "生命", "entity keyword")
+t("savage's ", "暴食の", "entity name")
+t("treant's ", "トレントの", "entity name")
+t("treant", "トレント", "entity keyword")
+t(" of misery", "(嘆き)", "entity name")
+t(" of warding", "(結界)", "entity name")
+t("warding", "結界", "entity keyword")
+t(" of pilfering", "(偸盗)", "entity name")
+t(" of speed", "(加速)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/robe.lua"
+
+t("fire", "火炎", "entity keyword")
+t("frost", "凍結", "entity keyword")
+t("nature", "自然", "entity keyword")
+t("lightning", "電撃", "entity keyword")
+t("light", "閃光", "entity keyword")
+t("darkness", "æš—é»’", "entity keyword")
+t("blight", "腐敗", "entity keyword")
+t("mind", "精神", "entity keyword")
+t("shimmering ", "魔力光の", "entity name")
+t("shimmering", "魔力光", "entity keyword")
+t(" of protection", "(防護)", "entity name")
+t("dreamer's ", "夢見人の", "entity name")
+t("dispeller's ", "解除魔法師の", "entity name")
+t(" of alchemy", "(錬金術)", "entity name")
+t("spellwoven ", "魔力封入の", "entity name")
+t(" of Linaniil", "(リナニール)", "entity name")
+t(" of Angolwen", "(アンゴルウェン)", "entity name")
+t("Angolwen", "アンゴルウェン", "entity keyword")
+t("stargazer's ", "星見の", "entity name")
+t("ancient ", "古代の", "entity name")
+t(" of power", "(衝撃)", "entity name")
+t("power", "衝撃", "entity keyword")
+t("sunsealed ", "陽光の", "entity name")
+t(" of life", "(生命)", "entity name")
+t("life", "生命", "entity keyword")
+t("slimy ", "スライムの", "entity name")
+t("stormwoven ", "嵐の支配者の", "entity name")
+t("storm", "暴風", "entity keyword")
+t("verdant ", "新緑の", "entity name")
+t("mindwoven ", "理力の", "entity name")
+t("tormentor's ", "懲罰者の", "entity name")
+t("focusing ", "集中力の", "entity name")
+t("focus", "フォーカス", "entity keyword")
+t("fearwoven ", "魔界の", "entity name")
+t("psion's ", "精神力の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/scrolls.lua"
+
+t("fire-proof ", "耐火の ", "entity name")
+t("long ", "長い", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/shield.lua"
+
+t("fire", "火炎", "entity keyword")
+t("cold", "冷気", "entity keyword")
+t("lightning", "電撃", "entity keyword")
+t("acid", "é…¸", "entity keyword")
+t("arcane", "神秘", "entity keyword")
+t("mind", "精神", "entity keyword")
+t("physical", "物理", "entity keyword")
+t(" of purity", "(清浄)", "entity name")
+t("purity", "清浄", "entity keyword")
+t(" of reflection", "(反光)", "entity name")
+t("reflection", "反射", "entity keyword")
+t("temporal", "時空", "entity keyword")
+t("flaming ", "炎上の", "entity name")
+t("flaming", "炎上", "entity keyword")
+t("icy ", "凍結の", "entity name")
+t("icy", "凍結", "entity keyword")
+t("shocking ", "感電の", "entity name")
+t("shocking", "æ„Ÿé›»", "entity keyword")
+t("acidic ", "酸毒の", "entity name")
+t("acidic", "酸毒", "entity keyword")
+t("coruscating ", "灼光の", "entity name")
+t("coruscating", "灼光", "entity keyword")
+t("crackling ", "雷鳴の", "entity name")
+t("crackling", "é›·é³´", "entity keyword")
+t("corrosive ", "腐食の", "entity name")
+t("corrosive", "腐食", "entity keyword")
+t("wintry", "冬", "entity keyword")
+t("reinforced ", "防御強化の", "entity name")
+t(" of resilience", "(体力)", "entity name")
+t("living ", "生命の", "entity name")
+t("living", "生命", "entity keyword")
+t("scouring ", "火刑の", "entity name")
+t("scouring", "火刑", "entity keyword")
+t("warded ", "守護の", "entity name")
+t("wrathful ", "憤怒の", "entity name")
+t("impervious ", "不壊の", "entity name")
+t(" of resistance", "(元素耐性)", "entity name")
+t(" of patience", "(堅忍)", "entity name")
+t(" of the stars", "(星辰)", "entity name")
+t(" of crushing", "(圧潰)", "entity name")
+t(" of earthen fury", "(大地激震)", "entity name")
+t("earth", "地術", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/sling.lua"
+
+t("cun", "賢さ", "entity keyword")
+t("halfling ", "ハーフリングの", "entity name")
+t("halfling", "ハーフリング", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/staves.lua"
+
+t("cruel ", "残虐の", "entity name")
+t("cruel", "残虐", "entity keyword")
+t("earthen ", "大地の", "entity name")
+t("earthen", "大地", "entity keyword")
+t("potent ", "支配の", "entity name")
+t("potent", "支配", "entity keyword")
+t("shimmering ", "魔力光の", "entity name")
+t("shimmering", "魔力光", "entity keyword")
+t("surging ", "魔力増大の", "entity name")
+t("surging", "魔力増大", "entity keyword")
+t("blighted ", "不浄の", "entity name")
+t("blight", "腐敗", "entity keyword")
+t("ethereal ", "エーテルの", "entity name")
+t("ethereal", "エーテル", "entity keyword")
+t("greater ", "達人の", "entity name")
+t("greater", "達人", "entity keyword")
+t("void walker's ", "虚空の", "entity name")
+t(" of fate", "(運命)", "entity name")
+t("fate", "運命", "entity keyword")
+t(" of illumination", "(照明)", "entity name")
+t("illumination", "照明", "entity keyword")
+t(" of might", "(武勇)", "entity name")
+t("might", "武勇", "entity keyword")
+t(" of power", "(衝撃)", "entity name")
+t("power", "衝撃", "entity keyword")
+t(" of warding", "(結界)", "entity name")
+t("warding", "結界", "entity keyword")
+t(" of breaching", "(反逆)", "entity name")
+t("breaching", "反逆", "entity keyword")
+t(" of channeling", "(マナ集中)", "entity name")
+t("channeling", "マナ集中", "entity keyword")
+t("Your negative mana regeneration rate is unaffected by the staff.", "マナの漏出は杖の影響を受けない", "logPlayer")
+t("Another mana surge is currently active.", "既にマナの回復をしている", "logPlayer")
+t("Your nonexistant mana regeneration rate is unaffected by the staff.", "マナに干渉できないので杖の影響を受けない", "logPlayer")
+t(" of greater warding", "(大結界)", "entity name")
+t(" of invocation", "(魔術発動)", "entity name")
+t("invocation", "魔術発動", "entity keyword")
+t(" of protection", "(防護)", "entity name")
+t("protection", "鉄壁", "entity keyword")
+t(" of wizardry", "(賢者)", "entity name")
+t("wizardry", "賢者", "entity keyword")
+t("lifebinding ", "生命封入の", "entity name")
+t("lifebinding", "生命封入", "entity keyword")
+t("infernal ", "魔界の", "entity name")
+t("infernal", "魔界", "entity keyword")
+t("bloodlich's ", "屍解者の", "entity name")
+t("bloodlich", "屍解者", "entity keyword")
+t("magelord's ", "大魔道師の", "entity name")
+t("magelord", "大魔道師", "entity keyword")
+t("short ", "片手用の", "entity name")
+t("short", "片手用", "entity keyword")
+t("magewarrior's short ", "魔法戦士の", "entity name")
+t("magewarrior", "魔法戦士", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/torques-powers.lua"
+
+t(" of clear mind", "(精神安定)", "entity name")
+t("%s uses %s!", "%sは%sを使った!", "logSeen")
+t(" of mindblast", "(精神波)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/totems-powers.lua"
+
+t(" of healing", "(治癒)", "entity name")
+t("healing", "治癒", "entity keyword")
+t(" of thorny skin", "(棘肌)", "entity name")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("#Source# points %s %s at #target#, releasing a writhing tentacle!", "#Source# points #Target# %s at #target#, releasing a writhing tentacle!", "logCombat")
+t("Summon", "召喚", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wands-powers.lua"
+
+t(" of clairvoyance", "(透視)", "entity name")
+t(" of conjuration", "(魔法攻撃)", "entity name")
+t(" of shielding", "(防護壁)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wands.lua"
+
+t("warded ", "守護の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/weapon.lua"
+
+t("balanced ", "平衡の", "entity name")
+t("balanced", "平衡", "entity keyword")
+t(" of massacre", "(虐殺)", "entity name")
+t("massacre", "虐殺", "entity keyword")
+t("quick ", "高速の", "entity name")
+t("quick", "高速", "entity keyword")
+t("warbringer's ", "乱世の", "entity name")
+t("warbringer", "乱世", "entity keyword")
+t(" of crippling", "(損壊)", "entity name")
+t("crippling", "損壊", "entity keyword")
+t(" of evisceration", "(傷跡)", "entity name")
+t("evisc", "å‚·è·¡", "entity keyword")
+t(" of rage", "(激憤)", "entity name")
+t("rage", "激憤", "entity keyword")
+t(" of ruin", "(崩壊)", "entity name")
+t("ruin", "崩壊", "entity keyword")
+t(" of shearing", "(破壊)", "entity name")
+t("shearing", "破壊", "entity keyword")
+t("acidic ", "酸毒の", "entity name")
+t("acidic", "酸毒", "entity keyword")
+t("arcing ", "雷撃の", "entity name")
+t("arcing", "é›·æ’ƒ", "entity keyword")
+t("flaming ", "炎上の", "entity name")
+t("flaming", "炎上", "entity keyword")
+t("chilling ", "凍結の", "entity name")
+t("chilling", "凍結", "entity keyword")
+t(" of daylight", "(陽光)", "entity name")
+t("daylight", "陽光", "entity keyword")
+t(" of phasing", "(転移)", "entity name")
+t("phase", "相位", "entity keyword")
+t(" of vileness", "(不浄)", "entity name")
+t("vile", "不浄", "entity keyword")
+t(" of paradox", "(逆説)", "entity name")
+t("paradox", "逆説", "entity keyword")
+t("elemental ", "元素の", "entity name")
+t("elemental", "元素", "entity keyword")
+t("fire", "火炎", "_t")
+t("cold", "冷気", "_t")
+t("lightning", "電撃", "_t")
+t("acid", "é…¸", "_t")
+t("plaguebringer's ", "悪疫の", "entity name")
+t("plague", "ç–«ç—…", "entity keyword")
+t(" of corruption", "(堕落)", "entity name")
+t("corruption", "堕落", "entity keyword")
+t(" of the mystic", "(魔導)", "entity name")
+t("mystic", "魔導", "entity keyword")
+t(" of erosion", "(浸食)", "entity name")
+t("erosion", "浸食", "entity keyword")
+t("blazebringer's ", "焼殺の", "entity name")
+t("blaze", "焼殺", "entity keyword")
+t("caustic ", "腐食の", "entity name")
+t("caustic", "腐食", "entity keyword")
+t("manaburning ", "魔素燃焼の", "entity name")
+t("manaburning", "魔素燃焼", "entity keyword")
+t("slime-covered ", "スライムの", "entity name")
+t("slime", "スライム", "entity keyword")
+t(" of persecution", "(魔法破壊)", "entity name")
+t("inquisitor's ", "審問官の", "entity name")
+t("inquisitors", "審問官", "entity keyword")
+t(" of disruption", "(魔法妨害)", "entity name")
+t("disruption", "魔法破壊", "entity keyword")
+t(" of dampening", "(軽減)", "entity name")
+t("dampening", "軽減", "entity keyword")
+t("hateful ", "憎悪の", "entity name")
+t("hateful", "憎悪", "entity keyword")
+t(" of projection", "(投射)", "entity name")
+t("projection", "投射", "entity keyword")
+t("thought-forged ", "思念装の", "entity name")
+t("thought", "思念装", "entity keyword")
+t(" of amnesia", "(忘却)", "entity name")
+t("amnesia", "忘却", "entity keyword")
+t(" of torment", "(痛魔)", "entity name")
+t("torment", "苦悶", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wizard-hat.lua"
+
+t(" of balance", "(調和)", "entity name")
+t("balance", "調和", "entity keyword")
+t("augmenting ", "増強の", "entity name")
+t("starseer's ", "星見の", "entity name")
+t("eldritch ", "恐怖の", "entity name")
+t("eldritch", "太古の者", "entity keyword")
+t("cleansing ", "清浄の", "entity name")
+t("insulating ", "断熱の", "entity name")
+t("grounding ", "アースの", "entity name")
+t(" of knowledge", "(知識)", "entity name")
+t(" of arcana", "(神秘)", "entity name")
+t("aegis ", "防護術の", "entity name")
+t("aegis", "防護", "entity keyword")
+t(" of madness", "(狂気)", "entity name")
+t(" of the Brotherhood", "(血盟)", "entity name")
+t("stabilizing ", "定常の", "entity name")
+t("clarifying ", "明晰の", "entity name")
+t("shielding ", "守りの", "entity name")
+t("shield", "シールド", "entity keyword")
+t(" of decomposition", "(分解)", "entity name")
+t("fire", "火炎", "entity keyword")
+t("frost", "凍結", "entity keyword")
+t("nature", "自然", "entity keyword")
+t("lightning", "電撃", "entity keyword")
+t("light", "閃光", "entity keyword")
+t("darkness", "æš—é»’", "entity keyword")
+t("blight", "腐敗", "entity keyword")
+t("mind", "精神", "entity keyword")
+t("shimmering ", "魔力光の", "entity name")
+t("shimmering", "魔力光", "entity keyword")
+t(" of the sentry", "(監視)", "entity name")
+t("sentry", "番兵", "entity keyword")
+t("fearwoven ", "魔界の", "entity name")
+t("psion's ", "精神力の", "entity name")
+t("mindwoven ", "理力の", "entity name")
+t("spellwoven ", "魔力封入の", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/elixir-ingredients.lua"
+
+t("heart", "心臓", "_t")
+t("ingredient", "素材", "entity subtype")
+t("misc", "雑具", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gauntlets.lua"
+
+t("armor", "防具", "entity type")
+t("hands", "グローブ", "entity subtype")
+t("iron gauntlets", "アイアンガントレット", "entity name")
+t("dwarven-steel gauntlets", "ドワーフ鋼ガントレット", "entity name")
+t("voratun gauntlets", "ヴォラタンガントレット", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gem.lua"
+
+t("gem", "宝石", "entity type")
+t("alchemist-gem", "錬金用", "entity type")
+t("color", "色", "entity subtype")
+t("diamond", "ダイアモンド", "gem name")
+t("pearl", "パール", "gem name")
+t("Lights terrain (power 100)", "照らす(パワー100)", "_t")
+t("moonstone", "月長石", "gem name")
+t("fire opal", "火のオパール", "gem name")
+t("bloodstone", "血星石", "gem name")
+t("ruby", "ルビー", "gem name")
+t("amber", "琥珀", "gem name")
+t("turquoise", "ターコイズ", "gem name")
+t("jade", "ひすい", "gem name")
+t("Slows by 17%", "17%減速", "_t")
+t("sapphire", "サファイア", "gem name")
+t("quartz", "石英", "gem name")
+t("white", "白の宝石", "gem subtype")
+t("emerald", "エメラルド", "gem name")
+t("lapis lazuli", "ラピスラズリ", "gem name")
+t("garnet", "ガーネット", "gem name")
+t("red", "赤の宝石", "gem subtype")
+t("onyx", "オニキス", "gem name")
+t("amethyst", "アメジスト", "gem name")
+t("violet", "紫の宝石", "gem subtype")
+t("opal", "オパール", "gem name")
+t("topaz", "トパーズ", "gem name")
+t("aquamarine", "アクアマリン", "gem name")
+t("blue", "青の宝石", "gem subtype")
+t("ametrine", "アメトリン", "gem name")
+t("Lights terrain (power 10)", "照らす(パワー10)", "_t")
+t("zircon", "ジルコン", "gem name")
+t("green", "緑の宝石", "gem subtype")
+t("spinel", "スピネル", "gem name")
+t("citrine", "シトリン", "gem name")
+t("yellow", "黄の宝石", "gem subtype")
+t("agate", "アゲート", "gem name")
+t("black", "黒の宝石", "gem subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gloves.lua"
+
+t("armor", "防具", "entity type")
+t("hands", "グローブ", "entity subtype")
+t("rough leather gloves", "レザーグローブ", "entity name")
+t("hardened leather gloves", "硬皮グローブ", "entity name")
+t("drakeskin leather gloves", "ドラゴン皮グローブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/heavy-armors.lua"
+
+t("armor", "防具", "entity type")
+t("heavy", "メイルアーマー", "entity subtype")
+t("iron mail armour", "アイアンメイルアーマー", "entity name")
+t("steel mail armour", "スティールメイルアーマー", "entity name")
+t("dwarven-steel mail armour", "ドワーフ鋼メイルアーマー", "entity name")
+t("stralite mail armour", "ストラライトメイルアーマー", "entity name")
+t("voratun mail armour", "ヴォラタンメイルアーマー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/heavy-boots.lua"
+
+t("armor", "防具", "entity type")
+t("feet", "足", "entity subtype")
+t("pair of iron boots", "アイアンブーツ", "entity name")
+t("pair of dwarven-steel boots", "ドワーフ鋼ブーツ", "entity name")
+t("pair of voratun boots", "ヴォラタンブーツ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/helms.lua"
+
+t("armor", "防具", "entity type")
+t("head", "é ­", "entity subtype")
+t("iron helm", "アイアンヘルム", "entity name")
+t("dwarven-steel helm", "ドワーフ鋼ヘルム", "entity name")
+t("voratun helm", "ヴォラタンヘルム", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/jewelry.lua"
+
+t("ring", "指輪", "entity subtype")
+t("amulet", "アミュレット", "entity subtype")
+t("jewelry", "装飾", "entity type")
+t("copper ring", "カッパーリング", "_t")
+t("steel ring", "スティールリング", "_t")
+t("gold ring", "ゴールドリング", "_t")
+t("stralite ring", "ストラライトリング", "_t")
+t("voratun ring", "ヴォラタンリング", "_t")
+t("copper amulet", "カッパーアミュレット", "_t")
+t("steel amulet", "スティールアミュレット", "_t")
+t("gold amulet", "ゴールドアミュレット", "_t")
+t("stralite amulet", "ストラライトアミュレット", "_t")
+t("voratun amulet", "ヴォラタンアミュレット", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/knifes.lua"
+
+t("dagger", "ダガー", "entity subtype")
+t("weapon", "武器", "entity type")
+t("iron dagger", "アイアンダガー", "entity name")
+t("steel dagger", "スティールダガー", "entity name")
+t("dwarven-steel dagger", "ドワーフ鋼ダガー", "entity name")
+t("stralite dagger", "ストラライトダガー", "entity name")
+t("voratun dagger", "ヴォラタンダガー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-belt.lua"
+
+t("armor", "防具", "entity type")
+t("belt", "ベルト", "entity subtype")
+t("rough leather belt", "レザーベルト", "entity name")
+t("hardened leather belt", "硬皮ベルト", "entity name")
+t("drakeskin leather belt", "ドラゴン皮ベルト", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-boots.lua"
+
+t("armor", "防具", "entity type")
+t("feet", "足", "entity subtype")
+t("pair of rough leather boots", "レザーブーツ", "entity name")
+t("pair of hardened leather boots", "硬皮ブーツ", "entity name")
+t("pair of drakeskin leather boots", "ドラゴン皮ブーツ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-caps.lua"
+
+t("armor", "防具", "entity type")
+t("head", "é ­", "entity subtype")
+t("rough leather cap", "レザーキャップ", "entity name")
+t("hardened leather cap", "硬皮キャップ", "entity name")
+t("drakeskin leather cap", "ドラゴン皮キャップ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/light-armors.lua"
+
+t("armor", "防具", "entity type")
+t("light", "閃光", "entity subtype")
+t("rough leather armour", "レザーアーマー", "entity name")
+t("cured leather armour", "加工レザーアーマー", "entity name")
+t("hardened leather armour", "硬皮レザーアーマー", "entity name")
+t("reinforced leather armour", "強化レザーアーマー", "entity name")
+t("drakeskin leather armour", "ドラゴン皮アーマー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lites.lua"
+
+t("lite", "光源", "entity subtype")
+t("brass lantern", "真鍮のランタン", "entity name")
+t("alchemist", "錬金術師", "entity short_name")
+t("alchemist's lamp", "アルケミストランプ", "entity name")
+t("dwarven lantern", "ドワーフランタン", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/fun.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/maj-eyal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/misc.lua"
+
+t("On Adventuring", "冒険者たるもの", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/spellhunt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/maces.lua"
+
+t("weapon", "武器", "entity type")
+t("mace", "メイス", "entity combat talented")
+t("iron mace", "アイアンメイス", "entity name")
+t("steel mace", "スティールメイス", "entity name")
+t("dwarven-steel mace", "ドワーフ鋼メイス", "entity name")
+t("stralite mace", "ストラライトメイス", "entity name")
+t("voratun mace", "ヴォラタンメイス", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/massive-armors.lua"
+
+t("armor", "防具", "entity type")
+t("massive", "プレートアーマー", "entity subtype")
+t("iron plate armour", "アイアンプレートアーマー", "entity name")
+t("steel plate armour", "スティールプレートアーマー", "entity name")
+t("dwarven-steel plate armour", "ドワーフ鋼プレートアーマー", "entity name")
+t("stralite plate armour", "ストラライトプレートアーマー", "entity name")
+t("voratun plate armour", "ヴォラタンプレートアーマー", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mindstars.lua"
+
+t("weapon", "武器", "entity type")
+t("mindstar", "マインドスター", "entity combat talented")
+t("mossy mindstar", "苔むしたマインドスター", "entity name")
+t("vined mindstar", "ツタの這うマインドスター", "entity name")
+t("thorny mindstar", "茨のマインドスター", "entity name")
+t("pulsing mindstar", "鼓動するマインドスター", "entity name")
+t("living", "生命", "entity short_name")
+t("living mindstar", "生体マインドスター", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/misc-tools.lua"
+
+t("misc", "雑具", "entity subtype")
+t("tool", "道具", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/money.lua"
+
+t("money", "金", "entity subtype")
+t("You pickup %0.2f gold pieces.", "%0.2fゴールドを拾った", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mounts.lua"
+
+t("golem", "ゴーレム", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mummy-wrappings.lua"
+
+t("armor", "防具", "entity type")
+t("mummy", "ミイラ", "entity short_name")
+t("mummy wrappings", "ミイラの包帯", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/objects-far-east.lua"
+
+t("tome", "魔導書", "entity subtype")
+t("ancient tome", "古書物", "_t")
+t("Ancient Tome titled 'Gems and their uses'", "古書物《宝石の使用法》", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/potions.lua"
+
+t("potion", "ポーション", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/quest-artifacts.lua"
+
+t("weapon", "武器", "entity type")
+t("dark runed staff", "ルーンの刻まれた杖", "_t")
+t("Staff of Absorption", "吸命の杖", "entity name")
+t([[Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish.
+Light around it seems to dim and you can feel its tremendous power simply by touching it.]], "力あるルーン文字が刻まれている。はるか昔に作られたもののようだが、傷一つない。微弱な光を放ち明滅しており、強大な力を秘めていることは明らかだ。", "_t")
+t("staff", "杖", "entity combat talented")
+t("absorb energies", "エネルギーを吸収する", "_t")
+t("swirling orb", "多様の宝玉", "_t")
+t("Orb of Many Ways", "多様の宝玉", "entity name")
+t([[The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
+If used near a portal it could probably activate it.]], "宝玉の中に遠くの景色が映っては消え明滅を繰り返している。中にはこの世のものではない風景も存在している。ポータルの起動に使えるだろう。", "_t")
+t("activate a portal", "ポータルを起動する", "_t")
+t("#VIOLET#The world twists sickeningly around you and you find yourself someplace unexpected! It felt nothing like your previous uses of the Orb of Many Ways. Tannen must have switched the Orb out for a fake!", "#VIOLET#世界が歪み、どこかに飛ばされた!多様の宝玉とは違う挙動だったが…タンネンが宝玉をすり替えたに違いない!", "_t")
+t("There is no portal to activate here.", "起動するポータルがない", "logPlayer")
+t("Orb of Undeath (Orb of Command)", "不死の宝玉 (指令の宝玉)", "entity name")
+t("Dark visions fill your mind as you lift the orb. It is cold to the touch.", "手に取ると不吉な感じがする宝玉だ。冷気を放っている。", "_t")
+t("Dragon Orb (Orb of Command)", "龍の宝玉 (指令の宝玉)", "entity name")
+t("This orb is warm to the touch.", "熱気を発している宝玉だ。", "_t")
+t("Elemental Orb (Orb of Command)", "元素の宝玉 (指令の宝玉)", "entity name")
+t("Flames swirl on the icy surface of this orb.", "この宝玉は凍りついているが、その表面を炎が走っている。", "_t")
+t("orb of command", "指令の宝玉", "_t")
+t("Orb of Destruction (Orb of Command)", "破壊の宝玉 (指令の宝玉)", "entity name")
+t("Visions of death and destruction fill your mind as you lift this orb.", "手に取ると、死と破壊の衝動に満たされる宝珠だ。", "_t")
+t("use the orb", "オーブを使う", "_t")
+t("orb", "オーブ", "entity subtype")
+t("orb of scrying", "鑑定の宝珠", "_t")
+t("Scrying Orb", "鑑定の宝珠", "entity name")
+t("This orb will automatically identify items you find.", "アイテムを自動的に鑑定してくれる。", "_t")
+t("unstable rod", "ゆらめく杖", "_t")
+t([[This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
+You have heard of such items before. They are very useful to adventurers, allowing faster travel.]], "ヴォラタンでできており、空間を捻じ曲げる魔力が封じ込まれている。風の噂には聞いていたが、冒険者垂涎のこの一品があれば、旅が非常に楽になるだろう。", "_t")
+t("recall the user to the worldmap after 40 turns", "40ターン後にワールドマップへ帰還する", "_t")
+t("Space around you starts to dissolve...", "周りの空間が溶け始める・・・", "logPlayer")
+t("Cancel", "キャンセル", "_t")
+t("The rod emits a strange noise, glows briefly and returns to normal.", "ロッドは奇妙な雑音を発し、少し光ったかと思うと元に戻った", "logPlayer")
+t("Rod of Recall", "帰還のロッド", "_t")
+t("chest", "ç®±", "entity type")
+t("sher'tul", "シェール・タル", "entity subtype")
+t([[This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
+The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
+
+When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
+Simply go to your inventory to move them out of the chest if you wish to keep them.
+Items in the chest will not encumber you.]], [[大いなる力を秘めたシェール・タル古代遺跡の付属装置だ。アイテムを入れるとコアに送られて分解され、城塞のエネルギーになる。副産物として金が生成されるが、城塞の役には立たないので送り返される。
+
+この装置を所持していると、足元のアイテムが自動的に収納されていく。収納したまま現在の階を去ると、中のアイテムは自動的にエネルギーに変換されてしまう。取っておきたいアイテムは変換前にアイテム欄から取り出しておかなければならない。また、収納しているアイテムの重さは0となる。]], "_t")
+t("transmogrify all the items in your chest at once (also done automatically when you change level)", "箱の中のアイテムを換金する(階層を変えるときに自動的に実行されます)", "_t")
+t("Transmogrification Chest", "換金の箱", "_t")
+t("You cannot bring yourself to drop the %s", "%sを捨てるなんて・・・", "logPlayer")
+t("Bikini", "あぶない水着", "entity name")
+t([[Revealing, pink, fun.
+#{bold}#If you never take it off and win you will gain a neat achievement and bragging rights!#{normal}#]], [[キワドイピンクの派手な水着だ。
+#{bold}# 一度も脱がずに勝利すると実績解除。
+ お友達に自慢できるぞ!#{normal}#]], "_t")
+t("Mankini", "男性用あぶない水着", "entity name")
+t("tiny piece of cloth", "小さな布", "_t")
+t([[Revealing, green, fun.
+#{bold}#If you never take it off and win you will gain a neat achievement and bragging rights!#{normal}#]], [[キワドイ緑の派手な水着だ。
+#{bold}# 一度も脱がずに勝利すると実績解除。
+ お友達に自慢できるぞ!#{normal}#]], "_t")
+t("You have never taken it off.", "もう二度と外すことはできない!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts.lua"
+
+t("armor", "防具", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/ammo.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/generic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/gloves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/melee.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/ranged.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/shields.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/staves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/rods.lua"
+
+t("charm", "魔道具", "entity type")
+t("rod", "ロッド", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/scrolls.lua"
+
+t("infusion", "ハーブ/ルーン", "_t")
+t("inscribe your skin with the infusion", "肌にハーブを刻み込む", "_t")
+t("rune", "ルーン", "_t")
+t("inscribe your skin with the rune", "肌にルーンを刻み込む", "_t")
+t("taint", "堕落したルーン", "_t")
+t("lore", "物語", "entity subtype")
+t("scroll", "巻物", "_t")
+t("healing infusion", "ハーブ:体力回復", "entity name")
+t("regeneration infusion", "ハーブ:急速回復", "entity name")
+t("wild infusion", "ハーブ:自然", "entity name")
+t("movement infusion", "ハーブ:高速移動", "entity name")
+t("heroism infusion", "ハーブ:ヒロイズム", "entity name")
+t("teleportation rune", "ルーン:テレポート", "entity name")
+t("shielding rune", "ルーン:魔法の盾", "entity name")
+t("biting gale rune", "ルーン:切り裂く風", "entity name")
+t("acid wave rune", "ルーン:酸の波", "entity name")
+t("manasurge rune", "ルーン:魔力復活", "entity name")
+t("lightning rune", "ルーン:電撃", "entity name")
+t("invisibility rune", "ルーン:透明化", "entity name")
+t("vision rune", "ルーン:視認", "entity name")
+t("heat beam rune", "ルーン:熱光線", "entity name")
+t("phase door rune", "ルーン:ショートテレポート", "entity name")
+t("controlled phase door rune", "ルーン:次元の扉", "entity name")
+t("sun infusion", "ハーブ:太陽光", "entity name")
+t("insidious poison infusion", "ハーブ:遅行毒", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/shields.lua"
+
+t("armor", "防具", "entity type")
+t("shield", "シールド", "entity subtype")
+t("iron shield", "アイアンシールド", "entity name")
+t("steel shield", "スティールシールド", "entity name")
+t("dwarven-steel shield", "ドワーフ鋼シールド", "entity name")
+t("stralite shield", "ストラライトシールド", "entity name")
+t("voratun shield", "ヴォラタンシールド", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/slings.lua"
+
+t("weapon", "武器", "entity type")
+t("rough leather sling", "レザースリング", "entity name")
+t("cured leather sling", "加工レザースリング", "entity name")
+t("hardened leather sling", "硬皮レザースリング", "entity name")
+t("reinforced leather sling", "強化レザースリング", "entity name")
+t("drakeskin leather sling", "ドラゴン皮スリング", "entity name")
+t("ammo", "矢/弾", "entity type")
+t("shot", "å¼¾", "entity subtype")
+t("sling", "スリング", "entity combat talented")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/special-artifacts.lua"
+
+t("Telos Spire of Power", "テロスの魔力", "entity name")
+t("pulsing staff", "衝動の杖", "_t")
+t("Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers.", "テロスは比類なき力を持っていた魔法使いで黄昏の時代を生きた人物である。同輩達は彼を憎み、市井の人々は彼を恐れ、結果、長きに渡って命を狙われた。最後には本拠地たる塔、テルマーで命を落としたが、その魂は執念深くこの世に留まり続けている。", "_t")
+t("turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns", "10ターン、腐敗ロスゴロスに変身する。(毒、病気、出血、混乱免疫;ダメージの半分をライフドレイン;呼吸不要)", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/staves.lua"
+
+t("weapon", "武器", "entity type")
+t("staff", "杖", "entity combat talented")
+t("elm staff", "ニレの杖", "entity name")
+t("ash staff", "トネリコの杖", "entity name")
+t("yew staff", "イチイの杖", "entity name")
+t("elven-wood staff", "エルフ樹の杖", "entity name")
+t("dragonbone staff", "竜骨の杖", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/swords.lua"
+
+t("longsword", "ロングソード", "entity subtype")
+t("weapon", "武器", "entity type")
+t("iron longsword", "アイアンロングソード", "entity name")
+t("steel longsword", "スティールロングソード", "entity name")
+t("dwarven-steel longsword", "ドワーフ鋼ロングソード", "entity name")
+t("stralite longsword", "ストラライトロングソード", "entity name")
+t("voratun longsword", "ヴォラタンロングソード", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/torques.lua"
+
+t("charm", "魔道具", "entity type")
+t("torque", "トークン", "_t")
+t("iron torque", "アイアントークン", "entity name")
+t("steel torque", "スティールトークン", "entity name")
+t("dwarven-steel torque", "ドワーフ鋼トークン", "entity name")
+t("stralite torque", "ストラライトトークン", "entity name")
+t("voratun torque", "ヴォラタントークン", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/totems.lua"
+
+t("charm", "魔道具", "entity type")
+t("totem", "トーテム", "_t")
+t("elm totem", "ニレのトーテム", "entity name")
+t("ash totem", "トネリコのトーテム", "entity name")
+t("yew totem", "イチイのトーテム", "entity name")
+t("elven-wood totem", "エルフ樹のトーテム", "entity name")
+t("dragonbone totem", "竜骨のトーテム", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/wands.lua"
+
+t("charm", "魔道具", "entity type")
+t("wand", "ワンド", "_t")
+t("elm wand", "ニレのワンド", "entity name")
+t("ash wand", "トネリコのワンド", "entity name")
+t("yew wand", "イチイのワンド", "entity name")
+t("elven-wood wand", "エルフ樹のワンド", "entity name")
+t("dragonbone wand", "竜骨のワンド", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/whips.lua"
+
+t("weapon", "武器", "entity type")
+t("whip", "éž­", "entity combat talented")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/wizard-hat.lua"
+
+t("armor", "防具", "entity type")
+t("head", "é ­", "entity subtype")
+t("linen wizard hat", "亜麻布の魔法帽", "entity name")
+t("cashmere wizard hat", "カシミアの魔法帽", "entity name")
+t("elven-silk wizard hat", "エルフ絹の魔法帽", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts-far-east.lua"
+
+t("tome", "魔導書", "entity subtype")
+t("Scroll of Summoning (Limmir the Jeweler)", "召喚の巻物(宝石師リムミール)", "entity name")
+t("summon Limmir the jeweler at the center of the lake of the moon", "月の池の中央に宝飾師「リムミール」を召喚する", "_t")
+t("Pendant of the Sun and Moons", "太陽と月のペンダント", "entity name")
+t("a gray and gold pendant", "灰色と金色のペンダント", "_t")
+t("This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.", "小さなペンダントだ。赤鉄鉱の月が黄金の太陽に重なり、蝕を起こしている図が描いてある。太陽の壁の創設者の一人が身に着けていたという言い伝えがある。", "_t")
+t("All your damage is converted and split into light and darkness.", "全ての与ダメージは暗黒と光ダメージに変換される", "_t")
+t("shimmering gold shield", "光を放つ金の盾", "_t")
+t("Unsetting Sun", "不滅の太陽", "entity name")
+t("When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield.  Where the beam hit they rested and built the settlement that would become the Sunwall.  In the dark days that followed the shield became a symbol of hope for a better future.", "先駆け号の船長、エルミオ・パナーソンは漂流の末に東方へ辿り着いた。まず船員達が安全に休める場所を確保しなければならないと考えた彼は、沈みゆく夕陽の最後の光を盾に受けた。そうして反射した陽光が指し示す場所に集落を作り後に太陽の壁となったのである。エルミオの盾は続く暗黒時代において未来を切り開く希望の象徴となった。", "_t")
+t("Scorched Boots", "焼け焦げた靴", "entity name")
+t("pair of blackened boots", "黒こげの靴", "_t")
+t("The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre.  However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots.", "熟練の死生術師であったルー・クァンは業火の時代にシェール・タルの大ポータルを研究した最初のオークである。しかし初の試みとなる実験は上手くいかなかったようで大爆発の後に残ったのは彼の焼け焦げたブーツだけであった。", "_t")
+t("unearthly black stone", "別世界の黒い小石", "_t")
+t("Goedalath Rock", "ゴエダラスの石", "entity name")
+t("A small rock that seems from beyond this world, vibrating with a fierce energy.  It feels warped and terrible and evil... and yet oh so powerful.", "別の世界からやってきたと思しき黒い小石だ。振動し、強いエネルギーを放っている。歪んだ邪悪な力を発しているがとても強力なアーティファクトだ。", "_t")
+t("Threads of Fate", "命のより糸", "entity name")
+t("a shimmering white cloak", "光を放つ白のクローク", "_t")
+t("Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.", "無慈悲なる時の手を逃れたクロークだ。匠の技によるきめ細やかな白色の織物だが、素材は別世界のもののようで、光に当たると色と形が変化する。", "_t")
+t("Blood-Edge", "血刃", "entity name")
+t("red crystalline sword", "赤クリスタルの剣", "_t")
+t([[This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.
+Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.]], [[とめどなく血が滴る深紅の剣だ。オークの腐敗術師、ヒューリックの研究所で作られたものである。ヒューリックは死後、自分の魂を保管しておけるクリスタルを作ろうとしていたが、その試みは太陽の騎士達によって阻まれた。騎士のほとんどは不死者屯す城塞での戦いに命を落としたが、リーダーのラースルは剣を手に研究所へ踏み込んだ。そこでラースルとヒューリックは戦いを繰り広げ、刃と血の術が交差した。戦いの末、致命傷を負い床に倒れた二人であったが、ヒューリックは最後の力を振り絞って秘蔵のクリスタルに手を伸ばした。自らの魂をその中に逃すためだ。オークの企みに気付いたラースルは太陽の力を込めた剣でクリスタルを撃った。クリスタルが砕けた刹那、膨大な力があふれ出し、剣とクリスタルと血が一つに合わさった。
+こうしてラースルの砕けた魂はこの恐るべきアーティファクトに囚われたのである。数十年に渡る幽閉の結果、彼は完全に正気を失っている。ラースルを呼び出すには、この剣に血を吸わせるしかない。生き血から生命力を吸い取り、彼は再び肉体を成す。そして生者へ襲いかかり、同時に啜り泣くのだ。]], "_t")
+t("15% chance to animate a bleeding foe's blood", "確率15%で敵の血を操る", "_t")
+t("animated blood", "命を吹き込まれた血", "_t")
+t("Summon", "召喚", "_t")
+t("Dawn's Blade", "暁の剣", "entity name")
+t("shining longsword", "輝くロングソード", "_t")
+t("Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.", "太陽の壁の黎明期に鍛えられたと伝えられているロングソードだ。暁の光を発し、あらゆる闇を霧散せしめる。", "_t")
+t("Zemekkys' Broken Hourglass", "ゼメキスの壊れた砂時計", "entity name")
+t("a broken hourglass", "壊れた砂時計", "_t")
+t("This small broken hourglass hangs from a thin gold chain.  The glass is cracked and the sand has long since escaped.", "細い金の鎖が付いている小さな砂時計である。ガラスの部分が割れており、中身の砂はとうの昔に流れ出してしまっている。", "_t")
+t("Mandible of Ungolmor", "ウンゴルモールの大顎", "entity name")
+t("curved, serrated black dagger", "歪む黒の短剣", "_t")
+t("This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.", "ウンゴルモールの猛毒の牙を散りばめた黒曜石のナイフだ。周囲の光を吸い込んでしまうようだ。", "_t")
+t("Kinetic Spike", "キネティックスパイク", "entity name")
+t("bladeless hilt", "刃なき柄", "_t")
+t("A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly.", "シンプルで荒い作りの石の柄だ。握ると揺らめく理力の刃が伸びる。出現した刀身はほとんど透明で、まるで陽炎のようだ。何の変哲もない見た目をしているが、強固な精神力を持った者が上手く用いれば花崗岩を切り裂ける。", "_t")
+t("Rod of Sarrilon", "サルリロンのロッド", "entity name")
+t("ceremonial staff", "儀式の杖", "_t")
+t("A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.", "飾り気のない儀式杖だ。時魔導師すら未だ知りえていない「時間」の秘密を孕んでいる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts-maj-eyal.lua"
+
+t("Penitence", "懺悔", "entity name")
+t("glowing staff", "淡い光の杖", "_t")
+t("A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect.", "シャローレ族のエルフたちが秘密裏にアンゴルウェンに贈った力ある杖。魔法大禍の後に生じた悪疫を鎮めるべく活動する魔法使い達を支援するためのものだ。", "_t")
+t("Lost Staff of Archmage Tarelion", "大魔道士タレリオンの杖", "entity name")
+t("shining staff", "輝く杖", "_t")
+t("Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast.", "大魔道士タレリオンは若いころ世界中を旅した。しかし魔法使いを温かく迎えてくれるところなどない。彼は取る物も取りあえず逃げ出さねばならなかったようだ。", "_t")
+t("Spellblaze Echoes", "魔法大禍の反響", "entity name")
+t("deep black amulet", "漆黒の護符", "_t")
+t("This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze", "この古い護符には魔法大禍による大破壊の残滓が今もって残っている。", "_t")
+t("%s uses the %s!", "%sは%sを使った!", "logSeen")
+t("Daneth's Neckguard", "ダネスの首当て", "entity name")
+t("a thick steel gorget", "分厚い鉄の首当て", "_t")
+t("A thick steel gorget designed to protect its wearer from fatal attacks to the neck.  This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.", "分厚い鉄の首当てである。装着者の急所を守るための防具だ。業火の時代の戦乱においてハーフリングの将軍、ダネス・テンダーモーンが身に着けていた独特の一品である。表面についた無数の傷から、この首当てのおかげで彼が幾度も命を取り留めたことが判る。", "_t")
+t("Thaloren-Tree Longbow", "タローレ樹のロングボウ", "entity name")
+t("glowing elven-wood longbow", "淡い光のエルフ木ロングボウ", "_t")
+t("In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness.", "魔法大禍の余波を受け、タローレのエルフ達は外敵と火災から森を守るために戦いを余儀なくされた。しかし努力も空しく、多くの木々が死滅していった。エルフの森の木は邪悪な者達と戦うために弓となって生まれ変わった。", "_t")
+t("Corpsebow", "屍弓", "entity name")
+t("rotting longbow", "腐るロングボウ", "_t")
+t("A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.", "黄昏の時代に行方が分からなくなったアーティファクトだ。当時蔓延した悪疫の力が宿っている。この弓から放たれた矢は、敵を黒死の残り香で侵すだろう。", "_t")
+t("Spellblade", "スペルブレイド", "entity name")
+t("glowing long sword", "淡く光るロングソード", "_t")
+t("Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff.", "魔法使いとは時に突拍子もないことを思いつくものだ。大魔道士ヴァリルはかつて剣術を学び、杖の代わりに刃を振うことを良しとしたという。", "_t")
+t("Genocide", "ジェノサイド", "entity name")
+t("pitch black blade", "黒の剣", "_t")
+t("Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope.  However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him.  The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword.  Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after.  It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence.  When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest.  Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.", "トクノール王に仕えたファリアン大尉は、王に付き添い最後の希望の都の戦いで武勇を揮った。だが戦いを終えた彼が家に戻ると、そこに待っていたものはオークによって焼け跡となった故郷であった。怒りと狂気に駆られたファリアンは除隊し、ただ一人復讐の道を選んだ。最低限の装備と己の剣のみを頼りにして。 ファリアンは命を落としたと考えるものがほとんどであったが、そこにある噂が入ってきた。悪鬼羅刹の如くオークの集落を襲撃し、立ちふさがる者は容赦なくなで斬りにして死体の山を築いていると。一日に百体を屠り、ついにはマイ・イヤルよりオークを根絶せしめたと言われている、最後の一体を斃し、もう他にオークはいないと判ると、ファリアンは最後に自分の胸を剣で貫いた。目撃者によると、その時彼の体は大きく震えていたが、笑っていたのか泣いていたのかはついぞ分からなかったという。", "_t")
+t("Bolbum's Big Knocker", "ボルバムの骨砕き", "entity name")
+t("thick staff", "太い杖", "_t")
+t("A thick staff with a heavy knob on the end.  It was said to be used by the grand alchemist Bolbum in the Age of Allure.  Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them.  Bolbum died with seven daggers in his back and his much-cursed staff went missing after.", "先端が大きく膨らんだ太い杖だ。魅惑の時代の偉大なる錬金術師、ボルバムが使用していたと言われる。弟子たちは彼を恐れること甚だしく、頭にヒビを入れられるのが日常茶飯事であった。ボルバムは背中を七本のナイフで刺されて死に、その忌まわしき杖もどこかへいってしまった。", "_t")
+t("Guidance", "導き", "entity name")
+t("a softly glowing crystal", "暖かい光のクリスタル", "_t")
+t([[Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics.
+It seems somebody well versed in antimagic could use it to its fullest potential.]], "審問官マーカス・ダンが魔法狩りの時代に所持していたと言われる拳大のクォーツだ。柔らかな白い光を放っている。集中力を高め、精神と肉体の両面を支える力となり、忌まわしき魔術から所持者の魂を守ってくれると伝えられている。 反魔法の技術に長けた者ならば真の力を引き出すことができるようだ。", "_t")
+t("#LIGHT_BLUE#You feel a great hero guiding you!", "#LIGHT_BLUE#偉大なる英雄の導きを感じた!", "logPlayer")
+t("Eldoral Last Resort", "エルドラルの最後通牒", "entity name")
+t("well-made sling", "良質のスリング", "_t")
+t("A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.", "握り手に文字が彫ってある。「これ持ちて悪と戦う者に閃きがあらんことを」”", "_t")
+t("Orc Feller", "刈り取り丸", "entity name")
+t("shining dagger", "輝くダガー", "_t")
+t("During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees.", "エルドラルが侵攻された際、ハーフリングの義賊ヘラーは難民を救うため、この短剣を手にして百体以上のオークを葬ったという。", "_t")
+t("Nature's Vengeance", "大地の報復", "entity name")
+t("thick wooden mace", "厚木のメイス", "_t")
+t("This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze.  Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.", "スペルハンターのヴォーランが使っていた大振りのメイスだ。魔法大禍の時代に樹齢を重ねた樫の木が根元から折れた。ヴォーランはそれを材料にしてこの武器を作り、自然界を乱した魔道士や魔女に正義の鉄槌を次々と下した。", "_t")
+t("Fists of the Desert Scorpion", "砂漠蠍の腕", "entity name")
+t("viciously spiked gauntlets", "禍々しい棘のガントレット", "_t")
+t([[These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south.  Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them.  Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.
+
+Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone.  The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh.  With a spark from her fingers she triggered an explosion that could be seen for miles around.  To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.]], [[禍々しい棘が生えているガントレットだ。業火の時代に西の砂漠を占領したオークの隊長の持ち物である。彼はそこを拠点とし、南に位置するエルヴァラへ侵攻をかけた。「サソリ」と呼ばれるこのオークは戦いにおいて無類の強さを誇っており、数多の敵を恐るべき精神の力で引き寄せては止めを刺していた。偉大なるシャローレの術師達が今際の際に黄と黒に彩られたガントレットを目に焼き付けて次々と命を落としていった。
+
+「サソリ」の最後は錬金術師ネッシリアの手によるものであった。彼女はかの残忍なるオークにただ一人で立ち向かったのだ。「サソリ」は野卑な哄笑を放ちつつ彼女を引き寄せた。しかしネッシリアは止めの一撃を受ける前に自らのローブを引き裂いた。ローブの下の体には80個もの発火宝石弾が結びつけられていた。そして彼女の指先から放たれた火花一つ。宝石弾は着火し、数キロ先からも見えるほどの大爆発が起きたのである。ネッシリアの名は今日も歌の中に伝わっている。永遠に続くエルフの命を人々のために投げうったことを称えて。]], "_t")
+t("Wind's Whisper", "風のささやき", "entity name")
+t("flowing light cloak", "ゆらめく軽いクローク", "_t")
+t("When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine.  The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed.  Razeen was able to escape and flee to the hidden city in the west.", "魔法狩りによってダイカラ山道付近に追い詰められた付与術師ラジーンは、クロークに身を包むと谷の底へと身を投じた。追手達は矢の雨を浴びせたが、運命の悪戯か、はたまた魔法の力によるものか、かすりさえしなかった。その後ラジーンは西に逃れ、隠れ里へ辿り着いた。", "_t")
+t("glowing rod", "光るロッド", "_t")
+t("Gwai's Burninator", "グワイの火炎流", "entity name")
+t("Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.", "魔法狩りの時代を生きた炎の魔女グワイ。彼女はハンター達に追われ、死の間際まで戦い続けた。このワンドで十人を下らない相手を殺し、息絶えたと言われている。", "_t")
+t("viciously sharp battle axe", "邪悪に歪むバトルアックス", "_t")
+t("Drake's Bane", "ドレイクベーン", "entity name")
+t("The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors.  Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.", "最強の火炎竜クロルタールの討伐には七ヶ月を要し、ドワーフの精鋭二万が命を落とした。激しい戦いの末、クロルタールは息を切らし、鍛冶師のグルーシムが積み重なった戦友達の体を登って、かのドラゴンの喉を切り裂いた。彼が使った斧はかの竜を討つためだけに鍛え上げたものだ。", "_t")
+t("Blood-Letter", "血文字", "entity name")
+t("glacial hatchet", "氷の手斧", "_t")
+t("A hand axe carved out of the most frozen parts of the northern wasteland.", "北方の極寒の地に張った氷を削り出して作った手斧だ。", "_t")
+t("scintillating white crystal", "煌めく純白のクリスタル", "_t")
+t("Telos's Staff Crystal", "テロスの杖のクリスタル", "entity name")
+t("multi-hued", "七色の宝石", "entity subtype")
+t("A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.", "一見純白のクリスタルに見える。しかし近くで覗きこむと、実際はありとあらゆる色の光が渦巻き、煌めいているのが見て取れる。", "_t")
+t("combine with a staff", "杖と組み合わせる", "_t")
+t("You fix the crystal on the %s and create the %s.", "%sから%sを作成した", "logPlayer")
+t("The fusing fails!", "融合に失敗した!", "logPlayer")
+t("Voice of Telos", "テロスの声", "entity name")
+t("scintillating white staff", "煌めく白の杖", "_t")
+t("A closer look at this pure white staff reveals that it is really a plethora of colors swirling and scintillating.", "純白の杖に見えるが、近くで覗きこむと実際はありとあらゆる色の光が渦巻き煌めいているのが見て取れる。", "_t")
+t("Rope Belt of the Thaloren", "タローレ族のロープ・ベルト", "entity name")
+t("short length of rope", "短いロープ", "_t")
+t("The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.", "ネッシラ・タンタエレンが何世紀もの間使っていた簡素なベルトだ。女王と共に長年民と森に尽くしてきたのである。彼女の知と力の一部が隅々にまで宿っている。", "_t")
+t("Neira's Memory", "ネイラの思い出", "entity name")
+t("crackling belt", "傷ついているベルト", "_t")
+t("Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.", "今を遡ること遥か昔、若き日のリナニールその人が締めていたベルトだ。このベルトに秘められた力を用いて、彼女は降り注ぐ魔法大禍の炎より自身を守った。だが、妹のネイラが死んでいく様を指をくわえて見ているしかなかった。", "_t")
+t("Nature's Blessing", "自然の祝福", "entity name")
+t("supple leather armour entwined with willow bark", "柔柳のレザーアーマー", "_t")
+t("Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings.  This armour is infused with the powers of nature, and protected against the disruptive forces of magic.", "守護者アードンが装備していた鎧だ。人間とハーフリングの間で魔法戦争が行われていた時代、彼はジグランスを設立した。これには自然界の力が込められており、破壊をもたらす魔の力から装着者を守ってくれるのだ。", "_t")
+t("Plate Armor of the King", "トクノール王のプレートアーマー", "entity name")
+t("suit of gleaming voratun plate", "淡い光のプレートアーマー", "_t")
+t("Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it.", "最後の希望の都をトクノール王が守る様が細部に渡って美麗に描いてある。悪の権化といえどもこの鎧を目にすれば戦意を喪失してしまう。", "_t")
+t("Witch-Bane", "魔法狩り", "entity name")
+t("an ivory handled voratun longsword", "象牙の柄のヴォタランロングソード", "_t")
+t([[A thin voratun blade with an ivory handle wrapped in purple cloth.  The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt.
+It seems somebody well versed in antimagic could use it to its fullest potential.]], "ヴォラタンでできた細身の長剣だ。柄は象牙でできており、紫色の生地が巻いてある。以前の所有者であるマーカス・ダンに負けず劣らず有名な剣である。マーカス自身は魔法狩りの時代末期に命を落とし、その後この長剣も破壊されたと思われていた。反魔法の技に長けた者ならば真の力を引き出すことができるだろう。", "_t")
+t("#LIGHT_BLUE#You feel a great hero watching over you!", "#LIGHT_BLUE#偉大なる英雄が見守っているような気がする!", "logPlayer")
+t("Staff of Arcane Supremacy", "魔力支配の杖", "entity name")
+t("silver-runed staff", "白銀のルーンの杖", "_t")
+t([[A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver.
+It hums faintly, as if great power is locked within, yet alone it seems incomplete.]], [[古竜の骨でできた細身の長い杖だ。至る所に輝く白銀のルーンが刻まれている。
+まるで内なる強大な力を抑え込んでいるかのような振動音を立てているが、真の力を発揮するには何かが足りないようだ。]], "_t")
+t("#STEEL_BLUE#You feel a swell of arcane energy.", "#STEEL_BLUE#魔力の暴走を感じた", "logSeen")
+t("Hat of Arcane Understanding", "理解の帽子", "entity name")
+t("silver-runed hat", "銀のルーン帽", "_t")
+t([[A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
+Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.]], [[魔法使いがかぶる、おきまりのトンガリ帽子だ。上等な紫のエルフ絹で織られており、銀のルーンが描かれている。太古の昔より偉大な魔法使いたちが着用してきたものなのだろう。
+触れてみると古代の知と力が流れ込んでくるが、その一部は封じ込められている。あと一押しで開放できるのだが。]], "_t")
+t("Mirror Shards", "鏡の護符", "entity name")
+t("mirror lined chain", "一繋ぎの鏡", "_t")
+t("Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.", "力ある魔法使いが作ったとされる護符だ。魔法大禍の後、彼は暴徒に我が家を打ち壊された。自身は難を逃れたものの財産の全てを失った魔法使いは廃墟となった自宅に戻り、割れた鏡の破片を集めてこのアミュレットを作ったのだ。", "_t")
+t("Destala's Scales", "デスタラの鱗", "entity name")
+t("green dragon-scale cloak", "グリーンドラゴンスケイルクローク", "_t")
+t("This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally.", "ドラゴンの鱗でできたクロークだ。黄昏の時代末期にかけて人里を脅かした悪名高き毒竜の鱗である。ケスティン・ハイフィンは仲間を率いてこのドラゴンを討ち果たし、手ずからこのクロークを織り上げた。", "_t")
+t("Spellblaze Shard", "魔法大禍の欠片", "entity name")
+t("crystalline dagger", "クリスタルのダガー", "_t")
+t("This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.", "ギザギザのクリスタルだ。不気味な光を放っている。柄の代わりとして持ち手の部分に布が巻いてある。", "_t")
+t("Mercy", "慈悲", "entity name")
+t("wickedly sharp dagger", "邪悪に歪んだダガー", "_t")
+t("This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened.", "黄昏の時代にとある癒し手が用いたダガーだ。疫病が村に蔓延し、常人の手に負えない事態になった時、彼はこれで助かる見込みのない患者を安楽死させていた。彼の行いは善意から出たものだったのだが、今やこのダガーは邪悪な力に侵されている。弱った敵をただの一突きで死に至らしめるのだ。", "_t")
+t("Thalore-Wood Cuirass", "タローレ樹のキュイラス", "entity name")
+t("thick wooden plate armour", "厚木のプレートアーマー", "_t")
+t("Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.", "見事な技前で樹皮を切って作った鎧である。軽量だが強固な防御力を誇る。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts.lua"
+
+t("windy gem", "風の宝石", "_t")
+t("Windborne Azurite", "風に乗るアズライト", "entity name")
+t("blue", "青の宝石", "entity subtype")
+t("Air currents swirl around this bright blue jewel.", "鮮やかな青の宝玉だ。周囲を風が渦巻いている。", "_t")
+t("Primal Infusion", "ハーブ:原初", "entity name")
+t("This wild infusion has evolved.", "進化を遂げたハーブだ。", "_t")
+t("pulsing infusion", "波動を放つハーブ", "_t")
+t("Staff of Destruction", "破壊の杖", "entity name")
+t("darkness infused staff", "闇を封じ込めた杖", "_t")
+t("This unique-looking staff is carved with runes of destruction.", "独特の形状をした杖だ。破壊の力を持ったルーンが刻んである。", "_t")
+t("Vargh Redemption", "ファルの救い", "entity name")
+t("sea-blue ring", "海の青い指輪", "_t")
+t("This azure ring seems to be always moist to the touch.", "常に湿気を帯びている蒼の指輪だ。", "_t")
+t("%s brandishes %s, calling forth the might of the oceans!", "%sが%sを振ると、大海の力が呼び覚まされた!", "logSeen")
+t("Ring of the Dead", "死者の指輪", "entity name")
+t("dull black ring", "灰色の指輪", "_t")
+t("This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.", "冥界の力を封じてある指輪だ。これを身につける者は絶体絶命の窮地に陥っても救いの道を見出すことができると言われる。", "_t")
+t("Will bring you back from death, but only once!", "死から蘇る、ただし一度だけ!", "_t")
+t("Elemental Fury", "エレメンタルフュリー", "entity name")
+t("multi-hued ring", "虹色の指輪", "_t")
+t("This ring shines with many colors.", "虹色に輝く指輪だ。", "_t")
+t("All your damage is converted and split into arcane, fire, cold and lightning.", "全ての与ダメージは神秘、火炎、冷気、電撃ダメージに変換される", "_t")
+t("Feathersteel Amulet", "鉄羽のアミュレット", "entity name")
+t("light amulet", "軽いアミュレット", "_t")
+t("The weight of the world seems a little lighter with this amulet around your neck.", "首に掛ければ世界は軽く。", "_t")
+t("Garkul's Teeth", "ガークルの牙", "entity name")
+t("a necklace made of teeth", "歯で作られたネックレス", "_t")
+t("Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace.  One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.", "何条かの細い革紐を無数の人型生物の歯に通したオークのネックレスだ。ガークル自身の歯というよりかは、彼の餌食となった者たちのものと考えた方が自然だろう。", "_t")
+t("#CRIMSON#As you wear both Garkul's heirlooms you can feel the mighty warrior's spirit flowing through you.", "#CRIMSON#ガークルの遺物を身に着けると、勇者の魂が体に宿った", "logSeen")
+t("#CRIMSON#The spirit of Garkul fades away.", "#CRIMSON#ガークルの魂が消えていった", "logPlayer")
+t("Summertide Phial", "灼熱の玻璃瓶", "entity name")
+t("glowing phial", "光の玻璃瓶", "_t")
+t("A small crystal phial that captured Sunlight during the Summertide.", "水晶の小瓶だ。「夏の周期」の太陽の光を中に封じ込めたものだ。", "_t")
+t("Burning Star", "陽光の星", "entity name")
+t("burning jewel", "燃える宝石", "_t")
+t([[The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
+This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.]], "魅惑の時代におけるハーフリング魔道士の第一世代は、太陽の光を捕えて宝石の中に封じ込める方法を開発した。この「星」はその技術の集大成と言うべきものだ。絶え間なく変化する黄金色の表面から光を放っている。", "_t")
+t("%s brandishes the %s which radiates in all directions!", "%sが%sを振ると、全方位に光が飛び出した!", "logSeen")
+t("Dúathedlen Heart", "ドゥアセドレンの心臓", "entity name")
+t("a dark, fleshy mass", "赤黒い肉片", "_t")
+t("This dark red heart still beats despite being separated from its owner.  It also snuffs out any light source that comes near it.", "赤黒い心臓が、元の持ち主から切り離されてなお脈打っている。周囲のあらゆる光を打ち消す力を持っているようだ。", "_t")
+t("potion", "ポーション", "entity subtype")
+t("Blood of Life", "生命の血", "entity name")
+t("bloody phial", "血の入った小瓶", "_t")
+t("This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. \"Drink me, mortal,\" the red liquid seems to whisper in your thoughts. \"I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life...\"", "血の入った小瓶だ。「霧の時代」にいたという古代種族の血液である。神代の時代に存在した力と命が、未だこの血の中に一部残っている。「我を飲み干せ、定命の者よ」と言う声が赤い液体から聞こえてくるかのようだ。「我は暗黒の最中に光をもたらさん。我が精髄を受けし者は死を超越する。命が惜しくば我を飲み干せ、定命の者よ・・・」", "_t")
+t("%s quaffs the %s!", "%sは%sを飲み干した!", "logSeen")
+t("#LIGHT_RED#You feel the Blood of Life rushing through your veins.", "#LIGHT_RED#体に生命力がみなぎったような気がした", "logPlayer")
+t("The Blood of Life seems to have no effect on you.", "生命の血を飲んでも何も起こらないようだ", "logPlayer")
+t("Eden's Guile", "エデンの悪知恵", "entity name")
+t("pair of yellow boots", "黄色の靴", "_t")
+t("The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.", "とあるはぐれ盗賊のブーツだ。「厄介事への一番の対処法はさっさと逃げること」というのが信条であった。", "_t")
+t("Fire Dragon Shield", "火炎竜の盾", "entity name")
+t("dragon shield", "竜鱗の盾", "_t")
+t("This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal.", "失われし地タル・イヤルに生息する火炎竜の鱗を大量に用いたラージシールドだ。", "_t")
+t("Titanic", "タイタンの盾", "entity name")
+t("huge shield", "巨大な盾", "_t")
+t("This shield made of the darkest stralite is huge, heavy and very solid.", "漆黒のストラライト鋼でできた巨大盾。大きく、重く、とびきり硬い。", "_t")
+t("Black Mesh", "黒のメッシュ", "entity name")
+t("pile of tendrils", "つる状の織物", "_t")
+t("Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.", "黒い触手が網目状に織合わさって盾の形状を成している。触れると触手が動きだし、手に絡みついていく。そして生温かい感触と共に弓手をすっぽりと覆ってしまう。", "_t")
+t("Rogue Plight", "盗賊の逆境", "entity name")
+t("blackened leather armour", "黒ずんだ皮鎧", "_t")
+t("No rogue blades shall incapacitate the wearer of this armour.", "いかなる暗殺者の刃も防ぐ皮鎧だ。", "_t")
+t("Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns.", "4ターン毎に近くの敵に出血効果を転嫁する", "_t")
+t("#CRIMSON#Rogue Plight transfers an effect to its source!", "#CRIMSON#殺し屋殺しの鎧が反射の力を発動した!", "logPlayer")
+t("egg", "卵", "entity subtype")
+t("misc", "雑具", "entity type")
+t("dark egg", "闇の卵", "_t")
+t("Mummified Egg-sac of Ungolë", "干からびたウンゴレの卵袋", "entity name")
+t("Dry and dusty to the touch, it still seems to retain some shadow of life.", "乾いてくすんでいるが、かすかに生命の胎動を感じる。", "_t")
+t("Helm of the Dwarven Emperors", "ドワーフ王家の兜", "entity name")
+t("shining helm", "輝く兜", "_t")
+t("A Dwarven helm embedded with a single diamond that can banish all underground shadows.", "周囲の暗黒を打ち払うダイヤモンドが埋め込まれたドワーフの兜だ。", "_t")
+t("Silent Blade", "サイレントブレイド", "entity name")
+t("shining dagger", "輝くダガー", "_t")
+t("A thin, dark dagger that seems to meld seamlessly into the shadows.", "薄い漆黒の刃。闇の中に溶けていってしまいそうな印象を受ける。", "_t")
+t("Moon", "月光丸", "entity name")
+t("crescent blade", "三日月の刃", "_t")
+t("#ANTIQUE_WHITE#The two blades glow brightly as they are brought close together.", "#ANTIQUE_WHITE#二つの刃が共に輝きを放ち始めた", "logSeen")
+t("#ANTIQUE_WHITE#The light from the two blades fades as they are separated.", "#ANTIQUE_WHITE#刃を遠ざけると光が消えていった", "logPlayer")
+t("Star", "星光丸", "entity name")
+t("jagged blade", "切り裂きの刃", "_t")
+t("Ring of the War Master", "戦神の指輪", "entity name")
+t("blade-edged ring", "刃がついている指輪", "_t")
+t("A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.", "刃がついている指輪だ。強い魔力を発している。指に嵌めると、不思議と破壊衝動が湧き上がってくる。", "_t")
+t("Unstoppable Mauler", "無敵の戦槌", "entity name")
+t("heavy maul", "重い戦槌", "_t")
+t("A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable.", "ちょっとあり得ない程重い戦槌だ。手にしてみると、無敵の強さを得たような気分になる。", "_t")
+t("Crooked Club", "捻じれの棍棒", "entity name")
+t("weird club", "捻じれた棍棒", "_t")
+t("An oddly twisted club with a hefty weight on the end. There's something very strange about it.", "奇妙な形に捻じれた棍棒だ。先端部がずっしりと重い。なにやらとても不思議な雰囲気を漂わせている。", "_t")
+t("Spider-Silk Robe of Spydrë", "スピドレの蜘蛛糸のローブ", "entity name")
+t("spider-silk robe", "蜘蛛糸のローブ", "_t")
+t("This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.", "蜘蛛糸だけで編んだローブだ。とてもこの世のものとは思えない品で、別世界から大ポータルを通ってやってきた物だと考える賢者もいる。", "_t")
+t("Dragon-helm of Kroltar", "クロルタールの竜兜", "entity name")
+t("dragon-helm", "ドラゴンヘルム", "_t")
+t("A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes.", "ラインに沿って金の装飾が施された庇付き鉄兜だ。紋章代わりに、最強の火炎竜クロルタールの頭蓋がついている。", "_t")
+t("#GOLD#As the helm of Kroltar approaches the your scale armour, they begin to fume and emit fire.", "#GOLD#クロルタールの兜と鎧を近付けると双方が炎を上げ始めた", "logPlayer")
+t("#GOLD#The fumes and fire fade away.", "#GOLD#炎が消えた", "logPlayer")
+t("Crown of Command", "指令の宝冠", "entity name")
+t("unblemished silver crown", "清銀の宝冠", "_t")
+t("This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk.  Those were dark times, and the king enforced order and discipline under the harshest of terms.  Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons.  All must be loyal to the crown or suffer dearly.  When he died without heir the crown was lost and his kingdom fell into chaos.", "黄昏の時代にナーゴルに君臨していたハーフリングの王、ルーパーの冠だ。混迷の時代、かの王は苛烈な法令の下に圧政を敷いた。反逆者は例外なく罰し、意に沿わぬ者は弾圧する。巨大監獄行きとなって消息を絶った者は数知れない。王冠に忠誠を。さもなくば死を。ルーパー自身は世継ぎを得ることなく崩御し、同時にこの冠も行方が分からなくなった。ナーゴルはその後、乱れに乱れたという。", "_t")
+t("Gloves of the Firm Hand", "鉄腕のグローブ", "entity name")
+t("heavy gloves", "重いグローブ", "_t")
+t("These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.", "巌の如く頑健なグローブだッ! 内側は非常にしなやかだが、外側はゴツゴツとした魔法の岩石で覆われており、欠けても次々に修復されていく。気合を入れるとグローブが大地と魔法の光で結びつき、衝撃に動じないようになる。", "_t")
+t("Dakhtun's Gauntlets", "ダークタンの小手", "entity name")
+t("expertly-crafted dwarven-steel gauntlets", "匠のドワーフ鋼の小手", "_t")
+t("Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.", "鍛冶長ダークタンが魅惑の時代に作ったドワーフ鋼の小手だ。黄金色の魔法のルーンが刻んである。装備者は武技魔術の両面において比類なき力を得るとされる。", "_t")
+t("Voratun Hammer of the Deep Bellow", "深き咆哮の地のヴォラタンハンマー", "entity name")
+t("flame scorched voratun hammer", "燃ゆるヴォラタンハンマー", "_t")
+t("The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.", "ドワーフの鍛冶師が使っていた伝説のハンマーだ。凄まじい熱気の中、長年力ある武器を鍛えているうちに、これ自体も強力な力を宿した。", "_t")
+t("Snow Giant Wraps", "雪の巨人包み", "entity name")
+t("fur-lined leather wraps", "皮の手袋", "_t")
+t("Two large pieces of leather designed to be wrapped about the hands and the forearms.  This particular pair of wraps has been enchanted, imparting the wearer with great strength.", "肘あたりまですっぽり覆ってしまう巨大な皮のグローブだ。この独特な形状のグローブには魔法がかかっており、装備者に怪力を授けてくれる。", "_t")
+t("Mighty Girdle", "力帯", "entity name")
+t("massive, stained girdle", "くたびれたベルト", "_t")
+t("This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.", "強力な魔法の文様が刻まれており、腹周りを引き締める働きがある。その素晴らしい力の源はさておくとして、身につければ大変な重荷も軽々と持ち運べるのが判るだろう。", "_t")
+t("Serpentine Cloak", "蛇のクローク", "entity name")
+t("Cunning and malice seem to emanate from this cloak.", "卑劣で邪悪な感じがする外套である。", "_t")
+t("Vestments of the Conclave", "秘密会議の法衣", "entity name")
+t("tattered robe", "ぼろぼろのローブ", "_t")
+t([[An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
+It was made by Humans for Humans; only they can harness the true power of the robes.]], "魅惑の時代の動乱にも失われず残った一式のローブ。原初の魔法の力を有している。人の子の手によって作られた人の子のためのもので人間だけが真の力を引き出すことができる。", "_t")
+t("#LIGHT_BLUE#You feel as surge of power as you wear the vestments of the old Human Conclave!", "#LIGHT_BLUE#古き秘密会議の装束を身に着けると、力が沸いた!", "logPlayer")
+t("Firewalker", "焔渡り", "entity name")
+t("blazing robe", "燃え盛るローブ", "_t")
+t("This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze.  Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds.  The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals.  Only this robe remains of the flames of Halchot.", "狂気の炎術師ハルコットが着ていたものだ。黄昏の時代末期、彼は魔法大禍から立ち直ろうとする村々を襲い、次々と火を放った。その行為はジグランスの目に留まり、ついには捕えられてしまう。ジグランスはハルコットの舌を抜き、首を刎ね、全身を細切れにした。氷漬けにした頭部は引き回され、近隣の住人は喝采を以ってこれを迎えた。彼の炎はもはやこのローブに残るのみ。", "_t")
+t("Robe of the Archmage", "大魔道士のローブ", "entity name")
+t("glittering robe", "眩いローブ", "_t")
+t("A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.", "簡素なエルフ絹のローブだ。何の変哲も無いように見えるが、凄まじい魔力を放っている。", "_t")
+t("Temporal Augmentation Robe - Designed In-Style", "時空補強のローブ(オーダーメイド)", "entity name")
+t("stylish robe with a scarf", "スカーフ付きのいかしたローブ", "_t")
+t("Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.", "いささか変わり者のパラドックスメイジがデザインしたローブだ。これを着て自分の姿を眺めると、性別や種族に関わらず、どんな時でもスタイリッシュに映えて見える。時魔道士のために作られており、時間の本質が非線形で不連続であることを理解する者にとっては極めて有用だ。一際目を引くのは、やたらと長い、色とりどりのスカーフだ。四代目の所有者は極めて長期に渡る戦いに巻き込まれ、その結果このスカーフがローブにつくこととなった。", "_t")
+t("Un'fezan's Cap", "アン・フェザンの帽子", "entity name")
+t("red stylish hat", "赤いスタイリッシュ帽子", "_t")
+t([[This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
+#{italic}#Fezzes are cool.#{normal}#]], "とある旅人が持っていたトルコ帽だ。いつも変な場所に落ちているようだ。#{italic}#トルコ帽はクールだ。#{normal}#", "_t")
+t("crude iron battle axe", "粗末なアイアンアクス", "_t")
+t("Crude Iron Battle Axe of Kroll", "クロルの粗末なアイアンアクス", "entity name")
+t("Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however.", "ドワーフ達がまだ、きめ細かな美しい工芸品を作れなかった時代に生み出された斧だ。無骨な外見とは裏腹に強い力を秘めている。もっとも、ドワーフ族でなければ真の力は引き出せないのだが・・・", "_t")
+t("#LIGHT_BLUE#You feel as surge of power as you wield the axe of your ancestors!", "#LIGHT_BLUE#祖先の斧を装備すると力が沸いた", "logPlayer")
+t("metal whip", "金属の鞭", "_t")
+t("Scorpion's Tail", "さそりのしっぽ", "entity name")
+t("A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom.", "金属の節が連なった鞭だ。先端は鋭い鉤状になっており、猛毒が滴っている。", "_t")
+t("Girdle of Preservation", "保全のベルト", "entity name")
+t("shimmering, flawless belt", "きれいなベルト", "_t")
+t("A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.", "まっさらな純白の皮のベルトだ。ルーンを刻んだヴォラタンのバックルが付いている。膨大な歳月をかけて様々な環境に晒されてきたが、全くの無傷だ。", "_t")
+t("Girdle of the Calm Waters", "静水のベルト", "entity name")
+t("golden belt", "金色のベルト", "_t")
+t("A belt rumoured to have been worn by the Conclave healers.", "「秘密会議」の癒し手達が身に着けていたベルトだと言われている。", "_t")
+t("Behemoth Hide", "ベヒーモスの皮", "entity name")
+t("tough weathered hide", "硬いごわごわの皮", "_t")
+t("A rough hide made from a massive beast.  Seeing as it's so weathered but still usable, maybe it's a bit special...", "ごわごわとした巨獣の皮だ。ボロボロだが、なんとか鎧としての用途には耐えるだろう。いや待てよ。それどころか・・・?", "_t")
+t("Skin of Many", "つなぎあわせ", "entity name")
+t("stitched skin armour", "縫い合わせの鎧", "_t")
+t("The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.", "様々な生物の皮を縫い合わせた鎧だ。眼球や口が所々に残っており、しかもまだ息があるものもある。そうしてこの世の地獄を味わいながら苦鳴を発しているのだ。", "_t")
+t("Iron Mail of Bloodletting", "流血のアイアンメイル", "entity name")
+t("gore-encrusted suit of iron mail", "血まみれアイアンメイル", "_t")
+t("Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.", "とめどなく血が滴る不気味な鉄鎧だ。周囲には邪悪な魔力が渦巻き、ほとんど目視できるほどだ。立ちはだかる敵は苦痛に満ちた死を味わうことになる。", "_t")
+t("Scale Mail of Kroltar", "クロルタールの鱗鎧", "entity name")
+t("perfectly-wrought suit of dragon scales", "特別製ドラゴンスケイルメイル", "_t")
+t("A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.", "火炎竜クロルタールの死体を用いて作ったスケイルアーマーだ。生前のクロルタールを傷つけるのは、十枚に重ねた盾を打ち破るほど困難であった。", "_t")
+t("Cuirass of the Thronesmen", "王座の者のキュイラス", "entity name")
+t("heavy dwarven-steel armour", "ドワーフ鋼の重鎧", "_t")
+t("This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength.", "鉄の王座の最深部にある鍛冶場で創り出されたドワーフの鉄鎧だ。比類なき守護の力を有しているが、これを着た以上己の武勇のみを頼りとせねばならない。", "_t")
+t("Golden Three-Edged Sword 'The Truth'", "トリプルソード『真実の剣』", "entity name")
+t("three-edged sword", "トリプルソード", "_t")
+t("The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.", "古人曰く、真実とは三方に刃を持つ剣である。すなわち、時として真実は人を傷つけるのだ。", "_t")
+t("9% chance to stun or confuse the target", "確率9%で対象をスタンもしくは混乱させる", "_t")
+t("Ureslak's Femur", "ウレスラクの大腿骨", "entity name")
+t("a strangely colored bone", "奇妙な色の骨", "_t")
+t("A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature.", "強大な万色ドラゴンであるウレスラクの大腿骨を削って作ったメイスだ。この奇怪な鈍器はウレスラクの変転する性質を受け継ぎ、鼓動を発している。", "_t")
+t("10% chance to shimmer to a different hue and gain powers", "確率10%で色が変わり、力を得る", "_t")
+t("Eldritch", "太古の者", "_t")
+t("Ureslak's Molted Scales", "ウレスラクの抜け殻", "entity name")
+t("scaly multi-hued cloak", "万色スケイルクローク", "_t")
+t("This cloak is fashioned from the scales of some large reptilian creature.  It appears to reflect every color of the rainbow.", "強大な大長虫の鱗から作ったクロークだ。プリズムのように様々な光を発している。", "_t")
+t("razor sharp war axe", "鋭き手斧", "_t")
+t("Razorblade, the Cursed Waraxe", "呪われし戦斧『鋭き刃』", "entity name")
+t([[This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club.
+It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale.]], [[鎧を切り裂く名剣の如き鋭さと、骨を打ち砕く鈍器の重さを併せ持つ。
+これを振う者は次第に狂気に囚われていくとされるが、真偽のほどは定かではない。何しろ手にしたものは皆すぐに非業の死を遂げてしまうのだから・・・]], "_t")
+t("Sword of Potential Futures", "秘めたる未来の剣", "entity name")
+t("under-wrought blade", "可能性の剣", "_t")
+t("Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.", "伝説によれば、この刃には対になるもう一本が存在するとされる。時の守護者の始祖に当たる者たちが鍛えたとされており、知識のない者にはみすぼらしい長剣にしか見えない。だが、時の守護者にとっては未来の可能性を象徴するものである。", "_t")
+t("#CRIMSON#The echoes of time resound as the blades are reunited once more.", "#CRIMSON#双剣は再びめぐり合い、時空の反響音が木霊した", "logSeen")
+t("#CRIMSON#Time seems less perfect in your eyes as the blades are separated.", "#CRIMSON#双剣を離すと、時空が不完全になったようだ", "logPlayer")
+t("Dagger of the Past", "過去の短刀", "entity name")
+t("rusted blade", "錆びついた刃", "_t")
+t("Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.", "伝説によれば、この刃には対になるもう一本が存在するとされる。時の守護者の始祖に当たる者たちが鍛えたとされており、知識のない者にはみすぼらしい短剣にしか見えない。だが、時の守護者にとっては過去を反省する機会を象徴するものである。", "_t")
+t("Stone Gauntlets of Harkor'Zun", "ハルコル・ズンの石小手", "entity name")
+t("dark stone gauntlets", "花崗岩のガントレット", "_t")
+t("Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.", "昔々、ハルコル・ズンの信奉者達が作り上げた重厚なガントレットだ。花崗岩でできており、件の邪な主人の怒りから身を守るためのものだ。", "_t")
+t("Unflinching Eye", "不屈のまなこ", "entity name")
+t("a bloodshot eye", "血走った目", "_t")
+t("Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.", "血走った巨大な眼に太い黒紐を通したものだ。その気があればネックレスにしてもいい", "_t")
+t("Pick of Dwarven Emperors", "ドワーフ皇帝のツルハシ", "entity name")
+t("crude iron pickaxe", "粗末な鉄ツルハシ", "_t")
+t("This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people.", "古代のツルハシだ。ドワーフの伝承を次の世代に伝えるために用いられてきた。取っ手から先端部に至るまで、あらゆる部分にドワーフ族の物語がルーン文字で刻まれている。", "_t")
+t("#LIGHT_BLUE#You feel the whisper of your ancestors as you wield this pickaxe!", "#LIGHT_BLUE#ツルハシを装備すると祖先のささやきが聞こえた気がした!", "logPlayer")
+t("Quiver of the Sun", "太陽の矢筒", "entity name")
+t("bright quiver", "明るい矢筒", "_t")
+t("This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light.  The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.", "真鍮でできたオレンジ色の不思議な矢筒だ。赤いルーンが刻まれており光を受けるとそれらが明るく輝く。中身の矢の方は鋭く、燃えるように煌めいている。陽光そのものを鍛えて引き延ばしたかのような形状だ。", "_t")
+t("Quiver of Domination", "支配の矢筒", "entity name")
+t("grey quiver", "矢筒", "_t")
+t("Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain.", "この矢筒に納まった矢は強力な精神エネルギーを放っている。鏃は鈍いが触れると指先に激痛が走る。", "_t")
+t("dominate the target", "対象を支配する", "_t")
+t("Blightstopper", "悪疫除け", "entity name")
+t("vine coated shield", "ツタに覆われた盾", "_t")
+t("This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars.", "ヴォラタン製の盾だ。太いツタで覆われている。遥か昔、ハーフリングの将軍アルメイダー・リウルが自然界の力を付与したものだ。「業火の戦い」が佳境に差し掛かった時期に、彼はこの盾を用いてオークの腐敗術師達が放つ術や悪疫を払いのけた。", "_t")
+t("Star Shot", "星落とし", "entity name")
+t("blazing shot", "燃え盛る弾丸", "_t")
+t("Intense heat radiates from this powerful shot.", "凄まじい熱を発する強力な矢弾だ。", "_t")
+t("sets off a powerful explosion", "強力な爆発を起こす", "_t")
+t("Nexus of the Way", "道の因果", "entity name")
+t("brilliant green mindstar", "輝きの緑色マインドスター", "_t")
+t("The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts.", "「道」の大いなる精神エネルギーが宝玉内部で鳴り響いている。ちょっと触れただけでも、圧倒的な勢いで力が流れ込み、膨大な数の思念が伝わってくる。", "_t")
+t("Amethyst of Sanctuary", "聖域のアメジスト", "entity name")
+t("deep purple gem", "紫色の煌めく宝玉", "_t")
+t("This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces.", "紫色の煌めく宝玉だ。エネルギーが溢れ出しており、心が落ち着くと同時に集中力が高まる。手に持つと外部からの攻撃を防いでくれるようだ。", "_t")
+t("Sceptre of the Archlich", "アーチリッチの王錫", "entity name")
+t("bone carved sceptre", "骨づくりの錫杖", "_t")
+t("This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out.", "錫杖だ。とても古い黒ずんだ骨を削って作られている。黒曜石が埋め込まれており、邪悪な力が奥底に潜んでいるのが感じ取れる。外へ飛び出す機会を窺っているようだ。", "_t")
+t("Oozing Heart", "ウージングハート", "entity name")
+t("slimy mindstar", "ねばつくマインドスター", "_t")
+t("This mindstar oozes a thick, caustic liquid. Magic seems to die around it.", "粘液を分泌して触れたものを溶かしてしまうマインドスターだ。この宝玉の周囲では魔力がかき消されてしまうようだ。", "_t")
+t("Bloomsoul", "ブルームソウル", "entity name")
+t("flower covered mindstar", "野花で覆われたマインドスター", "_t")
+t("Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.", "野花で覆われたマインドスターだ。触れると気持ちが落ち着き、活力が溢れてくる。", "_t")
+t("Gravitational Staff", "重力の杖", "entity name")
+t("heavy staff", "重力を放つ杖", "_t")
+t("Time and Space seem to warp and bend around the massive tip of this stave.", "膨張した先端部の付近では時空が歪み、ねじ曲がっているようだ。", "_t")
+t("Eye of the Wyrm", "古竜の眼", "entity name")
+t("multi-colored mindstar", "万色マインドスター", "_t")
+t("A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something.", "核部分に細く黒い虹彩が走るマインドスターだ。様々な色に変化し、まるで何かを探し求めるかのように周囲を照らし出す。", "_t")
+t("The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn.", "ブレスの属性が火炎、冷気、電撃、酸、砂のいずれかに変わることがある", "_t")
+t("Great Caller", "グレートコーラー", "entity name")
+t("This mindstar constantly emits a low tone. Life seems to be pulled towards it.", "始終低い唸りを上げているマインドスターだ。生物を引き寄せる力があるようだ。", "_t")
+t("Corrupted Gaze", "堕落の瞳", "entity name")
+t("dark visored helm", "闇の力を放つ兜", "_t")
+t("This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind.", "闇の力を放つ兜だ。庇を下ろすと視界が捩れ邪悪な力に侵される。あまり長く下ろしていると精神を蝕まれてしまいそうだ。", "_t")
+t("Umbral Razor", "闇の瘴気", "entity name")
+t("shadowy dagger", "影のダガー", "_t")
+t("This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.", "闇がダガーの形をとっているようだ。怪しげな瘴気を纏っている。", "_t")
+t("Emblem of Evasion", "身かわしの紋章", "entity name")
+t("gold coated emblem", "金メッキの紋章", "_t")
+t("Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.", "身かわしの達人が所持していたというエンブレムだ。鉄に金メッキを施したもので、その腕前を象徴する印が描いてある。", "_t")
+t("Surefire", "追尾の弓", "entity name")
+t("high-quality bow", "高品質の弓", "_t")
+t("This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.", "この剛弓は名人の手による作品のようだ。弦を引くと内に秘めた絶大な力を感じ取れる。", "_t")
+t("Frozen Shards", "氷のかけら", "entity name")
+t("pouch of crystallized ice", "氷のクリスタルのポーチ", "_t")
+t("In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone.", "ダークブルーのポーチに小さな氷の球が入っている。不気味な冷気が立ち上り触れると体の芯まで凍えてしまう。", "_t")
+t("bursts into an icy cloud", "氷の爆発を起こす", "_t")
+t("electrified whip", "電撃を放つ鞭", "_t")
+t("Stormlash", "電光石火", "entity name")
+t("Focus the lightning forces on an enemy", "激しく放電を繰り返す鋼の鞭だ。手当たり次第に強烈な電撃をまき散らす。", "_t")
+t("gemmed whip handle", "宝石付きの鞭", "_t")
+t("Focus Whip", "フォーカスウィップ", "entity name")
+t("A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.", "握りの先端部に小さなマインドスターがついている。掴むと半透明の鞭が出現し装備者の意のままに動かせる。", "_t")
+t("strike all targets in a line (for 100%% weapon damage as mind) out to range 4", "範囲4の直線上に100%%の武器ダメージを精神ダメージとして与える", "_t")
+t("Latafayn", "ラタファイン", "entity name")
+t("flame covered greatsword", "焼棄のグレートソード", "_t")
+t("This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red.  It roars with vile flames and its very existence seems to be a blight upon the lands.", "炎を纏う巨大な剣だ。黄昏の時代、ケスティン・ハイフィンなる英雄が盗み取ったものである。元は「赤きフロンド・ラル」という悪魔の剣であった。邪悪なる炎と共に唸りを上げており、剣そのものが世に仇為す存在のようだ。", "_t")
+t("Robe of Force", "力のローブ", "entity name")
+t("rippling cloth robe", "引き裂きの薄手ローブ", "_t")
+t("This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.", "薄手のローブだ。精神エネルギーが全体をすっぽりと覆い、脈動している。", "_t")
+t("Serpent's Glare", "サーペントグレア", "entity name")
+t("venomous gemstone", "毒液滴るマインドスター", "_t")
+t("A thick venom drips from this mindstar.", "粘着質な毒液が滴るマインドスター。", "_t")
+t("Corpathus", "死体斬り", "entity name")
+t("bound sword", "縛りの剣", "_t")
+t("grows dramatically in power", "ものすごく成長する", "_t")
+t("grows in power", "成長する", "_t")
+t("This mass of putrid slime burst from Corpathus, and seems quite hungry.", "分厚い革紐を幾重にも巻いた剣だ。刀身に沿って歯のようなギザギザの刃が真横に飛び出している。革紐を断ち切ろうとしているが、切断にはなかなか至らない。", "_t")
+t("Anmalice", "アンマリス", "entity name")
+t("twisted blade", "捻じれた刃", "_t")
+t("torments the target with many mental effects", "数々の精神効果で対象に苦痛を与える", "_t")
+t("reduces mental save penalty", "柄に付いている目玉はこちらを睨みつけ、魂と心を苛んでくる。握りの部分には触手が何本も蠢き、がっちりと手に絡みついてくる。", "_t")
+t("Anmalice focuses its mind-piercing eye on #Target#!", "アンマリスは精神を貫く目を #Target# に集中させた!", "logCombat")
+t("Morrigor", "モリゴール", "entity name")
+t("jagged, segmented, sword", "ギザギザとした弓形の剣", "_t")
+t("swallows the victim's soul, gaining a new power", "船の竜骨を思わせるギザギザの大剣だ。魔力を発しているが、柄を握ると冷気が手を伝い、体の隅々まで広がっていく。この剣にかかって死んだ者達の気配を感じる。口を揃えて仲間が欲しいと言っているのが聞こえる。", "_t")
+t("Hydra's Bite", "ヒドラの噛みつき", "entity name")
+t("triple headed flail", "三又フレイル", "_t")
+t("This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you.", "三又のストラライト製フレイルだ。ヒドラの力を宿し、敵に襲いかかる。攻撃の度に跳ね上がり、近場の相手を打ちのめしていく。", "_t")
+t("hit up to two adjacent enemies", "隣接した他の敵を2体まで殴る", "_t")
+t("#Source#'s three headed flail lashes at #Target#%s!", "#Source#'s three headed flail lashes at #Target##Target#!", "logCombat")
+t("#Source#'s three headed flail lashes at #Target#!", "#Source# は三つ又のフレイルで #Target# を攻撃した!", "logCombat")
+t("Spellhunt Remnants", "スペルハントレムナント", "entity name")
+t("heavily corroded voratun gauntlets", "錆びたヴォラタンの小手", "_t")
+t("These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.", "元は輝けるヴォラタンの小手だったが今では原型を留めていない。元来は「魔法狩り」で使用されたもので、しばしば魔法のアーティファクトを破壊するのに用いられた。魔法の物品がこの世に振り撒く害悪を正してきたのである。", "_t")
+t("destroy an arcane item (of a higher tier than the gauntlets)", "魔法のアイテムを破壊する(ガントレットよりも高いTierの物)", "_t")
+t("Merkul's Second Eye", "メルクルの第三の目", "entity name")
+t("sleek stringed bow", "上質な弦", "_t")
+t("This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to \"steal\" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight.", "悪名高きドワーフの密偵が使っていたという弓だ。噂によればその男、この弓で敵を射ると相手の視界を「盗む」ことができたという。わざと止めをささずに逃がした相手は、知らないうちにさまざまな秘密を明かし、彼は居ながらにしてそれを盗み見ることになった。", "_t")
+t("Summertide", "灼熱の盾", "entity name")
+t("shining gold shield", "輝く黄金の盾", "_t")
+t("releases a burst of light", "中心に眩い光を湛えた盾だ。構えると頭がはっきりする。", "_t")
+t("%s's %s flashes!", "%sの%sが光った!", "logSeen")
+t("Wanderer's Rest", "放浪者の休息", "entity name")
+t("weightless boots", "重さのない靴", "_t")
+t("These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.", "持ってみると殆ど重さを感じない。触れると大層な重荷から解放されたような感じがする。", "_t")
+t("Silk Current", "さざなみのシルク", "entity name")
+t("flowing robe", "はためくローブ", "_t")
+t("This deep blue robe flows and ripples as if pushed by an invisible tide.", "藍色のローブだ。あたかも波を受けているかの如くはためいている。", "_t")
+t("bone-link chain", "骨を繋いだ鞭", "_t")
+t("Skeletal Claw", "骨爪", "entity name")
+t("This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other.", "この鞭は人間の背骨でできているようだ。持ち手となる柄がついており、鞭の先端部には鋭く研磨した鉤爪が装着されている。", "_t")
+t("Core of the Forge", "フォージコア", "entity name")
+t("fiery mindstar", "赤熱するマインドスター", "_t")
+t("This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike.", "赤熱するマインドスターだ。リズミカルに脈動し、攻撃の度に凄まじい熱気が迸る。", "_t")
+t("Aetherwalk", "異界歩き", "entity name")
+t("ethereal boots", "異界のブーツ", "_t")
+t("A wispy purple aura surrounds these translucent black boots.", "黒色の透明なブーツだ。紫色のオーラが周囲をうっすらと取り巻いている。", "_t")
+t("phase door up to range 6, within radius 2 of the target location", "距離6、誤差2の「次元の扉」を唱える", "_t")
+t("Colaryem", "コラリエム", "entity name")
+t("floating sword", "うつろう剣", "_t")
+t("This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.", "奇妙な形の剣だ。途方もない長さで、横幅は自分の体とほぼ変わらない。巨大で太いが重量は軽く、しかも装備者の手を逃れて飛び出そうとする。類稀なる膂力がなければこの剣を抑えておけないだろう。さもなくば並はずれた巨体の持ち主か。", "_t")
+t("Attack speed improves with your strength and size category.", "攻撃速度は力と体格によって増加する", "_t")
+t("Void Quiver", "虚空の矢筒", "entity name")
+t("ethereal quiver", "異界の矢筒", "_t")
+t("An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface.", "幾らでも矢が出てくる漆黒の矢筒だ。表面に小さな白い光がいくつも灯っている。", "_t")
+t("Hornet Stingers", "蜂の一刺し", "entity name")
+t("sting tipped arrows", "針のついた矢", "_t")
+t("A vile poison drips from the tips of these arrows.", "鏃から猛毒が滴る矢だ。", "_t")
+t("Umbraphage", "吸光のランタン", "entity name")
+t("deep black lantern", "漆黒のランタン", "_t")
+t("This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.", "青白く輝くクリスタルでできたランタンだ。球状の闇を湛えているが、同時に光を放っている。このランタンで照らすとどんな暗闇も消え去ってしまう。", "_t")
+t("Spectral Cage", "幽鬼の牢獄", "entity name")
+t("ethereal blue lantern", "異界の青いランタン", "_t")
+t("will o' the wisp", "ウィル・オー・ウィスプ", "_t")
+t("A chilling, ghostly form that floats in the air.", "古びて煤けたランタンだ。青白い光を放っている。触るととても冷たい。", "_t")
+t("The Guardian's Totem", "守護者のトーテム", "entity name")
+t("a cracked stone totem", "古い石のトーテム", "_t")
+t("Not enough space to invoke!", "召喚する場所がない!", "logPlayer")
+t("This massive stone pillar drips with a viscous slime. Nature's power flows through it, obliterating magic all around it...", "古い石のトーテムだ。無数に入った亀裂からドロドロとしたスライムが溢れてくる。だが、内部に偉大な力を秘めているようだ。", "_t")
+t("Cloth of Dreams", "夢見のクローク", "entity name")
+t("tattered cloak", "ぼろぼろの外套", "_t")
+t("Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.", "不思議な素材で織られたクロークだ。触ると眠気に襲われるが、同時に意識が澄み渡る。", "_t")
+t("Void Shard", "虚空の欠片", "entity name")
+t("strange jagged shape", "奇妙なギザギザ", "_t")
+t("This jagged shape looks like a hole in space, yet it is solid, though light in weight.", "空間にぽっかりと空いた穴だ。円周部はギザギザになっている。穴なのに実体を持ち、しかも軽い。", "_t")
+t("thick coral plate", "厚い珊瑚の板", "_t")
+t("Coral Spray", "珊瑚の盾", "entity name")
+t("A chunk of jagged coral, dredged from the ocean.", "でこぼこした珊瑚の塊だ。海底から切り出したものである。", "_t")
+t("Shard of Insanity", "狂気の一片", "entity name")
+t("cracked black amulet", "砕けた黒のアミュレット", "_t")
+t("A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind.", "黒い石でできたボロボロのアミュレットだ。深紅の光を放っている。触れると何かが心の中に囁きかけてくる。", "_t")
+t("Pouch of the Subconscious", "無意識のポーチ", "entity name")
+t("familiar pouch", "なじみ深いポーチ", "_t")
+t("You find yourself constantly fighting an urge to handle this strange pouch of shot.", "スリング弾入りの不思議なポーチだ。始終触っていないと気持ちが落ち着かない。", "_t")
+t("Wind Worn Shot", "風の衝撃", "entity name")
+t("perfectly smooth shot", "とても滑らかな弾", "_t")
+t("These perfectly white spheres appear to have been worn down by years of exposure to strong winds.", "純白のスリング弾だ。長年強風に晒されて摩耗してしまっている。", "_t")
+t("35% chance for lightning to arc to a second target", "確率35%で別の対象へ審判の雷を飛ばす", "_t")
+t("Spellcrusher", "魔法砕き", "entity name")
+t("vine coated hammer", "ツタが絡み付いた戦槌", "_t")
+t("This large steel greatmaul has thick vines wrapped around the handle.", "巨大な鉄の戦槌だ。柄の部分には太いツタが絡み付いている。", "_t")
+t("50% chance to shatter magical shields", "確率50%で魔法盾を砕いて破壊する", "_t")
+t("Telekinetic Core", "テレキネティックコア", "entity name")
+t("heavy torque", "重たいトークン", "_t")
+t("This heavy torque appears to draw nearby matter towards it.", "重たいトークンだ。周囲の物全てを引き寄せてしまうようだ。", "_t")
+t("Spectral Blade", "幽界の刃", "entity name")
+t("immaterial sword", "非物質の剣", "_t")
+t("This sword appears weightless, and nearly invisible.", "非常に軽く、ほとんど目視できないほど透明な剣だ", "_t")
+t("Crystle's Astral Bindings", "クリストレの星縛り", "entity name")
+t("crystalline gloves", "クリスタルの手袋", "_t")
+t("Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.", "今は亡き、とあるアノーリシルが身に着けていたという手袋だ。無数の星を映し出し、神秘的な雰囲気を放っている。", "_t")
+t("cracked golem eye", "壊れたゴーレムの目", "_t")
+t("Prothotipe's Prismatic Eye", "試作型プリズムの眼", "entity name")
+t("multi-hued", "七色の宝石", "entity subtype")
+t("This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.", "ヒビが入っており、古びてくすんでしまっている。かつてはゴーレムの眼であったようだ。", "_t")
+t("Plate of the Blackened Mind", "邪念の胸当て", "entity name")
+t("solid black breastplate", "硬い黒の胸当て", "_t")
+t("This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind.", "あらゆる光を吸収する漆黒の鎧だ。内部には邪悪な力を秘めている。荒々しい力だが、それ自体が意志を持っているのだ。この鎧に触れると邪な考えが次々と浮かんでくる。", "_t")
+t("Tree of Life", "生命の樹", "entity name")
+t("tree shaped totem", "木の形をしたトーテム", "_t")
+t("This small tree-shaped totem is imbued with powerful healing energies.", "樹木を象った小さなトーテムだ。強い癒しの力が込められている。", "_t")
+t("Ring of Growth", "生長の指輪", "entity name")
+t("This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.", "小さな木の指輪だ。その周りを青々とした茎がぐるりと巻きつき、そこからなおも若葉が芽吹こうとしている。", "_t")
+t("vine encircled ring", "ツタが絡みついた指輪", "_t")
+t("Wrap of Stone", "石包み", "entity name")
+t("solid stone cloak", "頑強な厚手のクローク", "_t")
+t("This thick cloak is incredibly tough, yet bends and flows with ease.", "驚くほど頑強な厚手のクロークだ。それでいて柔軟性に富んでいる。", "_t")
+t("black leather armor", "漆黒のレザーアーマー", "_t")
+t("Death's Embrace", "死の抱擁", "entity name")
+t("This deep black leather armor, wrapped with thick silk, is icy cold to the touch.", "厚手のシルクを巻いた漆黒のレザーアーマーだ。氷のように冷たい。", "_t")
+t("gauzy green armor", "新緑の鎧", "_t")
+t("Breath of Eyal", "イヤルの吐息", "entity name")
+t("This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.", "無数の若芽を編んで作った軽鎧だ。今もなお、伸びて成長を続けている。装着すると急に世界を双肩に背負ったかのような感じがする。手にしてみるとやはり軽いのだが。", "_t")
+t("Eternity's Counter", "永遠を刻むもの", "entity name")
+t("crystalline hourglass", "クリスタルの砂時計", "_t")
+t("This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you.", "不思議なクリスタルで作られた砂時計だ。砂の代わりに宝石の粉末が大量に入っている。それらが下に流れていくと周囲の時流が変化するようだ。", "_t")
+t("Offers either offensive or defensive benefits, depending on the position of the sands.  Switching the direction of flow takes no time.", "砂の動きによって攻撃か防御のどちらかにボーナス 砂の動きの変更にはターンを消費しない", "_t")
+t("Malslek the Accursed's Hat", "マルスレクの焼け焦げた帽子", "entity name")
+t("black charred hat", "黒ずんだ帽子", "_t")
+t("This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins.", "黄昏の時代の力ある魔法使い、マルスレクが所持していた黒い帽子だ。彼は異世界の存在を扱うことに長けていたという。特に強力な悪魔を数多く使役していたが、ある時その一体がマルスレクの態度に業を煮やし、彼に背いてその魔力を盗み取った。怒り心頭に発したマルスレクはかの悪魔を滅ぼさんと塔に火を放った。そのあとに残ったのはこの焼け焦げた帽子ただ一つである。", "_t")
+t("Fortune's Eye", "運命の目", "entity name")
+t("golden telescope", "金色の望遠鏡", "_t")
+t([[This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword.
+
+His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."]], [[精巧な作りの望遠鏡だ。探検家にして冒険者のケスティン・ハイフィンが持っていたものだ。彼はこれを手に財宝を追い求めてマイ・イヤル中を旅した。その生涯において莫大な数の宝を手にしたと言われる。ハイフィンは数々の危険を乗り越えてこられたのはこの望遠鏡のおかげだと常々自慢していた。「コイツがありゃどんなヤバイことになっても大丈夫さ」ハイフィンから剣を取り戻しに来た悪魔に出くわしたのが彼の最期となったと伝えられている。
+
+その最後の言葉は「一巻の終りってやつみたいだな。まだ拝んでないお宝がどっさりあるってのによ」]], "_t")
+t("Eye of the Forest", "森林の目", "entity name")
+t("overgrown leather cap", "苔に覆われたレザーキャップ", "_t")
+t("This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.", "びっしりと苔に覆われたレザーキャップだ。ただ、真正面には苔の代わりに木で出来た目玉がついている。粘着質な緑のスライムが目玉の縁をゆっくりと流れ涙のように落ちていく。", "_t")
+t("Eyal's Will", "イヤルの意志", "entity name")
+t("pale green mindstar", "滑らかな緑色のクリスタル", "_t")
+t("This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall.", "滑らかな緑色のクリスタルだ。中心部には薄緑色のスライムがあり、表面部分も同じ粘液で覆われている。時折、スライムの一部が表面に滲み出て地面に落ちたかと思うと、そこから草が生い茂っていく。", "_t")
+t("Evermoss Robe", "永遠苔のローブ", "entity name")
+t("fuzzy green robe", "柔らかい緑のローブ", "_t")
+t("This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.", "深緑の苔で編んだ厚手のローブだ。丁寧な作りで、触るとヒンヤリする。再生の力を秘めているらしい。", "_t")
+t("Nithan's Force", "ニーサンの力", "entity name")
+t("massive sling", "巨大スリング", "_t")
+t("This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...", "とある戦士が持っていたというスリングだ。彼の腕前と言えば、煉瓦の壁を撃ち抜くほどだったという。これを見る限り、どうも魔法の力を借りていたようだが・・・", "_t")
+t("The Titan's Quiver", "巨人の矢筒", "entity name")
+t("gigantic ceramic arrows", "巨大合金の矢", "_t")
+t("pin the target to the nearest wall", "巨大な矢だ。触れれば切れそうな程先端が尖っている。非常に丈夫で、壊れることはまず無さそうだ。矢というよりは、むしろスパイクにしか見えない。", "_t")
+t("Inertial Twine", "遅鈍の螺旋", "entity name")
+t("This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body.", "二重螺旋の形をした指輪だ。元の位置に留まり続ける性質があるようだ。指に嵌めるとその性質が全身に行きわたる。", "_t")
+t("entwined iron ring", "二重螺旋の指輪", "_t")
+t("Everpyre Blade", "永遠の炎", "entity name")
+t("flaming wooden blade", "燃える木の剣", "_t")
+t("This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.", "派手な装飾がなされた剣だ。永遠に燃え続けると言われる樹を加工したものだ。柄には宝石がいくつも嵌っており、非常に身分の高い人物が所有していたことが窺える。剣の炎は装備者の意志に従って動くようだ。", "_t")
+t("dark, radiant staff", "黒き光の杖", "_t")
+t("Eclipse", "月蝕み", "entity name")
+t("This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.", "先端に球がついている長い杖だ。球は真っ黒だが眩い光を放っている。", "_t")
+t("gore stained battleaxe", "血で汚れた大斧", "_t")
+t("Eksatin's Ultimatum", "エスカティンの断罪斧", "entity name")
+t("This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty.", "血で汚れた不気味な大斧だ。残虐非道な暴君が使っていたものである。彼は処刑命令を下しては、いつも執行を自らの手で行っていた。そして切り離した首は全て専用の宝物庫に収め、念入りに保存したのだ。王座を追われた後、彼自身の首が宝物庫の中央に飾られることとなった。いかに残虐な君主であったかを後世に伝える証として。", "_t")
+t("decapitate a weakened target", "弱った敵の首をはねる", "_t")
+t("Radiance", "光輝", "entity name")
+t("a sparkling, golden cloak", "まばゆい黄金の外套", "_t")
+t("This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.", "まっさらな黄金の外套だ。風もないのにはためいている。生地の裏は純白だが、表はまばゆい光を放っている。", "_t")
+t("Unbreakable Greaves", "不滅のグリーブ", "entity name")
+t("huge stony boots", "巨大な石靴", "_t")
+t("These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.", "巨大なブーツだ。岩を削り出して作ったものらしい。見た目はボロボロだがどんな攻撃も寄せ付けない。", "_t")
+t("The Untouchable", "無敵のジャケット", "entity name")
+t("tough leather coat", "ゴワゴワしたジャケット", "_t")
+t([[This rugged jacket is the subject of many a rural legend.
+Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
+All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.]], [[色々なおとぎ話に登場する、ゴワゴワしたジャケットだ。
+「冒険好きが高じて野盗になった魔法使いが、魔法大禍の起こる前に作ったものだがその後行方が判らなくなった」と、言う者もいる。
+昔から、素性の怪しいギャンブラー共は皆決まってこのジャケットを着たことがことがあると吹聴する。「しくじっても首がつながる。だから『無敵のジャケット』なのさ」と。]], "_t")
+t("When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.", "最大HPの20%以上のダメージを1回の攻撃で受けると、ダメージの130%に等しい強度の魔法盾を生成する", "_t")
+t("totem", "トーテム", "entity subtype")
+t("Honeywood Chalice", "恵みの杯", "entity name")
+t("sap filled cup", "溢れる杯", "_t")
+t("This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.", "木の杯だ。定期的にドロリとした樹液のようなものが溢れてくる。飲むと力が溢れ、感覚が鋭敏になる。", "_t")
+t("The Calm", "凪", "entity name")
+t("ornate green robe", "飾り付き緑色ローブ", "_t")
+t("This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.", "緑色のローブだ。渦巻く風に流される雲の図が幾つも刷り込んである。元はプロカーラという力ある魔法使いが着ていたものだ。彼は大層慈悲深い男であり、必要とあらばその絶大な力を振るったため、幅広い尊敬を受けていた。", "_t")
+t("Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.", "「電撃」と「連鎖稲妻」は確率24%で、「サンダー・ストーム」は確率12%で対象に眩暈を起こす", "_t")
+t("Omniscience", "透視の帽子", "entity name")
+t("very plain leather cap", "飾り気のない地味な白い帽子", "_t")
+t("This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen.\"", "飾り気のない地味な白い帽子だ。だが光を受けるとその表面に遥か彼方の景色を映し出す。", "_t")
+t("reveal the surrounding area (range 20)", "地形を感知する(範囲 20)", "_t")
+t("Earthen Beads", "大地の恵み", "entity name")
+t("strung clay beads", "粘土のネックレス", "_t")
+t("This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.", "粘土を固めて作った古いビーズを糸に通したネックレスだ。年代物で、ひび割れ、色褪せている。古代のドルイド達が自然界との繋がりを深めるために使っていたものだ。", "_t")
+t("Enhances the effectiveness of Meditation by 20%", "「瞑想」の効果を20%増加させる", "_t")
+t("Hand of the World-Shaper", "創造主の手", "entity name")
+t("otherworldly stone gauntlets", "外世界の石ガントレット", "_t")
+t("These heavy stone gauntlets make the very ground beneath you bend and warp as they move.", "重たい石のガントレットだ。腕を振るうと足下の地面がねじ曲がる。", "_t")
+t("Guise of the Hated", "憎まれし者の装束", "entity name")
+t("gloomy black cloak", "淡い黒のクローク", "_t")
+t([[Forget the moons, the starry sky,
+The warm and greeting sheen of sun,
+The rays of light will never reach inside,
+The heart which wishes that it be unseen.]], [[空に輝く星月も
+夜露を払う朝の陽も
+今は遥かな記憶の彼方
+固く秘したる我が心
+永久に闇の中にあり]], "_t")
+t("Spelldrinker", "魔力喰い", "entity name")
+t("eerie black dagger", "叫びの黒短剣", "_t")
+t([[Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power.
+Passed on and on, this blade has developed a thirst of its own.]], [[このダガーの鋭い一突きを受けて命を落とした魔法使いは夥しい数に上る。さらなる力を渇望した魔法使いが同輩を裏切って刺し殺す、ということが繰り返されてきたのだ。
+人手を渡るうち、このダガーもますます魔力を求めるようになっている。]], "_t")
+t("steals up to 50 mana from the target", "対象からマナを50盗む", "_t")
+t("Frost Lord's Chain", "氷王のチェーン", "entity name")
+t("ice coated chain", "凍り付いたチェーン", "_t")
+t("This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.", "凄まじく冷たいチェーンだ。霜が降りており、奇怪なオーラを脈々と放っている。", "_t")
+t("Gives all your cold damage a 20% chance to freeze the target.", "全ての冷気ダメージは20%の確率で対象を凍らせる", "_t")
+t("Twilight's Edge", "黄昏の刃", "entity name")
+t("shining long sword", "輝くロングソード", "_t")
+t("The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness.", "ヴォラタンとストラライトの合金を鍛え上げた剣のようだ。光と闇が混ざり合い、渦を成している。", "_t")
+t("release a burst of light and dark damage (scales with Magic)", "光と闇の爆発をお見舞いする(魔力でダメージ上昇)", "_t")
+t("Mnemonic", "記憶の指輪", "entity name")
+t("As long as you wear this ring, you will never forget who you are.", "この指輪を嵌めている限り、自分を見失うことは決してない。", "_t")
+t("familiar ring", "なじみ深い指輪", "_t")
+t("When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns.", "精神タレント使用で3つのWild、Psionic、Cursedのタレントのクールダウンを3ターン早める(確率10%)", "_t")
+t("Acera", "アセラ", "entity name")
+t("corroded sword", "酸の滴る剣", "_t")
+t("This warped, blackened sword drips acid from its countless pores.", "ねじ曲がった黒い剣だ。無数に空いた穴から酸が滴っている。", "_t")
+t("Borosk's Hate", "ボロスクの憎しみ", "entity name")
+t("double-bladed sword", "ダブルソード", "_t")
+t("This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.", "異様な形状をした剣だ。巨大な刀身を二本、平行に取り付けてある。刀身部を極端に重くしてあるようだ。", "_t")
+t("25% chance to strike the target again.", "確率25%でもう1回攻撃する", "_t")
+t("Butcher", "屠殺の刃", "entity name")
+t("blood drenched shortsword", "血吸いショートソード", "_t")
+t("Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said \"This was fun, let's do it again some time.\"", "邪悪な力に侵されたのか、正気を失ったのか、はたまた平凡な人生にほとほと嫌気がさしたのか。カレブというハーフリングの肉屋はある時、牛肉の代わりに自分の家族を食べるのに病み付きになった。彼は次々と凶行を重ね、そして行方知れずとなった。唯一残ったのは血塗れの肉切り台に深々と刺さったこの刃だ。台の下の方には「楽しかった。いつかまたやってみよう」と刻んであった。", "_t")
+t("Ethereal Embrace", "異界の抱擁", "entity name")
+t("wispy purple cloak", "ささやく紫のクローク", "_t")
+t("This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether.", "煌めきを発してはためくクロークだ。宇宙の深淵とエーテル界の中心を映し出している。", "_t")
+t("Damage shields have +1 duration and +15% power", "魔法盾の持続ターン+1、強度+15%", "_t")
+t("Boots of the Hunter", "狩人の靴", "entity name")
+t("well-worn boots", "履き古された靴", "_t")
+t("These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.", "ひび割れたブーツだ。べったりと泥がこびりついている。誰が持っていたものなのかは定かではないが、相当使い込んであるのは確かだ。", "_t")
+t("boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action)", "移動速度を300%にします。5ターン経過するか、移動以外の行動を取ると解除されます", "_t")
+t("Sludgegrip", "ぬめっとグリップ", "entity name")
+t("slimy gloves", "どろどろのグローブ", "_t")
+t("These gloves are coated with a thick, green liquid.", "どろりとした緑色の液体に塗れたグローブだ。", "_t")
+t("Ring of the Archlich", "アーチリッチの指輪", "entity name")
+t("dusty, cracked ring", "古びた指輪", "_t")
+t([[This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed.
+Perhaps it feels all the death you will bring to others in the near future.]], "この指輪には絶大な魔力が満ちているがそれを自由に発揮できないでいる。荒れ狂い、鋼の檻の内より手を伸ばして獲物となる生者を探し求めているのだ。だが自分には何の害もない。現在の所持者がこれからもたらす死の数々を余すことなく感じ取っているのだろう。", "_t")
+t("wand", "ワンド", "entity subtype")
+t("Lightbringer's Wand", "光明のワンド", "entity name")
+t("bright wand", "光るワンド", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("A shining orb.", "先端が黄金で出来ているワンドだ。不思議な輝きを放っている。", "_t")
+t("#Source# points %s %s at #target#, releasing a brilliant orb of light!", "#Source# points #Target# %s at #target#, releasing a brilliant orb of light!", "logCombat")
+t("Summon", "召喚", "_t")
+t("handled hole in space", "謎の取っ手", "_t")
+t("Temporal Rift", "時空の裂け目", "entity name")
+t("Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.", "トチ狂った時魔導師がこの時空間の亀裂に取っ手を付けたらしい。極めて有用な物品のようだ。ヘンテコな使い方をすることにはなるが。", "_t")
+t("Arkul's Siege Arrows", "アルクルの追尾の矢", "entity name")
+t("gigantic spiral arrows", "巨大な二重螺旋の矢", "_t")
+t("These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes.", "巨大な二重螺旋状の矢だ。矢というよりは破城鎚を目指したもののように見える。大抵の敵はこれであっさり片付くだろう。", "_t")
+t("25% of all damage splashes in a radius of 1 around the target.", "与ダメージの25%が対象から半径1の敵に伝わる", "_t")
+t("Punae's Blade", "プナイの刃", "entity name")
+t("thin blade", "細身の剣", "_t")
+t("This very thin sword cuts through the air with ease, allowing remarkably quick movement.", "折れそうな程の細身の剣だ。易々と振り回すことができ、驚くべき速さで敵と切り結べる。", "_t")
+t("Crimson Robe", "深紅のローブ", "entity name")
+t("blood-stained robe", "血まみれのローブ", "_t")
+t("This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.", "このローブは「超越者カリスター」が着ていたものだ。彼は優れた超能力者で、様々な超能力技術の創始者であった。しかし彼は妻が殺されてからというもの犯人探しに明け暮れ、復讐の一念から精神を攻撃する技術を新たに編み出していった。カリスターは妻を殺した男を無理矢理むごたらしい方法で自殺させると、方々を回って出会う者に片端から自殺を強いた。彼なりのやり方であらゆる恐怖から解放してやったのである。ある日、彼は忽然と姿を消し、後には血に染まったこのローブだけがぽつんと残されていた。", "_t")
+t("Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn.", "ソリプシズム・スレスホールドを20%上昇させる。このとき、スピードが15%上昇する(該当タレント所持時だけ)", "_t")
+t("Exiler", "放逐者", "entity name")
+t([[The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone.
+In the case of opponents who weren't alone, he had to improvise.]], "時魔導師ソリスの名はイヤル全土に轟いていた。彼はいつも一対一で敵と戦っていたという。万一相手に仲間がいた場合は、その場で対処を迫られたが。", "_t")
+t("insignia ring", "誉の指輪", "_t")
+t("Piercing Gaze", "つらぬきの目玉", "entity name")
+t("stone-eyed shield", "石目の盾", "_t")
+t("This gigantic shield has a stone eye embedded in it.", "石の目玉を埋め込んだ巨大な盾だ。", "_t")
+t("Shantiz the Stormblade", "嵐の刃『シャンティッツ』", "entity name")
+t("thin stormy blade", "嵐のダガー", "_t")
+t("This surreal dagger crackles with the intensity of a vicious storm.", "荒れ狂う嵐の如くバチバチと放電している奇妙不可思議なダガーだ。", "_t")
+t("Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.", "稲妻を呼び、半径10の全ての投射物を破壊し、半径5の全てのダメージを与え眩暈を起こさせる", "_t")
+t("Swordbreaker", "ソードブレイカー", "entity name")
+t("hooked blade", "曲がった刀身", "_t")
+t("This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.", "どこにでもあるような短剣だ。純度の高い頑強なヴォラタンが素材となっており、刀身はギザギザとした鉤状になっている。飾り気のないこの武器は大いなる力を秘めている。数多くの刃を噛み砕き英雄志願者たちの息の根を止めてきたのだ。", "_t")
+t("Breaks enemy weapon.", "敵の武器を破壊する", "_t")
+t("Shieldsmaiden", "盾の乙女", "entity name")
+t("icy shield", "氷の盾", "_t")
+t("Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield.", "伝承に曰く、マイ・イヤルの北の荒れ地に「盾の乙女」という女戦士の部族があった。武技に長けた美貌の乙女達に心打たれて求愛する者は多かったが、尽くが無駄に終わった。かくしてこのような謂が生まれた。「かの乙女らの心は冷たく、破れざるはその盾の如し」", "_t")
+t("Granted talent can block up to 1 instance of damage each 10 turns.", "習得したタレントは10ターンごとに1回ダメージを防ぐ", "_t")
+t("Tirakai's Maul", "ティラカイのモール", "entity name")
+t("This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.", "不思議なクリスタルが幾重にも集まって巨大なハンマーとなっている。頭の部分には穴が空いており、手持ちの宝石がすっぽりと入りそうだ。", "_t")
+t("None", "なし", "_t")
+t("Use which gem?", "どの宝石を使う?", "_t")
+t("You imbue your %s with %s.", "%sに%sを埋め込んだ", "logPlayer")
+t("Fist of the Destroyer", "破壊スル者の拳", "entity name")
+t("vile gauntlets", "邪悪なガントレット", "_t")
+t("These fell looking gloves glow with untold power.", "不気味なガントレットだ。言い知れぬ力を放って輝いている。", "_t")
+t("Masochism", "被虐快楽の鎧", "entity name")
+t("mangled clothing", "布切れ", "_t")
+t([[Stolen flesh,
+	Stolen pain,
+	To give it up,
+	Is to live again.]], [[盗んだ血肉
+	盗んだ痛み
+	全て手放せ
+	命得たくば]], "_t")
+t("Obliterator", "処刑者", "entity name")
+t("titanic maul", "巨大ハンマー", "_t")
+t("Yaldan Baoth", "ヤルデン・バオス", "entity name")
+t("obscuring helm", "中道の兜", "_t")
+t("The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, \"Fear no evil\", the crown was passed onto his successor.", "ヤルデンのヴェルカが持っていたという黄金のバシネットだ。ヤルデンとは伝説に登場する街で、彼はそこを治める王であった。しかし国民は傲り高ぶり、結果、ヤルデンは滅んでしまう。ヴェルカの血縁で生き残ったのはただ一人。その男は晩年、文明の灯が未だ微かな世界を旅し、人々に悪しき者達と戦う術を伝授した。今際の際に「悪を恐れるなかれ」と言い残し、彼はこの冠を跡継ぎに授けた。", "_t")
+t("Champion's Will", "覇王の意志", "entity name")
+t("blindingly bright sword", "眩く輝く剣", "_t")
+t("Increases the damage of Sun Beam by 15%.", "「太陽光線」のダメージを15%増加させる", "_t")
+t("Tarrasca", "タルラスカ", "entity name")
+t("absurdly large armor", "常軌を逸した大きさの鎧", "_t")
+t("This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.", "途轍もなく巨大で重たいプレートアーマーだ。名もなき戦士が着ていたものだと言われている。彼は村をオークの侵攻より守らんと、橋の上で防備にあたった。戦いは数日に及び、音を上げたオークたちは撤退した。しかし戦士はその場でこと切れていた。全ての力を使い果たしたのだ。鎧の重さが仇となってしまったのである。", "_t")
+t("The Face of Fear", "恐怖の顔", "entity name")
+t("bone mask", "骨のマスク", "_t")
+t("This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.", "頭蓋骨を削って作ったマスクのようだ。捻じくれて歪んだ形状をしておりとてもこんな生き物がいるとは思えない。目にすると背筋が凍る。からっぽの眼窩がこちらを睨み返しているような気がするのだ。", "_t")
+t("flame coated sandals", "火に包まれたサンダル", "_t")
+t("Cinderfeet", "灰の足跡", "entity name")
+t("A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.", "カイムという大昔の魔法使いについての訓戒がある。彼は毎日ゴーダラスの散策を楽しんでいた。己の力を試し魔界の荒野を調査するためだ。カイムはゴーダラスから何も持ち帰らぬよう細心の注意を払っていた。持ち帰ればそれが目印となって悪魔が追ってくる。不運にも、行き来を繰り返すうちに彼のサンダルは恐怖の大地の煤と灰で汚れ、外へ出ようとした時に炎がその後を追った。それが一巻の終わりとなったのである。", "_t")
+t("Cuirass of the Dark Lord", "冥王の鎧", "entity name")
+t("black, spiked armor", "黒いとげ鎧", "_t")
+t("Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again.", "遥か昔、とある暴君が纏っていた鎧だ。無辜の民の血を吸い続け、邪悪な力を宿している。老いさらばえたかの魔王は孤独のうちに死し、領地は滅び家臣は散り散りとなった。残ったのはこの鎧だけ。「最後にもう一度生き血を」という執念が籠っている。", "_t")
+t("Decayed Visage", "腐敗の面皮", "entity name")
+t("mask of mummified skin", "人皮マスク", "_t")
+t("A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom.  The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years.  Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.", "カラカラになった人の面皮だ。業火の時代を生きた死霊術師の遺物である。この男はリッチへの転生に失敗した。転生術が中途半端だったために死ぬに死ねず何年もかけて徐々に全身が朽ちていったのだ。その魂は今、ミイラと化した亡骸の断片に宿っており、なおも永久の命を追い求めている。", "_t")
+t("Dream Malleus", "夢見のハンマー", "entity name")
+t("keening hammer", "ひらめきのハンマー", "_t")
+t("A large shimmering maul that seems to produce a ringing in your ears.  It is both as malleable as thought and as hard as the strongest steel.", "煌めく巨大なハンマーだ。頭の中で何かが鳴り響くような感じがする。思念の如く展性に富み、鋼鉄のように頑強だ。", "_t")
+t("Cloud Caller", "雨雲呼び", "entity name")
+t("broad brimmed hat", "つば広の帽子", "_t")
+t("This hat's broad brim protects you from biting colds and sudden storms.", "つば広の帽子だ。強い日差しや急な嵐を凌げる。", "_t")
+t("charm", "魔道具", "entity type")
+t("torque", "トークン", "entity subtype")
+t("The Jolt", "落雷", "entity name")
+t("tingling torque", "うねるトークン", "_t")
+t("This torque feels tingly to the touch, but seems to enhance your thinking.", "触るとビリッと来るが、なんだか頭が冴えわたる。", "_t")
+t("Stormfront", "稲妻前線", "entity name")
+t("inflicts either shocked or wet, chosen at random", "刃の部分が仄かに青く輝き、その表面には雷雲立ち込める空の景色が映っている。", "_t")
+t("Eye of Summer", "夏のまなこ", "entity name")
+t("warm mindstar", "暖かいマインドスター", "_t")
+t("This mindstar glows with a bright warm light, but seems somehow incomplete.", "暖かな光を放って輝いているが、真の力を引き出せていないようだ。", "_t")
+t("Eye of Winter", "冬のまなこ", "entity name")
+t("cold mindstar", "冷たいマインドスター", "_t")
+t("This mindstar glows with a dim cool light, but seems somehow incomplete.", "ぼんやりと冷たい光を放って輝いているが、真の力を引き出せていないようだ。", "_t")
+t("Ruthless Grip", "無情のガントレット", "entity name")
+t("sinister gauntlets", "邪悪なガントレット", "_t")
+t("Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.", "ストラライトの腕で以て家臣を掌握せんと臨んだ僭主の為に作り上げられた小手だ。文字通りの意味で、邪悪な意志を用いて鍛えた物だ。", "_t")
+t("Icy Kill", "氷殺", "entity name")
+t("sharpened icicle", "鋭い氷", "_t")
+t([[As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
+One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
+Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.]], [[予見術師にとっては常識だが、殺人犯と被害者の間には凶器という繋がりがある。予見術師は被害者、凶器、殺人犯という順でこの繋がりを追うのである。とある極悪非道の殺人鬼がこの裏をかく方法を編み出した。氷を削って匕首を作れば望むがままに人を殺せる上に、凶器は溶けて消えていくというものだ。
+凶行はある時終わりを告げる。殺人鬼の手を逃れた標的が氷の刃を奪って逆に相手の心臓を貫いたからだ。自らを生み出した冷たき心臓と一体となり、最後に残った一振りは今でも溶けずに残っている。]], "_t")
+t("Thunderfall", "稲妻落とし", "entity name")
+t("large echoing mace", "呼応の大槌", "_t")
+t("Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.", "凄まじい力が籠った重たいメイスだ。	地面に落としただけで周囲の壁が崩れてしまう。", "_t")
+t("#Source# hurls %s %s at #target#!", "#Source# hurls #Target# %s at #target#!", "logCombat")
+t("something", "岩石投げ", "_t")
+t("Kinetic Focus", "キネティックフォーカス", "entity name")
+t("humming mindstar", "唸るマインドスター", "_t")
+t("Kinetic energies are focussed in the core of this mindstar.", "物理エネルギーが中心に集まっているマインドスターだ。", "_t")
+t("Charged Focus", "チャージフォーカス", "entity name")
+t("sparking mindstar", "稲妻のマインドスター", "_t")
+t("Electrical energies are focussed in the core of this mindstar.", "電気エネルギーが中心に集まっているマインドスターだ。", "_t")
+t("Thermal Focus", "サーマルフォーカス", "entity name")
+t("blazing mindstar", "燃えるマインドスター", "_t")
+t("Thermal energies are focussed in the core of this mindstar.", [[熱エネルギーが中心に集まっているマ
+インドスターだ。]], "_t")
+t("Lightning Catcher", "稲妻吸い", "entity name")
+t("coiled metal belt", "鋼線を巻いたベルト", "_t")
+t("A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.", "頑強なチェーンに幾重もの鋼線を丁寧に巻いたベルトだ。電撃が走っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/stores/basic.lua"
+
+t("tanner", "なめし屋", "entity name")
+t("tailor", "機織り屋", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/alarm.lua"
+
+t("trap", "ç½ ", "_t")
+t("intruder alarm", "警報", "entity name")
+t("@Target@ triggers an alarm!", "@Target@ が警報を鳴らした!", "_t")
+t("summoning alarm", "召喚スイッチ", "entity name")
+t("An alarm rings!", "警報が鳴りやんだ!", "_t")
+t("%s appears out of the thin air!", "%sはどこからか出現した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/annoy.lua"
+
+t("trap", "ç½ ", "_t")
+t("lethargy trap", "睡眠ガス", "entity name")
+t("@Target@ seems less active.", "@Target@ は活発ではないようだ", "_t")
+t("burning curse trap", "燃える呪い印", "entity name")
+t("@Target@ triggers a burning curse!", "@Target@ は炎上の呪いを起動した!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/complex.lua"
+
+t("trap", "ç½ ", "_t")
+t("giant boulder trap", "岩石発射装置", "entity name")
+t("huge boulder", "巨大岩石", "_t")
+t("nature", "自然", "entity subtype")
+t("poison spore", "毒ガス", "entity name")
+t("@Target@ walks on a poison spore.", "@Target@ は毒の胞子の上を歩いた", "_t")
+t("delayed explosion trap", "腐敗爆発の罠", "entity name")
+t("arcane", "神秘", "entity subtype")
+t("cold flames trap", "冷却炎の罠", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/elemental.lua"
+
+t("elemental", "元素", "entity type")
+t("trap", "ç½ ", "_t")
+t("acid trap", "サビの罠", "entity name")
+t("fire trap", "ファイアトラップ", "entity name")
+t("A bolt of fire blasts onto @target@!", "ファイアボルトが @Target@ に炸裂した!", "_t")
+t("ice trap", "アイストラップ", "entity name")
+t("lightning trap", "ライトニングトラップ", "entity name")
+t("poison trap", "ポイズントラップ", "entity name")
+t("acid", "é…¸", "entity subtype")
+t("acid blast trap", "酸爆発の罠", "entity name")
+t("A stream of acid gushes onto @target@!", "酸の流水が @Target@ に噴出した!", "_t")
+t("fire blast trap", "火炎爆発の罠", "entity name")
+t("cold", "冷気", "entity subtype")
+t("ice blast trap", "冷気爆発の罠", "entity name")
+t("A bolt of ice blasts onto @target@!", "アイスボルトが @Target@ に炸裂した!", "_t")
+t("lightning", "電撃", "entity subtype")
+t("lightning blast trap", "雷電放射スイッチ", "entity name")
+t("A bolt of lightning fires onto @target@!", "サンダーボルトが @Target@ に炸裂した!", "_t")
+t("poison", "毒", "entity subtype")
+t("poison blast trap", "毒ガス大放射", "entity name")
+t("A stream of poison gushes onto @target@!", "毒の流水が @target@ に噴出した!", "_t")
+t("nature", "自然", "entity subtype")
+t("fire", "火炎", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/natural_forest.lua"
+
+t("forest", "森", "entity subtype")
+t("trap", "ç½ ", "_t")
+t("sliding rock", "滑り石", "entity name")
+t("@Target@ slides on a rock!", "@Target@ は石をずらした!", "_t")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("poison vine", "有毒絡みツタ", "entity name")
+t("A poisonous vine strikes at @Target@!", "猛毒ツタが@Target@を攻撃した!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/teleport.lua"
+
+t("trap", "ç½ ", "_t")
+t("teleport trap", "テレポーター", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/temporal.lua"
+
+t("temporal", "時空", "entity type")
+t("trap", "ç½ ", "_t")
+t("water", "冷術", "entity subtype")
+t("distortion", "ディストーション", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/water.lua"
+
+t("trap", "ç½ ", "_t")
+t("water", "冷術", "entity subtype")
+t("water jet", "水流噴射装置", "entity name")
+t("@Target@ triggers a water jet!", "@Target@ はウォータージェットを起動した!", "_t")
+t("water siphon", "ウォーター・シフォン", "entity name")
+t("@Target@ is caught by a water siphon!", "@Target@ は吸い上げトラップに捕まった!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/ingredients.lua"
+
+t("organic", "自然", "ingredient type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/keybinds/tome.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/age-allure.lua"
+
+t("order for director Hompalan", "研究主任ホムパランに通達", "_t")
+t("Door to an old Conclave vault", "秘密会議の隠し研究所へ続く扉", "_t")
+t("healer Astelrid log 1", "癒し手アステリドの記録1", "_t")
+t("healer Astelrid log 2", "癒し手アステリドの記録2", "_t")
+t("healer Astelrid log 3", "癒し手アステリドの記録3", "_t")
+t("healer Astelrid log 4", "癒し手アステリドの記録4", "_t")
+t("age of allure", "魅惑の時代", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/age-pyre.lua"
+
+t("age of pyre", "業火の時代", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/angolwen.lua"
+
+t("Lecture on Humility by Archmage Linaniil", "「謙譲の美徳について」 大魔道士リナニール", "_t")
+t("angolwen", "アンゴルウェン", "newLore category")
+t("Angolwen Fountain", "アンゴルウェンの噴水", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/ardhungol.lua"
+
+t("Rashim Journal (1)", "ラシムの日記1", "_t")
+t("Rashim Journal (2)", "ラシムの日記2", "_t")
+t("Rashim Journal (3)", "ラシムの日記3", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/arena.lua"
+
+t("arena", "闘技場", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/blighted-ruins.lua"
+
+t("blighted ruins", "腐敗の遺跡", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/daikara.lua"
+
+t("Dragonsfire Trap", "ドラゴンの炎の罠", "_t")
+t("daikara", "ダイカラ", "newLore category")
+t("Freezing Trap", "凍結の罠", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/derth.lua"
+
+t("Beam Trap", "光線の罠", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/dreadfell.lua"
+
+t("a letter to Borfast from the Master", "支配者からボルファストへ", "_t")
+t("a letter to Aletta from the Master", "支配者からアレッタへ", "_t")
+t("dreadfell", "恐怖の塔", "newLore category")
+t("a letter to Filio from the Master", "支配者からフィリオへ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/elvala.lua"
+
+t("The Spellblaze Chronicles(1): A Fateful Meeting", "魔法大禍物語 第一章 運命の出会い", "_t")
+t("The Spellblaze Chronicles(2): A Night to Remember", "魔法大禍物語 第二章 忘れえぬ夜", "_t")
+t("The Spellblaze Chronicles(3): The Farportal", "魔法大禍物語 第三章 大ポータル", "_t")
+t("The Spellblaze Chronicles(4): Before the Dawn", "魔法大禍物語 第四章 夜明け前", "_t")
+t("spellblaze", "魔法大禍", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/fearscape.lua"
+
+t("fearscape", "恐怖の大地", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/fun.lua"
+
+t("misc", "雑具", "newLore category")
+t("Dust to Dust", "塵は塵に", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/high-peak.lua"
+
+t("high peak", "遥かなる頂", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/infinite-dungeon.lua"
+
+t("ruined dungeon", "滅びの迷宮", "newLore category")
+t("infinite dungeon", "無限の迷宮", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/iron-throne.lua"
+
+t("Iron Throne Edict", "鉄の王座の勅命", "_t")
+t("iron throne", "鉄の王座", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/keepsake.lua"
+
+t("Kyless", "『キレス』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/kor-pul.lua"
+
+t("kor'pul", "コー・プル", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/last-hope.lua"
+
+t("Declaration of the Unification of the Allied Kingdoms", "連合王国発足宣言", "_t")
+t("The Oceans of Eyal", "イヤルの海", "_t")
+t("last hope", "最後の希望の都", "newLore category")
+t("A creased letter", "紙切れ", "_t")
+t("last hope graveyard", "最後の希望の都 墓場", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/maze.lua"
+
+t("maze", "è¿·å®®", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/misc.lua"
+
+t("tract of destruction", "滅びの書", "_t")
+t("tract of anarchy", "混沌の書", "_t")
+t("tract of acceptance", "受諾の書", "_t")
+t("temple of creation", "創造の神殿", "newLore category")
+t("adventures", "冒険者", "newLore category")
+t("myths of creation", "創造神話", "newLore category")
+t("eyal", "イヤル", "newLore category")
+t("ancient elven ruins", "エルフの古代遺跡", "newLore category")
+t("valley of the moon", "月の渓谷", "newLore category")
+t("races", "種族", "newLore category")
+t("shatur", "シャトゥール", "newLore category")
+t("artifacts", "アーティファクト", "newLore category")
+t("Gifts of Nature", "大地の恵み", "_t")
+t("dreamscape", "夢の大地", "newLore category")
+t("If I Should Die Before I Wake", "目覚める前に眠りについてしまったら", "_t")
+t("Mocking Note", "挑戦状", "_t")
+t("magic", "魔法", "newLore category")
+t("Nature vs Magic", "反魔法の力", "_t")
+t("On Adventuring", "冒険者たるもの", "_t")
+t("boss", "ボス", "newLore category")
+t("Walrog", "『ワルログ』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/noxious-caldera.lua"
+
+t("dogroth caldera", "ドグロスの火山", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/old-forest.lua"
+
+t("old forest", "古森", "newLore category")
+t("lake of nur", "ヌル湖", "newLore category")
+t("magical barrier", "魔法障壁", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/orc-prides.lua"
+
+t("The Legend of Garkul", "ガークル伝説", "_t")
+t("orc prides", "オークの誇り", "newLore category")
+t("Ukruk's log", "ウクルクの日記", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/rhaloren.lua"
+
+t("rhaloren", "ラローレ族", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/sandworm.lua"
+
+t("sandworm lair", "砂虫の巣", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/scintillating-caves.lua"
+
+t("scintillating caves", "煌めきの洞窟", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/shertul.lua"
+
+t("sher'tul", "シェール・タル", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/slazish.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/spellblaze.lua"
+
+t("spellblaze", "魔法大禍", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/spellhunt.lua"
+
+t("age of dusk", "黄昏の時代", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/sunwall.lua"
+
+t("history of the Sunwall", "暁の門の歴史", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/tannen.lua"
+
+t("tannen's tower", "タンネンの塔", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/trollmire.lua"
+
+t("trollmire", "トロルの沼地", "newLore category")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/zigur.lua"
+
+t("The Great Evil", "大悪", "_t")
+t("zigur", "ジガー", "newLore category")
+t("Purging Trap", "追放の罠", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/gates-of-morning.lua"
+
+t("Limmir the Jeweler", "宝飾師『リムミール』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/last-hope.lua"
+
+t("Statue of King Tolak the Fair", "銅像:公正なる王「トラク」", "_t")
+t("Statue of King Toknor the Brave", "銅像:勇者「トクノール王」", "_t")
+t("Statue of Queen Mirvenia the Inspirer", "銅像:勝利の女神「ミルヴァニア女王」", "_t")
+t("Declaration of the Unification of the Allied Kingdoms", "連合王国発足宣言", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/shatur.lua"
+
+t("Moss covered statue", "コケまみれの彫像", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/living-weapons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/orc-hatred.lua"
+
+t("Something in the floor clicks ominously.", "地中で何かがうごめいた。", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/paladin-vs-vampire.lua"
+
+t("#Source# emits dark energies at your feet.", "#Source#足元で闇の力が溢れ出した", "logCombat")
+t("human sun-paladin", "太陽の騎士", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/portal-vault.lua"
+
+t("Cancel", "キャンセル", "_t")
+t("Teleport", "テレポート", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/sleeping-dragons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/lesser/loot-vault.lua"
+
+t("scroll", "巻物", "_t")
+t("Mocking Note", "挑戦状", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/collapsed-tower.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/greater-crypt.lua"
+
+t("Something in the floor clicks ominously.", "地中で何かがうごめいた。", "logPlayer")
+t("Something beneath you clicks ominously.", "すぐ足元で何かがうごめいている", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/grushnak-armory.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/lava_island.lua"
+
+t("#rng# the Witherer", "衰弱者『#rng#』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-pyromancers.lua"
+
+t("#rng# the Invoker", "呼び覚ます者『#rng#』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-undead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-wyrmics.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/test.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/trickvault.lua"
+
+t("#YELLOW#The air comes alive with terrible magics!", "#YELLOW#邪悪な魔法と大気は共存している!", "logPlayer")
+t("#YELLOW#The world spins around you!", "#YELLOW#世界が回転している!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/wilderness/eyal.lua"
+
+t("Charred Scar", "焦炎の傷跡", "_t")
+t("Maj'Eyal", "マイ・イヤル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/collapsed-tower.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/halfling-ruins-last.lua"
+
+t("Long tunnel to the island of Rel", "レル島へ続く長い坑道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/shertul-fortress-caldizar.lua"
+
+t("Control Room", "Control Room", "_t")
+t("Exploratory Farportal", "探索用大ポータル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/tannen-tower-1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/tempest-peak-top.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/valley-moon.lua"
+
+t("A dark hole in the mountain", "山中の闇穴", "_t")
+t("Passage to the caverns", "洞窟へ続く道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/mapscripts/lib/subvault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/anti-antimagic.lua"
+
+t("Grand Corruptor", "『偉大なる腐敗術師』", "_t")
+t("Victory is mine!", "勝利を我が物に!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/antimagic.lua"
+
+t("#VIOLET#A foe is summoned to the arena!", "#VIOLET#敵が呼び出された!", "logSeen")
+t("#VIOLET#Another foe is summoned to the arena!", "#VIOLET#新たな敵が呼び出された!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/arena-unlock.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/arena.lua"
+
+t("The Arena", "闘技場", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/brotherhood-of-alchemists.lua"
+
+t("#VIOLET#You can check the ingredients you possess by pressing Escape and selecting 'Show ingredients'.", "#VIOLET#Escapeキーを押して「素材を見る」を選択すれば今持っている素材を確認できます", "log")
+t("You receive: %s", "%sを受け取った", "logPlayer")
+t("#CRIMSON#Your timetravel has no effect on pre-determined outcomes such as this.", "#CRIMSON#このような既に決まっている結末に対して時間旅行は意味を持たない", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/charred-scar.lua"
+
+t("#VIOLET#A portal activates in the distance. You hear the orcs shout, 'The Sorcerers have departed! Follow them!'", "#VIOLET#ポータルが遠くで起動した。「妖術師どもが出撃!後に続け!」とオークが叫ぶのを聞いた", "logPlayer")
+t("#VIOLET#The Sorcerers flee through a portal. As you prepare to follow them, a huge faeros appears to block the way.", "#VIOLET#妖術師たちはポータルを通って逃げた。追いかけようとすると巨大なフェロスが行く手を阻んだ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/deep-bellow.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/dreadfell.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/east-portal.lua"
+
+t("Tannen points to the location of Telmur on your map.", "タンネンは地図にテルマールの地を示した", "logPlayer")
+t("Back and there again", "帰りて行きし物語", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you are back in Last Hope.", "#VIOLET#渦巻くポータルに入ると瞬く間に最後の希望の都に帰還した", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/escort-duty.lua"
+
+t("#LIGHT_RED#%s is dead, quest failed!", "#LIGHT_RED#%sが死んでしまった。クエストに失敗した…", "logPlayer")
+t("something", "岩石投げ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/grave-necromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/high-peak.lua"
+
+t("#LIGHT_RED#As you enter the level you hear a familiar voice.", "#LIGHT_RED#階段を下りると、慣れ親しんだ声が聞こえた", "logPlayer")
+t("#LIGHT_RED#Fallen Sun Paladin Aeryn: '%s YOU BROUGHT ONLY DESTRUCTION TO THE SUNWALL! YOU WILL PAY!'", "#LIGHT_RED#堕ちた太陽の騎士エアリン「%s、暁の門に災厄をもたらしたな!報復を受けよ!」", "logPlayer")
+t("Ruins of the Gates of Morning", "暁の門跡地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/infinite-dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/keepsake.lua"
+
+t("#VIOLET#The time has come to learn the true nature of your curse.", "#VIOLET#呪いの本質について学ぶときがきたようだ", "logPlayer")
+t("#VIOLET#You find yourself in a dream.", "#VIOLET#どうやら夢を見ているようだ", "logPlayer")
+t("#VIOLET#Your hate surges. You refuse to succumb to death!", "#VIOLET#憎しみがあふれ出す・・・。死を拒絶した!", "logPlayer")
+t("#VIOLET#You have discovered a small iron acorn, a link to your past.", "#VIOLET#過去へ通じる小さな鉄のドングリを見つけた", "logPlayer")
+t("#VIOLET#The merchant caravan from the past has appeared in your dream.", "#VIOLET#過去のキャラバンが夢に現れた", "logPlayer")
+t("secret path to the cave", "洞窟へ通じるけものみち", "_t")
+t("#VIOLET#You have begun your hunt for Kyless!", "#VIOLET#キレス狩りの始まりだ!", "logPlayer")
+t("#VIOLET#You have a marker to the entrance of Kyless' cave!", "#VIOLET#キレスの洞窟の入り口への目印を持っている", "logPlayer")
+t("#VIOLET#You have found the entrance to Kyless' cave!", "#VIOLET#キレスの洞窟の入り口を発見した!", "logPlayer")
+t("#VIOLET#You have found the entrance to a vault!", "#VIOLET#宝物庫への入り口を発見した!", "logPlayer")
+t("#VIOLET#The shadows have noticed you!", "#VIOLET#影に気づかれた!", "logPlayer")
+t("#VIOLET#You have found Kyless. You must destroy him.", "#VIOLET#キレスを見つけた。破壊しなくては・・・", "logPlayer")
+t("#VIOLET#Kyless is dead.", "#VIOLET#キレスは死んだ", "logPlayer")
+t("Berethh", "『ベレス』", "_t")
+t("#VIOLET#Berethh lies dead.", "#VIOLET#ベレスは死んでいる", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/kryl-feijan-escape.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lichform.lua"
+
+t("Lichform", "リッチ化", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lightning-overload.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lost-merchant.lua"
+
+t("A stairway out appears at your feet. The Lord says: 'And remember, you are MINE. I will call you.'", [[階段が足元に現れた。君主は言った
+「ゆめゆめ忘れなさるな、貴公は我がものだ。時に召喚する」]], "logPlayer")
+t("#LIGHT_BLUE#The merchant thanks you for saving his life. He gives you 8 gold and asks you to meet him again in Last Hope.", [[#LIGHT_BLUE#商人は感謝の印として8ゴールド手渡し、
+最後の希望の都にある店をぜひ訪ねてほしいと頼んだ]], "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/love-melinda.lua"
+
+t("Melinda", "『メリンダ』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lumberjack-cursed.lua"
+
+t("Small lumberjack village", "小さな木こり村", "_t")
+t("He points in the direction of the Riljek forest to the north.", "彼はリルジェックの森は北にあると示した", "logPlayer")
+t("all", "全耐性", "_t")
+t("#LIGHT_RED#A lumberjack falls to the ground, dead.", "#LIGHT_RED#木こりは地に倒れ、死んだ", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/mage-apprentice.lua"
+
+t("#LIGHT_RED#As the apprentice touches the staff he begins to scream, flames bursting out of his mouth. Life seems to be drained away from him, and in an instant he collapses in a lifeless husk.", [[#LIGHT_RED#見習いが杖に触れると叫び、口から火を吐いた。
+生命力が吸い取られているようだ。彼はすぐに抜け殻になってしまった。]], "logPlayer")
+t("You have no more %s", "%sをもう持っていない", "log")
+t("You receive: %s", "%sを受け取った", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/master-jeweler.lua"
+
+t("#VIOLET#This tome seems to be about the power of gems. Maybe you should bring it to the jeweler in the Gates of Morning.", [[#VIOLET#魔導書には力の宝石について書かれているようだ。
+暁の門の宝石師なら解読できるだろう]], "logPlayer")
+t("Limmir points to the entrance to a cave on your map. This is supposed to be the way to the valley.", "リムミールは地図に洞窟の入り口を示した。谷に続く道らしい", "logPlayer")
+t("You must be near the moonstone to summon Limmir.", "ここがリムミールの言う場所に違いない", "logPlayer")
+t("You do not have the summoning scroll!", "召喚の巻物を持っていない!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orb-command.lua"
+
+t("#LIGHT_BLUE#There is a loud crack. The way is open.", "#LIGHT_BLUE#大きな音がした。道が開いたようだ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-breeding-pits.lua"
+
+t("Entrance to the orc breeding pit", "オーク養成区域の入口", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-hunt.lua"
+
+t("The elder points to Reknor on your map, to the north on the western side of the Iron Throne.", "長老は地図にレクノールを示した。北にある鉄の王座の西側にあるようだ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-pride.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/paradoxology.lua"
+
+t("but nobody knew why #sex# suddenly became evil", "しかし、なぜ突然邪悪な者になったかを知るものはいない", "_t")
+t("#LIGHT_BLUE#Killing your own future self does feel weird, but you know that you can avoid this future. Just do not time travel.", [[#LIGHT_BLUE#未来の自分を殺すことは不思議に思える。しかしこの未来は避けられる。
+ただ時間旅行しなければよいのだ。]], "logSeen")
+t("Meet the guardian!", "守護者に会え!", "_t")
+t("#LIGHT_BLUE#Your future self kills you! The timestreams are broken by the paradox!", "#LIGHT_BLUE#未来の自分に殺された!時間流は矛盾により破られた!", "logSeen")
+t("#LIGHT_BLUE#All those events never happened. Except they did, somewhen.", "#LIGHT_BLUE#全てのことは二度起こり得ない。過去にしたことを除いては。", "logSeen")
+t("This rift in time has been created by the paradox. You dare not enter it; it could make things worse. Another Warden will have to fix your mess.", [[矛盾によって作られた裂け目がある。状態を悪化させたいがためにわざわざ入る必要はない。
+他の番人が修正してくれるだろう]], "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/pre-charred-scar.lua"
+
+t("High Sun Paladin Aeryn", "太陽の上級騎士『エアリン』", "_t")
+t("Aeryn explained where the orcs were spotted.", "エアリンはオークの集会があった場所を説明した", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/rel-tunnel.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/ring-of-blood.lua"
+
+t("The orb seems to fizzle without the Blood Master.", "オーブは血の支配者なしでは機能しないようだ", "log")
+t("#CRIMSON#The crowd yells: 'LOSER!'", "#CRIMSON#群衆は叫んだ「負け犬め!」", "log")
+t("#LIGHT_GREEN#As you touch the orb your will fills the slave's body. You take full control of his actions!", [[#LIGHT_GREEN#オーブに触れると意思が奴隷の体に乗り移っていった
+行動の全てを操ることができる!]], "log")
+t("#CRIMSON#A new foe appears in the ring of blood!", "#CRIMSON#鮮血の闘技場に新たな敵が現れた!", "log")
+t("#CRIMSON#The crowd yells: 'BLOOOODDD!'", "#CRIMSON#群衆は叫んだ「血を見せろー!」", "log")
+t("#LIGHT_BLUE#The Blood Master hands you the %s.", "#LIGHT_BLUE#血の盟主は%sを手渡した", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/shertul-fortress.lua"
+
+t("#VIOLET#Your rod of recall glows brightly for a moment.", "#VIOLET#帰還のロッドが光を放った", "log")
+t("Fortress Shadow", "『フォートレス・シャドウ』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/spydric-infestation.lua"
+
+t("She marks the location of Ardhungol on your map.", "エアリンは地図上にアードハンゴルの位置を示した", "logPlayer")
+t("Portal back to the Gates of Morning", "暁の門へ戻るポータル", "_t")
+t("A portal appears right under you, and Rashim rushes through.", "ポータルが足元に現れ、ラシムは駆け込んでいった", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/staff-absorption.lua"
+
+t("#00FFFF#You can feel the power of this staff just by carrying it. This is both ancient and dangerous.", "#00FFFF#持ち上げただけで杖の魔力が分かる。古く、危険なものだ", "logPlayer")
+t("#00FFFF#It should be shown to the wise elders in Last Hope!", "#00FFFF#最後の希望の都の賢老に伺うべきだ", "logPlayer")
+t("#VIOLET#As you come out of the Dreadfell, you encounter a band of orcs!", "#VIOLET#恐怖の塔から脱出すると、オークの小隊が待ち構えていた!", "logPlayer")
+t("Ukruk the Fierce", "勇猛なる『ウクルク』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-allied.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-dwarf.lua"
+
+t("Norgan", "『ノルガン』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-point-zero.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-shaloren.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-thaloren.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-undead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-yeek.lua"
+
+t("You should head to the tunnel to Maj'Eyal and explore the world. For the Way.", "坑道を通ってマイ・イヤルへと向かわなくては。「道」が為に!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/starter-zones.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/strange-new-world.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/temple-of-creation.lua"
+
+t("Portal to the Temple of Creation", "創造の神殿へのポータル", "_t")
+t("A portal opens behind Ukllmswwik.", "ウクルルムスウィックの後ろにポータルが開いた", "logPlayer")
+t("Portal to the Flooded Cave", "水没の洞窟へのポータル", "_t")
+t("A portal opens to the flooded cave.", "水没の洞窟へ続くポータルが開いた", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/temporal-rift.lua"
+
+t("Temporal Warden", "時の守護者", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/trollmire-treasure.lua"
+
+t("way to the hidden trollmire treasure", "トロルの宝へ続く道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/tutorial-combat-stats.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/tutorial.lua"
+
+t("Tutorial", "チュートリアル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/void-gerlyk.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/west-portal.lua"
+
+t("There and back again", "行きて帰りし物語", "_t")
+t("Zemekkys points to the location of Vor Armoury on your map.", "ゼメキスは地図にフォルの武具庫の位置を示した", "logPlayer")
+t("Zemekkys points to the location of Briagh's lair on your map.", "ゼメキスは地図にブライアの巣の位置を示した", "logPlayer")
+t("#VIOLET#Zemekkys starts to draw runes on the floor using the athame and gem dust.", "#VIOLET#ゼメキスは宝石の粉末とアサメを使って床にルーンを描き始めた", "logPlayer")
+t("#VIOLET#The whole area starts to shake!", "#VIOLET#エリア全体が揺れ始めた!", "logPlayer")
+t("#VIOLET#Zemekkys says: 'The portal is done!'", "#VIOLET#ゼメキスは言った「ポータルが完成したぞ!」", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/wild-wild-east.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/resources.lua"
+
+t("Air", "風", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/rooms/greater_vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/rooms/lesser_vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/celestial.lua"
+
+t("Your devotion grants you additional protection.", "天に仕え守護の力を得ます。", "_t")
+t("guardian", "守護", "_t")
+t("Chant the glory of the Sun.", "太陽の栄光を讃えます。", "_t")
+t("chants", "聖歌", "_t")
+t("Invoke the power of the light to heal and mend.", "光の力を呼び覚まし傷を癒します。", "_t")
+t("light", "閃光", "_t")
+t("Your devotion allows you to combat your foes with indomitable determination.", "天に仕え不断の決意で敵と戦います。", "_t")
+t("combat", "戦技", "_t")
+t("You channel the light of the sun through your body.", "太陽光を全身に受けます。", "_t")
+t("radiance", "光輝", "_t")
+t("Forgo your shield for the chance to crush your foes with a mighty two handed weapon.", "盾を用いず、両手武器で敵を粉砕します。", "_t")
+t("crusader", "聖戦士", "_t")
+t("sunlight", "閃熱", "_t")
+t("Summon the power of the Sun to burn your foes.", "太陽の力で敵を燃やします。", "_t")
+t("sun", "太陽", "_t")
+t("Bind the brilliant powers into glyphs to trap your foes.", "魔法陣に光の力を結び、敵を罠に掛けます。", "_t")
+t("glyphs", "魔法陣", "_t")
+t("Stand between the darkness and the light, harnessing both.", "闇と光の狭間に立ち、それらを操ります。", "_t")
+t("twilight", "黄昏", "_t")
+t("Call the fury of the Stars and the Moon to destroy your foes.", "星と月の怒りによって敵を打ち砕きます。", "_t")
+t("star fury", "星の怒り", "_t")
+t("Chant the glory of the Moon.", "月の栄光を讃えます。", "_t")
+t("hymns", "讃歌", "_t")
+t("Bind the power of the Moon into circles at your feet.", "結界に月の力を結びます。", "_t")
+t("circles", "結界", "_t")
+t("The moment of the Eclipse is the moment of Truth, when Sun and Moon are in tandem and the energies of the world hang in the balance. Intense focus allows the greatest Anorithils to harness these energies to unleash devastating forces...", "蝕の時は真実の時。太陽と月が重なり、世界のエネルギーが不安定になる。最高位のアノーリシルは強靭な精神力でそれらのエネルギーを操り、圧倒的な力を解き放つ…", "_t")
+t("eclipse", "蝕", "_t")
+t("Other celestial powers.", "その他の天空の力です。", "_t")
+t("Various celestial talents.", "様々な「天空」タレントです。", "_t")
+t("celestial", "天空", "talent category")
+t("other", "その他", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/chants.lua"
+
+t("Chant of Fortitude", "耐久の聖歌", "talent name")
+t([[You chant the glory of the Sun, granting you %d Mental Save and increasing your maximum life by %0.1f%% (Currently:  %d).
+		You may only have one Chant active at once.
+		The effects will increase with your Spellpower.]], [[太陽の栄光を讃える歌を歌い、精神セーブが %d 、最大HPが %0.1f%% (現在: %d)上昇します。
+聖歌は一度に1つしか起動できません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Chant of Fortress", "鉄壁の聖歌", "talent name")
+t([[You chant the glory of the Sun, granting you %d%% physical damage resistance, %d physical save, %d armour and +15%% armour hardiness.
+		You may only have one Chant active at once.
+		The effects will increase with your Spellpower.]], [[太陽の栄光を讃える歌を歌い、物理耐性が %d%% 、物理セーブが %d 、アーマーが %d 、重装度が15%%上昇します。
+聖歌は一度に1つしか起動できません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Chant of Resistance", "耐性の聖歌", "talent name")
+t([[You chant the glory of the Sun, granting you %d%% fire, lightning, acid and cold damage resistance, %d spell save and reduces the damage from enemies 3 or more spaces away by %d%%.
+	You may only have one Chant active at once.
+	The effects will increase with your Spellpower.]], [[太陽の栄光を讃える歌を歌い、火炎、電撃、酸、冷気耐性が %d%% 、魔法セーブが %d 上昇し、距離3以上離れた敵からのダメージを %d%% 軽減します。
+聖歌は一度に1つしか起動できません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Chant of Light", "閃光の聖歌", "talent name")
+t([[You chant the glory of the Sun, empowering your light and fire elemental attacks so that they do %d%% additional damage.
+		In addition, this talent surrounds you with a shield of light, dealing %0.1f light damage to anything that hits you in melee.
+		Your lite radius is also increased by %d.
+		You may only have one Chant active at once and this Chant costs less power to sustain.
+		The effects will increase with your Spellpower.]], [[太陽の栄光を讃える歌を歌い、閃光属性と火炎属性の攻撃を強化し、 %d%% の追加ダメージを与えます。
+さらに、光の盾に守られ、光源範囲が %d 上昇し、近接攻撃に %0.1f 閃光ダメージで反撃します。 
+聖歌は一度に1つしか起動できません。
+効果量は魔法パワーに依存します。]], "tformat", {1,3,2})
+t("Chant Acolyte", "手助けの聖歌", "talent name")
+t([[You have learned to sing the praises of the Sun, in the form of three defensive Chants.
+			Chant of Fortitude: Increases your mental save by %d and maximum life by %d%%.
+			Chant of Fortress: Increases your physical save by %d, your physical resistance by %d%%, your armour by %d and your armour hardiness by 15%%.
+			Chant of Resistance: Increases you spell save by %d, your fire/cold/lightning/acid resistances by %d%% and reduces all damage that comes from distant enemies (3 spaces or more) by %d%%.
+			You may only have one Chant active at a time.]], [[3つの守りの聖歌という形で、太陽を讃える歌を習得します。
+耐久の聖歌: 精神セーブが %d 、最大HPが %d%% 上昇します。
+鉄壁の聖歌: 物理セーブが %d 、物理耐性が %d%% 、アーマーが %d 、重装度が15%%上昇します。
+耐性の聖歌: 魔法セーブが %d 、四元素耐性が %d%% 上昇し、距離3以上離れた敵からのダメージを %d%% 軽減します。
+聖歌は一度に1つしか歌えません。]], "tformat")
+t("Chant Illuminate", "照明の聖歌", "talent name")
+t([[Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by %0.2f per turn and does %0.2f light damage to anyone who hits you in melee.
+		These values scale with your Spellpower.]], [[聖歌が光の帳となって術者を包み込み、スタミナとマナの自然回復が %0.2f 上昇し、近接攻撃に %0.2f 閃光ダメージで反撃します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Chant Adept", "熟練の聖歌", "talent name")
+t("%s is cured!", "%sは治った!", "logSeen")
+t([[Your skill at Chanting now extends the cloak of light, increasing your light radius by %d.
+		Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to %d debuffs.
+		Chant of Fortitude cures mental effects.
+		Chant of Fortress cures physical effects.
+		Chant of Resistance cures magical effects.]], [[聖歌への熟練が光の帳を広げ、光源範囲が %d 上昇するようになります。
+さらに、聖歌を歌い始めると、 %d 種の状態異常と全てのクロスティアー効果を治療します。
+「耐久の聖歌」は精神状態異常を、「鉄壁の聖歌」は物理状態異常を、「耐性の聖歌」は魔法状態異常を治療します。]], "tformat")
+t("Chant Radiant", "光輝の聖歌", "talent name")
+t([[Your passion for singing the praises of the Sun reaches its zenith.
+		Your Chanting now increases your light and fire damage by %d%% and up to %d times per turn, when you are hit by a weapon attack, you will gain %0.1f Positive.
+		These values scale with your Spellpower.]], [[太陽を讃える歌への情熱が天に昇ります。
+聖歌が閃光と火炎ダメージを %d%% 上昇させ、1ターンに %d 回まで、武器攻撃を受けると陽光力が %0.2f 回復するようになります。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/circles.lua"
+
+t("Circle of Shifting Shadows", "暗影の結界", "talent name")
+t([[Creates a circle of radius %d at your feet; the circle increases your defense and all saves by %d while dealing %0.2f darkness damage per turn to everyone else within its radius. The circle lasts %d turns.
+		The damage will increase with your Spellpower.]], [[足元に範囲 %d の結界を生成します。
+結界内では回避と全セーブが %d 増加し、毎ターン術者以外に %0.2f 暗黒ダメージを与えます。
+結界は %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Circle of Sanctity", "高潔の結界", "talent name")
+t("Creates a circle of radius %d at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing %d light damage to everyone else who enters. The circle lasts %d turns.", [[足元に範囲 %d の結界を生成します。
+結界内では術者は沈黙から守られ、術者以外が結界に入ると %d 閃光ダメージを与え、沈黙させます。
+結界は %d ターン持続します。]], "tformat")
+t("Circle of Warding", "守護の結界", "talent name")
+t([[Creates a circle of radius %d at your feet; the circle slows incoming projectiles by %d%% and attempts to push all creatures other than yourself out of its radius, inflicting %0.2f light damage and %0.2f darkness damage per turn as it does so.  The circle lasts %d turns.
+		The effects will increase with your Spellpower.]], [[足元に範囲 %d の結界を生成します。
+結界内では飛来物は %d%% 減速し、術者以外を毎ターン %0.2f 閃光ダメージと %0.2f 暗黒ダメージを与えながら、結界外に押し出します。
+結界は %d ターン持続します。
+効果は魔法パワーに依存します。]], "tformat")
+t("Celestial Surge", "聖天高揚", "talent name")
+t([[Conjure a surge of celestial power through your circles. Any foe standing within one of your circles will be slowed by %d%% for %d turns and take %d light and %d darkness damage.
+		Residual power from the surge will emanate from your circles for %d turns; each circle you stand in will increase your celestial resources.
+		Shifting Shadows: +1 negative.
+		Sanctity: +1 postive.
+		Warding: +0.5 postive and negative.]], [[結界に天空の力を注ぎます。
+結界内の敵を %d ターン %d%% 減速させ、 %d 閃光ダメージと %d 暗黒ダメージを与えます。
+ %d ターン結界から力が溢れ出し、結界内にいるときリソースを獲得します。
+ 「暗影の結界」: +1 月光力
+ 「高潔の結界」: +1 陽光力
+ 「守護の結界」: +0.5 陽光力と月光力]], "tformat", {2,1,3,4})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/combat.lua"
+
+t("Weapon of Light", "陽光の刃", "talent name")
+t([[Infuse your weapon with the power of the Sun, adding %0.1f light damage on each melee hit.
+		Additionally, if you have a temporary damage shield active, melee hits will increase its power by %d once per turn.
+		The damage dealt and shield bonus will increase with your Spellpower.]], [[武器に太陽の力を刻み込み、近接攻撃が命中する度 %0.1f 閃光ダメージを追加します。
+さらに、ダメージシールドが起動しているとき、1ターンに1度まで近接攻撃が命中すると強度が %d 増加します。
+ダメージとシールドボーナスは魔法パワーに依存します。]], "tformat")
+t("Wave of Power", "力の波動", "talent name")
+t("#CRIMSON#%sstrikes twice with Wave of Power!#NORMAL#", "#CRIMSON#%sは「力の波動」により追加攻撃した!#NORMAL#", "logSeen")
+t([[In a pure display of power, you project a ranged melee attack, doing %d%% weapon damage.
+		If the target is outside of melee range, you have a chance to project a second attack against it for %d%% weapon damage.
+		The second strike chance (which increases with distance) is %0.1f%% at range 2 and %0.1f%% at the maximum range of %d.
+		The range will increase with your Strength.]], [[力の化身となり、近接攻撃を投射し、 %d%% 武器ダメージを与えます。
+対象と隣接していなければ、さらに追加攻撃を投射し %d%% 武器ダメージを与えます。
+追加攻撃率(距離に応じて増加)は、距離2で %0.1f%% 、最大射程( %d)のとき %0.1f%% になります。
+射程は腕力に依存します。]], "tformat", {1,2,3,5,4})
+t("Weapon of Wrath", "憤怒の刃", "talent name")
+t([[Your weapon attacks burn with righteous fury, dealing %d%% of your lost HP as additional Fire damage (up to %d, Current:  %d).
+		Targets struck are also afflicted with a Martyrdom effect that causes them to take %d%% of all damage they deal for 4 turns.
+		The bonus damage can only occur once per turn.]], [[正義なる怒りを燃え滾らせ、武器攻撃が術者の減少HPの %d%% の追加火炎ダメージを与えます。(最大 %d,現在: %d)
+攻撃を受けた対象は4ターン「報復」状態になり、与ダメージの %d%% を反射されるようになります。
+ボーナスダメージは1ターンに1回だけ発動します。]], "tformat")
+t("Second Life", "第二の生命", "talent name")
+t("Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for %d.", "HPが1を下回る攻撃を受けたとき、「第二の生命」が発動し、このタレントが解除され、HPが1になった後に %d 回復します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/crusader.lua"
+
+t("Absorption Strike", "吸能の一撃", "talent name")
+t([[You strike your foe with your two handed weapon, dealing %d%% weapon damage.
+		If the attack hits, all foes in radius 2 will have their light resistance reduced by %d%% and their damage reduced by %d%% for 5 turns.]], [[両手武器で敵を攻撃し %d%% 武器ダメージを与えます。
+攻撃が命中すると、5ターン範囲2の全ての敵の閃光耐性を %d%% 下げ、与ダメージを %d%% 減少させます。]], "tformat")
+t("Mark of Light", "光の刻印", "talent name")
+t("You mark a target with light for 3 turns, causing all melee hits you deal to it to heal you for %d%% of the damage done.", "対象に3ターン光の刻印を付与し、その対象に近接攻撃によって与えたダメージの %d%% を回復します。", "tformat")
+t("Righteous Strength", "正義の力", "talent name")
+t([[While wielding a two handed weapon, your critical strike chance is increased by %d%%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by %d%%, stacking up to 3 times.
+		In addition, your melee critical strikes leave a lasting lightburn on the target, dealing %0.2f light damage over 5 turns and reducing opponents armour by %d.
+		The damage increases with your Spellpower.]], [[両手武器を装備すると、クリティカル率が %d%% 上昇します。
+さらに、近接攻撃のクリティカルによって正義の力に満たされ、物理と閃光ダメージが %d%% 増加し(3回まで累積)、対象を閃熱で焦がし、5ターンかけて %0.2f 閃光ダメージを与え、アーマーを %d 減少させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Flash of the Blade", "天刃一閃", "talent name")
+t("You require a two handed weapon to use this talent.", "このタレントには両手武器が必要だ", "logPlayer")
+t([[Infuse your two handed weapon with light while spinning around.
+		All creatures in radius one take %d%% weapon damage.
+		In addition while spinning your weapon shines so much it deals %d%% light weapon damage to all foes in radius 2.
+		At level 4 your spinning blade creates a shield that blocks all damage for 1 turn.]], [[両手武器に光を込めて回転攻撃を放ちます。
+範囲1の全対象に %d%% 武器ダメージを与えます。
+さらに、武器が光り輝き、範囲2の全ての敵に %d%% 閃光武器ダメージを与えます。
+レベル4になると、回転する刃が盾となり1ターン全てのダメージを完全に防ぎます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/eclipse.lua"
+
+t("Blood Red Moon", "鮮血の月", "talent name")
+t("Increases your spell critical chance by %d%%.", "魔法クリティカル率が %d%% 上昇します。", "tformat")
+t("Totality", "皆既日食", "talent name")
+t([[Increases your light and darkness resistance penetration by %d%% for %d turns, and reduces the cooldown of all Celestial skills by %d.
+		The resistance penetration will increase with your Cunning.]], [[ %d ターン閃光、暗黒耐性貫通が %d%% 増加し、「天空」スキルのクールダウンが %d ターン短縮されます。
+耐性貫通増加量は賢さに依存します。]], "tformat", {2,1,3})
+t("Corona", "コロナ", "talent name")
+t([[Each time one of your spells criticals, you project a bolt of light or shadow at up to %d targets within radius %d, doing %0.2f light damage or %0.2f darkness damage per bolt.
+		This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
+		The damage scales with your Spellpower.
+		This spell cannot crit.]], [[魔法クリティカルが発生する度に、範囲 %d の最大 %d 体の対象に閃光のボルト( %0.2f 閃光ダメージ)、もしくは暗黒のボルト( %0.2f 暗黒ダメージ)を発射します。
+この効果は発動する度に、2陽光力か2月光力を消費し、どちらかのリソースが2以下の場合は発動しません。
+ダメージは魔法パワーに依存します。
+この魔法はクリティカルヒットしません。]], "tformat", {2,1,3,4})
+t("Darkest Light", "常闇の光", "talent name")
+t("Shroud foes within radius %d in darkest light, dealing %0.2f light and %0.2f darkness damage per turn and converting %d%% of the damage they deal between light and darkness for %d turns.", "範囲 %d の敵を %d ターン常闇の光で包み込み、毎ターン %0.2f 閃光ダメージと %0.2f 暗黒ダメージを与え、敵の与ダメージの %d%% を閃光属性と暗黒属性に変換します。", "tformat", {1,5,2,3,4})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/glyphs.lua"
+
+t("Glyphs", "陣", "talent name")
+t("glyph of sunlight", "陽光の陣", "_t")
+t("Deals %d light damage and heals the summoner for %d", " %d 閃光ダメージを与え、術者を %d 回復します。", "tformat")
+t("glyph of moonlight", "月光の陣", "_t")
+t("Deals %d darkness damage and saps the foes energy, reducing all damage dealt by %d%% for %d turns.", " %d 暗黒ダメージを与え、敵のエネルギーを吸収し %d ターン与ダメージを %d%% 低下させます。", "tformat", {1,3,2})
+t("glyph of twilight", "黄昏の陣", "_t")
+t("trap", "ç½ ", "_t")
+t("Explodes knocking the enemy 1 space in a random direction and dealing %d light and %d darkness damage.", "爆発し、敵を1マスランダムな方向にノックバックし、 %d 閃光ダメージと %d 暗黒ダメージを与えます。", "tformat")
+t([[When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range %d at the cost of 5 positive and 5 negative energy.
+		Glyphs last for %d turns and cause various effects when an enemy enters their grid.
+		Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
+		This can only happen every %d game turns.
+		Glyph effects will scale with your Spellpower.
+
+		Avalable glyphs are:
+		#ffd700#Glyph of Sunlight#LAST#:  Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing %0.2f light damage and healing you for %d.
+		#7f7f7f#Glyph of Moonlight#LAST#:  Bind moonlight into a glyph. When triggered it will release a fatiguing darkness,  dealing %0.2f darkness damage and reducing the foes damage dealt by %d%% for %d turns.
+		#9D9DC9#Glyph of Twilight#LAST#:  Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing %0.2f light and %0.2f darkness damage and knocking the foe back %d tiles.
+		]], [[魔法クリティカルが発生すると、陽光力と月光力を5消費して距離 %d までのランダムな対象の足元に範囲1の陣を結びます。
+陣は %d ターン持続し、侵入した敵に対し様々な影響を及ぼします。
+陣は、既に存在する他の陣に隣接していない敵に対してのみ生成され、術者の足元が優先されます。
+この効果は %d ゲームターンに1度まで発生します。
+陣の効果は魔法パワーに依存します。
+
+使用可能な陣は:
+#ffd700#陽光の陣#LAST#: 陽光の陣を結びます。起動すると、まばゆい光を放ち、 %0.2f 閃光ダメージを与え、術者を %d 回復します。
+#7f7f7f#月光の陣#LAST#: 月光の陣を結びます。起動すると、疲労の暗黒を放ち、 %0.2f 暗黒ダメージを与え、 %d ターン与ダメージを %d%% 減少させます。
+#9D9DC9#黄昏の陣#LAST#: 黄昏の陣を結びます。起動すると、黄昏の爆発を放ち、 %0.2f 閃光ダメージと %0.2f 暗黒ダメージを与え、 %d マスノックバックさせます。
+		]], "tformat", {1,2,3,4,5,6,8,7,9,10,11})
+t("Glyphs of Fury", "怒りの陣", "talent name")
+t([[Your glyphs are imbued with celestial fury; they last %d turns longer and when triggered they will deal damage.
+		#ffd700#Glyph of Sunlight#LAST#:  Deals %0.2f light damage.
+		#7f7f7f#Glyph of Moonlight#LAST#:  Deals %0.2f darkness damage.
+		#9D9DC9#Glyph of Twilight#LAST#:  Deals %0.2f light and %0.2f darkness damage.]], [[陣に天空の怒りを込めます; 陣が %d ターン長く持続し、起動したときにダメージを与えます。
+#ffd700#陽光の陣#LAST#: %0.2f 閃光ダメージ
+#7f7f7f#月光の陣#LAST#: %0.2f 暗黒ダメージ
+#9D9DC9#黄昏の陣#LAST#: %0.2f 閃光ダメージと %0.2f 暗黒ダメージ]], "tformat")
+t("Empowered Glyphs", "陣強化", "talent name")
+t("Up to 3 times per turn when one of your glyphs triggers you feel a surge of celestial power, increasing your darkness and light resistance and affinity by 5%% for %d turns, stacking up to %d times.", "1ターンに3回まで、陣が起動すると、術者に天空の力が流れ込み、 %d ターン暗黒と閃光属性の耐性と吸収が5%%上昇します。( %d 回まで重複)", "tformat")
+t("Destabilize Glyphs", "陣の不安定化", "talent name")
+t([[Destabilize your glyphs, triggering every glyph in radius 10 with an enemy standing on it.
+		At talent level 2 glyphs triggered this way will leave a residue of themselves on the ground, dealing damage each turn for %d turns.
+		#ffd700#Sunlight#LAST#:  %0.2f light damage.
+		#7f7f7f#Moonlight#LAST#:  %0.2f darkness damage.
+		#9D9DC9#Twilight#LAST#:  %0.2f light and %0.2f darkness damage]], [[陣を不安定化させ、範囲10の敵が乗っている全ての陣を起動します。
+タレントレベル2になると、このタレントで起動された陣が %d ターン残滓となり、毎ターンダメージを与えます。
+#ffd700#陽光#LAST#: %0.2f 閃光ダメージ
+#7f7f7f#月光#LAST#: %0.2f 暗黒ダメージ
+#9D9DC9#黄昏#LAST#: %0.2f 閃光ダメージと %0.2f 暗黒ダメージ]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/guardian.lua"
+
+t("Shield of Light", "陽光の盾", "talent name")
+t([[Infuse your shield with light, healing you for %0.2f each time you take damage at the expense of up to 2 positive energy.
+		If you do not have any positive energy, the effect will not trigger.
+		Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing %d%% light damage.
+		The healing done will increase with your Spellpower.]], [[盾に陽光を刻み込み、ダメージを受ける度に陽光力を2消費してHPを %0.2f 回復します。
+陽光力が不足していると、この効果は発動しません。
+さらに、1ターンに1度まで近接攻撃が命中すると盾で追加攻撃を行い %d%% 閃光ダメージを与えます。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Brandish", "ブランディッシュ", "talent name")
+t("You cannot use Brandish without a shield!", "「ブランディッシュ」は盾なしでは使えない!", "logPlayer")
+t([[Hits the target with your weapon doing %d%% damage, and with a shield strike doing %d%% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts %0.2f light damage on all targets except yourself within radius %d of the target, and light up all tiles in that radius.
+		The light damage will increase with your Spellpower.]], [[対象を武器で攻撃し %d%% ダメージ、盾で攻撃し %d%% ダメージを与えます。
+盾攻撃が命中すると、光の爆発を起こし範囲 %d に %0.2f 閃光ダメージを与え、爆発の範囲を明るく照らします。
+閃光ダメージは魔法パワーに依存します。]], "tformat", {1,2,4,3})
+t("Retribution", "報復の盾", "talent name")
+t("You cannot use Retribution without a shield!", "「報復の盾」は盾なしでは使えない!", "logPlayer")
+t("#RED#Absorb Remaining: %d", "#RED#残り吸収量: %d", "tformat")
+t([[Retribution negates half of all damage you take while it is active. Once Retribution has negated %0.2f damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of %d and deactivating the talent.
+		The amount absorbed will increase with your Spellpower.
+		%s]], [[「報復の盾」の起動中は被ダメージの半分を無効化します。
+ %0.2f ダメージを無効化すると、盾が光の爆発を起こし、範囲 %d に吸収したダメージと同じ量の閃光ダメージを与え、「報復の盾」が解除されます。
+無効化上限値は魔法パワーに依存します。
+
+%s]], "tformat")
+t("Crusade", "クルセイド", "talent name")
+t("You cannot use Crusade without a shield!", "「クルセイド」は盾なしでは使えない!", "logPlayer")
+t([[You demonstrate your dedication to the light with a measured attack striking once with your weapon for %d%% Light damage and once with your shield for %d%% Light damage.
+			If the first strike connects %d random talent cooldowns are reduced by 1.
+			If the second strike connects you are cleansed of %d debuffs.]], [[武器での攻撃( %d%% 閃光ダメージ)と、盾での攻撃( %d%% 閃光ダメージ)により光への献身を示します。
+武器攻撃が命中すると、 ランダムな %d 種のタレントのクールダウンが1ターン減少します。
+盾攻撃が命中すると、自身の悪性状態異常を %d 種治療します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/hymns.lua"
+
+t("Hymn of Shadows", "影の讃歌", "talent name")
+t([[Chant the glory of the Moons, gaining the agility of shadows.
+		This increases your movement speed by %d%% and your spell speed by %d%%.
+		You may only have one Hymn active at once.
+		The effects will increase with your Spellpower.]], [[月を讃える歌を歌い、影の素早さを得ます。
+移動速度が %d%% 、詠唱速度が %d%% 上昇します。
+讃歌は一度に1つしか歌えません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Hymn of Detection", "感知の讃歌", "talent name")
+t([[Chant the glory of the Moons, granting you stealth detection (+%d power), and invisibility detection (+%d power).
+		You may also attack creatures you cannot see without penalty and your critical hits do %d%% more damage.
+		You may only have one Hymn active at once.
+		The stealth and invisibility detection will increase with your Spellpower.]], [[月を讃える歌を歌い、隠密看破が %d 、透明視が %d 上昇します。
+また、見えない敵に命中ペナルティなしで攻撃できるようになり、クリティカル倍率が %d%% 上昇します。
+讃歌は一度に1つしか歌えません。
+感知能力上昇量は魔法パワーに依存します。]], "tformat")
+t("Hymn of Perseverance", "忍耐の讃歌", "talent name")
+t([[Chant the glory of the Moons, granting you %d%% stun, blindness and confusion resistance.
+		You may only have one Hymn active at once.]], [[月を讃える歌を歌い、スタン、盲目、混乱耐性が %d%% 上昇します。
+讃歌は一度に1つしか歌えません。]], "tformat")
+t("Hymn of Moonlight", "月光の讃歌", "talent name")
+t("#DARK_GREY#A shroud of shadow dances around %s!", "#DARK_GREY#%sの周囲で影が舞う!", "logSeen")
+t("%s's %s", "%sの%s", "tformat")
+t("#DARK_GREY#The shroud of shadows around %s disappears.", "#DARK_GREY#%sの周囲から影が消えた", "logSeen")
+t([[Chant the glory of the Moons, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
+		Each turn, a shadowy beam will hit up to %d of your foes within radius 5 for 1 to %0.2f damage.
+		This powerful spell will drain %0.1f negative energy for each beam; no beam will fire if your negative energy is too low.
+		You may only have one Hymn active at once.
+		The damage will increase with your Spellpower.]], [[月を讃える歌を歌い、踊る影の帳を召喚します。
+毎ターン、影のビームが範囲5の敵を最大 %d 体まで撃ち抜き、1から %0.2f ダメージを与えます。
+ビームを発射する度に月光力を %0.1f 消費します。(リソース不足の時、ビームは発射されません)
+讃歌は一度に1つしか歌えません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Hymn Acolyte", "手助けの讃歌", "talent name")
+t([[You have learned to sing the praises of the Moons, in the form of three defensive Hymns:
+
+Hymn of Shadows: Increases your movement speed by %d%% and your spell casting speed by %d%%.
+
+Hymn of Detection: Increases your ability to see stealthy creatures by %d and invisible creatures by %d, and increases your critical power by %d%%.
+
+Hymn of Perseverance: Increases your resistance to stun, confusion and blinding by %d%%.
+
+You may only have one Hymn active at a time.]], [[3種の守りの讃歌という形で、月を讃える歌を習得します。
+影の讃歌: 移動速度が %d%% 、詠唱速度が %d%% 上昇します。
+感知の讃歌: 隠密看破が %d 、透明視が %d 、クリティカル倍率が %d%% 上昇します。
+忍耐の讃歌: スタン、混乱、盲目耐性が %d%% 上昇します。
+讃歌は一度に1つしか歌えません。]], "tformat")
+t("Hymn Incantor", "まじないの讃歌", "talent name")
+t([[Your Hymns now focus darkness near you, which increases your darkness damage by %d%% and does %0.2f darkness damage to anyone who hits you in melee.
+		These values scale with your Spellpower.]], [[讃歌が暗黒を集めるようになり、暗黒ダメージが %d%% 上昇し、近接攻撃に %0.2f 暗黒ダメージで反撃します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Hymn Adept", "熟練の讃歌", "talent name")
+t([[Your skill in Hymns now improves your sight in darkness, increasing your infravision radius by %d.
+		Also, when you end a Hymn, you will gain a buff of a type based on which Hymn you ended.
+		Hymn of Shadows increases your movement speed by %d%% for one turn.
+		Hymn of Detection makes you invisible (power %d) for %d turns.
+		Hymn of Perseverance grants a damage shield (power %d) for %d turns.]], [[讃歌への熟練が暗視能力を高め、赤外線視力が %d 上昇します。
+さらに、讃歌を歌い終えると、讃歌に応じた良性状態異常を得ます。
+影の讃歌:1ターン移動速度が %d%% 上昇
+感知の讃歌: %d ターン透明化(パワー %d)
+忍耐の讃歌: %d ターン持続するパワー %d のダメージシールド]], "tformat", {1,2,4,3,6,5})
+t("Hymn Nocturnalist", "宵闇の讃歌", "talent name")
+t([[Your passion for singing the praises of the Moons reaches its zenith.
+		Your Hymns now fire shadowy beams that will hit up to %d of your foes within radius 5 for 1 to %0.2f damage, with a 20%% chance of blinding.
+		This powerful effect will drain %0.1f negative energy each time it fires at at least 1 target; no beam will fire if your negative energy is too low.
+		These values scale with your Spellpower.]], [[月を讃える歌への情熱が天に昇ります。
+讃歌が影のビームを撃ち、範囲5の敵を最大 %d 体まで攻撃し、1から %0.2f ダメージを与え、20%%で「盲目」状態にします。
+ビームを発射する度に月光力を %0.1f 消費します。(リソース不足の時、ビームは発射されません)
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/light.lua"
+
+t("Healing Light", "癒しの陽光", "talent name")
+t([[An invigorating ray of Sunlight shines upon you, healing your body for %d life.
+		The amount healed will increase with your Spellpower.]], [[太陽光の癒しを受けてHPが %d 回復します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Bathe in Light", "光の祝福", "talent name")
+t([[A magical zone of Sunlight appears around you, healing and shielding all within a radius of %d for %0.2f per turn and increasing healing effects on everyone within by %d%%. The effect lasts for %d turns.
+		Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
+		If the same shield is refreshed 20 times it will become unstable and explode, removing it.
+		It also lights up the affected area.
+		The amount healed will increase with the Magic stat]], [[太陽光の結界を生成し、毎ターン範囲 %d の全対象を %d 回復し、同量のシールドを張り、回復倍率を %d%% 上昇させます。
+結界は %d ターン持続します。
+既にダメージシールドが存在する場合その強度に追加され、持続時間が2ターン未満の場合、2ターンになります。
+20回以上強化されたダメージシールドは不安定になり爆発して消滅します。
+さらに、周辺を照らします。
+回復量は魔力に依存します。]], "tformat")
+t("Barrier", "守護の盾", "talent name")
+t([[A protective shield forms around you that lasts for up to 10 turns and negates %d damage.
+ 		The total damage the barrier can absorb will increase with your Spellpower and can crit.]], [[10ターン持続する守りの盾を生成し、 %d ダメージを防ぎます。
+盾の強度は魔法パワーに依存し、クリティカルが発生することがあります。]], "tformat")
+t("Providence", "天の意志", "talent name")
+t("Places you under the protection of a ray of sunlight. For %d turns, the light removes a single negative effect from you every turn.", [[太陽光の加護を得ます。
+ %d ターン陽光により毎ターンに1種の悪性状態異常を治療します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/other.lua"
+
+t("Glyph of Explosion", "爆発の陣", "talent name")
+t("You somehow fail to set the corrosive seed.", "なぜか種子の設置に失敗した", "logPlayer")
+t("glyph of explosion", "爆発の陣", "_t")
+t("Explodes (radius 1) for %d light damage.", " %d 閃光ダメージの爆発(範囲1)", "tformat")
+t("test glyph", "陣のテスト", "tformat")
+t("Glyph of Paralysis", "麻痺の陣", "talent name")
+t("glyph of paralysis", "麻痺の陣", "_t")
+t("Dazes for %d turns.", " %d ターン朦朧にします。", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be dazed for %d turns.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.]], [[光を込めた陣を床に結びます。陣に乗った敵を %d ターン「朦朧」状態にします。
+陣は隠しトラップ(%d 感知難度, %d 解除難度, 魔力に依存)になっており、 %d ターン持続します。]], "tformat")
+t("Glyph of Repulsion", "反発の陣", "talent name")
+t("glyph of repulsion", "反発の陣", "_t")
+t("Deals %d physical damage, knocking the target back.", " %d 物理ダメージを与え、対象をノックバックします。", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be hit by a blast that does %0.2f physical damage and knocks them back.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.
+		The damage will increase with your Spellpower.]], [[光を込めた陣を床に結びます。陣に乗った敵に %0.2f 物理ダメージを与えノックバックします。
+陣は隠しトラップ(%d 感知難度, %d 解除難度, 魔力に依存)になっており、 %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Glyph of Fatigue", "疲労の陣", "talent name")
+t("glyph of fatigue", "疲労の陣", "_t")
+t("trap", "ç½ ", "_t")
+t("Slows (%d%%) for 5 turns.", "5ターン減速(%d%%)します。", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be slowed by %d%% for 5 turns.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.]], [[光を込めた陣を床に結びます。陣に乗った敵を5ターン %d%% 減速させます。
+陣は隠しトラップ(%d 感知難度, %d 解除難度, 魔力に依存)になっており、 %d ターン持続します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/radiance.lua"
+
+t("Radiance", "光輝", "talent name")
+t([[You are so infused with sunlight that your body glows permanently in radius %d, even in dark places.
+		Your vision adapts to this glow, giving you %d%% blindness resistance.
+		The light radius overrides your normal light if it is bigger (it does not stack).
+		]], [[陽光が体に満ち溢れ、闇の中であっても永続的に範囲 %d を照らすようになります。
+強烈な光に目が慣れて盲目耐性が %d%% 増加します。
+この光の範囲は通常の光源範囲と重複せず大きい方に上書きされます。]], "tformat")
+t("Illumination", "光輝の煌めき", "talent name")
+t([[The light of your Radiance allows you to see that which would normally be unseen.
+		All enemies in your Radiance aura have their invisibility and stealth power reduced by %d.
+		In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by %d and all evasion bonuses from being unseen are negated.
+		The effects increase with your Spellpower.]], [[光輝の光によって通常は見えないものが見えるようになります。
+「光輝」の範囲内の敵は透明化効果量と隠密効果量が %d 低下します。
+さらに、この効果を受けた対象は姿を暴かれて攻撃を回避しづらくなり、回避が %d 低下し、不可視状態による全ての攻撃回避ボーナスが発揮しなくなります。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Searing Sight", "光輝の眼差し", "talent name")
+t([[Your Radiance is so powerful it burns all foes caught in it, doing %0.1f light damage to all non-dazed foes caught inside.
+		Each enemy effected has a %d%% chance of being dazed for 5 turns.
+		The damage increases with your Spellpower.]], [[「光輝」の光が輝きを増し、範囲内の敵全てを焼き焦がすようになります。
+範囲内の朦朧状態でない敵全てに %0.1f 閃光ダメージを与え、 %d%% で5ターン「朦朧」状態にします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Judgement", "光輝の裁き", "_t")
+t("Fire a glowing orb of light at each enemy within your Radiance.  Each orb will slowly follow its target until it connects dealing %d light damage to anything else it contacts along the way.  When the target is reached the orb will explode dealing %d light damage in radius 1 and healing you for 50%% of the damage dealt.", [[「光輝」の範囲内にいる敵全てに光球を放ちます。
+光球はそれぞれの対象をゆっくりと追いかけ、軌道上に別の敵がいた場合は %d 閃光ダメージを与えます。
+対象に命中すると、爆発を起こして範囲1に %d 閃光ダメージを与え、術者のHPが与ダメージの50%%回復します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/star-fury.lua"
+
+t("Moonlight Ray", "ムーンライトレイ", "talent name")
+t([[Focuses the power of the Moon into a beam of shadows, doing %0.2f damage.
+		The damage dealt will increase with your Spellpower.]], [[月の力を集めて影のビームを放ち %0.2f ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Shadow Blast", "シャドウブラスト", "talent name")
+t([[Invokes a blast of shadows that deals %0.2f darkness damage, and leaves a radius 3 field that does %0.2f darkness damage per turn for %d turns.
+		The damage dealt will increase with your Spellpower.]], [[影の波動を呼び覚まし、 %0.2f 暗黒ダメージを与え、範囲3に %d ターン持続して毎ターン %0.2f 暗黒ダメージを与える場を生成します。
+ダメージは魔法パワーに依存します。]], "tformat", {1,3,2})
+t("Twilight Surge", "黄昏の波動", "talent name")
+t([[A surge of twilight pulses from you, doing %0.2f light and %0.2f darkness damage to all others within radius %d.
+		The damage dealt will increase with your Spellpower.]], [[黄昏の衝撃波が範囲 %d の全対象に %0.2f 閃光ダメージと %0.2f 暗黒ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat", {3,1,2})
+t("Starfall", "スターフォール", "talent name")
+t([[A star falls on a radius %d area, doing %0.2f darkness damage on impact and stunning all within the area for 4 turns.
+		The damage dealt will increase with your Spellpower.]], [[範囲 %d に星を落とし、 %0.2f 暗黒ダメージを与え、4ターンスタンさせます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/sun.lua"
+
+t("Sun Ray", "太陽光線", "talent name")
+t([[Calls forth a ray of light from the Sun, doing %0.1f Light damage to the target.
+		At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for %d turns.
+		The damage dealt will increase with your Spellpower.]], [[太陽光線を放ち、対象に %0.1f 閃光ダメージを与えます。
+タレントレベル3になると、熱線の出力が上昇し、対象と範囲2の全てを %d ターン盲目にします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Path of the Sun", "太陽の道しるべ", "talent name")
+t([[A path of sunlight appears in front of you for 5 turns. All foes standing inside take %0.1f Light damage per turn.
+		While standing in the path, your movement takes no time and can not trigger traps.
+		The damage done will increase with your Spellpower.]], [[5ターン前方に陽光の道が現れます。
+この上にいる敵に毎ターン %0.1f 閃光ダメージを与えます。
+術者はこの上にいる間は移動にターン消費せず、トラップが起動しなくなります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Sun's Vengeance", "天の怒り", "talent name")
+t([[Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by %d%%.
+		Each time you crit with a physical attack or a spell you have %d%% chance to gain Sun's Vengeance for 2 turns.
+		While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25%% more damage.
+		If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
+		This effect can only happen once per turn.]], [[太陽の怒りをその身に宿し、物理、魔法クリティカル率が %d%% 増加します。
+物理、魔法クリティカルが発生すると、 %d%% で2ターン「天の怒り」状態になります。
+この状態では「太陽光線」の使用にターンを消費せず、ダメージが25%%上昇します。
+「太陽光線」がクールダウン中の場合、クールダウンが1ターン短縮されます。
+この効果は1ターンにつき1回だけ発生します。 ]], "tformat")
+t("Suncloak", "太陽の衣", "talent name")
+t([[You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
+		While the cloak is active, your spell casting speed is increased by %d%%, your spell cooldowns are reduced by %d%%, and you cannot take more than %d%% of your maximum life from a single blow.
+		The effects will increase with your Spellpower.]], [[陽光の衣に身を包み、6ターン魔力を強化して身を守ります。
+起動中は、詠唱速度が %d%% 上昇し、魔法のクールダウンが %d%% 減少し、1回の攻撃で最大HPの %d%% を越えるダメージを受けなくなります。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/sunlight.lua"
+
+t("Searing Light", "灼熱の光", "talent name")
+t([[Calls the power of the Sun into a searing lance, doing %d damage to the target and leaving a radius 1 area of searing light on the ground for 4 turns that does %d light damage to all foes within it.
+		The damage dealt will increase with your Spellpower.]], [[太陽の力を灼熱の槍にして放ち、対象に %d ダメージを与え、4ターン範囲1の敵全てに %d 閃光ダメージを与える灼熱の場を生成します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Sun Flare", "サンフレア", "talent name")
+t([[Invokes the Sun to cause a flare within radius %d, blinding your foes for %d turns and lighting up the area.
+		All enemies effected will take %0.2f light damage.
+		At talent level 3 you gain %d%% light, darkness, and fire resistance for %d turns.
+		The damage done and resistances will increase with your Spellpower.]], [[太陽の力を呼び覚まして範囲 %d に閃熱を放ち、敵を %d ターン盲目にし、 %0.2f 閃光ダメージを与え、その範囲を明るく照らします。
+タレントレベル3になると、 %d ターン閃光、暗黒、火炎耐性が %d%% 上昇するようになります。
+ダメージと耐性上昇量は魔法パワーに依存します。]], "tformat", {1,2,3,5,4})
+t("Firebeam", "炎の矢", "talent name")
+t([[Call forth the Sun to summon a fiery beam that pierces to the farthest enemy dealing %d fire damage to all enemies hit.
+		This spell will automatically cast again at the start of your next two turns.
+		You will gain %0.2f positive energy each time firebeam or an instant damage proc caused by firebeam deals damage.
+		The damage done will increase with your Spellpower.]], [[太陽の力で炎の矢を作り出し、最も遠くの敵に向かって貫通する矢を発射し、当たった敵全てに %d 火炎ダメージを与えます。
+この魔法は続く2ターンの間、ターンが回ってくる度に自動発動します。
+炎の矢が当たる、もしくは炎の矢のダメージにより追加即時ダメージが発動する度に陽光力を %0.2f 回復します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Sunburst", "サンバースト", "talent name")
+t("Release a burst of sunlight beams at %d random foes in radius %d, dealing %d damage to all foes hit and increasing your bonus light damage by %d%% of your bonus darkness damage for %d turns.", [[範囲 %dのランダムな敵 %d 体に太陽光線を乱れ撃ち、当たった敵全てに %d ダメージを与えます。
+さらに、 %d ターン術者の閃光ダメージが、暗黒ダメージボーナスの %d%% 分上昇します。]], "tformat", {2,1,3,5,4})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/twilight.lua"
+
+t("Twilight", "黄昏", "talent name")
+t([[You stand between the darkness and the light, allowing you to convert 15 positive energy into %d negative energy.
+		The negative energy gain will increase with your Cunning.]], [[闇と光の狭間に立ち、陽光力15を月光力 %d に変換します。
+月光力上昇量は賢さに依存します。]], "tformat")
+t("Jumpgate: Teleport To", "転移門:転送", "talent name")
+t("You must sustain the Jumpgate spell to be able to teleport.", "「転移門」を常駐しないとテレポートできない", "logPlayer")
+t("Instantly travel to your jumpgate, as long as you are within %d tiles of it.", "範囲 %d に対応する転移門が存在している場合、そこに瞬間移動します。", "tformat")
+t("Jumpgate", "転移門", "talent name")
+t([[Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within %d tiles of it.
+		Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
+		At talent level 4, you learn to create and sustain a second jumpgate.]], [[足下に転移門を生成します。このタレントを常駐している間は'転移門:転送'が使用可能になります。
+これを使用すると範囲 %d に対応する転移門が存在する場合、そこへ瞬間移動します。
+階段が転移門と重なっている場合、「転移門」を起動していると階段を使えなくなります。階層を離れる場合は、常駐を解除する必要があります。
+タレントレベル4になると、転移門を2つ利用できるようになります。]], "tformat")
+t("Mind Blast", "マインドブラスト", "talent name")
+t([[Let out a mental cry that shatters the will of your targets within radius %d, dealing %0.2f darkness damage and confusing (%d%% to act randomly) them for %d turns.
+		The damage will improve with your spellpower and the duration will improve with your Cunning.]], [[精神波動を放ち、範囲 %d の対象の精神を破壊し、 %0.2f 暗黒ダメージを与え %d ターン混乱(%d%% でランダム行動)させます。
+ダメージは魔法パワーに依存し、持続時間は賢さに依存します。]], "tformat", {1,2,4,3})
+t("Shadow Simulacrum", "シャドウシムラクラム", "talent name")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("You can't target summons!", "召喚生物は対象指定できない!", "logSeen")
+t("You can't target allies!", "味方は対象指定できない!", "logSeen")
+t("%s's shadow simulacrum", "%sのシャドウシムラクラム", "tformat")
+t("A dark, shadowy shape whose form resembles the creature it was copied from. It is not a perfect replica, though, and it makes you feel uneasy to look at it.", "オリジナルに似ている黒い影の分身だ。しかし完璧な複製というわけではなく、見ていると不安な気持ちになる。", "_t")
+t([[Creates a shadowy copy of a hostile target. The copy will attack its progenitor immediately and lasts for %d turns.
+		The duplicate has %d%% of the target's life, +50%% darkness resistance, -50%% light resistance, and deals 50%% less damage.
+		The duration and life scale with your Cunning.]], [[敵対している対象の影の分身を生成します。分身は %d ターン本体を攻撃します。
+分身は対象の %d%% のHPを持ち、暗黒耐性が+50%% 、閃光耐性が-50%% されており、与ダメージが50%%減少します。
+持続時間と分身のHPは賢さに依存します。]], "tformat")
+t("Jumpgate Two", "転移門2", "talent name")
+t("jumpgate", "転移門", "_t")
+t("Create a second shadow jumpgate at your location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within %d tiles of it.", [[足下に2つ目の転移門を生成します。このタレントを常駐している間は'転移門:転送'が使用可能になります。
+これを使用すると範囲 %d に対応する転移門が存在する場合、そこへ瞬間移動します。]], "tformat")
+t("Jumpgate Two: Teleport To", "転移門2:転送", "talent name")
+t("You must sustain the Jumpgate Two spell to be able to teleport.", "「転移門2」を常駐しないとテレポートできない", "logPlayer")
+t("Instantly travel to your second jumpgate, as long as you are within %d tiles of it.", "範囲 %d に対応する転移門が存在している場合、そこに瞬間移動します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/age-manipulation.lua"
+
+t("Turn Back the Clock", "時間奔流", "talent name")
+t([[Projects a bolt of temporal energy that deals %0.2f temporal damage, and reduces the targets three highest stats by %d for 3 turns.
+		The damage dealt will scale with your Spellpower.]], [[時空エネルギーのボルトを発射し、 %0.2f 時空ダメージを与え、対象の最も高い能力値3種を3ターン %d 低下させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Temporal Fugue Old", "古き時のフーガ", "talent name")
+t("Reverts the minds of all creatures in a radius %d cone to an infantile state, in effect confusing them (%d%% to act randomly) for %d turns.", "範囲 %d の扇状の全対象の精神を退行させて %d ターン混乱状態( %d%% でランダム行動)にします。", "tformat", {1,3,2})
+t("Ashes to Ashes", "灰は灰に", "talent name")
+t([[You surround yourself with a radius %d distortion of time, which deals %0.2f stacking temporal damage over 3 turns to all other creatures.  The effect lasts %d turns.
+		The damage dealt will scale with your Spellpower.]], [[範囲 %d の時間歪曲の場を纏い、全対象に累積する %0.2f 時空ダメージを3ターンかけて与えます。
+効果は %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Body Reversion", "肉体復帰", "talent name")
+t([[You revert your body to a previous state, healing yourself for %0.2f life and removing %d physical status effects (both good and bad).
+		The amount of life healed will scale with your Spellpower.]], [[自身の時間を巻き戻し、HPを %0.2f 回復し、物理状態異常を %d 種類除去します。(良性悪性を問わず)
+回復量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/anomalies.lua"
+
+t("Anomaly Rearrange", "アノマリー:再配置", "talent name")
+t("@Source@ causes a spacetime hiccup.", "@Source@は時空しゃっくりをした", "_t")
+t("Teleports up to five targets in a radius of %d up to ten tiles away.", "範囲 %d の最大5体の対象を最大10マス遠くにテレポートさせます。", "tformat")
+t("Anomaly Teleport", "アノマリー:テレポート", "talent name")
+t("@Source@ shifts reality.", "@Source@は現実変容した", "_t")
+t("Teleports up to five targets in a radius of %d up to %d tiles away.", "範囲 %d の最大5体の対象を最大 %d マス遠くにテレポートさせます。", "tformat")
+t("Anomaly Swap", "アノマリー:交換", "talent name")
+t("@Source@ swaps places with a nearby target.", "@Source@は近くの対象と位置を交換した", "_t")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("You swap locations with a random target.", "ランダムな対象と位置を交換します。", "tformat")
+t("Anomaly Displacement Shield", "アノマリー:転移の盾", "talent name")
+t("@Source@ transfers damage to a nearby target.", "@Source@は近くの対象にダメージを転移し始めた", "_t")
+t([[50%% chance that damage the caster takes will be warped to a set target.
+		Once the maximum damage (%d) is absorbed, the time runs out, or the target dies, the shield will crumble.]], [[50%%で術者の被ダメージを指定した対象に転移します。
+最大吸収ダメージ量(%d)に達するか、持続時間がなくなるか、対象が死亡するとシールドは消滅します。]], "tformat")
+t("Anomaly Wormhole", "アノマリー:ワームホール", "talent name")
+t("@Source@ folds the space between two points.", "@Source@は2地点の空間を歪曲させて繋げた", "_t")
+t("wormhole", "ワームホール", "_t")
+t("@Target@ moves onto the wormhole.", "@Target@はワームホールへ入っていった!", "_t")
+t("%s tries to enter the wormhole but a violent force pushes it back.", "%sはワームホールに入ろうとしたが、押し戻された", "logSeen")
+t("%s ignores the wormhole.", "%sはワームホールを無視した", "logSeen")
+t("Reality asserts itself and forces the wormhole shut.", "現実性が干渉して、ワームホールが閉められた", "logSeen")
+t("Creates a wormhole nearby and a second wormhole up to ten tiles away.", "ワームホールを近くに1つ、最大10マス遠くに2つ目を生成します。", "tformat")
+t("Anomaly Probability Travel", "アノマリー:現実変容", "talent name")
+t("@Source@ places several targets out of phase.", "@Source@はいくつかの対象の実体を薄れさせた", "_t")
+t("Allows up to five targets in a radius of %d to travel up to %d tiles through walls.", "範囲 %d の最大5体の対象を %d マスまで壁抜け出来るようにします。", "tformat")
+t("Anomaly Blink", "アノマリー:ショートテレポート", "talent name")
+t("@Source@ makes several targets blink uncontrollably.", "@Source@はいくつかの対象に制御不能のテレポートをさせた", "_t")
+t("Up to five targets in a radius of %d are teleporting %d tiles every turn.", "範囲 %d の最大5体の対象を毎ターン %d マスのテレポートをさせます。", "tformat")
+t("Anomaly Summon Townsfolk", "アノマリー:救援要請", "talent name")
+t("Some innocent bystanders have been teleported into the fight.", "罪なき一般人を戦いに呼び寄せた", "_t")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("human farmer", "人間の農夫", "_t")
+t("A weather-worn Human farmer, looking at a loss as to what's going on.", "くたびれた人間の農民だ。ここでの出来事に困惑している。", "_t")
+t("halfling gardener", "ハーフリングの庭師", "_t")
+t("A rugged Halfling gardener, looking quite confused as to what he's doing here.", "みすぼらしいハーフリングの庭師だ。ここでの出来事に混乱している。", "_t")
+t("shalore scribe", "シャローレの作家", "_t")
+t("A scrawny Elven scribe, looking bewildered at his surroundings.", "やせこけたエルフの作家だ。周囲の状況に戸惑っている。", "_t")
+t("dwarven lumberjack", "ドワーフの木こり", "_t")
+t("A brawny Dwarven lumberjack, looking a bit upset at his current situation.", "屈強なドワーフの木こりだ。現在の状況にうろたえている。", "_t")
+t("Pulls innocent people into the fight.", "無実の人々を戦いに呼んだ", "tformat")
+t("Anomaly Slow", "アノマリー:減速", "talent name")
+t("@Source@ creates a bubble of slow time.", "@Source@は減速の泡を生成した", "_t")
+t("Slows up to five targets in a radius %d ball by %d%%.", "範囲 %d の最大5体の対象を %d%% 減速させます。", "tformat")
+t("Anomaly Haste", "アノマリー:加速", "talent name")
+t("@Source@ creates a bubble of fast time.", "@Source@は加速の泡を生成した", "_t")
+t("Increases global speed of up to five targets in a radius %d ball by %d%%.", "範囲 %d の最大5体の対象を %d%% 加速させます。", "tformat")
+t("Anomaly Stop", "アノマリー:ストップ", "talent name")
+t("@Source@ creates a bubble of nul time.", "@Source@は無時間の泡を生成した", "_t")
+t("Stuns up to five targets in a radius %d ball.", "範囲 %d の最大5体の対象をスタンさせます。", "tformat")
+t("Anomaly Temporal Bubble", "アノマリー:時空の泡", "talent name")
+t("@Source@ removes several targets from time.", "@Source@はいくつかの対象を時間軸から除外した", "_t")
+t("Time Prisons up to five targets in a radius %d ball.", "範囲 %d の最大5体の対象を「時の牢獄」送りにします。", "tformat")
+t("Anomaly Temporal Shield", "アノマリー:時空の盾", "talent name")
+t("@Source@ creates a temporal shield around several targets.", "@Source@はいくつかの対象に時空の盾を生成した", "_t")
+t("Time Shields up to five targets in a radius of %d.", "範囲 %d の最大5体の対象に「時空の盾」を作り出します。", "tformat")
+t("Anomaly Invigorate", "アノマリー:鼓舞", "talent name")
+t("Invigorates up to five targets in a radius of %d.", "範囲 %d の最大5体の対象に「鼓舞」効果を与えます。", "tformat")
+t("Anomaly Temporal Clone", "アノマリー:クローン生成", "talent name")
+t("@Source@ clones a nearby creature.", "@Source@は近くの対象のクローンを生成した", "_t")
+t("Clones a random creature within range.", "範囲内のランダムな対象のクローンを生成します。", "tformat")
+t("Anomaly Temporal Storm", "アノマリー:時空の嵐", "talent name")
+t("@Source@ creates a temporal storm.", "@Source@は時空の嵐を生成した", "_t")
+t("Creates a temporal storm for %d to %d turns that deals between %0.2f and %0.2f temporal damage each turn.", " %d から %d ターン持続する時空の嵐を作り出し、毎ターン %0.2f から %0.2f 時空ダメージを与えます。", "tformat")
+t("Anomaly Gravity Pull", "アノマリー:重力牽引", "talent name")
+t("%s is drawn in by gravity!", "%sは重力に引き寄せられた!", "logSeen")
+t("Increases localized gravity, pulling in targets in a radius of %d.", "局所的に重力を増加させて範囲 %d の対象を引き寄せます。", "tformat")
+t("Anomaly Dig", "アノマリー:採掘", "talent name")
+t("@Source@ turns matter to dust.", "@Source@は物質を塵に変えた", "_t")
+t("Digs out all terrain in a radius %d ball.", "範囲 %d の壁を採掘します。", "tformat")
+t("Anomaly Entomb", "アノマリー:石の壁", "talent name")
+t("@Source@ creates a stone wall.", "@Source@は石の壁を生成した", "_t")
+t("stone wall", "石の壁", "_t")
+t("a summoned wall of stone", "召喚された石の壁だ。", "_t")
+t("Entombs a single target in a wall of stone.", "対象1体を石の壁に閉じ込めます。", "tformat")
+t("Anomaly Entropy", "アノマリー:エントロピー", "talent name")
+t("@Source@ increases local entropy.", "@Source@はエントロピーを増大させた", "_t")
+t("%s's %s is disrupted!", "%sの%sは妨害された!", "logSeen")
+t("Places between three and six talents of up to 5 targets in a radius %d ball on cooldown for up to %d turns.", "範囲 %d の最大5体の対象のタレントが3から6種のタレントが最大 %d ターンのクールダウンに入ります。", "tformat")
+t("Anomaly Gravity Well", "アノマリー:重力の源泉", "talent name")
+t("@Source@ increases local gravity.", "@Source@は重力を増大させた", "_t")
+t("Creates a gravity well in a radius %d ball, pinning up to five targets.", "範囲 %d の重力の源泉を生成し、範囲内の最大5体の対象を移動不能にします。", "tformat")
+t("Anomaly Quake", "アノマリー:地震", "talent name")
+t("@Source@ causes an earthquake.", "@Source@は地震を引き起こした", "_t")
+t("Causes an earthquake in a radius of %d.", "範囲 %d の地震を引き起こします。", "tformat")
+t("Anomaly Flawed Design", "アノマリー:不完全設計", "talent name")
+t("@Source@ crumbles the resistances of several targets.", "@Source@はいくつかの対象の耐性を崩壊させた", "_t")
+t("Reduces the resistances of up to five targets in a ball of radius %d by %d%%.", "範囲 %d の最大5体の対象の耐性を %d%% 低下させます。", "tformat")
+t("Anomaly Dust Storm", "アノマリー:塵の嵐", "talent name")
+t("@Source@ causes a dust storm.", "@Source@は塵の嵐を生成した", "_t")
+t("Dust Storm", "塵の嵐", "_t")
+t("Summons three to six dust storms.", "3から6体の塵の嵐を生成します。", "tformat")
+t("Anomaly Blazing Fire", "アノマリー:燃え盛る火炎", "talent name")
+t("@Source@ causes a fire.", "@Source@は火を起こした", "_t")
+t("Blazing Fire", "燃え盛る火炎", "_t")
+t("Summons three to six blazing fires.", "燃え盛る火炎を3から6体召喚します。", "tformat")
+t("Anomaly Calcify", "アノマリー:石化", "talent name")
+t("@Source@ calcifies several targets.", "@Source@はいくつかの対象を石化させた", "_t")
+t("Turns up to 5 targets in a radius %d ball to stone for %d turns.", "範囲 %d の最大5体の対象を %d ターン石化させます。", "tformat")
+t("Anomaly Call", "アノマリー:召し寄せ", "talent name")
+t("@Source@ teleports several targets to @Source@'s location.", "@Source@はいくつかの対象を@Source@の近くにテレポートさせた", "_t")
+t("Teleports between 3 and 6 targets to the caster.", "3から6体の対象を術者の周囲にテレポートさせます。", "tformat")
+t("Anomaly Deus Ex", "アノマリー:デウス・エクス", "talent name")
+t("The odds have tilted.", "下剋上だ…", "_t")
+t("Substantially toughens and hastes one target for %d turns.", "対象を %d ターン大幅に強化し加速させます。", "tformat")
+t("Anomaly Evil Twin", "アノマリー:双子の悪魔", "talent name")
+t("@Source@'s evil twin has come from another timeline.", "@Source@の双子の悪魔が他の時間軸から現れた", "_t")
+t("Clones the caster.", "術者の分身を作り出します。", "tformat")
+t("Anomaly Intersecting Threads", "アノマリー:時間軸交差", "talent name")
+t("@Source@ has caused two threads to merge.", "@Source@は2つの時間軸を統合した", "_t")
+t("Clones all creatures in a radius of 10.", "範囲10の全対象のクローンを生成します。", "tformat")
+t("Anomaly Mass Dig", "アノマリー:広域採掘", "talent name")
+t("@Source@ digs out a huge area.", "@Source@は広域採掘した", "_t")
+t("Digs out all terrain in between three and six radius %d balls.", "範囲 %d の掘削のボールを3から6個放ちます。", "tformat")
+t("Anomaly Sphere of Destruction", "アノマリー:破壊の球", "talent name")
+t("@Source@ creates a sphere of destruction.", "@Source@は破壊の球を生成した", "_t")
+t("Sphere of Destruction", "破壊の球", "_t")
+t("Summons a sphere of destruction.", "破壊の球を1つ生成します。", "tformat")
+t("Anomaly Tornado", "アノマリー:トルネード", "talent name")
+t("@Source@ causes a tornado storm.", "@Source@はトルネードを生成した", "_t")
+t("Tornado", "トルネード", "_t")
+t("%s resists the tornado!", "%sは「トルネード」に抵抗した!", "logSeen")
+t("Summons three to six tornados.", "トルネードを3から6個召喚します。", "tformat")
+t("Anomaly Meteor", "アノマリー:隕石", "talent name")
+t("@Source@ causes a meteor to fall from the sky.", "@Source@は空から隕石を落とした", "_t")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("Causes a meteor to fall from the sky.", "空から隕石を降らせます。", "tformat")
+t("Anomaly Spacetime Tear", "アノマリー:空間断裂", "talent name")
+t("@Source@ tears a hole in the fabric of spacetime.", "@Source@は空間を引き裂いて穴を開けた", "_t")
+t("Spacetime Tear", "空間断裂", "_t")
+t("trap", "ç½ ", "_t")
+t("%s forces the tear shut!", "%sは穴を閉じた!", "logPlayer")
+t("Tears a hole in the fabric of spacetime.", "時空間を引き裂いて穴を空けます。", "tformat")
+t("Anomaly Summon Time Elemental", "アノマリー:タイムエレメンタル召喚", "talent name")
+t("Some Time Elementals have been attracted by @Source@'s meddling.", "数体のタイムエレメンタルが@Source@の時空干渉に引き寄せられた", "_t")
+t("Time elementals have been attracted to the timeline.", "現在の時間軸にタイムエレメンタルを呼び寄せます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/blade-threading.lua"
+
+t("Warp Blade", "ワープブレイド", "talent name")
+t([[Attack with your melee weapons for %d%% weapon damage as physical and temporal (warp) damage. If either attack hits you may stun, blind, pin, or confuse the target for %d turns.
+		
+		Blade Threading talents will freely swap to your dual-weapons when activated if you have them in your secondary slots.  Additionally you may use the Attack talent in a similar manner.]], [[近接武器で攻撃し、 %d%% 武器ダメージを物理と時空(ワープ)属性として与えます。どちらかの攻撃が命中すると、 %d ターンスタン、盲目、移動不能、混乱のいずれかにすることがあります。
+
+「時断剣」タレントはサブスロットに二刀流装備をしている場合、瞬時に装備変更して攻撃できます。さらに、通常攻撃も同様の方法で攻撃できるようになります。]], "tformat")
+t("Blink Blade", "ブリンクブレイド", "talent name")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t([[Teleport to the target and attack with your melee weapons for %d%% damage.  Then teleport next to a second random enemy, attacking for %d%% damage.
+		Blink Blade can hit the same target multiple times.]], [[対象にテレポートして近接攻撃で %d%% ダメージを与えます。
+その後、ランダムな敵の隣にテレポートして %d%% ダメージを与えます。
+「ブリンクブレイド」は同じ対象に複数回命中することがあります。]], "tformat")
+t("Blade Shear", "時断剣", "talent name")
+t("You require two weapons to use this talent.", "二刀状態で使用可能です。", "logPlayer")
+t("%s has been cut from the timeline!", "%sは時間軸から切り離された!", "logSeen")
+t("%s resists the temporal shear!", "%sは時空の断裂に抵抗した", "logSeen")
+t([[Attack up to three adjacent targets for %d%% weapon damage.  If any attack hits you'll create a temporal shear dealing %0.2f temporal damage in a radius %d cone.
+		Each target you hit with your weapons beyond the first increases the damage of the shear by 25%%.  Targets reduced below 20%% of maximum life by the shear may be instantly slain.
+		The cone damage improves with your Spellpower.]], [[隣接する最大3体の対象に攻撃し、 %d%% 武器ダメージを与えます。攻撃が命中すると時空の断裂を作り出し範囲 %d の扇状に %0.2f 時空ダメージを与えます。
+時空断裂のダメージは武器攻撃が2体に命中すると25%%、3体に命中すると50%%増加します。断裂によってHPが20%%未満になった対象は即死することがあります。
+断裂のダメージは魔法パワーに依存します。]], "tformat", {1,3,2})
+t("Blade Ward", "刃の護り", "talent name")
+t("While dual-wielding you have a %d%% chance of completely parrying melee attacks made against you.", "二刀流時は %d%% で近接攻撃を受け流して完全に無効化します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/bow-threading.lua"
+
+t("Arrow Stitching", "時縫いの矢", "talent name")
+t([[Fire an arrow for %d%% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
+		The wardens are out of phase with normal reality and deal %d%% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
+		
+		Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner.]], [[射撃を行い %d%% 武器ダメージを与え、空いている場所に時の守護者を2体まで召喚します。
+召喚した守護者はそれぞれ1回射撃を行い、自身の時間軸に帰還します。
+守護者はこの時空とは別の相に存在するため、射撃のダメージは通常より %d%% 低いものとなりますが、味方に命中せずにすり抜けます。
+このタレントを習得することにより、術者の全ての射撃は味方に当たらずにすり抜けるようになります。
+
+「時縫い」タレントはサブスロットに弓を装備している場合、瞬時に装備変更して攻撃できます。さらに、通常の射撃も同様の方法で攻撃できるようになります。]], "tformat")
+t("Singularity Arrow", "特異点の矢", "talent name")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t("%s is drawn in by the singularity!", "%sは重力に引き寄せられた!", "logSeen")
+t([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all other targets in a radius of %d and inflict %0.2f physical damage.
+		Each target moved beyond the first increases the damage %0.2f (up to %0.2f bonus damage).
+		Targets take reduced damage the further they are from the epicenter (20%% less per tile).
+		The additional damage scales with your Spellpower.]], [[射撃を行い %d%% 武器ダメージを与えます。目標地点に矢が到達するか、対象に命中した場合、範囲 %d の全対象を引き寄せて %0.2f 物理ダメージを与えます。
+2体以上の敵を引き寄せた場合(対象数-1)* %0.2f のダメージが加算されます。(最高 %0.2f )
+ダメージは発生源から離れている相手に対しては減少します。(距離1ごとに20%%低下)
+追加ダメージは魔法パワーに依存します。]], "tformat")
+t("Arrow Echoes", "残響の矢", "talent name")
+t("You do not have line of sight.", "視界上にない場所だ", "logSeen")
+t([[Over the next %d turns you'll fire up to %d arrows at this target from this location, each dealing %d%% weapon damage to the target. 
+		These shots do not consume ammo.]], [[続く %d ターンにかけて現在地から対象に合計 %d 発の矢を発射し、それぞれ %d%% 武器ダメージを与えます。
+これらの射撃は残弾を消費しません。]], "tformat")
+t("Arrow Threading", "時織りの矢", "talent name")
+t("Your arrows now tune your Paradox %0.2f points towards your preferred Paradox on hit.", "矢が敵に命中する毎に逆説値が設定値に向かって %0.2f 変動します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/chronomancer.lua"
+
+t("A blend of chronomancy and dual-weapon combat.", "時空魔法と二刀流を組み合わせます。", "_t")
+t("Blade Threading", "時断剣", "_t")
+t("Bow Threading", "時縫い", "_t")
+t("A blend of chronomancy and physical combat.", "時空魔法と物理戦技を組み合わせます。", "_t")
+t("Temporal Combat", "時空戦技", "_t")
+t("Temporal Guardian", "時の守護者", "_t")
+t("Warden combat training and techniques.", "守護者の戦闘訓練とその技術です。", "_t")
+t("A blend of ranged and dual-weapon combat.", "射撃と二刀流を組み合わせます。", "_t")
+t("Threaded Combat", "遠近両用", "_t")
+t("Call temporal hounds to aid you in combat.", "時空猟犬を召喚して共に戦います。", "_t")
+t("Temporal Hounds", "時空ハウンド", "_t")
+t("Fluctuate spacetime.", "時空を乱します。", "_t")
+t("flux", "流動", "_t")
+t("Call upon the force of gravity to crush, push, and pull your foes.", "重力を操り敵を粉砕し、吹き飛ばし、引き寄せます。", "_t")
+t("gravity", "重力", "_t")
+t("Change and shape matter itself.", "物質の状態を変化させます。", "_t")
+t("matter", "質量", "_t")
+t("Mastery of folding points in space.", "空間を折り曲げます。", "_t")
+t("Spacetime Folding", "時空結合", "_t")
+t("Control how fast objects and creatures move through spacetime.", "物体と生物の時空間上における速度を制御します。", "_t")
+t("Speed Control", "速度制御", "_t")
+t("Stabilize spacetime.", "時空間を安定化します。", "_t")
+t("stasis", "安定", "_t")
+t("Examine and alter the timelines that make up the spacetime continuum.", "時間軸を分析して時空連続体を生成します。", "_t")
+t("Timeline Threading", "時間軸改変", "_t")
+t("Directly manipulate the flow of time", "時の流れを直接操作します。", "_t")
+t("timetravel", "タイムトラベル", "_t")
+t("Manipulate chronomantic spells.", "「時空」魔法を強化します。", "_t")
+t("Spellbinding", "魔法強化", "_t")
+t("Allows you to glimpse the future, or become more aware of the present.", "未来を垣間見て、現在での警戒を強めます。", "_t")
+t("Chronomancy", "時術", "_t")
+t("Manipulate raw energy by addition or subtraction.", "エネルギーそのものを操り、増減させます。", "_t")
+t("energy", "エネルギー", "_t")
+t("Fate Weaving", "運命干渉", "_t")
+t("Weave the threads of fate.", "運命の糸を操ります。", "_t")
+t("Spacetime Weaving", "時空操作", "_t")
+t("Weave the threads of spacetime.", "時空間を操ります。", "_t")
+t("Manifold", "マニフォルド", "_t")
+t("Passive effects that Weapon Folding can trigger.", "「ウェポンフォルド」によって発生する自動効果です。", "_t")
+t("Miscellaneous Chronomancy effects.", "様々な「時空」効果です。", "_t")
+t("Other", "その他", "_t")
+t("Age Manipulation", "年齢操作", "_t")
+t("Manipulate the age of creatures you encounter.", "対象の年齢を操作します。", "_t")
+t("A blend of chronomancy and ranged combat.", "時空魔法と射撃を組み合わせます。", "_t")
+t("Temporal Archery", "時空射撃", "_t")
+t("Break the laws of spacetime.", "時空法則を破ります。", "_t")
+t("paradox", "逆説", "_t")
+t("Spacetime anomalies that can randomly occur when paradox is to high.", "逆説値が極度に高くなったときランダムに発生する時空アノマリーです。", "_t")
+t("anomalies", "アノマリー", "_t")
+t("chronomancy", "時空", "talent category")
+t("%s's temporal clone", "%sの時空クローン", "tformat")
+t("A creature from another timeline.", "異なる時間軸から来たクローンだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/chronomancy.lua"
+
+t("Precognition", "未来予知", "talent name")
+t([[You peer into the future, sensing creatures and traps in a radius of %d for %d turns.
+		If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.]], [[未来を垣間見て %d ターン範囲 %d のキャラクターとトラップを感知します。
+「未来視」を習得しているなら、「未来予知」の効果中は回避とクリティカル無効化率にボーナス(「未来視」のボーナスと同じ値)を得ます。]], "tformat", {2,1})
+t("Foresight", "未来視", "talent name")
+t([[Gain %d defense and %d%% chance to shrug off critical hits.
+		If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
+		These bonuses scale with your Magic stat.]], [[回避が %d 、クリティカル無効化率が %d%% 上昇します。
+「未来視」か「時流読み」の効果中はこれらのボーナスがさらに加算されます。
+ボーナス値は魔力に依存します。]], "tformat")
+t("Contingency", "不測の事態", "talent name")
+t("#LIGHT_RED#Your Contingency has failed to cast %s!", "#LIGHT_RED#「不測の事態」による%sの詠唱に失敗した!", "logPlayer")
+t("#STEEL_BLUE#Your Contingency triggered %s!", "#STEEL_BLUE#「不測の事態」によって%sが発動した!", "logPlayer")
+t("None", "なし", "_t")
+t([[Choose an activatable spell that affects only you, does not require a target, and does not have a fixed cooldown.  When you take damage that reduces your life below %d%% the spell will automatically cast.
+		This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
+		This effect can only occur once every %d turns and takes place after the damage is resolved.
+
+		Current Contingency Spell: %s]], [[自身のみを対象にする、対象を指定しない起動型の固定クールダウンでない魔法を選びます。ダメージを受けてHPが %d%% 未満になると、その魔法が自動的に発動します。
+選択した魔法がクールダウン中でも発動し、ターン消費もリソース消費もなく、タレントレベルは選択した魔法と「不測の事態」のタレントレベルの低い方を適用します。
+この効果はダメージを適用した後で発動し、 %d ターンに1度まで発動します。
+
+現在選択中: %s]], "tformat")
+t("See the Threads", "時流読み", "talent name")
+t("The timeline is too fractured to do this now.", "今は時間軸が乱れているためできない", "logPlayer")
+t("You've seen as much as you can here.", "ここで見れる未来は全て見てしまった", "logPlayer")
+t([[You peer into three possible futures, allowing you to explore each for %d turns.  When the effect expires, you'll choose which of the three futures becomes your present.
+		If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
+		This spell splits the timeline.  Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
+		If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
+		This spell may only be used once per zone level.]], [[三種の未来を垣間見て、それぞれの未来を %d ターンに渡って調査します。効果が切れると三種の未来の内から選択し、現在として扱います。
+「未来視」を習得しているなら、効果中は回避とクリティカル無効化率にボーナス(「未来視」のボーナスと同じ値)を得ます。
+この魔法は時間軸を分岐させます。効果中は時間軸を分岐させる他の魔法は使用できません。
+効果中に死亡した場合はこのタレントを使用した瞬間まで時間を巻き戻し、効果を終了します。
+このタレントは1階層につき1回しか使用できません。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/energy.lua"
+
+t("Energy Decomposition", "エネルギー分解", "talent name")
+t("%s(%d dissipated)#LAST#", "%s(%d 発散)#LAST#", "tformat")
+t([[Partially dissipates all incoming damage, reducing it by 30%%, up to a maximum of %d.
+		The maximum damage reduction will scale with your Spellpower.]], [[全ての被ダメージの一部を発散し、30%%軽減します。(最大 %d )
+ダメージ減少の上限は魔法パワーに依存します。]], "tformat")
+t("Energy Absorption", "エネルギー吸収", "talent name")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("%s's %s is disrupted by the Energy Absorption!", "%sの%sは「エネルギー吸収」によって妨害された!", "logSeen")
+t([[You sap the target's energy and add it to your own, placing up to %d random talents on cooldown for %d turns.
+		For each talent put on cooldown, you reduce the cooldown of one of your talents currently on cooldown by %d turns.]], [[対象のエネルギーを吸収し我が物とします。
+対象のランダムな %d 種 のタレントが %d ターンのクールダウンに入ります。
+1種クールダウンさせる毎に、術者のクールダウン中のタレント1種のクールダウンが %d ターン短縮されます。]], "tformat")
+t("Redux", "エネルギー循環", "talent name")
+t([[The next talent you cast with a cooldown of %d or less will not go on cooldown.
+		Once a talent is effected by this spell or %d turns pass the effect is lost.]], [[次に使用するクールダウンが %d 以下のタレントのクールダウンが発生しなくなります。
+効果が発動するか %d ターンが経過すると効果は終了します。]], "tformat")
+t("Entropy", "エントロピー", "talent name")
+t("Each turn, for the next %d turns, one of the target's sustained talents will be deactivated.", " %d ターンの間、毎ターン対象の常駐タレントが1種解除されます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/fate-weaving.lua"
+
+t("Spin Fate", "運命の螺旋", "talent name")
+t([[Each time you would take damage from someone else you gain one Spin, increasing your defense and saves by %d for three turns.
+		This effect may occur once per turn and stacks up to three Spin (for a maximum bonus of %d).]], [[自身以外からダメージを受ける毎に「スピン」を1獲得し、3ターン回避と全セーブが %d 上昇します。
+「スピン」増加は1ターンにつき1回発生します。
+「スピン」は3まで増加し、効果が累積します。(最大ボーナス %d )]], "tformat")
+t("Seal Fate", "運命の封印", "talent name")
+t([[Activate to Seal Fate for %d turns.  When you damage a target while Seal Fate is active you gain Spin and have a %d%% chance to increase the duration of one detrimental status effect on it by one turn.
+		If you have Spin Fate active the chance will be increased by 33%% per Spin (for %d%% at three Spin.)
+		The duration increase can occur up to %d times per turn and the bonus Spin once per turn.]], [[ %d ターン運命を操作します。
+効果中は敵にダメージを与えると1ターンに1度まで「スピン」を1獲得し、 %d%% で対象の1種の悪性状態異常の持続時間を1ターン延長します。
+「運命の螺旋」の起動中はこの確率が「スピン」1毎に33%%増加します。(「スピン」3のとき %d%% )
+状態異常の効果時間延長は1ターンに %d 回まで発動します。]], "tformat")
+t("Fateweaver", "運命の織り手", "talent name")
+t("You now gain %d combat accuracy, physical power, spellpower, and mindpower per Spin.", "「スピン」1につき命中と全パワーが %d 増加します。", "tformat")
+t("Webs of Fate", "運命の糸", "talent name")
+t([[For the next %d turns you displace %d%% of any damage you receive onto a random enemy.
+		While Webs of Fate is active you may gain one additional Spin per turn and your maximum Spin is doubled.]], [[ %d ターン被ダメージの %d%% をランダムな敵に転嫁します。
+効果中はターン毎に「スピン」を1獲得し、「スピン」の上限が2倍になります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/flux.lua"
+
+t("Induce Anomaly", "異変誘導", "talent name")
+t([[Create an anomaly, reducing your Paradox by %d.  This spell will never produce a major anomaly.
+		Induced Anomalies may not be held by Twist Fate, nor do they cause held anomalies to trigger.  However upon learning Twist Fate you may target Induced Anomalies.
+		The Paradox reduction will increase with your Spellpower.]], [[アノマリーを発生させ逆説値を %d 低下させます。この魔法によって上級アノマリーは発生しません。
+このアノマリーは「運命歪曲」では抑制できず、既にアノマリーを抑制している状態でこのタレントを使ってもアノマリーが暴発することはありません。
+しかし、「運命歪曲」のタレントを習得していると、アノマリーの対象を選択できるようになります。
+逆説値の減少量は魔法パワーに依存します。]], "tformat")
+t("Reality Smearing", "現実拡散", "talent name")
+t("#LIGHT_BLUE##Source# converts damage to paradox!", "#LIGHT_BLUE##Source#はダメージを逆説値に変換した!", "delayedLogMessage")
+t("#LIGHT_BLUE#(%d converted)#LAST#", "#LIGHT_BLUE#(%d 変換)#LAST#", "tformat")
+t([[While active 30%% of all damage you take is converted into %0.2f Paradox per point.
+		The Paradox is gained over three turns.]], [[起動中は被ダメージの30%%を、1ダメージにつき %0.2f 逆説値に変換して受けます。
+逆説値は3ターンかけて上昇します。]], "tformat")
+t("Attenuate", "時間減衰", "talent name")
+t([[Deals %0.2f temporal damage over %d turns to all targets in a radius of %d.  Targets with Reality Smearing active will instead recover %d life over four turns.
+		If a target is reduced below 20%% life while Attenuate is active it may be instantly slain.
+		The damage will scale with your Spellpower.]], [[範囲 %d の全対象に %d ターンかけて %0.2f 時空ダメージを与えます。
+「現実拡散」を起動している対象は代わりに4ターンかけてHPが %d 回復します。
+効果中にHPが20%%未満になった対象は即死することがあります。
+ダメージは魔法パワーに依存します。]], "tformat", {3,2,1,4})
+t("Twist Fate", "運命歪曲", "talent name")
+t("You must have a twisted anomaly to cast this spell.", "アノマリーを抑制しているときでないと起動できない", "logPlayer")
+t("#STEEL_BLUE#Casts %s.", "#STEEL_BLUE#%sを唱えた", "logPlayer")
+t("#STEEL_BLUE#Targeting %s", "#STEEL_BLUE#%sを対象指定した", "saySimple")
+t("#STEEL_BLUE#You take control of %s.", "#STEEL_BLUE#%sを制御した", "logPlayer")
+t([[If Twist Fate is not on cooldown minor anomalies will be held for %d turns, allowing your spell to cast as normal.  While held you may cast Twist Fate in order to trigger the anomaly and may choose the target area.
+		If a second anomaly occurs while a prior one is held or the timed effect expires the first anomaly will trigger immediately, interrupting your current turn or action.
+		Paradox reductions from held anomalies occur when triggered.
+				
+		Current Anomaly: %s
+		
+		%s]], [[このタレントがクールダウン中でなければ下級アノマリーが発生した際に、それを %d ターン抑制して通常通りに魔法を発動します。
+抑制中は「運命歪曲」を起動することで対象を選択して解放できます。
+抑制中にさらにアノマリーが発生するか、制限時間を過ぎると抑制中のアノマリーは暴発し、ターンを消費します。
+抑制中のアノマリーによる逆説値低下はアノマリーが起動した際に発生します。
+
+抑制中: %s
+
+%s]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/gravity.lua"
+
+t("Repulsion Blast", "斥力の波", "talent name")
+t("%s slams into something solid!", "%sは硬いものにぶつかった!", "logSeen")
+t("%s is knocked back!", "%s はノックバックした!", "logSeen")
+t([[Sends out a blast wave of gravity in a radius %d cone, dealing %0.2f base physical (gravity) damage and knocking back targets caught in the area.
+		Targets knocked into walls or other targets take 25%% additional damage and deal 25%% damage to targets they're knocked into.
+		Closer targets will be knocked back further and the damage will scale with your Spellpower.]], [[範囲 %d の扇状に重力波を放ち、 %0.2f 基礎物理(重力)ダメージを与え、ノックバックします。
+ダメージは壁や他の対象に衝突すると25%%増加し、ぶつかった対象にも25%%ダメージを与えます。
+術者に近いほど遠くへノックバックします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Gravity Spike", "グラビティスパイク", "talent name")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t("%s is drawn in by the singularity!", "%sは重力に引き寄せられた!", "logSeen")
+t([[Creates a gravity spike in a radius of %d that moves all targets towards the spell's center and inflicts %0.2f physical (gravity) damage.
+		Each target moved beyond the first increases the damage by %0.2f (up to a maximum of %0.2f bonus damage).
+		Targets take reduced damage the further they are from the epicenter (20%% less per tile).
+		The damage dealt will scale with your Spellpower.]], [[範囲 %d の重力を急激に上昇させ、術の起動地点に全対象を引き込み、 %0.2f 物理(重力)ダメージを与えます。
+2体以上の対象に当てると(対象数-1)* %0.2f の追加ダメージが発生します。(最大 %0.2f )
+起動点から離れているほどダメージが減少します。(距離1につき20%%減少)
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Gravity Locus", "重力結界", "talent name")
+t([[Create a gravity field around you that converts %d%% all damage you deal into physical damage, slows incoming projectiles by %d%%, and protects you from all gravity damage and effects.
+		Additionally, damage dealt by Repulsion Blast has a %d%% chance to reduce the target's knockback resistance by half for two turns.]], [[周囲に重力場を展開し、与ダメージの %d%% を物理属性に変換し、飛来物の速度を %d%% 低下させ、自身を重力ダメージと効果から保護します。
+さらに「斥力の波」でダメージを与えた際に %d%% で2ターン対象のノックバック耐性を半減させます。]], "tformat")
+t("Gravity Well", "重力の源泉", "talent name")
+t([[Increases local gravity in a radius of %d for %d turns, dealing %0.2f physical (gravity) damage as well as decreasing the global speed of all affected targets by %d%%.
+		The damage done will scale with your Spellpower.]], [[範囲 %d の重力を %d ターン局地的に増加させ、対象に %0.2f 物理(重力)ダメージを与え %d%% 減速させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/guardian.lua"
+
+t("Strength of Purpose", "意志の力", "talent name")
+t([[Increases weapon damage by %d%% and physical power by 30 when using swords, axes, maces, knives, or bows.
+		You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage.
+		These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.]], [[剣、斧、メイス、短剣、弓を使用する際の武器ダメージが %d%% 、物理パワーが30上昇します。
+さらに、武器ダメージ計算時に腕力の代わりに魔力を適用します。
+これらの効果は各種武器マスタリーと累積せず、上書きされます。]], "tformat")
+t("Guardian Unity", "守護者の結束", "talent name")
+t("Guardian", "守護者", "_t")
+t("#STEEL_BLUE##Source# shares damage with %s guardian!", "#STEEL_BLUE##Source#は守護者とダメージを共有した!", "delayedLogMessage")
+t("#STEEL_BLUE#(%d shared)#LAST#", "#STEEL_BLUE#(%d 共有)#LAST#", "tformat")
+t("Not enough space to summon warden!", "守護者を召喚する場所がない!", "logPlayer")
+t([[When a single hit deals more than %d%% of your maximum life another you appears and takes %d%% of the damage as well as %d%% of all damage you take for the next %d turns.
+		The clone is out of phase with this reality and deals 50%% less damage but its arrows will pass through friendly targets.
+		This talent has a cooldown.]], [[1回の攻撃で最大HPの %d%% を超えるダメージを受ける場合、もう一人の自分がそのダメージの %d%% を肩代わりして、続く %d ターン被ダメージの %d%% を引き受けます。
+分身はこの時空から外れた存在であるため、与ダメージが50%%低下しますが、射撃が味方をすり抜けます。
+このタレントにはクールダウンが存在します。]], "tformat", {1,2,4,3})
+t("Vigilance", "警戒心", "talent name")
+t("#ORCHID#%s has recovered!#LAST#", "#ORCHID#%sは復帰した!#LAST#", "logSeen")
+t([[Improves your capacity to see invisible foes by +%d and to see through stealth by +%d.  Additionally you have a %d%% chance to recover from a single negative status effect each turn.
+		Sense abilities will scale with your Magic stat.]], [[透明視が %d 、隠密看破が %d 上昇します。
+さらに、毎ターン %d%% で悪性状態異常が1つ治療されます。
+感知能力の上昇量は魔法パワーに依存します。]], "tformat")
+t("Warden's Focus", "守護者の標的", "talent name")
+t("You require a weapon to use this talent.", "このタレントの起動には武器が必要だ", "logPlayer")
+t("You must pick a focus target.", "標的を指定してください", "logPlayer")
+t([[Attack the target with either your ranged or melee weapons for %d%% weapon damage.  For the next %d turns random targeting, such as from Blink Blade and Warden's Call, will focus on this target.
+		Attacks against this target gain %d%% critical chance and critical strike power while you take %d%% less damage from all enemies whose rank is lower then that of your focus target.]], [[射撃、もしくは近接武器で攻撃し %d%% 武器ダメージを与えます。
+続く %d ターン「ブリンクブレイド」や「守護者の呼び声」などのランダムに対象を取るタレントはこの対象を標的とします。
+標的への攻撃はクリティカル率とクリティカル倍率が %d%% 上昇します。
+また、標的よりもランクが低い敵からは被ダメージが %d%% 低下します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/induced-phenomena.lua"
+
+t("Cosmic Cycle", "コズミックサイクル", "talent name")
+t("#LIGHT_BLUE#Your cosmic cycle expands.", "#LIGHT_BLUE#コズミックサイクルが拡大した", "logPlayer")
+t("#LIGHT_RED#Your cosmic cycle contracts.", "#LIGHT_RED#コズミックサイクル縮小した", "logPlayer")
+t([[Tune yourself into the ebb and flow of spacetime.  When your Paradox crosses a 100 point threshold, your Cosmic Cycle gains or loses one radius.
+		While Cosmic Cycle is expanding, your temporal resistance penetration will be increased by %d%%.  While it's contracting, your Willpower for Paradox calculations will be increased by %d%%.]], [[自身を時空の満ち引きに調整します。逆説値が閾値を100越えるとコズミックサイクルの範囲が1増減します。
+コズミックサイクルが拡大すると時空耐性と貫通が %d%% 上昇します。縮小すると、意志による逆説値補正が %d%% 上昇します。]], "tformat")
+t("Polarity Shift", "星極反転", "talent name")
+t("You must have Cosmic Cycle active to use this talent.", "このタレントは「コズミックサイクル」を常駐していないと使えない", "logPlayer")
+t("Polarity Bolt", "星極のボルト", "_t")
+t([[Reverses the polarity of your Cosmic Cycle.  If it's currently contracting, it will begin to expand, firing a homing missile at each target within the radius that deals %0.2f temporal damage.
+		If it's currently expanding, it will begin to contract, braiding the lifelines of all targets within the radius for %d turns.  Braided targets take %d%% of all damage dealt to other braided targets.
+		The damage will scale with your Spellpower.]], [[「コズミックサイクル」の極を反転させます。縮小中の場合、サイクルを拡大し、範囲内の全対象にホーミングミサイルを発射して %0.2f 時空ダメージを与えます。
+拡大中の場合、サイクルを縮小し、 %d ターン 範囲内の全対象の運命を共有させます。「運命共有」を受けた対象は被ダメージの %d%% を他の「運命共有」対象と共有します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Reverse Causality", "因果反転", "talent name")
+t([[When a creature enters your expanding Cosmic Cycle, you heal %d life at the start of your next turn.
+		When a creature leaves your contracting Cosmic Cycle, you reduce the duration of one detrimental effect on you by %d at the start of your next turn.
+		The healing will scale with your Spellpower.]], [[拡大中の「コズミックサイクル」に対象が入ると、次のターン術者のHPが %d 回復します。
+縮小中の「コズミックサイクル」から対象が出ると、次のターン術者の悪性状態異常1種の持続ターンが %d 減少します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Epoch", "『次元体』", "talent name")
+t("%s resists the blindness!", "%sは「盲目」に抵抗した!", "logSeen")
+t("%s resists the pin!", "%sは「移動不能」に抵抗した!", "logSeen")
+t("%s resists the confusion!", "%sは「混乱」に抵抗した!", "logSeen")
+t([[While your cosmic cycle is expanding, creatures in its radius have a %d%% chance to suffer the effects of aging; pinning, blinding, or confusing them for 3 turns.
+		While your cosmic cycle is contracting, creatures in its radius suffer from age regression; reducing their three highest stats by %d.
+		The chance and stat reduction will scale with your Spellpower.]], [[「コズミックサイクル」の拡大中は、範囲内の対象を %d%% で老化させて3ターン移動不能、盲目、混乱を付与します。
+「コズミックサイクル」の縮小中は、範囲内の対象を若返らせて、最も高い能力値3種を %d 低下させます。
+確率と能力値減少量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/matter.lua"
+
+t("Dust to Dust", "塵は塵に", "talent name")
+t([[Fires a beam that turns matter into dust, inflicting %0.2f temporal damage and %0.2f physical (warp) damage.
+		Alternatively you may target yourself, creating a field of radius %d around you that will inflict the damage over three turns.
+		The damage will scale with your Spellpower.]], [[物質を塵に還すビームを放ち %0.2f 時空ダメージと %0.2f 物理(ワープ)ダメージを与えます。
+自身を対象にすると、範囲 %d のフィールドを形成し3ターンかけてダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Matter Weaving", "物質の織り手", "talent name")
+t([[Weave matter into your flesh, becoming incredibly resilient to damage.  While active you gain %d armour, %d%% resistance to stunning, and %d%% resistance to cuts.
+		The bonus to armour will scale with your Magic.]], [[物質を体内に取り込んで融合し、耐久力を上げます。
+起動中はアーマーが %d 、スタン耐性が %d%% 、出血耐性が %d%% 上昇します。
+アーマー上昇量は魔力に依存します。]], "tformat")
+t("Materialize Barrier", "分子結界", "talent name")
+t("materialize barrier", "分子結界", "_t")
+t("a summoned wall of stone", "召喚された石の壁だ。", "_t")
+t([[Create a tightly bound matter wall of up to a length of %d that lasts %d turns.
+		If any part of this wall is dug out it will explode, causing targets in a radius of %d to bleed for %0.2f physical damage over six turns.]], [[長さ最大 %d で %d ターン持続する強固な分子構造の壁を生成します。
+この壁は破壊されるとその部分が爆発し、範囲 %d の対象を出血させ6ターンかけて %0.2f 物理ダメージを与えます。]], "tformat")
+t("Disintegration", "分解", "talent name")
+t("#CRIMSON#%s's beneficial effect was stripped!#LAST#", "#CRIMSON#%sの良性状態異常が引き剥がされた!#LAST#", "logSeen")
+t([[While active your physical and temporal damage has a %d%% chance to remove one beneficial physical or magical temporary effect (respectively) from targets you hit.
+		Only one physical and one magical effect may be removed per turn from each target.
+		Additionally your Dust to Dust spell now digs up to %d tiles into walls.]], [[起動中は物理、時空ダメージを与えると、 %d%% で対象の物理、魔法系の良性状態異常をそれぞれ1種ずつ消去します。
+それぞれの対象につき1ターンに1種の物理状態異常と1種の魔法状態異常を消去できます。
+さらに、「塵は塵に」が壁を %d マス破壊するようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/other.lua"
+
+t("Spacetime Tuning", "時空チューニング", "_t")
+t("What's your preferred paradox level?", "逆説値の基準値をどこに設定しますか?", "_t")
+t([[Use to set your preferred Paradox.  While resting or waiting you'll adjust your Paradox towards this number at the rate of %d per turn.
+		Your Paradox modifier is factored into the duration and spellpower of all chronomancy spells.
+
+		Preferred Paradox :  %d
+		Paradox Modifier :  %d%%
+		Spellpower for Chronomancy :  %d
+		Willpower Paradox Modifier : -%d
+		Paradox Sustain Modifier : +%d
+		Total Modifed Paradox :  %d
+		Current Anomaly Chance :  %d%%]], [[逆説値を任意の値に変更します。休憩、待機中は、毎ターン設定した値に向かって逆説値が %d ずつ変化します。
+逆説補正は「時空」タレントの持続時間と魔法パワーに影響します。
+
+設定逆説値: %d
+逆説補正: %d%%
+「時空」魔法の魔法パワー: %d
+意志による逆説値の修正値: -%d
+常駐タレントによる修正値: +%d
+最終的な逆説値: %d
+アノマリー発生率: %d%%]], "tformat")
+t("Slow", "スロウ", "talent name")
+t([[Creates a time distortion in a radius of %d that lasts for %d turns, decreasing global speed by %d%% for 3 turns and inflicting %0.2f temporal damage each turn to all targets within the area.
+		The slow effect and damage dealt will scale with your Spellpower.]], [[範囲 %d の時間を %d ターン歪曲させ、3ターン %d%% 減速させ、範囲内に毎ターン %0.2f 時空ダメージを与えます。
+スロウ効果とダメージは魔法パワーに依存します。]], "tformat")
+t("Spacetime Mastery", "時空マスタリー", "talent name")
+t("Your mastery of spacetime reduces the cooldown of Banish, Dimensional Step, Swap, and Temporal Wake by %d, and the cooldown of Wormhole by %d.  Also improves your Spellpower for purposes of hitting targets with chronomancy effects that may cause continuum destabilization (Banish, Time Skip, etc.), as well as your chance of overcoming continuum destabilization, by %d%%.", [[時空の扱いに熟練し、「追放」「ディメンショナルステップ」「スワップ」「時空隆起」のクールダウンが %d ターン、「ワームホール」のクールダウンが %d ターン短縮されます。
+さらに、時空連続体を不安定にする「時空」タレント(「追放」「タイムスキップ」など)で対象を攻撃する際の魔法パワーと、自身が連続体不安定化に抵抗する確率が %d%% 上昇します。]], "tformat")
+t("Quantum Feed", "クウォンタムフィード", "talent name")
+t([[You've learned to boost your magic through your control over the spacetime continuum.  Increases your Magic and your Spell Save by %d.
+		The effect will scale with your Willpower.]], [[時空連続体を制御し、魔力を増大させる術を習得します。
+魔力と魔法セーブが %d 上昇します。
+効果量は意志に依存します。]], "tformat")
+t("Moment of Prescience", "予見の瞬間", "talent name")
+t([[You pull your awareness fully into the moment, increasing your stealth detection, see invisibility, defense, and accuracy by %d for %d turns.
+		If you have Spin Fate active when you cast this spell, you'll gain a bonus to these values equal to 50%% of your spin.
+		This spell takes no time to cast.]], [[今を完全に知覚し、 %d ターン隠密看破、透明視、回避、命中が %d 上昇します。
+「運命の螺旋」を起動していた場合、それらの値に「スピン」の50%%に等しい値のボーナスを得ます。
+この魔法の起動にはターンを消費しません。]], "tformat", {2,1})
+t("Gather the Threads", "時流集め", "talent name")
+t([[You begin to gather energy from other timelines. Your Spellpower will increase by %0.2f on the first turn and %0.2f more each additional turn.
+		The effect ends either when you cast a spell, or after five turns.
+		Eacn turn the effect is active, your Paradox will be reduced by %d.
+		This spell will not break Spacetime Tuning, nor will it be broken by activating Spacetime Tuning.]], [[他の時間軸からエネルギーを集めます。
+魔法パワーが %0.2f 上昇し、さらに1ターン毎に %0.2f ずつ上昇していきます。
+この効果は魔法を使用するか、5ターンが経過すると終了します。
+効果中は毎ターン逆説値が %d ずつ低下していきます。
+この魔法は「時空調整」を妨害せず、「時空調整」を起動しても効果を終了しません。]], "tformat")
+t("Entropic Field", "エントロピーフィールド", "talent name")
+t([[You encase yourself in a field that slows incoming projectiles by %d%%, and increases your physical resistance by %d%%.
+		The effect will scale with your Spellpower.]], [[自身を飛来物を %d%% 減速させるフィールドで包み、物理耐性を %d%% 上昇させます。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Fade From Time", "フェードタイム", "talent name")
+t([[You partially remove yourself from the timeline for 10 turns.
+		This increases your resistance to all damage by %d%%, reduces the duration of all detrimental effects on you by %d%%, and reduces all damage you deal by 20%%.
+		The resistance bonus, effect reduction, and damage penalty will gradually lose power over the duration of the spell.
+		The effects scale with your Spellpower.]], [[10ターン自身を時間軸から部分的に除外します。
+全耐性が %d%% 上昇し、全悪性状態異常の持続時間が %d%% 短縮され、与ダメージが20%%低下します。
+耐性ボーナス、状態異常時間短縮、与ダメージ低下量はターンが経過する度に弱くなっていきます。
+効果量は魔法パワーに依存します。]], "tformat")
+t("%s's Paradox Clone", "%sのパラドックスクローン", "tformat")
+t("The real %s... or so %s says.", "本物の%sだ…と%sは主張している。", "tformat")
+t("Paradox Clone", "パラドックスクローン", "_t")
+t([[You summon your future self to fight alongside you for %d turns.  At some point in the future, you'll be pulled into the past to fight alongside your past self after the initial effect ends.
+		This spell splits the timeline.  Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.]], [[ %d ターン未来の自身を召喚し共に戦います。
+効果を終了した後、未来のどこかで術者は過去に戻され、過去の自分と共に戦うことになります。
+この魔法は時間軸を分岐させます。効果中は時間軸を分岐させる他の魔法は使用できません。]], "tformat")
+t("Displace Damage", "ダメージ転移", "talent name")
+t("#PINK##Source# displaces some damage onto #Target#!", "#PINK##Source#は#Target#にダメージを転移した!", "delayedLogMessage")
+t([[You bend space around you, displacing %d%% of any damage you receive onto a random enemy within range.
+		]], "空間を歪め、被ダメージの %d%% を範囲内のランダムな敵に転移します。", "tformat")
+t("Repulsion Field", "反発フィールド", "talent name")
+t([[You surround yourself with a radius %d distortion of gravity, knocking back and dealing %0.2f physical damage to all creatures inside it.  The effect lasts %d turns.  Deals 50%% extra damage to pinned targets, in addition to the knockback.
+		The blast wave may hit targets more then once, depending on the radius and the knockback effect.
+		The damage will scale with your Spellpower.]], [[自身を範囲 %d の重力歪曲場で包み、範囲内の全対象をノックバックし %0.2f 物理ダメージを与えます。
+効果は %d ターン持続します。移動不能状態の対象には50%%追加ダメージを与えます。
+重力場の範囲とノックバック効果のため、衝撃波が同じ対象に2回以上当たることがあります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("Temporal Clone", "時空クローン", "_t")
+t([[Clones the target creature for up to %d turns.  The duration of the effect will be divided by half the target's rank, and the target will have have %d%% of its normal life and deal %d%% less damage.
+		If you clone a hostile creature the clone will target the creature it was cloned from.
+		The life and damage penalties will be lessened by your Spellpower.]], [[最大 %d ターン対象のクローンを生成します。
+持続時間は対象のランクの半分の値で除算され、HPが通常の %d%% になり、与ダメージが %d%% 低下します。
+敵対する対象のクローンを生成した場合、クローンはオリジナルを攻撃します。
+クローンのHPとダメージ減少量は魔法パワーに依存します。]], "tformat")
+t("Damage Smearing", "Damage smearing", "talent name")
+t("%s(%d smeared)#LAST#", "%s(%d 発散)#LAST#", "tformat")
+t([[You convert %d%% of all non-temporal damage you receive into temporal damage spread out over %d turns.
+		This damage will bypass resistance and affinity.]], [[ %d ターン時空属性以外の被ダメージの %d%% を時空ダメージに変換して発散します。
+このダメージは耐性と吸収による計算の後に適用されます。]], "tformat", {2,1})
+t("Phase Shift", "フェイズシフト", "talent name")
+t("Phase shift yourself for %d turns; any damage greater than 10%% of your maximum life will teleport you to an adjacent tile and be reduced by 50%% (can only happen once per turn).", [[ %d ターンフェイズシフトします。
+最大HPの10%%を越えるダメージを受けると、隣の場所にテレポートしてダメージを50%%軽減します。(1ターンに1度だけ発動します)]], "tformat")
+t("Swap", "スワップ", "talent name")
+t("%s resists the swap!", "%sは位置交換に抵抗した!", "logSeen")
+t([[You manipulate the spacetime continuum in such a way that you switch places with another creature with in a range of %d.  The targeted creature will be confused (power %d%%) for %d turns.
+		The spell's hit chance will increase with your Spellpower.]], [[時空連続体を操作し、範囲 %d の対象と位置を入れ替え、対象を %d ターン混乱(パワー %d%%)させます。
+成功率は魔法パワーに依存します。]], "tformat", {1,3,2})
+t("Temporal Wake", "時空隆起", "talent name")
+t("You do not have line of sight.", "視界上にない場所だ", "logSeen")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t([[Violently fold the space between yourself and another point within range.
+		You teleport to the target location, and leave a temporal wake behind that stuns for %d turns and deals %0.2f temporal and %0.2f physical warp damage to targets in the path.
+		The damage will scale with your Spellpower.]], [[自身と範囲内の対象地点の間の空間を激しく折り曲げます。
+術者はその場に時空隆起を残して対象地点にテレポートし、経路上の対象を %d ターンスタンさせて %0.2f 時空ダメージと %0.2f 物理(ワープ)ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Carbon Spikes", "カーボンスパイク", "talent name")
+t([[Fragile spikes of carbon protrude from your flesh, clothing, and armor, increasing your armor rating by %d and inflicting %0.2f bleed damage over six turns on attackers.   Each time you're struck, the armor increase will be reduced by 1.  Each turn the spell will regenerate 1 armor up to its starting value.
+		If the armor increase from the spell ever falls below 1, the sustain will deactivate and the effect will end.
+		The armor and bleed damage will increase with your Spellpower.]], [[脆い炭素の棘を自身の肉体、服、鎧から突き出し、術者のアーマーを %d 上昇させ、攻撃してきた対象を出血させ6ターンかけて %0.2f ダメージを与えます。
+アーマーボーナスは攻撃を受ける度に1ずつ低下し、毎ターン1ずつ回復していきます。
+ボーナスが0になると、「カーボンスパイク」の常駐は解除されます。
+アーマー上昇量と出血ダメージは魔法パワーに依存します。]], "tformat")
+t("Destabilize", "不安定化", "talent name")
+t([[Destabilizes the target, inflicting %0.2f temporal damage per turn for 10 turns.  If the target dies while destabilized, it will explode, doing %0.2f temporal damage and %0.2f physical damage in a radius of 4.
+		If the target dies while also under the effects of continuum destabilization, all explosion damage will be done as temporal damage.
+		The damage will scale with your Spellpower.]], [[10ターン対象を不安定にし、毎ターン %0.2f 時空ダメージを与えます。
+この効果中に対象が死亡すると、爆発して範囲4に %0.2f 時空ダメージと %0.2f 物理ダメージを与えます。
+爆発の際に、「連続体不安定」状態であった場合、爆発のダメージが全て時空属性になります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Quantum Spike", "クウォンタムスパイク", "talent name")
+t("%s has been pulled apart at a molecular level!", "%sは原子レベルに分解された!", "logSeen")
+t("%s resists the quantum spike!", "%sは「クウォンタムスパイク」に抵抗した!", "logSeen")
+t([[Attempts to pull the target apart at a molecular level, inflicting %0.2f temporal damage and %0.2f physical damage.  If the target ends up with low enough life (<20%%), it might be instantly killed.
+		Quantum Spike deals 50%% additional damage to targets affected by temporal destabilization and/or continuum destabilization.
+		The damage will scale with your Spellpower.]], [[対象に %0.2f 時空ダメージと %0.2f 物理ダメージを与え、原子レベルに分解しようとします。
+対象のHPが20%%未満になった場合、対象は即死します。
+「クウォンタムスパイク」は「時空不安定」か「連続体不安定」状態の対象に50%%の追加ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spacetime-folding.lua"
+
+t("away", "吹き飛ばし", "_t")
+t("toward", "引き寄せ", "_t")
+t("warp mine: %s", "時空地雷: %s", "tformat")
+t("trap", "ç½ ", "_t")
+t("Warp Mine Toward", "時空地雷: 引き寄せ", "talent name")
+t([[Lay Warp Mines in a radius of 1 that teleport enemies to you and inflict %0.2f physical and %0.2f temporal (warp) damage.
+		The mines are hidden traps (%d detection and %d disarm power based on your Magic) and last for %d turns.
+		The damage caused by your Warp Mines will improve with your Spellpower.]], [[範囲1に、敵をテレポートさせて引き寄せ %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージを与える時空地雷を設置します。
+この地雷は隠しトラップです。(発見難度 %d 、解除難度 %d , 魔力に依存)
+地雷は %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Warp Mine Away", "時空地雷:吹き飛ばし", "talent name")
+t([[Lay Warp Mines in a radius of 1 that teleport enemies away from you and inflict %0.2f physical and %0.2f temporal (warp) damage.
+		The mines are hidden traps (%d detection and %d disarm power based on your Magic) and last for %d turns.
+		The damage caused by your Warp Mines will improve with your Spellpower.]], [[範囲1に、敵をテレポートさせて吹き飛ばし %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージを与える時空地雷を設置します。
+この地雷は隠しトラップです。(発見難度 %d 、解除難度 %d , 魔力に依存)
+地雷は %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Warp Mines", "時空地雷", "talent name")
+t([[Learn to lay Warp Mines in a radius of 1.  Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict %0.2f physical and %0.2f temporal (warp) damage.
+		The mines are hidden traps (%d detection and %d disarm power based on your Magic), last for %d turns, and each have a ten turn cooldown.
+		Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.
+		
+		Current Spacetime Folding Range: %d]], [[2種類の時空地雷を範囲1以内に設置できるようになります。
+この地雷は対象をテレポートさせて引き寄せたり遠くへ飛ばし %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージを与えます。
+この地雷は隠しトラップです。(発見難度 %d 、解除難度 %d , 魔力に依存)
+それぞれの地雷には10ターンのクールダウンがあります。
+このタレントにポイントを振ると「座標結合」タレントの射程が増加します。
+地雷のダメージは魔法パワーに依存します。]], "tformat")
+t("Spatial Tether", "スペーステザー", "talent name")
+t("You can't place a tether here", "ここにテザーは設置できない", "logPlayer")
+t("%s's spatial tether", "%sのスペーステザー", "tformat")
+t("The teleport fizzles!", "テレポートはくすぶった!", "logSeen")
+t("#CRIMSON#%s has been yanked back to the tether!", "#CRIMSON#%sはテザーに引き寄せられた!", "logSeen")
+t("%s resists the teleport!", "%sはテレポートに抵抗した!", "logSeen")
+t([[Tether the target to the location for %d turns.  
+		Each turn the target has a %d%% chance per tile it's travelled away from the tether to be teleported back, inflicting %0.2f physical and %0.2f temporal (warp) damage to all enemies in a radius of %d at both the entrance and exit locations.
+		The damage will scale with your Spellpower.]], [[対象を %d ターン現在位置に固定します。
+毎ターン対象は固定地点から距離1離れるごとに %d%% で固定地点にテレポートされ、転移元と固定地点から範囲 %d に %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージが発生します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Banish", "追放", "talent name")
+t("The spell fizzles on %s!", "%sへの魔法がくすぶった!", "logSeen")
+t("#CRIMSON#%s has been banished!", "#CRIMSON#%sは追放された!", "logSeen")
+t("%s resists the banishment!", "%sは「追放」に抵抗した!", "logSeen")
+t([[Randomly teleports all enemies within a radius of three.  Enemies will be teleported between %d and %d tiles from you and may be stunned, blinded, confused, or pinned for %d turns.
+		The chance of teleportion will scale with your Spellpower.]], [[範囲3の全ての敵を距離 %d から %d のランダムテレポートさせます。対象は %d ターンスタン、盲目、混乱、移動不能のいずれかになることがあります。
+テレポート成功確率は魔法パワーに依存します。]], "tformat")
+t("Dimensional Anchor", "ディメンショナル・アンカー", "talent name")
+t([[Create a radius three anti-teleport field for %d turns and daze all enemies in the area of effect for two turns.
+		Enemies attempting to teleport while anchored take %0.2f physical and %0.2f temporal (warp) damage.
+		The damage will scale with your Spellpower.]], [[ %d ターン持続する範囲3のアンチテレポートフィールドを生成し、範囲内の全ての敵を2ターン朦朧状態にします。
+範囲内のテレポートを試みた敵に、 %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spacetime-weaving.lua"
+
+t("Dimensional Step", "ディメンショナルステップ", "talent name")
+t("You do not have line of sight.", "視界上にない場所だ", "logPlayer")
+t("#Source# folds space with with #target#!", "#Source#は#target#との空間を歪ませた!", "logCombat")
+t("#Source#'s space-time folding with #target# fizzles!", "#Source#の#target#との位置交換は失敗した!", "logCombat")
+t("#Source# resists #target#'s space-time folding!", "#Source#は#target#の位置交換に抵抗した!", "logCombat")
+t("%s's space-time folding fizzles!", "%sのディメンショナルステップは失敗した!", "logSeen")
+t("%s emerges from a space-time rift!", "%sが時空の裂け目から現れた!", "logSeen")
+t([[Teleports you to up to %d tiles away, to a targeted location in line of sight.
+		At talent level 5 you may swap positions with a target creature.]], [[距離 %d までの視界内の指定した位置にテレポートをします。
+タレントレベル5からは対象を指定して位置を入れ替えられます。]], "tformat")
+t("Dimensional Shift", "ディメンショナルシフト", "talent name")
+t("When you teleport you reduce the duration of a single detrimental effect by %d turns.", "テレポートすると1種の悪性状態異常の持続時間を %d ターン短縮します。", "tformat")
+t("Wormhole", "ワームホール", "talent name")
+t("You can't place a wormhole entrance here.", "ここにはワームホールの入口を設置できない", "logPlayer")
+t("You can't place a wormhole exit here.", "ここにはワームホールの出口を設置できない", "logPlayer")
+t("wormhole", "ワームホール", "_t")
+t("trap", "ç½ ", "_t")
+t("@Target@ moves onto the wormhole.", "@Target@はワームホールへ入っていった!", "_t")
+t("%s tries to enter the wormhole but a violent force pushes it back.", "%sはワームホールに入ろうとしたが、押し戻された", "logSeen")
+t("%s ignores the wormhole.", "%sはワームホールを無視した", "logSeen")
+t("Reality asserts itself and forces the wormhole shut.", "現実性が干渉して、ワームホールが閉められた", "logSeen")
+t("%s folds the space between two points.", "%sは二点の空間を歪曲させて繋げた", "logSeen")
+t([[You fold the space between yourself and a second point within a range of %d, creating a pair of wormholes.  Any creature stepping on either wormhole will be teleported near the other (radius %d accuracy).  
+		The wormholes will last %d turns and must be placed at least two tiles apart.
+		The chance of teleporting enemies will scale with your Spellpower.]], [[空間を折り曲げて現在位置と距離 %d 以内の地点を繋ぎ、ワームホールを2つ生成します。ワームホールは距離2以上離れている必要があります。
+ワームホールに足を踏み入れるともう一方の周辺にテレポートします。(範囲 %d の精度)
+ワームホールは %d ターン持続します。
+敵がテレポートする確率は魔法パワーに依存します。]], "tformat")
+t("Phase Pulse", "フェイズパルス", "talent name")
+t([[When you teleport you fire a pulse that jolts enemies out of phase in a radius of %d around both the start and the destination point. 
+		Each target has a %d%% chance per tile you travelled to be stunned, blinded, confused, or pinned for %d turns.]], [[テレポート時に元いた場所と転移先へ範囲 %d の衝撃波を放ちます。
+対象は術者のテレポート距離1毎に %d%% で %d ターンスタン、盲目、混乱、移動不能のいずれかを受けます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/speed-control.lua"
+
+t("Celerity", "迅速", "talent name")
+t("When you move you gain %d%% movement speed for %d turns.  This effect stacks up to three times but can only occur once per turn.", [[移動する度に %d ターン移動速度が %d%% 上昇します。
+効果は1ターンに1回まで発生し、3回まで累積します。]], "tformat", {2,1})
+t("Time Dilation", "時間膨張", "talent name")
+t([[When you use a non-instant chronomancy spell you gain %d%% attack, spell, and mind speed for %d turns.  This effect stacks up to three times but can only occur once per turn.
+		]], [[ターンを消費する「時空」ツリーの魔法を使用する度に %d ターン攻撃速度、詠唱速度、精神速度が %d%% 上昇します。
+効果は1ターンに1回まで発生し、3回まで累積します。]], "tformat", {2,1})
+t("Haste", "スピード", "talent name")
+t("Increases your global speed by %d%% for %d game turns.", " %d ゲームターン %d%% 加速します。", "tformat", {2,1})
+t("Time Stop", "時間停止", "talent name")
+t("#STEEL_BLUE#%s has stopped time!#LAST#", "#STEEL_BLUE#%sは時を止めた!#LAST#", "logSeen")
+t("Gain %d turns.  During this time your damage will be reduced by %d%%.", [[ %d ターン時を止めます。
+効果中は与ダメージが %d%% 低下します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spellbinding.lua"
+
+t("Empower", "時間力増大", "talent name")
+t([[Empowers the selected chronomancy spell, increasing spellpower when casting it by %d%%.
+		Each spell can only be spellbound in one way at a time.
+		
+		Current Empowered Spell: %s]], [[「時空」ツリーの魔法を選択し、使用する際の魔法パワーを %d%% 増加します。
+同じタレントに「呪文強化」タレントを二種類以上適用することはできません。
+
+現在選択中: %s]], "tformat")
+t("Extension", "時間延長", "talent name")
+t([[Extends the duration of the selected chronomancy spell by %d%%.
+		Each spell can only be spellbound in one way at a time.
+		
+		Current Extended Spell: %s]], [[「時空」ツリーの魔法を選択し、持続時間を %d%% 増加します。
+同じタレントに「呪文強化」タレントを二種類以上適用することはできません。
+
+現在選択中: %s]], "tformat")
+t("Matrix", "マトリクス", "talent name")
+t([[Reduces the cooldown of the selected chronomancy spell by %d%%.
+		Each spell can only be spellbound in one way at a time.
+		
+		Current Matrix Spell: %s]], [[「時空」ツリーの魔法を選択してクールダウンを %d%% 短縮します。
+同じタレントに「呪文強化」タレントを二種類以上適用することはできません。
+
+現在選択中: %s]], "tformat")
+t("Quicken", "時間圧縮", "talent name")
+t("None", "なし", "_t")
+t([[Reduces the casting speed of the selected chronomancy spell by %d%%.
+		Each spell can only be spellbound in one way at a time.
+		
+		Current Quickened Spell: %s]], [[「時空」ツリーの魔法を選択して詠唱速度を %d%% 加速します。
+同じタレントに「呪文強化」タレントを二種類以上適用することはできません。
+
+現在選択中: %s]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/stasis.lua"
+
+t("Spacetime Stability", "時空の安定", "talent name")
+t([[You automatically adjust your Paradox %0.2f points towards your preferred Paradox each turn.
+		While using Spacetime Tuning twice this value will instead be added to the amount you would normally tune.]], [[指定した値に向かって逆説値が毎ターン自動的に %0.2f 変動します。
+「時空調整」を使用している場合は変動値が2倍になります。]], "tformat")
+t("Time Shield", "時空の盾", "talent name")
+t([[This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
+		Once either the maximum damage (%d) is absorbed, or the time runs out (%d turns), the stored damage will return as a temporal restoration field over time (5 turns).
+		Each turn the restoration field is active, you get healed for 10%% of the absorbed damage.
+		While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by %d%%.
+		The shield's max absorption will increase with your Spellpower.]], [[非常に高度な魔法により、ターン消費無しで時空の盾を生成し、あらゆるダメージを先送りします。
+無効化量の上限 (%d) に達するか持続時間 (%d ターン) が切れると5ターン時空再生フィールドが発生します。
+再生フィールドの影響下にある場合、毎ターン無効化したダメージの10%%HPが回復します。
+「時空の盾」を展開中に受けた魔法、物理、精神状態異常の持続時間を %d%% 短縮します。
+シールドの強度は魔法パワーに依存します。]], "tformat")
+t("Stop", "ストップ", "talent name")
+t([[Inflicts %0.2f temporal damage, and attempts to stun all targets in a radius %d ball for %d turns.
+		The damage will scale with your Spellpower.]], [[範囲 %d の全対象に %0.2f 時空ダメージを与え、 %d ターンスタンさせます。
+ダメージは魔法パワーに依存します。]], "tformat", {2,1,3})
+t("Static History", "世界の安定", "talent name")
+t([[For the next %d turns you may not create minor anomalies.  You do not regain Paradox or lose the spell you're casting if a random anomaly would normally occur.
+		This spell has no effect on major anomalies.]], [[続く %d ターン下級アノマリーが発生しなくなります。
+ランダムアノマリーが発生する場合に、逆説値が上昇したり、唱えた魔法が不発することがなくなります。
+この魔法は上級アノマリーに対しては効果を発揮しません。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-archery.lua"
+
+t("Phase Shot", "フェイズショット", "talent name")
+t("You fire a shot that phases out of time and space allowing it to virtually ignore armor.  The shot will deal %d%% weapon damage as temporal damage to its target.", [[異なる時空の相から射撃を行い、対象のアーマーをほとんど無視します。
+対象に %d%% 時空武器ダメージを与えます。]], "tformat")
+t("Unerring Shot", "必中射撃", "talent name")
+t("You focus your aim and fire a shot with great accuracy, inflicting %d%% weapon damage.  Afterwords your attack will remain improved for one turn as the chronomantic effects linger.", [[狙い定め、命中を大幅に上げて射撃を行い、 %d%% 武器ダメージを与えます。
+射撃後も1ターン命中上昇効果が続きます。]], "tformat")
+t("Perfect Aim", "パーフェクトエイム", "talent name")
+t([[You focus your aim, increasing your critical damage multiplier by %d%% and your physical and spell critical strike chance by %d%%
+		The effect will scale with your Spellpower.]], [[狙い定め、クリティカル倍率を %d%% 、物理、魔法クリティカル率を %d%% 上昇させて射撃を行います。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Quick Shot", "クイックショット", "talent name")
+t([[You pause time around you long enough to fire a single shot, doing %d%% damage.
+		The damage will scale with your Paradox and the cooldown will go down with more talent points invested.]], [[周囲の時を止めて射撃を行い、 %d%% ダメージを与えます。
+ダメージは逆説値に依存します。
+クールダウンはタレントレベルに従って短縮されます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-combat.lua"
+
+t("Fold Fate", "フォルド・フェイト", "talent name")
+t([[When you hit with Weapon Folding you have a %d%% chance of dealing an additional %0.2f temporal damage to enemies in a radius of %d.
+		Affected targets may also have their physical and temporal resistance reduced by %d%% for %d turns.
+		This effect has a cooldown.  If it triggers while on cooldown it will reduce the cooldown of Fold Gravity and Fold Warp by one turn.]], [[「ウェポンフォルド」の効果が発動した際に %d%% で範囲 %d に %0.2f 時空ダメージを与え、 %d ターン物理、時空耐性を %d%% 低下させます。
+この効果にはクールダウンが存在します。クールダウン中に効果が発生した場合は「フォルドグラビティ」と「フォルドワープ」のクールダウンが1短縮されます。]], "tformat", {1,3,2,5,4})
+t("Fold Warp", "フォルドワープ", "talent name")
+t([[When you hit with Weapon Folding you have a %d%% chance of dealing an additional %0.2f physical and %0.2f temporal (warp) damage to enemies in a radius of %d.
+		Each target hit may be stunned, blinded, pinned, or confused for %d turns.
+		This effect has a cooldown.  If it triggers while on cooldown it will reduce the cooldown of Fold Gravity and Fold Fate by one turn.]], [[		「ウェポンフォルド」の効果が発動した際に %d%% で範囲 %d に %0.2f 物理ダメージと %0.2f 時空(ワープ)ダメージを与え、 %d ターンスタン、盲目、移動不能、混乱のいずれかを付与します。
+この効果にはクールダウンが存在します。クールダウン中に効果が発生した場合は「フォルドグラビティ」と「フォルドフェイト」のクールダウンが1短縮されます。]], "tformat", {1,4,2,3,5})
+t("Fold Gravity", "フォルドグラビティ", "talent name")
+t([[When you hit with Weapon Folding you have a %d%% chance of dealing an additional %0.2f physical (gravity) damage to enemies in a radius of %d.
+		Affected targets may also be slowed, decreasing their global speed speed by %d%% for %d turns
+		This effect has a cooldown.  If it triggers while on cooldown it will reduce the cooldown of Fold Fate and Fold Warp by one turn.]], [[「ウェポン・フォルド」の効果が
+「ウェポンフォルド」の効果が発動した際に %d%% で範囲 %d に %0.2f 物理(重力)ダメージを与え、 %d ターン %d%% 減速させます。
+このタレントにはクールダウンが存在します。クールダウン中に効果が発生した場合は「フォルドフェイト」と「フォルドワープ」のクールダウンが1短縮されます。]], "tformat", {1,3,2,5,4})
+t("Weapon Folding", "ウェポンフォルド", "talent name")
+t([[Folds a single dimension of your weapons (or ammo) upon itself, adding %0.2f temporal damage to your strikes.
+		Additionally you have a %d%% chance to gain 10%% of a turn when your weapons hit.
+		The damage will scale with your Spellpower.]], [[武器(もしくは矢弾)を一次元に折り畳み、攻撃に %0.2f 時空ダメージを追加します。
+さらに、攻撃が命中した際に %d%% でターンを10%%得ます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Invigorate", "鼓舞", "talent name")
+t([[For the next %d turns, you recover %0.1f life and talents without fixed cooldowns will have their cooldowns refresh twice as fast as usual.
+		The life regeneration will scale with your Spellpower.]], [[続く %d ターンHPが %0.1f ずつ回復し、固定クールダウンでないタレントが通常の倍の速さでクールダウンを解消します。
+HP自然回復量は魔法パワーに依存します。]], "tformat")
+t("Weapon Manifold", "ウェポンマニフォルド", "talent name")
+t([[You now have a %d%% chance to Fold Fate, Gravity, or Warp into your Weapon Folding damage.
+		
+		Fold Fate: Deals %0.2f temporal damage to enemies in a radius of %d.  Affected targets may lose %d%% physical and temporal resistance for %d turns.
+		Fold Warp: Deals %0.2f physical and %0.2f temporal damage to enemies in a radius of %d.  Affected targets may be stunned, blinded, confused, or pinned for %d turns.
+		Fold Gravity: Deals %0.2f physical damage to enemies in a radius of %d.  Affected targets will be slowed (%d%%) for %d turns.
+		
+		Each Fold has an eight turn cooldown.  If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn.]], [[「ウェポンフォルド」のダメージにより %d%% で「フォルドフェイト」「フォルドグラビティ」「フォルドワープ」が発生します。
+「フォルドフェイト」: 範囲 %d に %0.2f 時空ダメージを与え、 %d ターン物理、時空耐性を %d%% 低下させる。
+「フォルドワープ」: 範囲 %d に %0.2f 物理ダメージと %0.2f 時空ダメージを与え、 %d ターンスタン、盲目、混乱、移動不能のいずれかを与える。
+「フォルドグラビティ」: 範囲 %d に %0.2f 物理ダメージを与え、 %d ターン %d%% 減速させる。
+それぞれの効果は8ターンのクールダウンがあります。
+クールダウン中に効果が発動した場合、代わりに残り2種のクールダウンが1短縮されます。]], "tformat", {1,3,2,5,4,8,6,7,9,11,10,13,12})
+t("Breach", "突破", "talent name")
+t("You require a weapon to use this talent.", "このタレントの起動には武器が必要だ", "logPlayer")
+t([[Attack the target with either your ranged or melee weapons for %d%% damage.
+		If the attack hits you'll breach the target's immunities, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50%% for %d turns.
+		Breach chance scales with your Spellpower.]], [[対象に近接武器か射撃で攻撃して %d%% ダメージを与えます。
+攻撃が命中すると、対象の状態異常耐性を突破し、 %d ターン重装度、スタン、移動不能、盲目、混乱耐性を50%%低下させます。
+成功確率は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-hounds.lua"
+
+t("A trained hound that appears to be all at once a little puppy and a toothless old dog.", "訓練を受けた猟犬だ。小さな子犬のようにも、牙の抜け落ちた老犬のようにも見える。", "_t")
+t("temporal-hound", "時空ハウンド", "_t")
+t("Temporal Hounds", "時空ハウンド", "talent name")
+t([[Upon activation summon a Temporal Hound.  Every %d turns another hound will be summoned, up to a maximum of three hounds. If a hound dies you'll summon a new hound in %d turns.  
+		Your hounds inherit your increased damage percent, have %d%% physical resistance and %d%% temporal resistance, and are immune to teleportation effects.
+		Hounds will get, %d Strength, %d Dexterity, %d Constitution, %d Magic, %d Willpower, and %d Cunning, based on your Magic stat.]], [[起動時に時空ハウンドを1体召喚します。さらに %d ターン毎に1体召喚します。(最大3体)
+ハウンドが死亡した場合、 %d ターン後に召喚されます。
+ハウンドの属性ダメージ増加量は召喚者と等しくなり、 %d%% 物理耐性と %d%% 時空耐性を持ち、テレポートを無効化します。
+ハウンドのステータスは腕力 %d 、機敏 %d 、耐久 %d 、魔力 %d 、意志 %d 、賢さ %d です。(魔力に依存)]], "tformat")
+t("Command Hounds: Blink", "指令: 追尾テレポート", "talent name")
+t("Temporal Hounds must be sustained to cast this spell.", "「時空ハウンド」を常駐していないとこの魔法は使えない", "logPlayer")
+t("You do not have line of sight.", "視界上にない場所だ", "logPlayer")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t([[Command your Temporal Hounds to teleport to the targeted location.  If you target an enemy your hounds will set that enemy as their target.
+		When you learn this talent, your hounds gain %d defense and %d%% resist all after any teleport.
+		At talent level five, if you're not at your maximum number of hounds when you cast this spell a new one will be summoned.
+		The teleportation bonuses scale with your Spellpower.]], [[時空ハウンドを指定地点にテレポートさせます。敵を指定すると、ハウンドはその対象を狙います。
+このタレントを習得すると、ハウンドはテレポートをした際に回避が %d 、全耐性が %d%% 上昇するようになります。
+タレントレベル5からは、ハウンドの保持数に空きがある場合、1体召喚するようになります。
+テレポートによるボーナスは魔法パワーに依存します。]], "tformat")
+t("Temporal Vigour", "時空活性", "talent name")
+t([[Your hounds can now survive for up to %d turns after their hit points are reduced below 1.  While in this state they deal 50%% less damage but are immune to additional damage.
+		Command Blink will now regenerate your hounds for %d life per turn and increase their global speed by %d%% for five turns.  Hounds below 1 life when this effect occurs will have the bonuses doubled.
+		When you learn this talent, your hounds gain %d%% stun, blind, confusion, and pin resistance.
+		The regeneration scales with your Spellpower.]], [[時空ハウンドのHPが1未満になっても %d ターン生存するようになります。この状態のハウンドは与ダメージが50%%低下しますがそれ以上ダメージを受けることがありません。
+また、「指令: 追尾テレポート」を使用した際、5ターンハウンドのHPが %d ずつ自然回復し、 %d%% 加速します。
+このボーナスはハウンドのHPが1未満のとき倍増します。
+このタレントを習得するとハウンドのスタン、盲目、混乱、移動不能耐性が %d%% 上昇します。
+HPの自動回復量は魔法パワーに依存します。]], "tformat")
+t("Command Hounds: Breathe", "指令: 時空ブレス", "talent name")
+t("You must have temporal hounds to use this talent.", "時空ハウンドがいないためこのタレントは起動できない", "logPlayer")
+t([[Command your Temporal Hounds to breathe time, dealing %0.2f temporal damage and reducing the three highest stats of all targets in a radius %d cone.
+		Affected targets will have their stats reduced by %d for %d turns.  You are immune to the breath of your own hounds and your hounds are immune to stat damage from other hounds.
+		When you learn this talent, your hounds gain %d%% temporal damage affinity.]], [[時空ハウンドに時空ブレスを吐かせ、範囲 %d の扇状に %0.2f 時空ダメージを与え、 %d ターン最も高い能力値3種を %d 低下させます。
+術者は自身のハウンドからのブレスを受けず、ハウンド自身は他のハウンドによるブレスで能力値が低下しません。
+このタレントを習得すると、時空ハウンドの時空ダメージ吸収が %d%% 上昇します。]], "tformat", {2,1,4,3})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/threaded-combat.lua"
+
+t("Thread Walk", "スレッドウォーク", "talent name")
+t("range %d", "射程 %d", "logPlayer")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("You cannot use Thread Walk without an appropriate weapon!", "「スレッドウォーク」は適切な武器がないと起動できない!", "logPlayer")
+t([[Attack with your bow or dual-weapons for %d%% damage.  If you shoot an arrow you'll teleport near the target location.  If you use your dual-weapons you'll teleport up to your bow's range away.
+		Additionally you now go Out of Phase for five turns after any teleport, gaining %d defense and %d%% resist all.
+		The Out of Phase bonuses will scale with your Magic stat.]], [[弓か二刀流で攻撃して %d%% ダメージを与えます。射撃の場合は指定地点へテレポートします。二刀流で攻撃した場合は弓の射程距離まで対象から離れます。
+さらに、テレポートをした際に実体が薄れるようになり、5ターン回避が %d 、全耐性が %d%% 上昇するようになります。
+このボーナスは魔力に依存します。]], "tformat")
+t("Blended Threads", "ブレンドスレッド", "talent name")
+t([[Each time you hit with an arrow you reduce the cooldown of one Blade Threading talent on cooldown by one turn.
+		Each time you hit with a melee weapon you reduce the cooldown of one Bow Threading talent on cooldown by one turn.
+		This effect can only occur %d times per turn.]], [[矢を命中させる毎に1種の「時断剣」タレントのクールダウンが1短縮されます。
+近接攻撃を命中させる毎に1種の「時縫い」タレントのクールダウンが1短縮されます。
+この効果は1ターンに %d 回まで発動します。]], "tformat")
+t("Thread the Needle", "スレッドニードル", "talent name")
+t("You require a weapon to use this talent.", "このタレントの起動には武器が必要だ", "logPlayer")
+t("You cannot use Thread the Needle without an appropriate weapon!", "「スレッドニードル」は適切な武器がないと起動できない!", "logPlayer")
+t("Attack with your bow or dual-weapons for %d%% damage.  If you use your bow you'll shoot all targets in a beam.  If you use your dual-weapons you'll attack all targets within a radius of one around you.", [[弓か二刀流で攻撃して %d%% ダメージを与えます。
+弓の場合は攻撃がビームとなり射線上の全対象を撃ち抜きます。
+二刀流の場合は範囲1の全対象を攻撃します。]], "tformat")
+t("Warden's Call", "守護者の呼び声", "talent name")
+t("%s calls forth a temporal warden from another timeline.", "%sは異なる時間軸から時の守護者を呼び出した!", "logSeen")
+t([[When you hit with a melee or arrow attack, there is a %d%% chance that a warden will appear from another timeline to attack a random enemy.
+		The summoned warden will attempt a melee attack if you made an arrow attack, or an arrow attack if you made a melee attack.
+		These wardens are out of phase with your reality and deal %d%% less damage, and their arrows will pass through friendly targets.
+		A warden can only be summoned this way once per turn and they return to their own timeline after attacking.]], [[近接攻撃か矢が命中すると %d%% で別の時間軸から時の守護者が現れランダムな敵を攻撃します。
+召喚された守護者は、近接攻撃で出現すると射撃を、射撃で出現すると近接攻撃を行います。
+守護者はこの時空とは別の相に存在するため与ダメージが %d%% 低くなっていますが、射撃が味方に命中せずすり抜けます。
+このタレントで出現する守護者は1ターンにつき1体までです。
+守護者は攻撃後、自身の時間軸に帰還します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/timeline-threading.lua"
+
+t("Rethread", "織り直し", "talent name")
+t([[Rethread the timeline, dealing %0.2f temporal damage to the target before moving on to a second target.
+		Rethread can hit up to %d targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
+		The damage will increase with your Spellpower.]], [[時間軸を改編して %0.2f 時空ダメージを次々と与えていきます。
+射程は10で、最大 %d 体の対象に当たり、同じ対象に2度命中することはなく、術者自身にも当たりません。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Temporal Fugue", "時空分身", "talent name")
+t("%s's Fugue Clone", "%sの時空分身", "tformat")
+t("The real %s... or so %s says.", "本物の%sだ…と%sは主張している。", "tformat")
+t("Fugue Clone", "時空分身", "_t")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t([[For the next %d turns two alternate versions of you enter your timeline.  While the effect is active all damage done by you or your copies is reduced by two thirds and all damage received is split between the three of you.
+		Temporal Fugue does not normally cooldown while active.  You may take direct control of your clones, give them orders, and set their talent usage.
+		Damage you deal to Fugue Clones or that they deal to you or each other is reduced to zero.]], [[ %d ターン自身の時間軸に分身を2人召喚します。効果中は自身とコピー達の与ダメージは2/3になり、被ダメージは3人で分割します。
+通常、効果中に「時空分身」はクールダウンに入りません。
+分身は直接操作可能で、命令したり使用するタレントを指定できます。
+分身に攻撃を当てる、もしくは当てられても0ダメージになります。]], "tformat")
+t("Braid Lifelines", "運命共有", "talent name")
+t([[Your Rethread now braids the lifelines of all targets it hits for %d turns.  Braided targets take %d%% of all damage dealt to other braided targets.
+		The amount of damage shared will scale with your Spellpower.]], [[「織り直し」が命中した全対象に %d ターン運命を共有させます。「運命共有」を受けた対象は被ダメージの %d%% を他の「運命共有」対象と共有します。
+共有する被ダメージの割合は魔法パワーに依存します。]], "tformat")
+t("Cease to Exist", "存在抹消", "talent name")
+t("The timeline is too fractured to do this now.", "今は時間軸が乱れているためできない", "logPlayer")
+t("#LIGHT_BLUE#%s never existed, this never happened!", "#LIGHT_BLUE#%sは存在したこともないし、これから存在することもない!", "logSeen")
+t("#LIGHT_STEEL_BLUE#%s tries to remove %sself from existance!", "#LIGHT_STELL_BLUE#%sは自身の存在を抹消しようとした", "logSeen")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t([[Over the next %d turns, you attempt to remove the target from the timeline, lowering its resistance to physical and temporal damage by %d%%.
+		If you manage to kill the target while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
+		This spell splits the timeline.  Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
+		The resistance penalty will scale with your Spellpower.]], [[続く %d ターンに渡って対象を時間軸から追放しようとし、物理、時空耐性を %d%% 低下させます。
+効果中に対象が死亡すると、術者はこのタレントを使用した瞬間に舞い戻り、対象の存在は抹消されます。
+この魔法は時間軸を分岐させます。効果中は時間軸を分岐させる他の魔法は使用できません。
+耐性低下量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/timetravel.lua"
+
+t("Temporal Bolt", "時空のボルト", "_t")
+t([[Pull a bolt of temporal energy back through time.  The bolt will home in on your location, dealing %0.2f temporal damage to targets, and reducing the cooldown of one chronomancy talent on cooldown by one turn per enemy hit.
+		The bolt gains 5%% damage each time it moves and the damage will scale with your Spellpower.
+		At talent level five cooldowns are reduced by two.]], [[時を巻き戻し時空のボルトを引き出します。ボルトは自身の現在位置に向かって移動し、対象に %0.2f 時空ダメージを与えます。
+命中する毎に1種の「時空」タレントのクールダウンが1ターン短縮されます。
+ボルトは移動する毎にダメージが5%%増加します。
+ダメージは魔法パワーに依存します。
+タレントレベル5からはクールダウンが2ターン短縮されます。]], "tformat")
+t("Time Skip", "タイムスキップ", "talent name")
+t("%s is immune!", "%sには効かない!", "logSeen")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("Something has prevented the timetravel.", "何かがタイムトラベルを阻止した", "logPlayer")
+t("temporal instability", "時空不安定の場", "_t")
+t("%s has moved forward in time!", "%sは未来に転送された!", "logSeen")
+t([[Inflicts %0.2f temporal damage.  If your target survives, it may be removed from time for %d turns.
+		The damage will scale with your Spellpower.]], [[ %0.2f 時空ダメージを与えます。
+対象が死亡しなかった場合は %d ターン時間から除外されます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Temporal Reprieve", "時空避難所", "talent name")
+t("This talent cannot be used from within the reprieve.", "「時空避難所」の中でこのタレントは使えない", "logPlayer")
+t("This talent cannot be used here.", "このタレントはここでは使えない", "logPlayer")
+t("The spell fizzles...", "呪文はくすぶった…", "logPlayer")
+t("#STEEL_BLUE#You time travel to a quiet place.", "#STEEL_BLUE#憩いの場にタイムトラベルした", "logPlayer")
+t("Some rookie paradox mage is about to find out that the standard-issue Temporal Reprieve takes you to a random safe-zone, not a fixed one, and left the contents of their pack strewn about the place. Nearly all of it is equipment that your transmutation chest won't process and is unusable by anything with less than twelve limbs, so you kick most of it into the void, but a crumpled note catches your eye...", "ある駆け出しパラドックスメイジは「時空避難所」によっていつも同じ場所ではなく、ランダムに安全な場所に転送されること、そして誰かがここに荷物を置き忘れていったことに気づいた。ほとんど全ての物は「換金の箱」に入れてもゴールドに変換されず、手足が12本以上なければ使えない物だったため、それらを順に虚空に投げ捨てていったが、あるボロボロの紙が目に留まった…", "_t")
+t("What the... ugh.", "一体何が…", "_t")
+t("Transport yourself to a safe place for %d turns.", " %d ターン安全地帯に避難します。", "tformat")
+t("Echoes From The Past", "過去からの残響", "talent name")
+t([[Creates a temporal echo in a radius of %d around you.  Affected targets take %0.2f temporal damage, as well as up to %d%% of the difference between their current life and max life as additional temporal damage.
+		The additional damage will be divided by the target's rank and the damage scales with your Spellpower.]], [[時空の残響を範囲 %d に放ちます。
+対象に %0.2f 時空ダメージと減少HPの %d%% の追加時空ダメージを与えます。
+追加ダメージは対象のランクで割った値が最終的に適用されます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/blight.lua"
+
+t("Dark Ritual", "闇の儀式", "talent name")
+t([[Increases your spell critical damage multiplier by %d%%.
+		The multiplier will increase with your Spellpower.]], [[魔法クリティカルのダメージ倍率が %d%% 増加します。
+増加率は魔法パワーに依存します。]], "tformat")
+t("Corrupted Negation", "腐敗の力", "talent name")
+t("Corrosive Worm", "酸毒蟲", "talent name")
+t([[Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by %d%% and feeds off damage taken.
+		When this effect ends or the target dies the worm will explode, dealing %d acid damage in a 4 radius ball. This damage will increase by %d%% of all damage taken while infected.
+		The damage dealt by the effect will increase with spellpower.]], [[6ターン対象に被ダメージによって成長する酸毒虫を植え付け、腐敗、酸耐性を %d%% 低下させます。
+効果が切れるか、対象が死亡すると酸毒虫は爆発し、範囲4に %d 酸ダメージを与えます。
+このダメージは効果中に対象が受けたダメージの %d%% 分増加します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Poison Storm", "猛毒の嵐", "talent name")
+t([[A furious storm of blighted poison rages around the caster in a radius of %d for %d turns.  Each creature hit by the storm takes %0.2f blight damage and is poisoned for %0.2f blight damage over 4 turns.
+		At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by %d%%.
+		At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by %d%%.
+		At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a %d%% chance of failure.
+		Each possible effect is equally likely.
+		The poison damage dealt is capable of a critical strike.
+		The damage will increase with your Spellpower.]], [[範囲 %d の荒れ狂う腐敗毒の嵐が %d ターン術者の周囲に巻き起こります。
+嵐に巻き込まれた対象に %0.2f 腐敗ダメージを与え、毒を付与して4ターンかけて %0.2f 腐敗ダメージを与えます。
+タレントレベル2からは、HP回復倍率を %d%% 低下させる腐敗の遅行毒を与えることがあります。
+タレントレベル4からは、与ダメージを %d%% 低下させる腐敗の麻痺毒を与えることがあります。
+タレントレベル6からは、タレントの発動を %d%% で失敗させる腐敗の神経毒を与えることがあります。
+付加確率は各種毒の間で等分します。
+毒ダメージはクリティカルヒットすることがあります。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/blood.lua"
+
+t("Blood Spray", "血しぶき", "talent name")
+t([[You extract corrupted blood from your own body, hitting everything in a frontal cone of radius %d for %0.2f blight damage.
+		Each creature hit has a %d%% chance of being infected by a random disease, doing %0.2f blight damage and weakening either Constitution, Strength or Dexterity for 6 turns.
+		The damage will increase with your Spellpower.]], [[自身の体から腐敗した血液を抽出し、範囲 %d の扇状に振り撒いて %0.2f 腐敗ダメージを与えます。
+これを受けた対象は %d%% でランダムな病気に感染し、 %0.2f 腐敗ダメージを受け、6ターン耐久、腕力、機敏のいずれかが低下します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blood Grasp", "血の支配", "talent name")
+t([[Project a bolt of corrupted blood, doing %0.2f blight damage and healing you for 20%% the damage dealt.
+			50%% of the damage dealt will be gained as maximum life for 7 turns (before the healing).
+		The damage will increase with your Spellpower.]], [[腐敗した血のボルトを放って %0.2f 腐敗ダメージを与え、与えたダメージの20%%を吸収します。
+7ターン与えたダメージの50%%最大HPが増加します。(吸収前に適用)
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blood Boil", "血液沸騰", "talent name")
+t([[Make the impure blood of all creatures around you in radius %d boil.
+				Each enemy afflicted by a disease, poison, or wound will have one removed at random dealing %0.2f blight damage, healing you for %d, and slowing them by %d%% for 5 turns.
+			The damage will increase with your Spellpower.]], [[範囲 %d の周囲の不純なる血液を沸騰させます。
+対象が病気、毒、出血状態のどれかを受けている場合、それらのうちランダムな1種を解除し、 %0.2f 腐敗ダメージを与え、術者のHPを %d 回復させ、5ターン速度を %d%% 低下させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blood Fury", "血の激怒", "talent name")
+t([[Concentrate on the corruption you bring, increasing your spell critical chance by %d%%.
+		Each time your spells go critical, you enter a blood rage for 5 turns, increasing your blight and acid damage by %d%%.
+		The critical chance and damage increase will improve with your Spellpower.]], [[精神を集中して腐敗の力を行使し、魔法クリティカル率が %d%% 上昇します。
+魔法クリティカルが発生する度、5ターン「血の激怒」状態となり腐敗と酸属性の与ダメージが %d%% 上昇します。
+クリティカル率とダメージ上昇量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/bone.lua"
+
+t("Bone Spear", "ボーンスピア", "talent name")
+t([[Conjures up a spear of bones, doing %0.2f physical damage to all targets in a line.  Each target takes an additional %d%% damage for each magical debuff they are afflicted with up to a max of %d%% (%d).
+		The damage will increase with your Spellpower.]], [[骨の槍を作り出し、射線上の全対象に %0.2f 物理ダメージを与えます。
+対象が受けている魔法悪性状態異常の数1種につき %d%% 追加ダメージを与えます。(最大 %d%% 、%d ダメージ)
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Bone Grab", "ボーングラブ", "talent name")
+t("%s resists the pin!", "%sは「移動不能」に抵抗した!", "logSeen")
+t("%s resists being teleported by Bone Grab!", "%sは「ボーングラブ」によるテレポートに抵抗した!", "logSeen")
+t([[Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for %d turns.
+		The bone will also deal %0.2f physical damage.
+		The damage will increase with your Spellpower.]], [[対象を掴み、自身の傍にテレポートさせます。
+隣接する対象に当てると、6マス距離を離します。
+さらに地面から骨が突き出て %d ターン地面に縫い止めて移動不能にし、 %0.2f 物理ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Bone Spike", "ボーンスパイク", "talent name")
+t([[Whenever you use a non-instant talent you launch a spear of bone at all enemies afflicted by 3 or more magical detrimental effects dealing %d physical damage to all enemies it passes through.
+		The damage will increase with your Spellpower.]], [[ターンを消費するタレントを使用する度、3種以上の悪性魔法状態異常を受けている敵全てに骨の槍を発射し、当たった敵全てに %d 物理ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Bone Shield", "ボーンシールド", "talent name")
+t("#SLATE#(%d to bones)#LAST#", "#SLATE#(%d 骨盾)#LAST#", "tformat")
+t([[Bone shields start circling around you. They will each fully absorb one instance of damage.
+		%d shield(s) will be generated when first activated.
+		Then every %d turns a new one will be created if not full.
+		This will only trigger on hits over %d damage based on Spellpower.]], [[骨の盾が術者の周囲を旋回します。
+盾1枚につき、ダメージを1回完全に無効化します。
+起動時に %d 枚の盾を生成します。
+攻撃を受けて欠けている場合は %d ターン毎に1枚ずつ再生します。
+盾は %d ダメージ(魔法パワーに依存)を越える攻撃のみ無効化します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/corruptions.lua"
+
+t("Manipulate life force to feed your own dark powers.", "生命力を暗黒の力に変えます。", "_t")
+t("sanguisuge", "吸血", "_t")
+t("All the tools to torment your foes.", "あらゆる手段で敵に苦悶を与えます。", "_t")
+t("torment", "苦悶", "_t")
+t("Touch the very essence of your victims.", "敵の生命そのものに触れます。", "_t")
+t("vim", "活力", "_t")
+t("Harness the power of bones.", "骨の力を操ります。", "_t")
+t("bone", "骨", "_t")
+t("Hex your foes, hindering and crippling them.", "敵を祟り、弱体化します。", "_t")
+t("hexes", "呪詛", "_t")
+t("Curse your foes, hindering and crippling them.", "敵を呪い、弱体化します。", "_t")
+t("curses", "呪怨", "_t")
+t("Manipulate life for your vile needs.", "命を操り、悪しき目論見を果たします。", "_t")
+t("vile life", "悪しき命", "_t")
+t("Spread diseases to your foes.", "疫病を伝染させます。", "_t")
+t("plague", "ç–«ç—…", "_t")
+t("Bring pain and destruction to the world.", "世界に苦痛と破壊をもたらします。", "_t")
+t("scourge", "ç ´æ»…", "_t")
+t("Enhanced melee combat through the dark arts.", "暗黒の力を用いて近接戦闘に習熟します。", "_t")
+t("reaving combat", "暗黒剣", "_t")
+t("Harness the power of blood, both your own and your foes'.", "自身や敵の血の力を用います。", "_t")
+t("blood", "血液", "_t")
+t("Bring corruption and decay to all who oppose you.", "敵対する者全てに腐敗と崩壊をもたらします。", "_t")
+t("blight", "腐敗", "_t")
+t("Harness the power of the demonic shadowflame.", "悪魔の炎の力を用います。", "_t")
+t("Shadowflame", "影なる炎", "_t")
+t("Become one with rot and decay.", "腐敗と衰弱の化身になります。", "_t")
+t("corruption", "堕落", "talent category")
+t("rot", "è¡°å¼±", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/curses.lua"
+
+t("Curse of Defenselessness", "衰退の呪い", "talent name")
+t([[Curses your target, decreasing its Defense and all saves by %d for 5 turns.  This cannot be saved against.
+		The effects will improve with your Spellpower.]], [[対象を呪い、5ターン回避と全セーブを %d 低下させます。
+この効果はセーブにより抵抗されることはありません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Curse of Impotence", "非力の呪い", "talent name")
+t([[Curses your target, decreasing all damage it does by %d%% for 10 turns.
+		The effects will improve with your Spellpower.]], [[対象を呪い、10ターン与ダメージを %d%% 低下させます。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Curse of Death", "死の呪い", "talent name")
+t([[Curses your target, preventing normal life regeneration and dealing %0.2f darkness damage over 10 turns.
+		The damage will increase with your Spellpower.]], [[対象を呪い、10ターンHPの自然回復を禁じ、毎ターン %0.2f 暗黒ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Curse of Vulnerability", "脆弱の呪い", "talent name")
+t([[Curses your target, decreasing all its resistances by %d%% for 7 turns.
+		The effect will improve with your Spellpower.]], [[対象を呪い、7ターン全耐性を %d%% 低下させます。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/hexes.lua"
+
+t("Pacification Hex", "鎮静の呪詛", "talent name")
+t([[Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns and giving a %d%% chance to daze affected targets again each turn for 20 turns.
+		The chance will increase with your Spellpower.]], [[対象を祟り、範囲2の全対象を3ターン朦朧状態にします。
+さらに、20ターンの間、毎ターン %d%% で朦朧状態にします。
+確率は魔法パワーに依存します。]], "tformat")
+t("Burning Hex", "燃焼の呪詛", "talent name")
+t([[Hexes your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a resource (stamina, mana, vim, ...), it takes %0.2f fire damage.
+		In addition, the cooldown of any talent used while so hexed is increased by %d%% + 1 turn.
+		The damage will increase with your Spellpower.]], [[対象を祟り、範囲2の全対象を20ターンリソース(スタミナ、マナ、活力など)を消費する毎に %0.2f 火炎ダメージを受けるようにします。
+さらに、対象のタレントのクールダウンを %d%% +1ターン延長します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Empathic Hex", "共感の呪詛", "talent name")
+t([[Hexes your target and everything within a radius 2 ball around it. Each time they do damage, they take %d%% of the same damage for 20 turns.
+		The damage will increase with your Spellpower.]], [[範囲2の全ての対象を祟ります。
+20ターン対象が何かにダメージを与える毎に、対象自身がそのダメージの %d%% を受けるようになります。
+ダメージの割合は魔法パワーに依存します。]], "tformat")
+t("Domination Hex", "支配の呪詛", "talent name")
+t([[Hexes your target, forcing it to be your thrall for %d turns.
+		If you damage the target, it will be freed from the hex.]], [[対象を祟り %d ターン術者の下僕とせしめます。
+術者が対象にダメージを与えると効果は解けます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/plague.lua"
+
+t("Virulent Disease", "ç–«ç—…", "talent name")
+t([[Whenever you deal non-disease blight damage you apply a disease dealing %0.2f blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by %d. The three diseases can stack.
+		Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target.
+		This disease will try to prioritize being applied to an enemy with a high disease count near the target.
+		The effect will increase with your Spellpower.]], [[病気以外の手段で腐敗ダメージを与える度、対象を病気にかけ6ターンの間、毎ターン %0.2f 腐敗ダメージを与え、さらに肉体系能力値(腕力、耐久、機敏)の1種を %d 低下させます。三種の病気はそれぞれ重複します。 
+このタレントは現在対象が罹っていない病気を優先し、三種の能力の中で対象の一番高い能力を下げる病気を優先して付加します。
+病気は、対象の周りで感染している病気の数が最も多い敵を優先します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Cyst Burst", "疫病の活性化", "talent name")
+t([[Make your target's diseases burst, doing %0.2f blight damage for each disease it is infected with.
+		This will also spread any diseases to any nearby foes in a radius of %d with a minimum duration of 6.
+		The damage will increase with your Spellpower.]], [[対象を侵す病気を活性化させ、対象に罹っている病気の数1種につき %0.2f 腐敗ダメージを与えます。
+また、対象の全ての病気が範囲 %d に存在する敵全員に伝染します。(最小持続ターン6)
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Catalepsy", "強硬症", "talent name")
+t("Diseases #DARK_GREEN#BURN THROUGH#LAST# %s!", "%sの病気が#DARK_GREEN#急速に進行した#LAST#!", "logSeen")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("All your foes within a radius %d ball infected with a disease enter a cataleptic state, stunning them for %d turns and dealing %d%% of all remaining disease damage instantly.", "範囲 %d の病気に感染している全ての敵に強硬症を発生させ、 %d ターンスタンさせ、残りの病気ダメージの %d%% を即座に与えます。", "tformat")
+t("Epidemic", "伝染病", "talent name")
+t("The diseases of %s spread!", "%sが伝染した!", "logSeen")
+t("%s resists the disease!", "%sは病気に抵抗した!", "logSeen")
+t([[Infects the target with a very contagious disease, doing %0.2f damage per turn for 6 turns.
+		If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
+		The chance to spread increases with the blight damage dealt and is 100%% if it is at least %d%% of the target's maximum life.
+		Creatures suffering from that disease will also suffer healing reduction (%d%%) and diseases immunity reduction (%d%%).
+		Epidemic is an extremely potent disease; as such, it fully ignores the target's diseases immunity.
+		The damage will increase with your Spellpower, and the spread chance increases with the amount of blight damage dealt.]], [[対象を強烈な伝染病に侵し、6ターンの間、毎ターンに %0.2f 腐敗ダメージを与えます。
+対象が病気以外によって腐敗ダメージを受けると、伝染病が活性化し、対象から範囲2にランダムな病気を振り撒くことがあります。
+この発生確率は与えた腐敗ダメージ量に依存し、対象の最大HPの %d%% 以上のダメージなら確実に発生します。
+伝染病に罹っている対象はHP回復倍率が %d%% 、病気耐性が %d%% 低下します。
+伝染病は非常に強力であるため、対象の病気耐性を完全に無視します。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/reaving-combat.lua"
+
+t("Corrupted Strength", "腐敗の力", "talent name")
+t([[Allows you to dual wield any type of one handed weapons, and increases the damage of the off-hand weapon to %d%%.
+		Also, casting a spell (which uses a turn) will give a free melee attack at a random target in melee range for %d%% blight damage.]], [[全ての片手武器を二刀流出来るようになり、サブ武器のダメージが %d%% に上昇します。
+また、(ターンを消費する)魔法を唱えると隣接するランダムな対象に %d%% 腐敗ダメージの追加近接攻撃を行います。]], "tformat")
+t("Bloodlust", "血の渇き", "talent name")
+t([[Each time you hit an enemy with a melee weapon you enter a bloodlust-infused frenzy, increasing your Spellpower by %0.1f.
+		This effect stacks up to 10 times for a total Spellpower gain of %d.
+		The frenzy lasts 3 turns.]], [[近接武器で敵を攻撃する度に「血の渇き」が増していき、魔法パワーが %0.1f ずつ増加します。
+この効果は10回まで重複し、最大で %d 魔法パワーが上昇します。
+「血の渇き」は3ターン持続します。]], "tformat")
+t("Carrier", "感染体", "talent name")
+t([[You gain a %d%% resistance to diseases, and each of your melee attacks have a %d%% chance to spread any diseases on your target.
+		(As the Epidemic talent with the melee attack treated like blight damage.)]], [[病気耐性が %d%% 上昇し、近接攻撃の度に %d%% で対象が感染している病気を振り撒きます。
+(「伝染病」を受けている相手に腐敗属性の近接攻撃を当てた場合のような挙動をします)]], "tformat")
+t("Acid Blood", "酸の血飛沫", "talent name")
+t([[Your blood turns into an acidic mixture. When you get hit, the attacker is splashed with acid.
+		This deals %0.2f acid damage each turn for 5 turns, and reduces the attacker's Accuracy by %d.
+		At level 3, it will also reduce Armour by %d for 5 turns.
+		The damage will increase with your Spellpower.]], [[体中の血液が酸毒となります。攻撃を受けると、敵に酸の飛沫で反撃します。
+5ターンの間、対象に毎ターン %0.2f 酸ダメージを与え、命中を %d 低下させます。
+レベル3になると、さらに5ターンアーマーを %d 減少させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/rot.lua"
+
+t("Infectious Bite", "腐敗毒の牙", "talent name")
+t("@Source@ bites blight poison into @target@.", "@Source@は腐敗毒の牙で@target@に噛みついた", "_t")
+t([[Bite the target, dealing %d%% melee damage  
+		If the attack hits you'll inject blight poison into the target, dealing %0.2f blight damage and a further %0.2f blight damage over 4 turns.
+		The bonus damage improves with your Spellpower.]], [[対象に噛みついて %d%% 近接ダメージを与えます。
+この攻撃が命中すると対象に腐敗毒を流し込み %0.2f 腐敗ダメージを与え、さらに4ターンかけて %0.2f 腐敗ダメージを与えます。
+追加ダメージは魔法パワーに依存します。]], "tformat")
+t("A worm spawned from a damaged horror.  Destroying it may have consequences.", "ダメージを受けたホラーから飛び出した虫だ。倒してみると何かが分かるかもしれない。", "_t")
+t("%s exudes a corrupted gas as it dies.", "%sが死ぬと、堕落のガスが噴き出た", "logSeen")
+t("Summon", "召喚", "_t")
+t("Infestation", "腐敗の大群", "talent name")
+t([[Your body has become a mass of living corruption, increasing your blight and acid resistance by %d%% and blight affinity by %d%%.
+On taking damage greater than 15%% of your maximum health, the damage will be reduced by %d%% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
+You can never have more than 5 worms active from any source at a time.
+When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing %0.2f blight damage each turn and healing you for 33%% of that amount.]], [[腐敗の化身となり、腐敗、酸耐性が %d%% 、腐敗属性吸収が %d%% 上昇します。
+最大HPの15%%を超えるダメージを受けると、その被ダメージを %d%% 軽減し、隣にキャリオンワームを生み出します。
+キャリオンワームは5ターン存続し、敵と戦います。
+5体以上のワームを保持することは出来ません。
+キャリオンワームが死ぬと、爆発して範囲2に5ターン腐敗の海を作り出し、毎ターン %0.2f 腐敗ダメージを与え、術者のHPを与ダメージの33%%回復します。]], "tformat")
+t("Worm Walk", "ワームウォーク", "talent name")
+t("You do not have line of sight to this location.", "視界外は対象に出来ない", "logPlayer")
+t("The worm walk fizzles!", "「ワームウォーク」はくすぶった!", "logSeen")
+t([[You disperse into a mass of carrion worms, reforming near the target location (%d teleport accuracy).
+If used on a worm mass, you merge with it, moving to it's location, healing you for %d, restoring %d vim, and destroying the mass.]], [[一時的に肉体をキャリオンワームと化し、対象の場所で再構築します。(%d テレポート精度)
+キャリオンワームを対象指定すると、その場所に移動しワームと合体して、HPを %d 、活力を %d 回復します。]], "tformat")
+t("Pestilent Blight", "腐敗伝染病", "talent name")
+t([[You have a %d%% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for %d turns. This effect has a cooldown.
+At talent level 4, this affects targets in a radius 1 ball.
+Your worms also have a %d%% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
+The chance to apply this effect will increase with your Spellpower.]], [[腐敗ダメージを与えた際に %d%% で、 %d ターン肉体崩壊、沈黙、武装解除、盲目、移動不能のいずれかを与えます。
+この効果にはクールダウンが存在します。
+タレントレベル4からは効果が範囲1に及びます。
+さらに、ワームも近接攻撃の際に %d%% で2ターン盲目、沈黙、武装解除、移動不能のいずれかを与えるようになります。
+状態異常付与率は魔法パワーに依存します。]], "tformat")
+t("Worm Rot", "産み付け", "talent name")
+t("%s resists the worm rot!", "%sは「腐敗虫」に抵抗した!", "logSeen")
+t([[Infects the target with parasitic carrion worm larvae for 5 turns.  Each turn the disease will remove a beneficial physical effect and deal %0.2f acid and %0.2f blight damage.
+If not cleared after five turns it will inflict %0.2f blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
+Even if this disease is removed early, there is still a %d%% chance for the larvae to hatch.
+You can never have more than 5 worms active from any source at a time.
+The damage dealt will increase with your Spellpower.]], [[5ターン対象をキャリオンワームの寄生幼虫に感染させ、毎ターン良性物理状態異常を1種除去し、 %0.2f 酸ダメージと %0.2f 腐敗ダメージを与えます。
+治療されないまま5ターンが経過すると、幼虫は孵化して %0.2f 腐敗ダメージを与え、育ち切ったキャリオンワームの成虫が対象の付近に出現します。
+治療された場合も %d%% でワームが孵化します。
+5体以上のワームを保持することは出来ません。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/sanguisuge.lua"
+
+t("Drain", "ドレイン", "talent name")
+t([[Fires a bolt of blight, doing %0.2f blight damage and replenishing 20%% of it as vim energy.
+		The amount of vim regained depends on the target's rank (higher ranks give more vim).
+		The effect will increase with your Spellpower.]], [[腐敗のボルトを放ち、 %0.2f 腐敗ダメージを与え、ダメージの20%%を活力として吸収します。
+対象のランクが高いほど活力の獲得量は増えます。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Bloodcasting", "血の魔術", "talent name")
+t("The cost of using life instead of vim for talents is reduced to %d%%.", "リソース不足で、活力の代わりにHPの消費するときのコストが %d%% になります。", "tformat")
+t("Absorb Life", "活力吸収", "talent name")
+t([[Absorbs the life force of your foes as you kill them.
+		As long as this talent is active, vim will decrease by 0.5 per turn and increase by %0.1f for each kill of a non-undead creature (in addition to the usual increase based on Willpower).]], [[敵を倒した際にその生命力を吸収します。
+このタレントを起動していると活力が毎ターン0.5減少しますが、非アンデッドの敵を倒すと活力が %0.1f 回復します。
+この回復量は意志に依存する通常時の活力回復とは別扱いです。]], "tformat")
+t("Life Tap", "生命力吸収", "talent name")
+t([[Feed on the pain you cause your foes.
+			For 2 turns you gain %d%% lifesteal on all damage dealt.
+			The lifesteal will increase with your Spellpower.]], [[敵に与えた苦痛によって高揚します。
+2ターン全ての与ダメージに関して %d%% のライフスティールを得ます。
+ライフスティール割合は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/scourge.lua"
+
+t("Virulent Strike", "疫病の一撃", "talent name")
+t("You cannot use Virulent Strike without two weapons!", "「疫病の一撃」は二刀流していないと使えない!", "logPlayer")
+t("Strike the target with both weapons dealing %d%% damage with each hit.  Each strike that hits will increase the duration of the lowest duration disease effect by %d.", [[対象をメインとサブ武器で攻撃し、それぞれ %d%% ダメージを与えます。
+一発命中する毎に対象の病気の中で最も持続時間の短いものを %d ターン延長します。]], "tformat")
+t("Ruin", "破滅の力", "talent name")
+t([[Concentrate on the corruption you bring, enhancing each of your melee strikes with %0.2f blight damage (which also heals you for %0.2f each hit).
+		The damage will increase with your Spellpower.]], [[強く集中して腐敗の力を行使し、近接攻撃を強化し、それぞれの近接攻撃に %0.2f 腐敗ダメージを追加し、自身のHPを %0.2f 回復します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Acid Strike", "アシッドストライク", "talent name")
+t("You cannot use Acid Strike without two weapons!", "「アシッドストライク」は二刀流していないと使えない!", "logPlayer")
+t([[Strike with each of your weapons, doing %d%% acid weapon damage with each hit.
+		If at least one of the strikes hits, an acid splash is generated, doing %0.2f acid damage to all enemies in radius %d around the foe you struck.
+		The splash damage will increase with your Spellpower.]], [[対象をメインとサブ武器で攻撃し、それぞれ %d%% 酸武器ダメージを与えます。
+どちらかの攻撃が命中すると酸の飛沫が弾け、 %0.2f 酸ダメージを対象から範囲 %d の敵全員に与えます。
+酸の飛沫のダメージは魔法パワーに依存します。]], "tformat")
+t("Corrupting Strike", "闇の奇襲", "talent name")
+t("You cannot use Corrupting Strike without two weapons!", "「コラプトストライク」は二刀流していないと使えない!", "logPlayer")
+t("Corrupt the target reducing disease immunity by 100%% for 2 turns and stripping up to 2 nature sustains then strike with both your weapons dealing %d%% damage.", "対象を崩壊させて病気耐性を2ターン100%%低下させ、2種の自然常駐技能を解除し、メインとサブ武器で攻撃し、それぞれ %d%% ダメージを与えます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/shadowflame.lua"
+
+t("Wraithform", "レイス化", "talent name")
+t([[Turn into a wraith, allowing you to walk through walls and removing the need to breath for %d turns.
+		Also increases your defense and armour by %d and %d, respectively.
+		If you are still in a wall when the effect ends you will randomly teleport.
+		]], [[ %d ターンレイスと化して壁を通り抜けられるようになり、呼吸の必要がなくなります。
+また、回避が %d 、アーマーが %d 上昇します。
+効果が切れた際に壁の中にいるとランダムにテレポートします。]], "tformat")
+t("Darkfire", "ダークファイア", "talent name")
+t([[Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing %0.2f fire damage and %0.2f darkness damage in a radius of %d.
+		The damage will increase with your Spellpower.]], [[影の炎のボルトを作り出し、対象に目がけて撃ち、暗黒と火炎の爆発を引き起こし、範囲 %d に %0.2f 火炎ダメージと %0.2f 暗黒ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat", {3,1,2})
+t("Flame of Urh'Rok", "アーロックの炎", "talent name")
+t([[Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
+		While in demon form, you gain %d%% fire resistance, %d%% darkness resistance, and your global speed is increased by %d%%.
+		The flames of the Fearscape will heal you while in demon form.
+		The resistances and heal will increase with your Spellpower.]], [[魔神アーロックの力を借りてデーモンに変身します。
+デーモン化している間は火炎耐性が %d%% 、暗黒耐性が %d%% 、速度が %d%% 上昇します。
+変身中は「恐怖の大地」の炎でダメージを受ける代わりにHPが回復します。
+耐性上昇量と回復量は魔法パワーに依存します。]], "tformat")
+t("Fearscape", "恐怖の大地", "talent name")
+t("This spell cannot be used from within the Fearscape.", "「恐怖の大地」にいないと使えない", "logPlayer")
+t("This spell cannot be cast here.", "ここでは唱えられない", "logPlayer")
+t("The spell fizzles...", "呪文はくすぶった…", "logPlayer")
+t("#LIGHT_RED#You are taken to the Fearscape!", "#LIGHT_RED#「恐怖の大地」に引き込まれた!", "logPlayer")
+t("#LIGHT_RED#You are brought back from the Fearscape!", "#LIGHT_RED#「恐怖の大地」から帰還した!", "logPlayer")
+t([[Summon a part of the Fearscape to intersect with the current level.
+		You and your target are taken to the Fearscape, trapped there until you end the spell or until your target dies.
+		While inside, a constant aura of flames will burn both of you for %0.2f fire damage (demons are healed instead) each turn.
+		When the spell ends, only you and the target (if still alive) plus any loose objects are taken back to your home plane; all summons are left in the Fearscape.
+		This powerful spell drains 5 vim per turn initially, increasing by +1 for each turn it has been active, and ends when your vim is depleted.
+		It has no effect if cast from within the Fearscape.
+		The damage will increase with your Spellpower.]], [[「恐怖の大地」の一部を現在の階層に召喚します。
+術者と対象は「恐怖の大地」に転送され、タレントの効果が切れるか対象が死ぬまでそこから出られなくなります。
+「恐怖の大地」にいる間は炎によって内部にいる全員が毎ターン %0.2f 火炎ダメージを受け続けます。(デーモンは回復します)
+効果が切れると、術者と(生存している場合は)対象とアイテムだけが元の世界に戻ります。つまり召喚生物は置き去りになります。
+起動中はターン毎に活力を5消費し、消費量が1ターン毎に1ずつ増えていき、活力を使い果たすと効果を終了します。
+この魔法は既に「恐怖の大地」にいる場合には効果を発揮しません。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/torment.lua"
+
+t("Willful Tormenter", "一意専心", "talent name")
+t([[You set your mind toward a single goal: the destruction of all your foes.
+		Increases the maximum amount of vim you can store by %d.]], [[敵の殲滅という目的に一意専心します。
+活力の最大値が %d 上昇します。]], "tformat")
+t("Blood Lock", "ブラッドロック", "talent name")
+t("Reach out and touch the blood and health of your foes. Any creatures caught in the radius 2 ball will be unable to heal above their current life value (at the time of the casting) for %d turns.", [[敵の血肉と生命を侵します。
+範囲2の %d ターン全対象のHPを現在の値(詠唱時の値)を越えて回復しないようにします。]], "tformat")
+t("Overkill", "オーバーキル", "talent name")
+t([[When you kill a creature, the remainder of the damage done will not be lost. Instead, %d%% of it will splash in a radius 2 as blight damage.
+		The splash damage will increase with your Spellpower.]], [[敵を倒した際の余剰ダメージを利用します。
+そのダメージの %d%% を範囲2に腐敗ダメージとして与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blood Vengeance", "血の報復", "talent name")
+t([[When you are dealt a blow that reduces your life by at least %d%%, you have a %d%% chance to reduce the remaining cooldown of all your talents by 1.
+		Temporary life from Sanguine Infusion will not count against the damage threshold.
+		The chance will increase with your Spellpower.]], [[1回の攻撃で最大HPの %d%% 以上のダメージを受けた時 %d%% で全てのタレントのクールダウンを1ターン短縮します。
+「血の支配」による一時的なHP増加は閾値に影響しません。
+確率は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/vile-life.lua"
+
+t("Blood Splash", "ブラッドスプラッシュ", "talent name")
+t([[Inflicting pain and death invigorates you.
+		Each time you deal a critical strike you gain %d life (this effect can only happen once per turn).
+		Each time you kill a creature you gain %d life (this effect can only happen once per turn).]], [[苦痛と死をもたらすたびに力が漲ります。
+クリティカルが発生する度にHPが %d 回復します。
+敵を倒す度にHPが %d 回復します。
+それぞれの効果は1ターンにつき1回しか発生しません。]], "tformat")
+t("Elemental Discord", "元素狂乱", "talent name")
+t([[Use elemental damage dealt to you to trigger terrible effects on the source:
+		- Fire: burn for %0.2f fire damage over 5 turns
+		- Cold: freeze for 3 turns with %d iceblock power
+		- Acid: blind for %d turns
+		- Lightning: daze for %d turns
+		- Nature: %d%% slow for 4 turns
+		This effect can only happen once every 10 turns per damage type.
+		The damage will increase with your Spellpower.]], [[元素攻撃に属性に対応する様々な効果で反撃します。
+- 火炎: 5ターンかけて %0.2f 火炎ダメージ
+- 冷気: 3ターンパワー %d の凍結
+- 酸: %d ターン盲目
+- 電撃: %d ターン朦朧
+- 自然: 4ターン %d%% 減速
+それぞれの効果は10ターンのクールダウンが存在します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Healing Inversion", "治癒変換", "talent name")
+t("Vile Transplant", "悪性転移", "talent name")
+t("#CRIMSON##Source# transfers an effect (%s) to #Target#!", "#CRIMSON##Source#は状態異常(%s)を#Target#に転移した!", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/vim.lua"
+
+t("Soul Rot", "腐敗する魂", "talent name")
+t([[Projects a bolt of pure blight, doing %0.2f blight damage.
+		This spell has an improved critical strike chance of +%0.2f%%.
+		The damage will increase with your Spellpower.]], [[純腐敗のボルトを撃ち %0.2f 腐敗ダメージを与えます。
+この魔法は通常よりも魔法クリティカル率が %0.2f%% 高くなります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Dark Portal", "ダークポータル", "talent name")
+t([[Open a dark portal (radius 3) to the target zone. All creatures caught inside will be teleported to your location, and you to theirs.
+		All creatures (except you) traversing the portal will catch a random disease, doing %0.2f blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by %d.
+		The damage will increase with your Spellpower.]], [[暗黒のポータル(範囲3)を開き、範囲内の全対象と位置を入れ替えます。
+対象(術者を除く)はポータルを通る際に6ターンランダムな病気に感染して毎ターン %0.2f 腐敗ダメージを受け、物理系能力値(腕力、耐久、機敏)のいずれかかが %d 低下します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Vimsense", "活力感知", "talent name")
+t([[Feel the very existence of creatures around you for %d turns, in a radius of 10.
+		The evil touch will reduce their blight resistance by %d%% and all saves by %d, but also make them aware of you.
+		The resistance and save reduction will improve with your Spellpower.]], [[範囲10の対象の存在を %d ターン感知します。
+邪悪な力で敵を冒し、対象の腐敗耐性が %d%% 、全セーブが %d 低下するかわり、対象が術者の存在に気付きます。
+耐性とセーブ低下量は魔法パワーに依存します。]], "tformat")
+t("Leech", "活力吸取", "talent name")
+t("Each time a creature affected by vimsense hurts you, you regain %0.2f vim and %0.2f health.", "「活力感知」で感知している対象からダメージを受ける毎に活力が %0.2f 、HPが %0.2f 回復するようになります。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/ambush.lua"
+
+t("Shadowguard", "影の防護", "talent name")
+t([[Your Soothing Darkness talent effect now grants 25%% all damage resistance on exiting stealth.
+		When your life drops below 50%% you become immune to negative detrimental effects for %d turns and gain %d defense and %d spellpower for %d turns.]], [[「安らぎの闇」の効果に隠密解除時に、全耐性25%%上昇する効果を追加します。
+HPが50%%以下になると、 %d ターン悪性状態異常を受けなくなり、さらに %d ターン回避が %d 、魔法パワーが %d 上昇します。]], "tformat", {1,4,2,3})
+t("Shadow Grasp", "影の捕縛", "talent name")
+t("%s resists the silence!", "%sは沈黙に抵抗した!", "logSeen")
+t("%s resists the disarm!", "%sは「武装解除」に抵抗した!", "logSeen")
+t([[You reach out with the shadows silencing and disarming your target for %d turns.
+		The shadows will deal %d darkness damage to the target and pull it to you.
+		The chance to apply debuffs improves with your Accuracy and the damage with your Spellpower.]], [[影を伸ばし、対象を %d ターン沈黙と武装解除にします。
+影は対象に %d 暗黒ダメージを与え、術者の下に引き寄せます。
+状態異常付与率は命中に、ダメージは魔法パワーに依存します。]], "tformat")
+t("Umbral Agility", "闇の早業", "talent name")
+t([[Your mastery of dark magic empowers you.
+		You gain %d Accuracy, %d Defense, and %d%% Darkness damage penetration.
+		The effects will increase with your Spellpower stat.]], [[闇魔法への熟練により自身を強化します。
+命中が %d 、回避が %d 、暗黒耐性貫通が %d%% 上昇します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Shadow Veil", "シャドウ・ヴェイル", "talent name")
+t("No target nearby.", "近くに対象がいない", "logPlayer")
+t([[You veil yourself in shadows and let them control you.
+		Immediately after activation and each turn for %d turns, you blink to a nearby foe (within range %d of the location of the first target hit), hitting it for %d%% darkness weapon damage.
+		While veiled, you become immune to status effects and gain %d%% all resistance.
+		While this goes on, you cannot be stopped unless you are killed, and you cannot control your character.
+		If a target isn't found this effect ends.
+		The movement is not considered a teleport.
+		The resistance will increase with your Spellpower stat.]], [[自身を影で包み体のコントロールを明け渡します。
+ %d ターンの間、毎ターン近くの敵(最初の対象から範囲 %d )の傍に瞬間移動して、 %d%% 暗黒武器ダメージを与えます。
+効果中は状態異常を無効化し、全耐性が %d%% 上昇します。
+効果中は死亡しない限り途中で中断出来ず、自分で操作することができません。
+対象が見つからなかった場合、効果を終了します。
+このタレントによる瞬間移動はテレポートではありません。
+耐性上昇量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/artifice.lua"
+
+t([[#YELLOW#%s (prepared, level %s)#LAST#:
+]], [[#YELLOW#%s (準備中, レベル%s)#LAST#:
+]], "tformat")
+t("#GREY#You notice %s has prepared: %s.", "#GREY#%sが%sを準備したことに気づいた", "logSeen")
+t("Rogue's Tools", "盗賊の道具", "talent name")
+t([[With some advanced preparation, you learn to create and equip one of a number of useful tools (at #YELLOW#level %d#WHITE#):
+
+%s
+Preparing a tool sets its talent level and puts it on cooldown.
+]], [[様々な道具を作り、装備します。(#YELLOW#レベル %d#WHITE#):
+
+%s
+道具を準備するとタレントレベルを再設定し、クールダウンに入ります。
+]], "tformat")
+t("Cunning Tools", "技巧道具", "talent name")
+t([[With some advanced preparation, you learn to create and equip a second tool (at #YELLOW#level %d#WHITE#):
+
+%s
+Preparing a tool sets its talent level and puts it on cooldown.
+Only one tool of each type can be equipped at a time.
+]], [[様々な2つ目の道具を作り、装備します。(#YELLOW#レベル %d#WHITE#):
+
+%s
+道具を用意するとタレントレベルを再設定し、クールダウンに入ります。
+同じ道具を二重に準備することはできません。
+]], "tformat")
+t("Intricate Tools", "秘密道具", "talent name")
+t([[With some advanced preparation, you learn to create and equip a third tool (at #YELLOW#level %d#WHITE#):
+
+%s
+Preparing a tool sets its talent level and puts it on cooldown.
+Only one tool of each type can be equipped at a time.
+]], [[様々な3つ目の道具を作り、装備します。(#YELLOW#レベル %d#WHITE#):
+
+%s
+道具を用意するとタレントレベルを再設定し、クールダウンに入ります。
+同じ道具を二重に準備することはできません。
+]], "tformat")
+t("Master Artificer", "工匠", "talent name")
+t("none", "なし", "_t")
+t([[#GREY#(see talent description)#LAST#
+]], [[#GREY#(説明文を参照)#LAST#
+]], "_t")
+t([[You become a master of your craft, allowing you to focus on a single tool (#YELLOW#currently %s#LAST#) to greatly improve its capabilities:
+
+%s
+The effects depend on this talent's level.
+Mastering a new tool places it (and its special effects, as appropriate) on cooldown.]], [[工作を完全に理解し、1種の道具をさらに強化します。(#YELLOW#現在 %s#LAST#)
+
+%s
+効果量はタレントレベルに依存します。
+道具を選択するとその道具(とその特殊効果)はクールダウンに入ります。]], "tformat")
+t("Hidden Blades", "仕込み刀", "talent name")
+t("#Source# strikes #target# with hidden blades!", "#Source#は#target#に「仕込み刀」で攻撃した!", "logCombat")
+t("Melee criticals trigger an extra unarmed attack, inflicting %d%% damage. 4 turn cooldown.", "近接クリティカルで追加素手攻撃が発動し、 %d%% ダメージを与えます。(4ターンクールダウン)", "tformat")
+t([[You conceal spring loaded blades within your equipment. On scoring a critical strike, you follow up with your blades for %d%% damage (as an unarmed attack).
+This talent has a cooldown.
+#YELLOW#Prepared with: %s#LAST#]], [[装備にバネ仕込みの刃を隠します。クリティカルヒットが発動すると、 %d%% ダメージで追撃します。(素手攻撃として扱われます)
+このタレントにはクールダウンが存在します。
+#YELLOW#準備中: %s#LAST#]], "tformat")
+t("Assassinate", "暗殺", "talent name")
+t("You must have Hidden Blades prepared to use this talent.", "このタレントは「仕込み刀」を準備していないと使えない", "logPlayer")
+t("#Source# strikes at a vital spot on #target#!", "#Source#は#target#の急所を突いた!", "logCombat")
+t("You prime your Hidden Blades to cause bleeding and facilitate the Assassinate ability, which allows you to strike twice for %d%% unarmed damage, hitting automatically while ignoring armor and resistance.", "「仕込み刀」に出血効果を追加し、必中でアーマーと耐性を無視する2回攻撃で %d%% 素手ダメージを与える「暗殺」を習得します。", "tformat")
+t([[You strike your target with your Hidden Blades twice in a vital spot for %d%% unarmed (physical) damage.  You must be able to see your target to use this attack, but it always hits and ignores all armor and physical resistance.
+In addition, your hidden blades now inflict a further %d%% of all damage dealt as bleeding over 5 turns.]], [[対象の急所を「仕込み刀」で二回攻撃して %d%% 素手(物理)ダメージを与えます。
+発動には対象が見えている必要がありますが、この攻撃は必中で、アーマーと物理耐性を全て無視します。
+さらに、「仕込み刀」が追加で与えた全ダメージの %d%% の出血ダメージを5ターンかけて与えるようになります。]], "tformat")
+t("Rogue's Brew", "盗賊の秘薬", "talent name")
+t("%s is cured!", "%sは治った!", "logSeen")
+t("Prepare a potion that restores %d life, %d stamina, and cures %d negative physical effects. 20 turn cooldown.", "薬を用意しHPを %d 、スタミナを %d 回復し、 %d 種の悪性物理状態異常を治療します。(20ターンクールダウン)", "tformat")
+t([[Imbibe a potent mixture of energizing and restorative substances, restoring %d life, %d stamina and curing %d detrimental physical effects.  The restorative effects improve with your Cunning.
+	#YELLOW#Prepared with: %s#LAST#]], [[体力回復の調合薬を飲み、HPを %d 、スタミナを %d 回復し、 %d 種の物理状態異常を治療します。回復効果は賢さに依存します。
+	#YELLOW#準備中: %s#LAST#]], "tformat")
+t("Rogue's Brew Mastery", "盗賊の秘薬の熟練", "talent name")
+t("Your Rogue's Brew fortifies you for 8 turns, preventing you from dying until you reach -%d life.", "「盗賊の秘薬」により8ターン肉体が強化され、HPが -%d になるまで死ななくなります。", "tformat")
+t("Adjust your Rogue's Brew formulation so that it fortifies you for 8 turns, preventing you from dying until you reach -%d life.", "「盗賊の秘薬」の調合を改良し、8ターン肉体が強化されHPが -%d になるまで死ななくなります。", "tformat")
+t("Smokescreen", "スモークスクリーン", "talent name")
+t("Throw a smokebomb creating a radius 2 cloud of smoke, lasting %d turns, that blocks sight and reduces enemies' vision by %d. 15 turn cooldown.", "煙玉を投げ範囲2を %d ターン煙で覆い的の視界を %d 減少させます。(15ターンクールダウン)", "tformat")
+t([[Throw a vial of volatile liquid that explodes in a radius %d cloud of smoke lasting %d turns.  The smoke blocks line of sight, and enemies within will have their vision range reduced by %d.
+		Use of this talent will not break stealth, and creatures affected by the smokes can never prevent you from activating stealth, even if their proximity would normally forbid it.
+		#YELLOW#Prepared with: %s#LAST#]], [[揮発性の液体を詰めた瓶を投げ範囲 %d に %d ターン煙を発生させます。煙は敵の射線を遮り、さらに敵の視界を %d 狭めます。
+このタレントを使っても隠密は解除されず、煙の中の敵は隠密の起動を妨げなくなります。
+		#YELLOW#準備中: %s#LAST#]], "tformat")
+t("Smokescreen Mastery", "スモークスクリーンの熟練", "talent name")
+t("Your Smokescreen is infused with chokedust. Enemies in the smoke take %0.2f nature damage and may be silenced.", "煙玉に窒息粉を混ぜます。毎ターン煙の中の敵に %0.2f 自然ダメージを与え50%%で沈黙させます。", "tformat")
+t("You infuse your smoke bomb with chokedust. Each turn, enemies in the smoke take %0.2f nature damage and are 50%% likely to be silenced.", "煙玉に窒息粉を混ぜます。毎ターン煙の中の敵に %0.2f 自然ダメージを与え50%%で沈黙させます。", "tformat")
+t("Dart Launcher", "ダートランチャー", "talent name")
+t("%s resists the sedation!", "%sは毒矢に抵抗した!", "logSeen")
+t("Fire a poisoned dart dealing %0.2f physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.", "毒矢で %0.2f 物理ダメージを与え、対象を4ターン眠らせます。(10ターンクールダウン)", "tformat")
+t([[Fire a poisoned dart from a silent, concealed launcher on your person that deals %0.2f physical damage and puts the target (living only) to sleep for 4 turns, rendering them unable to act. Every %d points of damage the target takes brings it closer to waking by 1 turn.
+This can be used without breaking stealth.
+#YELLOW#Prepared with: %s#LAST#]], [[隠し持った発射装置で音もなく毒矢を発射し、 %0.2f 物理ダメージを与え4ターン眠らせて行動を阻止します。(生きている対象のみ)
+ %d ダメージを受ける度に眠りの持続時間が1ターンずつ短縮されます。
+隠密を解除することなく使用できます。
+#YELLOW#準備中: %s#LAST#]], "tformat")
+t("Dart Launcher Mastery", "ダートランチャーの熟練", "talent name")
+t("Your darts ignore poison and sleep immunity and waking targets are slowed by %d%% for 4 turns.", "毒矢が耐性を無視し、眠りから覚めると4ターン %d%% 減速させるようになります。", "tformat")
+t("The sleeping poison of your Dart Launcher becomes potent enough to ignore immunity, and upon waking the target is slowed by %d%% for 4 turns.", "「ダートランチャー」の睡眠毒がさらに強力になり耐性を無視し、眠りから覚めると4ターン %d%% 減速させるようになります。", "tformat")
+t("Grappling Hook", "グラップリングフック", "talent name")
+t("You are too close to your target to swing your hook effectively!", "対象が近すぎてフックを掛けられない!", "logPlayer")
+t("#Source# throws a grappling hook at #target#!", "#Source#は#target#にグラップリングフックを投げた", "logCombat")
+t("#Source#'s grappling hook latches onto #target#!", "#Source#のグラップリングフックが#target#に掛かった!", "logCombat")
+t("#Source# is dragged towards #target#!", "#Source#は#target#に引き寄せられた!", "logCombat")
+t("#Target# is dragged towards #source#!", "#Target#は#source#に引き寄せられた!", "logCombat")
+t("%s resists the pin!", "%sは「移動不能」に抵抗した!", "logSeen")
+t("You cannot move!", "移動できない!", "logPlayer")
+t("You need more room to swing your hook effectively.", "ここは狭すぎてフックを使えない", "logPlayer")
+t("%s uses a grappling hook to pull %s %s!", "%sはグラップリングフックを使って%s%sを引き寄せた!", "logSeen")
+t("You must anchor the hook to something solid.", "フックは硬いものに掛けないといけない", "logPlayer")
+t("Throw a grappling hook up to range %d that drags you towards the target or the target towards you. 8 turn cooldown.", "最大距離 %d にかぎ爪を投げ対象に飛びつくか引き寄せます。(8ターンクールダウン)", "tformat")
+t("not prepared", "準備していない", "_t")
+t([[Toss out a grappling hook to a target within range %d.  If this strikes either a wall or a creature that is immovable or larger than you, you will pull yourself towards it, otherwise, you will drag the target towards you.  Creatures struck by the hook will be pinned for 2 turns.
+		Your grapple target must be at least 2 tiles from you.
+#YELLOW#Prepared with: %s#LAST#]], [[最大距離 %d にかぎ爪を投げます。動かない対象か、自身より大きい生物か、壁に当たると自身が飛びつきます。そうでない場合、対象を引き寄せます。かぎ爪を受けた対象は2ターン移動不能になります。
+対象は自身から距離2以上離れている必要があります。
+#YELLOW#準備中: %s#LAST#]], "tformat")
+t("Grappling Hook Mastery", "グラップリングフックの熟練", "talent name")
+t("Your grappling hook deals %d%% unarmed damage when it hits, plus a further %0.2f physical and %0.2f nature damage over 4 turns.", "かぎ爪が %d%% 素手ダメージを与えるようになり、さらに4ターンかけて %0.2f 物理 %0.2f 自然ダメージを与えます。", "tformat")
+t("Your grappling hook is tipped with vicious, venomous barbs. Creatures struck by it will be hit for %d%% unarmed damage, bleed for %0.2f physical damage and be poisoned for %0.2f nature damage over 4 turns.", "かぎ爪に鋭い猛毒の棘を付けます。当たった対象に %d%% 素手ダメージを与え、出血させて %0.2f 物理ダメージを、毒して %0.2f 自然ダメージを4ターンかけて与えます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/called-shots.lua"
+
+t("Kneecapper", "膝を狙う", "talent name")
+t("%s resists being knocked down.", "%sはノックダウンに抵抗した", "logSeen")
+t([[Strike your opponent in the knee (or other critical point in an ambulatory appendage) for %d%% weapon damage, knocking them down (%d turn pin) and slowing their movement by %d%% for %d turns afterwards.
+		This shot will bypass other enemies between you and your target.
+		The slow effect becomes more powerful with your Cunning.]], [[対象の膝(もしくは歩行機能を担う弱点)を狙い撃ち、 %d%% 武器ダメージを与えてノックダウン(%d ターン移動不能)し、その後対象の移動速度を %d ターン %d%% 低下させます。
+この射撃は攻撃対象との間に居る他の対象をすり抜けます。
+移動速度減少量は賢さに依存します。]], "tformat", {1,2,4,3})
+t("Kill Shot", "必殺の一投", "talent name")
+t("#DARK_ORCHID##Source# snipes #Target# (%+d%%%%%%%% weapon bonus for range)!#LAST#", "#DARK_ORCHID##Source#は#Target#を狙撃した!(%+d%%%%%%%% 距離ボーナス)#LAST#", "delayedLogMessage")
+t([[Employ a specialized sniping shot at a target.
+		This shot is focused on precision at long range and deals base %d%% ranged damage with a bonus that increases with distance.
+		The ranged bonus is %d%% (penalty) at point blank range, while at your maximum range of %d it is %d%%.
+		This shot will bypass other enemies between you and your target.]], [[対象に超精密射撃を行います。
+この射撃は長距離から正確に敵を狙うことに特化しており、基本ダメージは %d%% で、距離が離れるほど増加します。
+ゼロ距離で %d%% (減少します)、最大距離 %d で %d%% のダメージボーナスが掛かります。
+この射撃は攻撃対象との間に居る他の対象をすり抜けます。]], "tformat")
+t("Noggin Knocker", "おつむ撃ち", "talent name")
+t("%s resists the stunning shot!", "%sはスタンに抵抗した!", "logSeen")
+t([[Fire three shots in quick succession at a vulnerable point on the target (usually the head).
+		Each shot deals %d%% Ranged damage and will try to stun or increase the target's stun duration by 1.
+		These shots will bypass other enemies between you and your target.
+		The chance to stun increases with your Accuracy.]], [[敵の急所(たいていは頭部)目がけて三連射します。
+それぞれ %d%% 射撃ダメージを与え、対象をスタンさせるか、スタンの持続時間を1増加させます。
+この射撃は攻撃対象との間に居る他の対象をすり抜けます。
+スタン確率は命中に依存します。]], "tformat")
+t("Sling Sniper", "スリングスナイパー", "talent name")
+t("Your mastery of called shots is unparalleled. and you gain %d%% bonus critical chance and %d%% critical damage with your Called Shots Talents. At rank 3 the cooldowns of all of your Called Shots Talents are reduced by 2 each. At rank 5 you gain %d%% Physical resistance penetration with all Called Shot attacks.", [[「精密射撃」の技術を極めます。「精密射撃」タレントのクリティカル率が %d%% 、クリティカル倍率が %d%% 上昇します。
+レベル3からは「精密射撃」タレントのクールダウンが2短縮されます。
+レベル5からは「精密射撃」タレントに物理耐性貫通 %d%% が付与されます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/cunning.lua"
+
+t("Allows the user to enter stealth.", "隠密行動を取ります。", "_t")
+t("stealth", "隠密", "_t")
+t("The knowledge of trap laying and assorted trickeries.", "罠の設置とそれを利用する技巧の知識です。", "_t")
+t("trapping", "罠設置", "_t")
+t("Collection of known traps.", "既知の罠のコレクションです。", "_t")
+t("traps", "ç½ ", "_t")
+t("The knowledge of poisons and how to apply them to 'good' effects.", "毒とそれを「正しく」使うための知識です。", "_t")
+t("Collection of known poisons.", "既知の毒のコレクションです。", "_t")
+t("poisons", "毒", "_t")
+t("Teaches various talents to cripple your foes.", "敵の行動を阻害する技術です。", "_t")
+t("dirty fighting", "裏技", "_t")
+t("How to make your foes feel the pain.", "敵に苦痛を与える技術です。", "_t")
+t("lethality", "致命", "_t")
+t("Blending magic and shadows.", "魔法と影を組み合わせます。", "_t")
+t("shadow magic", "影魔法", "_t")
+t("Using darkness and a bit of magic, you manipulate the shadows.", "暗黒と少々の魔術を用い、影を操ります。", "_t")
+t("ambush", "奇襲", "_t")
+t("The knowledge of the dangers of the world, and how to best avoid them.", "周囲の危機を察知し、的確に回避します。", "_t")
+t("survival", "生存能力", "_t")
+t("Tactical combat abilities.", "戦術的戦闘技能です。", "_t")
+t("tactical", "見切り", "_t")
+t("The use of ungentlemanly techniques.", "汚い手段を用います。", "_t")
+t("scoundrel", "悪漢", "_t")
+t("Create and use cunning tools.", "役立つ道具を作成し、使用します。", "_t")
+t("artifice", "匠", "_t")
+t("Artificer's tools.", "匠の道具です。", "_t")
+t("tools", "道具", "_t")
+t("cunning", "技巧", "talent category")
+t("Called Shots", "即妙弾", "_t")
+t("Inflict maximum pain to specific places on your enemies.", "敵の特定の箇所を狙い撃ちして最大のダメージを与えます。", "_t")
+t("Talent not unlocked", "アンロックされていないタレントです。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/dirty.lua"
+
+t("Dirty Fighting", "ダーティファイト", "talent name")
+t([[You make a low blow against a sensitive point on the target, dealing %d%% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by %d and their stun, blind, confusion and pin immunities to 50%% of normal for %d turns.
+This effect bypasses saves.]], [[対象の弱点を狙う低位置の攻撃を放ち、 %d%% 素手ダメージを与えます。
+命中すると、対象はふらついて無防備になり、 %d ターン物理セーブが %d 、スタン、盲目、混乱、移動不能耐性が元の耐性の50%%低下します。
+この効果はセーブを無視します。]], "tformat", {1,3,2})
+t("Backstab", "バックスタブ", "talent name")
+t([[Your quick wit gives you a big advantage against disabled targets, increasing your damage by %d%% for each disabling effect the target is under, to a maximum of %d%%.
+For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
+In addition, for each disabling effect the target is under, your melee attacks have a %d%% (to a maximum of %d%%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25%% power) or pin for 2 turns.
+The chance to further disable the target increases with your Accuracy.]], [[機転を利かせ、対象の隙を突きます。対象の行動妨害効果1つにつきダメージが %d%% ずつ上昇します。(最大 %d%% )
+行動妨害効果とは「スタン」「盲目」「朦朧」「混乱」「移動不能」「武装解除」「行動阻害」「沈黙」を指します。
+さらに、対象の行動妨害効果1つにつき、近接攻撃により %d%% (最大 %d%% )でさらに(既にかかっていない)状態異常を付与します: 2ターン「武装解除」「行動阻害」(25%%パワー)「移動不能」のいずれかを付与します。
+状態異常付与確率は命中に依存します。]], "tformat")
+t("Blinding Powder", "盲目の粉", "talent name")
+t([[Throw a cloud of blinding dust in a radius %d cone. Enemies within will be blinded, as well as having their accuracy reduced by %d and movement speed decreased by %d%% for %d turns.
+		The chance to inflict these effects increase with your Accuracy.]], [[範囲 %d の扇状に盲目の粉を投げかけます。
+範囲内の敵に %d ターン「盲目」効果に加え、命中を %d 下げ、移動速度を %d%% 減少させます。
+成功確率は命中に依存します。]], "tformat", {1,4,2,3})
+t("Twist the Knife", "曲がる短刀", "talent name")
+t("#CRIMSON#%s's %s was extended!#LAST#", "#CRIMSON#%sの%sは延長された!#LAST#", "logSeen")
+t("#CRIMSON#%s's %s was stripped!#LAST#", "#CRIMSON#%sの%sは解除された!#LAST#", "logSeen")
+t("#CRIMSON#%s's %s was disrupted!#LAST#", "#CRIMSON#%sの%sは妨害された!#LAST#", "logSeen")
+t("Make a painful strike dealing %d%% weapon damage that increases the duration of up to %d negative effect(s) on the target by %d turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it.", [[苦痛の一撃を放ち、 %d%% 武器ダメージを与え、 %d 種の悪性状態異常を %d ターン延長します。
+同様に、良性状態異常も同じターン数だけ短縮します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/lethality.lua"
+
+t("Lethality", "致命の刃", "talent name")
+t([[You have learned to find and hit weak spots. All your strikes have a %0.1f%% greater chance to be critical hits, and your critical hits do %0.1f%% more damage.
+		Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage.]], [[敵の弱点を看破して狙う術を学びます。
+クリティカル率が %0.1f%% 、クリティカル倍率が %0.1f%% 上昇します。
+また、短剣か投げナイフで攻撃する際、ダメージ計算に腕力ではなく賢さを参照するようになります。]], "tformat")
+t("Expose Weakness", "弱点暴き", "talent name")
+t([[Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for %d%% damage.
+		For %d turns thereafter, you gain %d armor penetration, %d accuracy, and %d%% all damage peneration.
+		Learning this technique allows you to permanently gain %d armour penetration with all melee and archery attacks.
+		The temporary armor penetration and accuracy bonuses increase with Cunning.]], [[1つの対象に集中し、防御の隙を探す調査の近接攻撃を放ち、 %d%% ダメージを与えます。
+ %d ターンアーマー貫通が %d 、命中が %d 、 全耐性貫通が %d%% 上昇します。
+この技を習得することにより、近接攻撃と射撃の際にアーマー貫通が %d 恒久的に上昇します。
+一時的なアーマー貫通と命中のボーナスは賢さに依存します。]], "tformat")
+t("Blade Flurry", "刃の嵐", "talent name")
+t([[Become a whirling storm of blades, increasing attack speed by %d%% and causing melee attacks to strike an additional adjacent target other than your primary target for %d%% weapon damage. 
+This talent is exhausting to use, draining 4 stamina each turn.]], [[荒れ狂う刃の嵐となり、攻撃速度が %d%% 上昇します。
+さらに、近接攻撃の際に(攻撃の対象でない)隣接する敵に %d%% 武器ダメージの追加攻撃をします。
+起動中は毎ターンスタミナを4消費します。]], "tformat")
+t("Snap", "思考の転換", "talent name")
+t("Your quick wits allow you to reset the cooldown of up to %d of your combat talents (cunning or technique) of tier %d or less.", [[機転を利かせて戦闘タレント(「技巧」か「戦技」ツリーのタレント)のクールダウンが最大で %d 種解除されます。
+対象となるのはタレントレベルが %d 以下のものだけです。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/poisons.lua"
+
+t("Apply Poison", "毒の付与", "talent name")
+t("%s resists the vile poison!", "%sは猛毒に抵抗した!", "logSeen")
+t([[Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a %d%% chance to poison the target for %d nature damage per turn for %d turns. Every application of the poison stacks, up to a maximum of %d nature damage per turn.
+		The damage scales with your Cunning.]], [[近接武器、投げナイフ、矢弾に毒を塗り込みます。
+攻撃時 %d%% で対象を %d ターン毒に侵し、毎ターン %d 自然ダメージを与えます。
+毒は重複し、最大で毎ターン %d 自然ダメージを与えます。
+ダメージは賢さに依存します。]], "tformat", {1,3,2,4})
+t("Toxic Death", "猛毒の死", "talent name")
+t("#GREEN#Poison bursts out of %s's corpse!", "#GREEN#%sの死体から毒が溢れ出た!", "logSeen")
+t("When you kill a creature, all of your poisons affecting it will spread to foes in a radius of %d.", "敵を倒すと、その敵が受けていた全ての毒が範囲 %d に伝搬します。", "tformat")
+t("Vile Poisons", "激毒", "talent name")
+t([[Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
+	Level 1: Numbing Poison
+	Level 2: Insidious Poison
+	Level 3: Crippling Poison
+	Level 4: Leeching Poison
+	Level 5: Volatile Poison
+	New poison enhancements can also be learned from special teachers in the world.
+	Also increases the effectiveness of your poisons by %d%%. (The effect varies for each poison.)
+	Adjusting your weapon coating takes no time and does not break stealth.
+	You may only have two poison enhancements active at once; applying a third will randomly cause one of the existing ones to be cancelled.]], [[「致死毒」を強化し、効果を追加します。レベル毎に新しい毒を覚えます:
+レベル1: 麻痺毒
+レベル2: 遅行毒
+レベル3: 行動阻害毒
+レベル4: 吸血毒
+レベル5: 揮発毒
+これら以外にも特殊な条件で新たな毒を習得できます。
+さらに、毒の効果が %d%% 増加します。(効果はそれぞれ異なります)
+毒を塗る動作は、ターンを消費せず隠密は解除されません。
+一度に塗れる毒は二種類までです; 3つ目の毒はランダムな毒一つと入れ替えて付与されます。]], "tformat")
+t("Venomous Strike", "猛毒の一撃", "talent name")
+t("#GREEN#%s's %s is disrupted by crippling poison!", "#GREEN#%sの%sは行動阻害毒によって妨害された!", "logSeen")
+t([[Numbing Poison - Reduces global speed by %d%% for 5 turns.
+		Insidious Poison - Applies a standard poison that deals %0.2f nature damage over 5 turns.
+		Crippling Poison - Places %d talents on cooldown for %d turns.
+		Leeching Poison - Heals you for %d.
+		Volatile Poison - Deals a further %0.2f nature damage to foes in a radius %d ball.
+		]], [[麻痺毒 - 5ターン %d%% 減速
+遅行毒 - 5ターンかけて %0.2f 自然ダメージ与える通常の毒を付与
+不器用の毒 - %d 種のタレントを %d ターンクールダウンさせる
+吸血毒 - HP %d 回復
+揮発毒 - 追加 %0.2f 自然ダメージを範囲 %d に与える]], "tformat")
+t([[You strike your target with your melee or ranged weapon, doing %d%% weapon damage as nature and inflicting additional effects based on your active vile poisons:
+		
+		%s
+		Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
+		]], [[対象に近接武器か射撃で %d%% 自然武器ダメージで攻撃し、「激毒」で用意している毒に応じて追加効果を与えます。
+%s
+このタレントと「ナイフ投げ」を習得すると「猛毒ナイフ投げ」のタレントを習得します。
+「猛毒ナイフ投げ」はこのタレントとクールダウンを共有しています。]], "tformat")
+t("Numbing Poison", "麻痺毒", "talent name")
+t("Enhances your Deadly Poison with a numbing agent, causing the poison to reduce all damage the target deals by %d%%.", "「致死毒」を麻痺作用で強化し、対象の与ダメージを %d%% 低下させます。", "tformat")
+t("Insidious Poison", "遅行毒", "talent name")
+t("Enhances your Deadly Poison with an insidious agent, causing it to reduce the healing taken by enemies by %d%%.", "「致死毒」を遅行作用で強化し、HP回復倍率を %d%% 低下させます。", "tformat")
+t("Crippling Poison", "不器用の毒", "talent name")
+t("Enhances your Deadly Poison with a crippling agent, giving enemies a %d%% chance on using a talent to fail and lose a turn.", "「致死毒」を行動阻害作用で強化し、対象が %d%% でタレントの発動に失敗するようになります。", "tformat")
+t("Leeching Poison", "吸血毒", "talent name")
+t("Enhances your Deadly Poison with a leeching agent, causing it to heal you for %d%% of the damage it does to its target.", "「致死毒」を吸血作用で強化し、対象に与えたダメージの %d%% を吸収します。", "tformat")
+t("Volatile Poison", "揮発毒", "talent name")
+t("Enhances your Deadly Poison with a volatile agent, causing the poison to deal %d%% increased damage to the victim and damage all of your enemies adjacent to it for 50%%.", "「致死毒」を揮発作用で強化し、毒ダメージが %d%% 上昇し、対象の隣の敵に50%%のダメージを伝えるようになります。", "tformat")
+t("Vulnerability Poison", "脆弱の毒", "talent name")
+t("Whenever you apply Deadly Poison, you also apply an unresistable magical poison dealing %0.2f arcane damage (based on your Magic) each turn. This poison reduces all damage resistance by 10%% and poison immunity by 50%%.", [[「致死毒」に抵抗不能の魔法毒を追加し、ターン毎に %0.2f 魔力ダメージ(魔力依存)を与えます。
+この毒は全耐性を10%%、毒耐性を50%%低下させます。]], "tformat")
+t("Stoning Poison", "石化毒", "talent name")
+t([[Enhance your Deadly Poison with a stoning agent.  Whenever you apply Deadly Poison, you afflict your target with an additional earth-based poison that inflicts %d nature damage per turn (stacking up to %d damage per turn) for %d turns.
+		After either %d turns or the poison has run its course (<100%% chance, see effect description), the target will be turned to stone for %d turns.
+		The damage scales with your Cunning.]], [[「致死毒」を石化作用で強化します。自然由来の毒を追加し、 %d ターンの間、毎ターン %d 自然ダメージ(最大 %d ダメージまで重複)を与えます。
+ %d ターン経過するか毒が回ると(確率 <100%% , 詳しくは説明を参照)、対象は %d ターン石化します。
+ダメージは賢さに依存します。]], "tformat", {3,1,2,4,5})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/scoundrel.lua"
+
+t("Lacerating Strikes", "切り裂き", "talent name")
+t("Your melee and ranged attacks have a %d%% chance to shred enemies inflicting an additional 100%% of the damage dealt as a bleed over 4 turns.", "近接攻撃と射撃の際に %d%% で重傷を与え、出血させて4ターンかけて与ダメージの100%%のダメージを与えます。", "tformat")
+t("Scoundrel's Strategies", "悪漢の戦略", "talent name")
+t("#CRIMSON#%s's %s is disrupted by %s wounds!#LAST#", "#CRIMSON#%sの%sは%s妨害された!#LAST#", "logSeen")
+t([[Your melee and ranged attacks inflict distracting wounds that reduce the target’s critical strike multiplier by %d%% for 5 turns. 
+In addition, your attacks have a %d%% chance to inflict a painful wound that causes them to forget a random talent for %d turns.  The last effect cannot occur more than once per turn per target.
+		]], [[近接攻撃と射撃が重傷を負わせ、5ターン対象のクリティカル倍率を %d%% 低下させます。
+さらに、攻撃が %d%% で %d ターンランダムなタレントを1種忘れる致命傷を与えるようになります。
+タレント妨害の効果は同じ対象に1ターンに1度だけ発動します。]], "tformat")
+t("Misdirection", "ミスディレクション", "talent name")
+t("#ORANGE#%s redirects the effect '%s'!#LAST#", "#ORANGE#%sは'%s'を誘導した!#LAST#", "logSeen")
+t([[Your abilities in sowing confusion and chaos have reached their peak.  Whenever a foe attempts to apply a detrimental physical effect to you, they have a %d%% chance to fail. If there is an adjacent enemy to you, you misdirect your foe into applying it to them at %d%% duration.
+You gain %d defense.
+The chance to apply status effects increases with your Accuracy and the Defense with your Cunning.]], [[敵を撹乱する技術を極めました。
+敵から受ける物理状態異常が %d%% で失敗します。隣に敵がいた場合、効果ターン数を %d%% にしてその敵に状態異常を誘導します。
+さらに回避が %d 上昇します。
+確率は命中に、回避上昇量は賢さに依存します。]], "tformat")
+t("Fumble", "ファンブル", "talent name")
+t([[Your melee and ranged attacks leave your foes unable to focus on any complex actions, giving them a stacking 3%% chance of failure the next time they try to use a talent (to a maximum of %d%%).
+		If any effect causes the target's turn to fail they fumble and injure themself, taking %0.2f physical damage.
+		If the turn loss was caused by this effect then Fumble is removed.
+		The damage dealt increases with your Cunning.
+		]], [[近接攻撃と射撃により敵の複雑な行動を阻害し、重複する3%%の確率でタレントの発動を失敗させます。(最大 %d%%)
+何らかの効果で対象がターンを阻害された場合、対象は手が滑り、自身を傷つけてしまい %0.2f 物理ダメージを受けます。
+この効果によってターンを阻害された場合「ファンブル」から復帰します。
+ダメージは賢さに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/shadow-magic.lua"
+
+t("Shadow Combat", "影の追撃", "talent name")
+t([[Channel raw magical energy into your melee attacks; each blow you land will do an additional %.2f darkness damage.
+		The damage will improve with your Spellpower.]], [[近接攻撃時に純粋な魔力を流し込みます; 攻撃が命中する毎に %.2f 暗黒追加ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Shadow Cunning", "影の技巧", "talent name")
+t("Your preparations give you greater magical capabilities. You gain a bonus to Spellpower equal to %d%% of your Cunning (Current bonus: %d).", [[学習を経て魔術の技量を高めます。
+賢さの %d%% に等しい値だけ魔法パワーが上昇します。
+(現在のボーナス: %d)]], "tformat")
+t("Shadow Feed", "影の支援", "talent name")
+t([[You draw energy from the depths of the shadows.
+		While sustained, you regenerate %0.2f mana per turn, and your physical and spell attack speed increases by %0.1f%%.]], [[影からエネルギーを引き出します。
+起動中は毎ターン、マナが %0.2f 自然回復し、攻撃速度と詠唱速度が %0.1f%% 増加します。]], "tformat")
+t("Shadowstep", "シャドウステップ", "talent name")
+t("You cannot do that currently.", "今それはできない", "logPlayer")
+t("You do not have line of sight.", "視界上にない場所だ", "logSeen")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("%s is not dazed!", "%sは「朦朧」から復帰した!", "logSeen")
+t([[Step through the shadows to your target, dazing it for %d turns and hitting it with all your weapons for %d%% darkness weapon damage.
+		Dazed targets are significantly impaired, but any damage will free them.
+		To Shadowstep, you need to be able to see the target.]], [[影を通って対象へ間合いを詰め %d ターン「朦朧」状態にして、 %d%% 暗黒武器ダメージを与えます。
+「朦朧」状態の敵は戦闘力が大幅に低下しますが、少しでもダメージを受けると復帰します。
+見えている対象にのみこのタレントを使用できます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/stealth.lua"
+
+t("Stealth", "隠密行動", "talent name")
+t("You cannot be stealthy with such heavy armour on!", "重い鎧に隠密性を阻害されている!", "logPlayer")
+t("You are being observed too closely to enter Stealth!", "近くに敵がいるため「隠密行動」できない!", "logPlayer")
+t(" (range %d in an unlit grid)", " (暗い場所で範囲 %d)", "tformat")
+t([[Enters stealth mode (power %d, based on Cunning), making you harder to detect.
+		If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
+		Stealth reduces your light radius to 0, increases your infravision by 3, and will not work with heavy or massive armours.
+		You cannot enter stealth if there are foes in sight within range %d%s.
+		Any non-instant, non-movement action will break stealth if not otherwise specified.
+
+		Enemies uncertain of your location will still make educated guesses at it.
+		While stealthed, enemies cannot share information about your location with each other and will be delayed in telling their allies that you exist at all.]], [[隠密状態(パワー %d, 賢さに依存)になり、身を隠します。
+成功すると(毎ターン判定)、敵は位置を正確に捕捉できなくなるか、全く気付かなくなります。
+隠密中は光源範囲が0になり、赤外線視力が3上昇します。メイルアーマー、プレートアーマーを装備していると隠密はできません。
+範囲 %d%s の視界内に敵が存在する場合、隠密行動を開始できません。
+特別な行動でない限り、ターン消費する移動でない行動を取ると、隠密が解除されます。
+
+対象を見失った敵は場所を推測して行動します。
+隠密中は敵同士で位置情報の共有ができなくなり、情報の伝達が遅延します。]], "tformat")
+t("Shadowstrike", "闇討ち", "talent name")
+t([[You know how to make the most out of being unseen.
+		When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it.  (Spell and mind attacks critically strike even if the target notices you.)
+		Your critical multiplier against targets that cannot see you is increased by up to %d%%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
+		Also, after exiting stealth for any reason, the critical multiplier persists for %d turns (with no range limitation).]], [[敵に不意打ちを仕掛けます。
+隠密中に攻撃すると、対象に気付かれていなければ自動的にクリティカルヒットします。(魔法と精神攻撃は気付かれていてもクリティカルします)
+このとき、クリティカル倍率が最大 %d%% 増加します。(対象が見えていなければならず、ボーナスは距離3以内のとき最大となり、距離10のとき0となります)
+また、何らかの理由で隠密行動を終える際にクリティカル倍率が %d ターン持続します。(距離の制限なし)]], "tformat")
+t("Soothing Darkness", "安らぎの闇", "talent name")
+t([[You have a special affinity for darkness and shadows.
+		When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by %d.
+		While stealthed, your life regeneration is increased by %0.1f (based on your Cunning) and your stamina regeneration is increased by %0.1f.  The regeneration effects persist for %d turns after exiting stealth, with 5 times the normal rate.]], [[闇と影の寵愛を受けています。
+光に照らされていない場所にいると、「隠密行動」を開始できる最小範囲と、「影の舞踊」を終えた後に隠密を維持できる範囲が %d 縮小します。
+「隠密行動」中はHP自動回復が %0.1f (賢さに依存)、スタミナ自動回復が %0.1f 上昇します。
+回復効果は隠密を終えた後も %d ターン続き、通常の5倍回復していきます。]], "tformat")
+t("Shadow Dance", "影の舞踊", "talent name")
+t([[Your mastery of stealth allows you to vanish from sight at any time.
+		You automatically enter stealth and cause it to not break from unstealthy actions for %d turns.]], [[隠密行動に習熟し、いつでも姿を消すことが出来るようになります。
+自動的に隠密を開始し、 %d ターン隠密が解除される行動をしても隠密を継続できるようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/survival.lua"
+
+t("Heightened Senses", "超感知", "talent name")
+t([[You notice the small things others do not notice, allowing you to "see" creatures in a %d radius even outside of light radius.
+		This is not telepathy, however, and it is still limited to line of sight.
+		Also, your attention to detail increases stealth detection and invisibility detection by %d, and you gain the ability to detect traps (+%d detect 'power').
+		The detection abilities improve with Cunning.]], [[他の者なら気づかないものを察知し、範囲 %d に存在する対象を光源範囲の外であっても「見る」ことができるようになります。
+テレパシーではないため、射線が通っている必要があります。
+さらに、隅々まで見渡すため、隠密看破と透明視が %d 上昇し、トラップを発見できるようになります。(発見パワー %d )
+感知能力上昇量は賢さに依存します。]], "tformat")
+t("Device Mastery", "魔道具の熟練", "talent name")
+t([[Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by %d%%.
+		In addition your knowledge of devices allows you to disarm known traps (%d disarm 'power', improves with Cunning).]], [[魔道具(ワンド、トーテム、トルク)の操作に習熟し、扱いが上手くなります。
+魔道具のクールダウンと発動アイテムのパワー消費が %d%% 減少します。
+さらに、魔道具の知識が罠の解除を可能にします。(%d 解除パワー, 賢さに依存)]], "tformat")
+t("Track", "追跡", "talent name")
+t([[Sense foes around you in a radius of %d for %d turns.
+		The radius will increase with your Cunning.]], [[範囲 %d の敵を %d ターン感知します。
+感知範囲は賢さに依存します。]], "tformat")
+t("Danger Sense", "危機感知", "talent name")
+t([[You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
+		Your ability to detect traps is enhanced (+%d detect 'power').
+		Attacks against you have a %0.1f%% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by %d%%.
+		You also gain an additional chance (at your normal save %+d, effective) to resist detrimental status effects that can be resisted.
+		The detection and additional save chance improve with Cunning.]], [[自己防衛の鋭い感覚を持ち、本能的に危機を察知するようになります。
+罠感知能力が %d 上昇します。
+敵の攻撃のクリティカル率が %0.1f%% 低下し、見えない敵が得るダメージボーナスが %d%% 低下します。
+さらに、抵抗可能な状態異常に対して追加セーブの機会を得ます。(実効値に %+d の補正)
+感知能力上昇量と追加セーブ確率は賢さに依存します。]], "tformat")
+t("Disarm Trap", "罠の解除", "talent name")
+t("#CADET_BLUE#Disarm A Trap: (direction keys to select where to disarm, shift+direction keys to move freely)", "#CADET_BLUE#罠の解除: (方向キーで解除する方向を選択します, shift+方向キーで自由に動かせます)", "log")
+t("#CADET_BLUE#You don't have the skill to disarm traps.", "#CADET_BLUE#罠の解除する技能を持っていない", "logPlayer")
+t("#CADET_BLUE#You cannot disarm traps in grids you cannot enter.", "#CADET_BLUE#入れない地点の罠は解除できない", "logPlayer")
+t("#CADET_BLUE#You don't see a trap there.", "#CADET_BLUE#罠が見えない", "logPlayer")
+t([[You search a nearby grid for a hidden trap (%d detection 'power') and disarm it if possible (%d disarm 'power', based on your skill with %s).
+		Disarming a trap requires at least a minimum skill level, and you must be able to enter the trap's grid to manipulate it, though you stay in your current location.  A failed attempt to disarm a trap may trigger it.
+		Your skill improves with your your Cunning.]], [[近くの隠れた罠を探知し、(%d 感知能力)可能ならば解除します。(%d 解除能力, %sに依存)
+罠の解除には要求される最低限のスキルレベルがあり、現在位置に留まって解除を試みますが、罠のある場所に移動できる必要があります。
+解除に失敗すると罠が起動することもあります。
+能力は賢さに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/tactical.lua"
+
+t("Tactical Expert", "戦術の達人", "talent name")
+t([[Your Defense is increased by %d for every adjacent visible foe, up to a maximum of +%d Defense.
+		The Defense increase per enemy and maximum Defense bonus will scale with your Cunning.]], [[見えていて隣接している敵1体毎に回避が %d 上昇します。(最大 %d )
+効果量は賢さに依存します。]], "tformat")
+t("Counter Attack", "カウンターアタック", "talent name")
+t("#Source# slams #Target# into the ground!", "#Source#は#Target#を地面に叩きつけた!", "logCombat")
+t("#Source# throws #Target# to the ground!", "#Source#は#Target#を放り投げた!", "logCombat")
+t("%s counters the attack!", "%sのカウンター!", "logSeen")
+t([[When you avoid a melee blow from an adjacent foe, you have a %d%% chance to get a free, automatic melee attack against the attacker for %d%% damage, up to %0.1f times per turn.
+		Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
+		The chance of countering and number of counter attacks increase with your Cunning.]], [[隣接する敵からの近接攻撃を回避した際に %d%% でターンを消費しない自動反撃を行い %d%% ダメージを与えます。
+反撃は1ターンに %0.1f 回まで発動します。
+徒手格闘している場合、反撃が命中すると対象を地面に叩きつけ2ターン朦朧(組み合っている場合はスタン)させます。
+反撃確率と回数は賢さに依存します。]], "tformat")
+t("Set Up", "回避の構え", "talent name")
+t([[Increases Defense by %d for %d turns.  When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by %d%% and reducing their saving throws by %d.
+		The effects will scale with your Cunning.]], [[ %d ターン回避が %d 上昇します。
+近接攻撃を回避すると、対象の体勢を崩し、術者のその対象への攻撃のクリティカル率が %d%% 上昇し、全セーブを %d 低下させます。
+効果量は賢さに依存します。]], "tformat", {2,1,3,4})
+t("Exploit Weakness", "弱点感知", "talent name")
+t([[Systematically find the weaknesses in your opponents' physical resists, at the cost of 10%% of your physical damage.  Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%%, up to a maximum of %d%%.
+		]], [[対象の物理防御の穴を見切るために自身の物理ダメージを10%%低下させます。
+対象に近接攻撃を当てる毎に、対象の物理耐性を5%%ずつ低下させます。(最大 %d%% )]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/traps.lua"
+
+t("#CADET_BLUE#Placing %s...", "#CADET_BLUE#%sを設置中…", "logPlayer")
+t("You cannot place a trap there.", "そこに罠は設置できない", "logPlayer")
+t("There is already a trap there.", "そこには既に罠がある", "_t")
+t("You somehow fail to set the trap.", "なぜか罠の設置に失敗した", "_t")
+t("trap", "ç½ ", "_t")
+t("#CADET_BLUE#Your %s has expired.", "#CADET_BLUE#%sは時間切れになった", "logPlayer")
+t("@Source@ activates a prepared device.", "@Source@は準備した装置を起動した", "_t")
+t("shadowy assassin", "シャドウアサシン", "_t")
+t("A shadowy figure, garbed all in black.", "全身黒づくめの影の姿だ。", "_t")
+t("#PINK#A %s materializes from the shadows!", "#PINK#%sが影から現れた!", "logSeen")
+t("bladestorm construct", "刃の嵐の罠", "_t")
+t("A lethal contraption of whirling blades.", "鋭く回る刃の罠だ。", "_t")
+t("Trap Mastery", "罠設置の熟練", "talent name")
+t("\
+#YELLOW#Newly prepared traps are put on cooldown.#LAST#", "\
+#YELLOW#新しく準備した罠がクールダウンに入った#LAST#", "_t")
+t("\
+Game Start: Newly prepared traps will NOT start on cooldown.", "\
+ゲームスタート: 新しく準備した罠はクールダウンに*入りません*", "_t")
+t("Prepare which traps? (maximum: %d, up to tier %d)%s", "どの罠を準備しますか?(最大: %d, ランク%dまで)%s", "tformat")
+t("Select Prepared Traps", "準備する罠を選ぶ", "_t")
+t("#YELLOW_GREEN#Dismantling %s", "#YELLOW_GREEN#%sを解体した", "log")
+t(" (normal trigger)", " (通常起動)", "_t")
+t("#LIGHT_GREEN#Preparing %s%s", "#LIGHT_GREEN#%sを準備した%s", "log")
+t("#LIGHT_BLUE#No changes to trap preparation.", "#LIGHT_BLUE#罠の準備に変更を加えなかった", "logPlayer")
+t([[This talent allows you to prepare up to %d different trap(s) of tier %d or less for later deployment. (Use this ability to select which to prepare.)
+		Designs known:
+%s
+
+		Traps prepared this way are difficult to detect (%d detection 'power') and disarm (%d disarm 'power') based on your Cunning.  They gain %+d%% effectiveness, and can be deployed without breaking stealth %d%% of the time.
+		You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
+		Most traps last %d turns if not triggered, and refund 80%% of their stamina cost on expiration.
+		More designs may be discovered via disarming or learned from special instructors in the world.]], [[ %d 種類のランク %d までの罠を準備できるようになります。(罠の準備にはこのタレントを起動してください)
+習得した罠:
+%s
+
+罠は賢さに依存して見つけ難く、解除しづらくなります。(%d 発見難度、 %d 解除難度)
+罠の効果が %+d%% 増加し、 %d%% で隠密を継続したまま罠を設置できます。
+自分で設置した罠の被害を受けることはなく、物理クリティカルが発生することがあります。
+大半の罠は起動しなければ %d ターン持続し、起動しないまま消滅すると設置に必要なスタミナの80%%が回復します。
+新しい罠を罠の解体により発見することや、世界のどこかで誰かから教わることがあるかもしれません。]], "tformat")
+t("Lure", "引き寄せ罠", "talent name")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("lure", "引き寄せ罠", "_t")
+t("A noisy lure.", "騒音発生装置だ。", "_t")
+t([[Deploy a noisy lure that attracts all creatures within radius %d to it for %d turns.
+		It has %d life (based on your Cunning) and is very durable, with %d armor and %d%% resistance to non-physical damage.
+		At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).
+		Use of this talent will not break stealth.]], [[騒音発生装置を設置して、範囲 %d の全対象を %d ターン引きつけます。
+装置はHP %d (賢さに依存)、アーマー %d 、物理属性以外のダメージに対し %d%% の耐性を持ちます。
+レベル5からは、装置が破壊された際に範囲2に存在する特定のトラップが起動します。(起動するものかどうかは罠の説明を参照)
+このタレントを使用しても隠密は解除されません。]], "tformat")
+t("Advanced Trap Deployment", "罠の発射", "talent name")
+t([[You learn new techniques for setting traps.
+		Deploying one of your traps is possible up to %d grids from you, takes %d%% less time than normal, and has %d%% less chance to break stealth.]], [[罠の設置にさらに熟練します。
+1種の罠を %d マス離れた場所に設置できるようになり、設置にかかる時間が %d%% 短縮され、設置時に隠密が %d%% 解除されにくくなります。]], "tformat")
+t("Trap Priming", "罠の即時起動", "talent name")
+t("#LIGHT_BLUE#Cancelled Trap Priming.", "#LIGHT_BLUE#「罠の即時起動」をキャンセルした", "logPlayer")
+t("#YELLOW_GREEN#Dismantling %s (instant trigger)", "#YELLOW_GREEN#%sを解体した (即時起動)", "logPlayer")
+t("#LIGHT_GREEN#Preparing %s (instant trigger)", "#LIGHT_GREEN#%sを準備した (即時起動)", "logPlayer")
+t("#GREY#(see trap description)#LAST#", "#GREY#(罠の説明文を参照)#LAST#", "_t")
+t([[%sTier %d: %s#LAST#
+%s]], [[%sランク %d: %s#LAST#
+%s]], "tformat")
+t([[You prepare an additional trap (up to tier %d) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)
+		Not all traps can be prepared this way and each trap can have only one type of preparation.
+		Known primable designs:
+%s
+
+A trap with a primed trigger gains %+d%% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth %d%% of the time.
+#YELLOW#Current primed trap: %s#LAST#]], [[特別製の設置した瞬間に起動する追加の罠(ランク %d まで)を用意します。(罠の選択はこのタレントを起動してください)
+全ての罠が即時起動できるわけではなく、適用できる「準備」は1種類のみです。
+即時起動できる罠:
+%s
+
+即時起動した罠は %+d%% 強力になり(「罠設置の熟練」のボーナスと置き換え)、 %d%% で隠密が解除されなくなります。
+#YELLOW#選択中の罠: %s#LAST#]], "tformat")
+t("Springrazor Trap", "鉄線の罠", "talent name")
+t("springrazor trap", "鉄線の罠", "_t")
+t("Shrapnel (radius 2) deals %0.2f physical damage, reduces accuracy, armour, and defence by %d.", "金属片(範囲2)で %0.2f 物理ダメージを与え、命中、アーマー、回避を %d 低下させます。", "tformat")
+t([[Lay a pressure triggered trap that explodes into a radius 2 wave of razor sharp wire, doing %0.2f physical damage. Those struck by the wire may be shredded, reducing accuracy, armor and defence by %d.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[圧力感知式の罠を仕掛けます。
+発動すると範囲2に鋭い鉄線が飛び出し、 %0.2f 物理ダメージを与えます。
+鉄線に切り刻まれて命中とアーマーと回避が %d 低下することがあります。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Bear Trap", "ベアトラップ", "talent name")
+t("bear trap", "トラバサミ", "_t")
+t("Deals %0.2f physical damage and pins, slows (30%%), and wounds for an additional %0.2f damage over 5 turns).", " %0.2f 物理ダメージを与え、移動不能、減速(30%%)、出血させ5ターンかけて %0.2f 追加ダメージを与えます。", "tformat")
+t("Lay a pressure triggered bear trap that snaps onto the first creature passing over it.  Victims are dealt %0.2f physical damage and become snared (pinned and slowed 30%%) and wounded for %0.2f bleeding damage over 5 turns.  Creatures that avoid being snared still suffer bleeding damage.%s", [[圧力感知式のトラバサミを設置します。
+この上を通過した敵に %0.2f 物理ダメージを与え、足に怪我を負わせ、(移動不能 + 30%%減速)5ターンかけて %0.2f 出血ダメージを与えます。
+移動を封じられなかった敵も出血ダメージは受けます。
+%s]], "tformat")
+t("Disarming Trap", "装備外しの罠", "talent name")
+t("disarming trap", "装備外しの罠", "_t")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("Deals %0.2f acid damage, disarms for %d turns.", " %0.2f 酸ダメージを与え %d ターン武装解除します。", "tformat")
+t("Lay a tricky trap that maims creatures passing by with acid doing %0.2f damage and disarming them for %d turns.", [[敵の不意を突く酸の罠を設置します。
+踏んだ対象に酸を浴びせ %0.2f ダメージを与え、 %d ターン「武装解除」します。]], "tformat")
+t("Pitfall Trap", "落とし穴", "talent name")
+t("pitfall trap", "落とし穴", "_t")
+t("%s disappears into a collapsing pit!", "%sは落とし穴に落ちていった!", "logSeen")
+t("%s is partially buried in a collapsing pit!", "%sは落とし穴に行動を阻害された!", "logSeen")
+t("%s avoids a collapsing pit!", "%sは落とし穴を回避した!", "logSeen")
+t("Something has prevented the pit.", "何かが落とし穴を妨害した", "logPlayer")
+t("pit", "落とし穴", "_t")
+t("%s emerges from a collapsed pit.", "%sは落とし穴から這い上がった", "logSeen")
+t("Deals %0.2f physical damage.  Target removed from combat or pinned 5 turns.", " %0.2f 物理ダメージを与え、5ターン戦闘から除外するか移動不能にします。", "tformat")
+t([[Lay a pressure triggered trap that collapses the ground under the target, dealing %0.2f physical damage while burying them (removing from combat) for 5 turns.
+Victims may resist being buried, in which case they are pinned (ignores 50%% pin immunity) instead.]], [[圧力感知式の落とし穴を仕掛けます。
+踏んだ対象に %0.2f 物理ダメージを与え、5ターン穴に落とし(戦闘から除外し)ます。
+落下に抵抗されることもあり、その場合は移動不能になります。(移動不能耐性を50%%無視)]], "tformat")
+t("Flash Bang Trap", "フラッシュバントラップ", "talent name")
+t("flash bang trap", "フラッシュバントラップ", "_t")
+t("Explodes (radius 2) for %0.2f physical damage, 50%% blind/daze for %d turns.", "爆発(範囲2)で %0.2f 物理ダメージを与え50%%で %d ターン盲目/朦朧にします。", "tformat")
+t([[Lay a trap that explodes in a radius of 2, dealing %0.2f physical damage and blinding and dazing (50%% chance of each) any creature caught inside for %d turns.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[爆発して範囲2に %0.2f 物理ダメージを与え、 %d ターン「盲目」と「朦朧」(それぞれ確率50%%)を付与する罠を仕掛けます。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Bladestorm Trap", "刃の嵐の罠", "talent name")
+t("bladestorm trap", "刃の嵐の罠", "_t")
+t("Construct attacks all adjacent enemies each turn for %d turns.", " %d ターン隣接する全ての敵を毎ターン攻撃します。", "tformat")
+t("Lay a trap that activates a lethal contraption of whirling blades, lasting %d turns.  This stationary construct is very durable, receives your damage bonuses, and automatically attacks all adjacent enemies each turn.", [[ %d ターン持続する刃の嵐を発動させる罠を仕掛けます。
+この罠は持続性に優れ、設置者のダメージボーナスが反映され、毎ターン自動的に隣接した敵全てを攻撃します。]], "tformat")
+t("Beam Trap", "光線の罠", "talent name")
+t("beam trap", "光線の罠", "_t")
+t("Fires a beam (range 5) at a foe each turn for %0.2f arcane damage.  Lasts %d turns.", "毎ターンビーム(距離5)を敵1体に撃ち %0.2f 魔力ダメージを与えます。( %d ターン持続)", "tformat")
+t([[Lay a magical trap that fires a beam of arcane energy at a random foe (within range 5) each turn for %d turns, inflicting %0.2f arcane damage.
+This trap requires 20 Magic to prepare and does not refund stamina when it expires.
+#YELLOW#Activates immediately when placed.#LAST#]], [[ %d ターンランダムな敵(距離5以内)1体に魔力のビームを発射して %0.2f 魔力ダメージを与える魔法罠を設置します。
+この罠は準備に魔力20を必要とし、消えたときにスタミナが回復しません。
+#YELLOW#設置するとすぐに起動します。#LAST#]], "tformat")
+t("Poison Gas Trap", "毒ガスの罠", "talent name")
+t("You have learned how to create Poison Gas traps!", "「毒ガスの罠」の作り方を習得した!", "_t")
+t("poison gas trap", "毒ガスの罠", "_t")
+t("Releases a radius 3 poison gas cloud, poisoning for %0.2f nature damage over 5 turns with a 25%% for enhanced effects.", "範囲3に毒ガスを放ち5ターンかけて %0.2f 自然ダメージを与えます。25%%で追加効果が発生します。", "tformat")
+t([[Lay a trap that releases a radius 3 cloud of thick poisonous gas lasting 4 turns.
+		Each turn, the cloud poisons all within (%0.2f nature damage over 5 turns).   There is a 25%% chance the poison is enhanced with crippling, numbing or insidious effects.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[範囲3に4ターン滞留する毒雲を発生させる罠を設置します。
+毎ターン範囲内の全対象に5ターンかけて %0.2f 自然ダメージを与えます。
+25%%で「麻痺毒」「行動阻害毒」「遅行毒」が発生することがあります。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Freezing Trap", "凍結の罠", "talent name")
+t("freezing trap", "凍結の罠", "_t")
+t("Explodes (radius 2):  Deals %0.2f cold damage and pins for 3 turns.  Area freezes (%0.2f cold damage, 25%% freeze chance) for 5 turns.", "爆発(範囲2):  %0.2f 冷気ダメージを与え3ターン移動不能にします。冷気は5ターン持続します。(%0.2f 冷気ダメージ, 25%%凍結)", "tformat")
+t([[Lay a trap that explodes into a radius 2 cloud of freezing vapour when triggered.  Foes take %0.2f cold damage and are pinned for 3 turns.
+		The freezing vapour persists for 5 turns, dealing %0.2f cold damage each turn to foes with a 25%% chance to freeze.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[起動すると範囲2に凍てつく霧を発生させる罠を設置します。
+敵に %0.2f 冷気ダメージを与え、3ターン「移動不能」にします。
+凍てつく霧は5ターン持続し、毎ターン %0.2f 冷気ダメージを与え、25%%で凍結させます。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Dragonsfire Trap", "ドラゴンの炎の罠", "talent name")
+t("dragonsfire trap", "ドラゴンの炎の罠", "_t")
+t("Explodes (radius 2): stuns and combusts for %0.2f fire damage per turn for 3 turns.  Area deflagrates (%0.2f fire damage) for 5 turns.", "爆発(範囲2): 3ターンスタンと %0.2f 火炎ダメージを毎ターン与えます。炎は5ターン持続します。(%0.2f 火炎ダメージ)", "tformat")
+t([[Lay a pressure triggered trap that explodes in a radius 2 cloud of searing flames when triggered, stunning foes with the blast (%0.2f fire damage per turn) for 3 turns.
+		The deflagration persists in the area for 5 turns, burning foes for %0.2f fire damage each turn.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[圧力感知式の罠を仕掛けます。
+起動すると範囲2に燃え盛る火炎を発生させて、爆発で3ターン「スタン」させ毎ターン %0.2f 火炎ダメージを与えます。
+炎は5ターン持続し、燃えた敵に毎ターン %0.2f 火炎ダメージを与えます。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Gravitic Trap", "グラビティトラップ", "talent name")
+t("@Source@ deploys a warped device.", "@Source@は重力歪曲装置を仕掛けた", "_t")
+t("gravitic trap", "グラビティトラップ", "_t")
+t("#LIGHT_STEEL_BLUE#%s distorts time and space!", "#LIGHT_STEEL_BLUE#%sは時と空間を歪めた!", "logSeen")
+t("#LIGHT_STEEL_BLUE##Target# pulls #Source# in!", "#LIGHT_STEEL_BLUE##Target#は#Source#を引き寄せた!", "logCombat")
+t("#LIGHT_STEEL_BLUE##Source# resists the pull of #Target#!", "#LIGHT_STEEL_BLUE##Source#は#Target#の引き寄せに抵抗した!", "logCombat")
+t("Creates a radius 5 gravitic anomaly lasting up to %d turns.  Hostile creatures are dealt %d temporal damgae and pulled in.  Triggers out to range 1.", "範囲5の重力を %d ターン乱します。敵に %d 時空ダメージを与え引き寄せます。距離1まで近づくと起動します。", "tformat")
+t([[Lay a trap that creates a radius 5 gravitic anomaly when triggered by foes approaching within range 1.  Each turn, the anomaly deals %0.2f temporal damage (based on your Magic) to foes whle pulling them towards its center (chance increases with your combat accuracy or spell power, whichever is higher).
+		Each anomaly lasts %d turns (up to the amount of time since the last anomaly dissipated, based on your Trap Mastery skill).
+		The trap may trigger more than once, but requires at least 2 turns to recharge between activations.
+This design does not require advanced preparation to use.]], [[距離1まで敵が接近すると起動して範囲5の重力を乱す罠を仕掛けます。
+毎ターン重力の歪みが %0.2f 時空ダメージ(魔力に依存)を与え、敵を重力の中心に引き込みます。(確率は命中か魔法パワーの高い方に依存します)
+重力の歪みはそれぞれ %d ターン持続します。(最後の歪みが消えるまでの時間, 「罠設置の熟練」に依存)
+罠は二度以上起動することもありますが、起動してから2ターンは再起動しません。
+この罠は事前に特別な準備をしていなくても設置できます。]], "tformat")
+t("Ambush Trap", "奇襲の罠", "talent name")
+t("You have learned how to create Ambush traps!", "「奇襲の罠」の作り方を習得した!", "_t")
+t("ambush trap", "奇襲の罠", "_t")
+t("3 stealthed rogues attack the target for %d turns.", "3人の隠密状態のローグが対象を %d ターン攻撃します。", "tformat")
+t([[Lay a magical trap that summons a trio of shadowy rogues to attack the target.
+The rogues receive your damage bonuses and are permanently stealthed.
+They disappear after %d turns or when their work is done.]], [[対象を攻撃する影のローグを3人召喚する魔法罠を仕掛けます。
+ローグ達は罠の設置者のダメージボーナスが適用され、恒久的に隠密行動を取ります。
+ローグは %d ターン経過するか仕事を終えると消えていきます。]], "tformat")
+t("Purging Trap", "追放の罠", "talent name")
+t("purging trap", "追放の罠", "_t")
+t("Radius 2 antimagic: Drains up to %d mana, %d vim, %d positive/negative, deals up to %0.2f arcane damage.  Removes %d magical effects and silences for %d turns.", "範囲2に反魔法:  %d マナ、 %d 活力、 %d 陽光力/月光力を吸収し、最大 %0.2f 魔力ダメージを与えます。 %d 種の魔法効果を解除し %d ターン沈黙させます。", "tformat")
+t([[Lay a trap that releases a burst of antimagic energies (radius 2), draining up to %d mana, %d vim, %d positive and %d negative energies from affected targets, while inflicting up to %0.2f arcane damage based on the resources drained, silencing for %d turns, and removing up to %d beneficial magical effects or sustains.
+		The draining effect scales with your Willpower, and you must have 25 Willpower to prepare this trap.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[範囲2に反魔法の力を発射してマナを %d 、活力を %d 、陽光力を %d 、月光力を %d 吸収し、吸収量に依存して最大 %0.2f 魔力ダメージを与え、 %d ターン沈黙させて、 %d 種の良性魔法状態異常と魔法常駐技能を解除する罠を仕掛けます。
+吸収量は意志に依存し、罠の準備には意志25が必要です。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Explosion Trap", "地雷", "talent name")
+t("You have learned how to create Explosion traps!", "「地雷」の作り方を習得した!", "_t")
+t("explosion trap", "地雷", "_t")
+t("Explodes (radius 2) for %0.2f fire damage over 3 turns.", "爆発(範囲2)で3ターンかけて %0.2f 火炎ダメージを与えます。", "tformat")
+t("\
+#YELLOW#Triggers immediately when placed.#LAST#", "\
+#YELLOW#設置するとすぐに起動します。#LAST#", "_t")
+t([[Lay a simple yet effective trap that explodes in a radius 2 on contact, setting those affected on fire for %0.2f fire damage over 3 turns.
+		This trap can use a primed trigger and a high level lure can trigger it.%s]], [[シンプルながらに効果的な地雷を設置します。
+範囲2に3ターンかけて %0.2f 火炎ダメージを与えます。
+この罠は即時起動と高レベルの「引き寄せ罠」の対象です。
+%s]], "tformat")
+t("Catapult Trap", "カタパルトトラップ", "talent name")
+t("You have learned how to create Catapult traps!", "「カタパルトトラップ」の作り方を習得した!", "_t")
+t("catapult trap", "カタパルトトラップ", "_t")
+t("Target knocked back up to %d grids%s and dazed.", "対象を最大 %d マスノックバック%sし朦朧させます。", "tformat")
+t("%s knocks %s back!", "%sは%sをノックバックした!", "logSeen")
+t("%s fails to knock %s back!", "%sは%sのノックバックに失敗した!", "logSeen")
+t("#LIGHT_BLUE#Aim the catapult", "#LIGHT_BLUE#カタパルトの方向を指定する", "logPlayer")
+t("Target knocked back %d grids and dazed.", "対象を %d マスノックバックし朦朧させます。", "tformat")
+t([[Deploy a hidden spring-loaded catapult that will trigger (by pressure) for any creature passing over it.  Victims will be knocked back towards a target location up to %d grids away and be dazed for 5 turns.
+		This trap has a %d%% chance to reset itself after triggering, but can only trigger once per turn.
+		The chance to affect the target improves with your combat accuracy.]], [[圧力で起動するバネを仕込んだカタパルトを設置します。
+踏むと指定した場所に向かって距離 %d ノックバックし、5ターン「朦朧」します。
+この罠は発動した後も %d%% で残りますが、1ターンに1度しか発動しません。
+影響力は命中に依存します。]], "tformat")
+t("Nightshade Trap", "ナイトシェイドトラップ", "talent name")
+t("You have learned how to create Nightshade traps!", "「ナイトシェイドトラップ」の作り方を習得した!", "_t")
+t("nightshade trap", "ナイトシェイドトラップ", "_t")
+t("Deals %0.1f nature damage, stuns and poisons for %0.1f nature/turn for 4 turns.", " %0.1f 自然ダメージを与え、4ターンスタンと %0.1f 自然/ターンダメージを与えます。", "tformat")
+t("Lay a trap armed with potent venom.  A creature passing over it will be dealt %0.2f nature damage and be stunned and poisoned for %0.2f nature damage per turn for 4 turns.", [[猛毒を塗った罠を設置します。
+上を通過した対象に %0.2f 自然ダメージを与え、4ターンスタンさせ、毎ターン %0.2f 自然ダメージを与えます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/advanced-shadowmancy.lua"
+
+t("Merge", "融合", "talent name")
+t([[Target a nearby shadow, and command it to merge into a nearby enemy, reducing their damage by %d%% for 5 turns.
+		Killing your shadow releases some of your inner hatred, restoring 8 Hate to yourself.]], [[近くにいる「影の僕」を1体選択し、近くの敵と融合させて5ターン与ダメージを %d%% 減少させます。
+影が死亡することによって内なる憎しみを開放し、術者の憎悪が8回復します。]], "tformat")
+t("Stone", "ストーン", "talent name")
+t([[Target a nearby shadow, and force it to slam into a nearby enemy, dealing %0.1f Physical damage.
+		Your shadow will then set them as their target, and they will target your shadow.
+		Damage increases with your Mindpower.]], [[近くの「影の僕」を1体選択し、近くの敵に突進させて %0.1f 物理ダメージを与えます。
+「影の僕」は対象を狙うようになり、敵も「影の僕」を攻撃対象にします。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Shadow's Path", "影の導き", "talent name")
+t([[Command all Shadows within sight to tele-dash to a target location, damaging any enemies they pass through for %0.1f Physical damage.
+		For the purpose of this talent, you force your shadows through any walls in their way.
+		Damage increases with your Mindpower.]], [[視界内の全ての「影の僕」に命令を下し、対象地点へ超高速の突撃を敢行させて経路上の全対象に %0.1f 物理ダメージを与えます。
+このタレントによる突撃は全ての壁を無視します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Cursed Bolt", "呪いのボルト", "talent name")
+t("You need a shadow in sight range!", "視界内に「影の僕」がいない!", "logPlayer")
+t([[Share your hatred with all shadows within sight range, gaining temporary full control. You then fire a blast of pure hatred from all affected shadows, dealing %0.1f Mind damage per blast.
+		You cannot cancel this talent once the first bolt is cast.
+		Damage increases with your Mindpower.]], [[視界内の全ての「影の僕」と憎悪を共有し、一時的に完全支配します。その後、全ての「影の僕」が純粋なる憎悪を放ち、 %0.1f 精神ダメージを与えます。
+一発目を撃つと二発目以降はキャンセルできません。
+ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed-aura.lua"
+
+t("Defiling Touch", "呪いの手", "talent name")
+t("curse", "呪いの手", "_t")
+t("The %s lying nearby catches your attention. What draws you to it is not the thing itself, but something burning inside you. You feel contempt for it and all worldly things. This feeling is not new but the power of it overwhelms you. You reach out to touch the object, to curse it, to defile it. And you notice it begin to change. The colors of it begin to fade and are replaced with an insatiable hate. For a moment you hesitate. You know you must choose to resist this manifestation of your curse now and forever, or fall further into your madness.", [[近くの%sが注意を引いた。そのものに関心があるわけではなく、心の中で何かが燃えているのだ。世界のあらゆるものへの侮蔑を感じている。
+以前にもこのような気持ちになったことはあるが、以前とは違い、力に飲み込まれそうになった。
+それに触れて呪いの力で汚そうとすると、すぐに変化が訪れた。
+色が褪せていき、尽きることない憎悪に満たされていった。
+少しの間ためらいがあったが、この呪いをずっと抑制し続けるか、それとも狂気に落ちていくのかを選択しなければならないと感じた。]], "tformat")
+t("The %s lies defiled at your feet. An aura of hatred surrounds you and you now feel truly cursed. You have gained the Cursed Aura talent tree and 1 point in Defiling Touch, but at the cost of 2 Willpower.", [[呪われた%sが足元に落ちている。憎悪のオーラが自身の周辺に満ち、自身の全てが呪われていくのを感じた。
+意志2を代償にタレントツリー「呪いのオーラ」を習得し、「呪いの手」に1ポイントを振り込みました。]], "tformat")
+t("Cursed Fate", "呪いの運命", "_t")
+t("The %s returns to normal and your hate subsides.", "%sは元に戻り、憎悪が褪せていった。", "tformat")
+t("Release your hate upon the object", "憎悪で満たす", "_t")
+t("Suppress your affliction", "抑制する", "_t")
+t([[Your defiling touch permeates everything around you, permanently imparting a random curse on each item you find. When you equip a cursed item, you gain the effects of that curse (shown as a beneficial effect). Each item with the same curse that is equipped increases the curse's power.  Initially curses are harmful, but powerful benefits accumulate as the power of the curse increases.
+		The Dark Gifts talent unlocks higher level curse effects and increases their power.
+		Your aura permeates your equipment more thoroughly with talent level and can affect items as follows:
+		Level 1  -- weapons
+		Level 2  -- body armor and cloaks
+		Level 3  -- shields and helmets
+		Level 4  -- gloves, boots and belts
+		Level 6  -- rings
+		Level 7  -- amulets/necklaces
+		Level 8  -- lites
+		Level 9  -- tools/totems/torques/wands
+		level 10 -- ammunition
+		At level 5, you can activate this talent to surround yourself with an aura that adds 2 levels to a curse of your choosing. (%s chosen)
+		Also, talent levels above 5 reduce the negative effects of your curses (currently %d%% reduction).]], [[触れるもの全てを呪いの力に侵し、入手したアイテムに永続的にランダムな呪いを付与します。
+呪われたアイテムを装備すると呪いに応じた効果を得ます。(良性効果として表示します)
+同種の呪いがかかったアイテムを複数装備すると、その呪いの効力が増加します。
+初期段階では有害な効果しか得られませんが、効力が強まると有利な効果を発揮していきます。
+タレント「闇の贈り物」によって高レベルの呪い効果がアンロックされ、さらに効力が強まります。
+タレントレベルが上昇すると呪いのオーラによる浸食が強まり、より多くの種類のアイテムに呪いをかけます。
+レベル1  -- 武器
+レベル2  -- 鎧、クローク
+レベル3  -- 盾、兜
+レベル4  -- 小手、靴、ベルト
+レベル6  -- 指輪
+レベル7  -- アミュレット/ネックレス
+レベル8  -- 光源
+レベル9  -- 道具、トーテム、トルク、ワンド
+レベル10  -- 矢弾
+レベル5からは、このタレントを起動して、呪いのオーラで身を包み、選択した呪いのレベルを2上昇できるようになります。(%s を選択中)
+さらに、タレントレベルが5を超えている場合、呪いの悪性効果が軽減されます。(現在 %d%% を軽減)]], "tformat")
+t("Dark Gifts", "闇の贈り物", "talent name")
+t([[Your curses bring you dark gifts. Unlocks bonus level %d effects on all of your curses, allowing you to gain that effect when the power level of your curse reaches that level. At talent level 5, the luck penalty of cursed effects is reduced to 1.
+		Talent levels above 5 add bonus power levels to your curses, increasing their effects (currently %0.1f).]], [[呪いが闇の恩寵をもたらします。
+ %d レベルまでの呪いのボーナスをアンロックします。
+タレントレベル5になると、呪いによる運の低下量が1になります。
+レベルが5より高い場合、呪いレベルにボーナスが加算され、効力が強化されます。(現在 %0.1f)]], "tformat")
+t("Ruined Earth", "破滅の大地", "talent name")
+t("Curse the earth around you in a radius of %d for %d turns. Any who stand upon it are weakened, reducing the damage they inflict by %d%%", [[術者から範囲 %d の地面に %d ターン呪いをかけます。
+範囲に足を踏み入れた者は弱り、与ダメージが %d%% 低下します。]], "tformat")
+t("Choose Cursed Sentry", "呪いを込める", "talent name")
+t("Which weapon will be your sentry?", "どの武器に呪いを込めますか?", "_t")
+t("You cannot use %s without a weapon in your inventory!", "インベントリに武器を持っていないため、%sは使えない!", "logPlayer")
+t("animated %s", "生ける%s", "tformat")
+t("A weapon imbued with a living curse. It seems to be searching for its next victim.", "生ける呪いを受けた武器だ。次の獲物を探しているようだ。", "_t")
+t("#ffa0ff#%s returns to your bags!", "#ffa0ff#%sはかばんに戻っていった!", "logPlayer")
+t("Your animated sentry struggles for a moment and then returns to your inventory inexplicably.", "生ける武器は少しの間震え、不可解にもインベントリに戻っていった", "logPlayer")
+t("Cursed Sentry", "呪いの舞踏", "_t")
+t([[Instill a part of your living curse into a weapon in your inventory, and toss it nearby. This nearly impervious sentry will attack all nearby enemies for %d turns. When the curse ends, the weapon will drop to the ground.
+			Cursed Sentry attack speed (currently %d%%) will improve with talent level.
+			When you first select a weapon, it will be remembered and used as long as it's in your inventory. Use Choose Cursed Sentry talent to alter your selection.
+			At talent level 3, you get the ability to afflict powerful mundane objects (greater egos).
+			At talent level 5, you can corrupt artifacts.]], [[生ける呪いの一部を所持品の武器に流し込み、近くに投げます。
+呪われた武器は %d ターン近くの敵と戦います。
+効果が終了すると武器は地面に落下します。
+武器の攻撃速度(現在 %d%%)はタレントレベルに依存します。
+選択した武器はインベントリの中にある限り記憶されます。対象を変更したい場合には「呪いを込める」を使用してください。
+タレントレベル3からは、一般の装備品の中でも強力なもの(上級エゴ)を使用できます。
+タレントレベル5からは、アーティファクトも対象に出来ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed-form.lua"
+
+t("Unnatural Body", "超自然体", "talent name")
+t([[Your body's strength is fed by your hatred. This causes most forms of healing to be between 50%% effective (at 0 Hate) to 100%% effective (at 100+ Hate). In addition, after each kill, you store the waning life force to invigorate yourself, restoring %d life (limited by the foe's maximum life, up to a maximum of %d at any time).  You can heal no more than %0.1f life per turn this way, and it is not affected by your hatred level or other effects.
+		Healing from kills improves with your Willpower.]], [[憎悪により肉体の力が増幅されます。
+HP回復量が50%%(憎悪0)から100%%(憎悪100+)の間で変動します。
+さらに、敵を倒す毎に消えゆく生命力を取り込んで自身を癒し、HPを %d 回復します。(敵の最大HP依存, 最大 %d )
+この効果によって1ターンに %0.1f まで回復でき、この回復は憎悪による補正や他の効果を受けません。
+回復量は意志に依存します。]], "tformat")
+t("Relentless", "渇望", "talent name")
+t("Your thirst for blood drives your movements. You gain +%d%% confusion, fear, knockback and stun immunity.", [[血に飢えて敵に襲い掛かります。
+混乱、恐怖、ノックバック、スタン耐性が %d%% 上昇します。]], "tformat")
+t("Seethe", "激情", "talent name")
+t("You have learned to hold onto your hate and use your suffering to fuel your body's rage. Every turn you take damage, the damage you inflict increases, until it reaches a maximum of +%d%% after 5 turns. Any turn in which you do not take damage will reduce the bonus.", [[憎悪を保ち、痛みを怒りに転ずる術を学びました。
+毎ターンダメージを受ける度に与ダメージが上昇します。5ターンかけて最大の %d%% まで上昇します。
+ダメージを受けないターンを挟むとダメージボーナスは低下します。]], "tformat")
+t("Grim Resolve", "耐久の決意", "talent name")
+t("You rise to meet the pain that others would inflict on you. Every turn you take damage, your Strength and Willpower increase until they reach a maximum of +%d after 5 turns. Any turn in which you do not take damage will reduce the bonus. While in effect, your body also has a %d%% chance to overcome poisons and diseases each turn.", [[意を決して敵から受ける痛みに立ち向かいます。
+毎ターンダメージを受ける度に腕力と意志が5ターンかけて最大の +%d まで上昇します。
+ダメージを受けないターンを挟むと上昇分は低下します。
+効果中は毎ターン %d%% で毒か病気が治ります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed.lua"
+
+t("Your weapon yearns for its next victim.", "得物が次の獲物に飢えている。", "_t")
+t("slaughter", "虐殺", "_t")
+t("Each day, you lift your weary body and begin the unending hunt.", "来る日も疲れた体で終わりなき狩りを始める。", "_t")
+t("endless hunt", "狩猟", "_t")
+t("The battlefield is your home; death and confusion, your comfort.", "戦場は故郷である。死と混沌こそが安寧をもたらす。", "_t")
+t("strife", "闘争", "_t")
+t("All those in your sight must share your despair.", "目に映るもの全てに絶望を与えます。", "_t")
+t("gloom", "憂い", "_t")
+t("Let loose the hate that has grown within.", "内なる憎悪を解き放ちます。", "_t")
+t("rampage", "æš´èµ°", "_t")
+t("Track and kill your prey with single-minded focus.", "標的を追跡し、仕留めます。", "_t")
+t("predator", "捕殺", "_t")
+t("The powers of your foes feed your dark will.", "敵の力を吸収します。", "_t")
+t("dark sustenance", "吸収", "_t")
+t("Invoke the powerful force of your will.", "強大な意志の力を呼び覚まします。", "_t")
+t("force of will", "意志の力", "_t")
+t("Harness the power of darkness to envelop your foes.", "暗黒の力で敵を包み込みます。", "_t")
+t("darkness", "æš—é»’", "_t")
+t("Summon shadows from the darkness to aid you.", "闇より「影の僕」を召喚し、共に戦います。", "_t")
+t("shadows", "å½±", "_t")
+t("Your hate becomes punishment in the minds of your foes.", "憎悪によって敵の精神を攻撃します。", "_t")
+t("punishments", "報復", "_t")
+t("Harness your shadows to their full potential.", "影の真の力を引き出します。", "_t")
+t("one with shadows", "影と共に", "_t")
+t("Gain more direct control over your shadows with physical damage talents.", "影を直接操作して物理攻撃します。", "_t")
+t("advanced shadowmancy", "上級影魔法", "_t")
+t("Enhance the power of your mind with gestures.", "印を結び、精神力を高めます。", "_t")
+t("gestures", "印", "_t")
+t("You are wracked with the dark energies of the curse.", "呪われた闇のエネルギーによって変容します。", "_t")
+t("cursed form", "呪いの姿", "_t")
+t("The things you surround yourself with soon wither away.", "身の回りの全てを衰弱させます。", "_t")
+t("cursed aura", "呪いのオーラ", "_t")
+t("The effects of cursed objects.", "呪われたアイテムの効果です。", "_t")
+t("curses", "呪怨", "_t")
+t("Use the fear that lies at the heart of your curse to attack the minds of your enemies.", "心のうちに眠る恐怖を喚起し敵の精神を攻撃します。", "_t")
+t("cursed", "呪い", "talent category")
+t("fears", "恐怖", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/dark-figure.lua"
+
+t("Radiant Fear", "恐怖の存在", "talent name")
+t("You are too far to from the target!", "対象から遠く離れすぎている!", "logPlayer")
+t("Fear radiates from your target in a radius of %d for %d turns driving all others away.", "対象から範囲 %d に %d ターン恐怖を振り撒いて他の敵を逃げ惑わせます。", "tformat")
+t("Suppression", "抑制", "talent name")
+t("The time you have spent suppressing the curse has taught you self control. The duration of most non-magical effects are reduced by %d%%.", [[自身を蝕む呪いに抑制するうちに肉体を自由にコントロールできるようになりました。
+ほとんどの魔法以外の状態異常の持続時間が %d%% 短縮されます。]], "tformat")
+t("Cruel Vigor", "殺戮の活力", "talent name")
+t("You are invigorated by the death around you. Each life you take grants %d%% speed for %d more turns.", [[殺戮によって活性化します。
+敵を倒す度に %d ターン速度が %d%% 上昇します。]], "tformat", {2,1})
+t("Pity", "憐憫", "talent name")
+t("You hide your terrible nature behind a pitiful figure. Those that see you from a distance of %d will ignore you. If you attack or use a talent they will see you for what you are and pity will be deactivated.", [[残忍なる本性を隠し、同情を誘う姿に擬態します。
+範囲 %d 以上離れた敵が術者を無視するようになります。
+一度でも攻撃やタレントを使用すると、正体に気づかれ、「憐憫」は解除されます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/dark-sustenance.lua"
+
+t("Feed", "魂の吸収", "talent name")
+t("You can only gain sustenance from your foes!", "敵からしか生命力を吸えない!", "logPlayer")
+t([[Feed from the essence of your enemy. Draws %0.1f hate per turn from a targeted foe, as long as they remain in your line of sight.
+			If you aren't already feeding this will be automatically applied to the nearest enemy.
+		Hate gain improves with your Mindpower.]], [[敵の魂から力を得ます。
+視界上にいる限り毎ターン敵から憎悪を %0.1f 吸収します。
+「魂の吸収」を起動していない場合、自動的に最も近くの敵を対象にします。
+吸収量は精神パワーに依存します。]], "tformat")
+t("Devour Life", "生命食い", "talent name")
+t([[Devours life from the target of your feeding reducing their life regeneration by %d and adding half of that to yours.
+		Improves with your Mindpower.]], [[「魂の吸収」の対象の生命力を貪り、HP自然回復を %d 低下させ、その半分を自身に加えます。
+効果量は精神パワーに依存します。]], "tformat")
+t("Feed Power", "魂の力", "talent name")
+t([[Enhances your feeding by reducing your targeted foe's damage by %d%%, and increasing yours by the same amount.
+		Improves with your Mindpower.]], [[「魂の吸収」の対象の与ダメージを %d%% 低下させ、その分自身の与ダメージを強化します。
+効果量は精神パワーに依存します。]], "tformat")
+t("Feed Strengths", "魂の強化", "talent name")
+t([[Enhances your feeding by reducing your targeted foe's resistances, multiplying them by %0.2f and increasing your resistances by the amount drained. Resistance to "all" is not affected.
+		Improves with your Mindpower.]], [[「魂の吸収」の対象のそれぞれの耐性に %0.2f を掛け、吸収して自身の耐性をその分強化します。
+「全耐性」は影響を受けません。
+効果量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/darkness.lua"
+
+t("dark tendril", "闇の触手", "_t")
+t("The dark tendrils dissipate.", "「闇の触手」は消えた", "logSeen")
+t("The dark tendrils lash at %s.", "「闇の触手」が%sに襲い掛かった", "logSeen")
+t("Creeping Darkness", "這い寄る暗黒", "talent name")
+t("%s's creeping dark", "%sの這い寄る暗黒", "tformat")
+t([[Creeping dark slowly spreads from the target location and %d spots in a radius of %d around the targeted location. The dark deals %0.2f darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.
+		The damage will increase with your Mindpower. You do +%d%% damage to anything that has entered your creeping dark.]], [[指定地点から範囲 %d の %d 箇所から「這い寄る暗黒」が徐々に広がっていきます。
+「這い寄る暗黒」は範囲内の対象に毎ターン %d 暗黒ダメージを与え、「闇の視界」など魔法的な視界を持たない対象の視界を遮ります。
+「這い寄る暗黒」の中の対象に対して与ダメージが %d%% 上昇します。
+与ダメージは精神パワーに依存します。]], "tformat")
+t("Dark Vision", "闇の視界", "talent name")
+t([[Your eyes penetrate the darkness to find anyone that may be hiding there. This allows you to see through creeping darkness out to a radius of %d. You can also find your way through the darkness with greater speed (+%d%% movement into creeping darkness).
+		You do +%d%% damage to anything that has entered your creeping dark.]], [[闇の中を見通し、そこに潜むものを見つけ出します。
+範囲 %d の「這い寄る暗黒」を見通します。
+また、暗黒の中を高速で通り抜けられるようになります。(「這い寄る暗黒」内部で移動速度+ %d%%)
+「這い寄る暗黒」の中の対象に対して与ダメージが %d%% 上昇します。]], "tformat")
+t("Dark Torrent", "闇の奔流", "talent name")
+t([[Sends a torrent of searing darkness through your foes, doing %d damage. There is a 25%% chance the rushing darkness will blind them for 3 turns, and cause them to forget their target.
+		The damage will increase with your Mindpower. You do +%d%% damage to anything that has entered your creeping dark.]], [[焼けつく闇の奔流で敵を貫き %d ダメージを与えます。
+さらに、25%%で3ターン「盲目」状態にして攻撃対象を見失わせます。
+「這い寄る暗黒」の中の対象に対して与ダメージが %d%% 上昇します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Dark Tendrils", "闇の触手", "talent name")
+t([[Send tendrils of creeping dark out to attack your target, and pin them in the darkness for %d turns. Creeping dark will trail behind the tendrils as they move. The darkness does %d damage per turn.
+		The damage will increase with your Mindpower. You do +%d%% damage to anything that has entered your creeping dark.]], [[触手状の「這い寄る暗黒」を伸ばして対象を攻撃し、 %d ターン闇の中に捕えます。
+触手が通った跡には「這い寄る暗黒」が残ります。
+この暗黒は毎ターン %d ダメージを与えます。
+「這い寄る暗黒」の中の対象に対して与ダメージが %d%% 上昇します。
+ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/endless-hunt.lua"
+
+t("Stalk", "追跡", "talent name")
+t("#F53CBE#You are having trouble focusing on your prey!", "#F53CBE#標的を追跡できる状況ではない!", "logPlayer")
+t([[When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for %d turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
+		Bonus level 1: +%d Accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit
+		Bonus level 2: +%d Accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit
+		Bonus level 3: +%d Accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit
+		The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength.]], [[同じ敵に2ターン連続して近接攻撃すると、憎しみに我を失って対象を執拗に追跡するようになります。
+この効果は対象が死亡するか %d ターン持続します。
+追跡中は対象への攻撃にボーナスを得ます。対象に攻撃を繰り返すとこのボーナスは上昇し、攻撃しないターンを挟むと低下していきます。
+ボーナスレベル1: 命中 +%d 、近接ダメージ +%d%% 、標的に攻撃すると +%0.2f 憎悪/ターン
+ボーナスレベル2: 命中 +%d 、近接ダメージ +%d%% 、標的に攻撃すると +%0.2f 憎悪/ターン
+ボーナスレベル3: 命中 +%d 、近接ダメージ +%d%% 、標的に攻撃すると +%0.2f 憎悪/ターン
+命中増加量は意志に、近接ダメージ増加量は腕力に依存します。]], "tformat")
+t("Harass Prey", "いたぶる", "talent name")
+t("#F53CBE#%s's %s is disrupted!", "#F53CBE#%sの%sは妨害された!", "logSeen")
+t([[Harass your stalked victim with two quick attacks for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage each. Each attack that scores a hit disrupts one talent, rune or infusion for %d turns. Your opponent will be unnerved by the attacks, reducing the damage they deal by %d%% for %d turns.
+		Damage reduction increases with the Willpower stat.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[追跡中の標的に素早い二連撃を繰り出し、それぞれ %d%% (憎悪0)から %d%% (憎悪100+)ダメージを与えます。
+1回命中する毎に内蔵能力かタレント1種を %d ターンクールダウンさせます。
+対象の戦意が低下させ、 %d ターン与ダメージが %d%% 低下します。
+ダメージ低下量は意志に依存します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat", {1,2,3,5,4})
+t("Beckon", "おびきよせる", "talent name")
+t([[The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For %d turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting %d%% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by %d until they reach you.
+		The Spellpower and Mindpower reduction increases with your Willpower.]], [[対象の心に囁きかけて近くにおびき寄せます。
+対象は %d ターン他の対象を押しのけてでも間合いを詰めようとします。
+対象は %d%% で行動する代わりに移動しますが、精神パワーに対してセーブすることで効果を抑制することがあります。
+対象が大ダメージを受けると、「おびきよせる」は解除されることがあります。
+効果中は対象の集中が乱れ、術者の下に到達するまで魔法パワーと精神パワーが %d 低下します。
+パワー低下量は意志に依存します。]], "tformat")
+t("Surge", "殺意", "talent name")
+t([[Let hate fuel your movements. While active, you gain %d%% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
+		Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
+		Sustaining Surge while Dual Wielding grants %d additional Defense.
+		Movement speed and dual-wielding Defense both increase with the Willpower stat.]], [[憎しみに身を任せます。
+起動中は移動速度が %d%% 上昇しますが、猪突猛進になるため運が悪くなります。(運 -3)
+「横薙ぎ」「撃退」「殺意」は同時に起動できず、どれかを起動すると残り2つはクールダウンに入ります。
+二刀流している場合、回避が %d 上昇します。
+移動速度と回避上昇量は意志に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/fears.lua"
+
+t("Instill Fear", "恐怖の喚起", "talent name")
+t("%s resists the fear!", "%sは恐怖に抵抗した!", "logSeen")
+t("#F53CBE#%s resists the fear!", "#F53CBE#%sは「恐怖」に抵抗した!", "logSeen")
+t([[Instill fear in your foes within %d radius of a target location dealing %0.2f mind and %0.2f darkness damage and causing one of 4 possible fears that last for %d turns.
+		The targets can save vs your Mindpower to resist the effect.
+		Fear effects improve with your Mindpower.
+
+		Possible fears are:
+		#ORANGE#Paranoid:#LAST# Gives the target an %d%% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
+		#ORANGE#Despair:#LAST# Reduces mind resist, mindsave, armour and defence by %d.
+		#ORANGE#Terrified:#LAST# Deals %0.2f mind and %0.2f darkness damage per turn and increases cooldowns by %d%%.
+		#ORANGE#Haunted:#LAST# Causes the target to suffer %0.2f mind and %0.2f darkness damage for each detrimental mental effect every turn.
+		]], [[指定位置から範囲 %d の敵を恐怖させ、 %0.2f 精神ダメージと %0.2f 暗黒ダメージを与え、 %d ターン4種の恐怖効果の1つを付与します。
+対象は術者の精神パワーに対してセーブ判定を行います。
+恐怖の効果量は精神パワーに依存します。
+恐怖の内容は:
+#ORANGE#パラノイア:#LAST# %d%% で近くの対象に敵味方の区別なく物理攻撃を仕掛けます。命中すると、その対象もパラノイアにかかります。
+#ORANGE#絶望:#LAST# 精神耐性、精神セーブ、アーマー、回避が %d 低下します。
+#ORANGE#恐怖:#LAST# 毎ターン %0.2f 精神ダメージと %0.2f 暗黒ダメージを与え、クールダウンを %d%% 増加させます。
+#ORANGE#憑依:#LAST# 毎ターン、悪性精神状態異常1種につき %0.2f 精神ダメージと %0.2f 暗黒ダメージを与えます。]], "tformat")
+t("Heighten Fear", "怯えの術", "talent name")
+t([[Heighten the fears of those near to you. Any foe you attempt to inflict a fear upon and who remains in a radius of %d and in sight of you for %d (non-consecutive) turns, will take %0.2f mind and %0.2f darkness damage and gain a new fear that lasts for %d turns.
+			This effect completely ignores fear resistance, but can be saved against.]], [[周囲の恐怖心を喚起します。
+術者の視界内の範囲 %d に(累計) %d ターン留まった敵に恐怖効果を与え、 %0.2f 精神ダメージと %0.2f 暗黒ダメージと %d ターン新たな恐怖効果を与えます。
+この効果は恐怖耐性を完全に無視しますが、セーブによる抵抗判定があります。]], "tformat")
+t("Tyrant", "支配", "talent name")
+t([[Impose your tyranny on the minds of those who fear you. When a foe gains a new fear, you have a %d%% chance to increase the duration of their heightened fear and one random existing fear effect by %d turns, to a maximum of 8 turns.
+		Additionally, you gain %d Mindpower and Physical power for 5 turns every time you apply a fear, stacking up to %d times.]], [[怯える相手を威圧します。
+敵に恐怖効果を与えるとき、 %d%% で「畏怖」とランダムな1種の恐怖効果が %d ターン延長されます。(最大8ターンまで)
+さらに、恐怖効果を与える度に5ターン精神パワーと物理パワーが %d 上昇します。( %d 回まで重複)]], "tformat")
+t("Panic", "恐慌", "talent name")
+t("#F53CBE#%s ignores the panic!", "#F53CBE#%sは「恐慌」を無視した!", "logSeen")
+t("#F53CBE#%s resists the panic!", "#F53CBE#%sは「恐慌」に抵抗した!", "logSeen")
+t("Panic your enemies within a range of %d for %d turns. Anyone who fails to make a mental save against your Mindpower has a %d%% chance each turn of trying to run away from you.", [[範囲 %d の敵を %d ターン「恐慌」状態にします。
+術者の精神パワーに対する精神セーブに失敗した対象は毎ターン %d%% で術者から逃げようとします。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/force-of-will.lua"
+
+t("Willful Strike", "憎悪の一撃", "talent name")
+t("#Source# was blasted %d spaces into #Target#!", "#Source#は%dマス吹き飛んで#Target#に衝突した!", "logCombat")
+t("#Source# was blasted into #Target#!", "#Source#は#Target#に衝突した!", "logCombat")
+t("%s was smashed back %d spaces!", "%sは%dマス吹き飛んだ!", "logSeen")
+t("%s was smashed!", "%sは吹き飛んだ!", "logSeen")
+t("%s was blasted back %d spaces!", "%sは%dマス吹き飛んだ!", "logSeen")
+t([[Focusing your hate, you strike your foe with unseen force for %d damage and %d knockback.
+		In addition, your ability to channel force with this talent increases all critical damage by %d%% (currently: %d%%)
+		Damage increases with your Mindpower.]], [[憎悪を集中させて、不可視の力で敵に %d ダメージを与えて %d マスノックバックします。
+さらに、不可視の力の操作に習熟して、クリティカル倍率が %d%% 上昇します。(現在値: %d%% )
+ダメージは精神パワーに依存します。]], "tformat")
+t("Deflection", "ディフレクト", "talent name")
+t("Deflection (%d)", "ディフレクト (%d)", "tformat")
+t("You have deflected %d incoming damage!", "%dダメージをディフレクトした!", "logPlayer")
+t([[Create a barrier that siphons hate from you at the rate of 0.2 a turn. The barrier will deflect 50%% of incoming damage with the force of your will, up to %d damage. The barrier charges at a rate of 1/%d of its maximum charge per turn.
+		In addition, your ability to channel force with this talent increases all critical damage by %d%% (currently: %d%%)
+		The maximum damage deflected increases with your Mindpower.]], [[術者の憎悪を毎ターン0.2ずつ吸収するバリアを生成します。
+バリアは最大 %d ダメージまで被ダメージの50%%を逸らします。
+バリアの強度は毎ターン1/%dずつ回復します。
+さらに、不可視の力の操作に習熟して、クリティカル倍率が %d%% 上昇します。(現在値: %d%% )
+バリアの強度は精神パワーに依存します。]], "tformat")
+t("Blast", "怒りの爆発", "talent name")
+t([[You rage coalesces at a single point, and then explodes outward, blasting enemies within a radius of %d in all directions. The blast causes %d damage and %d knockback at the center, that decreases with distance. Anyone caught in the explosion will also be dazed for 3 turns.
+		In addition, your ability to channel force with this talent increases all critical damage by %d%% (currently: %d%%)
+		Damage increases with your Mindpower.]], [[怒りを一点に集中し、解き放って範囲 %d の敵全員に攻撃します。
+中心に %d ダメージを与えて %d マスノックバックします。
+中心点から離れるほど効力は弱まります。
+爆発を受けた対象は3ターン「朦朧」状態になります。
+さらに、不可視の力の操作に習熟して、クリティカル倍率が %d%% 上昇します。(現在値: %d%% )
+ダメージは精神パワーに依存します。]], "tformat")
+t("Unseen Force", "不可視の力", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/gestures.lua"
+
+t("Gesture of Pain", "苦痛の印", "talent name")
+t("You require two free or mindstar-equipped hands to use Gesture of Pain.", "「苦痛の印」の起動には両手が素手かマインドスターを持っている必要がある", "logPlayer")
+t("%s resists the Gesture of Pain.", "%sは「苦痛の印」に抵抗した", "logSeen")
+t("#F53CBE#You revel in attacking a weakened foe! (+%d hate)", "#F53CBE#弱った獲物を追い詰めた!(+%d 憎悪)", "logPlayer")
+t([[Use a gesture of pain in place of a normal attack to assault the minds of your enemies, inflicting between %0.1f and %0.1f mind damage. If the attack succeeds, there is a %d%% chance to stun your opponent for 3 turns.
+		This strike replaces your melee physical and checks your Mindpower against your opponent's Mental Save, and is thus not affected by your Accuracy or the enemy's Defense. The base damage (doubled) and the critical chance of any Mindstars equipped are added in when this attack is performed.
+		This talent requires two free or mindstar-equipped hands and has a 25%% chance to inflict brainlock, which can critically hit. The damage will increase with your Mindpower.
+		If attacking with two mindstars the attack will trigger their proc effects, if any.
+		Mindstars bonuses from damage and physical criticals: (+%d damage, +%d critical chance)]], [[通常攻撃の代わりに「苦痛の印」を用いて敵の精神を攻撃し、 %0.1f から %0.1f 精神ダメージを与えます。
+命中すると対象を %d%% で3ターン「スタン」させます。
+この攻撃は近接物理攻撃の代わりに行われ、精神パワーと精神セーブを用いた判定となるため、命中や回避は影響しません。
+装備中のマインドスターの基礎ダメージの2倍とクリティカル率が参照されます。
+このタレントは素手か2つのマインドスターを装備しているときに使用でき、25%%で「ブレインロック」が発動し、クリティカルヒットも発動します。
+ダメージは精神パワーに依存します。
+マインドスターを2つ装備している場合、マインドスターの命中時効果も発生します。
+マインドスターの補正: (+%d ダメージ, +%d クリティカル率)]], "tformat")
+t("Gesture of Malice", "悪意の印", "talent name")
+t([[Enhance your Gesture of Pain with a malicious curse that causes any victim that is struck to have all resistances lowered by %d%% for %d turns.
+		]], [[悪意を込めて「苦痛の印」を強化します。
+「苦痛の印」で %d ターン攻撃した対象の全耐性を %d%% 低下させます。]], "tformat", {2,1})
+t("Gesture of Power", "力の印", "talent name")
+t([[Enhance your mental attacks with a single gesture. You gain +%d mindpower and +%d%% chance to inflict critical damage with mind-based attacks (current chance is %d%%).
+		Requires two free or mindstar-equipped hands; does not require Gesture of Pain to be sustained.]], [[簡単な印で精神攻撃を強化します。
+精神攻撃をする際の精神パワーが %d 、クリティカル率が %d%% 増加します。(現在 %d%% )
+素手か2つのマインドスターを装備しているときのみ効果を発揮します。
+「苦痛の印」を起動している必要はありません。]], "tformat")
+t("Gesture of Guarding", "防御の印", "talent name")
+t("#F53CBE##Source# lashes back at #Target#!", "#Source#は#Target#に反撃した!", "logCombat")
+t([[You guard against melee damage with a sweep of your hand. So long as you can use Gestures (Requires two free or mindstar-equipped hands), you deflect up to %d damage (%0.1f%% of your best free hand melee damage) from up to %0.1f melee attack(s) each turn (based on your cunning). Deflected attacks cannot be crits.
+		If Gesture of Pain is active, you also have a %0.1f%% chance to counterattack.]], [[近接攻撃を片手で払いのけます。
+印が使用可能ならば(素手か2つのマインドスターを装備しているとき)近接攻撃を %d ダメージ(素手近接ダメージの最高値の %0.1f%% )阻止します。
+受け流しは1ターンに %0.1f 回まで発生します。(賢さに依存)
+防御に成功するとクリティカルを受けなくなります。
+「苦痛の印」が起動しているなら、 %0.1f%% で反撃を行います。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/gloom.lua"
+
+t("Gloom", "憂鬱", "talent name")
+t("#F53CBE#Your heart hardens as a powerful foe enters your gloom! (+%d hate)", "#F53CBE#強敵の気配に殺意が高まる!(+%d 憎悪)", "logPlayer")
+t([[A terrible gloom surrounds you, affecting all those who approach to within radius 3. At the end of each game turn, those caught in your gloom must save against your Mindpower, or have a %d%% chance to suffer from slowness (30%%), stun or confusion (30%%) for %d turns.
+		The chance increases with your mind speed.
+		This ability is innate, and carries no cost to activate or deactivate.
+		Each point in Gloom talents increases your Mindpower (current total: %d).]], [[「憂鬱」のオーラが周囲を取り巻き、術者から範囲3に踏み込んだ者にオーラの影響を与えます。
+ゲームターンの終わりに、オーラに囚われた対象は術者の精神パワーに対してセーブ判定を行います。
+判定に失敗すると %d%% で %d ターン減速(30%%)、スタン、混乱(30%%)のいずれかを受けます。
+確率は精神速度に依存します。
+このタレントはクラスの特性であるため、起動や解除にリソースを消費しません。
+「憂鬱」ツリーに1ポイント振るごとに、精神パワーが上昇します。(現在の合計: %d)]], "tformat")
+t("Weakness", "弱化", "talent name")
+t([[Each turn, those caught in your gloom must save against your Mindpower, or have a %d%% chance to be crippled by fear for %d turns, reducing damage they inflict by %d%%. The first time you melee strike a foe after they have been weakened will give you %d hate.
+		The chance increases with your mind speed.
+		Each point in Gloom talents increases your Mindpower (current total: %d).]], [[毎ターン「憂鬱」の範囲内の対象は術者の精神パワーに対してセーブ判定を行い、判定に失敗すると %d%% で %d ターン恐怖に支配され与ダメージが %d%% 低下します。
+この効果を受けた対象に攻撃すると、1回だけ憎悪が %d 回復します。
+確率は精神速度に依存します。
+「憂鬱」ツリーに1ポイント振るごとに、精神パワーが上昇します。(現在の合計: %d)]], "tformat")
+t("Mindrot", "精神腐食", "talent name")
+t([[Every time you act, all enemies in your gloom take %0.2f mind damage and %0.2f darkness damage.
+		The damage scales with your Mindpower.
+		Each point in Gloom talents increases your Mindpower (current total: %d).]], [[行動する度に、「憂鬱」の範囲内の敵全てに %0.2f 精神ダメージと %0.2f 暗黒ダメージを与えます。
+ダメージは精神パワーに依存します。
+「憂鬱」ツリーに1ポイント振るごとに、精神パワーが上昇します。(現在の合計: %d)]], "tformat")
+t("Sanctuary", "聖域", "talent name")
+t([[Your gloom has become a sanctuary from the outside world. Damage from any attack that originates beyond the boundary of your gloom is reduced by %d%%.
+		Each point in Gloom talents increases your Mindpower (current total: %d).]], [[「憂鬱」が外界を隔てる聖域と化します。
+「憂鬱」の範囲外からの攻撃のダメージを %d%% 低下させます。
+「憂鬱」ツリーに1ポイント振るごとに、精神パワーが上昇します。(現在の合計: %d)]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/one-with-shadows.lua"
+
+t("Shadow Senses", "影の感知", "talent name")
+t([[Your awareness extends to your shadows.
+		You always know exactly where your shadows are and can perceive any foe within %d tiles of their vision.]], [[「影の僕」と感覚を共有します。
+「影の僕」の位置が常時分かるようになり、それぞれの視界内の範囲 %d の敵を感知できるようになります。]], "tformat")
+t("Shadows Empathy", "影の共感", "talent name")
+t([[You empathy with your shadows causes the line between you and your shadows to blur.
+		You lose %d%% light resistance, but gain %d%% darkness resistance and affinity. You also gain %0.2f%% all resistance for each shadow in your party.]], [[影と繋がり、自身と影の境界を曖昧にします。
+閃光耐性が %d%% 減少し、暗黒耐性と吸収が %d%% 上昇します。
+さらに、配下の「影の僕」1体につき全耐性 %0.2f%% が上昇します。]], "tformat")
+t("Shadow Transposition", "影の転移", "talent name")
+t([[Observers find it difficult to tell you and your shadows apart.
+		You can target a shadow in radius %d and instantly trade places with it.
+		%d random negative physical or magical effects are transferred from you to the chosen shadow in the process.]], [[術者と影の見分けがつかなくなります。
+範囲 %d 以内の「影の僕」を指定して即座に位置を入れ替えます。
+その際に自身のランダムな %d 種の物理、魔法系の悪性状態異常を「影の僕」に転嫁します。]], "tformat")
+t("Shadow Decoy", "影の囮", "talent name")
+t("#GOLD#(%d decoy)#LAST#", "#GOLD#(%d å›®)#LAST#", "tformat")
+t("#GOLD#%d decoy#LAST#", "#GOLD#%d å›®#LAST#", "tformat")
+t([[Your shadows guard you with their lives.
+		When you would receive a fatal blow, you instantly transpose with a random shadow that takes the blow instead, putting this talent on cooldown.
+		For the next 4 turns you only die if you reach -%d life.
+		Effect increases with Mindpower.]], [[「影の僕」が身を挺して術者を守ります。
+死亡するようなダメージを受けた際、ランダムな「影の僕」を身代わりにしてダメージを受けさせ、このタレントがクールダウンに入ります。
+そして、4ターンHPが -%d になるまで死亡しなくなります。
+効果量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/predator.lua"
+
+t("Predator", "プレデター", "talent name")
+t("Improve your predation by learning from past hunts. You gain %0.2f accuracy and %0.2f armor penetration against foes for each foe of that type you have previously slain, to a maximum of %d accuracy and %d apr.", [[狩りの経験によって捕食技能を高めます。
+敵を倒す度にその種族に対し命中が %0.2f 、アーマー貫通が %0.2f ずつ上昇します。
+(最大で命中+ %d アーマー貫通+ %d )]], "tformat")
+t("Savage Hunter", "残忍なる狩人", "talent name")
+t("%s's cursed miasma", "%sの呪いの瘴気", "tformat")
+t([[Upon making a critical melee attack the savagery of your predation causes a Cursed Miasma to begin permeating your hunting grounds.
+		The miasma will seep from %d locations, including your own, within radius %d, deals %0.2f damage split between Darkness and Mind and blocks sight.
+		Prey lost within your miasma have a %d%% chance to lose track of you and may mistake friends for foe.
+		Savage Hunter costs #ffa0ff#8 Hate#LAST# on trigger and does not trigger when you're in Cursed Miasma.]], [[近接攻撃がクリティカルヒットすると「呪いの瘴気」が狩場に広がります。
+瘴気は自身の足元を含めた %d 箇所から範囲 %d に広がり、 %0.2f ダメージ(暗黒属性と精神属性に分割)を与え視界を遮ります。
+瘴気内の標的は %d%% で術者の位置を見失い、誤って味方を攻撃します。
+「残忍なる狩人」は発動に#ffa0ff#憎悪8#LAST#を消費し、既に「呪いの瘴気」の中にいる場合発動しません。]], "tformat")
+t("Shrouded Hunter", "狩人の帳", "talent name")
+t([[While shrouded in cursed miasma you gain stealth (%d power) and %d physical power.
+		The stealth power and physical power will increase with your mindpower.]], [[「呪いの瘴気」の中にいると隠密 (%d パワー)と物理パワー %d を得ます。
+隠密強度と物理パワー上昇量は精神パワーに依存します。]], "tformat")
+t("Mark Prey", "標的を決める", "talent name")
+t("Focus your predation on the most worthy prey. Upon entering a level for the first time, up to %d foes are marked as your prey. You gain vision of them, wherever they are. Additionally, all damage you receive from their subtype is reduced by %d%%.", [[狩りに値する標的に狙いを定めます。
+階層を初めて訪れたとき、 %d 体までの敵を標的にします。
+その標的の視界を得て、標的の種族から受けるダメージが %d%% 減少します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/primal-magic.lua"
+
+t("Arcane Bolts", "魔力のボルト", "talent name")
+t([[Each turn for 4 turns you fire a bolt of arcane energy at your nearest enemy inflicting %d damage.
+		The damage will increase with the Magic stat.]], [[4ターンの間、毎ターン最も近くの敵に魔力のボルトを発射して %d ダメージを与えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Displace", "姿くらまし", "talent name")
+t("Selects a displacement location...", "どこに姿をくらまそうか…", "logPlayer")
+t("Your attempt to displace fails!", "「姿くらまし」は失敗した!", "logSeen")
+t("Instantaneously displace yourself within line of sight up to 3 squares away.", "瞬時に視界上の範囲3に移動します。", "tformat")
+t("Primal Skin", "プライマルスキン", "talent name")
+t([[Years of magic have permeated your skin leaving it resistant to the physical world. Your armor is increased by %d.
+		The bonus will increase with the Magic stat.]], [[幾年もの間、魔力に触れて肌が物質界のものに耐性を持つようになりました。
+アーマーが %d 上昇します。
+上昇量は魔力に依存します。]], "tformat")
+t([[Bathes the target in raw magic inflicting %d damage. Such wild magic is difficult to control and if you fail to keep your wits you will be confused for 4 turns.
+		The damage will increase with the Magic stat.]], [[対象に純魔力を浴びせ %d ダメージを与えます。
+粗暴な魔法であるため制御が難しく、暴発して4ターン混乱することがあります。
+ダメージは魔力に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/punishments.lua"
+
+t("Reproach", "怨念", "talent name")
+t([[You unleash your hateful mind on any who dare approach you, inflicing %d mind damage. The attack will hit multiple targets, but each additional target will further reduce damage by %d%%.
+		25%% chance to brainlock. The damage increases with your Mindpower.]], [[立ち向かってくる者に怨念を解き放ち、 %d 精神ダメージを与えます。
+この攻撃は複数回当たり、ダメージが %d%% ずつ減衰していきます。
+25%%で「ブレインロック」が発生します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Hateful Whisper", "憎悪のささやき", "talent name")
+t([[Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer %d mind damage and feed you %d hate. For the first %d turns, the whisper will travel from the original victim to a new one within a range of %0.1f. Every victim of the whisper has a %d%% chance of spreading it to another victim every turn.
+		25%% chance to brainlock. The damage increases with your Mindpower.]], [[憎悪に満ちたささやきを敵に送り込みます。
+このささやきを聞いた対象に %d 精神ダメージを与え、術者の憎悪が %d 回復します。
+その後 %d ターンの間、憎悪のささやきは犠牲者の距離 %0.1f 内の敵1体に伝播します。
+そして毎ターン %d%% でささやきを受けている敵から別の敵へと広がっていきます。
+25%%で「ブレインロック」が発生します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Agony", "苦悶", "talent name")
+t([[Unleash agony upon your target. The pain will grow over the course of %d turns. The first turn will inflict %d damage, and slowly increase to %d on the last turn (%d total).
+		25%% chance of brainlock. The damage will increase with your Mindpower.]], [[対象に苦悶を浴びせます。
+苦痛が %d ターンかけて増大していきます。
+第一ターンに %d ダメージを与え、徐々に増加して最終ターンには %d ダメージを与えます。(合計 %d )
+25%%で「ブレインロック」が発生します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Madness", "ç‹‚æ°—", "talent name")
+t("Every time you inflict mind damage, there is a %d%% chance that your foe must save against your Mindpower or go mad. Madness can cause them to become confused, slowed or stunned for 3 turns, and lowers resistance to mind damage by %d%%.", [[精神ダメージを与える度に対象が %d%% で術者の精神パワーに対して抵抗判定を行うようになります。
+判定に失敗した対象は狂気に囚われ、3ターン混乱、減速、スタンのいずれかの状態になり、精神耐性が %d%% 低下します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/rampage.lua"
+
+t("Rampage", "æš´èµ°", "talent name")
+t("You are already rampaging!", "既に暴走している!", "logPlayer")
+t([[You enter a terrible rampage for %d turns (up to a maximum of %d turns), destroying everything in your path. Starting a rampage is instantaneous. You may also enter a rampage (50%% chance) when you are hit for more than 8%% of your max life. 
+		Any talent, rune or infusion you use while rampaging becomes a distraction, and reduces the duration of the rampage by 1. Your first movement while rampaging increases the rampage duration by 1.
+		Rampage Bonus: +%d%% movement speed.
+		Rampage Bonus: +%d%% attack speed.
+		Rampage Bonus: +%d%% mind speed.]], [[%d ターン「暴走」状態になり(最大 %d ターン)邪魔する者を粉砕します。
+このタレントの起動にはターンを消費しません。
+また、最大HPの8%%を超えるダメージを受けた時に50%%で自動的に暴走します。
+暴走中にタレント、ルーン、ハーブを使用すると怒りが薄れ、持続時間が1減少します。
+暴走中に移動すると一度だけ持続時間が1増加します。
+暴走ボーナス: +%d%% 移動速度、+%d%% 攻撃速度、+%d%% 精神速度]], "tformat")
+t("Brutality", "無慈悲", "talent name")
+t([[You attack with mindless brutality. The first critical hit inflicted while rampaging increases the rampage duration by 1.
+		Rampage Bonus: Your physical damage increases by %d%%.
+		Rampage Bonus: Your Physical Save increases by %d and Mental Save increases by %d.]], [[無慈悲に攻撃します。
+暴走中にクリティカルヒットが発生すると一回だけ「暴走」の持続時間が1増加します。
+暴走ボーナス: 物理ダメージが %d%% 、物理セーブが %d 、精神セーブが %d 上昇]], "tformat")
+t("Tenacity", "屈強", "talent name")
+t([[Nothing will stop your rampage.
+		Rampage Bonus: You shrug off up to %d damage each turn during your rampage. If you shrug off more than %d damage, the rampage duration increases by 1.
+		The amount of damage you can shrug off improves with your Strength.]], [[暴走が止まらなくなります。。
+暴走ボーナス: 暴走中は毎ターン最大 %d ダメージまでを無効化します。無効化量が %d を超えると一度だけ暴走の持続時間が1増加します。
+無効化可能なダメージ量は腕力に依存します。]], "tformat")
+t("Slam", "叩き潰す", "talent name")
+t("You must be rampaging to use this talant.", "このタレントは「暴走」状態でないと使えない", "logPlayer")
+t("#F53CBE#%s slams %s!", "#F53CBE#%sは%sを叩き潰した!", "logSeen")
+t("#F53CBE#%s resists the stunning blow!", "#F53CBE#%sは「スタン」に抵抗した!", "logSeen")
+t("#F53CBE#Your rampage is invigorated by the collosal slam! (+1 duration)", "#F53CBE#敵を叩き潰し、さらに暴走した!(+1 持続ターン)", "logPlayer")
+t([[While rampaging, you slam up to %d adjacent opponents, stunning them for %d turns and damaging them for between %d and %d physical damage. Your first slam of at least two opponents increases the rampage duration by 1.
+		Damage increases with your Physical Power.]], [[暴走中に隣接する敵を最大 %d 体まで叩き潰し %d ターンスタンさせて %d から %d の物理ダメージをを与えます。
+二体以上の敵を叩き潰すと一度だけ暴走の持続時間が1増加します。
+ダメージは物理パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/shadows.lua"
+
+t("Fade", "姿隠し", "talent name")
+t("You fade from sight, making you invulnerable until the beginning of your next turn.", "視界から姿を隠し、次のターンまでダメージを受けなくなります。", "tformat")
+t("Phase Door", "次元の扉", "talent name")
+t("Teleports you within a small range.", "短距離テレポートをします。", "tformat")
+t("Blindside", "急襲", "talent name")
+t("With blinding speed you suddenly appear next to a target up to %d spaces away and attack for %d%% damage.", "距離 %d まで眼にも止まらぬ速さで対象との間合いを詰め、攻撃して %d%% ダメージを与えます。", "tformat")
+t("Shadow Lightning", "影の電撃", "talent name")
+t([[Strikes the target with a spark of lightning doing %0.2f to %0.2f damage (%0.2f average).
+		The damage will increase with the Magic stat]], [[電撃で対象を攻撃し、 %0.2f から %0.2f ダメージ(平均 %0.2f)を与えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Shadow Flames", "影の火炎", "talent name")
+t([[Bathes the target in flames doing %0.2f damage
+		The damage will increase with the Magic stat]], [[対象を炎で呑み込んで %0.2f ダメージを与えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Reform", "影の復活", "talent name")
+t("When a shadow is hit and killed, there is a %d%% chance it will reform unhurt.", "「影の僕」が攻撃を受けて死亡した際に %d%% で完全復活します。", "tformat")
+t("Call Shadows", "影の召喚", "talent name")
+t("Your hate is too low to call another shadow!", "憎悪が足りず、影を作り出せない!", "logPlayer")
+t("Summon", "召喚", "_t")
+t([[While this ability is active, you will continually call up to %d level %d shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level %d), Blindside their opponents (level %d), and Phase Door from place to place.
+		Shadows ignore %d%% of the damage dealt to them by their master.]], [[起動中は最大 %d 体までレベル %d の「影の僕」を召喚し共に戦います。
+1体召喚する毎に憎悪を5消費します。
+影の戦闘能力は低いですが、以下の能力を持ちます。
+「魔力の再構築」で回復します。(レベル %d)
+「影渡り」を敵に使用します。(レベル %d)
+「影の扉」で転移を繰り返します。
+また、「影の僕」は主から受けるダメージが %d%% 低下します。]], "tformat")
+t("Shadow Warriors", "影の戦士", "talent name")
+t("Instill hate in your shadows, strengthening their attacks. They gain %d%% extra Accuracy and %d%% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level %d, %d%% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (%d turn cooldown).", [[「影の僕」に憎悪を注ぎこみ、攻撃能力を強化します。
+「影の僕」の命中が %d%% 、与ダメージが %d%% 上昇します。
+「影の僕」は苛烈に敵を攻撃するようになり、「支配」のタレントを使用し、対象の被ダメージを4ターン上昇させます。(レベル %d、距離1で確率 %d%%)
+また、攻撃を受けた際に「影隠し」を発動するようになり、次のターンまであらゆるダメージを無効化します。(クールダウン %d ターン)]], "tformat")
+t("Shadow Mages", "影の魔術師", "talent name")
+t([[Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of %d to their Spellpower.
+		Your shadows can strike adjacent foes with Lightning (level %d, %d%% chance at range 1).
+		At level 3 your shadows can sear their enemies from a distance with Flames (level %d, %d%% chance at range 2 to 6).
+		At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50%% chance).]], [[「影の僕」に魔力を注ぎ込み邪悪な魔法を行使できるようにします。
+「影の僕」の魔法パワーが %d 増加します。
+隣接した敵に対して「影の電撃」で攻撃するようになります。(レベル %d 距離1で確率 %d%%)
+レベル3からは「影の火炎」で遠くの敵を焼き尽くします。(レベル %d, 距離2から6で %d%%).
+レベル5からは撃破された際に「影の復活」を試み、完全復活します。(確率50%%)]], "tformat")
+t("Focus Shadows", "影の集中", "talent name")
+t("#PINK#The shadows converge on #Target#!", "#PINK##Target#に影が集まった!", "logCombat")
+t("There are no shadows to heed the call!", "呼びかけに応える影がいない!", "logPlayer")
+t("#PINK#The shadows form around #Target#!", "#PINK##Target#の周りで影が実体化した!", "logCombat")
+t("Their are no shadows to heed the call!", "呼びかけに応える影がいない!", "logPlayer")
+t([[Focus your shadows on a single target. Friendly targets will be defended for %d turns. Hostile targets will be attacked, with a %d%% chance the shadows will blindside the target.
+		If you have less than maximum shadows available, they will automatically be summoned before focusing.
+		This talent has no cost.]], [[「影の僕」の攻撃対象を集中させます。
+友好的な対象を選択した場合「影の僕」は %d ターン対象を守ります。
+敵対する対象の場合は集中攻撃し、 %d%% で「影渡り」を使用します。
+現在保持している影の数が最大値に満たない場合、実行前に自動的に召喚します。
+このタレントは発動には憎悪を消費しません。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/slaughter.lua"
+
+t("Slash", "斬撃", "talent name")
+t([[You slash wildly at your target for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage.
+		At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by %d%% for %d turns. The effect will stack.
+		The damage multiplier increases with your Strength.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[対象を切り伏せて %d%% (憎悪0)から %d%% (憎悪100+)ダメージを与えます。
+レベル3からは傷口から呪いを流し込み、 %d ターンHP回復倍率を %d%% 低下させます。
+この効果は累積します。
+ダメージ倍率は腕力に依存します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat", {2,1})
+t("Frenzy", "狂乱連撃", "talent name")
+t([[Assault nearby foes with 4 fast attacks for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
+		At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by %d for 4 turns.
+		The damage multiplier and Defense reduction increase with your Strength.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[周囲の敵に高速四連撃を放ち、それぞれ %d%% (憎悪0)から %d%% (憎悪100+)ダメージを与えます。
+「追跡」中の対象を優先して攻撃します。
+レベル3からは猛攻撃に対象が怯み、4ターン回避が %d 低下します。
+ダメージ倍率と回避低下量は腕力に依存します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat")
+t("Reckless Charge", "突撃", "talent name")
+t("#Source# knocks back #Target#!", "#Source#は#Target#をノックバックした!", "logCombat")
+t("#Target# blocks #Source#!", "#Target#は#Source#をブロックした!", "logCombat")
+t("Charge through your opponents, attacking anyone near your path for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage. %s opponents may be knocked away from your path. You can attack a maximum of %d times, and can hit targets along your path more than once.", [[敵に向かって突撃し、経路付近にいる敵に %d%% (憎悪0)から %d%% (憎悪100+)ダメージを与えます。
+サイズが %s 以下の対象を吹き飛ばします。
+最大 %d 回攻撃し、経路上の対象に複数回攻撃することがあります。]], "tformat")
+t("Cleave", "横薙ぎ", "talent name")
+t("#Source# cleaves through #Target#!", "#Source#は#Target#を薙ぎ払った!", "logCombat")
+t([[While active, every swing of your weapon strikes strikes other adjacent enemies for %d%% (at 0 hate) to %d%% (at 100 hate) physical damage. The recklessness of your attacks brings you bad luck (luck -3).
+		Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
+		Cleave will deal 25%% additional damage while using a two-handed weapon.
+		The Cleave damage increases with your Strength.]], [[起動中は攻撃する度に隣接する別の敵へ追加攻撃し %d%% (憎悪0)から %d%% (憎悪100+)物理ダメージを与えます。
+猪突猛進になるため運が悪くなります。(運 -3)
+「横薙ぎ」「撃退」「殺意」は同時に起動できず、どれかを起動すると残り2つはクールダウンに入ります。
+両手武器を装備している場合は25%%追加ダメージを与えます
+追加攻撃のダメージは腕力に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/strife.lua"
+
+t("Dominate", "威圧", "talent name")
+t([[Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for %d turns and vulnerable to attacks. They will lose %d Armour, %d Defense and your attacks will gain %d%% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
+		Effects will improve with your Willpower.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[近くの敵を圧倒的な存在感で威圧します。
+対象は精神パワーに対して対抗判定を行い、失敗すると %d ターン「移動不能」になり、アーマーが %d 、回避が %d 低下し、術者の対象への攻撃が耐性を %d%% 貫通するようになります。
+対象に隣接している場合、近接攻撃を仕掛けながら使用します。
+効果量は意志に依存します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat")
+t("Preternatural Senses", "超感覚", "talent name")
+t([[Your preternatural senses aid you in your hunt for the next victim. You sense foes in a radius of %0.1f. You will always sense a stalked victim in a radius of 10.
+		Also increases stealth detection by %d and invisibility detection by %d.
+		Stealth and invisibility detection improves with your Willpower]], [[超常的な感覚で次の獲物を探し求めます。
+範囲 %0.1f の敵を感知します。
+範囲10以内の「追跡」の対象を常に感知します。
+さらに、隠密看破が %d 、透明視が %d 上昇します。
+隠密看破と透明視の増加量は意志に依存します。]], "tformat")
+t("Blindside", "急襲", "talent name")
+t("The blindside fizzles!", "「急襲」はくすぶった!", "logSeen")
+t([[With blinding speed, you suddenly appear next to a target up to %d spaces away and attack for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you %d extra Defense for 1 turn.
+		The Defense boost improves with your Strength.]], [[目にも止まらぬ速さで間合いを詰めて(射程 %d)攻撃し、 %d%% (憎悪0)から %d%% (憎悪100+)ダメージを与えます。
+突如姿を現すため敵は怯み、術者の回避が1ターン %d 上昇します。
+回避上昇量は腕力に依存します。]], "tformat")
+t("Repel", "撃退", "talent name")
+t([[Rather than hide from the onslaught, you face down every threat. While active you have a %d%% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
+		Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
+		Repel chance increases with your Strength and by 20%% when equipped with a shield.]], [[怯むことなく、あらゆる脅威をねじ伏せます。
+起動中は %d%% で近接攻撃を弾きます。
+猪突猛進になるため運が悪くなります。(運 -3)
+「横薙ぎ」「撃退」「殺意」は同時に起動できず、どれかを起動すると残り2つはクールダウンに入ります。
+発動確率は腕力に依存し、盾を装備していると20%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/traveler.lua"
+
+t("Hardened", "つわもの", "talent name")
+t("Your travels have hardened you. You gain +%d armor.", "旅によって体が鍛えられました。アーマーが+%dされます。", "tformat")
+t("Wary", "用心", "talent name")
+t("You have become wary of danger in your journeys. You have a %d%% chance of not triggering traps.", "旅によって用心深くなりました。 %d%% で罠が発動しなくなります。", "tformat")
+t("Weathered", "年の功", "talent name")
+t("You have become weathered by the elements. Your Cold and Fire resistance is increased by %d%%", "元素に慣れて冷気耐性と火炎耐性が %d%% 上昇します。", "tformat")
+t("Savvy", "観察", "talent name")
+t("You have become a keen observer in your travels. Each kill gives you %d%% more experience.", "旅によって観察眼を鍛えました。敵を倒したときの経験値が %d%% 増加します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/antimagic.lua"
+
+t("Resolve", "魔力分解", "talent name")
+t([[You stand in the way of magical damage. That which does not kill you will make you stronger.
+		When you are hit by hostile non-physical, non-mind damage you gain %d%% resistance to that element for 7 turns.
+		At talent level 3, the bonus resistance may apply to 3 elements, refreshing the duration with each element added.
+		Additionally, each time you take non-physical, non-mind damage, your equilibrium will decrease and stamina increase by %0.2f.
+		The effects will increase with the greater of your Mindpower or Physical power and the bonus resistance can be a mental crit.]], [[魔法ダメージに対する抵抗力を得ます。
+物理、精神属性以外の攻撃を受けると7ターンその属性への耐性を %d%% 得ます。
+タレントレベル3になると、耐性増加を3属性まで保持できるようになり、新たな属性が追加される度持続時間が更新されます。
+さらに、物理、精神属性以外の攻撃を受ける度に調和値とスタミナが %0.2f 回復します。
+効果量は精神パワーか物理パワーの高い方に依存し、耐性増加は精神クリティカルが発生することがあります。]], "tformat")
+t("Antimagic Zone", "沈黙のオーラ", "talent name")
+t("%s resists the silence!", "%sは沈黙に抵抗した!", "logSeen")
+t([[Let out a burst of sound that silences for %d turns all those affected in a radius of %d.
+		Each turn for %d turns the effected area will cause %0.2f manaburn damage to all creatures inside.
+		For each creature silenced your equilibrium is reduced by %d (up to 5 times).
+		The damage and apply power will increase with the greater of your Mindpower or Physical power.
+
+		Learning this talent will let your Nature damage and penetration bonuses apply to all Manaburn damage regardless of source.]], [[轟音を放ち、 %d ターン範囲 %d の全対象を「沈黙」状態にします。
+ %d ターンの間、範囲内に毎ターン %0.2f マナバーンダメージを与えます。
+沈黙させた対象1体につき、 %d ずつ調和値が減少します。(最大5体)
+ダメージと沈黙率は精神パワーか物理パワーの高い方に依存します。
+このタレントを習得することで、全てのマナバーンダメージに自然ダメージボーナスと貫通が適用されるようになります。]], "tformat")
+t("Antimagic Shield", "魔封じの盾", "talent name")
+t("#GREEN#The antimagic shield of %s crumbles.", "#GREEN#%sの魔封じの盾は砕け散った", "logSeen")
+t([[Surround yourself with a shield that will absorb at most %d non-physical, non-mind element damage per attack.
+		Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a standard Equilibrium check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
+		The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).]], [[自身の周囲にシールドを展開し、物理、精神属性以外の攻撃ダメージを %d 無効化します。
+ダメージを30無効化する毎に調和値が1上昇して調和値による破壊判定が行われます。
+判定に失敗するとシールドは破壊され、「魔封じの盾」はクールダウンに入ります。
+ダメージの無効化量は精神パワーか物理パワーの高い方に依存します。]], "tformat")
+t("Mana Clash", "マナクラッシュ", "talent name")
+t("\
+#GREEN#Antimagic Adept:  #LAST#4 magical sustains from the target will be removed.", "\
+#GREEN#魔封じの達人:  #LAST#4種の魔法常駐技能を除去します。", "_t")
+t([[Drain %d mana, %d vim, %d positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
+		The damage done is equal to 100%% of the mana drained, 200%% of the vim drained, or 400%% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
+		The effect will increase with your Mindpower or Physical power (whichever is greater).
+		%s]], [[マナを %d 、活力を %d 、陽光力と月光力を %d 吸収し、連鎖反応の爆発を引き起こして、魔力ダメージを与えます。
+このダメージは吸収したマナの100%%、活力の200%%、陽光力と月光力の400%%の中から最も高い値が選ばれます。
+この効果をマナバーンと呼びます。
+効果量は精神パワーか物理パワーの高い方に依存します。
+%s]], "tformat")
+t("Antimagic Adept", "魔封じの達人", "talent name")
+t("Your Mana Clash talent also removes 4 magical sustains from the target.", "タレント「マナクラッシュ」が4種の魔法常駐技能を除去するようになります。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/call.lua"
+
+t("Meditation", "瞑想", "talent name")
+t("@Source@ #GREEN#meditates#LAST# on nature.", "@Source@は#GREEN#瞑想#LAST#に入った", "_t")
+t("@Source@ interrupts @hisher@ #GREEN#meditation#LAST#.", "@Source@は#GREEN#瞑想#LAST#を妨害された", "_t")
+t([[Meditate on your link with Nature.
+		While meditating, your equilibrium decreases by %0.2f per turn, your Mental Save is increased by %d, and your healing factor increases by %d%%.
+		Your deep meditation does not let you deal damage correctly, reducing the damage you and your summons deal by 50%%.
+		Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that decreases your equilibrium by %0.2f per turn.
+		The activated effects increase with your Mindpower.]], [[瞑想し、自然界と繋がります。
+瞑想中は毎ターン調和値が %0.2f 減少し、精神セーブが %d 、HP回復倍率が %d%% 上昇します。
+深く瞑想するため、自身と召喚生物の与ダメージが50%%低下します。
+また、常駐していなくても休憩中は自動的に浅く瞑想し調和値が毎ターン %0.2f 減少するようになります。
+効果量は精神パワーに依存します。]], "tformat")
+t("Nature's Touch", "自然の接触", "talent name")
+t([[Touch a target (or yourself) to infuse it with Nature, healing it for %d (this heal does not work on undead).
+		The amount healed will increase with your Mindpower.]], [[対象(もしくは自身)に触れて自然の力を送り込み、HPを %d 回復します。(アンデッドには無効)
+回復量は精神パワーに依存します。]], "tformat")
+t("Earth's Eyes", "大地の目", "talent name")
+t([[Using your connection to Nature, you can see your surrounding area in a radius of %d.
+		Also, while meditating, you are able to detect the presence of creatures around you in a radius of %d.]], [[自然界と繋がり、範囲 %d の地形を感知します。
+さらに、瞑想中なら、範囲 %d の敵の位置も感知します。]], "tformat")
+t("Nature's Balance", "自然の調和", "talent name")
+t("Your deep link with Nature allows you to reset the cooldown of %d of your wild gifts of tier %d or less.", "自然界と深く繋がり %d 種のレベル %d までの「自然の恵み」タレントのクールダウンを解除します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/cold-drake.lua"
+
+t("Ice Claw", "氷の爪", "talent name")
+t([[You call upon the mighty claw of a cold drake and rake a wave of freezing cold in front of you, doing %d%% weapon damage as Ice damage in a cone of radius %d. Ice damage gives a chance of freezing the target.
+		Every level in Ice Claw additionally raises your Physical Save by 2.
+		Each point in cold drake talents also increases your cold resistance by 1%%.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[強大な氷竜の爪を発現し冷気を前方へ放ち、 %d%% 凍結武器ダメージを範囲 %d の扇状に与えます。
+凍結ダメージを受けた対象は一定確率で「凍結」状態になります。
+「氷の爪」のレベルを上げる度、物理セーブが2上昇します。
+「氷竜」タレントにポイントを振る毎に冷気耐性が1%%上昇します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat")
+t("Icy Skin", "氷の鎧", "talent name")
+t([[Your skin forms icy scales and your flesh toughens, increasing your Maximum Life by %d%% and your Armour by %d.
+		You also deal %0.2f cold damage to any enemies that physically strike you.
+		Each point in cold drake talents also increases your cold resistance by 1%%.
+		The life increase will scale with your Talent Level, and your Armour and retaliation cold damage will scale with Mindpower.]], [[肌が氷の鱗に変化し、打たれ強くなり、最大HPが %d%% 、アーマーが %d 上昇します。
+さらに、近接攻撃に %0.2f 冷気ダメージで反撃します。
+「氷竜」タレントにポイントを振る毎に冷気耐性が1%%上昇します。
+HP上昇量はタレントレベルに、アーマーと反撃ダメージは精神パワーに依存します。]], "tformat")
+t("Ice Wall", "氷の壁", "talent name")
+t("ice wall", "氷の壁", "_t")
+t("a summoned, transparent wall of ice", "召喚された透明な氷の壁だ。", "_t")
+t([[Summons an icy wall of %d length for %d turns. Ice walls are transparent, but block projectiles and enemies.
+		Ice walls also emit freezing cold, dealing %0.2f damage for each ice wall within radius %d of an enemy, and with each wall giving a 25%% chance to freeze an enemy. This cold cannot hurt the talent user or their allies.
+		Each point in cold drake talents also increases your cold resistance by 1%%.]], [[長さ %d の氷の壁を %d ターン作り出します。
+氷の壁は透明で、飛来物や敵を遮断します。
+さらに、氷の壁は冷気を発し、それぞれの壁が %0.2f 冷気ダメージを範囲 %d の敵1体に与え、25%%で「凍結」します。
+氷の壁によって術者とその仲間がダメージを受けることはありません。
+「氷竜」タレントにポイントを振る毎に冷気耐性が1%%上昇します。]], "tformat")
+t("Ice Breath", "氷のブレス", "talent name")
+t("@Source@ breathes ice!", "@Source@の氷のブレス!", "_t")
+t("%s resists the freeze!", "%sは「凍結」に抵抗した!", "logSeen")
+t([[You breathe ice in a frontal cone of radius %d. Any target caught in the area will take %0.2f cold damage and be frozen for 3 turns.
+		The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower.
+		Each point in cold drake talents also increases your cold resistance by 1%%.]], [[範囲 %d の扇状に氷のブレスを吐きます。
+範囲内の対象に %0.2f 冷気ダメージを与えて3ターン「凍結」させます。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照し、「凍結」確率は精神パワーに依存します。
+「氷竜」タレントにポイントを振る毎に冷気耐性が1%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/corrosive-blades.lua"
+
+t("Acidbeam", "酸のビーム", "talent name")
+t([[Channel acid through your psiblades, extending their reach to create a beam doing %0.1f Acid damage (which can disarm them).
+		The damage increases with your Mindpower.]], [[サイブレードに酸を流し込み、ビームにして撃ち出し %0.1f 酸ダメージを与え、「武装解除」を付与します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Corrosive Nature", "自然の浸食", "talent name")
+t([[You gain %d%% Acid resistance.
+		When you deal Nature damage to a creature, you gain a %0.1f%% bonus to Acid damage for %d turns.
+		This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of %0.1f%%.
+		The resistance and damage increase improve with your Mindpower.]], [[酸耐性が %d%% 増加します。
+自然ダメージを与えると、 %d ターン酸ダメージが %0.1f%% 増加します。
+ダメージボーナスは4回(1ターンに1回まで)まで累積し、最大で %0.1f%% になります。
+耐性上昇量とダメージ補正は精神パワーに依存します。]], "tformat", {1,3,2,4})
+t("trap", "ç½ ", "_t")
+t("Corrosive Seeds", "酸毒の種子", "talent name")
+t("You somehow fail to set the corrosive seed.", "なぜか種子の設置に失敗した", "logPlayer")
+t([[You focus on a target zone of radius 2 to make up to %d corrosive seeds appear.
+		The first seed will appear at the center of the target zone, while others will appear at random spots.
+		Each seed lasts %d turns and will explode when a hostile creature walks over it, knocking the creature back and dealing %0.1f Acid damage within radius 1.
+		The damage will increase with your Mindpower.]], [[精神を集中し、指定地点から範囲2に「酸毒の種子」を最大 %d 個まで生成します。
+指定地点に1個生成され、それから範囲内のランダムな地点に生成されます。
+種子は %d ターン持続し、敵が踏むと爆発してノックバックさせて範囲1に %0.1f 酸ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Acidic Soil", "溶解の土壌", "talent name")
+t([[Surround yourself with natural forces, ignoring %d%% acid resistance of your targets.
+		In addition, the acid will nourish your bloated oozes, giving them an additional %0.1f life regeneration per turn.]], [[自然界の力に包まれて酸耐性貫通 %d%% を得ます。
+さらに、「肥大ウーズ」が酸を栄養にするため、それらのHPが毎ターン %0.1f ずつ回復するようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/dwarven-nature.lua"
+
+t("Earthen Missiles", "岩石弾", "talent name")
+t([[Conjures %d missile-shaped rocks that you target individually at any target or targets in range.  Each missile deals %0.2f physical damage, and an additional %0.2f bleeding damage every turn for 5 turns.
+		At talent level 5, you can conjure one additional missile.
+		The damage will increase with your Spellpower.]], [[ %d 発の岩石弾をそれぞれ指定地点に撃ちます。
+岩石弾は %0.2f 物理ダメージを与え、さらに5ターン出血させて毎ターン %0.2f ダメージを与えます。
+タレントレベル5になると、岩石弾が1発増えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Elemental Split", "元素の分割", "talent name")
+t("Crystaline Half (%s)", "水晶の同胞 (%s)", "tformat")
+t("A crystaline structure that has taken the form of %s.", "%sの姿をした水晶の構造体だ。", "tformat")
+t("Crystaline Half", "水晶の同胞", "_t")
+t("Stone Half (%s)", "石の同胞 (%s)", "tformat")
+t("A stone structure that has taken the form of %s.", "%sの姿をした石の構造体だ。", "tformat")
+t("Stone Half", "石の同胞", "_t")
+t([[Reach inside your dwarven core and summon your stone and crystaline halves to fight alongside you for %d turns.
+		Your Crystaline Half will attack your foes with earthen missiles.
+		Your Stone Half will taunt your foes to protect you.
+		This power can not be called upon while under the effect of Deeprock Form.
+		]], [[ドワーフ族の核に触れて %d ターン「石の同胞」と「水晶の同胞」を召喚します。
+「水晶の同胞」は「岩石弾」で攻撃し、「石の同胞」は敵の攻撃を引き付けます。
+「深岩変化」中はこのタレントを起動できません。]], "tformat")
+t("Power Core", "力の核", "talent name")
+t([[Your halves learn new talents.
+		Crystaline Half: Rain of Spikes - A massive effect that makes all nearby foes bleed.
+		Stone Half: Stone Link - A protective shield that will redirect all damage against nearby allies to your Stone Half.
+		The level of those talents is %d.]], [[同胞がタレントを習得します。
+水晶の同胞: 「棘の雨」 - 周囲の敵全てを出血させる強力な攻撃です。
+石の同胞: 「ストーンリンク」 - 「石の同胞」が周りのダメージを全て肩代わりする守りの盾です。
+タレントレベル: %d]], "tformat")
+t("Dwarven Unity", "ドワーフの団結", "talent name")
+t([[You call upon the immediate help of your Halves.
+		Your Stone Half will trade places (if in sight) with you and all creatures currently targetting you in a radius of %d will target it instead.
+		Your Crystaline Half will instantly fire a volley of level %d earthen missiles at all foes near the stone half (or you if the stone half is dead) in radius %d.
+		In addition, as passive effect, your halves now also learn your level of Combat Accuracy.]], [[同胞に救援要請を送ります。
+石の同胞は、(視界内に居れば)術者と位置を交換し、範囲 %d の敵の攻撃を引き付けます。
+水晶の同胞は、レベル %d の「岩石弾」を「石の同胞」(死亡している場合は術者)から範囲 %d の全ての敵に撃ちます。
+さらに、自動効果として、同胞たちが術者と同じレベルの「精度の熟練」を習得します。]], "tformat")
+t("Mergeback", "マージバック", "talent name")
+t([[Merges your halves back into you, cleansing your body of %d detrimental magical, mental or physical effects.
+		Each half also heals you for %d and releases a shockwave dealing %0.2f Nature damage in a radius 3.]], [[同胞を呼び戻して合体し、肉体を浄化して魔法、精神、物理の悪性状態異常を %d 種解除します。
+それぞれの同胞は術者のHPを %d 回復させ、範囲3に衝撃波を放ち、 %0.2f 自然ダメージを与えます。]], "tformat")
+t("Stone Link", "ストーン・リンク", "talent name")
+t("Creates a shield of radius %d that redirects all damage done to friends inside it to you for 5 turns.", "範囲 %d の魔法盾を生成し、5ターンその範囲内で味方が受けたダメージを肩代わりします。", "tformat")
+t("Rain of Spikes", "棘の雨", "talent name")
+t([[Fires spikes all around you, making your foes within radius %d bleed for %0.2f damage over 6 turns.
+		Damage and chance to apply the effect increase with Willpower.]], [[棘を周りに放ち、範囲 %d の敵を出血させ、6ターンかけて %0.2f ダメージを与えます。
+ダメージと出血確率は意志に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/earthen-power.lua"
+
+t("Stoneshield", "石の盾", "talent name")
+t([[The first time you take damage each turn, you regenerate %d%% of the damage dealt as mana (up to a maximum of %0.2f) and %d%% as equilibrium (up to %0.2f).
+		Increases Physical Power by %d, increases damage done with shields by %d%%, and allows you to dual-wield shields.
+		Also, all of your melee attacks will perform a shield bash in addition to their normal effects.]], [[ダメージを受けると1ターンに一度、ダメージの %d%% のマナ(最大 %0.2f )と 、 %d%% の調和値(最大 %0.2f )を回復します。
+物理パワーが %d 上昇し、盾攻撃のダメージが %d%% 上昇し、両手に盾を持てるようになります。
+さらに、全ての近接攻撃がシールドバッシュの追加攻撃を発動するようになります。]], "tformat")
+t("Stone Fortress", "石の要塞", "talent name")
+t([[When you use your Resilience of the Dwarves racial power your skin becomes so tough that it even absorbs damage from non-physical attacks.
+		Non-physical damage is reduced by %d%% of your total armour value (ignoring hardiness).]], [[「ドワーフの耐久」を使うと、肌を硬化させて物理属性以外のダメージを軽減するようになります。
+物理属性以外のダメージがアーマーの %d%% 分低下します。(重装度を無視)]], "tformat")
+t("Shards", "破片", "talent name")
+t([[Sharp shards of stone grow from your shields.
+		When you are hit in melee, you will get a free attack against the attacker with the shards doing %d%% shield damage (as Nature).
+		This effect can only happen once per turn.]], [[鋭い石の破片を盾に生成します。
+近接攻撃を受けると、破片で反撃して %d%% 盾自然ダメージを与えます。
+この効果は1ターンに1回だけ発生します。]], "tformat")
+t("Eldritch Stone", "古代の石", "talent name")
+t([[Creates a shield of impenetrable stone around you for 7 turns, absorbing up to %d damage.
+		Your equilibrium will increase by twice the damage absorbed.
+		When the effect ends, all equilibrium above minimum will be converted to mana in a storm of arcane energy and the cooldown of your Block is reset.
+		The storm inflicts Arcane damage equal to the converted equilibrium (maximum %d) against everyone around you in a radius %d.
+		Also while resting you will passively regenerate %0.2f mana each turn.
+		The shield strength will increase with Willpower]], [[頑強な石の盾を生成して、7ターン %d ダメージを防ぎます。
+防いだダメージの2倍、調和値が上昇します。
+効果が終わると、最小値を越えた調和値が全てマナに変換され、魔力の嵐となり、「盾の防御」のクールダウンが解消されます。
+魔力の嵐は、変換された調和値(最大 %d)に等しい魔力ダメージを範囲 %d の全対象に与えます。
+さらに、休憩中は毎ターンマナを %0.2f 回復するようになります。
+盾の強度は意志に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/earthen-vines.lua"
+
+t("Stone Vines", "石のツタ", "talent name")
+t(" and %0.1f Arcane", " %0.1f 魔力ダメージ", "tformat")
+t([[From the ground around you, you form living stone vines extending from your feet.
+		Each turn, the vines will attempt to seize a random target within radius %d.
+		Affected creatures are pinned to the ground and take %0.1f nature%s damage each turn for %d turns.
+		A creature entangled by the vines will have a chance to break free each turn, and will automatically succeed if it is more than %d grids away from you.
+		The chance to affect targets and damage increase with talent level and Willpower.]], [[辺りの地面から、生きている「石のツタ」を生成します。
+毎ターン、ツタは範囲 %d のランダムな敵を捕らえようとします。
+捕まった敵は、 %0.1f 自然ダメージ%sを受け %d ターン「移動不能」になります。
+対象は毎ターン、ツタは振りほどく判定を行い、術者から距離 %d 以上離れていると確実に成功します。
+成功率とダメージはタレントレベルと意志に依存します。]], "tformat")
+t("Eldritch Vines", "古代のツタ", "talent name")
+t([[Each time one of your stone vines deals damage to a creature it will restore %0.1f equilibrium and %0.1f mana.
+		Your vines also become infused with eldritch energies, dealing an additional %0.1f arcane damage.]], [[「石のツタ」がダメージを与える度に、調和値が %0.1f 、マナが %0.1f 回復します。
+さらに、ツタが古代のエネルギーに包まれて %0.1f 魔力ダメージを追加で与えるようになります。]], "tformat")
+t("Rockwalk", "ロックウォーク", "talent name")
+t([[Merge with one of your stone vines, traversing it to emerge near an entangled creature (maximum range %d).
+		Merging with the stone is beneficial for you, healing %0.2f life (increases with Willpower).
+		This will not break Body of Stone.]], [[「石のツタ」と一体化し、ツタに絡まっている敵の近くに瞬間移動します。(最大距離 %d)
+一体化することにより肉体が癒され、HPが %0.2f 回復します。(意志に依存)
+このタレントを起動しても「石の身体」は解除されません。]], "tformat")
+t("Rockswallow", "ロックスワロー", "talent name")
+t([[Merge your target (within range %d) with one of your stone vines that has seized it, forcing it to traverse the vine and reappear near you.
+		Merging with the stone is detrimental for the target, dealing %0.1f nature damage.
+		The damage will increases with your Willpower.]], [[範囲 %d 以内の「石のツタ」に絡まっている対象をツタと一体化させ、ツタを通って術者の近くに瞬間移動させます。
+一体化することにより対象は傷つき、%0.1f 自然ダメージを受けます。
+ダメージは意志に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/eyals-fury.lua"
+
+t("Reclaim", "自然回帰", "talent name")
+t([[You focus the inexorable pull of nature against a single creature, eroding it and allowing it to be reclaimed by the cycle of life.
+		This deals %0.1f Nature and %0.1f Acid damage to the target, and is particularly devastating against undead and constructs, dealing %d%% more damage to them.
+		The damage increases with your Mindpower.]], [[自然の秘儀を用いて対象を溶かし、生命の営みの中に回帰させます。
+対象に %0.1f 自然ダメージと %0.1f 酸ダメージを与えます。
+アンデッドと魔法生物には特に効果が高く、ダメージが %d%% 増加します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Nature's Defiance", "自然の抵抗", "talent name")
+t([[Your devotion to nature has made your body more attuned to the natural world and resistant to unnatural energies.
+		You gain %d Spell save, %0.1f%% Arcane resistance, and %0.1f%% Nature damage affinity.
+		You defy arcane forces, so that any time you take damage from a spell, you restore %0.1f Equilibrium each turn for %d turns.
+		The effects increase with your Mindpower.]], [[自然に奉仕するうちに自然界との繋がりが深まり、自然の理に反した力への抵抗力が増しました。
+魔法セーブが %d 、魔力耐性が %0.1f%% 上昇し、自然属性吸収が %0.1f%% 増加します。
+魔の力を阻み、魔法によってダメージを受ける毎に %d ターンの間、毎ターン調和値を %0.1f 回復します。
+効果量は精神パワーに依存します。]], "tformat", {1,2,3,5,4})
+t("Acidfire", "焼け付く酸", "talent name")
+t("Acidfire cloud", "焼け付く酸の雲", "_t")
+t([[You call upon the earth to create a blinding, corrosive cloud in an area of radius %d for %d turns.
+		Each turn, this cloud deals %0.1f acid damage to each foe with a 25%% chance to blind and a %d%% chance of burning away one magical sustain or beneficial magical effect.
+		The damage increases with your Mindpower.]], [[大地の力を借りて、盲目の酸の雲を %d ターン範囲 %d に作り出します。
+雲は毎ターン全対象に %0.1f 酸ダメージを与え、25%%で「盲目」にし、 %d%% で魔法常駐技能か良性魔法状態異常を1種除去します。
+ダメージは精神パワーに依存します。]], "tformat", {2,1,3,4})
+t("#CRIMSON#%s drains magical energy!", "#CRIMSON#%sは魔法エネルギーを吸収された!", "tformat")
+t("Eyal's Wrath", "イヤルの怒り", "_t")
+t([[You draw deeply from your connection with nature to create a radius %d storm of natural forces around you for %d turns.
+		This storm moves with you and deals %0.1f Nature damage each turn to all foes it hits.
+		In addtion, it will drain up to %d Mana, %d Vim, %d Positive, and %d Negative energy from each enemy within it's area every turn, while you restore Equilibrium equal to 10%% of the amount drained.
+		The damage and drain increase with your Mindpower.]], [[自然との繋がりを深め、 %d ターン持続する範囲 %d の自然の力の嵐を生成します。
+この嵐は術者に付き従い、毎ターン範囲内の敵全てに %0.1f 自然ダメージを与えます。
+さらに、マナを %d 、活力を %d 、陽光力を %d 、月光力を %d 吸収し、吸収量の10%%分調和値を回復します。
+ダメージと吸収量は精神パワーに依存します。]], "tformat", {2,1,3,4,5,6,7})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/fire-drake.lua"
+
+t("Wing Buffet", "炎の羽ばたき", "talent name")
+t([[You summon a powerful gust of wind, knocking back your foes within a radius of %d up to 3 tiles away and hitting them for %d%% weapon damage.
+		Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 2, passively.
+		Each point in fire drake talents also increases your fire resistance by 1%%.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[突風を起こし、範囲 %d の敵を最大3マスノックバックし、 %d%% 武器ダメージを与えます。
+「炎の羽ばたき」のレベルを上げる度、物理パワーと命中が2上昇します。
+「火竜」タレントにポイントを振る毎に火炎耐性が1%%上昇します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat")
+t("Bellowing Roar", "雄叫び", "talent name")
+t("@Source@ roars!", "@Source@は雄叫びを上げた!", "_t")
+t([[You let out a powerful roar that sends your foes in radius %d into utter confusion (power: %d%%) for 3 turns.
+		The sound wave is so strong, your foes also take %0.2f physical damage.
+		The damage improves with your Strength.
+		Each point in fire drake talents also increases your fire resistance by 1%%.]], [[雄叫びを上げて範囲 %d の敵を3ターン混乱(パワー: %d%%)させます。
+さらに、強烈な音波で、 %0.2f 物理ダメージを与えます。
+ダメージは腕力に依存します。
+「火竜」タレントにポイントを振る毎に火炎耐性が1%%上昇します。]], "tformat")
+t("Devouring Flame", "貪りの炎", "talent name")
+t([[Spit a cloud of flames, doing %0.2f fire damage in a radius of %d each turn for %d turns.
+		The flames will ignore the caster, and will drain 10%% of the damage dealt as the flames consume enemies life force and transfer it to the user.
+		The damage will increase with your Mindpower, and can critical.
+		Each point in fire drake talents also increases your fire resistance by 1%%.]], [[ %d ターン持続する炎の雲を吐き出して毎ターン範囲 %d の対象に %0.2f 火炎ダメージを与えて生命力を吸収し、術者のHPを与ダメージの10%%分回復します。
+この炎によって術者がダメージを受けることはありません。
+ダメージは精神パワーに依存し、クリティカルヒットが発生することがあります。
+「火竜」タレントにポイントを振る毎に火炎耐性が1%%上昇します。]], "tformat", {3,2,1})
+t("Fire Breath", "火炎のブレス", "talent name")
+t("@Source@ breathes fire!", "@Source@の火炎のブレス!", "_t")
+t([[You breathe fire in a frontal cone of radius %d. Any target caught in the area will take %0.2f fire damage over 3 turns.
+		The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
+		Each point in fire drake talents also increases your fire resistance by 1%%.]], [[範囲 %d 扇状に火炎のブレスを吐きます。
+範囲内の対象に3ターンかけて %0.2f 火炎ダメージを与えます。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照します。
+「火竜」タレントにポイントを振る毎に火炎耐性が1%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/fungus.lua"
+
+t("Wild Growth", "野性の生長", "talent name")
+t([[Surround yourself with a myriad of tiny, nearly invisible, reinforcing fungi.
+		You gain %d maximum life and %d life regeneration.
+		The effects will increase with your Willpower.]], [[非常に小さな治癒の胞子で自身を覆います。
+最大HPが %d 、HP自然回復が %d 上昇します。
+効果量は意志に依存します。]], "tformat")
+t("Fungal Growth", "胞子の生長", "talent name")
+t([[The fungus on your body allows regeneration effects to last longer.
+		Each time you gain a beneficial effect with the regeneration subtype you increase its duration by %d%% + 1 rounded up.
+		The effect will increase with your Mindpower.]], [[胞子を活性化して自然回復を強化します。
+「自然回復」系の効果を得る度、その持続時間が %d%% +1増加します。(端数切上げ)
+効果量は精神パワーに依存します。]], "tformat")
+t("Ancestral Life", "原初の生命", "talent name")
+t("#LIGHT_GREEN##Source# gains %d%%%% of a turn from Ancestral Life.#LAST#", "#LIGHT_GREEN##Source#は「原初の生命」によって %d%%%% ターンを得た#LAST#", "logCombat")
+t([[Your fungus reaches into the primordial ages of the world, granting you ancient instincts.
+		Each time you receive non-regeneration healing you gain %0.1f%% of a turn per 100 life healed.  This effect can't add energy past 2 stored turns and overhealing is not counted.
+		Also, regeneration effects on you will decrease your equilibrium by %0.1f each turn.
+		The turn gain increases with your Mindpower.]], [[身に纏う胞子の起源は原初の時代にまで遡り、そこから古代の野性の勘を授かります。
+自然回復でないHP回復効果を受ける度、回復量100につき %0.1f%% ターンを得ます。
+この効果で2ターン分以上の行動エネルギーを溜めることは出来ず、最大HPを越えて回復した分は計算されません。
+さらに、自然回復効果を得ていると、毎ターン調和値が %0.1f 減少します。
+追加ターン数は精神パワーに依存します。]], "tformat")
+t("Sudden Growth", "急生長", "talent name")
+t("A wave of energy passes through your fungus, making it release immediate healing energies on you, healing you for %d%% of your current life regeneration rate (#GREEN#%d#LAST#).", [[胞子から自然界のエネルギーが噴き出し、傷を癒します。
+現在のHP自然回復量の %d%% 分HPを回復します。(#GREEN#%d#LAST#)]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/gifts.lua"
+
+t("Be at one with nature.", "自然と共にあれ。", "_t")
+t("call of the wild", "自然", "_t")
+t("Nature heals and cleans you.", "自然の癒しを受けます。", "_t")
+t("harmony", "調和", "_t")
+t("The way to combat magic, or even nullify it.", "魔と戦い、無効化を試みる技能です。", "_t")
+t("antimagic", "反魔法", "_t")
+t("The art of calling creatures adept in melee combat to your aid.", "近接戦闘に長けた生物を召喚する術です。", "_t")
+t("summoning (melee)", "召喚(近接)", "_t")
+t("The art of calling creatures adept in elemental destruction to your aid.", "元素攻撃に長けた生物を召喚する術です。", "_t")
+t("summoning (distance)", "召喚(遠距離)", "_t")
+t("The art of calling versatile creatures to your aid.", "様々な生物を召喚します。", "_t")
+t("summoning (utility)", "召喚(補助)", "_t")
+t("The art of manipulating the lifespan and location of your summons.", "召喚生物の持続時間と位置を操作する術です。", "_t")
+t("summoning (augmentation)", "召喚(強化)", "_t")
+t("The art of improving the quality of your summons.", "召喚生物を強化する術です。", "_t")
+t("summoning (advanced)", "召喚(上級)", "_t")
+t("Through dedicated consumption of slime mold juice, you have gained an affinity with slime molds.", "スライムモルドジュースを飲み続けたことによってスライムモルドとの親和性を得ました。", "_t")
+t("slime", "スライム", "_t")
+t("By covering yourself in fungus, you better your healing.", "胞子を纏って回復力を高めます。", "_t")
+t("fungus", "胞子", "_t")
+t("Take on the defining aspects of a Sand Drake.", "砂竜に変化します。", "_t")
+t("sand drake aspect", "砂竜", "_t")
+t("Take on the defining aspects of a Fire Drake.", "火竜に変化します。", "_t")
+t("fire drake aspect", "火竜", "_t")
+t("Take on the defining aspects of a Cold Drake.", "氷竜に変化します。", "_t")
+t("cold drake aspect", "氷竜", "_t")
+t("Take on the defining aspects of a Storm Drake.", "雷竜に変化します。", "_t")
+t("storm drake aspect", "雷竜", "_t")
+t("Take on the defining aspects of a Venom Drake.", "酸毒竜に変化します。", "_t")
+t("venom drake aspect", "酸毒竜", "_t")
+t("Take on the aspects of aged and powerful dragons.", "強大な古竜に変化します。", "_t")
+t("higher draconic abilities", "古竜", "_t")
+t("Learn to channel your mental power through mindstars, forming powerful psionic blades.", "精神力をマインドスターに流し込み強力な理力の刃を生成します。", "_t")
+t("mindstar mastery", "マインドスター", "_t")
+t("Cover the floor with natural mucus.", "地面を粘液で覆います。", "_t")
+t("mucus", "分泌", "_t")
+t("Your body and internal organs are becoming more ooze-like in nature, allowing you to spawn more of you.", "全身がウーズと化し、分裂できるようになります。", "_t")
+t("ooze", "ウーズ", "_t")
+t("You learn to control moss, making it grow at will to help you on the battlefield.", "苔を操り、思いのままに繁殖させ、戦闘補助に用いる技術を習得します。", "_t")
+t("moss", "è‹”", "_t")
+t("You channel ooze through your psiblades.", "サイブレードにウーズを流し込みます。", "_t")
+t("oozing blades", "ウーズの刃", "_t")
+t("You channel acid through your psiblades.", "サイブレードに酸毒を流し込みます。", "_t")
+t("corrosive blades", "酸の刃", "_t")
+t("Unleash nature's fury against foes around you.", "自然の怒りを周囲に解き放ちます。", "_t")
+t("eyal's fury", "イヤルの怒り", "_t")
+t("Dwarves have learned to imbue their shields with the power of stone itself.", "ドワーフ族は盾に石の力を刻み込む術を習得しました。", "_t")
+t("earthen power", "大地の力", "_t")
+t("Control the stone itself and bring it alive in the form of dreadful vines.", "石を操り、命を吹き込んで恐怖のツタを作り出します。", "_t")
+t("earthen vines", "大地の蔦", "_t")
+t("Learn to harness the innate power of your race.", "種族の内なる力を用いる術を学びます。", "_t")
+t("dwarven nature", "ドワーフの本質", "_t")
+t("wild-gift", "自然の恵み", "talent category")
+t("#PINK#You can manage a maximum of %d summons at any time. You need %d Cunning to increase your limit.", "#PINK#召喚生物を最大 %d 体まで保持できます。賢さが %d 上昇すると枠が1つ増えます。", "logPlayer")
+t("Summon", "召喚", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/harmony.lua"
+
+t("Waters of Life", "生命の水", "talent name")
+t([[The waters of life flow through you, purifying any poisons or diseases currently affecting you.
+		For %d turns, all poisons and diseases will heal you instead of damaging you.
+		When activated, it also heals you for %d life for each disease or poison you have.
+		The healing per disease/poison will increase with your Willpower.]], [[生命の水が体に流れ込み毒と病気を浄化します。
+ %d ターン毒や病気でダメージを受ける代わりにHPが回復します。
+起動した際に、現在受けている毒や病気1種につきHPを %d 回復します。
+回復量は意思に依存します。]], "tformat")
+t("Elemental Harmony", "元素の調和", "talent name")
+t([[Befriend the natural elements that constitute nature. Each time you are hit by one of the elements, you gain a special effect for %d turns. This can only happen every %d turns.
+		Fire: +%d%% global speed
+		Cold: +%d Armour
+		Lightning: +%d to all stats
+		Acid: +%0.2f life regen
+		Nature: +%d%% to all resists]], [[自然の元素との親和性を得ます。
+元素攻撃を受けると %d ターンその属性に対応する特殊効果を獲得します。
+この効果は %d ターンに1度まで発生します。
+火炎: +%d%% 加速
+冷気: +%d アーマー
+電撃: +%d 全能力
+酸: +%0.2f HP自然回復
+自然: +%d%% 全耐性]], "tformat")
+t("One with Nature", "自然と共に", "talent name")
+t("Commune with nature, removing the infusion saturation effect and reducing the cooldown of %d infusions by %d turns.", "自然と調和し、「ハーブ能力負荷」状態を除去し、 %d 種のハーブのクールダウンが %d ターン短縮されます。", "tformat")
+t("Healing Nexus", "回復の因果", "talent name")
+t([[A wave of natural energies flow around you in a radius of %d.  All creatures in the area will be affected by the Healing Nexus effect for %d turns.
+		On you, this effect causes each heal received to restore %d equilibrium and be %d%% effective.
+		On other creatures, all healing is intercepted and redirected to you at %d%% efficiency.
+		Only direct healing (not normal regeneration) is affected.]], [[範囲 %d を自然のエネルギーで包みます。
+範囲内の対象は %d ターン「回復の因果」状態になります。
+自身は、回復効果を受けると調和値を %d 回復し、回復量が %d%% になります。
+他の対象は、全ての回復効果が阻害され、効果が %d%% の効率で術者に転送されます。
+(自然回復を除く)直接HPを回復する効果のみ影響を受けます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/higher-draconic.lua"
+
+t("Prismatic Slash", "七色の斬撃", "talent name")
+t([[Unleash raw, chaotic elemental damage upon your enemy.
+		You strike your enemy for %d%% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
+		Additionally, you will cause a burst that deals %0.2f of that damage to creatures in radius %d, regardless of if you hit with the blow.
+		Levels in Prismatic Slash increase your Physical and Mental attack speeds by %d%%.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[原始的で混沌とした元素の力を解き放ちます。
+敵に %d%% 武器ダメージを与え、盲目の砂嵐、武装解除の酸、凍結と減速の冷気、朦朧の電撃、スタンの火炎のいずれかで攻撃します。(等確率で選択)
+さらに、爆発を起こし、範囲 %d に %0.2f ダメージを与えます。(攻撃がかわされても発生)
+「七色の斬撃」のレベルを上げる度、物理と精神攻撃速度が %d%% 上昇します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat", {1,3,2,4})
+t("Venomous Breath", "毒のブレス", "talent name")
+t("@Source@ breathes venom!", "@Source@の毒のブレス!", "_t")
+t([[You breathe crippling poison in a frontal cone of radius %d. Any target caught in the area will take %0.2f nature damage each turn for 6 turns.
+		The poison also gives enemies a %d%% chance to fail actions more complicated than basic attacks and movement, while it is in effect.
+		The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
+		Each point in Venomous Breath also increases your nature resistance by 3%%, and your nature damage by 4%%.]], [[行動阻害の毒を範囲 %d の扇状に吐きます。
+6ターンの間、対象に毎ターン %0.2f 自然ダメージを与えます。
+さらに、毒によって通常攻撃や移動を除く複雑な動作を試みた場合 %d%% で行動に失敗します。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照します。
+「毒のブレス」のレベルを上げる度、自然耐性が3%%、自然ダメージが4%%上昇します。]], "tformat")
+t("Wyrmic Guile", "古竜の叡智", "talent name")
+t([[You have mastered your draconic nature.
+		You gain %d%% knockback resistance, and your blindness and stun resistances are increased by %d%%.]], [[竜の本質を理解しました。
+ノックバック耐性が %d%% 、盲目とスタン耐性が %d%% 増加します。]], "tformat")
+t("Chromatic Fury", "万色の怒り", "talent name")
+t([[You have gained the full power of the various drakes throughout the world, and have become both resistant and attuned to physical, fire, cold, lightning, acid, nature, blight, and darkness damage.
+		Your resistance to these elements is increased by %0.1f%% and all damage you deal with them is increased by %0.1f%% with %0.1f%% resistance penetration.
+
+		Learning this talent will add a Willpower bonus to your breath talent damage with the same scaling as Strength, effectively doubling it when the stats are equal.]], [[世界中の元素ドレイクの力を真に引き出し、物理、火炎、冷気、電撃、酸、自然、腐敗、暗黒属性への耐性と親和性を得ます。
+それらの属性耐性が %0.1f%% 、ダメージボーナスが %0.1f%% 、耐性貫通が %0.1f%% 上昇します。
+このタレントを習得することにより、「ブレス」のダメージに腕力と同じように、意志によるボーナスを付与します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/malleable-body.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/mindstar-mastery.lua"
+
+t("Psiblades", "サイブレード", "talent name")
+t([[Channel your mental power through your wielded mindstars, generating psionic blades.
+		Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by %0.2f, their armour penetration by %0.2f and mindpower, willpower and cunning by %0.2f.
+		Also passively increases weapon damage by %d%% and physical power by 30 when using mindstars.]], [[装備中のマインドスターに精神力を込め、理力の刃を生み出します。
+マインドスターの能力補正値(能力値の武器ダメージ反映率)が %0.2f 、アーマー貫通が %0.2f 、精神パワー、意志、賢さが %0.2f 上昇します。
+さらに、マインドスター使用時の武器ダメージが %d%% 、物理パワーが30増加します。]], "tformat")
+t("Thorn Grab", "絡み蔦", "talent name")
+t("You require a psiblade in your mainhand to use this talent.", "このタレントの起動にはメイン武器に「サイブレード」が必要だ", "logPlayer")
+t([[You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
+		Thorny vines will grab the target, slowing it by %d%% and dealing %0.2f nature damage each turn for 10 turns.
+		Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier %2.f).]], [[対象にサイブレードで触れて自然の力で拘束します。
+茨が10ターン対象を縛り %d%% 減速させて毎ターン %0.2f 自然ダメージを与えます。
+ダメージは精神パワーとマインドスターの威力に依存します。(マインドスターを二刀流する必要があります, 倍率 %2.f)]], "tformat")
+t("Leaves Tide", "木の葉乱舞", "talent name")
+t([[Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
+		All foes hit by the leaves will start bleeding for %0.2f per turn (cumulative).
+		All allies hit will be covered in leaves, granting them %d%% chance to completely avoid any damaging attack.
+		Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier %0.2f).]], [[サイブレードで地面を突き刺し、7ターン術者から範囲3を旋回する水晶の葉を作り出します。
+敵が葉に触れると、出血して毎ターン %0.2f ダメージを受けます。(累積可)
+味方が触れると、水晶の葉に包まれて %d%% であらゆる攻撃を無効化します。
+ダメージと無効化確率は精神パワーとマインドスターの強さに依存します。(マインドスターを二刀流する必要があります, 倍率 %2.f)]], "tformat")
+t("Nature's Equilibrium", "自然の均衡", "talent name")
+t("You require two psiblades in your hands to use this talent.", "このタレントの起動には両手に「サイブレード」を装備する必要がある", "logPlayer")
+t([[You hit a foe with your mainhand psiblade doing %d%% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
+		The maximum heal possible is %d. Equilibrium of the healed target will also decrease by 10%% of the heal power.
+		Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier %2.f).]], [[メイン武器のサイブレードで敵を攻撃し %d%% 武器ダメージを与え、与えたダメージを吸収し、サブ武器のサイブレードを媒介して隣接する味方を回復します。
+回復量の上限は %d で、回復を受けた対象の調和値を回復量の10%%下げます。
+回復量上限は精神パワーとマインドスターの強さに依存します。(マインドスターを二刀流する必要があります, 倍率 %2.f)]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/moss.lua"
+
+t("Grasping Moss", "掴み苔", "talent name")
+t([[Instantly grow a moss circle of radius %d at your feet.
+		Each turn the moss deals %0.2f nature damage to each foe within its radius.
+		This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by %d%% and have a %d%% chance to be pinned to the ground for 4 turns.
+		The moss lasts %d turns.
+		Moss talents are instant but place all other moss talents on cooldown for 3 turns.
+		The damage will increase with your Mindpower.]], [[術者から範囲 %d に苔が急成長します。
+苔は範囲内の敵に毎ターン %0.2f 自然ダメージを与えます。
+この苔は分厚くべたついているため、上に乗った敵の移動速度を %d%% 低下させ、 %d%% で4ターン「移動不能」にします。
+苔は %d ターン持続します。
+「苔」タレントは使用にターンを消費しませんが、一度使用すると他の「苔」タレントは3ターンクールダウンします。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Nourishing Moss", "滋養の苔", "talent name")
+t([[Instantly grow a moss circle of radius %d at your feet.
+		Each turn the moss deals %0.2f nature damage to each foe within its radius.
+		This moss has vampiric properties and heals the user for %d%% of the damage done.
+		The moss lasts %d turns.
+		Moss talents are instant but place all other moss talents on cooldown for 3 turns.
+		The damage will increase with your Mindpower.]], [[術者から範囲 %d に苔が急成長します。
+苔は範囲内の敵に毎ターン %0.2f 自然ダメージを与えます。
+この苔は吸血性で、術者のHPが与ダメージの %d%% 回復します。
+苔は %d ターン持続します。
+「苔」タレントは使用にターンを消費しませんが、一度使用すると他の「苔」タレントは3ターンクールダウンします。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Slippery Moss", "滑り苔", "talent name")
+t([[Instantly grow a moss circle of radius %d at your feet.
+		Each turn the moss deals %0.2f nature damage to each foe within its radius.
+		This moss is very slippery and causes affected foes to have a %d%% chance of failing to perform complex actions.
+		The moss lasts %d turns.
+		Moss talents are instant but place all other moss talents on cooldown for 3 turns.
+		The damage and the chance to apply the slippery effect increase with your Mindpower.]], [[術者から範囲 %d に苔が急成長します。
+苔は範囲内の敵に毎ターン %0.2f 自然ダメージを与えます。
+この苔は非常に滑りやすく、上に乗った敵の複雑な行動を %d%% で失敗させます。
+苔は %d ターン持続します。
+「苔」タレントは使用にターンを消費しませんが、一度使用すると他の「苔」タレントは3ターンクールダウンします。
+ダメージと行動失敗率は精神パワーに依存します。]], "tformat")
+t("Hallucinogenic Moss", "幻覚の苔", "talent name")
+t([[Instantly grow a moss circle of radius %d at your feet.
+		Each turn the moss deals %0.2f nature damage to each foe within its radius.
+		This moss is coated with strange fluids and has a %d%% chance to confuse (power %d%%) foes passing through it for 2 turns.
+		The moss lasts %d turns.
+		Moss talents are instant but place all other moss talents on cooldown for 3 turns.
+		The damage will increase with your Mindpower.]], [[術者から範囲 %d に苔が急成長します。
+苔は範囲内の敵に毎ターン %0.2f 自然ダメージを与えます。
+この苔は謎の液体を分泌し、上に乗った敵を %d%% で2ターン混乱(パワー %d%%)させます。
+苔は %d ターン持続します。
+「苔」タレントは使用にターンを消費しませんが、一度使用すると他の「苔」タレントは3ターンクールダウンします。
+ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/mucus.lua"
+
+t("Mucus", "粘液", "talent name")
+t([[For %d turns, you lay down mucus where you walk or stand.
+		The mucus is placed automatically every turn and lasts %d turns.
+		At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
+		Your mucus will poison all foes crossing it, dealing %0.1f nature damage every turn for 5 turns (stacking).
+		In addition, each turn, you will restore %0.1f Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
+		The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration.]], [[%d ターン自身のいる場所に粘液が滴るようになります。
+粘液は毎ターン自動的に設置され、 %d ターン持続します。
+タレントレベル4からは、粘液が範囲1に広がります。
+粘液は踏んだ敵を5ターン毒して毎ターン %0.1f 自然ダメージを与えます。(累積可)
+術者が自身の粘液の上に居る場合、毎ターン調和値が %0.1f 回復します。
+術者に友好的な対象が粘液に触れている場合、その対象と術者の調和値が1回復します。
+毒ダメージと調和値回復量は精神パワーに依存します。
+粘液が同じ場所に重なると効果が増し、持続時間が更新されます。]], "tformat")
+t("Acid Splash", "酸飛ばし", "talent name")
+t([[Calling upon nature, you cause the ground to erupt in an radius %d acidic explosion, dealing %0.1f acid damage to all creatures and creating mucus in the area.
+		Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
+		The damage increases with your Mindpower.]], [[自然の力を借りて範囲 %d の地面から酸を噴出させて全対象に %0.1f 酸ダメージを与え、粘液を生成します。
+さらに、視界内の「粘体ウーズ」が、酸を受けたランダムな対象に即時に「スライム吐き」で攻撃します。(威力は通常時よりも下がります)
+ダメージは精神パワーに依存します。]], "tformat")
+t("Slime Spit", "スライム吐き", "talent name")
+t([[Spits a beam of slime doing %0.2f slime damage.
+		The damage will increase with mindpower.]], [[スライムのビームを放ち、 %0.2f スライムダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Living Mucus", "生ける粘液", "talent name")
+t("%s's mucus ooze", "%sの粘体ウーズ", "tformat")
+t("It's made from mucus and it's oozing.", "粘液から作られたドロドロの物体だ。", "_t")
+t([[Your mucus is brought to near sentience.
+		Each turn, there is a %d%% chance that a random spot of your mucus will spawn a Mucus Ooze.
+		Mucus Oozes last %d turns and will attack any of your foes by spitting slime at them.
+		You may have up to %d Mucus Oozes active at any time (based on your Cunning).
+		Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
+		The spawn chance increases with your Mindpower.]], [[粘液に知性が芽生えます。
+毎ターン %d%% でランダムな粘液のある場所から「粘体ウーズ」が生まれます。
+「粘体ウーズ」は %d ターン持続し、敵にスライムを吐いて攻撃します。
+保持できる粘体ウーズの数は最大 %d 体です。(賢さに依存)
+精神クリティカルが発生する毎に保持している粘体ウーズの持続時間が2ターン増加します。
+ウーズの生成確率は精神パワーに依存します。]], "tformat")
+t("Oozewalk", "ウーズウォーク", "talent name")
+t("You can only Oozewalk from one area of mucus to another.", "「ウーズウォーク」は粘液のある場所から粘液のある場所にしか移動できない", "logPlayer")
+t([[You temporarily merge with your mucus, cleansing yourself of %d physical or magical detrimental effects.
+		You can then reemerge on any tile within sight and range that is also covered by mucus.
+		This is quick, performed in only %d%% of the normal time, but you must be in contact with your mucus.]], [[一時的に粘液と一体化して、最大 %d 種の物理、魔法悪性状態異常を治療します。
+その後、範囲内の視界にある粘液まで移動できます。
+素早く移動するため、通常の %d%% のターンを消費します。
+このタレントは粘液の上に居るときだけ起動できます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/ooze.lua"
+
+t("Mitosis", "ウーズ分裂", "talent name")
+t("You try to split, but there is no free space close enough to summon!", "分裂を試みたが、近くにウーズを生成できる場所がなかった", "logPlayer")
+t("bloated ooze", "肉塊ウーズ", "_t")
+t("It's made from your own flesh and it's oozing.", "血肉によって作られたドロドロの物体だ。", "_t")
+t([[In addition, you restore %0.1f Equilibrium per turn while this talent is active.
+		]], [[さらに、このタレントを起動していると毎ターン調和値が %0.1f 回復します。
+]], "tformat")
+t([[Your body is more like that of an ooze.
+		When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
+		This ooze has as much health as twice the damage you took (up to a maximum of %d, based on your Mindpower and maximum life).
+		The chance to split equals the percent of your health lost times %0.2f.
+		You may have up to %d Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
+		Bloated Oozes last for %d turns, are very resilient (%d%% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
+		%sThe chance to split increases with your Cunning.]], [[体がウーズ化します。
+ダメージを受けると分裂して視界内の近くに「肉塊ウーズ」を生成することがあります。
+このウーズは、生成時に受けたダメージの2倍のHPを持ちます。(最大 %d, 精神パワーと最大HPに依存)
+分裂確率は(失ったHPの割合* %0.2f)です。
+保持できる「肉塊ウーズ」の数は最大 %d 体です。(タレントレベルと召喚保持数上限に依存)
+タレント起動中は、術者が受けるダメージを術者と「肉塊ウーズ」たちの間で等分します。
+「肉塊ウーズ」は %d ターン持続し、非常に頑強で全耐性 %d%% を持ち、HPを素早く自然回復します。
+ただし術者からの分配ダメージは軽減できません。
+%sウーズ生成確率は賢さに依存します。]], "tformat")
+t("Reabsorb", "ウーズ融合", "talent name")
+t([[You randomly merge with an adjacent bloated ooze, granting you 40%% all damage resistance for %d turns.
+		This process releases a burst of antimagic, dealing %0.1f Manaburn damage in radius %d.
+		This talent allows you to restore %0.1f Equilibrium per turn while Mitosis is active.
+		The damage, duration and Equilibrium restoration increase with your Mindpower.]], [[隣接するランダムな「肥大ウーズ」1体と融合し、 %d ターン全耐性が40%%上昇します。
+その際に反魔法の爆発を起こし範囲 %d に %d マナバーンダメージを与えます。
+また、「ウーズ分裂」を起動していると、毎ターン調和値が %0.1f 回復するようになります。
+ダメージ、持続時間、調和値回復量は精神パワーに依存します。]], "tformat", {1,3,2,4})
+t("Call of the Ooze", "ウーズ召喚", "talent name")
+t([[Instantly call all of your bloated oozes to your aid.
+		If you have less than the maximum number of oozes allowed by the Mitosis talent, up to %d will be created with %d life (%d%% of the maximum life allowed by Mitosis).
+		Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
+		This will then allow you to channel a melee attack through your ooze to its target, doing %d%% weapon damage (as Acid).]], [[全ての「肉塊ウーズ」を緊急招集します。
+「肉塊ウーズ」の数が「ウーズ分裂」による保持上限に達していない場合、最大 %d 体をHP %d (「ウーズ分裂」による最大値の %d%%)で生成します。
+招集したウーズはそれぞれ視界内にいる近くのランダムな敵に隣接し、囮になります。(対象1体につきウーズ1体まで)
+この際、術者はウーズを通してそれぞれの対象に %d%% 酸武器ダメージを与えます。]], "tformat")
+t("Indiscernible Anatomy", "ウーズ化", "talent name")
+t([[Your body's internal organs are indistinct, disguising your vital areas.
+		You have a %d%% chance to shrug off all direct critical hits (physical, mental, spell).
+		In addition you gain %d%% resistance to disease, poison, wounds and blindness.]], [[内臓が不定形になり、急所が隠れます。
+クリティカルヒット(物理、魔法、精神)を受けた際に、 %d%% でクリティカルを無効化します。
+さらに、病気、毒、出血、盲目に対して %d%% の耐性を得ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/oozing-blades.lua"
+
+t("Oozebeam", "ウーズビーム", "talent name")
+t([[Channel slime through your psiblades, extending their reach to create a beam doing %0.1f Slime damage.
+		The damage increases with your Mindpower.]], [[サイブレードにスライムを送り込み、ビームを放ち %0.1f スライムダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Natural Acid", "自然の酸", "talent name")
+t([[You gain %d%% Nature resistance.
+		When you deal Acid damage to a creature, you gain a %0.1f%% bonus to Nature damage for %d turns. 
+		This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of %0.1f%%.
+		The resistance and damage increase improve with your Mindpower.]], [[自然耐性が %d%% 増加します。
+酸ダメージを与えると、 %d ターン自然ダメージボーナスが %0.1f%% 増加します。
+この効果は1ターンに1回まで発動し、4回まで累積します。
+(最大 %0.1f%%)
+耐性とダメージ補正は精神パワーに依存します。]], "tformat", {1,3,2,4,5})
+t("Mind Parasite", "精神寄生", "talent name")
+t([[You use your psiblades to fire a small worm at a foe.
+		When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
+		Each time a talent is used there is %d%% chance that %d talent(s) are placed on a %d turn(s) cooldown.
+		The chance will increase with your Mindpower.]], [[サイブレードを用い、敵に小さなワームを撃ちます。
+命中すると、ワームは相手の脳に潜り込んで6ターン留まり、対象のタレント発動を妨害します。
+対象がタレントを使用する毎に %d%% で %d 種のタレントを %d ターンクールダウンさせます。
+確率は精神パワーに依存します。]], "tformat")
+t("Unstoppable Nature", "自然の躍動", "talent name")
+t([[Surround yourself with natural forces, ignoring %d%% nature resistance of your targets.
+		In addition, any time you deal damage with a wild gift there is a %d%% chance that one of your mucus oozes will spit at the target as a free action.]], [[自然の力を纏い、自然耐性貫通 %d%% を得ます。
+さらに、「自然の恵み」タレントで敵にダメージを与える毎に、 %d%% で保持している「粘体ウーズ」1体が同じ対象を「スライム吐き」でターンを消費せず追加攻撃します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/sand-drake.lua"
+
+t("Swallow", "丸のみ", "talent name")
+t("#Source# tries to swallow #Target#!", "#Source#は#Target#を丸のみにしようとした!", "logCombat")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t([[Attack the target for %d%% Nature weapon damage.
+		If the attack brings your target below a percent of its max life (based on talent level and relative size) or kills it, you attempt to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
+		The target may save against your physical power to prevent this attempt.
+		Levels in Swallow raise your Physical and Mental critical rate by %d%%.
+		Each point in sand drake talents increase your physical resistance by 0.5%%.
+		This talent will also attack with your shield, if you have one equipped.
+		
+		Max life threshold at your current size:
+		Tiny:  %d%%
+		Small:  %d%%
+		Medium:  %d%%
+		Big:  %d%%
+		Huge:  %d%%
+		Gargantuan:  %d%%]], [[対象を攻撃し、 %d%% 自然武器ダメージを与えます。
+その攻撃で対象のHPが一定割合(タレントレベルとサイズに依存)を下回るか倒すと、丸呑みにして即死させ自身のHPと調和値を回復します。
+回復量は対象のレベルに依存します。
+即死効果は物理パワーに対してセーブ抵抗を行います。
+「丸のみ」のレベルを上げる度、物理、精神クリティカル率が %d%% 上昇します。
+「砂竜」タレントにポイントを振る毎に物理耐性が0.5%%上昇します。
+盾を装備している場合、盾による攻撃も行います。
+
+現在の自身のサイズにおける即死の閾値:
+とても小さい:  %d%%
+小さい:  %d%%
+普通:  %d%%
+大きい:  %d%%
+とても大きい:  %d%%
+超巨大:  %d%%]], "tformat")
+t("Quake", "地震撃", "talent name")
+t("@Source@ shakes the ground!", "@Source@は地震を起こした!", "_t")
+t([[You slam the ground, shaking the area around you in a radius of %d.
+		Creatures caught by the quake will be damaged for %d%% weapon damage, and knocked back up to 3 tiles away.
+		The terrain will also be moved around within the radius, and the user will be shifted to a random square within the radius.
+		Each point in sand drake talents also increases your physical resistance by 0.5%%.]], [[地面を叩いて範囲 %d を揺らします。
+範囲内の対象に %d%% 武器ダメージを与え、3マスノックバックします。
+範囲内の地形も変動し、術者は範囲内のランダムな位置へ移動します。
+「砂竜」タレントにポイントを振る毎に物理耐性が0.5%%上昇します。]], "tformat")
+t("Burrow", "穴掘り", "talent name")
+t([[Allows you to burrow into earthen walls for %d turns.
+		Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore %d of target armor and %d%% of enemy physical damage resistance while this is in effect.
+		At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
+		Each point in sand drake talents also increases your physical resistance by 0.5%%.]], [[%d ターン大地に属する壁の類を掘り進めるようになります。
+掘削能力が向上するため、敵の防御を粉砕できるようになり、効果中はアーマーを %d 、物理耐性を %d%% 無視します。
+タレントレベル5からは起動にターンを消費しなくなります。
+クールダウンはタレントレベル上昇に伴って低下します。
+「砂竜」タレントにポイントを振る毎に物理耐性が0.5%%上昇します。]], "tformat")
+t("Sand Breath", "砂のブレス", "talent name")
+t("@Source@ breathes sand!", "@Source@の砂のブレス!", "_t")
+t([[You breathe sand in a frontal cone of radius %d. Any target caught in the area will take %0.2f physical damage, and will be blinded for %d turns.
+		The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower.
+		Each point in sand drake talents also increases your physical resistance by 0.5%%.]], [[範囲 %d の扇状に砂のブレスを吐きます。
+範囲内の全対象に %0.2f 物理ダメージを与え、 %d ターン「盲目」にします。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照し、盲目の確率は精神パワーに依存します。
+「砂竜」タレントにポイントを振る毎に物理耐性が0.5%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/slime.lua"
+
+t("Slime Spit", "スライム吐き", "talent name")
+t([[Spit slime at your target doing %0.1f nature damage and slowing it down by 30%% for 3 turns.
+		The slime can bounce from foe to foe, hitting up to a total of %d target(s).
+		Additional targets must be within 6 tiles of each other and the slime loses %0.1f%% damage per bounce.
+		The damage will increase with your Mindpower]], [[対象にスライムを飛ばして %0.1f 自然ダメージを与え、3ターン30%%減速させます。
+スライムは敵集団の中を跳ね回り、合計 %d 体までの対象に攻撃します。
+範囲6以内に対象がいない場合はそこで攻撃を終了します。
+また、跳ねる度にダメージが %0.1f%% ずつ低下します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Poisonous Spores", "毒の胞子", "talent name")
+t("@Source@ releases poisonous spores at @target@.", "@Source@は@target@に毒の胞子を放った", "_t")
+t([[Releases poisonous spores at an area of radius %d, infecting the foes inside with a random poison doing %0.1f Nature damage over 10 turns.
+		This attack can crit and deals %d%% additional critical damage.
+		The damage and critical bonus increase with your Mindpower.]], [[毒の胞子を範囲 %d に放ちます。
+範囲内の敵にランダムな毒を与え、10ターンかけて %0.1f 自然ダメージを与えます。
+クリティカルが発生すると %d%% の追加ダメージを与えます。
+ダメージとクリティカルによるボーナス量は精神パワーに依存します。]], "tformat")
+t("Acidic Skin", "酸の肌", "talent name")
+t("The skin of @Source@ starts dripping acid.", "@Source@の肌から酸が滴り始めた", "_t")
+t([[Your skin drips with acid, damaging all that hit you for %0.1f disarming acid damage.
+		The damage increases with your Mindpower.]], [[肌から酸が滴り、攻撃を受けると %0.1f 酸ダメージで反撃し、「武装解除」します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Slime Roots", "スライムの根", "talent name")
+t([[You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of %d with error margin of %d.
+		Doing so changes your internal structure slightly, taking %d random talent(s) off cooldown.]], [[スライムの根を地中に伸ばし、そこを伝って範囲 %d の別の場所に誤差 %d で移動します。
+さらに、身体の内部構造を少し変化させて、ランダムな %d 種のタレントのクールダウンを解消します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/storm-drake.lua"
+
+t("Lightning Speed", "雷光変化", "talent name")
+t([[You transform into pure lightning, moving %d%% faster for %d game turns.
+		Also provides 30%% physical damage resistance and 100%% lightning resistance.
+		Any actions other than moving will stop this effect.
+		Note: since you will be moving very fast, game turns will pass very slowly.
+		Levels in Lightning Speed additionally raises your Movement Speed by %d%%, passively.
+		Each point in storm drake talents also increases your lightning resistance by 1%%.]], [[雷光に変化し、 %d ゲームターン移動速度を %d%% 上昇させます。
+効果中は物理耐性が30%%、電撃耐性が100%%増加します。
+移動以外の行動をすると効果は即座に終了します。
+非常に速く移動するため、ゲームターンがゆっくりと経過します。
+「雷光変化」のレベルを上げる度、移動速度が %d%% 恒久的に上昇します。
+「雷竜」タレントにポイントを振る毎に電撃耐性が1%%上昇します。]], "tformat", {2,1,3})
+t("Static Field", "電場生成", "talent name")
+t("%s resists the static field!", "%sは電場に抵抗した!", "logSeen")
+t("%s is caught in the static field!", "%sは電場に捕われた!", "logSeen")
+t("#PURPLE#%d STATIC#LAST#", "#PURPLE#%d 電場#LAST#", "tformat")
+t([[Generate an electrical field around you in a radius of %d. Any creature caught inside will lose up to %0.1f%% of its current life (%0.1f%% if the target is Elite or Rare, %0.1f%% if the target is a Unique or Boss, and %0.1f%% if they are an Elite Boss.). This life drain is irresistable, but can be saved against with physical save.
+		Additionally, it will deal %0.2f lightning damage afterwards, regardless of target rank.
+		Current life loss and lightning damage will increase with your Mindpower, and the lightning damage element can critically hit with mental critical chances.
+		Each point in storm drake talents also increases your lightning resistance by 1%%.]], [[範囲 %d に電場を生成します。
+電場に捕らわれた対象に最大で現在HPの %0.1f%% 分のダメージを与えます。
+(エリートかレアの場合は %0.1f%% 、ユニークかボスの場合は %0.1f%% 、エリートボスの場合は %0.1f%% が上限)
+このダメージは物理セーブによって抵抗されることがあります。
+さらに、対象のランクに関わらず、このダメージの後に追加で %0.2f 電撃ダメージを与えます。
+ダメージは精神パワーに依存し、電撃ダメージは精神クリティカルが発生することがあります。
+「雷竜」タレントにポイントを振る毎に電撃耐性が1%%上昇します。]], "tformat")
+t("Tornado", "トルネード", "_t")
+t("%s is knocked back!", "%s はノックバックした!", "logSeen")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t([[Summon a tornado that moves very slowly towards the target, following it if it changes position.
+		Each time it moves every foes within radius 2 takes %0.2f lightning damage and is knocked back 2 spaces.
+		When it reaches the target it explodes in a radius of %d, knocking back targets and dealing %0.2f lightning and %0.2f physical damage.
+		The tornado will move a maximum of 20 times.
+		Damage will increase with your Mindpower.
+		Each point in storm drake talents also increases your lightning resistance by 1%%.]], [[ゆっくりと対象を追尾するトルネードを生成します。
+移動する度に範囲2の敵全てに %0.2f 電撃ダメージを与え、2マスノックバックします。
+目標に到達するとトルネードは範囲 %d の爆発を起こし、対象をノックバックし、 %0.2f 電撃ダメージと %0.2f 物理ダメージを与えます。
+トルネードは最大20回移動します。
+ダメージは精神パワーに依存します。
+「雷竜」タレントにポイントを振る毎に電撃耐性が1%%上昇します。]], "tformat")
+t("Lightning Breath", "電撃のブレス", "talent name")
+t("@Source@ breathes lightning!", "@Source@の電撃のブレス!", "_t")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t([[You breathe lightning in a frontal cone of radius %d. Any target caught in the area will take %0.2f to %0.2f lightning damage (%0.2f average) and be stunned for 3 turns.
+		The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower.
+		Each point in storm drake talents also increases your lightning resistance by 1%%.]], [[範囲 %d の扇状に電撃のブレスを吐きます。
+範囲内の全対象に %0.2f から %0.2f 電撃ダメージ(平均 %0.2f)を与え3ターン「スタン」します。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照し、スタン確率は精神パワーに依存します。
+「雷竜」タレントにポイントを振る毎に電撃耐性が1%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-advanced.lua"
+
+t("Master Summoner", "召喚の熟練", "talent name")
+t("Reduces the cooldown of all summons by %d%%.", "「召喚」タレントのクールダウンが %d%% 短縮されます。", "tformat")
+t("Grand Arrival", "大召喚", "talent name")
+t([[While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
+		- Ritch Flamespitter: Reduce fire resistance of all foes in the radius by %d%%
+		- Hydra: Generates a cloud of lingering poison, poisoning all foes caught within for %0.1f nature damage per turn (cumulative)
+		- Rimebark: Reduce cold resistance of all foes in the radius by %d%%
+		- Fire Drake: Appears with %d fire drake hatchling(s)
+		- War Hound: Reduce physical resistance of all foes in the radius by %d%%
+		- Jelly: Reduce nature resistance of all foes in the radius by %d%%
+		- Minotaur: Reduces movement speed of all foes in the radius by %0.1f%%
+		- Stone Golem: Dazes all foes in the radius
+		- Turtle: Heals all friendly targets in the radius %d HP
+		- Spider: Pins all foes in the radius
+		Radius for effects is %d, and the duration of each lasting effect is %d turns.
+		The effects improve with your mindpower.]], [[「召喚の熟練」を起動していると、召喚時に様々な効果が発動します。
+- 火吐きリッチ虫: 周囲の敵の火炎耐性を %d%% 低下させる。
+- ヒドラ: 毒の雲を発生させ、範囲内の全ての敵に毎ターン累積する %0.1f 自然ダメージを与える
+- 霧氷樹: 周囲の敵の冷気耐性を %d%% 低下させる
+- ファイアドレイク: 幼生ファイアドレイクを %d 体伴って出現する
+- ウォーハウンド: 周囲の敵の物理耐性を %d%% 低下させる
+- ゼリー: 周囲の敵の自然耐性を %d%% 低下させる
+- ミノタウロス: 周囲の敵の移動速度を %0.1f%% 低下させる
+- ストーンゴーレム: 周囲の敵を朦朧とさせる
+- 大亀: 周囲の友好的な対象を %d 回復する
+- 大蜘蛛: 周囲の敵を移動不能にする
+効果範囲は %d で、それぞれの効果は %d ターン持続します。
+効果量は精神パワーに依存します。]], "tformat")
+t("Nature's Cycle", "自然の循環", "talent name")
+t([[While Master Summoner is active, each new summon will reduce the remaining cooldown of Pheromones, Detonate and Wild Summon.
+		%d%% chance to reduce them by %d.]], "「召喚の熟練」を起動している場合、新しく召喚する度に「フェロモン」「爆破」「野性召喚」のクールダウンが %d%% で %d 減少します。", "tformat")
+t("Wild Summon", "野性の召喚", "talent name")
+t([[For %d turn(s), you have 100%% chance that your summons appear as a wild version.
+		Each turn the chance disminishes.
+		Wild creatures have one more talent/power than the base versions:
+		- Ritch Flamespitter: Can fly in the air, spitting its Flamespit past creatures in the path of its target
+		- Hydra: Can concentrate its breath into spits when allies would be caught in a breath, instead spitting a bolt
+		- Rimebark: Can grab foes, pulling them into range of its ice storm
+		- Fire Drake: Can emit a powerful roar to silence its foes
+		- War Hound: Can rage, inreasing its critical chance and gaining armour penetration
+		- Jelly: Can split into an additional jelly upon taking a large hit (jellies formed by splitting do not count against your summon cap)
+		- Minotaur: Can rush toward its target
+		- Stone Golem: Can disarm its foes
+		- Turtle: Can force all foes in a radius into melee range
+		- Spider: Can project an insidious poison at its foes, reducing their healing
+		This talent requires Master Summoner to be active to be used.
+		Effects scale with levels in summon talents.]], [[ %d ターン召喚すると100%%で野性解放状態の召喚生物が出現するようになります。
+確率はターン経過と共に減少していきます。
+- 火吐きリッチ虫: 空を飛び、攻撃対象との間にいる他の存在をすり抜けて「火吐き」します
+- ヒドラ: ブレスの精度を高め、味方が被弾する場合、代わりにボルトを吐きます
+- 霧氷樹: 敵を氷の嵐の範囲内に引き寄せます
+- ファイアドレイク: 咆哮を放って敵を沈黙させます
+- ウォーハウンド: 凶暴化し、クリティカル率とアーマー貫通が上昇します
+- ゼリー: 大ダメージを受けると分裂します(分裂したゼリーは召喚数上限にカウントされません)
+- ミノタウロス: 対象に「突進」します
+- ストーンゴーレム: 敵を武装解除します
+- 大亀: 周囲の全ての敵を近接範囲に引き寄せます
+- 大蜘蛛: 敵に毒を吐き、回復効果を低下させます
+使用時には「大いなる召喚」の起動が条件となります。
+効果量は召喚タレントのレベルに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-augmentation.lua"
+
+t("Rage", "凶暴化", "talent name")
+t([[Induces a killing rage in all your summons within a radius of 5 when a summon is killed, increasing all their stats by %d for 5 turns. 
+		The bonus will increase with your mindpower.]], "召喚生物が倒されると、範囲5の召喚生物全てを凶暴化させて、5ターン全能力値を %d 上昇させます。", "tformat")
+t("Detonate", "爆破", "talent name")
+t([[Destroys one of your summons, making it detonate in radius of %d.
+		- Ritch Flamespitter: Explodes into a fireball dealing %d damage, flameshocking damaged foes
+		- Hydra: Grants %d%% lightning, acid, and nature affinity as well as %d life regen per turn to all friendly creatures for 7 turns
+		- Rimebark: Explodes into an iceball dealing %d ice damage, possibly freezing damaged foes
+		- Fire Drake: Explodes into a cloud of lingering fire, dealing %d damage per turn
+		- War Hound: Explodes into a sharp ball, cutting all creatures for %0.1f bleeding damage per turn for 6 turns
+		- Jelly: Explodes into a ball of slowing slime, dealing %d nature damage and slowing foes by %0.1f%%
+		- Minotaur: Confuses foes at %d%% power for 5 turns
+		- Stone Golem: Grants %d armour and %d%% armour hardiness to all friendly creatures for 5 turns
+		- Turtle: Grants a small shell shield to all friendly creatures, granting %d%% all resist for 5 turns
+		- Spider: Knocks back all foes %d tiles
+		In addition, a random summon will come off cooldown.
+		Hostile effects will not hit you or your other summons.
+		The effects improve with your mindpower, and can crit.]], [[召喚生物1体を爆破して範囲 %d に攻撃します。
+- 火吐きリッチ虫: ファイアボールが弾け、 %d ダメージを与え、「フレイムショック」にします
+- ヒドラ: 7ターン全ての友好的な対象に %d%% 電撃、酸、自然吸収と %d HP自然回復を付与します
+- 霧氷樹: アイスボールが弾け、 %d 凍結ダメージを与えます
+- ファイアドレイク: 火炎の雲が発生し、毎ターン %d ダメージを与えます
+- ウォーハウンド: 破片の爆発が発生し、6ターン全ての対象を出血させ、毎ターン %0.1f ダメージを与えます
+- ゼリー: 減速のスライムが弾け、 %d 自然ダメージを与え %0.1f%% 減速させます
+- ミノタウロス: 5ターン、パワー %d%% の混乱にします
+- ストーンゴーレム: 5ターン全ての友好的な対象に %d アーマーと %d%% 重装度を付与します
+- 大亀: 5ターン全ての友好的な対象に小さな甲羅の盾を付与し全耐性を %d%% 上昇させます
+- 大蜘蛛: 敵を %d マスノックバックします
+さらに、ランダムな召喚タレントのクールダウンが解除されます。
+有害な効果を持つものは自分や召喚生物には命中しません。
+効果量は精神パワーに依存し、クリティカルが発生することがあります。]], "tformat")
+t("Resilience", "耐久力強化", "talent name")
+t("Increases all your summons' max life by %0.1f%% and extends your summons' maximum lifetime by %d turns.", "全ての召喚生物のHPが %0.1f%% 上昇し、持続時間が %d 増加します。", "tformat")
+t("Phase Summon", "次元召喚", "talent name")
+t("Switches places with one of your summons. This disorients your foes, granting both you and your summon 50%% evasion for %d turns.", [[召喚生物1体と位置を交換します。
+敵を攪乱し、 %d ターン術者と対象の召喚生物は50%%の「見切り」を得ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-distance.lua"
+
+t("Flamespit", "火吐き", "talent name")
+t("@Source@ spits flames!", "@Source@は火を吐いた!", "_t")
+t([[Spits a bolt of fire, doing %0.2f fire damage.
+		The damage will increase with your Mindpower.]], [[炎のボルトを吐いて %0.2f 火炎ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Flame Fury", "火炎の怒り", "talent name")
+t([[A wave of fire emanates from you with radius %d, knocking back anything caught inside and setting them ablaze and doing %0.2f fire damage over 3 turns.
+		The damage will increase with your Mindpower.]], [[火炎の波を範囲 %d に発生させ、全対象をノックバックし、炎上させて3ターンかけて %0.2f 火炎ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Acid Breath", "酸のブレス", "talent name")
+t("@Source@ breathes acid!", "@Source@の酸のブレス!", "_t")
+t([[Breathe acid on your foes, doing %0.2f damage.
+		The damage will increase with your Willpower.]], [[酸のブレスを吐いて %0.2f ダメージを与えます。
+ダメージは意志に依存します。]], "tformat")
+t("Acid Spit", "酸を吐く", "talent name")
+t("@Source@ spits acid!", "@Source@は酸を飛ばした!", "_t")
+t([[Spit acid on a foe, doing %0.2f damage.
+		The damage will increase with your Willpower.]], [[酸を吐いて %0.2f ダメージを与えます。 
+ダメージは意志に依存します。]], "tformat")
+t("Lightning Breath", "電撃のブレス", "talent name")
+t("@Source@ breathes lightning!", "@Source@の電撃のブレス!", "_t")
+t([[Breathe lightning on your foes, doing %d to %d damage.
+		The damage will increase with your Willpower.]], [[電撃のブレスを吐いて %d から %d のダメージを与えます。
+ダメージは意志に依存します。]], "tformat")
+t("Lightning Spit", "電撃を吐く", "talent name")
+t("@Source@ spits lightning!", "@Source@は電撃を吐いた!", "_t")
+t([[Spit lightning on your foe, doing %d to %d damage.
+		The damage will increase with your Willpower.]], [[電撃を吐いて %d から %d のダメージを与えます。 
+ダメージは意志に依存します。]], "tformat")
+t("Poison Breath", "毒のブレス", "talent name")
+t("@Source@ breathes poison!", "@Source@の毒のブレス!", "_t")
+t([[Breathe poison on your foes, doing %d damage over a few turns.
+		The damage will increase with your Willpower.]], [[毒のブレスを吐き、数ターンの間 %d ダメージを与え続けます。
+ダメージは意志に依存します。]], "tformat")
+t("Poison Spit", "毒を吐く", "talent name")
+t("@Source@ spits poison!", "@Source@は毒を吐いた!", "_t")
+t([[Spit poison on your foes, doing %d damage over a few turns.
+		The damage will increase with your Willpower.]], [[毒を吐いて数ターンかけて %d のダメージを与えます。 
+ダメージは意志に依存します。]], "tformat")
+t("Winter's Fury", "冬の怒り", "talent name")
+t([[A furious ice storm rages around the user doing %0.2f cold damage in a radius of 3 each turn for %d turns.
+		It has 25%% chance to freeze damaged targets.
+		The damage and duration will increase with your Willpower.]], [[範囲3に %d ターン冷気の嵐を発生させ、毎ターン %0.2f 冷気ダメージを与えます。
+また、対象を25%%で「凍結」します。
+ダメージと持続時間は意志に依存します。]], "tformat", {2,1})
+t("Winter's Grasp", "ウィンターグラスプ", "talent name")
+t([[Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50%% for %d turns.
+		The ice will also deal %0.2f cold damage.
+		The damage and chance to slow will increase with your Mindpower.]], [[対象を掴み隣まで引き寄せ、霜で包み %d ターン移動速度を50%%ターン減少させます。
+さらに、氷が %0.2f 冷気ダメージを与えます。
+ダメージとスロウ付与率は精神パワーに依存します。]], "tformat")
+t("Ritch Flamespitter", "火吐きリッチ虫召喚", "talent name")
+t("@Source@ summons a Ritch Flamespitter!", "@Source@は「火吐きリッチ虫召喚」を召喚した!", "_t")
+t([[Summon a Ritch Flamespitter for %d turns to burn your foes to death. Flamespitters are weak in melee and die easily, but they can burn your foes from afar.
+		It will get %d Willpower, %d Cunning and %d Constitution.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Willpower and Cunning will increase with your Mindpower.]], [[ %d ターン敵を燃やし尽くす「火吐きリッチ虫」を召喚します。
+打たれ弱く、近接戦闘ではすぐに死んでしまいますが、遠距離戦を得意とします。
+( %d 意志 %d 賢さ %d 耐久)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「火吐きリッチ虫」の意志、賢さは術者の精神パワーに依存します。]], "tformat")
+t("Hydra", "ヒドラ召喚", "talent name")
+t("@Source@ summons a 3-headed hydra!", "@Source@は「三首ヒドラ」を召喚した!", "_t")
+t("A strange reptilian creature with three smouldering heads.", "首が3つあり、口から煙が出ている奇妙な爬虫類だ。", "_t")
+t([[Summon a 3-headed Hydra for %d turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning.
+		It will get %d Willpower, %d Constitution and 18 Strength.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Willpower will increase with your Mindpower.]], [[ %d ターン毒、酸、電撃のブレスを吐く「三首ヒドラ」を召喚します。
+( %d 意志 %d 耐久 18腕力)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「三首ヒドラ」の意志は術者の精神パワーに依存します。]], "tformat")
+t("Rimebark", "霧氷樹の召喚", "talent name")
+t("@Source@ summons a Rimebark!", "@Source@は「霧氷樹」を召喚した!", "_t")
+t("This huge treant-like being is embedded with the fury of winter itself.", "このトレントのような存在は冬の怒りを内に宿している。", "_t")
+t([[Summon a Rimebark for %d turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
+		It will get %d Willpower, %d Cunning and %d Constitution.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Willpower and Cunning will increase with your Mindpower.]], [[ %d ターン「霧氷樹」を召喚します。
+移動はできませんが、範囲3に氷の嵐を吹かせてダメージと「凍結」効果を与えます。
+( %d 意志 %d 賢さ %d 耐久)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「霧氷樹」の意志と賢さは術者の精神パワーに依存します。]], "tformat")
+t("Fire Drake", "ファイアドレイク召喚", "talent name")
+t("@Source@ summons a Fire Drake!", "@Source@は「ファイアドレイク」を召喚した!", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("A mighty fire drake.", "強大なるファイアドレイクだ。", "_t")
+t("%s (wild summon)", "%s (野性召喚)", "tformat")
+t([[Summon a Fire Drake for %d turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn foes from afar with their fiery breath.
+		It will get %d Strength, %d Constitution and 38 Willpower.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Strength and Constitution will increase with your Mindpower.]], [[ %d ターン「ファイアドレイク」を召喚して敵を燃やし尽くします。
+遠距離から炎のブレスで攻撃します。
+( %d 腕力 %d 耐久 38意志)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「ファイアドレイク」の腕力と耐久は召喚士の精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-melee.lua"
+
+t("Jelly Spread", "ゼリースプレッド", "talent name")
+t("@source@ oozes over the ground!!", "@source@は地面にゼリーをまき散らした!", "_t")
+t("Ooze over the floor, spreading caustic jelly in a radius of 1 lasting %d turns and dealing %d nature damage per turn to hostile creatures caught within.", "範囲1に %d ターン持続する毒のゼリーをまき散らし、範囲内の敵に毎ターン %d 自然ダメージを与えます。", "tformat")
+t("Mitotic Split", "ゼリー分裂", "talent name")
+t("%d%% chance to split upon taking a single hit dealing at least %d%% of your maximum life.", " %d%% で最大HPの %d%% を越えるダメージを受けたとき分裂します。", "tformat")
+t("War Hound", "ウォーハウンド召喚", "talent name")
+t("@Source@ summons a War Hound!", "@Source@は「ウォーハウンド」を召喚した!", "_t")
+t([[Summon a War Hound for %d turns to attack your foes. War hounds are good basic melee attackers.
+		It will get %d Strength, %d Dexterity and %d Constitution.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		The hound's Strength and Dexterity will increase with your Mindpower.]], [[ %d ターン近接戦闘に優れた「ウォーハウンド」を召喚します。
+( %d 腕力 %d 機敏 %d 耐久)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「ウォーハウンド」の腕力と機敏は術者の精神パワーに依存します。]], "tformat")
+t("Jelly", "ゼリー", "talent name")
+t("@Source@ summons a Jelly!", "@Source@は「ゼリー」を召喚した!", "_t")
+t("A strange blob on the dungeon floor.", "床を這う奇妙なゼリーだ。", "_t")
+t("#GREEN##Target# absorbs some damage. #Source# is closer to nature.", "#GREEN##Target#はダメージを吸収し、#Source#は自然に近づいた", "delayedLogMessage")
+t([[Summon a Jelly for %d turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10%% of all damage received by the jelly.
+		It will get %d Constitution and %d Strength.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		The jelly's Constitution will increase with your Mindpower.]], [[ %d ターン「ゼリー」を召喚します。
+「ゼリー」は移動できませんが、被ダメージの10%%分、術者の調和値が減少します。
+( %d 耐久 %d 腕力)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+ゼリーの耐久は術者の精神パワーに依存します。]], "tformat")
+t("Minotaur", "ミノタウロス", "talent name")
+t("@Source@ summons a Minotaur!", "@Source@は「ミノタウロス」を召喚した!", "_t")
+t("It is a cross between a human and a bull.", "半人半牛の生物だ。", "_t")
+t([[Summon a Minotaur for %d turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal high damage.
+		It will get %d Strength, %d Constitution and %d Dexterity.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		The minotaur's Strength and Dexterity will increase with your Mindpower.]], [[ %d ターン「ミノタウロス」を召喚します。
+「ミノタウロス」は持続時間は短いものの高い攻撃力を誇ります。
+( %d 腕力、 %d 耐久、 %d 機敏)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「ミノタウロス」の腕力と機敏は召喚士の精神パワーに依存します。]], "tformat")
+t("Stone Golem", "ストーンゴーレム召喚", "talent name")
+t("@Source@ summons a Stone Golem!", "@Source@は「ストーンゴーレム」を召喚した!", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("It is a massive animated statue.", "命を吹き込まれた巨大な石像だ。", "_t")
+t("%s (wild summon)", "%s (野性召喚)", "tformat")
+t([[Summon a Stone Golem for %d turns to attack your foes. Stone golems are formidable foes that can become unstoppable.
+		It will get %d Strength, %d Constitution and %d Dexterity.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		The golem's Strength and Dexterity will increase with your Mindpower.]], [[ %d ターン「ストーンゴーレム」を召喚します。
+「ストーンゴーレム」は一騎当千の強さを持ちます。
+( %d 腕力、 %d 耐久、 %d 機敏)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「ストーンゴーレム」の腕力と機敏は術者の精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-utility.lua"
+
+t("Taunt", "挑発", "talent name")
+t("Forces all hostile foes in radius %d to attack you.", "範囲 %d の敵の攻撃を自身に集中させます。", "tformat")
+t("Shell Shield", "甲羅の盾", "talent name")
+t("Under the cover of your shell, gain %d%% all resistance for %d turns", "甲羅で自身を守り、 %d ターン全耐性が %d%% 上昇します。", "tformat", {2,1})
+t("Web", "蜘蛛の糸", "talent name")
+t("Spread a web and throw it toward your target. If caught, it won't be able to move for %d turns.", "対象に蜘蛛の糸を吐きます。糸に絡まった対象を %d ターン「移動不能」にします。", "tformat")
+t("Turtle", "大亀の召喚", "talent name")
+t("@Source@ summons a Turtle!", "@Source@は「大亀」を召喚した!", "_t")
+t([[Summon a Turtle for %d turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
+		It will get %d Constitution, %d Dexterity and 18 willpower.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Constitution will increase with your Mindpower.]], [[ %d ターン「大亀」を召喚します。
+耐久力に優れますが、攻撃力は高くありません。しかし、囮になって敵の攻撃を甲羅で防ぎます。
+( %d 耐久、 %d 機敏、18意志)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「大亀」の耐久は召喚士の精神パワーに依存します。]], "tformat")
+t("Spider", "大蜘蛛の召喚", "talent name")
+t("@Source@ summons a Spider!", "@Source@は「大蜘蛛」を召喚した!", "_t")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("%s (wild summon)", "%s (野性召喚)", "tformat")
+t([[Summon a Spider for %d turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground.
+		It will get %d Dexterity, %d Strength, 18 Willpower and %d Constitution.
+		Your summons inherit some of your stats: increased damage%%, resistance penetration %%, stun/pin/confusion/blindness resistance, armour penetration.
+		Their Dexterity will increase with your Mindpower.]], [[ %d ターン「大蜘蛛」を召喚します。
+「大蜘蛛」は敵に毒を与え、糸で動きを封じます。
+( %d 機敏、 %d 腕力、18意志)
+召喚生物は術者の属性ダメージ上昇量、耐性貫通、スタン、移動不能、混乱、盲目耐性、アーマー貫通を引き継ぎます。
+「大蜘蛛」の機敏は術者の精神パワーに依存します。]], "tformat")
+t("Frantic Summoning", "狂乱召喚", "talent name")
+t([[You focus yourself on nature, allowing you to summon natural creatures much faster (%d%% of a normal summon time) and with no chance to fail from high equilibrium for %d turns.
+		When activating this power, a random summoning talent will come off cooldown.
+		Each time you summon, the duration of the frantic summoning effect will reduce by 1.]], [[自然との繋がりを深め、召喚で消費するターンを %d%% に短縮し、 %d ターン調和値による失敗が起こらなくなります。
+このタレントを使用すると、ランダムな召喚タレントのクールダウンが1種解消されます。
+召喚を行う度に、「狂乱召喚」の持続時間が1減少します。]], "tformat")
+t("Pheromones", "フェロモン", "talent name")
+t([[Mark a creature with pheromones, signalling to all of your summons within %d tiles to shift aggression towards the marked creature for %d turns. Marked targets will receive %d%% increased damage from your summons and your summons will change target to it.
+		The increased damage from your summons will increase with your Mindpower]], [[対象をフェロモンでマーキングします。
+対象は %d ターン範囲 %d の全ての召喚生物の攻撃対象となります。
+マーキングされた対象は召喚生物から受けるダメージが %d%% 上昇します。
+ダメージ上昇量は精神パワーに依存します。]], "tformat", {2,1,3})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/venom-drake.lua"
+
+t("Acidic Spray", "アシッドスプレー", "talent name")
+t("@Source@ spits acid!", "@Source@は酸を飛ばした!", "_t")
+t([[Spray forth a glob of acidic moisture at your enemy.
+		The target will take %0.2f Mindpower-based acid damage.
+		Enemies struck have a 25%% chance to be Disarmed for three turns, as their weapon is rendered useless by an acid coating.
+		At Talent Level 5, this becomes a piercing line of acid.
+		Every level in Acidic Spray additionally raises your Mindpower by 4, passively.
+		Each point in acid drake talents also increases your acid resistance by 1%%.]], [[敵に酸の雲を吐きかけます。
+対象に精神パワー依存の %0.2f 酸ダメージを与えます。
+対象の武器を酸に覆って使い物にならなくして、25%%で3ターン「武装解除」状態にします。
+タレントレベル5からは酸のビームに変化します。
+「アシッドスプレー」のレベルを上げる度、精神パワーが4上昇します。
+「酸毒竜」タレントにポイントを振る毎に酸耐性が1%%上昇します。]], "tformat")
+t("Corrosive Mist", "酸の霧", "talent name")
+t([[Exhale a mist of lingering acid, dealing %0.2f acid damage that can critical in a radius of %d each turn for %d turns.
+		Enemies in this mist will be corroded for %d turns, lowering their Accuracy, their Armour and their Defense by %d.
+		The damage and duration will increase with your Mindpower, and the radius will increase with talent level.
+		Each point in acid drake talents also increases your acid resistance by 1%%.]], [[ %d ターン持続する酸の霧を吐き出し、範囲 %d に 毎ターンクリティカルの発生する %0.2f 酸ダメージを与えます。
+対象は腐食し、 %d ターン命中、アーマー、回避が %d 低下します。
+ダメージと持続時間は精神パワーに、範囲はタレントレベルに依存します。
+「酸毒竜」タレントにポイントを振る毎に酸耐性が1%%上昇します。]], "tformat", {3,2,1,4,5})
+t("Dissolve", "分解撃", "talent name")
+t([[You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does %d%% damage.
+		Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25%% of the time if it hits.
+		Each point in acid drake talents also increases your acid resistance by 1%%.
+
+		This talent will also attack with your shield, if you have one equipped.]], [[敵に酸撃の乱打を浴びせます。
+酸属性で4回攻撃し、それぞれ %d%% ダメージを与えます。
+タレントレベルが2毎に、1発ずつ「盲目」効果を獲得し、命中時に25%%で相手を「盲目」にします。
+「酸毒竜」タレントにポイントを振る毎に酸耐性が1%%上昇します。
+盾を装備している場合、盾による攻撃も行います。]], "tformat")
+t("Corrosive Breath", "酸のブレス", "talent name")
+t("@Source@ breathes acid!", "@Source@の酸のブレス!", "_t")
+t([[You breathe acid in a frontal cone of radius %d. Any target caught in the area will take %0.2f acid damage.
+		Enemies caught in the acid are disarmed for 3 turns.
+		The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower.
+		Each point in acid drake talents also increases your acid resistance by 1%%.]], [[範囲 %d の扇状に酸のブレスを吐きます。
+範囲内の対象に %0.2f 酸ダメージを与え、3ターン「武装解除」します。
+ダメージは腕力に依存し、クリティカル率は精神クリティカル率を参照し、武装解除率は精神パワーに依存します。
+「酸毒竜」タレントにポイントを振る毎に酸耐性が1%%上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/horrors.lua"
+
+t("Physical talents of the various horrors of the world.", "ホラーの使う様々な物理タレントです。", "_t")
+t("technique", "戦技", "talent category")
+t("psionic", "超能力", "talent category")
+t("Psionic talents of the various horrors of the world.", "ホラーの使う様々な超能力タレントです。", "_t")
+t("horror techniques", "戦技(ホラー)", "_t")
+t("wild-gift", "自然の恵み", "talent category")
+t("spell", "魔法", "talent category")
+t("Spell talents of the various horrors of the world.", "ホラーの使う様々な魔法タレントです。", "_t")
+t("corruption", "堕落", "talent category")
+t("horror spells", "魔法(ホラー)", "_t")
+t("Unclassified talents of the various horrors of the world.", "ホラーの使う様々な謎のタレントです。", "_t")
+t("horror powers", "ホラーパワー", "_t")
+t("other", "その他", "talent category")
+t("Frenzied Bite", "乱れ噛みつき", "talent name")
+t("In a frenzy @Source@ bites at @Target@!", "@Source@は@Target@に「乱れ噛みつき」を放った!", "_t")
+t([[A nasty bite that hits for %d%% weapon damage, reduces the targets healing by %d%%, and causes the target to bleed for %d%% weapon damage over 5 turns.
+		Only usable while frenzied.]], [[敵にかじりついて %d%% 武器ダメージを与え、HP回復倍率を %d%% 低下させ、「出血」させて5ターンかけて %d%% 武器ダメージを与えます。
+「狂乱」状態でのみ使用可能なタレントです。]], "tformat")
+t("Frenzied Leap", "乱れ跳び", "talent name")
+t("@Source@ leaps forward in a frenzy!", "@Source@は乱れ跳んだ!", "_t")
+t([[Leaps toward a target within range.
+		Only usable while frenzied.]], [[射程内の対象に飛びかかります。
+「狂乱」状態でのみ使用可能です。]], "tformat")
+t("Gnashing Teeth", "出血噛みつき", "talent name")
+t("@Source@ tries to bite @Target@ with razor sharp teeth!", "@Source@は鋭利な歯で@Target@に噛みついた!", "_t")
+t("The scent of blood sends the %ss into a frenzy!", "血の臭いが%sを狂乱させた!", "logSeen")
+t("%s resists the cut!", "%sは「出血」に抵抗した!", "logSeen")
+t([[Bites the target for %d%% weapon damage, potentially causing it to bleed for %d%% weapon damage over five turns.
+		If the target is affected by the bleed it will send the devourer into a frenzy for %d turns (which in turn will frenzy other nearby devourers).
+		The frenzy will increase global speed by %d%%, physical crit chance by %d%%, and prevent death until -%d%% life.]], [[対象に噛みついて %d%% 武器ダメージを与えます。
+命中すると対象を「出血」状態にすることがあり、5ターンかけて %d%% 武器ダメージを与えます。
+対象が「出血」状態になるとこのタレントを使用した「貪るもの」と周囲の「貪るもの」は %d ターン「狂乱」状態になります。
+「狂乱」中は速度が %d%% 、物理クリティカル率が %d%% 上昇し、HP -%d%% まで死亡しなくなります。]], "tformat")
+t("Abyssal Shroud", "アビスの帳", "talent name")
+t("Creates a shroud of darkness over a radius 3 area that lasts %d turns.  The shroud causes %0.2f darkness damage each turn, reduces light radius by %d, and darkness resistance by %d%% of those within.", [[範囲3に %d ターン持続する闇の帳を作り出します。
+闇の帳は毎ターン %0.2f 暗黒ダメージを与え、光源範囲を %d 、暗黒耐性を %d%% 減少させます。]], "tformat")
+t("Echoes From The Void", "虚空の残響", "talent name")
+t("@Source@ shows @Target@ the madness of the void.", "@Source@は@Target@に虚空の狂気を投射した", "_t")
+t("Shows the target the madness of the void.  Each turn for 6 turns the target must make a mental save or suffer %0.2f mind damage as well as resource damage (based off the mind damage and nature of the resource).", [[対象に虚空の狂気を投射します。
+6ターンの間、対象は毎ターン精神セーブを行い、失敗すると %0.2f 精神ダメージを受け、同時に各種リソースも減少します。
+(精神ダメージ量とリソースの種類に依存)]], "tformat")
+t("Void Shards", "虚空の断片", "talent name")
+t("@Source@ summons void shards.", "@Source@は「虚空の断片」を召喚した", "_t")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("void shard", "虚空の断片", "_t")
+t("It looks like a small hole in the fabric of spacetime.", "時空間に空いた穴のように見える。", "_t")
+t("Summons %d void shards.  The void shards come into being destabilized and will suffer %0.2f temporal damage each turn for five turns.  If they die while destabilized they'll explode for %0.2f temporal and %0.2f physical damage in a radius of 4.", [[「虚空の断片」を %d 個召喚します。
+「虚空の断片」は「連続性不安定化」状態になっており、さらに5ターンの間、毎ターン %0.2f 時空ダメージを受けます。
+「連続性不安定化」状態中に死亡すると爆発を起こし、範囲4に %0.2f 時空ダメージと %0.2f 物理ダメージを与えます。]], "tformat")
+t("Knife Storm", "ナイフストーム", "talent name")
+t([[Summon a storm of swirling blades to slice your foes, inflicting %d physical damage and bleeding to anyone who approaches for %d turns.
+		The damage and duration will increase with your Mindpower.]], [[刃の嵐を作り出し、敵を切り刻み、 %d 物理ダメージを与え、 %d ターン「出血」状態にします。
+ダメージと持続時間は精神パワーに依存します。]], "tformat")
+t("Psionic Pull", "念力寄せ", "talent name")
+t("%s is pulled in!", "%sは引き寄せられた!", "logSeen")
+t([[Pull all foes toward you in radius 5 while dealing %d physical damage.
+The damage will increase with your mindpower.]], [[範囲5の敵全員を引き寄せ、 %d 物理ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Razor Knife", "レーザーナイフ", "talent name")
+t([[Launches a knife with intense power doing %0.2f physical damage to all targets in line.
+		The damage will increase with Mindpower]], [[ナイフを凄まじい速度で撃ち出し、射線上の全対象に %0.2f 物理ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Slime Wave", "スライムの波", "talent name")
+t([[A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of %d, doing %0.2f slime damage for %d turns.
+		The damage and duration will increase with your Mindpower.]], [[術者から範囲1にスライムの壁を生成します。
+2ターン毎に最大値( %d )に達するまで広がっていき、 %0.2f スライムダメージを与えます。( %d ターン持続)
+ダメージと持続時間は精神パワーに依存します。]], "tformat")
+t("Tentacle Grab", "触手掴み", "talent name")
+t("%s resists the grab!", "%sは「握りつぶす」に抵抗した!", "logSeen")
+t([[Grab a target and drag it to your side, holding it in place and silencing non-undead and creatures that need to breathe for %d turns.
+		The grab will also deal %0.2f slime damage per turn.
+		The damage will increase with your Mindpower.]], [[対象を捕まえて引き寄せ、押し倒して %d ターンアンデッドでなく、呼吸の必要がある対象を沈黙させます。
+さらに毎ターン %0.2f スライムダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Ooze Spit", "ウーズ吐き", "talent name")
+t([[Spit slime at your target doing %0.2f nature damage and slowing it down by 30%% for 3 turns.
+		The damage will increase with the Dexterity stat]], [[対象にスライムを飛ばして %0.2f 自然ダメージを与え、3ターン速度を30%%低下させます。
+ダメージは機敏に依存します。]], "tformat")
+t("Slime Roots", "スライムの根", "talent name")
+t("You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of %d with error margin of %d.", "スライムの根を地中に伸ばし、そこを伝って範囲 %d の別の場所に誤差 %d で移動します。", "tformat")
+t("Animate Blade", "生ける刃", "talent name")
+t("Not enough space to invoke!", "召喚する場所がない!", "logPlayer")
+t("Open a hole in space, summoning an animated blade for 10 turns.", "空間に穴をあけ、そこから「生ける刃」を10ターン呼び出します。", "tformat")
+t("Drench", "ドレンチ", "talent name")
+t([[Blast a wave of water all around you with a radius of %d, making all creatures Wet for 10 turns.
+		The damage will increase with your Spellpower.]], [[範囲 %d に水の衝撃波を発生させ、10ターン「水浸し」にします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blood Suckers", "吸血", "talent name")
+t("@Source@ tries to latch on and suck blood!", "@Source@はくっついて吸血を試みた!", "_t")
+t([[Latch on to the target and suck their blood, doing %0.2f physical and %0.2f acid damage per turn.
+		After 5 turns of drinking, drop off and gain the ability to Multiply.
+		Damage scales with your level.
+		]], [[対象にくっついて吸血して毎ターン %0.2f 物理ダメージと %0.2f 酸ダメージを与えます。
+5ターン後に対象から離れて「分裂」の能力を得ます。
+ダメージは経験レベルに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/inscriptions.lua"
+
+t("- will only auto use when no saturation effect exists", "- 内蔵能力の「負荷状態」を受けていないとき自動使用します", "_t")
+t("\
+Its effects scale with your %s stat.", "\
+効果量は%sに依存します。", "tformat")
+t("Infusion: Regeneration", "ハーブ:急速回復", "talent name")
+t("Activate the infusion to heal yourself for %d life over %d turns.", "HP %d を %d ターンかけて回復します。", "tformat")
+t("heal %d; %d cd", "回復%d; cd%d", "tformat")
+t("Infusion: Healing", "ハーブ:体力回復", "talent name")
+t("Activate the infusion to instantly heal yourself for %d then cleanse 1 wound, poison, and disease effect.", "ターンを消費せずにHPを %d 回復し、出血、毒、病気効果を1種治療します。", "tformat")
+t("heal %d; cd %d", "回復%d; cd%d", "tformat")
+t("Infusion: Wild", "ハーブ:自然", "talent name")
+t("%s is cured!", "%sは治った!", "logSeen")
+t(" and ", "と", "_t")
+t([[Activate the infusion to cure yourself of one random %s effect and reduce all damage taken by %d%% for %d turns.
+Also removes cross-tier effects of the affected types for free.]], [[ランダムな1種の%s状態異常と対応する種類のクロスティアー効果を治療します。
+さらに、 %d ターン被ダメージを %d%% 軽減します。]], "tformat", {1,3,2})
+t("res %d%%; %s; dur %d; cd %d", "耐性%d%%; %s; 持続%d; cd%d", "tformat")
+t("Infusion: Primal", "ハーブ:始原", "talent name")
+t("affinity %d%%; reduction %d; dur %d; cd %d", "吸収%d%%; 軽減%d; 持続%d; cd%d", "tformat")
+t("Infusion: Movement", "ハーブ:高速移動", "talent name")
+t([[Activate the infusion to increase movement speed by %d%% for 1 game turn.
+		You gain 100%% stun, daze, and pin immunity during the effect.
+		Any actions other than movement will cancel the effect.
+		Note: since you will be moving very fast, game turns will pass very slowly.]], [[1ゲームターン移動速度が %d%% 上昇します。
+効果中は「スタン」「朦朧」「移動不能」耐性が100%%上昇します。
+移動以外の行動をすると効果は消滅します。
+注意: 移動速度が急上昇するため、ゲームターンはとてもゆっくりと進行します。]], "tformat")
+t("speed %d%%; cd %d", "加速%d%%; cd%d", "tformat")
+t("Infusion: Heroism", "ハーブ:ヒロイズム", "talent name")
+t([[Activate the infusion to endure even the most grievous of wounds for %d turns.
+		While Heroism is active, you will only die when reaching -%d life.
+		The duration and life will increase by 1%% for every 1%% life you have lost (currently %d life, %d duration)
+		If your life is below 0 when this effect wears off it will be set to 1.]], [[ %d ターン致命傷にも -%d HPまで耐えられるようになります。
+持続時間とHPは減少HP1%%につき、1%%上昇します。(現在 %d HP, %d ターン持続)
+HPが0未満のときに効果が切れると、HPは1になります。]], "tformat")
+t("die at -%d; dur %d; cd %d", "HP-%d; 持続%d; cd%d", "tformat")
+t("Infusion: Wild Growth", "ハーブ:自然の成長", "talent name")
+t([[Causes thick vines to spring from the ground and entangle all targets within %d squares for %d turns, pinning them in place for 5 turns and dealing %0.2f physical damage and %0.2f nature damage.
+		The vines also grow all around you, increasing your armour by %d and armour hardiness by %d.]], [[太いツタが地面から生え、範囲 %d の全対象を %d ターン拘束します。
+ %0.2f 物理ダメージと %0.2f 自然ダメージを与え、5ターン「移動不能」にします。 
+さらに、ツタが自身に絡みつき、アーマーが %d 、重装度が %d%% 増加します。]], "tformat")
+t("rad %d; dur %d;", "範囲%d; 持続%d;", "tformat")
+t("Rune: Teleportation", "ルーン:テレポート", "talent name")
+t("Activate the rune to teleport randomly in a range of %d with a minimum range of 15.", "範囲 %d (最小15)にテレポートします。", "tformat")
+t("range %d; cd %d", "範囲%d; cd%d", "tformat")
+t("Rune: Shielding", "ルーン:魔法の盾", "talent name")
+t("Activate the rune to create a protective shield absorbing at most %d damage for %d turns.", " %d ターン持続する魔法盾を生成し、 %d ダメージを防ぎます。", "tformat", {2,1})
+t("absorb %d; dur %d; cd %d", "吸収%d; 持続%d; cd%d", "tformat")
+t("Rune: Reflection Shield", "ルーン:反射の盾", "talent name")
+t("Activate the rune to create a protective shield absorbing and reflecting at most %d damage for %d turns.", " %d ターン持続する魔法盾を生成して %d ダメージを防ぎ、反射します。", "tformat", {2,1})
+t("absorb and reflect %d; dur %d; cd %d", "反射%d; 持続%d; cd%d", "tformat")
+t("Rune: Biting Gale", "ルーン:冷気の嵐", "talent name")
+t([[Activate the rune to direct a cone of chilling stormwind doing %0.2f cold damage.
+			The storm will soak enemies hit reducing their resistance to stuns by 50%% then attempt to freeze them for %d turns.
+			These effects can be resisted but not saved against.]], [[凍てつく冷気の嵐を扇状に発射して %0.2f 冷気ダメージを与えます。
+対象を濡らしてスタン耐性を50%%低下させ、 %d ターン「凍結」します。
+これらの効果は耐性によって抵抗をされることがありますが、セーブを無視します。]], "tformat")
+t("Rune: Acid Wave", "ルーン:酸の波", "talent name")
+t([[Activate the rune to unleash a cone dealing %0.2f acid damage.
+			The corrosive acid will also disarm enemies struck for %d turns.
+			This effect can be resisted but not saved against.]], [[酸の波を扇状に起こして %0.2f 酸ダメージを与えます。
+腐食の酸で対象を %d ターン「武装解除」状態にします。
+これらの効果は耐性によって抵抗をされることがありますが、セーブを無視します。]], "tformat")
+t("damage %d; dur %d; cd %d", "威力%d; 持続%d; cd%d", "tformat")
+t("Rune: Manasurge", "ルーン:魔力復活", "talent name")
+t("Your negative mana regeneration rate is unaffected by the rune.", "マナの漏出はルーンの影響を受けない", "logPlayer")
+t("Your nonexistant mana regeneration rate is unaffected by the rune.", "マナに干渉できないのでルーンの影響を受けない", "logPlayer")
+t([[Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by %d%% for %d turns (%d total) and instantly restoring %d mana.
+			Also when resting your mana will regenerate at 0.5 per turn.]], [[マナが流れ込み、即時に %d マナを回復し、さらに %d ターンマナ自然回復が %d%% 上昇します。(合計 %d )
+休憩中にマナ回復が0.5上昇するようになります。]], "tformat", {3,2,1})
+t("regen %d%% over %d turns; mana %d; cd %d", "マナ%d%%を%dターン; マナ%d; cd%d", "tformat")
+t("Rune of the Rift", "ルーン:次元転送", "talent name")
+t("%s is immune!", "%sには効かない!", "logSeen")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("Something has prevented the timetravel.", "何かがタイムトラベルを阻止した", "logPlayer")
+t("temporal instability", "時空不安定の場", "_t")
+t("%s has moved forward in time!", "%sは未来に転送された!", "logSeen")
+t([[Inflicts %0.2f temporal damage.  If your target survives, it will be sent %d turns into the future.
+		It will also lower your paradox by 25 (if you have any).
+		Note that messing with the spacetime continuum may have unforeseen consequences.]], [[ %0.2f 時空ダメージを与え、 %d ターン未来に転送します。 
+さらに、逆説値が25減少します。
+因果律を乱す行為は予想もつかない結果に結びつくことがあるので注意しましょう。]], "tformat")
+t("%0.2f temporal damage, removed from time %d turns", "%0.2f時空ダメージ, %dターン除外", "tformat")
+t("Rune: Blink", "ルーン:ショートテレポート", "talent name")
+t("Activate the rune to teleport up to %d spaces within line of sight.  Afterwards you stay out of phase for %d turns. In this state all new negative status effects duration is reduced by %d%%, your defense is increased by %d and all your resistances by %d%%.", [[視界内の範囲 %d にテレポートします。
+その後 %d ターン「非実体化」し、受ける悪性状態異常を %d%% 短縮し、回避が %d 、全耐性が %d%% 上昇します。]], "tformat")
+t("range %d; phase %d; cd %d", "範囲%d; 非実体%d; cd%d", "tformat")
+t("Rune: Ethereal", "ルーン:幽体化", "talent name")
+t([[Activate the rune to become ethereal for %d turns.
+		While ethereal all damage you deal is reduced by %d%%, you gain %d%% all resistance, you move %d%% faster, and you are invisible (power %d).]], [[ %d ターン「幽体化」します。
+「幽体化」中は与ダメージが %d%% 減少し、全耐性が %d%% 上昇し、移動速度が %d%% 上昇し、透明化します。(パワー %d)]], "tformat")
+t("power %d; resist %d%%; move %d%%; dur %d; cd %d", "効果%d; 耐性%d%%; 移動%d%%; 持続%d; cd%d", "tformat")
+t("Rune: Stormshield", "ルーン:暴風の盾", "talent name")
+t([[Activate the rune to summon a protective storm around you for %d turns.
+			While active the storm will completely block all damage over %d up to %d times.]], [[嵐を作り出し %d ターン身を守ります。
+効果中は嵐が %d 以上のダメージを最大 %d 回完全に防ぎます。]], "tformat")
+t("threshold %d; blocks %d; dur %d; cd %d", "閾値%d; 防御%d; 持続%d; cd%d", "tformat")
+t("Rune: Prismatic", "ルーン:プリズム", "talent name")
+t("Activate the rune to create a shield for %d turns blocking several instances of damage of the following types:%s", "魔法盾を生成し %d ターン以下の属性のダメージを防ぎます:%s", "tformat")
+t("%d turns; %s", "%dターン; %s", "tformat")
+t("Rune: Mirror Image", "ルーン:ミラーイメージ", "talent name")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Mirror Image", "ミラーイメージ", "_t")
+t("A blurred image.", "ぼやけた像だ。", "_t")
+t("Summon", "召喚", "_t")
+t([[Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
+			Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
+			Images inherit all of your life, resistance, armor, defense, and armor hardiness.]], [[分身を最大3つ作り出し、敵の攻撃を引き付けます。
+範囲10以内の敵1体につき1つの分身を作り出し、最も近い敵は必ず選択されます。
+分身は自身のHP、耐性、アーマー、回避、重装度を受け継ぎます。]], "tformat")
+t("dur %d; cd %d", "持続%d; cd%d", "tformat")
+t("Rune: Shatter Afflictions", "ルーン:状態異常粉砕", "talent name")
+t([[Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
+		You use the dissipated energy to create a shield lasting 3 turns and blocking %d damage per debuff cleansed (not counting cross-tier ones).
+		If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75%% reduced cooldown.]], [[状態異常のエネルギーを散らし、クロスティアー効果と物理、魔法、精神効果を1種治療します。
+そして、そのエネルギーで3ターンシールドを生成し、治療した数1種につき %d ダメージを防ぎます。(クロスティアー効果は含めない)
+クロスティアー効果だけを治療した場合、シールドは生成されず、クールダウンが75%%短縮されます。]], "tformat")
+t("absorb %d; cd %d", "吸収%d; cd%d", "tformat")
+t("Rune: Dissipation", "ルーン:放出", "talent name")
+t("Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.", [[敵の魔法常駐タレントを8種解除します。
+もしくは自身の魔法悪性状態異常を全て治療します。]], "tformat")
+t("Taint: Devourer", "腐敗:貪り", "talent name")
+t("Activate the taint on a foe, removing up to %d magical or physical effects or sustains from it and healing you for %d for each effect.", [[敵を汚染し、 %d 種の魔法か物理効果、もしくは常駐技能を解除します。
+解除した数1つにつき、HPを %d 回復します。]], "tformat")
+t("%d effects / %d heal", "%d効果/%d回復", "tformat")
+t("Taint: Purging", "腐敗:解放", "talent name")
+t([[Activate the taint to purge your body of physical afflictions for %d turns.
+			Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.]], [[ %d ターン肉体を治療します。
+毎ターン物理悪性状態異常を1種治療します。
+治療に成功すると、持続時間が1ターン延長されます。]], "tformat")
+t("%d turns", "%dターン", "tformat")
+t("The targetted phase door fizzles and works randomly!", "物質界に戻るときに上手くいかなかった!", "logPlayer")
+t("range %d", "射程 %d", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/misc.lua"
+
+t("The basic talents defining a class.", "クラスの基本タレントです。", "_t")
+t("class", "クラス", "_t")
+t("The various racial bonuses a character can have.", "種族の特殊能力です。", "_t")
+t("base", "基礎", "talent category")
+t("race", "種族技能", "_t")
+t("Infusions are not class abilities, you must find them or learn them from other people.", "ハーブはクラスの能力ではないため、外部から取り込む必要があります。", "_t")
+t("infusions", "ハーブ", "_t")
+t("Runes are not class abilities, you must find them or learn them from other people.", "ルーンはクラスの能力ではないため、外部から取り込む必要があります。", "_t")
+t("runes", "ルーン", "_t")
+t("Taints are not class abilities, you must find them or learn them from other people.", "「腐敗」はクラスの能力ではないため、外部から取り込む必要があります。", "_t")
+t("inscriptions", "内蔵能力", "talent category")
+t("taints", "腐敗", "_t")
+t("Attack", "攻撃", "talent name")
+t("#Source# attacks empty space.", "#Source#の攻撃は空を切った", "logCombat")
+t("Hack and slash, baby!", "ハックアンドスラッシュ!", "tformat")
+t("Psi Pool", "Psi", "talent name")
+t("Feedback Pool", "フィードバック", "talent name")
+t("Mana Pool", "マナ", "talent name")
+t("Soul Pool", "é­‚", "talent name")
+t("Vim Pool", "活力", "talent name")
+t("Stamina Pool", "スタミナ", "talent name")
+t("Equilibrium Pool", "均衡値", "talent name")
+t("Positive Pool", "陽光力", "talent name")
+t("Negative Pool", "月光力", "talent name")
+t("Hate Pool", "憎悪", "talent name")
+t("#F53CBE#You have taken the life of an experienced foe!", "#F53CBE#強敵の命を奪った!", "_t")
+t("#F53CBE#Your hate has conquered a great adversary!", "#F53CBE#憎悪で宿敵を打ち破った!", "_t")
+t("#F53CBE#An elite foe has fallen to your hate!", "#F53CBE#憎悪で「エリート」ランクの敵を倒した!", "_t")
+t("Paradox Pool", "逆説値", "talent name")
+t("Hunted!", "狙われている", "talent name")
+t([[You are hunted!.
+		There is a %d%% chance each turn that all foes in a %d radius get a glimpse of your position for 30 turns.]], [[狙われています!
+毎ターン %d%% で範囲 %d の敵全てが30ターンプレイヤーを感知します。]], "tformat")
+t("Teleport: Angolwen", "転送:アンゴルウェン", "talent name")
+t([[Allows a mage to teleport to the secret town of Angolwen.
+	You have studied the magic arts there and have been granted a special portal spell to teleport there.
+	Nobody must learn about this spell and so it should never be used while seen by any creatures.
+	The spell will take time to activate. You must be out of sight of any creature when you cast it and when the teleportation takes effect.]], [[魔法使いの隠れ里アンゴルウェンにテレポートします。
+かの地で魔法を学んだ者全てが習得している、そこへ帰還するための特殊なポータルを開く魔法です。
+秘術であるため、使用時と効果発動時に誰かに見られていると詠唱できません。
+起動から発動までにはタイムラグがあります。]], "_t")
+t("Timeport: Point Zero", "転送:ポイント・ゼロ", "talent name")
+t("The spell fizzles...", "呪文はくすぶった…", "logPlayer")
+t("There are creatures that could be watching you; you cannot take the risk.", "他者に見られる可能性があるため発動できない", "log")
+t([[Allows a chronomancer to timeport to Point Zero.
+	You have studied the chronomancy there and have been granted a special portal spell to teleport back.
+	This spell must be kept secret; it should never be used within view of uninitiated witnesses.
+	The spell takes time (40 turns) to activate, and you must be out of sight of any other creature when you cast it and when the timeportation takes effect.]], [[ポイント・ゼロにタイムポートします。
+時空魔法を学んだ場所であり、そこへ帰還する特殊なポータルを開く魔法も習得しています。
+この魔法は秘匿しなければなりません; 使用時と効果発動時に誰かに見られていると詠唱できません。
+発動までには時間(40ターン)がかかります。]], "_t")
+t("Relentless Pursuit", "不断の探索行", "talent name")
+t("%s: Reducing duration of %s, using %s, by %d", "%s: %sの持続時間を%sによって%dターン短縮", "tformat")
+t("\
+%s effect durations -%d turns", "\
+%s状態異常を %d ターン短縮", "tformat")
+t([[Not the Master himself, nor all the orcs in fallen Reknor, nor even the terrifying unknown beyond Reknor's portal could slow your pursuit of the Staff of Absorption.
+		Children will hear of your relentlessness in song for years to come.
+		When activated, this ability reduces the duration of all active detrimental effects by 20%% of your associated save value or 2, whichever is greater:
+		%s]], [[恐怖の塔の主、レクノールを占拠したオーク、レクノールのポータルを越えた先の出来事。いずれにも屈することなく、「吸命の杖」を追い続けました。
+不断の探索行は歌となり、永遠に語り継がれるでしょう。
+起動すると悪性状態異常の持続時間が対応するセーブの20%%のターン数短縮されます(最小2)
+%s]], "tformat")
+t("Teleport to the ground", "イールクガールテレポート", "talent name")
+t("You cannot teleport there.", "そこにはテレポートできない", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/npcs.lua"
+
+t("technique", "戦技", "talent category")
+t("chronomancy", "時空", "talent category")
+t("spell", "魔法", "talent category")
+t("corruption", "堕落", "talent category")
+t("wild-gift", "自然の恵み", "talent category")
+t("psionic", "超能力", "talent category")
+t("other", "その他", "_t")
+t("Keepsake shadows's innate abilities.", "「形見の影」の持つ能力です。", "_t")
+t("keepsake shadow", "形見の影", "_t")
+t("undead", "不死", "talent category")
+t("Talents of the various entities of the world.", "様々なタレントです。", "_t")
+t("cursed", "呪い", "talent category")
+t("misc", "雑具", "_t")
+t("Multiply", "分裂", "talent name")
+t("You can not multiply anymore.", "もう分裂できない", "logPlayer")
+t("Multiply yourself! (up to %d times)", "分裂する!(最大 %d 回)", "tformat")
+t("Poisonous Crawl", "這い寄る毒", "talent name")
+t("@Source@ envelops @target@ with poison.", "@Source@は@target@を毒で包み込んだ", "_t")
+t("Crawl onto the target, doing %d%% damage and covering it in poison.", "対象に這い寄り、 %d%% ダメージを与えて毒に侵します。", "tformat")
+t("Acidic Crawl", "這い寄る酸", "talent name")
+t("@Source@ envelops @target@ with acid.", "@Source@は@target@を酸で包み込んだ", "_t")
+t("Crawl onto the target, covering it in acid.", "対象に這い寄り、酸で包みます。", "tformat")
+t("Blinding Spores", "盲目の胞子", "talent name")
+t("@Source@ releases blinding spores at @target@.", "@Source@は@target@に盲目の胞子を放った", "_t")
+t("%s resists the blinding!", "%sは「盲目」に抵抗した!", "logSeen")
+t("Releases stinging spores at the target, blinding it for %d turns.", "盲目の胞子を放ち %d ターン「盲目」にします。", "tformat")
+t("Poisonous Spores", "毒の胞子", "talent name")
+t("@Source@ releases poisonous spores at @target@.", "@Source@は@target@に毒の胞子を放った", "_t")
+t("Releases poisonous spores at the target, doing %d%% damage and poisoning it.", "対象に毒の胞子を放ち %d%% ダメージを与えて毒に冒します。", "tformat")
+t("Stun", "スタン", "talent name")
+t("%s resists the stunning blow!", "%sはスタンに抵抗した!", "logSeen")
+t([[Hits the target doing %d%% damage. If the attack hits, the target is stunned for %d turns.
+		The chance to stun improves with your Physical Power.]], [[対象に攻撃し %d%% ダメージを与えます。
+命中すると対象は %d ターン「スタン」します。
+スタン確率は物理パワーに依存します。]], "tformat")
+t("Disarm", "武装解除", "talent name")
+t("%s resists the blow!", "%sは攻撃に抵抗した!", "logSeen")
+t("Hits the target doing %d%% damage and trying to disarm the target for %d turns. The chance improves with your Physical Power.", [[対象に攻撃し %d%% ダメージを与え、 %d ターンの「武装解除」を試みます。
+成功確率は物理パワーに依存します。]], "tformat")
+t("Constrict", "巻き付き", "talent name")
+t("%s resists the constriction!", "%sは「巻き付き」に抵抗した!", "logSeen")
+t([[Hits the target doing %d%% damage. If the attack hits, the target is constricted for %d turns.
+		The constriction power improves with your Physical Power.]], [[対象を攻撃し %d%% ダメージを与えます。
+命中すると %d ターン「巻き付き」状態にします。
+成功確率は物理パワーに依存します。]], "tformat")
+t("Knockback", "吹っ飛ばし", "talent name")
+t("Hits the target with your weapon doing %d%% damage. If the attack hits, the target is knocked back up to 4 grids.  The chance improves with your Physical Power.", [[対象を攻撃し %d%% ダメージを与えます。
+命中すると4マスノックバックさせます。
+成功確率は物理パワーに依存します。]], "tformat")
+t("Poisonous Bite", "ポイズンバイト", "talent name")
+t("@Source@ bites poison into @target@.", "@Source@は毒の牙で@target@に噛みついた", "_t")
+t("Bites the target (an unarmed attack), doing %d%% damage and injecting it with poison.", "対象に噛みついて(素手攻撃) %d%% ダメージを与え、毒に侵します。", "tformat")
+t("Summon", "召喚", "talent name")
+t("You cannot summon; you are suppressed!", "召喚を封じられている!", "logPlayer")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("#Source# summons #Target#!", "#Source#は#Target#を召喚した!", "logCombat")
+t("Summon allies.", "仲間を召喚します。", "tformat")
+t("Rotting Disease", "腐敗の病", "talent name")
+t("Hits the target doing %d%% damage. If the attack hits, the target is afflicted with a disease, inflicting %0.2f blight damage per turn for %d turns and reducing constitution by 10%% + 4.  The disease damage increases with your Strength, and the chance to apply it increases with your Physical Power.", [[対象に攻撃して %d%% ダメージを与えます。
+命中すると対象を %d ターン病気にして毎ターン %0.2f 腐敗ダメージを与え、耐久を 10%% + 4減少させます。
+病気ダメージは腕力に、付与率は物理パワーに依存します。]], "tformat", {1,3,2})
+t("Decrepitude Disease", "機敏の病", "talent name")
+t("Hits the target doing %d%% damage. If the attack hits, the target is afflicted with a disease, inflicting %0.2f blight damage per turn for %d turns and reducing dexterity by 10%% + 4.  The disease damage increases with your Strength, and the chance to apply it increases with your Physical Power.", [[対象に攻撃して %d%% ダメージを与えます。
+命中すると対象を %d ターン病気にして毎ターン %0.2f 腐敗ダメージを与え、機敏を 10%% + 4減少させます。
+病気ダメージは腕力に、付与率は物理パワーに依存します。]], "tformat", {1,3,2})
+t("Weakness Disease", "腕力の病", "talent name")
+t("@Source@ performs a diseased attack against @target@.", "@Source@は@target@に病気攻撃を放った", "_t")
+t("%s resists the disease!", "%sは病気に抵抗した!", "logSeen")
+t("Hits the target doing %d%% damage. If the attack hits, the target is afflicted with a disease, inflicting %0.2f blight damage per turn for %d turns and reducing strength by 10%% + 4.  The disease damage increases with your Strength, and the chance to apply it increases with your Physical Power.", [[対象に攻撃して %d%% ダメージを与えます。
+命中すると対象を %d ターン病気にして毎ターン %0.2f 腐敗ダメージを与え、腕力を 10%% + 4減少させます。
+病気ダメージは腕力に、付与率は物理パワーに依存します。]], "tformat", {1,3,2})
+t("Mind Disruption", "マインドディスラプション", "talent name")
+t("Try to confuse the target's mind for %d (power %d%%) turns.", " %d ターン(パワー %d%%)対象の精神を乱そうとします。", "tformat")
+t("Water Bolt", "ウォーターボルト", "talent name")
+t([[Condenses ambient water on a target, inflicting %0.1f cold damage.
+		The damage will increase with your Spellpower.]], [[周囲から集めた水を飛ばし、対象に %0.1f 冷気ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Flame Bolt", "フレイムボルト", "talent name")
+t([[Conjures up a bolt of fire, setting the target ablaze and doing %0.2f fire damage over 3 turns.
+		The damage will increase with your Spellpower.]], [[炎のボルトを放って対象を燃やし、3ターンかけて %0.2f 火炎ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Ice Bolt", "アイスボルト", "talent name")
+t([[Hurl ice shard at the target dealing %0.2f ice damage.
+		The damage will increase with your Spellpower.]], [[氷の欠片を放って対象に %0.2f 冷気ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Blight Bolt", "腐敗のボルト", "talent name")
+t([[Projects a bolt of pure blight, doing %0.2f blight damage.
+		This spell has an improved critical strike chance of +%0.2f%%.
+		The damage will increase with your Spellpower.]], [[純腐敗のボルトを撃ち %0.2f 腐敗ダメージを与えます。
+この魔法は通常よりも魔法クリティカル率が %0.2f%% 高くなります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Water Jet", "ウォータージェット", "talent name")
+t([[Condenses ambient water on a target, inflicting %0.1f cold damage and stunning it for 4 turns.
+		The damage will increase with your Spellpower]], [[周辺の水を集めて敵に撃ち、 %0.1f 冷気ダメージを与えて4ターン「スタン」させます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Void Blast", "ヴォイドブラスト", "talent name")
+t([[Fires a blast of void energies that slowly travel to their target, dealing %0.2f arcane damage on impact.
+		The damage will increase with your Spellpower.]], [[対象へゆっくりと進んでいく虚無のエネルギーの衝撃波を放ち、 %0.2f 魔力ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Restoration", "毒回復", "talent name")
+t("Call upon the forces of nature to cure your body of %d poisons and diseases.", "自然の力を借りて %d 種の毒と病気を治癒します。", "tformat")
+t("Regeneration", "急速回復", "talent name")
+t([[Call upon the forces of nature to regenerate your body for %d life every turn for 10 turns.
+		The life healed increases with Spellpower.]], [[10ターン自然の力を借りて肉体を急速回復し、毎ターンHPを %d 回復します。
+回復量は魔力に依存します。]], "tformat")
+t("Grab", "握りつぶす", "talent name")
+t("%s resists the grab!", "%sは「握りつぶす」に抵抗した!", "logSeen")
+t("Hits the target doing %d%% damage; if the attack hits, the target is pinned to the ground for %d turns.  The chance to pin improves with Physical Power.", [[敵に攻撃し %d%% ダメージを与えます。
+命中すると、 %d ターン「移動不能」状態にします。
+付与率は物理パワーに依存します。]], "tformat")
+t("Blinding Ink", "盲目の墨", "talent name")
+t("@Source@ projects ink!", "@Source@は墨を吐いた!", "_t")
+t("You project thick black ink, blinding targets in a radius %d cone for %d turns.  The chance to blind improves with Physical Power.", [[範囲 %d の扇状に墨を吐いて対象を %d ターン「盲目」状態にします。
+盲目付与率は物理パワーに依存します。]], "tformat")
+t("Spit Poison", "毒吐き", "talent name")
+t([[Spit poison at your target, doing %0.2f poison damage over six turns.
+		The damage will increase with your Strength or Dexterity (whichever is higher).]], [[対象に毒液を飛ばし6ターンかけて %0.2f 自然ダメージを与えます。
+ダメージは腕力か機敏の高い方に依存します。]], "tformat")
+t("Poison Strike", "ポイズンストライク", "talent name")
+t([[Strike your target with poison, doing %0.2f poison damage over six turns.
+		The damage will increase with your mindpower.]], [[対象を毒で攻撃し6ターンかけて %0.2f 毒ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Spit Blight", "腐敗吐き", "talent name")
+t([[Spit blight at your target doing %0.2f blight damage.
+		The damage will increase with your Magic.]], [[対象に腐敗の力を放ち、 %0.2f 腐敗ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Rushing Claws", "爪殺法", "talent name")
+t("@Source@ rushes out, claws sharp and ready!", "@Source@は鋭い爪を構え、突進した!", "_t")
+t("You cannot do that currently.", "今それはできない", "logPlayer")
+t([[Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns.
+		You must rush from at least 2 tiles away.]], [[対象に凄まじい速度で突進し、5ターン「移動不能」状態にします。
+対象との距離が2以上離れていなければ使えません。]], "tformat")
+t("Throw Bones", "骨投げ", "talent name")
+t([[Throws a pack of bones at your target doing %0.2f physical damage as bleeding within radius %d.
+		The damage will increase with the Strength stat]], [[骨の塊を投げつけて出血させて範囲 %d に %0.2f 物理ダメージを与えます。
+ダメージは腕力に依存します。]], "tformat", {2,1})
+t("Lay Web", "蜘蛛の巣", "talent name")
+t("@Source@ seems to search the ground...", "@Source@は地面を探し回っているようだ…", "_t")
+t("sticky web", "粘つき糸", "_t")
+t("@Target@ is caught in a web!", "@Target@ は巣に捕まった!", "_t")
+t("Pins non spiderkin for %d turns. Decays over time.", "蜘蛛でない対象を %d ターン「移動不能」にします。(時間とともに減衰)", "tformat")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t("Lay a concealed web (%d detect 'power', %d disarm 'power') under yourself that lasts %d turns and pins all non-spiderkin that pass through it for %d turns.  The web weakens over time.", [[蜘蛛の巣(%d 感知難度, %d 解除難度) を %d ターン地面に隠します。
+蜘蛛でない者が通ると %d ターン「移動不能」状態にします。
+巣は時間経過とともに弱まっていきます。]], "tformat")
+t("Darkness", "æš—é»’", "talent name")
+t("Weave darkness (power %d) in a radius of %d, blocking all light but the most powerful and teleporting you a short range.", "暗闇(パワー %d)を範囲 %d に作り出し、ほとんどの明かりを遮断し、短距離テレポートします。", "tformat")
+t("Throw Boulder", "岩石投げ", "talent name")
+t("something", "岩石投げ", "_t")
+t("#Source# hurls a huge boulder at #target#!", "#Source#は#target#に岩石を投げつけた!", "logCombat")
+t([[Throw a huge boulder, dealing %0.2f physical damage and knocking targets back %d tiles within radius %d.
+		The damage will increase with your Strength.]], [[岩石を投げつけて %0.2f 物理ダメージを与え、 %d マスノックバックさせます。
+ダメージは腕力に依存します。]], "tformat")
+t("Howl", "咆哮", "talent name")
+t("@Source@ howls", "@Source@は吠えた", "_t")
+t("Howl (radius %d) to call your hunting pack.", "大きな声で吠えて仲間を呼びます。(範囲 %d)", "tformat")
+t("Shriek", "金切声", "talent name")
+t("@Source@ shrieks.", "@Source@は金切声を上げた", "_t")
+t("Shriek (radius %d) to call your allies.", "金切声を上げて助けを呼びます。(範囲 %d)", "tformat")
+t("Crush", "押しつぶし", "talent name")
+t("You cannot use Crush without a two-handed weapon!", "「破壊」は両手武器が必要だ!", "logPlayer")
+t("%s resists the crushing!", "%sは「押しつぶし」に抵抗した!", "logSeen")
+t("Hits the target with a mighty blow to the legs doing %d%% weapon damage. If the attack hits, the target is unable to move for %d turns.", [[対象の足に強烈な攻撃を仕掛け %d%% 武器ダメージを与えます。
+命中すると %d ターン「移動不能」状態にします。]], "tformat")
+t("Silence", "静寂", "talent name")
+t("Sends a telepathic attack, silencing the target for %d turns.  The chance to silence improves with Mindpower.", [[精神攻撃を仕掛け、 %d ターン「沈黙」させます。
+沈黙付与率は精神パワーに依存します。]], "tformat")
+t("Telekinetic Blast", "テレキネティックブラスト", "talent name")
+t([[Sends a telekinetic attack, knocking back the target up to 3 grids and doing %0.2f physical damage.
+		The damage will increase with Mindpower.]], [[精神攻撃を仕掛け対象を3マスノックバックし、 %d ターン「沈黙」状態にします。
+付与率は精神パワーに依存します。]], "tformat")
+t("Blightzone", "腐敗の領域", "talent name")
+t([[Corrupted vapour rises at the target location (radius 4) doing %0.2f blight damage every turn for %d turns.
+		The damage increases with Spellpower.]], [[ %d ターン持続する堕落の蒸気を指定地点(範囲4)に立ち上らせ、毎ターン %0.2f 腐敗ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat", {2,1})
+t("Invoke Tentacle", "触手召喚", "talent name")
+t("%s spawns one of its tentacles!", "%sは触手を生み出した!", "logSeen")
+t("%s's summoned tentacle", "%sの触手", "tformat")
+t("Ewwww..", "うわ…", "_t")
+t("%s spawns a tentacle!", "%sは触手を召喚した!", "logSeen")
+t("Invoke a tentacle to assault your foes.  If the tentacle is killed, you will lose life equal to 2/3 of it's maximum life.", [[触手を召喚し、敵を攻撃します。
+触手が死亡すると、術者は触手の最大HPの2/3のダメージを受けます。]], "tformat")
+t("Explode", "爆破", "talent name")
+t("Causes the user to explode (killing it) in a blinding flash for %0.2f light damage.", "爆発(使用者は死亡)しまばゆい光で %0.2f 閃光ダメージを与えます。", "tformat")
+t("Will o' the Wisp Explode", "ウィル・オー・ウィスプ爆発", "talent name")
+t("@Source@ explodes! @target@ is enveloped in frost.", "@Source@は爆発し@target@は冷気に包まれた!", "_t")
+t("Explode against one target for %0.2f cold damage.", "対象1体に向かって爆発し %0.2f 冷気ダメージを与えます。", "tformat")
+t("Elemental Bolt", "元素のボルト", "talent name")
+t("@Source@ casts Elemental Bolt!", "@Source@は「元素のボルト」を唱えた!", "_t")
+t("Fire a slow bolt of a random element for %d damage. Damage increases with the magic stat.", [[低速で進むランダムな元素の矢を放ち %d ダメージを与えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Volcano", "活火山生成", "talent name")
+t("A volcano erupts!", "火山が噴火した!", "_t")
+t("raging volcano", "活火山", "_t")
+t([[Summons a small raging volcano for %d turns. Every turn, it will fire a molten boulder towards up to %d of your foes, dealing %0.2f fire and %0.2f physical damage.
+		The damage will scale with your Spellpower.]], [[小型の活火山を %d ターン呼び出します。
+毎ターン最大 %d 体の敵に溶岩弾を撃ち出し、 %0.2f 火炎ダメージと %0.2f 物理ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Speed Sap", "スピード吸い", "talent name")
+t([[Saps 30%% of the target's speed (increasing yours by the same amount) and inflicts %0.2f temporal damage for three turns.
+		]], "対象の速度を30%%吸い取り(吸い取った分加速)、3ターン %0.2f 時空ダメージを与えます。", "tformat")
+t("Dredge Frenzy", "ドレッジ狂乱", "talent name")
+t([[Sends Dredges in a radius of %d into a frenzy for %d turns.
+		The frenzy will increase global speed by %d%%, physical crit chance by %d%%, and prevent death until -%d%% life.]], [[範囲 %d の「ドレッジ」を %d ターン「狂乱」状態にします。
+「狂乱」状態になると速度が %d%% 、物理クリティカル率が %d%% 上昇し、HPが -%d%% になるまで死亡しなくなります。]], "tformat")
+t("Sever Lifeline", "生命切断", "talent name")
+t("Start to sever the lifeline of the target. After 4 turns, if the target is still in line of sight of you, its existance will be ended (%d temporal damage).", [[対象の命脈を断ちます。
+4ターン後に対象が術者の視界内にいた場合、存在を終了させます。(%d 時空ダメージ)]], "tformat")
+t("Call of Amakthel", "アマクテルの呼び声", "talent name")
+t("%s is pulled in!", "%sは引き寄せられた!", "logSeen")
+t("Pull all foes within radius 10 1 grid towards you.", "範囲10の敵全てを引き寄せます。", "tformat")
+t("Gift of Amakthel", "アマクテルの恵み", "talent name")
+t("Not enough space to invoke!", "召喚する場所がない!", "logPlayer")
+t("%s spawns a slimy crawler!", "%sは「地を這うスライム」を生み出した!", "logSeen")
+t("Invoke a slimy crawler for 10 turns.", "「地を這うスライム」を生み出します。", "tformat")
+t("Strike", "正拳", "talent name")
+t([[Conjures up a fist of stone, doing %0.2f physical damage and knocking the target back 3 grids.
+		The damage will increase with your Spellpower.]], [[石の拳を作り出して撃ち、 %0.2f 物理ダメージを与えて3マスノックバックさせます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Corrosive Vapour", "酸の霧", "talent name")
+t([[Corrosive fumes rise from the ground doing %0.2f acid damage in a radius of 3 each turn for %d turns.
+		The damage will increase with your Spellpower.]], [[ %d ターン持続する腐食性の蒸気を立ち上らせ、毎ターン範囲3に %0.2f 酸属性ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Manaflow", "魔力復活", "talent name")
+t([[Engulf yourself in a surge of mana, quickly restoring %d mana every turn for 10 turns.
+		The mana restored will increase with your Spellpower.]], [[10ターン全身にマナを取り込み、毎ターンマナを %d ずつ回復します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Infernal Breath", "煉獄火炎", "talent name")
+t([[Exhale a wave of dark fire with radius %d. Any non demon caught in the area will take %0.2f fire damage, and flames will be left dealing a further %0.2f each turn. Demons will be healed for the same amount.
+		The damage will increase with your Strength Stat.]], [[暗黒の炎を範囲 %d に吹き付けます。
+範囲内の悪魔でない対象は %0.2f 火炎ダメージを受け、さらに炎上し毎ターン %0.2f ダメージを受けます。
+悪魔はダメージを受けず、同じ分だけ回復します。
+ダメージは腕力に依存します。]], "tformat")
+t("Frost Hands", "フロストハンド", "talent name")
+t([[Engulfs your hands (and weapons) in a sheath of frost, dealing %0.2f cold damage per melee attack and increasing all cold damage by %d%%.
+		The effects will increase with your Spellpower.]], [[武器と手を冷気で覆い、近接攻撃に %0.2f 冷気ダメージを追加し、冷気ダメージを %d%% 上昇させます。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Meteor Rain", "メテオレイン", "talent name")
+t([[Use arcane forces to summon %d meteors that fall to the ground within range 2 of the target.
+		Each meteor smashes everything within radius 2, dealing %0.2f fire and %0.2f physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
+		The damage increases with your Spellpower.]], [[魔力で %d 個の隕石を対象から範囲2以内に落とします。
+隕石は範囲2に %0.2f 火炎ダメージと %0.2f 物理ダメージを与え、8ターン溶岩地形にします。
+隕石が術者に当たることはありません。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Heal", "癒し", "talent name")
+t([[Imbues your body with natural energies, healing for %d life.
+		The life healed will increase with your Mindpower.]], [[体に自然の力を注ぎこみ、HPを %d 回復します。
+回復量は精神パワーに依存します。]], "tformat")
+t("Call Lightning", "召雷", "talent name")
+t("@Source@ hurls lightning at @target@!", "@Source@は@target@に電撃を放った!", "_t")
+t([[Calls forth a powerful beam of lightning doing %0.2f to %0.2f lightning damage (%0.2f average).
+		The damage will increase with your Mindpower.]], [[強烈な電撃のビームを撃ち出し %0.2f から %0.2f 電撃ダメージ(%0.2f 平均)を与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Fade", "姿隠し", "talent name")
+t("You fade from sight, making you invulnerable until the beginning of your next turn.", "視界から姿を隠し、次のターンまでダメージを受けなくなります。", "tformat")
+t("Phase Door", "次元の扉", "talent name")
+t("Teleports you randomly within range 10.", "距離10のテレポートをします。", "tformat")
+t("Blindside", "急襲", "talent name")
+t("With blinding speed you suddenly appear next to a target up to %d spaces away and attack for %d%% damage.", "距離 %d まで眼にも止まらぬ速さで対象との間合いを詰め、攻撃して %d%% ダメージを与えます。", "tformat")
+t("Suspended", "縛り", "talent name")
+t("The target will not react until attacked.", "対象は攻撃を受けるまで行動できなくなります。", "tformat")
+t("Frost Grab", "フロストグラブ", "talent name")
+t([[Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50%% for %d turns.
+		The ice will also deal %0.2f cold damage.
+		The damage and chance to slow will increase with your Spellpower.]], [[対象を掴んで自身の隣に引き寄せ、冷気で相手を包み込み、 %d ターン移動速度を50%%低下させ、 %0.2f 冷気ダメージを与えます。
+ダメージと減速付与率は魔法パワーに依存します。]], "tformat", {2,1,3})
+t("Body Shot", "ボディショット", "talent name")
+t("@Source@ throws a body shot.", "@Source@は「ボディショット」を放った", "_t")
+t("%s resists the body shot!", "%sは「ボディショット」に抵抗した!", "logSeen")
+t([[A punch to the body that deals %d%% damage, drains %d of the target's stamina per combo point, and dazes the target for %d to %d turns, depending on the amount of combo points you've accumulated.
+		The daze chance will increase with your Physical Power.
+		Using this talent removes your combo points.]], [[ボディブローを放ち %d%% ダメージを与え、コンボポイント1につきスタミナを %d 減少させ、 %d から %d ターン「朦朧」状態にします。
+(コンボポイントに依存)
+朦朧付与率は物理パワーに依存します。
+このタレントを使用するとコンボポイントは0になります。]], "tformat")
+t("Combo String", "コンボストリング", "talent name")
+t([[When gaining a combo point, you have a %d%% chance to gain an extra combo point.  Additionally, your combo points will last %d turns longer before expiring.
+		The chance of building a second combo point will improve with your Cunning.]], [[コンボポイントを獲得した際に %d%% で1点追加で獲得します。
+さらに、コンボポイントの保持時間が %d ターン増加します。
+追加獲得確率は賢さに依存します。]], "tformat")
+t("Steady Mind", "精神統一", "talent name")
+t([[Superior cunning and training allows you to outthink and outwit your opponents' physical and mental assaults.  Increases Defense by %d and Mental Save by %d.
+		The Defense bonus will scale with your Dexterity, and the save bonus with your Cunning.]], [[優れた勘と訓練によって肉体的にも精神的にも敵の攻撃を凌駕します。
+回避が %d 、精神セーブが %d 上昇します。
+回避上昇量は機敏に、精神セーブ上昇量は賢さに依存します。]], "tformat")
+t("Maim", "骨砕き", "talent name")
+t([[Grapples the target and inflicts %0.2f physical damage. If the target is already grappled, the target will be maimed as well, reducing damage by %d and global speed by 30%% for %d turns.
+		The grapple effects will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power.]], [[対象と組み合って %0.2f 物理ダメージを与えます。
+既に敵と組み合っている場合は、対象の体を破壊して与ダメージを %d 低下させ %d ターン30%%減速させます。
+組み合った状態での効果は(習得しているなら)「組技」タレントに依存します。
+ダメージは物理パワーに依存します。]], "tformat")
+t("Bloodrage", "鮮血の怒り", "talent name")
+t("Each time one of your foes bites the dust, you feel a surge of power, increasing your strength by 2 (stacking up to a maximum of %d) for %d turns.", [[敵を撃破する毎に力が漲り腕力が2上昇します。
+最大で %d まで累積し %d ターン持続します。]], "tformat")
+t("Martyrdom", "報復", "talent name")
+t("Designate a target as a martyr for 10 turns. When the martyr deals damage, it also damages itself for %d%% of the damage dealt.", "対象を10ターン「報復」状態にします。「報復」状態中は与ダメージの %d%% を反射されます。", "tformat")
+t("Overpower", "超力", "talent name")
+t("You require a weapon and a shield to use this talent.", "両手武器が必要です。", "logPlayer")
+t("You cannot use Overpower without a shield!", "「超力」の使用には盾が必要だ", "logPlayer")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t([[Hits the target with your weapon doing %d%% damage and two shield strikes doing %d%% damage each, trying to overpower your target.
+		If the last attack hits, the target is knocked back 4 grids. The chance for knockback increases with your Accuracy.]], [[対象に武器攻撃で %d%% ダメージを、2回盾攻撃をしてそれぞれ %d%% ダメージを与え圧倒します。
+最後の攻撃が命中すると対象は4マスノックバックします。
+ノックバック確率は命中に依存します。]], "tformat")
+t("Perfect Control", "完全操作", "talent name")
+t([[Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles.
+		Increases Accuracy by %d and critical strike chance by %0.1f%% for %d turns.]], [[念動力で体を包み、神経や筋肉といった原始的で非効率なメカニズムに頼ることなく動作を直接コントロールします。
+ %d ターン命中が %d 、クリティカル率が %0.1f%% 上昇します。]], "tformat", {3,1,2})
+t("Shattering Charge", "粉砕突撃", "talent name")
+t("You can't move there.", "そこには移動できない", "logSeen")
+t([[You expend massive amounts of energy to launch yourself across %d squares at incredible speed. All enemies in your path will be knocked flying and dealt between %d and %d Physical damage.
+		At talent level 5, you can batter through solid walls.]], [[膨大なエネルギーで自身を発射し、凄まじい速度で %d マス突進します。
+経路上の敵全てを弾き飛ばし、 %d から %d 物理ダメージを与えます。
+タレントレベル5からは壁を貫通します。]], "tformat")
+t("Telekinetic Throw", "念力投げ", "talent name")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("#YELLOW##Source# resists #Target#'s throw!", "#YELLOW##Source#は#Target#の投げに抵抗した!", "logCombat")
+t([[Use your telekinetic power to enhance your strength, allowing you to pick up an adjacent enemy and hurl it anywhere within radius %d.
+		Upon landing, your target takes %0.1f Physical damage and is stunned for 4 turns.  All other creatures within radius 2 of the landing point take %0.1f Physical damage and are knocked away from you.
+		This talent ignores %d%% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
+		The damage improves with your Mindpower and the range increases with both Mindpower and Strength.]], [[念動力で腕力を強化して隣接する敵を掴み、範囲 %d 以内の指定地点に投げ飛ばします。
+地面に叩きつけられた対象は %0.1f 物理ダメージを受け、4ターン「スタン」します。着地点から範囲2にいる全対象は %0.1f 物理ダメージを受け、術者から遠ざかるようにノックバックされます。
+このタレントは投げる対象のノックバック耐性を %d%% 無視し、投げに抵抗された場合はダメージが半減します。
+ダメージは精神パワーに、飛距離は精神パワーと腕力に依存します。]], "tformat")
+t("Reach", "リーチ", "talent name")
+t("Reload", "リロード", "talent name")
+t("You must have a quiver or pouch equipped.", "矢弾を装備していない", "logPlayer")
+t([[Quickly reload your ammo by %d (depends on masteries and object bonuses).
+		Doing so requires no turn but you are considered disarmed for 2 turns.
+
+		Reloading does not break stealth.]], [[即座に矢弾を %d 発装填します。(マスタリーや装備に依存)
+ターンを消費しませんが、2ターン「武装解除」状態になります。
+装填しても「隠密」状態は解除されません。]], "tformat")
+t("Sweep", "二刀風靡", "talent name")
+t("You cannot use Sweep without dual wielding!", "「二刀風靡」は二刀流していないと使えない!", "logPlayer")
+t([[Attack your foes in a frontal arc, doing %d%% weapon damage and making your targets bleed for %d each turn for %d turns.
+		The bleed damage increases with your main hand weapon damage and Dexterity.]], [[前方3マスを攻撃して %d%% 武器ダメージを与え、 %d ターン出血させて毎ターン %d ダメージを与えます。
+出血ダメージはメイン武器ダメージと機敏に依存します。]], "tformat", {1,3,2})
+t("Empower Poisons", "毒の強化", "talent name")
+t([[Reduces the duration of all poisons on the target by 50%%, but increases their damage by %d%%.
+		The effect increases with your Cunning.]], [[対象が受けている全ての毒の持続時間を50%%短縮してダメージを %d%% 上昇させます。
+効果量は賢さに依存します。]], "tformat")
+t("Willful Combat", "士気高揚", "talent name")
+t([[For %d turns, you put all your will into your blows, adding %d physical power to each strike.
+		The effect will improve with your Cunning and Willpower stats.]], [[ %d ターン士気を高め物理パワーが %d 上昇します。
+効果量は賢さと意志に依存します。]], "tformat")
+t("Deadly Strikes", "致命の連撃", "talent name")
+t([[You hit your target, doing %d%% damage. If your attack hits, you gain %d armor penetration (APR) for %d turns.
+		The APR will increase with your Cunning.]], [[対象を攻撃して %d%% ダメージを与えます。
+命中すると、%d ターンアーマー貫通が %d 上昇します。
+アーマー貫通上昇量は賢さに依存します。]], "tformat", {1,3,2})
+t("Terrain prevents #Source# from switching places with #Target#.", "#Source#は#Target#のいる地形に移動できなかった", "logCombat")
+t("You can not do that currently.", "今その行動はできない", "logPlayer")
+t("You cannot dash through that!", "通り抜けることができない!", "logPlayer")
+t("You cannot be stealthy with such heavy armour on!", "重い鎧に隠密性を阻害されている!", "logPlayer")
+t("You require two weapons to use this talent.", "二刀状態で使用可能です。", "logPlayer")
+t("#Source# slams #Target# into the ground!", "#Source#は#Target#を地面に叩きつけた!", "logCombat")
+t("#Source# throws #Target# to the ground!", "#Source#は#Target#を放り投げた!", "logCombat")
+t("#Source# misses a defensive throw against #Target#!", "#Source#は#Target#を守り投げするのに失敗した", "logCombat")
+t("Bone Nova", "ボーンノヴァ", "talent name")
+t([[Fire bone spears in all directions, hitting all foes within radius %d for %0.2f physical damage, and inflicting bleeding for another %0.2f damage over 5 turns.
+		The damage will increase with your Spellpower.]], [[全方向に骨の槍を発射して範囲 %d の敵全てに %0.2f 物理ダメージを与え、出血させて5ターンかけて %0.2f ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Shadow Ambush", "影討ち", "talent name")
+t([[You reach out with shadowy vines toward your target, pulling it to you and silencing it for %d turns and dazing it for 2 turns.
+		The chance to hit improves with your Accuracy.]], [[影のツタで対象を捉えて引き寄せて %d ターン「沈黙」と2ターン「朦朧」状態にします。
+成功確率は命中に依存します。]], "tformat")
+t("Ambuscade", "影分身", "talent name")
+t("Not enough space to invoke your shadow!", "召喚する場所がない!", "logPlayer")
+t("A dark shadowy form in the shape of %s.", "%sの形をした暗い影の姿だ。", "tformat")
+t("Shadow of %s", "%sの影分身", "tformat")
+t([[You take full control of your own shadow for %d turns.
+		Your shadow possesses your talents and stats, has %d%% life and deals %d%% damage, -30%% all resistances, -100%% light resistance and +100%% darkness resistance.
+		Your shadow is permanently stealthed (%d power), and all melee damage it deals is converted to darkness damage.
+		The shadow cannot teleport.
+		If you release control early or if it leaves your sight for too long, your shadow will dissipate.]], [[自身の影を %d ターン自在に操ります。
+「影分身」は術者と同じタレントと能力値を持ち、HPは %d%% 、ダメージは %d%% 、全耐性が-30%%、閃光耐性が-100%%、暗黒耐性が+100%%になっています。
+「影分身」は恒久的に「隠密」状態(%d パワー)になり、全ての与ダメージは暗黒属性に変換されます。
+「影分身」はテレポートできません。
+コントロールを放棄するか、視界外に出ると「影分身」は消滅します。]], "tformat")
+t("Shadow Leash", "影結び", "talent name")
+t("%s resists the shadow!", "%sは影に抵抗した!", "logSeen")
+t([[For an instant, your weapons turn into a shadow leash that tries to grab the target's weapon, disarming it for %d turns.
+		The chance to hit improves with your Accuracy.]], [[一時的に武器が影の鎖に変化し、対象の武器に絡み付き %d ターン「武装解除」状態にします。
+成功率は命中に依存します。]], "tformat")
+t("Dismay", "絶望", "talent name")
+t("Each turn, those caught in your gloom must save against your Mindpower or have an %0.1f%% chance of becoming dismayed for %d turns. When dismayed, the first melee attack against the foe will result in a critical hit.", [[毎ターン「憂鬱」の範囲内の対象に精神パワーに対するセーブを強制し、失敗すると %0.1f%% で %d ターン「絶望」させます。
+「絶望」を受けた対象への近接攻撃が1回だけ必ずクリティカルヒットします。]], "tformat")
+t("Shadow Empathy", "影の同意", "talent name")
+t([[You are linked to your shadows for %d turns, diverting %d%% of all damage you take to a random shadow.
+		Effect increases with Mindpower.]], [[「影の僕」と %d ターン繋がり、被ダメージの %d%% をランダムな影に転嫁します。
+効果量は精神パワーに依存します。]], "tformat")
+t("Circle of Blazing Light", "陽光の結界", "talent name")
+t([[Creates a circle of radius %d at your feet; the circle lights up affected tiles, increases your positive energy by %d each turn and deals %0.2f light damage and %0.2f fire damage per turn to everyone else within its radius.  The circle lasts %d turns.
+		The damage will increase with your Spellpower.]], [[足元から範囲 %d に結界を生成し、範囲内を照らします。
+範囲内に術者がいると毎ターン陽光力を %d 回復し、それ以外の対象に %0.2f 閃光ダメージと %0.2f 火炎ダメージを与えます。
+結界は %d ターン持続します。
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/objects.lua"
+
+t("Yiilkgur abilities.", "イールクガールの能力です。", "_t")
+t("fortress", "要塞", "_t")
+t("sher'tul", "シェール・タル", "talent category")
+t("Spell abilities of the various objects of the world.", "アイテムの持つ様々な魔法です。", "_t")
+t("object spells", "魔法(アイテム)", "_t")
+t("spell", "魔法", "talent category")
+t("Abilities of the various objects of the world.", "アイテムの持つ様々な能力です。", "_t")
+t("object powers", "アイテム発動", "_t")
+t("other", "その他", "talent category")
+t("Techniques of the various objects of the world.", "アイテムの持つ様々な戦技です。", "_t")
+t("technique", "戦技", "talent category")
+t("Wild gifts of the various objects of the world.", "アイテムの持つ様々な自然の恵みです。", "_t")
+t("wild-gift", "自然の恵み", "talent category")
+t("Powers of the various objects of the world.", "アイテムの持つ様々なパワーです。", "_t")
+t("misc", "雑具", "talent category")
+t("object techniques", "戦技(アイテム)", "_t")
+t("charms", "魔道具", "talent name")
+t("Arcane Supremacy", "魔力の同化", "talent name")
+t("Removes up to %d detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed.", [[ %d 種の悪性魔法状態異常を解除し、10ターン魔力で自身を強化します。
+魔法パワーと魔法セーブが5+解除した状態異常1種に毎に5ずつ上昇します。]], "tformat")
+t("Attune Mindstar", "マインドスターの調律", "talent name")
+t("@Source@ refocuses the energies of %s mindstar.", "@Source@はマインドスターのエネルギーを調整した", "tformat")
+t("You attune your %s to deal #ORANGE#mind#LAST# damage.", "%sを#ORANGE#精神属性#LAST#に切り替えた", "logPlayer")
+t("You attune your %s to deal #LIGHT_GREEN#nature#LAST# damage.", "%sを#LIGHT_GREEN#自然属性#LAST#に切り替えた", "logPlayer")
+t("Alter the flow of energies of your equiped mindstars, changing their damage type between nature and mind.", "装備中のマインドスターに流れるエネルギーを変化させ、自然属性と精神属性を切り替えます。", "tformat")
+t("Command Staff", "杖に命令", "talent name")
+t("@Source@ refocuses the energies of %s staff.", "@Source@は杖のエネルギーを変化させた", "tformat")
+t("You must be holding a staff.", "杖を装備していない", "logPlayer")
+t("Command Staff: ", "杖に命令: ", "_t")
+t("Alter the flow of energies through a staff.", "杖に流れるエネルギーの属性を変更します。", "tformat")
+t("Ward", "è­·ã‚Š", "_t")
+t([[Bring a damage-type-specific ward into being. The ward will fully negate as many attacks of its element as it has charges.
+		You can activate the following wards: %s]], [[特定の属性に対する結界を生成します。
+結界は対応する属性の攻撃をチャージ数分だけ完全に無効化します。
+選択可能属性:
+%s]], "tformat")
+t("Teleport to the ground", "イールクガールテレポート", "talent name")
+t("Use Yiilkgur's teleporter to teleport to the ground.", "イールクガールのテレポーターを使用して地上へ移動します。", "tformat")
+t("Block", "盾の防御", "talent name")
+t("You require a shield to use this talent.", "盾が必要だ。", "logPlayer")
+t("None", "なし", "_t")
+t(" and ", "と", "_t")
+t(" Increases your spell save by %d for that turn.", "このターン魔法セーブが %d 上昇します。", "tformat")
+t(" Reflects all blocked damage back to the source.", "防御したダメージを全て反射します。", "_t")
+t(" All blocked damage heals the wielder.", "防御したダメージ分回復します。", "_t")
+t([[Raise your shield into blocking position for 2 turns reducing all non-Mind damage by %d. If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (the next weapon attack will instead deal 200%% damage) for one turn.
+			Counterstrike can normally only effect one enemy per block.
+			If any damage was successfully blocked this effect will be removed at the start of your turn.
+			If the shield has damage resistance to the blocked damage type the block value is increased by 50%%.
+			
+			Current Bonuses:  %s%s%s%s]], [[盾を構えて2ターン防御姿勢を取り、精神属性以外のダメージを %d 軽減します。
+ダメージを全て防御すると、対象は1ターン無防備な「被カウンター」状態(次の武器攻撃が200%%のダメージ)になります。
+ダメージの防御に成功した次のターンに「盾の防御」を終了します。
+盾が防御する属性への耐性を持っている場合、防御値が50%%増加します。
+現在のボーナス:  %s%s%s%s]], "tformat")
+t("Bloom Heal", "花の癒し", "talent name")
+t([[Call upon the power of nature to regenerate your body for %d life every turn for 6 turns.
+		The life healed will increase with the Willpower stat.]], [[6ターン自然の力で毎ターンHPを %d ずつ回復します。
+回復量は意志に依存します。]], "tformat")
+t("Destroy Magic", "魔力破壊", "talent name")
+t("%s's animating magic is disrupted!", "%sの魔法は妨害された!", "logSeen")
+t("The target has a %d%% chance (stacking to a maximum of %d%%) to fail to cast any spell.  At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned.", [[対象は %d%% (最大 %d%% まで累積)で魔法使用に失敗するようになります。
+レベル2からは対象の魔法状態異常が解除されることがあり、レベル3からは魔法常駐タレントを解除することがあり、レベル5からは、アンデッドや魔法で動く物体をスタンさせます。]], "tformat")
+t("Battle Trance", "戦場の狂乱", "talent name")
+t("You overdose on the honeyroot sap!", "恵みの杯を飲みすぎた!", "logPlayer")
+t([[You enter into a fighting trance, gaining 15%% resist all, losing 15 mindpower, but gaining 20 mental save. However, each turn after the fifth that this talent is active, there is a chance that you will be overcome and become confused.
+This does not take a turn to use.]], [[戦場の狂乱に突入します。
+全耐性が15%%、精神セーブが20上昇し、精神パワーが15低下します。
+しかし、5ターンに一度一定確率で混乱します。
+このタレントの使用にはターンを消費しません。]], "tformat")
+t("Soul Purge", "魂の解法", "talent name")
+t("Remove any talent Morrigor has absorbed.", "「モリゴール」が吸収したタレントを全て除去します。", "tformat")
+t("Dig", "採掘", "talent name")
+t("You require a digger to dig.", "採掘にはツルハシが必要だ", "logPlayer")
+t("digging", "採掘", "_t")
+t("dug", "採掘", "_t")
+t("You have been interrupted!", "妨害された!", "logPlayer")
+t([[Dig/cut a tree/...
+		Digging takes %d turns (based on your currently best digger available).]], [[壁などを掘ります。
+採掘には %d ターンかかります。(手持ちの一番性能の良いものを使います)]], "tformat")
+t("Shivgoroth Form", "シヴゴロス変化", "talent name")
+t("You are already a Shivgoroth!", "既に「シヴゴロス」になっている!", "logPlayer")
+t([[You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for %d turns.
+		While transformed, you do not need to breathe, gain access to the Ice Storm talent at level %d, gain %d%% resistance to cuts and stuns, gain %d%% cold resistance, and all cold damage heals you for %d%% of the damage done.
+		The power will increase with your Spellpower.]], [[周囲の冷気を吸収し、 %d ターン氷のエレメンタル「シヴゴロス」に変身します。
+変身中は呼吸の必要がなくなり、レベル %d のタレント「アイスストーム」が使用可能になり、出血とスタン耐性が %d%% 、冷気耐性が %d%% 、冷気属性吸収が %d%% 上昇します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Mental Refresh", "メンタルリフレッシュ", "talent name")
+t("Reset up to 3 wild gift, psionic or cursed talents.", "「自然の恵み」「超能力」「呪い」タレントのクールダウンを3種解消します。", "tformat")
+t("Dagger Block", "ナイフガード", "talent name")
+t([[Raise your dagger into blocking position for one turn, reducing the damage of all physical melee attacks against you by %d. If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal attack will instead deal 200%% damage) for one turn and be left disarmed for 3 turns.
+		The blocking value will increase with your Dexterity and Cunning.]], [[ダガーを構えて1ターン防御姿勢を取り、物理ダメージを %d 軽減します。
+ダメージを全て防いだ場合、対象は1ターン「被カウンター」状態(通常攻撃で200%%のダメージを受ける)になり、3ターン「武装解除」状態になります。
+防御値は機敏と賢さに依存します。]], "tformat")
+t("Shieldsmaiden Aura", "盾の乙女のオーラ", "talent name")
+t("#CRIMSON#%s's shield deflects the blow!", "#CRIMSON#%sの盾が攻撃を防いだ!", "logSeen")
+t("Can block up to 1 hit per 10 turns.", "10ターンに一度攻撃を1回ブロックします。", "tformat")
+t("Psionic Maelstrom", "サイオニック・マイルストロム", "talent name")
+t("For the next 8 turns, powerful blasts of psionic energies will erupt from you, doing %d damage.", "続く8ターン強力な精神波を炸裂させ %d ダメージを与えます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/races.lua"
+
+t("higher", "上級人", "_t")
+t("Wrath of the Highborn", "上級人の癒し", "talent name")
+t([[Call upon the power of the Highborn, increasing all damage by %d%% and reducing all damage taken by %d%% for 5 turns.
+		The bonus will increase with your Magic.]], [[上級人の力を呼び覚まし、5ターン与ダメージを %d%% 上昇させ、被ダメージを %d%% 軽減します。
+ボーナス値は魔力に依存します。]], "tformat")
+t("Overseer of Nations", "支配の定め", "talent name")
+t([[While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
+		Their nature grants them better senses than other humans.
+		Increase blindness immunity by %d%%, maximum sight range by %d, and increases existing infravision, and heightened senses range by %d.
+		At talent level 5, each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns.]], [[「上級人」は他の人間族を支配する定めにはありません。
+また、そうしようともしません。それでも時折上級人の義務を果たさねばなりません。
+「上級人」は他の人間よりも鋭い感覚を持っています。
+「盲目」耐性が %d%% 、視界上限が %d 、獲得している赤外線視力と「超感知」の範囲を %d 上昇させます。
+タレントレベルが5になると、攻撃する度に5ターンその対象の種に対するテレパシー(範囲15)を得ます。]], "tformat")
+t("Born into Magic", "魔の存在", "talent name")
+t([[Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
+		Increase spell save by %d and arcane resistance by %d%%.
+		Also, when you cast a spell dealing damage, you gain a 20%% bonus to the damage type for 5 turns. (This effect has a cooldown.)]], [[「上級人」は魅惑の時代に「秘密会議」の手によって作り出された人種です。
+種族の本質に魔法の力が織り込まれています。
+魔法セーブが %d 、魔力耐性が %d%% 増加します。
+さらに、攻撃魔法を唱えると、5ターンその属性のボーナスダメージを20%%得ます。
+(この効果にはクールダウンが存在します)]], "tformat")
+t("Highborn's Bloom", "上級開花", "talent name")
+t([[Activate some of your inner magic, using it to power your abilities.  For the next %d turns all active talents will be used without resource cost.
+		Your resources must still be high enough to initially power the talent and failure rates (etc.) still apply.
+		]], [[内なる魔力を解放し、タレントのコストとして使用します。
+ %d ターン起動型のタレントの使用にリソースを消費しなくなります。
+ただし、タレントの使用に必要な分のリソースが無ければ実行できず、タレントに失敗率がある場合、補正は掛からずそのまま適用されます。]], "tformat")
+t("shalore", "シャローレ", "_t")
+t("Grace of the Eternals", "永久なる恵み", "talent name")
+t([[Call upon the grace of the Eternals to increase your global speed by %d%% for 5 turns.
+		The speed bonus will increase with your Dexterity or Magic (whichever is higher).]], [[永久なる恵みを受けて5ターン %d%% 加速します。
+加速量は機敏、魔力の高い方に依存します。]], "tformat")
+t("Magic of the Eternals", "永遠の魔力", "talent name")
+t([[Reality bends slightly in the presence of a Shaloren due to their inherent magical nature.
+		Increases critical chance by %d%% and critical strike power by %d%%.]], [[シャローレの持つ強大な魔力のため、現実に若干の歪みが生じます。
+クリティカル率が %d%% 、クリティカル倍率が %d%% 上昇します。]], "tformat")
+t("Secrets of the Eternals", "永遠の秘密", "talent name")
+t([[As the only immortal race of Eyal, Shaloren have learnt over the long years to use their innate inner magic to protect themselves.
+		%d%% chance to become invisible (power %d) for 5 turns when hit by a blow doing at least 10%% of your total life.]], [[イヤルで唯一不滅の種族であるシャローレ族は長い年月をかけて内なる魔力を用いて自衛する術を開発しました。
+1回の攻撃で最大HPの10%%以上を失ったときに %d%% で5ターン透明化(パワー %d)します。]], "tformat")
+t("Timeless", "時なし", "talent name")
+t([[The world grows old as you stand through the ages. To you, time is different.
+		Reduces the time remaining on detrimental effects by %d, most cooling down talents by %d, and increases the time remaining on beneficial effects by %d (up to 2 times the current duration).]], [[時代と共に全ては移ろいます。しかしシャローレだけは例外です。
+悪性状態異常の持続時間を %d ターン短縮し、ほとんどのタレントのクールダウンを %d ターン短縮し、良性状態異常の持続時間を %d ターン増加します。
+良性状態異常の増加時間は現在値の2倍を超えません。]], "tformat")
+t("thalore", "タローレ", "_t")
+t("Gift of the Woods", "タローレの怒り", "talent name")
+t([[Call upon nature to regenerate your body for %d life every turn and increase healing mod by %d%% for 8 turns.
+		The life healed will increase with your Willpower or Constitution (whichever is higher).]], [[8ターン自然の恵みを受けて毎ターンHPを %d ずつ回復し、回復倍率が %d%% 上昇します。
+回復量は意志か耐久の高い方に依存します。]], "tformat")
+t("Verdant", "森の民", "talent name")
+t([[Thaloren have an affinity for natural elements, allowing them to heal for a portion of damage taken from them.
+		You gain %d%% Nature and Acid damage affinity.]], [[タローレは自然元素への親和性を持ち、受けたダメージの一部を回復します。
+自然、酸ダメージ吸収を %d%% 得ます。]], "tformat")
+t("Guardian of the Wood", "森の守り人", "talent name")
+t([[Thaloren are part of the wood; it shields them from corruption.
+		Increase disease immunity by %d%%, blight resistance by %0.1f%%, and all resistances by %0.1f%%.]], [[タローレは森の一部であり、森が腐敗から守ります。
+病気耐性が %d%% 増加し、腐敗耐性が %0.1f%% 、全耐性が %0.1f%% 増加します。]], "tformat")
+t("Nature's Pride", "自然の誇り", "talent name")
+t("treant", "トレント", "_t")
+t("A very strong near-sentient tree.", "とても強い力を持つ木のような生物だ。", "_t")
+t([[Nature is with the Thaloren; they can always feel the call of the woods.
+		Summons two elite Treants to your side for 8 turns.
+		The treants have a global resistance equal to your blight resistance and can stun, knockback, and taunt foes.
+		Your Willpower (%d) will be added to all of their non-Magic primary stats and their talent levels will increase with your Nature's Pride talent level.
+		Your increased damage, damage penetration, and many other stats will be inherited.]], [[自然はタローレと共にあるため、タローレは森の加護を受けることができます。
+8ターン「エリート」ランクの「トレント」を2体召喚します。
+このトレントの全耐性は、術者の腐敗耐性に等しい値になり、敵を「スタン」「ノックバック」し、攻撃を引きつけます。
+術者の意志(%d)が「トレント」の非魔法系の能力値に追加され、タレントレベルは「自然の誇り」のレベルに応じて上昇します。
+ダメージボーナス、耐性貫通、その他多くの能力値も引き継がれます。]], "tformat")
+t("dwarf", "ドワーフ", "_t")
+t("Resilience of the Dwarves", "ドワーフの耐久", "talent name")
+t([[Call upon the legendary resilience of the Dwarven race to increase armour (+%d), armour hardiness (+%d%%), spell (+%d) and physical (+%d) saves for 8 turns.
+		The bonuses will increase with your Constitution.]], [[伝説に語られるドワーフの耐久力を発揮します。
+8ターンアーマーが %d 、重装度が %d%% 、魔法セーブが %d 、物理セーブが %d 上昇します。
+上昇量は耐久に依存します。]], "tformat")
+t("Stoneskin", "石肌化", "talent name")
+t([[Dwarf skin is a complex structure; it can automatically react to physical blows and harden itself.
+		When you are hit in melee, you have a 15%% chance to increase your armour total by %d for 5 turns and fully ignore the attack triggering it.
+		There is no cooldown to this effect; it can happen while already active.]], [[ドワーフの皮膚は複雑な構造をしており、物理攻撃を受けると自動的に硬化します。
+近接攻撃を受けると15%%で攻撃を完全に無効化し、5ターンアーマーが %d 上昇します。
+この効果にクールダウンは存在せず、既に「石肌化」が発動しているときも発動します。]], "tformat")
+t("Power is Money", "力は金なり", "talent name")
+t([[Money is the heart of the Dwarven Empire; it rules over all other considerations.
+		Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+		+1 save every %d gold, up to +%d. (currently +%d)]], [[ドワーフ帝国の心は金にあり、それ以外のことは些事に過ぎません。
+所持金 %d ゴールド毎に全セーブを+1します。
+(最大 %d )(現在 +%d)]], "tformat")
+t("Stone Walking", "石渡り", "talent name")
+t([[While the origins of the dwarves remain clouded in mystery to the other races, it is obvious that they share strong ties to the stone.
+		You can target any wall and immediately enter it, appearing on the other side.
+		This can pass through up to %d tiles (increases with Constitution and talent level).]], [[他の種族にとって、ドワーフという種の起源は謎に包まれていますが、石と密接な関係があるというのは確かです。
+対象となった壁を通り抜け、瞬時に反対側に出ます。
+距離 %d まで通り抜けることができます。(耐久とタレントレベルに依存)]], "tformat")
+t("halfling", "ハーフリング", "_t")
+t("Luck of the Little Folk", "ハーフリングの幸運", "talent name")
+t([[Call upon the luck and cunning of the Little Folk to increase your critical strike chance by %d%% and your saves by %d for 5 turns.
+		The bonus will increase with your Cunning.]], [[ハーフリングの幸運と機知の力を発揮し、5ターンクリティカル率を %d%% 、全セーブを %d 上昇させます。
+上昇量は賢さに依存します。]], "tformat")
+t("Duck and Dodge", "身かわしの術", "talent name")
+t([[Halfling's incredible luck always kicks in at just the right moment to save their skin.
+		Whenever you take %d%% or more of your life from a single attack, you gain %d%% Evasion and %d additional defense for the next %d turns. The defense increases based on your luck and other defensive stats.]], [[ハーフリングの類稀なる幸運によって、攻撃を紙一重で回避します。
+1回の攻撃でHPの %d%% のダメージを受けると %d ターン %d%% の「見切り」が発動し、回避が %d 上昇します。
+回避上昇量は運と防御系能力値に依存します。]], "tformat", {3,1,2})
+t("Militant Mind", "支配の心得", "talent name")
+t([[Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
+		If two or more foes are in sight your Physical Power, Physical Save, Spellpower, Spell Save, Mental Save, and Mindpower are increased by %0.1f per foe (up to 5 foes).]], [[ハーフリングは常に統制と秩序と統制を重んじてきました。敵の数が多いほどその理念は強くなります。
+視界内に2体以上の敵が存在する場合、敵1体につき全パワーと全セーブが %0.1f 増加します。
+(最大5体)]], "tformat")
+t("Indomitable", "不屈", "talent name")
+t([[Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years.
+		Removes %d stun, daze, or pin effects and grants immunity to stuns, dazes and pins for %d turns.]], [[ハーフリングは世界屈指の軍事力を誇り、数千年もの間他種族と争いを続けています。
+ %d 種の「スタン」「朦朧」「移動不能」状態を解除し、さらにそれらの効果を %d ターン無効化します。]], "tformat")
+t("Orcish Fury", "オークの怒り", "talent name")
+t([[Summons your lust for blood and destruction; especially when the odds are against you.  
+		You increase your damage by 10%% + %0.1f%% per enemy you can see in line of sight of you (maximum 5 enemies, %0.1f%% bonus) for 3 turns.
+		The damage bonus will increase with your Constitution.]], [[特に他種族との戦いにおいて、血と破壊への衝動を呼び覚まします。
+3ターン与ダメージを 10%% + 視界内の敵の1体につき %0.1f%% (最大5体までで %0.1f%%)上昇させます。
+増加量は耐久に依存します。]], "tformat")
+t("Hold the Ground", "耐える者", "talent name")
+t("#CRIMSON#%s roars with rage shaking off %d mental debuffs!", "#CRIMSON#%sは怒りの雄叫びを上げ %d 種の精神状態異常を治療した!", "logSeen")
+t("Skirmisher", "勝ち抜く者", "talent name")
+t([[Orcs have seen countless battles, and won many of them.
+		You revel in the defeat of your foes, gaining %d%% damage resistance for 2 turns each time you kill an enemy.
+		The resistance will scale with talent level and your Constitution.
+		Additionally, passively increase all damage penetration by %d%%.]], [[オークは無数の戦いを勝ち抜いています。
+勝利の喜びを味わい、敵を倒す度に2ターンダメージ耐性が %d%% 上昇します。
+耐性上昇量は耐久とタレントレベルに依存します。
+さらに、全属性耐性貫通が %d%% 恒久的に上昇します。]], "tformat")
+t("Pride of the Orcs", "オーク一族の誇り", "talent name")
+t([[Call upon the will of all of the Orc Prides to survive this battle.
+		You remove up to %d detrimental effect(s) then heal for %d life.
+		The healing will increase with talent level and your Willpower.]], [[戦いを生き残るため、オーク一族の誇りを胸にします。
+ %d 種の悪性状態異常を解除し、HPを %d 回復します。
+効果量は意志とタレントレベルに依存します。]], "tformat")
+t("yeek", "イーク", "_t")
+t("Dominant Will", "支配の意志", "talent name")
+t("%s is immune to instakill and mind control effects!", "%sは即死耐性を持つため精神を支配できない!", "logSeen")
+t("%s must be below 80%% of their max life to be controlled!", "%sを支配するためにはHPが80%%以下になっている必要がある!", "logSeen")
+t("%s resists the mental assault!", "%sは精神攻撃に抵抗した!", "logSeen")
+t([[Shatter the mind of your victim, giving you full control of its actions for %s turns (based on your Willpower).
+	When the effect ends, you pull out your mind and the victim's body collapses, dead.
+	Targets with ranks at or above rare must be below 80%% of their maximum life to be controlled, will be invulnerable for the duration, and will break free of the effect without dying after 3 turns.
+	This effect cannot be saved against but checks instakill immunity.]], [[対象の精神を破壊し、 %s ターン操り人形にします。(意志に依存)
+効果が終了すると、対象の肉体は崩壊し、死亡します。
+「レア」以上のランクの敵は操るのに現在HPが80%%以下になっている必要があり、効果時間中無防備になり、3ターン後死亡することなく拘束から脱します。
+この効果はセーブによる抵抗はされませんが、即死耐性によるチェックを行います。]], "tformat")
+t("Unity", "結束", "talent name")
+t([[Your mind becomes more attuned to the Way, and is shielded from outside effects.
+		Increase confusion and silence immunities by %d%% and Mental Save by %d.]], [[精神の「道」との同期を深めて外部の影響から身を守ります。
+混乱耐性と沈黙耐性が %d%% 、精神セーブが %d 上昇します。]], "tformat")
+t("Quickened", "加速の意志", "talent name")
+t("#RED#%s reacts immediately after taking severe wounds!#LAST#", "#RED#%sは致命傷を受け、素早く反応した!#LAST#", "logSeen")
+t([[Yeeks live fast, think fast, and sacrifice fast for the Way.
+		Your global speed is increased by %0.1f%%.
+		If your life drops below 30%% you gain 1.5 turns.  This effect can only happen once every %d turns.]], [[イークは生き急ぎ、思考も速く、素早く「道」に命を捧げます。
+速度が %0.1f%% 上昇します。
+HPが30%%を下回ると、1.5ターンを得ます。
+この効果は %d ターンに一度まで発生します。]], "tformat")
+t("Wayist", "道とあるもの", "talent name")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("yeek mindslayer", "イーク・マインドスレイヤー", "_t")
+t("A wayist that came to help.", "救援に駆け付けた求道者だ。", "_t")
+t([[Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
+		Summons up to 3 yeek mindslayers to your side for 6 turns.
+		All their primary stats will be set to %d (based on your Willpower and Talent Level).
+		Your increased damage, damage penetration, and many other stats will be inherited.]], [[イークの霊的集合体である「道」を通じて救援を要請します。
+最大3体のイークマインドスレイヤーが6ターン救援に駆けつけます。
+イークの全能力値は %d です。
+(意志とタレントレベルに依存)
+ダメージボーナス、耐性貫通、その他多くの能力値も引き継がれます。]], "tformat")
+t("Knowledge of the Way", "「道」の知識", "talent name")
+t([[You merge your mind with the rest of the Way for a brief moment; the sum of all yeek knowledge gathers in your mind
+		and allows you to identify any item you could not recognize yourself.]], [[少しの間、「道」の一部と精神を一体化してイークの集合知を借ります。
+未鑑定のアイテムを鑑定することができます。]], "tformat")
+t("The various racial bonuses a character can have.", "種族の特殊能力です。", "_t")
+t("ogre", "オーガ", "_t")
+t("race", "種族技能", "talent category")
+t("Ogric Wrath", "オーガの怒り", "talent name")
+t([[You enter an ogric wrath for %d turns, increasing your stun and pinning resistances by 20%% and all damage done by 10%%.
+		In addition, whenever you use an infusion or rune, miss a melee attack, or any damage you deal is reduced by a damage shield (or similar effect) you gain a charge of Ogre Fury (up to 5 charges total, each lasting 7 turns).
+		Each charge grants 20%% critical damage power and 5%% critical strike chance.
+		You lose a charge each time you deal a critical strike.
+		The duration will increase with your Strength.]], [[ %d ターンオーガの怒りを発動します。
+効果中は「スタン」「移動不能」耐性が20%%増加し、与ダメージが10%%上昇します。
+さらに、ハーブかルーンを使う、近接攻撃を外す、ダメージがダメージシールドの類で軽減されると「オーガの怒り」のチャージが1増加します。(最大5チャージ, 7ターン持続)
+チャージ1毎にクリティカル倍率が20%%、クリティカル率が5%%増加します。
+クリティカルが発生するとチャージは1減少します。
+持続時間は腕力に依存します。]], "tformat")
+t("Grisly Constitution", "恐るべき肉体", "talent name")
+t([[An ogre's body is acclimated to spells and inscriptions.
+		Increases spell save by %d and improves the contribution of primary stats on infusions and runes by %d%%.
+		At level 5 your body is so strong you can use a two handed weapon in your main hand while still using an offhand item.
+		When using a two handed weapon this way you suffer a 20%% accuracy, physical power, spellpower and mindpower penalty, decreasing by 5%% per size category above #{italic}#big#{normal}#; further, all damage procs from your weapons are reduced by 50%%.]], [[オーガの肉体は魔法と内蔵能力に適合しています。
+魔法セーブが %d 上昇し、ルーンとハーブに対する能力値の寄与が %d%% 増加します。
+レベル5からは肉体が極めて頑強になり、両手武器をメイン武器側の手に、サブ武器を装備したまま扱えるようになります。
+両手武器を片手で扱っている場合、命中と全パワーが20%%低下します。
+このペナルティはサイズが#{italic}#「大きい」#{normal}#を1段階超過する毎に5%%ずつ軽減されます。
+さらに、追加発動ダメージが50%%低下します。]], "tformat")
+t("Scar-Scripted Flesh", "刻印の肉体", "talent name")
+t([[When you crit you have a %d%% chance to reduce by 1 the remaining cooldown of one of your inscriptions and of any saturations effects.
+		This effect can only happen once per turn.]], [[クリティカルが発生すると %d%% で1種のランダムな内蔵能力と負荷状態のクールダウンが1短縮されます。
+この効果は1ターンに1回しか発生しません。]], "tformat")
+t("Writ Large", "力の支配", "talent name")
+t("#PURPLE#Your mastery over inscriptions is unmatched! One more inscriptions slot available to buy.", "#PURPLE#内蔵能力を完全に理解した!内蔵能力のスロットをもう1つ増やせるようになった", "logPlayer")
+t([[Instantly removes runic and infusion saturations.
+		For %d turns your inscriptions cool down twice as fast.
+		At level 5 your command over inscriptions is so good that you can use one more (you still need a category point to unlock it; you need to exit the levelup screen to validate it).]], [[内蔵能力による「負荷状態」を即時に解除します。
+さらに、 %d ターン内蔵能力のクールダウンが2倍の速度で解消されます。
+レベルが5になると、内蔵能力の扱いに長け、スロット数が1増加します。
+(ただし、カテゴリーポイントを消費してアンロックする必要があります; スロット数増加を適用するためにはレベルアップ画面を開き直してください)]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/tutorial.lua"
+
+t("Tutorial-specific talents.", "チュートリアル用のタレントです。", "_t")
+t("tutorial", "チュートリアル", "_t")
+t("Shove", "押しのける", "talent name")
+t("%s resists the shove!", "%sは「押しのける」に抵抗した!", "logSeen")
+t("Give the target a good old-fashioned shove, knocking it back a square.", "古き良き伝統的な攻撃で対象を1マスノックバックします。", "tformat")
+t("Mana Gale", "魔法の風", "talent name")
+t("%s is knocked back by the gale!", "%sは風に吹き飛ばされた!", "logSeen")
+t("%s remains firmly planted in the face of the gale!", "%sは風に踏みとどまった!", "logSeen")
+t("Conjure up a powerful magical wind, pushing the target back a distance of %d.", "魔法の風で対象を %d マス吹き飛ばします。 ", "tformat")
+t("Telekinetic Punt", "念動波", "talent name")
+t("%s is knocked back by the telekinetic blow!", "%sは精神波で吹き飛ばされた!!", "logSeen")
+t("%s holds its ground!", "%sは踏みとどまった!", "logSeen")
+t("Knock the target backwards with a powerful telekinetic blow.", "念動波で対象をノックバックします。", "tformat")
+t("Blink", "ショートテレポート", "talent name")
+t("%s is teleported a short distance!", "%sはショートテレポートした!", "logSeen")
+t("%s resists the teleportation!", "%sはテレポートに抵抗した!", "logSeen")
+t("Attempts to magically teleport a target slightly farther from you.", "対象を少し離れた場所にテレポートさせます。", "tformat")
+t("Fear", "恐怖", "talent name")
+t("%s retreats in terror!", "%sは恐怖して逃げ出した!", "logSeen")
+t("%s shakes off the fear!", "%sは恐怖を振り払った!", "logSeen")
+t("Attempts to briefly terrify a target into retreating.", "対象を恐怖させて逃げさせます。", "tformat")
+t("Bleed", "出血", "talent name")
+t("Inflicts a 10-turn bleed effect.", "10ターン出血させます。", "tformat")
+t("Confusion", "æ··ä¹±", "talent name")
+t("Use your mental powers to confuse the target for five turns.", "精神力で対象を5ターン混乱させます。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/absorption.lua"
+
+t("Kinetic Shield", "キネティックシールド", "talent name")
+t([[Surround yourself with a shield that will absorb %d%% of any physical/acid/nature/temporal attack, up to a maximum of %d damage per attack.
+		Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every %0.1f points of damage absorbed, up to a maximum %0.1f points each turn.
+		At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
+		The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
+		You can only have two of these shields active at once.]], [[自身をシールドで覆い、物理、酸、自然、時空ダメージを %d%% 無効化します。(攻撃毎に最大 %d ダメージ)
+シールドでダメージを無効化する度に攻撃をエネルギーに変換し、Psiが1+(吸収したダメージ %0.1f につき1)回復します。(1ターンに最大 %0.1f )
+レベル3からはシールドを解除すると、直前の3ターンに吸収したダメージの2倍の強度のサイオニックシールドを展開し、全ダメージを防ぎます。
+シールド強度と変換効率は精神パワーに依存します。
+一度に2種類までシールドを起動できます。]], "tformat")
+t("Thermal Shield", "サーマルシールド", "talent name")
+t([[Surround yourself with a shield that will absorb %d%% of any fire/cold/light/arcane attack, up to a maximum of %d damage per attack.
+		Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every %0.1f points of damage absorbed, up to a maximum %0.1f points each turn.
+		At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
+		The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
+		You can only have two of these shields active at once.]], [[自身をシールドで覆い、火炎、冷気、閃光、魔力ダメージを %d%% 無効化します。(攻撃毎に最大 %d ダメージ)
+シールドでダメージを無効化する度に攻撃をエネルギーに変換し、Psiが1+(吸収したダメージ %0.1f につき1)回復します。(1ターンに最大 %0.1f )
+レベル3からはシールドを解除すると、直前の3ターンに吸収したダメージの2倍の強度のサイオニックシールドを展開し、全ダメージを防ぎます。
+シールド強度と変換効率は精神パワーに依存します。
+一度に2種類までシールドを起動できます。]], "tformat")
+t("Charged Shield", "チャージシールド", "talent name")
+t("You may only sustain two shields at once. Shield activation cancelled.", "一度に常駐できるシールドは2種類までです。シールドの起動がキャンセルされました", "logSeen")
+t([[Surround yourself with a shield that will absorb %d%% of any lightning/blight/darkness/mind attack, up to a maximum of %d damage per attack.
+		Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every %0.1f points of damage absorbed, up to a maximum %0.1f points each turn.
+		At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
+		The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
+		You can only have two of these shields active at once.]], [[自身をシールドで覆い、電撃、腐敗、暗黒、精神ダメージを %d%% 無効化します。(攻撃毎に最大 %d ダメージ)
+シールドでダメージを無効化する度に攻撃をエネルギーに変換し、Psiが1+(吸収したダメージ %0.1f につき1)回復します。(1ターンに最大 %0.1f )
+レベル3からはシールドを解除すると、直前の3ターンに吸収したダメージの2倍の強度のサイオニックシールドを展開し、全ダメージを防ぎます。
+シールド強度と変換効率は精神パワーに依存します。
+一度に2種類までシールドを起動できます。]], "tformat")
+t("Forcefield", "フォースフィールド", "talent name")
+t([[Surround yourself with a forcefield, reducing all incoming damage by %d%%.
+		Such a shield is very expensive to maintain, draining 5%% of your maximum psi per turn initially plus an addition 5%% for each turn it has been maintained. For example, on turn 2 it will drain 10%%.
+		Current drain rate: %0.1f psi/turn]], [[自身を理力場で覆い、被ダメージを %d%% 低下させます。
+非常に強力なシールドであるため維持のコストに、毎ターン最大Psiの5%%を消費し、1ターン経過する度に消費割合が5%%ずつ追加されていきます。
+例えば、2ターン目には最大Psiの10%%を消費します。
+現在の消費割合: %0.1f psi/ターン]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/augmented-mobility.lua"
+
+t("Skate", "スケート", "talent name")
+t([[You telekinetically float just off the ground.
+		This allows you to slide around the battle quickly, increasing your movement speed by %d%%.
+		It also makes you more vulnerable to being pushed around (-%d%% knockback resistance).]], [[念動力で浮遊します。
+戦場を滑って移動できるようになり移動速度が %d%% 増加します。
+ただし吹き飛ばされやすくなります。(-%d%% ノックバック耐性)]], "tformat")
+t("Quick as Thought", "思念クイック", "talent name")
+t([[Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles.
+		Increases Accuracy by %d, your critical strike chance by %0.1f%% and your global speed by %d%% for %d turns.
+		The duration improves with your Mindpower.]], [[念動力で体を包み、神経や筋肉といった原始的で非効率なメカニズムに頼ることなく動作を直接コントロールします。
+ %d ターン命中が %d 、クリティカル率が %0.1f%% 、速度が %d%% 上昇します。
+持続時間は精神パワーに依存します。]], "tformat", {4,1,2,3})
+t("Mindhook", "マインドフック", "talent name")
+t("The target is out of range", "対象が射程外です", "logPlayer")
+t([[Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
+		Works on enemies up to %d squares away.
+		The cooldown decreases, and the range increases, with additional talent points spent.]], [[念動力を遠くに働かせて敵を掴み引き寄せます。
+射程は %d です。
+ポイントを振るとクールダウンが減少し、射程が伸びます。]], "tformat")
+t("Telekinetic Leap", "テレキネティックリープ", "talent name")
+t("@Source@ performs a telekinetically enhanced leap!", "@Source@は念動力で跳躍した!", "_t")
+t("You perform a precise, telekinetically-enhanced leap, landing up to %d squares from your starting point.", "正確な念動力によるジャンプを行い、距離 %d まで移動します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/augmented-striking.lua"
+
+t("Kinetic Strike", "キネティックストライク", "talent name")
+t("%s resists the pin!", "%sは「移動不能」に抵抗した!", "logSeen")
+t([[Focus kinetic energy and strike an enemy for %d%% weapon damage as physical.
+		They will be pinned to the ground for %d turns by the force of this attack.
+		Any frozen creature hit by this attack will take an extra %0.2f physical damage.
+		The extra damage will scale with your Mindpower.]], [[念動力を込めて敵を攻撃し %d%% 物理武器ダメージを与えます。
+念動力によって対象を %d ターン「移動不能」にします。
+「凍結」している対象には %0.2f 追加物理ダメージを与えます。
+追加ダメージは精神パワーに依存します。]], "tformat")
+t("Thermal Strike", "サーマルストライク", "talent name")
+t("ice wall", "氷の壁", "_t")
+t("a summoned, transparent wall of ice", "召喚された透明な氷の壁だ。", "_t")
+t([[Focus thermal energy and strike an enemy for %d%% weapon damage as cold.
+		A burst of cold will then engulf them, doing an extra %0.1f Cold damage and also freeze them for %d turns.
+		If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
+		The cold burst damage will scale with your Mindpower.]], [[敵の熱エネルギーを奪い %d%% 冷気武器ダメージを与えます。
+さらに、冷気で包み込み %0.1f 追加冷気ダメージを与え、 %d ターン「凍結」させます。
+「移動不能」状態の対象を「凍結」させた場合、冷気の奔流が巻き起こり3ターン術者と対象を氷の壁で囲みます。
+追加ダメージは精神パワーに依存します。]], "tformat")
+t("Charged Strike", "チャージストライク", "talent name")
+t("You cannot do that without a weapon in your hands.", "武器を装備していないため、それはできない", "logPlayer")
+t([[Focus charged energy and strike an enemy for %d%% weapon damage as lightning.
+		Energy will then discharge from your weapon, doing an extra %0.2f lightning damage and halving their stun/daze/freeze/pin resistance for %d turns.
+		If the target is pinned and Charged Shield is sustained, its absorb value will be increased by %0.2f.
+		If the target is frozen, the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
+		The discharge damage will scale with your Mindpower.]], [[電気エネルギーを集中して敵を攻撃し、 %d%% 電撃武器ダメージを与えます。
+さらに、武器から電気を解き放ち、 %0.2f 追加電撃ダメージを与え、 %d ターン「スタン」「朦朧」「凍結」「移動不能」耐性を半減させます。
+「チャージシールド」を常駐した状態で「移動不能」状態の対象に当てた場合、シールドの吸収値が %0.2f 上昇します。
+対象が「凍結」していた場合、氷が一瞬で蒸発し、対象から範囲2の全対象をノックバックします。
+追加ダメージは精神パワーに依存します。]], "tformat")
+t("Psi Tap", "サイタップ", "talent name")
+t("Wrap a psionic energy field around your weapons, increasing their armour penentration by %d and allowing you to siphon excess energy from each weapon hit you land, gaining %0.1f psi per hit.", "武器を超能力で包み、アーマー貫通を %d 上昇させ、武器を振ったときのエネルギーを吸収し、攻撃が命中する毎にPsiを %0.1f 回復します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/charged-mastery.lua"
+
+t("Transcendent Electrokinesis", "電撃の限界突破", "talent name")
+t([[For %d turns your electrokinesis transcends your normal limits, increasing your Lightning damage by %d%% and your Lightning resistance penetration by %d%%.
+		In addition:
+		The cooldowns of Charged Shield, Charged Leech, Charged Aura, Charged Strike and Brainstorm are reset.
+		Charged Aura effects will have their radius increased by 1.
+		Your Charged Shield will have 100%% absorption efficiency and will absorb twice the normal amount of damage.
+		Brainstorm will also inflict blindness.
+		Charge Leech will also inflict confusion (%d%% effect).
+		Charged Strike will have its secondary lightning burst chain to up to 3 targets in a radius of 3.
+		The damage bonus and resistance penetration scale with your Mindpower.
+		Only one Transcendent talent may be in effect at a time.]], [[%d ターン限界を超えて電磁能力を行使し、電撃ダメージが %d%% 、電撃耐性貫通が %d%% 増加します。
+さらに:
+「チャージシールド」「電磁吸収」「チャージオーラ」「チャージストライク」「ブレインストーム」のクールダウンを解消します。
+「チャージオーラ」の範囲が1増加します。
+「チャージシールド」の吸収効率が100%%になり、シールド強度が2倍になります。
+「ブレインストーム」に盲目効果が追加されます。
+「電磁吸収」で敵が混乱します。(行動失敗率 %d%% )
+「チャージストライク」は追加で範囲3の対象3体に電撃が発生します。
+ダメージ上昇と耐性貫通量は精神パワーに依存します。
+「限界突破」系のタレントは同時に1種類しか起動できません。]], "tformat")
+t("Thought Sense", "思念感知", "talent name")
+t([[Detect the mental activity of creatures in a radius of %d for %d turns.
+		This reveals their location and boosts your defense by %d.
+		The defense scales with you Mindpower and the range with your Willpower.]], [[範囲 %d の精神活動を %d ターン感知します。
+範囲内の対象の位置がわかるようになり、自身の回避が %d 上昇します。
+回避上昇量は精神パワーに、感知範囲は意志に依存します。]], "tformat")
+t("Static Net", "静電ネット", "talent name")
+t([[Cast a net of static electricity in a radius of %d for %d turns.
+		Enemies standing in the net will take %0.1f Lightning damage and be slowed by %d%%.
+		When you move through the net, a static charge will accumulate on your weapon which will add %0.1f additional Lightning damage to your next attack for each turn you spend within its area.
+		These effects scale with your Mindpower.]], [[範囲 %d に %d ターン静電ネットを配置します。
+静電ネットに引っかかった対象に %0.1f 電撃ダメージを与え %d%% 減速させます。
+術者がネットに触れた場合、電気エネルギーが武器に充填され、次の近接攻撃に %0.1f 追加電撃ダメージが乗ります。この追加ダメージの充填は重複します。
+効果量は精神パワーに依存します。]], "tformat")
+t("Heartstart", "ハートスタート", "talent name")
+t([[Store an electric charge for saving your life at a later time.
+		If you are reduced to less than zero life while this is active, it will deactivate, cure you of all stun/daze/freeze effects and allow you to survive with up to %d negative health for %d turns.
+		The negative health limit scales with your Mindpower and maxium life.]], [[万が一のときの為に電気を蓄えます。
+起動中にHPが0未満になると、このタレントが解除され、「スタン」「朦朧」「凍結」状態を治療して %d ターンHPの下限を %d にします。
+HPの下限値は精神パワーと最大HPに依存します。]], "tformat", {2,1})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/discharge.lua"
+
+t("Mind Storm", "マインドストーム", "talent name")
+t([[Unleash your subconscious on the world around you.  While active, you fire up to %d bolts each turn (one per hostile target) that deal %0.2f mind damage.  Each bolt consumes 5 Feedback.
+		Feedback gains beyond your maximum allowed amount may generate extra bolts (one bolt per %d excess Feedback per target), but no more than %d extra bolts per turn. 
+		This effect is a psionic channel, increasing the range of Mind Sear, Psychic Lobotomy, and Sunder Mind to 10 but will break if you move.
+		The damage will scale with your Mindpower.]], [[自身の無意識を周囲に解放します。
+起動中は毎ターン最大 %d 発のボルト(敵対する対象1体につき1発)を放ち、 %0.2f 精神ダメージを与えます。
+ボルト1発につきフィードバックを5消費します。
+フィードバックが最大値を超過していると、追加のボルト(対象毎に %d 超過する毎に1発)を発射します。(最大で1ターンに %d 発まで追加)
+この効果はサイオニックチャネルであるため、「精神波」「サイオニックロボトミー」「精神破壊」の射程が10になります。(移動すると効果を終了)
+ダメージは精神パワーに依存します。]], "tformat")
+t("Feedback Loop", "フィードバック・ループ", "talent name")
+t("You have no feedback to start a feedback loop!", "「フィードバックループ」を起動に必要なフィードバックがない!", "logPlayer")
+t([[Activate to invert your Feedback decay for %d turns.  This effect can be a critical hit, increasing the duration even further.
+		You must have some Feedback in order to start the loop.
+		The maximum Feedback gain will scale with your Mindpower.]], [[起動すると %d ターンフィードバック減少量の符号が反転します。
+クリティカルヒットが発生することがあり、その場合持続時間が伸びます。
+ループの起動にはある程度のフィードバックを必要とします。
+フィードバック獲得の最大値は精神パワーに依存します。]], "tformat")
+t("Backlash", "バックラッシュ", "talent name")
+t([[Your subconscious now retaliates when you take damage.  If the attacker is within range (%d), you'll inflict mind damage equal to the Feedback gained from the attack or %0.2f, whichever is lower.
+		This effect can only happen once per creature per turn.
+		The damage will scale with your Mindpower.]], [[無意識に敵に反撃します。
+範囲 %d 以内の敵から攻撃を受けると、攻撃によって獲得したフィードバックに等しい値か、 %0.2f の内、低い方の精神ダメージを与えます。
+この効果は同じ対象に1ターンに1回まで発動します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Focused Wrath", "怒りの集中", "talent name")
+t([[Focus your mind on a single target, diverting all offensive Discharge talent effects to it for %d turns.  While this effect is active, all Discharge talents gain %d%% critical power and you ignore %d%% mind resistance of your targets.
+		If the target is killed, the effect will end early.
+		The damage bonus will scale with your Mindpower.]], [[対象に狙いを定め、 %d ターン全ての「ディスチャージ」タレントの攻撃を集中させます。
+効果中は対象への全ての「ディスチャージ」タレントのクリティカル倍率が %d%% 、精神貫通が %d%% 上昇します。
+対象が死亡した場合、効果を終了します。
+ダメージボーナスは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/distortion.lua"
+
+t("Distortion Bolt", "歪曲のボルト", "talent name")
+t([[Fire a bolt of distortion that ignores resistance and inflicts %0.2f physical damage.  This damage will distort affected targets, decreasing physical resistance by %d%% and rendering them vulnerable to distortion effects for two turns.
+		If the bolt comes in contact with a target that's already distorted, a detonation will occur, inflicting 150%% of the base damage in a radius of %d.
+		Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
+		At talent level 5, you learn to shape your distortion effects, preventing them from hitting you or your allies.
+		The damage will scale with your Mindpower.]], [[歪曲のボルトを撃ち、耐性を無視して %0.2f 物理ダメージを与えます。
+さらに2ターン対象を「歪曲」し、物理耐性を %d%% 下げます。
+「歪曲」状態の対象に当たると、爆発が発生し範囲 %d に基礎ダメージの150%%のダメージを与えます。
+このタレントにポイントを振る毎に、全ての「歪曲」効果による物理耐性低下量が増加します。
+タレントレベル5からは歪曲効果を制御できるようになり、自身と味方を巻き込まなくなります。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Distortion Wave", "歪曲の波", "talent name")
+t([[Creates a distortion wave in a radius %d cone that deals %0.2f physical damage and knocks back targets in the blast radius.
+		This damage will distort affected targets, decreasing physical resistance by %d%% and rendering them vulnerable to distortion effects for two turns.
+		Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
+		If the target is already distorted, they'll be stunned for %d turns as well.
+		The damage will scale with your Mindpower.]], [[範囲 %d の扇状に歪曲の波を発生させ %0.2f 物理ダメージを与え、ノックバックします。
+さらに2ターン対象を「歪曲」し、物理耐性を %d%% 下げます。
+「歪曲」状態の対象に当たると、 %d ターン「スタン」させます。
+このタレントにポイントを振る毎に、全ての「歪曲」効果による物理耐性低下量が増加します。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Ravage", "破壊", "talent name")
+t([[Ravages the target with distortion, inflicting %0.2f physical damage each turn for %d turns.
+		This damage will distort affected targets, decreasing physical resistance by %d%% and rendering them vulnerable to distortion effects for two turns.
+		If the target is already distorted when Ravage is applied, the damage will be increased by 50%% and the target will lose one beneficial physical effect or sustain each turn.
+		Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
+		The damage will scale with your Mindpower.]], [[対象を歪曲の力で破壊して %d ターンの間、毎ターン %0.2f 物理ダメージを与えます。
+さらに2ターン対象を「歪曲」し、物理耐性を %d%% 下げます。
+「歪曲」状態の対象に当たると、ダメージが50%%上昇し、毎ターン良性物理状態異常か物理常駐タレントが解除されます。
+このタレントにポイントを振る毎に、全ての「歪曲」効果による物理耐性低下量が増加します。]], "tformat", {2,1,3})
+t("Maelstrom", "マイルストロム", "talent name")
+t("%s's maelstrom", "%sのマイルストロム", "tformat")
+t("#Source# pulls #Target# in!", "#Source#は#Target#を引き寄せた!", "logCombat")
+t([[Create a powerful maelstorm for %d turns.  Each turn, the maelstrom will pull in targets within a radius of %d, and inflict %0.2f physical damage.
+		This damage will distort affected targets, decreasing physical resistance by %d%% and rendering them vulnerable to distortion effects for two turns.
+		Investing in this talent will increase the physical resistance reduction from all of your distortion effects.
+		The damage will scale with your Mindpower.]], [[ %d ターン強大な大渦を作り出します。
+毎ターン大渦は範囲 %d の対象を引き寄せ、 %0.2f 物理ダメージを与えます。
+さらに2ターン対象を「歪曲」し、物理耐性を %d%% 下げます。
+このタレントにポイントを振る毎に、全ての「歪曲」効果による物理耐性低下量が増加します。
+ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dream-forge.lua"
+
+t("Forge Shield", "フォージ・シールド", "talent name")
+t("#ORANGE#%s forges a dream shield to block the attack!", "#ORANGE#%sはドリームシールドを生成して攻撃を防いだ!", "logSeen")
+t("#ORANGE#%s's dream shield has been strengthened by the attack!", "#ORANGE#攻撃を受け、%sのドリームシールドが硬化した!", "logSeen")
+t([[When an attack would deal 15%% or more of your effective total health, you forge the Dream Shield to protect yourself, reducing the damage of all attacks of that type by %0.2f for the next %d turn(s).
+		You may block multiple damage types at one time, but the base damage threshold increases by 15%% per damage type the shield is already blocking.
+		If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal melee or ranged attack will instead deal 200%% damage) for one turn.
+		At talent level 5, the block effect will last two turns.
+		This damage reduction scales with your Mindpower.]], [[1回の攻撃で実効合計HPの15%%以上のダメージを受けると、「ドリームシールド」を形成し %d ターンその属性のダメージを %0.2f 軽減します。
+一度に複数の属性を軽減できますが、既に軽減対象になっている属性1種類につき、シールド生成の閾値が15%%上昇します。
+「ドリームシールド」によってダメージを完全に防御した場合、対象を1ターン「被カウンター」状態(近接攻撃と射撃のダメージが2倍)にします。
+タレントレベル5からは「ドリームシールド」が2ターン持続します。
+ダメージ軽減量は精神パワーに依存します。]], "tformat", {2,1})
+t("Forge Bellows", "唸る鍛冶場", "talent name")
+t("%s's forge barrier", "%sの鍛冶場の仕切り壁", "tformat")
+t("a summoned wall of mental energy", "召喚された精神エネルギーの壁だ。", "_t")
+t([[Release the bellows of the forge upon your surroundings, inflicting %0.2f mind damage, %0.2f burning damage, and knocking back your enemies in a radius %d cone.
+		Empty terrain may be changed (50%% chance) for %d turns into forge walls, which block movement and inflict %0.2f mind and %0.2f fire damage on nearby enemies.
+		The damage and knockback chance will scale with your Mindpower.]], [[周囲に夢の鍛冶場の唸りを放ち、 %0.2f 精神ダメージと %0.2f 炎上ダメージを範囲 %d の扇状に与え、ノックバックします。
+50%%で何もない場所に %d ターン鍛冶場の仕切り壁が出現し、通行不能になり、周囲の敵に %0.2f 精神ダメージと %0.2f 火炎ダメージを与えます。
+ダメージとノックバック率は精神パワーに依存します。]], "tformat")
+t("Forge Armor", "フォージアーマー", "talent name")
+t([[Your Forge Shield talent now increases your Armour by %d, your Defense by %d, and gives you %0.2f psi when you're hit by a melee or ranged attack.
+		The bonuses will scale with your Mindpower.]], [[タレント「フォージシールド」によってアーマーが %d 、回避が %d 上昇し、近接攻撃か射撃を受けるとPsiが %0.2f 回復します。
+ボーナス値は精神パワーに依存します。]], "tformat")
+t("Dreamforge", "ドリームフォージ", "talent name")
+t("#GOLD#%s strikes the dreamforge!", "#GOLD#%sはドリームフォージを打った!", "logSeen")
+t("#GOLD#%s begins breaking dreams!", "#GOLD#%sは夢を破壊し始めた!", "logSeen")
+t([[The pounding forge of thought in your mind is released upon your surroundings.  Each turn that you remain stationary, you'll strike the dreamforge, inflicting mind and burning damage on enemies around you.
+		The effect will build over five turns, until it reaches a maximum radius of %d, maximum mind damage of %0.2f, and maximum burning damage of %0.2f.
+		At this point you'll begin breaking the dreams of enemies who hear the forge, reducing their Mental Save by %d and giving them a %d%% chance of spell failure due to the tremendous echo in their minds for %d turns.
+		Broken Dreams has a %d%% chance to brainlock your enemies.
+		The damage and dream breaking effect will scale with your Mindpower.]], [[心の中に存在するドリームフォージを打ち鳴らす音を周囲に響き渡らせます。
+行動せずに待機すると、ドリームフォージを叩き周囲の敵に精神ダメージと炎上ダメージを与えます。
+5ターンかけて効果は増大していき、最大で範囲 %d に %d 精神ダメージと %d 炎上ダメージを与えます。
+効果が最大に達すると、フォージの音を聞いた敵の夢を壊し、心に大音量が鳴り響いて %d ターン精神セーブを %d 減少させ、 %d%% で魔法を失敗させます。
+さらに、 %d%% で「ブレインロック」を与えます。
+ダメージと効果量は精神パワーに依存します。]], "tformat", {1,2,3,6,4,5,7})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dream-smith.lua"
+
+t("Dream Smith's Hammer", "ドリームハンマー", "talent name")
+t([[Craft a hammer from the dream forge and strike an adjacent foe, inflicting %d%% weapon damage. If the attack hits, it will bring one random Dream Smith talent off cooldown.
+		At talent level 5, you'll bring a second random talent off cooldown.
+		The base power, Accuracy, Armour penetration, and critical strike chance of the weapon will scale with your Mindpower.
+		
+		Current Dream Hammer Stats:
+		%s]], [[ドリームフォージからハンマーを作成して隣接する敵1体を攻撃し、 %d%% 物理ダメージを与えます。
+命中すると、1種のランダムな「ドリームスミス」タレントのクールダウンが解消されます。
+タレントレベル5からは2種解消されます。
+ハンマーの性能は精神パワーに依存します。
+ハンマーの性能:
+%s]], "tformat")
+t("Hammer Toss", "ハンマー投げ", "_t")
+t([[Throw your Dream Hammer at a distant location, inflicting %d%% weapon damage on all targets between you and it.  After reaching its destination, the Dream Hammer will return, potentially hitting targets a second time.
+		Learning this talent increases the Accuracy of your Dream Hammer by %d.]], [[ドリームハンマーを指定地点に投げて、間にいる全対象に %d%% 武器ダメージを与えます。
+指定地点に到達すると、手元に戻ってくるため、同じ対象に2回当たることもあります。
+このタレントを習得すると、ドリームハンマーの命中が %d 上昇します。]], "tformat")
+t("Dream Crusher", "ドリームクラッシュ", "talent name")
+t("%s resists the stunning blow!", "%sはスタンに抵抗した!", "logSeen")
+t([[Crush your enemy with your Dream Hammer, inflicting %d%% weapon damage.  If the attack hits, the target is stunned for %d turns.
+		Stun chance improves with your Mindpower.  Learning this talent increases your Physical Power for Dream Hammer damage calculations by %d and all damage with Dream Hammer attacks by %d%%.
+		]], [[ドリームハンマーで敵を叩き潰し、 %d%% 武器ダメージを与えます。
+命中すると、対象を %d ターン「スタン」させます。
+スタン確率は精神パワーに依存します。
+このタレントを習得すると、ドリームハンマーのダメージ計算時の物理パワーが %d 、ドリームハンマーの攻撃の与ダメージが %d%% 上昇します。]], "tformat")
+t("Forge Echoes", "フォージエコー", "talent name")
+t([[Strike an adjacent target with a mighty blow from the forge, inflicting %d%% weapon damage.  If the attack hits, the echo of the attack will lash out at all enemies in a %d radius of the impact.
+		Learning this talent adds %0.2f mind damage and %0.2f burning damage to your Dream Hammer strikes.
+		The mind and fire damage will scale with your Mindpower.]], [[隣接する対象にドリームフォージの強力な一撃を加え、 %d%% 物理ダメージを与えます。
+命中すると、範囲 %d の敵全てに攻撃の残響が広がります。
+このタレントを習得すると、ドリームハンマーの攻撃に %0.2f 精神ダメージと %0.2f 炎上ダメージが追加されます。
+精神と火炎ダメージ量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dreaming.lua"
+
+t("Sleep", "睡眠", "talent name")
+t("%s resists the sleep!", "%sは「睡眠」に抵抗した!", "logSeen")
+t([[Puts targets in a radius of %d to sleep for %d turns, rendering them unable to act.  Every %d points of damage the target suffers will reduce the effect duration by one turn.
+		When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it %d%% sleep immunity for each turn of the Insomnia effect.
+		At talent level 5 Sleep will become contagious and has a 25%% chance to spread to nearby targets each turn.
+		The damage threshold will scale with your Mindpower.]], [[範囲 %d の対象を %d ターン眠らせて、行動を封じます。
+寝ている敵に %d ダメージ与える度に効果時間が1ターンずつ減少します。
+眠りから覚めると眠っていたターン数と同じ時間、「不眠症」状態にかかり、「不眠症」の持続時間1につき睡眠耐性を %d%% 得ます。(最大10ターン)
+タレントレベル5からは毎ターン25%%で近くの対象に「睡眠」効果が伝播するようになります。
+ダメージによる持続時間短縮の閾値は精神パワーに依存します。]], "tformat")
+t("Lucid Dreamer", "明晰夢", "talent name")
+t([[Slip into a lucid dream.  While in this state, you are considered sleeping, but can still act, are immune to insomnia, inflict %d%% more damage to targets under the effects of Insomnia, and your Physical, Mental, and Spell saves are increased by %d.
+		Note that being asleep may make you more vulnerable to certain effects (such as Inner Demons, Night Terror, and Waking Nightmare).
+		The saving throw bonuses scale with your Mindpower.]], [[明晰夢に落ちます。
+この状態は「睡眠」状態と見なされますが、行動は可能で、「不眠症」状態を受けなくなり、「不眠症」状態の対象に与えるダメージが %d%% 上昇し、全セーブが %d 上昇します。
+睡眠中は一部の効果に弱くなる点に注意しましょう。(「心の闇」「ナイトテラー」「歩み寄る悪夢」など)
+セーブ上昇量は精神パワーに依存します。]], "tformat")
+t("Dream Walk", "ドリームウォーク", "talent name")
+t("You may only dream walk to an open space within your line of sight.", "「ドリームウォーク」は視界内の開いている場所にしか移動できない", "logPlayer")
+t("Your dream walk fails!", "「ドリームウォーク」は失敗した!", "logSeen")
+t([[You move through the dream world, reappearing at a nearby location.
+		If there is a sleeping creature at the target location, you'll appear as close to them as possible, otherwise, you'll appear within %d tiles of your intended destination.]], [[夢の世界を通って指定地点の近くに移動します。
+眠っている対象を指定した場合、その対象の出来るだけ近くに移動します。
+そうでなければ、指定地点の範囲 %d 以内に移動します。]], "tformat")
+t("Dream Prison", "ドリームプリズン", "talent name")
+t([[Imprisons all sleeping targets within range in their dream state, effectively extending sleeping effects for as long as Dream Prison is maintainted.
+		This powerful effect constantly drains %0.2f%% of your maximum Psi (excluding this talent) per turn, and is considered a psionic channel; as such it will break if you move.
+		(Note that sleeping effects that happen each turn, such as Nightmare's damage and Sleep's contagion, will cease to function for the duration of the effect.)]], [[範囲内の「睡眠」中の全対象を夢の中に閉じ込め、「ドリームプリズン」を常駐している間、睡眠時間を延長します。
+強力な効果であるため、毎ターン(このタレントを除く)最大Psiの %0.2f%% を消費します。
+サイオニックチャネルであるため、術者が移動すると効果を終了します。
+(注意: 「ナイトメア」のダメージや「スリープ」の伝播効果のように毎ターン発生する睡眠効果はこのタレントの効果中には発生しなくなります)]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/feedback.lua"
+
+t("Biofeedback", "バイオフィードバック", "talent name")
+t([[Your Feedback decay now heals you for %0.1f times the loss, and the decay rate is reduced to %d%% of the normal rate (up to %0.1f%% per turn).  As a result, you are healed for %0.2f%% of your feedback pool each turn.
+		The healing effect improves with your Willpower.]], [[自然減少したフィードバックの %0.1f 倍HPが回復し、自然減少率が %d%% に低下します。
+(1ターンに %0.1f%% 減少)
+つまり、毎ターンフィードバックの現在値の %0.2f%% HPが回復します。
+回復量は意志に依存します。]], "tformat")
+t("Resonance Field", "共振フィールド", "talent name")
+t([[Activate to create a resonance field that will absorb 50%% of all damage you take (%d max absorption).  The field will not interfere with Feedback gain.
+		The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns.]], [[共振フィールドを形成して被ダメージの50%%を吸収します。(%d 最大吸収量)
+共振フィールドはフィードバックの獲得に干渉しません。
+吸収量の上限は精神パワーに依存し、効果は10ターン持続します。]], "tformat")
+t("Amplification", "精神強化", "talent name")
+t([[Increases your maximum Feedback by %d, and increases your base Feedback gain ratio to %d%%.
+		The Feedback gain will scale with your Mindpower.]], [[フィードバックの最大値が %d 増加し、フィードバックの獲得割合が %d%% 上昇します。
+フィードバック獲得量は精神パワーに依存します。]], "tformat")
+t([[Increases your maximum Feedback by %d, and increases the Feedback you gain from damage by %0.1f%% (to %0.1f%% of damage received).
+		The Feedback gain will scale with your Mindpower.]], [[フィードバックの最大値が %d 増加し、被ダメージによるフィードバックの獲得量が %0.1f%% 増加します。(被ダメージの %0.1f%%)
+フィードバック獲得量は精神パワーに依存します。]], "tformat")
+t("Conversion", "エネルギー変換", "talent name")
+t([[Use Feedback to replenish yourself.  This heals you for %d life, and restores %d stamina, %d mana, %d equilibrium, %d vim, %d positive and negative energies, %d psi energy, and %d hate.
+		The heal and resource gain will improve with your Mindpower.]], [[フィードバックを用いて自身を再生します。
+HPが %d 、スタミナが %d 、マナが %d 、調和値が %d 、活力が %d 、陽光力と月光力が %d 、Psiが %d 、憎悪が %d 回復します。
+回復量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/finer-energy-manipulations.lua"
+
+t("Realign", "再構成", "talent name")
+t("%s is cured!", "%sは治った!", "logSeen")
+t([[Realign and readjust your body with the power of your mind, curing up to %d detrimental physical effects and healing you for %d life.
+		The life healed increases with your Mindpower.]], [[精神力で肉体を再構成し、悪性物理状態異常を %d 種治療し、HPを %d 回復します。
+回復量は精神パワーに依存します。]], "tformat")
+t("Form and Function", "武器防具の精錬", "talent name")
+t([[Manipulate forces on the molecular level to realign, rebalance, and synergize equipment you wear to your form and function.
+		The accuracy and damage of any weapon will act as if it were %d higher. (Mindstars cannot be manipulated in this way because they are already in an ideal natural state.)
+		Your total armour will increase by %d and your fatigue will decrease by %d for each body armour and shield worn.
+		The effects increase with your Mindpower.]], [[分子レベルで力を操作して装備品の構造を調整して扱いやすくします。
+武器の命中とダメージが %d 上昇した扱いになります。(マインドスターは自然の状態で既に完成しているため操作できません)
+装備中の鎧と盾は、それぞれアーマーが %d 上昇し、疲労度が %d 低下します。
+効果量は精神パワーに依存します。]], "tformat")
+t("Matter is Energy", "質量はエネルギー", "talent name")
+t("Use which gem?", "どの宝石を使う?", "_t")
+t([[Matter is energy, as any good Mindslayer knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. The ordered, crystalline structure of a gem, however, make it possible to transform a small percentage of its matter into usable energy.
+		This talent consumes one gem and grants %d psi per turn for between 5 and 13 turns, depending on the quality of the gem used.
+		This process also creates a resonance field that provides the (imbued) effects of the gem to you while this effect lasts.]], [[優秀なマインドスレイヤーは皆「質量はエネルギーである」と知っています。
+しかし、様々な粒子間結合が非常に膨大で複雑な構造のため、物質をエネルギーに変換するのは大抵の場合成功しません。
+宝石は規則的な結晶構造をしているため、質量の数パーセントを利用可能なエネルギーに変換できます。
+このタレントにより宝石を1個消費し毎ターンPsiを %d 回復します。
+(5~13ターン持続, 宝石のランクに依存)
+エネルギーを変換する過程で共振フィールドが発生し、使用した宝石の特殊効果を効果中に発動します。]], "tformat")
+t("Resonant Focus", "共振集中", "talent name")
+t([[By carefully synchronizing your mind to the resonant frequencies of your psionic focus, you strengthen its effects.
+		For conventional weapons, this increases the percentage of your willpower and cunning that is used in place of strength and dexterity for all weapon attacks, from 60%% to %d%%.
+		For mindstars, this increases the chance to pull enemies to you by +%d%%.
+		For gems, this increases the bonus stats by %d.]], [[慎重に精神を念動力武器の振動周波数とシンクロさせて性能をさらに引き出します。
+念動力スロットに武器を装備している場合、全ての武器攻撃について、腕力と機敏の代わりに参照する意志と賢さの割合が60%%から %d%% になります。
+マインドスターを装備している場合、敵を引き寄せる確率が %d%% 上昇します。
+宝石を装備している場合、能力値の増加量が %d 上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/focus.lua"
+
+t("Mindlash", "マインドラッシュ", "talent name")
+t([[Focus energies into a beam to lash all creatures in a line with physical force, doing %d Physical damage and knocking them off balance (-15%% damage penalty) for 2 turns.
+		The damage will scale with your Mindpower.]], [[エネルギーを集中してビームを作り出し射線上の全対象を叩きつけ、 %d 物理ダメージを与えて2ターン「よろめき」状態(-15%% ダメージペナルティ)にします。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Pyrokinesis", "パイロキネシス", "talent name")
+t("Telekinetically energize the matter of all foes within %d squares at the molecular level, setting them ablaze. This does %0.1f fire damage over six turns.", [[念動力で範囲 %d の敵全員の体を分子レベルで振動させ、発火させます。
+対象に6ターンかけて %0.1f 火炎ダメージを与えます。]], "tformat")
+t("Brain Storm", "ブレインストーム", "talent name")
+t([[Mentally focus electricity into a ball of plasma and hurl it at the target.
+		The plasma will explode on impact, dealing %0.1f Lightning damage within radius %d.
+		This talent will apply cross tier Brainlock.
+		The damage will increase with your Mindpower.]], [[電磁気を精神力で凝縮し、プラズマのボールにして対象へ投射します。
+命中すると爆発し、範囲 %d に %0.1f 電撃ダメージを与えます。
+さらに「ブレインロック」が発生します。
+ダメージは精神パワーに依存します。]], "tformat", {2,1})
+t("Iron Will", "鉄の意志", "talent name")
+t("#ORCHID#%s has recovered!", "#ORCHID#%sは立ち直った!", "logSeen")
+t("Your Iron Will improves your stun immunity by %d%% and gives you a %d%% chance of recovering from a random mental effect each turn.", "鉄の意志によりスタン耐性が %d%% 上昇し、毎ターン %d%% でランダムな1種の精神状態異常から回復します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/grip.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/kinetic-mastery.lua"
+
+t("Transcendent Telekinesis", "テレキネシスの限界突破", "talent name")
+t([[For %d turns your telekinesis transcends your normal limits, increasing your Physical damage by %d%% and your Physical resistance penetration by %d%%.
+		In addition:
+		The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
+		Kinetic Aura effects will have their radius increased by 1.
+		Your Kinetic Shield will have 100%% absorption efficiency and will absorb twice the normal amount of damage.
+		Mindlash will also inflict stun.
+		Kinetic Leech will put enemies to sleep.
+		Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
+		The damage bonus and resistance penetration scale with your Mindpower.
+		Only one Transcendent talent may be in effect at a time.]], [[%d ターン限界を超えて念動力を行使し、物理ダメージが %d%% 、物理耐性貫通が %d%% 増加します。
+さらに:
+「キネティックシールド」「運動吸収」「キネティックオーラ」「キネティックストライク」「マインドラッシュ」のクールダウンを解消します。
+「キネティックオーラ」の範囲が1増加します。
+「キネティックシールド」の吸収効率が100%%になり、シールド強度が2倍になります。
+「マインドラッシュ」にスタン効果が追加されます。
+「運動吸収」で対象を眠らせます。
+「キネティックストライク」が薙ぎ払いになり、隣接する2体の敵に命中します。
+ダメージ上昇と耐性貫通量は精神パワーに依存します。
+「限界突破」系のタレントは同時に1種類しか起動できません。]], "tformat")
+t("Kinetic Surge", "精神解放", "talent name")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("#YELLOW##Source# resists #Target#'s throw!", "#YELLOW##Source#は#Target#の投げに抵抗した!", "logCombat")
+t([[Build telekinetic power and dump it into an adjacent creature or yourself.
+		This will launch them to a targeted location in radius %d.
+
+		Launched enemies take %0.1f Physical damage and are stunned for %d turns upon landing.
+		When the target lands, creatures within radius 2 take %0.1f Physical damage and are knocked away from you.
+		This talent ignores %d%% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.
+
+		When used on yourself, you will launch in a straight line, knocking enemies flying and doing %0.1f Physical damage to each.
+		You can break through %d walls while doing this.
+		The damage and range increases with Mindpower.]], [[念動力を溜め、隣接する対象か自身に解き放ちます。
+対象を範囲 %d 以内の指定地点に吹き飛ばします。
+
+飛ばされた敵は %0.1f 物理ダメージを受け %d ターン「スタン」します。
+落下点の範囲2にいる全対象は %0.1f 物理ダメージを受け、術者から離れるようにノックバックされます。
+このタレントは飛ばす対象のノックバック耐性を %d%% 無視し、抵抗された場合ダメージは半減します。
+
+自身に使用した場合、指定地点まで直進し、経路上の敵を全て吹き飛ばし %0.1f 物理ダメージを与えます。
+また、壁を %d マスまで破壊できます。
+ダメージと射程は精神パワーに依存します。]], "tformat")
+t("Deflect Projectiles", "飛来物の阻止", "talent name")
+t([[You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
+		All projectiles targeting you have a %d%% chance to instead target another spot within radius %d and move %d%% slower.
+		If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range %d of you, but this will break your concentration.
+		To do this, deactivate this sustained talent.]], [[精神力を割いて、飛来物を叩き落とし、掴み、弾く術を学びます。
+自身を狙う飛来物が %d%% で範囲 %d のどこかに着弾するようになり、飛行速度が %d%% 低下します。
+精神力で自身から範囲10の全ての飛来物を掴み、範囲 %d までの指定地点に進路を変更させることもできますが、集中が途切れてしまいます。
+実行にはこのタレントを解除してください。]], "tformat")
+t("Implode", "インプロージョン", "talent name")
+t([[Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50%% for %d turns and dealing %0.1f Physical damage each turn.
+		The duration and damage improve with Mindpower.]], [[対象を縛り上げて凄まじい圧力で締め上げ、 %d ターン「移動不能」にし、速度を50%%低下させ、毎ターン %0.1f 物理ダメージを与えます。
+持続時間とダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/mental-discipline.lua"
+
+t("Iron Will", "鉄の意志", "talent name")
+t("Improves Mental Saves by %d, and stun immunity by %d%%.", "精神セーブが %d 、スタン耐性が %d%% 上昇します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/mentalism.lua"
+
+t("Psychometry", "サイコメトリー", "talent name")
+t([[Resonate with psionic, nature, and anti-magic powered objects you wear, increasing your physical and mind power by %0.2f or %d%% of the object's material level (whichever is lower).
+		This effect stacks and applies for each qualifying object worn.]], [[超能力、自然、反魔法の装備と精神を同期させ、物理パワーと精神パワーを %0.2f か、装備のレベルの %d%% の低い方と同じ量上昇させます。
+該当する装備ごとに効果は累積します。]], "tformat")
+t("Mental Shielding", "メンタルシールド", "talent name")
+t("%s's mind is clear!", "%sは意識がはっきりした!", "logSeen")
+t("Clears your mind of current mental effects, and blocks additional ones over 6 turns.  At most, %d mental effects will be affected.", " %d 種の精神状態異常を治療し、さらに6ターン精神状態異常を防ぎます。", "tformat")
+t("Projection", "幽体離脱", "talent name")
+t("Not enough space to invoke your spirit!", "幽体を出す場所がない!", "logPlayer")
+t("A ghostly figure.", "幽霊だ。", "_t")
+t("Projection of %s", "%sの幽体", "tformat")
+t([[Activate to project your mind from your body for %d turns.  In this state you're invisible (+%d power), can see invisible and stealthed creatures (+%d detection power), can move through walls, and do not need air to survive.
+		All damage you suffer is shared with your physical body, and while in this form you may only deal damage to 'ghosts' or through an active mind link (mind damage only in the second case.)
+		To return to your body, simply release control of the projection.]], [[ %d ターン幽体離脱します。
+この状態では透明(+%d パワー)になり、透明視、隠密看破が上昇(+%d 感知能力)し、壁を通り抜けられるようになり、呼吸をする必要がなくなります。
+幽体は被ダメージを本体と共有し、「ゴースト」系の対象か「マインドリンク」の対象にのみダメージを与えられます。(後者は精神ダメージのみ)
+幽体のコントロールを手放すと本体に戻ります。]], "tformat")
+t("Mind Link", "マインドリンク", "talent name")
+t([[Link minds with the target.  While your minds are linked, you'll inflict %d%% more mind damage to the target and gain telepathy for its creature type.
+		Only one mindlink can be maintained at a time, and the effect will break if the target dies or goes beyond range (%d)).
+		The mind damage bonus will scale with your Mindpower.]], [[対象と精神を繋ぎます。
+繋がっている間は対象への精神ダメージが %d%% 上昇し、対象と同じ種へのテレパシーを獲得します。
+「マインドリンク」出来るのは1体だけで、対象が死亡するか、範囲 %d より離れると効果は切れます。
+精神ダメージの増加率は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/nightmare.lua"
+
+t("Nightmare", "ナイトメア", "talent name")
+t([[Puts targets in a radius %d cone into a nightmarish sleep for %d turns, rendering them unable to act.  Every %d points of damage the target suffers will reduce the effect duration by one turn.
+		Each turn, they'll suffer %0.2f darkness damage.  This damage will not reduce the duration of the effect.
+		When Nightmare ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it %d%% sleep immunity for each turn of the Insomnia effect.
+		The damage threshold and mind damage will scale with your Mindpower.]], [[範囲 %d の扇状にいる対象を %d ターン悪夢に陥れ、行動不能にします。
+ %d ダメージを受ける度に持続時間が1短縮されます。
+対象は毎ターン %0.2f 暗黒ダメージを受けますが、これによって持続時間が短縮されることはありません。
+「ナイトメア」から覚めると対象は眠っていたターンと同じターン数(最大10ターン)「不眠症」状態になり、持続時間1につき睡眠耐性を %d%% 得ます。
+ダメージによる持続時間短縮の閾値と精神ダメージは精神パワーに依存します。]], "tformat")
+t("Inner Demons", "心の闇", "talent name")
+t("%s's Inner Demon", "%sの心の闇", "tformat")
+t("A hideous, demonic entity that resembles the creature it came from.", "本体によく似た恐ろしい悪魔の姿だ。", "_t")
+t("#F53CBE#%s's Inner Demon manifests!", "#F53CBE#%sの「心の闇」が実体化した!", "logSeen")
+t("%s resists the demons!", "%sは「心の闇」に抵抗した!", "logSeen")
+t([[Brings the target's inner demons to the surface.  Each turn, for %d turns, there's a %d%% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
+		If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored.  Otherwise, if the summoning is resisted, the effect will end early.
+		The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank.
+		If a demon manifests the sheer terror will remove all sleep effects from the victim, but not the Inner Demons.]], [[ %d ターン対象の心の闇が実体化します。
+毎ターン対象は精神セーブを行い、失敗すると %d%% で「心の闇」が出現します。
+対象が眠っている場合、セーブ確率が半減し、恐怖耐性を無視します。
+そうでない場合、精神セーブに成功した時点で効果は終了します。
+出現確率は精神パワーに依存し、「心の闇」のHPは対象のランクに依存します。
+「心の闇」が出現すると対象は恐怖により睡眠が解除されますが、「心の闇」のものは解除されません。]], "tformat")
+t("Waking Nightmare", "歩み寄る悪夢", "talent name")
+t("%s resists the nightmare!", "%sは悪夢に抵抗した!", "logSeen")
+t([[Inflicts %0.2f darkness damage each turn for %d turns, and has a %d%% chance to randomly cause blindness, stun, or confusion (lasting 3 turns).
+		If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored.
+		The damage will scale with your Mindpower.]], [[ %d ターンの間、対象に毎ターン %0.2f 暗黒ダメージを与え、 %d%% で3ターン「盲目」「スタン」「混乱」状態のどれかにします。
+対象が睡眠状態なら、状態異常の抵抗率が半分になり、恐怖耐性が無視されます。
+ダメージは精神パワーに依存します。]], "tformat", {2,1,3})
+t("You can't cast this on friendly targets.", "友好的な対象に使用することはできない", "logPlayer")
+t("terror", "ナイトテラー", "_t")
+t("A formless terror that seems to cut through the air, and its victims, like a knife.", "大気と獲物を切り裂くナイフのようなゆらめく恐怖だ。", "_t")
+t("Night Terror", "ナイトテラー", "_t")
+t([[Increases your damage and resistance penetration on sleeping targets by %d%%.  Additionally, every time you slay a sleeping target, a Night Terror will be summoned for %d turns.
+		The Night Terror's stats will scale with your Mindpower, as will the damage bonus to sleeping targets.]], [[睡眠中の対象への与ダメージと耐性貫通が %d%% 上昇します。
+さらに、睡眠中の対象を倒すと、 %d ターン「ナイトテラー」が召喚されます。
+「ナイトテラー」の能力値と睡眠中の対象へのダメージ増加量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/other.lua"
+
+t("Telekinetic Grasp", "念動力", "talent name")
+t("Telekinetically grasp which item?", "どのアイテムを念動力スロットに装備にする?", "_t")
+t("%s telekinetically seizes: %s.", "%sは%sを念動力スロットに装備した", "logSeen")
+t([[Telekinetically grasp a weapon or gem using mentally-directed forces, holding it aloft and bringing it to bear with the power of your mind alone.
+		Note: The normal restrictions on worn equipment do not apply to this item.]], [[武器や宝石を念動力で掴み、宙に浮かせて精神力で操作します。
+注意: 通常の装備制限は適用されません]], "tformat")
+t("Beyond the Flesh", "超精神体", "talent name")
+t("#Source#'s mindstar telekinetically grabs #target#!", "#Source#のマインドスターが#target#を引き寄せた!", "logCombat")
+t("%s telekinetically grabs %s!", "%sは%sを引き寄せた!", "logSeen")
+t("You require a telekinetically wielded weapon or gem for your psionic focus.", "念動力スロットに武器か宝石を装備する必要がある", "logPlayer")
+t("%s's %s", "%sの%s", "tformat")
+t([[Allows you to wield a physical melee or ranged weapon, a mindstar or a gem telekinetically, gaining a special effect for each.
+		A gem will provide a +3 bonus to all primary stats per tier of the gem.
+		A mindstar will randomly try to telekinetically grab a far away foe (10% chance and range 3 for a tier 1 mindstar, +1 range and +5% chance for each tier above 1) and pull it into melee range.
+		A physical melee weapon will act as a semi independant entity, automatically attacking adjacent foes each turn, while a ranged weapon will fire at your target whenever you perform a ranged attack.
+		While this talent is active, all melee and ranged attacks use 60% of your Cunning and Willpower in place of Dexterity and Strength for accuracy and damage calculations respectively.
+		
+
+		]], [[近接武器、射撃武器、マインドスター、宝石を念動力スロットに装備し、その種類によって特殊効果を得ます。
+宝石を装備すると、全能力値に宝石のランクの3倍に等しい値が加算されます。
+マインドスターを装備すると、念動力で離れた敵をランダムに引き寄せます。(ランク1のマインドスターで10%、距離3、ランクが1上がる度に距離+1、確率+5%)
+近接武器を装備すると、半独立の存在となり、毎ターン隣接する敵を自動的に攻撃します。
+射撃武器を装備すると、射撃をする度に、念動力武器も対象に射撃を行います。
+このタレントを起動中は全ての近接攻撃と射撃の命中とダメージ計算に機敏と腕力の代わりに、賢さと意志の60%を用います。]], "_t")
+t("The telekinetically-wielded gem grants you +%d stats.", "念動力スロットに宝石を装備しているため全能力値が +%d されています。", "tformat")
+t("The telekinetically-wielded mindstar has a %d%% chance to grab a foe up to %d range away.", "念動力スロットにマインドスターを装備しているため %d%% で距離 %d までの敵を引き寄せます。", "tformat")
+t([[The telekinetically-wielded ranged weapon uses Willpower in place of Strength, and Cunning in place of Dexterity, to determine Accuracy and damage respectively.
+			Combat stats:
+			Range: %d
+			Accuracy: %d
+			Damage: %d
+			APR: %d
+			Crit: %0.1f%%
+			Speed: %0.1f%%]], [[念動力スロットの射撃武器は命中とダメージ計算の際に腕力の代わりに意志を、機敏の代わりに賢さを参照します。
+射程: %d
+命中: %d
+ダメージ: %d
+アーマー貫通: %d
+クリティカル率: %0.2f
+攻撃速度: %0.2f]], "tformat")
+t([[The telekinetically-wielded weapon uses Willpower in place of Strength, and Cunning in place of Dexterity, to determine damage and Accuracy respectively.
+			Combat stats:
+			Accuracy: %d
+			Damage: %d
+			APR: %d
+			Crit: %0.2f
+			Speed: %0.2f]], [[念動力スロットの武器は命中とダメージ計算の際に腕力の代わりに意志を、機敏の代わりに賢さを参照します。
+命中: %d
+ダメージ: %d
+アーマー貫通: %d
+クリティカル率: %0.2f
+攻撃速度: %0.2f]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/projection.lua"
+
+t("Kinetic Aura", "キネティックオーラ", "talent name")
+t([[Fills the air around you with reactive currents of force.
+		If you have a gem or mindstar in your psionically wielded slot, this will do %0.1f Physical damage to all adjacent enemies, costing %0.1f energy per creature. 
+		If you have a conventional weapon in your psionically wielded slot, this will add %0.1f Physical damage to all your weapon hits, costing %0.1f energy per hit.
+		When deactivated, if you have at least %d energy, a massive spike of kinetic energy is released as a range %d beam, smashing targets for up to %d physical damage and sending them flying.
+		#{bold}#Activating the aura takes no time but de-activating it does.#{normal}#
+		To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
+		You can only have two of these auras active at once.]], [[周囲の大気を念動力流で満たします。
+念動力スロットに宝石かマインドスターを装備している場合、隣接する敵全てに %0.1f 物理ダメージを与えます。(敵1体につきPsiを %0.1f 消費)
+念動力スロットに武器を装備している場合、全ての武器攻撃に %0.1f 物理ダメージを追加します。(1ヒット毎にPsiを %0.1f 消費)
+このタレントを解除したときPsiが %d 以上残っていると、射程 %d の理力のビームを放ち、射線上の全対象に最大 %d 物理ダメージを与え、吹き飛ばします。
+#{bold}#起動にはターンを消費しませんが、解除にはターンを消費します。#{normal}#
+自身を対象に選択した場合、理力のビームを発動させずにタレントを解除できます。
+ダメージは精神パワーに依存します。
+一度に起動できるオーラは2種だけです。]], "tformat")
+t("Thermal Aura", "サーマルオーラ", "talent name")
+t([[Fills the air around you with reactive currents of furnace-like heat.
+		If you have a gem or mindstar in your psionically wielded slot, this will do %0.1f Fire damage to all adjacent enemies, costing %0.1f energy per creature. 
+		If you have a conventional weapon in your psionically wielded slot, this will add %0.1f Fire damage to all your weapon hits, costing %0.1f energy per hit.
+		When deactivated, if you have at least %d energy, a massive spike of thermal energy is released as a conical blast (radius %d) of superheated air. Anybody caught in it will suffer up to %d fire damage over several turns.
+		#{bold}#Activating the aura takes no time but de-activating it does.#{normal}#
+		To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
+		You can only have two of these auras active at once.]], [[周囲の大気を高温のエネルギー流で満たします。
+念動力スロットに宝石かマインドスターを装備している場合、隣接する敵全てに %0.1f 火炎ダメージを与えます。(敵1体につきPsiを %0.1f 消費)
+念動力スロットに武器を装備している場合、全ての武器攻撃に %0.1f 火炎ダメージを追加します。(1ヒット毎にPsiを %0.1f 消費)
+このタレントを解除したときPsiが %d 以上残っていると、範囲 %d の扇状に過熱した空気の爆発を放ち、最大 %d 火炎ダメージを数ターンかけて与えます。
+#{bold}#起動にはターンを消費しませんが、解除にはターンを消費します。#{normal}#
+自身を対象に選択した場合、爆発を発動させずにタレントを解除できます。
+ダメージは精神パワーに依存します。
+一度に起動できるオーラは2種までです。]], "tformat")
+t("Charged Aura", "チャージオーラ", "talent name")
+t("You may only sustain two auras at once. Aura activation cancelled.", "オーラは一度に2種類までしか常駐できません。オーラの起動はキャンセルされました", "logSeen")
+t("The aura dissipates without producing a spike.", "オーラは棘を作り出さずに消えた", "logPlayer")
+t([[Fills the air around you with crackling energy.
+		If you have a gem or mindstar in your psionically wielded slot, this will do %0.1f Lightning damage to all adjacent enemies, costing %0.1f energy per creature. 
+		If you have a conventional weapon in your psionically wielded slot, this will add %0.1f Lightning damage to all your weapon hits, costing %0.1f energy per hit.
+		When deactivated, if you have at least %d energy, a massive spike of electrical energy jumps between up to %d nearby targets, doing up to %0.1f Lightning damage to each with a 50%% chance of dazing them.
+		#{bold}#Activating the aura takes no time but de-activating it does.#{normal}#
+		To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
+		You can only have two of these auras active at once.]], [[周囲の大気を電磁流で満たします。
+念動力スロットに宝石かマインドスターを装備している場合、隣接する敵全てに %0.1f 電撃ダメージを与えます。(敵1体につきPsiを %0.1f 消費)
+念動力スロットに武器を装備している場合、全ての武器攻撃に %0.1f 電撃ダメージを追加します。(1ヒット毎にPsiを %0.1f 消費)
+このタレントを解除したときPsiが %d 以上残っていると、強烈な電撃が跳ね回り、最大 %d 体までの近くの対象に %0.1f 電撃ダメージを与え、50%%で朦朧にします。
+#{bold}#起動にはターンを消費しませんが、解除にはターンを消費します。#{normal}#
+自身を対象に選択した場合、電撃を発動させずにタレントを解除できます。
+ダメージは精神パワーに依存します。
+一度に起動できるオーラは2種までです。]], "tformat")
+t("Frenzied Focus", "狂乱集中", "talent name")
+t([[Overcharge your psionic focus with energy for %d turns, producing a different effect depending on what it is.
+		A telekinetically wielded melee weapon enters a frenzy, striking up to %d enemies per turn, also increases the radius by %d.
+		A mindstar will attempt to pull in all enemies within its normal range.
+		A gem will fire an energy bolt at a random enemy in range 6, each turn for %0.1f damage. The type is determined by the colour of the gem. Damage scales with Mindpower.]], [[ %d ターンの念動力装備に精神力を過充填し、特殊効果を発動します。
+念動力スロットに近接武器を装備していた場合は、暴走して毎ターン最大 %d 体の敵に攻撃し、射程が %d 上昇します。
+マインドスターの場合は、通常の範囲内の敵全てを引き寄せます。
+宝石の場合は範囲6以内のランダムな敵にエネルギーのボルトを放ち、毎ターン %0.1f ダメージを与えます。属性は宝石の色に依存します。
+ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psi-archery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psi-fighting.lua"
+
+t("Telekinetic Smash", "テレキネティックスマッシュ", "talent name")
+t("You cannot do that without a weapon in your hands.", "武器を装備していないため、それはできない", "logPlayer")
+t([[Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing %d%% weapon damage.
+		If your mainhand weapon hits, you will also stun the target for %d turns.
+		This attack uses 60%% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
+		Any active Aura damage bonusses will extend to the weapons used for this attack.]], [[精神を集中してメイン武器と念動力武器で思い切り対象を打ち砕き、 %d%% 物理ダメージを与えます。
+メイン武器が命中すると対象は %d ターン「スタン」します。
+この2回の攻撃は命中と武器ダメージ計算に腕力と機敏の代わりに意志と賢さの60%%を用います。
+「オーラ」を起動している場合、追加ダメージも適用されます。]], "tformat")
+t("Augmentation", "精神増強", "talent name")
+t([[While active, you give your flesh and blood body a boost in the form of precisely applied mental forces. Increases Strength and Dexterity by %d%% of your Willpower and Cunning, respectively.
+		Strength increased by %d
+		Dexterity increased by %d]], [[起動中は精神力で肉体を精密操作し、増強します。
+腕力が意志の、機敏が賢さの %d%% 分増加します。
+(腕力が %d 、機敏が %d 増加)]], "tformat")
+t("Warding Weapon", "護りの武器", "talent name")
+t([[Assume a defensive mental state.
+		For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for %d%% weapon damage.
+		At raw talent level 3 you will also disarm the attacker for 3 turns.
+		At raw talent level 5 you will be able to reflexively block up to one attack per turn with a %d%% chance, based on your cunning. Each trigger requires and uses 10 Psi.
+		This requires a telekinetically-wielded weapon.]], [[精神力を防御に用います。
+1ターン術者に対する近接攻撃を念動力装備の武器で1回完全に無効化し、 %d%% 武器ダメージの反撃をします。
+ポイントを3点以上振っていると、対象を3ターン「武装解除」状態にします。
+ポイントを5点以上振っていると、1ターンに1回まで %d%% (賢さに依存)で敵の攻撃に瞬時に対応して無効化します。(発動する毎にPsiを10消費)
+このタレントの起動には念動力スロットに武器を装備している必要があります。]], "tformat")
+t("Impale", "インペイル", "talent name")
+t("You cannot do that without a weapon in your telekinetic slot.", "念動力スロットに武器を装備していないため、それはできない", "logPlayer")
+t("#CRIMSON#%s shatters %s shield!", "#CRIMSON#%sは%sのダメージシールドを粉砕した!", "logSeen")
+t([[Focus your will into a powerful thrust of your telekinetically-wielded weapon to impale your target and then viciously rip it free.
+		This deals %d%% weapon damage and then causes the victim to bleed for %0.1f Physical damage over four turns.
+		At level 3 the thrust is so powerful that it has %d%% chance to shatter a temporary damage shield if one exists.
+		The bleeding damage increases with your Mindpower.]], [[精神を集中し、念動力武器で強烈な突きを放ち、対象を串刺しにした後、抉り抜きます。
+対象に %d%% 武器ダメージを与え、出血させて4ターンかけて %0.1f 物理ダメージを与えます。
+タレントレベル3からは突きの威力が上昇し、 %d%% で対象のダメージシールドを破壊します。
+出血ダメージは精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psionic.lua"
+
+t("Absorb damage and gain energy.", "ダメージを吸収してエネルギーを得ます。", "_t")
+t("absorption", "ダメージ吸収", "_t")
+t("Project energy to damage foes.", "エネルギーで敵を攻撃します。", "_t")
+t("projection", "投射", "_t")
+t("Wield melee weapons with mentally-manipulated forces.", "超能力で近接武器を操ります。", "_t")
+t("psi-fighting", "サイファイト", "_t")
+t("Use gems to focus your energies.", "宝石を使ってエネルギーを集中します。", "_t")
+t("focus", "フォーカス", "_t")
+t("Use energy to move yourself and others.", "エネルギーで自身や他の物体を動かします。", "_t")
+t("augmented mobility", "モビリティ", "_t")
+t("Augment melee attacks with psionic enegies.", "超能力で近接攻撃を強化します。", "_t")
+t("augmented striking", "ストライク", "_t")
+t("Pull energy from your surroundings.", "周囲からエネルギーを吸収します。", "_t")
+t("voracity", "エネルギー吸収", "_t")
+t("Subtle applications of the psionic arts.", "超能力を応用します。", "_t")
+t("finer energy manipulations", "エネルギー精密操作", "_t")
+t("Various psionic talents.", "様々な「超能力」タレントです。", "_t")
+t("other", "その他", "_t")
+t("Mastery of telekinetic forces.", "テレキネシスを学びます。", "_t")
+t("kinetic mastery", "キネティック", "_t")
+t("Mastery of pyrokinetic forces.", "パイロキネシスを学びます", "_t")
+t("thermal mastery", "サーマル", "_t")
+t("Mastery of electrokinetic forces.", "エレクトロキネシスを学びます", "_t")
+t("charged mastery", "チャージ", "_t")
+t("Project feedback on the world around you.", "フィードバックで周囲を攻撃します。", "_t")
+t("discharge", "ディスチャージ", "_t")
+t("Distort reality with your mental energy.", "精神エネルギーで現実を歪曲します。", "_t")
+t("distortion", "ディストーション", "_t")
+t("Call the dream-forge hammer to smite your foes.", "夢の鍛冶場のハンマーで敵を粉砕します。", "_t")
+t("Dream Smith", "ドリームスミス", "_t")
+t("Manifest your enemies nightmares.", "敵に悪夢を見せます。", "_t")
+t("nightmare", "悪夢", "_t")
+t("Directly attack your opponents minds.", "敵の精神を直接攻撃します。", "_t")
+t("Psychic Assault", "サイキックアサルト", "_t")
+t("Force enemies into a deep sleep.", "敵を深い眠りに落とします。", "_t")
+t("slumber", "まどろみ", "_t")
+t("Nothing exists outside the minds ability to perceive it.", "自身の精神を除いて知覚できるものは存在しません。", "_t")
+t("solipsism", "独我論", "_t")
+t("Manifest your thoughts as psionic summons.", "思念を実体化させます。", "_t")
+t("Thought-Forms", "思念体", "_t")
+t("Dream Forge", "ドリームフォージ", "_t")
+t("Master the dream forge to create powerful armor and effects.", "夢の鍛冶場から強力な鎧を作ったり特殊効果を引き起こします。", "_t")
+t("Manipulate the sleep cycles of yourself and your enemies.", "自身や敵の睡眠サイクルを操作します。", "_t")
+t("dreaming", "ドリーム", "_t")
+t("Various mind based effects.", "様々な精神効果を発生させます。", "_t")
+t("mentalism", "メンタリズム", "_t")
+t("Store feedback as you get damaged and use it to protect and heal your body.", "被ダメージからフィードバックを溜めて、防御や回復に利用します。", "_t")
+t("feedback", "フィードバック", "_t")
+t("Put your mind into a deep trance.", "深いトランス状態になります。", "_t")
+t("psionic", "超能力", "talent category")
+t("trance", "トランス", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psychic-assault.lua"
+
+t("Mind Sear", "精神波", "talent name")
+t([[Sends a telepathic attack, trying to destroy the brains of any target in the beam, doing %0.2f mind damage.
+		The damage will increase with your Mindpower.]], [[精神波を放ち、射線上の全対象の精神を破壊し、 %0.2f 精神ダメージを与えます。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Psychic Lobotomy", "サイオニックロボトミー", "talent name")
+t("%s resists the lobotomy!", "%sは「サイオニックロボトミー」に抵抗した!", "logSeen")
+t([[Inflicts %0.2f mind damage and cripples the target's higher mental functions, reducing cunning by %d and confusing (%d%% power) the target for %d turns.
+		The damage, cunning penalty, and confusion power will scale with your Mindpower.]], [[対象に %0.2f 精神ダメージを与え、精神機能を阻害して %d ターン賢さを %d 低下させ混乱(%d%% パワー)させます。
+ダメージ、賢さの低下量、混乱のパワーは精神パワーに依存します。]], "tformat", {1,4,2,3})
+t("Synaptic Static", "精神静止", "talent name")
+t([[Sends out a blast of telepathic static in a %d radius, inflicting %0.2f mind damage.  This attack can brainlock affected targets.
+		The damage will increase with your Mindpower.]], [[範囲 %d にテレパシー攻撃を仕掛け、 %0.2f 精神ダメージを与えます。
+対象を「ブレインロック」することがあります。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Sunder Mind", "精神破壊", "talent name")
+t([[Cripples the target's mind, inflicting %0.2f mind damage and reducing its Mental Save by %d for 4 turns.  This attack always hits, and the mental save reduction stacks.
+		Against brainlocked targets, the damage and Mental Save reduction will be doubled.
+		The damage and save reduction will scale with your Mindpower.]], [[対象の精神を破壊し、 %0.2f 精神ダメージを与え、4ターン精神セーブを %d 低下させます。
+この攻撃は必中で、精神セーブ低下効果は累積します。
+「ブレインロック」状態の対象には精神セーブの低下量が2倍になります。
+ダメージとセーブ低下量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/slumber.lua"
+
+t("Slumber", "まどろみ", "talent name")
+t("%s resists the sleep!", "%sは「睡眠」に抵抗した!", "logSeen")
+t([[Puts the target into a deep sleep for %d turns, rendering it unable to act.  Every %d points of damage the target suffers will reduce the effect duration by one turn.
+		When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it %d%% sleep immunity for each turn of the Insomnia effect.
+		The damage threshold will scale with your Mindpower.]], [[対象を %d ターン眠らせて行動を封じます。
+ %d ダメージを受ける度に持続時間が1短縮されます。
+眠りから覚めると対象は眠っていたターンと同じターン数(最大10ターン)「不眠症」状態になり、持続時間1につき睡眠耐性を %d%% を得ます。
+ダメージによる持続時間短縮の閾値は精神パワーに依存します。]], "tformat")
+t("Restless Night", "休息なき夜", "talent name")
+t([[Targets you have slept take %0.2f mind damage each turn for five turns upon waking.
+		The damage will scale with your Mindpower.]], [[「睡眠」状態の対象が目覚めると5ターンの間、毎ターン %0.2f 精神ダメージを受けるようになります。
+ダメージは精神パワーに依存します。]], "tformat")
+t("Sandman", "サンドマン", "talent name")
+t([[Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by %d%%, and reduces the sleep immunity of your Insomnia effects by %d%%.
+		These effects will be directly reflected in the appropriate talent descriptions.
+		The damage threshold bonus will scale with your Mindpower.]], [[睡眠状態の対象に攻撃したときの睡眠の持続ターンが減少する閾値が %d%% 上昇し、「不眠症」状態による睡眠耐性が %d%% 低下します。
+これらの効果は他のタレント説明文に直接反映されます。
+ダメージによる持続時間短縮の閾値は精神パワーに依存します。]], "tformat")
+t("Dreamscape", "ゆめのせかい", "talent name")
+t("You feel it unwise to travel to the dreamscape in such a fragile form.", "今の姿のまま夢の世界に行くのは得策ではないと感じた", "logPlayer")
+t("This talent cannot be used from within the Dreamscape.", "このタレントは夢の世界では使えない", "logPlayer")
+t("This talent cannot be used here.", "このタレントはここでは使えない", "logPlayer")
+t("The spell fizzles...", "呪文はくすぶった…", "logPlayer")
+t("Your target must be sleeping in order to enter its dreamscape.", "対象が眠っていないと夢の世界に入れない", "logPlayer")
+t("You can't cast this on friendly targets.", "友好的な対象に使用することはできない", "logPlayer")
+t("#LIGHT_BLUE#You are taken to the Dreamscape!", "#LIGHT_BLUE#夢の世界に連れ込まれた!", "logPlayer")
+t([[Enter a sleeping target's dreams for %d turns.  While in the Dreamscape, you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every other turn to defend its mind.
+		Projections inflict 50%% less damage than the original, unless the target has Lucid Dreamer active.
+		When the Dreamscape ends, for each projection destroyed, the target's life will be reduced by 10%% and it will be brainlocked for one turn.
+		In the Dreamscape, your damage will be improved by %d%%.
+		The damage bonus will improve with your Mindpower.]], [[ %d ターン眠っている対象の夢に侵入します。
+夢の世界では対象にダメージを与えることはできません。
+さらに自身の精神を守るために2ターンに1度、対象の「夢の霊体」が出現します。
+対象が「明晰夢」を起動していなければ、「夢の霊体」は与ダメージがオリジナルより50%%低下します。
+夢の世界から戻ると、破壊された「夢の霊体」の数1つにつき、対象のHPが10%%減少し、1ターン「ブレインロック」状態になります。
+夢の世界の中では術者の与ダメージが %d%% 上昇します。
+この上昇量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/solipsism.lua"
+
+t("Solipsism", "独我論", "talent name")
+t([[You believe that your mind is the center of everything.  Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50%% (one time only adjustment).
+		You also have learned to overcome damage with your mind alone, and convert %d%% of all damage you receive into Psi damage and %d%% of your healing and life regen now recovers Psi instead of life.
+		Converted Psi damage you take will be further reduced by %0.1f%% (%0.1f%% from character level with the remainder further reduced by %0.1f%% from talent level).
+		The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
+		The first talent point also increases your solipsism threshold by 20%% (currently %d%%), reducing your global speed by 1%% for each percentage your current Psi falls below this threshold.]], [[自らの精神は万物の中心であると信じています。
+レベルアップ毎のPsiの上昇値が5増加し、ライフレート(レベルアップ毎のHP上昇に影響する値)が50%%低下します。(タレント習得時に1回だけ適用)
+さらに、精神力だけでダメージを防ぐ術を習得し、被ダメージの %d%% をPsiダメージに変換し、HP回復と自然回復の %d%% がPsi回復に変換されます。
+変換されたPsiダメージをさらに %0.1f%% 減少させます。(キャラクターレベルに依存して %0.1f%% 軽減し、さらにタレントレベルに依存して %0.1f%% 軽減)
+このタレントにポイントを振ると、意志によるPsiの増加量が0.5上昇しますが、耐久によるHPの増加量が0.25低下します。
+さらに、「独我論」の閾値が20%%(現在 %d%%)上昇し、Psiがこの閾値を1%%下回る毎に速度が1%%ずつ低下します。]], "tformat")
+t("Balance", "バランス", "talent name")
+t([[You now substitute %d%% of your Mental Save for %d%% of your Physical and Spell Saves throws (so at 100%%, you would effectively use mental save for all saving throw rolls).
+		The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
+		Learning this talent also increases your solipsism threshold by 10%% (currently %d%%).]], [[精神セーブの %d%% を物理、魔法セーブの %d%% に置き換えてセービングスローを行います。
+(つまり100%%のとき、実質的に全てのセービングスローに精神セーブを用います)
+このタレントにポイントを振ると、意志によるPsiの増加量が0.5上昇しますが、耐久によるHPの増加量が0.25低下します。
+加えて、「独我論」の閾値が10%%(現在 %d%%)上昇します。]], "tformat")
+t("Clarity", "明晰", "talent name")
+t([[For every percent that your Psi pool exceeds %d%%, you gain 1%% global speed (up to a maximum of %+d%%).
+		The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10%% (currently %d%%).]], [[Psiの現在値が %d%% を1%%越える度に速度が1%%上昇します。(最大 %+d%%)
+このタレントにポイントを振ると、意志によるPsiの増加量が0.5上昇しますが、耐久によるHPの増加量が0.25低下します。
+加えて、「独我論」の閾値が10%%(現在 %d%%)上昇します。]], "tformat")
+t("Dismissal", "精神防壁", "talent name")
+t("#TAN##Source# mentally dismisses some damage!", "#TAN##Source#はダメージの一部を精神力で霧散させた!", "delayedLogMessage")
+t("#TAN#(%d dismissed)#LAST#", "#TAN#(%d 霧散)#LAST#", "tformat")
+t([[Each time you take damage, you roll %d%% of your mental save against it.  A successful saving throw can crit and will reduce the damage by at least 50%%.
+		The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
+		The first talent point also increases your solipsism threshold by 10%% (currently %d%%).]], [[ダメージを受ける毎に、精神セーブの %d%% で抵抗判定を行います。
+セービングスローに成功するとダメージを少なくとも50%%軽減します。(クリティカルが発生することもあります)
+このタレントにポイントを振ると、意志によるPsiの増加量が0.5上昇しますが、耐久によるHPの増加量が0.25低下します。
+加えて、「独我論」の閾値が10%%(現在 %d%%)上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/telekinetic-combat.lua"
+
+t("You cannot do that without a weapon in your hands.", "武器を装備していないため、それはできない", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/thermal-mastery.lua"
+
+t("Transcendent Pyrokinesis", "パイロキネシスの限界突破", "talent name")
+t([[For %d turns your pyrokinesis transcends your normal limits, increasing your Fire and Cold damage by %d%% and your Fire and Cold resistance penetration by %d%%.
+		In addition:
+		The cooldowns of Thermal Shield, Thermal Leech, Thermal Aura, Thermal Strike and Pyrokinesis are reset.
+		Thermal Aura effects will have their radius increased by 1.
+		Your Thermal Shield will have 100%% absorption efficiency and will absorb twice the normal amount of damage.
+		Pyrokinesis will inflict Flameshock.
+		Thermal Leech will reduce enemy damage by %d%%.
+		Thermal Strike will have its secondary cold/freeze explode in radius 1.
+		The damage bonus and resistance penetration scale with your Mindpower.
+		Only one Transcendent talent may be in effect at a time.]], [[%d ターン限界を超えて温度操作能力を行使し、火炎、冷気ダメージが %d%% 、火炎、冷気耐性貫通が %d%% 上昇します。
+さらに:
+「サーマルシールド」「熱吸収」「サーマルオーラ」「サーマルストライク」「パイロキネシス」のクールダウンが解消されます。
+「サーマルオーラ」の範囲が1増加します。
+「サーマルシールド」の吸収効率が100%%になり、シールド強度が2倍になります。
+「パイロキネシス」に「フレイムショック」効果が追加されます。
+「熱吸収」の対象の与ダメージを %d%% 低下させます。
+「サーマルストライク」が追加で冷気/凍結の爆発を範囲1に放ちます。
+ダメージ上昇と耐性貫通量は精神パワーに依存します。
+「限界突破」系のタレントは同時に1種類しか起動できません。]], "tformat")
+t("Brainfreeze", "ブレインフリーズ", "talent name")
+t([[Quickly drain the heat from your target's brain, dealing %0.1f Cold damage.
+		Affected creatures will also be brainlocked for 4 turns, putting a random talent on cooldown, and freezing cooldowns.
+		The damage and chance to brainlock increase with your Mindpower.]], [[対象の脳から急速に熱を奪い %0.1f 冷気ダメージを与えます。
+対象は4ターン「ブレインロック」状態になり、ランダムなタレントが1種クールダウンに入り、全てのタレントがクールダウンから復帰しなくなります。
+ダメージと「ブレインロック」の付与確率は精神パワーに依存します。]], "tformat")
+t("Heat Shift", "ヒートシフト", "talent name")
+t([[Within radius %d, transfer heat from a group of enemies bodies to their equipment, freezing them to the floor while the excess heat disables their weapons and armor.
+		Those afflicted will be dealt %0.1f Cold and %0.1f Fire damage, and be pinned (Frozen Feet) and disarmed for %d turns.
+		Targets suffering both types of damage will also have have their Armour and saves reduced by %d.
+		The chance to apply the effects and the duration increase with your Mindpower.]], [[範囲 %d の敵の体から熱を奪い、その装備品に転移させます。
+対象は地面に氷漬けになり、装備品は熱によって使えなくなります。
+対象に %0.1f 冷気ダメージと %0.1f 火炎ダメージを与え、 %d ターン「移動不能」(「凍り付いた足」状態)となり「武装解除」状態となります。
+2属性のダメージを受けた対象はアーマーと全セーブが %d 低下します。
+異常状態の付与確率と持続時間は精神パワーに依存します。]], "tformat")
+t("Thermal Balance", "サーマルバランス", "talent name")
+t([[You seek balance between fire and cold based on your current Psi level.
+		You blast your foes with %0.1f Fire damage based on your current Psi, %0.1f Cold damage based on your max Psi minus your current Psi, in a radius %d ball.
+		This sets your current Psi to half of your maximum Psi.
+		The damage scales with your Mindpower.]], [[現在のPsi値に応じて火炎と冷気の均衡を取ります。
+範囲 %d にPsiの現在値に応じて %0.1f 火炎ダメージを、Psiの減少量に応じて %0.1f 冷気ダメージを与えます。
+そして、Psiの現在値を最大値の半分の値にします。
+ダメージは精神パワーに依存します。]], "tformat", {3,1,2})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/thought-forms.lua"
+
+t("thought-form", "思念体", "_t")
+t("Thought-Form: Bowman", "思念体: 狩人", "talent name")
+t("thought-forged bowman", "狩人の思念体", "_t")
+t("A thought-forged bowman.  It appears ready for battle.", "狩人の思念体だ。戦いに備えている。", "_t")
+t([[Forge a bowman, clad in leather armor, from your thoughts.  The bowman learns Bow Mastery, Combat Accuracy, Steady Shot, Crippling Shot, and Rapid Shot as it levels up, and has +%d Strength, +%d Dexterity, and +%d Constitution.
+		Activating this talent will put all other thought-forms on cooldown.
+		The stat bonuses will improve with your Mindpower.]], [[自身の心の中からレザーアーマーを着た狩人を作り出します。
+狩人はレベルに従って「弓術の熟練」「精度の熟練」「精密射撃」「減速の矢」「連射」を習得し、腕力が %d 機敏が %d 耐久が %d 上昇します。
+このタレントを起動すると他の思念体はクールダウンに入ります。
+能力値の上昇量は精神パワーに依存します。]], "tformat")
+t("Thought-Form: Warrior", "思念体: ウォーリア", "talent name")
+t("thought-forged warrior", "ウォーリアの思念体", "_t")
+t("A thought-forged warrior wielding a massive battle-axe and clad in heavy armor.  It appears ready for battle.", "巨大なバトルアクスを持ち重鎧に身を包んだウォーリアの思念体だ。戦いに備えている。", "_t")
+t([[Forge a warrior wielding a battle-axe from your thoughts.  The warrior learns Weapon Mastery, Combat Accuracy, Berserker, Death Dance, and Rush as it levels up, and has +%d Strength, +%d Dexterity, and +%d Constitution.
+		Activating this talent will put all other thought-forms on cooldown.
+		The stat bonuses will improve with your Mindpower.]], [[自身の心の中からバトルアクスを装備したウォーリアを生み出します。
+戦士はレベルに従って「武器の熟練」「精度の熟練」「狂戦士化」「死の舞踊」「突進」を習得し、腕力が %d 機敏が %d 耐久が %d 上昇します。
+このタレントを起動すると他の思念体はクールダウンに入ります。
+能力値の上昇量は精神パワーに依存します。]], "tformat")
+t("Thought-Form: Defender", "思念体: ディフェンダー", "talent name")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("thought-forged defender", "ディフェンダーの思念体", "_t")
+t("A thought-forged defender clad in massive armor.  It wields a sword and shield and appears ready for battle.", "全身鎧に身を包んだディフェンダーの思念体だ。戦いに備えている。", "_t")
+t([[Forge a defender wielding a sword and shield from your thoughts.  The solider learns Armor Training, Weapon Mastery, Combat Accuracy, Shield Pummel, and Shield Wall as it levels up, and has +%d Strength, +%d Dexterity, and +%d Constitution.
+		Activating this talent will put all other thought-forms on cooldown.
+		The stat bonuses will improve with your Mindpower.]], [[自身の心の中から剣と盾を装備したディフェンダーを作り出します。
+闘士はレベルに従って「武器の熟練」「精度の熟練」「盾で殴る」「鉄壁の構え」を習得し、腕力が %d 機敏が %d 耐久が %d 上昇します。
+このタレントを起動すると他の思念体はクールダウンに入ります。
+能力値の上昇量は精神パワーに依存します。]], "tformat")
+t("Thought-Forms", "思念体", "talent name")
+t([[Forge a guardian from your thoughts alone.  Your guardian's primary stat will be improved by %d, its two secondary stats by %d, and it will have Magic, Cunning, and Willpower equal to your own.
+		At talent level one, you may forge a mighty bowman clad in leather armor; at level three a powerful warrior wielding a two-handed weapon; and at level five a strong defender using a sword and shield.
+		Thought forms can only be maintained up to a range of %d, and will rematerialize next to you if this range is exceeded.
+		Only one thought-form may be active at a time, and the stat bonuses will improve with your Mindpower.]], [[思念の力でガーディアンを作り出します。
+各ガーディアンの最も重要性な能力値が %d 、二番目に重要な能力値2種が %d 上昇します。
+魔力、賢さ、意志は術者と同じ値になります。
+タレントレベル1でレザーアーマーを装備した強弓の狩人を、レベル3からは両手武器を構えた怪力のウォーリアを、レベル5からは剣と盾を装備した強靭なディフェンダーを作り出せます。
+ガーディアンから距離 %d 以上離れると消滅し、術者の隣に再生成されます。
+一度に保持できるガーディアンは1体までです。
+能力値の上昇量は術者の精神パワーに依存します。]], "tformat")
+t("Transcendent Thought-Forms", "思念体の限界突破", "talent name")
+t("Your thought-forms now know Lucid Dreamer, Biofeedback, and Psychometry at talent level %d.", "思念体にタレントレベル %d の「明晰夢」「バイオフィードバック」「サイコメトリー」が追加されます。", "tformat")
+t("Over Mind", "オーバーマインド", "talent name")
+t([[Take direct control of your active thought-form, improving its damage, attack speed, and maximum life by %d%%, but leaving your body a defenseless shell.
+		At talent level 1, any Feedback your Thought-Forms gain will be given to you as well. At level 3, your Thought-Forms gain a bonus to all saves equal to your Mental Save. At level 5, they gain a bonus to all damage equal to your bonus mind damage.
+		The secondary bonuses apply whether or not this talent is currently active.
+		The life, damage, and speed bonus will improve with your Mindpower.]], [[思念体を直接操作します。
+操作中は術者の体が無防備になる代わりに、思念体の与ダメージ、攻撃速度、最大HPが %d%% 上昇します。
+タレントレベル1で思念体が獲得したフィードバックが術者に加算されます。
+レベル3からは術者の精神セーブに等しい値が思念体の全セーブに加算されます。
+レベル5からは術者の精神ダメージ増加率に等しい値が思念体の全ダメージ増加率に加算されます。
+タレントレベル上昇に伴うボーナス効果はいつでも発揮されます。
+HP、ダメージ、加速のボーナスは精神パワーに依存します。]], "tformat")
+t("Thought-Form Unity", "思念体の団結", "talent name")
+t([[You now gain %d%% mind speed while Thought-Form: Bowman is active, %d Mindpower while Thought-Form: Warrior is active, and %d%% resist all while Thought-Form: Defender is active. 
+		These bonuses scale with your Mindpower.]], [[「思念体: 狩人」の起動中は精神攻撃速度が %d%% 、「思念体: ウォーリア」の起動中は精神パワーが %d 、「思念体: ディフェンダー」の起動中は全耐性が %d%% 増加します。
+ボーナス量は精神パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/trance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/voracity.lua"
+
+t("Kinetic Leech", "運動吸収", "talent name")
+t("%s resists the sleep!", "%sは「睡眠」に抵抗した!", "logSeen")
+t([[You draw kinetic energy from your surroundings to replenish your Psi.
+		This will slow all targets within radius %d by %d%% (max %d%%) for four turns, draining %0.1f (max %0.1f) stamina from each.
+		You replenish %d (max %d) Psi from the first target, with each additional target restoring 20%% less than the one before it.
+		The strength of these effects increases as your Psi depletes and with your Mindpower.]], [[周囲から運動エネルギーを吸収してPsiを回復します。
+範囲 %d の全対象を4ターン %d%% 減速(最大 %d%% )させ、対象1体につきスタミナを %0.1f 吸収(最大 %0.1f )します。
+1体目の対象からはPsiが %d 回復(最大 %d )しますが、1体毎に20%%ずつ回復量が減衰していきます。
+これらの効果量はPsiの減少量と精神パワーに依存します。]], "tformat")
+t("Thermal Leech", "熱吸収", "talent name")
+t([[You draw thermal energy from your surroundings to replenish your Psi.
+		This will freeze all targets within radius %d for %d (max %d) turns, and deal %0.1f (max %0.1f) Cold damage.
+		You replenish %d (max %d) Psi from the first target, with each additional target restoring 20%% less than the one before it.
+		The damage and the strength of these effects increases as your Psi depletes and with your Mindpower.]], [[周囲から熱エネルギーを吸収してPsiを回復します。
+範囲 %d の全対象を %d ターン(最大 %d )「凍結」させ、 %0.1f 冷気ダメージ(最大 %0.1f ) を与えます。
+1体目の対象からはPsiが %d 回復(最大 %d )しますが、1体毎に20%%ずつ回復量が減衰していきます。
+これらの効果量はPsiの減少量と精神パワーに依存します。]], "tformat")
+t("Charge Leech", "電磁吸収", "talent name")
+t([[You draw electical potential energy from your surroundings to replenish your Psi.
+		This deals %0.1f (max %0.1f) Lightning damage to all targets around you within radius %d, and has a %d%% (max %d%%) chance to daze them for 3 turns.
+		You replenish %d (max %d) Psi from the first target, with each additional target restoring 20%% less than the one before it.
+		The strength of these effects increases as your Psi depletes and with your Mindpower.]], [[周囲から電磁エネルギーを吸収してPsiを回復します。
+ %0.1f 電撃ダメージ(最大 %0.1f )を範囲 %d の全対象に与え、 %d%% (最大 %d%% ) で3ターン「朦朧」状態にします
+1体目の対象からはPsiが %d 回復(最大 %d )しますが、1体毎に20%%ずつ回復量が減衰していきます。
+これらの効果量はPsiの減少量と精神パワーに依存します。]], "tformat")
+t("Insatiable", "精神吸収", "talent name")
+t("Increases your maximum energy by %d. You also gain %0.1f Psi for each kill and %0.1f Psi for each mind critical.", "Psiの最大値が %d 増加します。また、敵を倒す毎にPsiが %0.1f 、精神クリティカルが発生する毎にPsiが %0.1f 回復するようになります。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/acid-alchemy.lua"
+
+t("Acid Infusion", "酸の刻印", "talent name")
+t([[When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
+		In addition all acid damage you do is increased by %d%%.
+		You cannot have more than one alchemist infusion sustain active at once.]], [[宝石弾を投げる際に、爆発性の酸を込めて「盲目」を付与します。
+さらに、術者の酸ダメージが %d%% 上昇します。
+宝石弾に同時に2つ以上の刻印を付与することは出来ません。]], "tformat")
+t("Caustic Golem", "酸の防壁", "talent name")
+t([[While Acid Infusion is active, your bombs coat your golem in acid for %d turns when they hit it.
+		While coated, any melee hit against your golem has a %d%% chance to trigger a radius 4 cone of acid towards the attacker that does %0.1f Acid damage to all caught inside. (This can only happen once per turn.)
+		The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.]], [[「酸の刻印」を起動していると、宝石弾がゴーレムに命中したときにゴーレムを %d ターン酸でコーティングします。
+効果中にゴーレムが近接攻撃を受けると %d%% で範囲4の扇状に酸を噴射し %0.1f 酸ダメージを範囲内の全対象に与えます。(1ターンに1回だけ発動)
+効果量はタレントレベル、魔法パワー、ゴーレムの与ダメージ補正に依存します。]], "tformat")
+t("Caustic Mire", "酸の沼地", "talent name")
+t([[A radius %d pool of acid spawns at the target location, doing %0.1f Acid damage each turn for %d turns.
+		All creatures caught in the mire will also suffer a %d%% slowness effect.
+		The damage will increase with your Spellpower.]], [[指定地点から範囲 %d に %d ターン持続する酸の沼地を発生させて、毎ターン %0.1f 酸ダメージを与え、 %d%% 減速させます。
+ダメージは魔法パワーに依存します。]], "tformat", {1,3,2,4})
+t("Dissolving Acid", "溶解液", "talent name")
+t([[Acid erupts all around your target, dealing %0.1f acid damage.
+		The acid attack is extremely distracting, and may remove up to %d physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
+		The damage and chance to remove effects will increase with your Spellpower.]], [[対象の周囲から酸を噴き出し、 %0.1f 酸ダメージを与えます。
+対象を攪乱し、 %d 種の物理、精神状態異常と精神常駐タレントを除去します。(対象の魔法セーブで抵抗)
+ダメージと除去確率は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/advanced-golemancy.lua"
+
+t("Life Tap", "生命力吸収", "talent name")
+t("Having an Alchemist Golem", "ゴーレムを所有している", "_t")
+t("You tap into your golem's life energies to replenish your own. Drains %d life.", "ゴーレムの生命力を %d 吸収し、HPを回復します。", "tformat")
+t("Gem Golem", "ジェムゴーレム", "talent name")
+t([[Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
+		Gem level usable: %d
+		Gem changing is done in the golem's inventory.]], [[宝石を2個までゴーレムに装着します。
+近接攻撃の属性が変化し宝石に応じたボーナスが付与されます。
+宝石は自由に付け替えることができます。
+宝石の装備を変更しても破壊されることはなく、その宝石はゴーレムのインベントリに入ります。
+使用できる宝石のランクは %d までです。]], "tformat")
+t("Supercharge Golem", "超力ゴーレム", "talent name")
+t("Not enough space to supercharge!", "狭すぎて起動できなかった!", "logPlayer")
+t("Your golem is currently inactive.", "ゴーレムが故障している", "logPlayer")
+t([[You activate a special mode of your golem, boosting its regeneration rate by %0.2f life per turn for %d turns.
+		If your golem was dead, it is instantly brought back to life with %d%% life.
+		While supercharged, your golem is enraged and deals 25%% more damage.]], [[ゴーレムの特殊モードを起動し、 %d ターンHP自然回復を %0.2f 増加させます。
+ゴーレムが既に破壊されている場合は、HP %d%% で復活させます。
+効果中はゴーレムが暴走状態となるためダメージが25%%増加します。]], "tformat", {2,1,3})
+t("Runic Golem", "ルーンゴーレム", "talent name")
+t([[Increases your golem's life, mana and stamina regeneration rates by %0.2f.
+		At level 1, 3 and 5, the golem also gains a new rune slot.
+		Even without this talent, Golems start with three rune slots.]], [[ゴーレムのHP自然回復、スタミナ自然回復、マナ自然回復を %0.2f 上昇させます。
+タレントレベル1、3、5でそれぞれルーンスロットを1つ獲得します。
+このタレントによる増加前からゴーレムは3つのルーンスロットを保有しています。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/advanced-necrotic-minions.lua"
+
+t("A towering creature, made from the bones of dozens of dead bodies. It is covered by an unholy aura.", "数十本の骨で作られた巨大なゴーレムだ。不浄なオーラに包まれている。", "_t")
+t("A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.", "数百本の骨で作られた巨大なゴーレムだ。不浄なオーラに包まれている。", "_t")
+t("A towering creature, made from the bones of hundreds of dead bodies, rune-etched and infused with hateful sorceries.", "数百本の骨で作られた巨大なゴーレムだ。ルーンが刻まれており、邪悪な魔法が込められている。", "_t")
+t("Undead Explosion", "不死の自爆指令", "talent name")
+t([[Minions are only tools. You may dispose of them... Violently.
+		Makes the targeted minion explode for %d%% of its maximum life in a radius of %d as blight damage.
+		Beware! Don't get caught in the blast! (unless you know Dark Empthy: %d%% chance to ignore damage)]], [[下僕たちはただの道具に過ぎません。
+用済みになったら荒々しく処分してしまいましょう。
+指定した下僕を爆発させ、最大HPの %d%% に等しい腐敗ダメージを範囲 %d に与えます。
+爆発に巻き込まれないよう注意しましょう!
+(「闇の団結」を習得していれば %d%% で自分への爆発ダメージを無効化します)]], "tformat")
+t("Assemble", "組み立て", "talent name")
+t([[Combines 3 of your minions into a bone giant.
+		At level 1, it makes a bone giant.
+		At level 3, it makes a heavy bone giant.
+		At level 5, it makes an eternal bone giant.
+		At level 6, it has a 20%% chance to produce a runed bone giant.
+		Only %s can be active at any time.]], [[3体の下僕を使ってボーンジャイアントを作成します。
+レベル1ではボーンジャイアント
+レベル3ではヘビーボーンジャイアント
+レベル5ではエターナルボーンジャイアント
+レベル6では20%%でルーンボーンジャイアント
+が生成されます。
+最大%sまで保持できます。]], "tformat")
+t("one bone giant", "1体", "_t")
+t("two bone giants", "2体", "_t")
+t("Sacrifice", "サクリファイス", "talent name")
+t([[Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than %d%% of your total life.
+		The effect lasts %d turns.]], [[下僕のボーンジャイアントを解体し、その骨でシールドを生成し、現在HPの %d%% を超えるダメージを防ぎます。
+効果は %d ターン持続します。]], "tformat")
+t("Minion Mastery", "ミニオンの熟練", "talent name")
+t("Each minion you summon has a chance to be a more advanced form of undead. Your chance for each type of minion is as follows:%s", [[召喚した下僕が一定確率でより強力なアンデッドになります。
+それぞれの生成確率は:
+%s]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/aegis.lua"
+
+t("Arcane Reconstruction", "魔力の再構築", "talent name")
+t([[Imbues your body with arcane forces, reconstructing it to a default state, healing for %d life.
+		The life healed will increase with your Spellpower.]], [[魔力で体を治療して、HPを %d 回復します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Shielding", "魔法盾強化", "talent name")
+t([[Surround yourself with strengthening arcane forces.
+		Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by %d%%.
+		At level 5, it also increases the duration of all shields by 1 turn.
+		The shield value will increase with your Spellpower.]], [[魔力で魔法盾を強化します。
+「ダメージシールド」「時空の盾」「転移の盾」「粉砕の盾」の強度が %d%% 増加します。
+レベル5になると、シールドの持続時間が1ターン増加します。
+強化量は魔法パワーに依存します。]], "tformat")
+t("Arcane Shield", "魔力の盾", "talent name")
+t([[Surround yourself with protective arcane forces.
+		Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to %d%% of the heal value for 3 turns.
+		This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
+		The shield value will increase with your Spellpower.]], [[魔力で身を守ります。
+(自然回復ではない即時の)HP回復効果を受ける度に、自動的に回復量の %d%% のダメージシールドを3ターン得ます。
+新たなシールドより強度と持続時間が劣るダメージシールドがある場合は上書きします。
+シールド強度は魔法パワーに依存します。]], "tformat")
+t("Aegis", "イージス", "talent name")
+t([[Release arcane energies into most magical shields currently protecting you.
+		It will affect at most %d shield effects.
+		Damage Shield, Time Shield, Displacement Shield:  Increase the damage absorption value by %d%%.
+		Disruption Shield: Tap into the stored energies to restore the shield (at a rate of 2 energy per 1 shield power). Any leftover energy is converted back into mana at a rate of %0.2f energy per mana.
+		The charging will increase with your Spellpower.]], [[魔力を解放して %d 種の魔法盾を強化します。
+「ダメージシールド」「時空の盾」「転移の盾」は強度が %d%% 上昇します。
+「粉砕の盾」は貯めたエネルギーで盾を回復します。(エネルギー2ごとに1シールド強度)
+超過したエネルギーは1マナにつき %0.2f エネルギーの比率でマナに変換されます。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/aether.lua"
+
+t("trap", "ç½ ", "_t")
+t("Aether Beam", "エーテルビーム", "talent name")
+t("You somehow fail to set the aether beam.", "なぜかエーテルビームの設置に失敗した", "logPlayer")
+t("aether beam", "エーテルビーム", "_t")
+t([[You focus the aether into a spinning beam of arcane energies, doing %0.2f arcane damage and having 25%% chance to silence the creatures it pierces.
+		The beam will also damage its epicenter each turn for 10%% of the damage (but it will not silence).
+		The beam spins with incredible speed (1600%%) and can only hit the same target up to 3 times inbetween their turns.
+		The damage will increase with your Spellpower.]], [[エーテルを集中して回転する魔力のビームで %0.2f 魔力ダメージを与え、25%%で「沈黙」させます。
+ビームの中心地では毎ターンビームダメージの10%%分が発生します。(沈黙効果はありません)
+ビームは超高速(1600%%)で回転し、同じ対象にそれぞれのターン毎に3回まで当たります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Aether Breach", "魔力の爆発", "talent name")
+t([[Rupture reality to temporarily open a passage to the aether, triggering %d random arcane explosions in the target area.
+		Each explosion does %0.2f arcane damage in radius 2, and will each trigger at one turn intervals.
+		Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted.
+		The damage will increase with your Spellpower.]], [[空間を切り裂いて一時的にエーテルの通り道を開きます。
+指定地点がランダムに %d 回魔力の爆発を起こし、範囲2に %0.2f 魔力ダメージを与えます。
+爆発は1ターンに1回ずつ発生します。
+連続して詠唱すると効果は重複しますが、爆発は1ターンに1回しか発生せず、爆発の中心地は最後に指定した地点になります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Aether Avatar", "魔力の化身", "talent name")
+t("#VIOLET#%s loses 50 mana from using a non-Arcane talent!#LAST#", "#VIOLET#%sは魔力タレントでない魔法を唱えたため50マナを失った!#LAST#", "logSeen")
+t("#LAST# and #AQUAMARINE#", "#LAST#,#AQUAMARINE#", "_t")
+t("At level %d: #AQUAMARINE#%s#LAST#", "レベル%d: #AQUAMARINE#%s#LAST#", "tformat")
+t([[Infuse your body with untethered aether forces for %d turns.
+		While active, the cooldown for Arcane and Aether spells is divided by 3, your arcane damage and penetration is increased by 25%%, your Disruption Shield radius is increased to 10, and your maximum mana is increased by 33%%.
+		Using non arcane based spells in this state is hard and makes you lose 50 mana each time (up to once per turn).
+		
+		Spells considered arcane for the purpose of not-losing mana are:
+		%s]], [[ %d ターン純エーテル力を体内に満たします。
+効果中は「魔力」「エーテル」タレントのクールダウンが1/3になり、魔力ダメージと耐性貫通が25%%上昇し、「粉砕の盾」の範囲が10になり、マナの最大値が33%%上昇します。
+魔力系以外の魔法を使うのは困難であり、魔法を唱える度50マナを消費します。(1ターンに1回まで)
+
+マナを失わずに唱えられる魔法は:
+%s]], "tformat")
+t("Pure Aether", "純エーテル", "talent name")
+t([[Surround yourself with Pure Aether, increasing all your arcane damage by %0.1f%% and ignoring %d%% arcane resistance of your targets.
+		At level 5 casting Aether Avatar removes up to %d magical or physical detrimental effects.]], [[純エーテルを身に纏い、魔力ダメージが %0.1f%% 、魔力耐性貫通が %d%% 上昇します。
+タレントレベル5からは「エーテルの化身」を使用すると %d 種の魔法と物理悪性状態異常を治療します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/air.lua"
+
+t("Lightning", "ライトニング", "talent name")
+t([[Conjures up mana into a powerful beam of lightning, doing %0.2f to %0.2f damage (%0.2f average)
+		The damage will increase with your Spellpower.]], [[マナを変換し、電撃のビームを放ち %0.2f から %0.2f ダメージを与えます。(平均 %0.2f )
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Chain Lightning", "チェインライトニング", "talent name")
+t([[Invokes a forking beam of lightning doing %0.2f to %0.2f damage (%0.2f average) and forking to another target.
+		It can hit up to %d targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
+		The damage will increase with your Spellpower.]], [[ %0.2f から %0.2f ダメージ(平均 %0.2f )の連鎖する電撃のビームを放ちます。
+範囲10までの対象に %d 回まで跳ねます。
+(同じ対象に2回以上当たることも、術者に当たることもありません)
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Feather Wind", "フェザーウィンド", "talent name")
+t([[A gentle wind circles around the caster, increasing carrying capacity by %d, defense against projectiles by %d, pin immunity by %d%% and stun immunity by %d%%.
+		At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
+		At level 5 it also grants %d%% movement speed and removes %d fatigue.]], [[柔らかな風を身にまとい、運搬量を %d 、遠距離回避を %d 、移動不能耐性を %d%% 、スタン耐性を %d%% 上昇させます。
+レベル4になると、浮遊能力を獲得し、罠を踏まなくなります。
+レベル5になると、移動速度が %d%% 上昇し、疲労度が %d 減少します。]], "tformat")
+t("Thunderstorm", "サンダーストーム", "talent name")
+t("#0080FF#A furious lightning storm forms around %s!", "#0080FF#%sの周囲に荒れ狂う電撃の嵐が現れた!", "logSeen")
+t("#0080FF#The furious lightning storm around %s calms down and disappears.", "#0080FF#%sの周囲の電撃の嵐が消えていった", "logSeen")
+t([[Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
+		Each turn, a random lightning bolt will hit up to %d of your foes for 1.00 to %0.2f damage (%0.2f average) in a radius of 1.
+		The damage will increase with your Spellpower.]], [[術者から範囲6に荒れ狂う電撃の嵐を召喚します。
+毎ターン、ランダムに %d 体の敵に電撃のボルトを放ち、範囲1に1から %0.2f ダメージを与えます。(平均 %0.2f)
+ダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/animus.lua"
+
+t("Consume Soul", "魂の消費", "talent name")
+t([[Crush and consume one of your captured souls, healing you for %d life and restoring %d mana.
+		The life and mana healed will increase with your Spellpower.]], [[捕えた魂を打ち砕き、貪り、HPを %d 、マナを %d 回復します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("Animus Hoarder", "魂の略奪", "talent name")
+t([[Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you a %d%% chance to gain one additional soul.
+		In addition you are able to store %d more souls.]], [[魂をより貪欲に奪い取ります。
+敵を倒した際に強大な魔力で魂を剥ぎ取り、 %d%% で魂を1追加で入手するようになります。
+また、魂の最大保持数が %d 上昇します。]], "tformat")
+t("Animus Purge", "魂の追放", "talent name")
+t("Your husk is out of sight; you cannot establish direct control.", "「抜け殻」が視界外にいるため操れなくなった", "logPlayer")
+t("Lifeless Husk", "抜け殻", "_t")
+t("#GREY##Source# rips apart the animus of #target# and creates an undead husk.", "#GREY##Source#は#target#のアニマを引き裂いて不死の抜け殻を作り出した", "logCombat")
+t([[Try to crush the soul of your foe, doing %0.2f darkness damage (that can never kill the target).
+		If the target is left with less than %d%% life you try to take control of its body.
+		Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
+		Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
+		Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
+		Bosses, other undeads and summoned creatures can not be turned into husks.
+		The damage and chance will increase with your Spellpower.]], [[対象の魂を打ち砕き、 %0.2f 暗黒ダメージを対象に与えます。(対象が死亡することはありません)
+対象のHPが %d%% 未満になった場合、肉体を支配しようとします。
+成功すると対象は永久に術者の下僕となり(「死霊のオーラ」の影響は受けません)、術者は魂を2得ます。
+「抜け殻」は生前と同じタレント(「闇の団結」の影響を受けます)を使用し、HPが全快しますが、回復することはできません。
+「抜け殻」は一度に1体しか保持できません。
+別の対象にこのタレントを使用すると、保持していた「抜け殻」は消滅します。(新しい「抜け殻」を生成できなくても消滅します)
+ボス、アンデッド、召喚生物は「抜け殻」にできません。
+ダメージと成功確率は魔法パワーに依存します。]], "tformat")
+t("Essence of the Dead", "死力の生成", "talent name")
+t([[Crush and consume two souls to empower your next %d spells, granting them a special effect.
+		Affected spells are:
+		- Undeath Link: in addition to the heal a shield is created for half the heal power
+		- Create Minions: allows you to summon 2 more minions
+		- Assemble: allows you to summon a second bone golem
+		- Invoke Darkness: becomes a cone of darkness
+		- Shadow Tunnel: teleported minions will also be healed for 30%% of their max life
+		- Cold Flames: freeze chance increased to 100%%
+		- Freeze: becomes a ball of radius 2 and makes all targets wet
+		- Consume Soul: effect increased by 50%%]], [[捕えた魂を2つ破壊して貪り、続く %d 回の魔法を強化します。
+効果を受ける魔法は:
+- 「死者の助け」: 回復量の半分に等しい強度のシールドを追加で生成します
+- 「ミニオン生成」: 下僕の生成数が2体増加します
+- 「組み立て」: ボーンゴーレムを追加で1体生成します
+- 「暗黒招来」: 扇状の範囲を攻撃します
+- 「影の坑道」: テレポートした下僕全員が、それぞれの最大HPの30%%に等しい分回復します
+- 「凍てつく炎」: 100%%凍結させます
+- 「フリーズ」: 範囲2のボールになり対象を「水浸し」にします
+- 「魂の消費」: 回復量が50%%上昇します]], "tformat")
+t("Self-destruction", "自爆", "talent name")
+t([[The husk self-destructs, destroying itself and generating a blast of shadows in a radius of %d, doing %0.2f darkness damage.
+		This spell is only usable when the husk's master is dead.]], [[「抜け殻」を自爆させて闇の爆発を起こし、範囲 %d に %0.2f 暗黒ダメージを与えます。
+「抜け殻」のマスターが死亡している場合にのみ使用可能です。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/arcane.lua"
+
+t("Manathrust", "魔力の矢", "talent name")
+t([[Conjures up mana into a powerful bolt doing %0.2f arcane damage.
+		At level 3, it becomes a beam.
+		The damage will increase with your Spellpower.]], [[マナを変換して魔力のボルトを放ち %0.2f 魔力ダメージを与えます。
+レベル3になるとビームになります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Arcane Power", "魔力集中", "talent name")
+t("Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by %d and arcane resistance by %d%%.", "魔法への熟練によって深く集中することができるようになり、 %d 魔法パワーと、魔力耐性が %d%% 上昇します。", "tformat")
+t("Arcane Vortex", "魔力の集積", "talent name")
+t([[Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a manathrust doing %0.2f arcane damage to all foes in line.
+		If no foes are found, the target will take 50%% more arcane damage.
+		If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of arcane force.
+		The damage will increase with your Spellpower.]], [[対象に6ターン持続する魔力の渦を生成します。
+毎ターン渦は視界上の他の敵に対し「魔力の矢」を放ち直線状の敵全てに %0.2f 魔力ダメージを与えます。
+敵が見つからなかった場合、対象が受ける魔力ダメージが50%%増えます。
+対象が死ぬと渦は爆発し、範囲2の魔力のボールで残りのダメージ全てを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Disruption Shield", "粉砕の盾", "talent name")
+t("#VIOLET#%s's disruption shield collapses and then explodes in a powerful manastorm!", "#VIOLET#%sの「粉砕の盾」は砕け、強力な魔力の嵐を生み出した!", "logSeen")
+t("#SLATE#(%d absorbed)#LAST#", "#SLATE#(%d 吸収)#LAST#", "tformat")
+t("#PURPLE#(%d mana)#LAST#", "#PURPLE#(%d マナ)#LAST#", "tformat")
+t("%s restores Disruption Shield (+%d) and gains %d mana with Aegis!", "%sは「イージス」によって「粉砕の盾」を回復(+%d)し、%d マナを回復した!", "logSeen")
+t("%s restores Disruption Shield (+%d) with Aegis!", "%sは「イージス」によって「粉砕の盾」を回復(+%d)した!", "logSeen")
+t([[Surround yourself with arcane forces, disrupting any attempts to harm you by creating a shield of pure aether which can absorb %d damage.
+		In combat, the mental focus required to maintain and monitor the shield is too much and you let it run on its own. In this state once the shield power is depleted it will start using your mana to absorb hits, at a ratio of %0.2f mana per damage.
+		Whenever mana is used by the shield it stores a remnant of this energy (up to %d max). When the shield is deactivated any stored energy is released in a radius %d arcane storm that lasts 5 turns, dealing 20%% of the total stored damage each turn.
+		Outside of combat the shield regenerates 10%% of its power each turn and stored energy quickly dissipates.
+		Dropping below 50%% mana or reaching max energy storage will automatically deactivate this talent.
+		The shield power improves with your Spellpower.
+		The maximum energy storage is based on your total mana (ignoring sustained spells), with a limit at %d effective mana.
+
+		Current shield power: %d
+		Current stored energy: %d]], [[自身を魔力で包み、純エーテルの盾で %d ダメージを防ぎます。
+戦闘中は盾の維持に必要な精神集中が出来なくなるため、盾を自律させます。
+この状態下では盾の強度が0になると、1ダメージにつき %0.2f マナを消費してダメージを吸収します。
+盾によってマナが消費されるとエネルギーを蓄えます。(最大 %d )
+盾を解除すると蓄えたエネルギーを解放し、範囲 %d に5ターン持続する魔力の暴風を放ち、毎ターン蓄えた合計ダメージの20%%を与えます。
+非戦闘時は盾の強度が毎ターン10%%ずつ回復し、エネルギーは急速に消滅します。
+マナが50%%以下になるかエネルギーが最大まで溜まると自動的にこのタレントは解除されます。
+シールド強度は魔法パワーに依存します。
+最大エネルギーは(常駐技能を無視する)合計マナに依存し、 %d 実効マナが上限です。
+現在のシールド強度: %d
+蓄えたエネルギー: %d]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/conveyance.lua"
+
+t("Phase Door", "次元の扉", "talent name")
+t("The targeted phase door fizzles and works randomly!", "「次元の扉」の制御に失敗し、ランダムテレポートした!", "logPlayer")
+t([[Teleports you randomly within a small range of up to %d grids.
+		At level 4, it allows you to specify which creature to teleport.
+		At level 5, it allows you to choose the target area (radius %d).
+		If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
+		The range will increase with your Spellpower.]], [[ランダムに距離 %d のテレポートをします。
+レベル4からは自身以外も指定できます。
+レベル5からは対象地点に精密テレポートできます。(範囲 %d)
+ただし、指定地点が視界外だと失敗し、ランダムにテレポートすることがあります。
+テレポート距離は魔法パワーに依存します。]], "tformat")
+t("Teleport", "テレポート", "talent name")
+t("Select a target to teleport...", "テレポート対象を選んでください", "logPlayer")
+t("The spell fizzles!", "魔法はくすぶった!", "logSeen")
+t("Select a teleport location...", "テレポート対象を選んでください", "logPlayer")
+t("The targetted teleport fizzles and works randomly!", "「テレポート」の制御に失敗し、ランダムテレポートした!", "logPlayer")
+t([[Teleports you randomly within a large range (%d).
+		At level 4, it allows you to specify which creature to teleport.
+		At level 5, it allows you to choose the target area (radius %d).
+		If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
+		Random teleports have a minimum range of %d.
+		The range will increase with your Spellpower.]], [[ランダムに距離 %d の長距離テレポートをします。
+レベル4から自身以外を指定できます。
+レベル5から対象地点に精密テレポートできます。(範囲 %d)
+ただし、指定先が視界外だと失敗し、ランダムにテレポートすることがあります。
+ランダムテレポートの最短距離は %d です。
+テレポート距離は魔法パワーに依存します。]], "tformat")
+t("Displacement Shield", "転移の盾", "talent name")
+t([[This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
+		Any time the caster should take damage, there is a %d%% chance that it will instead be warped by the shield and hit the designated target.
+		Once the maximum damage (%d) is absorbed, the time runs out (%d turns), or the target dies, the shield will crumble.
+		The max damage the shield can absorb will increase with your Spellpower.]], [[術者と対象の周辺の空間を歪曲して繋ぐ高度な魔法です。
+術者がダメージを受ける度に %d%% でシールドが攻撃を対象に転嫁します。
+ダメージを %d 吸収するか、持続時間(%d ターン)が終わるか、対象が死亡すると、「転移の盾」は消滅します。
+シールド強度は魔法パワーに依存します。]], "tformat")
+t("Probability Travel", "次元旅行", "talent name")
+t([[When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
+		Teleports up to %d grids.
+		After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to %d%% of the number of tiles you blinked through.
+		The range will improve with your Spellpower.]], [[障害物にぶつかった際に確率法則を乱して瞬時に反対側まで通り抜けます。
+通過可能な距離は最大 %d マスです。
+通過移動した後、自身は不安定になり、通過したマス数の %d%% に等しいターン数通過移動が出来なくなります。
+通過移動の距離は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/deeprock.lua"
+
+t("Deeprock Form", "深岩変化", "talent name")
+t(", Arcane damage by %0.1f%% and Arcane damage penetration by %0.1f%%", "、魔力ダメージが %0.1f%% 、魔力耐性貫通が %0.1f%%", "tformat")
+t(", Nature damage by %0.1f%% and Nature damage penetration by %0.1f%%", "、自然ダメージが %0.1f%% 、自然耐性貫通が %0.1f%%", "tformat")
+t(" and %d%% bleeding, poison, disease, and stun immunity", "、出血、毒、病気、スタン耐性が %d%% ", "tformat")
+t([[You call upon the very core of the world, harnessing its power to transform your body.
+		For %d turns you become a Deeprock Elemental, gaining two size categories%s.
+		This increases your Physical damage by %0.1f%% and Physical damage penetration by %0.1f%%%s, and armour by %d.%s
+		The effects increase with spellpower.]], [[世界の真核を呼び出し、その力を用いて変身します。
+%d ターン「深岩変化」し、サイズが2%s上昇します。
+物理ダメージが %0.1f%% 、物理耐性貫通が %0.1f%%、%s、アーマーが %d上昇します。
+%s
+効果量は魔法パワーに依存します。]], "tformat")
+t("\
+In addition, you use your physical resistance versus all damage against you.", "さらに、物理耐性で全属性のダメージを軽減します。", "_t")
+t("Volcanic Rock", "火山岩", "talent name")
+t([[When you turn into a Deeprock elemental your Arcane damage is increased by %0.1f%%, Arcane damage penetration by %0.1f%% and you gain the power to invoke volcanos:
+		%s]], [[「深岩変化」中は魔力ダメージが %0.1f%% 、魔力耐性貫通が %0.1f%% 上昇し、火山を呼び覚ます能力を得ます。
+%s]], "tformat")
+t("Boulder Rock", "岩石投げ", "talent name")
+t([[When you turn into a Deeprock elemental your Nature damage is increased by %0.1f%%, Nature damage penetration by %0.1f%% and you gain the power to throw boulders:
+		%s]], [[「深岩変化」中は自然ダメージが %0.1f%% 、自然耐性貫通が %0.1f%% 上昇し、「岩石投げ」の能力を得ます。
+%s]], "tformat")
+t("Mountainhewn", "山崩し", "talent name")
+t([[While in deeprock form, you become indomitable, granting you %d%% resistance to cuts, poisons, diseases and stuns.
+		At level 5 and higher, while Deeprock Form is active, all incoming damage is applied against physical resistance instead of the normal resistance type.]], [[「深岩変化」は何にも支配されなくなり、出血、毒、病気、スタン耐性を %d%% 得ます。
+レベル5以上になると、「深岩変化」中は、物理耐性をそれぞれの属性耐性に適用します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/divination.lua"
+
+t("Arcane Eye", "魔法の瞳", "talent name")
+t([[Summons an ethereal magical eye at the designated location that lasts for %d turns.
+		The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a %d range around it.
+		It does not require light to do so, but it cannot see through walls.
+		Casting the eye does not take a turn.
+		Only one arcane eye can exist at any given time.
+		At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
+		At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.]], [[ %d ターン持続する「魔法の瞳」を指定地点に生成します。
+「魔法の瞳」は敵に感知されることも攻撃されることもなく、範囲 %d の全対象を感知します。
+暗い場所でも見通すことができますが、視界は壁に遮られます。
+このタレントの起動にはターンを消費しません。
+「魔法の瞳」は1つしか保持できません。
+レベル4からはキャラクターを対象指定することができ、対象が死ぬまで追尾します。
+レベル5からは対象に魔法の印を付けて透明化と隠密を無効化します。]], "tformat")
+t("Keen Senses", "感覚強化", "talent name")
+t([[You focus your senses, getting information from moments in the future.
+		Improves your capacity to see invisible foes by +%d, to see through stealth by +%d, and to perform a critical spell cast by +%d%%.
+		The effects will improve with your Spellpower.]], [[感覚を研ぎ澄まして未来を予測します。
+透明視が %d 、隠密看破が %d 、魔法クリティカル率が %d%% 上昇します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Vision", "地形感知", "talent name")
+t("Form a map of your surroundings in your mind in a radius of %d", "範囲 %d の地形を感知します。", "tformat")
+t("Premonition", "予見の術", "talent name")
+t("#OLIVE_DRAB#Your premonition allows you to raise a shield just in time!", "#OLIVE_DRAB#「予見の術」によって盾を作り出し攻撃を防いだ!", "logPlayer")
+t([[Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
+		If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by %d%% for 5 turns.
+		This effect can only happen once every 5 turns, and happens before damage is taken.
+		The bonus will increase with your Spellpower.]], [[未来からの残響を感じ取り、攻撃を防ぎます。
+物理属性以外の攻撃を受けるとシールドを生成し、5ターンその属性への耐性が %d%% 上昇します。
+この効果は5ターンに一度発生し、耐性増加はダメージを受ける直前に発生します。
+軽減率は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/earth.lua"
+
+t("Pulverizing Auger", "削岩撃", "talent name")
+t([[Fire a powerful beam of stone-shattering force, digging out any walls in its path up to %d range.
+		The beam continues to a range of %d, affecting any creatures in its path, dealing %0.2f physical damage to them.
+		If any walls are dug, you gain %d%% physical damage bonus for 6 turns.
+		The damage will increase with your Spellpower.]], [[強力な削岩のビームを放ち、距離 %d までの壁を採掘します。
+ビームはさらに距離 %d まで貫通して飛び、当たった全対象に %0.2f 物理ダメージを与えます。
+壁を採掘した場合、6ターン物理ダメージが %d%% 上昇します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Stone Skin", "石肌", "talent name")
+t([[The caster's skin grows as hard as stone, granting a %d bonus to Armour.
+		Each time you are hit in melee, you have a %d%% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
+		The bonus to Armour will increase with your Spellpower.]], [[術者の肌が石のように固くなり、アーマーが %d 上昇します。
+近接攻撃を受ける度に %d%% で「地術」か「石術」の魔法のクールダウンが2減少します。
+(この効果は1ターンに1度しか発動しません)
+アーマー上昇量は魔法パワーに依存します。]], "tformat")
+t("Mudslide", "土石流", "talent name")
+t([[Conjures a mudslide, dealing %0.2f physical damage in a radius of %d. Any creatures caught inside will be knocked back 8 spaces.
+		The damage will increase with your Spellpower.]], [[土石流を起こし、 %0.2f 物理ダメージを範囲 %d に与えます。
+当たった対象は8マスノックバックします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Stone Wall", "石の壁", "talent name")
+t("stone wall", "石の壁", "_t")
+t("a summoned wall of stone", "召喚された石の壁だ。", "_t")
+t([[Entomb yourself in a wall of stone for %d turns.
+		At level 4, it becomes targetable.
+		Any hostile creature caught in the radius will also suffer %0.2f physical damage.
+		Duration and damage will improve with your Spellpower.]], [[ %d ターン自身を石の壁で包み込みます。
+レベル4になると対象指定出来るようになります。
+範囲内の敵対している対象は %0.2f 物理ダメージを受けます。
+持続時間とダメージは魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/eldritch-shield.lua"
+
+t("Eldritch Blow", "古代の一撃", "talent name")
+t("You cannot use Eldritch Blow without a shield!", "「古代の一撃」は盾を装備していないと使えない!", "logPlayer")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t([[Channel eldritch forces into a melee attack, hitting the target with your weapon and shield for %d%% arcane damage.
+		If either attack hits, the target will be stunned for %d turns and you automatically Block.
+		The chance for the attack to stun increases with your Physical Power, but it is considered a magical attack and thus is resisted with spell save, rather than physical save.
+		Damage increases with Spellpower.]], [[古代の力を近接攻撃に結びつけて、武器と盾で攻撃し %d%% 魔力ダメージを与えます。
+どちらかが命中すれば、対象を %d ターン「スタン」させ、その後「ブロッキング」します。
+スタン確率は物理パワーに依存しますが、魔法攻撃であるため魔法セーブで抵抗されます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Eldritch Infusion", "古代の刻印", "talent name")
+t("You require a shield to use this talent.", "盾が必要だ。", "logPlayer")
+t([[Imbues your shields with arcane power, dealing %0.2f arcane damage with each melee strike and %0.2f arcane damage when hit.
+		Allows counterstrikes after incomplete blocks and the cooldown of Block is reduced by %d turns.
+		The damage will increase with Spellpower.]], [[盾に魔力を刻みこんで、攻撃する度に %0.2f 魔力ダメージを追加し、攻撃される度に %0.2f 魔力ダメージで反撃します。
+「ブロッキング」で全ダメージを防御しなくてもカウンターが発生するようになり、「盾の防御」のクールダウンが %d ターン短縮されます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Eldritch Fury", "古代の怒り", "talent name")
+t("You cannot use Eldricth Fury without a shield!", "「古代の怒り」の起動には盾が必要だ!", "logPlayer")
+t([[Channel eldritch forces into a ferocious melee attack, hitting the target three times with your shields doing %d%% Nature damage.
+		If any of the attacks hit, the target will be dazed for %d turns and your Block cooldown is reset.
+		The chance for the attack to daze increases with you Physical Power, but it is considered a magical attack and thus is resisted with spell save, rather than physical save.]], [[古代の力を猛攻撃に結びつけて、盾で3回殴りつけて %d%% 自然ダメージを与えます。
+1回でも命中すれば、対象を %d ターン「朦朧」させ、「盾の防御」のクールダウンが解消されます。
+朦朧確率は物理パワーに依存しますが、魔法攻撃であるため魔法セーブで抵抗されます。]], "tformat")
+t("Eldritch Slam", "古代の衝撃", "talent name")
+t("You cannot use Eldritch Slam without a shield!", "「古代の衝撃」の起動には盾が必要だ!", "logPlayer")
+t([[Slam your shield on the ground creating a shockwave.
+		You perform a melee attack for %d%% arcane damage against everyone within radius %d.
+		Any creature hit by the attack will be submitted to a Counterstrike effect for 3 turns, as if you had blocked against them.
+		At level 5 your Block cooldown is reset.]], [[盾で地面を叩き、衝撃波を放ちます。
+ %d%% 魔力ダメージの近接攻撃を範囲 %d の全対象に放ちます。
+攻撃を受けた対象は、「盾の防御」に成功したときのように、3ターン「被カウンター」状態になります。
+レベル5になると、「盾の防御」のクールダウンが解消されるようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/eldritch-stone.lua"
+
+t("Stone Spikes", "石の棘", "talent name")
+t("poisoned for %0.1f Nature damage over 6 turns (%d%% healing reduction)", "毒を与え、6ターンかけて %0.1f 自然ダメージ( %d%% 回復減少)、", "tformat")
+t(", blasted for %0.1f Arcane damage (and silenced for %d turns),", "爆発で %0.1f 魔力ダメージ(%d ターン「沈黙」)、", "tformat")
+t(" impaled for %0.1f Physical damage (and disarmed for %d turns),", "貫いて %0.1f 物理ダメージ(%d ターン「武装解除」)、", "tformat")
+t([[Stony spikes erupt from the ground in a radius %d cone.
+		Creatures caught in the area will be %scut for %0.1f Physical damage dealt over 6 turns.
+		The damage increases with your Spellpower, and the chance to apply the detrimental effect(s) improves with Spellpower or Physical Power, whichever is greater.]], [[石の棘を範囲 %d の扇状に突き刺します。
+対象に %s 6ターンかけて %0.1f 物理ダメージ(出血)を与えます。
+ダメージは魔法パワーに依存し、状態異常確率は魔法パワーと物理パワーの高い方に依存します。]], "tformat")
+t(" and ", "と", "_t")
+t("Poisoned Spikes", "毒の棘", "talent name")
+t([[Coats your stone spikes with insidious poison, dealing %0.1f total nature damage over 6 turns while reducing all healing by %d%%.
+		The damage increases with Spellpower and the chance to poison and healing reduction increases with either Spellpower or Physical Power, whichever is greater.]], [[遅行毒を石の棘に塗り込んで、6ターンかけて合計 %0.1f 自然ダメージを与え、回復効果を %d%% 減少させます。
+ダメージは魔法パワーに、毒の成功確率と回復減少効果は魔法パワーと物理パワーの高い方に依存します。]], "tformat")
+t("Eldritch Spikes", "古代の棘", "talent name")
+t([[Imbues your stone spikes with arcane forces, dealing %0.1f Arcane damage and silencing each target hit for %d turns.
+		The damage increases with Spellpower and the chance to silence increases with either Spellpower or Physical Power, whichever is greater.]], [[魔力を石の棘に刻み込んで、 %0.1f 魔力ダメージを与え、 %d ターン「沈黙」させます。
+ダメージは魔法パワーに、沈黙確率は魔法パワーと物理パワーの高い方に依存します。]], "tformat")
+t("Impaling Spikes", "貫きの棘", "talent name")
+t([[Your stone spikes grow in length, instantly dealing %0.1f Physical damage and disarming targets hit for %d turns.
+		The damage increases with Spellpower and the chance to disarm increases with either Spellpower or Physical Power, whichever is greater.]], [[石を棘のように伸ばし、 %0.1f 物理ダメージを与え、 %d ターン「武装解除」します。
+ダメージは魔法パワーに依存し、武装解除率は魔法パワーと物理パワーの大きい方に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/energy-alchemy.lua"
+
+t("Lightning Infusion", "電撃の刻印", "talent name")
+t([[When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
+		In addition all lightning damage you do is increased by %d%%.
+		You cannot have more than one alchemist infusion sustain active at once.]], [[宝石弾を投げる際に電撃を込めて「朦朧」効果を付与します。
+さらに術者の電撃ダメージが %d%% 上昇します。
+宝石弾に同時に2つ以上の刻印を付与することは出来ません。]], "tformat")
+t("Dynamic Recharge", "ダイナミックリチャージ", "talent name")
+t("%s is energized by the attack, reducing some talent cooldowns!", "%sは攻撃により充填され、タレントのクールダウンが短縮された!", "logSeen")
+t([[While Lightning Infusion is active, your bombs energize your golem.
+		All talents on cooldown on your golem have %d%% chance to be reduced by %d.]], [[「電撃の刻印」を起動していると、宝石弾がゴーレムに命中した際にエネルギーを充填します。
+ゴーレムのクールダウン中の全タレントが %d%% で %d ターン短縮されます。]], "tformat")
+t("Thunderclap", "サンダークラップ", "talent name")
+t("You need to ready alchemist gems in your quiver.", "錬金宝石を装備していない", "logPlayer")
+t([[By crushing an alchemist gem you generate a thunderclap in a cone of radius %d dealing %0.2f physical damage and %0.2f lightning damage.
+		All creatures caught inside are knocked back and disarmed for %d turns.
+		The duration and damage will increase with your Spellpower.]], [[錬金宝石を叩き潰して範囲 %d の扇状に電撃波を放ち、 %0.2f 物理ダメージと %0.2f 電撃ダメージを与えます。
+範囲内の全対象をノックバックし、 %d ターン「武装解除」します。
+持続時間とダメージは魔法パワーに依存します。]], "tformat")
+t("Living Lightning", "生ける稲妻", "talent name")
+t("#LIGHT_STEEL_BLUE#%s is energized by all the damage taken!", "#LIGHT_STEEL_BLUE#%sは被ダメージによってエネルギーを得た!", "logSeen")
+t("%s's %s", "%sの%s", "tformat")
+t([[Infuse your body with lightning energy, bolstering your movement speed by +%d%%.
+		Each turn, a foe within range %d will be struck by lightning and be dealt %0.1f Lightning damage.
+		In addition, damage to your health will energize you.
+		At the start of each turn in which you have lost at least %d life (20%% of your maximum life) since your last turn, you will gain %d%% of a turn.
+		The effects increase with your Spellpower.]], [[電気エネルギーを取り込むことで移動速度が %d%% 上昇します。
+毎ターン範囲 %d の敵1体に電撃を放ち、 %0.1f 電撃ダメージを与えます。
+さらに、受けたダメージがエネルギーに変わります。
+各ターン開始時にHPが前のターンと比べて %d 以上減っていると(最大HPの20%%)、ターンを %d%% 得ます。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/enhancement.lua"
+
+t("Arcane Strike", "アーケンストライク", "talent name")
+t("You require a weapon to use this talent.", "このタレントの起動には武器が必要だ", "logPlayer")
+t([[Strike twice with your mainhand weapon dealing %d%% Arcane damage.
+		If either of these attacks hit you gain %d mana.
+		The mana gain will increase with your Spellpower.]], [[メイン武器で2回攻撃し、 %d%% 魔力ダメージを与えます。
+1回でも命中すれば、 %d マナを回復します。
+マナ回復量は魔法パワーに依存します。]], "tformat")
+t("Fiery Hands", "炎の手", "talent name")
+t([[Engulfs your hands (and weapons) in a sheath of fire, dealing %0.2f fire damage per melee attack and increasing all fire damage dealt by %d%%.
+		Each hit will also regenerate %0.2f stamina.
+		The effects will increase with your Spellpower.]], [[武器と手を炎で覆います。
+近接攻撃に %0.2f 火炎ダメージを追加し、火炎ダメージが %d%% 上昇します。
+攻撃が命中する度にスタミナが %0.2f 回復します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Shock Hands", "電撃の手", "talent name")
+t([[Engulfs your hands (and weapons) in a sheath of lightning, dealing %d lightning damage with a chance to daze (25%%) per melee attack and increasing all lightning damage dealt by %d%%.
+		Each hit will also regenerate %0.2f mana.
+		The effects will increase with your Spellpower.]], [[武器と手を電撃で覆います。
+近接攻撃に %d 電撃ダメージを追加して25%%で「朦朧」させ、電撃ダメージが %d%% 増加します。
+攻撃が命中する度にマナが %0.2f 回復します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Inner Power", "内なる力", "talent name")
+t([[You concentrate on your inner self, increasing your Strength, Dexterity, Magic, and Cunning by %d.
+		Additionally, you gain a shield absorbing %d damage before you take damage every %d turns.
+		The stat increase and shield will improve with your Spellpower.]], [[内なる力を呼び覚まして腕力、機敏、魔力、賢さを %d 上昇させます。
+さらに、 %d ダメージを吸収する魔法盾を %d ターン毎に得ます。
+能力値増加量と魔法盾の強度は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/explosives.lua"
+
+t("Throw Bomb", "爆弾投げ", "talent name")
+t("You need to ready alchemist gems in your quiver.", "錬金宝石を装備していない", "logPlayer")
+t([[Imbue an alchemist gem with an explosive charge of mana and throw it.
+		The gem will explode for %0.1f %s damage.
+		Each kind of gem will also provide a specific effect.
+		The damage will improve with better gems and with your Spellpower.]], [[錬金宝石にマナを込めて投げ、爆発させます。
+爆発は %0.1f %sダメージを与えます。
+宝石毎に特殊効果が発生します。
+ダメージは宝石のランクと魔法パワーに依存します。]], "tformat")
+t("Alchemist Protection", "錬金の防護", "talent name")
+t([[Grants %d%% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by %d%%.
+		At talent level 5 it also protects against all side effects of your bombs.]], [[術者、術者のゴーレム、友好的な対象が術者の宝石弾に %d%% の耐性を得ます。
+そして、元素耐性(火炎、冷気、電撃、酸耐性)を %d%% 得ます。
+タレントレベル5からは術者の宝石弾による副次効果を全て防ぎます。]], "tformat")
+t("Explosion Expert", "爆破の熟練", "talent name")
+t([[Your alchemist bombs now affect a radius of %d around them.
+		Explosion damage may increase by %d%% (if the explosion is not contained) to %d%% if the area of effect is confined.]], [[宝石弾の効果範囲が %d になります。
+爆発のダメージが開けた場所で %d%% 、狭い場所で %d%% 上昇します。]], "tformat")
+t("Shockwave Bomb", "ショックウェーブボム", "talent name")
+t("You need to ready at least two alchemist gems in your quiver.", "錬金宝石が2種類必要だ", "logPlayer")
+t([[Crush together two alchemist gems, making them extremely unstable.
+		You then throw them to a target area, where they explode on impact, dealing %0.2f physical damage and knocking back any creatures in the blast radius.
+		Each kind of gem will also provide a specific effect.
+		The damage will improve with better gems and with your Spellpower.]], [[2つの錬金宝石を衝突させて極めて不安定にします。
+それを指定地点に投げて爆発を起こし、 %0.2f 物理ダメージを与え、ノックバックします。
+それぞれの宝石の特殊効果も発生します。
+ダメージは宝石のランクと魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/fire-alchemy.lua"
+
+t("Flame Infusion", "炎の刻印", "talent name")
+t([[When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
+		In addition all fire damage you do is increased by %d%%.
+		You cannot have more than one alchemist infusion sustain active at once.]], [[宝石弾を投げる際に炎を込め、数ターン炎上させる効果を付与します。
+さらに、術者の火炎ダメージが %d%% 上昇します。
+宝石弾に同時に2つ以上の刻印を付与することは出来ません。]], "tformat")
+t("Smoke Bomb", "煙幕弾", "talent name")
+t([[Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after %d turns.
+		If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by %d turns.
+		Duration will increase with your Spellpower.]], [[煙玉を投げて視界を遮ります。
+煙幕は %d ターン持続します。
+煙幕内の対象が炎上した場合、煙が一瞬で燃え上がり、他の敵全てに延焼し、炎上の持続時間が %d ターン延長されます。
+持続時間は魔法パワーに依存します。]], "tformat")
+t("Fire Storm", "ファイアストーム", "talent name")
+t("firestorm", "ファイアストーム", "_t")
+t([[A furious fire storm rages around the caster, doing %0.2f fire damage in a radius of 3 each turn for %d turns.
+		You closely control the firestorm, preventing it from harming your party members.
+		The damage and duration will increase with your Spellpower.]], [[ %d ターン持続する荒れ狂う炎の嵐を術者の周囲に起こし、範囲3に毎ターン %0.2f 火炎ダメージを与えます。
+術者は炎の嵐を的確に制御するため、味方にダメージを与えることはありません。
+ダメージと持続時間は魔法パワーに依存します。]], "tformat", {2,1})
+t("Body of Fire", "炎の身体", "talent name")
+t("#FF8000#%s turns into pure flame!", "#FF8000#%sは炎の化身となった!", "logSeen")
+t("#FF8000#The raging fire around %s calms down and disappears.", "#FF8000#%sの炎が消えていった", "logSeen")
+t([[Turn your body into pure flame, increasing your fire resistance by %d%%, burning any creatures striking you in melee for %0.2f fire damage, and randomly launching up to %d slow-moving fire bolt(s) per turn at targets in sight, each dealing %0.2f fire damage.
+		The projectiles safely go through your friends without harming them.
+		The damage and resistance will increase with your Spellpower.]], [[肉体を炎に変化させます。
+火炎耐性が %d%% 上昇し、近接攻撃に %0.2f 火炎ダメージで反撃し、毎ターン視界内のランダムな対象に低速移動する炎のボルトを最大 %d 本撃って %0.2f 火炎ダメージを与えます。
+炎のボルトは味方には当たらず通り抜けます。
+ダメージと耐性は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/fire.lua"
+
+t("Flame", "フレイム", "talent name")
+t([[Conjures up a bolt of fire, setting the target ablaze and doing %0.2f fire damage over 3 turns.
+		At level 5, it will create a beam of flames.
+		The damage will increase with your Spellpower.]], [[炎のボルトを放ち対象を炎上させ、3ターンかけて %0.2f 火炎ダメージを与えます。
+レベル5になると、炎のビームになります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Flameshock", "フレイムショック", "talent name")
+t([[Conjures up a cone of flame with radius %d. Any targets caught in the area will suffer Burning Shock, stunning them and dealing %0.2f fire damage over %d turns.
+		The damage will increase with your Spellpower.]], [[範囲 %d の扇状に炎を放ち、 %0.2f 火炎ダメージを %d ターンかけて与え、「フレイムショック」状態にしてスタンさせます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Fireflash", "ファイアフラッシュ", "talent name")
+t([[Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing %0.2f fire damage in a radius of %d.
+		The damage will increase with your Spellpower.]], [[対象に向かってゆっくりと移動する火球を放ちます。
+着弾すると爆発して %0.2f 火炎ダメージを範囲 %d に与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Inferno", "インフェルノ", "talent name")
+t([[Raging flames burn foes and allies alike, doing %0.2f fire damage in a radius of %d each turn for %d turns.
+		The damage will increase with your Spellpower.]], [[ %d ターン持続する業火を放ち敵味方問わず範囲 %d に毎ターン %0.2f 火炎ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat", {3,2,1})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/frost-alchemy.lua"
+
+t("Frost Infusion", "氷の刻印", "talent name")
+t([[When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
+		In addition all cold damage you do is increased by %d%%.
+		You cannot have more than one alchemist infusion sustain active at once.]], [[宝石弾を投げる際に冷気を込め、「凍結」効果を付与します。
+さらに、術者の冷気ダメージが %d%% 上昇します。
+宝石弾に同時に2つ以上の刻印を付与することは出来ません。]], "tformat")
+t("Ice Armour", "冷気の鎧", "talent name")
+t([[While Frost Infusion is active, your bombs deposit a layer of ice on your golem for %d turns when they hit it.
+		This ice provides your golem with %d additional armour, melee attacks against it deal %0.1f Cold damage to the attacker, and 50%% of its damage is converted to Cold.
+		The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.]], [[「氷の刻印」の起動中に宝石弾がゴーレムに命中すると、 %d ターンゴーレムを氷で覆います。
+ゴーレムの与ダメージの50%%が冷気属性になり、アーマーが %d 増加し、近接攻撃に %0.1f 冷気ダメージで反撃します。
+効果量はタレントレベル、魔法パワー、ゴーレムの与ダメージ補正に依存します。]], "tformat")
+t("Flash Freeze", "フラッシュフリーズ", "talent name")
+t([[Invoke a blast of cold all around you with a radius of %d, doing %0.1f Cold damage and freezing creatures to the ground for %d turns.
+		Affected creatures can still act, but cannot move.
+		The duration will increase with your Spellpower.]], [[範囲 %d に冷気を噴出させ、 %0.1f 冷気ダメージを与えて %d ターン地面に凍り付かせます。
+対象は行動はできますが、移動はできなくなります。
+持続時間は魔法パワーに依存します。]], "tformat")
+t("Ice Core", "氷の核", "talent name")
+t([[Turn your body into pure ice, increasing your Cold damage affinity by %d%% and your physical resistance by %d%%.
+		You have a %d%% chance to shrug off all direct critical hits (physical, mental, spell).
+		The effects increase with your Spellpower.]], [[肉体を氷に変化させます。
+冷気属性吸収が %d%% 、物理耐性が %d%% 上昇します。
+(物理、精神、魔法)クリティカルを %d%% で無効化します。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/golem.lua"
+
+t("Knockback", "吹っ飛ばし", "talent name")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t([[Your golem rushes to the target, dealing %d%% damage and knocking it back.
+		Knockback chance will increase with talent level.
+		While rushing the golem becomes ethereal, passing harmlessly through creatures on the path to its target.]], [[対象に突進して %d%% ダメージを与え、ノックバックします。
+ノックバック確率はタレントレベルに依存します。
+突進中は幽体化し、対象との間にいる他の対象をすり抜けます。]], "tformat")
+t("Taunt", "挑発", "talent name")
+t("#Source# provokes #Target# to attack it.", "#Source#は#Target#を挑発した", "logCombat")
+t("The golem taunts targets in a radius of %d, forcing them to attack it.", "範囲 %d を挑発し、攻撃を引き付けます。", "tformat")
+t("Crush", "押しつぶし", "talent name")
+t("%s resists the crushing!", "%sは「押しつぶし」に抵抗した!", "logSeen")
+t([[Your golem rushes to the target, crushing it into the ground for %d turns and doing %d%% damage.
+		Pinning chance will increase with talent level.
+		While rushing the golem becomes ethereal, passing harmlessly through creatures on the path to its target.]], [[対象に突進して %d ターン押し潰して移動を封じ %d%% ダメージを与えます。
+「移動不能」付与率はタレントレベルに依存します。
+突進中は幽体化し、対象との間にいる他の対象をすり抜けます。]], "tformat")
+t("Pound", "のしかかり", "talent name")
+t("Your golem cannot do that currently.", "今ゴーレムはその行動をできない", "logPlayer")
+t("%s resists the dazing blow!", "%sは「朦朧」状態に抵抗した!", "logSeen")
+t([[Your golem rushes to the target and creates a shockwave with radius 2, dazing all foes for %d turns and doing %d%% damage.
+		Daze chance increases with talent level.
+		While rushing the golem becomes ethereal, passing harmlessly through creatures on the path to its target.]], [[対象に突進して、範囲2の衝撃波で %d ターン「朦朧」状態にし、 %d%% ダメージを与えます。
+朦朧付与率はタレントレベルに依存します。
+突進中は幽体化し、対象との間にいる他の対象をすり抜けます。]], "tformat")
+t("Eye Beam", "目からビーム", "talent name")
+t([[Your golem fires a beam from his eyes, doing %0.2f fire damage, %0.2f cold damage or %0.2f lightning damage.
+		The beam will always be the maximun range it can be and will not harm friendly creatures.
+		The damage will increase with your golem's Spellpower.]], [[目からビームを撃ち、 %0.2f 火炎ダメージ、 %0.2f 冷気ダメージ、 %0.2f 電撃ダメージのいずれかを与えます。
+ビームは必ず最大射程まで飛び、味方に当たることはありません。
+ダメージはゴーレムの魔法パワーに依存します。]], "tformat")
+t("Reflective Skin", "反射装甲", "talent name")
+t([[Your golem's skin shimmers with eldritch energies.
+		Any damage it takes is partly reflected (%d%%) to the attacker.
+		The golem still takes full damage.
+		Damage returned will increase with your golem's Spellpower.]], [[ゴーレムの肌が太古のエネルギーに包まれます。
+被ダメージの %d%% を反射します。
+被ダメージそのものは軽減されません。
+反射割合はゴーレムの魔法パワーに依存します。]], "tformat")
+t("Arcane Pull", "魔の引き寄せ", "talent name")
+t("#Target# is pulled toward #Source#!", "#Target#は#Source#に引き寄せられた!", "logCombat")
+t("Your golem pulls all foes within radius %d toward itself while dealing %0.2f arcane damage.", "範囲 %d の敵を自分に引き寄せ、 %0.2f 魔力ダメージを与えます。", "tformat")
+t("Molten Skin", "溶岩装甲", "talent name")
+t([[Turns the golem's skin into molten rock. The heat generated sets ablaze everything inside a radius of 3, doing %0.2f fire damage in 3 turns for %d turns.
+		Burning is cumulative; the longer they stay within range, they higher the fire damage they take.
+		In addition the golem gains %d%% fire resistance.
+		Molten Skin damage will not affect friendly creatures.
+		The damage and resistance will increase with your Spellpower.]], [[ゴーレムの肌が溶岩に変化します。
+放射される熱が範囲3の全てを燃やし、3ターンかけて %0.2f 火炎ダメージを与えます。( %d ターン持続)
+炎上効果は累積し、長く範囲に留まるほど大きなダメージを受けます。
+さらに、ゴーレムの火炎耐性が %d%% 上昇します。
+「溶岩装甲」によって味方がダメージを与えることはありません。
+ダメージと耐性上昇量は魔法パワーに依存します。]], "tformat")
+t("Self-destruction", "自爆", "talent name")
+t([[The golem self-destructs, destroying itself and generating a blast of fire in a radius of %d, doing %0.2f fire damage.
+		This spell is only usable when the golem's master is dead.]], [[自爆して範囲 %d に %0.2f 火炎ダメージを与えます。
+このタレントはゴーレムの製造者が死亡していなければ使用できません。]], "tformat")
+t("Armour Configuration", "強化装甲", "talent name")
+t("Decreases", "減少", "_t")
+t("Increases", "上昇", "_t")
+t([[The golem automatically reconfigures heavy mail and massive armours designed for living creatures to protect its own vital areas.
+	%s armour value by %d, armour hardiness by %d%%, and provides %d%% critical hit reduction when wearing heavy mail or massive armour.]], [[ゴーレムが自動的に自身に合うようにヘビーメイルとプレートアーマーを形状変化させて弱点を保護します。
+アーマーが%s(%d)し、重装度が %d%% 、クリティカル無効化率が %d%% 上昇します。]], "tformat")
+t("Poison Breath", "毒のブレス", "talent name")
+t("@Source@ breathes poison!", "@Source@の毒のブレス!", "_t")
+t([[Breathe poison on your foes, doing %d damage over a few turns.
+		The damage will increase with your Magic.]], [[毒のブレスを吐き、数ターンかけて %d ダメージを与えます。
+ダメージは魔力に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/golemancy.lua"
+
+t("Golem has no master", "ゴーレムのマスターがいない", "_t")
+t("Master must know the Gem Golem talent", "マスターがタレント「ジェムゴーレム」を習得していない", "_t")
+t("impossible to use this gem", "この宝石は使えない", "_t")
+t("Master's Gem Golem talent too low for this gem", "「ジェムゴーレム」のタレントレベルが足りない", "_t")
+t("Your golem is out of sight; you cannot establish direct control.", "ゴーレムが視界外にいるため直接操作できなくなった", "logPlayer")
+t("drolem", "ドローレム", "_t")
+t("Interact with the Golem", "ゴーレムと対話", "talent name")
+t([[Interact with your golem to check its inventory, talents, ...
+		Note: You can also do that while taking direct control of the golem.]], [[ゴーレムの持ち物やタレントなどの確認を行います。
+ゴーレムを直接操作している際にも実行可能です。]], "tformat")
+t("Refit Golem", "ゴーレム修復", "talent name")
+t("Golem", "ゴーレム", "_t")
+t("%s (servant of %s)", "%s(%sのサーヴァント)", "tformat")
+t("refitted", "修復", "_t")
+t("refitting", "修復中", "_t")
+t("You have been interrupted!", "妨害された!", "logPlayer")
+t("You need to ready 2 alchemist gems in your quiver to heal your golem.", "ゴーレムの回復には錬金宝石が2個必要だ", "logPlayer")
+t("You need to ready 15 alchemist gems in your quiver to heal your golem.", "ゴーレムの修理には錬金宝石が15個必要だ", "logPlayer")
+t("Not enough space to refit!", "修復しようにもスペースがない!", "logPlayer")
+t([[Take care of your golem:
+		- If it is destroyed, you will take some time to reconstruct it (this takes 15 alchemist gems and 20 turns).
+		- If it is alive but hurt, you will be able to repair it for %d (takes 2 alchemist gems). Spellpower, alchemist gem and Golem Power talent all influence the healing done.]], [[ゴーレムを修理します。
+破壊されている場合、修復します。(錬金宝石15個と20ターン消費)
+生存している場合、HPを %d 回復させます。(錬金宝石を2個消費)
+回復量は魔法パワー、錬金宝石のランク、タレント「ゴーレムの力」に依存します。]], "tformat")
+t("Golem Power", "ゴーレムの力", "talent name")
+t("Improves your golem's proficiency with weapons, increasing its Accuracy by %d, Physical Power by %d and damage by %d%%.", [[ゴーレムの武器の扱いが上達します。
+命中が %d 、物理パワーが %d 与ダメージが %d%% 上昇します。]], "tformat")
+t("Golem Resilience", "装甲強化", "talent name")
+t([[Improves your golem's armour training, damage resistance, and healing efficiency.
+		Increases all damage resistance by %d%%; increases Armour value by %d, Armour hardiness by %d%%, reduces chance to be critically hit by %d%% when wearing heavy mail or massive plate armour, and increases healing factor by %d%%.
+		The golem can always use any kind of armour, including massive armours.]], [[ゴーレムの鎧の扱いとダメージ耐性と回復倍率が上昇します。
+ヘビーメイル、プレートアーマーを装備していると全耐性が %d%% 、アーマーが %d 、重装度が %d%% 上昇し、被クリティカル率が %d%% 減少します。
+さらに、HP回復倍率が %d%% 上昇します。
+ゴーレムはプレートアーマーを含む全ての鎧を装備することが可能です。]], "tformat")
+t("Invoke Golem", "ゴーレム召喚", "talent name")
+t("Not enough space to invoke!", "召喚する場所がない!", "logPlayer")
+t("You invoke your golem to your side, granting it a temporary melee power increase of %d for 5 turns.", "ゴーレムを傍に呼び寄せて、5ターン近接攻撃力を %d 上昇させます。", "tformat")
+t("Golem Portal", "ゴーレムポータル", "talent name")
+t("Your golem is currently inactive.", "ゴーレムが故障している", "logPlayer")
+t("#Target# focuses on #Source#.", "#Target#は#Source#に狙いを定めた", "logCombat")
+t("Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a %d%% chance to target your golem instead.", [[テレポートによってゴーレムと自身の位置を入れ替えます。
+敵を困惑させて %d%% で術者の代わりにゴーレムを攻撃します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/grave.lua"
+
+t("Chill of the Tomb", "墓場の冷気", "talent name")
+t([[Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing %0.2f cold damage in a radius of %d.
+		The damage will increase with your Spellpower. 
+		Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.]], [[冷気のボルトを対象に放ち、凍える死の爆発を起こし、 %0.2f 冷気ダメージを範囲 %d に与えます。
+ダメージは魔法パワーに依存します。
+さらに「ウィル・オー・ウィスプ」を起動中はこの魔法で敵を倒すとウィスプを生成します。]], "tformat")
+t("Will o' the Wisp", "ウィル・オー・ウィスプ", "talent name")
+t("will o' the wisp", "ウィル・オー・ウィスプ", "_t")
+t([[Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a %d%% chance to create a will o' the wisp.
+		The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for %0.2f cold damage.
+		The damage will increase with your Spellpower.]], [[不死のエネルギーを纏います。
+下僕が「死霊のオーラ」の範囲内で破壊された場合、 %d%% でウィル・オー・ウィスプが生成されます。
+ウィスプは視界内のランダムな対象を狙います。
+対象に触れると爆発して %0.2f 冷気ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Cold Flames", "凍てつく炎", "talent name")
+t("cold flames", "凍てつく炎", "_t")
+t([[Cold Flames slowly spread from %d spots in a radius of %d around the targeted location. The flames deal %0.2f cold damage, and have a chance of freezing.
+		Damage improves with your Spellpower.]], [[ %d 個の「凍てつく炎」が指定地点から範囲 %d に広がります。
+炎は %0.2f 冷気ダメージを与え、「凍結」状態にすることがあります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Vampiric Gift", "吸血鬼の恵み", "talent name")
+t([[Vampiric energies fill you; each time you deal damage, you have %d%% chance to heal for %d%% of the damage done.
+		The absorption percent will increase with your Spellpower.]], [[吸血鬼の力を得ます。
+ダメージを与える毎に %d%% で与ダメージの %d%% を吸収します。
+吸収量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/ice.lua"
+
+t("Freeze", "フリーズ", "talent name")
+t([[Condenses ambient water on a target, freezing it for %d turns and damaging it for %0.2f.
+		If this is used on a friendly target the cooldown is reduced by 33%%.%s
+		The damage will increase with your Spellpower.]], [[対象の周囲の水分を凝固させ、 %d ターン「凍結」し、 %0.2f ダメージを与えます。 
+友好的な対象に詠唱するとクールダウンが33%%短縮されます。 %s
+ダメージは魔法パワーに依存します。]], "tformat")
+t("\
+Affects all creatures in radius 2.", "\
+範囲2の全対象に効果があります。", "_t")
+t("Frozen Ground", "大地凍結", "talent name")
+t([[Blast a wave of cold all around you with a radius of %d, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
+		Affected creatures can still act, but cannot move.
+		For each affected creature that is also wet the cooldown of Shatter decreases by 2.
+		The damage will increase with your Spellpower.]], [[範囲 %d に冷気の波を放ち、 %0.2f 冷気ダメージを与え、4ターン地面に凍り付かせます。
+対象者は行動できますが、移動不能になります。
+「水浸し」の状態異常を受けている敵1体につき「粉砕の魔法」のクールダウンが2短縮されます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Shatter", "粉砕の魔法", "talent name")
+t("%s shatters!", "%sは砕け散った!", "logSeen")
+t([[Shatter all frozen targets in your line of sight, doing %0.2f cold damage.
+		Depending on the target's rank, there will also be an additional effect:
+		* Critters will be instantly killed
+		* +50%% critical chance against Normal rank
+		* +25%% critical chance against Elites or Bosses
+		All affected foes will get the wet effect.
+		At most, it will affect %d foes.
+		If you are yourself Frozen, it will instantly be destroyed.
+		The damage will increase with your Spellpower.]], [[視界内の「凍結」した対象を粉砕し、 %0.2f 冷気ダメージを最大 %d 体に与えます。
+対象のランクによって追加効果が発生します。
+* 野生動物は即死します
+* ノーマルに対してはクリティカル率が+50%%されます
+* エリートとボスに対してはクリティカル率が+25%%されます
+この魔法を受けた対象は「水浸し」の状態異常を受けます。
+術者が凍結していた場合、氷を打ち砕きます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Uttercold", "絶対零度", "talent name")
+t([[Surround yourself with Uttercold, increasing all your cold damage by %0.1f%% and ignoring %d%% cold resistance of your targets
+		In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by %d%%.]], [[絶対零度を身に纏います。
+冷気ダメージが %0.1f%% 、冷気耐性貫通が %d%% 上昇します。
+さらに、氷塊を容易く貫通できるようになり、 氷塊に吸収されるダメージが %d%% 減少します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/meta.lua"
+
+t("Disperse Magic", "魔力消去", "talent name")
+t([[Removes up to %d magical effects (good effects from foes, and bad effects from friends) from the target.
+		At level 3, it can be targeted.
+		]], [[対象の魔法効果を %d 種消去します。
+敵からは良性効果を、味方からは悪性効果を消去します。
+レベル3からは対象指定できるようになります。]], "tformat")
+t("Spellcraft", "スペルクラフト", "talent name")
+t([[You learn to finely craft and tune your offensive spells.
+		You try to carve a hole in spells that affect an area to avoid damaging yourself.  The chance of success is %d%%.
+		In addition, you hone your damaging spells to spellshock their targets. Whenever you deal damage with a spell you attempt to spellshock them with %d more Spellpower than normal. Spellshocked targets suffer a temporary 20%% penalty to damage resistances.]], [[攻撃魔法を精密操作する術を学びます。
+範囲攻撃の魔法で自爆しないように %d%% で空間に穴を開けてダメージを回避します。
+さらに、攻撃魔法が強化され、「スペルショック」を与えやすくなります。
+魔法で敵にダメージを与えると、魔法パワーを +%d して「スペルショック」判定を行います。
+「スペルショック」を受けた対象は一時的に全耐性が20%%低下します。]], "tformat")
+t("Quicken Spells", "クイックスペル", "talent name")
+t("Reduces the cooldown of all spells by %d%%.", "魔法タレントのクールダウンを %d%% 短縮します。", "tformat")
+t("Metaflow", "メタフロー", "talent name")
+t("Your mastery of arcane flows allow you to reset the cooldown of up to %d of your spells (that don't have a fixed cooldown) of tier %d or less.", [[魔力の流れを完全に理解したため、 %d 種の(固定クールダウンでない)魔法タレントのクールダウンを解消できるようになります。
+レベル %d 以下のタレントを対象にします。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/necrosis.lua"
+
+t("Blurred Mortality", "半死半生", "talent name")
+t("You have mastered the lesser arts of overcoming death, but your true goal is before you: the true immortality of Lichform!", "死を超越する入門技術を習得した。しかし、真の目的は「リッチ化」による永遠の命だ!", "_t")
+t("The line between life and death blurs for you; you can only die when you reach -%d life.", [[生と死の境界を曖昧にします。
+HPが -%d になるまで死亡しなくなります。]], "tformat")
+t("Impending Doom", "滅びの危機", "talent name")
+t([[Your target's doom draws near. Its healing factor is reduced by 80%%, and will take %d%% of its remaining life (or %0.2f, whichever is lower) over 10 turns as arcane damage.
+		The damage will increase with your Spellpower.]], [[対象の死を定めます。
+HP回復倍率を80%%低下させ、10ターンかけて現在HPの %d%% (もしくは %0.2f のどちらか低い方)の魔力ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Undeath Link", "死者の助け", "talent name")
+t([[Absorb up to %d%% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
+		The healing will increase with your Spellpower.]], [[全ての不死の下僕から最大HPの %d%% を吸収します。
+(HPがマイナスになった下僕は破壊されます)
+吸収したHPの内、最大値と同じ量術者のHPが回復します。
+回復量は魔法パワーに依存します。]], "tformat")
+t("#GREY#As you turn into a powerful undead you feel your body violently rejecting the Blood of Life.", "#GREY#アンデッド化によって、体に取り込んだ「生命の血」は消滅した!", "log")
+t([[#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!
+
+#{italic}#You may now choose to customize the appearance of your Lich, this can not be changed afterwards.]], [[#GREY#命が薄れていくのを感じ、純魔力に置き換わっていった。血肉は腐敗し、骨だけが残り、目は腐り落ち、「リッチ」として生まれ変わった!
+
+#{italic}#「リッチ」の外見を変更することが出来ます。(後から変更することは出来ません)]], "_t")
+t("Customize Appearance", "外見を変える", "_t")
+t("Use Default", "デフォルトにする", "_t")
+t("Lichform", "リッチ化", "_t")
+t([[This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
+		If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
+		All liches gain the following intrinsics:
+		- Poison, cut, and fear immunity.
+		- 100%% disease and stun resistance.
+		- 20%% cold and darkness resistance.
+		- No need to breathe.
+		- Infusions do not work.
+		Also:
+		At level 1: -3 to all stats, -10%% to all resistances. Such meagre devotion!
+		At level 2: Nothing.
+		At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
+		At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
+		At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
+		At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
+		At level 7: #CRIMSON##{bold}#Your power becomes overwhelming!#{normal}##LAST# +12 Magic, Willpower and Cunning, 60%% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
+		The undead cannot use this talent.
+		While active, it will drain 4 mana per turn.
+		Once you die and turn into a Lich you can not invest any more in this talent.]], [[死霊術の真髄は強大な魔力と永遠の命を持つリッチ化です!
+このタレントを起動中に死亡すると、魔力が解き放たれ、肉体を再生し、リッチとして蘇ります。
+リッチは以下の能力を得ます:
+- 毒、出血、恐怖無効
+- 100%%の病気、スタン耐性
+- 20%%の冷気、暗黒耐性
+- 呼吸が不要になる
+- ハーブを取り込めない
+さらに:
+レベル1: 全能力-3、全耐性-10%%。献身が足りない!
+レベル2: 何もなし
+レベル3: 魔力と意志+3、ライフレート+1
+レベル4: 魔力と意志+3、ライフレート+2、魔法、精神セーブ+10、タレントツリー「星の怒り」(0.7)を習得し、月光力が0.1自然回復します
+レベル5: 魔力と意志+5、ライフレート+2、魔法、精神セーブ+10、全耐性上限+10%%、タレントツリー「星の怒り」(0.9)を習得し、月光力が0.5自然回復します
+レベル6: 魔力と意志と賢さが+6、ライフレート+3、魔法、精神セーブ+15、全耐性上限+15%%、タレントツリー「星の怒り」(1.1)を習得し、月光力が1.0自然回復します
+レベル7: #CRIMSON##{bold}#力が溢れる!#LAST#魔力と意志と賢さが+12、60%%でクリティカルヒットを無効化、ライフレート+4、魔法、精神セーブ+35、全耐性上限+15%%、タレントツリー「星の怒り」(1.3)を習得し、月光力が1.0自然回復します。
+ライフレートが上昇してもこれまでのHPの再計算はされません。
+アンデッドはこのタレントを使用できません。
+また、起動中は毎ターンマナを4消費します。
+リッチ化するともうこのタレントにはポイントを振れません。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/necrotic-minions.lua"
+
+t("Necrotic Aura", "死霊のオーラ", "talent name")
+t("Noooooo!", "やめろぉおおお!!!", "_t")
+t("Save me, Master, save meeee---", "助けて下さい...ご主人様,助けて下さいいいいい——————", "_t")
+t("Aaaauuuggghhh!", "アアアァァァガアァァァ", "_t")
+t("Did I do good?", "お役に立てましたか?", "_t")
+t("Why, Master, whyyyyy---?", "なぜですか,ご主人様,なぜですかあああ——————?", "_t")
+t("I thought you loved me! I thought-", "私は愛されていると思っておりました!私は——————", "_t")
+t("For Master's glory!", "ご主人様の栄光のために!", "_t")
+t("Bye... bye....", "さよ…なら…", "_t")
+t("We love you, Master!", "私たちはあなたを愛しております,ご主人様!", "_t")
+t("The pain, the PAAAAAIN!", "痛い、あの痛みだ!!!!!!!", "_t")
+t("Please, no, nooo--", "お願いします,やめて,やめてくださ——————", "_t")
+t("Unlife no more for this dead matter, the time comes for my flesh to splatter.", "この死以上の命などない,もうすぐ私の肉は引き裂かれる。", "_t")
+t("You gave back life, you gave back dreams, but now I'm bursting at the seams...", "お前は命を取り戻した,夢を取り戻した,だが私は継ぎ目から破裂しそうだ…", "_t")
+t("Remember meeeee!", "覚えていてね!!", "_t")
+t("My tummy hurts...", "おなかが痛いよ…", "_t")
+t("Whu..?", "ん……?", "_t")
+t("Ahahahahaha!", "ハハハハハ!", "_t")
+t("Me go boom, me go BOOM!", "爆発させてくれ,爆発させてくれええ!", "_t")
+t("Grave circumstances, Master....", "情況は厳しいです,ご主人様…", "_t")
+t("I see the light.. I see, oh.. just a wisp....", "光が見える…,いや…ただのウィスプか…", "_t")
+t("Master, wait... I thought I saw a....Master? ..", "ご主人様,待って下さい…この見えているものは…ご主人様?", "_t")
+t("I'm not.. so sure my spine is supposed to bend this way....", "わからん…だから私の脊髄がこんな感じに曲がっているか確かめてくれ…", "_t")
+t("I told you I could Dash 100 yards and back in time! You owe me 10 gol....", "お前に私は時間内に100ヤードを走って、帰ってくると言ったな!お前は私に10ゴールド貸しがあるぞ…", "_t")
+t("%s rips more animus from its victim. (+1 more soul)", "%sはアニマを抽出した(+1 魂)", "logPlayer")
+t([[Emits a necrotic aura, sustaining your undead minions in a radius of %d. Minions outside the radius will lose %d%% life per turn.
+		Any creature you or your minions kill within your aura will be absorbed as a soul that can be used to raise minions.
+		Retch from your ghouls will also heal you, even if you are not undead.]], [[範囲 %d に死霊のオーラを展開し、下僕のアンデッドの肉体を崩壊から保護します。
+オーラの範囲外の下僕は毎ターンHPを %d%% 失います。
+オーラの範囲内で自身や下僕が敵を倒すと魂を取り込んで新たな下僕を生成することができます。
+さらに下僕のグールの使用する「汚染」のタレントによって、術者がアンデッドでなくてもHPが回復するようになります。]], "tformat")
+t("It is a humanoid with an aura of power. You notice a sharp set of front teeth.", "力のオーラに包まれた人型のアンデッドだ。前歯が鋭く尖っている。", "_t")
+t("It is a humanoid form dressed in robes. Power emanates from its chilling frame.", "ローブに身を包んだ人型のアンデッドだ。冷たい体から力が溢れ出ている。", "_t")
+t("It is a ghostly form with eyes that haunt you.", "敵を追い回すための目を持つ幽霊だ。", "_t")
+t("It is a ghostly nightmare of an entity.", "悪夢を体現する幽霊だ。", "_t")
+t("It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself strives to banish it.", "恐怖の叫び声を上げる存在だ。それは具現化した死であり、恐るべき黒の体は森羅万象がそれを排除しようとする中でもがき苦しんでいる。", "_t")
+t("Having thought to discover life eternal, these beings have allowed undeath to rob them of the joys of life. Now they seek to destroy it as well.", "永遠の命を求め、生の喜びを捨て去り不死者となった者たちだ。それらは今、生を破壊しつくそうとしている。", "_t")
+t("Create Minions", "ミニオン生成", "talent name")
+t(" (Minion Mastery effects included)", "(「ミニオンの熟練」を含む)", "_t")
+t([[Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to %d minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
+		The minions level is your level %+d.
+		Each minion has a chance to be%s:%s]], [[強力な不死のエネルギーを「死霊のオーラ」を通して放ちます。
+オーラの範囲内で死んだ者を不死の下僕として蘇らせます。(最大 %d 体)
+下僕は指定した「死霊のオーラ」の範囲内の扇状に出現します。
+下僕のレベルは術者の経験レベル %+d になります。
+下僕の生成確率:
+%s:%s]], "tformat")
+t("Aura Mastery", "オーラの熟練", "talent name")
+t([[Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by %d, and reduces the decay rate of your minions outside the aura by %d%%.
+		At level 3, necrotic minions inside your aura have a 25%% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.]], [[闇の力がさらに高まります。
+「死霊のオーラ」の範囲が %d 増加し、オーラの外に出た下僕の崩壊率が %d%% 低下します。
+レベル3になると、オーラ内の下僕が死の際に25%%で魂を落とします。
+下僕がウィル・オー・ウィスプになった場合、代わりにウィスプの死の際に判定を行います。]], "tformat")
+t("Surge of Undeath", "死者の強化", "talent name")
+t([[A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by %d, their Armour penetration by %d and their critical hit chance by %d for 6 turns.
+		The effects will increase with your Spellpower.]], [[全ての下僕に力を送り込み、6ターン物理パワー、魔法パワー、命中が %d、アーマー貫通が %d、クリティカル率が %d 上昇します。
+効果量は魔法パワーに依存します。]], "tformat")
+t("Dark Empathy", "闇の団結", "talent name")
+t([[You share your powers with your minions, granting them %d%% of your resistances and saves.
+		In addition all damage done by your minions to you or your other minions is reduced by %d%%.
+		The effect will increase with your Spellpower.]], [[下僕に魔力を分け与え、各種耐性とセーブを術者の %d%% 分上昇させます。
+さらに、下僕が味方に与えるダメージが %d%% 減少します。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/nightfall.lua"
+
+t("Invoke Darkness", "暗黒招来", "talent name")
+t([[Conjures up a bolt of darkness, doing %0.2f darkness damage.
+		At level 3, it will create a beam of shadows.
+		At level 5, none of your Nightfall spells will hurt your minions.
+		The damage will increase with your Spellpower.]], [[暗黒のボルトを放ち、 %0.2f 暗黒ダメージを与えます。
+レベル3になると、ビームになります。
+レベル5になると、「ナイトフォール」の魔法で下僕を巻き込まなくなります。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Circle of Death", "死の円陣", "talent name")
+t([[Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
+		Only one bane can affect a creature.
+		Banes last for %d turns, and also deal %0.2f darkness damage.
+		The damage will increase with your Spellpower.]], [[5ターン闇の瘴気が立ち上ります。
+範囲内に踏み込んだ対象を %d ターン「混乱の苦悶」か「盲目の苦悶」状態のどちらかにし、 %0.2f 暗黒ダメージを与えます。
+対象が2種の「苦悶」に同時になることはありません。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Fear the Night", "夜の恐怖", "talent name")
+t([[Invoke a cone dealing %0.2f darkness damage in a radius of %d. Any creatures caught inside must make check against their Mental Save or be knocked back 4 grids away.
+		The damage will increase with your Spellpower.]], [[ %0.2f 暗黒ダメージを範囲 %d の扇状に与えます。
+精神セーブの判定に失敗した対象は、4マスノックバックされます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Rigor Mortis", "死の硬直", "talent name")
+t([[Invoke a ball of darkness that deals %0.2f darkness damage in a radius of %d. Every creature hit will start to become closer to death,  reducing their global speed by %d%%.
+		Necrotic minions' damage against those creatures is increased by %d%%.
+		The effects last for %d turns.
+		The damage done and the minions' damage increase will increase with your Spellpower.]], [[暗黒のボールを放ち、 %0.2f 暗黒ダメージを範囲 %d に与えます。
+対象に死期が近づき速度が %d%% 低下し、下僕の攻撃で受けるダメージが %d%% 上昇します。
+この効果は %d ターン持続します。
+ダメージと下僕のダメージ上昇量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/phantasm.lua"
+
+t("Illuminate", "イルミネーション", "talent name")
+t([[Creates a globe of pure light within a radius of %d that illuminates the area.
+		At level 3, it also blinds all who see it (except the caster) for %d turns.
+		At level 4, it also deals %0.2f light damage.]], [[光の球を生成し、範囲 %d を照らします。
+レベル3からは術者以外を %d ターン「盲目」状態にします。
+レベル4からは %0.2f 閃光ダメージを与えます。]], "tformat")
+t("Blur Sight", "姿隠しの術", "talent name")
+t([[The caster's image blurs, granting a %d bonus to Defense.
+		The bonus will increase with your Spellpower.]], [[術者の姿をぼかし、回避を %d 上昇させます。
+上昇量は魔法パワーに依存します。]], "tformat")
+t("Phantasmal Shield", "幽界の盾", "talent name")
+t([[The caster is surrounded by a phantasmal shield granting 10%% chance to evade weapon attacks. If hit in melee, the shield will deal %d light damage to the attacker.
+		The damage will increase with your Spellpower.]], [[幽界の盾で身を守り、武器攻撃を10%%で回避します。
+近接攻撃に %d 閃光ダメージで反撃します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Invisibility", "透明化", "talent name")
+t([[The caster fades from sight, granting %d bonus to invisibility.
+		Beware -- you should take off your light, or you will still be easily spotted.
+		As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%%.
+		This powerful spell constantly drains your mana (2 per turn) while active.
+		The invisibility bonus will increase with your Spellpower.]], [[透明化します。(パワー %d)
+光源を外さないとすぐに見つかってしまうでしょう。
+透明化により実体が薄れ、与ダメージが70%%減少します。
+起動中は毎ターンマナを2消費します。
+効果量は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/shades.lua"
+
+t("Shadow Tunnel", "闇の坑道", "talent name")
+t([[Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them %d%% evasion for 5 turns.
+		The evasion chance will increase with your Spellpower.]], [[闇のベールで下僕たちを包み込みます。
+下僕たちは術者の傍にテレポートし、5ターン %d%% の「見切り」を得ます。
+回避率は魔法パワーに依存します。]], "tformat")
+t("Curse of the Meek", "憎悪の呪い", "talent name")
+t("human farmer", "人間の農夫", "_t")
+t("A weather-worn human farmer, looking at a loss as to what's going on.", "くたびれた人間の農民だ。ここでの出来事に困惑している。", "_t")
+t("halfling gardener", "ハーフリングの庭師", "_t")
+t("A rugged halfling gardener, looking quite confused as to what he's doing here.", "みすぼらしいハーフリングの庭師だ。ここでの出来事に混乱している。", "_t")
+t("shalore scribe", "シャローレの作家", "_t")
+t("A scrawny elven scribe, looking bewildered at his surroundings.", "やせこけたエルフの作家だ。周囲の状況に戸惑っている。", "_t")
+t("dwarven lumberjack", "ドワーフの木こり", "_t")
+t("A brawny dwarven lumberjack, looking a bit upset at his current situation.", "屈強なドワーフの木こりだ。現在の状況にうろたえている。", "_t")
+t("cute bunny", "かわいいうさぎ", "_t")
+t("It is so cute!", "とてもかわいい!", "_t")
+t([[Reaches through the shadows into quieter places, summoning %d harmless creatures.
+		Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
+		If the summoned creatures are killed by hostile foes, you have 70%% chance to gain a soul.]], [[影を伝って平穏に暮らしている者達を %d 体召喚します。
+召喚された者達は「憎悪の呪い」を掛けられているため敵に狙われます。
+さらに、敵に倒された場合、術者は70%%で魂を1得ます。]], "tformat")
+t("Not enough space to summon!", "召喚する場所がない!", "logPlayer")
+t("Forgery of Haze (%s)", "霧の分身(%s)", "tformat")
+t("A dark shadowy shape whose form resembles %s.", "%sに似ている暗い影の姿だ。", "tformat")
+t("Forgery of Haze", "霧の分身", "_t")
+t([[Through the shadows, you forge a temporary copy of yourself, existing for %d turns.
+		The copy possesses your exact talents and stats, has %d%% life and deals %d%% damage.]], [[影を通じ、 %d ターン持続する分身を作り出します。
+分身のタレントと能力値は術者と同じですが、HPが %d%% に、与ダメージが %d%% になります。]], "tformat")
+t("Frostdusk", "凍てつく闇", "talent name")
+t([[Surround yourself with Frostdusk, increasing all your darkness and cold damage by %0.1f%%, and ignoring %d%% of the darkness resistance of your targets.
+		In addition, all darkness damage you take heals you for %d%% of the damage.]], [[凍てつく闇を纏います。
+暗黒ダメージと冷気ダメージが %0.1f%% 、暗黒耐性貫通が %d%% 上昇します。
+さらに、受けた暗黒ダメージの %d%% を吸収してHPを回復します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/spells.lua"
+
+t("Arcane studies manipulate the raw magic energies to shape them into both offensive and defensive spells.", "魔力を操作して攻撃と防御に用います。", "_t")
+t("Tap on the core arcane forces of the aether, unleashing devastating effects on your foes.", "魔力の元であるエーテルを用いて敵を殲滅します。", "_t")
+t("aether", "エーテル", "_t")
+t("Harness the power of fire to burn your foes to ashes.", "炎を用いて敵を燃やして灰にします。", "_t")
+t("fire", "火炎", "_t")
+t("Harness the power of wildfire to burn your foes to ashes.", "業火の力を用いて敵を燃やして灰にします。", "_t")
+t("wildfire", "業火", "_t")
+t("Harness the power of the earth to protect and destroy.", "大地の力を防御と破壊に用います。", "_t")
+t("earth", "地術", "_t")
+t("Harness the power of the stone to protect and destroy.", "石の力を攻撃と防御に用います。", "_t")
+t("stone", "石", "_t")
+t("Harness the power of water to drown your foes.", "水の力を用いて敵を飲み込みます。", "_t")
+t("water", "冷術", "_t")
+t("Harness the power of ice to freeze and shatter your foes.", "氷の力を用いて敵を凍結し、粉砕します。", "_t")
+t("ice", "æ°·", "_t")
+t("Harness the power of the air to fry your foes.", "空気の力を用いて敵を焦がします。", "_t")
+t("air", "風術", "_t")
+t("Harness the power of the storm to incinerate your foes.", "嵐の力を用いて敵を感電させます。", "_t")
+t("storm", "暴風", "_t")
+t("Meta spells alter the working of magic itself.", "魔法の働きそのものを変化させる上級魔法です。", "_t")
+t("meta", "魔力制御", "_t")
+t("The school of time manipulation.", "時間を操ります。", "_t")
+t("temporal", "時空", "_t")
+t("Control the power of tricks and illusions.", "幻影の力を制御します。", "_t")
+t("phantasm", "幻術", "_t")
+t("Magical enhancement of your body.", "自分の肉体を強化します。", "_t")
+t("enhancement", "強化", "_t")
+t("Conveyance is the school of travel. It allows you to travel faster and to track others.", "「転移術」は移動のための魔法です。素早く移動し、他者を追跡します。", "_t")
+t("conveyance", "転移術", "_t")
+t("Divination allows the caster to sense its surroundings, and find hidden things.", "周囲の調査や敵の感知を行う魔法です。", "_t")
+t("divination", "予見", "_t")
+t("Command the arcane forces into healing and protection.", "魔力を用いて治癒と防御を行います。", "_t")
+t("aegis", "防護", "_t")
+t("Manipulate gems to turn them into explosive magical bombs.", "宝石を爆弾にします。", "_t")
+t("explosive admixtures", "宝石弾", "_t")
+t("Infusion your gem bombs with the powers of the elements.", "宝石弾に元素の力を付与します。", "_t")
+t("infusion", "ハーブ/ルーン", "_t")
+t("Learn to craft and upgrade your golem.", "ゴーレムを作り、改良する技術を学びます。", "_t")
+t("golemancy", "ゴーレム学", "_t")
+t("Advanced golem operations.", "ゴーレム製造の上級技術です。", "_t")
+t("advanced-golemancy", "上級ゴーレム学", "_t")
+t("Alchemical spells designed to wage war.", "戦いのための錬金術です。", "_t")
+t("Alchemical control over fire.", "錬金術で火炎を操ります。", "_t")
+t("fire alchemy", "火炎錬金", "_t")
+t("Alchemical control over acid.", "錬金術で酸を操ります。", "_t")
+t("acid alchemy", "酸錬金", "_t")
+t("Alchemical control over frost.", "錬金術で冷気を操ります。", "_t")
+t("frost alchemy", "冷気錬金", "_t")
+t("Alchemical control over lightning energies.", "錬金術で電撃を操ります。", "_t")
+t("energy alchemy", "電気錬金", "_t")
+t("Manipulate gems, and imbue their powers into other objects.", "装備品に宝石の力を埋め込みます。", "_t")
+t("Alchemical control over stone and gems.", "鉱石や宝石を扱う技術です。", "_t")
+t("stone alchemy", "石錬金", "_t")
+t("Harness the power of magical staves.", "魔法の杖の力を用います。", "_t")
+t("staff combat", "杖術", "_t")
+t("Golem melee capacity.", "ゴーレムの近接戦闘技術です。", "_t")
+t("fighting", "格闘", "_t")
+t("Golem arcane capacity.", "ゴーレムの魔法攻撃です。", "_t")
+t("arcane", "神秘", "_t")
+t("Golem basic capacity.", "ゴーレムの基本技能です。", "_t")
+t("Drolem basic capacity.", "ドローレムの基本技能です。", "_t")
+t("drolem", "ドローレム", "_t")
+t("golem", "ゴーレム", "talent category")
+t("Create and empower dumb undead minions.", "下級のアンデッドを生成し、強化します。", "_t")
+t("necrotic minions", "死霊術", "_t")
+t("Create and empower powerful undead minions.", "上級のアンデッドを生成し、強化します。", "_t")
+t("advanced necrotic minions", "上級死霊術", "_t")
+t("Manipulate darkness itself to slaughter your foes.", "闇を操り敵を屠ります。", "_t")
+t("nightfall", "ナイトフォール", "_t")
+t("Invoke and control shades.", "影を呼び覚まし、操作します。", "_t")
+t("shades", "影術", "_t")
+t("Gain control over death, eventually turning into a lich.", "死を制御し、最終的に「リッチ」になります。", "_t")
+t("necrosis", "不死術", "_t")
+t("Use the rotting cold doom of the tomb to fell your foes.", "腐敗する墓場の冷たき破滅を用いて敵を下します。", "_t")
+t("grave", "墓", "_t")
+t("Crush the souls of your foes to improve yourself.", "敵の魂を砕いて自身を強化します。", "_t")
+t("animus", "アニマ", "_t")
+t("Infuse arcane forces into your shield.", "魔力を盾に刻み込みます。", "_t")
+t("eldritch shield", "太古の盾", "_t")
+t("Summon stony spikes imbued with various powers.", "石の棘を召喚し、様々な力を刻み込みます。", "_t")
+t("eldritch stone", "太古の石", "_t")
+t("Harness the power of the world to turn into a Deeprock Form.", "世界の力を用い、「深岩変化」します。", "_t")
+t("deeprock", "深岩", "_t")
+t("spell", "魔法", "talent category")
+t("Necrotic Minion", "不死の下僕", "_t")
+t("#{bold}#%s decays into a pile of ash!#{normal}#", "#{bold}#%sは灰になった!#{normal}#", "logSeen")
+t("A soul returns to %s.", "魂が%sの下に戻ってきた", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/staff-combat.lua"
+
+t("Channel Staff", "チャネルスタッフ", "talent name")
+t([[Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing %d%% staff damage.
+		The bolt will only hurt hostile targets, and pass safely through friendly ones.
+		This attack always has a 100%% chance to hit, and ignores the target's Armour.
+		When projecting a bolt with your staff its damage modifier is increased by 20%%.]], [[杖からマナを引き出して杖の属性に応じたボルトを撃ち、 %d%% 杖ダメージを与えます。
+ボルトは敵対する対象にのみ当たり、味方を通り抜けます。
+この攻撃は必中で、対象のアーマーを無視します。
+杖からボルトを発射すると、ダメージ補正が20%%上昇します。]], "tformat")
+t("Staff Mastery", "杖術の熟練", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using staves.", "武器ダメージが %d%% 、杖装備時に物理パワーが30上昇します。", "tformat")
+t("Defensive Posture", "防御姿勢", "talent name")
+t("Adopt a defensive posture, increasing your Defense and Armour by %d.", "防御姿勢を取り、アーマーと回避を %d 上昇させます。", "tformat")
+t("Blunt Thrust", "痛打", "talent name")
+t("You need a staff to use this spell.", "この魔法を使うのには杖が必要だ", "logPlayer")
+t("You cannot use Blunt Thrust without a staff weapon!", "「痛打」の起動には杖が必要だ!", "logPlayer")
+t("%s resists the stunning blow!", "%sはスタンに抵抗した!", "logSeen")
+t([[Hit a target for %d%% melee damage and stun it for %d turns.
+		Stun chance will improve with Spellpower.
+		At level 5, this attack cannot miss.]], [[対象を杖で叩き、 %d%% 近接ダメージを与え、 %d ターン「スタン」させます。
+スタン確率は魔法パワーに依存します。
+レベル5からは必中になります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/stone-alchemy.lua"
+
+t("Create Alchemist Gems", "錬金宝石の生成", "talent name")
+t("You create: %s", "%sを作り出した", "logPlayer")
+t([[Carve 40 to 80 alchemist gems out of a natural gemstone.
+		Alchemist gems are used for many other spells, and each gem type creates a different effect.]], [[天然の宝石から錬金宝石を40から80個精製します。
+錬金宝石は錬金術師のタレントに使用され、種類によって様々な効果を持ちます。]], "tformat")
+t("Extract Gems", "宝石の抽出", "talent name")
+t("You extract %s from %s", "%sから%sを生成した", "logPlayer")
+t("Try to extract gems from which metallic item?", "どの金属製のアイテムから宝石を抽出する?", "_t")
+t([[	-Iron
+]], [[	-アイアン
+]], "_t")
+t([[	-Steel
+]], [[	-スティール
+]], "_t")
+t([[	-Dwarven-steel
+]], [[	-ドワーフ鋼
+]], "_t")
+t([[	-Stralite
+]], [[	-ストラライト
+]], "_t")
+t("	-Voratun", "	-ヴォラタン", "_t")
+t([[Extract magical gems from metal weapons and armours. At this skill level you can work with:
+		%s]], [[金属製の武器や鎧から宝石を抽出します。
+現在のスキルレベルで素材にできるのは:
+%s]], "tformat")
+t("Imbue Item", "宝石の飾りつけ", "talent name")
+t("Use which gem?", "どの宝石を使う?", "_t")
+t("Imbue which armour?", "どの鎧にする?", "_t")
+t("imbue %s", "%sを埋め込む", "tformat")
+t("You imbue your %s with %s.", "%sに%sを埋め込んだ", "logPlayer")
+t([[Imbue %s with a gem (up to tier %d), granting it additional powers.
+		You can only imbue items once, and it is permanent.]], [[%sにランク %d までの宝石を埋め込み、追加効果を付与します。
+1つのアイテムにつき1個の宝石を埋め込むことができ、取り外すことはできません。]], "tformat")
+t("a body armour", "鎧", "_t")
+t("body armour, a belt, or a head piece", "鎧とベルトと兜", "_t")
+t("Gem Portal", "ジェムポータル", "talent name")
+t("You need to ready 5 alchemist gems in your quiver.", "錬金宝石が5個必要だ", "logPlayer")
+t("Crush 5 alchemist gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to %d grids away.", [[5個の錬金宝石を砕いて隣の通行不能な地形に印を付けます。
+瞬時に %d マスまでそこを通って障害物の反対側へ抜けます。]], "tformat")
+t("Stone Touch", "石化触", "talent name")
+t([[Touch your foe and turn it to stone for %d turns.
+		Stoned creatures are unable to act or regen life, and are very brittle.
+		If a stoned creature is hit by an attack that deals more than 30%% of its life, it will shatter and be destroyed.
+		Stoned creatures are highly resistant to fire and lightning, and somewhat resistant to physical attacks.
+		At level 3 the touch will become a beam.
+		This spell may fail against creatures resistant to being stunned, that are specifically immune to stoning, or certain bosses.]], [[敵に触れて %d ターン「石化」させます。
+「石化」中は行動不能になり、HPが自然回復しなくなり、とても脆くなり最大HPの30%%以上のダメージを受けると石が砕け、即死します。
+しかし、火炎と電撃に高い耐性を、物理攻撃にわずかに耐性を得ています。
+レベル3になるとビームになります。
+「スタン」耐性や「石化」耐性を持つ対象、特定のボスには効果がないことがあります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/stone.lua"
+
+t("Earthen Missiles", "岩石弾", "talent name")
+t([[Conjures %d missile-shaped rocks that you target individually at any target or targets in range.  Each missile deals %0.2f physical damage, and an additional %0.2f bleeding damage every turn for 5 turns.
+		At talent level 5, you can conjure one additional missile.
+		The damage will increase with your Spellpower.]], [[ %d 発の岩石弾をそれぞれ指定地点に撃ちます。
+岩石弾は %0.2f 物理ダメージを与え、さらに5ターン出血させて毎ターン %0.2f ダメージを与えます。
+タレントレベル5になると、岩石弾が1発増えます。
+ダメージは魔力に依存します。]], "tformat")
+t("Body of Stone", "石の身体", "talent name")
+t([[You root yourself into the earth, and transform your flesh into stone.  While this spell is sustained, you may not move, and any forced movement will end the effect.
+		Your stone form and your affinity with the earth while the spell is active has the following effects:
+		* Reduces the cooldown of Earthen Missiles, Pulverizing Auger, Earthquake, and Mudslide by %d%%.
+		* Grants %d%% Fire Resistance, %d%% Lightning Resistance, %d%% Acid Resistance, and %d%% Stun Resistance.
+		Resistances scale with your Spellpower.]], [[大地に根付き、肉体を石に変化させます。
+このタレントを常駐していると移動できなくなりますが、強制的に移動させられると解除されます。
+石の身体になり、大地との親和性を得ることで以下の効果を得ます:
+* 「岩石弾」「削岩撃」「地震」「土石流」のクールダウンが %d%% 短縮されます
+* 火炎耐性が %d%% 、電撃耐性が %d%% 、酸耐性が %d%% 、スタン耐性が %d%% 上昇します
+耐性の増加量は魔法パワーに依存します。]], "tformat")
+t("Earthquake", "地震", "talent name")
+t([[Causes a violent earthquake that deals %0.2f physical damage in a radius of %d each turn for %d turns, and potentially stuns any and all creatures it affects.
+		The damage will increase with your Spellpower.]], [[ %d ターン持続する激しい地震を起こして範囲 %d に毎ターン %0.2f 物理ダメージを与え、「スタン」させます。
+ダメージは魔法パワーに依存します。]], "tformat", {3,2,1})
+t("Crystalline Focus", "晶体集中", "talent name")
+t([[Concentrate on maintaining a Crystalline Focus, increasing all your physical damage by %0.1f%% and ignoring %d%% physical resistance of your targets.
+		Also raises your physical and magical saves by %d.]], [[集中し、「晶体集中」を維持します。
+物理ダメージが %0.1f%% 、物理耐性貫通が %d%% 上昇します。
+さらに、物理セーブと魔法セーブが %d 上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/storm.lua"
+
+t("Nova", "ノヴァ", "talent name")
+t([[Lightning emanates from you in a circular wave with radius %d, doing %0.2f to %0.2f lightning damage (%0.2f average) and possibly dazing anyone affected (75%% chance).
+		The damage will increase with your Spellpower.]], [[術者から範囲 %d に円形の電撃を放ち、 %0.2f から %0.2f 電撃ダメージ(平均 %0.2f )を与え、75%%で「朦朧」状態にします。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Shock", "ショック", "talent name")
+t([[Conjures up a bolt of lightning, doing %0.2f to %0.2f damage (%0.2f average) and dazing the target for 3 turns.
+		If the target resists the daze effect it is instead shocked, which halves stun/daze/pin resistance, for 5 turns.
+		The damage will increase with your Spellpower.]], [[電撃のボルトを撃ち、 %0.2f から %0.2f 電撃ダメージ(平均 %0.2f)電撃ダメージを与え、3ターン「朦朧」状態にします。
+対象が「朦朧」状態に抵抗した場合、「感電」状態になり、5ターン「スタン」「朦朧」「移動不能」耐性が半減します。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Hurricane", "ハリケーン", "talent name")
+t([[Each time one of your lightning spells dazes a target, it has a %d%% chance to creates a chain reaction that summons a mighty Hurricane that lasts for 10 turns around the target with a radius of %d.
+		Each turn, the afflicted creature and all creatures around it will take %0.2f to %0.2f lightning damage (%0.2f average).
+		The damage will increase with your Spellpower.]], [[電撃魔法で対象を「朦朧」状態にすると、 %d%% で対象から範囲 %d に10ターン持続するハリケーンを発生させます。
+範囲内の全対象に毎ターン %0.2f から %0.2f 電撃ダメージ(平均 %0.2f)を与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Tempest", "雷鳴の化身", "talent name")
+t([[Surround yourself with a Tempest, increasing all your lightning damage by %d%% and ignoring %d%% lightning resistance of your targets.
+		Your Lightning and Chain Lightning spells also gain a %d%% chance to daze, and your Thunderstorm spell gains a %d%% chance to daze.]], [[雷鳴の化身になります。
+電撃ダメージが %d%% 、電撃耐性貫通が %d%% 上昇します。
+さらに「ライトニング」「チェインライトニング」に %d%% 、「サンダーストーム」に %d%% で「朦朧」効果が発生するようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/temporal.lua"
+
+t("Congeal Time", "時間凍結", "talent name")
+t("Project a bolt of time distortion, decreasing the target's global speed by %d%% and all projectiles it fires by %d%% for 7 turns.", "時間歪曲のボルトを撃ち、7ターン対象の速度を %d%% 、遠距離攻撃の飛来速度を %d%% 低下させます。", "tformat")
+t("Temporal Shield", "時空の盾", "talent name")
+t([[This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
+		Once either the maximum damage (%d) is absorbed, or the time runs out (%d turns), the stored damage will return as a temporal restoration field over time (5 turns).
+		Each turn the restoration field is active, you get healed for 10%% of the absorbed damage (Aegis Shielding talent affects the percentage).
+		The shield's max absorption will increase with your Spellpower.]], [[ターンを消費せずに被ダメージを防ぎ、未来に転送する「時空の盾」を生成します。
+ダメージ無効化量の上限 (%d) に達するか持続時間 (%d ターン) が切れると5ターン「時空再生フィールド」が発生し、毎ターンHPが無効化したダメージの10%%分回復します。
+(回復割合はタレント「魔法盾強化」の影響を受けます)
+シールド強度は魔法パワーに依存します。]], "tformat")
+t("Time Prison", "時の牢獄", "talent name")
+t([[Removes the target from the flow of time for %d turns. In this state, the target can neither act nor be harmed.
+		Time does not pass at all for the target, no talents will cooldown, no resources will regen, and so forth.
+		The duration will increase with your Spellpower.]], [[ %d ターン対象を時間の流れから除外します。
+この状態では行動不能になり、ダメージを受けなくなります。
+時間が完全に止まるため、クールダウンの解消や、リソースの回復などもなくなります。
+持続時間は魔法パワーに依存します。]], "tformat")
+t("Essence of Speed", "スピードの真髄", "talent name")
+t("Increases the caster's global speed by %d%%.", "術者の速度が %d%% 上昇します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/war-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/water.lua"
+
+t("Ice Shards", "アイスシャード", "talent name")
+t([[Hurl ice shards at the targets in the selected area. Each shard %s and does %0.2f ice damage, hitting all adjacent targets on impact with 25%% chance to freeze them.
+		If the target resists being frozen, it instead get wet.
+		If the target is wet the damage increases by 30%% and the ice freeze chance increases to 50%%.
+		This spell will never hit the caster.
+		The damage will increase with your Spellpower.]], [[指定地点に氷の欠片を投げます。
+欠片は%s %0.2f 冷気ダメージを与え、隣接する全対象を25%%で「凍結」させます。
+対象が「凍結」に抵抗した場合、代わりに「水浸し」になります。
+対象が「水浸し」だった場合、ダメージが30%%上昇し、「凍結」する確率が50%%に上昇します。
+この魔法が術者に当たることはありません。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("affects all foes on its path", "射線上の敵全てに当たり、", "_t")
+t("travels slowly", "ゆっくりと飛び、", "_t")
+t("Glacial Vapour", "氷の霧", "talent name")
+t([[Glacial fumes rise from the ground, doing %0.2f cold damage in a radius of 3 each turn for %d turns.
+		Creatures that are wet will take 30%% more damage and have 15%% chance to get frozen.
+		The damage will increase with your Spellpower.]], [[ %d ターン持続する氷の霧を発生させ、範囲3に毎ターン %0.2f 冷気ダメージを与えます。
+「水浸し」の対象にはダメージが30%%上昇し、15%%で「凍結」させます。
+ダメージは魔法パワーに依存します。]], "tformat", {2,1})
+t("Tidal Wave", "タイダルウェイブ", "talent name")
+t("A #LIGHT_BLUE#wave of icy water#LAST# erupts from the ground!", "#LIGHT_BLUE#氷水の波#LAST#が湧き出した!", "logSeen")
+t([[A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of %d, doing %0.2f cold damage and %0.2f physical damage to all inside, as well as knocking back targets each turn.
+		The tidal wave lasts for %d turns.
+		All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
+		The damage and duration will increase with your Spellpower.]], [[幅1の波を術者から発生させます。
+波の幅は毎ターン1ずつ、最大 %d まで大きくなり、当たった対象に %0.2f 冷気ダメージと %0.2f 物理ダメージを与え、ノックバックします。
+波は %d ターン持続します。
+波に当たると「水浸し」になり、「スタン/凍結」耐性が半減し、他の冷気魔法に弱くなります。
+ダメージと持続時間は魔法パワーに依存します。]], "tformat")
+t("Shivgoroth Form", "シヴゴロス変化", "talent name")
+t("You are already a Shivgoroth!", "既に「シヴゴロス」になっている!", "logPlayer")
+t([[You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for %d turns.
+		While transformed, you do not need to breathe, gain access to the Ice Storm talent at level %d, gain %d%% resistance to cuts and stuns, gain %d%% cold resistance, and all cold damage heals you for %d%% of the damage done.
+		The power will increase with your Spellpower.
+
+		#AQUAMARINE#Ice storm:#LAST#
+		%s]], [[周囲に潜在する冷気を吸収し、 %d ターン氷のエレメンタル「シヴゴロス」に変身します。
+変身中は呼吸の必要がなくなり、レベル %d のタレント「アイスストーム」を習得し、出血、スタン耐性が %d%% 、冷気耐性が %d%% 上昇し、受けた冷気ダメージの %d%% を回復します。
+効果量は魔法パワーに依存します。
+#AQUAMARINE#アイスストーム:#LAST#
+%s
+]], "tformat")
+t("Ice Storm", "アイスストーム", "talent name")
+t([[A furious ice storm rages around the caster, doing %0.2f cold damage in a radius of 3 each turn for %d turns.
+		It has a 25%% chance to freeze damaged targets.
+		If the target is wet the damage increases by 30%% and the freeze chance increases to 50%%.
+		The damage and duration will increase with your Spellpower.]], [[術者の元に %d ターン持続する荒れ狂う氷の嵐を発生させ、毎ターン範囲3に %0.2f 冷気ダメージを与え、25%%で「凍結」させます。
+「水浸し」の対象は受けるダメージが30%%上昇し、「凍結」する確率が50%%に上昇します。
+ダメージと持続時間は魔法パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/wildfire.lua"
+
+t("Blastwave", "ブラストウェイブ", "talent name")
+t([[A wave of fire emanates from you with a radius of %d, knocking back anything caught inside and setting them ablaze, doing %0.2f fire damage over 3 turns.
+		The damage will increase with your Spellpower.]], [[範囲 %d に火の波を放ち、対象をノックバックし、炎上させて3ターンかけて %0.2f 火炎ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Burning Wake", "残り火", "talent name")
+t([[Your Flame, Flameshock, Fireflash and Blastwave spells leave a burning wake on the ground, burning all within for %0.2f fire damage for 4 turns.
+		The damage will increase with your Spellpower.]], [[「フレイム」「フレイムショック」「ファイアフラッシュ」「ブラストウェイブ」を使用した際に炎の滞留を発生させ、4ターン範囲内の全対象に %0.2f 火炎ダメージを与えます。
+ダメージは魔法パワーに依存します。]], "tformat")
+t("Cleansing Flames", "浄化の火炎", "talent name")
+t([[When your Burning Wake talent is active, your Inferno and Burning Wake effects have a %d%% chance, each turn, to remove a status effect (physical or magical) from the targets.
+		If the target is hostile, it will remove a beneficial effect.
+		If the target is friendly, it will remove a detrimental effect (but still burn).]], [[「残り火」を常駐していると毎ターン %d%% で「インフェルノ」と「残り火」を受けた対象の(物理か魔法)状態異常を除去します。
+敵からは良性効果を、味方からは悪性効果を除去します。
+(しかし炎上することに変わりはありません)]], "tformat")
+t("Wildfire", "ワイルドファイア", "talent name")
+t("Surround yourself with Wildfire, increasing all your fire damage by %0.1f%%, ignoring %d%% fire resistance of your targets and reducing self-inflicted fire damage by %d%%.", "業火に身を包み、火炎ダメージを %0.1f%% 、火炎耐性貫通を %d%% 上昇させ、自身の炎による自爆ダメージを %d%% 軽減します。", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/2h-assault.lua"
+
+t("Stunning Blow", "衝突撃", "talent name")
+t("%s resists the stunning blow!", "%sはスタンに抵抗した!", "logSeen")
+t([[Hit the target twice with your two-handed weapon, doing %d%% damage. Each hit will try to stun the target for %d turns.
+		The stun chance increases with your Physical Power.]], [[倍率 %d%% ダメージで
+対象を攻撃します。攻撃が命中すると
+対象は %d ターンスタンします。
+スタン確率は物理パワーに依存します。]], "tformat")
+t("Fearless Cleave", "薙ぎ払い", "talent name")
+t("Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for %d%% weapon damage.", [[一歩間合いを詰め、そのまま勢いを利用して
+周囲の敵全員を攻撃します。
+ダメージ倍率は %d%% です。]], "tformat")
+t("Death Dance", "死の舞踊", "talent name")
+t("You cannot use Death Dance without a two-handed weapon!", "「死の舞踊」には両手武器が必要だ", "logPlayer")
+t([[Spin around, extending your weapon in radius %d and damaging all targets around you for %d%% weapon damage.
+		At level 3 all damage done will also make the targets bleed for an additional %d%% damage over 5 turns]], [[武器を突き出したまま回転し、
+周囲の敵全員にダメージを与えます。
+ダメージ倍率は %d%% です。
+タレントレベル3からは
+対象全員に追加で切り傷を与えます。
+これは武器攻撃の %d%% ダメージを
+5ターンかけて与えます。]], "tformat")
+t("Execution", "首はね", "talent name")
+t("You require a two handed weapon to use this talent.", "このタレントには両手武器が必要だ", "logPlayer")
+t([[Takes advantage of a wounded foe to perform a killing strike.  This attack is an automatic critical hit that does %0.1f%% extra weapon damage for each %% of life the target is below maximum.
+		(A victim with 30%% remaining life (70%% damaged) would take %0.1f%% weapon damage.)
+		If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.]], [[負傷した敵の隙をついて
+致命の一撃を加えます。
+この攻撃は必ずクリティカルヒットします。
+対象のHPが1%減少している毎に
+この攻撃のダメージ倍率は %0.1f%% 上昇します。
+例えば残りHPが30%
+(70%減少しているということです)
+ならば倍率 %0.1f%% ダメージとなります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/2hweapon.lua"
+
+t("Death Dance", "死の舞踊", "talent name")
+t("You cannot use Death Dance without a two-handed weapon!", "「死の舞踊」には両手武器が必要だ", "logPlayer")
+t("Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.", [[ダメージ倍率: %d%%
+
+回転して攻撃し、周囲の敵に
+ダメージを与えます。]], "tformat")
+t("Berserker", "狂戦士", "talent name")
+t("You cannot use Berserker without a two-handed weapon!", "両手武器が必要だ", "logPlayer")
+t([[You enter an aggressive battle stance, increasing Accuracy by %d and Physical Power by %d, at the cost of -10 Defense and -10 Armour.
+		While berserking, you are nearly unstoppable, granting you %d%% stun and pinning resistance.
+		The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength.]], [[命中上昇: %d
+物理パワー上昇: %d
+スタン、移動不能耐性: %d%%
+
+攻めの姿勢を取り、命中
+と物理パワーを上昇させます。ただし
+回避が-10、アーマーが-10されます。
+特攻状態のためスタンと移動不能に対
+しての耐性を得ます。命中増加量は機
+敏に、物理パワーの方は腕力に依存し
+ます。]], "tformat")
+t("Warshout", "戦場の叫び", "talent name")
+t("You cannot use Warshout without a two-handed weapon!", "「戦場の叫び」には両手武器が必要だ", "logPlayer")
+t("Death Blow", "致命打", "talent name")
+t("You cannot use Death Blow without a two-handed weapon!", "「致命打」には両手武器が必要だ", "logPlayer")
+t("%s feels the pain of the death blow!", "%sに死の一撃!", "logSeen")
+t("%s resists the death blow!", "%sは致命打に抵抗した!", "logSeen")
+t([[Tries to perform a killing blow, doing %d%% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life (<20%%), it might be instantly killed.
+		At level 4, it drains half your remaining stamina, and uses it to increase the blow damage by 100%% of it.
+		The chance to instantly kill will increase with your Physical Power.]], [[ダメージ倍率: %d%%
+致命の一撃を放ちます。
+自動的にクリティカル扱いとなり、こ
+の攻撃でHPが20%%未満になった場合
+対象は即死するでしょう。タレントレ
+ベル4からはスタミナを半分消費して
+ダメージを100%%増加させます。即死
+確率は物理パワーに依存します。]], "tformat")
+t("Stunning Blow", "衝突撃", "talent name")
+t("You cannot use Stunning Blow without a two-handed weapon!", "両手武器が必要です。", "logPlayer")
+t("%s resists the stunning blow!", "%sはスタンに抵抗した!", "logSeen")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target is stunned for %d turns.
+		The stun chance increases with your Physical Power.]], [[ダメージ倍率: %d%%
+スタン: %d ターン
+
+この攻撃が命中した場合
+しばらくの間対象をスタンさせます。
+スタン確率は物理パワーに依存しま
+す。]], "tformat")
+t("Sunder Armour", "鎧砕き", "talent name")
+t("You cannot use Sunder Armour without a two-handed weapon!", "両手武器が必要です。", "logPlayer")
+t("#CRIMSON#%s shatters %s shield!", "#CRIMSON#%sは%sのダメージシールドを粉砕した!", "logSeen")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's armour and saves are reduced by %d for %d turns.
+		Also if the target is protected by a temporary damage shield there is %d%% chance to shatter it.
+		Armor reduction chance increases with your Physical Power.]], [[ダメージ倍率: %d%%
+アーマー減少: %d
+持続時間: %d
+シールド破壊率: %d%% 
+
+この攻撃が命中した場合
+相手のアーマーを減少させます。また
+一定確率でダメージシールドを破壊し
+ます。成功確率は物理パワーに依存し
+ます。]], "tformat")
+t("Sunder Arms", "小手打ち", "talent name")
+t("You cannot use Sunder Arms without a two-handed weapon!", "両手武器が必要です。", "logPlayer")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's Accuracy is reduced by %d for %d turns.
+		Accuracy reduction chance increases with your Physical Power.]], [[武器で攻撃し倍率 %d%% 
+ダメージを与えます。命中すると対象
+の命中を %d 低下させます。持続時
+間は %d ターンです。
+ 命中低下の成功率は物理パワーに依
+存します。]], "tformat")
+t("Blood Frenzy", "血戮の狂乱", "talent name")
+t("You require a two handed weapon to use this talent.", "このタレントには両手武器が必要だ", "logPlayer")
+t("You cannot use Blood Frenzy without a two-handed weapon!", "両手武器が必要です。", "logPlayer")
+t([[Enter a blood frenzy, draining stamina quickly (-2 stamina/turn). Each time you kill a foe while in the blood frenzy, you gain a cumulative bonus to Physical Power of %d.
+		Each turn, this bonus decreases by 2.]], [[物理パワー増加: %d
+
+狂乱状態になります。起動中は毎ター
+ン、スタミナを2消費します。
+この状態で敵を倒すと物理パワーが上
+昇します。ただしターン毎に上昇分は
+2減少します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/acrobatics.lua"
+
+t("Vault", "跳躍", "talent name")
+t([[Use an adjacent friend or foe as a springboard, vaulting over them to another tile within range.
+		This maneuver grants you a burst of speed from your momentum, allowing you run %d%% faster (movement speed bonus) in the same direction you vaulted for 3 turns.
+		The increased speed ends if you change directions or stop moving.
+		]], [[敵味方を問わず、隣接す
+る相手を踏み台にし、範囲内のマスへ
+ジャンプします。そのまま跳躍の勢い
+を利用し、ジャンプした方向への移動
+速度が %d%% 増加します。
+これは3ターン持続します。効果中に
+方向転換をするか、立ち止まると効果
+は切れます。
+]], "tformat")
+t("Tumble", "軽業", "talent name")
+t("You cannot move!", "移動できない!", "logPlayer")
+t([[Move to a spot within range, bounding around, over, or through any enemies in the way.
+		This maneuver can surprise your foes and improves your tactical position, improving your physical critical chance by %d%% for 1 turn.]], [[経路上の敵の合間を縫っ
+て範囲内のマスへダッシュします。敵
+を攪乱し、自分に有利な位置取りをす
+るため、1ターンの間物理クリティカ
+ル率が %d%% 上昇します。]], "tformat")
+t("Trained Reactions", "防御反応", "talent name")
+t([[While this talent is sustained, you anticipate deadly attacks against you.
+		Any time you would lose more than %d%% of your maximum life in a single hit, you instead duck out of the way and assume a defensive posture.
+		This reduces the triggering damage and all further damage in the same turn by %d%%.
+		You need %0.1f Stamina and an adjacent open tile to perform this feat (though it does not cause you to move).]], [[起動中は致命の一撃に備
+えます。単発で最大HPの %d%% を
+超えるダメージを受ける時、間合いを
+外して防御態勢をとります。タレント
+発動のトリガーとなった攻撃、並びに
+そのターン内に受ける全ダメージを
+ %d%% 軽減するようになります。
+この効果を発動するにはスタミナが
+ %0.1f 必要です。また、隣接する
+マスのうち、最低一箇所は空いていな
+くてはいけません(そのマスに移動す
+るわけではありません)]], "tformat")
+t("Superb Agility", "神速", "talent name")
+t([[You gain greater facility with your acrobatic moves, lowering the cooldowns of Vault, Tumble, and Trained Reactions by %d, and their stamina costs by %0.1f.
+		At Rank 3 you also gain 10%% global speed for 1 turn after Trained Reactions activates. At rank 5 this speed bonus improves to 20%% and lasts for 2 turns.]], [[軽業に熟達します。
+「弦の軌跡」「回転移動」、「防御反応」
+のクールダウンが %d 減少し、
+スタミナ消費量が %0.1f 低下します。
+タレントレベルが3以上の場合には
+「防御反応」の効果が発動した
+際に1ターンの間速度が10%上昇し
+ます。レベル5からは2ターンの間2
+0%です。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/agility.lua"
+
+t("Agile Defense", "機動防御", "talent name")
+t([[You are trained in an agile, mobile fighting technique combining sling and shield. This allows shields to be equipped, using Dexterity instead of Strength as a requirement.
+While you have a shield equip and your Block talent is not on cooldown, you have a %d%% chance to deflect any incoming damage, reducing it by 50%% of your shield’s block value.]], [[スリングと盾を組み合わせた
+俊敏な機動戦闘に習熟します。
+盾の装備要件に腕力の代わりに
+機敏を用いることができるようになります。
+盾を装備していて『盾の防御』が
+クールダウン中でなければ、
+ %d%% でどのようなダメージも
+盾防御値の 50%% 分防ぎます。]], "tformat")
+t("Vault", "跳躍", "talent name")
+t("You require a shield to use this talent.", "盾が必要だ。", "logPlayer")
+t([[Leap onto an adjacent target with your shield, striking them for %d%% damage and dazing them for 2 turns, then using them as a springboard to leap to a tile within range %d.
+The shield bash will use Dexterity instead of Strength for the shield's bonus damage.
+At talent level 5, you will immediately enter a blocking stance on landing.]], [[盾で隣接する敵にのしかかり、
+ %d%% ダメージを与え、
+2ターンの間朦朧させます。
+そして、敵を踏み台にして
+距離 %d の跳躍をします。
+盾攻撃のボーナスダメージには
+腕力の代わりに機敏を用います。
+タレントレベルが5になると、
+着地の際に盾防御の姿勢を
+取るようになります。]], "tformat")
+t("Bull Shot", "猛牛射撃", "talent name")
+t("You are too close to build up momentum!", "敵との距離が近すぎる!", "logPlayer")
+t("Rapid Shot", "連射", "talent name")
+t([[Enter a fluid, mobile shooting stance that excels at close combat. Your ranged attack speed is increased by %d%% and each time you shoot you gain %d%% increased movement speed for 2 turns.
+Ranged attacks against targets will also grant you up to %d%% of a turn. This is 100%% effective against targets within 3 tiles, and decreases by 20%% for each tile beyond that (to 0%% at 8 tiles). This cannot occur more than once per turn.
+Requires a sling to use.]], [[Enter a fluid, mobile shooting stance that excels at close combat.
+射撃速度が %d%% 上昇し、
+射撃の度に2ターンの間
+ %d%% 移動速度が上昇します。
+さらに、対象を取る射撃をすると
+ %d%% ターンを得ます。
+これは距離3以内の対象に対しては
+100%%の効率で得られますが、
+それ以上離れるごとに20%%ずつ減少します。
+(距離8で0%%)
+この効果は1ターンに一度しか発動しません。
+起動にはスリングを必要とします。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/archery.lua"
+
+t("Shoot", "å°„æ’ƒ", "talent name")
+t("Steady Shot", "精密射撃", "talent name")
+t([[Fire a steady shot, doing %d%% damage with a %d%% chance to mark the target.
+If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).]], [[精密射撃を放ち、
+ %d%% ダメージを与え、
+ %d%% で刻印を与えます。
+『精密射撃』がクールダウン中でない場合、
+このタレントは自動的に通常射撃の
+代わりに使用されます。
+(そして、クールダウンに入ります)]], "tformat")
+t("Pin Down", "足を狙う", "talent name")
+t([[You fire a shot for %d%% damage that attempts to pin your target to the ground for %d turns, as well as giving your next Steady Shot or Shoot 100%% increased chance to critically hit and mark (regardless of whether the pin succeeds).
+		This shot has a 20%% chance to mark the target.
+		The chance to pin increases with your Accuracy.]], [[ %d%% ダメージを与える
+射撃を放ち、対象を %d ターンの間
+移動不能にします。
+さらに、続く『精密射撃』、もしくは
+『射撃』のクリティカル率と刻印を
+与える確率が100%%上昇します。
+(移動不能が成功したかどうかに関わらず)
+20%%で対象に刻印を与えます。
+移動不能付与確率は命中に依存します。]], "tformat")
+t("Fragmentation Shot", "破片の射撃", "talent name")
+t([[Fires a shot that explodes into a radius %d ball of razor sharp fragments on impact, dealing %d%% weapon damage and leaving targets crippled for %d turns, reducing their attack, spell and mind speed by %d%%.
+		Each target struck has a %d%% chance to be marked.
+		The status chance increases with your Accuracy.]], [[半径 %d に切れ味の
+鋭い金属片の爆発を起こし、
+ %d%% 武器ダメージを与え、
+対象を切り刻み、 %d ターンの間
+攻撃、詠唱、精神速度を
+ %d%% 減速させます。
+対象は %d%% で刻印を受けます。
+状態異常発生率は命中に依存します。]], "tformat")
+t("Scatter Shot", "でたらめ射撃", "talent name")
+t([[Fires a wave of projectiles in a radius %d cone, dealing %d%% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for %d turns.
+		Each target struck has a %d%% chance to be marked.
+		The chance to knockback and stun increases with your Accuracy.]], [[矢の雨を半径 %d の扇型に
+降らせ、 %d%% 武器ダメージを与えます。
+対象は扇型の端までノックバックし、
+ %d ターンスタンします。
+対象は %d%% で刻印を受けます。
+ノックバックとスタン確率は
+命中に依存します。 ]], "tformat")
+t("Headshot", "ヘッドショット", "talent name")
+t([[Fire a precise shot dealing %d%% weapon damage, with 100 increased accuracy. This shot will bypass other enemies between you and your target.
+Only usable against marked targets, and consumes the mark on hit.]], [[狙い撃ちをして、
+ %d%% 武器ダメージを与えます。
+この射撃はアーマー貫通が %d 、
+命中が100上昇します。
+この射撃は対象との間にいる敵をすり抜けます。
+刻印付きの対象にのみ使用可能で、
+命中の際に刻印を消費します。
+アーマー貫通は機敏に依存します。]], "tformat")
+t("Volley", "さみだれ射撃", "talent name")
+t([[You fire countless shots into the sky to rain down around your target, inflicting %d%% weapon damage to all within radius %d.
+If the primary target is marked, you consume the mark to fire a second volley of arrows for %d%% damage at no ammo cost.]], [[上空に無数の矢を放ち、
+対象の周りに矢の雨を降らせ、
+ %d%% 武器ダメージを半径 %d に
+与えます。
+対象に刻印があれば、
+刻印を消費して矢弾を消費しない
+第二の矢の雨を降らせ
+ %d%% ダメージを与えます。]], "tformat")
+t("Called Shots", "即妙弾", "talent name")
+t("%s resists the silence!", "%sは沈黙に抵抗した!", "logSeen")
+t("%s resists the disarm!", "%sは「武装解除」に抵抗した!", "logSeen")
+t([[You fire a disabling shot at a target's throat (or equivalent), dealing %d%% weapon damage and silencing them for %d turns.
+If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing %d%% damage, reducing their movement speed by 50%% and disarming them for the duration.
+The status chance increases with your Accuracy.]], [[対象の喉(もしくはそれに相当するもの)を
+狙う射撃で、 %d%% 武器ダメージを与え、
+ %d ターン沈黙させます。 
+刻印付きの敵には、刻印を消費して手足
+(もしくは他部位)を狙う追加射撃を行い、
+ %d%% ダメージを与え、移動速度を
+ 50%% 減速させ、さらに減速中は
+武装解除にします。
+状態異常確率は命中に依存します。]], "tformat")
+t("Bullseye", "ブルズアイ", "talent name")
+t("Each time you consume a mark, you gain %d%% increased attack speed for 2 turns and the cooldown of %d random techniques are reduced by %d turns.", [[刻印を与えると2ターンの間
+攻撃速度が %d%% 上昇し、
+ %d 種の戦技タレントがランダムに
+クールダウンが %d ターン
+短縮されます。]], "tformat")
+t("Relaxed Shot", "弛緩の矢", "talent name")
+t([[You fire a shot without putting much strength into it, doing %d%% damage.
+		That brief moment of relief allows you to regain %d stamina.]], [[ダメージ倍率: %d%%
+スタミナ回復: %d
+
+脱力して射撃します。一息つくため、
+スタミナが回復します。]], "tformat")
+t("Crippling Shot", "減速の矢", "talent name")
+t([[You fire a crippling shot, doing %d%% damage and reducing your target's speed by %d%% for 7 turns.
+		The status power and status hit chance improve with your Accuracy.]], [[ダメージ倍率: %d%%
+速度低下:- %d%%
+
+敵の手足を狙って射撃します。
+相手の速度を7ターンの間低下
+させます。成功率と速度低下量は命中
+に依存します。]], "tformat")
+t("Pinning Shot", "影縫いの矢", "talent name")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t([[You fire a pinning shot, doing %d%% damage and pinning your target to the ground for %d turns.
+		The pinning chance increases with your Dexterity.]], [[ダメージ倍率: %d%%
+持続時間: %d
+
+敵を縫い止める矢を放ち
+一定ターンの間移動を封じます。
+成功率は機敏に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/assassination.lua"
+
+t("Coup de Grace", "慈悲の一撃", "talent name")
+t("You require two weapons to use this talent.", "二刀状態で使用可能です。", "logPlayer")
+t([[Attempt to finish off a wounded enemy, striking them with both weapons for %d%% increased by 50%% if their life is below 30%%.  A target brought below 20%% of its maximum life must make a physical save against your Accuracy or be instantly slain.
+		You may take advantage of finishing your foe this way to activate stealth (if known).]], [[二刀による %d%% 
+武器ダメージで攻撃し、
+傷ついた敵に終わりをもたらします。
+さらに、命中する度に失っているHPの
+ %d%% の追加物理ダメージを与えます。
+(敵のランクで除算します:
+ 1 (critter) から 5 (エリートボス))
+対象が最大HPの 20%% 未満になった場合、
+即死します。『隠密行動』の起動のために、
+このタレントを用いてとどめを刺すのも
+良いでしょう。(習得していれば)]], "tformat")
+t("Terrorize", "恐怖の姿", "talent name")
+t([[When you exit stealth, you reveal yourself dramatically, intimidating foes around you. 
+		All foes within radius %d that witness you leaving stealth will be stricken with terror, which randomly inflicts stun, slow (40%% power), or confusion (50%% power) for %d turns.
+		The chance to terrorize improves with your combat accuracy.]], [[隠密を終える際に
+大胆に自分の姿を現し、周囲の敵を驚かします。
+半径 %d 以内の全ての敵は恐怖におののき、
+スタン、40%%減速、混乱(50%% パワー)の
+いずれかを %d ターンの間受けます。
+恐怖の付与の確率は命中に依存します。]], "tformat")
+t("Garrote", "絞首の輪", "talent name")
+t([[When attacking from stealth, you slip a garrote over the target’s neck (or other vulnerable part).  This strangles for %d turns and silences for %d turns.  Strangled targets are pinned and suffer an automatic unarmed attack for %d%% damage each turn. 
+		Your chance to apply the garrote increases with your Accuracy and you must stay adjacent to your target to maintain it.
+		This talent has a cooldown.]], [[隠密状態から攻撃する際に、
+絞首の輪を対象の首
+(もしくは他の弱点)にかけます。
+ %d ターン首を絞め、 %d ターン沈黙させます。
+首を絞められた敵は移動不能になり、
+毎ターン %d%% の格闘ダメージを
+タレント起動者から受けます。
+成功確率は命中に依存し、状態を維持する
+ためには対象に隣接し続けなければなりません。
+このタレントにはクールダウンが存在します。]], "tformat")
+t("Marked for Death", "死神の印", "talent name")
+t([[You mark a target for death for 4 turns, causing them to take %d%% increased damage from all sources. When this effect ends they will immediately take physical damage equal to %0.2f plus %d%% of all damage taken while marked.
+		If a target dies while marked, the cooldown of this ability is reset and the cost refunded.
+		This ability can be used without breaking stealth.
+		The base damage dealt will increase with your Dexterity.]], [[死神の印を刻み、
+6ターンの間受ける全てのダメージを
+ %d%% 上昇させます。
+ 効果が終わると、 %0.2f 物理ダメージと、
+効果中に受けたダメージの %d%% を受けます。
+死神の印のついている敵が倒れた場合、
+『死神の印』のクールダウンが解け、
+起動1回分のスタミナが回復します。
+このタレントは隠密を維持したまま
+使うことができます。
+基礎ダメージは機敏に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/battle-tactics.lua"
+
+t("Greater Weapon Focus", "追撃の構え", "talent name")
+t([[Concentrate on your blows; for %d turns, each strike you land on your target in melee range has a %d%% chance to trigger another, similar strike.
+		This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn.
+		The chance increases with your Dexterity.]], [[持続: %d ターン
+追撃: %d%%
+
+攻撃に集中します。近接攻撃をする度
+に同種の攻撃を行うようになります。
+このタレントはあらゆる種類の近接攻
+撃で発動します。他のツリーのタレン
+トや、盾攻撃も例外ではありません。
+ただし、ターン毎に同じ武器で追撃
+できるのは一度までです。
+発動確率は機敏に依存します。]], "tformat")
+t("Step Up", "一撃離脱", "talent name")
+t([[After killing a foe, you have a %d%% chance to gain a 1000%% movement speed bonus for 1 game turn.
+		The bonus disappears as soon as any action other than moving is done.
+		Note: since you will be moving very fast, game turns will pass very slowly.]], [[発動: %d%%
+
+敵を倒した際に一定確率で移動速度が
+1000%上昇します。
+効果は1ターン継続します。移動以外
+の行動をすると効果は即座に消滅しま
+す。非常に速い動きになるため、ゲー
+ムターンがゆっくり進むようになります。]], "tformat")
+t("Bleeding Edge", "出血の刃", "talent name")
+t([[Lashes at the target, doing %d%% weapon damage.
+		If the attack hits, the target will bleed for %d%% weapon damage over 7 turns, and all healing will be reduced by %d%%.]], [[ダメージ倍率: %d%%
+出血: %d%%
+回復量低下: %d%%
+
+武器を叩きつけてダメージを与えます。
+攻撃が命中すると切り傷を負わせ、
+通常攻撃の何%かに等しいダメージを
+7ターンかけて与えます。
+この間、対象のHP回復量は減少します。]], "tformat")
+t("True Grit", "真の闘気", "talent name")
+t([[Take a defensive stance to resist the onslaught of your foes.
+		While wounded, you gain all damage resistance equal to %d%% of your missing health.
+		(So if you have lost 70%% of your life, you gain %d%% all resistance.)
+		In addition, your all damage resistance cap increases %0.1f%% closer to 100%%.
+		This consumes stamina rapidly the longer it is sustained (%0.1f stamina/turn, increasing by 0.3/turn).
+		The resist is recalculated each time you take damage.]], [[防御態勢をとり、敵の猛
+攻を凌ぎます。ダメージを受けている
+とHP減少率の %d%% 分、全耐性が
+上昇します。(例えば残りHPが最大
+値の30%ならば %d%% 上昇)
+また、全耐性の上限が %0.1f%% 分
+100%に向かって漸近します。
+このタレント起動中はスタミナを急速
+に消費します(ターン当たり %d )
+耐性はターン開始時に逐次再計算され
+ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/bloodthirst.lua"
+
+t("Mortal Terror", "死すべき定め", "talent name")
+t("%s resists the terror!", "%sは恐怖に抵抗した!", "logSeen")
+t([[Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than %d%% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
+		Your critical strike chance also increase by %d%%.
+		The daze chance increase with your Physical Power.]], [[最大HPの %d%% を上回る
+ダメージを与えた際に朦朧とさせる。
+
+クリティカル率上昇: %d%%
+
+強烈な攻撃によって敵の
+心に恐怖を刻み込めるようになります。
+近接攻撃で敵に大ダメージを与えた時
+相手の心を打ち砕き、5ターンの間朦
+朧状態にします。また、このタレント
+の習得により、クリティカル率が上昇
+します。朦朧状態を付与する確率は物
+理パワーに依存します。]], "tformat")
+t("Bloodbath", "返り血狂い", "talent name")
+t([[Delight in spilling the blood of your foes.  After scoring a critical hit, your maximum hit points will be increased by %d%%, your life regeneration by %0.2f per turn, and your stamina regeneration by %0.2f per turn for %d turns.
+		The life and stamina regeneration will stack up to five times, for a maximum of %0.2f and %0.2f each turn, respectively.]], [[最大HP増加: %d%%
+HP自動回復: %0.2f
+スタミナ回復量: %0.2f
+持続時間: %d
+HP自動回復上限: %0.2f
+スタミナ回復量上限: %0.2f
+
+殺戮を楽しむようになります。
+クリティカルヒット時に最大HP、
+HP自動回復量とスタミナ自動回復量が
+増加します。後者2つは累積していき、
+最大5倍まで増加します。]], "tformat")
+t("Bloody Butcher", "血戮解体師", "talent name")
+t([[You delight in the inflicting of wounds, providing %d physical power.
+		In addition when you make a creature bleed its physical damage resistance is reduced by %d%% (but never below 0%%).
+		Physical power depends on your Strength stat.]], [[敵に傷を負わせていると
+高揚し、物理パワーが %d 上昇します。
+また、切り傷を与えた敵の物理耐性を
+ %d%% 低下させます。(これによ
+って0%未満にはなりません)
+物理パワー上昇量は腕力に依存します。]], "tformat")
+t("Unstoppable", "止まらない", "talent name")
+t([[You enter a battle frenzy for %d turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
+		At the end of the frenzy, you regain %d%% of your health per foe slain during the frenzy.
+		While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death.]], [[持続時間: %d
+この状態で倒した敵の数× %d%% 
+に等しいHPが効果終了時に回復。
+
+一定ターンの間狂乱状態
+になります。アイテムの使用が不可に
+なり、HPも回復しなくなりますがH
+Pが1未満にならなくなります。効果
+中は死を恐れなくなり「狂戦士化」
+のクリティカル増加が無効となります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/bow.lua"
+
+t("Bow Mastery", "弓術の熟練", "talent name")
+t([[Increases weapon damage by %d%% and physical power by 30 when using bows.
+		Also, increases your reload rate by %d.]], [[物理パワー増加: %d 
+ダメージ倍率上昇: %d%%
+装填率増加: %d
+
+弓による物理パワーとダメージ倍率が
+増加します。また、装填率も増加します。]], "tformat")
+t("Piercing Arrow", "貫きの矢", "talent name")
+t("You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing %d%% damage.", [[ダメージ倍率: %d%%
+
+射線上を貫通する矢を撃ちます。
+相手のアーマーをほぼ完全に
+無視します。(アーマー貫通+1000)]], "tformat")
+t("Dual Arrows", "二本射ち", "talent name")
+t([[You fire two arrows at your target, hitting it and a nearby foe if possible, doing %d%% damage
+		This talent does not use any stamina.]], [[ダメージ倍率: %d%%
+
+対象の隣に別の敵がいる場合、
+それぞれを狙って矢を二本同時
+に放ちます。このタレントはスタミナ
+を消費しません。]], "tformat")
+t("Volley of Arrows", "さみだれ矢", "talent name")
+t("You must wield a bow!", "弓が必要だ!", "logPlayer")
+t("You fire multiple arrows at an area of %d radius, doing %d%% damage with each arrow.", [[範囲: %d
+ダメージ倍率: %d%%
+
+範囲内に矢の雨を降らせます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/buckler-training.lua"
+
+t("Buckler Expertise", "小盾の防御技能", "talent name")
+t([[Allows shields to be equipped, using Cunning instead of strength as a requirement.
+			When you are attacked in melee, you have a %d%% chance to deflect the attack with your shield, completely evading it.
+			In addition, as long as you are wearing armour no heavier than leather, you gain %d Armour and %d%% Armour hardiness.
+			The chance to deflect increases with your Cunning.]], [[腕力の代わりに賢さを装
+備要求能力として参照し、盾を装備で
+きます。
+近接攻撃を受けた際に %d%% の確
+率で盾で受け流し、完全回避するよう
+になります。
+この確率は賢さに依存します。]], "tformat")
+t("Bash and Smash", "吹っ飛ばしてぶっ飛ばす", "talent name")
+t("You require a ranged weapon and a shield to use this talent.", "盾と射撃武器が必要だ。", "logPlayer")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t("Bash an enemy in melee range with your shield (twice for talent level 5 or more), doing %d%% damage and knocking them back %d squares. You may then follow with a deadly short-range sling attack, dealing %d%% damage. The shield bash will use Dexterity instead of Strength for the shield's bonus damage.", [[隣接する相手を盾で殴り
+付けます(タレントレベル5からは2
+回殴ります)ダメージ倍率 %d%% 
+の攻撃で、対象を %d マスノック
+バックします。
+ノックバック後、スリングで強烈な追
+撃を行い倍率 %d%% で射撃します。
+盾攻撃部分のダメージ計算には腕力の
+代わりに機敏を参照します。]], "tformat")
+t("Buckler Mastery", "小盾の熟練", "talent name")
+t("When you are hit by a projectile, physical or otherwise, you have a %d%% chance to deflect it up to %d squares away.%s", [[飛来物(物理、非物理を
+問わず)を受けた際に %d%% の確率
+で最大 %d マス離れた場所に受け流
+します。タレントレベル5からは
+「吹っ飛ばしてぶっ飛ばす」の盾攻撃が
+必ずクリティカルになります。
+%s]], "tformat")
+t("Counter Shot", "合わせ撃ち", "talent name")
+t("#ORCHID##Source# follows up with a countershot.#LAST#", "#ORCHID##Source#はスリングで撃ち返した!", "logCombat")
+t([[Any time you block an attack with Buckler Expertise or Buckler Mastery you instantly counterattack with your sling for %d%% damage  This can only occur up to %d time(s) per turn.
+			]], [[「小盾の防御技能」もし
+くは「小盾の熟練」の効果で攻撃を
+受け流した際、即座にスリングによる
+射撃で反撃します。この射撃のダメー
+ジ倍率は %d%% です。
+このタレントによる反撃は1ターン当
+たり %d 回まで発動します。
+]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/combat-techniques.lua"
+
+t("Rush", "突進", "talent name")
+t("You are too close to build up momentum!", "敵との距離が近すぎる!", "logPlayer")
+t("Precise Strikes", "精度の構え", "talent name")
+t([[You focus your strikes, reducing your attack speed by %d%% and increasing your Accuracy by %d and critical chance by %d%%.
+		The effects will increase with your Dexterity.]], [[攻撃速度低下: %d%%
+命中上昇: %d
+クリティカル率上昇: %d%%
+
+命中重視の構えを取ります。攻撃速度
+を低下させ、命中とクリティカル率を
+上昇させます。
+効果量は機敏に依存します。
+]], "tformat")
+t("Perfect Strike", "絶対命中", "talent name")
+t("You have learned to focus your blows to hit your target, granting +%d accuracy and allowing you to attack creatures you cannot see without penalty for the next %d turns.", [[増加量: %d
+持続時間: %d
+
+攻撃に集中し、命中を増加させます。
+効果中は視認できていない相手に対
+して命中率のペナルティを受けません。]], "tformat")
+t("Blinding Speed", "電光石火", "talent name")
+t("Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by %d%% for 5 turns.", [[速度上昇: %d%%
+
+厳しい訓練により、短時間、速度を増
+加させることができるようになりました。
+速度が5ターンの間増加します。]], "tformat")
+t("Quick Recovery", "疲れ知らず", "talent name")
+t("Your combat focus allows you to regenerate stamina faster (+%0.1f stamina/turn).", [[スタミナ回復量 +%0.1f
+
+鍛錬を積み、スタミナの自動回復量が
+増加します。]], "tformat")
+t("Fast Metabolism", "急速回復", "talent name")
+t("Your combat focus allows you to regenerate life faster (+%0.1f life/turn).", [[HP自動回復量 +%0.1f
+
+鍛錬を積み、HPの自動回復量が
+増加します。]], "tformat")
+t("Spell Shield", "魔法防壁", "talent name")
+t("Rigorous training allows you to be more resistant to some spell effects (+%d spell save).", [[魔法セーブ上昇: %d
+
+厳しい訓練を経て、一部の魔法への
+抵抗力が増加します。]], "tformat")
+t("Unending Frenzy", "飽くなき狂乱", "talent name")
+t("You revel in the death of your foes, regaining %0.1f stamina with each death you cause.", [[スタミナ:+ %0.1f / 撃破
+
+殺戮を満喫するようになります。
+敵を倒す度にスタミナが回復
+するようになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/combat-training.lua"
+
+t("Thick Skin", "厚皮", "talent name")
+t("Your skin becomes more resilient to damage. Increases resistance to all damage by %0.1f%%.", [[全耐性上昇: %0.1f%%
+
+皮膚の硬度が増し、より頑強になります。
+全耐性が上昇します。]], "tformat")
+t("Heavy Armour Training", "重装の熟練", "talent name")
+t([[You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by %d, Armour hardiness by %d%%, and reduces the chance melee or ranged attacks critically hit you by %d%% with your current body armour.
+		(This talent only provides bonuses for heavy mail or massive plate armour.)
+		At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
+		At level 2, it allows you to wear shields.
+		At level 3, it allows you to wear massive plate armour.
+		%s]], [[アーマー上昇: %d
+重装度上昇: %d%%
+被クリティカル率減少: %d%%
+
+鎧の扱いに熟達します。
+メイルアーマーやプレートアーマーを
+装備した際のアーマー・重装度が増加
+し、被クリティカル率が低下します。
+タレントレベル1からはメイルアーマ
+ー、小手、兜、ヘビーブーツを装備で
+きるようになります。レベル2からは
+盾が、レベル3からはプレートアーマ
+ーが装備可能になります。
+
+このタレントによる各能力値上昇はメ
+イルアーマーとプレートアーマーにし
+か適用されません。
+
+プレートアーマーを装備していると素
+手で格闘するタイプのタレントはほと
+んど使用できません。また、メイルア
+ーマーやプレートアーマーを着た状態
+では隠密できません。
+%s]], "tformat")
+t("Light Armour Training", "軽装の熟練", "talent name")
+t([[You learn to maintain your agility and manage your combat posture while wearing light armour.  When wearing armour no heavier than leather in your main body slot, you gain %d Defense, %d%% Armour hardiness, and %d%% reduced Fatigue.
+		In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by %d for 2 turns.
+		The Defense bonus scales with your Dexterity.]], [[.You learn to maintain your agility and manage your combat posture while wearing light armour.
+レザーよりも軽い鎧を装備していると、
+回避が %d 、重装度が %d%% 上昇し、
+疲労度が %d%% 減少します。
+In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by %d for 2 turns.
+回避ボーナスは機敏に依存します。]], "tformat")
+t("Combat Accuracy", "精度の熟練", "talent name")
+t("Increases the accuracy of unarmed, melee and ranged weapons by %d.", [[命中上昇: %d
+
+素手や近接武器、射撃武器の命中が
+上昇します。]], "tformat")
+t("Weapons Mastery", "武器の熟練", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using swords, axes or maces.", [[物理パワー上昇: %d
+ダメージ上昇: %d%%
+
+物理パワーが上昇します。
+また、刀剣、メイス、斧のダメージが
+上昇します。]], "tformat")
+t("Dagger Mastery", "短刀の熟練", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using daggers.", [[物理パワー: %d
+ダメージ上昇: %d%%
+
+短剣によるダメージと物理パワーが
+上昇します。]], "tformat")
+t("Exotic Weapons Mastery", "異邦武器の熟練", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using exotic weapons.", [[物理パワー上昇: %d
+ダメージ上昇: %d%%
+
+鞭やトライデントといった
+異邦の武器のダメージと物理パワーが
+上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/conditioning.lua"
+
+t("Vitality", "生命力強化", "talent name")
+t([[You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by %d%%.  
+			Whenever your life falls below 50%%, your life regeneration increases by %0.1f for %d turns (%d total). This effect can only happen once every %d turns.
+		The regeneration scales with your Constitution.]], [[毒・病気・切り傷の治り
+が速くなります。これらの持続時間が
+ %d%% 減少します。
+また、HPが50%未満になった際に
+ %0.1f (これが基本値です)に最
+大HPの %0.1f%% を加えた値が毎
+ターン回復するようになります
+(現在合計値 %0.1f ) 
+これは %d ターン継続します。
+ただし、一度発動すると %d ターン
+のクールダウンが発生します。
+回復量の基本値は耐久に依存します。]], "tformat")
+t("Unflinching Resolve", "不屈の誓い", "talent name")
+t("#ORCHID#%s has recovered!#LAST#", "#ORCHID#%sは復帰した!#LAST#", "logSeen")
+t("Daunting Presence", "威圧の姿", "talent name")
+t([[Enemies are intimidated by your very presence.
+		Enemies within radius %d have their Physical Power, Mindpower, and Spellpower reduced by %d.
+		The power of the intimidation effect improves with your Physical power]], [[範囲: %d
+パワー低下: %d
+%d 以下のHPで効果を失う
+
+攻撃を意に介さない姿を見せて敵を圧
+倒します。一撃で最大HPの5%以上
+のダメージを受けた際に一定範囲内の
+敵を威圧し、4ターンの間各種パワー
+を低下させます。ただしHPが一定以
+下になってしまうと効果を発揮できな
+くなります。パワー低下量は使用者の
+物理パワーに、威圧が通る確率は腕力
+に依存します。]], "tformat")
+t("Adrenaline Surge", "アドレナリンブースト", "talent name")
+t([[You release a surge of adrenaline that increases your Physical Power by %d for %d turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
+		You may continue to use stamina based talents while at zero stamina at the cost of life.
+		The Physical Power increase will scale with your Constitution.
+		Using this talent does not take a turn.]], [[物理パワー上昇: %d
+持続: %d ターン
+
+一定ターンの間アドレナリンを操作し
+て物理パワーを上昇させます。効果中
+は疲れ知らずとなるためスタミナが0
+になってもスタミナ系の常駐タレント
+が解除されません。また、スタミナが
+0の時にスタミナを消費するタレント
+を使用するとHPを消費して使用でき
+ます。
+このタレントの使用にはターンを消費
+しません。物理パワーの上昇量は耐久
+に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/dualweapon.lua"
+
+t("Dual Strike", "二段斬り", "talent name")
+t("You cannot use Dual Strike without dual wielding!", "二刀状態で使用可能です。", "logPlayer")
+t("%s resists the stunning strike!", "%sはスタンに抵抗した!", "logSeen")
+t([[Attack with your offhand weapon for %d%% damage. If the attack hits, the target is stunned for %d turns, and you hit it with your mainhand weapon doing %d%% damage.
+		The stun chance increases with your Accuracy.]], [[初撃ダメージ倍率: %d%%
+スタン: %d ターン
+追加ダメージ倍率: %d%%
+
+二刀の左手側で攻撃してダメージを与
+えます。この攻撃が命中すると対象を
+スタンさせ、主武器側で攻撃を行います。
+スタン確率は機敏に依存します。]], "tformat")
+t("Flurry", "疾風三段斬り", "talent name")
+t("You cannot use Flurry without dual wielding!", "二刀状態で使用可能です。", "logPlayer")
+t("Lashes out with a flurry of blows, hitting your target three times with each weapon for %d%% damage.", [[ダメージ倍率: %d%%
+
+三連攻撃を仕掛けます。]], "tformat")
+t("Heartseeker", "急所刺し", "talent name")
+t("Swiftly leap to your target and strike at their vital points with both weapons, dealing %d%% weapon damage. This attack deals %d%% increased critical strike damage.", [[対象に素早く詰め寄り
+急所を二刀で攻撃し、
+ %d%% 武器ダメージを与えます。
+この攻撃は %d%% クリティカル
+ダメージが上昇します。]], "tformat")
+t("Whirlwind", "旋風殺", "talent name")
+t("You require two weapons to use this talent.", "二刀状態で使用可能です。", "logPlayer")
+t("You quickly move up to %d tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way.  During your movement, you attack all foes within one grid of your path with both weapons for %d%% weapon damage, causing those struck to bleed for 50%% of the damage dealt over 5 turns.", [[距離 %d までの見えている
+対象の隣まで飛びついて、
+周辺を薙ぎ払います。
+移動中に隣接した敵を二刀で攻撃し、
+ %d%% 武器ダメージを与え、
+さらに与えたダメージの50%%分を
+5ターンかけて出血させます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/duelist.lua"
+
+t("Dual Weapon Mastery", "二刀流の熟練", "talent name")
+t([[Your offhand weapon damage penalty is reduced to %d%%.
+		Up to %0.1f times a turn, you have a %d%% chance to parry up to %d damage (based on your offhand weapon damage) from a melee or ranged attack.  The number of parries increases with your Cunning.  (A fractional parry has a reduced chance to succeed.)
+		A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes.  It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar.]], [[左手のダメージペナルティが
+ %d%% に減少します。
+1ターンに %0.1f 回まで %d%% の確率で
+近接か遠距離攻撃を %d ダメージ
+パリイするようになります。
+(左手側の武器ダメージに依存)
+パリイの回数は賢さに依存します。
+(小数点以下の回数は成功確率が減少します)
+パリイに成功するとダメージが
+アーマー値のように
+(つまり、攻撃倍率がかかる前に)減少し、
+クリティカルヒットを防ぎます。
+見えない敵からの攻撃をパリイするのは難しく、
+マインドスターでパリイは出来ません。]], "tformat")
+t("Tempo", "戦調子", "talent name")
+t([[The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
+		Up to once each per turn, while dual wielding, you may:
+		Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore %0.1f stamina and gain %d%% of a turn.
+		Recover -- On performing a critical strike with your offhand weapon, you instantly restore %0.1f stamina.]], [[戦闘潮流によって
+活性化し、優位を得ます。
+二刀流中は1ターンに一度まで
+以下のことが出来ます:
+回避反撃 -- 近接攻撃か射撃を回避かパリイすると、
+スタミナが %0.1f 回復し、 %d%% ターンを得ます。
+立て直し -- 左手武器がクリティカルヒットすると、
+スタミナが %0.1f 回復します。]], "tformat")
+t("Feint", "フェイント", "talent name")
+t("Terrain prevents #Source# from switching places with #Target#.", "#Source#は#Target#のいる地形に移動できなかった", "logCombat")
+t([[Make a cunning feint that tricks your target into swapping places with you.  While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
+		Switching places distracts your foes and allows you to improve your defenses:  For %d turns, Dual Weapon Mastery yields one extra parry each turn and you are %d%% less likely to miss your parry opportunities.
+		The chance to pin and to daze increases with your Accuracy]], [[狡猾なフェイントを入れて、
+対象と入れ替わります。
+移動の際に2ターンの間、
+移動不能と朦朧にする機会を得ます。
+位置交換によって敵を攪乱し、
+回避能力を向上させます:
+ %d ターンの間、『二刀流の熟練』の
+パリイ回数が1回増加し、
+ %d%% パリイに失敗しづらくなります。
+移動不能と朦朧付与の確率は命中に依存します。]], "tformat")
+t("Lunge", "刺突攻撃", "talent name")
+t("You require two weapons to use this talent.", "二刀状態で使用可能です。", "logPlayer")
+t("%s resists the blow!", "%sは攻撃に抵抗した!", "logSeen")
+t([[Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for %d%% damage that causes them to drop their weapon, disarming them for %d turns.
+		Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
+		The chance to disarm increases with your Accuracy.]], [[対象の守りの隙を突いて、
+左手武器で致命攻撃を放ち、
+ %d%% ダメージを与え、
+武器を叩き落とし、
+ %d ターン武装解除します。
+『戦調子』が発動すると『刺突攻撃』の
+クールダウンが1ターン短縮されます。
+武装解除の確率は命中に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/excellence.lua"
+
+t("Shoot Down", "撃ち落とし", "talent name")
+t("Bull Shot", "猛牛射撃", "talent name")
+t("You are too close to build up momentum!", "敵との距離が近すぎる!", "logPlayer")
+t("Intuitive Shots", "反応射撃", "talent name")
+t("%s %s the attack!", "%s%s攻撃!", "logSeen")
+t("%s resists the strangling shot!", "%sは喉首撃ちに抵抗した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/field-control.lua"
+
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/finishing-moves.lua"
+
+t("Uppercut", "アッパーカット", "talent name")
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t([[A finishing uppercut that deals %d%% damage, and attempts to stun your target for %d to %d turns, depending on the amount of combo points you've accumulated.
+		The stun chance will improve with your Physical Power.
+		Using this talent removes your combo points.]], [[ダメージ倍率: %d%%
+スタン: %d ~ %d ターン
+
+強烈なアッパーを撃ってしばらくの間
+スタンさせます。スタン時間はコンボ
+ポイントに依存します。
+スタン確率は物理パワーに依存し、実行
+するとコンボポイントは0になります。]], "tformat")
+t("Concussive Punch", "共振拳", "talent name")
+t([[A powerful concussive punch that deals %d%% weapon damage to your target. If the punch hits, all targets in a radius of %d will take %0.2f to %0.2f damage, depending on the amount of combo points you've accumulated.
+		The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
+		Using this talent removes your combo points.]], [[ダメージ倍率: %d%%
+範囲: %d
+振動ダメージ: %0.2f ~ %0.2f
+
+振動を乗せたパンチを撃ちます。対象
+の周囲に存在する相手に物理属性ダメ
+ージを与えます。(こちらのダメージ
+はコンボポイントに依存します)
+振動のダメージは腕力にも依存し、そ
+の範囲はコンボポイント1ポイント毎
+に1マス増加します。このタレントを
+使用するとコンボポイントは0になり
+ます。]], "tformat")
+t("Butterfly Kick", "バタフライキック", "talent name")
+t([[You spin into a flying leap and deliver a powerful kick dealing %d%% weapon damage to all enemies in a radius of 1 as you land. The range will increase by 1 per combo point and total damage will increase by 10%% per combo point.
+		Using this talent removes your combo points and you must have at least 1 combo point to use it.]], [[宙返りして強烈な蹴りを
+見舞います。倍率 %d%% ダメージ
+を着地点の周囲1マス以内の敵全員に
+与えます。コンボポイント1点毎に射
+程が1増加し、ダメージが10%上昇
+します。このタレントを使用するとコ
+ンボポイントは0になります。コンボ
+ポイントが1以上なければ実行できま
+せん。]], "tformat")
+t("Haymaker", "必殺の一撃", "talent name")
+t("%s feels the pain of the death blow!", "%sに死の一撃!", "logSeen")
+t("%s resists the death blow!", "%sは致命打に抵抗した!", "logSeen")
+t([[A vicious finishing strike that deals %d%% damage increased by 20%% per combo point you have up to a max of %d%%. If the target ends up with low enough life (<20%%), it might be instantly killed.
+		Killing a target with Haymaker will instantly restore %d%% to %d%% of your maximum stamina, depending on the amount of combo points you've accumulated.
+		Using this talent removes your combo points.]], [[スタミナ回復量
+ %d%% から %d%%
+
+ダメージ倍率 %d%% の止
+めの一撃を放ちます。コンボポイント
+1点毎にダメージが20%増加します。
+これは最大で %d%% です。
+対象のHPが20%未満の場合、即死
+させることがあります。
+このタレントで敵を倒すと、スタミナ
+が回復します。回復量は使用時のコン
+ボポイントに依存します。このタレン
+トを使用するとコンボポイントは0に
+なります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/grappling.lua"
+
+t("Grappling Stance", "組みつきの構え", "talent name")
+t([[Increases your Physical Save by %d and your Physical Power by %d.
+		The bonuses will scale with your Strength.]], [[物理セーブが %d 上昇し
+物理パワーが %d 増加します。
+増加量は腕力に依存します。]], "tformat")
+t("Clinch", "組みつき", "talent name")
+t([[Make a melee attack for %d%% damage and then attempt to grapple a target up to one size category larger than yourself for %d turns. A grappled opponent will be unable to move, take %d damage each turn, and %d%% of the damage you receive from any source will be redirected to them as physical damage.
+		Any movement from the target or you will break the grapple. Maintaining a grapple drains %d stamina per turn.
+		You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple.]], [[倍率 %d%% の近接攻撃を
+行い、対象と組み合います。掴めるの
+は自分よりもサイズが1段階上の相手
+までです。組み合い状態は %d ター
+ン持続します。相手は移動できず、タ
+ーン毎に %d ダメージを受けます。
+また、タレント使用者が受けるあらゆ
+るダメージの %d%% が相手に転嫁さ
+れます。
+タレント使用者か相手が何らかの理由
+で動いてしまった場合、組み合い状態
+は破れます。組み合っている間はスタ
+ミナを %d ずつ消費します。
+一度に掴んでいられる相手は1体まで
+です。掴み中に他の敵へ徒手格闘系タ
+レントを指定して使用しても組み合い
+状態は解除されます。]], "tformat")
+t("Crushing Hold", "がんじがらめ", "talent name")
+t([[Enhances your grapples with additional effects. All additional effects will apply to every grapple with no additional save or resist check.
+		#RED#Talent Level 1:  Reduces physical power by %d
+		Talent Level 3:  Silences
+		Talent Level 5:  Reduces global action speed by %d%%]], [[組み合い状態時に追加効
+果を得ます。以下の追加効果はセーブ
+での抵抗や耐性での無効化を無視しま
+す。
+#RED#・レベル1
+ 武器攻撃ダメージ低下 %d
+
+・レベル3
+ 沈黙
+
+・レベル5
+ 速度低下 %d%%]], "tformat")
+t("Take Down", "叩き潰す", "talent name")
+t([[Rushes forward and attempts to take the target to the ground, making a melee attack for %d%% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for %d physical damage and breaking your grapple.
+		The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power.]], [[突進して対象をテイクダ
+ウンし、倍率 %d%% ダメージを与え
+て組み合います。既に組み合っている
+相手に使用すると対象を地面に叩きつ
+けて半径5マスに衝撃波を巻き起こし
+物理属性の %d ダメージを与えます。
+後者を実行すると組み合い状態は解除
+されます。
+組み合い状態の持続時間と効果は習得
+済みの組技系タレントに依存します。
+ダメージは物理パワーに依存します。]], "tformat")
+t("Hurricane Throw", "竜巻投げ", "talent name")
+t([[In a mighty show of strength you whirl your grappled victim around and throw them into the air causing %d%% damage to them and enemies in radius %d on landing.  
+			If at least 1 other enemy is hit the thrown enemy will be shaken by the impact losing a full turn.
+			You can only throw enemies that could move normally.]], [[腕力に物を言わせて掴み
+中の相手を振り回し、投げ飛ばします。
+対象と衝突地点付近にいる敵全員に倍
+率 %d%% ダメージを与えます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/magical-combat.lua"
+
+t("Arcane Combat", "魔法剣", "talent name")
+t([[Allows you to use melee weapons to focus your spells, granting a %d%% chance per melee attack to cast an offensive spell as a free action on the target.
+		Delivering the spell this way will not trigger a spell cooldown.
+		You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
+		While dual wielding or using a shield the chance is halved.
+		The chance increases with your Cunning.
+
+		Allowed spells: %s %s]], [[魔法発動確率: %d%%
+選択中の魔法: %s %s
+
+魔法剣を使用します。一定確率で攻撃
+命中時に対象へ攻撃魔法がターンを消
+費せずに発動します。これによって発
+動した魔法にクールダウンは発生しま
+せんが対応する魔法がクールダウン中
+だと発動しません。発動確率は賢さに
+依存します。盾を使用している場合は
+発動確率が元の75%になります。
+二刀流している場合は発動確率が
+半減します。
+ 発動可能な魔法から1種選択するこ
+ともできますが、ランダムに発動させ
+ることも可能です。]], "tformat")
+t("Arcane Cunning", "魔法の技巧", "talent name")
+t("The user gains a bonus to Spellpower equal to %d%% of your Cunning (Current bonus: %d).", [[魔法パワー加算:賢さの %d%% 
+
+賢さの何割かに等しい値
+が魔法パワーに加算されます。]], "tformat")
+t("Arcane Feed", "神秘の支援", "talent name")
+t("Regenerates %0.2f mana per turn, and increases physical and spell critical chance by %d%% while active.", [[マナ回復量: %0.2f
+クリティカル率増加: %d%%
+
+毎ターンマナが自動回復します。
+また、起動中は物理、魔法攻撃の
+クリティカル率が増加します。]], "tformat")
+t("Arcane Destruction", "破壊の魔法", "talent name")
+t([[Raw magical damage channels through the caster's weapon, increasing raw Physical Power by %d%% of your Magic (current bonus: %d).
+		Each time you crit with a melee blow, you will unleash a radius %d ball of arcane damage, doing %0.2f.
+		The bonus scales with your Spellpower and talent level.
+		If you are using a shield this will only occur 50%% of the time.
+		If you are dual wielding this will only occur 50%% of the time.
+		At level 5 the ball becomes radius 2.
+		]], [[物理パワー上昇:魔力の %0.2f 倍
+ (現在: %d)
+ボールの範囲: %d 
+ボールのダメージ: %0.2f
+
+破壊の魔力を武器に流し込み、物理パ
+ワーを上昇させます。また、近接攻撃
+でクリティカルが発生した場合、火炎、
+電撃、魔力のいずれかの属性ボールが
+発生します。
+物理パワーの上昇量は魔法パワーに依
+存します。盾を使用している場合は発
+動確率が75%になります。二刀流し
+ている場合は発動確率が50%になり
+ます。
+ タレントレベル5からはボールの範
+囲が半径2マスになります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/marksmanship.lua"
+
+t("Master Marksman", "熟練の射手", "talent name")
+t([[Increases weapon damage by %d%% and physical power by 30 when using bows or slings, as well as your reload rate by %d.
+		In addition, your Shoot has a %d%% chance to mark targets on hit.
+The mark lasts for 5 turns, grants you visibility of the target (even through walls and other concealment), and causes them to become vulnerable to Headshot, Volley and Called Shots.]], [[弓かスリングを使う際に
+物理パワーが %d 、武器ダメージが
+ %d%% 、リロード数が %d 上昇します。
+さらに、射撃が %d%% で刻印を
+与えるようになります。
+刻印は5ターン続き、対象が完全に
+見えるようになり、(壁やその他の隠密を無視)
+『ヘッドショット』、『さみだれ射撃』、
+『狙い撃ち』に対し無防備になります。]], "tformat")
+t("First Blood", "開戦の一撃", "talent name")
+t([[You take advantage of unwary foes (those at or above 90%% life). Against these targets, Shoot, Steady Shot and Headshot bleed targets for %d%% additional damage over 5 turns and have a 50%% increased chance to mark (if capable of marking).
+In addition, your Steady Shot, Shoot and Headshot now restore %0.1f stamina on hit.]], [[(HP90%%以上の)
+敵の油断を突きます。
+対象に対しては『射撃』、『精密射撃』、
+『ヘッドショット』が
+ %d%% 追加出血ダメージを
+5ターンかけて与え、
+刻印を与える確率が 50%% 
+上昇します。(付与できる場合)
+さらに、『精密射撃』、『射撃』、
+『ヘッドショット』が命中すると
+スタミナが %0.1f 回復します。]], "tformat")
+t("Flare", "炎の矢", "talent name")
+t([[Fire a shot at the target tile that blinds enemies for %d turns, marks them for 2 turns and illuminates the area within radius %d for %d turns. Enemies within the illuminated area lose %d defence and stealth power and cannot benefit from concealment.
+		The status chance increases with your Accuracy, and the defense reduction with your Dexterity.]], [[火矢を放ち、対象を
+ %d ターン盲目にし、
+2ターンの刻印を与え、半径2を
+ %d ターン照らし出します。
+照らし出された敵は回避と隠密が
+ %d 低下し、隠密効果の恩恵を
+得られなくなります。
+状態異常の付与率は命中に、
+回避減少量は機敏に依存します。]], "tformat")
+t("Trueshot", "確かなる射撃", "talent name")
+t("Enter a state of heightened focus for %d turns. While in this state your ranged attack speed is increased by %d%%, your shots do not consume ammo, and all shots capable of marking have their chance to mark increased by %d%%.", [[ %d ターンの間、
+深く集中します。
+射撃速度が %d%% 上昇し、
+射撃に矢弾を消費しなくなり、
+刻印を与える確率が2倍になります。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/mobility.lua"
+
+t("Disengage", "離脱", "talent name")
+t([[Jump back up to %d grids from your target, springing over any creatures in your way. 
+		You must disengage in a nearly straight line directly away from your target (which you must be able to see).
+		After moving, you gain %d%% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
+		The extra speed and maximum distance you can move are reduced by your Fatigue level.]], [[対象から距離 %d 飛び退きます。
+間にいる生物を飛び越して移動します。
+見えている対象から直線的に飛ばないといけません。
+移動後は3ターンの間移動速度が
+ %d%% 上昇し(移動以外の行動を取ると解除されます)、
+矢弾を装填します。(もしあれば)
+移動加速と最大距離は疲労度が
+高くなると減少します。]], "tformat")
+t("Evasion", "見切り", "talent name")
+t([[Your quick wit and reflexes allow you to anticipate attacks against you, granting you a %d%% chance to evade melee and ranged attacks and %d increased defense for %d turns.
+		The chance to evade and defense bonus increase with your Dexterity.]], [[優れた反射神経によって敵の攻撃を察知します。
+ %d%% の確率で敵の攻撃を完全に躱します。
+また、効果中は回避が %d 上昇します。
+持続時間は %d ターンです。
+持続時間は意志に、身躱し確率と回避上昇量は
+賢さおよび機敏に依存します。]], "tformat")
+t("Tumble", "軽業", "talent name")
+t("You must have an empty space to roll to.", "その場所には行けない。", "logPlayer")
+t([[In an extreme feat of agility, you move to a spot you can see within range, bounding around, over, or through any enemies in the way.
+		This talent cannot be used while wearing heavy armor, and leaves you exhausted.  The exhaustion increases the cost of your activated Mobility talents by %d%% (stacking), but fades over %d turns.]], [[身のこなしの境地に達し、
+射程内の見えている場所に
+敵を無視して転々と移動します。
+このタレントは重鎧を着ていると
+使えない上に、疲労してしまいます。
+疲労は『移動術』のコストを %d%% 
+(重複する)上昇させますが、
+ %d ターンで解消されます。]], "tformat")
+t("Trained Reactions", "防御反応", "talent name")
+t([[You have trained to be very light on your feet and have conditioned your reflexes to react faster than thought to damage you take.
+		While this talent is active, you instantly react to any direct damage (not from status effects, etc.) that would hit you for at least %d%% of your maximum life.
+		This requires %0.1f stamina and reduces the damage by %d%%.
+		Your reactions are too slow for this if you are wearing heavy armour.
+		The damage reduction improves with your Defense.]], [[軽足に熟練し、
+研ぎ澄まされた能力で
+受けるダメージに対し、
+思考より早く反応します。
+このタレントを起動していると、
+最大HPの %d%% を越えるダメージ
+(ステータス異常などからでないもの)
+に対し瞬時に反応し、スタミナを
+ %0.1f 消費してダメージを
+ %d%% 軽減します。
+重鎧を着ていると動きが遅くなって
+しまい反応できなくなります。
+ダメージ減少量は回避に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/munitions.lua"
+
+t("Exotic Munitions", "特殊矢弾", "talent name")
+t([[You have learned to create and equip specialist ammunition:
+Incendiary - Shots deal an additional %d%% weapon damage as fire in a radius %d ball. This cannot occur more than once per turn.
+Venomous - Shots deal %0.2f nature damage and inflict numbing poison, dealing a further %0.2f nature damage over 5 turns and reducing all damage dealt by %d%%.
+Piercing - Shots reduce armor and saves by %d for 3 turns, and your physical penetration is increased by %d%%.
+You can only have 1 type of ammunition loaded at a time.
+The poison damage dealt, armor penetration and save reduction will increase with your Physical Power.]], [[特殊な矢弾を作り装填します:
+焼棄 - 半径 %d に %d%% 追加火炎武器
+ダメージを与えます。
+この効果は1ターンに一度しか発動しません。
+毒殺 -  %0.2f 自然ダメージを与え、
+麻痺毒を付与し、さらに %0.2f 
+自然ダメージを5ターンかけて与え、
+対象の与ダメージを %d%% 減少させます。
+貫き - 3ターンの間アーマーと
+セーブを %d 減少させ、
+物理耐性貫通が %d%% 上昇します。
+特殊矢弾は1種類しか装填できません。
+毒ダメージとアーマー貫通とセーブ減少量は
+物理パワーに依存します。]], "tformat")
+t("Incendiary Ammunition", "焼棄の矢弾", "talent name")
+t([[Load incendiary ammunition, causing attacks to deal an additional %d%% weapon damage as fire in a radius %d ball around your target. 
+		This cannot trigger more than once per turn.
+		The damage will scale with your Physical Power.]], [[焼棄の矢弾を装填して、
+攻撃に %d%% 武器ダメージを追加し、
+対象から半径 %d を燃やします。
+この効果は1ターンに一度しか発動しません。
+ダメージは物理パワーに依存します。]], "tformat")
+t("Venomous Ammunition", "毒殺の矢弾", "talent name")
+t([[Load venomous ammunition, causing ranged attacks to deal %0.2f nature damage and inflict numbing poison, dealing %0.2f nature damage over 5 turns and reducing all damage dealt by %d%%. 
+		The damage will scale with your Physical Power.]], [[毒殺の矢弾を装填して、
+射撃に %0.2f 追加自然ダメージを与え、
+麻痺毒を付与し、5ターンかけて
+ %0.2f 自然ダメージを与え、
+全ダメージを %d%% 減少させます。
+ダメージは物理パワーに依存します。]], "tformat")
+t("Piercing Ammunition", "貫きの矢弾", "talent name")
+t([[Load piercing ammunition, causing attacks to reduce the target's armor and saves by %d for 3 turns, and increasing your physical penetration by %d%%.
+		The armor and save reduction will scale with your Physical Power.]], [[貫きの矢弾を装填して、
+アーマーとセーブを3ターンの間 %d 下げ、
+物理耐性貫通を %d%% 上昇させます。
+アーマーとセーブ減少量は
+物理パワーに依存します。]], "tformat")
+t("Explosive Shot", "爆発の矢弾", "talent name")
+t([[Fires a special shot based on your currently loaded ammo:
+Incendiary - Fire a shot that deals %d%% weapon damage as fire and covers targets in radius %d in sticky pitch for %d turns, reducing global speed by %d%% and increasing fire damage taken by %d%%.
+Venomous - Fire a shot that deals %d%% weapon damage as nature and explodes into a radius %d cloud of crippling poison for %d turns, dealing %0.2f nature damage each turn and giving affected targets a %d%% chance to fail talent usage.
+Piercing - Fire a shot that explodes into a radius %d burst of shredding shrapnel, dealing %d%% weapon damage as physical and removing %d beneficial physical effects or sustains.
+The poison damage dealt increases with your Physical Power, and status chance increases with your Accuracy.]], [[矢弾に対応した
+特殊射撃を放ちます:
+焼棄 -  %d%% 火炎武器ダメージを与え、
+半径 %d を %d ターン火炎で包み込み、
+ %d%% 減速させ、火炎ダメージ耐性を
+ %d%% 減少させます。
+毒殺 -  %d%% 自然武器ダメージを与え、
+半径 %d を %d ターン爆発する
+行動阻害の毒の霧で包み、
+ターン毎に %0.2f 自然ダメージを与え、 
+%d%% でタレントの発動を失敗させます。
+貫き - 半径 %d に鋭い金属片の
+爆発を発生させ、 %d%% 物理武器
+ダメージを与え、 %d 種の
+良性状態異常と常駐タレントを解除します。
+毒ダメージは物理パワーに、
+状態異常発生率は命中に依存します。]], "tformat")
+t("Enhanced Munitions", "強化矢弾", "talent name")
+t([[You create enhanced versions of your ammunition, granting them additional effects.
+Incendiary - The explosion radius is increased by 1, and the ground beneath is ignited dealing an additional %0.2f fire damage each turn for 3 turns.
+Venomous - Inflicts leeching poison, dealing %0.2f nature damage over 3 turns and causing you to heal for 100%% of all damage the poison deals to the target.
+Piercing - Punctures the target’s armor, increasing all damage they take by %d%% for 3 turns.
+You only have a limited amount of this ammo, causing this talent to have a cooldown.
+The damage dealt will increase with your Physical Power, and status chance increases with your Accuracy.]], [[特殊矢弾を強化し、追加効果を得ます。
+焼棄 - 爆発の半径が1上昇し、地面が沸き立ち、
+ %0.2f 追加火炎ダメージを
+3ターンの間与えます。
+毒殺 - 吸血毒を付与し、3ターンかけて
+ %0.2f 自然ダメージを与え、射手の与えた
+ダメージの100%%を吸収するようになります。
+貫き - 対象の鎧を貫いて、3ターンの間
+全ダメージを %d%% 増加させます。
+この特殊弾は限られた数しか
+持ち運べないため、このタレントには
+クールダウンが存在します。
+ダメージは物理パワーに、
+状態異常発生率は命中に依存します。]], "tformat")
+t("Alloyed Munitions", "合成矢弾", "talent name")
+t([[You mix together your munitions, leading to powerful new effects:
+Incendiary - Targets struck by the explosion have their armor and saves reduced by %d for 3 turns, and your physical and fire penetration is increased by %d%%.
+Venomous - Shots deal an additional %d%% weapon damage as nature in a radius %d ball, which applies numbing poison as per Exotic Munitions. This cannot occur more than once per turn.
+Piercing - Shots deal %0.2f physical damage and maim the target, bleeding them for a further %0.2f physical damage over 5 turns and reducing all damage dealt by %d%%.
+The physical damage dealt, armor penetration and save reduction will increase with your Physical Power.]], [[矢弾を合成して強力な
+新しい効果を作り出します。
+焼棄 - 火炎を受けた敵は3ターンの間
+アーマーとセーブが %d 低下し、
+射手の物理と火炎耐性貫通が
+ %d%% 上昇します。
+毒殺 - 半径 %d に %d%% 追加自然
+ダメージを与え、『特殊矢弾』の
+ものと等しい麻痺毒を付与します。
+この効果は1ターンに一度しか発動しません。
+貫き - 貫きの %0.2f 物理ダメージを
+与え、 %0.2f 出血物理ダメージを
+5ターンかけて与え、対象の
+与ダメージを %d%% 減少させます。
+物理ダメージとアーマー貫通と
+セーブ減少量は物理パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/pugilism.lua"
+
+t("Striking Stance", "連撃の構え", "talent name")
+t([[Increases your Accuracy by %d, the damage multiplier of your striking talents (Pugilism and Finishing Moves) by %d%%, and reduces all damage taken by %d.
+		The offensive bonuses scale with your Dexterity and the damage reduction with your Strength.]], [[命中が %d 立ち技系のタ
+レント(拳闘と必殺技です)の与ダメ
+ージ倍率が %d%% 上昇します。
+また、被ダメージが %d 低下します。
+命中とダメージ上昇は機敏に、被ダメ
+ージ低下は腕力に依存します。]], "tformat")
+t("Double Strike", "二連打", "talent name")
+t([[Deliver two quick punches that deal %d%% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
+		If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points.]], [[ダメージ倍率: %d%%
+
+二連打を放ちます。その後、
+「連撃の構え」に移行します。通常攻撃
+時、「連撃の構え」中で、かつこのタレ
+ントがクールダウンしていなければ、
+自動的に使用されます。一発以上命中し
+た場合、コンボポイントを1点獲得しま
+す。タレントレベル4からは両方命中し
+た場合に2点獲得します。]], "tformat")
+t("Spinning Backhand", "旋回式裏拳", "talent name")
+t([[Attack your foes in a frontal arc with a spinning backhand, doing %d%% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to %d%% bonus damage, which increases the farther you move.
+		This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater).]], [[ダメージ倍率: %d%%
+助走によるダメージ加算最大値: %d%%
+
+回転しながら前方三マスに裏拳を撃ち
+ます。対象に隣接していない場合は相
+手までダッシュして撃ちます。
+この際、進んだ距離に応じてダメージ
+が加算されます。実行時には組技が解
+除され、コンボポイントを1点獲得し
+ます。タレントレベル4からは攻撃が
+命中した相手の数に等しい値を獲得し
+ます。]], "tformat")
+t("Axe Kick", "かかと落とし", "talent name")
+t([[Deliver a devastating axe kick dealing %d%% damage. If the blow connects your target is brain damaged, causing all talents to fail for %d turns and earning 2 combo points.
+		This effect cannot be saved against, though it can be dodged and checks confusion immunity.]], [[強烈な踵落しで倍率 %d%% 
+ダメージを与えます。命中すると対象
+は脳震盪を起こし %d ターンの間タ
+レントを失敗するようになります。
+術者は命中時にコンボポイントを2点
+獲得します。
+この効果は各種セーブで抵抗できませ
+んが、攻撃そのものを回避されること
+はあり、混乱耐性を参照します。]], "tformat")
+t("Flurry of Fists", "疾風拳", "talent name")
+t([[Lashes out at the target with three quick punches that each deal %d%% damage.
+		Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.]], [[ダメージ倍率: %d%%
+
+三連打を放ちます。コンボポイントを
+1点獲得します。タレントレベル4か
+らは命中した数に等しい値だけ獲得し
+ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/reflexes.lua"
+
+t("Shoot Down", "撃ち落とし", "talent name")
+t([[Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
+		You can shoot down up to %d projectiles.
+		In addition, your heightened senses also reduce the speed of incoming projectiles by %d%%, and prevents your own projectiles from striking you.]], [[稲妻の速度で反応し、
+飛来物を発見すると、
+ターンを消費せずに
+撃ち落とすようになります。
+ %d つの飛来物までを撃ち落とせます。
+さらに、研ぎ澄まされた感覚が
+飛来物の速度を %d%% 低下させ、
+自分の射撃が自分に
+当たることがなくなります。]], "tformat")
+t("Intuitive Shots", "反応射撃", "talent name")
+t([[Activating this talent enhances your reflexes to incredible levels.  Each time you are attacked in melee, you have a %d%% chance to fire off a defensive shot off in time to intercept the attack, evading it and dealing %d%% archery damage.
+		This cannot damage the same target more than once per turn.]], [[このタレントを起動すると
+信じ難いほど反射が速くなります。
+近接攻撃を受けると %d%% で
+防御射撃を放ち、攻撃を妨害して回避し、
+ %d%% 射撃ダメージを与えます。
+1ターンに同じ対象に2度以上
+発動することはありません。]], "tformat")
+t("Sentinel", "歩哨射撃", "talent name")
+t([[You take close notice of the target for the next 5 turns. If they attempt to use a non-instant talent you react with incredible speed, firing a shot dealing 25%% damage that causes the talent to fail and go on cooldown.
+This shot is instant, cannot miss, and puts %d other talents on cooldown for %d turns.]], [[続く5ターンの間対象を
+注意深く観察します。
+対象が即時起動でない行動を取ると、
+信じ難い速度で反応し、
+ 25%% ダメージの射撃を放ち、
+タレントの起動を失敗させ、クールダウンさせます。
+この射撃は即時起動で、必中で、
+他のタレントを %d 種を
+ %d ターンクールダウンさせます。]], "tformat")
+t("Escape", "逃走", "talent name")
+t([[You put all your focus into escaping combat for 4 turns. While under this effect you gain %d%% increased resistance to all damage, %0.1f increased stamina regeneration, immunity to stun, pin, daze and slowing effects and %d%% increased movement speed. 
+Any action other than movement will cancel this effect.]], [[4ターンの間全力で逃走します。
+効果中は全耐性が %d%% 、
+スタミナ回復が %0.1f 上昇し、
+スタン、移動不能、朦朧、減速を
+完全に無効化し、
+移動速度が %d%% 上昇します。
+移動以外の行動を取ると
+効果が消えてしまいます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/skirmisher-slings.lua"
+
+t("Sling Supremacy", "投石の技能", "talent name")
+t([[Increases weapon damage by %d%% and physical power by 30 when using slings.
+		Also, increases your reload rate by %d.]], [[スリング使用時に物理パ
+ワーが %d ダメージ倍率が %d%% 
+増加します。
+また、装填率が %d 上昇します。]], "tformat")
+t("Swift Shot", "高速撃ち", "talent name")
+t([[Fire off a quick sling bullet for %d%% damage at double your normal attack speed, as well as increasing your attack speed by %d%% for 5 turns.
+		Each time you move, the cooldown of this talent is reduced by 1.]], [[ダメージ倍率 %d%% で
+スリングによる速射を行います。こ
+の射撃は通常の2倍の攻撃速度とな
+ります。移動するとこのタレントの
+クールダウンが1減少します。]], "tformat")
+t("Hurricane Shot", "旋風撃ち", "talent name")
+t("Take aim and unload up to %d shots for %d%% weapon damage each against random enemies inside a cone. Each enemy can only be hit once (twice for talent level 3 and higher). Using Swift Shot lowers the cooldown by 1.", [[狙いを定めてスリング弾
+を %d 回撃ちます。ダメージ倍率
+は %d%% です。扇状範囲の敵にラ
+ンダムにヒットします。ただし1体当
+たり、1発しか命中しません。(タレ
+ントレベル3からは2発まで命中しま
+す)
+「高速撃ち」を使用するとこのタレント
+のクールダウンが1減少します。]], "tformat")
+t("Bombardment", "爆撃", "talent name")
+t("Your Shoot talent now costs %d stamina but fires %d times for %d%% damage per shot.", [[起動中はスリングによる
+通常射撃が %d 連射になります。
+それぞれのダメージ倍率は %d%% 
+です。射撃1回あたりスタミナを
+ %d 消費します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/sling.lua"
+
+t("Sling Mastery", "投石の熟練", "talent name")
+t([[Increases weapon damage by %d%% and physical power by 30 when using slings.
+		Also, increases your reload rate by %d.]], [[スリング使用時に物理パ
+ワーが %d ダメージ倍率が %d%% 
+増加します。
+また、装填率が %d 上昇します。]], "tformat")
+t("Eye Shot", "盲目射ち", "talent name")
+t("%s resists!", "%s は抵抗した!", "logSeen")
+t([[You fire a shot into your target's eyes, blinding it for %d turns and doing %d%% damage.
+		The blind chance increases with your Accuracy.]], [[対象の目を狙い、盲目に
+します。盲目にする確率は命中に依存
+します。
+
+盲目時間 %d
+ダメージ倍率 %d%%]], "tformat")
+t("Inertial Shot", "瞬速の射撃", "talent name")
+t("%s is knocked back!", "%s はノックバックした!", "logSeen")
+t("%s stands firm!", "%sは踏みとどまった!", "logSeen")
+t([[You fire a mighty shot at your target, doing %d%% damage and knocking it back.
+		The knockback chance increases with your Accuracy.]], [[強烈な射撃を行い、ダメ
+ージを与えます。さらに対象をノック
+バックします。成功確率は命中に依存
+します。
+
+ダメージ倍率 %d%%]], "tformat")
+t("Multishot", "多弾射ち", "talent name")
+t("You must wield a sling!", "スリングがないと使えない!", "logPlayer")
+t("You fire an average of %0.1f shots at your target, doing %d%% damage with each shot.", [[複数回射撃します。
+
+射撃回数 %d
+ダメージ倍率 %d%%]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/sniper.lua"
+
+t("Concealment", "潜伏", "talent name")
+t([[Enter a concealed sniping stance, increasing your weapon's attack range and vision range by %d, giving all incoming damage a %d%% chance to miss you, and causing your Headshot, Volley and Called Shots to behave as if the target was marked.
+Any non-instant, non-movement action will break concealment, but the increased range and vision and damage avoidance will persist for 3 turns, with the damage avoidance decreasing in power by 33%% each turn.
+This requires a bow to use, and cannot be used if there are foes in sight within range %d.]], [[潜伏狙撃体勢を取り、
+武器の射程と視界が %d 上昇し、
+全攻撃を %d%% で回避するようになり、
+『ヘッドショット』、『さみだれ射撃』、
+『狙い撃ち』は刻印のない敵にも
+追加効果を発動します。
+即時発動でなく、移動でもない全ての行動は
+『潜伏』を解除してしまいますが、
+上昇したダメージ回避効果
+(ターン毎に33%%ずつ減衰)と
+射程と視界は3ターン持続します。
+発動には視界 %d 以内に敵が
+いない状態で弓を必要とします。]], "tformat")
+t("Shadow Shot", "影の射撃", "talent name")
+t([[Fire an arrow tipped with a smoke bomb inflicting %d%% damage and creating a radius %d cloud of thick, disorientating smoke. Those caught within will have their vision range reduced by %d for 5 turns.
+The distraction caused by this effect reduces the cooldown of your Concealment by %d turns. If the cooldown is reduced to 0, you instantly activate Concealment regardless of whether foes are too close.
+The chance for the smoke bomb to affect your targets increases with your Accuracy. This requires a bow to use.]], [[煙玉を括り付けた矢を放ち、
+ %d%% ダメージを与え、半径 %d を
+行動阻害の濃い煙で覆います。
+煙を吸うと5ターンの間混乱し
+(パワー 50%%)、
+視界が %d 狭まります。
+効果が発動すると『潜伏』の
+クールダウンが %d ターン短縮されます。
+クールダウンが解消されると、
+敵が近くにいる場合も
+『潜伏』を即時起動します。
+煙玉の状態異常発生率は
+命中に依存します。]], "tformat")
+t("Aim", "百発百中の構え", "talent name")
+t([[Enter a calm, focused stance, increasing physical power and accuracy by %d, projectile speed by %d%% and the chance to mark targets by an additional %d%%.
+This makes your shots more effective at range, increasing all damage dealt by %0.1f%% per tile travelled beyond 3, to a maximum of %0.1f%% damage at range 8.
+The physical power and accuracy increase with your Dexterity. This requires a bow to use.]], [[冷静な集中体勢を取り、
+物理パワーと命中を %d 、
+矢弾の飛来速度が %d%% 、
+刻印を与える確率が
+ %d%% 上昇します。
+遠距離ではより効果的になり、
+距離3を1超えるごとに全ダメージが
+ %0.1f%% 上昇します。
+(距離8以上で最大の %0.1f%% )
+物理パワーと命中の上昇量は
+機敏に依存します。]], "tformat")
+t("Snipe", "狙撃", "talent name")
+t("Fire a lethal shot. This shot will bypass other enemies between you and your target, and gains 100 increased accuracy.", [[致命射撃を放ちます。
+この射撃は対象との間にいる敵をすり抜け、
+さらに命中が100上昇します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/strength-of-the-berserker.lua"
+
+t("Warshout", "戦場の叫び", "talent name")
+t("Shout your warcry in a frontal cone of radius %d. Any targets caught inside will be confused (50%% confusion power) for %d turns.", [[怒号を発して扇状の半径
+ %d マスにいる敵全員を混乱させます。
+持続時間は %d ターンです。]], "tformat")
+t("Berserker Rage", "狂戦士の怒り", "talent name")
+t([[You enter an aggressive battle rage, increasing Accuracy by %d and Physical Power by %d and making you nearly unstoppable, granting %d%% stun and pinning resistance.
+		Sustaining this rage takes its toll on your body, decreasing your life by 2%% each turn, but for every 1%% of life missing you gain 0.5%% critical hit chance.
+		Even when sustained, this talent is only active when foes are in sight.
+		The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength.]], [[狂乱状態になり、命中が
+ %d 物理パワーが %d 増加します。
+力の限り大暴れするためスタン耐性と
+移動不能耐性が %d%% 増加します。
+この状態のまま戦い続けるのは命を削
+る行為です。HPが毎ターン2%減少
+します。ただし減少量1%ごとにクリ
+ティカル率が0.5%増加します。
+オンにしていても、視界内に敵がいな
+い場合は以上の効果を一切発揮しません。
+命中増加量は機敏に、物理パワー増加
+量は腕力に依存します。]], "tformat")
+t("Shattering Blow", "粉砕撃", "talent name")
+t("#CRIMSON#%s shatters %s shield!", "#CRIMSON#%sは%sのダメージシールドを粉砕した!", "logSeen")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's armour and saves are reduced by %d for %d turns.
+		Also if the target is protected by a temporary damage shield there is %d%% chance to shatter it.
+		Armor reduction chance increases with your Physical Power.]], [[ダメージ倍率: %d%%
+アーマー減少: %d
+持続時間: %d
+シールド破壊率: %d%% 
+
+この攻撃が命中した場合
+相手のアーマーを減少させます。また
+一定確率でダメージシールドを破壊し
+ます。成功確率は物理パワーに依存し
+ます。]], "tformat")
+t("Relentless Fury", "不滅の激情", "talent name")
+t("You require a two handed weapon to use this talent.", "このタレントには両手武器が必要だ", "logPlayer")
+t([[Search your inner strength for a surge of power.
+		For %d turns you gain %d stamina per turn and %d%% movement and attack speed.
+		Only usable at 30%% or lower stamina.
+		Stamina regeneration is based on your Constitution stat.]], [[火事場の馬鹿力を発揮し
+ます。 %d ターンの間、毎ターン
+スタミナが %d が回復し、移動
+速度と攻撃速度が %d%% 上昇し
+ます。
+このタレントはスタミナが30%以下
+の時でなければ使用できません。
+スタミナ回復量は耐久に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/superiority.lua"
+
+t("Juggernaut", "ジャガーノート", "talent name")
+t([[Concentrate on the battle, ignoring some of the damage you take.
+		Improves physical damage reduction by %d%% and provides a %d%% chance to shrug off critical damage for 20 turns.]], [[気合を入れ、攻撃を耐え
+ます。物理耐性が %d%% 増加し
+ %d%% の確率でクリティカルダメー
+ジを無効化します。持続時間は20
+ターンです。]], "tformat")
+t("Onslaught", "猛攻撃", "talent name")
+t([[Take an offensive stance. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to %d grids).
+		This consumes stamina rapidly (-1 stamina/turn).]], [[ノックバック距離 %d まで
+
+攻めの姿勢を取ります。近接攻撃した
+際に、前方の扇状の範囲に敵全員を吹
+き飛ばすようになります。起動中はタ
+ーン毎にスタミナを4消費します。]], "tformat")
+t("Battle Call", "開戦の呼び声", "talent name")
+t("%s is called to battle!", "%sは戦いに引き寄せられた!", "logSeen")
+t("Call all foes in a radius of %d around you into battle, getting them into melee range in an instant.", [[範囲 %d 以内
+
+大音声を発し、周囲の敵を誘い
+込みます。範囲内の相手を全員
+自分の隣に引き寄せます。]], "tformat")
+t("Shattering Impact", "粉砕の衝撃波", "talent name")
+t([[Put all of your strength into your weapon blows, creating shockwaves that deal %d%% Physical weapon damage to all nearby targets.  Only one shockwave will be created per action, and the primary target does not take extra damage.
+		Each shattering impact will drain 8 stamina.]], [[範囲ダメージ: %d%%
+
+渾身の力を込め、近接攻撃した際に
+衝撃波を巻き起こして対象の周囲全員に
+物理属性ダメージを与えるようになります。
+一回の行動で発生する衝撃波は1つまで
+です。また、対象自体には衝撃波の
+ダメージは入りません。
+衝撃波が発生するたびにスタミナを8消
+費します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/techniques.lua"
+
+t("two-handed assault", "両手武技", "_t")
+t("Fear nothing!", "怖いものなし!", "_t")
+t("berserker's strength", "狂戦士", "_t")
+t("two-handed weapons", "両手武器(攻撃技)", "_t")
+t("Specialized two-handed techniques.", "両手武器の技能です。", "_t")
+t("two-handed maiming", "両手武器(破壊技)", "_t")
+t("shield offense", "盾攻撃", "_t")
+t("Specialized weapon and shield techniques.", "盾を用いた技能です。", "_t")
+t("shield defense", "盾守備", "_t")
+t("dual weapons", "二刀流", "_t")
+t("Specialized dual wielding techniques.", "二刀流の技能です。", "_t")
+t("dual techniques", "二刀技", "_t")
+t("Ability to shoot.", " 射撃です。", "_t")
+t("archery - base", "基本射撃", "_t")
+t("Specialized bow techniques.", "弓の技能です。", "_t")
+t("archery - bows", "弓技", "_t")
+t("Specialized sling techniques.", "スリングの技能です。", "_t")
+t("archery - slings", "スリング技", "_t")
+t("Generic archery techniques.", "一般的な射撃技術です。", "_t")
+t("archery training", "射撃術", "_t")
+t("Specialized archery techniques to maim your targets.", "敵を弱体化させる射撃技です。", "_t")
+t("archery prowess", "特殊射撃", "_t")
+t("Specialized archery techniques that result from honed training.", "厳しい訓練によって体得する特殊射撃です。", "_t")
+t("archery excellence", "正鵠", "_t")
+t("Advanced combat techniques.", "上級の近接技術です。", "_t")
+t("superiority", "殲滅技", "_t")
+t("Advanced combat tactics.", "上級の近接技術です。", "_t")
+t("battle tactics", "合戦技", "_t")
+t("Master the warcries to improve yourself and weaken others.", "自己強化や敵を弱体化させる咆哮です。", "_t")
+t("warcries", "咆哮", "_t")
+t("Delight in the act of battle and the spilling of blood.", "殺戮の喜びを力に変える技術です。", "_t")
+t("bloodthirst", "修羅", "_t")
+t("Control the battlefield using various techniques.", "地の利を活かすための技法です。", "_t")
+t("field control", "運足法", "_t")
+t("combat techniques", "基本技", "_t")
+t("Generic combat oriented techniques.", "一般の近接技術です。", "_t")
+t("combat veteran", "耐久技術", "_t")
+t("Teaches to use various armours, weapons and improves health.", "鎧や武器の扱いを学びます。", "_t")
+t("combat training", "戦闘訓練", "_t")
+t("The blending together of magic and melee prowess.", "魔法と近接技術の融合です。", "_t")
+t("magical combat", "魔法剣", "_t")
+t("mobility", "移動術", "_t")
+t("Whatever wins the day, wins the day.", "勝てばよかろうなのだぁー!", "_t")
+t("thuggery", "殺人技", "_t")
+t("Bring death from the shadows.", "影から死をもたらします。", "_t")
+t("assassination", "暗殺", "_t")
+t("Master the art of throwing knives to fight from a distance.", [[ナイフ投げの技を極め、
+遠距離から戦います。]], "_t")
+t("throwing knives", "ナイフ投げ", "_t")
+t("Use your dual weapons to parry and counter.", "二刀を守りとカウンターに用います。", "_t")
+t("duelist", "決闘", "_t")
+t("Training in the use of bows and slings.", "弓とスリングの使い方を学びます。", "_t")
+t("marksmanship", "射手", "_t")
+t("Use your reflexes to evade and counter.", "高速の反射を回避とカウンターに用います。", "_t")
+t("reflexes", "反応射撃", "_t")
+t("Equip specialised ammunition.", "特殊矢弾を装填します。", "_t")
+t("munitions", "特殊弾", "_t")
+t("Take advantage of speed and shield to fight in close quarters.", "近接戦闘に速度と盾の利を用います。", "_t")
+t("agility", "高速射撃", "_t")
+t("Stealth and specialised long range archery techniques.", "隠密と特殊長距離の射撃術です。", "_t")
+t("sniper", "狙撃", "_t")
+t("Acrobatics", "軽業", "_t")
+t("For light footed Rogues who prefer flight to fighting fair!", "軽業師 命賭けずに 戦場を駆け", "_t")
+t("Buckler Training", "盾捌", "_t")
+t("Mastery over their shields separates Skirmishers from Archers, and gives them an edge.", [[散兵は弓兵と異なり盾の扱いに優れて
+います。そのため弓兵に対して優位に
+立てます。]], "_t")
+t("Skirmisher - Slings", "散兵弾", "_t")
+t("Slings! Pow Pow!", [[ス・リ・ン・グ!
+ビュン! ビュン!]], "_t")
+t("Tireless Combatant", "継戦", "_t")
+t("Your will carries you through the most difficult struggles, allowing you to fight on when others would have collapsed from exhaustion.", [[強靭な意志により、どんなに困難な戦
+いも耐え抜きます。
+普通ならば力尽きてしまうような状況で
+も戦い続けることができます。]], "_t")
+t("Unarmed Boxing techniques that may not be practiced in massive armor or while a weapon or shield is equipped.", "素手の打撃です。", "_t")
+t("pugilism", "拳闘", "_t")
+t("Finishing moves that use combo points and may not be practiced in massive armor or while a weapon or shield is equipped.", "コンボポイントを使った止めの一撃です。", "_t")
+t("finishing moves", "必殺技", "_t")
+t("Grappling techniques that may not be practiced in massive armor or while a weapon or shield is equipped.", "投げ技系の技術です。", "_t")
+t("grappling", "組技", "_t")
+t("unarmed discipline", "格闘技", "_t")
+t("Teaches various martial arts techniques that may not be practiced in massive armor or while a weapon or shield is equipped.", "素手の戦闘技術を向上させます。", "_t")
+t("unarmed training", "格闘訓練", "_t")
+t("Physical conditioning.", "体を鍛えます。", "_t")
+t("conditioning", "肉体強化", "_t")
+t("Base martial arts attack and stances.", "基本的な打撃と構えです。", "_t")
+t("technique", "戦技", "talent category")
+t("You do not have enough ammo left!", "弾切れだ!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/throwing-knives.lua"
+
+t("Throwing Knives", "ナイフ投げ", "talent name")
+t([[Equip a bandolier holding up to %d throwing knives, allowing you to attack from range.  You automatically reload %d knives per turn while resting, or half as many while moving.
+		The base power, Accuracy, Armour penetration, and critical strike chance of your knives increase with talent level, and damage is improved with Dagger Mastery.
+		Throwing Knives count as melee attacks for the purpose of on-hit effects.
+		Effective Throwing Knife Stats:
+
+%s]], [[遠距離戦用に投げナイフを
+帯に忍ばせ、 %d 本ずつ投げます。
+ナイフはターン毎に休憩中は
+ %d 本、移動中はその半分ずつ装填されます。
+ナイフの基本パワー、命中、アーマー貫通、
+クリティカル率はタレントレベルに従って
+上昇し、ダメージは『短刀の熟練』に依存します。
+投げナイフは追加効果の発動の際には、
+近接攻撃として扱われます。
+投げナイフの情報:
+%s]], "tformat")
+t("Fan of Knives", "ナイフの扇", "_t")
+t([[You keep a special stash of %d throwing knives in your bandolier, which you can throw all at once at enemies within a radius %d cone, for %d%% damage each.
+		Each target can be hit up to 5 times, if the number of knives exceeds the number of enemies.  Creatures block knives from hitting targets behind them.]], [[帯に奥の手のナイフを
+ %d 本忍ばせておいて、
+半径 %d の扇型に全て投げます。
+それぞれ %d%% ダメージを与えます。
+ナイフの数が敵の数より多かった場合、
+各対象に最大3回当たります。
+対象との間に敵がいると
+その敵に当たります。]], "tformat")
+t("Precise Aim", "精密投擲", "talent name")
+t([[You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by %d%% and critical strike damage by %d%%. 
+In addition, your critical strikes with throwing knives have a %d%% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns.]], [[寸分違わぬ精度でナイフを
+投げられるようになります。
+クリティカル率が %d%% 上昇し、
+クリティカルダメージが %d%% 上昇します。
+さらに、ナイフ投げのクリティカルヒットが
+ %d%% で2ターンの武装解除、沈黙、
+移動不能のどれかを付与します。]], "tformat")
+t("Quickdraw", "クイックドロウ", "talent name")
+t([[You can throw knives with lightning speed, increasing your attack speed with them by %d%% and giving you a %d%% chance when striking a target in melee to throw a knife at a random foe within 7 tiles for 100%% damage. 
+		This bonus attack can only trigger once per turn, and does not trigger from throwing knife attacks.]], [[稲妻の速さでナイフを
+投げられるようになります。
+攻撃速度が %d%% 上昇し、近接攻撃の際に
+ %d%% で距離7までの敵一体に
+100%%ダメージのナイフを1本投げます。]], "tformat")
+t("Venomous Throw", "猛毒ナイフ投げ", "_t")
+t([[Throw a knife coated with venom, doing %d%% damage as nature and inflicting additional effects based on your active vile poisons (as per the Venomous Strike talent):
+		
+		%s
+		Using this talent puts your Venomous Strike talent on cooldown.]], [[毒を塗り込んだナイフを投げて
+自然属性の %d%% ダメージを与え、
+『悪しき毒撃』の毒に応じた
+追加効果を付与します。
+ (as per the Venomous Strike talent):
+%s
+このタレントの使用は『悪しき毒撃』を
+クールダウンさせます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/thuggery.lua"
+
+t("Skullcracker", "頭割り", "talent name")
+t("%s resists the headblow!", "%sは頭突きに耐えた!", "logSeen")
+t([[You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing %0.1f Physical damage.
+		If the attack hits, the target is confused (%d%% effect) for %d turns.
+		Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
+		Confusion power increases with your Dexterity, and chance increases with Accuracy.]], [[物理ダメージ: %0.1f
+混乱による行動失敗率: %d%% 
+持続: %d ターン
+
+敵の頭部に頭突きをして(頭部の存在
+しない相手もいるでしょうから、とに
+かく弱点部分ですね)物理属性のダメ
+ージを与え、一定ターンの間混乱状態
+にさせます。ダメージは装備中の兜の
+ランク、腕力、物理ダメージ増加量に
+依存します。混乱状態の効果量とかか
+りやすさは機敏と命中に依存します。]], "tformat")
+t("Riot-born", "戦いの日々", "talent name")
+t("Your attunement to violence has given you %d%% resistance to stuns and confusion arising in battle.", [[スタン、混乱耐性: %d%%
+
+日々戦いに身を置くことでスタンと
+混乱耐性が上昇します。]], "tformat")
+t("Vicious Strikes", "急所突き", "talent name")
+t("You know how to hit the right places, gaining +%d%% critical damage modifier and %d armour penetration.", [[クリティカル倍率: +%d%%
+アーマー貫通: %d
+
+敵の急所を狙う技術に熟達します。
+クリティカル時のダメージ倍率と
+アーマー貫通が上昇します。]], "tformat")
+t("Total Thuggery", "猛攻の構え", "talent name")
+t([[You go all out, trying to burn down your foes as fast as possible.
+		You gain +%d%% attack speed, +%d%% critical chance and +%d%% physical resistance penetration, but this talent drains 6 stamina each turn.
+		This effect is disabled automatically on rest or run.
+		]], [[攻撃速度: +%d%%
+クリティカル率: +%d%%
+物理耐性貫通: +%d%%
+スタミナ消費: 6 / ターン
+
+全力を以って敵を殲滅する構えをとり
+ます。攻撃速度とクリティカル率と物
+理耐性貫通が上昇しますが、起動中は
+ターン度にスタミナを消費します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/tireless-combatant.lua"
+
+t("Breathing Room", "癒しの空間", "talent name")
+t("Any time you do not have an opponent in a square adjacent to you, you gain %0.1f Stamina regeneration. With the third talent point, you also gain an equal amount of life regen when Breathing Room is active.", [[隣接するマスに一切敵が
+存在しない場合、スタミナの自動回復
+量が %0.1f 増加します。
+タレントポイントを3点以上振ってい
+る場合、同じ条件下でHPの自動回復
+量が同量増加します。]], "tformat")
+t("Pace Yourself", "体力温存", "talent name")
+t("Control your movements to conserve your energy.  While this talent is activated, you are globally slowed by %0.1f%%, and your fatigue is decreased by %d%% (to a minimum of 0%%).", [[ゆっくりとした動きで体
+力を温存します。起動している間は速
+度が %0.1f%% 低下し、さらに疲労
+度が %d%% 減少します。
+(疲労度は最低0%まで低下します)]], "tformat")
+t("Dauntless Challenger", "不屈の挑戦者", "talent name")
+t("When the going gets tough, you get tougher. You gain %0.1f Stamina regen per enemy in sight, and beginning with the third talent point, you also gain %0.1f life regen per enemy. The bonuses cap at 4 enemies.", [[逆境に強くなります。視
+界内の敵1体につきスタミナの自動回
+復量が %0.1f 増加します。
+タレントポイントを3点以上振ってい
+ると敵1体につきHPの自動回復量が
+ %0.1f 増加します。
+ただしそれぞれ4体までしかカウント
+されません。]], "tformat")
+t("The Eternal Warrior", "永遠の戦士", "talent name")
+t([[For each turn you spend stamina, you gain %0.1f%% resist all and %0.1f%% all resistances cap for %d turns. The buff stacks up to %d times, and each new application refreshes the duration.
+		Additionally, at the fifth talent point, Breathing Room and Dauntless Challenger are %d%% more effective.]], [[スタミナを消費したター
+ンは全耐性が %0.1f%% 全耐性上
+限が %0.1f%% 増加します。
+これは %d ターン持続します。
+発動する毎に効果は累積し %d 倍
+まで上昇します。また、発動時に持続
+時間は上書きされます。
+タレントポイントを5点以上振ってい
+る場合、
+「癒しの空間」と「不屈の挑戦者」
+の効果量が %d%% 増加します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/unarmed-discipline.lua"
+
+t("Combination Kick", "連続蹴り", "talent name")
+t([[Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for %d%% weapon damage and deactivate one physical sustain.
+			At talent level 3 #DARK_ORCHID#Magical#LAST# sustains will also be effected.
+			At talent level 5 #YELLOW#Mental#LAST# sustains will also be effected.
+			Using this talent removes your combo points.]], [[対象の急所に強烈な蹴り
+の嵐を放ちます。コンボポイント1点
+毎に倍率 %d%% の攻撃をし、対象の物
+理系常駐タレントを1つ解除します。
+タレントレベル3からは魔法系、
+タレントレベル5からは精神系も対象
+となります。
+このタレントを使用するとコンボポイ
+ントが0になります。]], "tformat")
+t("Relentless Strikes", "猛攻撃", "talent name")
+t("When gaining a combo point, you have a %d%% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain %0.2f stamina, or %0.2f stamina if you would exceed 5 combo points.", [[コンボポイントを得ると %d%% で
+さらにコンボポイントを1点得ます。
+さらに、コンボポイントを得る度に
+スタミナが %0.2f 回復します。
+(5点を越えた場合は %0.2f 回復します)]], "tformat")
+t("Open Palm Block", "守りの構え", "talent name")
+t([[Toughen your body blocking up to %d damage per combo point (Max %d) across 2 turns.
+			Current block value: %d
+			Using this talent removes your combo points.
+			The damage absorbed scales with your Physical Power.]], [[筋肉を硬化させて攻撃をブロック
+します。コンボポイント1点当たり
+%d をブロックできます。
+(最大で %d ダメージ)
+これは2ターン持続します。
+
+(現在のブロック値: %d)
+
+このタレントを使用するとコンボポイ
+ントが0になります。
+ダメージ吸収量は物理パワーに依存します。]], "tformat")
+t("Touch of Death", "秘孔を突く", "talent name")
+t("#Source# strikes at a vital spot on #target#!", "#Source#は#target#の急所を突いた!", "logCombat")
+t([[Using your deep knowledge of anatomy, you strike a target in a vital pressure point for %d%% weapon damage, bypassing their defense and evasion.
+		This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100%% of any damage dealt during the attack each turn for 4 turns, increasing by %d%% each turn (so after 4 turns, they would have taken a total of %d%% damage).
+		If the target dies while under or from this effect their body will explode in a radius %d shower of bone and gore, inflicting physical damage equal to the current tick to all enemies and granting you 4 combo points.]], [[解剖学の深い知識を用いて
+対象の秘孔を突き、回避値と見切りを無視して
+ %d%% 武器ダメージを与えます。
+体内に深い傷を負わせ、4ターンの間、
+毎ターン初撃のダメージの100%% + 
+ターンごとに %d%% 上昇 に等しい
+物理ダメージを受け続けます。
+(つまり、4ターンで合計 %d%% 
+ ダメージを受けます)
+効果中に対象が倒れると、体が爆発して
+半径 %d に骨と血の雨を降らせ、
+対象の最大HPの %d%% に等しい
+物理ダメージ(ランクで除算)を与え、
+4コンボポイントを得ます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/unarmed-training.lua"
+
+t("Empty Hand", "徒手格闘の極意", "talent name")
+t([[Grants %d Physical Power when fighting unarmed (or with gloves or gauntlets).
+		This talent's effects will scale with your level.]], [[物理パワー上昇: %d
+
+グローブや小手による殴りの物
+理パワーが上昇します。効果量
+は自分のレベルに依存します。]], "tformat")
+t("Unarmed Mastery", "格闘の熟練", "talent name")
+t([[Increases all unarmed damage by %d%% and physical power by 30 (including grapples and kicks).
+		Note that brawlers naturally gain 0.5 Physical Power per character level while unarmed (current brawler physical power bonus: %0.1f) and attack 20%% faster while unarmed.]], [[物理パワー上昇: %d
+ダメージ倍率: %d%%
+現在の物理パワーボーナス: %0.1f
+
+格闘攻撃のダメージが増加します。
+(組み技や蹴り技を含みます)
+また、物理パワーも上昇します。
+Brawlerはクラス特性としてキャラ
+クターレベルが上昇する毎に物理
+パワーが0.5増加します。
+また、素手で戦う場合には攻撃速度
+が40%速くなります。]], "tformat")
+t("Unified Body", "肉体強化", "talent name")
+t("Your mastery of unarmed combat unifies your body. Increases your Strength by %d based on Cunning and your Constitution by %d based on Dexterity.", [[徒手格闘を学び、身体操
+作の内観が高まります。腕力が %d 
+耐久が %d 増加します。
+腕力増加量は賢さに、耐久増加量は機
+敏に依存します。]], "tformat")
+t("Heightened Reflexes", "高速移動", "talent name")
+t("When you're targeted by a projectile, your global speed is increased by %d%% for 1 turn.  Taking any action other than movement will break the effect.", [[速度増加: %d%%
+
+遠距離攻撃の対象となった場合速度を
+1ターンの間増加させます。
+移動以外の行動をした場合、効果は即
+座に終了します。]], "tformat")
+t("Reflex Defense", "受け身の極意", "talent name")
+t("Your understanding of physiology allows you to apply your reflexes in new ways, increasing the flat damage reduction granted by Striking Stance by %d%% and causing direct critical hits (physical, mental, spells) against you to have a %d%% lower Critical multiplier (but always do at least normal damage).", [[身体操作に習熟し、これ
+までとは違ったやり方で攻撃に反応で
+きるようになります。
+Your understanding of physiology allows you to apply your reflexes in new ways, increasing the flat damage reduction granted by Striking Stance by %d%% and causing direct critical hits (physical, mental, spells) against you to have a %d%% lower Critical multiplier (but always do at least normal damage).]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/warcries.lua"
+
+t("Shattering Shout", "粉砕の咆哮", "talent name")
+t([[Release a powerful shout, doing %0.2f physical damage in a radius %d cone in front of you.
+		At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
+		The damage increases with your Strength.]], [[咆哮を放って物理属性の
+ %0.2f ダメージを与えます。
+範囲は扇状の半径 %d マスです。
+タレントレベル5からは範囲内の飛来
+物をすべて破壊します。
+ダメージは腕力に依存します。]], "tformat")
+t("Second Wind", "深呼吸", "talent name")
+t("Take a deep breath to recover %d stamina.  The stamina recovery improves with your Strength and Willpower.", [[スタミナ回復: %d
+
+深呼吸してスタミナを
+回復させます。
+回復量は腕力と意志と
+共に上昇します。]], "tformat")
+t("Battle Shout", "開戦の咆哮", "talent name")
+t([[Boost your life and stamina by %0.1f%% for %d turns by bellowing your battle shout.
+		When the effect ends, the additional life and stamina will be lost.]], [[増加割合: %0.1f%%
+持続時間: %d
+
+鬨の声を上げ、最大HPとスタミナを
+一時的に増加させます。
+効果が切れると増加分のHPと
+スタミナは消滅します。]], "tformat")
+t("Battle Cry", "威圧の咆哮", "talent name")
+t([[Your battle cry shatters the will of your foes within a radius of %d, lowering their Defense by %d for 7 turns, making them easier to hit.
+		All evasion and concealment bonuses are also disabled.
+		The chance to hit increases with your Physical Power.]], [[大音声で半径 %d マス
+の敵の戦意を挫きます。対象は回避
+が7ターンの間 %d 低下し攻撃を
+当てやすくなります。
+あらゆる回避、不可視状態のボーナ
+スを無効化します。
+回避低下量は物理パワーに依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/weaponshield.lua"
+
+t("Shield Pummel", "盾で殴る", "talent name")
+t("You cannot use Shield Pummel without a shield!", "盾が必要だ。", "logPlayer")
+t("%s resists the shield bash!", "%sはシールドバッシュに抵抗した!", "logSeen")
+t([[Hits the target with two shield strikes, doing %d%% and %d%% shield damage. If it hits a second time, it stuns the target for %d turns.
+		The stun chance increases with your Accuracy and your Strength.]], [[一撃目ダメージ倍率: %d%%
+二撃目ダメージ倍率: %d%%
+スタン時間: %d
+
+装備中の盾で敵を二回殴り付けます。
+二回とも命中した場合一定ターン
+スタンさせます。
+スタン確率は命中と腕力に依存します。]], "tformat")
+t("Riposte", "超反応", "talent name")
+t("Shield Slam", "盾で滅多打ち", "talent name")
+t("Hit your target with your shield 3 times for %d%% damage then quickly return to a blocking position.  The bonus block will not check or trigger Block cooldown.", [[対象に倍率 %d%% の盾
+攻撃を3回行い、直後にブロッキング状態
+に移行します。
+このタレントによってブロッキング状
+態に移行しても、通常のブロックタレ
+ントにクールダウンは発生しません。
+また、通常のブロックタレントがクー
+ルダウン中でも移行します。]], "tformat")
+t("Assault", "盾で猛攻撃", "talent name")
+t("Hits the target with your shield, doing %d%% damage. If it hits, you follow up with two automatic critical hits with your weapon, doing %d%% base damage each.", [[盾ダメージ倍率: %d%%
+武器ダメージ倍率: %d%%
+
+盾攻撃を行います。命中すると
+武器で二回追加攻撃を行います。
+この追加攻撃は自動的にクリティカルと
+なります。]], "tformat")
+t("Shield Wall", "鉄壁の構え", "talent name")
+t("You cannot use Shield Wall without a shield!", "盾が必要だ。", "logPlayer")
+t([[Enter a protective battle stance allowing you to defend yourself more proficiently while using a shield.
+		Increases Armour by %d, Block value by %d, and reduces Block cooldown by 2.
+		Increases stun and knockback resistance by %d%%.
+		The Armor and Block bonuses increase equally with your Dexterity and Strength.]], [[回避上昇:+ %d
+アーマー上昇:+ %d
+盾防御上昇:+ %d
+スタン、ノックバック耐性:+ %d%%
+
+防御態勢を取ります。回避とアーマーと盾
+防御できるダメージ量が上昇します。
+回避とアーマーは機敏に、防御力は腕力に
+依存します。
+また実行中はスタンとノックバック耐性が
+上昇します。]], "tformat")
+t("Repulsion", "反発の構え", "talent name")
+t("You cannot use Repulsion without a shield!", "盾が必要だ。", "logPlayer")
+t("%s resists the knockback!", "%s はノックバックに抵抗した!", "logSeen")
+t([[Smash your shield into the face of all adjacent foes dealing %d%% shield damage and knocking them back %d grids.
+		In addition, all creatures knocked back will also be dazed for %d turns.
+		If known, activating this talent will refresh your Rush cooldown if the attack hits.
+		The distance increases with your talent level, and the Daze duration with your Strength.]], [[ノックバック距離: %d
+気絶時間: %d
+
+盾を構えて周囲の敵をま
+とめて引きつけ、その後渾身の力を込
+めて弾き飛ばします。敵全員をノック
+バックした後、さらに朦朧状態にさせ
+ます。ノックバック距離はタレントレ
+ベルに、朦朧確率は腕力に依存します。]], "tformat")
+t("Shield Expertise", "盾術の熟練", "talent name")
+t("Improves your damage with shield-based skills, and increases your Spell (+%d) and Physical (+%d) Saves.", [[魔法セーブ: %d
+物理セーブ: %d
+
+盾関係タレントのダメージと回避
+が上昇します。また、魔法セーブ
+と物理セーブが増加します。]], "tformat")
+t("Last Stand", "背水の構え", "talent name")
+t("You require a weapon and a shield to use this talent.", "両手武器が必要です。", "logPlayer")
+t("You cannot use Last Stand without a shield!", "盾が必要だ。", "logPlayer")
+t([[You brace yourself for the final stand, increasing Defense and Armor by %d, maximum and current life by %d, but making you unable to move.
+		Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -%d life.
+		If your life is below 0 when Last Stand ends it will be set to 1.
+		The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life.]], [[回避とアーマー:+ %d
+HP上昇:+ %d
+HPの下限:- %d
+
+不退転の覚悟で敵の攻撃を受け止めます。
+回避が上昇し、最大HPと現在HPが
+増加します。
+ただし起動中は移動不能となります。
+さらに一撃一撃を集中して受け止めるため、
+本来なら死んでしまうようなダメージ
+にも耐えることができます。このため
+HPの下限が上昇します。
+回避とアーマーの上昇量は機敏に、HPの上昇
+量は耐久と本来の最大HPに依存しま
+す。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/const.lua"
+
+t("%s's draconic body hardens and heals!", "%sの竜の精神が傷を癒す!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/cun.lua"
+
+t("#LIGHT_BLUE#%s slows from critical velocity!", "#LIGHT_BLUE#%sは致命速度で減速した!", "logSeen")
+t("#LIGHT_BLUE#%s reaches critical velocity!", "#LIGHT_BLUE#%sは致命速度に到達した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/dex.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/mag.lua"
+
+t("Unfold History", "歴史逆行", "talent name")
+t("Rewrite the recent past to go back to when you cast Revisionist History.", [[短期的に過去を改変して
+「歴史の修正」を使った瞬間に
+戻ります。]], "tformat")
+t("Lich", "リッチ", "talent name")
+t("#GREY#As you turn into a powerful undead you feel your body violently rejecting the Blood of Life.", "#GREY#アンデッド化によって、体に取り込んだ「生命の血」は消滅した!", "log")
+t([[#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!
+
+#{italic}#You may now choose to customize the appearance of your Lich, this can not be changed afterwards.]], [[#GREY#命が薄れていくのを感じ、純魔力に置き換わっていった。血肉は腐敗し、骨だけが残り、目は腐り落ち、「リッチ」として生まれ変わった!
+
+#{italic}#「リッチ」の外見を変更することが出来ます。(後から変更することは出来ません)]], "_t")
+t("Customize Appearance", "外見を変える", "_t")
+t("Use Default", "デフォルトにする", "_t")
+t("Lichform", "リッチ化", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/str.lua"
+
+t("Legacy of the Naloren", "ナローレ族の遺産", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/uber.lua"
+
+t("magic", "魔法", "_t")
+t("cunning", "技巧", "_t")
+t("other", "その他", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/wil.lua"
+
+t("%s resists the stun!", "%s はスタンに抵抗した!", "logSeen")
+t("#LIGHT_BLUE#%s's unbreakable will shrugs off the effect!", "#LIGHT_BLUE#%sの不滅の意志で無効化した!", "logSeen")
+t("#LIGHT_BLUE##Source# punishes #Target# for casting a spell!", "#LIGHT_BLUE##Source#は#Target#を裁きの魔法で攻撃した!", "logCombat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/ghoul.lua"
+
+t("Ghoul", "グール", "talent name")
+t([[Improves your ghoulish body, increasing Strength and Constitution by %d.
+		Your body also becomes incredibly resilient to damage; you can never take a blow that deals more than %d%% of your maximum life.]], [[腐敗した肉体を強化しま
+す。腕力と耐久が %d 増加します。
+並外れて頑強になるため、一撃で最
+大HPの %d%% を超える攻撃を受け
+なくなります。]], "tformat")
+t("Ghoulish Leap", "グールの跳躍", "talent name")
+t([[Leap toward your target.
+		When you land your global speed is increased by %d%% for 4 turns.]], [[対象に飛びかかります。
+着地すると4ターンの間、
+ %d%% 加速します。]], "tformat")
+t("Retch", "汚染", "talent name")
+t([[Vomit on the ground around you, healing any undead in the area and damaging anyone else.
+		Lasts %d turns and deals %d blight damage or heals %d life.
+		Creatures standing in the retch also have %d%% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
+		When you stand in your own retch your racial -20%% global speed is cancelled.]], [[持続: %d ターン
+腐敗ダメージ: %d
+回復: %d
+物理ステータス異常解除率: %d%%
+
+周囲を汚染してアンデッドを回復させ、
+それ以外にダメージを与えます。
+腐敗属性ダメージ、あるいはHP回復
+が発生します。また、毎ターン、一定
+確率で物理系のステータス異常が解除
+されます。これは生者の場合は有利な
+ものが、アンデッドの場合は不利なも
+のが解除されます。]], "tformat")
+t("Risen Ghoul", "猛毒かみつき", "_t")
+t("Flesh is falling off in chunks from this decaying abomination.", "崩れゆくおぞましき体からは、肉の塊が滴り落ちている。", "_t")
+t("%s resists the disease!", "%sは病気に抵抗した!", "logSeen")
+t([[Gnaw your target for %d%% damage.  If your attack hits, the target may be infected with Ghoul Rot for %d turns.
+		Each turn, Ghoul Rot inflicts %0.2f blight damage.
+		Targets suffering from Ghoul Rot rise as friendly ghouls when slain.
+		Ghouls last for %d turns and can use Gnaw, Ghoulish Leap, Stun, and Rotting Disease.
+		The blight damage scales with your Constitution.]], [[ダメージ: %d%%
+持続時間: %d
+ターン毎ダメージ: %0.2f
+腕力低下: %d
+機敏低下: %d
+耐久低下: %d
+
+対象に齧りついてダメージを与えます。
+攻撃が命中すると対象は一定ターンの
+間グール病に感染します。感染中は毎
+ターン腐敗属性ダメージを受け、タレ
+ントレベル2で腕力がレベル3で機敏
+が、レベル4で耐久が低下します。
+タレントレベルが5以上の時、感染中
+の対象を倒すとグールとして味方にな
+ります。
+腐敗属性ダメージと能力値の低下量は
+耐久に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/lich.lua"
+
+t([[Bathes the target in flames doing %0.2f damage
+		The damage will increase with the Magic stat]], [[対象を炎で呑み込んで %0.2f ダメージを与えます。
+ダメージは魔力に依存します。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/skeleton.lua"
+
+t("Skeleton", "スケルトン", "talent name")
+t("Improves your skeletal condition, increasing Strength and Dexterity by %d.", [[腕力、機敏:+ %d
+
+スケルトンの肉体を強化します。
+腕力と機敏が増加します。]], "tformat")
+t("Bone Armour", "骨の鎧", "talent name")
+t([[Creates a shield of bones, absorbing %d damage. Lasts for 10 turns.
+		The total damage the shield can absorb increases with your Dexterity.]], [[無効化上限: %d
+
+骨の防御壁を生成し、
+ダメージを無効化します。
+持続時間は10ターンです。
+無効化の上限は機敏に依存します。]], "tformat")
+t("Resilient Bones", "骨の耐久", "talent name")
+t("Your undead bones are very resilient, reducing the duration of all detrimental effects on you by up to %d%%.", [[減少時間: %d%%
+
+アンデッドの肉体は非常に頑強です。
+不利なステータス異常の持続時間が
+減少します。]], "tformat")
+t("Re-assemble", "骨の再構成", "talent name")
+t([[Reposition some of your bones, healing yourself for %d.
+		At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once).]], [[回復: %d
+
+肉体を修復してHPを回復します。
+タレントレベル5からは死亡した際に
+一回だけ復活できます。]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/undeads.lua"
+
+t("base", "基礎", "_t")
+t("ghoul", "グール", "_t")
+t("skeleton", "スケルトン", "_t")
+t("vampire", "吸血鬼", "_t")
+t("lich", "リッチ", "_t")
+t("undead", "不死", "talent category")
+t("Knowledge of the Past", "アンデッドの鑑定", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-chronomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-cornac.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-dwarf.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-ghoul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-halfling.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-higher.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-infinite-dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-ogre.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-orc.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-shalore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-thalore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-tutorial-combat-stats.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-yeek.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/message-last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/combat-stats-intro.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/levelup.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/melee.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/move.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/quests.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/ranged.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/informed1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale12.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier12.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/mechintro.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats7.1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/tactics1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/tactics2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/talents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/terrain.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-adventurer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-afflicted_cursed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-afflicted_doomed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-birth_transmo_chest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-birth_zigur_sacrifice.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-campaign_arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-campaign_infinite_dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-chronomancer_paradox_mage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-chronomancer_temporal_warden.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-corrupter_corruptor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-corrupter_reaver.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_bikini.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_class_alchemist_drolem.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_race_dwarf_female_beard.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_race_human_redhead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-difficulty_insane.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-difficulty_madness.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-divine_anorithil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-divine_sun_paladin.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_cryomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_geomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_necromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_pyromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_tempest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-psionic_mindslayer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-psionic_solipsist.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-race_ogre.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_marauder.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_poisons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_skirmisher.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-undead_ghoul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-undead_skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-warrior_brawler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_oozemancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_stone_warden.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_summoner.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_wyrmic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-yeek.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/floor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/magical.lua"
+
+t("The target is infected by a disease, reducing its dexterity, strength, and constitution by %d.", [[病気に罹っています。
+機敏、腕力、耐久が%d低下。]], "tformat")
+t("#Target# is afflicted by a crippling illness!", "#Target#は病気で自由が利かなくなった!", "_t")
+t("#Target# is free from the illness.", "#Target#の病気は治った", "_t")
+t("The target has been splashed with acid, reducing armour by %d%% (#RED#%d#LAST#).", [[酸を浴びてしまいました。
+アーマーが%d%%低下 (#RED#%d#LAST#)]], "tformat")
+t("#Target#'s armor corrodes!", "#Target#は酸を浴びた!", "_t")
+t("#Target# is fully armored again.", "#Target#の防御が完全に戻った。", "_t")
+t("The mana surge engulfs the target, regenerating %0.2f mana per turn.", [[マナを集めます。
+毎ターン、マナが%0.2f回復します。]], "tformat")
+t("#Target# starts to surge mana.", "#Target#にマナが集まる。", "_t")
+t("#Target# stops surging mana.", "#Target#へのマナが途切れた。", "_t")
+t("The mana is overflowing, increasing your max mana by %d%%.", [[マナが溢れ出しています。
+最大マナ上昇 %d%%]], "tformat")
+t("#Target# starts to overflow mana.", "#Target#からマナが溢れる。", "_t")
+t("#Target# stops overflowing mana.", "#Target#のマナが戻った。", "_t")
+t("stone", "石", "effect subtype")
+t("The target is the epicenter of a terrible arcane storm, providing +%d%% arcane resistance.", [[魔力の嵐の中心となっています。
+魔力耐性+%d%%]], "tformat")
+t("Reduces physical damage received by %d%%.", "物理属性の被ダメージを%d%%減少。", "tformat")
+t("#Target# hardens its skin.", "#Target#の肌は硬くなった", "_t")
+t("Molten Skin", "溶岩装甲", "_t")
+t("Reduces fire damage received by %d%%.", "火炎属性の被ダメージを%d%%減少。", "tformat")
+t("#Target#'s skin turns into molten lava.", "#Target#の体が溶岩になった。", "_t")
+t("Reflective Skin", "反射装甲", "_t")
+t("Magically returns %d%% of any damage done to the attacker.", [[魔法の力で受けたダメージの%d%%を攻撃
+者に反射します。]], "tformat")
+t("#Target#'s skin starts to shimmer.", "#Target#の体が元通りになった。", "_t")
+t("#Target#'s skin returns to normal.", "#Target#の肌は元に戻った", "_t")
+t("Vimsense", "活力感知", "_t")
+t("Reduces blight resistance by %d%% and all saves by %d.", "腐敗耐性が%d%%低下しています。", "tformat")
+t("Invisibility", "透明化", "_t")
+t("#Target# vanishes from sight.", "#Target#は透明になった。", "_t")
+t("#Target# is no longer invisible.", "#Target#は実体化した", "_t")
+t("phantasm", "幻術", "effect subtype")
+t("Improves/gives the ability to see invisible and stealthed creatures (power %d).", [[隠密や透明状態の敵を視認できます。
+ (効果量 %d)]], "tformat")
+t("#Target#'s eyes tingle.", "#Target#の目が光る!", "_t")
+t("#Target#'s eyes tingle no more.", "#Target#の看破能力が戻った", "_t")
+t("The target is blinded, unable to see anything and takes %0.2f darkness damage per turn.", [[視界が塞がれ、何も見えません。さらに
+毎ターン%0.2fの暗黒属性ダメージを受け
+ます。]], "tformat")
+t("#Target# loses sight!", "#Target#は目が見えなくなった!", "_t")
+t("#Target# recovers sight.", "#Target#は視界を取り戻した", "_t")
+t("The target is confused, acting randomly (chance %d%%), unable to perform complex actions and takes %0.2f darkness damage per turn.", [[ランダムな行動をとってしまいます。
+(確率%d%%)
+また、複雑な動作ができません。
+毎ターン%0.2fの暗黒属性ダメージを受け
+ます。]], "tformat")
+t("confusion", "æ··ä¹±", "effect subtype")
+t("#Target# wanders around!.", "#Target#はふらついた!", "_t")
+t("#Target# seems more focused.", "#Target#は狙いを定めたようだ", "_t")
+t("Supercharge Golem", "超力ゴーレム", "_t")
+t("The target is supercharged, increasing life regen by %0.2f and damage done by 20%%.", [[パワーアップした状態です。HPの自動
+回復量が%0.2f増加します。
+また与ダメージが20%%上昇します。]], "tformat")
+t("The target radiates incredible power, increasing all damage done by %d%%.", [[パワーアップした状態です。与ダメージ
+が%d%%上昇します。]], "tformat")
+t("#Target# is overloaded with power.", "#Target#はパワーアップ!", "_t")
+t("#Target# seems less dangerous.", "#Target#は元に戻った", "_t")
+t("Life Tap", "生命力吸収", "_t")
+t("The target taps its blood's hidden power, healing for %d%% of all damage they deal.", [[血に秘められし力を引き出します。
+与ダメージが%d%%上昇します。]], "tformat")
+t("Arcane Eye", "魔法の瞳", "_t")
+t("You have an arcane eye observing for you in a radius of %d.", "半径%dの魔法の目に監視されています。", "tformat")
+t("All primary stats of the target are increased by %d.", "全能力値が%d上昇しています。", "tformat")
+t("Displacement Shield", "転移の盾", "_t")
+t("The target is surrounded by a space distortion that randomly sends (%d%% chance) incoming damage to another target (%s). Absorbs %d/%d damage before it crumbles.", [[周囲の空間がねじ曲がっています。
+%d%%の確率でダメージが敵に受け流され
+ます。対象 %s 
+シールド強度 %d/%d]], "tformat")
+t("The very fabric of space alters around #target#.", "#Target#の周りで空間が歪む", "_t")
+t("(reflecting %d%% back to the attacker)", "ダメージ反射率 %d%%", "tformat")
+t("The target is surrounded by a magical shield, absorbing %d/%d damage %s before it crumbles.", [[魔法のシールドで守られています。
+強度 %d/%d 
+%s]], "tformat")
+t("A shield forms around #target#.", "#Target#はシールドを生成した", "_t")
+t("The shield around #target# crumbles.", "#Target#のシールドが崩壊した", "_t")
+t("Martyrdom", "報復", "_t")
+t("All damage done by the target will also hurt it for %d%%.", [[ダメージを与えた場合、その%d%%が
+自分に返ってきます。]], "tformat")
+t("#Target# is a martyr.", "#Target#は苦行の定めを負った", "_t")
+t("#Target# is no longer influenced by martyrdom.", "#Target#は苦行から解放された", "_t")
+t("You have expended the power of your Radiance temporarily reducing its radius to 1.", [[光輝の力を引き出したため、一時
+的にRadianceの半径が1になって
+います。]], "tformat")
+t("radiance", "光輝", "effect subtype")
+t("#Target#'s aura dims.", "#Target#の光輝が陰った", "_t")
+t("#Target# shines with renewed light.", "#Target#に光輝が戻った", "_t")
+t("Curse of Vulnerability", "脆弱の呪い", "_t")
+t("The target is cursed, reducing all resistances by %d%%.", [[呪いを受けています。
+全耐性が%d%%低下しています。]], "tformat")
+t("Curse of Impotence", "非力の呪い", "_t")
+t("The target is cursed, reducing all damage done by %d%%.", [[呪いを受けています。
+与ダメージが%d%%低下しています。]], "tformat")
+t("Curse of Defenselessness", "衰退の呪い", "_t")
+t("The target is cursed, reducing defence and all saves by %d.", [[呪いを受けています。
+回避と全セーブが%d低下しています。]], "tformat")
+t("Curse of Death", "死の呪い", "_t")
+t("The target is cursed, taking %0.2f darkness damage per turn and preventing natural life regeneration.", [[呪いを受けています。
+ターン毎に%0.2fの暗黒属性ダメージを受
+けます。
+また、HPの自動回復を禁じます。]], "tformat")
+t("curse", "呪いの手", "effect subtype")
+t("#Target# is cursed.", "#Target#は呪われた", "_t")
+t("#Target# is no longer cursed.", "#Target#の呪いが解けた", "_t")
+t("Corrupting Strike", "闇の奇襲", "_t")
+t("Bloodlust", "血の渇き", "_t")
+t("The target is in a magical frenzy, improving spellpower by %d.", [[魔の力で高揚しています。
+魔法パワー上昇 %d]], "tformat")
+t("Acid Splash", "酸飛ばし", "_t")
+t("The target has been splashed with acid, taking %0.2f acid damage per turn, reducing armour by %d and attack by %d.", [[強烈な酸を浴びた状態です。ターン毎に
+%0.2fの酸属性ダメージを受けます。
+アーマーが%d、命中が%d減少します。]], "tformat")
+t("The target's blight and acid damage is increased by %d%%.", "腐敗と酸属性ダメージが%d%%上昇。", "tformat")
+t("#Target# is consumed in a burst of flame. All that remains is a fiery egg.", [[#Target#の体が炎に包まれる。
+後には燃え盛る卵だけが残った]], "_t")
+t("#Target# bursts out from the egg.", "卵を割って#Target#が復活した", "_t")
+t("Hurricane", "ハリケーン", "_t")
+t("The target is in the center of a lightning hurricane, doing %0.2f to %0.2f lightning damage to itself and others around every turn.", [[雷雲に包まれています。
+毎ターン%0.2fから%0.2fの電撃属性ダメージ
+を受けます。
+自身だけではなく周囲にも影響します。]], "tformat")
+t("#Target# is caught inside a Hurricane.", "#Target#は雷雲に包まれた", "_t")
+t("The Hurricane around #Target# dissipates.", "#Target#の周囲の雷雲が消えた", "_t")
+t("Teleport: Angolwen", "転送:アンゴルウェン", "_t")
+t("There are creatures that could be watching you; you cannot take the risk of teleporting to Angolwen.", [[転移の術を見られている。
+アンゴルウェンの場所を隠すためにも帰還するわけにはいかない]], "log")
+t("You are yanked out of this place!", "ワールドマップに転移!", "logPlayer")
+t("Space restabilizes around you.", "周囲の空間が安定化した", "logPlayer")
+t("Timeport: Point Zero", "転送:ポイント・ゼロ", "_t")
+t("Reduces %s damage received by %d%%.", "%sダメージを%d%%軽減。", "tformat")
+t("#Target# casts a protective shield just in time!", "#Target#が守りの盾を形成した!", "_t")
+t("The protective shield of #Target# disappears.", "#Target#の守りの盾が消えた", "_t")
+t("Corrosive Worm", "酸毒蟲", "_t")
+t("The target is infected with a corrosive worm, reducing blight and acid resistance by %d%%. When the effect ends, the worm will explode, dealing %d acid damage in a 4 radius ball. This damage will increase by %d%% of all damage taken while under torment", [[腐食虫に寄生されています。
+ %d%% 腐敗と酸耐性が減少しています。
+効果の終わりに半径4
+ %d 酸ダメージの爆発を起こします。
+爆発は効果中に受けたダメージの
+ %d%% 威力が上昇します。]], "tformat")
+t("#Target# is infected by a corrosive worm.", "#Target#は腐食虫に寄生された", "_t")
+t("#Target# is free from the corrosive worm.", "#Target#の腐食虫が死亡した", "_t")
+t("Wraithform", "レイス化", "_t")
+t("Turn into a wraith, passing through walls (but not natural obstacles), granting %d defense and %d armour.", [[幽体化して壁を抜けられます。
+ただし自然に存在する障害は無理です。
+回避が%d、アーマーが%d上昇。]], "tformat")
+t("#Target# turns into a wraith.", "#Target#は幽体化した!", "_t")
+t("#Target# returns to normal.", "#Target#は元に戻った", "_t")
+t("Increases the effectiveness of all healing the target receives by %d%%.", "HP回復倍率が%d%%上昇しています。", "tformat")
+t("Providence", "天の意志", "_t")
+t("The target is under protection, removing one negative effect per turn.", [[太陽の守護を受けています。
+毎ターン状態異常が1つ治ります。]], "tformat")
+t("Totality", "皆既日食", "_t")
+t("The target's light and darkness spell penetration has been increased by %d%%.", [[光属性と暗黒属性攻撃が相手の耐性を
+%d%%無視します。]], "tformat")
+t("Empowered Glyphs", "陣強化", "_t")
+t("Sunburst", "サンバースト", "_t")
+t("The target's defense is increased by %d.", "回避が%d上昇しています。", "tformat")
+t("The target is gaining %d positive energy each turn.", "陽光力が毎ターン%d増加します。", "tformat")
+t("Projectiles aimed at the target are slowed by %d%%.", "対象への飛来物の速度が%d%%減少。", "tformat")
+t("Turn Back the Clock", "時間奔流", "_t")
+t("The target has been returned to a much younger state, reducing all its stats by %d.", [[年齢が退行しています。
+全能力値が%d低下しています。]], "tformat")
+t("#Target# is returned to a much younger state!", "#Target#は若返った!", "_t")
+t("#Target# has regained its natural age.", "#Target#の年齢が戻った", "_t")
+t("The target is wasting away, taking %0.2f temporal damage per turn.", [[体が崩れていきます。
+毎ターン%0.2fの時空属性ダメージを受け
+ます。]], "tformat")
+t("#Target# is wasting away!", "#Target#の体が風化していく!", "_t")
+t("#Target# stops wasting away.", "#Target#の体が元に戻った", "_t")
+t("The target's awareness is fully in the present, increasing stealth detection, see invisibility, defense, and accuracy by %d.", [[現在の時間軸で起こる事象を強く感知し
+ます。隠密看破、透明視認、回避、命中
+が上昇します。
+(上昇量 %d)]], "tformat")
+t("#Target# has found the present moment!", "#Target#は瞬間を見た!", "_t")
+t("#Target#'s awareness returns to normal.", "#Target#の意識は元に戻った", "_t")
+t("Invigorate", "鼓舞", "_t")
+t("The target is regaining %d life per turn and refreshing talents at twice the normal rate.", [[毎ターンHPが%d回復。
+クールダウン復帰速度2倍。]], "tformat")
+t("#Target# is invigorated.", "#Target#は鼓舞を受けた", "_t")
+t("#Target# is no longer invigorated.", "#Target#は鼓舞を終えた", "_t")
+t("Gather the Threads", "時流集め", "_t")
+t("The target's spellpower has been increased by %d and will continue to increase by %d each turn.", [[次の攻撃ダメージが%d上昇します。
+攻撃しなければ、時流のエネルギーを集
+めて毎ターン%dずつ上昇します。]], "tformat")
+t("#Target# is gathering energy from other timelines.", "#Target#はエネルギーを集中させた", "_t")
+t("#Target# is no longer manipulating the timestream.", "#Target#のエネルギーが解放された", "_t")
+t("The target's resistances have been reduced by %d%%.", "全耐性が%d%%低下しています。", "tformat")
+t("#Target# is flawed.", "#Target#の存在が揺らいだ", "_t")
+t("#Target# is no longer flawed.", "#Target#の存在が確立された", "_t")
+t("The target is infected by a manaworm, draining %0.2f mana per turn and releasing it as arcane damage to the target.", [[マナワームに寄生されています。
+毎ターン、マナを%0.2f失います。
+また、失ったマナ分を魔力属性ダメージ
+として受けます。]], "tformat")
+t("#Target# is infected by a manaworm!", "#Target#にマナワームが寄生した!", "_t")
+t("#Target# is no longer infected.", "#Target#は解放された", "_t")
+t("Surge of Undeath", "死者の強化", "_t")
+t("Increases the target combat power, spellpower, accuracy by %d, armour penetration by %d and critical chances by %d.", [[近接、魔法攻撃力、命中が%d上昇。
+アーマー貫通%d上昇。
+近接、魔法クリティカル率%d上昇。]], "tformat")
+t("#Target# is engulfed in dark energies.", "#Target#は闇を纏った", "_t")
+t("#Target# seems less powerful.", "#Target#の周囲の闇が晴れた", "_t")
+t("Bone Shield", "ボーンシールド", "_t")
+t("Any attacks doing more than %d%% of your life is reduced to %d%%.", [[HPの%d%%を超えるダメージを
+%d%%に軽減します。]], "tformat")
+t("#Target# protected by flying bones.", "#Target#の周囲で骨が舞う", "_t")
+t("#Target# flying bones crumble.", "#Target#を守る骨が消えた", "_t")
+t("Redux", "エネルギー循環", "_t")
+t("Chronomancy spells with cooldown less than %d will not go on cooldown when cast.", [[時間操作系の魔法のうちクールダ
+ウンが%d未満のものはクールダウンしません。]], "tformat")
+t("Target is destabilized and in %d turns will start suffering %0.2f temporal damage per turn.  If it dies with this effect active after the damage starts it will explode.", [[%dターン、時流が不安定になります。
+ターン毎に%0.2fの時空属性ダメージを受
+けます。
+この状態で死亡すると爆発します。
+ただしまだダメージ効果が発揮されてい
+ない場合は爆発しません。]], "tformat")
+t("Target is destabilized and suffering %0.2f temporal damage per turn.  If it dies with this effect active it will explode.", [[ターン毎に%0.2fの時空属性ダメージを受
+けます。
+この状態で死亡すると爆発します。]], "tformat")
+t("#Target# is unstable.", "#Target#は不安定になった", "_t")
+t("#Target# has regained stability.", "#Target#は安定化した", "_t")
+t("Celerity", "迅速", "_t")
+t("The target is moving is %d%% faster.", "移動速度%d%%増加。", "tformat")
+t("Time Dilation", "時間膨張", "_t")
+t("Increases attack, spell, and mind speed by %d%%.", "攻撃・詠唱・精神速度%d%%上昇。", "tformat")
+t("Haste", "スピード", "_t")
+t("Increases global action speed by %d%%.", "速度が%d%%上昇しています。", "tformat")
+t("Cease to Exist", "存在抹消", "_t")
+t("The target is being removed from the timeline, its resistance to physical and temporal damage have been reduced by %d%%.", [[時間軸から追放されています。
+物理・時空耐性低下%d%%]], "tformat")
+t("#Target# is being removed from the timeline.", "#Target#は時間軸から追放された", "_t")
+t("Impending Doom", "滅びの危機", "_t")
+t("The target's final doom is drawing near, reducing healing factor by 80%% and dealing %0.2f arcane damage per turn. The effect will stop if the caster dies.", [[死の運命に引き寄せられています。
+HP回復倍率が100%低下。
+毎ターン%0.2fの
+魔力属性ダメージを受けます。
+術者が死ぬと、その時点で効果が解けます。]], "tformat")
+t("#Target# is doomed!", "#Target#に死が迫る!", "_t")
+t("#Target# is freed from the impending doom.", "#Target#から死が遠ざかった", "_t")
+t("Rigor Mortis", "死の硬直", "_t")
+t("The target takes %d%% more damage from necrotic minions.", [[不死者の手下からの被ダメージが増えま
+す。
+被ダメージ上昇%d%%]], "tformat")
+t("#Target# feels death coming!", "#Target#に死者の怒りが注がれる!", "_t")
+t("#Target# is freed from the rigor mortis.", "#Target#への怒りが鎮まった", "_t")
+t("Abyssal Shroud", "アビスの帳", "_t")
+t("The target's lite radius has been reduced by %d, and its darkness resistance by %d%%.", [[光源範囲が%d減少します。
+また暗黒耐性も%d%%減少します。]], "tformat")
+t("#Target# feels closer to the abyss!", "#Target#が深淵の闇に包まれる!", "_t")
+t("#Target# is free from the abyss.", "#Target#は解放された", "_t")
+t("Spin Fate", "運命の螺旋", "_t")
+t("The target's defense and saves have been increased by %d.", "回避と各種セーブが%d増加。", "tformat")
+t("#Target# spins fate.", "#Target#の運命が捩じ曲がった", "_t")
+t("Rotting Disease", "腐敗の病", "_t")
+t("The target is infected by a disease, reducing its constitution by %d and doing %0.2f blight damage per turn.", [[病気に罹り、耐久が%d減少しています。
+腐敗属性の%0.2fダメージをターン毎に受
+けます。]], "tformat")
+t("#Target# is afflicted by a rotting disease!", "#Target#は腐敗病に罹った!", "_t")
+t("#Target# is free from the rotting disease.", "#Target#の腐敗病が治った。", "_t")
+t("Decrepitude Disease", "機敏の病", "_t")
+t("The target is infected by a disease, reducing its dexterity by %d and doing %0.2f blight damage per turn.", [[病気に罹り、機敏が%d減少しています。
+腐敗属性の%0.2fダメージをターン毎に受
+けます。]], "tformat")
+t("#Target# is afflicted by a decrepitude disease!", "#Target#は老化病に罹った!", "_t")
+t("#Target# is free from the decrepitude disease.", "#Target#の老化病が治った", "_t")
+t("Weakness Disease", "腕力の病", "_t")
+t("The target is infected by a disease, reducing its strength by %d and doing %0.2f blight damage per turn.", [[病気に罹り、腕力が%d減少しています。
+腐敗属性の%0.2fダメージをターン毎に受
+けます。]], "tformat")
+t("#Target# is afflicted by a weakness disease!", "#Target#は弱化病に罹った!", "_t")
+t("#Target# is free from the weakness disease.", "#Target#の弱化病が治った", "_t")
+t("#Target# is weakened by the darkness!", "#Target#は心を囚われた!", "_t")
+t("#Target# is covered in acid!", "#Target#は酸を浴びた!", "_t")
+t("#Target# is free from the acid.", "#Target#から酸毒が消えた", "_t")
+t("The target is crippled, reducing melee, spellcasting and mind speed by %d%%.", [[手足に重傷を負っています。
+物理、魔法、精神攻撃の速度が%d%%低下
+します。]], "tformat")
+t("#Target# is crippled.", "#Target#は行動を制限された", "_t")
+t("Epidemic", "伝染病", "_t")
+t([[The target is infected by a disease, doing %0.2f blight damage per turn and reducing healing received by %d%%.
+Each non-disease blight damage done to it will spread the disease.]], [[病気に罹っています。毎ターン腐敗属性
+の%0.2fダメージを受けます。
+また、HP回復量が%d%%低下します。
+この病気は病気以外の腐敗属性ダメージ
+を受けると、周囲に伝染します。]], "tformat")
+t("#Target# is afflicted by an epidemic!", "#Target#は伝染病に罹った!", "_t")
+t("#Target# is free from the epidemic.", "#Target#の伝染病が治った", "_t")
+t("Worm Rot", "産み付け", "_t")
+t([[The target is infected with carrion worm larvae.  Each turn it will lose one beneficial physical effect and %0.2f blight and acid damage will be inflicted.
+After five turns the disease will inflict %0.2f blight damage and spawn a carrion worm mass.]], [[腐敗虫に寄生されています。
+毎ターン有利な物理系ステータス異常が
+解除されます。
+また、毎ターン%0.2fの腐敗、酸属性ダメ
+ージを受け続けます。
+5ターン経過すると、腐敗属性の%0.2fダ
+メージを受け、周囲に腐敗虫が生まれま
+す。]], "tformat")
+t("#Target# is afflicted by a terrible worm rot!", "#Target#は腐敗虫に寄生された!", "_t")
+t("#Target# is free from the worm rot.", "#Target#は腐敗虫を追い払った", "_t")
+t("#LIGHT_RED#A carrion worm mass bursts out of %s!", "%sから腐敗虫が生まれる!", "logSeen")
+t("The target is infected by a disease doing %0.2f blight damage per turn.%s", [[グール病に感染しています。
+腕力低下 %d 
+機敏低下 %d 
+耐久低下 %d 
+ターン毎腐敗ダメージ %0.2f
+%s]], "tformat")
+t("#Target# is afflicted by ghoul rot!", "#Target#はグール病に感染!", "_t")
+t("#Target# is free from the ghoul rot.", "#Target#のグール病が治った", "_t")
+t("Bloodcasting", "血の魔術", "_t")
+t("corruption", "堕落", "effect subtype")
+t("Arcane Supremacy", "魔力の同化", "_t")
+t("The target's spellpower and spell save has been increased by %d", [[魔法パワーと魔法セーブが上昇していま
+す。
+上昇量 %d]], "tformat")
+t("#Target# is surging with arcane energy.", "#Target#に魔力が流れ込んだ", "_t")
+t("Ward", "è­·ã‚Š", "_t")
+t("The target's spellpower has been increased by %d.", "魔法パワーが%d上昇しています。", "tformat")
+t("#Target# is surging arcane power.", "#Target#に神秘の力が溢れる!", "_t")
+t("#Target# is no longer surging arcane power.", "#Target#から神秘の力が退いた", "_t")
+t([[The target is out of phase with reality, increasing defense by %d, resist all by %d%%, and reducing the duration of detrimental timed effects by %d%%.
+These effects cap at 40%%.]], [[実体が薄れています。
+回避%d上昇。
+全耐性%d%%上昇。
+不利な状態の持続時間%d%%低下。]], "tformat")
+t("#Target# is out of phase.", "#Target#は非実体化した!", "_t")
+t("#Target# is no longer out of phase.", "#Target#は実体化した", "_t")
+t("Blood Lock", "ブラッドロック", "_t")
+t("Cannot heal higher than %d life.", "HPが%d以上になりません。", "tformat")
+t("blood", "血液", "effect subtype")
+t("#Target# is blood locked.", "#Target#はブラッドロックを受けた", "_t")
+t("#Target# is no longer blood locked.", "#Target#はブラッドロックから解放された", "_t")
+t("Congeal Time", "時間凍結", "_t")
+t("Reduces global action speed by %d%% and all outgoing projectiles speed by %d%%.", [[速度低下%d%% 
+遠距離攻撃の飛来速度%d%%低下。]], "tformat")
+t("#Target# slows down.", "#Target#は減速した", "_t")
+t("#Target# speeds up.", "#Target#は加速した", "_t")
+t("Arcane Vortex", "魔力の集積", "_t")
+t("An arcane vortex follows the target. Each turn a manathrust fires from it to a random foe in sight doing %0.2f arcane damage to all. If no foes are found the main target takes 50%% more arcane damage this turn. If the target dies the remaining damage is dealt as a radius 2 ball of arcane.", [[魔力のエネルギー体に纏わりつかれてい
+ます。
+ターン毎に対象の視界内に存在するラン
+ダムな敵へ「魔力の槍」が発射されます。
+ダメージは%0.2fです。
+対象の視界内に敵が存在しない場合、対
+象は魔力属性の50%ダメージを受けま
+す。
+効果終了前に対象が死亡すると、半径2
+マスに残りダメージ分の爆発を起こします。]], "tformat")
+t("#Target# is free from the arcane vortex.", "#Target#は魔力の渦から解放された", "_t")
+t("Aether Breach", "魔力の爆発", "_t")
+t("Fires an arcane explosion each turn doing %0.2f arcane damage in radius 2.", [[毎ターン魔力属性の爆発を起こします。
+ダメージ %0.2f 
+半径1]], "tformat")
+t("Aether Avatar", "魔力の化身", "_t")
+t("Vulnerability Poison", "脆弱の毒", "_t")
+t("The target is attracting all toward it, also dealing fire, light and physical damage each turn..", [[周囲の全てを引き寄せます。
+さらに毎ターン、火炎、光、物理ダメー
+ジを与えます。]], "tformat")
+t("#Target# starts to attract all creatures around!", "#Target#が周囲の敵を引き寄せる!", "_t")
+t("#Target# is no longer attracting creatures.", "#Target#の引力が無くなった", "_t")
+t("%s is pulled in!", "%sは引き寄せられた!", "logSeen")
+t("The target assumes the form of a telugoroth.", "テルゴロス形態をとっています。", "tformat")
+t("#Target# is no longer embeded in time.", "#Target#の時流が速くなった", "_t")
+t("The target has assumed the form of a corrupted losgoroth, gaining immunity to poison, disease, bleeding, and confusion.  It does not need to breathe, and converts half of all damage to life draining blight.", "腐敗ロスゴロスに変身しています。", "tformat")
+t("arcane", "神秘", "effect subtype")
+t("#Target# turns into a losgoroth!", "#Target#は腐敗ロスゴロスに変身!", "_t")
+t("Shivgoroth Form", "シヴゴロス変化", "_t")
+t("The target assumes the form of a shivgoroth.", "シヴゴロスに変身しています。", "tformat")
+t("#Target# turns into a shivgoroth!", "#Target#はシヴゴロスに変身!", "_t")
+t("#Target# is no longer transformed.", "#Target#は元の姿に戻った", "_t")
+t("You can sense the presence of all %s around you.", [[以下のタイプの敵を感知します。
+%s]], "tformat")
+t("rune", "ルーン", "effect subtype")
+t("Born into Magic", "魔の存在", "_t")
+t("%s damage increased by 20%%.", [[%s属性ダメージ上昇。
+上昇量15%]], "tformat")
+t("race", "種族技能", "effect subtype")
+t("Essence of the Dead", "死力の生成", "_t")
+t("The target consumed souls to gain new powers. %d spells affected.", [[魂を貪り、魔法を強化しています。
+残り回数%d回]], "tformat")
+t("Ice Armour", "冷気の鎧", "_t")
+t("The target is covered in a layer of ice. Its armour is increased by %d, it deals %0.1f Cold damage to attackers that hit in melee, and 50%% of its damage is converted to cold.", [[氷の装甲で覆われています。
+アーマー上昇%d
+近接反撃ダメージ冷気属性 %0.1f 
+与ダメージの50%が冷気属性に変換。]], "tformat")
+t("cold", "冷気", "effect subtype")
+t("#Target# is covered in icy armor!", "#Target#は氷の装甲を纏った!", "_t")
+t("#Target#'s ice coating crumbles away.", "#Target#の氷の装甲が砕け散った", "_t")
+t("Caustic Golem", "酸の防壁", "_t")
+t("The target is coated with acid. When struck in melee, it has a %d%% chance to spray a cone of acid towards the attacker doing %0.1f damage.", [[酸で覆われています。
+近接攻撃を受けると一定確率で攻
+撃者に向かって酸を噴出し、ダメ
+ージを与えます。
+確率 %d%% 
+ダメージ %0.1f]], "tformat")
+t("acid", "é…¸", "effect subtype")
+t("#Target# is coated in acid!", "#Target#は酸で覆われた!", "_t")
+t("#Target#'s acid coating is diluted.", "#Target#を覆う酸が中和された", "_t")
+t("Sun's Vengeance", "天の怒り", "_t")
+t("The target is filled with the Sun's fury, next Sun Beam will be instant cast.", [[日輪の怒りが体を満たしています。
+「Sun beam」使用にターン消費しません。]], "tformat")
+t("#Target# is filled with the Sun's fury!", "#Target#を日輪の怒りが満たす!", "_t")
+t("Suncloak", "太陽の衣", "_t")
+t("The target is protected by the sun, increasing their spell casting speed by %d%%, reducing spell cooldowns by %d%%, and preventing damage over %d%% of your maximum life from a single hit.", [[陽光の衣で守られています。
+詠唱速度増加 %d%%
+魔法のクールダウン減少 %d%%
+単発で最大HPの%d%%を超えるダ
+メージを受けません。]], "tformat")
+t("#Target# is energized and protected by the Sun!", "#Target#は日輪の力で守られた!", "_t")
+t("#Target#'s solar fury subsides.", "#Target#から日輪の怒りが退いていく", "_t")
+t("Mark of Light", "光の刻印", "_t")
+t("The creature that marked the target with light will be healed for all melee attacks against it by %d%%.", [[光の刻印を受けています。
+術者から近接攻撃を受けるとその
+ダメージの%d%%分、術者のHPが
+回復します。]], "tformat")
+t("#Target# is marked by light!", "#Target#は光の刻印を受けた!", "_t")
+t("#Target#'s mark disappears.", "#Target#から光の刻印が消えた", "_t")
+t("Righteous Strength", "正義の力", "_t")
+t("Increase light and physical damage by %d%%.", "光・物理属性ダメージ%d%%増加。", "tformat")
+t("#Target# shines with light!", "#Target#に正義の力が宿る!", "_t")
+t("#Target# stops shining.", "#Target#から正義の力が消えた", "_t")
+t("The creature is burnt by light, dealing %0.2f light damage each turn and reducing armour by %d.", [[光で焼かれています。
+毎ターン光属性の%0.2fダメージを
+受けます。
+アーマー低下 %d]], "tformat")
+t("#Target# burns with light!", "#Target#は燃え上がった!", "_t")
+t("#Target# stops burning.", "#Target#の火は消えた", "_t")
+t("The target glows in the light, reducing its stealth and invisibility power by %d, defense by %d and looses all evasion bonus from being unseen.", [[光で照らされています。
+隠密・透明効果量が%d低下
+回避低下 %d
+不可視状態による回避ボーナスが
+無効になっています。]], "tformat")
+t("The target is invigorated from Searing Sight, increasing movement speed by %d%%.", [[「Searing Sight」で加速しています。
+移動速度増加 %d%%]], "tformat")
+t("sun", "太陽", "effect subtype")
+t("Healing Inversion", "治癒変換", "_t")
+t("All healing done to the target will instead turn into %d%% blight damage.", [[HP回復の値が%d%%分の腐敗属性
+ダメージになります。]], "tformat")
+t("Target is reeling from an lightning shock, halving its stun and pinning resistance.", [[電撃で感電しています。
+スタン・移動不能耐性が半減して
+います。]], "tformat")
+t("lightning", "電撃", "effect subtype")
+t("Target is drenched with magical water, halving its stun resistance.", [[魔力を帯びた水でずぶ濡れです。
+スタン耐性が半減しています。]], "tformat")
+t("ice", "æ°·", "effect subtype")
+t("water", "冷術", "effect subtype")
+t("Probability Travel", "次元旅行", "_t")
+t("Target is out of phase and may move through walls.", [[実体が薄れ、壁を通り抜けられま
+す。]], "tformat")
+t("Blink", "ショートテレポート", "_t")
+t("Target is randomly teleporting every turn.", [[毎ターンランダムテレポートしま
+す。]], "tformat")
+t("Dimensional Anchor", "ディメンショナル・アンカー", "_t")
+t("The target is unable to teleport and takes %0.2f temporal and %0.2f physical damage if they try.", [[テレポートできません。
+テレポートを試みるとダメージを
+受けます。
+時間属性ダメージ%0.2f 
+物理属性ダメージ%0.2f]], "tformat")
+t("slow", "減速", "effect subtype")
+t("#Target# is anchored.", "#Target#は位置固定を受けた!", "_t")
+t("#Target# is no longer anchored.", "#Target#は繋ぎを解いた", "_t")
+t("Breach", "突破", "_t")
+t("The target's defenses have been breached, reducing armor hardiness, stun, pin, blindness, and confusion immunity by 50%%.", [[防御面が弱体化しています。
+重装度、スタン・移動不能・盲目
+・混乱耐性が50%低下。]], "tformat")
+t("The target is taking %d%% of all damage dealt to other braided targets.", [[同じ状態のキャラクターが受けた
+ダメージの%d%%分を受けます。]], "tformat")
+t("#Target#'s lifeline has been braided.", "#Target#の生命は脅かされている", "_t")
+t("#Target#'s lifeline is no longer braided.", "#Target#は生命の脅威を脱した", "_t")
+t("Precognition", "未来予知", "_t")
+t("Peer into the future, detecting enemies, increasing defense by %d, and granting a %d%% chance to ignore critical hits.", [[未来を垣間見て敵を感知します。
+回避上昇%d
+クリティカル無効%d%%]], "tformat")
+t("Webs of Fate", "運命の糸", "_t")
+t("Displacing %d%% of all damage on to a random enemy.", "%d%%ダメージをランダムに転嫁。", "tformat")
+t("Seal Fate", "運命の封印", "_t")
+t("The target has a %d%% chance of increasing the duration of one detrimental status effects on targets it damages by one.", [[%d%%の確率で攻撃対象の不利なス
+テータス異常1種の持続時間を
+1ターン延長。]], "tformat")
+t("focus", "フォーカス", "effect subtype")
+t("The target is immune to further damage but is dealing %d%% less damage.", [[ダメージを受けません。
+与ダメージが%d%%低下。]], "tformat")
+t("#Target# has started to unravel.", "#Target#はほどき始めた", "_t")
+t("Entropy", "エントロピー", "_t")
+t("#Target# is caught in an entropic field!", "#Target#はエントロピーの場に捕らわれた!", "_t")
+t("#Target# is free from the entropy.", "#Target#はエントロピーの場から解放された。", "_t")
+t("Reduces your three highest stats by %d.", [[ステータスのうち高い順の三種が
+%d低下。]], "tformat")
+t("#Target# has regressed.", "#Target#は退化した", "_t")
+t("#Target# has returned to its natural state.", "#Target#が元の体に戻った", "_t")
+t("The target is being removed from the timeline and is taking %0.2f temporal damage per turn.", [[時間軸から追放されています。
+毎ターン時空属性のダメージを受
+けます。
+ダメージ量%0.2f]], "tformat")
+t("#Target# is being being removed from the timeline!", "#Target#は時間軸から追放された!", "_t")
+t("#Target# survived the attenuation.", "#Target#は生命力を取り戻した", "_t")
+t("Attenuate", "時間減衰", "_t")
+t("The target is being grounded in the timeline and is healing %0.2f life per turn.", [[時間軸に固着しています。
+ターン毎にHP%0.2f回復。]], "tformat")
+t("#Target# is being being grounded in the timeline!", "#Target#は時間軸に固着した!", "_t")
+t("#Target# is no longer being grounded.", "#Target#は時間軸上に遊離している", "_t")
+t("Ogric Wrath", "オーガの怒り", "_t")
+t("Do not try to resist it!", "無駄無駄無駄!", "tformat")
+t("#Target# enters an ogric frenzy.", "#Target#は激怒した", "_t")
+t("#Target# calms down.", "#Target#は冷静になった", "_t")
+t("Increases crit chance by %d%% and critical power by %d%%. %d charge(s).", [[クリティカル率%d%%増加。
+クリティカル倍率%d%%増加。
+チャージ%d]], "tformat")
+t("Writ Large", "力の支配", "_t")
+t("Inscriptions cooldown twice as fast.", [[封入物のクールダウン復帰速度が
+2倍。]], "tformat")
+t("runic", "ルーン", "effect subtype")
+t("Static History", "世界の安定", "_t")
+t("Chronomancy spells cast by the target will not produce minor anomalies.", [[時間操作系の魔法で下級アノーマ
+リーが発生しません。]], "tformat")
+t("Spacetime has stabilized around #Target#.", "#Target#の周囲で時空が安定化した", "_t")
+t("The fabric of spacetime around #Target# has returned to normal.", "#Target#の周囲で時空が動き出した", "_t")
+t("Arrow Echoes", "残響の矢", "_t")
+t("Each turn will fire an arrow at %s.", "%sに毎ターン射撃します。", "tformat")
+t("Warden's Focus", "守護者の標的", "_t")
+t("Focused on %s, +%d%% critical damage and +%d%% critical hit chance against this target.", [[%sを狙っています。
+クリティカル倍率+%d%%
+クリティカル率+%d%%
+これらは対象のみに有効です。]], "tformat")
+t("Fateweaver", "運命の織り手", "_t")
+t("The target's accuracy and power have been increased by %d.", "命中とパワー増加%d", "tformat")
+t("#Target# weaves fate.", "#Target#は宿命を紡いだ", "_t")
+t("#Target# stops weaving fate.", "#Target#は宿命を紡ぐ手を止めた", "_t")
+t("Fold Fate", "フォルド・フェイト", "_t")
+t("The target is nearing the end, its resistance to physical and temporal damage have been reduced by %d%%.", [[死が迫っています。
+物理・時空耐性が%d%%減少。]], "tformat")
+t("#Target# is nearing the end.", "#Target#に死が迫る", "_t")
+t("Spatial Tether", "スペーステザー", "_t")
+t("The target has been tethered to the location and has a %d%% chance of being teleported back, creating an explosion for %0.2f physical and %0.2f temporal warp damage at both ends of the teleport.", [[所定位置に固定されています。
+%d%%の確率で引き戻されます。
+その際移動先と移動元にダメージ
+が発生します。
+物理属性ダメージ%0.2f
+時空(転移)属性ダメージ%0.2f]], "tformat")
+t("temporal", "時空", "effect subtype")
+t("#Target# has been tethered!", "#Target#は繋ぎ止められた!", "_t")
+t("#Target# is no longer tethered.", "#Target#は繋ぎを解いた", "_t")
+t("The target is poisoned, taking %0.2f blight damage per turn.", "毒されている。ターン毎に%0.2f腐敗ダメージを受ける", "tformat")
+t("The target is poisoned, taking %0.2f blight damage per turn and decreasing all heals received by %d%%.", "毒されている。ターン毎に%0.2f腐敗ダメージを受け、%d%%回復量が低下している", "tformat")
+t("The target is poisoned and sick, doing %0.2f blight damage per turn. Each time it tries to use a talent there is %d%% chance of failure.", "毒されている。ターン毎に%0.2f腐敗ダメージを受け、%d%%でタレントの発動に失敗する", "tformat")
+t("The target is poisoned and sick, doing %0.2f blight damage per turn. All damage it does is reduced by %d%%.", "毒されている。ターン毎に%0.2f腐敗ダメージを受け、%d%%与えるダメージが低下する", "tformat")
+t("blight", "腐敗", "effect subtype")
+t("poison", "毒", "effect subtype")
+t("shield", "シールド", "effect subtype")
+t("#Target# is encased in a stone shield.", "#Target#は石の盾に包まれた", "_t")
+t("Deeprock Form", "深岩変化", "_t")
+t("earth", "地術", "effect subtype")
+t("elemental", "元素", "effect subtype")
+t("#Target# is imbued by the power of the Stone.", "#Target#は石の力を引き出した", "_t")
+t("#Target# is abandoned by the Stone's power.", "#Target#の石の力が尽きた", "_t")
+t("Bathe in Light", "光の祝福", "_t")
+t("celestial", "天空", "effect subtype")
+t("light", "閃光", "effect subtype")
+t("#Target# glows intensely!", "#Target#は輝いた!", "_t")
+t("#Target# is no longer glowing .", "#Target#は輝きを終えた", "_t")
+t("Overseer of Nations", "支配の定め", "_t")
+t("higher", "上級人", "effect subtype")
+t("Pacification Hex", "鎮静の呪詛", "_t")
+t("The target is hexed, granting it %d%% chance each turn to be dazed for 3 turns.", [[呪縛を受けています。%d%%の確率で3タ
+ーンの間朦朧します。]], "tformat")
+t("Burning Hex", "燃焼の呪詛", "_t")
+t("The target is hexed.  Each time it uses an ability it takes %0.2f fire damage, and talent cooldowns are increased by %s plus 1 turn.", [[呪縛を受けています。
+リソースを消費するたびに火炎属
+性ダメージを受けます。
+ダメージ %0.2f 
+クールダウン延長 %s +1]], "tformat")
+t("fire", "火炎", "effect subtype")
+t("#Target# is hexed!", "#Target#は呪われた!", "_t")
+t("Empathic Hex", "共感の呪詛", "_t")
+t("The target is hexed, creating an empathic bond with its victims. It takes %d%% feedback damage from all damage done.", [[呪縛を受けています。
+攻撃対象と見えない絆で繋がれ、与えた
+ダメージの%d%%を自身も受けます。]], "tformat")
+t("Domination Hex", "支配の呪詛", "_t")
+t("The target is hexed, temporarily changing its faction to %s.", [[呪縛を受けています。
+一時的に所属が%sになります。]], "tformat")
+t("#Target# is free from the hex.", "#Target#は呪いを解いた", "_t")
+t("Shadowguard", "影の防護", "_t")
+t("shadow", "å½±", "effect subtype")
+t("undead", "不死", "effect subtype")
+t("bleed", "出血", "effect subtype")
+t("#Target# starts to bleed darkness.", "#Target#は闇を放ち始めた", "_t")
+t("darkness", "æš—é»’", "effect subtype")
+t("physical", "物理", "effect subtype")
+t("lich", "リッチ", "effect subtype")
+t("power", "衝撃", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/mental.lua"
+
+t("The target is losing hope, all damage it does is reduced by %d%%.", [[闇に心を囚われています。
+与ダメージ低下%d%%]], "tformat")
+t("#Target# is weakened by the darkness!", "#Target#は心を囚われた!", "_t")
+t("#Target# regains their energy.", "#Target#は勇気を取り戻した。", "_t")
+t("silence", "沈黙", "effect subtype")
+t("#Target# is silenced!", "#Target#は沈黙した!", "_t")
+t("#Target# is not silenced anymore.", "#Target#は声を取り戻した", "_t")
+t("Pheromones", "フェロモン", "_t")
+t("The target has been marked as the focus for all nature summons within %d radius, receiving %d%% increased damage from nature summons.", [[コントロールしている手下の受けるダメ
+ージが%d%%低下し、存在時間が%d延長さ
+れます。]], "tformat")
+t("The target is confused, acting randomly (chance %d%%) and unable to perform complex actions.", [[ランダムな行動をとってしまいます。
+(確率%d%%)
+また、複雑な動作ができません。]], "tformat")
+t("#Target# wanders around!.", "#Target#はふらついた!", "_t")
+t("#Target# seems more focused.", "#Target#は狙いを定めたようだ", "_t")
+t("The target's mind has been shattered. Its body remains as a thrall to %s.", [[精神が崩壊しています。
+%sの操り人形です。]], "tformat")
+t("#Target#'s mind is shattered.", "#Target#の精神は砕かれた", "_t")
+t("%s's mind recovers from the domination.", "%sは精神支配から回復した", "logSeen")
+t("Battle Shout", "開戦の咆哮", "_t")
+t("Increases maximum life and stamina by %d%%. When the effect ends, the extra life and stamina will be lost.", [[最大HPとスタミナが増加します。
+増加量は%d%%です。
+効果が切れると増加分は消滅し
+ます。]], "tformat")
+t("Battle Cry", "威圧の咆哮", "_t")
+t("The target's will to defend itself is shattered by the powerful battle cry, reducing defense by %d.", [[大咆哮で戦意を失っています。
+回避が%d低下します。]], "tformat")
+t("#Target#'s will is shattered.", "#Target#の意志は砕かれた", "_t")
+t("#Target# regains some of its will.", "#Target#は意志を少し回復した", "_t")
+t("Willful Combat", "士気高揚", "_t")
+t("The target puts all its willpower into its blows, improving physical power by %d.", [[攻撃に集中します。
+物理パワーが%d上昇します。]], "tformat")
+t("#Target# lashes out with pure willpower.", "#Target#は純粋な意志の力を放った", "_t")
+t("#Target#'s willpower rush ends.", "#Target#の意志の攻撃は薄れた", "_t")
+t("The gloom reduces damage the target inflicts by %d%%.", "与ダメージ低下 %d%%", "tformat")
+t("#F53CBE##Target# is weakened by the gloom.", "#F53CBE##Target#は憂いに弱った", "_t")
+t("#F53CBE##Target# is no longer weakened.", "#F53CBE##Target#は衰弱から立ち直った", "_t")
+t("The gloom reduces the target's global speed by %d%%.", [[狂気のオーラに捕われています。
+速度が%d%%低下しています。]], "tformat")
+t("#F53CBE##Target# moves reluctantly!", "#F53CBE##Target#は歩かされた!", "_t")
+t("#Target# overcomes the gloom.", "#Target#は憂いを克服した", "_t")
+t("The gloom has stunned the target, reducing damage by 50%%, putting 4 random talents on cooldown and reducing movement speed by 50%%.  While stunned talents cooldown twice as slow.", [[狂気のオーラでスタンしました。
+与ダメージ低下70%% 
+ランダムなタレントがクールダウン
+移動速度50%%低下
+クールダウン復帰禁止]], "tformat")
+t("#F53CBE##Target# is stunned with fear!", "#F53CBE##Target#は恐怖で気を失った!", "_t")
+t("The gloom has confused the target, making it act randomly (%d%% chance) and unable to perform complex actions.", [[狂気のオーラに捕われています。
+ランダムな行動をとってしまいます。
+(確率%d%%)
+また、複雑な動作ができません]], "tformat")
+t("#F53CBE##Target# is lost in despair!", "#F53CBE##Target#は絶望に支配された!", "_t")
+t("gloom", "憂い", "effect subtype")
+t("#F53CBE##Target# is dismayed!", "#F53CBE##Target#は無気力になった!", "_t")
+t("#Target# overcomes the dismay", "#Target#は活力を取り戻した", "_t")
+t("Stalking %s. Bonus level %d: +%d accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit.", [[%sを追跡。
+ボーナスレベル %d
+命中 +%d
+近接ダメージ +%d%%
+攻撃が命中したターンは憎悪 +%0.2f]], "tformat")
+t("Prey damage modifier: %d%%.", "Preyによる補正: %d%%", "tformat")
+t("#F53CBE##Target# is being stalked by #Source#!", "#F53CBE##Target#は#Source#に追跡されている!。", "logCombat")
+t("#F53CBE##Target# is no longer being stalked by #Source#.", "#F53CBE##Target#は#Source#の追跡を振り切った", "logCombat")
+t("Being stalked by %s. Stalker bonus level %d: +%d accuracy, +%d%% melee damage, +%0.2f hate/turn prey was hit.", [[追跡者 %s
+追跡レベル %d
+命中 +%d
+近接ダメージ+%d%%
+攻撃が命中したターンは憎悪 +%0.2f]], "tformat")
+t(" Prey damage modifier: %d%%.", "Preyによる補正: %d%%", "tformat")
+t("The target has been beckoned by %s and is heeding the call. There is a %d%% chance of moving towards the beckoner each turn.", [[使用者 %s 
+使用者の方へ誘導されています。
+毎ターン一定確率で移動を優先します。
+確率 %d%%]], "tformat")
+t(" (spellpower: %d, mindpower: %d", "魔法パワー -%d 精神パワー -%d", "tformat")
+t("#Target# has been beckoned.", "#Target#は引き寄せられた", "_t")
+t("#Target# is no longer beckoned.", "#Target#は解放された", "_t")
+t("#F53CBE#%s struggles against the beckoning.", "#F53CBE#%sは引き寄せに抵抗した", "logSeen")
+t("#F53CBE#%s is jolted to attention by the damage and is no longer being beckoned.", "#F53CBE#%sはダメージで正気に戻り、引き寄せを打ち払った", "logSeen")
+t("The target has been overwhemed by a furious assault, reducing defence by %d.", [[強力な攻撃を受けて怯んでいます。
+命中が%d低下]], "tformat")
+t("#Target# has been overwhelmed.", "#Target#は圧倒された", "_t")
+t("#Target# is no longer overwhelmed.", "#Target#は復帰した", "_t")
+t("The target has been harassed by its stalker, reducing damage by %d%%.", [[つけ狙われて疲弊しています。
+与ダメージ%d%%低下]], "tformat")
+t("#Target# has been harassed.", "#Target#は付け狙われた", "_t")
+t("#Target# is no longer harassed.", "#Target#は振り切った", "_t")
+t("The target has been dominated.  It is unable to move and has lost %d armor and %d defense. Attacks from %s gain %d%% damage penetration.", [[威圧されています。
+アーマー低下 %d
+回避低下 %d 
+%sからの攻撃で
+%d%%の耐性貫通を被る]], "tformat")
+t("#F53CBE##Target# has been dominated!", "#F53CBE##Target#は支配された!", "_t")
+t("#F53CBE##Target# is no longer dominated.", "#F53CBE##Target#は支配を破った", "_t")
+t("Agony", "苦悶", "_t")
+t("%s is writhing in agony, suffering from %d to %d damage over %d turns.", [[%sは苦痛を受けています。
+被ダメージ %dから%d
+持続時間%dターン]], "tformat")
+t("#Target# is writhing in agony!", "#Target#は悲痛な叫び声を上げた!", "_t")
+t("#Target# is no longer writhing in agony.", "#Target#は苦痛を打ち払った", "_t")
+t("Hateful Whisper", "憎悪のささやき", "_t")
+t("%s has heard the hateful whisper.", "%sは呪詛を受けています。", "tformat")
+t("#Target# has heard the hateful whisper!", "#Target#は憎しみのささやきを聞いた!", "_t")
+t("#Target# no longer hears the hateful whisper.", "#Target#への憎しみのささやきはかき消えた", "_t")
+t("Madness reduces the target's global speed by %d%% and lowers mind resistance by %d%%.", [[狂気の力によって速度が%d%%低下。
+精神耐性%d%%低下。]], "tformat")
+t("slow", "減速", "effect subtype")
+t("#F53CBE##Target# slows in the grip of madness!", "#F53CBE##Target#は狂気の手で減速した!", "_t")
+t("#Target# overcomes the madness.", "#Target#は狂気を克服した", "_t")
+t("Madness has stunned the target, reducing damage by 50%%, lowering mind resistance by %d%%, putting 4 random talents on cooldown and reducing movement speed by 50%%.  While stunned talents cooldown twice as slow.", [[狂気の力でスタンしています。
+与ダメージ70%低下。
+精神耐性%d%%低下。
+ランダムなタレントがクールダウン。
+移動速度50%低下。
+クールダウンから復帰しなくなります。]], "tformat")
+t("#F53CBE##Target# is stunned by madness!", "#F53CBE##Target#は狂気で気を失いそうになった!", "_t")
+t("Madness has confused the target, lowering mind resistance by %d%% and making it act randomly (%d%% chance)", [[狂気に捕われ混乱しています。
+精神耐性%d%%低下。
+%d%%の確率でランダムな行動。
+複雑な動作ができなくなります。]], "tformat")
+t("power", "衝撃", "effect subtype")
+t("#F53CBE##Target# is lost in madness!", "#F53CBE##Target#は狂気に陥った!", "_t")
+t("#Target# overcomes the madness", "#Target#は狂気を克服した", "_t")
+t("The target is under a malign influence. All resists have been lowered by %d%%.", [[邪悪な呪印の力を受けています。
+全耐性が%d%%低下。]], "tformat")
+t("#F53CBE##Target# has been maligned!", "#F53CBE##Target#は憎しみを覚えた!", "_t")
+t("Heighten Fear", "怯えの術", "_t")
+t("The target is in a state of growing fear. If they spend %d more turns within range %d and in sight of the source of this fear (%s), they will take %d mind and darkness damage and be subjected to a new fear.", [[対象の心が乱されていきます。
+このステータス異常の発信元の視界内に
+一定ターン以上留まると新たな恐怖効果
+を受けてしまいます。
+あと%dターン。
+発信元の視界内%dマスが効果範囲。
+発信者(%s)]], "tformat")
+t("%s succumbs to heightening fears!", "%sは恐怖に屈した!", "logSeen")
+t("Tyrant", "支配", "_t")
+t("Paranoia has gripped the target, causing a %d%% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves.", [[錯乱して周囲を無差別に攻撃します。こ
+の攻撃を受けた相手にも狂気が伝染する
+でしょう。
+攻撃確率 %d%%]], "tformat")
+t("#F53CBE##Target# becomes paranoid!", "#F53CBE##Target#はパラノイアだ!", "_t")
+t("#Target# is no longer paranoid", "#Target#は正気に戻った", "_t")
+t("#F53CBE#%s struggles against the paranoia.", "#F53CBE#%sはパラノイアに苦しんだ", "logSeen")
+t("#F53CBE##Source# attacks #Target# in a fit of paranoia.", "#F53CBE##Source#は#Target#に我を忘れて攻撃した。", "logCombat")
+t("#F53CBE#%s ignores the fear!", "%sは恐怖に打ち勝った!", "logSeen")
+t("%s resists the fear!", "%sは恐怖に抵抗した!", "logSeen")
+t("The target is in despair, reducing their armour, defence, mindsave and mind resist by %d.", [[絶望し、全耐性が低下しています。
+低下 %d%%]], "tformat")
+t("#F53CBE##Target# is in despair!", "#F53CBE##Target#は絶望した!", "_t")
+t("#Target# is no longer in despair", "#Target#は絶望から復帰した", "_t")
+t("The target is terrified taking %d mind and darkness damage per turn and increasing all their cooldowns by %d%%.", [[怯えてタレントや攻撃に失敗します。
+確率 %d%%]], "tformat")
+t("#F53CBE##Target# becomes terrified!", "#F53CBE##Target#は恐怖した!", "_t")
+t("#Target# is no longer terrified", "#Target#は恐怖から回復した", "_t")
+t("The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict %d mind and darkness damage every turn.", [[強い恐怖にトラウマを負っています。
+付加済みの恐怖や新たに受けた恐怖が精
+神属性ダメージを引き起こします。
+ダメージ %d]], "tformat")
+t("#F53CBE##Target# becomes haunted!", "#F53CBE##Target#は憑りつかれた!", "_t")
+t("#Target# is no longer haunted", "#Target#は怨霊を滅した", "_t")
+t("The target has been panicked by %s, causing them to have a %d%% chance of fleeing in terror instead of acting.", [[恐怖しています。一定確率で対象から逃
+げだします。
+対象%s 
+確率 %d%%]], "tformat")
+t("#F53CBE##Target# becomes panicked!", "#F53CBE##Target#は混乱している!", "_t")
+t("#Target# is no longer panicked", "#Target#は落ち着きを取り戻した", "_t")
+t("#F53CBE#%s struggles against the panic.", "#F53CBE#%sは混乱にもがいた", "logSeen")
+t("#F53CBE#You panic and flee from %s.", "#F53CBE#%sに恐怖して逃げ出した", "logPlayer")
+t("#F53CBE##Source# panics but fails to flee from #Target#.", "#F53CBE##Target#は恐怖したが#Source#から逃げられなかった", "logCombat")
+t("Increases global speed by %d%%.", "速度が%d%%上昇しています。", "tformat")
+t("#Target# speeds up.", "#Target#は加速した", "_t")
+t("#Target# slows down.", "#Target#は減速した", "_t")
+t("Frenzied Focus", "狂乱集中", "_t")
+t("#Target# enters a frenzy!", "#Target#は狂乱状態に突入した!", "_t")
+t("#Target# is no longer frenzied.", "#Target#は狂乱を終えた", "_t")
+t("The target erects a powerful kinetic shield capable of absorbing %d/%d physical%s or acid damage before it crumbles.", [[強力な物理シールドを展開中。
+強度 %d/%d 
+対象 物理・酸%s]], "tformat")
+t("A powerful kinetic shield forms around #target#.", "#Target#を強力なキネティック・シールドが包み込んだ", "_t")
+t("The powerful kinetic shield around #target# crumbles.", "#Target#のキネティック・シールドは崩れ落ちた", "_t")
+t("The target erects a powerful thermal shield capable of absorbing %d/%d fire%s or cold damage before it crumbles.", [[強力な断熱シールドを展開中
+強度 %d/%d 
+対象 火炎・冷気%s]], "tformat")
+t("A powerful thermal shield forms around #target#.", "#Target#をサーマル・シールドが包み込んだ", "_t")
+t("The powerful thermal shield around #target# crumbles.", "#Target#のサーマル・シールドは崩れ落ちた", "_t")
+t("The target erects a powerful charged shield capable of absorbing %d/%d lightning%s or blight damage before it crumbles.", [[強力な絶縁シールドを展開中
+強度 %d/%d 
+対象 電撃・腐敗%s]], "tformat")
+t("A powerful charged shield forms around #target#.", "#Target#を強力なチャージ・シールドが包み込んだ", "_t")
+t("The powerful charged shield around #target# crumbles.", "#Target#のチャージ・シールドは崩れ落ちた", "_t")
+t("The target's combat attack and crit chance are improved by %d and %d%%, respectively.", [[命中が%d増加
+クリティカル率%d%%増加。]], "tformat")
+t("The gem's matter gradually transforms, granting %0.2f psi per turn.", [[宝石をエネルギーに変換しています。
+毎ターンPsiが%0.2f回復します。]], "tformat")
+t("Energy starts pouring from the gem into #Target#.", "宝石から#Target#へ力が注がれていく", "_t")
+t("The flow of energy from #Target#'s gem ceases.", "#Target#の宝石からの力の流れが消えた", "_t")
+t("#Target# enters a telekinetic archer's trance!", "#Target#はテレキネティック・アンカーに心奪われた!", "_t")
+t("#Target# is no longer in a telekinetic archer's trance.", "#Target#はテレキネティック・アンカーから解放された", "_t")
+t("Decreases mind save by %d and increases mindpower by %d.", [[精神セーブ低下 %d 
+精神パワー増加 %d]], "tformat")
+t("The target is seeing echoes from the void and will take %0.2f mind damage as well as some resource damage each turn it fails a mental save.", [[虚空より響く声に誘われています。
+精神セーブに失敗した場合には、毎ター
+ン%0.2fの精神ダメージを受け、リソース
+が減少します。]], "tformat")
+t("#Target# is being driven mad by the void.", "#Target#は虚空の狂気に操られた", "_t")
+t("#Target# has survived the void madness.", "#Target#は虚空の狂気を生き抜いた", "_t")
+t("Waking Nightmare", "歩み寄る悪夢", "_t")
+t("The target is lost in a nightmare that deals %0.2f mind damage each turn and has a %d%% chance to cause a random detrimental effect.", [[悪夢に囚われています。
+毎ターン精神ダメージ %0.2f 
+一定確率で不利なスターテス異常を受け
+る。確率 %d%%]], "tformat")
+t("darkness", "æš—é»’", "effect subtype")
+t("#F53CBE#%s succumbs to the nightmare!", "#F53CBE#%sは悪夢に囚われた!", "logSeen")
+t("Inner Demons", "心の闇", "_t")
+t("The target is plagued by inner demons and each turn there's a %d%% chance that one will appear.  If the caster is killed or the target resists setting his demons loose the effect will end early.", [[%d%%の確率で、内なる魔がドッペルゲ
+ンガーとして現れます。
+術者が死ぬか、対象がドッペルゲンガー
+出現に抵抗すると、効果はその時点で終
+了します。]], "tformat")
+t("#F53CBE##Target# is plagued by inner demons!", "#Target#は心の闇を植え付けられた!", "_t")
+t("#Target# is freed from the demons.", "#Target#は心の闇を滅した", "_t")
+t("#Target# is entralled.", "#Target#は魅了された。", "_t")
+t("#Target# is free from the domination.", "#Target#は支配を脱した", "_t")
+t("The target's luck and cunning combine to grant it %d%% higher critical chance and %d saves.", [[幸運と機知によってクリティカル率が増
+加しています。
+クリティカル率 +%d%% 
+セーブ +%d]], "tformat")
+t("#Target# seems more aware.", "#Target#は意識がはっきりした", "_t")
+t("#Target#'s awareness returns to normal.", "#Target#の意識は元に戻った", "_t")
+t("The target's accuracy is improved by %d.", "命中が%d増加しています。", "tformat")
+t("Deadly Strikes", "致命の連撃", "_t")
+t("The target's armour penetration is increased by %d.", "アーマー貫通が%d上昇しています。", "tformat")
+t("focus", "フォーカス", "effect subtype")
+t("#Target# aims carefully.", "#Target#は慎重に狙っている", "_t")
+t("#Target# aims less carefully.", "#Target#は集中が切れた", "_t")
+t("Frenzy", "狂乱連撃", "_t")
+t([[Increases global action speed by %d%% and physical crit by %d%%.
+Additionally the target will continue to fight until its Life reaches -%d%%.]], [[速度が%d%%上昇。
+クリティカル率%d%%上昇。
+HPが-%d%%になるまで死にません。]], "tformat")
+t("#Target# goes into a killing frenzy.", "#Target#は殺戮の狂乱に身を投じた", "_t")
+t("%s dies when its frenzy ends!", "%sの死によって狂乱を終えた!", "logSeen")
+t("Bloodbath", "返り血狂い", "_t")
+t("The thrill of combat improves the target's maximum life by %d%%, life regeneration by %0.2f, and stamina regeneration by %0.2f.", [[闘いの喜びを力に変えています。
+最大HP上昇 %d%% 
+HP自動回復量 +%0.2f 
+スタミナ自動回復量 %0.2f]], "tformat")
+t("%s's blood frenzy intensifies!", "%sは血に狂乱した!", "logSeen")
+t("%s revels in the spilt blood and grows stronger!", "%sは返り血に包まれ、興奮した!", "logSeen")
+t("%s no longer revels in blood quite so much.", "%sの返り血は落ちた", "logSeen")
+t("Bloodrage", "鮮血の怒り", "_t")
+t("The target's strength is increased by %d by the thrill of combat.", [[戦いの喜びを力に変換します。
+腕力が%d上昇しています。]], "tformat")
+t("The target's maximum life is increased by %d.", "最大HPが%d増加しています。", "tformat")
+t("#Target# gains extra life.", "#Target#は蘇生機会を得た", "_t")
+t("#Target# loses extra life.", "#Target#は蘇生機会を失った", "_t")
+t("%s's increased life fades, leaving it stunned by the loss.", "%sは急速回復を終え、代償としてスタンした", "logSeen")
+t(" with a %d%% chance to counterattack", "\
+%d%% の確率で反撃", "tformat")
+t("Guarding against melee damage:  Will dismiss up to %d damage from the next %0.1f attack(s)%s.", [[近接攻撃に対して:  最大 %d ダメージを無効化
+ターン当たり %0.1f 回まで%s]], "tformat")
+t("curse", "呪いの手", "effect subtype")
+t("The target is rampaging! (+%d%% movement speed, +%d%% attack speed, +%d%% mind speed", [[暴走している!
+ 移動速度 +%d%% 
+攻撃速度 +%d%%]], "tformat")
+t(", +%d%% physical damage, +%d physical save, +%d mental save", "\
+物理ダメージ +%d%% \
+物理セーブ +%d \
+精神セーブ +%d mental save", "tformat")
+t(", %d/%d damage shrugged off this turn", "\
+ダメージ無効 %d/%d", "tformat")
+t("#F53CBE##Target# begins rampaging!", "#F53CBE##Target#は暴走を開始した!", "_t")
+t("#F53CBE##Target# is no longer rampaging.", "#F53CBE##Target#は暴走を終えた", "_t")
+t("%s has shrugged off %d damage and is ready for more.", "%sは%dダメージを無視し、さらなる攻撃に備えた", "logSeen")
+t("#F53CBE#Your rampage is invigorated by the intense onslaught! (+1 duration)", "#F53CBE#激情が殺戮に刺激された!(+1 持続時間)。", "logPlayer")
+t("#F53CBE#You feel your rampage slowing down. (-1 duration)", "#F53CBE#激情が和らいでいくのを感じた(-1 持続時間)。", "logPlayer")
+t("Orcish Fury", "オークの怒り", "_t")
+t("The target enters a destructive fury, increasing all damage done by %d%%.", [[憤怒に身を任せます。全ての与ダメージ
+が%d%%増加します。]], "tformat")
+t("#Target# enters a state of bloodlust.", "#Target#は血に飢えている", "_t")
+t("#Target# calms down.", "#Target#は冷静になった", "_t")
+t("Inspired by a recent kill increasing all resistance by %d%%.", "殺戮の喜びによって全耐性が%d%%上昇している", "tformat")
+t("#Target# roars triumphantly.", "#Target#は勝利の雄叫びを上げた", "_t")
+t("#Target# is no longer inspired.", "#Target#は情熱を失った", "_t")
+t("Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off.", [[ランダムなタレント1つが使用不能にな
+ります。効果が切れるまでクールダウン
+からの復帰が行われません。]], "tformat")
+t("Frantic Summoning", "狂乱召喚", "_t")
+t("Reduces the time taken for summoning by %d%%.", "召喚速度が%d%%上昇しています。", "tformat")
+t("#Target# starts summoning at high speed.", "#Target#は高速で召喚し始めた", "_t")
+t("#Target#'s frantic summoning ends.", "#Target#は狂乱召喚を終えた", "_t")
+t("Wild Summon", "野性の召喚", "_t")
+t("%d%% chance to get a more powerful summon.", "%d%%の確率で強力な召喚をします。", "tformat")
+t("summon", "summon", "effect subtype")
+t("The target's mental faculties have been severely impaired, making it act randomly each turn (%d%% chance) and reducing its cunning by %d.", [[精神機能が低下しています。混乱してラ
+ンダムな行動をとります。
+(確率 %d%%)
+また、賢さが%d低下しています。]], "tformat")
+t("confusion", "æ··ä¹±", "effect subtype")
+t("#Target# higher mental functions have been imparied.", "#Target#は上級人の精神機能を開花させた", "_t")
+t("Reduces all incoming %s damage by %d.", [[%s属性ダメージを
+%dまで無効化。]], "tformat")
+t("all", "全耐性", "_t")
+t("Nullifies the next %d detrimental mental effects.", "続く精神状態異常を %d 回無効化します。", "tformat")
+t("Resonance Field", "共振フィールド", "_t")
+t("The target is surrounded by a psychic field, absorbing 50%% of all damage (up to %d/%d).", [[精神力のフィールドで守られています。
+ダメージの50%が無効化されます。
+(上限 %d/%d)]], "tformat")
+t("A psychic field forms around #target#.", "#Target#の周りにサイオニック・フィールドを形成した", "_t")
+t("The psychic field around #target# crumbles.", "#Target#の周りのサイオニック・フィールドは砕けた", "_t")
+t("Mind Link", "マインドリンク", "_t")
+t("The target's mind has been invaded, increasing all mind damage it receives from %s by %d%%.", [[精神に侵入されています。
+使用者からの精神属性ダメージが増加し
+ます。
+使用者 %s 
+増加量 %d%%]], "tformat")
+t("#Target#'s mind has been invaded!", "#Target#の精神は支配されている!", "_t")
+t("#Target# is free from the mental invasion.", "#Target#は精神の支配から解放された", "_t")
+t("Feedback Loop", "フィードバック・ループ", "_t")
+t("#Target# is gaining feedback.", "#Target#は山彦を得る", "_t")
+t("#Target# is no longer gaining feedback.", "#Target#の山彦は消えた", "_t")
+t("Focused Wrath", "怒りの集中", "_t")
+t("The target's subconscious has focused, increasing Mind resistance penetration by +%d%% and turning its attention on %s.", [[無意識の力が一点に集中します。
+(対象 %s)]], "tformat")
+t("#Target#'s subconscious has been focused.", "#Target#の無意識が狙われている", "_t")
+t("#Target#'s subconscious has returned to normal.", "#Target#の無意識は元に戻った", "_t")
+t("Sleep", "睡眠", "_t")
+t("The target is asleep and unable to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn.", [[眠っていて行動できません。
+%d ダメージ毎に持続時間短縮。]], "tformat")
+t("#Target# has been put to sleep.", "#Target#は眠ってしまった", "_t")
+t("Slumber", "まどろみ", "_t")
+t("The target is in a deep sleep and unable to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn.", [[深い眠りに落ちて行動できません。
+%d ダメージ毎に持続時間短縮]], "tformat")
+t("#Target# is in a deep sleep.", "#Target#は深い眠りに落ちた", "_t")
+t("#Target# is no longer sleeping.", "#Target#は目覚めた", "_t")
+t("Nightmare", "ナイトメア", "_t")
+t("The target is in a nightmarish sleep, suffering %0.2f mind damage each turn and unable to to perform most actions.  Every %d damage it takes will reduce the duration of the effect by one turn.", [[悪夢を見ています。
+毎ターン精神ダメージ %0.2f 
+行動不能
+%d ダメージ毎に持続時間短縮]], "tformat")
+t("nightmare", "悪夢", "effect subtype")
+t("#F53CBE##Target# is lost in a nightmare.", "#F53CBE##Target#は悪夢に取り込まれた", "_t")
+t("#Target# is free from the nightmare.", "#Target#は悪夢から解放された", "_t")
+t("Restless Night", "休息なき夜", "_t")
+t("Fatigue from poor sleep, dealing %0.2f mind damage per turn.", [[安眠できませんでした。
+ターン毎に精神ダメージ%0.2f]], "tformat")
+t("#Target# had a restless night.", "#Target#は夜も眠れない", "_t")
+t("#Target# has recovered from poor sleep.", "#Target#は安らかな眠りを取り戻した", "_t")
+t("The target is wide awake and has %d%% resistance to sleep effects.", [[目が冴えています。
+睡眠耐性 %d%%]], "tformat")
+t("#Target# is suffering from insomnia.", "#Target#は不眠症に苦しんだ。", "_t")
+t("#Target# is no longer suffering from insomnia.", "#Target#は不眠症から解放された", "_t")
+t("The target's mental faculties have been impaired, reducing its mental save by %d.", [[精神を破壊されています。
+精神セーブ低下 %d]], "tformat")
+t("#Target#'s mental functions have been impaired.", "#Target#の精神機能は have been impaired.", "_t")
+t("The target's dreams have been broken by the dreamforge, reducing its mental save by %d and reducing its chance of successfully casting a spell by %d%%.", [[夢の鍛冶場によって無意識部分を破壊さ
+れています。
+精神セーブ低下 %d 
+魔法失敗率 %d%%]], "tformat")
+t("#Target#'s dreams have been broken.", "#Target#の夢は破られた", "_t")
+t("#Target# regains hope.", "#Target#は希望を取り戻した", "_t")
+t("Forge Shield", "フォージ・シールド", "_t")
+t("Absorbs %d damage from the next blockable attack.  Currently Blocking: %s.", [[%d ダメージをブロック
+ブロック対象
+%s]], "tformat")
+t("#Target#'s focuses.", "#Target#は集中した", "_t")
+t("#Target#'s loses some focus.", "#Target#の集中はとけた", "_t")
+t("The target suffers %d%% spell failue.", "%d%%の確率で魔法が失敗します。", "tformat")
+t("#Target#'s antimagic forces vanishes.", "#Target#の反魔の力は消え去った", "_t")
+t("Mind Parasite", "精神寄生", "_t")
+t("The target is infected with a mind parasite. Each time it uses a talent it has a %d%% chance to have %d random talent(s) put on cooldown for %d turns.", [[精神を寄生虫に侵されています。
+%d%%の確率でランダムなタレントがクー
+ルダウンします。
+対象タレント数 %d 
+クールダウン時間 %d]], "tformat")
+t("nature", "自然", "effect subtype")
+t("#Target# is infected with a mind parasite.", "#Target#の精神は寄生された", "_t")
+t("#Target# is free from the mind parasite.", "#Target#の精神は寄生から解放された", "_t")
+t("Mindlash", "マインドラッシュ", "_t")
+t("Repeated mindlash usage is very taxing increasing the psi cost each time (currently %d%%)", [[マインドラッシュを連発すると
+精神に大きな負荷がかかります。 
+使用する毎にリソースコストが
+増加します。
+現在  %d%%)]], "tformat")
+t("Shadow Empathy", "影の同意", "_t")
+t("%d%% of all damage is redirected to a random shadow.", [[被ダメージの%d%%をランダムな
+影の僕に受け流します。]], "tformat")
+t("Shadow Decoy", "影の囮", "_t")
+t("A random shadow absorbed a fatal blow for you, granting you a negative shield of %d.", [[ランダムな影の僕が致命傷を肩代
+わりしました。
+さらにHPの下限が%d増加しています。]], "tformat")
+t("mind", "精神", "effect subtype")
+t("#Target# glints with a crystaline aura", "#Target#は煌めくクリスタルのオーラに包まれた", "_t")
+t("#Target# is no longer glinting.", "#Target#の煌めきが消えた", "_t")
+t("Thought Sense", "思念感知", "_t")
+t("Detect nearby thoughts, revealing creature locations in a radius of %d and boosting defense by %d.", [[近場の施行を探知します。
+%dマス内の敵を感知します。
+また、回避が%d上昇します。]], "tformat")
+t("You have accumulated an electric charge. Your next melee hit does %d extra lightning damage.", [[電気をチャージしています。
+次の近接攻撃に電撃属性の追加ダ
+メージ%dが付与します。]], "tformat")
+t("A psionic charge is keeping your heart pumping, allowing you to survive to %+d health.", [[超能力による電磁気で心臓を動か
+し続けています。
+HP下限%+d]], "tformat")
+t("Transcendent Telekinesis", "テレキネシスの限界突破", "_t")
+t("Your telekinesis transcends normal limits. +%d Physical damage and +%d%% Physical damage penetration, and improved kinetic effects.", [[限界を超えて念動力を行使してい
+ます。
+物理ダメージ+%d
+物理耐性貫通+%d%%
+物理系の各種超能力が強化]], "tformat")
+t("physical", "物理", "effect subtype")
+t("Transcendent Pyrokinesis", "パイロキネシスの限界突破", "_t")
+t("Your pyrokinesis transcends normal limits. +%d%% Fire/Cold damage and +%d%% Fire/Cold damage penetration, and improved thermal effects.", [[限界を超えて熱操作能力を行使し
+ています。
+火炎・冷気属性ダメージ+%d%%
+火炎・冷気属性貫通+%d%%
+熱系の各種超能力が強化]], "tformat")
+t("cold", "冷気", "effect subtype")
+t("fire", "火炎", "effect subtype")
+t("Transcendent Electrokinesis", "電撃の限界突破", "_t")
+t("Your electrokinesis transcends normal limits. +%d%% Lightning damage and +%d%% Lightning damage penetration, and improved charged effects.", [[限界を超えて電磁操作能力を行使
+しています。
+電撃属性ダメージ+%d%%
+電撃耐性貫通+%d%%
+電撃系の各種超能力が強化]], "tformat")
+t("The target is surrounded by a psionic shield, absorbing %d/%d damage before it crumbles.", [[超能力シールドで覆われています。
+強度分ダメージを無効化します。
+強度 %d/%d]], "tformat")
+t("shield", "シールド", "effect subtype")
+t("A psionic shield forms around #target#.", "#Target#はサイオニック・シールドに包まれた", "_t")
+t("The psionic shield around #target# crumbles.", "#Target#のサイオニック・シールドは砕けた", "_t")
+t("Unseen Force", "不可視の力", "_t")
+t("An unseen force begins to swirl around %s!", "見えない力が%sを包み込む!", "logSeen")
+t("The unseen force around %s subsides.", "%sを包む見えない力が消えた", "logSeen")
+t("Psionic Maelstrom", "サイオニック・マイルストロム", "_t")
+t("This creature is standing in the eye of a powerful storm of psionic forces.", "理力の嵐の目にいます。", "tformat")
+t("psionic", "超能力", "effect subtype")
+t("Lightning Catcher has caught energy and is empowering you for +%d%% lightning damage and +%d to all stats.", [[電気エネルギーを貯めています。
+電撃属性ダメージ+%d%%
+全能力値+%d]], "tformat")
+t("lightning", "電撃", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/other.lua"
+
+t("Armor increased by %d, deals %d ice damage when hit in melee.", [[氷の肌:
+物理耐性+30%
+アーマー+%d
+冷気属性反撃 %d]], "tformat")
+t("elemental", "元素", "effect subtype")
+t("#Target# whirls around and a radiant shield surrounds them!", "#Target#は印を組み、輝きの盾に包み込まれた!", "_t")
+t("Absorption Strike", "吸能の一撃", "_t")
+t("The target's light has been drained, reducing light resistance by %d%% and damage by %d%%.", [[光を奪われています。
+閃光耐性低下 %d%%
+閃光属性ダメージ低下 %d%%]], "tformat")
+t("#Target# is drained from light!", "#Target#は光を失った!", "_t")
+t("#Target#'s light is back.", "#Target#は光を取り戻した", "_t")
+t("#LIGHT_BLUE##Target# takes root.", "#Target#は根を張った", "_t")
+t("#LIGHT_BLUE##Target# is no longer a badass tree.", "#Target#はマヌケな木面ではなくなった", "_t")
+t("The more you use infusions, the longer they will take to recharge (+%d cooldowns).", [[ハーブを使用すると負荷が掛かります。
+負荷が掛かったままさらにハーブを使用
+するとクールダウン時間が延びてしまい
+ます。(現在%dターン延長)]], "tformat")
+t("infusion", "ハーブ/ルーン", "effect subtype")
+t("The more you use runes, the longer they will take to recharge (+%d cooldowns).", [[ルーンを使用すると負荷が掛かります。
+負荷が掛かったままさらにルーンを使用
+するとクールダウン時間が延びてしまい
+ます。(現在%dターン延長)]], "tformat")
+t("rune", "ルーン", "effect subtype")
+t("The more you use taints, the longer they will take to recharge (+%d cooldowns).", [[力の源を使用すると負荷が掛かります。
+負荷が掛かったままさらに使用するとク
+ールダウン時間が延びてしまいます。(現在%dターン延長)]], "tformat")
+t("taint", "堕落したルーン", "effect subtype")
+t("Path of the Sun", "太陽の道しるべ", "_t")
+t("The target is able to instantly travel alongside Sun Paths.", [[光の道の上では移動にターン消費
+しません。]], "tformat")
+t("Time Prison", "時の牢獄", "_t")
+t("#Target# is removed from time!", "#Target#は時間軸から除かれた!", "_t")
+t("#Target# is returned to normal time.", "#Target#は時間を取り戻した", "_t")
+t("Time Shield", "時空の盾", "_t")
+t("The target is surrounded by a time distortion, absorbing %d/%d damage and sending it forward in time. While active all newly applied status effects durations are reduced by %d%%.", [[時空を捻じ曲げてダメージを無効化して
+います。
+無効化量 %d/%d 
+実行中はステータス異常の持続時間が短
+縮されます。
+短縮率%d%%]], "tformat")
+t("shield", "シールド", "effect subtype")
+t("The very fabric of time alters around #target#.", "#Target#の周りで空間が歪む", "_t")
+t("The fabric of time around #target# stabilizes to normal.", "#Target#の周りの空間が戻った", "_t")
+t("The time distortion has created a restoration field, healing the target for %d each turn.", [[時空の歪みによって再生フィール
+ドが発生しています。
+毎ターンHPが%d回復します。]], "tformat")
+t("The powerful time-altering energies generate a restoration field on #target#.", "強力な時間軸のエネルギーが回復の場を生成した", "_t")
+t("The fabric of time around #target# returns to normal.", "#Target#の時間軸は正常になった", "_t")
+t("#LIGHT_RED#You lost sight of your golem for too long; direct control is broken!", "#LIGHT_RED#ゴーレムが遠くに行き過ぎたため見失い、支配が破られた!", "logPlayer")
+t("The target has been affected by space or time manipulations and is becoming more resistant to them (+%d).", [[時空間操作の影響を受けました。
+それらへの耐性が%d増加しています。]], "tformat")
+t("#Target# looks a little pale around the edges.", "#Target#の実体が薄れたようだ", "_t")
+t("#Target# is firmly planted in reality.", "#Target#は現実に固く根を張った", "_t")
+t("The more the target summons creatures the longer it will take to summon more (+%d turns).", [[連続で召喚を使用すると、クールダウン
+が増加していきます。(%dターン増加)]], "tformat")
+t("Damage Smearing", "Damage smearing", "_t")
+t("Damage received in the past is returned as %0.2f temporal damage per turn.", [[受けたダメージが還ってきていま
+す。毎ターン時間属性のダメージ
+を受けます。
+ダメージ量 %0.2f]], "tformat")
+t("#Target# is taking damage received in the past!", "#Target#は過去のダメージを受けた!", "_t")
+t("#Target# stops taking damage received in the past.", "#Target#過去のダメージを振り払った", "_t")
+t("You walk three different timelines, choosing the one you prefer at the end (current timeline: %d).", [[異なる未来の可能性を探査しています。
+終了時に1つを選んで確定します。
+現在%d通りの未来が存在。]], "tformat")
+t("#LIGHT_RED#The see the threads spell fizzles and cancels, leaving you in this timeline.", "#LIGHT_RED#時のより糸の魔法は失敗し、現在の時間軸にあなたを残し、かき消された", "logSeen")
+t("#LIGHT_BLUE#You unfold the space time continuum to the start of the time threads!", "#LIGHT_BLUE#時空連続体を展開し、開始地点へ戻った!", "logPlayer")
+t("See the Threads", "時流読み", "_t")
+t("#LIGHT_RED#You've altered your destiny and will not be pulled into the past.", "#LIGHT_RED#運命を書き換え、過去に引き戻されなくした", "logSeen")
+t("#LIGHT_BLUE#You've been pulled into the past!", "#LIGHT_BLUE#過去に引き戻された!", "logPlayer")
+t("Paradox Clone", "パラドックスクローン", "_t")
+t("#LIGHT_BLUE#You've been returned to the present!", "#LIGHT_BLUE#現在へ帰還した!", "logPlayer")
+t("Militant Mind", "支配の心得", "_t")
+t("Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by %d.", [[全パワーおよびセーブが上昇します。
+上昇量%d]], "tformat")
+t("Sever Lifeline", "生命切断", "_t")
+t("The target's lifeline is being cut. When the effect ends %d temporal damage will hit the target.", [[生命が引き裂かれています。
+効果終了時に%0.2fの時間属性ダメージを
+受けます。]], "tformat")
+t("Fade From Time", "フェードタイム", "_t")
+t("The target is partially removed from the timeline, reducing all damage dealt by %d%%, all damage received by %d%%, and the duration of all detrimental effects by %d%%.", [[時間軸から一部離脱した状態です。
+与ダメージ%d%%低下。
+被ダメージが%d%%低下。
+不利な状態異常の持続時間%d%%低下]], "tformat")
+t("#Target# has partially removed itself from the timeline.", "#Target#は時間軸から部分的に除かれた", "_t")
+t("#Target# has returned fully to the timeline.", "#Target#は完全に時間軸に戻った", "_t")
+t("Shadow Veil", "シャドウ・ヴェイル", "_t")
+t("You veil yourself in shadows and let them control you. While in the veil you become immune to status effects, and gain %d%% all damage reduction. Each turn you blink to a nearby foe within range %d, hitting it for %d%% darkness weapon damage. While this goes on you cannot be stopped unless you are killed, and you cannot control your character.", [[影を纏い、体を明け渡します。
+ステータス異常無効。
+被ダメージ%d%%減少。
+敵の傍に転移し暗黒属性で攻撃します。
+(射程 %d)
+攻撃ダメージ倍率%d%% 
+死ぬか、効果時間が切れるまで中断され
+ません。]], "tformat")
+t("#Target# is covered in a veil of shadows!", "#Target#は影のベールに包まれた!", "_t")
+t("#Target# is no longer covered by shadows.", "#Target#は影の装いを失った", "_t")
+t("#LIGHT_BLUE#You enter a zero gravity zone, beware!", "#LIGHT_BLUE#注意せよ!ここは無重力空間だ!", "logPlayer")
+t("Curse of Corpses", "死体の呪い", "_t")
+t([[An aura of death surrounds you.
+#CRIMSON#Penalty : #WHITE#Fear of Death: %+d%% resistance against damage from the undead.
+#CRIMSON#Power 1+: %sPower over Death: %+d%% damage against the undead.
+#CRIMSON#Power 2+: %s%+d Luck, %+d Strength, %+d Magic
+#CRIMSON#Power 3+: %sLiving Death: Ghoulish retch heals you. Once every %d turns, retch (level %d) when you fall below %d%% health
+#CRIMSON#Power 4+: %sReprieve from Death: Humanoids you slay have a %d%% chance to rise to fight beside you as ghouls for 6 turns.]], [[死のオーラを纏っています。
+#CRIMSON#ペナルティ: #WHITE#死の恐怖
+・アンデッドからの攻撃に耐性%+d%%
+#CRIMSON#レベル1: %s死者特攻
+・対アンデッドダメージ%+d%%
+#CRIMSON#レベル2: %s運%+d 腕力%+d 魔力%+d
+#CRIMSON#レベル3: %s死の光
+・敵を倒すと死体が不気味な光を残しま
+す。(半径%d)
+#CRIMSON#レベル4: %s死者蘇生
+・人型タイプの敵を倒すと一定確率で6
+ターンの間グールとして蘇生させ、味方
+につけます。(確率%d%%)]], "tformat")
+t("Summon", "召喚", "_t")
+t("#F53CBE#The corpse of the %s pulls itself up to fight for you.", "#F53CBE#%sの屍を引き寄せた", "logSeen")
+t("Curse of Madness", "狂気の呪い", "_t")
+t("Madness", "ç‹‚æ°—", "_t")
+t([[You feel your grip on reality slipping.
+#CRIMSON#Penalty : #WHITE#Fractured Sanity: %+d%% Mind Resistance, %+d%% Confusion Immunity
+#CRIMSON#Power 1+: %sUnleashed: %+d%% critical damage, %+d%% off-hand weapon damage
+#CRIMSON#Power 2+: %s%+d Luck, %+d Dexterity
+#CRIMSON#Power 3+: %sConspirator: Your madness is contagious. Every time you critically damage a foe there is a %d%% chance to spread one of your current detrimental mental effect to them.
+#CRIMSON#Power 4+: %sMania: Once per turn, when an attack does more than %0.1f%% of your life, the remaining cooldown of all your talents is reduced by 1.]], [[一体何が現実なのだろう。
+#CRIMSON#ペナルティ: #WHITE#壊れた心
+・精神耐性%+d%% 混乱耐性%+d%%
+#CRIMSON#レベル1: %s狂騒
+・クリティカルダメージ%+d%%
+・左手武器のダメージ%+d%%
+#CRIMSON#レベル2: %s運%+d 機敏%+d
+#CRIMSON#レベル3: %s狂気伝染
+・混乱中に近接攻撃したりされたりする
+とその対象を混乱させます。
+#CRIMSON#レベル4: %s躁状態
+・最大HPの一定以上のダメージを1タ
+ーン当たりに受けるとランダムなタレン
+トのクールダウンが1短縮されます。
+(%d%%以上のダメージで発動)]], "tformat")
+t("Curse of Shrouds", "帳の呪い", "_t")
+t([[A shroud of darkness seems to fall across your path.
+#CRIMSON#Penalty : #WHITE#Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by %d%%) for 4 turns.
+#CRIMSON#Power 1+: %sNightwalker: %+d Darkness Resistance, %+d%% Max Darkness Resistance, %+d See Invisible
+#CRIMSON#Power 2+: %s%+d Luck, %+d Constitution
+#CRIMSON#Power 3+: %sShroud of Passing: Your form seems to fade as you move, reducing all damage taken by %d%% for 1 turn after movement.
+#CRIMSON#Power 4+: %sShroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by %d%% for 3 turns.]], [[行く手に闇が降りかかります。
+#CRIMSON#ペナルティ: #WHITE#弱化の帳
+・低確率で4ターンの間、弱化の帳を受
+けます。(与ダメージが%d%%低下)
+#CRIMSON#レベル1: %s夜の住人
+・暗黒耐性%+d
+・暗黒耐性上限%+d%%
+・透明視%+d
+#CRIMSON#レベル2: %s運%+d 耐久%+d
+#CRIMSON#レベル3: %s透過の帳
+・移動するたびに実体が薄れます。移動
+後1ターンの間、被ダメージが低下しま
+す。(%d%%低下)
+#CRIMSON#レベル4: %s死の帳
+・殺害した敵の魂を纏います。3ターン
+の間被ダメージが減少します。
+(減少量%d%%)]], "tformat")
+t("The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by %d%%).", [[闇に体を包まれて動きを封じられていま
+す。与ダメージが%d%%低下します。]], "tformat")
+t("The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+%d%% resist all).", [[闇に包まれています。
+不明瞭なだけでなく、刻々と形を変える
+暗黒です。
+(全耐性+%d%%)]], "tformat")
+t("Curse of Nightmares", "悪夢の呪い", "_t")
+t([[Horrible visions fill your mind.
+#CRIMSON#Penalty : #WHITE#Plagued by Visions: Your mental save has a 20%% chance to be reduced by %d%% when tested.
+#CRIMSON#Power 1+: %sRemoved from Reality: %+d Physical Resistance, %+d Maximum Physical Resistance
+#CRIMSON#Power 2+: %s%+d Luck, %+d Willpower
+#CRIMSON#Power 3+: %sHarrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing %d mind and %d darkness damage.
+#CRIMSON#Power 4+: %sNightmare: Each time you are damaged by a foe there is a chance (currently %d%%) of triggering a radius %d nightmare (summon Terrors and chances to slow, deal %d Mind damage, and deal %d Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time.]], [[恐ろしいヴィジョンが頭を満たします。 
+#CRIMSON#ペナルティ: #WHITE#幻覚症状
+・精神セーブの判定の際、一定確率で2
+0%の確率で低下したものとして扱われ
+ます。
+(低下量 %d%%)
+#CRIMSON#レベル1: %s現実乖離
+・物理耐性%+d 物理耐性上限%+d
+#CRIMSON#レベル2: %s運%+d 意志%+d
+#CRIMSON#レベル3: %s窒息攻撃
+・エリートクラス以下のランクの敵と近
+接戦闘を行うと、敵を恐怖で窒息させる
+ことができます。自分よりレベルが3低
+い相手は酸素を%d失います。
+さらにレベル差があるならレベル1につ
+き%d減少させます。
+#CRIMSON#レベル4: %s悪夢
+・攻撃を受けた際に一定確率で周囲に悪
+夢を8ターンの間発生させます。減速や
+呪詛、召喚効果があります。攻撃を受け
+れば受けるほど確率は高まります。
+(確率 %d%% 半径 %d)]], "tformat")
+t("A formless terror that seems to cut through the air, and its victims, like a knife.", "大気と獲物を切り裂くナイフのようなゆらめく恐怖だ。", "_t")
+t("Nightmare", "ナイトメア", "_t")
+t("#F53CBE#The air around %s grows cold and terrifying shapes begin to coalesce. A nightmare has begun.", "#F53CBE#%sの周りの空気は冷えて、恐怖の存在を作り出した。悪夢の始まりだ", "logSeen")
+t("Curse of Misfortune", "不運の呪い", "_t")
+t([[Mayhem and destruction seem to follow you.
+#CRIMSON#Penalty : #WHITE#Lost Fortune: You seem to find less gold in your journeys.
+#CRIMSON#Power 1+: %sMissplaced Endeavours: The endeavours of those around you begin to fail (+%d%% chance to avoid traps).
+#CRIMSON#Power 2+: %s%+d Luck, %+d Cunning
+#CRIMSON#Power 3+: %sMissed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+%d%% evasion).
+#CRIMSON#Power 4+: %sUnfortunate End: The damage you deal will increase by %d%% if the increase would be enough to kill your opponent.]], [[不運と破壊に付き纏われています。
+#CRIMSON#ペナルティ: #WHITE#不運
+・入手ゴールドが減少。
+#CRIMSON#レベル1: %s天運の回避
+・回避%+d 遠距離回避+%d
+#CRIMSON#レベル2: %s運%+d 賢さ%+d
+#CRIMSON#レベル3: %s狡猾なる視線
+・悪意のある仕掛けを見抜けるように
+なります。(トラップ回避+%d%%)
+#CRIMSON#レベル4: %s非業の一打
+・一定確率で与ダメージが増加します。
+増加分が加算されたその攻撃で敵が死亡
+する場合にのみ発生する可能性がありま
+す。(確率%d%% %d%%増加)]], "tformat")
+t("#F53CBE#%s suffers an unfortunate end.", "#F53CBE#%sは不運な結末に苦しんだ。", "logSeen")
+t("#F53CBE#%s suffers an unfortunate blow.", "#F53CBE#%sは不運に苦しんだ", "logSeen")
+t("curse", "呪いの手", "effect subtype")
+t(" All damage that the target inflicts is increased by %d%%.", "与ダメージ増加 %d%%", "tformat")
+t(" Strength and Willpower are increased by %d. Poisons and diseases have a %d%% chance of being neutralized each turn.", [[腕力と意志が%d増加。
+毒と病気が %d%% の確率で
+ターン毎に治癒。]], "tformat")
+t("\
+%d%% Received damage reduction against:", [[以下の種族を狙っています。
+主種族 %s
+副種族 %s
+実効効果量 %d%%
+主種族撃破 %d
+副種族撃破 %d
+対主種族ダメージ %+d%%
+対副種族ダメージ %+d%%]], "tformat")
+t("\
+- %s%s#LAST#", [[対主種族命中 %+d
+対副種族命中 %+d 
+対副種族スタン率 %0.1f%%
+対主種族不意打ち %0.1f%%
+対副種族不意打ち %0.1f%%]], "tformat")
+t("predator", "捕殺", "effect subtype")
+t("#Target# fades!", "#Target#は薄れた!", "_t")
+t("Highborn's Bloom", "上級開花", "_t")
+t("arcane", "神秘", "effect subtype")
+t("Solipsism", "独我論", "_t")
+t("This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-%d%% global speed).", [[独我論的思考に陥り、意識の中に沈んで
+います。
+速度 -%d%%]], "tformat")
+t("Clarity", "明晰", "_t")
+t("The creature has found a state of clarity and sees the world for what it is (+%d%% global speed).", [[正しい認識を確立し、物事の本質
+を観測できています。
+速度 +%d%%]], "tformat")
+t("Dreamscape", "ゆめのせかい", "_t")
+t("This target has invaded %s's dreams and has gained a %d%% bonus to all damage.", [[%sの夢に侵入中。
+与ダメージ +%d%%]], "tformat")
+t("psionic", "超能力", "effect subtype")
+t("#LIGHT_RED#%s writhes in agony as a fragment of its mind is destroyed!", "#LIGHT_RED#%sは精神の一部を破壊されてもがき苦しんだ!", "logSeen")
+t("#LIGHT_BLUE#%s has spawned a dream projection to protect its mind!", "#LIGHT_BLUE#%sは精神を守るために夢具現体を呼び出した!", "logSeen")
+t("#LIGHT_RED#%s's mind shatters into %d tiny fragments!", "#LIGHT_RED#%sの精神が%dの粉々に砕け散った!", "logSeen")
+t("#LIGHT_BLUE#You are brought back from the Dreamscape!", "#LIGHT_BLUE#夢の地に引き戻された!", "logPlayer")
+t("#LIGHT_RED#%s suffered a %s of self in the Dreamscape!", "#LIGHT_RED#%sは%sを夢の地で受けた!", "logSeen")
+t("#LIGHT_RED#The spell fizzles.", "#LIGHT_RED#魔法はくすぶった", "logSeen")
+t("Your body is cauterizing, burning for %0.2f damage each turn.", [[傷を炎が焼いています。
+ターン毎に火炎属性ダメージ%0.2f]], "tformat")
+t("fire", "火炎", "effect subtype")
+t("#CRIMSON##Target# is wreathed in flames on the brink of death!", "#CRIMSON##Target#は炎に包まれ、死の淵に立たされた!", "_t")
+t("#CRIMSON#The flames around #target# vanish.", "#CRIMSON##Target#の周りの炎が消えた", "_t")
+t("Cloak of Deception", "隠し身のクローク", "_t")
+t("undead", "不死", "effect subtype")
+t("#LIGHT_BLUE#The illusion covering #Target# disappears.", "#LIGHT_BLUE##Target#を包む幻は消えた", "_t")
+t("You are suffocating! Each turn you lose an ever increasing percent of your total life (currently %d%%)", [[溺れています!
+息継ぎしないとHPが割合減少していき
+ます。
+時間が経つにつれ、減少率は上昇します。
+現在 %d%%]], "tformat")
+t("Your arcane powers are disrupted by your antimagic equipment.  Arcane talents fail %d%% of the time and arcane sustains have a %0.1f%% chance to deactivate each turn.", [[反魔法の力を持った物品を装備していま
+す。魔法使用が妨害されます。]], "tformat")
+t("antimagic", "反魔法", "effect subtype")
+t("Increases physical save, spell save, and mental save by %d. Global speed increased by %d%%.", "全セーブ増加 %d", "tformat")
+t("#Target# is disarmed!", "#Target#は武装解除された!", "_t")
+t("#Target# rearms.", "#Target#は武器を拾いあげた", "_t")
+t("Spacetime Tuning", "時空チューニング", "_t")
+t("Tuning Paradox at a rate of %+d per turn.", "逆説値がターン当たり%d変動", "tformat")
+t("Time Stop", "時間停止", "_t")
+t("The target has stopped time and is dealing %d%% less damage.", [[時間が止まっています。
+与ダメージ%d%%低下。]], "tformat")
+t("Temporal Reprieve", "時空避難所", "_t")
+t("This target has retreated to a safe place.", "安全地帯に避難しています。", "tformat")
+t("Temporal Fugue", "時空分身", "_t")
+t("#STEEL_BLUE#(%d shared)#LAST#", "#STEEL_BLUE#(%d 共有)#LAST#", "tformat")
+t("Reality Smearing", "現実拡散", "_t")
+t("Damage received in the past is returned as %0.2f paradox damage per turn.", [[受けたダメージが還ってきていま
+す。毎ターン逆説値にダメージを
+受けます。
+被ダメージ%0.2f]], "tformat")
+t("Reality smears around #Target#.", "#Target#の時空は薄れた", "_t")
+t("Reality around #Target# is coherent again.", "#Target#の時空は厚くなった", "_t")
+t("temporal", "時空", "effect subtype")
+t("#Target#'s is back to the normal timeflow.", "#Target#は通常の時間に戻った", "_t")
+t("Unstoppable", "止まらない", "_t")
+t("The target is unstoppable! It refuses to die and cannot heal.  When the effect ends, it will heal %d Life (%d%% of maximum life per foe slain during the frenzy).", [[誰にも止められない!
+死亡しません。
+終了時にHPが%d回復。]], "tformat")
+t("The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by %d%% (based on size); also all damage procs from your offhand are reduced by 50%%.", [[片手で両手武器を扱っています。
+各種パワーが%d%%低下。
+これはサイズに依存します。
+左手武器の追加発動系ダメージが
+50%低下。]], "tformat")
+t("combat", "戦技", "effect subtype")
+t("Twist Fate", "運命歪曲", "_t")
+t([[Currently Twisted Anomlay: %s
+
+		%s]], [[現在のアノーマリー: %s
+		
+		%s]], "tformat")
+t("%s is focusing on this target.", "%sは集中攻撃の対象です。", "tformat")
+t("mind", "精神", "effect subtype")
+t("The target had breathed in noxious sleep-induced fumes and is losing %d life per turn.", [[有毒催眠ガスを吸ってしまいまし
+た。毎ターンHPが%d減少します。]], "tformat")
+t("Thunderstorm", "サンダーストーム", "_t")
+t("Abashed Expanse", "Abashed Expanse", "_t")
+t("Throwing Knives", "ナイフ投げ", "_t")
+t("Scoundrel's Strategies", "悪漢の戦略", "_t")
+t("The target is suffering from disabling wounds, reducing their critical strike damage by %d%%.", "The target is suffering from disabling wounds, reducing their critical strike chance by %d%%.", "tformat")
+t("Fumble", "ファンブル", "_t")
+t("Touch of Death", "秘孔を突く", "_t")
+t("#Target# is mortally wounded!", "#Target#は致命傷を受けた!", "_t")
+t("#Target# overcomes the touch of death.", "#Target#は死の指先から立ち直った", "_t")
+t("Flare", "炎の矢", "_t")
+t("sun", "太陽", "effect subtype")
+t("Frozen Ground", "大地凍結", "_t")
+t("nature", "自然", "effect subtype")
+t("unknown", "不明", "effect subtype")
+t("You are yanked out of this place!", "ワールドマップに転移!", "logPlayer")
+t("Space restabilizes around you.", "周囲の空間が安定化した", "logPlayer")
+t("darkness", "æš—é»’", "effect subtype")
+t("The target's morale is weakened, reducing its attack power, mind power, and spellpower by %d.", [[戦意を失っています。
+3種のパワーが%d低下]], "tformat")
+t("#Target#'s morale has been lowered.", "#Target#の士気が下がった", "_t")
+t("#Target# has regained its confidence.", "#Target#は自信を取り戻した", "_t")
+t("%s is feeding from %s.", [[%sは
+%sã‚’
+フィード対象にしています。]], "tformat")
+t("%s is fed upon by %s.", [[%sは
+%sの
+フィード対象です。]], "tformat")
+t("lich", "リッチ", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/physical.lua"
+
+t("Scoured by natural acid, reducing their offensive power ratings by %d%%.", [[酸に浸蝕されています。
+全パワー%d%%低下]], "tformat")
+t("#Target#'s power is greatly reduced!", "#Target#の力は大きく削がれた!", "_t")
+t("#Target# power has recovered.", "#Target#は力を取り戻した", "_t")
+t([[Attuning to the flow of combat, increasing their combat stats.  
+Defense:  %d
+All Damage:  %d%%
+Stamina Regeneration:  %d
+%s]], [[周りの動きに合わせてスピードア
+ップしています。以下のステータ
+スが上昇しています。
+回避 %d
+与ダメージ %d%%
+スタミナ回復 %d
+%s]], "tformat")
+t("#Target# is gaining tempo.", "#Target#は速度に乗った", "_t")
+t("#Target# loses their tempo.", "#Target#は速度から降りた", "_t")
+t("The target can't think straight, causing their actions to fail.", "朦朧としており行動が失敗します。", "tformat")
+t("#Target#'s brain isn't quite working right!", "#Target#の頭がうまく回らない!", "_t")
+t("#Target# regains their concentration.", "#Target#は集中力を取り戻した", "_t")
+t("Huge cut that bleeds, doing %0.2f physical damage per turn.", [[切り傷を負っています。ターン毎に物理
+属性の%0.2fダメージを受けます。]], "tformat")
+t("#Target# starts to bleed.", "#Target#は血を流し始めた", "_t")
+t("#Target# stops bleeding.", "#Target#は傷を止血した", "_t")
+t("Huge cut that bleeds, doing %0.2f physical damage per turn and decreasing all heals received by %d%%.", [[切り傷を負っています。ターン毎に物理
+属性の%0.2fダメージを受けます。
+またHP回復倍率が%d%%低下します。]], "tformat")
+t("Regeneration", "急速回復", "_t")
+t("A flow of life spins around the target, regenerating %0.2f life per turn.", [[生命力が体内に溢れています。ターン毎
+にHPが%0.2f回復します。]], "tformat")
+t("#Target# starts regenerating health quickly.", "#Target#は体力を急速に回復し始めた", "_t")
+t("#Target# stops regenerating health quickly.", "#Target#は急速回復を終えた", "_t")
+t("Poison", "毒", "_t")
+t("The target is poisoned, taking %0.2f nature damage per turn.", [[毒に侵されています。ターン毎に自然属
+性の%0.2fダメージを受けます。]], "tformat")
+t("#Target# stops being poisoned.", "#Target#は毒から復帰した", "_t")
+t("The target is poisoned, taking %0.2f nature damage per turn and unable to move (but can otherwise act freely).", [[毒に侵されています。ターン毎に自然属
+性の%0.2fダメージを受けます。
+移動不能になりますが行動は可能です。]], "tformat")
+t("#Target# is poisoned and cannot move!", "#Target#は毒を受け、移動できなくなった!", "_t")
+t("Insidious Poison", "遅行毒", "_t")
+t("The target is poisoned, taking %0.2f nature damage per turn and decreasing all heals received by %d%%.", [[遅効毒に侵されています。ターン毎に自
+然属性の%0.2fダメージを受けます。
+HP回復倍率%d%%低下]], "tformat")
+t("Crippling Poison", "不器用の毒", "_t")
+t("The target is poisoned and sick, doing %0.2f nature damage per turn. Each time it tries to use a talent there is %d%% chance of failure.", [[神経毒に侵されています。ターン毎に自
+然属性の%0.2fダメージを受けます。
+タレント使用時に%d%%の確率で失敗し
+無駄にターンを消費します。]], "tformat")
+t("Numbing Poison", "麻痺毒", "_t")
+t("The target is poisoned and sick, doing %0.2f nature damage per turn. All damage it does is reduced by %d%%.", [[麻痺毒に侵されています。ターン毎に自
+然属性の%0.2fダメージを受けます。
+与ダメージが%d%%減少しています。]], "tformat")
+t("Stoning Poison", "石化毒", "_t")
+t("The target is taking %0.2f nature damage per turn from a potent earth-based poison.  In %d more turn(s), or when the poison has run its course (%d%% chance), the target will be turned to stone for %d turns.", [[石化毒に侵されています。ターン毎に自
+然属性の%0.2fダメージを受けます。
+効果が短縮されずに全て通った時
+%dターン石化します。]], "tformat")
+t("#Target# is infused with stone poison!", "#Target#は石化毒を刻み込まれた", "_t")
+t("The target is on fire, taking %0.2f fire damage per turn.", [[毎ターン%0.2fの火炎ダメージを受け
+ます。]], "tformat")
+t("#Target# is on fire!", "#Target#は燃え上がった!", "_t")
+t("#Target# stops burning.", "#Target#の火は消えた", "_t")
+t("The target is on fire, taking %0.2f fire damage per turn, reducing damage by 50%%, putting 4 random talents on cooldown and reducing movement speed by 50%%. While flameshocked talents cooldown twice as slow.", [[炎上し、毎ターン%0.2fの火炎属性ダメー
+ジを受けます。
+与ダメージ低下70%% 
+ランダムなタレントがクールダウン
+移動速度50%%低下
+クールダウン復帰禁止]], "tformat")
+t("#Target# is stunned by the burning flame!", "#Target#は燃え盛る火炎でスタンした!", "_t")
+t("The target is stunned, reducing damage by 50%%, putting 3 random talents on cooldown and reducing movement speed by 50%%.  While stunned talents cooldown twice as slow.", [[与ダメージ低下60%
+ランダムなタレントが3つクール
+ダウン
+移動速度50%%低下
+クールダウン復帰禁止]], "tformat")
+t("#Target# is stunned!", "#Target#はスタンした!", "_t")
+t("#Target# is not stunned anymore.", "#Target#は意識がはっきりした", "_t")
+t("#Target# is disarmed!", "#Target#は武装解除された!", "_t")
+t("#Target# rearms.", "#Target#は武器を拾いあげた", "_t")
+t("The target is constricted, preventing movement and making it suffocate (loses %0.2f air per turn).", [[圧迫されているため移動不能です。
+呼吸もできなくなっています。
+ (酸素減少%0.2f/ターン]], "tformat")
+t("#Target# is constricted!", "#Target#は巻き付かれた!", "_t")
+t("#Target# is free to breathe.", "#Target#は呼吸の自由を取り戻した", "_t")
+t("#Target# is dazed!", "#Target#は朦朧とした!", "_t")
+t("#Target# is not dazed anymore.", "#Target#の意識ははっきりした", "_t")
+t("Evasion", "見切り", "_t")
+t(" and gains %d defense", "\
+回避上昇 %d", "tformat")
+t("The target has %d%% chance to evade melee and ranged attacks", [[近接攻撃を避けます。
+確率 %d%%]], "tformat")
+t("#Target# tries to evade attacks.", "#Target#は攻撃の回避を試みた", "_t")
+t("#Target# is no longer evading attacks.", "#Target#は攻撃の回避を終えた", "_t")
+t("Slow", "スロウ", "_t")
+t("Reduces global action speed by %d%%.", "速度が%d%%低下。", "tformat")
+t("#Target# loses sight!", "#Target#は目が見えなくなった!", "_t")
+t("Stoneskin", "石肌化", "_t")
+t("The target's skin reacts to damage, granting %d armour.", [[肌が石化しています。
+アーマー%d上昇]], "tformat")
+t("The target's skin reacts to damage, granting %d armour and %d%% armour hardiness.", [[肌が強固になります。
+アーマー%d増加。
+重装度%d%%増加。]], "tformat")
+t("#Target#'s skin looks a bit thorny.", "#Target#の肌から棘が生えていく", "_t")
+t("#Target# is less thorny now.", "#Target#の棘は抜けた", "_t")
+t("#Target# is frozen to the ground!", "#Target#は凍り、地面に縫い付けられた!", "_t")
+t("#Target# warms up.", "#Target#は温まった", "_t")
+t("The target is encased in ice. All damage done to it will be split, 40%% absorbed by the ice and 60%% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. %d HP on the iceblock remaining.", [[氷の中に閉じ込められます。対象へのダ
+メージは全て分散し、40%%が氷牢に60%%
+が対象に適用されます。効果中の対象は
+攻撃を回避できなくなり、氷牢にしかダ
+メージを与えられません。ただし同時に
+不利なステータス異常も受けなくなりま
+す。凍結中はテレポートおよびHP回復
+はできません。
+氷牢の残り耐久度 %d]], "tformat")
+t("cold", "冷気", "effect subtype")
+t("#Target# is encased in ice!", "#Target#は氷漬けになった!", "_t")
+t("#Target# is free from the ice.", "#Target#は氷を砕いた", "_t")
+t("Wrath of the Highborn", "上級人の癒し", "_t")
+t("The target calls upon its inner resources, improving all damage by %d%% and reducing all damage taken by %d%%.", [[自身の中に眠る力を呼び覚まします。
+与ダメージ%d%%上昇
+被ダメージ%d%%減少]], "tformat")
+t("#Target# radiates power.", "#Target#は力を放射した", "_t")
+t("#Target#'s aura of power vanishes.", "#Target#の力のオーラは消えた", "_t")
+t("Shell Shield", "甲羅の盾", "_t")
+t("The target takes cover in its shell, gaining %d%% all resist.", [[甲羅で身を守ります。
+被ダメージ%d%%減少]], "tformat")
+t("#Target# takes cover under its shell.", "#Target#は殻にこもった", "_t")
+t("#Target# leaves the cover of its shell.", "#Target#の殻の守りが消えた", "_t")
+t("The target ignores pain, reducing all damage taken by %d%%.", [[痛みを感じなくなっています。
+被ダメージ%d%%減少]], "tformat")
+t("#Target# lessens the pain.", "#Target#は痛みを和らげている", "_t")
+t("#Target# feels pain again.", "#Target#は痛みを感じるようになった", "_t")
+t("The target is attuned to the wild, increasing all damage affinity by %d%% and reducing a random debuff duration by %d each turn.", [[自然に回帰しています。
+全属性吸収 %d%%]], "tformat")
+t("#Target# attunes to the wild.", "#Target#は自然と同化した", "_t")
+t("#Target# is no longer one with nature.", "#Target#は自然との繋がりが薄れた", "_t")
+t("The target is infused with the power of nature, reducing all blight damage taken by %d%%, increasing spell saves by %d, and granting immunity to diseases.", [[自然界の守護を受けています。
+腐敗属性の被ダメージが%d%%減少。
+魔法セーブ増加 %d 
+さらに病気に罹らなくなります。]], "tformat")
+t("#Target# rejects blight!", "#Target#は腐敗を拒絶した!", "_t")
+t("Keeps you from dying even if your life drops to %+d", "HPの下限が%+d増加。", "tformat")
+t("Sunder Armour", "鎧砕き", "_t")
+t("The target's armour and saves are broken, reducing them by %d.", [[防御が低下しています。
+アーマーとセーブ低下 %d]], "tformat")
+t("#Target#'s armour is damaged!", "#Target#の鎧が砕けた!", "_t")
+t("Sunder Arms", "小手打ち", "_t")
+t("The target's combat ability is reduced, reducing its attack by %d.", "攻撃力が%d減少しています。", "tformat")
+t("#Target#'s fighting ability is impaired!", "#Target#は戦闘技能を忘れてしまった!", "_t")
+t("#Target#'s ability to fight has recovered.", "#Target#は記憶を取り戻した", "_t")
+t("#Target# is pinned to the ground.", "#Target#は地面に縫い付けられた", "_t")
+t("#Target# is no longer pinned.", "#Target#は影縫いから復帰した", "_t")
+t("The target's combat damage is improved by %d.", "近接ダメージが%d上昇しています。", "tformat")
+t("golem", "ゴーレム", "effect subtype")
+t("#Target# looks menacing.", "#Target#は危険さを増したようだ", "_t")
+t("#Target# looks less menacing.", "#Target#は元に戻ったようだ", "_t")
+t("The target is crippled, reducing melee, spellcasting and mind speed by %d%%.", [[手足に重傷を負っています。
+物理、魔法、精神攻撃の速度が%d%%低下
+します。]], "tformat")
+t("#Target# is crippled.", "#Target#は行動を制限された", "_t")
+t("Burrow", "穴掘り", "_t")
+t("The target's vision range is decreased by %d.", "視界が%d減少しています。", "tformat")
+t("Resolve", "魔力分解", "_t")
+t(" and ", "と", "_t")
+t("You gain %d%% resistance against %s.", [[%d%%の耐性を%sに対して
+獲得しています。]], "tformat")
+t("#Target# attunes to the damage.", "#Target#はダメージに調子を合わせた", "_t")
+t("#Target# is no longer attuned.", "#Target#は調子を合わせられなくなった", "_t")
+t("Moving at extreme speed (%d%% faster) and gains 100%% stun, daze and pinning immunity. Any action other than movement will cancel it.", [[ハーブの力によって移動速度が急上昇し
+ています。移動以外の行動をすると、こ
+の効果は終了します。
+上昇値 %d%%]], "tformat")
+t("Movement is %d%% faster.  Any action other than movement will end this effect.", [[新たな獲物を探し求めています。
+移動速度が%d%%増加。
+移動以外の行動をすると消失しま
+す。]], "tformat")
+t("Step Up", "一撃離脱", "_t")
+t("Movement is %d%% faster.", "移動速度が%d%%上昇しています。", "tformat")
+t("#Target# prepares for the next kill!.", "#Target#は次の標的に備えた!", "_t")
+t("Lightning Speed", "雷光変化", "_t")
+t("Turn into pure lightning, moving %d%% faster. It also increases your lightning resistance by 100%% and your physical resistance by 30%%.", [[雷光に姿を変えます。
+移動速度が%d%%上昇。
+電撃耐性が100%%上昇。
+物理耐性が30%%上昇。]], "tformat")
+t("lightning", "電撃", "effect subtype")
+t("#Target# turns into pure lightning!.", "#Target#は雷の化身へ姿を変えた!", "_t")
+t("#Target# is back to normal.", "#Target#は元に戻った", "_t")
+t("Dragon blood runs through your veins. You can breathe fire (or have it improved if you already could).", [[ドラゴンの血が体の中を駆け巡ります。
+火炎のブレスを吐けるようになります。
+既に可能ならブレスが強化されます。]], "tformat")
+t("fire", "火炎", "effect subtype")
+t("#Target#'s throat seems to be burning.", "#Target#の喉が焼けているようだ", "_t")
+t("#Target#'s throat seems to cool down.", "#Target#の喉は熱が冷めたようだ", "_t")
+t("Greater Weapon Focus", "追撃の構え", "_t")
+t("Each melee blow landed has a %d%% chance to trigger an additional melee blow (up to once per turn for each weapon).", "%d%%の確率で追加攻撃します。", "tformat")
+t("Engaged in a grapple draining %d stamina per turn and redirecting %d%% of damage taken to %s.  Any movement will break the effect as will some unarmed talents.", [[組み合っています。
+毎ターンスタミナを%d消費
+被ダメージの%d%%を転嫁
+転嫁先 %s
+移動や徒手格闘などで解除されま
+す。]], "tformat")
+t("#Target# is engaged in a grapple!", "#Target#は掴まれた!", "_t")
+t("#Target# has released the hold.", "#Target#は解放された", "_t")
+t("Physical power reduced by %d", [[掴まれています。
+移動不能です。
+攻撃を種々制限されています。
+#RED#沈黙
+移動不能
+%s
+%s
+%s]], "tformat")
+t("#Target# is grappled!", "#Target#は組みつかれた!", "_t")
+t("#Target# is free from the grapple.", "#Target#は組みつきを解いた", "_t")
+t("Crushing Hold", "がんじがらめ", "_t")
+t("The target is being crushed and suffers %d damage each turn", [[締め上げられています。
+毎ターン%dダメージを受けます。]], "tformat")
+t("#Target# has escaped the crushing hold.", "#Target#は重圧から脱した", "_t")
+t("The target is being strangled and may not cast spells and suffers %d damage each turn.", [[締め上げられており、声が出せない状態
+です。魔法が使用できません。
+毎ターン%dダメージを受けます。]], "tformat")
+t("silence", "沈黙", "effect subtype")
+t("#Target# is being strangled.", "#Target#は喉を絞められている", "_t")
+t("#Target# has escaped the strangle hold.", "#Target#は絞首攻撃から脱した", "_t")
+t("The target is maimed, reducing damage by %d and global speed by 30%%.", [[体の一部が破壊されています。
+与ダメージが%d、速度が30%%低下。]], "tformat")
+t("#Target# has recovered from the maiming.", "#Target#は体の自由を取り戻した", "_t")
+t("Expose Weakness", "弱点暴き", "_t")
+t("The target is in the middle of a combo chain and has earned %d combo points.", [[コンボ中です。
+現在 %dポイント]], "tformat")
+t("The target's defense is increased by %d.", "回避が%d上昇しています。", "tformat")
+t("#Target# is moving defensively!", "#Target#は防御の構えを敷いた!", "_t")
+t("#Target# isn't moving as defensively anymore.", "#Target#は防御の構えを終えた", "_t")
+t("Set Up", "回避の構え", "_t")
+t("The target is off balance and is %d%% more likely to be crit by the target that set it up.  In addition all its saves are reduced by %d.", [[バランスを崩した状態です。
+崩した相手からクリティカルを受ける確
+率が%d%%上昇しています。
+また、全セーブが%d低下しています。]], "tformat")
+t("#Target# has been set up!", "#Target#は宙に投げ飛ばされた!", "_t")
+t("#Target# has survived the set up.", "#Target#は着地した", "_t")
+t("The target has %d increased life regeneration.", "毎ターンHP回復 %d", "tformat")
+t("#Target# is recovering from the damage!", "#Target#の傷が急速に治り始めた!", "_t")
+t("#Target# has finished recovering.", "#Target#の傷の治りは止まった", "_t")
+t("Increases global action speed by %d%%.", "速度が%d%%上昇しています。", "tformat")
+t("The target's physical resistance has been reduced by %d%%.", "物理耐性が%d%%低下しています。", "tformat")
+t("Waters of Life", "生命の水", "_t")
+t("Elemental Harmony", "元素の調和", "_t")
+t("Increases global speed by %d%%.", "速度が%d%%上昇しています。", "tformat")
+t("Increases armour by %d.", "アーマー%d上昇。", "tformat")
+t("Increases all stats by %d.", "全能力%d上昇。", "tformat")
+t("Increases life regen by %0.2f.", "HP自動回復量%0.2f上昇。", "tformat")
+t("Increases all resists by %d%%.", "全耐性%d%%上昇。", "tformat")
+t("All direct healing done to the target fails, and is instead redirected to %s at %d%% effectiveness.", [[HP回復が別のキャラクターに受け流さ
+れます。
+
+
+対象 %s 
+補正%d%%]], "tformat")
+t("Healing Nexus", "回復の因果", "_t")
+t("#F53CBE##Target# is bound by telekinetic forces!", "#F53CBE##Target#はテレキネティック・フォースに縛り付けられた!", "_t")
+t("#Target# shakes free of the telekinetic binding", "#Target#はテレキネティック・フォースから脱した", "_t")
+t("Slowed by 50%% and taking %d crushing damage per turn.", [[速度が50%%低下しています。
+毎ターン%dダメージを受けます。]], "tformat")
+t("#Target# is being crushed.", "#Target#は押しつぶされた", "_t")
+t("#Target# shakes off the crushing forces.", "#Target#は圧力を受け流した", "_t")
+t("The target gains %d%% stun, daze and pinning immunity.", [[スタン、気絶、および移動不能への耐性
+を%d%%得ます。]], "tformat")
+t("#Target# is moving freely.", "#Target#の移動は自由になった", "_t")
+t("#Target# is moving less freely.", "#Target#の移動力は元に戻った", "_t")
+t("Adrenaline Surge", "アドレナリンブースト", "_t")
+t("The target's combat damage is improved by %d and it an continue to fight past the point of exhaustion, supplementing life for stamina.", [[近接ダメージ%d増加
+疲労を忘れるため、スタミナの代わりに
+HPを消費します。]], "tformat")
+t("#Target# feels a surge of adrenaline.", "#Target#にアドレナリンが流れ込んだ", "_t")
+t("#Target#'s adrenaline surge has come to an end.", "#Target#のアドレナリン分泌量は元に戻った", "_t")
+t("The target has appeared out of nowhere! It's defense is boosted by %d.", [[奇襲をかけて敵の不意を突いています。
+回避が%d上昇]], "tformat")
+t("Movement speed is reduced by %d%%.", "移動速度が%d%%低下", "tformat")
+t("The target has been weakened, reducing all damage inflicted by %d%%.", [[弱体化しています。
+与ダメージ%d%%低下]], "tformat")
+t("curse", "呪いの手", "effect subtype")
+t("#Target# has been weakened.", "#Target#は弱くなった", "_t")
+t("#Target#'s is no longer weakened.", "#Target#は強さを取り戻した", "_t")
+t("The target fire resistance is reduced by %d%%.", "火炎耐性が%d%%低下", "tformat")
+t("#Target# becomes more vulnerable to fire.", "#Target#は火に対し弱くなった", "_t")
+t("#Target# is less vulnerable to fire.", "#Target#は火への耐性を取り戻した", "_t")
+t("The target cold resistance is reduced by %d%%.", "冷気耐性が%d%%低下", "tformat")
+t("#Target# becomes more vulnerable to cold.", "#Target#は冷気に対し弱くなった", "_t")
+t("#Target# is less vulnerable to cold.", "#Target#は冷気への耐性を取り戻した", "_t")
+t("The target nature resistance is reduced by %d%%.", "自然耐性が%d%%低下", "tformat")
+t("#Target# becomes more vulnerable to nature.", "#Target#は自然に対し弱くなった", "_t")
+t("#Target# is less vulnerable to nature.", "#Target#は自然への耐性を取り戻した", "_t")
+t("The target physical resistance is reduced by %d%%.", "物理耐性が%d%%低下", "tformat")
+t("#Target# becomes more vulnerable to physical.", "#Target#は衝撃に対し弱くなった", "_t")
+t("#Target# is less vulnerable to physical.", "#Target#は衝撃への耐性を取り戻した", "_t")
+t("The target's has a cursed wound, reducing healing by %d%%.", [[呪いの力によって負傷しています。
+HP回復倍率減少 %d%%]], "tformat")
+t("#Target# has a cursed wound!", "#Target#は傷病の呪いを受けた!", "_t")
+t("#Target# no longer has a cursed wound.", "#Target#は呪いを解いた", "_t")
+t("The target has been revealed, reducing its stealth power by %d.", [[隠れていても姿が浮き彫りになります。
+隠密効果低下 %d]], "tformat")
+t("light", "閃光", "effect subtype")
+t("#Target# has been illuminated.", "#Target#は光に照らされている", "_t")
+t("#Target# is no longer illuminated.", "#Target#は光に照らされなくなった", "_t")
+t("The target has a %d%% chance to fail any spell it casts and a chance each turn to lose spell sustains.", [[%d%%の確率で魔法が失敗します。
+また魔法系のオンオフ系タレントがオフ
+にされていきます。]], "tformat")
+t("#Target#'s magic has been disrupted.", "#Target#の魔法は妨害されている", "_t")
+t("#Target#'s is no longer disrupted.", "#Target#は妨害を打ち破った", "_t")
+t("+%d%% %s damage.", [[属性ダメージ%d%%上昇。
+対象は%s属性。]], "tformat")
+t("#Target# resonates with the damage.", "#Target#はダメージと結びついた", "_t")
+t("#Target# is no longer resonating.", "#Target#は結びをほどいた", "_t")
+t("Thorn Grab", "絡み蔦", "_t")
+t("The target is encased in thorny vines, dealing %d nature damage each turn and reducing its speed by %d%%.", [[茨の蔓に捕らわれています。
+毎ターン%dの自然属性ダメージを受けま
+す。
+また、速度が%d%%低下します。]], "tformat")
+t("%d%% chance to fully absorb any damaging actions.", [[%d%%の確率であらゆるダメージを
+無効化。]], "tformat")
+t("#Target# is protected by a layer of thick leaves.", "#Target#は厚い葉の守りを受けた", "_t")
+t("#Target# cover of leaves falls apart.", "#Target#を包む葉が落ちた", "_t")
+t("Parrying melee attacks: Has a %d%% chance to deflect up to %d damage from the next %0.1f attack(s).", [[近接攻撃を受け流します。
+:確率 %d%%
+無効化ダメージ上限 %d
+%0.1f 撃まで]], "tformat")
+t("Reduces all damage taken by %d.", [[ブロック対象の攻撃を%dダメージ分ブ
+ロックします。]], "tformat")
+t("Countering melee attacks: Has a %d%% chance to get an automatic counter attack when avoiding a melee attack. (%0.1f counters remaining)", [[近接攻撃回避時に反撃します。
+回避時に %d%%
+ターン当たり %0.1f 回まで]], "tformat")
+t("Blocking up to %d total damage.", "%dダメージまでブロック。", "tformat")
+t("Has a %d%% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (%0.1f throws remaining)", [[近接攻撃回避時に相手を投げます。
+確率 %d%% 
+ターン当たり %0.1f 回まで]], "tformat")
+t("Ravage", "破壊", "_t")
+t("The target is being ravaged by distortion, taking %0.2f physical damage %s", [[身体が破壊されていきます。
+物理属性ダメージ %0.2f 
+%s]], "tformat")
+t("#Target# is no longer being ravaged.", "#Target#は時空歪曲から立ち直った", "_t")
+t("#LIGHT_RED#%s is being ravaged by distortion!", "#LIGHT_RED#%sは時空歪曲のダメージを受けている!", "logSeen")
+t("The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by %d%%.", [[歪曲効果を受けています。
+ディストーション系のタレントに
+弱くなっています。
+物理耐性低下 %d%%]], "tformat")
+t("distortion", "ディストーション", "effect subtype")
+t("#Target# is no longer distorted.", "#Target#はもう歪曲していない", "_t")
+t("The target is disabled, reducing movement speed by %d%% and accuracy by %d.", [[傷を負って上手く動けません。
+移動速度低下 %d%% 
+命中低下 %d]], "tformat")
+t("#Target# is disabled.", "#Target#は行動を封印された", "_t")
+t("#Target# is not disabled anymore.", "#Target#は封印から回復した", "_t")
+t("The target is in extreme anguish, preventing them from making tactical decisions, and reducing Willpower by %d and Cunning by %d.", [[激痛で正常な判断ができません。
+意志低下 %d 
+賢さ低下 %d]], "tformat")
+t("#Target# is in anguish.", "#Target#は苦痛を受けている", "_t")
+t("#Target# is no longer in anguish.", "#Target#は苦痛から立ち直った", "_t")
+t("The target is so fast it may blink throught obstacles if moving in the same direction for over two turns.", [[3ターン同じ方向に進んだ際、超加速し
+て障害物を無視できるようになります。]], "tformat")
+t("#Target# is speeding up.", "#Target#は加速している", "_t")
+t("#Target# is slowing down.", "#Target#は減速している", "_t")
+t("Grants a +%d%% damage bonus.", "与ダメージ増加 +%d%%", "tformat")
+t("#Target# become impervious to physical effects.", "#Target#は物理効果に対し強固になった", "_t")
+t("#Target# is less impervious to physical effects.", "#Target#の物理効果への抵抗が終わった", "_t")
+t("You have %d fungal energies stored. Release them to heal by using the Fungal Blood prodigy.", [[蓄積胞子パワー %d 
+このパワーを用いてHP回復できます。]], "tformat")
+t("Mucus", "粘液", "_t")
+t("You lay mucus where you walk.", "歩いた跡に粘液がつきます。", "tformat")
+t("mucus", "分泌", "effect subtype")
+t("Corrosive Nature", "自然の浸食", "_t")
+t("Acid damage increased by %d%%.", "酸属性ダメージ増加 %d%%", "tformat")
+t("#Target#'s acid damage is more potent.", "#Target#の酸ダメージは強化された", "_t")
+t("#Target#'s acid damage is no longer so potent.", "#Target#は酸ダメージの強化を終えた", "_t")
+t("%s's corrosive nature intensifies!", "%sの融解の自然は集中した!", "logSeen")
+t("Natural Acid", "自然の酸", "_t")
+t("Nature damage increased by %d%%.", "自然属性ダメージ増加 %d%%", "tformat")
+t("#Target#'s nature damage is more potent.", "#Target#の自然ダメージは強化された", "_t")
+t("#Target#'s nature damage is no longer so potent.", "#Target#は自然ダメージの強化を終えた", "_t")
+t("%s's natural acid becomes more concentrated!", "%sの自然酸がさらに集中した!", "logSeen")
+t("The target is corroded, reducing their accuracy by %d, their armor by %d, and their defense by %d.", [[酸に蝕まれています。
+命中低下 %d
+アーマー低下 %d
+回避低下 %d]], "tformat")
+t("acid", "é…¸", "effect subtype")
+t("#Target# is corroded.", "#Target#は溶解した", "_t")
+t("#Target# has shook off the effects of their corrosion.", "#Target#は溶解の効果を振りほどいた", "_t")
+t("Slippery Moss", "滑り苔", "_t")
+t("The target is covered in slippery moss. Each time it tries to use a talent there is %d%% chance of failure.", [[ツルツルとした苔に覆われています。
+%d%%の確率でタレント失敗。]], "tformat")
+t("moss", "è‹”", "effect subtype")
+t("#Target# is covered in slippery moss!", "#Target#はぬめりゴケに包まれた!", "_t")
+t("#Target# is free from the slippery moss.", "#Target#はぬめりゴケを落とした", "_t")
+t("Juggernaut", "ジャガーノート", "_t")
+t("Reduces physical damage received by %d%% and provides a %d%% chance to ignore critical hits.", [[物理属性ダメージ軽減 %d%%
+クリティカル無効 %d%%]], "tformat")
+t("superiority", "殲滅技", "effect subtype")
+t("#Target# hardens its skin.", "#Target#の肌は硬くなった", "_t")
+t("The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring %0.1f Equilibrium per turn.", [[魔の力を浴びてしまい、大地との
+繋がりを深めて抵抗しています。
+ターン毎調和値回復 %0.1f]], "tformat")
+t("#Target# stops restoring Equilibrium.", "#Target#は均衡値の回復を終えた", "_t")
+t("Berserker Rage", "狂戦士の怒り", "_t")
+t("Increases critical hit chance by %d%%.", "クリティカル率上昇 %d%%", "tformat")
+t("Relentless Fury", "不滅の激情", "_t")
+t("Increases stamina regeneration by %d, movement and attack speed by %d%%.", [[スタミナ自動回復 %d
+移動・攻撃速度上昇 %d%%]], "tformat")
+t("#Target# loses speed.", "#Target#は減速した", "_t")
+t("Target is currently moving with %d%% additional speed in a single direction (%s). Stopping or changing directions will remove this effect.", [[移動速度が %d%% 増
+加しています。進行方向は
+%s です。
+立ち止まるか方向転換するとこの
+効果は切れます。]], "tformat")
+t("#Target# is stunned further! (now %d turns)", "#Target#はさらにスタンした!(合計%dターン)", "tformat")
+t("The target stands strong, increasing all resistances by %0.1f%% and resistance caps by %0.1f%%.", [[強固な構えを取っています。
+全耐性増加 %0.1f%%
+全耐性上限増加 %0.1f%%]], "tformat")
+t("The target has relocated to a favorable position, giving them +%d%% physical critical chance.", [[有利な位置取りをしまし
+た。物理クリティカル上昇 %d%%]], "tformat")
+t("#Target# is poised to strike!", "#Target#は攻撃でうろたえた!", "_t")
+t("The target is in an extreme defensive posture, avoiding %d%% of all incoming damage.", [[回転してダメージを軽減
+しています。
+
+ダメージ軽減 %d%%]], "tformat")
+t("Superb Agility", "神速", "_t")
+t("#Target# has sped up!", "#Target#は加速した!", "_t")
+t("The target's reactions have quickened, giving +%d%% global speed.", [[反応が向上しています。
+速度増加 %d%%]], "tformat")
+t("Target is caught in an anti-gravity field, halving its knockback resistance.", [[反重力の場に捕らわれています。
+ノックバック耐性が半減。]], "tformat")
+t("The target is being fed upon by %d masses of parasitic leeches for %0.2f physical and %0.2f acid damage each turn.  After a %d turn feeding period, one mass will drop off and multiply.", [[%d体の吸血虫から1ターン毎に
+%0.2fの物理ダメージ
+%0.2f酸ダメージを受けている。
+%dターン後に吸血虫は増殖する]], "tformat")
+t("#Target# is #GREEN#INFESTED#LAST# with parasitic leeches!", "#Target#に#GREEN#血吸い虫がついた#LAST#! ", "_t")
+t("Some leeches drop off %s!", "血吸い虫が%sから落ちた! ", "logSeen")
+t("Garrote", "絞首の輪", "_t")
+t("%s has garroted #Target#!", "#Target# has garroted #Target#!", "tformat")
+t("something", "岩石投げ", "_t")
+t("Marked for Death", "死神の印", "_t")
+t("#Target# is marked for death!", "#Target#は死神の印を受けた!", "_t")
+t("#Target# is free from the deathmark.", "#Target#は死神の印から解放された", "_t")
+t(" Poison damage also hits adjacent targets for 50%%.", " Poison damage also hits adjacent targets.", "tformat")
+t("physical", "物理", "effect subtype")
+t("Dirty Fighting", "ダーティファイト", "_t")
+t("Soothing Darkness", "安らぎの闇", "_t")
+t("healing", "治癒", "effect subtype")
+t("Shadow Dance", "影の舞踊", "_t")
+t("#GREY#You begin your Shadow Dance.", "#GREY#影の舞踊を始めた", "logPlayer")
+t("#GREY#You end your Shadow Dance.", "#GREY#影の舞踊を終えた", "logPlayer")
+t("#Target# is in a deep sleep.", "#Target#は深い眠りに落ちた", "_t")
+t("#Target# is no longer sleeping.", "#Target#は目覚めた", "_t")
+t("Rogue's Brew", "盗賊の秘薬", "_t")
+t("Bear Trap", "ベアトラップ", "_t")
+t("bleed", "出血", "effect subtype")
+t(" and %0.1f Arcane", " %0.1f 魔力ダメージ", "tformat")
+t("A living stone vine holds the target in place, inflicting %0.1f Nature%s damage per turn.", "A living stone vine holds the target in place, inflicting %0.1f Physical%s damage per turn.", "tformat")
+t("#Target# is seized by a stone vine.", "#Target#は石のツタに狙われた", "_t")
+t("#Target# is free from the stone vine.", "#Target#は石のツタを振りほどいた", "_t")
+t("The target's skin turns to stone, granting %d armour, %d physical save and %d spell save.", [[体が硬化しています。
+アーマー%d上昇
+物理セーブ%d上昇
+魔法セーブ%d上昇]], "tformat")
+t("#Target#'s skin turns to stone.", "#Target#の肌が石へと変容していく", "_t")
+t("#Target#'s skin returns to normal.", "#Target#の肌は元に戻った", "_t")
+t("#Target# is no longer protecting anyone.", "#Target#は他者を護ることを終えた", "_t")
+t("Stone Link", "ストーン・リンク", "_t")
+t("earth", "地術", "effect subtype")
+t("shield", "シールド", "effect subtype")
+t("#Target# is protected by a stone shield.", "#Target#は石の盾に守られた", "_t")
+t("#Target# is less protected.", "#Target#の石の盾が消えた", "_t")
+t("Ghoulish Leap", "グールの跳躍", "_t")
+t("#Target# speeds up.", "#Target#は加速した", "_t")
+t("Feint", "フェイント", "_t")
+t("tactical", "見切り", "effect subtype")
+t("Mana Clash", "マナクラッシュ", "_t")
+t("antimagic", "反魔法", "effect subtype")
+t("Bullseye", "ブルズアイ", "_t")
+t("Trueshot", "確かなる射撃", "_t")
+t("Escape", "逃走", "_t")
+t("#Target# enters an evasive stance!.", "#Target#は回避姿勢を取った!", "_t")
+t("#Target# slows down.", "#Target#は減速した", "_t")
+t("Sentinel", "歩哨射撃", "_t")
+t("slow", "減速", "effect subtype")
+t("#Target#'s armour is punctured!", "#Target#の鎧は貫かれた!", "_t")
+t("#Target#'s armour is more intact.", "#Target#は鎧の修理をした。", "_t")
+t("Leeching Poison", "吸血毒", "_t")
+t("poison", "毒", "effect subtype")
+t("#Target# is poisoned!", "#Target#は毒を受けた!", "_t")
+t("#Target# is no longer poisoned.", "#Target#は毒から立ち直った", "_t")
+t("Maim", "骨砕き", "_t")
+t("#Target# is maimed!", "#Target#は貫かれた!", "_t")
+t("#Target# is no longer maimed.", "#Target#は貫きから立ち直った", "_t")
+t("Snipe", "狙撃", "_t")
+t("#Target# takes aim...", "#Target#は狙いを定めた...", "_t")
+t("#Target# is no longer aiming.", "#Target#は狙撃を終えた", "_t")
+t("Concealment", "潜伏", "_t")
+t("The target is wrapped in disorientating smoke, reducing vision range by %d.", "The target is wrapped in disorientating smoke, confusing them and reducing vision range by %d.", "tformat")
+t("#Target# is surrounded by a thick smoke.", "#Target#は厚い煙に包まれた", "_t")
+t("The smoke around #target# dissipate.", "#Target#を包む煙が薄れていった", "_t")
+t("Shadowstrike", "闇討ち", "_t")
+t("darkness", "æš—é»’", "effect subtype")
+t("#Target##OLIVE_DRAB# shimmers in multiple hues.", "#Target#は#OLIVE_DRAB#万色に煌めいた", "_t")
+t("#Target#'s#OLIVE_DRAB# multi-hued shimmer fades.", "#Target#の#OLIVE_DRAB#万色の光が薄れていった", "_t")
+t("Swift Shot", "高速撃ち", "_t")
+t("#Target# recovers sight.", "#Target#は視界を取り戻した", "_t")
+t("Gift of the Woods", "タローレの怒り", "_t")
+t("Increases the effectiveness of all healing the target receives by %d%%.", "HP回復倍率が%d%%上昇しています。", "tformat")
+t("nature", "自然", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/wda/eyal.lua"
+
+t("Maj'Eyal", "マイ・イヤル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/grids.lua"
+
+t("unstable wormhole", "不安定なワームホール", "entity name")
+t("stable wormhole", "安定したワームホール", "_t")
+t("#VIOLET#The wormhole absorbs energies and stabilizes. You can now use it to travel.", "#VIOLET#ワームホールはエネルギーを吸収して安定した。移動に使えそうだ", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/npcs.lua"
+
+t("A hole in the fabric of space, it seems to be the source of the expanse instability.", "空間そのものにぽっかりと空いた穴だ。天空の破片の挙動がおかしくなった原因のようだ。", "_t")
+t("and folded out of existence", "そして、存在を抹消された", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/objects.lua"
+
+t("Void Star", "虚空の星", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/zone.lua"
+
+t("Abashed Expanse", "Abashed Expanse", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/grids.lua"
+
+t("teleporting circle to the surface", "地上へ続く魔法陣", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/npcs.lua"
+
+t("mummy", "ミイラ", "entity subtype")
+t("undead", "不死", "entity type")
+t("Greater Mummy Lord", "『グレーターマミー・ロード』", "entity name")
+t("The wrappings of this mummy radiate with so much power it feels like wind is blowing from them.", "このミイラが纏う包帯は絶大な魔力を発している。まるで突風が吹きつけてくるようなプレッシャーを感じる。", "_t")
+t("and raised as a soulless shuffling mummy", "そして、魂なくうろつくミイラとして蘇った", "_t")
+t("ancient elven mummy", "古代エルフマミー", "entity name")
+t("An animated corpse in mummy wrappings.", "包帯を巻かれたミイラだ。仮初の命を与えられている。", "_t")
+t("animated mummy wrappings", "マミーの操り包帯", "entity name")
+t("An animated set of mummy wrappings, without a corpse inside; it seems like it cannot move.", "仮初の命を与えられたミイラの包帯だ。あるべきはずの中身はない。移動はできないようだ。", "_t")
+t("rotting mummy", "腐りマミー", "entity name")
+t("A rotting animated corpse in mummy wrappings.", "包帯を巻かれたミイラだ。体は腐敗している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/objects.lua"
+
+t("Bindings of Eternal Night", "永夜縛り", "entity name")
+t("Crown of Eternal Night", "永夜の宝冠", "entity name")
+t("#ANTIQUE_WHITE#The Crown of Eternal Night seems to react with the Bindings, you feel tremendous dark power.", "#ANTIQUE_WHITE#永夜の宝冠は縛りと反応しているようだ。溢れる闇の力を感じる", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/zone.lua"
+
+t("Elven Ruins", "エルフの遺跡", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/grids.lua"
+
+t("unstable wormhole", "不安定なワームホール", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/npcs.lua"
+
+t("Ungolë", "『ウンゴレ』", "entity name")
+t("A huge spider, shrouded in darkness, her red glowing eyes darting to fix on you. She looks hungry.", "暗黒を纏った巨大な蜘蛛だ。真っ赤な目でこちらを見つめている。どうやら彼女は空腹のようだ。", "_t")
+t("and devoured alongside a Sun Paladin", "そして、太陽の騎士と共に食べられた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/objects.lua"
+
+t("Rod of Spydric Poison", "蜘蛛毒のロッド", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/zone.lua"
+
+t("Ardhungol", "アードハンゴル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/grids.lua"
+
+t("wall", "壁", "entity name")
+t("closed gate", "閉じた門", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/npcs.lua"
+
+t("gladiator", "闘士", "entity name")
+t("A menacing man in heavy armor, wielding a mace. He looks battle-hardened.", "殺気を放つ重鎧の戦士だ。歴戦の兵に見える。", "_t")
+t("halfling slinger", "ハーフリングの投石士", "entity name")
+t("halfling", "ハーフリング", "entity subtype")
+t("arcane blade", "魔戦士", "entity name")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("A Human Arcane Blade. His body shows multiple scars from battle.", "人間の魔法剣士だ。体中に戦いで負った無数の傷がある。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/zone.lua"
+
+t("Derth (Southeast)", "ダース (南東)", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/grids.lua"
+
+t("closed gate", "閉じた門", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("open gate", "開いた門", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/npcs.lua"
+
+t("skeletal rat", "スケルトン・ラット", "entity name")
+t("undead", "不死", "entity type")
+t("The diminutive skeleton of a giant rat, charged with evil energies. Nobody understands the usefulness of undead rodents until several of them come after you.", "大ネズミのスケルトンだ。スケルトンとしては小型で、悪しき魔の力が籠っている。「ネズミのアンデッドなど何の役に立つのだろう」と観客の誰もが思ったが、数体が挑戦者に襲い掛かった時、皆が考えを改めた。", "_t")
+t("homeless fighter", "家なき戦士", "entity name")
+t("Will fight for a meal.", "今日のご飯のために戦います。", "_t")
+t("golden crystal", "金のクリスタル", "entity name")
+t("A formation of golden crystal. It emits a golden radiance equalling the sun itself.", "黄金のクリスタルだ。放つ輝きはまさに太陽そのものである。", "_t")
+t("master alchemist", "達人錬金術師", "entity name")
+t("multihued wyrmic", "万色竜の化身", "entity name")
+t("A powerful wyrmic with mastery over several elements.", "種々の属性を極めた強力な竜化術師だ。", "_t")
+t("master slinger", "達人投石士", "entity name")
+t("halfling", "ハーフリング", "entity subtype")
+t("Expert slingers on hire by the arena. They are great at their jobs.", "闘技場側が雇ったスリングの名手である。見事な働きぶりだ。", "_t")
+t("gladiator", "闘士", "entity name")
+t("reaver", "掠奪者", "entity name")
+t("A warrior of death.", "死を体現する戦士。", "_t")
+t("headless horror", "首なしホラー", "entity name")
+t("A headless gangly humanoid with a large distended stomach. Was captured and tamed by the first master of the arena.", "人間に似ているが頭部はなく、腹部が極端に膨らんでいる。闘技場の初代チャンピオンが捕獲し、調教した個体である。", "_t")
+t("#AQUAMARINE#As %s falls all its eyes fall to the ground!", "#AQUAMARINE#%sが倒れると、全ての目は生命力を失った!", "logSeen")
+t("Ryal", "『ライアル』", "entity name")
+t("A gargantuan bone giant resembling a wingless wyrm. He is fully sentient and surprisingly fast.", "巨大なボーンジャイアントだ。翼のない竜のような姿をしている。生者と等しく明確な意志を持ち、その動きは驚くほど素早い。", "_t")
+t("Fryjia Loren", "『フリージア・ローラン』", "entity name")
+t("A young girl with skin pale as snow. She is small, but deadly in battle, unleashing a constant barrage of ice shards.", "雪のように白い肌をした少女だ。小柄だが、非常に危険な相手である。氷の弾丸を始終乱射してくる。", "_t")
+t("Riala Shalarak", "『リアラ・シャララク』", "entity name")
+t("A strong female magician. Years of experience make her a dangerous combatant.", "強力な力を持った女性の魔導師だ。長年の修行の末、恐るべき使い手となった。", "_t")
+t("Valfren Loren", "『ヴァルフラン・ローラン』", "entity name")
+t("A massive suit of armor with a massive axe containing a massively cursed person. He is cursed to fight eternally.", "大斧を携えた巨大な鎧だ。その中にいるのは凄まじい呪いを受けた人物である。永久に戦い続けるよう宿命づけられているのだ。", "_t")
+t("Rej Arkatis", "『レージ・アルカティス』", "entity name")
+t("A Cornac fighter of respectable talent. He emerged from nowhere and became the true master of fighting.", "コーナックの戦士だ。かなりの技量の持ち主である。どこからともなくふらりと現れ、闘技場のチャンピオンまで上り詰めた。", "_t")
+t("slinger", "投石士", "entity name")
+t("high slinger", "上級投石士", "entity name")
+t("Ranged fighters coming to the arena looking for wealth and glory, just like you.", "遠距離戦を主体とする戦士だ。富と名誉を求めて闘技場にやって来た。そう、まさに貴方のように。", "_t")
+t("alchemist", "錬金術師", "entity name")
+t("Deadly fighters using explosive gems to attack.", "恐るべき戦士だ。宝石弾で攻撃してくる。", "_t")
+t("blood mage", "血の魔法使い", "entity name")
+t("A man dressed in black robes. You feel weak as you hear his ominous chanting.", "黒いローブを着た男だ。その不吉な呪文を耳にすると体がだるくなる。", "_t")
+t("hexer", "呪い師", "entity name")
+t("A man dressed in black robes. You feel a thousand curses being put on you.", "黒いローブを着た男だ。ありとあらゆる呪いをかけてくるようだ。", "_t")
+t("rogue", "盗賊", "entity name")
+t("Stealthy fighters trying to achieve victory with trickery. Be careful or they will steal your sight!", "隠密戦闘を得意とする戦士だ。様々な策を用いて闘技場を勝ち抜こうとしている。 油断すると死角を突かれるぞ!", "_t")
+t("trickster", "トリックスター", "entity name")
+t("Stealthy ranged fighters trying to achieve victory with trickery. Be careful or they will shoot your heart!", "死角を縫って遠距離から攻撃してくる戦士だ。様々な策を用いて闘技場を勝ち抜こうとしている。 油断すると心臓を射抜かれるぞ!", "_t")
+t("shadowblade", "影法師", "entity name")
+t("Stealthy fighters trying to achieve victory with trickery. Be careful or they will steal your life!", "隠形を得意とする戦士だ。忍びの技を駆使して敵の息の根を止めんとする。用心せよ。奴らが盗むのは命だ!", "_t")
+t("fire wyrmic", "火竜の化身", "entity name")
+t("A fire wyrmic aspiring to win the tournament. He comes paired with an ice wyrmic.", "闘技場の頂点を目指す火竜術師だ。氷竜術師とコンビを組んでいる。", "_t")
+t("ice wyrmic", "氷竜の化身", "entity name")
+t("An ice wyrmic aspiring to win the tournament. He comes paired with a fire wyrmic.", "闘技場の頂点を目指す氷竜術師だ。火竜術師とコンビを組んでいる。", "_t")
+t("sand wyrmic", "砂竜の化身", "entity name")
+t("A sand wyrmic aspiring to win the tournament. He comes paired with a storm wyrmic.", "闘技場の頂点を目指す砂竜術師だ。雷竜術師とコンビを組んでいる。", "_t")
+t("storm wyrmic", "雷竜の化身", "entity name")
+t("A storm wyrmic aspiring to win the tournament. He comes paired with a sand wyrmic.", "闘技場の頂点を目指す雷竜術師だ。砂竜術師とコンビを組んでいる。", "_t")
+t("high gladiator", "上級グラディエイター", "entity name")
+t("great gladiator", "熟練グラディエイター", "entity name")
+t("Mercenaries hired by the arena for the sole purpose of entertainment. They make a living beating people up.", "闘技場側が専らショー要素のために雇った傭兵だ。彼らのおかげで観客は熱狂の渦と化す。", "_t")
+t("martyr", "殉教者", "entity name")
+t("A devout soldier.", "敬虔な戦士だ。", "_t")
+t("anorithil", "アノーリシル", "entity name")
+t("sun paladin", "太陽の騎士", "entity name")
+t("human", "人間", "entity subtype")
+t("star crusader", "スター・クルセイダー", "entity name")
+t("elf", "エルフ", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Warriors from afar. They wield the power of light, and a mean sword. Darkness, too.", "遠方より来たる戦士だ。光の力を用い、オンボロの剣を振るって戦う。また、闇の力も行使できる。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/objects.lua"
+
+t("%s uses %s!", "%sは%sを使った!", "logSeen")
+t("armor", "防具", "entity type")
+t("feet", "足", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/zone.lua"
+
+t("The Arena", "闘技場", "_t")
+t("#GOLD#Miniboss round starts!!", "#GOLD#中ボスラウンド!!", "log")
+t("#VIOLET#Boss round starts!!!", "#VIOLET#ボスラウンド!!!", "log")
+t("#LIGHT_RED#Final round starts!!!!", "#LIGHT_RED#最終ラウンド!!!!", "log")
+t("#LIGHT_RED#The gates close!", "#LIGHT_RED#門が閉じた!", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/grids.lua"
+
+t("unholy circle", "邪悪な魔法陣", "entity name")
+t("broken unholy circle", "破壊された邪悪な魔法陣", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Necromancer", "ネクロマンサー", "entity name")
+t("A Human dressed in black robes. He mumbles in a harsh tongue. He seems to think you are his slave.", "黒いローブを着た人間だ。耳障りな呪文をブツブツ唱えている。こちらを奴隷か何かとでも思っているようだ。", "_t")
+t("Half-Finished Bone Giant", "作りかけボーン・ジャイアント", "entity name")
+t([[A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.
+This specimen looks like it was hastily assembled and is not really complete yet.]], "見上げんばかりの巨体を持ち、数百の生物の骨から成る。不浄なオーラで覆われているが、突貫作業で作ったものらしく、不完全だ。", "_t")
+t("This pile of rotting flesh twitches and makes horrid noises.", "腐肉の塊だ。痙攣しておぞましい音を立てている。", "_t")
+t("This pile of bones appears to move on its own, but it can't seem to organise itself into something dangerous.", "骨の塊だ。ひとりでに動き回れるようだが脅威足り得る動作はできないようだ。", "_t")
+t("It looks like a giant blood clot. Is that what its creator intended?", "巨大な血塊だ。作り手の意図に適っ	たものなのだろうか?", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/objects.lua"
+
+t("armor", "防具", "entity type")
+t("cloak", "外套", "entity subtype")
+t("Cloak of Deception", "隠し身のクローク", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/zone.lua"
+
+t("Blighted Ruins", "腐敗の遺跡", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/npcs.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("sand", "ç ‚", "entity subtype")
+t("Briagh, Great Sand Wyrm", "古砂漠竜『ブライア』", "entity name")
+t("A towering sand drake stands before you. This wingless worm is mighty and could easily crush you.", "巨大な砂漠竜だ。この翼なき大長虫は強大な力でもって冒険者を粉砕するだろう。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/objects.lua"
+
+t("Resonating Diamond", "共振するダイアモンド", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/zone.lua"
+
+t("Briagh's Lair", "ブライアの巣", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/grids.lua"
+
+t("floor", "床", "entity type")
+t("Farportal: the Far East", "大ポータル:東方", "entity name")
+t("A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use.", "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you are back to the far east.", "#VIOLET#渦巻くポータルに入ると、瞬く間に東方に降り立った", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/npcs.lua"
+
+t("human sun-paladin", "太陽の騎士", "entity name")
+t("High Sun-Paladin Rodmour", "上級太陽の騎士『ロドモール』", "entity name")
+t("A Human in shiny plate armour.", "輝くプレートアーマーを装備した人間だ。", "_t")
+t("orc warrior", "オークの戦士", "entity name")
+t("A fierce soldier-orc.", "獰猛なオークの兵士だ。", "_t")
+t("shalore", "シャローレ", "entity subtype")
+t("Elandar", "『エランダール』", "entity name")
+t("Damn you, you only postpone your death! Fyrk!", "愚か者が、死を先延ばしにするだけだというのに!フィルクよ!", "_t")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Argoniel", "『アルゴニエル』", "entity name")
+t("Renegade mages from Angolwen, the Sorcerers have set up in the Far East, slowly growing corrupt. Now they must be stopped.", "アンゴルウェンから離反した魔法使いだ。東方の大陸に拠点を構え、次第に悪に染まっていった。何としてでも彼らの所業を阻まねばならない。", "_t")
+t("Fyrk, Faeros High Guard", "守護者『フィルク』", "entity name")
+t([[Faeros are highly intelligent fire elementals, rarely seen outside volcanoes. They are probably not native to this world.
+This one looks even nastier and looks toward you with what seems to be disdain. Flames swirl all around him.]], "フェロスは高い知性を持つ炎の精霊だ。火山以外で見かけることは滅多になく、別世界の存在だとされている。この一体は特に強力なようで、こちらを見下しているような態度が見受けられる。周囲では炎が舞い踊っている。", "_t")
+t("and a sole piece of char was sent to his masters as a totem", "そして、一片の炭はトーテムとして、彼の者の支配者に捧げられた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/zone.lua"
+
+t("Charred Scar", "焦炎の傷跡", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/grids.lua"
+
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity name")
+t("body remains", "死体", "entity name")
+t("bone pile", "骨", "entity name")
+t("infusion rack", "ハーブ棚", "entity name")
+t("operating table", "手術台", "entity name")
+t("broken vat", "壊れた容器", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/npcs.lua"
+
+t("old vats", "古びた容器", "entity name")
+t("degenerated ogric mass", "下級オーガの肉塊", "entity name")
+t("This huge mass of deformed flesh was probably once an ogre, but something had gone wrong.", "捻じくれた巨大な肉塊だ。元はオーガだったのだろうが何らかの異常を来してしまったのか。", "_t")
+t("ogric abomination", "憎悪のオーガ", "entity name")
+t("This ogre seems to have tried to graft golem parts on its own body. To various interresting results.", "このオーガは自分の体にゴーレムの部品を移植しようと試みたようだ。いろいろと面白い結果になっている。", "_t")
+t("ogre sentry", "オーガの見張り", "entity name")
+t("This greatsword-wielding ogre looks at you with contempt and hatred.", "大剣を構えたオーガだ。汚いものでも見るかのような目でこちらを睨んでいる。", "_t")
+t("Healer Astelrid", "癒し手『アステリド』", "entity name")
+t("An enormous ogre, clad in a tattered set of robes with an officer's badge.  She clutches a healer's staff, wrapped in casting plaster and scalpels for use as a massive spiked club.", "巨大なオーガだ。ボロボロのローブを纏っており、将校のバッジをつけている。癒し手の杖を手にしているが、鋳造用石膏でメスを一面に固めてあり戦槌の様に振っている。", "_t")
+t("and spliced for experiments", "そして、実験材料にされた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/objects.lua"
+
+t("Astelrid's Clubstaff", "アステリドの棍棒", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/zone.lua"
+
+t("Old Conclave Vault", "秘密会議の古宝物庫", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/grids.lua"
+
+t("floor", "床", "entity subtype")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("demonic symbol", "悪魔の彫像", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/npcs.lua"
+
+t("Kryl-Feijan", "『クリル・フェイヤン』", "entity name")
+t("This huge demon is covered in darkness. The ripped flesh of its \"mother\" still hangs from its sharp claws.", "暗黒に包まれた巨大な悪魔だ。鋭い爪には「母体」の血肉がまだこびりついている。", "_t")
+t("and devoured as a demonic breakfast", "そして、悪魔たちの朝食になった", "_t")
+t("human", "人間", "entity subtype")
+t("elf", "エルフ", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Black-robed Elves with a mad look in their eyes.", "黒いローブを着たエルフだ。瞳には狂気が宿っている。", "_t")
+t("Melinda", "『メリンダ』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/zone.lua"
+
+t("Dark crypt", "闇の祭壇", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/grids.lua"
+
+t("Temporal Rift", "時空の裂け目", "_t")
+t("The rift is too unstable to cross it.", "裂け目は横断するには不安定すぎる", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/npcs.lua"
+
+t("ice", "æ°·", "entity subtype")
+t("Rantha the Worm", "長虫『ランタ』", "entity name")
+t("Claws and teeth. Ice and death. Dragons are not all extinct it seems...", "爪と牙。冷気と死。竜はまだ生き残っていたようだ・・・", "_t")
+t("dragon", "ドラゴン", "entity type")
+t("fire", "火炎", "entity subtype")
+t("Varsha the Writhing", "苦悶するもの『ヴァルシャ』", "entity name")
+t("Claws and teeth. Fire and death. Dragons are not all extinct it seems...", "爪と牙。火炎と死。竜はまだ生き残っていたようだ・・・", "_t")
+t("and fed to the hatchlings", "そして、幼体たちの餌になった", "_t")
+t("I have heard there is a dragon hunter in the Daikara that is unhappy about the wyrm being already dead.", "ドラゴンなきダイカラに不幸にもドラゴンハンターがいると聞いたが", "_t")
+t("Massok the Dragonslayer", "竜殺し『マーゾック』", "entity name")
+t("A huge and heavily-scarred orc with a gigantic sword. His helm is fashioned from a dragon's skull.", "無数の傷に覆われた巨大なオークである。大剣を構え、兜は竜の頭蓋骨で作られている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/objects.lua"
+
+t("Rune of the Rift", "ルーン:次元転送", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/zone.lua"
+
+t("Daikara", "ダイカラ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/grids.lua"
+
+t("The Iron Council (Dwarven empire main city)", "鉄の町(ドワーフの帝国)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/npcs.lua"
+
+t("The Mouth", "『口』", "entity name")
+t("\"From bellow, it devours.\"", "“ 深淵の地より貪るモノ。”", "_t")
+t("and revived as a screeching drem bat", "そして、金切り声を上げるドレム・バットとして蘇った", "_t")
+t("#CRIMSON#%s seems invulnerable, there must be an other way to kill it!", "#CRIMSON#%sは無敵だ・・・何か他の方法を探さなくては!", "logSeen")
+t("I have heard a dwarf whispering about some abomination in the deep bellow.", "深き咆哮の地で憎悪を囁いているドワーフがいると聞いたが", "_t")
+t("slimy crawler", "スライム・クローラー", "entity name")
+t([[This disgusting... thing crawls on the floor toward you with great speed.
+It seems to come from the digestive system of the mouth.]], "このおぞましい・・・ものは凄まじい速さで床を這い、こちらに向かってくる。「口」の胃袋から吐き出されたもののようだ。", "_t")
+t("#AQUAMARINE#As #Source# falls you notice that #Target# seems to shudder in pain!", "#AQUAMARINE##Source#は倒れ、#Target#は痛みに悶えたようだ!", "logCombat")
+t("The Abomination", "『憎悪の存在』", "entity name")
+t("A horrid mass of pustulent flesh, sinew, and bone; this creature seems to constantly be in pain. Two heads glare malevolently at you, an intruder in its domain.", "腫瘍状の肉と筋、そして骨の巨大な塊だ。絶え間無い苦痛に身もだえている。二つの頭がテリトリーの侵入者であるこちらを敵意に満ちた目で睨んでいる。", "_t")
+t("A parchment falls to the floor near The Abomination.", "『憎悪の存在』の近くに羊皮紙が落ちた", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/zone.lua"
+
+t("The Deep Bellow", "深き咆哮の地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane-spell/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane-spell/zone.lua"
+
+t("Fearscape", "恐怖の大地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/grids.lua"
+
+t("Demonic Portal", "悪魔のポータル", "entity name")
+t("Back and there again", "帰りて行きし物語", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you are back to Maj'Eyal, near the Daikara.", "#VIOLET#渦巻くポータルに入ると、瞬く間にダイカラ山の近くに降り立った", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/npcs.lua"
+
+t("demon", "悪魔", "entity type")
+t("minor", "下級悪魔", "entity subtype")
+t("Draebor, the Imp", "インプ『ドライボール』", "entity name")
+t("An intensely irritating git of a monster.", "非常にウザいクソ小悪魔だ。", "_t")
+t("Back and there again", "帰りて行きし物語", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/objects.lua"
+
+t("Shifting Boots", "次元跳びの靴", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/zone.lua"
+
+t("Fearscape", "恐怖の大地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/npcs.lua"
+
+t("Ukruk the Fierce", "勇猛なる『ウクルク』", "entity name")
+t("This ugly orc looks really nasty and vicious. He is obviously looking for something and bears an unknown symbol on his shield.", "非常に汚らわしい醜悪なオークだ。何かを奪取せんとしている。手にする盾には見慣れない紋章が見える。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/zone.lua"
+
+t("Ambush!", "奇襲!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/grids.lua"
+
+t("sign post with a note", "掲示板", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/npcs.lua"
+
+t("vampire", "吸血鬼", "entity subtype")
+t("The Master", "『死の支配者』", "entity name")
+t("A terrifying vampiric figure of power, with flowing robes and an intense aura of fright.  His cold, sinewy flesh seems to cling to this world through greed and malice, and his eyes betray a strength of mind beyond any puny mortal.  All nearby are utterly subservient to his will, though he stands aloof from them, as if to say he needs not the pathetic meddling of minions to help him overcome his foes.  Your eyes are drawn to a dark staff in his hands which seems to suck the very life from the air around it.  It looks ancient and dangerous and terrible, and the sight of it fills you with fervent desire.", "絶大な力を有する恐るべきヴァンパイアだ。たなびくローブを纏い、思わず後ずさりしてしまう程強烈な魔力を放っている。冷たく筋張った体は欲望と悪意を糧とし、双眸にはか弱き定命の者を遥かに凌駕する強い意志の力が宿っている。周囲の不死者達は彼に隷属しているが、当人は甚く冷淡な構えを見せている。あたかも「哀れな下僕共など足手纏いなだけだ」と言わんばかりだ。 その両手で構えている黒い杖に目が止まった。周囲から命そのものを吸収しているようだ。古く、危険で、恐ろしい雰囲気がする代物だが何としてでも手に入れたいという気分になってしまう。", "_t")
+t("and raised as his tortured undead thrall", "そして、不死なる奴隷として蘇った", "_t")
+t("It has been months since the hero cleansed the Dreadfell, yet rumours are growing: evil is back.", "英雄が恐怖の塔を浄化して数か月、だが風の噂には:大悪は帰還せり", "_t")
+t("Pale Drake", "『薄青のドレイク』", "entity name")
+t("A malevolent skeleton archmage that has taken control of the Dreadfell since the Master's demise.", "強力なスケルトンの魔道士だ。恐怖の塔の支配者の後釜に就いた。", "_t")
+t("ghoul", "グール", "entity subtype")
+t("Borfast the Broken", "砕かれし『ボルファスト』", "entity name")
+t([[Thick skin hangs loosely from this short, shambling form. Tufts of hair sticking out from its chin give evidence of a once magnificent dwarven beard. Half its face seems to have been seared in acid at some point, the flesh melted away from the skull and an eyeball drooping low from its socket. There is a unique sadness to its eyes, and a slump of resignation to its gait.
+What proud hero of renown was this before he was condemned to such a terrible fate?]], "よろよろとよろめきながら歩く小柄なその体からは、分厚い皮膚が剥がれかかっている。顎の部分から伸びた毛の塊はドワーフの豊かな髭がかつてそこにあった証だ。顔半分は酸で所々焼け焦げており、頭蓋骨から肉が崩れ落ちている。片目が眼窩から垂れ下がり今にも落ちてしまいそうだ。何とも言えない悲しみを瞳に宿し、重い足取りは現状への諦念を象徴しているかのようだ。かつては誇り高き英雄だった者がかくも無残な有様になるとは。", "_t")
+t("ghost", "ゴースト", "entity subtype")
+t("Aletta Soultorn", "魂を引き裂かれし『アレッタ』", "entity name")
+t([[What once must have been an enchantingly beautiful Higher woman now looks to be a ghost of utter despair. Her thin, elegant form ripples gently in the air, whilst her tattered robes seem oddly still. The ghost's face looks jittery and pained whilst her wild, glowing eyes move rapidly back and forth in their sockets.
+Now and then she seems to see something and her jaw pulls back, her whole face splitting apart as she shrieks an unholy cry of pain and torment.]], "かつては心乱されるほど美しい上級人であったに違いない。しかし今や絶望に狂った亡霊と成り果てている。優雅な細身の体がゆっくりと空を切って飛んでくるが、纏ったボロボロのローブは不思議なことに微動だにしない。苦痛に引きつる顔には理性を失った二つの目が輝き、せわしなくグルグルと動いている。何かの幻を見るのだろうか、彼女は時折あんぐりと口を開ける。そして痛みと懊悩に満ちたおぞましい叫びを上げると、頭が左右に割れてしまう。", "_t")
+t("and offered to her dark Master", "そして、彼の者の暗黒なる支配者に捧げられた", "_t")
+t("skeleton", "スケルトン", "entity subtype")
+t("undead", "不死", "entity type")
+t("Filio Flightfond", "飛愛の『フィリオ』", "entity name")
+t([[A short, furtive-looking skeleton with padded feet. He moves quickly and silently, and seems to meld into the shadows with ease. In one hand he holds a sling, and the other a short dagger.
+There is a cunning air to his hollow skull, and his empty sockets reveal nothing of what tricks and tactics he has planned.]], "小柄で目立たないスケルトンだ。足には音を立てないよう詰め物がされている。身のこなしは素早く、とても静かで敵の視界から隠れることなど造作もない。片手にスリングもう一方の手に短剣を構えている。空洞の頭蓋骨には狡猾な雰囲気が漂っているが空っぽの眼窩から彼の狙いを読み取ることは不可能だ。", "_t")
+t("and offered to his dark Master", "そして、彼の者の暗黒なる支配者に捧げられた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/zone.lua"
+
+t("Dreadfell", "恐怖の塔", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/grids.lua"
+
+t("Dream Portal", "夢のポータル", "entity name")
+t("mouse hole", "ねずみ穴", "entity name")
+t("A hole small enough that only you can go through.", "なんとか通り抜けられそうな穴", "_t")
+t("grass", "草", "entity subtype")
+t("Dreamstone", "夢の石", "entity name")
+t("weird floor", "奇妙な床", "entity name")
+t("bamboo wall", "壁(竹)", "entity name")
+t("door", "扉", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("yeek", "イーク", "entity subtype")
+t("yeek illusion", "イークの幻術師", "entity name")
+t("What?!", "なんだ!?", "_t")
+t("Do you have anything worth living for?", "何のために生きているの?", "_t")
+t("What do you want?", "何が欲しい?", "_t")
+t("Where are you going?", "どこに行くつもりなの?", "_t")
+t("Who are you?", "あなたは誰?", "_t")
+t("Why are you here?", "どうしてここにいるの?", "_t")
+t("GRrrrrrllllll!", "GRrrrrrllllll!", "_t")
+t("lost wife", "迷える妻", "entity name")
+t("Your wife has been turned into a giant, bloated form that towers above you. Mucus and slime ooze from every orifice, dripping onto the floor. The sight and the smell make you retch.", "妻は巨大な姿に変貌してしまった。膨れ上がり、見上げるほどの高さにまでなっている。身体のあらゆる穴から粘液が溢れて床に滴り、その光景と臭いに吐き気を催してしまう。", "_t")
+t("bloated horror", "大食のホラー", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/zone.lua"
+
+t("Dreams", "ゆめのなか", "_t")
+t("Dream of vulnerability", "いたみのゆめ", "_t")
+t("Dream of loss", "わかれのゆめ", "_t")
+t("frail mouse", "虚弱ネズミ", "_t")
+t("lost man", "迷える男", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreamscape-talent/grids.lua"
+
+t("floor", "床", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreamscape-talent/zone.lua"
+
+t("Dreamscape", "ゆめのせかい", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eidolon-plane/npcs.lua"
+
+t("unknown", "不明", "entity subtype")
+t("The Eidolon", "『エイドロン』", "entity name")
+t("A ripple in the void that somehow seems... alive, this creature stares at you with interest.", "何もない空間にさざ波が立っている。どうやらこれは・・・生きているようだ。興味深そうにこちらを見つめている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eidolon-plane/zone.lua"
+
+t("Eidolon Plane", "エイドロン界", "_t")
+t("#LIGHT_RED#You are sent back to the material plane!", "#LIGHT_RED#物質界に送り戻された!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/grids.lua"
+
+t("Farportal: Charred Scar", "大ポータル:焦炎の傷跡", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go to the west, to Charred Scar. A fiery volcano that can only spell death...]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。どうやら西の焦炎の傷跡へ通じているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal while it fades away and in the blink of an eye you set foot on hellish land, the heart of a volcano...", "#VIOLET#消えゆく渦巻くポータルに入ると、瞬く間に地獄のような場所に降り立った。火口に違いない・・・", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Sun Paladin Guren", "太陽の騎士『グレン』", "entity name")
+t("A Human warrior, clad in shining plate armour. Power radiates from him.", "輝くプレートアーマーを装備した人間の戦士だ。光の力を発している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/zone.lua"
+
+t("Erúan", "エルアン", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/flooded-cave/npcs.lua"
+
+t("dragon", "ドラゴン", "entity type")
+t("water", "冷術", "entity subtype")
+t("Ukllmswwik the Wise", "賢竜『ウクルルムスウィック』", "entity name")
+t("It looks like a cross between a shark and a dragon, only nastier.", "サメと竜を合成したような外見をしている。一層凶悪になってはいるが。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/flooded-cave/zone.lua"
+
+t("Flooded Cave", "水没の洞窟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gladium/grids.lua"
+
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("glass wall", "壁(ガラス)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gladium/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/grids.lua"
+
+t("the remains of Atamathon", "アタマトンの残骸", "entity name")
+t([[This giant golem was constructed by the Halflings during the Pyre Wars to fight the orcs, but was felled by Garkul the Devourer.
+Its body is made of marble, its joints of solid voratun, and its sole eye of purest ruby; the other one seems to be missing. At over 40 feet tall, it towers above you.
+Someone foolish has tried to reconstruct it, but was unable to complete the task; the golem needs another eye to be complete.]], "この巨大なゴーレムは業火の大戦中にオークに対する最終兵器としてハーフリングの手によって作られたものだ。しかし、大食らいガークルに倒された。体は大理石で、繋ぎを堅いヴォラタンが、片目は純ルビーで出来ている。他の部分は喪失してしまったようだ。40フィートを超える大きさであなたを圧倒する。愚か者が修復を試みているようだが、完了できないようだ。ゴーレムの片目を新しく作ることはできない。", "_t")
+t("The socket seems broken.", "故障している", "log")
+t("#LIGHT_RED#As you insert the gem the golem starts to shake. All its systems and magics are reactivating.", "#LIGHT_RED#ゴーレムに宝石をはめ込むと震えた。全てのシステムと魔法が再び動き出した", "log")
+t("#LIGHT_RED#Atamathon walks the world again, but without control.", "#LIGHT_RED#アタマトンは再び大地に立った。しかし暴走している", "log")
+t("Activating defenses. Targetting hostile. **DESTRUCTION**!", "防衛機能起動中...,敵補足...,**破壊指令**!", "_t")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/npcs.lua"
+
+t("Atamathon the Giant Golem", "巨大ゴーレム『アタマトン』", "entity name")
+t("This giant golem was constructed by the Halflings during the Pyre Wars to fight the orcs, but was felled by Garkul the Devourer. Someone foolish has tried to reconstruct it, but has lost control of it, and now it rampages in search of its original creators, who are long dead. Its body is made of marble, its joints of solid voratun, and its eyes of purest ruby. At over 40 feet tall, it towers above you, and its crimson orbs seem to glow with rage.", "「業火の戦い」の折、オークに対抗するためにハーフリングが作った巨大ゴーレムだ。最後には大喰らいガークルによって破壊された。愚か者の手によって復活したが、制御不能に陥っている。とうの昔にこの世を去った製作者を探して暴走しているのだ。 ボディは大理石、関節部はヴォラタン聖銀、目玉は純粋なルビーでできている。体長は12mにも及び、真紅の瞳には怒りが宿っている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/objects.lua"
+
+t("red", "赤の宝石", "entity subtype")
+t("Atamathon's Ruby Eye", "アタマトンのルビーの眼", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/zone.lua"
+
+t("Golem Graveyard", "ゴーレムの墓場", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/grids.lua"
+
+t("floor", "床", "entity name")
+t("door", "扉", "entity name")
+t("open door", "開いた扉", "entity name")
+t("sand", "ç ‚", "entity subtype")
+t("wall", "壁", "entity type")
+t("huge loose rock", "岩石", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/npcs.lua"
+
+t("Gorbat, Supreme Wyrmic of the Pride", "古竜の化身『ゴーバット』", "entity name")
+t("An orc with scaly skin, claws and a pair of small wings on his back.", "鱗が生えたオークだ。手には鉤爪があり、背中には小さな翼がある。", "_t")
+t("and fed to the hatchlings", "そして、幼体たちの餌になった", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/zone.lua"
+
+t("Gorbat Pride", "ゴーバットの誇り", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/grids.lua"
+
+t("entrance to a slimy pit", "ぬめり穴の入り口", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/mapscripts/last.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/mapscripts/main.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/npcs.lua"
+
+t("Grushnak, Battlemaster of the Pride", "戦場の支配者『グルシュナク』", "entity name")
+t("An old orc, covered in battle scars, he looks fierce and very, very, dangerous.", "老齢のオークだ。体には戦いで負った無数の傷がある。勇猛果敢で実に恐るべき戦士だ。", "_t")
+t("and mounted on the barracks wall", "そして、兵舎の壁に飾りつけられた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/objects.lua"
+
+t("The Legend of Garkul", "ガークル伝説", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/zone.lua"
+
+t("Grushnak Pride", "グルシュナクの誇り", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/npcs.lua"
+
+t("Subject Z", "『被検体Z』", "entity name")
+t("This seems to be the 'subject Z' the notes spoke about. He looks human, but this cannot be -- he would be about five thousand years old!", "記録にあった被検体Zのようだ。姿形は人間に見えるが、普通の生き物であるはずがない。記録通りなら、五千歳にもなるのだから!!", "_t")
+t("human", "人間", "entity subtype")
+t("and bloodily smeared across the granite walls", "そして、花崗岩の壁に血が飛び散った", "_t")
+t("Sacrifice for the Way!", "「道」の犠牲となれ!", "_t")
+t("Space around you starts to dissolve...", "周りの空間が溶け始める・・・", "logPlayer")
+t("Halfling?! DIE!!!!!", "ハーフリング?!死ね!!!", "_t")
+t("The Way sent you?", "「道」のお導きなのでしょうか?", "_t")
+t("You.. saved me?", ".私を助けてくれたのでしょうか?", "_t")
+t("Yeek Wayist", "『イークの求道者」", "entity name")
+t("This creature is about as tall as a halfling. It is covered in white silky fur and has a disproportionate head. The weirdest thing about it though, its weapon simply floats in front of it.", "ハーフリングほどの背丈がある。白く柔らかな体毛で覆われており頭は極端に大きい。それらにもまして奇妙なのは、この生物が扱う武器がひとりでに宙を舞っているという点だ。", "_t")
+t("humanoid", "人型", "entity type")
+t("yeek", "イーク", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/objects.lua"
+
+t("Yeek-fur Robe", "イーク皮のローブ", "entity name")
+t("#RED#You feel disgusted touching this thing!", "#RED#これに触ると嫌な予感がする!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/zone.lua"
+
+t("Ruined halfling complex", "荒廃したハーフリングの実験施設", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/grids.lua"
+
+t("wall", "壁", "entity type")
+t("tree", "木", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/npcs.lua"
+
+t("gloomy ", "狂気の", "_t")
+t("The Withering Thing", "『歪曲せしモノ』", "entity name")
+t("This deformed beast might have been a wolf before, but now it is just... terrible.", "奇形の獣だ。かつては狼だったのだろうが、今では・・・酷い有様になっている。", "_t")
+t("and corrupted into a pile of writhing worms", "そして、うごめく虫の大群の姿へと堕落させられた", "_t")
+t("eldritch", "太古の者", "entity subtype")
+t("horror", "ホラー", "entity type")
+t("The Dreaming One", "『夢見るモノ』", "entity name")
+t("This strange globe of blue light seems to be alive and asleep. Nothing about it moves, yet you can feel the crushing power of its dreams assaulting your mind.", "奇妙な青い光球だ。どうやら生き物のようで、眠っているらしい。周囲に動くものは何もないが、夢の力が凄まじい勢いで精神を蝕んでくる。", "_t")
+t("and absorbed into nightmares forever", "そして、悪夢の中に永遠に閉じ込められた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/zone.lua"
+
+t("Heart of the Gloom", "狂渦の中心", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/grids.lua"
+
+t("Farportal: the Far East", "大ポータル:東方", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go to the Far East.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。東方に通じているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot on the Far East, with no trace of the portal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に東方に降り立った。ポータルの跡はない・・・", "_t")
+t("Farportal: Iron Throne", "大ポータル:鉄の王座", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go to the Iron Throne in the West.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。西方の鉄の王座に通じているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に鉄の王座の近くに降り立った。ポータルの跡はない・・・", "_t")
+t("Farportal: the Void", "大ポータル:虚空", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go to an unknown place, seemingly out of this world. You dare not use it.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。見知らぬ場所、それも外世界に通じているように思える。触れるべきではないが・・・", "_t")
+t("#LIGHT_BLUE#You use the orb on the portal, shutting it down easily.", "#LIGHT_BLUE#ポータルの上でオーブを使うと、すぐに砕け散った", "logPlayer")
+t("Invocation Portal: Undeath", "召喚ポータル:不死", "entity name")
+t("Invocation Portal: Elements", "召喚ポータル:元素", "entity name")
+t("Invocation Portal: Dragons", "召喚ポータル:古竜", "entity name")
+t("Invocation Portal: Destruction", "召喚ポータル:破壊", "entity name")
+t("An invocation portal, perpetually summoning beings through it.", "永続的に何かを召喚するポータル", "_t")
+t("Portal: The Sanctum", "ポータル:聖域", "entity name")
+t("#VIOLET#You enter the swirling portal and appear in a large room with other portals and the two wizards.", "#VIOLET#渦巻くポータルに入ると、瞬く間に二人の魔法使いの元へ続く大きな部屋にたどり着いた", "_t")
+t("Elandar", "『エランダール』", "_t")
+t("next level", "次の階層へ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/npcs.lua"
+
+t("shalore", "シャローレ", "entity subtype")
+t("Elandar", "『エランダール』", "entity name")
+t("Argoniel", "『アルゴニエル』", "entity name")
+t("Renegade mages from Angolwen, the Sorcerers have set up in the Far East, slowly growing corrupt. Now they must be stopped.", "アンゴルウェンから離反した魔法使いだ。東方の大陸に拠点を構え、次第に悪に染まっていった。何としてでも彼らの所業を阻まねばならない。", "_t")
+t("Fallen Sun Paladin Aeryn", "堕ちた太陽『エアリン』", "entity name")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("High Sun Paladin Aeryn", "太陽の上級騎士『エアリン』", "entity name")
+t("A beautiful woman, clad in shining plate armour. Power radiates from her.", "輝くプレートアーマーを装備した美しい女性だ。光の力を発している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/objects.lua"
+
+t("Awakened Staff of Absorption", "真・吸命の杖", "entity name")
+t("#Source# brandishes %s %s, absorbing the essence of #target#!", "#Source# brandishes #Target# %s, absorbing the essence of #target#!", "logCombat")
+t("gem", "宝石", "entity type")
+t("white", "白の宝石", "entity subtype")
+t("Pearl of Life and Death", "生と死の真珠", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/zone.lua"
+
+t("High Peak", "遥かなる頂", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/illusory-castle/zone.lua"
+
+t("Illusory Castle", "空虚の城郭", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/grids.lua"
+
+t("sand", "ç ‚", "entity subtype")
+t("grass", "草", "entity subtype")
+t("huge loose rock", "岩石", "entity name")
+t("burnt", "燃え尽きて", "entity subtype")
+t("snowy grass", "雪が積もった草", "entity name")
+t("winter tree", "冬の木", "entity name")
+t("Temporal Rift", "時空の裂け目", "entity name")
+t("crack in spacetime", "時空の裂け目", "entity name")
+t("coral wall", "壁(珊瑚)", "entity name")
+t("door", "扉", "entity name")
+t("underwater", "水中", "entity subtype")
+t("open door", "開いた扉", "entity name")
+t("lava floor", "床(溶岩)", "entity name")
+t("wall", "壁", "entity type")
+t("lava wall", "壁(溶岩)", "entity name")
+t("floor", "床", "entity type")
+t("next level", "次の階層へ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/objects.lua"
+
+t("The Hunter and the Hunted", "狩るものと狩られるもの", "entity name")
+t("The infinite hunt.", "終わりなき狩猟", "_t")
+t("Potion of Martial Prowess", "肉体強化のポーション", "entity name")
+t("potion", "ポーション", "entity subtype")
+t("Antimagic Wyrm Bile Extract", "反魔ワイアームのエキス", "entity name")
+t("%s quaffs the %s!", "%sは%sを飲み干した!", "logSeen")
+t("You cannot use your %s anymore; it is tainted by magic.", "これ以上 %s を使用できません,魔力に汚染されています", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/zone.lua"
+
+t("Infinite Dungeon", "無限の迷宮", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/grids.lua"
+
+t("troll stew", "トロル特製シチュー", "entity name")
+t("grass", "草", "entity name")
+t("cave floor", "床(洞窟)", "entity name")
+t("cave marker", "洞窟の目印", "entity name")
+t("door", "扉", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("open door", "開いた扉", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/npcs.lua"
+
+t("Die!", "死ね!", "_t")
+t("Monster!", "モンスター!", "_t")
+t("To arms!", "武器を取れ!", "_t")
+t("We will end this!", "これで終わりだ!", "_t")
+t("You will not kill us!", "お前は俺らを殺すことはできない!", "_t")
+t("A caravan merchant.", "キャラバンの商人だ。", "_t")
+t("A caravan guard.", "キャラバンの護衛だ。", "_t")
+t("A caravan porter.", "キャラバンの用心棒だ。", "_t")
+t("war dog", "闘犬", "entity name")
+t("This is a large dog, bred and trained for fighting.", "巨大な犬だ。戦闘用に交配されたもので、訓練を受けている。", "_t")
+t("corrupted war dog", "下級闘犬", "entity name")
+t("This is a large dog, bred and trained for fighting. Something about the way it moves doesn't look normal.", "巨大な犬だ。戦闘用に交配されたもので、訓練を受けている。その動きはどこかおかしい。", "_t")
+t("shadow", "å½±", "entity subtype")
+t("undead", "不死", "entity type")
+t("A shadow, almost humanoid in shape. It seems to move carefully and with cunning before swiftly striking.", "人間に酷似した形の影だ。巧みに間合いを取り、隙を伺っては素早い攻撃を加えてくる。", "_t")
+t("This elf is a companion of Berethh. He's dressed in light armor and wields a sword.", "ベレスの仲間のエルフだ。軽鎧を着て剣を構えている。", "_t")
+t("This elf is a companion of Berethh. He's dressed in light armor and wields a bow.", "ベレスの仲間のエルフだ。軽鎧を着て弓を構えている。", "_t")
+t("Kyless", "『キレス』", "entity name")
+t("human", "人間", "entity subtype")
+t("This is Kyless, your old friend. He seems dirtier than you recall and a good bit more dangerous.", "彼は旧友のキレス。昔よりも邪悪で一層危険な男に見える。", "_t")
+t("and fed to his corrupted dogs", "そして、堕落した犬どもの餌になった", "_t")
+t("Berethh", "『ベレス』", "entity name")
+t("humanoid", "人型", "entity type")
+t("thalore", "タローレ", "entity subtype")
+t("This is Berethh, your old friend. He is dressed in well-worn leather and skillfully wields a bow. There is something noble about the way he carries himself but his expression carries no emotion.", "旧友のベレスだ。古びたレザーアーマーを着て、巧みに弓を操っている。物腰こそ礼儀正しいが、全くの無表情だ。", "_t")
+t("and quickly burned in a pyre", "そして、すぐに業火に焼かれた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/objects.lua"
+
+t("folded up piece of paper", "紙たば", "entity name")
+t("Iron Acorn", "鉄の団栗", "entity name")
+t("Cold Iron Acorn", "冷却の鉄の団栗", "entity name")
+t("You cannot bring yourself to drop the %s", "%sを捨てるなんて・・・", "logPlayer")
+t("Kyless' Book", "キレスの本", "entity name")
+t("misc", "雑具", "entity type")
+t("trinket", "粗品", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/traps.lua"
+
+t("trap", "ç½ ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/zone.lua"
+
+t("Tranquil Meadow", "思い出の牧草地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/grids.lua"
+
+t("way to the old forest", "古い森へ続く道", "entity name")
+t("entrance to the Sher'Tul ruins", "シェール・タル遺跡の入り口", "entity name")
+t("#ANTIQUE_WHITE#You notice a hole that could fit the gem key you found earlier, inserting it reveals the passage to the next level.", "#ANTIQUE_WHITE#以前拾ったカギと宝石が穴にはまりそうだ。次の階層に繋がる道が開けるだろう", "logPlayer")
+t("#ANTIQUE_WHITE#The way seems closed, maybe you need a key.", "#ANTIQUE_WHITE#道は閉じている。カギが必要だ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/zone.lua"
+
+t("Lake of Nur", "ヌル湖", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/grids.lua"
+
+t("tree", "木", "entity name")
+t("cobblestone road", "石の道", "entity name")
+t("grass", "草", "entity subtype")
+t("wall", "壁", "entity type")
+t("grave", "墓", "entity name")
+t("coffin", "ひつぎ", "entity name")
+t("open coffin", "開いたひつぎ", "entity name")
+t("open mausoleum", "開いたかんおけ", "entity name")
+t("floor", "床", "entity subtype")
+t("ritualistic symbol", "儀式の彫像", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("A tall woman stands before you in a stained robe. Her sallow skin is marked by pox and open sores, but her eyes are bright and keen. The bulge around her abdomen would indicate that she is several months pregnant.", "背の高い女性だ。汚れたローブを着ている。土気色の肌には痘痕ができており所々潰れているが、その目には強い知性の輝きを宿している。腹部が大きく膨らんでおり、妊娠数か月になるようだ。", "_t")
+t("You receive: %s.", "%sを受け取った", "logPlayer")
+t("Celia", "『セリア』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/objects.lua"
+
+t("heart", "心臓", "entity subtype")
+t("misc", "雑具", "entity type")
+t("Celia's Still Beating Heart", "セリアの脈打つ心臓", "entity name")
+t("You squeeze Celia's heart in your hand, absorbing part of her soul into your necrotic aura.", "セリアの心臓を握りつぶすと、魂の一部が死のオーラになった", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/zone.lua"
+
+t("Last Hope Graveyard", "最後の希望の都 墓地", "_t")
+t("You were not the first here: the corpse was turned into an undead.", "最初の者ではなかったようだ。死体はアンデッドに変容した", "log")
+t("The corpse had a treasure!", "死体は宝を隠していた!", "log")
+t("There is nothing there.", "そこには何もない", "log")
+t("#YELLOW#You hear all the doors being shattered into pieces.", "#YELLOW#全ての扉が粉々に砕けた音が聞こえた", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/grids.lua"
+
+t("Heart of the Sandworm Queen", "砂虫女王の心臓", "_t")
+t("#GREEN#You put the heart on the altar. The heart shrivels and shakes, vibrating with new corrupt forces.", "#GREEN#祭壇に心臓を置いた。心臓は震え、新たに堕落の力を宿した", "log")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/npcs.lua"
+
+t("Grand Corruptor", "『偉大なる腐敗術師』", "entity name")
+t("An Elven corruptor, drawn to these blighted lands.", "エルフの腐敗術師だ。汚染された大地に魅せられている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/objects.lua"
+
+t("corpse", "死体", "entity type")
+t("heart", "心臓", "entity subtype")
+t("Corrupted heart of the Sandworm Queen", "堕落した砂虫女王の心臓", "entity name")
+t("consume the heart", "心臓を食べる", "_t")
+t("You have %d stat point(s) to spend. Press p to use them.", "能力点%dを持っている pで使う", "logPlayer")
+t("You have %d class talent point(s) to spend. Press p to use them.", "クラスタレント習得点%dを持っている pで使う", "logPlayer")
+t("You have %d generic talent point(s) to spend. Press p to use them.", "基礎タレント習得点%dを持っている pで使う", "logPlayer")
+t("You are transformed by the corrupted heart of the Queen!.", "堕落した女王の心臓によって変容した!", "logPlayer")
+t("#00FF00#You gain an affinity for blight. You can now learn new Vile Life talents (press p).", "#00FF00#腐敗との結びつきを得た。悪し生のタレントツリーを学んだ(pで確認)", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/zone.lua"
+
+t("Mark of the Spellblaze", "魔法大禍の傷跡", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/grids.lua"
+
+t("teleporting circle to the surface", "地上へ続く魔法陣", "entity name")
+t("wall", "壁", "entity type")
+t("huge crack in the floor", "地を這う亀裂", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/npcs.lua"
+
+t("corrupted", "堕落せし者", "entity subtype")
+t("horror", "ホラー", "entity type")
+t("Horned Horror", "『ホーンドホラー』", "entity name")
+t("Some horrible power has twisted this brutish minotaur into something altogether more terrifying. Huge tentacles undulate from its back as it clenches and unclenches its powerful fists.", "何かの恐ろしい力によって、一層禍々しい姿へと変貌を遂げたミノタウロスだ。背中からは触手が何本も生えており、開閉する拳の動きに合わせて蠢いている。", "_t")
+t("and revived as a mindless horror", "そして、心なきホラーとして蘇った", "_t")
+t("giant", "巨人", "entity type")
+t("minotaur", "ミノタウロス", "entity subtype")
+t("Minotaur of the Labyrinth", "『迷宮のミノタウロス』", "entity name")
+t("A fearsome bull-headed monster, he swings a mighty axe as he curses all who defy him.", "雄牛の頭部を持つ、恐るべきモンスターだ。自身の存在を否定する者全てを呪い、大斧で薙ぎ倒す。", "_t")
+t("and hung on a wall-spike", "そして、壁に飾られた", "_t")
+t("Nimisil", "『ニミシル』", "entity name")
+t("Covered by eerie luminescent growths and protuberances, this spider now haunts the maze's silent passageways.", "不気味に輝く瘤と突起物に覆われた蜘蛛だ。主を失った迷宮を徘徊している。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/zone.lua"
+
+t("The Maze", "è¿·å®®", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/murgol-lair/npcs.lua"
+
+t("Murgol, the Yaech Lord", "ヤックの王『マーゴル』", "entity name")
+t("You can feel the psionic waves of power come from this yaech.", "このヤックは精神エネルギーの波動を放っている。", "_t")
+t("and flushed out to sea", "そして、海へと流れていった", "_t")
+t("humanoid", "人型", "entity type")
+t("naga", "ナーガ", "entity subtype")
+t("naga tidewarden", "潮流の守り手ナーガ", "entity name")
+t("naga tidecaller", "潮流の呼び手ナーガ", "entity name")
+t("naga nereid", "ナーガ・ネレイド", "entity name")
+t("Green eyes stare out from behind strands of long, golden hair, which falls down in waves over smooth, pale skin. Your eyes are drawn to the bare flesh, but as they look further they see dark scales stretching out into a long serpent's tail. You look up as she moves, her hair parting to reveal a slim and beautiful face with high cheekbones and full lips. Yet for all the allure of this wondrous creature the terror of the serpentine tail sends shivers down your spine.", "こちらを睨む緑の瞳を隠すようにして、幾条にも束ねたブロンドのロングヘアーが垂れ下がり、艶やかな白い顔へ波のようにかかっている。一糸纏わぬ上半身に目を奪われるが、よく見ると黒い鱗が生えており、長い蛇の尾に続いている。移動する彼女の顔に目をやると髪が分かれ、その隙間から細面の美しい容貌が露わになった。頬骨は高く、唇はふっくらとしているが魅惑的な外見とは裏腹に、不気味な下半身を見ると背筋が凍るような恐怖を覚えてしまう。", "_t")
+t("Lady Nashva the Streambender", "水流を乱すもの『令嬢ナシュヴァ』", "entity name")
+t("Water circles slowly on the ground around this naga's tail. Her dark tail is coiled tight, making her look short, but her calm and confident stare assure you that she will not be easily overcome. As the water begins to rise around her the air starts to shimmer, and you feel her dark eyes are penetrating into you deeper than is comfortable.", "蛇の尾の周囲の地面で水流が緩やかに旋回している。黒い尾は固くとぐろを巻き、実際よりも体格が小さく見える。しかし彼女の態度は泰然としており、外見に反して容易ならざる相手のようだ。周囲の水流が持ち上がり周囲の空気が揺らめく。こちらを注視する黒色の瞳には穏やかな雰囲気は見えない。むしろ射抜くような視線を向けている。", "_t")
+t("and brought back to Vargh for experimentations", "そして、実験のためヴァーに連れ戻された", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/murgol-lair/zone.lua"
+
+t("Murgol Lair", "マルゴールの巣", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/norgos-lair/npcs.lua"
+
+t("Norgos, the Frozen", "凍り付いた『ノルゴス』", "entity name")
+t([[This ancient bear long guarded the western side of the forest, but as of late he started growing mad, attacking even the Thaloren.
+It seems to have fallen prey to the shivgoroth invading the area. Dead and frozen, it seems like a statue, animated by the elementals.]], "この歳経た大熊は長らく森の西部を守護してきた。最近では正気を失い、タローレですら襲うようになっていた。しかし今ではシヴゴロスの餌食となり、彫像のように凍りついている。死体を氷の精霊が操っているようだ。", "_t")
+t("and was turned into icicles", "そして、つららになった", "_t")
+t("Norgos, the Guardian", "守護者『ノルゴス』", "entity name")
+t("This ancient bear long guarded the western side of the forest, but as of late he started growing mad, attacking even the Thaloren.", "この歳経た大熊は長らく森の西部を守護してきた。しかし最近では正気を失い、タローレですら襲うようになっている。", "_t")
+t("and was feasted upon by wolves", "そして、狼に食べられた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/norgos-lair/zone.lua"
+
+t("Norgos Lair", "ノルゴスの巣", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/grids.lua"
+
+t("grass", "草", "entity subtype")
+t("wall", "壁", "entity type")
+t("altar of dreams", "夢の祭壇", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("thalore", "タローレ", "entity subtype")
+t("Mindworm", "『マインドワーム』", "entity name")
+t("This tall Thalore's eyes are lost in the distance; you can sense that he barely sees you.", "長身のタローレだ。虚ろな瞳はあらぬ方向を向いている。こちらが見えていないらしい。", "_t")
+t("and mind-probed", "そして、精神実験の素体になった", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/zone.lua"
+
+t("Noxious Caldera", "災厄の大釜", "_t")
+t("Dogroth Caldera", "ドグロスの火口", "_t")
+t("dream", "dream", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/grids.lua"
+
+t("floor", "床", "entity type")
+t("tree", "木", "entity name")
+t("grass", "草", "entity subtype")
+t("wall", "壁", "entity type")
+t("tall thick tree", "高く厚い木", "entity name")
+t("way to the lake of Nur", "ヌル湖へ通じる道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/npcs.lua"
+
+t("Shardskin", "『水晶樹』", "entity name")
+t("This crystalline structure seems to be filled with a malevolent aura. Through the crystal surface you can still see the remains of what once was a huge tree.", "水晶の塊だ。恐ろしいオーラが溢れている。水晶の内側にはかつての巨木の名残が見える。", "_t")
+t("and integrated into the crystaline structure", "そして、クリスタルの彫像になった", "_t")
+t("Wrathroot", "『怒り柳』", "entity name")
+t("The ancient grey willow tree, ruler of the Old Forest. He despises trespassers in his territory.", "歳経た灰色の柳の木だ。古森の支配者であり、テリトリーへの侵入者を忌み嫌う。", "_t")
+t("and digested by treants", "そして、トレントたちに消化された", "_t")
+t("Have you heard, the old forest seems to have been claimed by a new evil!", "聞いたか?古い森で新しい悪魔が出たらしいぞ!", "_t")
+t("It looks at you with cute little eyes before jumping at you with razor sharp teeth.", "愛らしい瞳で見つめた後に鋭い前歯で食らいついてくる。", "_t")
+t("(how pathetic)", "(なんと悲しい出来事であろうか!)", "_t")
+t("giant", "巨人", "entity type")
+t("treant", "トレント", "entity subtype")
+t("This ancient Treant's bark is scorched almost black. It sees humanity as a scourge, to be purged.", "古代のトレントだ。樹皮は萎れていて、ほとんど真っ黒になっている。二足歩行する生物を害悪と見なしており殲滅すべきだと考えている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/zone.lua"
+
+t("Old Forest", "古い森", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("Crawling on all fours, this green-skinned creature is far from cute, with vicious little sharp teeth and nails, and slime still sticking to its skin.", "緑色の肌をしており、這いまわるその姿には愛らしさなど欠片もない。尖った小さな歯と鉤爪が生えており、体にはまだ粘液が付着している。", "_t")
+t("This small orc has a malicious and greedy look in its eyes. Its veins pulse with new life and it moves with surprising speed. Though not fully developed you can still see the muscles forming on its long limbs, leading to clawed fingers and toes.", "まだ小さいとはいえ瞳には悪意と貪欲さが映し出しているオークだ。血管には若い命の力が漲り、信じがたい速度で動いている。成長途上ではあるものの、長い四肢は発達しており、鉤爪や爪先に至るまで筋肉に覆われている。", "_t")
+t("This young orc is almost fully formed, with hard muscles prominently visible beneath its thick skin. Whilst it has lost some of the wild energy of its younger siblings you can see the gleams of intelligence and cold calculation behind its dark eyes.", "成人と殆ど変わらないオークだ。分厚い皮膚の下に顕著に発達した強靭な筋肉を持つ。年齢を重ね、荒々しい程の生命力は鳴りを潜めているが、狡猾さと冷徹な判断力が黒い瞳に宿っている。", "_t")
+t([[This giant, bloated form towers above you. Mucus and slime ooze from every orifice, dripping onto the cavern floor. Orc children fight over the right to feed from her distended teats whilst small babies are regularly emerge from folds of flesh. The sight and the smell make you retch.
+Here stands a tremendous form almost the size of a dragon. Bloated skin rises in thick folds, seeping viscous slime from its wide pores. Hundreds of hanging teats feed a small army of squabbling, fighting young orcs - only the toughest of them are able to gain the precious nutrients to grow stronger, the weaker ones left to wither on the mouldy floor. At the top of this towering hulk is a shrivelled head coated in long tangled hair. Dazed eyes peer out with a mixture of sadness and pain, but as they fix on you they turn to anger, the creature's face contorted with the fierce desire to protect its young.]], "ドラゴン程の大きさの体が鎮座している。膨れ上がった皮膚は厚い皺を形成し、広がった毛穴からは不気味な粘液が流れ出している。無数の乳房を巡って争う子供たち。強い者だけが命の糧となる栄養を得て成長し、弱者はカビ臭い地面でただ死を待つのみだ。数十の女性器が濡れた音を立てて痙攣し驚くべき頻度で幼児が産み落とされていく。頂上の萎びた頭部にはもつれた頭髪が絡まり、虚ろな瞳は悲しみと痛みの入り混じった感情を映している。しかしこちらの姿を捉えると、怒りがその目に灯った。何としてでも子供たちを守ろうという決意に顔が歪む。", "_t")
+t("and given to the children as a plaything", "そして、子供に玩具として与えられた", "_t")
+t("#PURPLE#As the orc greatmother falls you realize you have dealt a crippling blow to the orcs.", "#PURPLE#偉大なるオークの母は倒れ、オーク族に致命的な損害を与えた", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/zone.lua"
+
+t("Orc breeding pits", "オーク養成区域", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/grids.lua"
+
+t("Temporal Rift", "時空の裂け目", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/npcs.lua"
+
+t("elemental", "元素", "entity type")
+t("temporal", "時空", "entity subtype")
+t("Epoch", "『次元体』", "entity name")
+t("A huge being composed of sparking blue and yellow energy stands before you.  It shifts and flows as it moves, at once erratic and graceful.", "放電する青と黄色の巨大エネルギー体だ。変幻自在に動き回り、その様は不規則かつ優美だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/objects.lua"
+
+t("Epoch's Curve", "時渡りの弓", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/zone.lua"
+
+t("Paradox Plane", "表裏界", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/npcs.lua"
+
+t("Rak'shor, Grand Necromancer of the Pride", "偉大なる死霊術師『ラク・ショール』", "entity name")
+t("An old orc, wearing black robes. He commands his undead armies to destroy you.", "黒いローブを着た老齢のオークだ。死者の軍団を従えて、こちらの息の根を止めようとしている。", "_t")
+t("and raised as a malformed servant", "そして、奇形の召使として蘇った", "_t")
+t("Rotting Titan", "『腐りのタイタン』", "entity name")
+t("This gigantic mass of flesh and stone moves slowly, the ground rumbling with each step it takes. Its body seems to constantly pulsate and reform. Massive stones at the end of each limb form massive blunt weapons.", "肉と石でできた巨体がゆっくりと歩を進めると、その度に大地が揺れる。その肉体は常に鼓動を繰り返し、再生するようだ。重厚な岩石の塊である四肢の先端は大型鈍器に等しい。", "_t")
+t("Glacial Legion", "『流氷の肉塊』", "entity name")
+t("A massive, shifting, ethereal form floats in the air around an orb of frozen blood.  The air around it condenses into freezing pools on the floor beneath it.", "巨大な霊気が蠢めきながら、宙に浮く凍てついた血塊の周囲を旋回している。その下には凝固した水蒸気が滴り水たまりができている。", "_t")
+t("Heavy Sentinel", "『ヘヴィ・センチネル』", "entity name")
+t("A towering creature, made from the bones of countless bodies. An aura of flame billows from within its chest.", "見上げんばかりの巨大な姿。無数の死体の骨を集めて作られており、火炎のオーラが胸部でうねっている。", "_t")
+t("Arch Zephyr", "『アーチ・ゼフィール』", "entity name")
+t("The robes of this ancient vampire billow with intense winds. Bolts of lightning arc along its body. In its hand it holds a bow, electricity streaking across it.", "ローブを着た高位のヴァンパイアだ。周囲では風が唸りをあげ、体にはバチバチと稲妻が走っている。手に握った弓は電撃を纏っている。", "_t")
+t("Void Spectre", "『虚空の幽霊』", "entity name")
+t("Intense Arcane energy whirls in the air around this ethereal form.", "凄まじい魔力が半透明の体の周囲で渦を描いている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/zone.lua"
+
+t("Rak'shor Pride", "ラク・ショルの誇り", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/grids.lua"
+
+t("The Iron Council (Dwarven empire main city)", "鉄の町(ドワーフの帝国)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/npcs.lua"
+
+t("Brotoq the Reaver", "掠奪者『ブロトク』", "entity name")
+t("A huge orc blocks your way to the Iron Council. You must pass.", "鉄の議会への道を阻むオークだ。倒さなくては先に進めないだろう。", "_t")
+t(", who ate their brains still warm,", "、冷めぬ間に脳を喰らい、", "_t")
+t("dwarf", "ドワーフ", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Norgan", "『ノルガン』", "entity name")
+t("Norgan and you are the sole survivors of the Reknor expedition; your duty is to make sure the news makes it back to the Iron Council.", "レクノール調査で生き残った唯一の仲間だ。今の惨状を鉄の議会に報告しなくてはならない。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/objects.lua"
+
+t("Fake Skullcleaver", "偽・脳天割り", "entity name")
+t("A small but sharp axe, with a handle made of polished bone.  The blade has chopped through the skulls of many, and has been stained a deep crimson.", "小振りだが切れ味鋭いハンドアックスだ。柄は磨き上げた骨で出来ている。数多くの頭蓋を叩き割ってきたため、赤黒く染まってしまった。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/zone.lua"
+
+t("Escape from Reknor", "レクノール逃走経路", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/grids.lua"
+
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go to the Far East, a continent of which only rumours are known...]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。風の噂のみが知る、東方の地へ続いているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot on an unfamiliar cave, with no trace of the portal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に見知らぬ洞窟に降り立った。ポータルの跡はない・・・", "_t")
+t("Farportal: the Far East", "大ポータル:東方", "entity name")
+t("Iron Throne Edict", "鉄の王座の勅命", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/npcs.lua"
+
+t("Golbug the Destroyer", "破壊者『ゴルバグ』", "entity name")
+t("A huge and muscular orc of unknown breed. He looks both menacing and cunning...", "筋骨隆々の巨大なオークだ。詳しい種別は解らない。悪意と狡猾さに満ちている・・・", "_t")
+t("They say that after it has been confirmed orcs still inhabited Reknor, they found a mighty demon there.", "レクノールにオークが住み続けていることを確認してた奴らに聞いたんだが、そこに強大な悪魔がいたらしい", "_t")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Harno, Herald of Last Hope", "都からの斥候『ハルノ』", "entity name")
+t("This is one of the heralds of Last Hope. He seems to be looking for you.", "最後の希望の都の斥候だ。こちらを探していたらしい。", "_t")
+t("#LIGHT_RED#You hear a death cry. '%s I have a messag... ARG!'", "#LIGHT_RED#死の叫びが聞こえた。“%s、書簡をとどけ・・・ARG!”", "logPlayer")
+t("demon", "悪魔", "entity type")
+t("major", "上級悪魔", "entity subtype")
+t("Lithfengel", "『リスフェンジェル』", "entity name")
+t("A terrible demon of decay and atrophy, drawn to the energy of the farportal. A beast of blight!", "破壊と衰退の悪魔だ。大ポータルのエネルギーに引き付けられたらしい。まさに腐敗の化身だ!", "_t")
+t("Back and there again", "帰りて行きし物語", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/objects.lua"
+
+t("Sealed Scroll of Last Hope", "最後の希望の都からの書簡", "entity name")
+t("Resonating Diamond", "共振するダイアモンド", "entity name")
+t("misc", "雑具", "entity subtype")
+t("Blood-Runed Athame", "血のルーンのアサメ", "entity name")
+t("You cannot bring yourself to drop the %s", "%sを捨てるなんて・・・", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/zone.lua"
+
+t("Lost Dwarven Kingdom of Reknor", "ドワーフ王国レクノール 跡地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("shalore", "シャローレ", "entity subtype")
+t("Rhaloren Inquisitor", "『ラローレの審判者』", "entity name")
+t("This tall elf rushes at you, wielding both her greatsword and magical spells.", "背の高いエルフだ。大剣と魔法を用いて襲いかかってくる。", "_t")
+t("and hung from the rafters", "吊るされた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/zone.lua"
+
+t("Rhaloren Camp", "ラローレ族の野営地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/grids.lua"
+
+t("lava pit", "溶岩だまり", "entity name")
+t("Slave Control Orb", "ドレイオーブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/npcs.lua"
+
+t("Blood Master", "『血の支配者』", "entity name")
+t("This small humanoid is covered in silky white fur. Its bulging eyes stare deep into your mind.", "柔らかく白い体毛に覆われた二足歩行種族だ。大きな目でこちらの心を見透かすように見つめてくる。", "_t")
+t("spectator", "観客", "entity name")
+t("A spectator, who probably paid a lot to watch this bloody \"game\".", "観客だ。この「ゲーム」を見るために莫大な金額を払ったのだろう。", "_t")
+t("Blood!", "血だ!", "_t")
+t("Fight!", "戦え!", "_t")
+t("To the death!", "死ね!", "_t")
+t("I love the smell of death...", "私は死の匂いが好きなのだ…", "_t")
+t("Oh this is great", "これは、すごいな!", "_t")
+t("Slavers forever!", "奴隷たちよ永遠なれ!", "_t")
+t("slave combatant", "奴隷の闘士", "entity name")
+t("This humanoid has been enslaved by the yaech's mental powers.", "ヤックの精神力で操られている奴隷だ。", "_t")
+t("humanoid", "人型", "entity type")
+t("slaver", "奴隷使い", "entity name")
+t("yaech", "イーク", "entity subtype")
+t("A slaver.", "奴隷使いだ。", "_t")
+t("At last, freedom!", "やっと、自由だ!", "_t")
+t("I am free!", "俺は自由だ!", "_t")
+t("Thanks for this!", "ありがとう!", "_t")
+t("The mental hold is gone!", "精神呪縛が消え去った!", "_t")
+t("enthralled slave", "奴隷", "entity name")
+t("human", "人間", "entity subtype")
+t("A slave.", "奴隷だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/objects.lua"
+
+t("Bloodcaller", "鮮血呼び", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/zone.lua"
+
+t("Ring of Blood", "鮮血の闘技場", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ritch-tunnels/npcs.lua"
+
+t("insect", "虫", "entity type")
+t("ritch", "リッチ虫", "entity subtype")
+t(", who incubated her eggs in the corpse,", "、死体に卵を産み付けられて、", "_t")
+t("ritch flamespitter", "火吐きリッチ虫", "entity name")
+t("ritch impaler", "貫きリッチ虫", "entity name")
+t("chitinous ritch", "硬質リッチ虫", "entity name")
+t("Ritch Great Hive Mother", "『偉大なるリッチ虫の女王』", "entity name")
+t("This huge ritch seems to be the mother of all those here. Her sharp, fiery, claws dart toward you!", "この巨大リッチ虫が一帯の女王のようだ。鋭く、燃え盛る鉤爪が迫ってくる!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ritch-tunnels/zone.lua"
+
+t("Ritches Tunnels", "リッチ虫の坑道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruined-dungeon/grids.lua"
+
+t("inscription", "碑文", "entity name")
+t("way into the infinite dungeon", "無限の迷宮へ通じる道", "entity name")
+t("Infinite Dungeon", "無限の迷宮", "_t")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("orb", "オーブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruined-dungeon/zone.lua"
+
+t("Ruined Dungeon", "滅びの迷宮", "_t")
+t("#rng# the Guardian", "守護者『#rng#』", "_t")
+t("Guardian", "守護者", "_t")
+t("%s appears out of the thin air!", "%sはどこからか出現した!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/npcs.lua"
+
+t("skeleton", "スケルトン", "entity subtype")
+t("The Shade", "『影』", "entity name")
+t("This skeleton looks nasty. There are red flames in its empty eye sockets. It wields a nasty sword and strides toward you, throwing spells.", "おぞましい姿のスケルトンだ。眼窩には目の代わりに炎が燃えている。不格好な剣を構え、どんどん間合いを詰めて魔法を放ってくる。", "_t")
+t("and left to rot", "そして、後は腐敗していくだけだ", "_t")
+t("The Possessed", "『憑かれし者』", "entity name")
+t("He is the leader of a gang of bandits that killed the Shade of Kor'Pul, however it is obvious the Shade was merely displaced. It is now possessing the corpse of his killer.", "コー・プルの亡霊を打倒した野盗団の首領だ。もちろん、打倒したと言っても実際はただ追い払ったに過ぎない。件の亡霊は今や己を狙った男の死体に憑りついている。", "_t")
+t("and used as a new host", "そして、新たな媒体にされた", "_t")
+t(".. yes I tell you! The old ruins of Kor'Pul are still haunted!", "…おい,もう言っただろ!コー・プルの古き王が出没し続けてるらしいんだよ!", "_t")
+t("ghost", "ゴースト", "entity subtype")
+t("undead", "不死", "entity type")
+t("Kor's Fury", "『コーの怒り』", "entity name")
+t("The Shade's colossal will keeps it anchored to this world, now as a vengeful, insane spirit.", "コー・プルはその凄まじい意志力によって未だ現世に留まり、復讐に燃える狂った亡霊となっている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/zone.lua"
+
+t("Ruins of Kor'Pul", "コー・プル遺跡", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/npcs.lua"
+
+t("sandworm burrower", "穴掘り砂虫", "entity name")
+t("huge sandworm burrower", "巨大穴掘り砂虫", "entity name")
+t([[This sandworm seems to not care about your presence at all and simply continues digging its way through the sand.
+	
+Maybe following it is the only way to move around here...]], "この種の砂虫はこちらに一切気を留めない。ただ、穴を掘るだけだ。この巣穴を探索するにはこいつの跡をついていくしかない・・・", "_t")
+t("sandworm", "砂虫", "entity subtype")
+t("vermin", "小動物", "entity type")
+t("Sandworm Queen", "『砂虫の女王』", "entity name")
+t("Before you stands the queen of the sandworms. Massive and bloated, she slithers toward you, calling for her offspring!", "砂虫の女王だ。巨大で膨れた姿をしており、子供たちを呼び出しながらこちらに這い寄ってくる!", "_t")
+t("and swallowed whole", "そして、丸のみにされた", "_t")
+t("Did you hear? Something seems to have devoured all the last sandworms!", "聞いたか?何かが砂虫を全て食いつくしたってよ!", "_t")
+t("dragon", "ドラゴン", "entity type")
+t("sand", "ç ‚", "entity subtype")
+t("Corrupted Sand Wyrm", "『堕落した砂虫の女王』", "entity name")
+t("The sandworms are gone, devoured by this shrieking, warped horror.", "砂虫は絶滅した。この甲高い鳴き声を上げる、醜い怪物に食われてしまったのだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/objects.lua"
+
+t("heart", "心臓", "entity subtype")
+t("Heart of the Sandworm Queen", "砂虫女王の心臓", "entity name")
+t("consume the heart", "心臓を食べる", "_t")
+t("#00FFFF#You consume the heart and feel the knowledge of this very old creature fill you!", "#00FFFF#心臓を食べると、古代の知識に満たされた!", "logPlayer")
+t("You have %d stat point(s) to spend. Press p to use them.", "能力点%dを持っている pで使う", "logPlayer")
+t("You have %d class talent point(s) to spend. Press p to use them.", "クラスタレント習得点%dを持っている pで使う", "logPlayer")
+t("You have %d generic talent point(s) to spend. Press p to use them.", "基礎タレント習得点%dを持っている pで使う", "logPlayer")
+t("You are transformed by the heart of the Queen!.", "女王の心臓によって変容した!", "logPlayer")
+t("#00FF00#You gain an affinity for nature. You can now learn new Harmony talents (press p).", "#00FF00#自然との結びつきを得た。調和のタレントツリーを学んだ(pで確認)", "logPlayer")
+t("blood", "血液", "entity subtype")
+t("corpse", "死体", "entity type")
+t("Wyrm Bile", "ワイアームの胆汁", "entity name")
+t("#00FFFF#You drink the wyrm bile and feel forever transformed!", "#00FFFF#胆汁を飲むと、変容した!", "logPlayer")
+t("#00FF00#Your stats have changed! (Str %s, Dex %s, Mag %s, Wil %s, Cun %s, Con %s)", "#00FF00#新たな力を得た!(腕力 %s,機敏 %s,魔力 %s,意志 %s,賢さ %s,耐久 %s)", "logPlayer")
+t("red", "赤の宝石", "entity subtype")
+t("Atamathon's Lost Ruby Eye", "アタマトンの失われたルビーの眼", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/zone.lua"
+
+t("Sandworm lair", "砂虫の巣", "_t")
+t("#OLIVE_DRAB#You feel the ground shaking from the west.", "#OLIVE_DRAB#西から大地が揺れているような気がした", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/npcs.lua"
+
+t("Spellblaze Crystal", "『魔法大禍の結晶』", "entity name")
+t("A formation of purple crystal. It seems strangely aware.", "紫色のクリスタルだ。奇妙なことにある種の知性を備えているようだ。", "_t")
+t("I heard that some old crystals are nearly alive now in the scintillating caves.", "古いクリスタルが煌めきの洞窟の中でまだかすかに生き残ってるって聞いたが", "_t")
+t("Spellblaze Simulacrum", "『魔法大禍の姿映し』", "entity name")
+t("A formation of purple crystal, but where the others could only be described as polyhedral, this construct seems to strangely resemble... you, if you were much, much larger.", "紫色のクリスタルだ。他の水晶は多面体という他にない形状をしているがこちらは奇妙なことに・・・あなた自身の姿をとっている。ただし体格は向こうの方が何倍も大きい。", "_t")
+t("and vaporised into nothingness", "そして、蒸発して消えた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/zone.lua"
+
+t("Scintillating Caves", "煌めきの洞窟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/grids.lua"
+
+t("teleporting circle to the surface", "地上へ続く魔法陣", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/npcs.lua"
+
+t("Rak'Shor Cultist", "『ラク・ショールの邪教徒』", "entity name")
+t("An old orc, wearing black robes. He seems to be responsible for the creation of the shades.", "黒いローブを着た老齢のオークだ。影を生み出しているのはこの人物らしい。", "_t")
+t("but nobody knew why #sex# suddenly became evil", "しかし、なぜ突然邪悪な者になったかを知るものはいない", "_t")
+t("As your shade dies, the magical veil protecting the stairs out vanishes.", "影の死によって階段を護る魔法のベールが消えた", "logSeen")
+t("Ra'kk kor merk ZUR!!!", "ラ・ク コール マーク ツア!!!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/zone.lua"
+
+t("Shadow Crypt", "影の祭壇", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/grids.lua"
+
+t("Sher'Tul Control Orb", "シェール・タル管理オーブ", "entity name")
+t("Exploratory Farportal", "探索用大ポータル", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They were left behind by the powerful Sher'tul race.
+This farportal is not connected to any other portal. It is made for exploration; you cannot know where it will send you.
+It should automatically create a portal back, but it might not be near your arrival zone.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。強大なるシェール・タル族の遺産だ。他のどのポータルとの繋がりはない。どこか見知らぬ場所を探索するためのものだ。自動的に帰還用のポータルを生成するが、それが近くに現れるとは限らない。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/npcs.lua"
+
+t("Caldizar", "『カルディザール』", "entity name")
+t("A creature stands before you, with long tentacle-like appendages and a squat bump in place of a head. An intense aura of power radiates from this being unlike anything you've ever felt before. It can only be a Sher'Tul. A living Sher'Tul!", "長い触手状の四肢を持った生物。頭部は低く潰れた形状をしており全身から強烈なオーラを放っており、まさに前代未聞のパワーを感じる。これぞシェール・タルに違いない。実物のシェール・タル!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/zone.lua"
+
+t("Unknown Sher'Tul Fortress", "シェール・タル要塞?", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/grids.lua"
+
+t("stair back to the lake of Nur", "ナル湖へ戻る階段", "entity name")
+t("teleportation circle to the surface", "地上にテレポートする魔法陣", "entity name")
+t("teleportation circle for Melinda", "メリンダ用魔法陣", "entity name")
+t("Sher'Tul Control Orb", "シェール・タル管理オーブ", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They were left behind by the powerful Sher'tul race.
+This farportal is not connected to any other portal. It is made for exploration; you cannot know where it will send you.
+It should automatically create a portal back, but it might not be near your arrival zone.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。強大なるシェール・タル族の遺産だ。他のどのポータルとの繋がりはない。どこか見知らぬ場所を探索するためのものだ。自動的に帰還用のポータルを生成するが、それが近くに現れるとは限らない。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot in a strangely familiar zone, right next to a farportal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に見知らぬ、しかし慣れ親しんだ場所に降り立った。大ポータルのすぐ側に・・・", "log")
+t("Exploratory Farportal", "探索用大ポータル", "_t")
+t("Exploratory Farportal exit", "探索用大ポータル出口", "_t")
+t("#VIOLET#As %s falls you notice a portal appearing.", "#VIOLET#%sが倒れるとポータルが現れた", "logSeen")
+t("#VIOLET#Your rod of recall shakes, a portal appears beneath you.", "#VIOLET#帰還のロッドが震え、足元にポータルが現れた", "logSeen")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に見知らぬ場所に降り立った。ポータルの跡はない", "log")
+t("Library of Lost Mysteries", "失われた神秘の図書館", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("mural painting", "壁画", "entity name")
+t("Training Control Orb", "訓練用管理オーブ", "entity name")
+t("Training Monitor Orb", "訓練用監視オーブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/npcs.lua"
+
+t("Weirdling Beast", "『奇怪なるけもの』", "entity name")
+t("A roughly humanoid creature, with tentacle-like appendages in the place of arms and legs. You gasp in horror as you notice it has no head. Putrid warts form quickly on its skin and explode as quickly.", "人間のようなシルエットの生き物だが、手足の代わりに生えているのは触手だ。頭部の無い姿はぎょっとするものがある。悪臭を放つ瘤が次々と膨らんでは弾けている。", "_t")
+t("and slowly consumed", "そして、ゆっくりと消化された", "_t")
+t("#LIGHT_RED#As the Weirdling beast falls it shrieks one last time and the door behind it shatters and explodes, revealing the room behind it. The stair up vanishes!", "#LIGHT_RED#神秘の獣は倒れると、叫びをあげ、扉が砕け爆発して隠された部屋が明かされた。上に昇る階段が消えた!", "log")
+t("Teleportation portal to the Sher'Tul Fortress", "シェール・タル要塞出口ポータル", "_t")
+t("Sher'Tul", "シェール・タル", "entity subtype")
+t("Fortress Shadow", "『フォートレス・シャドウ』", "entity name")
+t("The shadow created by the fortress, it resembles somewhat the horrors you saw previously, but it is not the same.", "この城砦によって生を与えられた怪物だ。入口にいた化物にどことなく似ているが、同質の存在というわけではないようだ。", "_t")
+t("Training Dummy", "『訓練人形』", "entity name")
+t("Pumpkin, the little kitty", "子猫のかぼすけ", "entity name")
+t("An orange kitty with a white star blaze on his chest. Has a strange affinity for licking your face whenever possible.", "オレンジの毛並みをした子猫だ。胸に白い星型の模様がある。隙あらば顔を舐めたがる変な雄猫だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/zone.lua"
+
+t("Yiilkgur, the Sher'Tul Fortress", "シェール・タル要塞 イールクガール", "_t")
+t("Your %s is magically sorted by the storage room.", "%sは魔法の力で貯蔵庫に保管された", "logPlayer")
+t("Your %s is magically sorted by the storage room and put in a pile with the others items of the same type.", "%sは魔法の力で貯蔵庫に保管された。そして同種の物と整頓された", "logPlayer")
+t("It seems the room has no more space to sort your %s.", "%sを整頓する場所がないようだ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/grids.lua"
+
+t("wall", "壁", "entity type")
+t("water", "冷術", "entity subtype")
+t("tree", "木", "entity name")
+t("bog water", "泥沼", "entity name")
+t("coral portal", "珊瑚のポータル", "entity name")
+t("#VIOLET#The portal is already broken!", "#VIOLET#ポータルは既に壊れている!", "log")
+t("#VIOLET#The portal starts to break down, run!", "#VIOLET#ポータルは崩壊を始めた。逃げろ!", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("naga", "ナーガ", "entity subtype")
+t("naga tidewarden", "潮流の守り手ナーガ", "entity name")
+t("Before you stands a tall figure, propped high by a serpent's tail in place of where his legs should rightly be. His torso is slim and muscular, and his face has an elven beauty to it, framed by locks of blonde hair. But there is a fierceness to this creature too, and his bright eyes veil a smouldering anger.", "背は高く、二本の足があるべきところには巨大な蛇の尾が生えて体を高く持ち上げている。上半身はスリムだが筋肉質。顔はエルフに似て美しく、ブロンドの髪がロックしている。しかし容貌とは裏腹に荒々しい性質も持ち合わせているようだ。美しい瞳の奥には激しい怒りが燻っている。", "_t")
+t("naga tidecaller", "潮流の呼び手ナーガ", "entity name")
+t("A slithering noise accompanies the movement of this strange creature, whose snake-like tail gives rise to the body of a beautiful Elf-like woman. As she moves her delicate hands, water rises from the ground, and you feel that here is no mere monster, but a creature of awe and power.", "ずるずるという音を立てて動く不気味な怪物だ。下半身は蛇のようになっており、上半身はエルフの女性に似た美しい姿だ。彼女がその細い指を操ると、地面から水が噴き出した。こいつは並大抵の敵ではない。恐るべき力を持ったモンスターだ。", "_t")
+t("naga nereid", "ナーガ・ネレイド", "entity name")
+t("Green eyes stare out from behind strands of long, golden hair, which falls down in waves over smooth, pale skin. Your eyes are drawn to the bare flesh, but as they look further they see dark scales stretching out into a long serpent's tail. You look up as she moves, her hair parting to reveal a slim and beautiful face with high cheekbones and full lips. Yet for all the allure of this wondrous creature the terror of the serpentine tail sends shivers down your spine.", "こちらを睨む緑の瞳を隠すようにして、幾条にも束ねたブロンドのロングヘアーが垂れ下がり、艶やかな白い顔へ波のようにかかっている。一糸纏わぬ上半身に目を奪われるが、よく見ると黒い鱗が生えており、長い蛇の尾に続いている。移動する彼女の顔に目をやると髪が分かれ、その隙間から細面の美しい容貌が露わになった。頬骨は高く、唇はふっくらとしているが魅惑的な外見とは裏腹に、不気味な下半身を見ると背筋が凍るような恐怖を覚えてしまう。", "_t")
+t("Lady Zoisla the Tidebringer", "潮流を呼ぶ者『令嬢ツォイスラ』", "entity name")
+t("Water circles slowly on the ground around this naga's tail, some droplets leaping up now and then as if they are impatient to do their mistress' bidding. Her dark tail is coiled tight, making her look short, but her calm and confident stare assure you that she will not be easily overcome. As the water begins to rise around her the air starts to shimmer, and you feel her dark eyes are penetrating into you deeper than is comfortable.", "蛇の尾の周囲の地面で水流が緩やかに旋回している。断続的に飛沫が跳ね上がり、女主人の攻撃命令を待ち焦がれているかのようだ。黒い尾は固くとぐろを巻き、実際よりも体格が小さく見える。しかし彼女の態度は泰然としており、外見に反して容易ならざる相手のようだ。周囲の水流が持ち上がり空気が揺らめく。こちらを注視する黒色の瞳には穏やかな雰囲気は見えない。むしろ射抜くような視線を向けている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/objects.lua"
+
+t("Robes of Deflection", "反射のローブ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/zone.lua"
+
+t("Slazish Fens", "スラズィッシュの沼", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slime-tunnels/grids.lua"
+
+t("orb pedestal (dragon)", "オーブの台座:古竜", "entity name")
+t("#rng# the Fearsome", "恐怖の存在『#rng#』", "_t")
+t("orb pedestal (undeath)", "オーブの台座:不死", "entity name")
+t("#rng# the Neverdead", "不滅なるもの『#rng#』", "_t")
+t("orb pedestal (elements)", "オーブの台座:元素", "entity name")
+t("#rng# the Silent Death", "静かなる死『#rng#』", "_t")
+t("orb pedestal (destruction)", "オーブの台座:破壊", "entity name")
+t("#rng# the Crusher", "粉砕者『#rng#』", "_t")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("exit to Grushnak Pride", "グルシュナクの誇りの出口", "entity name")
+t("Entrance to the High Peak", "儀式の山の入口", "entity name")
+t("High Peak", "遥かなる頂", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slime-tunnels/zone.lua"
+
+t("Slime Tunnels", "スライム洞", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/grids.lua"
+
+t("orb pedestal (dragon)", "オーブの台座:古竜", "entity name")
+t("#rng# the Fearsome", "恐怖の存在『#rng#』", "_t")
+t("orb pedestal (undeath)", "オーブの台座:不死", "entity name")
+t("#rng# the Neverdead", "不滅なるもの『#rng#』", "_t")
+t("orb pedestal (elements)", "オーブの台座:元素", "entity name")
+t("#rng# the Silent Death", "静かなる死『#rng#』", "_t")
+t("orb pedestal (destruction)", "オーブの台座:破壊", "entity name")
+t("#rng# the Crusher", "粉砕者『#rng#』", "_t")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("Entrance to the High Peak", "儀式の山の入口", "entity name")
+t("High Peak", "遥かなる頂", "_t")
+t("exit to Grushnak Pride", "グルシュナクの誇りの出口", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/npcs.lua"
+
+t("giant", "巨人", "entity type")
+t("troll", "トロル", "entity subtype")
+t("and dissolved into acidic ooze", "そして、溶けて酸のウーズになった", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/zone.lua"
+
+t("Sludgenest", "へどろのねぐら", "_t")
+t("#YELLOW_GREEN#One of the wall shakes for a moment and then turns into %s!", "#YELLOW_GREEN#壁面の蛇が一瞬震えたかと思うと、%sに姿を変えた!", "logSeen")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/grids.lua"
+
+t("lovely umbrella", "かわいらしい傘", "entity name")
+t("sand", "ç ‚", "entity subtype")
+t("picnic basket", "ピクニックバスケット", "entity name")
+t("floor", "床", "entity type")
+t("grass", "草", "entity subtype")
+t("exit to the worldmap", "ワールドマップへの出口", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/npcs.lua"
+
+t("Melinda", "『メリンダ』", "entity name")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("What..! Please lets run!", "なんてこと…!逃げましょう!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/zone.lua"
+
+t("Look over there!", "あそこを見て!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/stellar-system-shandral/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/stellar-system-shandral/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/grids.lua"
+
+t("Portal to Last Hope", "最後の希望の都へ続くポータル", "entity name")
+t("Back and there again", "帰りて行きし物語", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Tannen", "『タンネン』", "entity name")
+t("The traitor has been revealed, and he does not intend to let you escape to tell the tale.", "本性を現した裏切り者だ。口封じをするつもりでいる。こちらを見逃す気はない。", "_t")
+t("construct", "物質系", "entity type")
+t("golem", "ゴーレム", "entity subtype")
+t("Drolem", "『ドローレム』", "entity name")
+t([[This is Tannen's construct, a HUGE golem in the rough shape of a dragon.
+It is so huge that it blocks sight beyond it.]], "タンネンが作成した巨大ゴーレムである。ドラゴンの姿を模しており、あまりに大きいため視界を遮られてしまう。", "_t")
+t("and was neither found nor heard from again", "そして、発見されることも話題にのぼることもなかった", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/objects.lua"
+
+t("Resonating Diamond", "共振するダイアモンド", "entity name")
+t("misc", "雑具", "entity subtype")
+t("Blood-Runed Athame", "血のルーンのアサメ", "entity name")
+t("jewelry", "装飾", "entity type")
+t("orb", "オーブ", "entity subtype")
+t("swirling orb", "多様の宝玉", "_t")
+t("Orb of Many Ways", "多様の宝玉", "entity name")
+t("activate a portal", "ポータルを起動する", "_t")
+t("There is no portal to activate here.", "起動するポータルがない", "logPlayer")
+t("You cannot bring yourself to drop the %s", "%sを捨てるなんて・・・", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/zone.lua"
+
+t("Tannen's Tower", "タンネンの塔", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/npcs.lua"
+
+t("ghost", "ゴースト", "entity subtype")
+t("undead", "不死", "entity type")
+t("The Shade of Telos", "『テロスの影』", "entity name")
+t("Everybody thought Telos dead and his spirit destroyed, but it seems he still lingers in his old place of power.", "テロスは死に、その魂は消滅したと思われていた。しかし実際はかつての本拠地で現世に留まっている。", "_t")
+t("and was savagely mutilated, a show of his rage towards all living things", "そして、全ての生き物に対する怒りの見せしめとして何回も引き裂かれた", "_t")
+t("Back and there again", "帰りて行きし物語", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/objects.lua"
+
+t("broken staff", "折れた杖", "_t")
+t("Telos's Staff (Bottom Half)", "テロスの杖(下半分)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/zone.lua"
+
+t("Ruins of Telmur", "テルマールの廃墟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tempest-peak/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Urkis, the High Tempest", "『暴風のアーキス』", "entity name")
+t("Lightning crackles around this middle-aged man. He radiates power.", "電撃を纏う、中年の男性だ。魔力を発している。", "_t")
+t("and used in mad electrical reanimation experiments", "そして、狂気の電撃蘇生実験に使われた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tempest-peak/zone.lua"
+
+t("Tempest Peak", "嵐の山頂", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("naga", "ナーガ", "entity subtype")
+t("Slasul", "『スラスル』", "entity name")
+t("This towering naga exudes power, and radiates a certain charismatic charm as well. His masculine face stares at you with great intensity, and you struggle to meet his gaze. His torso is bare apart from an exquisite pearl set directly in his chest, and in his muscular arms he holds ready a heavy mace and shield. You sense there is more to him also, as if the very power of the ocean were concentrated in this great creature, and that the wrath of it may come flooding out at any moment.", "巨躯のナーガだ。全身から強力な魔力が滲み出ており、同時に高いカリスマ性をも感じる。男性美溢れるその顔がこちらを強く睨んでおり、気圧されてしまう。衣服は纏っていないが、胸部には最高級の真珠が埋め込まれ、筋骨隆々の両腕はメイスと盾を既に構えている。だが、それだけではない。正に海の力がこの大いなるナーガの中に集まっているかのような気配を感じる。今にも怒涛の勢いでこちらに押し寄せてきそうな雰囲気だ。", "_t")
+t("and perverted into a monstrous aberration as a warning to the surface", "そして、地上の者たちへの警告として凌辱された", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/objects.lua"
+
+t("Eldritch Pearl", "太古の真珠", "entity name")
+t("Legacy of the Naloren", "ナローレ族の遺産", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/zone.lua"
+
+t("Temple of Creation", "創造の神殿", "_t")
+t("#AQUAMARINE#You arrive deep under water, at the sea floor, as you look upwards you only see a glimpse of light coming through.", "#AQUAMARINE#深海の底にたどり着いた。見上げると、光が差し込むのが見える", "logPlayer")
+t("#AQUAMARINE#You should be crushed by the pressure, but strangely you feel no discomfort.", "#AQUAMARINE#圧力に潰されたはずだが・・・何の不快感もない", "logPlayer")
+t("#AQUAMARINE#All around you there is only water as far as you can see, except to your left, a giant coral structure. This is probably the temple of Creation.", "#AQUAMARINE#周りには出口を除いては巨大な珊瑚造りと水しかない。ここが創造の神殿のようだ", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-reprieve-talent/zone.lua"
+
+t("Temporal Reprieve", "時空避難所", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/grids.lua"
+
+t("Temporal Rift", "時空の裂け目", "entity name")
+t("Temporal Warden", "時の守護者", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("Ben Cruthdar, the Abomination", "憎悪の存在『ベン・クルスダール』", "entity name")
+t("This crazed madman seems twisted and corrupted by temporal energy, his body shifting and phasing in and out of reality.", "正気を失っている男性だ。時空エネルギーに汚染され、歪曲している。その体は変化、流動し、現実離れした様相を呈している。", "_t")
+t("dragon", "ドラゴン", "entity type")
+t("Rantha the Abomination", "憎悪の存在『ランタ』", "entity name")
+t("Claws and teeth. Ice and death. Dragons are not all extinct it seems...  and this one seems to have been corrupted by the time rift.", "爪と牙。冷気と死。ドラゴンは完全に絶滅したわけではないようだ・・・そしてこの一体は時空の裂け目のエネルギーに浸食されている。", "_t")
+t("temporal", "時空", "entity subtype")
+t("A six-armed creature, dressed in robes, with black insectile eyes.", "ローブを着た六本腕の生物だ。黒い眼は昆虫に似ている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/objects.lua"
+
+t("Rune of the Rift", "ルーン:次元転送", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/zone.lua"
+
+t("Temporal Rift: Lumberjack village", "時空の裂け目:木こり村", "_t")
+t("Temporal Rift: Daikara", "時空の裂け目:ダイカラ", "_t")
+t("Temporal Rift: Lake of Nur", "時空の裂け目:ヌル湖", "_t")
+t("Temporal Rift", "時空の裂け目", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/test/zone.lua"
+
+t("TestZone!", "試験地!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/thieves-tunnels/npcs.lua"
+
+t("Assassin Lord", "盗賊の首領", "entity name")
+t("He is the leader of a gang of bandits; watch out for his men.", "盗賊団の首領だ、かれはとても注意深いようだ。", "_t")
+t("As the assassin dies the magical veil protecting the stairs out vanishes.", "暗殺者が死ぬと、階段を守る魔法のベールが消えた", "logSeen")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Lost Merchant", "囚われの商人", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/thieves-tunnels/zone.lua"
+
+t("Unknown tunnels", "謎の坑道", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/grids.lua"
+
+t("cultivated fields", "ç•‘", "entity name")
+t("cobblestone road", "石の道", "entity name")
+t("magical rock", "魔法石", "entity name")
+t("fountain", "å™´æ°´", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/npcs.lua"
+
+t("Linaniil, Supreme Archmage of Angolwen", "アンゴルウェンの大魔導士『リナニール』", "entity name")
+t("A tall, pale woman dressed in a revealing silk robe. Her gaze is so intense it seems to burn.", "背の高い、白い肌の女性だ。露出の多い、シルクのローブを着ている。その瞳は強い意志を宿し、まるで燃え盛っているかのようだ。", "_t")
+t("shalore", "シャローレ", "entity subtype")
+t("Archmage Tarelion", "大魔導士『テラリオン』", "entity name")
+t("A tall Shalore in a flowing robe, he looks calm and at peace, but you can feel his tremendous power.", "背の高いシャローレ族のエルフだ。ゆったりとしたローブを着ている。落ち着いた、穏やかな印象を受ける人物だが、同時に凄まじい魔力を感じる。", "_t")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("apprentice mage", "見習い魔法使い", "entity name")
+t("An apprentice, learning the ways of the arcane arts.", "神秘の力を学ぶ、見習い術師だ。", "_t")
+t("pyromancer", "火炎術士", "entity name")
+t("An archmage specializing in fire magic.", "炎の術を専攻する魔法使いだ。", "_t")
+t("cryomancer", "凍結術士", "entity name")
+t("An archmage specializing in ice magic.", "冷気の術を専攻する魔法使いだ。", "_t")
+t("geomancer", "地脈術士", "entity name")
+t("An archmage specializing in earth magic.", "大地の術を専攻する魔法使いだ。", "_t")
+t("tempest", "雷術士", "entity name")
+t("An archmage specializing in lightning magic.", "雷の術を専攻する魔法使いだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/objects.lua"
+
+t("lecture on humility", "人間性に関する講義", "entity subtype")
+t("Lecture on Humility by Archmage Linaniil", "「謙譲の美徳について」 大魔道士リナニール", "entity name")
+t("magic teaching", "魔法の教科書", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/traps.lua"
+
+t("Shining Jewel", "煌めく宝石堂", "entity name")
+t("Alchemist", "錬金術師", "entity name")
+t("Library", "図書館", "entity name")
+t("Tools of the Art", "芸工道具", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/zone.lua"
+
+t("Angolwen", "アンゴルウェン", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/grids.lua"
+
+t("cultivated fields", "ç•‘", "entity name")
+t("cobblestone road", "石の道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("derth guard", "ダースの番人", "entity name")
+t("A stern-looking guard, he will not let you disturb the town.", "鋭い目つきの警備兵だ。街の平和を乱す者を許さないだろう。", "_t")
+t("halfling slinger", "ハーフリングの投石士", "entity name")
+t("A Halfling, with a sling. Beware.", "スリングを持ったハーフリングだ。侮るなかれ。", "_t")
+t("human farmer", "人間の農夫", "entity name")
+t("A weather-worn Human farmer.", "真っ黒に日焼けした人間の農夫だ。", "_t")
+t("halfling gardener", "ハーフリングの庭師", "entity name")
+t("halfling", "ハーフリング", "entity subtype")
+t("A Halfling, he seems to be looking for plants.", "ハーフリングだ。作物の世話をしている最中らしい。", "_t")
+t("Hey you. Come here.", "おいお前!こっちに来るんだ!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/traps.lua"
+
+t("Armoury", "鎧屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Swordsmith", "鍛冶屋", "entity name")
+t("Knives and daggers", "ナイフとダガー", "entity name")
+t("Death from Afar", "ダースより遠方の店", "entity name")
+t("Herbalist", "栽培家", "entity name")
+t("Jewelry", "宝石店", "entity name")
+t("Survival Supplies", "サバイバル用品", "entity name")
+t("Home of Stire the Alchemist", "錬金術師スタイアの家", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/zone.lua"
+
+t("Derth", "ダース", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("shalore", "シャローレ", "entity subtype")
+t("elvala guard", "エルヴァラの番人", "entity name")
+t("A stern-looking guard, he will not let you disturb the town.", "鋭い目つきの警備兵だ。街の平和を乱す者を許さないだろう。", "_t")
+t("shalore rune master", "シャローレ・ルーンマスター", "entity name")
+t("A tall Elf, his skin covered in runes.", "背の高いエルフだ。体にはルーンが描かれている。", "_t")
+t("giant", "巨人", "entity type")
+t("ogre", "オーガ", "entity subtype")
+t("ogre rune-spinner", "ルーンのオーガ", "entity name")
+t("A towering ogre guard, her skin covered in runes.", "巨大なオーガの番兵だ。体中にルーンや魔法の文様が描いてある。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/objects.lua"
+
+t("spellblaze", "魔法大禍", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/traps.lua"
+
+t("Tailor", "仕立て屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Swordsmith", "鍛冶屋", "entity name")
+t("Staff carver", "杖つくり", "entity name")
+t("Runemaster", "ルーンマスター", "entity name")
+t("Home of Marus the Alchemist", "錬金術師マラスの家", "entity name")
+t("Shady Library", "うす暗い図書館", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/zone.lua"
+
+t("Elvala", "エルヴァラ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/grids.lua"
+
+t("floor", "床", "entity subtype")
+t("Farportal: Last Hope", "大ポータル:最後の希望の都", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go near the town of Last Hope in Maj'Eyal.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。マイ・イヤルの最後の希望の都の郊外へ通じているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...", "#VIOLET渦巻くポータルに入ると瞬く間に最後の希望の都の郊外に降り立った。跡は何も残らない・・・", "_t")
+t("grass", "草", "entity subtype")
+t("Sunwall mountain", "暁の山", "entity name")
+t("Way into the Slazish fens", "スラツィッシュの沼への道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("High Sun Paladin Aeryn", "太陽の上級騎士『エアリン』", "entity name")
+t("A beautiful woman, clad in shining plate armour. Power radiates from her.", "輝くプレートアーマーを装備した美しい女性だ。光の力を発している。", "_t")
+t("You find a note containing the location of the Orc Prides on Aeryn's body.", "エアリンの体にオークのプライドの位置が浮かび上がった", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/traps.lua"
+
+t("Impenetrable Plates", "最強の鎧", "entity name")
+t("Quality Leather", "高品質レザーアーマー", "entity name")
+t("Arcane Cloth", "秘術のローブ", "entity name")
+t("Swordmaster", "ソードマスター", "entity name")
+t("Night Affairs", "夜の情勢", "entity name")
+t("Orc Cutters", "オーク斬り", "entity name")
+t("Mauling for Brutes", "ブルート・モール", "entity name")
+t("Bows and Slings", "弓と投石器", "entity name")
+t("Sook's Arcane Goodness", "スークの魔道具", "entity name")
+t("Sarah's Herbal Infusions", "サラのハーブ栽培", "entity name")
+t("Sook's Runes and other Harmless Contraptions", "スークのルーンとからくり亭", "entity name")
+t("Zemekkys Home", "ゼメキスの家", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/zone.lua"
+
+t("Gates of Morning", "暁の門", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/grids.lua"
+
+t("cooking pit", "調理場", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("yeek", "イーク", "entity subtype")
+t("yeek mindslayer", "イーク・マインドスレイヤー", "entity name")
+t("A mindslayer in training.", "修行中のマインドスレイヤーだ。", "_t")
+t("yeek psionic", "イーク・サイオニック", "entity name")
+t("You can literaly feel the mental energies emitted by this yeek.", "比喩ではなく精神の力が実体となってこのイークから押し寄せてくる。", "_t")
+t("gem crafter", "宝石匠", "entity name")
+t("This yeek has all sorts of gems to sell.", "宝石を商うイークだ。", "_t")
+t("two hander weapons crafter", "両手武器匠", "entity name")
+t("This yeek has all sorts of two handed weapons to sell.", "両手武器を商うイークだ。", "_t")
+t("one hander weapons crafter", "片手武器匠", "entity name")
+t("This yeek has all sorts of one handed weapons to sell.", "片手武器を商うイークだ。", "_t")
+t("tailor", "機織り屋", "entity name")
+t("This yeek has all sorts of cloth to sell.", "布を商うイークだ。", "_t")
+t("tanner", "なめし屋", "entity name")
+t("This yeek has all sorts of leathers to sell.", "皮を商うイークだ。", "_t")
+t("natural infusions", "ハーブ売り", "entity name")
+t("This yeek has all sorts of infusions to sell.", "ハーブを商うイークだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/traps.lua"
+
+t("Tailor", "仕立て屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Swordsmith", "鍛冶屋", "entity name")
+t("Staff carver", "杖つくり", "entity name")
+t("Runemaster", "ルーンマスター", "entity name")
+t("Home of Marus the Alchemist", "錬金術師マラスの家", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/zone.lua"
+
+t("Irkkk", "イーククック", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/grids.lua"
+
+t("wall", "壁", "entity type")
+t("crystals", "クリスタル", "entity name")
+t("Escape route from Reknor", "レクノール逃走経路", "entity name")
+t("The Deep Bellow", "深き咆哮の地", "entity name")
+t("The Dwarven Empire Incarnate", "ドワーフ帝国の具現", "entity name")
+t("Mystic of the Empire", "帝国モンク", "entity name")
+t("Defender of the Empire", "帝国ガード", "entity name")
+t("Warrior of the Empire", "帝国戦士", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/npcs.lua"
+
+t("dwarf", "ドワーフ", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("dwarven guard", "ドワーフの番兵", "entity name")
+t("dwarven earthwarden", "ドワーフの大地の守り手", "entity name")
+t("A stocky dwarf, he looks angry.", "頑健なドワーフだ。厳めしい顔つきしている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/traps.lua"
+
+t("Armoury", "鎧屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Tailor", "仕立て屋", "entity name")
+t("Axe smith", "斧鍛冶屋", "entity name")
+t("Mace smith", "メイス鍛冶", "entity name")
+t("Runemaster", "ルーンマスター", "entity name")
+t("Jewelry", "宝石店", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/zone.lua"
+
+t("Iron Council", "鉄の王座", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/grids.lua"
+
+t("floor", "床", "entity subtype")
+t("Farportal: Gates of Morning", "大ポータル:暁の門", "entity name")
+t([[A farportal is a way to travel incredible distances in the blink of an eye. They usually require an external item to use. You have no idea if it is even two-way.
+This one seems to go near the Gates of Morning in the Far East.]], "瞬く間に信じられないほどの距離を移動できる大ポータルだ。起動するためのアイテムが必要だ。帰って来れる保証はない。東方の暁の門へ通じているようだ。", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you set foot in sight of the Gates of Morning, with no trace of the portal...", "#VIOLET#渦巻くポータルに入ると、瞬く間に暁の門へ降り立った。ポータルの跡はない・・・", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("last hope guard", "最後の希望の都の番兵", "entity name")
+t("A stern-looking guard, he will not let you disturb the town.", "鋭い目つきの警備兵だ。街の平和を乱す者を許さないだろう。", "_t")
+t("halfling guard", "ハーフリングの番兵", "entity name")
+t("A Halfling, with a sling. Beware.", "スリングを持ったハーフリングだ。侮るなかれ。", "_t")
+t("human citizen", "市民", "entity name")
+t("A clean-looking Human resident of Last Hope.", "最後の希望の都に住む、垢抜けた感じの人間だ。", "_t")
+t("halfling citizen", "ハーフリングの市民", "entity name")
+t("halfling", "ハーフリング", "entity subtype")
+t("A clean-looking Halfling resident of Last Hope.", "最後の希望の都に住む、垢抜けた感じのハーフリングだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/objects.lua"
+
+t("The Oceans of Eyal", "イヤルの海", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/traps.lua"
+
+t("Hormond & Son Plates", "ホルモンド親子の鉄鎧堂", "entity name")
+t("Rila's Leather", "リラの皮防具屋", "entity name")
+t("Toxar Alchemical Tailor", "錬金術師トクサルの仕立て屋", "entity name")
+t("Herk's Cutting Edge", "ハークの鋭き剣", "entity name")
+t("Yulek's Tools of the Night", "ユーレクの夜の道具", "entity name")
+t("Vortal's Trees Choppers", "ヴォルタルの木こり道具", "entity name")
+t("Raber's Blunt Paradise", "レイバーの鈍器天国", "entity name")
+t("Dala's Far Reaching Implements", "ダラーのなめし道具", "entity name")
+t("Sarah's Herbal Infusions", "サラのハーブ栽培", "entity name")
+t("Sook's Runes and other Harmless Contraptions", "スークのルーンとからくり亭", "entity name")
+t("Library", "図書館", "entity name")
+t("The Elder", "長老", "entity name")
+t("Tannen's Door", "タンネンの扉", "entity name")
+t("Home of Ungrol the Alchemist", "錬金術師ウングロルの家", "entity name")
+t("Rich merchant", "富める商人", "entity name")
+t("Urthol's Wondrous Emporium", "アーソルの大商店", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/zone.lua"
+
+t("Last Hope", "最後の希望の都", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-lumberjack-village/npcs.lua"
+
+t("Ben Cruthdar, the Cursed", "呪われし者『ベン・クルスダール』", "entity name")
+t([[This madman looks extremely dangerous. He wields a big axe and means to use it.
+A gloomy aura emanates from him.]], "正気を失った男性だ。非常に危険で手がつけられない。戦斧を振り回して周囲に危害を加えている。体からは闇のオーラが放たれている。", "_t")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("lumberjack", "木こり", "entity name")
+t("A lumberjack. Cutting wood is his job, dream and passion.", "樵だ。木を切ることが仕事でもあり夢でもあり、生きがいでもある。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-lumberjack-village/zone.lua"
+
+t("Small lumberjack village", "小さな木こり村", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/grids.lua"
+
+t("Temporal Rift to Maj'Eyal", "マイ・イヤルへ通じる裂け目", "entity name")
+t("wall", "壁", "entity type")
+t("cold forest", "冷気の森", "entity name")
+t("floor", "床", "entity type")
+t("ice", "æ°·", "entity subtype")
+t("polar cap", "ポーラ・キャップ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("A stern-looking guardian, ever vigilant against the threats of the paradox.", "厳めしい顔つきの警備兵だ。タイムパラドックスに対しては常に細心の注意を払っている。", "_t")
+t("elemental", "元素", "entity type")
+t("void", "虚空", "entity subtype")
+t("shalore", "シャローレ", "entity subtype")
+t("A timeless elf stands before you. Even though his age is impossible to determine, you feel he has seen many things.", "時の軛に囚われることのないエルフだ。一体何歳になるのかは判らないが世慣れた雰囲気がある。", "_t")
+t("horror", "ホラー", "entity type")
+t("temporal", "時空", "entity subtype")
+t("A huge, slender, metallic monstrosity with long claws in place of fingers, and razor-sharp teeth. It seems to seek something here.", "細身で金属質なモンスターだ。剃刀のような歯が生えており、指があるべきところには長い鉤爪が生えている。何かを探しているようだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/objects.lua"
+
+t("Shard of Crystalized Time", "時のクリスタル片", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/traps.lua"
+
+t("Tailor", "仕立て屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Knives and daggers", "ナイフとダガー", "entity name")
+t("Death from Afar", "ダースより遠方の店", "entity name")
+t("Swordsmith", "鍛冶屋", "entity name")
+t("Staff carver", "杖つくり", "entity name")
+t("Runemaster", "ルーンマスター", "entity name")
+t("Jewelry", "宝石店", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/zone.lua"
+
+t("Point Zero", "ポイント・ゼロ", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/grids.lua"
+
+t("cobblestone road", "石の道", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/npcs.lua"
+
+t("humanoid", "人型", "entity type")
+t("thalore", "タローレ", "entity subtype")
+t("thalore hunter", "タローレ族の狩人", "entity name")
+t("A stern-looking guard, he will not let you disturb the town.", "鋭い目つきの警備兵だ。街の平和を乱す者を許さないだろう。", "_t")
+t("A tall elf, his skin covered in green moss.", "背の高いエルフだ。体は緑色の苔で覆われている。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/traps.lua"
+
+t("Armoury", "鎧屋", "entity name")
+t("Tanner", "なめし皮", "entity name")
+t("Swordsmith", "鍛冶屋", "entity name")
+t("Nature's Punch", "自然の贈り物", "entity name")
+t("Silent Hunter", "静かなる狩人", "entity name")
+t("Herbalist", "栽培家", "entity name")
+t("Night's Star", "夜星", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/zone.lua"
+
+t("Shatur", "シャトゥール", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/grids.lua"
+
+t("Zigur Postsign", "ジガーの掲示板", "entity name")
+t("lava pit", "溶岩だまり", "entity name")
+t("cultivated fields", "ç•‘", "entity name")
+t("cobblestone road", "石の道", "entity name")
+t("giant rock", "岩石", "entity name")
+t("closed gate", "閉じた門", "entity name")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("open gate", "開いた門", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/npcs.lua"
+
+t("Grand Corruptor", "『偉大なる腐敗術師』", "entity name")
+t("An Elven corruptor, drawn to these blighted lands.", "エルフの腐敗術師だ。汚染された大地に魅せられている。", "_t")
+t("Protector Myssil", "守護者『ミッシル』", "entity name")
+t("A Halfling Ziguranth, clad in dark steel plates. She is the current leader of Zigur.", "ジグランスの一員であるハーフリングだ。鋼のプレートアーマーを纏っている。ジグランスの現リーダーだ。", "_t")
+t("halfling", "ハーフリング", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/objects.lua"
+
+t("The Great Evil", "大悪", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/traps.lua"
+
+t("Horman's Plates", "ホーマン・プレート", "entity name")
+t("Infused Leather", "ハーブづくり鎧", "entity name")
+t("Slash & Dash", "スラッシュ&ダッシュ", "entity name")
+t("Nature's Punch", "自然の贈り物", "entity name")
+t("Slice & Dice", "スライス&ダイス", "entity name")
+t("Nature's Reach", "大地の手", "entity name")
+t("A Million Cuts", "ミリオン・カット", "entity name")
+t("Purification Tools", "魔法狩りの品", "entity name")
+t("Library", "図書館", "entity name")
+t("Trainer", "トレイナー", "entity name")
+t("Nature's Emporium", "自然商店街", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/zone.lua"
+
+t("Zigur", "ジガー", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/grids.lua"
+
+t("dirt road", "悪路", "entity name")
+t("grass", "草", "entity subtype")
+t("troll stew", "トロル特製シチュー", "entity name")
+t("wall", "壁", "entity type")
+t("water", "冷術", "entity subtype")
+t("tree", "木", "entity name")
+t("bog water", "泥沼", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/npcs.lua"
+
+t("Prox the Mighty", "力強き『プロックス』", "entity name")
+t("A huge troll, he might move slowly but he does look dangerous nonetheless.", "巨大なトロルだ。動きは緩慢だが危険なことに変わりはない。", "_t")
+t("Prox staggers for a moment. A note seems to drop at his feet.", "プロックスはよろめき、一片の紙が足元に落ちた", "logSeen")
+t("Shax the Slimy", "ぬめりの『シャックス』", "entity name")
+t("A huge troll, he seems to be adapted to aquatic life.", "巨大なトロルだ。どうやら水中での生活に適応しているらしい。", "_t")
+t("and eaten raw", "そして、生で食べられた", "_t")
+t("Shax staggers for a moment. A note seems to drop at his feet.", "シャックスはよろめき、一片の紙が足元に落ちた", "logSeen")
+t("... and we thought the trollmire was safer now!", "…あと、今はトロルの沼地の方が今は安全だと思っていたんだが!", "_t")
+t("giant", "巨人", "entity type")
+t("troll", "トロル", "entity subtype")
+t("Bill the Stone Troll", "石トロル『ビル』", "entity name")
+t([[Big, brawny, powerful and with a taste for Halfling.
+He is wielding a small tree trunk and lumbering toward you.
+This is the troll the notes spoke about, no doubt.]], "巨大で筋肉質で力強いトロルだ。ハーフリングが好物らしい。小さな木の幹を片手に、重厚な足音を立てて迫ってくる。あの手記にあったトロルに違いない。", "_t")
+t("and clobbered into soup", "バラバラにされスープにされた", "_t")
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Aluin the Fallen", "墜落者『アルイン』", "entity name")
+t("His once-shining armour now dull and bloodstained, this Sun Paladin has given in to despair.", "かつては光り輝いていた鎧も、今では血に塗れている。絶望に屈した太陽の騎士の姿だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/zone.lua"
+
+t("Trollmire", "トロルの沼地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/grids.lua"
+
+t("Lobby Portal", "入口ポータル", "entity name")
+t("This portal will bring you back to the Tutorial Lobby.", "このポータルはチュートリアル・ロビーに通じる", "_t")
+t("#VIOLET#You enter the swirling portal and in the blink of an eye you are back in the lobby.", "#VIOLET#渦巻くポータルに入ると、瞬く間にロビーに戻った", "logPlayer")
+t("grass", "草", "entity name")
+t("Rune of Enlightenment: Summer Vacation", "啓蒙のルーン:夏のひととき", "entity name")
+t("Causes the player's brain to jettison all recently-acquired knowledge.", "宇宙の知識が脳に流れ込んでいく", "_t")
+t("#VIOLET#You feel unenlightened.", "#VIOLET#啓蒙が抜けていった気がする", "logPlayer")
+t("Rune of Enlightenment: Shove", "啓蒙のルーン:刺突", "entity name")
+t("Teaches the player 'Shove'.", "チュートリアル:衝撃", "_t")
+t("#VIOLET#You have learned the talent Shove.", "#VIOLET#突撃のタレントを習得した", "logPlayer")
+t("#VIOLET#The sound of an ancient door grinding open echoes down the tunnel!", "#VIOLET#古代の扉の開く音が坑道中に響いた!", "logPlayer")
+t("Rune of Enlightenment: Mana Gale", "啓蒙のルーン:魔力の嵐", "entity name")
+t("Teaches the player 'Mana Gale'.", "チュートリアル:魔力の嵐", "_t")
+t("#VIOLET#You have learned the talent Mana Gale.", "#VIOLET#魔力の嵐のタレントを習得した", "logPlayer")
+t("Rune of Enlightenment: Telekinetic Punt", "啓蒙のルーン:テレキネティック・パント", "entity name")
+t("Teaches the player 'Telekinetic Punt'.", "チュートリアル:テレキネティック・パント", "_t")
+t("#VIOLET#You have learned the talent Telekinetic Punt.", "#VIOLET#テレキネティック・パントのタレントを習得した", "logPlayer")
+t("Rune of Enlightenment: Blink", "啓蒙のルーン:ショートテレポート", "entity name")
+t("Teaches the player 'Blink'.", "チュートリアル:ショートテレポート", "_t")
+t("#VIOLET#You have learned the talent Blink.", "#VIOLET#ショートテレポートのタレントを習得した", "logPlayer")
+t("Rune of Enlightenment: Fear", "啓蒙のルーン:恐怖", "entity name")
+t("Teaches the player 'Fear'.", "チュートリアル:恐怖", "_t")
+t("#VIOLET#You have learned the talent Fear.", "#VIOLET#恐慌のタレントを習得した", "logPlayer")
+t("Rune of Enlightenment: Bleed", "啓蒙のルーン:出血", "entity name")
+t("Teaches the player 'Bleed'.", "チュートリアル:出血", "_t")
+t("#VIOLET#You have learned the talent Bleed.", "#VIOLET#出血のタレントを習得した", "logPlayer")
+t("Rune of Enlightenment: Confusion", "啓蒙のルーン:混乱", "entity name")
+t("Teaches the player 'Confusion'.", "チュートリアル:混乱", "_t")
+t("#VIOLET#You have learned the talent Confusion.", "#VIOLET#混乱のタレントを習得した", "logPlayer")
+t("floor", "床", "entity subtype")
+t("wall", "壁", "entity type")
+t("glowing door", "淡い光の扉", "entity name")
+t("#VIOLET#You must achieve Enlightenment before you can pass. Seek ye to the west to discover the ancient art of Shoving Stuff.", "#VIOLET#通る前に啓蒙を受けなくてはならぬ。汝、西へ赴き古なる突撃の杖の業を見るべし", "logPlayer")
+t("sealed door", "鍵のかかった扉", "entity name")
+t("Sign", "道しるべ", "entity name")
+t("Contains a snippet of ToME wisdom.", "ToMEの叡智の一端", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/npcs.lua"
+
+t("human", "人間", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Nain the Guide", "ガイド「ナイン」", "entity name")
+t("A pitchfork-wielding human with a welcoming smile.", "熊手をもった笑顔の人間だ。", "_t")
+t("skeleton mage", "スケルトン・メイジ", "entity name")
+t("half-dead forest troll", "死にかけ森トロル", "entity name")
+t([[Green-skinned and ugly, this massive humanoid glares at you, clenching wart-covered green fists.
+He looks hurt.]], "緑の肌をした醜い巨大生物だ。こちらを見ている。イボだらけの拳を握りしめているが、瀕死の状態だ。", "_t")
+t("Lone Wolf", "一匹狼", "entity name")
+t("It is a large wolf with eyes full of cunning, only 3 times bigger than a normal wolf. It looks hungry. You look tasty!", "目に狡猾さを湛えた巨大な狼だ。何、通常の三倍程度のサイズでしかない。腹を空かせているようで、こちらに涎を垂らしている!", "_t")
+t("Orc", "オーク", "entity name")
+t("Quick-healing orc", "高速回復のオーク", "entity name")
+t("An elf that looks as though he spends a good amount of his time wiggling his fingers and chanting.", "エルフだ。長年魔法の修行を積んだ術者のように見える。", "_t")
+t("Troll", "トロル", "entity name")
+t("spider", "蜘蛛", "entity subtype")
+t("spiderkin", "蜘蛛", "entity type")
+t("giant spider", "巨大クモ", "entity name")
+t("A huge arachnid.", "巨大なクモだ。", "_t")
+t("A huge, chittering arachnid.", "巨大で、それはさえずり周る。", "_t")
+t("A huge, hairy arachnid.", "巨大で、毛深い蜘蛛だ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/objects.lua"
+
+t("Boots of Physical Save (+10)", "物理セーブの靴(+10)", "entity name")
+t("Amulet of Mindpower (+3)", "意志のアミュレット(+3)", "entity name")
+t("Helmet of Accuracy (+6)", "精度の兜(+6)", "entity name")
+t("Ring of Mental Save (+6)", "精神セーブの指輪(+6)", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/traps.lua"
+
+t("tutorial", "チュートリアル", "_t")
+t("Talents", "技能", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/zone.lua"
+
+t("Tutorial", "チュートリアル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/npcs.lua"
+
+t("skeleton mage", "スケルトン・メイジ", "entity name")
+t("half-dead forest troll", "死にかけ森トロル", "entity name")
+t([[Green-skinned and ugly, this massive humanoid glares at you, clenching wart-covered green fists.
+He looks hurt.]], "緑の肌をした醜い巨大生物だ。こちらを見ている。イボだらけの拳を握りしめているが、瀕死の状態だ。", "_t")
+t("Lone Wolf", "一匹狼", "entity name")
+t("It is a large wolf with eyes full of cunning, only 3 times bigger than a normal wolf. It looks hungry. You look tasty!", "目に狡猾さを湛えた巨大な狼だ。何、通常の三倍程度のサイズでしかない。腹を空かせているようで、こちらに涎を垂らしている!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/traps.lua"
+
+t("tutorial", "チュートリアル", "_t")
+t("Talents", "技能", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/zone.lua"
+
+t("Tutorial", "チュートリアル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/grids.lua"
+
+t("Temporal Rift", "時空の裂け目", "entity name")
+t("Point Zero", "ポイント・ゼロ", "_t")
+t("wall", "壁", "entity type")
+t("crack in spacetime", "時空の裂け目", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/npcs.lua"
+
+t("spider", "蜘蛛", "entity subtype")
+t("spiderkin", "蜘蛛", "entity type")
+t("weaver hatchling", "幼生紡ぎ手", "entity name")
+t("A nearly translucent spider hatchling.", "現れては消える小蜘蛛だ。", "_t")
+t("orb spinner", "宝玉の担い手", "entity name")
+t("A large brownish arachnid, its fangs drip with a strange fluid.", "褐色の巨大なクモだ。大きな牙からは、毒液を不気味に滴らせている。", "_t")
+t("orb weaver", "宝玉の紡ぎ手", "entity name")
+t("A large brownish arachnid spinning its web.  It doesn't look pleased that you've disturbed its work.", "褐色の巨大なクモだ。巣を張っている。作業の邪魔をされ、上機嫌とは言えないようだ。", "_t")
+t("fate spinner", "運命の担い手", "entity name")
+t("Easily as big as a horse, this giant spider menaces at you with claws and fangs.", "優に馬ほどの体格がある大蜘蛛だ。巨大な爪と牙で襲い掛かってくる。", "_t")
+t("fate weaver", "運命の紡ぎ手", "entity name")
+t("A large white spider.", "巨大な白蜘蛛だ。", "_t")
+t("Weaver Queen", "『紡ぎ手の女王』", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/objects.lua"
+
+t("Void Star", "虚空の星", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/zone.lua"
+
+t("Unhallowed Morass", "邪悪な沼地", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unremarkable-cave/npcs.lua"
+
+t("elf", "エルフ", "entity subtype")
+t("Fillarel Aldaren", "『フィルラレル・アルダレン』", "entity name")
+t("An Elven woman. She wears a tight robe decorated with symbols of the Sun and the Moon and wields a staff.", "エルフの女性だ。太陽と月のシンボルが描かれたタイトなローブを着ており、杖を構えている。", "_t")
+t("humanoid", "人型", "entity type")
+t("Krogar", "『クロガール』", "entity name")
+t("An orc clad in mail armour, he wields a staff and looks menacing.", "鎖帷子を着たオークだ。杖を構えており、意地が悪そうだ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unremarkable-cave/zone.lua"
+
+t("Unremarkable Cave", "人知らぬ洞窟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/grids.lua"
+
+t("exit to the lost valley", "喪失の谷の出口", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/zone.lua"
+
+t("Caverns to the hidden valley", "隠し谷へ続く洞窟", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/grids.lua"
+
+t("moonstone", "月長石", "entity name")
+t("floor", "床", "entity type")
+t("grass", "草", "entity subtype")
+t("Fearscape Portal", "恐怖の大地へ続くポータル", "entity name")
+t("An invocation portal, perpetually summoning beings through it.", "永続的に何かを召喚するポータル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/npcs.lua"
+
+t("demon", "悪魔", "entity type")
+t("major", "上級悪魔", "entity subtype")
+t("Corrupted Daelach", "『堕落したダイラック』", "entity name")
+t("Shadow and flames. The huge beast of fire moves speedily toward you, its huge shadowy wings deployed.", "闇と火炎。黒い翼を広げ、炎の化身が眼前に迫ってくる。", "_t")
+t("elf", "エルフ", "entity subtype")
+t("humanoid", "人型", "entity type")
+t("Limmir the Jeweler", "宝飾師『リムミール』", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/zone.lua"
+
+t("Ithilthum, Valley of the Moon", "月の渓谷 イシルタム", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/grids.lua"
+
+t("Temporal Rift", "時空の裂け目", "entity name")
+t("Temporal Warden", "時の守護者", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/npcs.lua"
+
+t("eyal", "イヤル", "entity subtype")
+t("Gerlyk, the Creator", "創造主『ゲーリュク』", "entity name")
+t([[During the Age of Haze nearly all gods were destroyed by the Sher'tul Godslayers. However, a small number escaped.
+Gerlyk, the creator of the Human race, prefered to flee into the void between the stars than to face death. He has been trapped ever since.
+The sorcerers tried to bring him back and nearly succeeded.
+Now you have come to finish what the Sher'tul began. Become a Godslayer yourself.]], "霧の時代にシェール・タルの神殺し達は殆どの神を討ち滅ぼした。しかし中には逃げ延びた神もいた。人間を造りしゲーリュクは座して死を待つよりも星々の狭間にある虚空へ逃れることを選んだ。以来、ゲーリュクは虚空に囚われたままとなった。ソーサラー達はかの者を地上に喚び戻そうとし、その試みは半ば成功したのである。今、あなたは神狩りを完遂すべくここにやってきた。神殺しとなれ。", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/zone.lua"
+
+t("Void between worlds", "世界の狭間", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/npcs.lua"
+
+t("Warmaster Gnarg", "戦神『ナーグ』", "entity name")
+t("This ugly orc looks really nasty and vicious. He wields a huge two-handed sword and means to use it.", "醜いオークだ。邪悪で汚らわしい。両手持ちの大剣を構えており、それでこちらを始末するつもりのようだ。", "_t")
+t("overpowered greater multi-hued wyrm", "超強力グレーター万色ワイアーム", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/objects.lua"
+
+t("misc", "雑具", "entity subtype")
+t("Blood-Runed Athame", "血のルーンのアサメ", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/zone.lua"
+
+t("Vor Armoury", "ヴォーの武具庫", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/grids.lua"
+
+t("floor", "床", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/npcs.lua"
+
+t("Vor, Grand Geomancer of the Pride", "偉大なる地脈術師『ヴォー』", "entity name")
+t("An old orc, wearing multi-colored robes. Ice shards fly around him, leaving a trail of fire and lightning bursts.", "あでやかなローブを着た老齢のオークである。氷の刃が周囲を飛び交い爆炎と稲妻が軌跡を描いている。", "_t")
+t("and used as target practice for initiate mages", "そして、見習い魔法使いの訓練に使われた", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/objects.lua"
+
+t("Tome of Wildfire", "大火炎の魔導書", "entity name")
+t("#00FFFF#You read the tome and learn about ancient forgotten fire magic!", "#00FFFF#魔導書を読むと、失われた古代の火炎魔法を習得した!", "logPlayer")
+t("#00FFFF#You read the tome and perfect your mastery of fire magic!", "#00FFFF#魔導書を読むと、古代の火炎魔法を完全に習得した!", "logPlayer")
+t("tome", "魔導書", "entity subtype")
+t("Tome of Uttercold", "大氷結の魔導書", "entity name")
+t("#00FFFF#You read the tome and learn about ancient forgotten ice magic!", "#00FFFF#魔導書を読むと、失われた古代の火炎魔法を習得した!", "logPlayer")
+t("#00FFFF#You read the tome and perfect your mastery of ice magic!", "#00FFFF#魔導書を読むと、古代の冷気魔法を完全に習得した!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/zone.lua"
+
+t("Vor Pride", "ヴォーの誇り", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/wilderness/grids.lua"
+
+t("cultivated fields", "ç•‘", "entity name")
+t("low hills", "低い山", "entity name")
+t("forest", "森", "entity name")
+t("pine forest", "松の森", "entity name")
+t("Old forest", "古い森", "entity name")
+t("Charred Scar", "焦炎の傷跡", "entity name")
+t("burnt forest", "燃え尽きた森", "entity name")
+t("polar cap", "ポーラ・キャップ", "entity name")
+t("frozen sea", "氷の森", "entity name")
+t("cold forest", "冷気の森", "entity name")
+t("ice", "æ°·", "entity subtype")
+t("cold thaloren forest", "氷のタローレ族の森", "entity name")
+t("thaloren forest", "タローレ族の森", "entity name")
+t("water", "冷術", "entity subtype")
+t("deep water", "深海", "entity name")
+t("sea of Eyal", "イヤル海", "entity name")
+t("river", "川", "entity name")
+t("lake of Nur", "ヌル湖", "entity name")
+t("sea of Sash", "サッシュ海", "entity name")
+t("lake", "æ¹–", "entity name")
+t("Westreach lake", "西へ繋がる湖", "entity name")
+t("Irondeep lake", "鉄深湖", "entity name")
+t("Spellmurk lake", "沈黙の湖", "entity name")
+t("Sunwall mountain", "暁の山", "entity name")
+t("plains", "草原", "entity name")
+t("grass", "草", "entity subtype")
+t("jungle", "密林", "entity name")
+t("floor", "床", "entity type")
+t("desert", "ç ‚æ¼ ", "entity name")
+t("sand", "ç ‚", "entity subtype")
+t("wall", "壁", "entity type")
+t("oasis", "オアシス", "entity name")
+t("Derth (Town)", "ダース(街)", "entity name")
+t("A quiet town at the crossroads of the north", "北の十字路の静かな町", "_t")
+t("Last Hope (Town)", "最後の希望の都(街)", "entity name")
+t("Capital city of the Allied Kingdoms ruled by King Tolak", "トラク王の治める同盟王国の都市部", "_t")
+t("Angolwen, the hidden city of magic", "魔法使いの隠れ里 アンゴルウェン(街)", "entity name")
+t([[Secret place of magic, set apart from the world to protect it.
+Lead by the Supreme Archmage Linaniil.]], [[世俗より離れ世界を護る秘密の魔法の地
+大魔導士リナニールが導きの地]], "_t")
+t("Hidden teleportation portal to Angolwen, the hidden city of magic", "アンゴルウェンへ通じる秘密のテレポータル", "entity name")
+t("The portal fizzles.", "ポータルはくすぶった", "log")
+t("Shatur (Town)", "シャトゥール(街)", "entity name")
+t("Capital city of Thaloren lands, ruled by Nessilla Tantaelen", "ネスシルラ・タンタイレンの治めるタローレの都市", "_t")
+t("Elvala (Town)", "エルヴァラ(街)", "entity name")
+t("Capital city of Shaloren lands, ruled by Aranion Gayaeil", "アラニオン・ガヤイエルの治めるシャローレの都市", "_t")
+t("Gates of Morning (Town)", "暁の門(街)", "entity name")
+t("A massive hole in the Sunwall.", "暁の門に開く穴", "_t")
+t("Irkkk (Town)", "イーククック(街)", "entity name")
+t("Yeek Wayist main village", "イーク道者の集落", "_t")
+t("Zigur (Town)", "ジガー(街)", "entity name")
+t("Ziguranth main training ground", "ジグランス訓練場", "_t")
+t("Zigur", "ジガー", "_t")
+t("Iron Council (Town)", "鉄の帝国(街)", "entity name")
+t("Heart of the dwarven Empire", "ドワーフ帝国の中枢", "_t")
+t("A gate into the Maze", "迷宮の入口", "entity name")
+t("Passageway into the Trollmire", "トロルの沼地へ通じる道", "entity name")
+t("A path into the Old Forest", "古い森に続く道", "entity name")
+t("Passageway into Norgos' Lair", "ノルゴスの巣へ通じる道", "entity name")
+t("Passageway into the Daikara", "ダイカラ山へ通じる道", "entity name")
+t("The entry to the old tower of Dreadfell", "恐怖の塔の入り口", "entity name")
+t("Ruins of Kor'Pul", "コー・プル遺跡", "entity name")
+t("Very old halfling ruins", "寂れたハーフリングの遺跡", "entity name")
+t("Entrance to the Scintillating Caves", "煌めきの洞窟の入り口", "entity name")
+t("Stairway into the Rhaloren Camp", "ラローレ族の野営地へ続く階段", "entity name")
+t("Way into the heart of the gloom", "憂いの地へ続く道", "entity name")
+t("A mysterious hole in the beach", "砂浜の不思議な穴", "entity name")
+t("Tunnel into the ritchs grounds", "リッチ虫の坑道", "entity name")
+t("Charred Scar Volcano", "焦炎の傷跡の火山", "entity name")
+t("Tunnel to Maj'Eyal", "マイ・イヤルに通じる坑道", "entity name")
+t("Unremarkable cave", "人知らぬ洞窟", "entity name")
+t("A gate into the old kingdom of Reknor", "旧きレクノール王国へ通ずる門", "entity name")
+t("Entrance into Telmur, tower of Telos", "テロスの塔テルマールの入り口", "entity name")
+t("Way into the lair of Murgol", "マルゴールの湖に続く道", "entity name")
+t("Long road to the Tempest Peak", "山頂へ続く長い道", "entity name")
+t("A gate into Last Hope's graveyard", "最後の希望の都の墓地へ続く門", "entity name")
+t("Entrance to Rak'shor Pride bastion", "ラク・ショールの要塞入口", "entity name")
+t("Entrance to Gorbat Pride bastion", "ゴーバットの要塞入口", "entity name")
+t("Entrance to Grushnak Pride bastion", "グルシュナクの要塞入口", "entity name")
+t("Entrance to Vor Pride bastion", "フォルの要塞入口", "entity name")
+t("Backdoor to the Vor Armoury", "フォルの武具庫裏口", "entity name")
+t("Entrance into the sandpit of Briagh", "ブライアの砂だまり", "entity name")
+t("Cavern leading to the valley of the moon", "月の谷へ続く洞窟", "entity name")
+t("A way into the caverns of Ardhungol", "アードハンゴルの洞窟へ続く道", "entity name")
+t("The arid wastes of Erúan", "不毛の地エルアン", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/wilderness/zone.lua"
+
+t("World of Eyal", "イヤル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ArenaFinish.lua"
+
+t("unknown", "不明", "_t")
+t("Message Log", "メッセージ・ログ", "_t")
+t("Message/Chat log (allows to talk)", "メッセージ・チャットログ(発言する)", "_t")
+t("Character dump", "キャラクター・ダンプ", "_t")
+t("Restart the same character", "同じキャラクターでもう1回", "_t")
+t("Restart with a new character", "違うキャラクターでもう1回", "_t")
+t("Exit to main menu", "メインメニューへ戻る", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/Birther.lua"
+
+t("     Play!     ", "プレイ!", "_t")
+t("Random!", "お任せ!", "_t")
+t("Load premade", "プリメイドを読み込む", "_t")
+t("Select custom tile", "カスタムタイルを使う", "_t")
+t("Tutorial", "チュートリアル", "_t")
+t("Customize", "カスタマイズ", "_t")
+t("Extra Options", "エクストラオプション", "_t")
+t("Name: ", "名前: ", "_t")
+t("Female", "女性", "_t")
+t("Male", "男性", "_t")
+t("Campaign: ", "キャンペーン: ", "_t")
+t("Difficulty: ", "難易度: ", "_t")
+t("Permadeath: ", "恒久死: ", "_t")
+t("Tutorials", "チュートリアル", "_t")
+t("Basic Gameplay (recommended)", "遊び方の基本 (推奨)", "_t")
+t("Cancel", "キャンセル", "_t")
+t([[This is the name of your character.
+Right mouse click to generate a random name based on race and sex.]], [[名前を決めます。
+右クリックで種族と性別に基づいてランダムに決定します。]], "_t")
+t("\
+\
+#GOLD#This is a locked birth option. Performing certain actions and completing certain quests will make locked campaigns, races and classes permanently available.", "\
+\
+#GOLD#ロック・バース・オプションキャンペーン中の特定の行動やクエストの達成によってアンロックできます。", "_t")
+t([[You can use your own custom tiles if you are a donator.
+For the game to use them you must simply respect a few rules:
+- they must be 64x64 or 64x128 tiles
+- they must be saved as PNG files
+- you must place them in folder #LIGHT_BLUE#%s#WHITE#
+
+Once you have done so, simply restart the game and the tiles will be listed at the bottom of the list.]], [[Donatorであるならカスタムタイルを自由に追加できます
+カスタムタイルは以下の条件を満たしてください:
+— 64x64か64x128の大きさ
+— 拡張子PNGであること
+— #LIGHT_BLUE#%s#WHITE#フォルダ中にあること
+
+
+設定後、ゲームを再起動すれば最下段に追加されます]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/CharacterSheet.lua"
+
+t("Character Sheet: %s", "キャラクターシート:%s", "tformat")
+t([[Values #00FF00#in brackets ( )#LAST# show changes made from last character sheet checking.
+Keyboard: #00FF00#'u'#LAST# to save character dump. #00FF00#TAB key#LAST# to switch between tabs.
+Mouse: Hover over stat for info
+]], [[#00FF00#( )#LAST#の中の値は前回のキャラクターシート確認からの変化を表します
+#00FF00#u#LAST#キーでダンプを保存します。(#00FF00#TAB#LAST#)キーでタブを切り替えます
+マウスカーソルを見たい情報に乗せると詳細を見れます
+]], "_t")
+t("day", "æ—¥", "_t")
+t("days", "æ—¥", "_t")
+t("hour", "時間", "_t")
+t("hours", "時間", "_t")
+t("minute", "分", "_t")
+t("minutes", "分", "_t")
+t("second", "秒", "_t")
+t("seconds", "秒", "_t")
+t([[#GOLD#Days adventuring / current month:#LAST# %d / %s
+#GOLD#Time playing:#LAST# %s
+#GOLD#Creatures killed:           #ANTIQUE_WHITE#%d
+#GOLD#Elites/Rares/Bosses killed: #YELLOW#%d/#SALMON#%d/#ORANGE#%d
+]], [[#GOLD#冒険日数/月:#LAST# %d / %s
+#GOLD#プレイ時間:#LAST#%s
+#GOLD#打倒数:#ANTIQUE_WHITE#%d
+#GOLD#エリート/レア/ボス:#YELLOW#%d/#SALMON#%d/#ORANGE#%d
+]], "tformat")
+t("Poison", "毒", "_t")
+t("Bleed", "出血", "_t")
+t("Confusion", "æ··ä¹±", "_t")
+t("Disease", "ç—…æ°—", "_t")
+t("Blindness", "盲目", "_t")
+t("Disarm", "武装解除", "_t")
+t("Silence", "静寂", "_t")
+t("Pinning", "影縫い", "_t")
+t("Sleep", "睡眠", "_t")
+t("Stun/Freeze", "スタン/凍結", "_t")
+t("Fear", "恐怖", "_t")
+t("Knockback", "吹っ飛ばし", "_t")
+t("Stoning", "石化", "_t")
+t("Instant death", "即死", "_t")
+t("Teleportation", "テレポート", "_t")
+t("Inventory", "持ち物", "_t")
+t("Female", "女性", "_t")
+t("Male", "男性", "_t")
+t("Sex  : ", "性別:", "_t")
+t("Race : ", "種族: ", "_t")
+t("Type : ", "タイプ: ", "_t")
+t("Class: ", "クラス: ", "_t")
+t("Stype: ", "Sタイプ: ", "_t")
+t("Antimagic adherent", "反魔の道", "_t")
+t("Zigur follower", "ジガー信奉者", "_t")
+t("Size : ", "体格: ", "_t")
+t("Level: #00ff00#%d", "レベル: #00ff00#%d", "tformat")
+t("Exp  : #00ff00#%2d%%", "経験値: #00ff00#%2d%%", "tformat")
+t("Gold : #00ff00#%0.2f", "所持金: #00ff00#%0.2f", "tformat")
+t("#LIGHT_BLUE#Resources:", "#LIGHT_BLUE#能力:", "_t")
+t("die:%+d", "HP下限:%+d", "_t")
+t("max", "上限", "_t")
+t("min", "下限", "_t")
+t([[#GOLD#%s Recovery/Depletion#LAST#
+The amount of %s automatically gained or lost each turn.]], [[#GOLD#%s 回復/減少#LAST#
+1ターン毎に %s 回復か減少します]], "tformat")
+t("Current Feedback gain is %0.1f%% of damage taken.", "現在のフィードバック値は%0.1f%% .", "tformat")
+t("#7fffd4#Feedback: #00ff00#%d/%s", "#7fffd4#フィードバック: #00ff00#%d/%s", "tformat")
+t("#LIGHT_BLUE#Speeds:", "#LIGHT_BLUE#速度:", "_t")
+t("Global speed  : #00ff00#%s", "全体速度: #00ff00#%s", "tformat")
+t("Movement speed: #00ff00#%s", "移動速度: #00ff00#%s", "tformat")
+t("Spell speed   : #00ff00#%s", "詠唱速度: #00ff00#%s", "tformat")
+t("Attack speed  : #00ff00#%s", "攻撃速度: #00ff00#%s", "tformat")
+t("Mental speed  : #00ff00#%s", "攻撃速度: #00ff00#%s", "tformat")
+t("Times died     : #00ff00#%s", "死亡回数: #00ff00#%s", "tformat")
+t("#DARK_RED#Blood of Life", "#DARK_RED#生命の血", "_t")
+t("Lives left     : #00ff00#%s", "蘇生回数: #00ff00#%s", "tformat")
+t("Healing mod.   : #00ff00#%s", "回復倍率: #00ff00#%s", "tformat")
+t("Life regen     : #00ff00#%s", "HP回復: #00ff00#%s", "tformat")
+t("(with heal mod): #00ff00#%s", "(回復倍率込み): #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Vision:", "#LIGHT_BLUE#視界:", "_t")
+t("Light radius   : #00ff00#%s", "光源範囲: #00ff00#%s", "tformat")
+t("Vision range   : #00ff00#%s", "視覚範囲: #00ff00#%s", "tformat")
+t("Heighten Senses: #00ff00#%s", "感知範囲: #00ff00#%s", "tformat")
+t("Detect Traps   : #00ff00#%s", "罠感知: #00ff00#%s", "tformat")
+t("Stealth        : #00ff00#%s", "隠密: #00ff00#%s", "tformat")
+t("See stealth    : #00ff00#%s", "隠密看破: #00ff00#%s", "tformat")
+t("Invisibility   : #00ff00#%s", "透明: #00ff00#%s", "tformat")
+t("See invisible  : #00ff00#%s", "透明視: #00ff00#%s", "tformat")
+t("Telepathy range: #00ff00#%s", "感知範囲: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Stats:        Base/Current", "#LIGHT_BLUE#能力値:基礎/現在", "_t")
+t("#AQUAMARINE#Inscriptions (%d/%d)", "#AQUAMARINE#内蔵能力 (%d/%d)", "tformat")
+t("Telepathy of: ", "テレパシー: ", "_t")
+t("#LIGHT_BLUE#Current effects:", "#LIGHT_BLUE#状態:", "_t")
+t("Two-Handed, ", "両手, ", "_t")
+t("Accuracy     : #00ff00#%s", "命中: #00ff00#%s", "tformat")
+t("Damage       : #00ff00#%s", "ダメージ: #00ff00#%s", "tformat")
+t("Block : #00ff00#%s", "盾防御: #00ff00#%s", "tformat")
+t("APR          : #00ff00#%s", "貫通: #00ff00#%s", "tformat")
+t("Crit. chance : #00ff00#%s", "クリティカル率: #00ff00#%s", "tformat")
+t("Crit. power  : #00ff00#%s", "クリティカル倍率: #00ff00#%s", "tformat")
+t("Attack Speed : #00ff00#%s", "攻撃速度: #00ff00#%s", "tformat")
+t("range %2d", "射程 %2d", "_t")
+t("speed %3d%%", "速度 %3d%%", "_t")
+t("Archery      : #00ff00#%s, %s", "å°„æ’ƒ: #00ff00#%s, %s", "tformat")
+t("#LIGHT_BLUE#Main Hand", "#LIGHT_BLUE#メイン", "_t")
+t("#LIGHT_BLUE#Unarmed", "#LIGHT_BLUE#素手", "_t")
+t("#LIGHT_BLUE#Offhand%s", "#LIGHT_BLUE#サブ%s", "tformat")
+t(" (disabled)", " (使用不能)", "_t")
+t("#LIGHT_BLUE#Offhand-Dual Weapon%s", "#LIGHT_BLUE#二刀流サブ%s", "tformat")
+t("#LIGHT_BLUE#Psionic Focus", "#LIGHT_BLUE#サイオニックフォーカス", "_t")
+t("#LIGHT_BLUE#Physical:", "#LIGHT_BLUE#物理:", "_t")
+t("Phys. Power: #00ff00#%s", "物理パワー: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Magical:", "#LIGHT_BLUE#魔法:", "_t")
+t("Spellpower  : #00ff00#%s", "魔法パワー: #00ff00#%s", "tformat")
+t("Spell speed : #00ff00#%s", "詠唱速度: #00ff00#%s", "tformat")
+t("Spell cooldown: #00ff00#%s", "スペルクールダウン: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Mental:", "#LIGHT_BLUE#精神:", "_t")
+t("Mindpower: #00ff00#%s", "精神パワー: #00ff00#%s", "tformat")
+t("Crit. chance: #00ff00#%s", "クリティカル率: #00ff00#%s", "tformat")
+t("Mind speed : #00ff00#%s", "精神速度 : #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Damage Modifiers:", "#LIGHT_BLUE#ダメージ倍率:", "_t")
+t("Critical mult.: #00ff00#%s", "クリティカル倍率: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Damage penetration:", "#LIGHT_BLUE#耐性貫通:", "_t")
+t("Heavy armor", "重鎧", "_t")
+t("Massive armor", "超重鎧", "_t")
+t("Light armor", "軽鎧", "_t")
+t("Fatigue         : #00ff00#%s", "疲労: #00ff00#%s", "tformat")
+t("Armor Hardiness : #00ff00#%s", "重装度: #00ff00#%s", "tformat")
+t("Armor           : #00ff00#%s", "防御値: #00ff00#%s", "tformat")
+t("Defense         : #00ff00#%s", "回避: #00ff00#%s", "tformat")
+t("Ranged Defense  : #00ff00#%s", "射撃回避: #00ff00#%s", "tformat")
+t("Crit. Reduction : #00ff00#%s", "クリティカルダメージ減少: #00ff00#%s", "tformat")
+t("Crit. Shrug Off : #00ff00#%s", "クリティカル無効化率: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Saves:", "#LIGHT_BLUE#セーブ:", "_t")
+t("Physical: #00ff00#%s", "物理: #00ff00#%s", "tformat")
+t("Spell   : #00ff00#%s", "魔法: #00ff00#%s", "tformat")
+t("Mental  : #00ff00#%s", "精神: #00ff00#%s", "tformat")
+t("#LIGHT_BLUE#Resistances   : base / cap:", "#LIGHT_BLUE#耐性:基礎/上限:", "_t")
+t("All", "å…¨", "_t")
+t("Absolute", "絶対", "_t")
+t("#LIGHT_BLUE#Damage affinities:", "#LIGHT_BLUE#吸収:", "_t")
+t("#LIGHT_BLUE#Effect resistances:", "#LIGHT_BLUE#状態異常耐性:", "_t")
+t("#LIGHT_BLUE#Damage when hit:", "#LIGHT_BLUE#反撃ダメージ:", "_t")
+t("Inscriptions", "内蔵能力", "_t")
+t("Prodigies", "奥義", "_t")
+t("Item_Talents", "発動アイテム", "_t")
+t("Talents", "技能", "_t")
+t("Passive", "自動", "_t")
+t("Sustained", "常駐", "_t")
+t("Activated", "発動", "_t")
+t("Instant", "即時", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/CursedAuraSelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/DeathDialog.lua"
+
+t("You have #LIGHT_RED#died#LAST#!", "あなたは#LIGHT_RED#死んだ#LAST#!", "_t")
+t([[Death in #{bold}#Tales of Maj'Eyal#{normal}# is usually permanent, but if you have a means of resurrection it will be proposed in the menu below.
+You can dump your character data to a file to remember her/him forever, or you can exit and try once again to survive in the wilds!
+]], [[#{bold}#マイ・イヤルの物語#{normal}#における死は
+たいていの場合恒久的なものであるが、蘇生手段があるならば下のメニューから選ぶことができる。
+あなたは思い出を書き留めるためにキャラクター・ダンプを出力してもいいし、この厳しい自然で生き残るためにもう一度挑戦してもいい
+]], "_t")
+t("#LIGHT_RED#From the brink of death you seem to be yanked to another plane.", "#LIGHT_RED#死の淵から別世界に引き上げられたようだ。", "log")
+t("#LIGHT_BLUE#You resurrect! CHEATER!", "#LIGHT_BLUE#復活した!チート使用者め!", "logPlayer")
+t("#LIGHT_RED#The Blood of Life rushes through your dead body. You come back to life!", "#LIGHT_RED#命の精髄が体を駆け巡る。生き返った!", "logPlayer")
+t("#YELLOW#Your bones magically knit back together. You are once more able to dish out pain to your foes!", "#YELLOW#ばらばらになった骨が組み合わされていく・・・汝が敵にその怒りをぶつけるのだ!", "logPlayer")
+t("#YELLOW#Your %s is consumed and disappears! You come back to life!", "#YELLOW#%sは煙となって消えた!生き返った!", "logPlayer")
+t("You managed to die on the eidolon plane! DIE!", "エイドロン界で死を試みた!死ぬがよい", "logPlayer")
+t("Resurrect with the Blood of Life", "命の精髄により復活する", "_t")
+t("Message Log", "メッセージ・ログ", "_t")
+t("Message/Chat log (allows to talk)", "メッセージ・チャットログ(発言する)", "_t")
+t("Character dump", "キャラクター・ダンプ", "_t")
+t("Restart the same character", "同じキャラクターでもう1回", "_t")
+t("Restart with a new character", "違うキャラクターでもう1回", "_t")
+t("Exit to main menu", "メインメニューへ戻る", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/Donation.lua"
+
+t(" and ", "と", "_t")
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/GameOptions.lua"
+
+t([[Select the graphical mode to display the world.
+Default is 'Modern'.
+When you change it, make a new character or it may look strange.]], [[世界を彩る様式を設定します
+'Modern'がデフォルト設定です
+変更すると既存のキャラクターは変に見えるようになるかもしれません]], "_t")
+t("#GOLD##{bold}#Graphic Mode#WHITE##{normal}#", "#GOLD##{bold}#グラフィックについて#WHITE##{normal}#", "_t")
+t([[Make the movement of creatures and projectiles 'smooth'. When set to 0 movement will be instantaneous.
+The higher this value the slower the movements will appear.
+
+Note: This does not affect the turn-based idea of the game. You can move again while your character is still moving, and it will correctly update and compute a new animation.]], [[移動と飛来物を「スムーズに」します
+0にすると瞬間的に移動します
+値を高くすると遅くなります
+注意:このゲームがターン制であると
+いうことに変わりはありません
+移動中にさらに移動を入力すると、
+新しくアニメーションが始まります]], "_t")
+t("#GOLD##{bold}#Smooth creatures movement#WHITE##{normal}#", "#GOLD##{bold}#滑らかな移動#WHITE##{normal}#", "_t")
+t("Enter movement speed(lower is faster)", "移動速度を入力(低い値は速くします)", "_t")
+t("From 0 to 60", "0 から 60", "_t")
+t([[Enables or disables 'twitch' movement.
+When enabled creatures will do small bumps when moving and attacking.#WHITE#]], [[移動するときに「跳ねます」
+適用すると移動と攻撃のときに小さく跳ねます#WHITE#]], "_t")
+t("#GOLD##{bold}#Twitch creatures movement and attack#WHITE##{normal}#", "#GOLD##{bold}#移動と攻撃のときに跳ねる#WHITE##{normal}#", "_t")
+t([[Enables smooth fog-of-war.
+Disabling it will make the fog of war look 'blocky' but might gain a slight performance increase.#WHITE#]], [[戦いの煙をスムーズに描写します
+切ると戦いの煙は「濃く」なりますが
+処理が重くなるかもしれません#WHITE#]], "_t")
+t("#GOLD##{bold}#Smooth fog of war#WHITE##{normal}#", "#GOLD##{bold}#戦いの煙をスムーズに#WHITE##{normal}#", "_t")
+t([[Select the interface look. Metal is the default one. Simple is basic but takes less screen space.
+You must restart the game for the change to take effect.]], [[インターフェイスを設定します。
+デフォルト:Metal
+Simpleは簡潔ですが小さく表示されます
+変更を適用するためには再起動してください]], "_t")
+t("#GOLD##{bold}#Interface Style#WHITE##{normal}#", "#GOLD##{bold}#インターフェイス・スタイル#WHITE##{normal}#", "_t")
+t("Stone", "ストーン", "_t")
+t("Interface style", "インターフェイス・スタイル", "_t")
+t([[Select the HUD look. 'Minimalist' is the default one.
+#LIGHT_RED#This will take effect on next restart.]], [[小窓(HUD)の表示を設定します デフォルト:'Minimalist'
+#LIGHT_RED#再起動後に適用されます]], "_t")
+t("#GOLD##{bold}#HUD Style#WHITE##{normal}#", "#GOLD##{bold}#HUD スタイル#WHITE##{normal}#", "_t")
+t("The number of lines to display in the combat log (for the Classic HUD).", "戦闘のログの行数を変えます (for the Classic HUD).", "_t")
+t("#GOLD##{bold}#Log lines#WHITE##{normal}#", "#GOLD##{bold}#行数#WHITE##{normal}#", "_t")
+t("From 5 to 50", "5 から 50", "_t")
+t("Log lines", "行数", "_t")
+t("Draw faint lines to separate each grid, making visual positioning easier to see.#WHITE#", "グリッド線を引きます 区切りが見やすくなるでしょう#WHITE#", "_t")
+t("#GOLD##{bold}#Display map grid lines#WHITE##{normal}#", "#GOLD##{bold}#グリッド線を引く#WHITE##{normal}#", "_t")
+t([[Select the fonts look. Fantasy is the default one. Basic is simplified and smaller.
+You must restart the game for the change to take effect.]], [[フォントを変えます。デフォルト:Fantasy
+Basicは簡素で小さくできます
+再起動後に適用
+
+現在フォントの変更はできません。]], "_t")
+t("#GOLD##{bold}#Font Style#WHITE##{normal}#", "#GOLD##{bold}#フォントの変更#WHITE##{normal}#", "_t")
+t("Font style", "フォントの変更", "_t")
+t([[Select the fonts size.
+You must restart the game for the change to take effect.]], [[フォントの大きさを変更します
+再起動後に適用]], "_t")
+t("#GOLD##{bold}#Font Size#WHITE##{normal}#", "#GOLD##{bold}#フォントの大きさ#WHITE##{normal}#", "_t")
+t("Font size", "フォントの大きさ", "_t")
+t("Select font", "フォントを設定します", "_t")
+t([[How many seconds before log and chat lines begin to fade away.
+If set to 0 the logs will never fade away.]], [[メッセージの消えるまでの時間を設定します
+0にすると消えなくなります]], "_t")
+t("#GOLD##{bold}#Log fade time#WHITE##{normal}#", "#GOLD##{bold}#メッセージ表示時間#WHITE##{normal}#", "_t")
+t("Fade time (in seconds)", "消えるまで(秒)", "_t")
+t("From 0 to 20", "0 から 20", "_t")
+t([[How long will flying text messages be visible on screen.
+The range is 1 (very short) to 100 (10x slower) than the normal duration, which varies with each individual message.]], [[飛び出しメッセージが画面上から消えるまでの時間を設定します
+1(とても短い)から100(10倍遅い)で設定します。
+メッセージごとに基準となる時間は異なります]], "_t")
+t("#GOLD##{bold}#Duration of flying text#WHITE##{normal}#", "#GOLD##{bold}#飛び出しメッセージ#WHITE##{normal}#", "_t")
+t("From 1 to 100", "1 から 100", "_t")
+t("Relative duration", "相対時間", "_t")
+t("From 1 to 4", "1 から 4", "_t")
+t("When you activate a hotkey, either by keyboard or click a visual feedback will appear over it in the hotkeys bar.#WHITE#", "クリックかキーボードによってホットキーを押したとき、ホットキーバー上に視覚的なフィードバックを送ります#WHITE#", "_t")
+t("#GOLD##{bold}#Visual hotkeys feedback#WHITE##{normal}#", "#GOLD##{bold}#タレント使用を分かりやすく#WHITE##{normal}#", "_t")
+t("When the player or an NPC uses a talent shows a quick popup with the talent's icon and name over its head.#WHITE#", "プレイヤーかNPCがタレントを使用したときに頭上にタレントアイコンとタレント名を表示します#WHITE#", "_t")
+t("#GOLD##{bold}#Talents activations map display#WHITE##{normal}#", "#GOLD##{bold}#タレント名を頭上に#WHITE##{normal}#", "_t")
+t("Size of the icons in the hotkeys toolbar.#WHITE#", "ホットキーツールバーのアイコンの大きさを設定します#WHITE#", "_t")
+t("#GOLD##{bold}#Icons hotkey toolbar icon size#WHITE##{normal}#", "#GOLD##{bold}#アイコンの大きさ#WHITE##{normal}#", "_t")
+t("From 32 to 64", "32 から 64", "_t")
+t("Icons size", "アイコン・サイズ", "_t")
+t([[If disabled lore popups will only appear the first time you see the lore on your profile.
+If enabled it will appear the first time you see it with each character.#WHITE#]], [[物語を毎回見ます
+切ると初めて見た物語だけポップアップします#WHITE#]], "_t")
+t("#GOLD##{bold}#Always show lore popup#WHITE##{normal}#", "#GOLD##{bold}#物語を読む#WHITE##{normal}#", "_t")
+t("If disabled items with activations will not be auto-added to your hotkeys, you will need to manualty drag them from the inventory screen.#WHITE#", "発動効果を持ったアイテムをホットキーに登録します。手動で登録することもできます#WHITE#", "_t")
+t("#GOLD##{bold}#Always add objects to hotkeys#WHITE##{normal}#", "#GOLD##{bold}#魔道具をタレントバーに自動で登録する#WHITE##{normal}#", "_t")
+t([[Toggles between various tactical information display:
+- Combined healthbar and small tactical frame
+- Combined healthbar and big tactical frame
+- Only healthbar
+- No tactical information at all
+
+#{italic}#You can also change this directly ingame by pressing shift+T.#{normal}##WHITE#]], [[戦術に関わる情報の位置を調整します:
+- HPバー+小戦術枠 
+- HPバー+大戦術枠 
+- HPバーのみ
+- 何もなし
+
+#{italic}#Shift+Tでゲーム中に直接変更できます#{normal}##WHITE#]], "_t")
+t("#GOLD##{bold}#Tactical overlay#WHITE##{normal}#", "#GOLD##{bold}#HPバーなどの表示#WHITE##{normal}#", "_t")
+t("Select overlay mode", "選択してください", "_t")
+t("Tactical overlay", "HPバーなどの表示", "_t")
+t("Combined Small", "HPバー+小戦術枠", "_t")
+t("Combined Big", "HPバー+大戦術枠", "_t")
+t("Only Healthbars", "HPバーのみ", "_t")
+t("Nothing", "何もなし", "_t")
+t("Toggles between a normal or flagpost tactical bars.#WHITE#", "通常とフラグポスト戦術バーを切り替えます#WHITE#", "_t")
+t("#GOLD##{bold}#Flagpost tactical bars#WHITE##{normal}#", "#GOLD##{bold}#フラグポスト戦術バー#WHITE##{normal}#", "_t")
+t("Disabled", "許さない", "_t")
+t("Enabled", "許す", "_t")
+t("Toggles between a bottom or side display for tactial healthbars.#WHITE#", "HPバーの位置を変更します#WHITE#", "_t")
+t("#GOLD##{bold}#Healthbars position#WHITE##{normal}#", "#GOLD##{bold}#HPバーの位置##{normal}#", "_t")
+t("Bottom", "下側", "_t")
+t("Sides", "側面", "_t")
+t("If disabled you will not get a fullscreen notification of stun/daze effects. Beware.#WHITE#", "スタンや朦朧したときに画面効果を発生させます#WHITE#", "_t")
+t("#GOLD##{bold}#Fullscreen stun/daze notification#WHITE##{normal}#", "#GOLD##{bold}#スタン・朦朧の画面効果#WHITE##{normal}#", "_t")
+t("If disabled you will not get a fullscreen notification of confusion effects. Beware.#WHITE#", "混乱したときに画面効果を発生させます#WHITE#", "_t")
+t("#GOLD##{bold}#Fullscreen confusion notification#WHITE##{normal}#", "#GOLD##{bold}#混乱の画面効果#WHITE##{normal}#", "_t")
+t("Toggles advanced weapon statistics display.#WHITE#", "武器の強さをより分かりやすくします#WHITE#", "_t")
+t("#GOLD##{bold}#Advanced Weapon Statistics#WHITE##{normal}#", "#GOLD##{bold}#武器の強さをより分かりやすくします#WHITE##{normal}#", "_t")
+t("When you do a mouse gesture (right click + drag) a color coded trail is displayed.#WHITE#", "マウスジェスチャ(右クリック+ドラッグ)の際に軌跡を表示します#WHITE#", "_t")
+t("#GOLD##{bold}#Display mouse gesture trails#WHITE##{normal}#", "#GOLD##{bold}#マウスの軌跡を表示する#WHITE##{normal}#", "_t")
+t("If enabled new quests and quests updates will display a big popup, if not a simple line of text will fly on the screen.#WHITE#", "クエストを引き受けたり、更新されたときにポップアップします。切るとスクリーン上に小さく飛び出します#WHITE#", "_t")
+t("#GOLD##{bold}#Big Quest Popups#WHITE##{normal}#", "#GOLD##{bold}#クエスト・ポップアップ#WHITE##{normal}#", "_t")
+t("From 0(disable) to 10", "0(disable) から 10", "_t")
+t("From 1 to 50", "1 から 50", "_t")
+t("From 1 to 99 (100 to disable)", "1 から 99 (100 to disable)", "_t")
+t([[Enables or disables weather effects in some zones.
+Disabling it can gain some performance. It will not affect previously visited zones.#WHITE#]], [[天候を描写します
+描写しなければ、処理が少し軽くなるでしょう。
+既に訪れた場所には影響しません#WHITE#]], "_t")
+t("#GOLD##{bold}#Weather effects#WHITE##{normal}#", "#GOLD##{bold}#天候の描写#WHITE##{normal}#", "_t")
+t("Enables or disables day/night light variations effects..#WHITE#", "昼と夜を描写します#WHITE#", "_t")
+t("#GOLD##{bold}#Day/night light cycle#WHITE##{normal}#", "#GOLD##{bold}#時間の描写#WHITE##{normal}#", "_t")
+t("Enables easy movement using the mouse by left-clicking on the map.#WHITE#", "マップ上をクリックしたときにその場所まで移動するようにします#WHITE#", "_t")
+t("#GOLD##{bold}#Use mouse to move#WHITE##{normal}#", "#GOLD##{bold}#クリックで移動#WHITE##{normal}#", "_t")
+t([[Enables quick melee targeting.
+Talents that require a melee target will automatically target when pressing a direction key instead of requiring a confirmation.#WHITE#]], [[近接攻撃にクイック・ターゲットを適用します。
+確認せずに、方向キーを押しただけで
+自動的に対象にタレントを使用します#WHITE#]], "_t")
+t("#GOLD##{bold}#Quick melee targeting#WHITE##{normal}#", "#GOLD##{bold}#クイックターゲット#WHITE##{normal}#", "_t")
+t([[Enables quick melee targeting auto attacking.
+Talents that require a melee target will automatically target and confirm if there is only one hostile creatue around.#WHITE#]], [[近接攻撃にクイック・ターゲットを適用して自動攻撃します
+敵対する敵が一体しかいない場合は確認して、自動で対象を取ります#WHITE#]], "_t")
+t("#GOLD##{bold}#Quick melee targeting auto attack#WHITE##{normal}#", "#GOLD##{bold}#マウスでクイックターゲット#WHITE##{normal}#", "_t")
+t([[Auto-validate targets. If you fire an arrow/talent/... it will automatically use the default target without asking
+#LIGHT_RED#This is dangerous. Do not enable unless you know exactly what you are doing.#WHITE#
+
+Default target is always either one of:
+ - The last creature hovered by the mouse
+ - The last attacked creature
+ - The closest creature]], [[完全自動でターゲットを取ります。
+射撃やタレント使用などは確認せずに
+デフォルトターゲットに攻撃します
+ 
+#LIGHT_RED#これは時にプレイヤーを
+死に追いやる危険性があります。
+挙動が分からないうちは適用しないことを強く勧めます#WHITE#
+ 
+デフォルトターゲットは以下のうちのどちらかとなります
+  ・最後に攻撃した対象
+  ・最も近い対象]], "_t")
+t("#GOLD##{bold}#Auto-accept target#WHITE##{normal}#", "#GOLD##{bold}#オートターゲット#WHITE##{normal}#", "_t")
+t("New games begin with some talent points auto-assigned.#WHITE#", "ゲーム開始時、タレント技能点を何点か自動で振り分けます#WHITE#", "_t")
+t("#GOLD##{bold}#Auto-assign talent points at birth#WHITE##{normal}#", "#GOLD##{bold}#おすすめタレント習得#WHITE##{normal}#", "_t")
+t("Always rest to full before auto-exploring.#WHITE#", "自動探索の前に完全回復するまで休憩を取ります#WHITE#", "_t")
+t("#GOLD##{bold}#Rest before auto-explore#WHITE##{normal}#", "#GOLD##{bold}#自動で休息を取る#WHITE##{normal}#", "_t")
+t("When swaping an item with a tinker attached, swap the tinker to the newly worn item automatically.#WHITE#", "細工師が細工済みの装備を細工していないものと取り替えたとき、自動的に新しい装備に細工を移します#WHITE#", "_t")
+t("#GOLD##{bold}#Swap tinkers#WHITE##{normal}#", "#GOLD##{bold}#細工品の入れ替え#WHITE##{normal}#", "_t")
+t("Configure the chat filters to select what kind of messages to see.#WHITE#", "チャットフィルターを調整します#WHITE#", "_t")
+t("#GOLD##{bold}#Chat message filters#WHITE##{normal}#", "#GOLD##{bold}#チャットフィルター#WHITE##{normal}#", "_t")
+t("Deaths", "死亡ログ", "_t")
+t("Object & Creatures links", "物品/生物リンク", "_t")
+t("Configure the chat ignore filter.#WHITE#", "チャットにNGワードを設定します#WHITE#", "_t")
+t("#GOLD##{bold}#Chat ignore list#WHITE##{normal}#", "#GOLD##{bold}#NGワード#WHITE##{normal}#", "_t")
+t("Configure the chat channels to listen to.#WHITE#", "受信するチャットチャンネルを設定します#WHITE#", "_t")
+t("#GOLD##{bold}#Chat channels#WHITE##{normal}#", "#GOLD##{bold}#受信するチャットを設定#WHITE##{normal}#", "_t")
+t("all", "全耐性", "_t")
+t("disabled", "許さない", "_t")
+t("enabled", "許す", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/GraphicMode.lua"
+
+t("Cancel", "キャンセル", "_t")
+t("From 10 to 128", "10 から 128", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/LevelupDialog.lua"
+
+t([[#LIGHT_BLUE#Warning: You have increased some of your statistics or talent. Talent(s) actually sustained: 
+ %s If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.]], [[#LIGHT_BLUE#警告:能力値かタレントレベルが上昇しました 現在常駐しているタレント:
+ %s 変化した能力値を参照する場合、変更を適用するためにはタレントを使い直してください]], "_t")
+t("You must be out of combat or in a quiet place like a #{bold}#town#{normal}# to unlearn this talent.", "#{bold}#街#{normal}#などの安全な場所でないと習得を取り消すことはできない", "_t")
+t("class", "クラス", "_t")
+t("unknown", "不明", "_t")
+t([[Stats points left: #00FF00#%d#LAST#
+Category points left: #00FF00#%d#LAST#
+Class talent points left: #00FF00#%d#LAST#
+Generic talent points left: #00FF00#%d#LAST#]], [[能力点: #00FF00#%d#LAST#
+カテゴリ習得点: #00FF00#%d#LAST#
+クラスタレント習得点: #00FF00#%d#LAST#
+基礎技能習得点: #00FF00#%d#LAST#]], "_t")
+t([[Stat points allow you to increase your core stats.
+Each level you gain 3 new stat points to use.
+
+You may only increase stats to a natural maximum of 60 or lower (relative to your level).]], [[能力点で主能力を上げることができます。
+レベルアップすると3点振り分けることができます。
+
+能力値はレベルに依存した限界値か60までしか
+上げることはできません。]], "_t")
+t([[Class talent points allow you to learn new class talents or improve them.
+Class talents are core to your class and can not be learnt by training.
+
+Each level you gain 1 new class point to use.
+Each five levels you gain one more.
+]], [[クラス技能点でタレントを習得したり
+レベルを上げたりできます。
+クラスタレントはクラスの核であり、
+訓練によって習得することはできません。
+
+レベルアップすると
+1点振り分けることができます。
+5の倍数のレベルでは
+2点振り分けることができます。
+]], "_t")
+t([[Generic talent points allow you to learn new generic talents or improve them.
+Generic talents comes from your class, your race or various outside training you can get during your adventures.
+
+Each level you gain 1 new generic point to use.
+Each five levels you gain one less.
+]], [[基礎技能点で基礎技能を
+習得したりレベルを上げたりできます。
+基礎技能は就いているクラス、種族に基づき、
+冒険中様々な経験によって
+新しく習得することもあります。
+
+レベルアップすると1点振り分けることができます。
+5の倍数のレベルでは技能点を獲得できません。
+]], "_t")
+t([[Talent category points allow you to either:
+- learn a new talent (class or generic) category
+- improve a known talent category efficiency by 0.2
+- learn a new inscription slot (up to a maximum of 5, learning it is automatic when using an inscription)
+
+You gain a new point at level 10, 20 and 34.
+Some races or items may increase them as well.]], [[カテゴリ習得点は以下のことに使うことができます。
+- 新しいタレントカテゴリ
+  (クラスか基礎技能)を習得する。
+- 習得しているタレントカテゴリの理解を深め、
+  実効レベル倍率を0.2上昇させる。
+- ハーブやルーンを刻みこめる数を増やす。
+  (最高5つまで)
+
+レベル10、レベル20、レベル34に
+到達すると1点を獲得できます。
+種族や特殊なアイテムによって
+増えることもあります。]], "_t")
+t([[Prodigies are special talents that only the most powerful of characters can attain.
+All of them require at least 50 in a core stat and many also have more special demands. You can learn a new prodigy at level 25 and 42.]], [[奥義は深く経験を積んだ者にのみ
+習得が許されるタレントです。
+対応する能力値が50に達していて、
+条件を満たすと習得できます。
+奥義はレベル25とレベル42に
+達したときに習得できます。]], "_t")
+t("You can use a category point to unlock a new inscription slot (up to 5 slots).", "カテゴリ習得点を内蔵能力の拡張に使う。", "_t")
+t("Prodigies", "奥義", "_t")
+t("Inscriptions", "内蔵能力", "_t")
+t("Physical power: ", "物理パワー:", "_t")
+t("Physical save: ", "物理セーブ", "_t")
+t("Crit. chance: ", "クリティカル率:", "_t")
+t("Mental save: ", "精神セーブ:", "_t")
+t("Mindpower: ", "精神パワー:", "_t")
+t("Spell save: ", "魔法セーブ:", "_t")
+t("Spellpower: ", "魔法パワー:", "_t")
+t("Defense: ", "回避:", "_t")
+t("Accuracy: ", "命中:", "_t")
+t("Talent Category", "タレントカテゴリー", "_t")
+t([[A talent category contains talents you may learn. You gain a talent category point at level 10, 20 and 34. You may also find trainers or artifacts that allow you to learn more.
+A talent category point can be used either to learn a new category or increase the mastery of a known one.]], [[タレントカテゴリーからタレントを習得できます。
+カテゴリー習得点はレベル10、20、34に到達したときに獲得できます。
+タレントの習得を促すアーティファクトや、訓練を受けることもあるでしょう。
+カテゴリ習得点は新しいカテゴリの習得や、習得済みのカテゴリの技能を高めるのに使います。]], "_t")
+t("Generic talent tree", "基礎技能ツリー", "_t")
+t("A generic talent allows you to perform various utility actions and improve your character. It represents a skill anybody can learn (should you find a trainer for it). You gain one point every level (except every 5th level). You may also find trainers or artifacts that allow you to learn more.", "基礎技能から様々な行動やその他技能の習得をします。(教わることができるならば) 誰でも習得できる技能を現しています。5の倍数のレベルを除き、レベルアップの度に1点獲得できます。タレントの習得を促すアーティファクトや、訓練を受けることもあるでしょう。", "_t")
+t("Class talent tree", "クラスタレントツリー", "_t")
+t("A class talent allows you to perform new combat moves, cast spells, and improve your character. It represents the core function of your class. You gain one point every level and two every 5th level. You may also find trainers or artifacts that allow you to learn more.", "クラスタレントから戦いにおける行動、呪文の詠唱、その他技能の習得をします。クラスの根底となる技能を現しています。レベルアップの度に1点、5の倍数のレベルでは2点獲得します。タレントの習得を促すアーティファクトや、訓練を受けることもあるでしょう。", "_t")
+t("This talent was recently learnt; you can still unlearn it.", "このタレントは技術が定着していないので 習得を取り消すことができる", "_t")
+t("This talent can alter the world in a permanent way; as such, you can never unlearn it once known.", "このタレントは世界のあり方を変化させてしまうため、 一度習得してしまうと、 取り消すことはできない", "_t")
+t(" class", "クラス", "_t")
+t(" generic", "基礎", "_t")
+t("The last %d %s talents you learnt are always unlearnable.", "最後%d %s技能習得の取り消しができます", "tformat")
+t("This talent was recently learnt; you can still unlearn it if you are out of combat or in a quiet area like a #{bold}#town#{normal}#.", "このタレントは技術が定着していないので#{bold}#街#{normal}#などの安全な場所で 習得を取り消すことができる", "_t")
+t("First talent level: ", "レベル1:", "_t")
+t("Next talent level", "次のタレントレベル:", "_t")
+t("Current talent level: ", "現在のタレントレベル:", "_t")
+t("Stats: %s", "能力点: %s", "tformat")
+t("Class points: %s", "クラス技能点: %s", "tformat")
+t("Generic points: %s", "基礎技能点: %s", "tformat")
+t("Category points: %s", "カテゴリー習得点: %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/LorePopup.lua"
+
+t("Lore found: #0080FF#%s", "物語を見つけた:#0080FF# %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/MapMenu.lua"
+
+t("Actions", "行動", "_t")
+t("%s: Inventory", "%s: 持ち物", "tformat")
+t("Change level", "階層を移動", "_t")
+t("Pickup item", "アイテム取得", "_t")
+t("Move to", "ここに移動", "_t")
+t("Control", "操作する", "_t")
+t("Give order", "命令する", "_t")
+t("Target player", "プレイヤーを狙う", "_t")
+t("Lua inspect [Actor]", "Lua調査 [役割]", "_t")
+t("Lua inspect [Terrain]", "Lua調査 [地形]", "_t")
+t("Lua inspect [Trap]", "Lua調査 [罠]", "_t")
+t("Lua inspect [Projectile]", "Lua調査 [投射物]", "_t")
+t("Show inventory", "持ち物を見る", "_t")
+t("Rest a while", "休息", "_t")
+t("Auto-explore", "自動探索", "_t")
+t("Inventory", "持ち物", "_t")
+t("Quest Log", "クエストログ", "_t")
+t("Inspect Creature", "強さを見る", "_t")
+t("Link creature in chat", "話す", "_t")
+t("Levelup!", "レベルアップ!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartyOrder.lua"
+
+t("Wait a few turns", "少し待機してくれ", "_t")
+t("Where is the portal?", "ポータルはどこに?", "_t")
+t("Set the target [current: %s]", "ターゲット設定 [設定: %s]", "tformat")
+t("Set behavior [current: %s]", "命令する [設定: %s]", "tformat")
+t("default", "default", "_t")
+t("Set the leash anchor [current: %s]", "つなぎとめる [設定: %s]", "tformat")
+t("none", "なし", "_t")
+t("Set the leash distance [current: %d]", "離れさせる [設定: %d]", "tformat")
+t("Define tactical talents usage", "戦術を練る", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartySelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartySendItem.lua"
+
+t("Give item to a party member", "仲間に渡す", "_t")
+t("%s cannot receive items while asleep!", "%sは寝ているので受け取れない!", "log")
+t("%s cannot transfer items while asleep!", "%sは寝ているので移せない!", "log")
+t("You give %s to %s.", "%sを%sに渡した。", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/QuestPopup.lua"
+
+t("#LIGHT_GREEN#New#LAST# Quest!", "クエスト#LIGHT_GREEN#受注#LAST#!", "_t")
+t("Quest #AQUAMARINE#Updated!", "クエスト#AQUAMARINE#更新!", "_t")
+t("Quest #LIGHT_GREEN#Completed!", "クエスト#LIGHT_GREEN#達成!", "_t")
+t("Quest #LIGHT_GREEN#Done!", "クエスト#LIGHT_GREEN#終了!", "_t")
+t("Quest #CIMSON#Failed!", "クエスト#CIMSON#失敗!", "_t")
+t("#ANTIQUE_WHITE#Quest: #AQUAMARINE#%s", "#ANTIQUE_WHITE#クエスト: #AQUAMARINE#%s", "tformat")
+t("#ANTIQUE_WHITE#(See your Journal for further details or click here)", "#ANTIQUE_WHITE#(詳細を見るにはジャーナルを開くかここをクリック)", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/SentientWeapon.lua"
+
+t("Constitution", "耐久", "_t")
+t("Cunning", "賢さ", "_t")
+t("Dexterity", "機敏", "_t")
+t("Magic", "魔力", "_t")
+t("Strength", "腕力", "_t")
+t("Willpower", "意志", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowAchievements.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowChatLog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowEquipInven.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Main Set", "メイン武器", "_t")
+t("Off Set", "サブ武器", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowEquipment.lua"
+
+t("Main Set", "メイン武器", "_t")
+t("Off Set", "サブ武器", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowIngredients.lua"
+
+t("Ingredients collected", "集めた素材", "_t")
+t("Ingredient", "素材", "_t")
+t("Category", "分類", "_t")
+t("Quantity", "æ•°", "_t")
+t([[#GOLD#Category:#AQUAMARINE# %s
+#GOLD#Ingredient:#0080FF# %s
+#GOLD#Quantity:#0080FF# %s
+#GOLD#Text:#ANTIQUE_WHITE# %s]], [[#GOLD#分類:#AQUAMARINE# %s
+#GOLD#素材:#0080FF# %s
+#GOLD#æ•°:#0080FF# %s
+#GOLD#説明:#ANTIQUE_WHITE# %s]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowInventory.lua"
+
+t("Inventory", "持ち物", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowLore.lua"
+
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowMap.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowStore.lua"
+
+t("Inventory", "持ち物", "_t")
+t("Category", "分類", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/TrapsSelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UberTalent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UnlockDialog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UseItemDialog.lua"
+
+t("You must wear this object to use it!", "使う前に身につけないといけない!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UseTalents.lua"
+
+t("Passive", "自動", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AdvanceActor.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AdvanceZones.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AlterFaction.lua"
+
+t("hostile", "敵対", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/ChangeZone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/CreateItem.lua"
+
+t("Cancel", "キャンセル", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/CreateTrap.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/DebugMain.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/Endgamify.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/GrantQuest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/PlotTalent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/RandomActor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/RandomObject.lua"
+
+t("unknown", "不明", "_t")
+t("None", "なし", "_t")
+t("Inventory", "持ち物", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/SpawnEvent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/SummonCreature.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/orders/Behavior.lua"
+
+t("%s behavior set to %s.", "%sの行動を%sに設定した", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/orders/Talents.lua"
+
+t("Define tactical talents usage", "戦術を練る", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/CommonData.lua"
+
+t("unknown", "不明", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/Shimmer.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerDemo.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerOther.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerOutfits.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerRemoveSustains.lua"
+
+t("Cancel", "キャンセル", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyContingency.lua"
+
+t("Contingency", "不測の事態", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyEmpower.lua"
+
+t("Empower", "時間力増大", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyExtension.lua"
+
+t("Extension", "時間延長", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyMatrix.lua"
+
+t("Matrix", "マトリクス", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyQuicken.lua"
+
+t("Quicken", "時間圧縮", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/MagicalCombatArcaneCombat.lua"
+
+t("Arcane Combat", "魔法剣", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/init.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/load.lua"
+
+t("Strength", "腕力", "stat name")
+t("Strength defines your character's ability to apply physical force. It increases your melee damage, damage done with heavy weapons, your chance to resist physical effects, and carrying capacity.", "「腕力」は物理的な強さを決定します。 近接戦闘のダメージ (特に重い武器を用いてのダメージ) 、 物理状態異常への抵抗率 、 積載量を上昇させます。", "_t")
+t("str", "腕力", "stat short_name")
+t("Dexterity", "機敏", "stat name")
+t("Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks, and your damage with light or ranged weapons.", "「機敏」は素早さと器用さを決定します。 命中率、回避率、 軽い武器と遠距離武器のダメージを上昇させます。", "_t")
+t("dex", "機敏", "stat short_name")
+t("Magic", "魔力", "stat name")
+t("Magic defines your character's ability to manipulate the magical energy of the world. It increases your spell power, and the effect of spells and other magic items.", "「魔力」は世界にあふれる魔法の力を 操る能力を決定します。 魔法の威力を上昇させ、 マジック・アイテムの扱いが上手くなります。", "_t")
+t("mag", "魔力", "stat short_name")
+t("Willpower", "意志", "stat name")
+t("Willpower defines your character's ability to concentrate. It increases your mana, stamina and PSI capacity, and your chance to resist mental attacks.", "「意志」は集中力を決定します。 マナ、スタミナ、Psi、 精神攻撃に対する抵抗率を上昇させます。", "_t")
+t("wil", "意志", "stat short_name")
+t("Cunning", "賢さ", "stat name")
+t("Cunning defines your character's ability to learn, think, and react. It allows you to learn many worldly abilities, and increases your mental capabilities and chance of critical hits.", "「賢さ」は学び、考え、反応する能力を決定します。 より多くのことを学ぶようになり、 精神力とクリティカル率を上昇させます。", "_t")
+t("cun", "賢さ", "stat short_name")
+t("Constitution", "耐久", "stat name")
+t("Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.", "「耐久」はダメージに耐える能力を決定します。 最大HPと物理耐性上昇させます。", "_t")
+t("con", "耐久", "stat short_name")
+t("Luck", "運", "stat name")
+t("Luck defines your character's fortune when dealing with unknown events. It increases your critical strike chance, your chance of random encounters, ...", "「運の良さ」は不測の出来事に対する命運を決定します。 クリティカル率を上昇させ、 ランダム・エンカウント率を上昇させ、…", "_t")
+t("lck", "運", "stat short_name")
+t("Transmogrification Chest", "換金の箱", "_t")
+t("All", "å…¨", "_t")
+
+
diff --git a/game/modules/tome/data/locales/ko_KR.lua b/game/modules/tome/data/locales/ko_KR.lua
new file mode 100644
index 0000000000000000000000000000000000000000..39d1f7bdd161cffb0ec4134fbc0bafe3e1900627
--- /dev/null
+++ b/game/modules/tome/data/locales/ko_KR.lua
@@ -0,0 +1,10282 @@
+locale "ko_KR"
+
+------------------------------------------------
+section "game/modules/tome/ai/escort.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/improved_tactical.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/improved_talented.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/maintenance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/quests.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/sandworm_tunneler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/shadow.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/special_movements.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/tactical.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/ai/target.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Actor.lua"
+
+t("female", "여성", "_t")
+t("male", "남성", "_t")
+t("Effective talent level: ", "효과 기술 레벨: ", "_t")
+t("Passive", "지속형", "_t")
+t("Sustained", "유지형", "_t")
+t("Activated", "사용형", "_t")
+t("Use mode: ", "사용 유형: ", "_t")
+t("Feedback cost: ", "반작용 비용: ", "_t")
+t("Fortress Energy cost: ", "요새 에너지 비용: ", "_t")
+t("Sustain feedback cost: ", "반작용 유지 비용: ", "_t")
+t("Cancel", "취소", "_t")
+t("Transmogrification Chest", "변환 상자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/FortressPC.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Game.lua"
+
+t("Loading level", "현재 층 불러오는 중", "_t")
+t("Please wait while loading the level...", "현재 층을 불러오는 중 입니다...", "_t")
+t("#Source# hits #Target# for %s (#RED##{bold}#%0.0f#LAST##{normal}# total damage)%s.", "#Source1# #Target3# 공격했습니다. %s (총 #RED##{bold}#%0.0f#LAST##{normal}# 피해)%s.", "logMessage")
+t("#Source# hits #Target# for %s damage.", "#Source1# #Target3# 공격하여 %s 피해를 입혔습니다.", "logMessage")
+t("Kill (%d)!", "사망! (%d)!", "tformat")
+t("Message Log", "메시지 로그", "_t")
+t("Show Achievements", "도전과제 확인", "_t")
+t("Inventory", "소지품", "_t")
+t("Character Sheet", "캐릭터 시트", "_t")
+t("Game Options", "게임 설정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/GameState.lua"
+
+t("Exterminator", "절멸자", "_t")
+t("but nobody knew why #sex# suddenly became evil", "하지만 왜 그 #sex#이 타락했는지는 아무도 모릅니다.", "_t")
+t("Accept", "수락", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Grid.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/MapEffects.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/NPC.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Object.lua"
+
+t("Talent %s", "기술 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Party.lua"
+
+t("Name", "이름", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/PartyMember.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Player.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/Projectile.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Store.lua"
+
+t("Buy", "구입", "_t")
+t("Cancel", "취소", "_t")
+t("Sell", "판매", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/Trap.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/UserChatExtension.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/World.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/WorldNPC.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/Arena.lua"
+
+t("Reaver", "약탈자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/HighPeakFinal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/generator/actor/ValleyMoon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorAI.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorInscriptions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/ActorObjectUse.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/Archery.lua"
+
+t("#Source# misses #target#.", "#Source1# #target3# 빗맞힘.", "logCombat")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/Combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyDeath.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyIngredients.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PartyLore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/PlayerExplore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/TooltipsData.lua"
+
+t([[#GOLD#Gold#LAST#
+Money!
+With gold you can buy items in the various stores in town.
+You can gain money by looting it from your foes, by selling items and by doing some quests.
+]], [[#GOLD#골드#LAST#
+골드!
+마을의 다양한 상점에서 아이템을 골드로 구매할 수 있습니다.
+골드는 적을 처치하거나 아이템을 판매하거나 임무를 수행하여 얻을 수 있습니다.You can gain money by looting it from your foes, by selling items and by doing some quests.
+]], "_t")
+t([[#GOLD#Lives#LAST#
+How many lives you have and how many you lost.
+Your total number of lives depends on the permadeath setting you choose.
+You may find other ways to save yourself but they are not considered extra lives.
+]], [[#GOLD#목숨#LAST#
+남은 목숨의 수와 사망한 횟수입니다.
+총 목숨의 수는 당신이 선택한 퍼마데스 설정에 따라 달라집니다.
+부활하기 위한 다른 방법을 찾을수도 있지만 그것들은 여분 목숨으로 계산되지 않습니다.
+]], "_t")
+t([[#GOLD#Blood of Life#LAST#
+The Blood of Life courses through your veins.
+This can save you from death and restore you to full health (once) if you would otherwise die.
+]], [[#GOLD#생명의 피#LAST#
+생명의 피가 혈관을 타고 흐르고 있습니다.
+생명의 피 외의 다른 부활수단이 없다면 당신을 죽음으로부터 구원하고 생명력을 최대로 회복시켜줍니다(한번만).
+]], "_t")
+t([[#GOLD#Life#LAST#
+This is your life force, which is reduced each time you take damage.
+Normally, you will die if this drops below zero, though some effects will allow you survive with negative life.
+Death is usually permanent so beware!
+It is increased by Constitution.
+]], [[#GOLD#생명력#LAST#
+피해를 받으면 감소하는 생명력입니다.
+일반적으로 생명력이 0이 되면 사망하지만 몇몇 효과로 생명력이 음수인 상태로 살아남을 수 있습니다.
+죽음은 보통 영구적이기 때문에 조심하십시오!.
+체격에 따라 증가합니다.
+]], "_t")
+t([[#GOLD#Damage shields#LAST#
+Various talents, items and powers can grant you a temporary damage shield.
+Each works in a distinct manner, but will usually intercept a certain amount of damage that would otherwise hit you before crumbling.
+]], [[#GOLD#피해 흡수 보호막#LAST#
+다양한 기술, 아이템과 능력을 통해 일시적인 피해 흡수 보호막을 얻을수 있습니다.
+각각의 보호막은 고유한 방식으로 작동하지만, 일반적으로 파괴되기 전에 받는 피해를 흡수합니다.
+]], "_t")
+t([[#GOLD#Unnatrual Body Regeneration#LAST#
+Your Unnatural Body talent allows you to feed off the life of your fallen foes.
+Each time you kill a creature your maximum regeneration pool increases and each turn some of it transfers into your own life.
+]], [[#GOLD#저주받은 신체 재생#LAST#
+저주받은 신체는 당신이 처치한 적의 생명력을 갈취할 수 있게 해줍니다.
+적을 처치할 때마다 회복량을 저장하고 매 턴 저장한 회복량 일부를 생명력으로 회복합니다.
+]], "_t")
+t([[#GOLD#Life Regeneration#LAST#
+How much life you regenerate per turn.
+This value can be improved with spells, talents, infusions, equipment.
+]], [[#GOLD#생명력 재생#LAST#
+매 턴당 회복하는 생명력의 양입니다.
+이 수치는 주문, 기술, 주입물, 장비로 증가할 수 있습니다.
+]], "_t")
+t([[#GOLD#Healing mod#LAST#
+This represents how effective healing is for you.
+All healing values are multiplied by this value (including life regeneration).
+It is increased by Constitution.
+]], [[#GOLD#치유 효율#LAST#
+치유 효과의 효율을 나타냅니다.
+생명력 재생을 포함한 모든 회복은 이 수치의 영향을 받아 증가합니다.
+체격에 따라 증가합니다.
+]], "_t")
+t([[#GOLD#Air#LAST#
+The breath counter only appears when you are suffocating.
+If it reaches zero you will die. Being stuck in a wall, being in deep water, ... all those kinds of situations will decrease your air.
+When you come back into a breathable atmosphere you will slowly regain your air level.
+]], [[#GOLD#호흡#LAST#
+이 수치는 숨을 쉴 수없을 때에만 나타납니다.
+호흡이 0이 되면 사망합니다. 벽에 끼이거나 잠수하는 것을 비롯한 여러 상황은 호흡 수치를 감소시킵니다.
+호흡 가능한 공간으로 돌아오면 호흡이 천천히 회복됩니다.
+]], "_t")
+t([[#GOLD#Stamina#LAST#
+Stamina represents your physical fatigue. Each physical ability used reduces it.
+It regenerates slowly over time or when resting.
+It is increased by Willpower.
+]], [[#GOLD#ì²´ë ¥#LAST#
+체력은 당신의 육체적 피로도를 나타냅니다. 대부분의 물리 기술은 체력을 소모합니다.
+시간이 지남에 따라 천천히 회복됩니다.
+의지에 따라 증가합니다.
+]], "_t")
+t([[#GOLD#Mana#LAST#
+Mana represents your reserve of magical energies. Each spell cast consumes mana and each sustained spell reduces your maximum mana.
+It is increased by Willpower.
+]], [[#GOLD#마나#LAST#
+마나는 당신이 보유한 마법적 에너지의 양을 나타냅니다. 대부분의 주문은 마나를 소모하고 유지형 주문은 당신의 최대 마나를 감소시킵니다.
+의지에 따라 증가합니다.
+]], "_t")
+t([[#GOLD#Positive Energy#LAST#
+Positive energy represents your reserve of positive "celestial" power, most closely associated with the Sun.
+]], [[#GOLD#양기#LAST#
+양기는 당신이 보유한 태양과 밀접한 연관을 지닌 긍정적 "천공"의 힘을 나타냅니다.
+]], "_t")
+t([[#GOLD#Negative Energy#LAST#
+Negative energy represents your reserve of negative "celestial" power, most closely associated with the Moon.
+]], [[#GOLD#음기#LAST#
+양기는 당신이 보유한 달과 밀접한 연관을 지닌 부정적 "천공"의 힘을 나타냅니다.
+]], "_t")
+t([[#GOLD#Vim#LAST#
+Vim represents the amount of life energy you control. Each corruption talent requires some.
+It does not regenerate naturally; you need to drain it from yourself or your victims.
+Each time you kill a creature you gain 30% of your Willpower + 1 as Vim.  This value is multiplied by half the rank of the creature.
+If you can't pay for the Vim cost of a talent you may instead pay with life at a rate of 200% of the Vim cost.
+]], [[#GOLD#원기#LAST#
+원기는 당신이 제어중인 생명 에너지의 양을 나타냅니다. 타락 기술은 사용하는데 일정량의 원기를 요구합니다.
+원기는 자연적으로 회복되지 않기 때문에 적이나 스스로에게서 흡수해야 합니다.
+적을 처치할때마다 의지의 30%+1의 원기를 회복합니다. 원기 회복량은 적의 희귀도에 따라 증가합니다.
+기술을 사용하는데 필요한 원기 비용이 부족하다면 원기 비용의 2배에 해당하는 생명력을 지불하고 사용할 수 있습니다.
+]], "_t")
+t([[#GOLD#Equilibrium#LAST#
+Equilibrium reflects your standing in the grand balance of nature and how easily you can access Wild Gifts.
+The closer it is to 0 the more in-balance you are.
+Being too far out of balance may cause your Wild Gifts to fail when called upon.
+]], [[#GOLD#평정#LAST#
+평정은 위대한 자연의 균형 속에서 당신의 상태를 나타내고 자연의 권능을 얼마나 쉽게 사용할 수 있는지를 나타냅니다.
+평정이 0에 가까울수록 당신이 균형을 잘 잡고 있다는 것을 의미합니다.
+균형이 깨진 상태에서는 자연의 권능을 사용하는데 실패할 수 있습니다.
+]], "_t")
+t([[#GOLD#Hate#LAST#
+Hate represents your inner rage against all that lives and dares face you.
+It is replenished by killing creatures and through the application of your talents.
+All afflicted talents are based on Hate, and many are more effective at higher levels of hate.
+]], [[#GOLD#증오#LAST#증오는 타인에 대한 당신 영혼의 원초적 반감을 나타냅니다. 증오는 당신이 분노를 향할 대상이 없으면 감소하고 피해를 입거나 적을 처치하면 증가합니다.
+증오는 당신과 마주하는 모든 생명체에 대한 내면의 분노를 나타냅니다.
+증오는 적을 처치하거나 기술을 사용하여 회복됩니다.
+모든 고통받는 자의 기술을 증오에 기반하며 대부분은 증오가 높을수록 효과적입니다.
+]], "_t")
+t([[#GOLD#Paradox#LAST#
+Paradox represents how stable the current timeline is. 
+As your Paradox grows so does your Spellpower, but you may be shifted to a more stable timeline when you attempt to use your magic.
+When your modified Paradox is above 600 the shifts will become more violent.
+Your control over chronomancy spells increases with your Willpower.
+]], [[#GOLD#괴리#LAST#
+괴리는 현재 시간선이 얼마나 안정적인지 나타냅니다.
+괴리가 증가함에 따라 당신의 주문력도 증가하지만 마법을 시전할때 시간선의 변화가 발생할 수도 있습니다.
+조정된 괴리가 600을 초과하면 이러한 변화는 더욱 끔찍해집니다.
+의지에 따라 시공 주문의 제어력이 증가합니다.
+]], "_t")
+t([[#GOLD#Psi#LAST#
+Psi represents how much energy your mind can harness. Like matter, it can be neither created nor destroyed.
+It regenerates naturally, though slowly, as you pull minute amounts of heat and kinetic energy from your surroundings.
+To get meaningful amounts back in combat, you must absorb it through shields or various other talents.
+Your capacity for storing energy is determined by your Willpower.
+]], [[#GOLD#염력#LAST#
+염력은 당신의 정신이 이용할 수 있는 에너지의 양을 나타냅니다. 염력은 물질처럼 임의로 생성하거나 파괴되지 않습니다.
+염력은 주변의 미세한 열과 운동 에너지를 이용해 느리지만 천천히 회복됩니다.
+전투에 활용하기 위한 의미있는 수준의 염력을 확보하기 위해선 보호막이나 다른 다양한 기술을 통해 염력을 흡수해야합니다.
+의지에 따라 증가합니다.
+]], "_t")
+t([[#GOLD#Feedback#LAST#
+Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities.
+Feedback decays at the rate of 10% or 1 per turn (which ever is greater) depending on talents.
+All damage you take from an outside source will increase your Feedback based on to how much of your health is lost and your level.  First level characters gain 100 Feedback when losing 50% health, while 50th level characters gain the same amount when losing 20% health.
+]], [[#GOLD#반작용#LAST#
+반작용은 고통의 정신적 크기를 나타내며 강력한 반작용 능력을 사용하는데 활용됩니다.
+반작용은 매 턴마다 10% 또는 1 중 큰 값만큼 감소합니다.
+외부에서 받은 모든 피해는 반작용을 증가시키며 증가율은 잃은 생명력 양과 레벨에 비례합니다. 1레벨 캐릭터가 반작용 100을 얻기 위해선 생명력의 50%에 해당하는 피해를 받아야하지만 50레벨 캐릭터가 같은 수치를 얻기 위해선 생명력의 20%에 해당하는 피해만 받으면 됩니다.
+]], "_t")
+t([[#GOLD#Necrotic Aura#LAST#
+Represents the raw materials for creating undead minions.
+It increases each time you or your minions kill something that is inside the aura radius.
+]], [[#GOLD#원혼#LAST#
+원혼은 언데드 하수인을 생성하는데 필요한 재료를 나타냅니다.Represents the raw materials for creating undead minions.
+사령술의 기운 내에서 적이 죽을때마다 증가합니다.
+]], "_t")
+t([[#GOLD#Fortress Energy#LAST#
+The energy of the Sher'Tul Fortress. It is replenished by transmogrifying items and used to power all the Fortress systems.
+]], [[#GOLD#요새 에너지#LAST#
+쉐르'툴 요새에 저장된 에너지의 양입니다. 아이템을 변환하는것으로 회복하고 요새의 시설을 활성화하는데 사용됩니다.
+]], "_t")
+t([[#GOLD#Level and experience#LAST#
+Each time you kill a creature that is over your own level - 5 you gain some experience.
+When you reach enough experience you advance to the next level. There is a maximum of 50 levels you can gain.
+Each time you level you gain stat and talent points to use to improve your character.
+]], [[#GOLD#레벨과 경험치#LAST#
+당신보다 레벨이 5 이상 낮은 적을 처치해도 경험치를 얻을 수 없습니다.Each time you kill a creature that is over your own level - 5 you gain some experience.
+다음 레벨에 필요한 충분한 경험치를 획득하면 레벨이 상승하며 최대 50 레벨까지 상승합니다.
+레벨이 상승할 때마다 능력치 점수와 기술 점수를 획득하여 캐릭터를 강화할 수 있습니다.
+]], "_t")
+t([[#GOLD#Encumbrance#LAST#
+Each object you carry has an encumbrance value. Your maximum carrying capacity is determined by your strength.
+You cannot move while encumbered; drop some items.
+]], [[#GOLD#무게#LAST#
+당신이 소지한 모든 물품은 고유한 무게를 가지고 있습니다. 힘에 따라 최대 소지 무게가 증가합니다.
+과적 상태에서는 이동이 불가능하고 이동하기 위해선 물품을 버려야합니다.
+]], "_t")
+t([[#GOLD#Inscriptions#LAST#
+The people of Eyal have found a way to create herbal infusions and runes that can be inscribed on the skin of a creature.  More exotic types of inscriptions also exist.
+Those inscriptions give the bearer always-accessible powers that can be used an unlimited number of times.
+A simple regeneration infusion is the most common type of infusion, and the use of runes of various types is also common among arcane users.
+]], [[#GOLD#각인#LAST#
+에이얄의 주민들은 피부에 약초 주입물과 룬을 새기는 방법을 찾았고 그중에는 특이한 형태의 각인 역시 존재합니다.
+이러한 각인은 사용자에게 즉각적인 효과를 제공하며 영구적으로 사용할 수 있습니다.
+재생 주입물은 가장 일반적인 형태의 주입물이며 룬을 사용한 다양한 각인은 마법사들 사이에서 널리 활용됩니다.
+]], "_t")
+t([[#GOLD#Prodigies#LAST#
+Prodigies are special talents that only the most powerful of characters can acquire.
+All of them require at least 50 in a core stat and many also have other, very specific and/or demanding requirements to learn.
+Players can learn new prodigies at levels 30 and 42.]], [[#GOLD#특수기술#LAST#
+특수기술은 뛰어난 이들만이 배울수 있는 특별한 기술입니다.
+모든 특수기술은 주요 능력치가 50 이상이고 특별한 조건을 만족하면 배울 수 있습니다.
+플레이어는 25레벨과 42레벨에 새로운 특수기술을 배울 수 있습니다.]], "_t")
+t([[#GOLD#Item Talents#LAST#
+Some objects bestow additional talents on the wearer or holder.
+These talents work like normal, learned talents, but are lost if the object granting them is taken off or dropped, even for a moment.]], [[#GOLD#아이템 기술#LAST#
+몇몇 물품은 착용자에게 추가적인 기술을 제공합니다.
+이러한 기술은 습득한 기술과 동일하게 작동하지만 기술을 제공하던 물품을 해제하면 기술을 상실합니다.]], "_t")
+t([[#GOLD#Activated Talents#LAST#
+Most talents require activation (i.e. time) to use, and create a specific effect when called upon.
+Specific information on each talent appears its tooltip.]], [[#GOLD#발동형 기술#LAST#
+많은 능력은 사용하는데 활성화(즉, 시간)가 필요하고 필요할때 특정한 효과를 발생시킵니다.
+각 기술에 대한 정보는 기술의 툴팁에 표시됩니다.]], "_t")
+t([[#GOLD#Instant Talents#LAST#
+Some activated talents take no time to use, being activated with but a thought.
+Unlike most talents, instant talents are never put on cooldown from being stunned, and may be usable when most other talents are not.
+Specific information on each talent appears its tooltip.]], [[#GOLD#즉발형 기술#LAST#
+몇몇 발동형 기술은 사용하는데 시간이 필요하지 않고 단지 생각하는 것만으로 발동합니다.
+대부분의 기술과는 다르게 즉발형 기술은 기절로 재사용 대기시간이 발생하지 않으며 대부분의 기술이 사용 불가능한 상황에서도 사용 가능합니다.
+각 기술에 대한 정보는 기술의 툴팁에 표시됩니다.]], "_t")
+t([[#GOLD#Passive Talents#LAST#
+When learned, passive talents permanently alter the user in some way.
+The effects are always present and are usually not dispellable or removable, though other effects may counteract or negate them.
+Specific information on each talent appears its tooltip.]], [[#GOLD#지속형 기술#LAST#
+지속형 기술은 배웠을때 사용자를 영구적으로 변화시킵니다.
+지속형 기술의 효과는 항상 작동하며 다른 효과들과는 다르게 일반적인 방법으로 해제하거나 제거할 수 없습니다.
+각 기술에 대한 정보는 기술의 툴팁에 표시됩니다.]], "_t")
+t([[#GOLD#Sustained Talents#LAST#
+Sustained talents are turned on and left on.
+While active, a sustained talent produces some effects on the user that stay in effect until the talent is deactivated. Activating most sustained talents require the user to put aside some resources, which become unavailable until the talent is turned off.
+Deactivating a sustained talent causes it to go on cooldown.
+Specific information on each talent appears its tooltip.]], [[#GOLD#유지형 기술#LAST#
+유지형 기술은 발동 이후 효과가 계속해서 지속되는 기술입니다.
+대부분의 유지형 기술은 유지되는 동안 자원 최대치를 감소시키고 비활성화될 때까지 효과가 지속됩니다.
+유지형 기술을 비활성화하면 재사용 대기시간이 발생합니다.
+각 기술에 대한 정보는 기술의 툴팁에 표시됩니다.]], "_t")
+t([[#GOLD#Global Speed#LAST#
+Global speed represents how fast you are and affects everything you do.
+Higher is faster, so at 200% global speed you can performa twice as many actions as you would at 100% speed.
+Note that the amount of time to performa various actions like moving, casting spells, and attacking is also affected by their respective speeds.
+]], [[#GOLD#전체속도#LAST#
+전체속도는 당신의 행동이 얼마나 빠른지 나타냅니다.
+수치가 높을수록 더욱 빨라지며 전체속도 200%는 전체속도 100%보다 2배 빠르게 행동할 수 있습니다.
+이동, 주문 시전, 공격 등의 행동속도는 각각의 속도 역시 영향을 끼칩니다.
+]], "_t")
+t([[#GOLD#Movement Speed#LAST#
+How quickly you move compared to normal.
+Higher is faster, so 200% means that you move twice as fast as normal.
+Minimum:  40%
+]], [[#GOLD#이동속도#LAST#
+이동속도는 당신이 얼마나 빠르게 이동할 수 있는지 나타냅니다.
+수치가 높을수록 더욱 빨라지며 이동속도 200%는 이동속도 100%보다 2배 빠르게 이동할 수 있습니다.
+최소속도:  40%
+]], "_t")
+t([[#GOLD#Spell Speed#LAST#
+How quickly you cast spells.
+Higher is faster, so 200% means that you can cast spells twice as fast as normal.
+Minimum:  40%
+]], [[#GOLD#시전속도#LAST#
+시전속도는 당신이 얼마나 빠르게 주문을 시전할 수 있는지 나타냅니다.
+수치가 높을수록 더욱 빨라지며 시전속도 200%는 시전속도 100%보다 2배 빠르게 시전할 수 있습니다.
+최소속도:  40%
+]], "_t")
+t([[#GOLD#Attack Speed#LAST#
+How quickly you attack with weapons, either ranged or melee.
+Higher is faster, so 200% means that you can attack twice as fast as normal.
+The actual speed may also be affected by the weapon used.
+Minimum:  40%
+]], [[#GOLD#공격속도#LAST#
+공격속도는 당신이 얼마나 빠르게 무기로 공격할 수 있는지 나타냅니다.
+수치가 높을수록 더욱 빨라지며 공격속도 200%는 공격속도 100%보다 2배 빠르게 공격할 수 있습니다.
+공격속도는 사용하는 무기의 영향을 받습니다.
+최소속도:  40%
+]], "_t")
+t([[#GOLD#Mental Speed#LAST#
+How quickly you perform mind powers.
+Higher is faster, so 200% means that you can use mind powers twice as fast as normal.
+Minimum:  40%
+]], [[#GOLD#사고속도#LAST#
+사고속도는 당신이 얼마나 빠르게 정신력을 발휘할 수 있는지 나타냅니다.
+수치가 높을수록 더욱 빨라지며 사고속도 200%는 사고속도 100%보다 2배 빠르게 정신력을 사용할 수 있습니다.
+최소속도:  40%
+]], "_t")
+t([[#GOLD#Stats#LAST#
+Your character's primary attributes.  Base: the value inherent to your character, which may be increased by applying stat points (limited by character level). Current: the base value plus any bonuses from equipment, effects, certain talents, etc. that is used to determine the overall effectiveness of the stat.
+]], [[#GOLD#능력치#LAST#
+캐릭터의 주요 속성입니다. 기본: 능력치 점수를 투자하여 증가시키는 캐릭터의 기본 능력치입니다. 현재: 장비와 각종 기술 등의 영향을 받은 실제 능력치입니다.
+]], "_t")
+t([[#GOLD#Strength#LAST#
+Strength defines your character's ability to apply physical force. It increases Physical Power, damage done with heavy weapons, Physical Save, and carrying capacity.
+]], [[#GOLD#힘#LAST#
+힘은 캐릭터의 신체 능력을 나타냅니다. 무거운 무기로 가하는 피해량, 물리력, 물리내성, 소지한도가 증가합니다.
+]], "_t")
+t([[#GOLD#Dexterity#LAST#
+Dexterity defines your character's ability to be agile and alert. It increases Accuracy, Defense, chance to shrug off critical hits and your damage with light weapons.
+]], [[#GOLD#민첩#LAST#
+민첩은 캐릭터의 기민함을 나타냅니다. 가벼운 무기로 가하는 피해량, 정확도, 회피도, 피치명율 감소가 증가합니다.
+]], "_t")
+t([[#GOLD#Constitution#LAST#
+Constitution defines your character's ability to withstand and resist damage. It increases your maximum life, Physical Save and Healing mod.
+]], [[#GOLD#체격#LAST#
+체격은 캐릭터가 피해에 버티고 저항하는 정도를 나타냅니다. 최대 생명력, 물리내성, 회복효율이 증가합니다.
+]], "_t")
+t([[#GOLD#Magic#LAST#
+Magic defines your character's ability to manipulate the magical energy of the world. It increases your Spellpower, Spell Save, and the effect of spells and other magic items.
+]], [[#GOLD#마법#LAST#
+마법은 캐릭터가 마법적 에너지를 제어하는 능력을 나타냅니다. 주문력, 주문내성, 주문의 효과와 마법 물품의 효율이 증가합니다.
+]], "_t")
+t([[#GOLD#Willpower#LAST#
+Willpower defines your character's ability to concentrate. It increases your mana, stamina, psi capacity, Mindpower, Spell Save, and Mental Save.
+]], [[#GOLD#의지#LAST#
+의지는 캐릭터의 집중력을 나타냅니다. 마나, 체력, 염력 최대치와 정신력, 주문내성, 정신내성이 증가합니다.
+]], "_t")
+t([[#GOLD#Cunning#LAST#
+Cunning defines your character's ability to learn, think, and react. It allows you to learn many worldly abilities, and increases your Mindpower, Mental Save, and critical chance.
+]], [[#GOLD#교활#LAST#
+교활은 캐릭터가 배우고 생각하고 행동하는 능력을 나타냅니다. 세계의 다양한 능력을 배울 수 있게 해주며, 정신력, 정신내성, 치명율이 증가합니다.
+]], "_t")
+t([[#AQUAMARINE#Physical stats#LAST#
+---
+]], [[#AQUAMARINE#물리 능력치#LAST#
+---
+]], "_t")
+t([[#AQUAMARINE#Mental stats#LAST#
+---
+]], [[#AQUAMARINE#정신 능력치#LAST#
+---
+]], "_t")
+t([[#GOLD#Accuracy#LAST#
+Determines your chance to hit your target as well as knock your target off-balance when measured against the target's Defense.
+When you use Accuracy to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your accuracy will reduce the duration of the effect by 5%.
+Many weapon types will have an additional "accuracy bonus" scaling per point of Accuracy greater than the targets Defense.
+]], [[#GOLD#정확도#LAST#
+공격을 적중시킬 확률을 결정합니다.
+정확도를 사용하여 물리 상태이상을 시도할때 대상의 회피도가 정확도를 초과한 수치 1당 효과 지속시간이 5% 감소합니다.
+대부분의 무기는 정확도 보너스가 존재하여 대상의 회피도를 초과한 정확도 수치에 따른 다양한 추가 효과를 얻습니다.
+]], "_t")
+t([[#GOLD#Physical Power#LAST#
+Measures your ability to deal physical damage in combat.
+When you use Physical Power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.
+]], [[#GOLD#물리력#LAST#
+기술의 물리 피해량을 결정합니다.
+When you use Physical Power to inflict temporary physical effects on an enemy, every point your opponent's relevant saving throw exceeds your physical power will reduce the duration of the effect by 5%.
+]], "_t")
+t([[#GOLD#Damage#LAST#
+This is the damage you inflict on your foes when you hit them.
+This damage can be reduced by the target's armour or by percentile damage resistances.
+It is improved by Strength or Dexterity, depending on your weapon. Some talents can change the stats that affect it.
+]], [[#GOLD#무기 공격력#LAST#
+This is the damage you inflict on your foes when you hit them.
+This damage can be reduced by the target's armour or by percentile damage resistances.
+It is improved by Strength or Dexterity, depending on your weapon. Some talents can change the stats that affect it.
+]], "_t")
+t([[#GOLD#Shield Block Value#LAST#
+The amount of damage a shield will block when actively used in defense.
+Usually this is only effective against Physical damage, but some special shields (and talents) allow the wearer to block other types.
+]], [[#GOLD#방패 막기 수치#LAST#
+The amount of damage a shield will block when actively used in defense.
+Usually this is only effective against Physical damage, but some special shields (and talents) allow the wearer to block other types.
+]], "_t")
+t([[#GOLD#Armour Penetration#LAST#
+Armour penetration allows you to ignore a part of the target's armour (this only works for armour, not damage resistance).
+This can never increase the damage you do beyond reducing armour, so it is only useful against armoured foes.
+]], [[#GOLD#방어력 관통#LAST#
+Armour penetration allows you to ignore a part of the target's armour (this only works for armour, not damage resistance).
+This can never increase the damage you do beyond reducing armour, so it is only useful against armoured foes.
+]], "_t")
+t([[#GOLD#Critical chance#LAST#
+Each time you deal damage you have a chance to make a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], [[#GOLD#치명타율#LAST#
+Each time you deal damage you have a chance to make a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], "_t")
+t([[#GOLD#Firing range#LAST#
+The maximum distance your weapon can reach.
+]], [[#GOLD#공격 사거리#LAST#
+The maximum distance your weapon can reach.
+]], "_t")
+t([[#GOLD#Archery range and speed#LAST#
+Archery attacks create projectiles with a maximum range, beyond which they will terminate.
+The projectiles travel at their own speed, measured as a percentage (higher, usually) of normal movement speed.
+]], [[#GOLD#탄환 사거리와 속도#LAST#
+Archery attacks create projectiles with a maximum range, beyond which they will terminate.
+The projectiles travel at their own speed, measured as a percentage (higher, usually) of normal movement speed.
+]], "_t")
+t([[#GOLD#Ammo remaining#LAST#
+This is the amount of ammunition you have left.
+Bows and slings must be reloaded when this reaches 0, which you will do automatically each turn you rest or don't perform a non-movement action.
+Alchemists use specially prepared gems as ammunition to throw bombs, which must be reloaded manually.
+]], [[#GOLD#장전된 탄환#LAST#
+This is the amount of ammunition you have left.
+Bows and slings must be reloaded when this reaches 0, which you will do automatically each turn you rest or don't perform a non-movement action.
+Alchemists use specially prepared gems as ammunition to throw bombs, which must be reloaded manually.
+]], "_t")
+t([[#GOLD#Fatigue#LAST#
+Fatigue is a percentile value that increases the cost of your talents and spells.
+It represents the fatigue created by wearing heavy equipment.
+Not all talents are affected; notably, Wild Gifts are not.
+]], [[#GOLD#피로도#LAST#
+Fatigue is a percentile value that increases the cost of your talents and spells.
+It represents the fatigue created by wearing heavy equipment.
+Not all talents are affected; notably, Wild Gifts are not.
+]], "_t")
+t([[#GOLD#Armour#LAST#
+Armour value is a damage reduction from all incoming melee and ranged weapon attacks.
+Absorbs (hardiness)% of incoming weapon damage, up to a maximum of (armour) damage absorbed.
+This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.
+]], [[#GOLD#ë°©ì–´ë ¥#LAST#
+Armour value is a damage reduction from all incoming melee and ranged weapon attacks.
+Absorbs (hardiness)% of incoming weapon damage, up to a maximum of (armour) damage absorbed.
+This is countered by armour penetration and is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects.
+]], "_t")
+t([[#GOLD#Armour Hardiness#LAST#
+Armour hardiness represents how much of each incoming blows the armour will affect.
+Absorbs (hardiness)% of incoming weapon damage, up to a maximum of (armour) damage absorbed.
+]], [[#GOLD#방어 효율#LAST#
+Armour hardiness represents how much of each incoming blows the armour will affect.
+Absorbs (hardiness)% of incoming weapon damage, up to a maximum of (armour) damage absorbed.
+]], "_t")
+t([[#GOLD#Crit Reduction#LAST#
+Crit reduction reduces the chance an opponent has of landing a critical strike with a melee or ranged attack.
+]], [[#GOLD#피치명율 감소#LAST#
+Crit reduction reduces the chance an opponent has of landing a critical strike with a melee or ranged attack.
+]], "_t")
+t([[#GOLD#Defense#LAST#
+Defense represents your chance to avoid melee weapon attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
+]], [[#GOLD#회피도#LAST#
+Defense represents your chance to avoid melee weapon attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
+]], "_t")
+t([[#GOLD#Ranged Defense#LAST#
+Defense represents your chance to avoid ranged weapon attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
+]], [[#GOLD#원거리 회피도#LAST#
+Defense represents your chance to avoid ranged weapon attacks and reduces the chance you'll be knocked off-balance by an enemy's attack. It is measured against the attacker's Accuracy.
+]], "_t")
+t([[#GOLD#Saves#LAST#
+Saving throws represent your ability to shrug off, partially or fully, detrimental effects applied to you.  Most detrimental effects will check their power (physical, spell, mental) vs your corresponding save type to determine if they take effect or not.  The chance is usually ~50% when power and save are equal.
+]], [[#GOLD#내성#LAST#
+Saving throws represent your ability to shrug off, partially or fully, detrimental effects applied to you.  Most detrimental effects will check their power (physical, spell, mental) vs your corresponding save type to determine if they take effect or not.  The chance is usually ~50% when power and save are equal.
+]], "_t")
+t([[#GOLD#Physical saving throw#LAST#
+Increases chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.
+]], [[#GOLD#물리 내성#LAST#
+Increases chance to shrug off physically-induced effects.  Also reduces duration of detrimental physical effects by up to 5% per point, depending on the power of the opponent's effect.
+]], "_t")
+t([[#GOLD#Spell saving throw#LAST#
+Increases chance to shrug off magically-induced effects.  Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.
+]], [[#GOLD#주문 내성#LAST#
+Increases chance to shrug off magically-induced effects.  Also reduces duration of detrimental magical effects by up to 5% per point, depending on the power of the opponent's effect.
+]], "_t")
+t([[#GOLD#Mental saving throw#LAST#
+Increases chance to shrug off mentally-induced effects.  Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.
+]], [[#GOLD#정신 내성#LAST#
+Increases chance to shrug off mentally-induced effects.  Also reduces duration of detrimental mental effects by up to 5% per point, depending on the power of the opponent's effect.
+]], "_t")
+t([[#GOLD#Physical Power#LAST#
+Your physical power represents how overwhelming your physcial abilities are. It is usually improved by Strength, but may be modified by your weapon.  It is opposed by your opponent's physical save.
+In addition, when your physical attacks inflict temporary detrimental effects, every point your opponent's save exceeds your physical power will reduce the duration of the effect by 5%.
+]], [[#GOLD#물리력#LAST#
+Your physical power represents how overwhelming your physcial abilities are. It is usually improved by Strength, but may be modified by your weapon.  It is opposed by your opponent's physical save.
+In addition, when your physical attacks inflict temporary detrimental effects, every point your opponent's save exceeds your physical power will reduce the duration of the effect by 5%.
+]], "_t")
+t([[#GOLD#Physical critical chance#LAST#
+Each time you deal damage with a physical ability you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage, and it may be modified by your weapon.
+It is improved by Cunning.
+]], [[#GOLD#물리 치명타율#LAST#
+Each time you deal damage with a physical ability you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage, and it may be modified by your weapon.
+It is improved by Cunning.
+]], "_t")
+t([[#GOLD#Spellpower#LAST#
+Your spellpower represents how powerful your magical spells are.  It is opposed by your opponent's spell save.
+In addition, when your spells inflict temporary detrimental effects, every point your opponent's save exceeds your spellpower will reduce the duration of the effect by 5%.
+]], [[#GOLD#주문력#LAST#
+Your spellpower represents how powerful your magical spells are.  It is opposed by your opponent's spell save.
+In addition, when your spells inflict temporary detrimental effects, every point your opponent's save exceeds your spellpower will reduce the duration of the effect by 5%.
+]], "_t")
+t([[#GOLD#Spell critical chance#LAST#
+Each time you deal damage with a spell you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], [[#GOLD#주문 치명타율#LAST#
+Each time you deal damage with a spell you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], "_t")
+t([[#GOLD#Spellcasting speed#LAST#
+Spellcasting speed represents how fast your spellcasting is compared to normal.
+Higher is faster - 200% means that you cast spells twice as fast as someone at 100%.
+]], [[#GOLD#주문 시전속도#LAST#
+Spellcasting speed represents how fast your spellcasting is compared to normal.
+Higher is faster - 200% means that you cast spells twice as fast as someone at 100%.
+]], "_t")
+t([[#GOLD#Spellcooldown#LAST#
+Spell cooldown represents how fast your spells will come off of cooldown.
+The lower it is, the more often you'll be able to use your spell talents and runes.
+]], [[#GOLD#주문 재사용 대기시간#LAST#
+Spell cooldown represents how fast your spells will come off of cooldown.
+The lower it is, the more often you'll be able to use your spell talents and runes.
+]], "_t")
+t([[#GOLD#Mindpower#LAST#
+Your mindpower represents how powerful your mental abilities are.  It is opposed by your opponent's mental save.
+In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's save exceeds your mindpower will reduce the duration of the effect by 5%.
+]], [[#GOLD#ì •ì‹ ë ¥#LAST#
+Your mindpower represents how powerful your mental abilities are.  It is opposed by your opponent's mental save.
+In addition, when your mental abilities inflict temporary detrimental effects, every point your opponent's save exceeds your mindpower will reduce the duration of the effect by 5%.
+]], "_t")
+t([[#GOLD#Mental critical chance#LAST#
+Each time you deal damage with a mental attack you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], [[#GOLD#정신 치명타율#LAST#
+Each time you deal damage with a mental attack you may have a chance to perform a critical hit that deals extra damage.
+Some talents allow you to increase this percentage.
+It is improved by Cunning.
+]], "_t")
+t([[#GOLD#Mental speed#LAST#
+Mental speed represents how fast you use psionic abilities compared to normal.
+Higher is faster.
+]], [[#GOLD#사고속도#LAST#
+Mental speed represents how fast you use psionic abilities compared to normal.
+Higher is faster.
+]], "_t")
+t([[#GOLD#Damage increase: all#LAST#
+All damage you deal, through any means, is increased by this percentage.
+This stacks with individual damage type increases.
+]], [[#GOLD#피해 증가: 전체#LAST#
+All damage you deal, through any means, is increased by this percentage.
+This stacks with individual damage type increases.
+]], "_t")
+t([[#GOLD#Damage increase: specific#LAST#
+All damage of this type that you deal, through any means, is increased by this percentage.
+]], [[#GOLD#피해 증가: 속성#LAST#
+All damage of this type that you deal, through any means, is increased by this percentage.
+]], "_t")
+t([[#GOLD#Damage increase: creature type#LAST#
+All damage you deal to creatures of this type, through any means, is increased by this percentage.  This is applied in addition to (stacks with) other damage modifiers.
+]], [[#GOLD#피해 증가: 개체 유형#LAST#
+All damage you deal to creatures of this type, through any means, is increased by this percentage.  This is applied in addition to (stacks with) other damage modifiers.
+]], "_t")
+t([[#GOLD#Critical multiplier#LAST#
+All critical hits (melee, spells, ...) do this much damage compared to normal.
+]], [[#GOLD#치명타 배율#LAST#
+All critical hits (melee, spells, ...) do this much damage compared to normal.
+]], "_t")
+t([[#GOLD#Damage resistance#LAST#
+Whenever you take damage, the percent resistance you have to its type, if any, is checked.  The damage is reduced by this percentage (which may be partially negated by the attacker's Damage Penetration) before being applied.
+Your effective resistance can never be higher than your resistance cap and negative resistances increase the damage you recieve (up to +100%).
+]], [[#GOLD#피해 저항#LAST#
+Whenever you take damage, the percent resistance you have to its type, if any, is checked.  The damage is reduced by this percentage (which may be partially negated by the attacker's Damage Penetration) before being applied.
+Your effective resistance can never be higher than your resistance cap and negative resistances increase the damage you recieve (up to +100%).
+]], "_t")
+t([[#GOLD#Damage resistance: all#LAST#
+All damage you receive, through any means, is decreased by this percentage.
+This stacks (multiplicatively) with individual damage type resistances up to their respective caps.
+(So 20% resistance: All + 50% resistance: Fire = 60% total resistance to Fire.)
+]], [[#GOLD#피해 저항: 전체#LAST#
+All damage you receive, through any means, is decreased by this percentage.
+This stacks (multiplicatively) with individual damage type resistances up to their respective caps.
+(So 20% resistance: All + 50% resistance: Fire = 60% total resistance to Fire.)
+]], "_t")
+t([[#GOLD#Damage resistance: absolute#LAST#
+All damage you receive, through any means, is decreased by this percentage.
+This is applied after normal damage resistance and is not affected by resistance penetration.
+]], [[#GOLD#피해 저항: 절대#LAST#
+All damage you receive, through any means, is decreased by this percentage.
+This is applied after normal damage resistance and is not affected by resistance penetration.
+]], "_t")
+t([[#GOLD#Damage resistance: specific#LAST#
+All damage of this type that you receive, through any means, is reduced by this percentage.
+]], [[#GOLD#피해 저항: 속성#LAST#
+All damage of this type that you receive, through any means, is reduced by this percentage.
+]], "_t")
+t([[#GOLD#Damage resistance: by speed#LAST#
+All damage you receive, through any means, is decreased by this percentage, which increases as your total movement speed (global times movement) decreases.
+This is applied after normal damage type resistances.
+]], [[#GOLD#피해 저항: 속도#LAST#
+All damage you receive, through any means, is decreased by this percentage, which increases as your total movement speed (global times movement) decreases.
+This is applied after normal damage type resistances.
+]], "_t")
+t([[#GOLD#Damage affinity: all#LAST#
+All damage you receive, through any means, also heals you for this percentage of the damage.
+This stacks with individual damage type affinities.
+Important: Affinity healing happens after damage has been taken, it can not prevent death.
+]], [[#GOLD#피해 친화: 전체#LAST#
+All damage you receive, through any means, also heals you for this percentage of the damage.
+This stacks with individual damage type affinities.
+Important: Affinity healing happens after damage has been taken, it can not prevent death.
+]], "_t")
+t([[#GOLD#Damage affinity: specific#LAST#
+All damage of this type that you receive, through any means, also heals you for this percentage of the damage.
+Important: Affinity healing happens after damage has been taken, it can not prevent death.
+]], [[#GOLD#피해 친화: 속성#LAST#
+All damage of this type that you receive, through any means, also heals you for this percentage of the damage.
+Important: Affinity healing happens after damage has been taken, it can not prevent death.
+]], "_t")
+t([[#GOLD#Status resistance#LAST#
+Most bad status effects can be avoided by having an appropriate immunity, represented by a percent chance to completely avoid the effect in question.  This chance is applied in addition to any saving throws or other checks that may apply.
+]], [[#GOLD#상태효과 저항#LAST#
+Most bad status effects can be avoided by having an appropriate immunity, represented by a percent chance to completely avoid the effect in question.  This chance is applied in addition to any saving throws or other checks that may apply.
+]], "_t")
+t([[#GOLD#Effect resistance chance#LAST#
+This represents your chance to completely resist this specific effect.
+]], [[#GOLD#효과 저항 확률#LAST#
+This represents your chance to completely resist this specific effect.
+]], "_t")
+t([[#GOLD#Stun immunity chance#LAST#
+This represents your chance to completely avoid being stunned, dazed, or frozen.
+]], [[#GOLD#기절 면역 확률#LAST#
+This represents your chance to completely avoid being stunned, dazed, or frozen.
+]], "_t")
+t([[#GOLD#Anomaly immunity chance#LAST#
+This represents your chance to avoid most chronomatic anomaly effects.
+]], [[#GOLD#역발 면역 확률#LAST#
+This represents your chance to avoid most chronomatic anomaly effects.
+]], "_t")
+t([[#GOLD#Instant death resistance#LAST#
+This represents your chance to avoid being instantly killed, severely incapacitated, or controlled by certain abilities.
+]], [[#GOLD#즉사 저항#LAST#
+This represents your chance to avoid being instantly killed, severely incapacitated, or controlled by certain abilities.
+]], "_t")
+t([[#GOLD#Negative status effect immunity chance#LAST#
+This represents your chance to completely avoid ANY persistent bad effects applied to you from others.
+]], [[#GOLD#부정적 상태효과 면역 확률#LAST#
+This represents your chance to completely avoid ANY persistent bad effects applied to you from others.
+]], "_t")
+t([[#GOLD#Negative mental effect immunity chance#LAST#
+This represents your chance to completely avoid ANY persistent bad mental effects applied to you from others.
+]], [[#GOLD#부정적 정신효과 면역 확률#LAST#
+This represents your chance to completely avoid ANY persistent bad mental effects applied to you from others.
+]], "_t")
+t([[#GOLD#Negative physical effect immunity chance#LAST#
+This represents your chance to completely avoid ANY persistent bad physical effects applied to you from others.
+]], [[#GOLD#부정적 물리효과 면역 확률#LAST#
+This represents your chance to completely avoid ANY persistent bad physical effects applied to you from others.
+]], "_t")
+t([[#GOLD#Negative magical effect immunity chance#LAST#
+This represents your chance to completely avoid ANY persistent bad magical effects applied to you from others.
+]], [[#GOLD#부정적 마법효과 면역 확률#LAST#
+This represents your chance to completely avoid ANY persistent bad magical effects applied to you from others.
+]], "_t")
+t([[#GOLD#Damage when hit#LAST#
+Each time a creature hits you with a melee attack, it will suffer damage or other effects.
+]], [[#GOLD#반사 피해#LAST#
+Each time a creature hits you with a melee attack, it will suffer damage or other effects.
+]], "_t")
+t([[#GOLD#Additional Melee Damage#LAST#
+Each time you strike a creature with a melee attack, you will deal additional damage or other effects.
+]], [[#GOLD#근접공격 추가 피해#LAST#
+Each time you strike a creature with a melee attack, you will deal additional damage or other effects.
+]], "_t")
+t([[#GOLD#Additional Ranged Damage#LAST#
+Each time you strike a creature with a ranged attack, you will deal additional damage or other effects.
+]], [[#GOLD#원거리공격 추가 피해#LAST#
+Each time you strike a creature with a ranged attack, you will deal additional damage or other effects.
+]], "_t")
+t([[#GOLD#Damage penetration: all#LAST#
+Reduces the amount of effective resistance of your foes to any damage you deal by this percent.
+If you have 50% penetration against a creature with 50% resistance it will have an effective resistance of 25%.
+This stacks with individual damage type penetrations.
+You can never have more than 70% penetration.
+]], [[#GOLD#피해 관통: 전체#LAST#
+Reduces the amount of effective resistance of your foes to any damage you deal by this percent.
+If you have 50% penetration against a creature with 50% resistance it will have an effective resistance of 25%.
+This stacks with individual damage type penetrations.
+You can never have more than 70% penetration.
+]], "_t")
+t([[#GOLD#Damage penetration: specific#LAST#
+Reduces the effective resistance of your foes to all damage of this type you deal by this percent.
+If you have 50% penetration against a creature with 50% resistance it will have an effective resistance of 25%.
+You can never have more than 70% penetration.
+]], [[#GOLD#피해 관통: 속성#LAST#
+Reduces the effective resistance of your foes to all damage of this type you deal by this percent.
+If you have 50% penetration against a creature with 50% resistance it will have an effective resistance of 25%.
+You can never have more than 70% penetration.
+]], "_t")
+t([[#GOLD#Flat resistances#LAST#
+Reduces each hit of a certain damage type (or all) by this amount.
+]], [[#GOLD#고정 피해 저항#LAST#
+Reduces each hit of a certain damage type (or all) by this amount.
+]], "_t")
+t([[#GOLD#Telepathy#LAST#
+Allows you to sense creatures of the given type(s) even if they are not currently in your line of sight.
+]], [[#GOLD#투시#LAST#
+Allows you to sense creatures of the given type(s) even if they are not currently in your line of sight.
+]], "_t")
+t([[#GOLD#Telepathy range#LAST#
+Determines the distance up to which you can sense creatures with telepathy.
+]], [[#GOLD#투시 범위#LAST#
+Determines the distance up to which you can sense creatures with telepathy.
+]], "_t")
+t([[#GOLD#Telepathy#LAST#
+Allows you to sense any creatures even if they are not currently in your line of sight.
+]], [[#GOLD#투시#LAST#
+Allows you to sense any creatures even if they are not currently in your line of sight.
+]], "_t")
+t([[#GOLD#Lite radius#LAST#
+The maximum distance your lite can light up. Anything further cannot be seen by natural means, unless the place itself is lit.
+]], [[#GOLD#광원 반경#LAST#
+The maximum distance your lite can light up. Anything further cannot be seen by natural means, unless the place itself is lit.
+]], "_t")
+t([[#GOLD#Sight range#LAST#
+How far you can see. This only works within your lite radius, or in lit areas.
+]], [[#GOLD#시야 반경#LAST#
+How far you can see. This only works within your lite radius, or in lit areas.
+]], "_t")
+t([[#GOLD#Stealth#LAST#
+To use stealth one must possess the 'Stealth' talent.
+Stealth allows you to try to hide from any creatures that would otherwise see you.
+Even if they have seen you they will have a harder time hitting you.
+Any creature can try to see through your stealth.
+]], [[#GOLD#은밀도#LAST#
+To use stealth one must possess the 'Stealth' talent.
+Stealth allows you to try to hide from any creatures that would otherwise see you.
+Even if they have seen you they will have a harder time hitting you.
+Any creature can try to see through your stealth.
+]], "_t")
+t([[#GOLD#See stealth#LAST#
+Your power to see stealthed creatures. The higher it is, the more likely you are to see them (based on their own stealth score).
+]], [[#GOLD#은신 감지도#LAST#
+Your power to see stealthed creatures. The higher it is, the more likely you are to see them (based on their own stealth score).
+]], "_t")
+t([[#GOLD#Invisibility#LAST#
+Invisible creatures are magically removed from the sight of all others. They can only be see by creatures that can see invisible.
+]], [[#GOLD#투명도#LAST#
+Invisible creatures are magically removed from the sight of all others. They can only be see by creatures that can see invisible.
+]], "_t")
+t([[#GOLD#See invisible#LAST#
+Your power to see invisible creatures. The higher it is, the more likely you are to see them (based on their own invisibility score).
+If you do not have any see invisible score you will never be able to see invisible creatures.
+]], [[#GOLD#투명 감지도#LAST#
+Your power to see invisible creatures. The higher it is, the more likely you are to see them (based on their own invisibility score).
+If you do not have any see invisible score you will never be able to see invisible creatures.
+]], "_t")
+t([[#GOLD#Detect Traps#LAST#
+Your power to find hidden traps. The higher it is, the more likely you are to notice a trap before setting it off  (based on its own detection score).
+If you do not have any detect traps score, you can not detect traps without triggering them.
+]], [[#GOLD#함정 감지도#LAST#
+Your power to find hidden traps. The higher it is, the more likely you are to notice a trap before setting it off  (based on its own detection score).
+If you do not have any detect traps score, you can not detect traps without triggering them.
+]], "_t")
+t([[#GOLD#Antimagic User#LAST#
+Dedicated to opposing and destroying magical and arcane influence in the world.
+The use of spells or arcane-powered equipment is impossible.
+]], [[#GOLD#반마법 사용자#LAST#
+Dedicated to opposing and destroying magical and arcane influence in the world.
+The use of spells or arcane-powered equipment is impossible.
+]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/class/interface/WorldAchievements.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/Classic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/ClassicPlayerDisplay.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/class/uiset/Minimalist.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/arena.lua"
+
+t("The Arena", "투기장", "achievement name")
+t("Unlocked Arena mode.", "투기장 모드를 해금했다.", "_t")
+t("Arena Battler 20", "투기장의 투사 20", "achievement name")
+t("Got to wave 20 in the arena.", "투기장에서 20웨이브에 도달했다.", "_t")
+t("Arena Battler 50", "투기장의 투사 50", "achievement name")
+t("Got to wave 50 in the arena.", "투기장에서 50웨이브에 도달했다.", "_t")
+t("Almost Master of Arena", "(거의) 투기장의 지배자", "achievement name")
+t("Became the new master of the arena in 30-wave mode.", "30웨이브 모드에서 투기장의 새 지배자가 되었다.", "_t")
+t("Master of Arena", "투기장의 지배자", "achievement name")
+t("Became the new master of the arena in 60-wave mode.", "60웨이브 모드에서 투기장의 새 지배자가 되었다.", "_t")
+t("XXX the Destroyer", "파괴자 XXX", "achievement name")
+t("Earned the rank of Destroyer in the arena.", "투기장에서 '파괴자' 등급에 도달했다.", "_t")
+t("Grand Master", "최고수", "achievement name")
+t("Earned the rank of Grand Master in the arena.", "투기장에서 '최고수' 등급에 도달했다.", "_t")
+t("Ten at one blow", "한 방에 열 놈", "achievement name")
+t("Killed 10 or more enemies in one single attack in the arena.", "투기장에서 한 번의 공격으로 10명 혹은 그 이상의 적을 처치했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/donator.lua"
+
+t("Bronze Donator", "동장 기부자", "achievement name")
+t("Donated up to 5 euros to Tales of Maj'Eyal.", "Tales of Maj'Eyal에 5유로만큼을 기부했다.", "_t")
+t("Silver Donator", "은장 기부자", "achievement name")
+t("Donated at least 6 euros to Tales of Maj'Eyal.", "Tales of Maj'Eyal에 최소 6유로를 기부했다.", "_t")
+t("Gold Donator", "금장 기부자", "achievement name")
+t("Donated at least 16 euros to Tales of Maj'Eyal.", "Tales of Maj'Eyal에 최소 16유로를 기부했다.", "_t")
+t("Stralite Donator", "스트랄라이트 기부자", "achievement name")
+t("Donated at least 31 euros to Tales of Maj'Eyal.", "Tales of Maj'Eyal에 최소 31유로를 기부했다.", "_t")
+t("Voratun Donator", "보라툰 기부자", "achievement name")
+t("Donated more than 60 euros to Tales of Maj'Eyal.", "Tales of Maj'Eyal에 60유로 이상을 기부했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/events.lua"
+
+t("The sky is falling!", "하늘이 무너진다!", "achievement name")
+t("Saw a huge meteor falling from the sky.", "거대한 유성이 하늘에서 떨어지는 것을 목격했다.", "_t")
+t("Demonic Invasion", "악마들의 침공", "achievement name")
+t("Stopped a demonic invasion by closing their portal.", "차원문을 닫아 악마들의 침공을 막아냈다.", "_t")
+t("Invasion from the Depths", "심연으로부터의 침공", "achievement name")
+t("Stopped a naga invasion by closing their portal.", "차원문을 닫아 나가들의 침공을 막아냈다.", "_t")
+t("The Restless Dead", "쉬지 못하는 망자들", "achievement name")
+t("Disturbed an old battlefield and survived the consequences.", "옛 전장을 파헤치고 그 잔해들로부터 살아남았다.", "_t")
+t("The Rat Lich", "리치 쥐", "achievement name")
+t("Killed the terrible Rat Lich.", "무시무시한 리치 쥐를 처치했다.", "_t")
+t("Shasshhiy'Kaish", "샤쉬'카이쉬", "achievement name")
+t("Killed Shasshhiy'Kaish after letting her grow as powerful as possible.", "샤쉬'카이쉬가 힘을 최대한 키우도록 한 뒤 처치했다.", "_t")
+t("Bringer of Doom", "멸망의 인도자", "achievement name")
+t("Killed a Bringer of Doom.", "멸망의 인도자를 처치했다.", "_t")
+t("A living one!", "생존자!", "achievement name")
+t("Was teleported into Caldizar's Fortress, far into the void between the stars.", "별들 사이의 머나먼 공허에 있는 칼디자르의 요새로 순간이동했다.", "_t")
+t("Slimefest", "슬라임 축제", "achievement name")
+t("Have 100 walls on the sludgenest turn into hostile creatures.", "sludgenest의 벽 100개가 적대적인 생명체로 변할 때까지 기다렸다.", "_t")
+t("Slime killer party", "슬라임 처치 대잔치", "achievement name")
+t("Have 200 walls on the sludgenest turn into hostile creatures.", "sludgenest의 벽 200개가 적대적인 생명체로 변할 때까지 기다렸다.", "_t")
+t("Mad slime dash", "미친 슬라임 질주", "achievement name")
+t("Have 300 walls on the sludgenest turn into hostile creatures.", "sludgenest의 벽 300개가 적대적인 생명체로 변할 때까지 기다렸다.", "_t")
+t("Don't mind the slimy smell", "슬라임 냄새는 신경쓰지 마", "achievement name")
+t("Have 400 walls on the sludgenest turn into hostile creatures.", "sludgenest의 벽 400개가 적대적인 생명체로 변할 때까지 기다렸다.", "_t")
+t("In the company of slimes", "슬라임 중대와 함께", "achievement name")
+t("Have 500 walls on the sludgenest turn into hostile creatures.", "sludgenest의 벽 500개가 적대적인 생명체로 변할 때까지 기다렸다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/infinite-dungeon.lua"
+
+t("Infinite x10", "무한의 던전 10층", "achievement name")
+t("Got to level 10 of the infinite dungeon.", "무한의 던전 10층에 도달했다.", "_t")
+t("Infinite x20", "무한의 던전 20층", "achievement name")
+t("Got to level 20 of the infinite dungeon.", "무한의 던전 20층에 도달했다.", "_t")
+t("Infinite x30", "무한의 던전 30층", "achievement name")
+t("Got to level 30 of the infinite dungeon.", "무한의 던전 30층에 도달했다.", "_t")
+t("Infinite x40", "무한의 던전 40층", "achievement name")
+t("Got to level 40 of the infinite dungeon.", "무한의 던전 40층에 도달했다.", "_t")
+t("Infinite x50", "무한의 던전 50층", "achievement name")
+t("Got to level 50 of the infinite dungeon.", "무한의 던전 50층에 도달했다.", "_t")
+t("Infinite x60", "무한의 던전 60층", "achievement name")
+t("Got to level 60 of the infinite dungeon.", "무한의 던전 60층에 도달했다.", "_t")
+t("Infinite x70", "무한의 던전 70층", "achievement name")
+t("Got to level 70 of the infinite dungeon.", "무한의 던전 70층에 도달했다.", "_t")
+t("Infinite x80", "무한의 던전 80층", "achievement name")
+t("Got to level 80 of the infinite dungeon.", "무한의 던전 80층에 도달했다.", "_t")
+t("Infinite x90", "무한의 던전 90층", "achievement name")
+t("Got to level 90 of the infinite dungeon.", "무한의 던전 90층에 도달했다.", "_t")
+t("Infinite x100", "무한의 던전 100층", "achievement name")
+t("Got to level 100 of the infinite dungeon.", "무한의 던전 100층에 도달했다.", "_t")
+t("Infinite x150", "무한의 던전 150층", "achievement name")
+t("Got to level 150 of the infinite dungeon.", "무한의 던전 150층에 도달했다.", "_t")
+t("Infinite x200", "무한의 던전 200층", "achievement name")
+t("Got to level 200 of the infinite dungeon.", "무한의 던전 200층에 도달했다.", "_t")
+t("Infinite x300", "무한의 던전 300층", "achievement name")
+t("Got to level 300 of the infinite dungeon.", "무한의 던전 300층에 도달했다.", "_t")
+t("Infinite x400", "무한의 던전 400층", "achievement name")
+t("Got to level 400 of the infinite dungeon.", "무한의 던전 400층에 도달했다.", "_t")
+t("Infinite x500", "무한의 던전 500층", "achievement name")
+t("Got to level 500 of the infinite dungeon.", "무한의 던전 500층에 도달했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/items.lua"
+
+t("Deus Ex Machina", "데우스 엑스 마키나", "achievement name")
+t("Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.", "생명의 피와 네 개의 고유 각인(Primal Infusion, Infusion of Wild Growth, Rune of Reflection 그리고 Rune of the Rift)을 발견했다.", "_t")
+t("Treasure Hunter", "보물 사냥꾼", "achievement name")
+t("Amassed 1000 gold pieces.", "금화 1000개를 모았다.", "_t")
+t("Treasure Hoarder", "보물 수집광", "achievement name")
+t("Amassed 3000 gold pieces.", "금화 3000개를 모았다.", "_t")
+t("Dragon's Greed", "용의 탐욕", "achievement name")
+t("Amassed 8000 gold pieces.", "금화 8000개를 모았다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/kills.lua"
+
+t("That was close", "아슬아슬했어", "achievement name")
+t("Killed your target while having only 1 life left.", "생명력이 단 1만 남은 채로 적을 처치했다.", "_t")
+t("Size matters", "크기는 상관 있다", "achievement name")
+t("Did over 600 damage in one attack.", "한 번의 공격으로 600 이상의 피해를 입혔다.", "_t")
+t("Size is everything", "크기가 모든 것", "achievement name")
+t("Did over 1500 damage in one attack.", "한 번의 공격으로 1500 이상의 피해를 입혔다.", "_t")
+t("The bigger the better!", "크면 클수록 좋지!", "achievement name")
+t("Did over 3000 damage in one attack.", "한 번의 공격으로 3000 이상의 피해를 입혔다.", "_t")
+t("Overpowered!", "압도적인 힘!", "achievement name")
+t("Did over 6000 damage in one attack.", "한 번의 공격으로 6000 이상의 피해를 입혔다.", "_t")
+t("Exterminator", "절멸자", "achievement name")
+t("Killed 1000 creatures.", "1000마리의 생명체를 처치했다.", "_t")
+t("Pest Control", "해충 구제", "achievement name")
+t("Killed 1000 reproducing vermin.", "1000마리의 증식하는 해충을 처치했다.", "_t")
+t("Reaver", "약탈자", "achievement name")
+t("Killed 1000 humanoids.", "1000마리의 인간형을 처치했다.", "_t")
+t("Backstabbing Traitor", "뒤를 찌르는 배신자", "achievement name")
+t("Killed 6 escorted adventurers while you were supposed to save them.", "호위해 주기로 한 모험가를 6명 살해했다.", "_t")
+t("Bad Driver", "나쁜 운전자", "achievement name")
+t("Failed to save any escorted adventurers.", "모험가를 호위하는 데 전부 실패했다.", "_t")
+t("Guiding Hand", "이끄는 손", "achievement name")
+t("Saved all escorted adventurers.", "모험가를 호위하는 데 전부 성공했다.", "_t")
+t("Earth Master", "대지의 달인", "achievement name")
+t("Killed Harkor'Zun and unlocked Stone magic.", "하코르'준을 죽이고 바위 마법을 해금했다.", "_t")
+t("Kill Bill!", "킬 빌!", "achievement name")
+t("Killed Bill in the Trollmire without leveling beyond your starting level.", "게임을 시작한 뒤 레벨을 올리지 않은 채로 Trollmire에서 빌을 처치했다.", "_t")
+t("Atamathoned!", "'아타마쏜'당하다!", "achievement name")
+t("Killed the giant golem Atamathon after foolishly reactivating it.", "어리석게도 거대한 골렘 아타마쏜을 재활성화한 뒤 처치했다.", "_t")
+t("Huge Appetite", "왕성한 식욕", "achievement name")
+t("Ate 20 bosses.", "20명의 보스를 삼켰다.", "_t")
+t("Headbanger", "박치기 왕", "achievement name")
+t("Headbanged 20 bosses to death.", "20명의 보스를 박치기로 처치했다.", "_t")
+t("Are you out of your mind?!", "미친 거 아냐?!", "achievement name")
+t("Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.", "보르 무기고에 있는 무지막지한 고위 다색 용들의 관심을 끌었다. 아마 도망치는 것이 알맞을지도...", "_t")
+t("I cleared the room of death and all I got was this lousy achievement!", "이 죽음의 방을 싹쓸이했지만 내가 얻은 것이라고는 이 바보 같은 도전과제 뿐이라네!", "achievement name")
+t("Killed the seven overpowered wyrms in the \"Room of Death\" in Vor Armoury.", "보르 무기고의 \"죽음의 방\"에 있는 무지막지한 일곱 용들을 처치했다.", "_t")
+t("I'm a cool hero", "나는 쿨한 영웅", "achievement name")
+t("Saved Derth without a single inhabitant dying.", "한 명의 마을 주민도 죽게 놔두지 않고 데르스를 구했다.", "_t")
+t("Kickin' it old-school", "옛 방식으로 작살내기", "achievement name")
+t("Killed Urkis, the Tempest, causing him to drop the Rod of Recall.", "폭풍술사 우르키스를 처치하고 그에게서 Rod of Recall을 얻었다.", "_t")
+t("Leave the big boys alone", "다 큰 놈은 내버려 둬", "achievement name")
+t("Killed The Master, causing him to drop the Rod of Recall.", "'주인' 을 처치하고 그에게서 Rod of Recall을 얻었다.", "_t")
+t("You know who's to blame", "누구의 책임인지 알지", "achievement name")
+t("Killed the Grand Corruptor, causing him to drop the Rod of Recall.", "위대한 타락자를 처치하고 그에게서 Rod of Recall을 얻었다.", "_t")
+t("You know who's to blame (reprise)", "누구의 책임인지 알지(reprise)", "achievement name")
+t("Killed Myssil, causing her to drop the Rod of Recall.", "미씰을 처치하고 그녀에게서 Rod of Recall을 얻었다.", "_t")
+t("Now, this is impressive!", "이제, 정말 인상적이로군!", "achievement name")
+t("Killed Linaniil, the Supreme Archmage of Angolwen.", "앙골웬의 최고 마도사, 리나니일을 처치했다.", "_t")
+t("Fear of Fours", "넷의 공포", "achievement name")
+t("Killed all four bosses of the Slime Tunnels.", "Slime Tunnels의 우두머리 넷을 모두 처치했다.", "_t")
+t("Well trained", "잘 훈련됨", "achievement name")
+t("Deal one million damage to training dummies in a single training session.", "한 번의 연습에서 연습용 허수아비에게 100만 이상의 피해를 입혔다.", "_t")
+t("I meant to do that...", "내가 말하려 했던 건 말이지...", "achievement name")
+t("Avoid death 50 times with a life-saving talent.", "생존 기술로 50번의 죽음을 면했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/lore.lua"
+
+t("Tales of the Spellblaze", "Spellblaze의 이야기", "achievement name")
+t("Learned the eight chapters of the Spellblaze Chronicles.", "Spellblaze 연대기의 여덟 장을 배웠다.", "_t")
+t("The Legend of Garkul", "가르쿨의 전설", "achievement name")
+t("Learned the five chapters of the Legend of Garkul.", "가르쿨의 전설의 다섯 장을 배웠다.", "_t")
+t("A different point of view", "다른 시점에서 보기", "achievement name")
+t("Learned the five chapters of Orc history through loremaster Hadak's tales.", "전승의 대가 하다크의 이야기를 통해 다섯 장의 오크 역사를 배웠다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/player.lua"
+
+t("Level 10", "레벨 10", "achievement name")
+t("Got a character to level 10.", "캐릭터가 레벨 10이 되었다.", "_t")
+t("Level 20", "레벨 20", "achievement name")
+t("Got a character to level 20.", "캐릭터가 레벨 20이 되었다.", "_t")
+t("Level 30", "레벨 30", "achievement name")
+t("Got a character to level 30.", "캐릭터가 레벨 30이 되었다.", "_t")
+t("Level 40", "레벨 40", "achievement name")
+t("Got a character to level 40.", "캐릭터가 레벨 40이 되었다.", "_t")
+t("Level 50", "레벨 50", "achievement name")
+t("Got a character to level 50.", "캐릭터가 레벨 50이 되었다.", "_t")
+t("Unstoppable", "저지불가", "achievement name")
+t("Returned from the dead.", "죽음으로부터 돌아왔다.", "_t")
+t("Utterly Destroyed", "완전히 파괴되다", "achievement name")
+t("Died on the Eidolon Plane.", "에이돌론의 차원에서 죽었다.", "_t")
+t("Fool of a Took!", "이 멍청아!", "achievement name")
+t("Killed oneself as a halfling.", "하플링으로 플레이하는 중 자기 자신을 죽였다.", "_t")
+t("Emancipation", "í•´ë°©", "achievement name")
+t("Had the golem kill a boss while its master was already dead.", "주인이 이미 죽은 상태에서 골렘이 보스를 처치했다.", "_t")
+t("Take you with me", "물귀신", "achievement name")
+t("Killed a boss while already dead.", "이미 죽은 상태에서 보스를 처치했다.", "_t")
+t("Look at me, I'm playing a roguelike!", "날 좀 봐, 난 로그라이크를 하고 있다고!", "achievement name")
+t("Linked yourself in the in-game chat.", "게임 안의 채팅에 자신의 캐릭터를 링크했다.", "_t")
+t("Fear me not!", "날 두려워하지 말라!", "achievement name")
+t("Survived the Fearscape!", "Fearscape에서 살아 돌아왔다!", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/quests.lua"
+
+t("Baby steps", "걸음마", "achievement name")
+t("Completed ToME4 tutorial mode.", "ToME4의 튜토리얼을 완료했다.", "_t")
+t("Vampire crusher", "뱀파이어 분쇄자", "achievement name")
+t("Destroyed the Master in its lair of the Dreadfell.", "Dreadfell에 있는 그의 본거지에서 Master를 파괴했다.", "_t")
+t("A dangerous secret", "위험한 비밀", "achievement name")
+t("Found the mysterious staff and told Last Hope about it.", "신비한 지팡이를 찾아내고 그것을 마지막 희망에 보고했다.", "_t")
+t("The secret city", "비밀스러운 도시", "achievement name")
+t("Discovered the truth about mages.", "마법사들에 대한 진실을 밝혀냈다.", "_t")
+t("Burnt to the ground", "전소", "achievement name")
+t("Gave the staff of absorption to the apprentice mage and watched the fireworks.", "흡수의 지팡이를 견습 마법사에게 건네 주고 불꽃놀이를 지켜봤다.", "_t")
+t("Against all odds", "불가능에 맟서다", "achievement name")
+t("Killed Ukruk in the ambush.", "습격해 온 우크룩을 처치했다.", "_t")
+t("Sliders", "슬라이더", "achievement name")
+t("Activated a portal using the Orb of Many Ways.", "Orb of Many Ways를 사용하여 차원문을 활성화했다.", "_t")
+t("Destroyer's bane", "파괴자의 파멸", "achievement name")
+t("Killed Golbug the Destroyer.", "파괴자 골버그를 처치했다.", "_t")
+t("Brave new world", "멋진 신세계", "achievement name")
+t("Went to the Far East and took part in the war.", "동쪽 대륙으로 건너가 전쟁에 참여했다.", "_t")
+t("Race through fire", "화염을 뚫고 달려라", "achievement name")
+t("Raced through the fires of the Charred Scar to stop the Sorcerers.", "주술사들을 막기 위해 Charred Scar의 화염을 뚫고 달렸다.", "_t")
+t("Orcrist", "오르크리스트", "achievement name")
+t("Killed the leaders of the Orc Pride.", "Orc Pride의 지도자들을 처치했다.", "_t")
+t("Evil denied", "악을 저지하다", "achievement name")
+t("Won ToME by preventing the Void portal from opening.", "공허의 관문이 열리는 것을 막아내어 ToME에서 승리했다.", "_t")
+t("The High Lady's destiny", "고귀한 여인의 운명", "achievement name")
+t("Won ToME by closing the Void portal using Aeryn as a sacrifice.", "아에린의 희생으로 공허의 관문을 닫아 ToME에서 승리했다.", "_t")
+t("The Sun Still Shines", "태양은 여전히 빛나고", "achievement name")
+t("Aeryn survived the last battle.", "아에린이 마지막 전투에서 살아남았다.", "_t")
+t("Selfless", "이타심", "achievement name")
+t("Won ToME by closing the Void portal using yourself as a sacrifice.", "당신의 희생으로 공허의 관문을 닫아 ToME에서 승리했다.", "_t")
+t("Triumph of the Way", "'한길'의 승리", "achievement name")
+t("Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.", "당신의 희생으로 에이얄의 모든 지성체에게 '한길'을 강제해 ToME에서 승리했다.", "_t")
+t("No Way!", "그 '길'은 안 돼!", "achievement name")
+t("Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.", "공허의 관문을 닫고 아에린에게 스스로 죽음을 맞이함으로써 모든 지성체를 노예로 삼으려는 '한길'의 음모를 저지하고 ToME에서 승리했다.", "_t")
+t("Tactical master", "전술의 달인", "achievement name")
+t("Fought the two Sorcerers without closing any invocation portals.", "어떤 소환 차원문도 닫지 않고 두 주술사와 싸워 이겼다.", "_t")
+t("Portal destroyer", "차원문 파괴자", "achievement name")
+t("Fought the two Sorcerers and closed one invocation portal.", "하나의 소환 차원문을 닫고 두 주술사와 싸웠다.", "_t")
+t("Portal reaver", "차원문 약탈자", "achievement name")
+t("Fought the two Sorcerers and closed two invocation portals.", "두 개의 소환 차원문을 닫고 두 주술사와 싸웠다.", "_t")
+t("Portal ender", "차원문 종결자", "achievement name")
+t("Fought the two Sorcerers and closed three invocation portals.", "세 개의 소환 차원문을 닫고 두 주술사와 싸웠다.", "_t")
+t("Portal master", "차원문 달인", "achievement name")
+t("Fought the two Sorcerers and closed four invocation portals.", "네 개의 소환 차원문을 모두 닫고 두 주술사와 싸웠다.", "_t")
+t("Never Look Back And There Again", "뒤는 돌아보지 않는다", "achievement name")
+t("Win the game without ever setting foot on Maj'Eyal.", "마즈'에이얄에 발도 딛지 않고 게임에서 승리했다.", "_t")
+t("Bikining along!", "비키니와 함께!", "achievement name")
+t("Won the game without ever taking off her bikini.", "비키니를 한 번도 벗지 않고 게임에서 승리했다.", "_t")
+t("Mankining it happen!", "맨키니가 나타났다!", "achievement name")
+t("Won the game without ever taking off his mankini.", "맨키니를 한 번도 벗지 않고 게임에서 승리했다.", "_t")
+t("Rescuer of the lost", "실종자를 구해 내다", "achievement name")
+t("Rescued the merchant from the assassin lord.", "암살단의 단장으로부터 상인을 구했다.", "_t")
+t("Poisonous", "유독한 녀석", "achievement name")
+t("Sided with the assassin lord.", "암살단의 단장과 한 편이 되었다.", "_t")
+t("Destroyer of the creation", "창조의 파괴자", "achievement name")
+t("Killed Slasul.", "슬라술을 처치했다.", "_t")
+t("Treacherous Bastard", "믿을 수 없는 자식", "achievement name")
+t("Killed Slasul even though you sided with him to learn the Legacy of the Naloren prodigy.", "'날로레의 유산'을 배우기 위해 슬라술의 편을 든 다음, 슬라술을 처치했다.", "_t")
+t("Flooder", "홍수를 부르는 자", "achievement name")
+t("Defeated Ukllmswwik while doing his own quest.", "우클름스윅의 임무를 진행하는 도중 그를 패배시켰다.", "_t")
+t("Gem of the Moon", "달의 보석", "achievement name")
+t("Completed the Master Jeweler quest with Limmir.", "리미르와 함께 보석 세공 명인 임무를 완료했다.", "_t")
+t("Curse Lifter", "저주를 걷어낸 자", "achievement name")
+t("Killed Ben Cruthdar the Cursed.", "저주받은 자 벤 크루스달을 처치했다.", "_t")
+t("Fast Curse Dispel", "빠른 해주", "achievement name")
+t("Killed Ben Cruthdar the Cursed while saving all the lumberjacks.", "한 명의 나무꾼도 죽게 두지 않고 저주받은 자 벤 크루스달을 처치했다.", "_t")
+t("Eye of the storm", "폭풍의 눈", "achievement name")
+t("Freed Derth from the onslaught of the mad Tempest, Urkis.", "미친 폭풍술사 우르키스로부터 데르스를 해방시켰다.", "_t")
+t("Antimagic!", "반마법!", "achievement name")
+t("Completed antimagic training in the Ziguranth camp.", "지구르의 캠프에서 반마법 훈련을 마쳤다.", "_t")
+t("Anti-Antimagic!", "반-반마법!", "achievement name")
+t("Destroyed the Ziguranth camp with your Rhaloren allies.", "랄로레 아군들과 함께 지구르의 캠프를 파괴했다.", "_t")
+t("There and back again", "또 다시 그곳에", "achievement name")
+t("Opened a portal to Maj'Eyal from the Far East.", "마즈'에이얄에서 동쪽 대륙으로 통하는 차원문을 열었다.", "_t")
+t("Back and there again", "다시 또 그곳에", "achievement name")
+t("Opened a portal to the Far East from Maj'Eyal.", "동쪽 대륙에서 마즈'에이얄로 통하는 차원문을 열었다.", "_t")
+t("Arachnophobia", "거미 공포증", "achievement name")
+t("Destroyed the spydric menace.", "위협적인 거미들을 제거했다.", "_t")
+t("Clone War", "클론 전쟁", "achievement name")
+t("Destroyed your own Shade.", "자기 자신의 그림자를 파괴했다.", "_t")
+t("Home sweet home", "즐거운 나의 집", "achievement name")
+t("Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.", "기이한 짐승을 해치우고 쉐르'툴 요새 일크구르의 소유권을 얻었다.", "_t")
+t("Squadmate", "ì „ìš°", "achievement name")
+t("Escaped from Reknor alive with your squadmate Norgan.", "같은 분대원 노르간과 함께 레크노르에서 무사히 탈출했다.", "_t")
+t("Genocide", "종족 학살", "achievement name")
+t("Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.", "번식 구덩이의 오크 큰어미를 처치해 오크들에게 막대한 피해를 입혔다.", "_t")
+t("Savior of the damsels in distress", "고통받은 소녀의 구원자", "achievement name")
+t("Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.", "크릴-페이얀의 지하묘지에서 끔찍한 운명에 처한 멜린다를 구해냈다.", "_t")
+t("Impossible Death", "불가능한 죽음", "achievement name")
+t("Got killed by your future self.", "미래의 자기 자신에게 처치당했다.", "_t")
+t("Self-killer", "스스로를 죽인 자", "achievement name")
+t("Killed your future self.", "미래의 자신을 처치했다.", "_t")
+t("Paradoxology", "역설", "achievement name")
+t("Both killed your future self and got killed by your future self.", "미래의 자기 자신에게 처치당하는 동시에 미래의 자신을 처치했다.", "_t")
+t("Explorer", "탐험가", "achievement name")
+t("Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.", "한 캐릭터로 쉐르'툴 요새의 탐험용 차원문을 7차례 이상 이용했다.", "_t")
+t("Orbituary", "궤도를 안정화하다", "achievement name")
+t("Stabilized the Abashed Expanse to maintain it in orbit.", "너무나 광활한 공간을 궤도에 안정화시켰다.", "_t")
+t("Wibbly Wobbly Timey Wimey Stuff", "뒤죽박죽 엉망진창인 시간", "achievement name")
+t("Killed the weaver queen and the temporal defiler.", "무당거미 여왕과 시간의 모독자를 처치했다.", "_t")
+t("Matrix style!", "매트릭스처럼!", "achievement name")
+t("Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!", "너무나도 광활한 공간을 단 한 번도 공허의 돌풍이나 마나 벌레에게 피격당하지 않고 통과했다. 피하는 건 재미있어!", "_t")
+t("The Right thing to do", "옳은 일", "achievement name")
+t("Did the righteous thing in the ring of blood and disposed of the Blood Master.", "피의 투기장에서 올바른 일을 하고 투기장의 주인을 처치했다.", "_t")
+t("Thralless", "노예는 없다", "achievement name")
+t("Freed at least 30 enthralled slaves in the slavers' compound.", "노예 수용소에서 30명 이상의 매혹된 노예를 해방했다.", "_t")
+t("Lost in translation", "전송 중 실종", "achievement name")
+t("Destroyed the naga portal in the slazish fens and got caught in the after-effect.", "슬라지쉬 늪지의 나가 관문을 파괴하고 그 후폭풍에 휩쓸렸다.", "_t")
+t("Dreaming my dreams", "꿈을 꾸다", "achievement name")
+t("Experienced and completed all the dreams in the Dogroth Caldera.", "도그로스 화산 분지에서 모든 꿈을 경험하고 완료했다.", "_t")
+t("Oozemancer", "점액술사", "achievement name")
+t("Destroyed the corrupted oozemancer.", "타락한 점액술사를 처치했다.", "_t")
+t("Lucky Girl", "운 좋은 소녀", "achievement name")
+t("Saved Melinda again and invited her to the Fortress to cure her.", "멜린다를 다시 한 번 구해 주고 그녀를 치유하기 위해 요새로 초대했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/achievements/talents.lua"
+
+t("Pyromancer", "화염술사", "achievement name")
+t("Unlocked Archmage class and did over one million fire damage (with any item/talent/class).", "마도사를 해금한 뒤 (아무 아이템/기술/직업으로나) 누적 100만 점 이상의 화염 피해를 입혔다.", "_t")
+t("Cryomancer", "냉기술사", "achievement name")
+t("Unlocked Archmage class and did over one million cold damage (with any item/talent/class).", "마도사를 해금한 뒤 (아무 아이템/기술/직업으로나) 누적 100만 점 이상의 냉기 피해를 입혔다.", "_t")
+t("Lichform", "리치 형상", "achievement name")
+t("Achieved your wild dreams of power and eternal life: you turned into a Lich!", "힘과 영생을 향한 당신의 야망은 이루어졌다: 당신은 리치가 되었다!", "_t")
+t("Best album ever!", "'더 큐어' 아시는구나!", "achievement name")
+t("Removed 89 beneficial effects from enemies via Disintegration.", "'Disintegration' 기술로 적으로부터 '89'개의 이로운 효과를 제거했다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/adventurer.lua"
+
+t("Adventurer", "모험가", "birth descriptor name")
+t("Adventurers can learn to do a bit of everything, getting training in whatever they happen to find.", "모험가들은 발견하는 어떤 것이든 훈련받으며 어떤 기술이던지 약간씩 배울 수 있습니다.", "_t")
+t("#{bold}##GOLD#This is a bonus class for winning the game.  It is by no means balanced.#WHITE##{normal}#", "#{bold}##GOLD#모험가는 본편에서 승리한 사람을 위한 보너스 직업입니다. 밸런스가 맞지 않을 수 있습니다.#WHITE##{normal}#", "_t")
+t("Their most important stats depend on what they wish to do.", "그들에게 가장 중요한 능력치는 가고자 하는 길에 따라 다릅니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +2 Strength, +2 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +2 힘, +2 민첩, +2 체격", "_t")
+t("#LIGHT_BLUE# * +2 Magic, +2 Willpower, +2 Cunning", "#LIGHT_BLUE# * +2 마법, +2 의지, +2 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/afflicted.lua"
+
+t("Afflicted", "고통받는 자", "birth descriptor name")
+t("Some walk in shadow, alone, unloved, unwanted. What powers they wield may be mighty, but their names are forever cursed.", "사랑받지 못하고, 어디서도 환영받지 못하는 채로 홀로 그림자 속을 걷는 이들이 있습니다. 가진 힘은 막강할지 몰라도, 그들의 이름은 영원히 저주받았습니다.", "_t")
+t("Afflicted classes have been twisted by their association with evil forces.", "고통받는 자들은 사악한 힘과의 연관에 의해 뒤틀려 버렸습니다.", "_t")
+t("They can use these forces to their advantage, but at a cost...", "가진 힘을 스스로를 위해 사용할 수도 있지만, 그 대가는...", "_t")
+t("Cursed", "저주받은 자", "birth descriptor name")
+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.", "고통은 영혼까지 번질 수 있고, 증오는 한 존재를 가득 채울 수 있습니다. 다른 이의 증오스러운 저주를 극복해 그 두려운 진의를 깨달으십시오.", "_t")
+t("Through ignorance, greed or folly the Cursed served some dark design and are now doomed to pay for their sins.", "무지, 탐욕, 혹은 어리석음으로 인해 저주받은 자들은 한때 어둠의 존재를 섬겼었고 결국 그 죄의 대가로 파멸을 맞이했습니다.", "_t")
+t("Their only master now is the hatred they carry for every living thing.", "이제 그들을 지배하는 것은 살아 있는 모든 것에 대한 증오 뿐입니다.", "_t")
+t("Drawing strength from the death of all they encounter, the Cursed become terrifying combatants.", "다른 존재의 죽음으로부터 힘을 끌어내어 저주받은 자들은 무시무시한 전투 능력을 가집니다.", "_t")
+t("Worse, any who approach the Cursed can be driven mad by their terrible aura.", "심지어 그들에게 다가가는 이들은 저주받은 자들이 내뿜는 끔찍한 기운에 홀려 미쳐버릴 수도 있습니다.", "_t")
+t("Their most important stats are: Strength and Willpower", "그들에게 가장 중요한 능력치는 힘과 의지입니다.", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +5 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 마법, +4 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+t("Doomed", "파멸한 자", "birth descriptor name")
+t("In shaded places in unknown lands thou must overcome thyself and see thy doom.", "알려지지 않은 땅의 그늘진 곳에서, 그대는 자기 자신을 넘어서고 그 파멸을 마주해야 하리라.", "_t")
+t("The Doomed are fallen mages who once wielded powerful magic wrought by ambition and dark bargains.", "파멸당한 자들은 한때 야망에 불타 어둠의 거래로 끌어온 강력한 마법의 힘을 휘두르던, 몰락한 마법사들입니다.", "_t")
+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.", "섬겨 왔던 어둠의 힘에 의해 마법을 빼앗긴 뒤로, 그들은 가슴 속에 불타는 증오를 이용하는 방법을 배웠습니다.", "_t")
+t("Only time will tell if they can choose a new path or are doomed forever.", "새로운 길을 선택할 수 있을지 혹은 그들이 영원히 파멸당한 것인지는 오직 시간만이 알 것입니다.", "_t")
+t("The Doomed strike from behind a veil of darkness or a host of shadows.", "파멸당한 자들은 어둠의 장막 뒤에 숨어 적을 공격하거나 그림자들을 사역할 수 있습니다.", "_t")
+t("They feed upon their enemies as they unleash their minds on all who confront them.", "정신의 힘을 해방해 그들에게 대적하는 모든 자들을 포식하기도 합니다.", "_t")
+t("Their most important stats are: Willpower and Cunning", "그들에게 가장 중요한 능력치는 의지와 교활입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +5 Cunning", "#LIGHT_BLUE# * +0 마법, +4 의지, +5 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/celestial.lua"
+
+t("The magic of the heavens is known to but a few, and that knowledge has long passed east, forgotten.", "천상의 마법을 알던 사람은 아주 적었고, 그들의 지식은 오래 전 그들이 머나먼 동쪽으로 떠난 뒤 잊혀졌습니다.", "_t")
+t("Celestial classes are arcane users focused on the heavenly bodies.", "천공의 사도들은 천체의 힘을 끌어내는 것에 집중하는 마법 사용자들입니다.", "_t")
+t("Most draw their powers from the Sun and the Moons.", "그들의 대부분은 태양과 달로부터 힘을 끌어냅니다.", "_t")
+t("Sun Paladin", "태양의 기사", "birth descriptor name")
+t("The sun rises in the east in full glory, but you must look for it first amidst the darkest places.", "태양은 영광스러운 모습으로 동쪽에서 떠오르지만, 칠흑 같은 어둠 속에서도 그대는 태양을 찾을 수 있으리라.", "_t")
+t("Sun Paladins hail from the Gates of Morning, the last bastion of the free people in the Far East.", "태양의 기사들은 동대륙 자유민들의 마지막 보루인 아침의 문 출신입니다.", "_t")
+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.'", "그들의 삶의 방식은 '태양은 우리의 힘이요, 순수이자 정수이니, 우리는 어두운 곳에 빛을 가져오며 우리의 힘에 맞서는 이는 누구도 지나갈 수 없다.'라는 좌우명으로 잘 드러납니다.", "_t")
+t("They can channel the power of the Sun to smite all who seek to destroy the Sunwall.", "그들은 태양의 장벽을 파괴하려는 그 누구라도 태양의 힘을 끌어내어 강타합니다.", "_t")
+t("Competent in both weapon and shield combat and magic, they usually burn their foes from afar before bashing them in melee.", "태양의 기사들은 무기와 방패 전투법 그리고 마법 모두에 조예가 있기에 멀리서 그들의 적을 불사른 뒤 근접 전투에 들어가곤 합니다.", "_t")
+t("Their most important stats are: Strength and Magic", "그들에게 가장 중요한 능력치는 힘과 마법입니다.", "_t")
+t("#LIGHT_BLUE# * +5 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +5 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 마법, +0 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+t("Anorithil", "아노리실", "birth descriptor name")
+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.", "천상의 균형을 조율하는 것은 벅찬 일이다. 마음에 빛과 어둠 모두를 받아들인 이들은 황혼에 서서 그 권능을 휘두르리라.", "_t")
+t("Anorithils hail from the Gates of Morning, the last bastion of the free people in the Far East.", "아노리실들은 동대륙 자유민들의 마지막 보루인 아침의 문 출신입니다.", "_t")
+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.'", "그들의 삶의 방식은 '우리는 태양과 달 사이, 빛과 어둠이 만나는 곳에 서 있다. 잿빛의 황혼 속에서 우리의 운명을 찾으리라.'라는 좌우명으로 잘 드러납니다.", "_t")
+t("They can channel the power of the Sun and the Moons to burn and tear apart all who seek to destroy the Sunwall.", "그들은 태양의 장벽을 파괴하려는 그 누구라도 태양과 달의 힘을 끌어내어 불태우고 찢어냅니다.", "_t")
+t("Masters of Sun and Moon magic, they usually burn their foes with Sun rays before calling the fury of the stars.", "태양의 마법과 달의 마법 모두에 능통한 그들은 별들의 분노를 불러내기 전에 적을 먼저 태양빛으로 불태웁니다.", "_t")
+t("Their most important stats are: Magic and Cunning", "그들에게 가장 중요한 능력치는 마법과 교활입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +6 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +6 마법, +0 의지, +3 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/chronomancer.lua"
+
+t("Chronomancer", "시공술사", "birth descriptor name")
+t("Some do not walk upon the straight road others follow. Seek the hidden paths outside the normal course of life.", "남들과 같이 죽 곧은 시간의 길을 걷지 않는 이들이 있다. 평범한 삶에서 벗어나 샛길을 찾아보아라.", "_t")
+t("Exploiting a hole in the fabric of spacetime, Chronomancers learn to pull threads from other timelines into their own.", "시공술사들은 시공간의 구조에 뚫린 구멍을 이용해 다른 시간선에서 그들의 시간선으로 시간의 실을 끌어오는 방법을 배웠습니다.", "_t")
+t("Pulling these threads creates tension and the harder they pull the more tension is produced.", "시간의 실을 끌어오는 것은 장력을 만들어내고, 강하게 끌어올수록 장력 또한 강해집니다.", "_t")
+t("Constantly they manage this tension, which they call Paradox, to avoid or control the anomalies they inevitably unleash on the world around them.", "시공술사들은 '괴리'라고 부르는 이 장력을 지속적으로 관리하여 불가피한 시공의 뒤틀림이 그들의 주위에 터져나오는 것을 조절합니다.", "_t")
+t("Paradox Mage", "괴리술사", "birth descriptor name")
+t("A hand may clap alone if it returns to clap itself. Search for the power in the paradox.", "한 손을 내밀고 시간을 되돌려 그 손을 치면, 한 손만으로도 박수를 칠 수 있다. 괴리 속에서 힘을 찾아라.", "_t")
+t("A Paradox Mage studies the very fabric of spacetime, learning not just to bend it but shape it and remake it.", "괴리술사들은 시공간의 구조를 변형할 뿐만 아니라, 형성하고 재창조하는 방법까지도 익힙니다.", "_t")
+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.", "대부분의 괴리술사들은 일반적인 전투 기술을 잘 알지 못하지만 시공간의 힘을 다루는 것으로 대신합니다.", "_t")
+t("Paradox Mages start off with knowledge of all but the most complex Chronomantic schools.", "괴리술사들은 가장 복잡한 시공 마법들을 제외한 모든 시공 마법을 아는 상태로 시작합니다.", "_t")
+t("Their most important stats are: Magic and Willpower", "그들의 가장 중요한 능력치는 마법과 의지입니다.", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +2 체격", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +2 Willpower, +0 Cunning", "#LIGHT_BLUE# * +5 마법, +2 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+t("Temporal Warden", "시간 감시자", "birth descriptor name")
+t("We preserve the past to protect the future. The hands of time are guarded by the arms of war.", "우리는 미래를 위해 과거를 보존한다. 시간의 손을 보호하는 것은 전쟁의 무기일지니.", "_t")
+t("Their lifelines braided, Temporal Wardens have learned to work with their other selves across multiple timelines.", "시간 감시자들은 여러 시간선의 자기 자신들과 함께 일하는 법을 배웠습니다.", "_t")
+t("Through their study of chronomancy, they learn to blend archery and dual-weapon fighting, seamlessly switching from one to the other.", "시공 마법의 연구를 통해 그들은 궁술과 쌍수 무기 전투를 접목하여 매끄럽게 두 전투 방식을 오갈 수 있습니다.", "_t")
+t("Their most important stats are: Magic, Dexterity, and Willpower", "그들에게 가장 중요한 능력치는 힘과 민첩, 의지, 그리고 마법입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +3 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +2 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 마법c, +2 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/corrupted.lua"
+
+t("Defiler", "모독자", "birth descriptor name")
+t("Dark thoughts, black bloods, vile deeds... Those who spill their brethren's blood will find its power.", "사악한 생각, 검은 피, 타락한 행위... 동포의 피로 땅을 적시는 자는 힘을 얻으리라.", "_t")
+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.", "모독자들은 악의 낙인을 받은 이들입니다. 세상의 역병이자, 사악한 의지를 위해 일하는 모독자들은 그들의 주인을 섬기거나 스스로 사악한 주인이 되기도 합니다.", "_t")
+t("Reaver", "약탈자", "birth descriptor name")
+t("Reap thee the souls of thine enemies, and the powers of darkness shall enter thy flesh.", "그대에게 대적하는 자들의 영혼을 거두라, 그리하면 그대의 육신에 암흑의 권능이 깃들지니.", "_t")
+t("Reavers are terrible foes, charging their enemies with a weapon in each hand.", "양 손에 하나씩 무기를 들고 적에게 달려드는 약탈자들은 무시무시한 적수입니다.", "_t")
+t("They can harness the blight of evil, infecting their foes with terrible contagious diseases while crushing their skulls with devastating combat techniques.", "악과 부패를 받아들인 그들은 파괴적인 전투 기술로 적들의 두개골을 으스러뜨리는 동시에 적들에게 끔찍한 역병을 내립니다.", "_t")
+t("Their most important stats are: Strength and Magic", "그들에게 가장 중요한 능력치는 힘과 마법입니다.", "_t")
+t("#LIGHT_BLUE# * +4 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +4 힘, +1 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 마법, +0 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+t("Corruptor", "타락자", "birth descriptor name")
+t("Blight and depravity hold the greatest powers. Accept temptation and become one with corruption.", "어둠과 부패에는 강력한 힘이 있나니, 유혹을 받아들이고 타락과 하나가 될지어다.", "_t")
+t("A corruptor is a terrible foe, wielding dark magics that can sap the very soul of her target.", "희생양들의 영혼을 쥐어짜낼 수 있는 어둠의 마법을 다루는 타락자들은 무시무시한 적수입니다.", "_t")
+t("They can harness the blight of evil, crushing souls, stealing life force to replenish themselves.", "그들은 사악한 힘을 휘둘러 영혼을 파괴하고 생명력을 빼앗아 스스로를 채웁니다.", "_t")
+t("The most powerful corruptors can even take on some demonic aspects for themselves.", "가장 강력한 타락자들은 악마의 형상을 취할 수도 있습니다.", "_t")
+t("Their most important stats are: Magic and Willpower", "그들의 가장 중요한 능력치는 마법과 의지입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +2 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +2 체격", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 마법, +3 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/mage.lua"
+
+t("Mage", "마법사", "birth descriptor name")
+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.", "마법사들은 생각만으로 강력하고 파괴적인 주문을 시전하거나 상처를 치유할 수 있는 신비한 힘을 지녔습니다.", "_t")
+t("Alchemist", "연금술사", "birth descriptor name")
+t("An Alchemist is a manipulator of materials using magic.", "연금술사란 마법을 사용하여 물질을 조작하는 마법사이다.", "_t")
+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.", "그들은 옛 마법사들이 행하던 금지된 마법을 사용하지 않습니다 - 마법폭발 이후로 꺼려지거나 마법사 사냥의 대상이 된, 자연을 어지럽히는 자들 말입니다.", "_t")
+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.", "연금술사들은 보석을 불덩어리로 변환시켜 던지거나, 산성 액체로 바꿔 쏟아내는 등의 원소 효과를 일으킬 수 있습니다. 또한 갑옷에 보석을 박아서 마법효과를 부여하거나, 마법 지팡이로 에너지를 방출할 수도 있습니다.", "_t")
+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.", "대부분의 연금술사들은 신체적으로 약하지만 그들이 직접 만든 마법 골렘을 경호원으로 대동하여 이를 보완합니다. 골렘들은 주인에게 절대적으로 복종하며 주인의 힘이 강해짐에 따라 함께 강해집니다.", "_t")
+t("Their most important stats are: Magic and Constitution", "그들의 가장 중요한 능력치는 마법과 체격입니다.", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +3 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +3 체격", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +1 Willpower, +0 Cunning", "#LIGHT_BLUE# * +5 마법, +1 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -1", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -1", "_t")
+t("Golem", "골렘", "birth facial category")
+t("Golem becomes a Drolem", "골렘이 용 골렘이 됨", "_t")
+t("Archmage", "마도사", "birth descriptor name")
+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.", "증오받고, 괴로워하고, 사냥당하고, 숨어들었다... 우리의 기예는 금지되었지만 우리의 대의는 정당하다. 숨겨진 골짜기에서 우리는 세계의 분노를 피해 안식을 얻고, 자유롭게 기술을 연마한다. 오직 호의와 우정으로만 우리의 신뢰를 얻을 수 있으리라.", "_t")
+t("An Archmage devotes his whole life to the study of magic above anything else.", "마도사들은 모든 것을 뒤로 하고 마법의 연구에만 일생을 바쳤습니다.", "_t")
+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.", "대부분의 마도사들은 일반적인 전투 기술을 잘 알지 못하지만 그들이 가진 순수한 마법의 힘으로 대신합니다.", "_t")
+t("Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.", "마도사들은 많은 종류의 마법을 아는 상태로 시작합니다. 하지만 그들은 대개 강령술과는 어떤 관계도 맺지 않으려 합니다.", "_t")
+t("Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly.", "대부분의 마도사들은 숨겨진 마을 앙골웬에서 훈련받았으며 그곳으로 곧장 이동할 수 있는 특별한 주문을 알고 있습니다.", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -4", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -4", "_t")
+t("Necromancer", "강령술사", "birth descriptor name")
+t("The road to necromancy is a macabre path indeed. Walk with the dead, and drink deeply of their black knowledge.", "강령술의 길은 그야말로 섬뜩하다. 죽은 자들과 함께 걷고, 그들의 부정한 지식을 들이켜라.", "_t")
+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.", "마법폭발 이후로 대부분의 마법이 의심의 눈초리를 받게 되었지만, 강령술의 부정한 기예는 훨씬 전부터 낙인이 찍혔습니다.", "_t")
+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.", "이 어둠의 마법사들은 생명을 꺼뜨리고, 죽음을 뒤틀며 망자들의 군대를 일으킵니다. 힘에 대한 갈망을 충족시키기 위해, 그리고 궁극적인 목표인 영생을 얻기 위해.", "_t")
+t("Their most important stats are: Magic and Willpower", "그들의 가장 중요한 능력치는 마법과 의지입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +5 Magic, +3 Willpower, +1 Cunning", "#LIGHT_BLUE# * +5 마법, +3 의지, +1 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -3", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -3", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/none.lua"
+
+t("None", "없음", "birth descriptor name")
+t("Your race cannot select a class; it has its own powers.", "당신의 종족은 직업을 선택할 수 없습니다. 그 대신 독자적인 능력을 가집니다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/psionic.lua"
+
+t("Psionic", "초능력자", "birth descriptor name")
+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.", "육신의 나약함은 정신의 단련을 통해 극복할 수 있다. '길'을 찾고 '길'을 위해 싸워 그대의 정신을 개방하라.", "_t")
+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.", "초능력자들은 스스로의 내면에서 힘을 끌어냅니다. 그들의 고도로 훈련된 정신은 여러 원천으로부터 에너지를 끌어내고, 이를 조작하여 물리적인 효과로 변환할 수 있습니다.", "_t")
+t("Mindslayer", "정신파괴자", "birth descriptor name")
+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.", "생각으로 영감을 줄 수도 있고, 생각으로 죽일 수도 있다. 기나긴 억압과 구속이 끝나면 생각은 우리를 자유롭게 할 것이고 우리의 가장 어두운 꿈 속에서 복수가 오리라.", "_t")
+t("Mindslayers specialize in direct and brutal application of mental forces to their immediate surroundings.", "정신파괴자들은 정신의 힘을 직접적이고 잔혹하게 주변에 몰아치는 것에 특화되어 있습니다.", "_t")
+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.", "정신파괴자들은 전투의 한가운데에서 막대한 에너지를 휘두르며, 생각과 같은 속도로 염동력으로 제어되는 무기들을 휘둘러 주변의 적들을 베어넘깁니다.", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +4 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 마법, +4 의지, +4 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -2", "_t")
+t("Solipsist", "유아론자", "birth descriptor name")
+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.", "어떤 이들은 세상이 그저 여럿이 꾸는 꿈이라고 믿는다. 잠든 자를 깨워 꿈의 잠재력을 개방하라.", "_t")
+t("The Solipsist believes that reality is malleable and nothing more than the collective vision of those that experience it.", "유아론자들은 현실은 가변적이며 그것을 경험하는 이들의 집단적 망상에 불과하다고 믿습니다.", "_t")
+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.", "그들은 이 지식을 이용하여 창조함와 동시에 파괴하고, 다른 이들의 정신을 침범하며 꿈을 조작합니다.", "_t")
+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.", "하지만 이 지식에는 무거운 대가가 따릅니다. 유아론자들은 세계가 그들의 망상일 뿐이라는 생각으로부터 스스로의 정신을 보호해야 합니다.", "_t")
+t("Their most important stats are: Willpower and Cunning", "그들에게 가장 중요한 능력치는 의지와 교활입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 마법, +5 의지, +4 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -4 (*special*)", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -4 (*특수*)", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/rogue.lua"
+
+t("Rogues are masters of tricks; they can strike from the shadows, and lure monsters into deadly traps.", "불한당들은 속임수의 달인입니다. 그림자 속에서 적들을 기습하고, 괴물들을 치명적인 함정으로 유인해 처치합니다.", "_t")
+t("Rogue", "불한당", "birth descriptor name")
+t("Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage.", "불한당들은 속임수의 달인입니다. 적이 눈치채지 못하게 접근한 뒤 기습을 가하여 엄청난 피해를 입힐 수 있습니다.", "_t")
+t("Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them.", "양쪽 손 모두에 단검을 드는 것을 선호하며, 함정을 탐지하고 해제하는 것 못지않게 설치에도 능한 전문가가 될 수도 있습니다.", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 힘, +3 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +5 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +5 교활", "_t")
+t("Shadowblade", "그림자칼날", "birth descriptor name")
+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.", "그림자칼날들은 마법의 재능을 타고난 불한당들로, 효율적인 마법을 펼치는 동시에 은폐의 장막 아래서 단검으로 적을 기습합니다.", "_t")
+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.", "그들의 마법 능력은 배운 것이 아닌 선천적인 것이기 때문에, 자연적으로 마나를 재생할 수 없으며 회복을 위해서는 다른 수단이 필요합니다.", "_t")
+t("They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.", "환상, 시간, 예지, 그리고 전이 마법 학파의 주문들을 사용합니다.", "_t")
+t("Their most important stats are: Dexterity, Cunning and Magic", "그들에게 가장 중요한 능력치는 민첩과 교활 그리고 마법입니다.", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +3 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +3 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +3 마법, +0 의지, +3 교활", "_t")
+t("Marauder", "습격자", "birth descriptor name")
+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!", "숨지도, 은밀하게 움직이지도 않겠다. 와서 내 칼날과 춤을 춰 보면 누가 약한지 알게 되겠지. 뼈를 부러뜨리고 두개골을 부수는 소리야말로 삶을 충만케 한다!", "_t")
+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.", "마즈'에이얄의 황야는 안전한 곳이 아닙니다. 길들여지지 않은 야수와 돌아다니는 용들도 위험하지만 진정한 위협은 두 발로 걷습니다. 도둑들과 산적들, 암살자들과 기회주의적인 모험가들, 심지어 미친 마법사들과 마법을 증오하는 광신도들까지. 이들은 모두 도시의 장벽을 넘어 여행하는 이들에게 위협이 됩니다.", "_t")
+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.", "이러한 혼란 속에서 속임수보다는 힘으로 원하는 것을 얻는 한 종류의 불한당이 있습니다. 세련된 기술과 민첩함, 그리고 힘으로 칼을 휘두르는 습격자들은 먹잇감을 찾아내어 가장 빠르고 직접적인 방법으로 제거합니다. 이들은 매우 효과적인 쌍수 무기를 사용하며, 상황이 불리하게 돌아간다면 비열한 기술을 사용하는 것도 주저하지 않습니다.", "_t")
+t("Their most important stats are: Strength, Dexterity and Cunning", "그들에게 가장 중요한 능력치는 힘과 민첩 그리고 교활입니다.", "_t")
+t("#LIGHT_BLUE# * +4 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +4 힘, +4 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +1 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +1 교활", "_t")
+t("Skirmisher", "척후병", "birth descriptor name")
+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.", "빠른 발과 강한 투척, 모든 적을 압도하며, 저 멀리서 우린 맞선다, 쿵 그리고 쾅! 뿌린 피와 혼돈 속에서.", "_t")
+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.", "접근하려 하는 적들을 혼란스럽게 하고 회피하는 것에도 일가견이 있지만, 척후병들은 다른 원거리 무기 사용자들을 상대할 때 그 진정한 빛을 발합니다.", "_t")
+t("They have mastered the use of their shield as well as their sling and are nearly impossible to defeat in a standoff.", "그들은 투석구와 동시에 방패를 사용하는 전투법에 숙달되어 있어 거리를 둔 채로 응사하여 그들을 무찌르는 것은 거의 불가능에 가깝습니다.", "_t")
+t("Their most important stats are: Dexterity and Cunning", "그들에게 가장 중요한 능력치는 민첩과 교활입니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +4 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +1 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 마법, +1 의지, +4 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/warrior.lua"
+
+t("Berserker", "광전사", "birth descriptor name")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+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.", "그들의 마법 능력은 배운 것이 아닌 선천적인 것이기 때문에, 자연적으로 마나를 재생할 수 없으며 회복을 위해서는 다른 수단이 필요합니다.", "_t")
+t("#LIGHT_BLUE# * +3 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +3 마법, +0 의지, +3 교활", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +3 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/classes/wilder.lua"
+
+t("#GOLD#Life per level:#LIGHT_BLUE# +0", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +0", "_t")
+t("Their most important stats are: Strength and Willpower", "그들에게 가장 중요한 능력치는 힘과 의지입니다.", "_t")
+t("Oozemancer", "점액술사", "birth descriptor name")
+t("Their most important stats are: Willpower and Cunning", "그들에게 가장 중요한 능력치는 의지와 교활입니다.", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 마법, +5 의지, +4 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# -3", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# -3", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +4 Magic, +3 Willpower, +0 Cunning", "#LIGHT_BLUE# * +4 마법, +3 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# +2", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# +2", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/descriptors.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/construct.lua"
+
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/dwarf.lua"
+
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 14", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 14", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/elf.lua"
+
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 12%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 12%", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 11", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 11", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/giant.lua"
+
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/halfling.lua"
+
+t("Halflings are agile, lucky, and resilient but lacking in strength.", "하플링들은 기민하고, 운이 좋고, 힘이 약하지만 강인합니다.", "_t")
+t("Halflings are a race of very short stature, rarely exceeding four feet in height.", "하플링들은 대부분 120cm를 넘기지 못하는 작은 종족입니다.", "_t")
+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.", "이들은 인간처럼 하고 싶은 모든 일이든지 잘 해낼 수 있지만, 계획하고 학습하는 것에 특출납니다.", "_t")
+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.", "하플링 군대들은 많은 왕국들을 굴복시켰고, 매혹의 시대동안 인간 왕국들과 힘의 균형을 이루었습니다.", "_t")
+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.", "잠시동안 치명타 확률과 내성을 올려주는 #GOLD#작은 이의 행운#WHITE#을 사용할 수 있습니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * -3 Strength, +3 Dexterity, +1 Constitution", "#LIGHT_BLUE# * -3 힘, +3 민첩, +1 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +3 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +3 교활", "_t")
+t("#LIGHT_BLUE# * +5 Luck", "#LIGHT_BLUE# * +5 행운", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 12", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 12", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 10%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 10%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/human.lua"
+
+t("Human", "인간", "birth descriptor name")
+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.", "인간과 하플링은 마즈'에이알의 주요 종족 중 하나입니다. 위대한 인물과 사건이 그들을 하나의 규율 아래 묶어주기 전까지 인간과 하플링들은 수천년간 싸워왔습니다.", "_t")
+t("Humans of these Allied Kingdoms have known peace for over a century now.", "왕국연합의 지배아래 인간들은 백년 넘게 평화를 누려왔습니다.", "_t")
+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.", "인간들은 하이어(Higher)와 나머지로 나뉩니다. 하이어의 핏속에 흐르는 마법은 그들이 뛰어난 능력과 감각, 긴 수명을 누리게합니다.", "_t")
+t("The rest of Humanity is gifted with quick learning and mastery. They can do and become anything they desire.", "나머지 인간들은 빠른 습득과 숙달을 타고났습니다. 이 사람들은 원하는 무었이든지 될 수 있습니다.", "_t")
+t("Highers are a special branch of Humans that have been imbued with latent magic since the Age of Allure.", "하이어는 매혹의 시대로부터 마법의 잠재력을 물려받은 인간의 부류입니다.", "_t")
+t("They usually do not breed with other Humans, trying to keep their blood 'pure'.", "하이어들은 '순수 혈통'을 지키기 위해 다른 인간들과 피를 섞지 않습니다.", "_t")
+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.", "그들은 #GOLD#고귀한 이의 분노#WHITE#를 사용할 수 있습니다. 사용하면 잠시동안 주는 피해를 증가시키고 받는 피해를 감소시킵니다.", "_t")
+t("#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +1 힘, +1 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +1 Magic, +1 Willpower, +0 Cunning", "#LIGHT_BLUE# * +1 마법, +1 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 11", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 11", "_t")
+t("Cornacs are Humans from the northern parts of the Allied Kingdoms.", "코르낙은 왕국연합의 북부에서 온 사람들입니다.", "_t")
+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.", "인간은 선천적으로 아주 적응적인 종족으로 #GOLD#talent category point#WHITE# (다른 종족들은 레벨 10, 20, 34에만 하나씩 얻을 수 있습니다.)와 #GOLD#a class and a generic talent point#WHITE#를 캐릭터 생성시와 레벨 10마다 얻습니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +0 힘, +0 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 10", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 10", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 0%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 0%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/undead.lua"
+
+t("Undead", "언데드", "birth descriptor name")
+t("Grave strength, dread will, this flesh cannot stay still. Kings die, masters fall, we will outlast them all.", "막대한 힘, 무시무시한 의지, 이 육체는 멈추지 않는다. 왕은 죽고, 지배자들은 멸망하지만, 우리는 그들 모두보다 오래동안 존재하리라.", "_t")
+t("Undead are humanoids (Humans, Elves, Dwarves, ...) that have been brought back to life by the corruption of dark magics.", "언데드는 타락한 어둠의 마법을 통해 이승으로 돌아온 영장류(인간, 엘프, 드워프, ...)입니다.", "_t")
+t("Undead can take many forms, from ghouls to vampires and liches.", "언데드는 구울에서부터 흡혈귀와 리치에 이르기까지 다양한 형태를 취할 수 있습니다.", "_t")
+t("Ghoul", "구울", "birth descriptor name")
+t("Slow to shuffle, quick to bite, learn from master, rule the night!", "느리게 걸으나, 물때는 빠르니, 주인에게서 배워, 밤을 지배하리라.", "_t")
+t("Ghouls are dumb, but resilient, rotting undead creatures, making good fighters.", "구울은 멍청하지만, 강인하여 좋은 투사인 썩어가는 언데드 괴물입니다.", "_t")
+t("They have access to #GOLD#special ghoul talents#WHITE# and a wide range of undead abilities:", "그들은 #GOLD#구울 종족 특성#WHITE#을 가지며 다양한 언데드 능력을 사용할 수 있습니다.:", "_t")
+t("- great poison resistance", "- great 중독 저항", "_t")
+t("- stun resistance", "- 기절 저항", "_t")
+t("- special ghoul talents: ghoulish leap, gnaw and retch", "- 구울 종족 특성: 구울의 도약, 물어뜯기와 구토하기", "_t")
+t("The rotting bodies of ghouls also force them to act a bit more slowly than most creatures.", "구울의 썩어가는 육체 때문에 구울들은 대다수의 생물보다 조금 느리게 움직입니다.", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +1 Dexterity, +5 Constitution", "#LIGHT_BLUE# * +3 힘, +1 민첩, +5 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, -2 Willpower, -2 Cunning", "#LIGHT_BLUE# * +0 마법, -2 의지, -2 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 14", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 14", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 12%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 12%", "_t")
+t("#GOLD#Speed penalty:#LIGHT_BLUE# -20%", "#GOLD#속도 패널티:#LIGHT_BLUE# -20%", "_t")
+t("Skeleton", "스켈레톤", "birth descriptor name")
+t("The marching bones, each step we rattle; but servants no more, we march to battle!", "진군하는 해골의 군단, 걸음마다 부들대지만, 더 이상 섬기지 않으리라. 우리는 전장으로 향하리라!", "_t")
+t("Skeletons are animated bones, undead creatures both strong and dexterous.", "움직이는 뼈다귀인 스켈레톤은 강하고 민첩한 언데드 괴물입니다.", "_t")
+t("They have access to #GOLD#special skeleton talents#WHITE# and a wide range of undead abilities:", "그들은 #GOLD#스켈레톤 종족 특성#WHITE#을 가지고, 다양한 언데드 능력을 사용할 수 있습니다.:", "_t")
+t("- poison immunity", "- 중독 면역", "_t")
+t("- bleeding immunity", "- 출혈 면역", "_t")
+t("- fear immunity", "- 공포 면역", "_t")
+t("- no need to breathe", "- 숨 쉴 필요 없음", "_t")
+t("- special skeleton talents: bone armour, resilient bones, re-assemble", "- 스켈레톤 종족 특성 : 뼈 갑옷, 재생하는 해골, 재조립", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * +3 Strength, +4 Dexterity, +0 Constitution", "#LIGHT_BLUE# * +3 힘, +4 민첩, +0 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +0 Willpower, +0 Cunning", "#LIGHT_BLUE# * +0 마법, +0 의지, +0 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 12", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 12", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# 20%", "#GOLD#경험치 패널티:#LIGHT_BLUE# 20%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/races/yeek.lua"
+
+t("Yeeks are a mysterious race of small humanoids native to the tropical island of Rel.", "이크는 '렐'이라는 열대의 섬에서 사는 작고 신비로운 영장류입니다.", "_t")
+t("Their body is covered with white fur and their disproportionate heads give them a ridiculous look.", "그들의 몸은 하얀 털로 뒤덮혀 있고, 머리가 커서 기묘한 생김새를 하고 있습니다.", "_t")
+t("Although they are now nearly unheard of in Maj'Eyal, they spent many thousand years as secret slaves to the Halfling nation of Nargol.", "이제는 마즈'에이알에서 거의 찾아볼 수 없게 되었지만, 이들은 나르골이라는 하플링의 나라에서 수천년간 노예로 부려졌습니다.", "_t")
+t("Yeek", "이크", "birth descriptor name")
+t("One race, one mind, one way. Our oppression shall end, and we shall inherit Eyal. Do not presume we are weak - our way is true, and only those who help us shall see our strength.", "한 종족, 한 정신, 한 방식. 억압은 끝나리라, 그리고 우리는 에이알을 물려받으리니. 우리의 힘을 얕보지 말지어다. 우리의 방식은 옳으니, 우리를 돕는 자만이 우리의 진정한 힘을 보게 될 것이다.", "_t")
+t("Yeeks are a mysterious race native to the tropical island of Rel.", "이크는 '렐'이라는 열대의 섬의 원주민인 신비로운 종족입니다.", "_t")
+t("Although they are now nearly unheard of in Maj'Eyal, they spent many centuries as secret slaves to the Halfling nation of Nargol.", "이제는 마즈'에이알에서 거의 찾아볼 수 없게 되었지만, 이들은 나르골이라는 하플링의 나라에서 수천년간 노예로 부려졌습니다.", "_t")
+t("They gained their freedom during the Age of Pyre and have since then followed 'The Way' - a unity of minds enforced by their powerful psionics.", "장작더미의 시대에 그들은 풀려났고, 이 시대 이래로 그들은 '한길'을 따릅니다. '한길'은 그들의 강력한 염동력을 통해 강제적인 정신의 통합을 추구하는 것입니다.", "_t")
+t("They possess the #GOLD#Dominant Will#WHITE# talent which allows them to temporarily subvert the mind of a lesser creature. When the effect ends, the creature dies.", "그들은 #GOLD#지배 의지#WHITE#라는 능력을 통해 일시적으로 하등한 생물들의 정신을 뒤흔듭니다. 효과가 끝날 때, 그 생물은 죽습니다.", "_t")
+t("While Yeeks are not amphibians, they still have an affinity for water, allowing them to survive longer without breathing.", "이크들은 양서종이 아니지만, 물과의 친화력이 높아서 호흡없이 오랜기간 생존할 수 있습니다.", "_t")
+t("#GOLD#Stat modifiers:", "#GOLD#능력치 변경:", "_t")
+t("#LIGHT_BLUE# * -3 Strength, -2 Dexterity, -5 Constitution", "#LIGHT_BLUE# * -3 힘, -2 민첩, -5 체격", "_t")
+t("#LIGHT_BLUE# * +0 Magic, +6 Willpower, +4 Cunning", "#LIGHT_BLUE# * +0 마법, +6 의지, +4 교활", "_t")
+t("#GOLD#Life per level:#LIGHT_BLUE# 7", "#GOLD#레벨 당 생명력:#LIGHT_BLUE# 7", "_t")
+t("#GOLD#Experience penalty:#LIGHT_BLUE# -15%", "#GOLD#경험치 패널티:#LIGHT_BLUE# -15%", "_t")
+t("#GOLD#Confusion resistance:#LIGHT_BLUE# 35%", "#GOLD#혼란 저항:#LIGHT_BLUE# 35%", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/sexes.lua"
+
+t("Female", "여성", "birth descriptor name")
+t("Male", "남성", "birth descriptor name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/birth/worlds.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/calendar_allied.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/calendar_dwarf.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-derth.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-elvala.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-golem.lua"
+
+t("Name", "이름", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-hermit.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/alchemist-last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/angolwen-leader.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/angolwen-staves-store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/antimagic-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ardhungol-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ardhungol-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena-start.lua"
+
+t("None", "없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena-unlock.lua"
+
+t([[#LIGHT_GREEN#*A tall, hooded man stares at you*#WHITE#
+Yes...yes...you look like a promising warrior indeed...
+I have an offer, @playerdescriptor.race@.
+You see...I am an agent for the Arena. I look for promising warriors that
+can provide a good show for our audience. Perhaps you are strong enough to join.
+All you need to do is beat three of my men in battle, and you shall be rewarded.
+#LIGHT_GREEN#*You consider the offer of the mysterious hooded man for a moment*
+]], [[#LIGHT_GREEN#*키가 크고, 후드를 뒤집어 쓴 남자가 당신을 쳐다봅니다.*#WHITE#
+좋아...좋아... 자넨 정말 대단한 전사가 될 것 같구만...
+제안 하나 하겠네, @playerdescriptor.race@.
+자네도 알겠지만... 나는 투기장에서 일하는 중개인이라네. 
+나는 관객들의 재미를 보장할 수 있는 전사를 찾고 있다네. 자네도 한번 참가해보면 좋을 것 같구만.
+*전투에서 3명만 제압한다면 보상을 받을 걸세.
+#LIGHT_GREEN#*당신은 후드를 쓴 신비한 남자의 제안을 잠시 고민합니다.*
+]], "_t")
+t("Interesting. Tell me more about that Arena.", "흥미롭군. 투기장에 대해 조금 더 알려줘.", "_t")
+t("I am strong! What do you have to offer?", "좋아! 보상은 뭐지?", "_t")
+t("I don't accept deals from shady hooded men.", "후드 뒤집어 쓴 수상한 남자의 제안따윈 수락하지 않아.", "_t")
+t([[#LIGHT_GREEN#*You can feel the man smiling from inside his hood*#WHITE#
+I have wealth and glory to offer, and some very useful
+#YELLOW#combat experience#WHITE# from fighting our men...
+So, what do you think? Are you up to it?
+]], [[#LIGHT_GREEN#*후드를 쓴 남자가 웃고 있음을 느낄 수 있습니다.*#WHITE#
+부와 명예를 약속하지, 그리고 아주 유용한 몇 가지 
+#YELLOW#전투 경험#WHITE#도 전수해주도록 하마...
+그럼, 참가해볼텐가?
+]], "_t")
+t([[#LIGHT_GREEN#*You can feel the man smiling from inside his hood*#WHITE#
+The Arena is where the brave come to fight against all odds.
+We are still growing up, and we lack challengers...
+It's like a gamble, but you use your fighting instead of money to play, you see?
+We in the Arena work hard to make a good show, and in return...you can get enough
+wealth and glory to last for centuries!
+If you can pass my little test...I will #LIGHT_RED#allow you to join the Arena when
+you are done with your adventures.#WHITE#
+You also shall gather some much needed #LIGHT_RED#combat experience#WHITE# from fighting
+our men...so, what do you think? Are you up to it?
+]], [[#LIGHT_GREEN#*후드를 쓴 남자가 웃고 있음을 느낄 수 있습니다.*#WHITE#
+Arena는 모든 역경을 이겨낼 수 있는 용감한 사람이 찾아오는 곳이지.
+규모는 점점 커져가는데, 도전자가 부족하다네...
+도박이나 매한가지지만, 돈 대신 전투력을 사용할 뿐이지.
+투기장에서 좋은 구경거리를 보여준다면, 그 대가로... 몇 백년동안 이어질 부와 영광을 
+얻을 수 있을 걸세.
+이 간단한 시험만 통과한다면... 
+너는 #LIGHT_RED#투기장에 들어갈 수 있을 걸세.#WHITE#
+또한 필요한 #LIGHT_RED#전투 경험#WHITE#도 얻을 수 있을 것이야.
+그럼, 참가해볼텐가?
+]], "_t")
+t("I am ready for battle. Let's go!", "싸울 준비는 이미 끝났어. 출발하지!", "_t")
+t("I don't have time for games, Cornac.", "구경거리가 될 시간 따윈 없어, 코르낙.", "_t")
+t([[#LIGHT_GREEN#*The man lets out a disappointed sigh*#WHITE#
+That's unfortunate. We could have used someone like you.
+You are just the type the audience likes. You could have been a champion.
+Alas, if you stand by your choice, we shall never meet again.
+However, if you change your mind...I will #YELLOW#stay in Derth just a little
+longer.#WHITE#
+If I am still around, we can have a deal. Think about it, @playerdescriptor.race@.
+]], [[#LIGHT_GREEN#*남자는 실망의 한숨을 내뱉었다.*#WHITE#
+안됐구만. 당신 같은 부류는 정말 제대로 해낼텐데 말이야.
+딱 관중들이 좋아할 타입이야. 자네는 챔피언이 될 수도 있었다네.
+아아... 자네의 뜻이 그렇다면, 우리는 다시 만날 일은 없겠군.
+하지만, 혹시나 자네의 생각이 바뀐다면... 나는 #YELLOW#데르스에 잠깐 더 머무를 
+생각이라네.#WHITE#
+지나다니다가 내가 아직도 보인다면, 아직은 기회가 있는 셈이야. 다시 한번 생각해보는게 좋을 걸세, @playerdescriptor.race@.
+]], "_t")
+t("We'll see. [Leave]", "두고보지. [떠난다]", "_t")
+t([[#LIGHT_GREEN#*The man smiles in approval*#WHITE#
+Excellent! A great fighter is always willing to head into battle.
+You certainly won't regret meeting us, indeed...
+So, are you ready to fight?
+]], [[#LIGHT_GREEN#*남자는 허락하는 듯한 미소를 짓고 있다.*#WHITE#
+잘됐군! 역시 위대한 싸움꾼은 전투를 좋아한다니까.
+당신은 절대로 후회하지 않을걸세...
+그럼, 싸울 준비가 되었는가?
+]], "_t")
+t("Sounds like fun. I'm ready!", "재밌어 보이는군, 시작하지!", "_t")
+t("Wait. I am not ready yet.", "잠깐. 아직 준비되지 않았어.", "_t")
+t("#LIGHT_GREEN#*The man quietly walks away, after making you a gesture to follow him*", "#LIGHT_GREEN#*남자는 조용히 따라오라는 신호를 보내고 자리를 옮긴다.*", "_t")
+t("[Follow him]", "[따라간다]", "_t")
+t("Defeat all three enemies!", "3명의 적을 모두 격파하라!", "_t")
+t("Get ready!", "준비!", "_t")
+t([[#LIGHT_GREEN#*The Cornac rogue comes back from the shadows*#WHITE#
+Well done, @playerdescriptor.race@! I knew you had potential.
+#LIGHT_GREEN#*The rogue takes off his hood, showing a fairly young, but unmistakably
+#LIGHT_GREEN#battle-hardened man.#WHITE#
+The name's Rej. I work for the arena to recruit great fighters who can give a
+good show... and not die in two blows. You are one of those, indeed!
+I won't keep you away from your adventures. I was there too, long ago.
+But we can make you a true champion, beloved by many and bathing in diamonds.
+
+#LIGHT_GREEN#*As you travel back to Derth in company of the rogue, you discuss your
+#LIGHT_GREEN#battles in the forest. He provides you with great insight on your combat technique (#WHITE#+2 generic talent points#LIGHT_GREEN#)*
+#WHITE#Very well, @playername@. I must go now.
+Good luck in your adventures, and come visit us when you are done!
+]], [[#LIGHT_GREEN#*코르낙 도적이 그림자 속에서 나타납니다.*#WHITE#
+잘했군, @playerdescriptor.race@! 해낼 줄 알았지,
+#LIGHT_GREEN#*도적이 후드를 벗자, 꽤나 젊지만 틀림없이
+#LIGHT_GREEN#전투로 단련된 남자임이 드러납니다.#WHITE#
+난 레이라고 하네. 투기장에서 실력을 보여줄 위대한 싸움꾼들을 
+찾고 있지... 자네 또한 대단한 싸움꾼인 것 같군!
+자네의 모험을 방해할 생각은 없다네. 나 또한 머나먼 옛날에는 모험 꽤나 다녔었지.
+하지만 우린 자네를 진정한 투사로 만들어 줄 수 있다네, 많은 사람들의 사랑을 받으며 다이아몬드로 샤워할 수도 있을테야.
+
+#LIGHT_GREEN#*도적들과 함께 데르스로 돌아가면서, 숲에서의 전투에 대해
+#LIGHT_GREEN#이야기를 나눕니다. 대화를 통해 전투 기술에 대한 통찰력을 얻었습니다.(#WHITE# 일반 기술 점수 +2 #LIGHT_GREEN#)*
+#WHITE#좋아, @playername@. 난 이제 가봐야 하네.
+모험에 행운이 가득하길, 그리고 모험이 끝나고 나면 찾아오게!
+]], "_t")
+t("I will. Farewell for now.", "그러도록 하지. 잘 지내길.", "_t")
+t("exit to Derth", "데르스로 이동", "_t")
+t("Select the party member to receive the +2 generic talent points:", "일반 기술 점수 2점을 받을 파티원을 선택하여 주세요.", "_t")
+t("#WHITE#I see. I will be waiting... #YELLOW#But not for long.", "#WHITE#알겠네. 기다리고 있겠네... #YELLOW#하지만 오래는 못 기다린다네.", "_t")
+t([[#LIGHT_GREEN#*The Cornac rogue displays a welcoming smile*#WHITE#
+Welcome back, @playerdescriptor.race@. Have you reconsidered my generous offer?
+]], [[#LIGHT_GREEN#*코르낙 도적이 환영하며 미소를 짓습니다.*#WHITE#
+잘 왔네, @playerdescriptor.race@. 나의 제안은 다시 생각해봤소?
+]], "_t")
+t("Yes, tell me more.", "그래, 좀 더 이야기해줘.", "_t")
+t("No, see you.", "아니, 잘 가.", "_t")
+t([[Welcome back, @playerdescriptor.race@. Are you ready to go?
+]], [[잘 왔네, @playerdescriptor.race@. 출발할 준비 되었소?
+]], "_t")
+t("Let's go, Cornac.", "출발하지, 코르낙.", "_t")
+t("Just a minute. I have to prepare my equipment.", "잠깐, 장비 정리 좀 하겠네.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/artifice-mastery.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/artifice.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/assassin-lord-thieves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/assassin-lord.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/chronomancy-bias-weave.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/chronomancy-see-threads.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/command-staff.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/conclave-vault-greeting.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/corruptor-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/derth-attack-over.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/dreadfell-ambush.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/east-portal-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/eidolon-plane.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/elisa-orb-scrying.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/elisa-shop.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/escort-quest-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/escort-quest.lua"
+
+t("spell", "주문", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/fallen-aeryn.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/gates-of-morning-main.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/gates-of-morning-welcome.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/golbug-explains.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/jewelry-store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-berethh-encounter.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-caravan-destroyed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/keepsake-kyless-death.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-elder.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-lost-merchant.lua"
+
+t("Name", "이름", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-melinda-father.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/last-hope-weapon-store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/limmir-valley-moon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lost-merchant.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lumberjack-quest-done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/lumberjack-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/mage-apprentice-quest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/magic-store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-beach-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-beach.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/melinda-fortress.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/message-last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/myssil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/norgan-saved.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/orc-breeding-pits.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/paradoxology.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/player-inscription.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/point-zero-zemekkys.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/pre-charred-scar-eruan.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/pre-charred-scar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-master.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-orb.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ring-of-blood-win.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sage-kitty.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shadow-crypt-yeek-clone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-butler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-caldizar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-command-orb.lua"
+
+t("[Leave the orb alone]", "[오브를 두고 떠난다.]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-gladium-orb.lua"
+
+t("[Leave the orb alone]", "[오브를 두고 떠난다.]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-shimmer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/shertul-fortress-training-orb.lua"
+
+t("[Leave the orb alone]", "[오브를 두고 떠난다.]", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/slasul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sorcerer-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/sorcerer-fight.lua"
+
+t("High Sun Paladin Aeryn", "고위 태양의 기사 아에린", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tannen.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tarelion-start-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tarelion.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/temporal-rift-end.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/temporal-rift-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/the-master-resurrect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/trap-priming.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/tutorial-start.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ukllmswwik.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/undead-start-game.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/undead-start-kill.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-bosses.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-fillarel.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/unremarkable-cave-krogar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/ward.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/worldly-knowledge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/yeek-wayist.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys-done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys-start-chronomancers.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zemekkys.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zigur-mindstar-store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zigur-trainer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/chats/zoisla.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/damage_types.lua"
+
+t("%s(%d blocked)#LAST#", "%s(%d 방어됨)#LAST#", "tformat")
+t("%s(%d antimagic)#LAST#", "%s(%d 반마법)#LAST#", "tformat")
+t("arcane", "비전", "_t")
+t("light", "ë¹›", "_t")
+t("temporal", "시간", "_t")
+t("fire", "화염", "_t")
+t("ice", "얼음", "_t")
+t("%s resists the silence!", "%s 침묵에 저항합니다!", "logSeen", nil, {"가"})
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/factions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/fareast-npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/fareast.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/maj-eyal-npcs.lua"
+
+t("humanoid", "인간형", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/encounters/maj-eyal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/antimagic-bush.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/bligthed-soil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/conclave-vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/cultists.lua"
+
+t("Shasshhiy'Kaish", "샤쉬'카이쉬", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/damp-cave.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/drake-cave.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/fearscape-portal.lua"
+
+t("Quit", "출구", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/fell-aura.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/font-life.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/glimmerstone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/glowing-chest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/meteor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/naga-portal.lua"
+
+t("Quit", "출구", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/necrotic-air.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/noxious-caldera.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/old-battle-field.lua"
+
+t("grave", "묘지", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/protective-aura.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/rat-lich.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/slimey-pool.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/sludgenest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/snowstorm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/spellblaze-scar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/sub-vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/thunderstorm.lua"
+
+t("Thunderstorm", "뇌우", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/tombstones.lua"
+
+t("grave", "묘지", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/weird-pedestals.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/events/whistling-vortex.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/autumn_forest.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/basic.lua"
+
+t("previous level", "이전 층", "entity name")
+t("next level", "다음 층", "entity name")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("way to the next level", "다음 층으로의 길", "entity name")
+t("door", "문", "entity name")
+t("This door seems to have been sealed off. You think you can open it.", "이 문은 봉인되지 않은 것으로 보입니다. 문을 열 수 있을 것 같습니다.", "_t")
+t("sealed door", "봉인된 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to open it.", "이 문은 봉인되지 않았지만, 열리지 않습니다. 문을 열 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door opening.", "#VIOLET#문이 열리는 소리가 들립니다.", "log")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to close it.", "이 문은 봉인되지 않았지만, 닫히지 않습니다. 문을 닫을 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door closing.", "#VIOLET#문이 닫히는 소리가 들립니다.", "log")
+t("floor", "바닥", "entity subtype")
+t("lever", "레버", "entity type")
+t("huge lever", "거대한 레버", "entity name")
+t("trigger", "작동 장치", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/bone.lua"
+
+t("door", "문", "entity name")
+t("This door seems to have been sealed off. You think you can open it.", "이 문은 봉인되지 않은 것으로 보입니다. 문을 열 수 있을 것 같습니다.", "_t")
+t("sealed door", "봉인된 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to open it.", "이 문은 봉인되지 않았지만, 열리지 않습니다. 문을 열 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door opening.", "#VIOLET#문이 열리는 소리가 들립니다.", "log")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to close it.", "이 문은 봉인되지 않았지만, 닫히지 않습니다. 문을 닫을 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door closing.", "#VIOLET#문이 닫히는 소리가 들립니다.", "log")
+t("lever", "레버", "entity type")
+t("huge lever", "거대한 레버", "entity name")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("way to the next level", "다음 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/burntland.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/cave.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/crystal.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/elven_forest.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/forest.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/fortress.lua"
+
+t("door", "문", "entity name")
+t("open door", "열린 문", "entity name")
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/gothic.lua"
+
+t("previous level", "이전 층", "entity name")
+t("next level", "다음 층", "entity name")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("way to the next level", "다음 층으로의 길", "entity name")
+t("door", "문", "entity name")
+t("This door seems to have been sealed off. You think you can open it.", "이 문은 봉인되지 않은 것으로 보입니다. 문을 열 수 있을 것 같습니다.", "_t")
+t("sealed door", "봉인된 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to open it.", "이 문은 봉인되지 않았지만, 열리지 않습니다. 문을 열 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door opening.", "#VIOLET#문이 열리는 소리가 들립니다.", "log")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to close it.", "이 문은 봉인되지 않았지만, 닫히지 않습니다. 문을 닫을 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door closing.", "#VIOLET#문이 닫히는 소리가 들립니다.", "log")
+t("floor", "바닥", "entity subtype")
+t("lever", "레버", "entity type")
+t("huge lever", "거대한 레버", "entity name")
+t("trigger", "작동 장치", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/ice.lua"
+
+t("floor", "바닥", "entity type")
+t("ice", "얼음", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/icecave.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/jungle.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/jungle_hut.lua"
+
+t("floor", "바닥", "entity type")
+t("door", "문", "entity name")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/lava.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/mountain.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/psicave.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/sand.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("way to the next level", "다음 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/sanddunes.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/slime.lua"
+
+t("previous level", "이전 층", "entity name")
+t("floor", "바닥", "entity type")
+t("next level", "다음 층", "entity name")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/slimy_walls.lua"
+
+t("previous level", "이전 층", "entity name")
+t("next level", "다음 층", "entity name")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("way to the next level", "다음 층으로의 길", "entity name")
+t("door", "문", "entity name")
+t("This door seems to have been sealed off. You think you can open it.", "이 문은 봉인되지 않은 것으로 보입니다. 문을 열 수 있을 것 같습니다.", "_t")
+t("sealed door", "봉인된 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to open it.", "이 문은 봉인되지 않았지만, 열리지 않습니다. 문을 열 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door opening.", "#VIOLET#문이 열리는 소리가 들립니다.", "log")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+t("This door seems to have been sealed off. You need to find a way to close it.", "이 문은 봉인되지 않았지만, 닫히지 않습니다. 문을 닫을 방법을 찾아봐야 할 것 같습니다.", "_t")
+t("#VIOLET#You hear a door closing.", "#VIOLET#문이 닫히는 소리가 들립니다.", "log")
+t("floor", "바닥", "entity subtype")
+t("lever", "레버", "entity type")
+t("huge lever", "거대한 레버", "entity name")
+t("trigger", "작동 장치", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/snowy_forest.lua"
+
+t("wall", "ë²½", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("way to the previous level", "이전 층으로의 길", "entity name")
+t("floor", "바닥", "entity type")
+t("way to the next level", "다음 층으로의 길", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_dreamy.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_gloomy.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/underground_slimy.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/void.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/grids/water.lua"
+
+t("door", "문", "entity name")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+t("previous level", "이전 층", "entity name")
+t("floor", "바닥", "entity type")
+t("water", "물", "entity subtype")
+t("next level", "다음 층", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ant.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/aquatic_critter.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/aquatic_demon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bear.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bird.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/bone-giant.lua"
+
+t("giant", "거인", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/canine.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/cold-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/construct.lua"
+
+t("golem", "골렘", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/crystal.lua"
+
+t("light", "ë¹›", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/elven-caster.lua"
+
+t("humanoid", "인간형", "entity type")
+t("shalore", "샬로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/elven-warrior.lua"
+
+t("humanoid", "인간형", "entity type")
+t("shalore", "샬로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/faeros.lua"
+
+t("fire", "화염", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/feline.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/fire-drake.lua"
+
+t("fire", "화염", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ghost.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ghoul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/gwelgoroth.lua"
+
+t("air", "공기", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror-corrupted.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror-undead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror_aquatic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/horror_temporal.lua"
+
+t("temporal", "시간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/humanoid_random_boss.lua"
+
+t("humanoid", "인간형", "entity type")
+t("human", "인간", "entity subtype")
+t("thalore", "탈로레", "entity subtype")
+t("shalore", "샬로레", "entity subtype")
+t("halfling", "하플링", "entity subtype")
+t("dwarf", "드워프", "entity subtype")
+t("giant", "거인", "entity name")
+t("ogre", "오우거", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/jelly.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/lich.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/losgoroth.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/major-demon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/minor-demon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/minotaur.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/molds.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/multihued-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/mummy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/naga.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ogre.lua"
+
+t("giant", "거인", "entity type")
+t("ogre", "오우거", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ooze.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-gorbat.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-grushnak.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-rak-shor.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc-vor.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/orc.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/plant.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ritch.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/rodent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/sandworm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shade.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shertul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/shivgoroth.lua"
+
+t("ice", "얼음", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/snake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/snow-giant.lua"
+
+t("giant", "거인", "entity type")
+t("ice", "얼음", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/spider.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/storm-drake.lua"
+
+t("storm", "폭풍", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/sunwall-town.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/swarm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/telugoroth.lua"
+
+t("temporal", "시간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/thieve.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/troll.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/undead-rat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/vampire.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/venom-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/vermin.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/wight.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/wild-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/xorn.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/yaech.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/npcs/ziguranth.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("dwarf", "드워프", "entity subtype")
+t("thalore", "탈로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2haxes.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2hmaces.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2hswords.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/2htridents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/axes.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts-far-east.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts-maj-eyal.lua"
+
+t("None", "없음", "_t")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/boss-artifacts.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/bows.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/brotherhood-artifacts.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/cloak.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/cloth-armors.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/digger.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/ammo.lua"
+
+t("fire", "화염", "_t")
+t("storm", "폭풍", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/amulets.lua"
+
+t("eclipse", "일식", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/armor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/belt.lua"
+
+t("giant", "거인", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/boots.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/bow.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-attack.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-defensive.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charged-utility.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/charms.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/cloak.lua"
+
+t("guardian", "수호자", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/digger.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/gloves.lua"
+
+t("storm", "폭풍", "entity keyword")
+t("temporal", "시간", "entity keyword")
+t("stone", "암석", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/heavy-armor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/helm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/infusions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/light-armor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/light-boots.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/lite.lua"
+
+t("sun", "태양", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/massive-armor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/mindstars.lua"
+
+t("nightfall", "황혼", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/potions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/ranged.lua"
+
+t("fire", "화염", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/rings.lua"
+
+t("fire", "화염", "entity keyword")
+t("light", "ë¹›", "entity keyword")
+t("aether", "에테르", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/robe.lua"
+
+t("fire", "화염", "entity keyword")
+t("light", "ë¹›", "entity keyword")
+t("storm", "폭풍", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/scrolls.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/shield.lua"
+
+t("fire", "화염", "entity keyword")
+t("arcane", "비전", "entity keyword")
+t("temporal", "시간", "entity keyword")
+t("earth", "대지", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/sling.lua"
+
+t("halfling", "하플링", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/staves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/torques-powers.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/totems-powers.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wands-powers.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wands.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/weapon.lua"
+
+t("fire", "화염", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/egos/wizard-hat.lua"
+
+t("aegis", "수호", "entity keyword")
+t("fire", "화염", "entity keyword")
+t("light", "ë¹›", "entity keyword")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/elixir-ingredients.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gauntlets.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gem.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/gloves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/heavy-armors.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/heavy-boots.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/helms.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/jewelry.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/knifes.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-belt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-boots.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/leather-caps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/light-armors.lua"
+
+t("light", "ë¹›", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lites.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/fun.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/maj-eyal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/misc.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/spellhunt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/lore/sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/maces.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/massive-armors.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mindstars.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/misc-tools.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/money.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mounts.lua"
+
+t("golem", "골렘", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/mummy-wrappings.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/objects-far-east.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/potions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/quest-artifacts.lua"
+
+t("Cancel", "취소", "_t")
+t("Transmogrification Chest", "변환 상자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/ammo.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/generic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/gloves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/melee.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/ranged.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/shields.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/random-artifacts/staves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/rods.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/scrolls.lua"
+
+t("infusion", "주입", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/shields.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/slings.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/special-artifacts.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/staves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/swords.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/torques.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/totems.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/wands.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/whips.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/wizard-hat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts-far-east.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts-maj-eyal.lua"
+
+t("Genocide", "종족 학살", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/objects/world-artifacts.lua"
+
+t("Radiance", "광휘", "entity name")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("None", "없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/stores/basic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/alarm.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/annoy.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/complex.lua"
+
+t("trap", "함정", "_t")
+t("arcane", "비전", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/elemental.lua"
+
+t("trap", "함정", "_t")
+t("fire", "화염", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/natural_forest.lua"
+
+t("trap", "함정", "_t")
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/store.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/teleport.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/temporal.lua"
+
+t("temporal", "시간", "entity type")
+t("trap", "함정", "_t")
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/general/traps/water.lua"
+
+t("trap", "함정", "_t")
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/ingredients.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/keybinds/tome.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/age-allure.lua"
+
+t([[#{bold}#Hompalan's Log Entry1#{normal}#
+#{italic}#Age of Allure Year 4537#{normal}#
+
+Excavation of Sher'Tul ruins almost complete. Markings seem to match previous ruins in the south.
+Current theory: Possibly a portal of some kind? We have only rumours and myths of the Sher'Tul, and all say they could travel Eyal in the blink of an eye. Mana readings of the place are beyond anything we can even begin to comprehend. Last diviner I sent down there is still in a coma. Must continue studies.
+
+
+#{bold}#Hompalan's Log Entry 2#{normal}#
+#{italic}#Age of Allure Year 4541#{normal}#
+
+Testing of live yeeks has not gone well. Thankfully I can leave the clean-up to my technicians... Four years and it feels like we have not even begun to understand these ruins. I'm worried our research grant will soon be cut. But I have hope that some of the items we've recently uncovered may provide some sort of key to the portals. Or perhaps they were just used for Sher'Tul sports? We shall see.
+
+
+#{bold}#Hompalan's Log Entry 3#{normal}#
+#{italic}#Age of Allure 4542#{normal}#
+
+Third test confirms it - the orb allows transition between portal gates. This is the greatest discovery of my life. We are the first research team to ever unlock such powers from a Sher'Tul ruin! Just a shame about all the yeeks we sent through before. I'm really starting to suspect that pronged instrument was some sort of eating device... Oh well, plenty more dumb yeeks available.
+]], [[#{bold}#홈팔란의 기록 1#{normal}#
+#{italic}#매혹의 시대 4537년#{normal}#
+
+쉐르'툴 폐허 발굴이 거의 끝났다. 과거 남쪽 폐허에서 본 표식과 일치하는 것 같다.
+현재 가설: 어떤 종류의 관문일 수도 있을까? 우리가 쉐르'툴에 대해 아는 것은 소문과 신화뿐이지만, 전부 눈 깜짝할 사이에 에이알 세계를 이동할 수 있다는 것들이다. 이 장소에서 읽은 마나의 흔적은 우리가 겨우 이해하기 시작한 수준을 뛰어넘는 것이다. 밑으로 보낸 마지막 탐사자는 아직도 혼수상태다. 연구를 계속해야 한다.
+
+
+#{bold}#홈팔란의 기록 2#{normal}#
+#{italic}#매혹의 시대 4541년#{normal}#
+
+살아있는 이크 실험은 잘 풀리지 않았다. 다행히도 청소는 내 기술자들에게 맡길 수 있었다... 4년이 지났지만 아직도 이 폐허들을 제대로 이해조차 못했다는 느낌이 든다. 곧 연구비가 끊길 것 같아 걱정이다. 하지만 최근에 발굴한 몇 가지 물건이 관문을 여는 열쇠 역할을 해줄지도 모른다. 아니면 쉐르'툴의 운동 경기에 사용했던 물건일지도? 그건 두고봐야 알겠지.
+
+
+#{bold}#홈팔란의 기록 3#{normal}#
+#{italic}#매록의 시대 4542년#{normal}#
+
+세 번째 실험으로 확실해졌다. 오브가 관문간 전송을 가능하게 해준다는 것을 말이다. 내 인생에서 가장 위대한 발견이다. 쉐르'툴 폐허에서 이런 힘을 알아낸 것은 우리 연구팀이 최초이다! 우리가 전에 내려보냈던 모든 이크들은 부끄러운 일이지만. 난 이 갈라진 장치가 어떤 종류의 먹는 기계가... 아닐까 의심하기 시작했다. 오, 그래. 아직 멍청한 이크들이 많이 남아있어.
+]], "_t")
+t([[#{bold}#Hompalan's Log Entry 4#{normal}#
+#{italic}#Age of Allure 4544#{normal}#
+
+Just when I was getting somewhere the military decide to barge in and take over. Don't they realise what a serious scientific project this is? All they care about is the little stripes on their helmets. Some tell rumours of humans threatening to attack the facility, but I really care not for such trivial politics. Besides, what threat could those stupid lanklegs really be? I suppose I shall have to persevere though, and try to work around these insane security restrictions.
+
+
+#{bold}#Hompalan's Log Entry 5#{normal}#
+#{italic}#Age of Allure 4545#{normal}#
+
+Well, I suppose this whole war thing wasn't just hot wind after all. Apparently there's lots of people dying outside. What a nuisance - I just want to get on with my work without my supplies being cut off. There is one upside though - human test subjects! We're going to get started on them in the coming months.
+I must say I'll be glad to get rid of these disgusting yeeks. They disturb me somehow with their oversized heads. Why we ever decided to use these useless creatures as servants is beyond me... At least the human subjects will be able to talk, lacking though they be in true mental capacity.
+
+
+#{bold}#Hompalan's Log Entry 6#{normal}#
+#{italic}#Age of Allure 4546#{normal}#
+
+Test subject A-C: Imploded during transition.
+Test subject D: Exploded during transition.
+Test subject E: Half transitioned, half remained. Partial success?
+Test subject F: Imploded during transition.
+Test subject G: Turned to goo during transition.
+Test subject H-K: Imploded during transition.
+Test subject L: Frozen during transition.
+Test subject M: Survived first transition. Imploded 2 seconds after. Progress!
+Test subject N: Survived first transition, but in coma. Died after 4 days.
+
+We're really getting somewhere here... Just a shame humans are such messy creatures! Honestly, how much intestines do they need?! Will start on the next set of subjects early in the new year.
+]], [[#{bold}#홈팔란의 기록 4#{normal}#
+#{italic}#매혹의 시대 4544년#{normal}#
+
+내가 자리를 비운 사이에 군인들이 들이닥쳐 이곳을 장악하기로 결정했다. 이게 얼마나 중요한 과학적 연구 과제인지 모르고 있는 건가? 군인 놈들이 신경 쓰는 것이라곤 투구에 그려진 줄무늬뿐이지. 일부는 인간이 이 시설을 공격할지 모른다는 위협에 대해 말했지만, 나는 사소한 정치적 사안은 신경 쓰지 않는다. 그리고 그 멍청한 꺽다리 놈들이 어떻게 위협이 된다는 거지? 아마도 이 정신 나간 보안 제약 속에서 계속 일해야 할 것 같다.
+
+
+#{bold}#홈팔란의 기록 5#{normal}#
+#{italic}#매혹의 시대 4545년#{normal}#
+
+이 전쟁이란 모든 것들이 단순한 열풍은 아닐 거라 생각한다. 듣자 하니 밖에서는 많은 사람들이 죽어가고 있다고 한다. 정말 골칫거리다. 나는 그저 보급이 끊기지 않고 연구를 계속하고 싶을 뿐이다. 반면에 좋은 점도 있다. 인간 실험체들! 몇 달 안에 인간으로 실험할 수 있을 것이다. 
+역겨운 이크들을 치울 수 있어서 기쁘단 사실은 꼭 말해야겠다. 놈들의 비대한 머리는 나를 불편하게 한다. 왜 우리가 그런 쓸모없는 생명체를 하인으로 사용하기로 결정했는지 이해를 못 하겠다... 적어도 인간 실험체는 지능은 부족해도 대화는 할 수 있겠지.
+
+
+#{bold}#홈팔란의 기록 6#{normal}#
+#{italic}#매혹의 시대 4546년#{normal}#
+
+실험체 A-C: 전송 중 붕괴함.
+실험체 D: 전송 중 폭발함.
+실험체 E: 절반 전송, 절반 잔류. 절반의 성공인가?
+실험체 F: 전송 중 붕괴함.
+실험체 G: 전송 중 점액질로 변함.
+실험체 H-K: 전송 중 붕괴함.
+실험체 L: 전송 중 얼어붙음.
+실험체 M: 첫 번째 전송에서 성공. 2초 후에 붕괴함. 진전이다!
+실험체 N: 첫 번째 전송에서 성공했지만, 혼수상태에 빠짐. 4일 후에 사망함.
+
+아주 조금씩 진전을 보고 있다... 인간이 그렇게 엉망인 생물이라니 안타깝다! 왜 그렇게 많은 내장이 필요한 거지?! 새해 초에 새로운 실험체들로 실험을 시작할 거다.
+]], "_t")
+t([[#{bold}#Hompalan's Log Entry 7#{normal}#
+#{italic}#Age of Allure 4547#{normal}#
+
+Test subject O: Imploded during transition.
+Test subject P: Survived first transition, but turned mad - had to be put down.
+Test subject Q: Survived first transition. Imploded on return transition.
+Test subject R: Died during first transition.
+Test subject S-T: Imploded on return transition.
+Test subject U: Survived return transition. Muttered something about hearing a voice before jumping back into portal - imploded. What a nuisance!
+Test subject V: Died on return transition.
+
+Running out of letters soon. Also out of subjects for now. Will have to wait for the soldiers to fetch me more.
+
+
+#{bold}#Hompalan's Log Entry 8#{normal}#
+#{italic}#Age of Allure 4548#{normal}#
+
+Test subject W: Shrunk during first transition, before exploding. (error in calibration?)
+Test subject X: Returned from second transition missing head. How bizarre.
+Test subject Y: Disappeared during transition.
+Test subject Z: Survived both transitions. Remarkable!
+
+Subject Z currently raving, but I believe this is due to stressful conditions, not a direct corrosion of mental faculties from the portal use. Will have to study further.
+]], [[#{bold}#홈팔란의 기록 7#{normal}#
+#{italic}#매혹의 시대 4547년#{normal}#
+
+실험체 O: 전송 중 붕괴함.
+실험체 P: 첫 번째 전송에서 생존했지만, 미쳐버림. 제압해야 했음.
+실험체 Q: 첫 번째 전송에서 생존. 돌아오는 전송에서 붕괴함.
+실험체 R: 첫 번째 전송에서 사망함.
+실험체 S-T: 돌아오는 전송에서 붕괴함.
+실험체 U: 돌아오는 전송에서 생존. 관문으로 뛰어들기 전에 목소리가 들린다고 중얼거리다가 붕괴함. 골칫거리 같으니!
+실험체 V: 돌아오는 전송에서 사망함.
+
+사용할 알파벳도 다 떨어져간다. 그리고 지금은 실험체도 다 떨어졌다. 군인들이 실험체를 더 데려오길 기다려야 한다.
+
+
+#{bold}#홈팔란의 기록 8#{normal}#
+#{italic}#매혹의 시대 4548년#{normal}#
+
+실험체 W: 첫 번째 전송에서 폭발하기 전에 쪼그라듦. (조정 단계의 오류인가?)
+실험체 X: 두 번째 전송에서 머리를 빼고 돌아왔다. 기괴하군.
+실험체 Y: 전송 중 사라짐.
+실험체 Z: 두 번의 전송에서 모두 살아남았다. 대단해!
+
+실험체 Z가 현재 미쳐날뛰고 있지만, 이건 관문 사용으로 인한 정신적 기능의 직접적인 손실이 아닌 극심한 스트레스 때문이라고 생각한다. 더 연구해야 한다.
+]], "_t")
+t("research log of halfling mage Hompalan", "하플링 마법사 홈팔란의 연구 일지", "_t")
+t([[#{bold}#Hompalan's Log Entry 9#{normal}#
+#{italic}#Age of Allure 4549#{normal}#
+
+Subject Z is still doing well. Have completed numerous further transitions with him. Is capable of intelligent dialogue at times, though his species is fairly limited in intellect. Seems to have little real clue as to what is going on, and is always asking what time it is. What a fool... I must conjecture that humans are far too tall to have blood pumped all the way to their brain. Still, I dare not risk sending any halflings through the portal yet, and what humans I have sent through since have all died.
+
+
+#{bold}#Hompalan's Log Entry 10#{normal}#
+#{italic}#Age of Allure 4550#{normal}#
+
+Beginning to suspect subject Z has latent magical powers. Have seen him move much faster than I thought his species capable, and mend broken objects without any obvious means of repair. These are small things, but I believe the portals may be somehow enhancing a basic ability. Will need to test more. He still seems quite dumb though. Said his last journey took three days, when clearly it took but seconds. He began to eat ravenously afterwards. I suspect he is just greedy. I saw him staring for a long time at the farportal earlier, but I had my assistants pull him away before he did any damage.
+
+
+#{bold}#Hompalan's Log Entry 11#{normal}#
+#{italic}#Age of Allure 4551#{normal}#
+
+Subject Z has vanished! This is terrible! It was not even during a portal transit. It looked like he simply stepped into his own shadow and disappeared. My research is ruined!! There will never be another subject like him!
+
+The military are annoying me to no end. I told them to find me more test subjects immediately, but they gave some excuses about enemy patrols in the area. Do they think I care about such trivial things?! And now I hear them practising their fighting in the corridors. They are even grunting and screaming in fake battle noises like stupid children. Do they not realise what an important facility this is? Can they not understand how my genius is disturbed by---
+]], [[#{bold}#홈팔란의 기록 9#{normal}#
+#{italic}#매혹의 시대 4549년#{normal}#
+
+실험체 Z는 여전히 잘 지내고 있다. 놈을 대상으로 여러 차례 전송을 완료했다. 놈의 종족은 지능 수준이 상당히 제한됨에도 불구하고 가끔은 지적인 대화가 가능하다. 녀석은 무슨 일이 일어나고 있는지 전혀 갈피를 잡지 못하는 것 같고 언제나 지금의 시간을 물어본다. 멍청이 같으니... 내가 추측하기론 인간은 키가 너무 커서 두뇌까지 피를 충분히 보내지 못하는 것 같다. 여전히 관문을 통해 어떠한 하플링도 보내는 위험을 감수하진 않을 것이다. 내가 전송한 인간은 전부 죽었으니 말이다.
+
+
+#{bold}#홈팔란의 기록 10#{normal}#
+#{italic}#매혹의 시대 4550년#{normal}#
+
+실험체 Z에게 잠재된 마법의 힘이 있지는 않나 의심하기 시작했다. 종족적인 한계하 생각했던 것보다 더욱 빠르게 움직이는 모습도 본 적이 있고 어떠한 확실한 수단 없이도 고장난 물건을 고치기도 한다. 이런 것들은 사소하지만, 나는 관문이 어떻게든 기본적인 능력을 향상했다고 믿는다. 더 많은 실험이 필요하다. 아직도 놈은 멍청해 보인다. 분명 몇 초밖에 걸리지 않았음에도 마지막 여행이 3일이나 걸렸다고 말하니 말이다. 놈은 이후로 게걸스럽게 먹기 시작했다. 내 생각엔 그냥 탐욕스러운 것 같다. 최근에 놈이 오랫동안 관문을 응시하는 모습을 봤지만, 어떤 손상이라도 주기 전에 조수를 시켜 떼어놓았다.
+
+
+#{bold}#홈팔란의 일지 11#{normal}#
+#{italic}#매혹의 시대 4551년#{normal}#
+
+실험체 Z가 사라졌다! 정말 끔찍하다! 심지어 관문 전송 중도 아니었다. 그냥 자기의 그림자로 걸어가서 사라진 것처럼 보였다. 내 연구는 망했다!! 그런 실험체는 다시 구하지 못할 거다!
+
+군인들은 끝도 없이 나를 짜증나게 만든다. 나는 군인들에게 당장 실험체를 더 구해오라고 했지만, 놈들은 지역에 적 순찰대가 있다는 변명을 했다. 내가 그런 사소한 일을 신경이나 쓸 것 같은가?! 그리고 지금은 회랑에서 싸움이나 연습하는 놈들의 소리가 들린다. 놈들은 가짜로 싸우면서도 멍청한 애들처럼 신음소리를 내고 비명을 지른다. 여기가 얼마나 중요한 시설인지 알고는 있는 건가? 내 천재성이 얼마나 방해받고 있는지 이해를---
+]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/age-pyre.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/angolwen.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/ardhungol.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/blighted-ruins.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/daikara.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/derth.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/dreadfell.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/elvala.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/fearscape.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/fun.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/high-peak.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/infinite-dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/iron-throne.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/keepsake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/kor-pul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/maze.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/misc.lua"
+
+t([[#{bold}#Tract of Destruction#{normal}#
+
+Though armies would fall before the Spellblaze's might, though forests were razed and the skies bled red with fire, they always felt that the earth would endure. It seemed eternal, unmoving. Not even the fury of the Spellblaze could hope to destroy it.
+
+How wrong they were. The Nalorën people, long secluded, were prepared to fend off any attacks on their land, but how could they hope to stop the land itself crumbling? Seeing their home literally tearing itself apart, plains and forests tumbling into the seas... For one brief, terrible moment, they beheld the true extent of the Spellblaze's power. Not only was it destroying the people of the world, but the world itself.
+
+The lands of the Nalorën had sunk beneath the waves.]], [[#{bold}#Tract of Destruction#{normal}#
+
+주문폭발의 위력 속에 군대들이 무너지고ㅡ 숲이 불타 하늘이 핏빛으로 물들지라도, 대지는 결국 견뎌낼 것이라고 사람들은 생각했습니다. 대지는 영원하고 불멸하다. 날뛰는 주문폭발의 영향도 대지를 파괴할 수는 없을 것이다.
+
+얼마나 틀린 생각이었는지... 날로렌 인들은 오랫동안 은둔해 살면서 온갖 위협에 대비해 왔지만, 대지 그 자체가 무너져 내리는 광경을 멈추는 것이 가능이나 하겠습니까? 한 순간, 끔찍하게 고향이 산산조각나고 들판과 숲이 가라않아 바다가 되는 광경을 보면서 날로레 인들은 그저 지켜볼 수밖에 없었습니다. 주문폭발이 세상의 사람들만이 아니라 세상 자체를 갈기갈기 찢어놓는 것을...
+
+파도가 몰려와 날로레의 땅을 집어삼켰습니다.]], "_t")
+t([[#{bold}#Tract of Anarchy#{normal}#
+
+For the years following the cataclysm, chaos reigned. Their culture, their way of life, it was as broken and fractured as the land itself. Nalorë civilisation was reduced to a few isolated and feeble settlements, scratching out meagre existences as land, mind and body was warped in both shape and spirit.
+
+Faced with the idea of their great race failing – another victim of the Spellblaze, a footnote in the annals of history – impassioned pleas were sent to their elven brothers: The Shalorën, the Thalorën. Aid was even requested from human and halfling, embroiled in their own petty squabbles as they were.
+
+The Nalorën received no answer.]], [[#{bold}#Tract of Anarchy#{normal}#
+
+혼돈으로 가득찬 재앙의 시대를 지나오면서. 그들의 문화와 삶의 방식은 대지가 망가진 것처럼 무너지고 말았습니다. 날로레 문명은 소수의 작고 고립된 정착지만이 남을 정도로 쇠퇴했습니다. 심지어 그들의 정신과 육체마저 흐트러졌습니다.
+
+위대한 종족-역사서의 각주에 의하면, 또 다른 주문폭발의 희생자이다-이 붕괴해가는 현실을 마주하자, 날로레들은 엘프 형제들-샬로레와 탈로레를 말합니다-에게 도움을 요청했습니다. 자기들끼리 '사소한'언쟁을 벌이던 인간과 하플링에게도 도와달라고 간청했습니다. 
+
+그리고 아무 도움도 받지 못했습니다.]], "_t")
+t([[#{bold}#Tract of Acceptance#{normal}#
+
+Betrayed by the Shalorën, wilful and destructive, and the Thalorën, aloof and suspicious, a long, seething silence fell over the remaining Nalorën people. It was during this period of grim introspection that salvation was suddenly and unexpectedly granted. The ancient Sher'Tul magicks, long pondered over by the land's mystics, would bear fruit at last.
+
+The same force that destroyed the Nalorën would save them. Through the Sher'Tul's magic, the Nalorën became able to breathe water as if it was air. Their bodies became adapted for existence under the waves, their legs becoming long, snake-like tails. Such drastic metamorphosis would naturally cause horror, you may expect. However, the Nalorën saw the possibilities their new forms provided: Their sunken lands were their own once again. Their homes would be rebuilt, their civilisation reborn. Nalorën no more, the denizens of the sunken kingdom would come to be known as 'nagas'...]], [[#{bold}#Tract of Acceptance#{normal}#
+
+고집센 샬로레들과 신중하고 의심많은 탈로레들에게 배신당하고, 날로레 생존자들은 오랬동안 침묵 속에 속앓이하며 고통받을 수밖에 없었습니다. 암울하게 하루 하루를 보내던 중, 구원은 갚자기 찾아왔습니다. 오랜기간 수수께끼였던 쉐르'툴의 고대 마법이 마침내 열매를 맺은 것입니다.
+
+날로레를 파멸시켰던 힘이 이번에는 구원의 손을 내밀었습니다. 쉐르'툴의 마법을 통해 날로레들은 물 속에서 숨쉴 수 있게 되었습니다. 몸은 파도 아래의 생활에 적응하였고, 다리는 뱀같이 긴 꼬리가 되었습니다. 갑작스럽게 큰 변이가 일어나면 보통 놀라고 두려워하기 마련입니다. 그래도 날로레들은 새로운 육체에서 가능성을 보았습니다: 이제 가라앉은 땅은 다시 그들의 것이 되고, 집을 다시 짓고 문명이 일어설 것입니다. 날로레는 더 이상 없습니다. 이 가라않은 왕국의 거주자들은 '나가'라고 불리게 됩니다...]], "_t")
+t([[At long last, the temple finally reveals its secrets to me, and my plans can be set in motion. Lithe in form, faultless in combat, unmatched in speed both above the waves and beneath... nature couldn't have hoped to create such a race as nagas. With the Temple of Creation now open to me however, we may become so much more. With my guidance, my careful shaping of the Sher'Tul's magicks, under my expert hand our great race shall soon reach its zenith. A new tract shall soon be written: The Tract of the Devourer.
+]], [[오랜 기간끝에, 드디어 신전이 비밀을 드러내는구나 이제 나의 계획을 실행할 수 있겠다! 유연한 형상과 무결점의 전투능력, 파도 위와 아래에서 누구도 따라올 수 없는 속도까지...  자연은 나가와 같은 이런 종족을 만들 수 없었다. 그러나 창조의 신전이 개방되었으니, 우리는 더 나아가리라. 나의 인도 아래, 나의 섬세한 쉐르'툴 마법에 의해서 우리 위대한 종족은 정점이 되리라. 새로운 길이 쓰여질 것이니 이것이 곧 : The Tract of the Devourer.
+]], "_t")
+t([[Dear Rolf,
+
+I hope this letter finds you well. I must apologise for this recent dry spell in our communication; my adventures across Maj'Eyal have taken many exciting and perilous turns as of late. What turns do I speak of, you ask? I know how you delight in reading the accounts of my exploits, so I shall waste no further time on this pre-amble.
+
+Imagine, if you will, a wolf. Imagine a beastly wolf, a wolf with strength, ferocity and a lust for flesh matching that of an entire pack of its lesser kind. You too may have some small experience with these "wargs" as the locals are wont to call them. Now... imagine one the size of a bear. Truly, as I travelled the lands surrounding Derth did I come across such a monstrous, awe-inspiring, lupine adversary. With fangs of a length to match my own blade, I entered combat against this lupine lord and its skulking brood. To my regret I failed in slaying the beast, but I assure you - simply surviving against such feral rage is an honour worthy of recognition and renown.
+
+And indeed, would there have been much glory in killing such a creature? True, I would have had enough to fur to line each and every boot and hat in Derth, but legends must live on. They are what give this world its very spirit!
+
+With eager anticipation for your reply,
+Weisman]], [[Dear Rolf,
+
+이 편지가 잘 도착했으면 좋겠군요. 최근 저의 연락이 뜸한 것에 대해 사과하는 것부터 시작해야 하겠군요.; 마즈'에이알에서의 저의 여정은 최근 여러 흥미롭고 위험한 일이 있었답니다. 아마 무슨 일이 있었을까, 라고 묻고 싶겠죠? 당신이 제 여정의 기록을 읽어 나가기를 아주 좋아한다고 알고 있습니다. 잡소리는 집어치우고 바로 시작하죠.
+
+한 번 늑대 한마리를 상상해 보세요. 흉포하고 강력하며 따르는 무리와 함께 살에 굶주린 그런 늑대를 말이죠. 아마 당신도 이런 "와르그"와 관련해 조금 경험한 바가 있으실 겁니다. 주민들은 이들을 무서워하고 이놈들을 불러모으지 않토록 주의하지요. 이제... 곰의 크기를 한 늑대를 상상해보세요. 제가 데르스 근처를 여행할 때 이 거대하고 경이로운 상대를 만납답니다. 진짜로요. 이 녀석은 제 칼날과 길이가 비슷할 정도로 거대한 송곳니를 가지고 있었죠! 이 강력한 우두머리 늑대와 숨어있던 이리 떼와 전 싸웠답니다. 안타깝지만 그 짐승을 죽이지 못했답니다. 그래도 이걸 기억해 주세요. 야생의 흉포한 괴물과 맞서 살아남았다는 자체만으로도 명예로운 일이라는 걸요!
+
+그리고 당연히, 이 괴물을 죽이는 것만큼 영광스러운 일이 있을까요? True, I would have had enough to fur to line each and every boot and hat in Derth, 하지만 전설은 남아있어야죠. 전설들이 이 세상에 영혼을 불어넣어 준답니다!
+
+당신의 답장을 기다리며,
+Weisman]], "_t")
+t([[Dear Weisman,
+
+Ah! What feelings your last letters inspired within me... primarily mirth, with a good amount of scorn! Must you continuously assail me with tale after tale of your waving of wooden swords and pestering of toothless mongrels? Allow me to recount your "legends" in a much more succinct manner: One day, I failed to kill a dog. Such bravery! Such pluck and derring-do!
+
+Your petty escapades are made ever more insignificant by the trials I myself have recently overcome. Mere days ago I was trekking through the Old Forest (that's outside Derth, Weisman! Terror must already grip you!) when, by unfortunate happenstance, I came across a most hideous, bloated, oozing and chittering horror! No less than the giant ants' repulsive progenitor! Such hordes of frenzied chitinous young it had at its command, it was as though the ground itself was swarming forward to devour me!
+
+And yet I live. Weisman, I sincerely hope that my letter has revealed to you your folly. Only when you have faced true danger can you call yourself an adventurer. Bore me with your tales no longer.
+
+Rolf]], [[Dear Weisman,
+
+하! 네 마지막 편지가 내게 일으킨 감정이란... 주로 웃고, 경멸하기에 충분했어! 네 그 나무 쪼가리 칼로 이빨없는 호랑이를 때리는 듯한 이야기를 끝도 없이 나한테 전해야 하겠어? 내가 한번 네 '전설들'을 좀 더 그럴듯하게 써볼게: 어느날, 저는 강아지를 죽이려다가 실패했어요. 이렇게 용맹스러울 때가 있다니!
+
+네 쓰잘데기 없는 장난은 말이야, 내가 최근 뛰어넘은 시련들에 비하면 아무것도 아니야. 수일 전에 나는 오래된 숲을 걷고 있었지(니가 말한 데르스 외곽이야, Weisman! 불쌍하게도 넌 공포에 사로잡혔겠지?), 불행하게도 나는 흉물스럽고 찐득이는 공포에 맞서게 되었지! 거대 개미의 혐오스러운 조상임이 틀림없었지! 뒤에 어마무시한 무리가 뒤따르니까, 마치 대지 전체가 나를 집어삼키려고 덮쳐오는 것 같았어!
+
+그런 일을 겪었지만 난 살아있어. Weisman, 정말로 내 편지가 네 어리석음을 일깨워 줬으면 좋겠다. 모험가라는 건 말이야, 진정한 위험과 마주쳐본 적이 있어야 스스로 칭할 수 있는거야. 더이상 네 헛소리로 짜증나게 하지마라.
+
+Rolf]], "_t")
+t([[Dear Rolf the Antslayer,
+
+Ha! Such trials you have overcome! Forget dragons and demons, here we have a hero who has survived against ants! I shall deliver this joyous news to Last Hope with all haste - perhaps there shall be a parade in your honour!
+
+I hope you registered the sarcasm in my previous words, but I obviously cannot expect much from one who struggles with insects. Allow me to share with you knowledge of a beast rather more fitting for a true adventurer to behold. My travels had taken me south, and as I walked one night along an abandoned mountain pass, imagining what treasures and trials the next day may bring, a brilliant light filled my vision! I stood in its radiance, the land around me illuminated so that it almost appeared to be in broad daylight, and that was when I saw it.
+
+Such a magnificent sight! With wings of fire, leaving the air itself hissing and smouldering in its wake, I could only watch with rapt amazement as it alighted on a rocky outcrop mere yards away from me, the stone beneath its talons warping from its tremendous heat. It was at that moment, Rolf, that I realised that this was what being an adventurer was about - there is always more in this world of ours to amaze and astonish us.
+
+Learn from my experiences,
+Weisman]], [[Dear Rolf the Antslayer,
+
+와! 굉장한 시련을 뛰어넘으셨군요! 용이나 악마보다 대단한 개미 몇마리를 상대하고 살아남으신 영웅님이 여기 계시답니다! 최대한 빨리 마지막 희망에 이 즐거운 소식을 전해야 겠어요 - 이 소식을 듣고 개선식을 해줄지도 몰라요!
+
+내가 한 말이 조금 비꼬는 의도가 있다는 걸 알아차렸으면 좋을텐데, 뭐 곤충이랑 씨름하는 사람한테서는 그 정도도 무리일려나? 내가 진정한 모험가에 걸맞은 짐승을 만난 이야기를 해줄게요. 남쪽으로 여행했을 적에, 밤이 되어서 버려진 산길을 걷고 있었죠. 내일 찾을지도 모르는 보물과 시련을 상상하면서 말이에요. 그런데 갑자기 밝은 빛무리가 나타난거에요! 빛이 대낮처럼 내 주변을 비추더라고, 그 때 내가 이놈을 처음 보게됬죠.
+
+굉장한 광경이었어요! 불타는 날개를 가진 이놈은 사방을 뱀 소리와 증기로 가득 채웠죠! 불과 몇 야드 앞에서 엄청난 열을 내뿜는 이놈을 그저 바라보기만 할 수 밖에 없었어요. Ralf, 그 순간 모험가가 된다는 것이 무었인지 깨달아버렸어요 - 세상에는 놀랍고 까무라칠만한 놈들이 항상 있다는 걸요.
+
+내 경험에서 뭐라도 좀 배우셨으면 좋겠는데,
+Weisman]], "_t")
+t([[Dearest Weisman,
+
+Sorry to cut your birdwatching session short, but I must bring this badinage to an end. I have tolerated your ridiculous pomposity and false heroics long enough. At first, I took your over-inflated tales of bothering local wildlife with good humour but now I realise, with dread, that you are sincere; you believe your pathetic wanderings to be the stuff of legend.
+
+Well, no more. We shall meet seven days from now in Derth's town square. Come prepared for travel. The number of rumours claiming that a monster has taken up residence within the ruins just north of town have grown to the point where they cannot be considered rumours anymore. You shall come with me, face this creature alongside me, and experience intimately the vast difference between your skills and my own. If we're lucky, you will learn this lesson unscathed, but I fear that such a trial may cost you a limb or two.
+
+Prepare yourself, if you've the courage,
+Rolf]], [[Dearest Weisman,
+
+네 새관찰 시간을 방해해서 미안해, 그래도 이런 헛소리는 끝을 내야겠더라고. 그 거만하고 거짓말 덩어리인 영웅담은 질릴만큼 들었어. 처음에는, 과장된 산불구경이야기일 뿐이고, 웃음거리는 된다고 생각했어. 하지만 말이야, 네가 진짜로 불쌍하게 돌아다니는 것이 전설의 이야기가 될거라고 믿는거 같은데. 이건 좀 무섭더라.
+
+그니까 이젠 그만해. 데르스의 마을광장에서 7일 후에 만나자. 와서 여행준비하라고. 예전에 마을 북쪽 거주지를 괴물들이 점령했다는 소문이 점점 불어나더라고, 이제는 단순히 소문으로 치부할 수 없을 것 같아. 와서 함께 가서, 이 괴물들과 같이 맞서자. 내 옆에서 나와 너의 기술의 차이를 똑똑히 보도록해. 우리가 운이 좋으면, 다치지 않고 뭔가 얻어갈 수 있을거야. 네가 팔다리 몇 쪽 잃을 것 같아서 걱정되지만 말이야.
+
+용기가 있다면, 와.
+Rolf]], "_t")
+t([[Weisman,
+
+The tentacles. I still remember them. They have lashed into my mind as they lashed into my flesh. How can nature abide such a... a... being in her realm? What dark plane of existence could it have been born from? How can creation itself tolerate such an aberration?!
+
+How did we survive? I have no clue. All I can remember is pain, and panic, and fear. All I could think of was getting away, fleeing... to my shame, all other thoughts left me. Thoughts of you, home, the world... all I could do was keep hacking away at the... things between myself and freedom. Perhaps that is why it didn't... no. I shall not think on it. The beast is certain to fill my nightmares tonight, I won't allow it to fill my waking thoughts.
+
+Rest easy, brother. It may have taken your eye, but think of what else it could have taken. Anyway, I shall be leaving for the tavern soon. Maybe I can drown the images of that monster in a sea of ale.
+
+Make sure you write the words on your next letter nice and big,
+Rolf]], [[Weisman,
+
+아직도 그 촉수들이 생생히 기억나. 이놈들이 날 후려칠 때 마음까지 두들겼나봐. 대체 왜 자연이 그...그... 것들을 품고 있을까? 대체 얼마나 어둡고 타락한 곳에서 이놈들이 태어났을까? 이렇게 어긋난 창조가 가능케나 한 것이었다니?!
+
+어떻게 우리가 살아남을 수 있었는지 전혀 모르겟어. 그저 고통과 공포로 공황에 빠졌던 것만 기억날 뿐이야. 수치스러지만 도망치는 것밖에는... 생각할 수 없었어. 집과 너와 내 고향을 생각하면서... 살기위해 발버둥치면서... 날 가로막는 것들을 마구 헤치면서... 아마 그것이 그걸 하지 않은 이유가... 아니 그냥 생각하지 말자. 내일 일어나서도 이놈을 생각하기는 싫으니까, 오늘 밤 악몽은 반드시 이 괴물에 대한거겠지. 
+
+형제여, 이젠 편히 쉬자고. 네 눈을 잃었지만, 생각해보면 다른 것도 잃었을 수도 있었어. 아무튼 난 이제 선술집으로 갈 거야. 술독에 빠지면 그 놈을 잊을 수 있기를 바래고 있어.
+
+Make sure you write the words on your next letter nice and big,
+Rolf]], "_t")
+t([[Rolf,
+
+I can't remember anything from the fight save the sheer terror at being near something so horrid and powerful. There is no shame in running from a foe you cannot possibly hope to defeat, is there? Maybe ale from the tavern is a good idea, but maybe it is better to conquer your fear once and for all... I hope you can forgive me, but I must defeat this monster, if it takes me the rest of my life.
+
+Wishing you and your ale a hearty good-bye,
+
+Weisman.]], [[Rolf,
+
+그렇게 강하고 흉측한 녀석과 가까이 있었다니, 그저 공포밖에는 아무것도 기억나지 않아요. 이길 가망도 없는 상대한테서 도망치는 것 수치스러운 일이 아닐거에요, 그렇죠? 선술집에서 맥주를 마시는건 좋은 생각 같네요. 그래도 공포를 이겨내는게...정복해 내는 것이... 더 낫지 않을까 생각해요. 전 제 인생 나머지를 이놈이 가져가더라도 괴물녀석을 쓰러뜨려야겠어요. 절 용서해 주세요. 
+
+당신과 멋진 맥주 한 잔에게 진심으로 작별을 구하며,
+
+Weisman.]], "_t")
+t([[Weisman,
+
+By my ancestors' profits I hope you receive this message in good health and spirits. Please, old friend - there is no need to impress upon me your valour, I know full well how courageous you are. Please, do not go after that... that thing! If I must drag you away physically, that is what I shall do, but I beg of you, please, consider another foe to fight!
+
+Your friend,
+
+Rolf.]], [[Weisman,
+
+By my ancestors' profits I hope you receive this message in good health and spirits. 오랜 친구여 네 용기를 더 뽐낼 필요는 없어, 자네의 용맹함은 이미 잘 알고 있으니. 제발 그...괴물을 쫒아가지 마! 만일 쫒아가겠다면 온몸을 던져 말릴거야, 그치만 제발 부탁한다. 다른 상대를 찾자!
+
+네 친구가,
+
+Rolf.]], "_t")
+t([[Last Will and Testament of Rolf Two-Axes
+
+I have failed. Oh by the great wyrm's maw, I have failed! The beast Weisman set out to slay was dead already by another's hand, but its corruption remained still. When I arrived in its chamber, Weisman was already half-gone; he was hacking away at foes only he could see. When I tried to stop him, he turned his axe on me... I am beaten and broken, hiding in some crevasse away from... from my own friend, who through the corruption in this place has been perverted into a monstrosity my axes were unable to fell. I hold no doubt that this is the last time I shall put quill to parchment, as even now I can hear my old friend's perverted voice.. calling to me. I bequeathe my belongings to any who slay ...
+#{italic}#(the ink blotch seems to indicate Weisman had caught up to his old friend, one-half of that abomination)#{normal}#]], [[Last Will and Testament of Rolf Two-Axes
+
+난 실패했다. Oh by the great wyrm's maw, I have failed! Weisman이 죽이러 갔던 짐승은 다른 이의 손에 이미 죽어있었다. 그럼에도 타락의 영향은 남아있었다. 내가 도착했을 때, Weisman은 이미 반쪽이 되어 있었다.; 그는 보이는 적을 향해서 닥치는 대로 헤집고 있었다. 나는 그를 멈추려고 했지만, 그는 도끼를 나에게 향했다... 나는 두들겨 맞고 처참한 몰골로... 내 친구에게서 떨어진 작은 틈에 몸을 숨겼다. who through the corruption in this place has been perverted into a monstrosity my axes were unable to fell. I hold no doubt that this is the last time I shall put quill to parchment, as even now I can hear my old friend's perverted voice.. calling to me. I bequeathe my belongings to any who slay ...
+#{italic}#(잉크자국으로 보아 Weisman이 그의 오랜 친구를 잡으러 온 것 같다. one-half of that abomination)#{normal}#]], "_t")
+t([[#{italic}#This scroll looks ancient, possibly going back millennia, but has been incredibly well-preserved.#{normal}#
+
+I remember when I first woke, and I drew my first breath, and the fresh young air of the world filled me with vitality. I opened my eyes, and above me stood a figure of outstanding radiance. She was tall and slim, crowned in silver hair that fell to the ground in silken tresses. Her skin was pale to the point of luminance, and her eyes were brighter than the stars.
+
+I watched her for what felt like a century, and she watched me, and I saw tears form in her eyes. I did not have a voice yet, but I thought, "Why does she look so sad?" And I felt then her reply in my thoughts, "For you are beautiful, and far more beautiful than all else in the world. But this is a world of pain and sorrow, and I cannot bear to think of my creation come to harm. I will give you strength to endure many years, and a voice to express all desires, but the burden of sadness will follow you forever. At that thought I weep..."
+
+I felt then strength come into my limbs, and a voice rise in my throat. I rose to the ground and I looked around, and in awe of the world around me and the stars above me I sang loudly for joy. And the woman smiled as she heard my voice, and her tears stopped, so I continued to sing for a while to entertain her. But then I said, "Am I alone?" She nodded, and said, "There are no others like you." At this I felt sad, and she could see the loneliness in my heart. She seemed to hesitate a moment, and said, "Though it pains me, I cannot deny your desires. You will sleep now, and when you awaken you will be among people like yourself, and you will walk out into this broken world and try to mend it."
+
+As she finished speaking I instantly fell into a trance, and when I awoke I saw the world had changed, and there was now a blazing light in the sky - it was the new-born Sun. And I saw all around dozens more people like me, and others similar in appearance but varying in traits and abilities. I woke them up, and gathered them together, and we all expressed delight in each other's being, and named ourselves Alor?. But the woman was gone, and no others knew anything about her, and my searches for any trace of her were in vain.
+
+Times passed and changed, and other creatures were found, and oft they were fell and vile and we did war with them. Then we found the Sher'Tul, and they delighted in our beauty, and taught us the ways of the Arts. And then the War came, and some of us helped them in their battles, but soon we saw we had no place beside such masters, and we retreated to the woods as the War raged to its catastrophic conclusion.
+
+In all those centuries I still searched for the woman and found no trace. I know that the gods were all hunted down, and I remember the thorough searches of the Sher'Tul in their holy war. I grow old now, and some of those who first woke with me have passed away, and each passing night seem ever colder and lonelier. But still at times when I lie asleep I see her face or I hear her voice, and I know that one day, somehow, I will see her again.]], [[#{italic}#This scroll looks ancient, possibly going back millennia, but has been incredibly well-preserved.#{normal}#
+
+처음 깨어나서 첫 숨을 들이켰을 때, 세상의 신선한 공기가 나를 활력으로 가득 채우던 그 순간을 기억한다. 눈을 뜨자, 내 위에는 찬란한 광채를 내뿜는 형상이 서 있었다. 비단 나무 사이에서 그녀는 크고 늘씬하고, 바닥에 닿을 정도로 긴 은발을 가지고 서 있었다. 그녀의 피부는 빛보다 하얗고, 눈은 별보다 밝았다.
+
+그녀를 쳐다보는 것만으로 한 세기가 지날 것만 같았다. 그녀도 나를 봤고, 그 두 눈에서 눈물이 맺혔다. 나는 아직 목소리조차 없었지만, "왜 이렇게나 슬퍼 보일까?"라고 생각했다. 그러자 내 정신안에서 그녀의 대답이 메아리쳤다. "네가 아름답기에, 이 세상의 누구보다 훨씬 아름답기에... 하지만 이 세상은 고통과 슬픔으로 가득찻기에... 나의 피조물이 고통받을 생각을 하니 견딜 수가 없었단다. 너에게 수십년을 버틸 힘과 네 욕망을 표현할 목소리를 주마. 그럼에도 슬픔의 무게가 널 평생 짓누를 것이니... 이 생각을 하니 울지 않을 수 없었단다."
+
+내 수족에 힘이 생기고, 목구멍에서 목소리가 나오기 시작했다. 일어나 주위를 둘러보고, 세상의 경이로움과 내 위의 별들을 보고나서 기뻐서 크게 노래하지 않을 수 없었다. 내 목소리를 듣고 그 여인은 미소지었다. 눈물도 그쳤다. 그녀를 즐겁게 해주려고 좀 더 노래를 불렀다. "저는 혼자인가요?" 내가 묻자 그녀는 끄덕였다. 너 같은 존재는 달리 없단다." 나는 슬픔을 느꼇다. 그녀는 내 가슴속에 외로움이 있음을 볼 수 있었다. 잠깐 주저하고서 그녀는 말했다, "고통스럽지만, 네 욕망을 부정할 수 없겠구나. 이제 잠들어라, 네가 다시 깨어났을때 넌 너와 같은 사람들 사이에 있게 될 거다. 그리고 이 망가진 세상으로 걸어나가 고치려고 해 보아라."
+
+그녀가 말을 마치고 나는 즉시 잠에 빠졌다. 내가 일어났을 때 세상은 바뀌어 있었다. 하늘에는 강렬한 빛이 있었다-그것은 갓 태어난 태양이었다. 주변에는 나와 같은 사람들이 있었고, 외관상 비슷하지만 능력과 특성이 다른 사람들도 있었다. 그들을 깨우고 한 데 모았다. 우리는 서로의 존재함 그 자체를 기뻐했다. 우리 스스로를 Alor? 라고 이름붙였다. 그렇지만 그 여인은 사라졌다. 아무도 그녀에 대해서 몰랐고, 찾기 위해 여기 저기를 찾았지만 모두 수포로 돌아갔다.
+
+시간이 흐르고, 다른 생물들이 발견됬다. 종종 새로 발견된 생물들은 사악한 존재였으며, 우린 그들과 전쟁을 벌였다. 그리고 우리는 쉐르'툴을 발견했다. 그들은 우리의 아름다움에 환희했고 the ways of the Arts를 가르쳐 주었다. 그 전쟁이 찾아오자 우리 중 일부는 그들의 편에서 싸웠지만, 그런 대가들 옆에 설 자리는 없다는 걸 깨달았다. 그래서 우리는 숲속으로 후퇴했고, 전쟁이 재앙이나 다름없는 결과로 맹렬히 치닫는 것을 볼 수 밖에 없었다.
+
+지난 수 세기 동안 나는 그 여인을 찾았고 어떠한 흔적도 발견할 수 없었다. 신들은 모두 사냥당한 것을 알고 있었고, 그들이 성전을 치룰 동안 쉐르'툴을 철저히 수색한 것도 기억한다. 난 이제 늙었다. 나와 함께 처음 깨어난 이들은 하나 둘씩 세상을 떠나기 시작했다. 밤이 지날때마다 점점 더 춥고 외로워짐을 느낀다. 하지만 잠자리에 들때면 꿈속에서 그녀의 얼굴을 보고 목소리를 듣는다. 언젠가, 어떻게든, 그녀를 다시 볼 수 있을 거라는 느낌이 든다.]], "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/noxious-caldera.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/old-forest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/orc-prides.lua"
+
+t("The Legend of Garkul", "가르쿨의 전설", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/rhaloren.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/sandworm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/scintillating-caves.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/shertul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/slazish.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/spellblaze.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/spellhunt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/tannen.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/trollmire.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/lore/zigur.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/gates-of-morning.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/towns/shatur.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/living-weapons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/orc-hatred.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/paladin-vs-vampire.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/portal-vault.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/greater/sleeping-dragons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/auto/lesser/loot-vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/collapsed-tower.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/greater-crypt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/grushnak-armory.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/lava_island.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-pyromancers.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-undead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/renegade-wyrmics.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/test.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/vaults/trickvault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/wilderness/eyal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/collapsed-tower.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/halfling-ruins-last.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/shertul-fortress-caldizar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/tannen-tower-1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/tempest-peak-top.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/maps/zones/valley-moon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/mapscripts/lib/subvault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/anti-antimagic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/antimagic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/arena-unlock.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/arena.lua"
+
+t("The Arena", "투기장", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/brotherhood-of-alchemists.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/charred-scar.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/deep-bellow.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/dreadfell.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/east-portal.lua"
+
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/escort-duty.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/grave-necromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/high-peak.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/infinite-dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/keepsake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/kryl-feijan-escape.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lichform.lua"
+
+t("Lichform", "리치 형상", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lightning-overload.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lost-merchant.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/love-melinda.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/lumberjack-cursed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/mage-apprentice.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/master-jeweler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orb-command.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-breeding-pits.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-hunt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/orc-pride.lua"
+
+t("The many Prides of the Orcs", "오크 무리의 다양한 긍지들", "_t")
+t("Investigate the bastions of the Pride.", "긍지의 요새들을 조사하십시오.", "_t")
+t("#LIGHT_GREEN#* You have destroyed Rak'shor.#WHITE#", "#LIGHT_GREEN#* 당신은 락'쇼르 긍지를 파괴했습니다.#WHITE#", "_t")
+t("#SLATE#* Rak'shor Pride, in the west of the southern desert.#WHITE#", "#SLATE#* 남부 사막지대의 서쪽에 위치한 락'쇼르 긍지.#WHITE#", "_t")
+t("#LIGHT_GREEN#* You have destroyed Vor.#WHITE#", "#LIGHT_GREEN#* 당신은 보르 긍지를 파괴했습니다.#WHITE#", "_t")
+t("#SLATE#* Vor Pride, in the north east.#WHITE#", "#SLATE#* 북동쪽에 위치랑 보르 긍지.#WHITE#", "_t")
+t("#LIGHT_GREEN#* You have destroyed Grushnak.#WHITE#", "#LIGHT_GREEN#* 당신은 그루쉬낙 긍지를 파괴했습니다.#WHITE#", "_t")
+t("#SLATE#* Grushnak Pride, near a small mountain range in the north west.#WHITE#", "#SLATE#* 북서부의 작은 산맥 부근의 그루쉬낙 긍지.#WHITE#", "_t")
+t("#LIGHT_GREEN#* You have destroyed Gorbat.#WHITE#", "#LIGHT_GREEN#* 당신은 고르뱃 긍지를 파괴했습니다.#WHITE#", "_t")
+t("#SLATE#* Gorbat Pride, in a mountain range in the southern desert.#WHITE#", "#SLATE#* 남부 사막지대의 산맥에 위치한 고르뱃 긍지.#WHITE#", "_t")
+t("#LIGHT_GREEN#* All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news!#WHITE#", "#LIGHT_GREEN#* 모든 긍지의 요새들은 폐허가 되어 무너졌고 그들의 주인은 멸망했습니다. 고위 태양의 기사 아에린은 이 소식을 듣고 기뻐할 것입니다.#WHITE#", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/paradoxology.lua"
+
+t("The Way We Weren't", "우리가 가지 않았던 길", "_t")
+t([[You have met what seems to be a future version of yourself.
+]], [[당신은 미래의 자신인 것 같은 것과 조우했습니다.
+]], "_t")
+t([[You tried to kill yourself to prevent you from doing something, or going somewhere... you were not very clear.
+]], [[당신은 자신을 죽여 당신이 무언가를 하거나, 어딘가로 가려 하는 것을 막으려 했습니다... 당신은 이해하지 못하겠지만요.
+]], "_t")
+t([[You were killed by your future self, and thus this event never occured.
+]], [[당신은 미래의 자신에게 죽었고, 따라서 이 사건은 일어난 적이 없습니다.
+]], "_t")
+t([[You killed your future self. In the future, you might wish to avoid time-traveling back to this moment...
+]], [[당신은 미래의 자신을 죽였습니다. 아마 미래의 당신은 지금 이 순간으로 시간 여행하는 것을 피하려 할 겁니다...
+]], "_t")
+t("%s the Paradox Mage", "괴리마법사 %s", "tformat")
+t("A later (less fortunate?) version of %s, possibly going mad.", "미쳐가고 있는 (불행한?)미래의 %s입니다.", "tformat")
+t("but nobody knew why #sex# suddenly became evil", "하지만 왜 그 #sex#이 타락했는지는 아무도 모릅니다.", "_t")
+t("#LIGHT_BLUE#Killing your own future self does feel weird, but you know that you can avoid this future. Just do not time travel.", "#LIGHT_BLUE#미래의 자신을 죽이는 것은 묘한 기분을 들게 합니다. 하지만 당신은 이제 어떻게 하면 이 미래를 피할 수 있는지 알고 있습니다. 그저 시간여행을 하지 않으면 됩니다.", "logSeen")
+t("Meet the guardian!", "수호자를 만나다!", "_t")
+t("#LIGHT_BLUE#Your future self kills you! The timestreams are broken by the paradox!", "#LIGHT_BLUE#미래의 당신이 당신을 죽였습니다! 시간 선이 괴리로 인해 붕괴합니다!", "logSeen")
+t("#LIGHT_BLUE#All those events never happened. Except they did, somewhen.", "#LIGHT_BLUE#이 모든 사건은 일어난 적이 없습니다. 언젠가 일어날 사건이란 것만 빼면.", "logSeen")
+t("This rift in time has been created by the paradox. You dare not enter it; it could make things worse. Another Warden will have to fix your mess.", "이 시간의 균열은 괴리로 인해 발생했습니다. 상황을 더 악화시키기 싫다면 이곳에 들어가려 하지 마십시오. 다른 감시자가 당신의 실수를 고쳐줘야 할 것입니다.", "log")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/pre-charred-scar.lua"
+
+t("Important news", "중대한 소식", "_t")
+t("Orcs were spotted with the staff you seek in an arid waste in the southern desert.", "남부 사막지대의 에류안 불모지에서 흡수의 지팡이를 가진 오크 무리가 발견되었습니다.", "_t")
+t("You should go investigate what is happening there.", "당신은 그곳으로 가서 어떤 일이 벌어지고 있는지 조사해야 합니다.You should go investigate what is happening there.", "_t")
+t("High Sun Paladin Aeryn", "고위 태양의 기사 아에린", "_t")
+t("Aeryn explained where the orcs were spotted.", "아에린이 오크 무리가 어디서 발견되었는지 설명해주었습니다", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/rel-tunnel.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/ring-of-blood.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/shertul-fortress.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/spydric-infestation.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/staff-absorption.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-allied.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-dwarf.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-point-zero.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-shaloren.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-thaloren.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-undead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/start-yeek.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/starter-zones.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/strange-new-world.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/temple-of-creation.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/temporal-rift.lua"
+
+t("Temporal Warden", "시간 감시자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/trollmire-treasure.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/tutorial-combat-stats.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/void-gerlyk.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/west-portal.lua"
+
+t("There and back again", "또 다시 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/quests/wild-wild-east.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/resources.lua"
+
+t("Air", "호흡", "_t")
+t("Air capacity in your lungs. Entities that need not breathe are not affected.", "폐에 남아있는 공기의 양입니다. 숨을 쉬지 않는 존재들은 영향을 받지 않습니다.", "_t")
+t("Stamina", "ì²´ë ¥", "_t")
+t("Stamina represents your physical fatigue.  Most physical abilities consume it.", "체력은 당신의 육체적 피로도를 나타냅니다. 대부분의 물리 기술은 체력을 소모합니다.", "_t")
+t("Mana", "마나", "_t")
+t("Mana represents your reserve of magical energies. Most spells cast consume mana and each sustained spell reduces your maximum mana.", "마나는 당신이 보유한 마법적 에너지의 양을 나타냅니다. 대부분의 주문은 마나를 소모하고 유지형 주문은 당신의 최대 마나를 감소시킵니다.", "_t")
+t("Equilibrium", "평정", "_t")
+t("Equilibrium represents your standing in the grand balance of nature. The closer it is to 0 the more balanced you are. Being out of equilibrium will adversely affect your ability to use Wild Gifts.", "평정은 위대한 자연의 균형 속에서 당신의 상태를 나타냅니다. 평정이 0에 가까울수록 당신이 균형을 잘 잡고 있다는 것을 의미합니다. 균형을 깨트리는 것은 자연의 권능을 사용하는 데 악영향을 미칠 것입니다.", "_t")
+t("%d (%d%%%% fail)", "%d (%d%%%% 실패)", "tformat")
+t("Vim", "원기", "_t")
+t("Vim represents the amount of life energy/souls you have stolen. Each corruption talent requires some.", "원기는 당신이 강탈한 생명령과 영혼의 양을 나타냅니다. 타락 기술은 사용하는데 일정량의 원기를 요구합니다.", "_t")
+t("Positive energy", "양기", "_t")
+t("Positive energy represents your reserve of positive power. It slowly increases.", "양기는 당신이 가진 태양의 힘의 크기를 나타냅니다. 천천히 회복됩니다.", "_t")
+t("Negative energy", "음기", "_t")
+t("Negative energy represents your reserve of negative power. It slowly increases.", "음기는 당신이 가진 달의 힘의 크기를 나타냅니다. 천천히 회복됩니다.", "_t")
+t("Hate", "증오", "_t")
+t("Hate represents your soul's primal antipathy towards others.  It generally decreases whenever you have no outlet for your rage, and increases when you are damaged or destroy others.", "증오는 타인에 대한 당신 영혼의 원초적 반감을 나타냅니다. 증오는 당신이 분노를 향할 대상이 없으면 감소하고 피해를 입거나 적을 처치하면 증가합니다.", "_t")
+t("Paradox", "괴리", "_t")
+t("Paradox represents how much damage you've done to the space-time continuum. A high Paradox score makes Chronomancy less reliable and more dangerous to use but also amplifies its effects.", "괴리는 당신이 시공의 연속성에 얼마나 많은 피해를 주었는지 나타냅니다. 높은 괴리 수치는 시공 주문을 불안정하고 위험하게 만들지만 동시에 시공 주문의 위력을 증폭시킵니다.", "_t")
+t("%d/%d(anom: %s)", "%d/%d(역발: %s)", "tformat")
+t("Psi", "염력", "_t")
+t("Psi represents your reserve of psychic energy.", "염력은 당신이 가진 초능력의 상태를 나타냅니다.", "_t")
+t("Souls", "원혼", "_t")
+t("This is the number of soul fragments you have extracted from your foes for your own use.", "원혼은 당신이 적에게서 추출한 영혼 파편의 수를 나타냅니다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/rooms/greater_vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/rooms/lesser_vault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/celestial.lua"
+
+t("Your devotion grants you additional protection.", "태양에 대한 헌신은 강력한 보호를 제공합니다.", "_t")
+t("guardian", "수호자", "_t")
+t("Chant the glory of the Sun.", "태양의 영광을 노래합니다.", "_t")
+t("chants", "태양의 성가", "_t")
+t("Invoke the power of the light to heal and mend.", "빛의 힘을 일으켜 상처를 치유하고 복원합니다.", "_t")
+t("light", "ë¹›", "_t")
+t("Your devotion allows you to combat your foes with indomitable determination.", "태양에 대한 헌신은 불굴의 의지를 가지고 적과 맞서게 해줍니다.", "_t")
+t("combat", "빛의 전투", "_t")
+t("You channel the light of the sun through your body.", "당신의 몸을 통해 태양의 빛을 뿜어냅니다.", "_t")
+t("radiance", "광휘", "_t")
+t("Forgo your shield for the chance to crush your foes with a mighty two handed weapon.", "강력한 양손 무기로 적을 분쇄하기 위해 방패를 버립니다.", "_t")
+t("crusader", "성전사", "_t")
+t("sunlight", "태양광", "_t")
+t("Summon the power of the Sun to burn your foes.", "태양의 힘을 소환해 적을 불태웁니다.", "_t")
+t("sun", "태양", "_t")
+t("Bind the brilliant powers into glyphs to trap your foes.", "태양의 힘을 문양에 불어넣어 적을 함정에 빠트립니다.", "_t")
+t("glyphs", "빛의 문양", "_t")
+t("Stand between the darkness and the light, harnessing both.", "어둠과 빛 사이에서 두 힘을 모두 사용합니다.", "_t")
+t("twilight", "황혼", "_t")
+t("Call the fury of the Stars and the Moon to destroy your foes.", "별과 달의 분노를 불러와 적을 파괴합니다.", "_t")
+t("star fury", "별의 분노", "_t")
+t("Chant the glory of the Moon.", "달의 영광을 노래합니다.", "_t")
+t("hymns", "달의 찬가", "_t")
+t("Bind the power of the Moon into circles at your feet.", "달의 힘을 불어넣은 마법진을 발 밑에 그립니다.", "_t")
+t("circles", "달의 마법진", "_t")
+t("The moment of the Eclipse is the moment of Truth, when Sun and Moon are in tandem and the energies of the world hang in the balance. Intense focus allows the greatest Anorithils to harness these energies to unleash devastating forces...", "태양과 달이 맞닿고 세계의 에너지가 균형을 이루는 순간인 일식은 진실의 순간입니다. 뛰어난 아노리실은 이 힘을 집중시켜 파괴적인 힘을 발산할 수 있습니다.", "_t")
+t("eclipse", "일식", "_t")
+t("Other celestial powers.", "다른 천공의 힘.", "_t")
+t("Various celestial talents.", "다양한 천공 계열의 기술.", "_t")
+t("celestial", "천공", "talent category")
+t("other", "다른", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/chants.lua"
+
+t("Chant of Fortitude", "불굴의 성가", "talent name")
+t([[You chant the glory of the Sun, granting you %d Mental Save and increasing your maximum life by %0.1f%% (Currently:  %d).
+		You may only have one Chant active at once.
+		The effects will increase with your Spellpower.]], [[태양의 영광을 노래합니다. 정신 내성을 %d 증가시키고 최대 체력을 %0.1f%% 증가시킵니다(현재: %d).
+		한 번에 하나의 성가만 활성화할 수 있습니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Chant of Fortress", "인내의 성가", "talent name")
+t([[You chant the glory of the Sun, granting you %d%% physical damage resistance, %d physical save, %d armour and +15%% armour hardiness.
+		You may only have one Chant active at once.
+		The effects will increase with your Spellpower.]], [[태양의 영광을 노래합니다. 물리 저항을 %d%% 물리 내성을 %d 방어력을 %d 방어 효율을 15%% 증가시킵니다.
+		한 번에 하나의 성가만 활성화할 수 있습니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Chant of Resistance", "저항의 성가", "talent name")
+t([[You chant the glory of the Sun, granting you %d%% fire, lightning, acid and cold damage resistance, %d spell save and reduces the damage from enemies 3 or more spaces away by %d%%.
+	You may only have one Chant active at once.
+	The effects will increase with your Spellpower.]], [[태양의 영광을 노래합니다. 화염/냉기/전기/산성 저항을 %d%% 주문 내성을 %d 증가시키며 3칸 이상 떨어진 적으로부터 받는 피해를 %d%% 감소시킵니다.
+	한 번에 하나의 성가만 활성화할 수 있습니다.
+	주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Chant of Light", "빛의 성가", "talent name")
+t([[You chant the glory of the Sun, empowering your light and fire elemental attacks so that they do %d%% additional damage.
+		In addition, this talent surrounds you with a shield of light, dealing %0.1f light damage to anything that hits you in melee.
+		Your lite radius is also increased by %d.
+		You may only have one Chant active at once and this Chant costs less power to sustain.
+		The effects will increase with your Spellpower.]], [[태양의 영광을 노래합니다. 화염/빛 피해를 %d%% 증가시킵니다.
+		추가로 이 기술은 시전자를 빛의 방패로 보호해 근접 공격하는 적에게 %0.1f 빛 피해를 줍니다.
+		광원 반경이 %d칸 증가합니다.
+		한 번에 하나의 성가만 활성화할 수 있으며, 이 성가는 유지 비용이 낮습니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t([[You have learned to sing the praises of the Sun, in the form of three defensive Chants.
+			Chant of Fortitude: Increases your mental save by %d and maximum life by %d%%.
+			Chant of Fortress: Increases your physical save by %d, your physical resistance by %d%%, your armour by %d and your armour hardiness by 15%%.
+			Chant of Resistance: Increases you spell save by %d, your fire/cold/lightning/acid resistances by %d%% and reduces all damage that comes from distant enemies (3 spaces or more) by %d%%.
+			You may only have one Chant active at a time.]], [[태양을 찬미하는 3가지의 방어적인 성가를 배웠습니다.
+			불굴의 성가: 정신 내성을 %d 증가시키고 최대 체력을 %d%% 증가시킵니다.
+			인내의 성가: 물리 저항을 %d%% 물리 내성을 %d 방어력을 %d 방어 효율을 15%% 증가시킵니다.
+			저항의 성가: 화염/냉기/전기/산성 저항을 %d%% 주문 내성을 %d 증가시키며 3칸 이상 떨어진 적으로부터 받는 피해를 %d%% 감소시킵니다.
+			한 번에 하나의 성가만 활성화할 수 있습니다.]], "tformat", {1,2,4,3,5,7,6,8})
+t([[Your Chants now bathe you in a cloak of light, which increases your stamina and mana regenerations by %0.2f per turn and does %0.2f light damage to anyone who hits you in melee.
+		These values scale with your Spellpower.]], [[성가가 시전자를 빛의 망토로 감싸 안습니다. 체력과 마나 재생이 %0.2f 증가하고, 근접 공격을 하는 적에게 %0.2f 빛 피해를 줍니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("%s is cured!", "%s 정화되었습니다!", "logSeen", nil, {"이"})
+t([[Your skill at Chanting now extends the cloak of light, increasing your light radius by %d.
+		Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to %d debuffs.
+		Chant of Fortitude cures mental effects.
+		Chant of Fortress cures physical effects.
+		Chant of Resistance cures magical effects.]], [[숙달된 성가로 빛의 망토를 멀리 퍼트려 광원 반경을 %d 증가시킵니다.
+		추가적으로 새로운 성가를 부르기 시작할때마다 모든 압도 효과를 정화하고 부정적 효과를 최대 %d개 정화합니다.
+		불굴의 성가는 정신 효과를 정화합니다.
+		인내의 성가는 물리 효과를 정화합니다.
+		저항의 성가는 마법 효과를 정화합니다.]], "tformat")
+t([[Your passion for singing the praises of the Sun reaches its zenith.
+		Your Chanting now increases your light and fire damage by %d%% and up to %d times per turn, when you are hit by a weapon attack, you will gain %0.1f Positive.
+		These values scale with your Spellpower.]], [[태양을 찬미하는 그 열정이 절정에 이르렀습니다.
+		화염/빛 피해가 %d%% 증가하고 한 턴에 최대 %d 번까지 무기에 공격당할 때마다 양기를 %0.1f 회복합니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/circles.lua"
+
+t("Circle of Shifting Shadows", "변화하는 그림자의 마법진", "talent name")
+t([[Creates a circle of radius %d at your feet; the circle increases your defense and all saves by %d while dealing %0.2f darkness damage per turn to everyone else within its radius. The circle lasts %d turns.
+		The damage will increase with your Spellpower.]], [[발 밑부터 반경 %d 칸 크기의 마법진을 생성합니다. 마법진은 회피도와 모든 내성을 %d 증가시키고 매 턴 시전자를 제외한 모든 대상에게 %0.2f 암흑 피해를 줍니다. 마법진은 %d턴간 지속됩니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Circle of Sanctity", "신성의 마법진", "talent name")
+t("Creates a circle of radius %d at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing %d light damage to everyone else who enters. The circle lasts %d turns.", "발 밑에 반경 %d 의 마법진을 생성합니다. 마법진은 시전자를 침묵 효과로부터 보호하며, 마법진에 접근하는 시전자를 제외한 모든 대상을 침묵시키고 %d 빛 피해를 줍니다. 마법진은 %d 턴간 지속됩니다.", "tformat")
+t("Circle of Warding", "수호의 마법진", "talent name")
+t([[Creates a circle of radius %d at your feet; the circle slows incoming projectiles by %d%% and attempts to push all creatures other than yourself out of its radius, inflicting %0.2f light damage and %0.2f darkness damage per turn as it does so.  The circle lasts %d turns.
+		The effects will increase with your Spellpower.]], [[발 밑에 반경 %d칸의 마법진을 생성합니다. 마법진은 마법진으로 들어오는 모든 투사체를 %d%% 감속시키며, 시전자를 제외한 모든 대상을 밀어내고 매 턴 %0.2f 빛 피해와 %0.2f 암흑 피해를 줍니다. 마법진은 %d턴간 지속됩니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Celestial Surge", "천공 쇄도", "talent name")
+t([[Conjure a surge of celestial power through your circles. Any foe standing within one of your circles will be slowed by %d%% for %d turns and take %d light and %d darkness damage.
+		Residual power from the surge will emanate from your circles for %d turns; each circle you stand in will increase your celestial resources.
+		Shifting Shadows: +1 negative.
+		Sanctity: +1 postive.
+		Warding: +0.5 postive and negative.]], [[마법진에 쇄도하는 천공의 힘을 불어넣습니다. 마법진 위에 서 있는 모든 적을 %d턴 간 %d%% 감속시키고 %d 빛 피해와 %d 암흑 피해를 줍니다.
+		천공 쇄도 후 잔류 동력은 마법진에서 %d 턴간 방출됩니다. 잔류 동력은 천공 자원을 회복시킵니다.
+		변화하는 그림자: +1 음기.
+		신성: +1 양기.
+		수호: +0.5 양기와 음기.]], "tformat", {2,1,3,4,5})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/combat.lua"
+
+t("Weapon of Light", "빛의 무기", "talent name")
+t([[Infuse your weapon with the power of the Sun, adding %0.1f light damage on each melee hit.
+		Additionally, if you have a temporary damage shield active, melee hits will increase its power by %d once per turn.
+		The damage dealt and shield bonus will increase with your Spellpower.]], [[태양의 힘을 무기에 주입하여 근접 공격시 %0.1f 빛 피해를 추가합니다.
+		추가로 피해 흡수 보호막이 활성화된 상태면 턴당 1번, 근접 공격시 보호막 수치를 %d 증가시킵니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+t("Wave of Power", "힘의 파동", "talent name")
+t("#CRIMSON#%sstrikes twice with Wave of Power!#NORMAL#", "#CRIMSON#%s 힘의 파동으로 2번 공격합니다!#NORMAL#", "logSeen", nil, {"이"})
+t([[In a pure display of power, you project a ranged melee attack, doing %d%% weapon damage.
+		If the target is outside of melee range, you have a chance to project a second attack against it for %d%% weapon damage.
+		The second strike chance (which increases with distance) is %0.1f%% at range 2 and %0.1f%% at the maximum range of %d.
+		The range will increase with your Strength.]], [[힘을 과시하게 위해 원거리 근접 공격을 시도하여 %d%% 무기 피해를 줍니다.
+		만약 대상이 근접한 상태가 아니라면 일정 확률로 %d%% 무기 피해를 추가로 입힙니다.
+		추가 공격 확률은 거리에 따라 증가하며 2칸 거리에서 %0.1f%%, 최대 %d칸 거리 에서 %0.1f%% 입니다.
+		힘에 따라 사거리가 증가합니다.]], "tformat", {1,2,3,5,4})
+t("Weapon of Wrath", "분노의 무기", "talent name")
+t([[Your weapon attacks burn with righteous fury, dealing %d%% of your lost HP as additional Fire damage (up to %d, Current:  %d).
+		Targets struck are also afflicted with a Martyrdom effect that causes them to take %d%% of all damage they deal for 4 turns.
+		The bonus damage can only occur once per turn.]], [[무기를 정의로운 분노로 불태워서 근접 공격 시 잃은 체력에 비례하는 %d%% 화염 피해를 추가합니다.(최대 %d, 현재: %d).
+		피해를 받은 대상은 4턴간 순교 상태에 빠져 대상이 가한 피해의 %d%% 에 해당하는 반사 피해를 받습니다.
+		추가 피해는 한 턴에 한 번만 발생합니다.]], "tformat")
+t("Second Life", "두번째 생명", "talent name")
+t("Any attack that would drop you below 1 hit point instead triggers Second Life, deactivating the talent, setting your hit points to 1, then healing you for %d.", "체력을 1 미만으로 감소시키는 공격이 두번째 생명을 발동시킵니다. 두번째 생명은 체력을 1로 만든 후, 체력을 %d 회복시킨 다음에 비활성화됩니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/crusader.lua"
+
+t("Absorption Strike", "흡수의 일격", "talent name")
+t([[You strike your foe with your two handed weapon, dealing %d%% weapon damage.
+		If the attack hits, all foes in radius 2 will have their light resistance reduced by %d%% and their damage reduced by %d%% for 5 turns.]], [[양손 무기로 적을 공격하여 %d%% 무기 피해를 줍니다.
+		공격이 적중하면 반경 2칸 이내 모든 적의 5턴간 빛 저항이 %d%% 감소하고, 주는 피해가 %d%% 감소합니다.]], "tformat")
+t("Mark of Light", "빛의 징표", "talent name")
+t("You mark a target with light for 3 turns, causing all melee hits you deal to it to heal you for %d%% of the damage done.", "대상에게 3턴간 빛의 징표를 부여합니다. 징표가 부여된 대상을 근접 공격하면 가한 피해의 %d%% 를 회복합니다.", "tformat")
+t("Righteous Strength", "정의로운 힘", "talent name")
+t([[While wielding a two handed weapon, your critical strike chance is increased by %d%%, and your melee criticals instill you with righteous strength, increasing all physical and light damage you deal by %d%%, stacking up to 3 times.
+		In addition, your melee critical strikes leave a lasting lightburn on the target, dealing %0.2f light damage over 5 turns and reducing opponents armour by %d.
+		The damage increases with your Spellpower.]], [[양손 무기를 장비한 상태라면 치명타율이 %d%% 증가하고, 근접 치명타가 시전자에게 정의로운 힘을 불어넣어 물리/빛 피해가 %d%% 증가합니다. 피해 증가 효과는 최대 3회 중첩됩니다.
+		추가로 근접 치명타가 대상에게 광염을 남겨 5턴간 %0.2f 빛 피해를 주고 방어력을 %d 감소시킵니다.
+		주문력에 따라 피해량이 강화됩니다.]], "tformat")
+t("Flash of the Blade", "검의 섬광", "talent name")
+t("You require a two handed weapon to use this talent.", "이 기술을 사용하려면 양손 무기가 필요합니다.", "logPlayer")
+t([[Infuse your two handed weapon with light while spinning around.
+		All creatures in radius one take %d%% weapon damage.
+		In addition while spinning your weapon shines so much it deals %d%% light weapon damage to all foes in radius 2.
+		At level 4 your spinning blade creates a shield that blocks all damage for 1 turn.]], [[양손 무기에 빛의 힘을 주입하고 회전하며 휘두릅니다.
+		반경 1칸 내의 모든 적에게 %d%% 무기 피해를 줍니다.
+		또한 너무나도 밝게 빛나는 무기가 반경 2칸 내의 모든 적에게 %d%% 빛 무기 피해를 줍니다.
+		기술 레벨 4에 도달하면 회전하는 검이 보호막을 생성해 1턴간 받는 모든 피해를 막아냅니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/eclipse.lua"
+
+t("Blood Red Moon", "핏빛 붉은 달", "talent name")
+t("Increases your spell critical chance by %d%%.", "주문 치명타율을 %d%% 증가시킵니다.", "tformat")
+t("Totality", "완전함", "talent name")
+t([[Increases your light and darkness resistance penetration by %d%% for %d turns, and reduces the cooldown of all Celestial skills by %d.
+		The resistance penetration will increase with your Cunning.]], [[빛/암흑 저항 관통이 %d턴간 %d%% 증가하고 모든 천공 기술의 재사용 대기시간이 %d턴 감소합니다.
+		교활에 따라 저항 관통이 강화됩니다.]], "tformat", {2,1,3})
+t("Corona", "코로나", "talent name")
+t([[Each time one of your spells criticals, you project a bolt of light or shadow at up to %d targets within radius %d, doing %0.2f light damage or %0.2f darkness damage per bolt.
+		This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
+		The damage scales with your Spellpower.
+		This spell cannot crit.]], [[주문 치명타가 발생할 때마다 반경 %d칸 내의 최대 %d명의 적에게 마법 화살을 발사합니다. 화살은 %0.2f 빛 피해 또는 %0.2f 암흑 피해를 줍니다.
+		이 효과는 발동 시 양기 2 또는 음기 2를 요구하며, 양기 또는 음기가 2 미만일 경우 발동하지 않습니다.
+		주문력에 따라 피해량이 강화됩니다.
+		이 주문은 치명타가 발생하지 않습니다.]], "tformat", {2,1,3,4})
+t("Darkest Light", "칠흑의 빛", "talent name")
+t("Shroud foes within radius %d in darkest light, dealing %0.2f light and %0.2f darkness damage per turn and converting %d%% of the damage they deal between light and darkness for %d turns.", "반경 %d칸 내의 적을 %d턴간 칠흑의 빛으로 덮어 매턴 %0.2f 빛 피해와 %0.2f 암흑 피해를 줍니다. 칠흑의 빛에 덮힌 적이 가하는 피해의 %d%%는 빛과 암흑 피해로 전환됩니다.", "tformat", {1,5,2,3,4})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/glyphs.lua"
+
+t("Glyphs", "빛의 문양", "talent name")
+t("glyph of sunlight", "태양광의 문양", "_t")
+t("Deals %d light damage and heals the summoner for %d", "%d 빛 피해를 주고 소환자의 생명력을 %d 회복시킵니다.", "tformat")
+t("glyph of moonlight", "월광의 문양", "_t")
+t("Deals %d darkness damage and saps the foes energy, reducing all damage dealt by %d%% for %d turns.", "%d 암흑 피해를 주고 적을 약화시켜 %d턴간 주는 피해를 %d%% 감소시킵니다.", "tformat", {1,3,2})
+t("glyph of twilight", "황혼의 문양", "_t")
+t("trap", "함정", "_t")
+t("Explodes knocking the enemy 1 space in a random direction and dealing %d light and %d darkness damage.", "폭발하여 무작위 방향으로 적을 1칸 밀어내고 %d 빛 피해와 %d 암흑 피해를 줍니다.", "tformat")
+t([[When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range %d at the cost of 5 positive and 5 negative energy.
+		Glyphs last for %d turns and cause various effects when an enemy enters their grid.
+		Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
+		This can only happen every %d game turns.
+		Glyph effects will scale with your Spellpower.
+
+		Avalable glyphs are:
+		#ffd700#Glyph of Sunlight#LAST#:  Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing %0.2f light damage and healing you for %d.
+		#7f7f7f#Glyph of Moonlight#LAST#:  Bind moonlight into a glyph. When triggered it will release a fatiguing darkness,  dealing %0.2f darkness damage and reducing the foes damage dealt by %d%% for %d turns.
+		#9D9DC9#Glyph of Twilight#LAST#:  Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing %0.2f light and %0.2f darkness damage and knocking the foe back %d tiles.
+		]], [[주문 치명타가 발생하면 반경 %d칸 내 무작위 대상의 근처 1칸에 문양을 하나 새깁니다. 문양을 새기는데에는 양기 5와 음기 5가 필요합니다.
+		문양은 %d턴간 지속되며 적이 문양이 새겨진 칸에 올라서면 다양한 효과가 발생합니다.
+		기존 문양에 인접하지 않은 적의 주변에 문양이 새겨지며, 시전자의 위치에서 유효한 장소가 더 우선됩니다.
+		이 효과는 매 %d 게임 턴마다 발동합니다.
+		주문력에 따라 문양 효과가 강화됩니다.
+
+		새길 수 있는 문양:
+		#ffd700#태양광의 문양#LAST#:  태양광을 문양으로 새깁니다. 발동 시 찬란한 빛을 내뿜어 %0.2f 빛 피해를 주고 시전자의 생명력을 %d 회복시킵니다.
+		#7f7f7f#월광의 문양#LAST#:  월광을 문양으로 새깁니다. 발동 시 약화의 어둠을 내뿜어 %0.2f 암흑 피해를 주고 %d턴간 적이 주는 피해를 %d%% 감소시킵니다.
+		#9D9DC9#황혼의 문양#LAST#:  황혼을 문양으로 새깁니다. 발동 시 황혼을 내뿜어 %0.2f 빛 피해와 %0.2f 암흑 피해를 주고 적을 %d칸 밀어냅니다.
+		]], "tformat")
+t("Glyphs of Fury", "분노의 문양", "talent name")
+t([[Your glyphs are imbued with celestial fury; they last %d turns longer and when triggered they will deal damage.
+		#ffd700#Glyph of Sunlight#LAST#:  Deals %0.2f light damage.
+		#7f7f7f#Glyph of Moonlight#LAST#:  Deals %0.2f darkness damage.
+		#9D9DC9#Glyph of Twilight#LAST#:  Deals %0.2f light and %0.2f darkness damage.]], [[시전자의 문양이 천공의 분노로 물듭니다. 문양의 지속시간이 %d 턴 증가하고 발동할때 추가 피해를 줍니다.
+		#ffd700#태양광의 문양#LAST#:  %0.2f 빛 피해를 줍니다.
+		#7f7f7f#월광의 문양#LAST#:  %0.2f 암흑 피해를 줍니다.
+		#9D9DC9#황혼의 문양#LAST#:  %0.2f 빛 피해와 %0.2f 암흑 피해를 줍니다.]], "tformat")
+t("Empowered Glyphs", "문양 증강", "talent name")
+t("Up to 3 times per turn when one of your glyphs triggers you feel a surge of celestial power, increasing your darkness and light resistance and affinity by 5%% for %d turns, stacking up to %d times.", "매 턴 최대 3번, 문양이 발동할 때마다 시전자에게 천공의 힘이 쇄도합니다. 천공의 힘은 %d턴간 빛/암흑 저항과 친화도를 5%% 증가시킵니다. 천공의 힘은 최대 %d회 중첩됩니다.", "tformat")
+t("Destabilize Glyphs", "문양 붕괴", "talent name")
+t([[Destabilize your glyphs, triggering every glyph in radius 10 with an enemy standing on it.
+		At talent level 2 glyphs triggered this way will leave a residue of themselves on the ground, dealing damage each turn for %d turns.
+		#ffd700#Sunlight#LAST#:  %0.2f light damage.
+		#7f7f7f#Moonlight#LAST#:  %0.2f darkness damage.
+		#9D9DC9#Twilight#LAST#:  %0.2f light and %0.2f darkness damage]], [[문양을 붕괴시켜 반경 10칸 내의 적이 밟고있는 문양을 발동시킵니다.
+		기술 레벨 2에 도달하면 문양 붕괴를 통해 발동한 문양이 잔해를 남겨 %d턴간 피해를 줍니다.
+		#ffd700#태양광#LAST#:  %0.2f 빛 피해.
+		#7f7f7f#월광#LAST#:  %0.2f 암흑 피해.
+		#9D9DC9#황혼#LAST#:  %0.2f 빛 피해와 %0.2f 암흑 피해.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/guardian.lua"
+
+t("Shield of Light", "빛의 방패", "talent name")
+t([[Infuse your shield with light, healing you for %0.2f each time you take damage at the expense of up to 2 positive energy.
+		If you do not have any positive energy, the effect will not trigger.
+		Additionally, once per turn successful melee attacks will trigger a bonus attack with your shield dealing %d%% light damage.
+		The healing done will increase with your Spellpower.]], [[방패에 빛의 힘을 주입하여 피해를 받을때마다 양기 2를 소모하여 생명력을 %0.2f 회복합니다.
+		소모할 양기가 없다면 이 효과는 발동하지 않습니다.
+		추가로 매 턴당 1번 근접 공격시 방패로 추가 공격하여 %d%% 빛 무기 피해를 줍니다.
+		주문력에 따라 회복량이 증가합니다.]], "tformat")
+t("Brandish", "휘두르기", "talent name")
+t("You cannot use Brandish without a shield!", "이 기술을 사용하려면 방패를 착용해야 합니다.", "logPlayer")
+t([[Hits the target with your weapon doing %d%% damage, and with a shield strike doing %d%% damage. If the shield strike connects, your shield will explode in a burst of light that inflicts %0.2f light damage on all targets except yourself within radius %d of the target, and light up all tiles in that radius.
+		The light damage will increase with your Spellpower.]], [[무기로 공격하여 %d%% 무기 피해를 주고 이어서 방패로 공격하여 %d%% 무기 피해를 줍니다. 방패 공격이 적중하면 빛의 폭발이 발생하여 반경 %d 내의 모든 대상에게 %0.2f 빛 피해를 주고 어둠을 몰아냅니다.
+		주문력에 따라 빛 피해가 증가합니다.]], "tformat", {1,2,4,3})
+t("Retribution", "응보", "talent name")
+t("You cannot use Retribution without a shield!", "이 기술을 사용하려면 방패를 착용해야 합니다.", "logPlayer")
+t("#RED#Absorb Remaining: %d", "#RED#남은 피해 흡수량: %d", "tformat")
+t([[Retribution negates half of all damage you take while it is active. Once Retribution has negated %0.2f damage, your shield will explode in a burst of light, inflicting damage equal to the amount negated in a radius of %d and deactivating the talent.
+		The amount absorbed will increase with your Spellpower.
+		%s]], [[응보가 활성화된 상태면 받는 피해의 절반을 흡수합니다. 응보가 %0.2f 피해를 흡수하면 폭발하여 반경 %d 내의 모든 적에게 흡수한 피해를 빛 피해로 되돌려주고 응보를 비활성화합니다.
+		주문력에 따라 흡수량이 증가합니다.
+		%s]], "tformat")
+t("Crusade", "성전", "talent name")
+t("You cannot use Crusade without a shield!", "이 기술을 사용하려면 방패를 착용해야 합니다.", "logPlayer")
+t([[You demonstrate your dedication to the light with a measured attack striking once with your weapon for %d%% Light damage and once with your shield for %d%% Light damage.
+			If the first strike connects %d random talent cooldowns are reduced by 1.
+			If the second strike connects you are cleansed of %d debuffs.]], [[무기로 공격하여 %d%% 빛 무기 피해를 주고 방패로 공격하여 %d%% 빛 무기 피해를 줍니다.
+			무기 공격이 적중하면 무작위 기술 %d개의 재사용 대기시간이 1 감소합니다.
+			방패 공격이 적중하면 부정적 효과를 최대 %d개 정화합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/hymns.lua"
+
+t("Hymn of Shadows", "그림자의 찬가", "talent name")
+t([[Chant the glory of the Moons, gaining the agility of shadows.
+		This increases your movement speed by %d%% and your spell speed by %d%%.
+		You may only have one Hymn active at once.
+		The effects will increase with your Spellpower.]], [[달의 영광을 노래하여 그림자의 기민함을 얻습니다.
+		이동속도가 %d%% 증가하고 시전속도가 %d%% 증가합니다.
+		한 번에 하나의 찬가만 활성화할 수 있습니다.
+		주문력에 따라 효과가 증가합니다.]], "tformat")
+t("Hymn of Detection", "간파의 찬가", "talent name")
+t([[Chant the glory of the Moons, granting you stealth detection (+%d power), and invisibility detection (+%d power).
+		You may also attack creatures you cannot see without penalty and your critical hits do %d%% more damage.
+		You may only have one Hymn active at once.
+		The stealth and invisibility detection will increase with your Spellpower.]], [[달의 영광을 노래하여 은신 감지가 %d 증가하고 투명 감지가 %d 증가합니다.
+		보이지 않는 적을 공격할때 패널티가 사라지고 치명타 피해량이 %d%% 증가합니다.
+		한 번에 하나의 찬가만 활성화할 수 있습니다.
+		주문력에 따라 은신 감지와 투명 감지가 증가합니다.]], "tformat")
+t("Hymn of Perseverance", "의지의 찬가", "talent name")
+t([[Chant the glory of the Moons, granting you %d%% stun, blindness and confusion resistance.
+		You may only have one Hymn active at once.]], [[달의 영광을 노래하여 기절/혼란/실명 저항이 %d%% 증가합니다.
+		한 번에 하나의 찬가만 활성화할 수 있습니다.]], "tformat")
+t("Hymn of Moonlight", "월광의 찬가", "talent name")
+t("#DARK_GREY#A shroud of shadow dances around %s!", "#DARK_GREY#%s 주위의 그림자가 춤추기 시작합니다!", "logSeen")
+t("%s's %s", "%s 의 %s", "tformat")
+t("#DARK_GREY#The shroud of shadows around %s disappears.", "#DARK_GREY#%s 주위의 그림자가 사라집니다.", "logSeen")
+t([[Chant the glory of the Moons, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
+		Each turn, a shadowy beam will hit up to %d of your foes within radius 5 for 1 to %0.2f damage.
+		This powerful spell will drain %0.1f negative energy for each beam; no beam will fire if your negative energy is too low.
+		You may only have one Hymn active at once.
+		The damage will increase with your Spellpower.]], [[달의 영광을 노래하여 찬가가 활성화된 동안 당신을 따르는 춤추는 그림자를 생성합니다.
+		매 턴, 그림자 광선이 반경 5 내의 최대 %d 명의 적을 공격하여 1에서 %0.2f 암흑 피해를 줍니다.
+		그림자 광선을 발사하는데 %0.1f 음기를 요구하며 음기가 부족할 경우 그림자 광선은 발사되지 않습니다.
+		한 번에 하나의 찬가만 활성화할 수 있습니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t([[You have learned to sing the praises of the Moons, in the form of three defensive Hymns:
+
+Hymn of Shadows: Increases your movement speed by %d%% and your spell casting speed by %d%%.
+
+Hymn of Detection: Increases your ability to see stealthy creatures by %d and invisible creatures by %d, and increases your critical power by %d%%.
+
+Hymn of Perseverance: Increases your resistance to stun, confusion and blinding by %d%%.
+
+You may only have one Hymn active at a time.]], [[달을 찬미하는 3가지 방어적 성향의 찬가를 배웁니다.
+
+그림자의 찬가: 이동속도가 %d%% 증가하고 시전속도가 %d%% 증가합니다.
+
+간파의 찬가: 은신 감지가 %d 투명 감지가 %d 증가하고 치명타 피해량이 %d%% 증가합니다.
+
+의지의 찬가: 기절/혼란/실명 저항이 %d%% 증가합니다.
+
+한 번에 하나의 찬가만 활성화할 수 있습니다.]], "tformat")
+t([[Your Hymns now focus darkness near you, which increases your darkness damage by %d%% and does %0.2f darkness damage to anyone who hits you in melee.
+		These values scale with your Spellpower.]], [[찬가가 주변의 어둠을 집중시킵니다. 암흑 피해가 %d%% 증가하고 근접 공격하는 적에게 %0.2f 암흑 피해를 줍니다.
+		주문력에 따라 효과가 증가합니다.]], "tformat")
+t([[Your skill in Hymns now improves your sight in darkness, increasing your infravision radius by %d.
+		Also, when you end a Hymn, you will gain a buff of a type based on which Hymn you ended.
+		Hymn of Shadows increases your movement speed by %d%% for one turn.
+		Hymn of Detection makes you invisible (power %d) for %d turns.
+		Hymn of Perseverance grants a damage shield (power %d) for %d turns.]], [[당신의 숙련된 성가가 어둠을 꿰뚫어보는 시야를 제공하여 infravision 반경이 %d 증가합니다.
+		추가로 찬가가 끝날때마다 추가 효과를 얻습니다.
+		그림자의 찬가는 이동속도를 1턴간 %d%% 증가시킵니다.
+		간파의 찬가는 %d 턴간 투명(위력 %d) 상태에 돌입합니다.
+		의지의 찬가는 %d 턴간 피해 흡수 보호막(위력 %d)을 생성합니다.]], "tformat", {1,2,4,3,6,5})
+t([[Your passion for singing the praises of the Moons reaches its zenith.
+		Your Hymns now fire shadowy beams that will hit up to %d of your foes within radius 5 for 1 to %0.2f damage, with a 20%% chance of blinding.
+		This powerful effect will drain %0.1f negative energy each time it fires at at least 1 target; no beam will fire if your negative energy is too low.
+		These values scale with your Spellpower.]], [[달을 찬미하는 당신의 열정은 절정에 이르렀습니다.
+		찬가가 그림자 광선을 발사해 반경 5 내의 최대 %d 명의 적을 공격하여 1에서 %0.2f 암흑 피해를 주고 20%% 확률로 실명시킵니다.
+		그림자 광선을 발사하는데 %0.1f 음기를 요구하며 음기가 부족할 경우 그림자 광선은 발사되지 않습니다.
+		주문력에 따라 효과가 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/light.lua"
+
+t("Healing Light", "회복의 빛", "talent name")
+t([[An invigorating ray of Sunlight shines upon you, healing your body for %d life.
+		The amount healed will increase with your Spellpower.]], [[활기찬 한 줄기 햇빛을 비춰 생명력을 %d 회복합니다.
+		주문력에 따라 회복량이 증가합니다.]], "tformat")
+t("Bathe in Light", "빛의 세례", "talent name")
+t([[A magical zone of Sunlight appears around you, healing and shielding all within a radius of %d for %0.2f per turn and increasing healing effects on everyone within by %d%%. The effect lasts for %d turns.
+		Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
+		If the same shield is refreshed 20 times it will become unstable and explode, removing it.
+		It also lights up the affected area.
+		The amount healed will increase with the Magic stat]], [[반경 %d칸을 햇빛이 내리쬐는 지역으로 만듭니다. 지역 내의 모든 대상은 매 턴 치유 효율이 %d%% 증가하며, 생명력을 %0.2f 회복하고, 회복량과 같은 수치의 피해 흡수 보호막을 얻습니다. 영역은 %d 턴간 유지됩니다.
+		이 효과로 얻는 피해 흡수 보호막은 기존의 피해 흡수 보호막을 덮어쓰지 않고 강화하며, 지속시간이 2턴 미만이라면 2턴으로 만듭니다.
+		이 효과로 피해 흡수 보호막이 20회 강화되면 보호막이 불안정해져 파괴됩니다.
+		추가로 영역 내의 어둠을 몰아냅니다.
+		마법 능력치에 따라 회복량이 증가합니다.]], "tformat")
+t("Barrier", "ë°©ë²½", "talent name")
+t([[A protective shield forms around you that lasts for up to 10 turns and negates %d damage.
+ 		The total damage the barrier can absorb will increase with your Spellpower and can crit.]], [[10턴간 유지되는 수호의 방벽을 생성하여 최대 %d 피해를 흡수합니다.
+		주문력에 따라 방벽의 피해 흡수량이 증가하고 치명타가 발생할 수 있습니다.]], "tformat")
+t("Providence", "섭리", "talent name")
+t("Places you under the protection of a ray of sunlight. For %d turns, the light removes a single negative effect from you every turn.", "햇빛의 가호 아래에 자리잡습니다. 가호는 %d턴간 유지되며, 매 턴 부정적 효과를 하나 정화합니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/other.lua"
+
+t("Glyph of Explosion", "폭발의 문양", "talent name")
+t("You somehow fail to set the corrosive seed.", "부식성 씨앗을 놓는데 실패했습니다.", "logPlayer")
+t("glyph of explosion", "폭발의 문양", "_t")
+t("Explodes (radius 1) for %d light damage.", "폭발(반경 1)하여 %d 빛 피해를 줍니다.", "tformat")
+t("test glyph", "테스트 문양", "tformat")
+t("Glyph of Paralysis", "마비의 문양", "talent name")
+t("glyph of paralysis", "마비의 문양", "_t")
+t("Dazes for %d turns.", "%d턴간 혼절시킵니다.", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be dazed for %d turns.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.]], [[바닥에 문양을 새기고 빛을 불어넣습니다. 문양 위에 올라선 적은 %d턴간 혼절합니다.
+		문양은 숨겨진 함정(탐지 난이도 %d, 해체 난이도 %d)이며 %d턴간 유지됩니다. 마법 능력치에 따라 함정의 탐지 / 해체 난이도가 증가합니다.]], "tformat")
+t("Glyph of Repulsion", "반발의 문양", "talent name")
+t("glyph of repulsion", "반발의 문양", "_t")
+t("Deals %d physical damage, knocking the target back.", "%d 물리 피해를 주고 대상을 밀어냅니다.", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be hit by a blast that does %0.2f physical damage and knocks them back.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.
+		The damage will increase with your Spellpower.]], [[바닥에 문양을 새기고 빛을 불어넣습니다. 문양 위에 올라선 적은 폭발에 휘말려 %0.2f 물리 피해를 입고 뒤로 밀려납니다.
+		문양은 숨겨진 함정(탐지 난이도 %d, 해체 난이도 %d)이며 %d턴간 유지됩니다. 마법 능력치에 따라 함정의 탐지 / 해체 난이도가 증가합니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Glyph of Fatigue", "피로의 문양", "talent name")
+t("glyph of fatigue", "피로의 문양", "_t")
+t("trap", "함정", "_t")
+t("Slows (%d%%) for 5 turns.", "5턴간 전체속도를 %d%% 감소시킵니다.", "tformat")
+t([[You bind light in a glyph on the floor. All enemies walking over the glyph will be slowed by %d%% for 5 turns.
+		The glyph is a hidden trap (%d detection and %d disarm power based on your Magic) and lasts for %d turns.]], [[바닥에 문양을 새기고 빛을 불어넣습니다. 문양 위에 올라선 적은 5턴간 전체 속도가 %d%% 감소합니다.
+		문양은 숨겨진 함정(탐지 난이도 %d, 해체 난이도 %d)이며 %d턴간 유지됩니다. 마법 능력치에 따라 함정의 탐지 / 해체 난이도가 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/radiance.lua"
+
+t("Radiance", "광휘", "talent name")
+t([[You are so infused with sunlight that your body glows permanently in radius %d, even in dark places.
+		Your vision adapts to this glow, giving you %d%% blindness resistance.
+		The light radius overrides your normal light if it is bigger (it does not stack).
+		]], [[신체에 태양광을 극도로 주입해 영구적으로 발광시켜 반경 %d 를 어둠속에서도 밝힙니다.
+		시야가 휘광에 적응해 실명 저항이 %d%% 증가합니다.
+		광원 반경이 광휘의 반경보다 작다면 광휘가 광원 반경을 덮어씁니다(중첩 불가).
+		]], "tformat")
+t("Illumination", "발광", "talent name")
+t([[The light of your Radiance allows you to see that which would normally be unseen.
+		All enemies in your Radiance aura have their invisibility and stealth power reduced by %d.
+		In addition, all actors affected by illumination are easier to see and therefore hit; their defense is reduced by %d and all evasion bonuses from being unseen are negated.
+		The effects increase with your Spellpower.]], [[빛의 광휘가 일반적으로 보이지 않는 적을 볼수 있게 해줍니다.
+		광휘의 반경 안에 있는 적은 투명과 은신의 위력이 %d 감소합니다.
+		추가로 발광의 영향을 받는 모든 적을 공격하기 쉬워져 회피도가 %d 감소하고 보이지 않는것으로 얻는 모든 회피 보너스를 잃습니다.
+		주문력에 따라 효과가 증가합니다.]], "tformat")
+t("Searing Sight", "타오르는 시야", "talent name")
+t([[Your Radiance is so powerful it burns all foes caught in it, doing %0.1f light damage to all non-dazed foes caught inside.
+		Each enemy effected has a %d%% chance of being dazed for 5 turns.
+		The damage increases with your Spellpower.]], [[극도로 강력해진 광휘가 반경 내의 혼절 상태가 아닌 모든 적을 불태워 %0.1f 빛 피해를 줍니다.
+		피해를 받는 모든 적을 %d%% 확률로 5턴간 혼절시킵니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Judgement", "심판", "_t")
+t("Fire a glowing orb of light at each enemy within your Radiance.  Each orb will slowly follow its target until it connects dealing %d light damage to anything else it contacts along the way.  When the target is reached the orb will explode dealing %d light damage in radius 1 and healing you for 50%% of the damage dealt.", "광휘의 반경 내의 모든 적에게 발광하는 구체를 발사합니다. 각 구체는 대상을 천천히 추적하여 경로상의 모든 적에게 %d 빛 피해를 줍니다. 구체가 대상에게 적중하면 폭발하여 반경 1 내의 모든 적에게 %d 빛 피해를 주고 시전자의 생명력을 가한 피해의 50%%만큼 회복시킵니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/star-fury.lua"
+
+t("Moonlight Ray", "월광 광선", "talent name")
+t([[Focuses the power of the Moon into a beam of shadows, doing %0.2f damage.
+		The damage dealt will increase with your Spellpower.]], [[달의 힘을 담은 그림자 광선을 발사하여 %0.2f 암흑 피해를 줍니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Shadow Blast", "그림자 폭발", "talent name")
+t([[Invokes a blast of shadows that deals %0.2f darkness damage, and leaves a radius 3 field that does %0.2f darkness damage per turn for %d turns.
+		The damage dealt will increase with your Spellpower.]], [[그림자를 폭발시켜 %0.2f 암흑 피해를 주고 매 턴 %0.2f 암흑 피해를 주는 반경 3의 암흑 지대를 %d 턴간 생성합니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Twilight Surge", "황혼 쇄도", "talent name")
+t([[A surge of twilight pulses from you, doing %0.2f light and %0.2f darkness damage to all others within radius %d.
+		The damage dealt will increase with your Spellpower.]], [[황혼의 파동이 당신으로부터 쇄도합니다. 반경 %d 내의 모든 대상에게 %0.2f 빛 피해와 %0.2f 암흑 피해를 줍니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat", {3,1,2})
+t("Starfall", "별똥별", "talent name")
+t([[A star falls on a radius %d area, doing %0.2f darkness damage on impact and stunning all within the area for 4 turns.
+		The damage dealt will increase with your Spellpower.]], [[대상 지역에 별을 떨어트려 반경 %d 내의 모든 대상에게 %0.2f 암흑 피해를 주고 4턴간 기절시킵니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/sun.lua"
+
+t("Sun Ray", "태양 광선", "talent name")
+t([[Calls forth a ray of light from the Sun, doing %0.1f Light damage to the target.
+		At level 3 the ray will be so intense it will also blind the target and everyone in a radius 2 around it for %d turns.
+		The damage dealt will increase with your Spellpower.]], [[태양으로부터 한줄기 빛을 불러와 대상에게 %0.1f 빛 피해를 줍니다.
+		기술 레벨 3에 도달하면 강렬한 태양광이 대상 반경 2 내의 모든 대상을 %d 턴간 실명시킵니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Path of the Sun", "태양의 길", "talent name")
+t([[A path of sunlight appears in front of you for 5 turns. All foes standing inside take %0.1f Light damage per turn.
+		While standing in the path, your movement takes no time and can not trigger traps.
+		The damage done will increase with your Spellpower.]], [[태양의 길이 전방에 5턴간 나타납니다. 길 위의 적은 매 턴 %0.1f 빛 피해를 받습니다.
+		태양의 길 위에 서 있는 동안, 턴 소모 없이 이동할 수 있으며 함정을 발동시키지 않습니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Sun's Vengeance", "태양의 복수", "talent name")
+t([[Infuse yourself with the raging fury of the Sun, increasing your physical and spell critical chance by %d%%.
+		Each time you crit with a physical attack or a spell you have %d%% chance to gain Sun's Vengeance for 2 turns.
+		While affected by Sun's Vengeance, your Sun Ray will take no time to use and will deal 25%% more damage.
+		If Sun Ray was on cooldown, the remaining turns are reduced by one instead.
+		This effect can only happen once per turn.]], [[태양의 맹렬한 분노에 몸을 맡겨 물리/마법 치명타율이 %d%% 증가합니다.
+		물리/마법 치명타가 발생할 때마다 %d%% 확률로 2턴간 태양의 분노를 얻습니다.
+		태양의 분노가 활성화된 동안 태양 광선을 턴 소모 없이 시전할 수 있으며 피해량이 25%% 증가합니다.
+		태양 광선이 재사용 대기중이라면 재사용 대기시간이 즉시 1턴으로 감소합니다.
+		이 효과는 1턴에 한번만 발동합니다.]], "tformat")
+t("Suncloak", "태양 망토", "talent name")
+t([[You wrap yourself in a cloak of sunlight that empowers your magic and protects you for 6 turns.
+		While the cloak is active, your spell casting speed is increased by %d%%, your spell cooldowns are reduced by %d%%, and you cannot take more than %d%% of your maximum life from a single blow.
+		The effects will increase with your Spellpower.]], [[태양의 망토를 둘러 6턴간 마력을 강화하고 몸을 보호합니다.
+		태양의 망토가 활성화된 동안 시전속도가 %d%% 증가하고 주문 재사용 대기시간이 %d%% 감소하며 한번에 받는 피해가 최대 체력의 %d%% 를 초과하면 초과하는 피해를 무효화합니다.
+		주문력에 따라 효과가 강화됩니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/sunlight.lua"
+
+t("Searing Light", "타오르는 빛", "talent name")
+t([[Calls the power of the Sun into a searing lance, doing %d damage to the target and leaving a radius 1 area of searing light on the ground for 4 turns that does %d light damage to all foes within it.
+		The damage dealt will increase with your Spellpower.]], [[태양의 힘을 불러와 타오르는 창으로 형상화하여 공격해 대상에게 %d 빛 피해를 주고 반경 1에 타오르는 빛을 남겨 4턴간 %d 빛 피해를 줍니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Sun Flare", "태양 플레어", "talent name")
+t([[Invokes the Sun to cause a flare within radius %d, blinding your foes for %d turns and lighting up the area.
+		All enemies effected will take %0.2f light damage.
+		At talent level 3 you gain %d%% light, darkness, and fire resistance for %d turns.
+		The damage done and resistances will increase with your Spellpower.]], [[태양 플레어를 발생시켜 반경 %d 내를 밝히고 영역 내의 모든 적을 %d턴간 실명시킵니다.
+		영향을 받는 모든 적은 %0.2f 빛 피해를 받습니다.
+		기술 레벨 3에 도달하면 %d 턴간 빛/암흑/화염 저항이 %d%% 증가합니다.
+		주문력에 따라 피해량과 저항이 증가합니다.]], "tformat", {1,2,3,5,4})
+t("Firebeam", "화염광선", "talent name")
+t([[Call forth the Sun to summon a fiery beam that pierces to the farthest enemy dealing %d fire damage to all enemies hit.
+		This spell will automatically cast again at the start of your next two turns.
+		You will gain %0.2f positive energy each time firebeam or an instant damage proc caused by firebeam deals damage.
+		The damage done will increase with your Spellpower.]], [[적을 관통하는 타오르는 광선을 불러와 경로 상의 모든 적에게 %d 화염 피해를 줍니다.
+		이 주문은 다음 2턴의 시작시에 자동으로 재시전됩니다.
+		화염 광선으로 피해를 주거나 그로 인해 발생한 추가 피해 1회당 양기를 %0.2f 회복합니다.
+		주문력에 따라 피해량이 증가합니다.]], "tformat")
+t("Sunburst", "태양광 폭발", "talent name")
+t("Release a burst of sunlight beams at %d random foes in radius %d, dealing %d damage to all foes hit and increasing your bonus light damage by %d%% of your bonus darkness damage for %d turns.", "폭발적인 태양광선을 방출해 반경 %d 내의 무작위 %d 명의 적을 공격해 %d 빛 피해를 주고 %d 턴간 빛 피해가 현재 암흑 피해의 %d%% 만큼 증가합니다.", "tformat", {2,1,3,5,4})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/celestial/twilight.lua"
+
+t("Twilight", "황혼", "talent name")
+t([[You stand between the darkness and the light, allowing you to convert 15 positive energy into %d negative energy.
+		The negative energy gain will increase with your Cunning.]], [[빛과 어둠 사이에 선 당신은 양기 15를 음기 %d 로 전환할 수 있습니다.
+		교활에 따라 음기 획득량이 증가합니다.]], "tformat")
+t("Jumpgate: Teleport To", "도약관문: 이동", "talent name")
+t("You must sustain the Jumpgate spell to be able to teleport.", "도약관문 주문을 유지하고 있어야 도약할 수 있습니다.", "logPlayer")
+t("Instantly travel to your jumpgate, as long as you are within %d tiles of it.", "도약관문에서 %d 칸 이내에 위치하고 있다면 도약관문의 위치로 즉시 이동합니다.", "tformat")
+t("Jumpgate", "도약관문", "talent name")
+t([[Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within %d tiles of it.
+		Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
+		At talent level 4, you learn to create and sustain a second jumpgate.]], [[현재 위치에 그림자 도약관문을 생성합니다. 주문을 유지하고 있고 도약관문에서 %d 칸 이내에 위치하고 있다면 '도약관문: 이동'을 사용하여 도약관문의 위치로 즉시 이동할 수 있습니다.
+		주문이 유지되는 동안 도약관문 아래의 계단은 비활성화되기 때문에 계단을 사용하기 위해서는 주문을 비활성화해야 합니다.
+		기술 레벨 4에 도달하면 도약관문을 최대 2개 생성하고 유지할 수 있습니다.]], "tformat")
+t("Mind Blast", "정신 폭발", "talent name")
+t([[Let out a mental cry that shatters the will of your targets within radius %d, dealing %0.2f darkness damage and confusing (%d%% to act randomly) them for %d turns.
+		The damage will improve with your spellpower and the duration will improve with your Cunning.]], [[적의 의지를 산산조각내는 마음의 외침을 내뱉습니다. 외침은 반경 %d 내의 적에게 %0.2f 암흑 피해를 주고 %d 턴간 혼란(위력: %d%%)시킵니다.
+		주문력에 따라 피해량이 증가하고 교활에 따라 지속시간이 증가합니다.]], "tformat", {1,2,4,3})
+t("Shadow Simulacrum", "그림자 복제", "talent name")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("You can't target summons!", "복제를 대상으로 할 수 없습니다.", "logSeen")
+t("You can't target allies!", "아군을 대상으로 할 수 없습니다.", "logSeen")
+t("A dark, shadowy shape whose form resembles the creature it was copied from. It is not a perfect replica, though, and it makes you feel uneasy to look at it.", "어두운 그림자의 형상을 한 모방체입니다. 완벽한 복제품은 아니지만 바라보고 있으면 불안한 마음이 듭니다.", "_t")
+t([[Creates a shadowy copy of a hostile target. The copy will attack its progenitor immediately and lasts for %d turns.
+		The duplicate has %d%% of the target's life, +50%% darkness resistance, -50%% light resistance, and deals 50%% less damage.
+		The duration and life scale with your Cunning.]], [[대상의 그림자 복제를 생성합니다. 복제품은 즉시 원본을 공격하기 시작하며 %d 턴간 지속됩니다.
+		복제품은 원본 생명력의 %d%% 를 가지며 암흑 저항이 50%% 증가하고 빛 저항이 50%% 감소하고 주는 피해가 50%% 감소합니다.
+		교활에 따라 지속시간과 생명력 비율이 증가합니다.]], "tformat")
+t("Jumpgate Two", "도약관문 2호", "talent name")
+t("jumpgate", "도약관문", "_t")
+t("Create a second shadow jumpgate at your location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within %d tiles of it.", "현재 위치에 2번째 그림자 도약관문을 생성합니다. 주문을 유지하고 있고 도약관문 2호에서 %d 칸 이내에 위치하고 있다면 '도약관문 2호: 이동'을 사용하여 도약관문 2호의 위치로 즉시 이동할 수 있습니다.", "tformat")
+t("Jumpgate Two: Teleport To", "도약관문 2호: 이동", "talent name")
+t("You must sustain the Jumpgate Two spell to be able to teleport.", "도약관문 2호 주문을 유지하고 있어야 도약할 수 있습니다.", "logPlayer")
+t("Instantly travel to your second jumpgate, as long as you are within %d tiles of it.", "도약관문 2호에서 %d 칸 이내에 위치하고 있다면 도약관문 2호의 위치로 즉시 이동합니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/age-manipulation.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/anomalies.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/blade-threading.lua"
+
+t("You require two weapons to use this talent.", "이 기술을 사용하기 위해서는 쌍수 무기를 장비해야 합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/bow-threading.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/chronomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/chronomancy.lua"
+
+t("None", "없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/energy.lua"
+
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/fate-weaving.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/flux.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/gravity.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/guardian.lua"
+
+t("#ORCHID#%s has recovered!#LAST#", "#ORCHID#%s 회복했습니다!#LAST#", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/induced-phenomena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/matter.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/other.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spacetime-folding.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spacetime-weaving.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/speed-control.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/spellbinding.lua"
+
+t("None", "없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/stasis.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-archery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/temporal-hounds.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/threaded-combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/timeline-threading.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/chronomancy/timetravel.lua"
+
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/blight.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/blood.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/bone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/corruptions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/curses.lua"
+
+t("Curse of Defenselessness", "무방비의 저주", "talent name")
+t([[Curses your target, decreasing its Defense and all saves by %d for 5 turns.  This cannot be saved against.
+		The effects will improve with your Spellpower.]], [[대상에게 저주를 걸어 회피도와 모든 내성을 5턴 간 %d만큼 감소시킵니다. 이 저주는 저항할 수 없습니다.
+		효과는 주문력에 비례합니다.]], "tformat")
+t("Curse of Impotence", "무기력의 저주", "talent name")
+t([[Curses your target, decreasing all damage it does by %d%% for 10 turns.
+		The effects will improve with your Spellpower.]], [[대상에게 저주를 걸어 피해량을 10턴 간 %d만큼 감소시킵니다.
+		효과는 주문력에 비례합니다.]], "tformat")
+t("Curse of Death", "죽음의 저주", "talent name")
+t([[Curses your target, preventing normal life regeneration and dealing %0.2f darkness damage over 10 turns.
+		The damage will increase with your Spellpower.]], [[대상에게 저주를 걸어 기본 생명력 재생을 막고, 10턴 간 %0.2f의 암흑 피해를 줍니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Curse of Vulnerability", "취약의 저주", "talent name")
+t([[Curses your target, decreasing all its resistances by %d%% for 7 turns.
+		The effect will improve with your Spellpower.]], [[대상에게 저주를 걸어 모든 저항력을 7턴 간 %d%% 감소시킵니다.
+		효과는 주문력에 비례합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/hexes.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/plague.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/reaving-combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/rot.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/sanguisuge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/scourge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/shadowflame.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/torment.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/vile-life.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/corruptions/vim.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/ambush.lua"
+
+t("%s resists the silence!", "%s 침묵에 저항합니다!", "logSeen", nil, {"가"})
+t("%s resists the disarm!", "%s 무장해제에 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/artifice.lua"
+
+t("%s is cured!", "%s 정화되었습니다!", "logSeen", nil, {"이"})
+t("You cannot move!", "움직일 수 없습니다!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/called-shots.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/cunning.lua"
+
+t("Called Shots", "침묵 사격", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/dirty.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/lethality.lua"
+
+t("Lethality", "치명", "talent name")
+t([[You have learned to find and hit weak spots. All your strikes have a %0.1f%% greater chance to be critical hits, and your critical hits do %0.1f%% more damage.
+		Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage.]], [[당신은 적의 약점을 파악하는 법을 배웠습니다. 당신의 모든 공격의 치명타 확률이 %0.1f%%만큼 증가하고, 치명타 피해량이 %0.1f@@만큼 증가합니다.
+		또한, knives and throwing knives를 사용할 때 추가 피해량은 힘이 아니라 교활에 비례하여 증가합니다.]], "tformat")
+t("Expose Weakness", "약점 노출", "talent name")
+t([[Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for %d%% damage.
+		For %d turns thereafter, you gain %d armor penetration, %d accuracy, and %d%% all damage peneration.
+		Learning this technique allows you to permanently gain %d armour penetration with all melee and archery attacks.
+		The temporary armor penetration and accuracy bonuses increase with Cunning.]], [[단일 대상에게 집중하여 근접 무기를 이용해 적의 약점을 찾아내는 공격을 가해 %d%%의 피해를 줍니다.
+		그 후 %d 턴간, %d의 방어도 관통력, %d의 정확도, %d%%의 모든 피해 관통력이 증가합니다.
+		이 기술을 배움으로 인해 영구적으로 근접 무기 및 archery를 이용한 공격을 할 때 %d의 방어구 관통력을 얻습니다. 
+		약점 노출 사용 시 방어도 관통력과 정확도 증가량은 교활에 비례하여 증가합니다.]], "tformat")
+t("Blade Flurry", "칼날 돌풍", "talent name")
+t([[Become a whirling storm of blades, increasing attack speed by %d%% and causing melee attacks to strike an additional adjacent target other than your primary target for %d%% weapon damage. 
+This talent is exhausting to use, draining 4 stamina each turn.]], [[휘몰아치는 칼날 폭풍이 되어 공격 속도가 %d%%만큼 증가하고, 근접 공격이 주위의 추가 대상 한 명을 가격하여 %d%%의 무기 피해를 줍니다. 
+이 기술을 사용 할 때, 매 턴 4만큼의 체력을 소모합니다.]], "tformat")
+t("Snap", "기민", "talent name")
+t("Your quick wits allow you to reset the cooldown of up to %d of your combat talents (cunning or technique) of tier %d or less.", "재빠른 재치를 발휘해 전투 기술 %d 개의 남은 재사용 대기시간을 초기화합니다. %d 단계 이하의 기술만 초기화 할 수 있습니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/poisons.lua"
+
+t("Apply Poison", "독 바르기", "talent name")
+t("%s resists the vile poison!", "%s 독에 저항합니다!", "logSeen", nil, {"을"})
+t([[Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a %d%% chance to poison the target for %d nature damage per turn for %d turns. Every application of the poison stacks, up to a maximum of %d nature damage per turn.
+		The damage scales with your Cunning.]], [[근접 무기, 칼날 투척, 새총 및 활에 독을 발라 당신의 공격이 %d%% 확률로 대상에게 턴마다 %d의 자연 피해를 %d턴 간 입힙니다. 독 피해는 중첩되어 최대 턴마다 %d의 자연 피해를 입힐 수 있습니다.
+		피해량은 교활에 비례하여 증가합니다.]], "tformat")
+t("Toxic Death", "독성 죽음", "talent name")
+t("#GREEN#Poison bursts out of %s's corpse!", "#GREEN#독이 %s의 시체에서 뿜어져 나옵니다!", "logSeen")
+t("When you kill a creature, all of your poisons affecting it will spread to foes in a radius of %d.", "적을 죽일 때, 대상이 걸린 독이 %d 범위의 적에게 퍼집니다.", "tformat")
+t("Vile Poisons", "치명적인 독", "talent name")
+t([[Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
+	Level 1: Numbing Poison
+	Level 2: Insidious Poison
+	Level 3: Crippling Poison
+	Level 4: Leeching Poison
+	Level 5: Volatile Poison
+	New poison enhancements can also be learned from special teachers in the world.
+	Also increases the effectiveness of your poisons by %d%%. (The effect varies for each poison.)
+	Adjusting your weapon coating takes no time and does not break stealth.
+	You may only have two poison enhancements active at once; applying a third will randomly cause one of the existing ones to be cancelled.]], [[독을 강화시켜 추가 효과를 얻는 법을 배웁니다. 스킬 레벨이 오를 때 마다 독을 강화시키는 새로운 방법을 알게 됩니다:
+	레벨 1: 마비성 독
+	레벨 2: 은밀한 독
+	레벨 3: 방해성 독
+	레벨 4: 흡혈성 독
+	레벨 5: 휘발성 독
+	특별한 스승으로부터 새로운 독 강화법을 배울 수 있습니다.
+	추가로, 독의 효과를 %d%%만큼 증가시킵니다. (효과는 각각의 독에 따라 상이합니다.)
+	무기에 바르는 독을 바꾸는 것은 턴을 소모하지 않고, 은신을 해제하지도 않습니다.
+	한번에 두 가지의 독을 바를 수 있습니다; 세 번째 독을 바르면 기존에 발려있는 독 중 하나가 무작위로 취소됩니다.]], "tformat")
+t("Venomous Strike", "맹독성 타격", "talent name")
+t("#GREEN#%s's %s is disrupted by crippling poison!", "#GREEN#%s %s 방해성 독에 의해 방해받았다!", "logSeen", nil, {"의","는"})
+t([[Numbing Poison - Reduces global speed by %d%% for 5 turns.
+		Insidious Poison - Applies a standard poison that deals %0.2f nature damage over 5 turns.
+		Crippling Poison - Places %d talents on cooldown for %d turns.
+		Leeching Poison - Heals you for %d.
+		Volatile Poison - Deals a further %0.2f nature damage to foes in a radius %d ball.
+		]], [[마비성 독 - 5턴 간 대상의 전체 속도를 %d%%만큼 감소시킵니다.
+		은밀한 독 - 5턴 동안 %0.2f의 자연 피해를 입힙니다.
+		방해성 독 - %d 종류의 기술을 %d 턴 간 재사용 대기시간에 돌입시킵니다. 
+		흡혈성 독 - %d의 생명력을 회복합니다.
+		휘발성 독 - 반경 %d의 적에게 %0.2f의 자연 피해를 입힙니다.
+		]], "tformat")
+t([[You strike your target with your melee or ranged weapon, doing %d%% weapon damage as nature and inflicting additional effects based on your active vile poisons:
+		
+		%s
+		Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
+		]], [[당신이 근접이나 원거리 무기로 공격할 때, %d%%의 무기 피해만큼 자연 피해를 주고, 치명적인 독에 의해 부여된 독에 따라 추가 효과를 줍니다.:
+		
+		%s
+		칼날 투척 기술을 배우고 있을 경우 맹독성 투척을 사용할 수 있게 됩니다. 맹독성 타격과 맹독성 투척은 재사용 대기시간을 공유합니다.
+		]], "tformat")
+t("Numbing Poison", "마비성 독", "talent name")
+t("Enhances your Deadly Poison with a numbing agent, causing the poison to reduce all damage the target deals by %d%%.", "당신의 독을 마비성 물질로 강화시켜, 대상이 입히는 피해량을 %d%%만큼 감소시킵니다.", "tformat")
+t("Insidious Poison", "은밀한 독", "talent name")
+t("Enhances your Deadly Poison with an insidious agent, causing it to reduce the healing taken by enemies by %d%%.", "당신의 독을 은밀한 물질로 강화시켜, 대상이 받는 치유량을 %d%%만큼 감소시킵니다.", "tformat")
+t("Crippling Poison", "방해성 독", "talent name")
+t("Enhances your Deadly Poison with a crippling agent, giving enemies a %d%% chance on using a talent to fail and lose a turn.", "당신의 독을 방해성 물질로 강화시켜, 대상이 %d%%의 확률로 기술 시전을 실패하게 합니다.", "tformat")
+t("Leeching Poison", "흡혈성 독", "talent name")
+t("Enhances your Deadly Poison with a leeching agent, causing it to heal you for %d%% of the damage it does to its target.", "당신의 독을 흡혈성 물질로 강화시켜, 대상에게 주는 피해의 %d%%만큼 당신의 생명력을 회복시킵니다.", "tformat")
+t("Volatile Poison", "휘발성 독", "talent name")
+t("Enhances your Deadly Poison with a volatile agent, causing the poison to deal %d%% increased damage to the victim and damage all of your enemies adjacent to it for 50%%.", "당신의 독을 휘발성 물질로 강화시켜, 대상에게 %d%%만큼 증가된 피해를 주고, 인접한 적들에게 50%%의 피해를 줍니다.", "tformat")
+t("Vulnerability Poison", "취약성 독", "talent name")
+t("Whenever you apply Deadly Poison, you also apply an unresistable magical poison dealing %0.2f arcane damage (based on your Magic) each turn. This poison reduces all damage resistance by 10%% and poison immunity by 50%%.", "당신의 독을 취약성 물질로 강화시켜, 대상에게 %0.2f의 아케인 피해 (마법에 비례) 를 매 턴간 주고, 모든 피해 저항력을 10%%만큼 감소시키고, 독 면역력을 50%%만큼 감소시킵니다.", "tformat")
+t("Stoning Poison", "석화성 독", "talent name")
+t([[Enhance your Deadly Poison with a stoning agent.  Whenever you apply Deadly Poison, you afflict your target with an additional earth-based poison that inflicts %d nature damage per turn (stacking up to %d damage per turn) for %d turns.
+		After either %d turns or the poison has run its course (<100%% chance, see effect description), the target will be turned to stone for %d turns.
+		The damage scales with your Cunning.]], [[당신의 독을 석화성 물질로 강화시켜, 대상에게 매 턴간 %d의 자연 피해(최대 매 턴 %d의 피해)를 %d턴 간 입힙니다.
+		%d 턴이 지나거나 독의 지속시간이 끝나면 (<100%% 확률, 효과 설명 참고), 대상은 %d턴 간 돌로 변합니다.
+		교활에 비례하여 피해량이 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/scoundrel.lua"
+
+t("Lacerating Strikes", "절단 타격", "talent name")
+t("Your melee and ranged attacks have a %d%% chance to shred enemies inflicting an additional 100%% of the damage dealt as a bleed over 4 turns.", "근접 및 원거리 공격이 %d%% 확률로 적을 찢어 4턴에 걸쳐 피해량의 100%%의 출혈 피해를 줍니다.", "tformat")
+t("Scoundrel's Strategies", "건달의 전략", "talent name")
+t([[Your melee and ranged attacks inflict distracting wounds that reduce the target’s critical strike multiplier by %d%% for 5 turns. 
+In addition, your attacks have a %d%% chance to inflict a painful wound that causes them to forget a random talent for %d turns.  The last effect cannot occur more than once per turn per target.
+		]], [[근접 및 원거리 공격이 대상의 상처를 건들여 대상의 치명타 배율을 5턴 간 %d%%만큼 감소시킵니다. 
+추가로, 당신의 공격은 %d%% 확률로 대상의 상처를 헤집어 %d 턴간 고통으로 인해 무작위 기술을 잊어버리게 합니다. 추가 효과는 1턴에 1번만 발동하지만 대상 수의 제한은 없습니다.
+		]], "tformat")
+t("Misdirection", "흘려내기", "talent name")
+t("#ORANGE#%s redirects the effect '%s'!#LAST#", "#ORANGE#%s '%s' 흘려냈다!#LAST#", "logSeen", nil, {"는","을"})
+t([[Your abilities in sowing confusion and chaos have reached their peak.  Whenever a foe attempts to apply a detrimental physical effect to you, they have a %d%% chance to fail. If there is an adjacent enemy to you, you misdirect your foe into applying it to them at %d%% duration.
+You gain %d defense.
+The chance to apply status effects increases with your Accuracy and the Defense with your Cunning.]], [[혼란을 전파시키는 능력이 절정에 이르렀습니다. 적이 당신에게 detrimental physical effect를 입힐 때, %d%% 확률로 회피합니다. 회피 시 주변에 적이 있을 경우, 해당 효과를 %d%%의 지속시간 동안 주변의 적에게 적용합니다.
+회피도가 %d만큼 상승합니다.
+회피 확률은 정확도에 비례하고, 회피도 상승량은 교활에 비례합니다.]], "tformat")
+t("Fumble", "헛발질", "talent name")
+t([[Your melee and ranged attacks leave your foes unable to focus on any complex actions, giving them a stacking 3%% chance of failure the next time they try to use a talent (to a maximum of %d%%).
+		If any effect causes the target's turn to fail they fumble and injure themself, taking %0.2f physical damage.
+		If the turn loss was caused by this effect then Fumble is removed.
+		The damage dealt increases with your Cunning.
+		]], [[근접 및 원거리 공격이 적들이 복잡한 행동을 하지 못하게 만듭니다. 적을 공격할 때 마다 3%%의 확률로 다음 스킬 시전을 방해하고, 1턴을 낭비하게 합니다. (최대 %d%%까지 중첩)
+		헛발질에 의해 턴을 낭비한 적은 스스로에게 걷어차여 %0.2f의 물리 피해를 입습니다.
+		헛발질에 의해 턴을 낭비하게 되면 헛발질 상태이상은 초기화됩니다.
+		피해량은 교활에 비례합니다.
+		]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/shadow-magic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/stealth.lua"
+
+t("Stealth", "은신", "talent name")
+t("You cannot be stealthy with such heavy armour on!", "중갑을 장비한 채로는 은신할 수 없습니다!", "logPlayer")
+t("You are being observed too closely to enter Stealth!", "적이 너무 가까이 있어 은신할 수 없습니다!", "logPlayer")
+t([[Enters stealth mode (power %d, based on Cunning), making you harder to detect.
+		If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
+		Stealth reduces your light radius to 0, increases your infravision by 3, and will not work with heavy or massive armours.
+		You cannot enter stealth if there are foes in sight within range %d%s.
+		Any non-instant, non-movement action will break stealth if not otherwise specified.
+
+		Enemies uncertain of your location will still make educated guesses at it.
+		While stealthed, enemies cannot share information about your location with each other and will be delayed in telling their allies that you exist at all.]], [[은신(power %d, 교활에 비례)하여, 적이 당신은 탐지하기 어렵게 합니다.
+		은신에 성공(매 턴 성공 여부를 확인)한다면 적은 당신의 위치를 정확히 파악할 수 없고, 심지어는 당신이 있다는 걸 알아차릴 수 없을 때도 있습니다.
+		은신 상태일 때 당신의 빛 반경은 0으로 감소하지만, 야간 투시력이 3만큼 증가합니다. 중갑이나 판갑을 착용한 상태에서는 은신할 수 없습니다.
+		%d%s 반경 내에 눈이 보이는 적이 있으면 은신할 수 없습니다.
+		이동을 제외한 턴을 소모하는 행동을 하면 은신이 해제됩니다. (은신 상태에서 사용할 수 있다는 설명이 적혀 있지 않는 한)
+
+		적이 당신의 위치를 정확히 모른다고 하여도, 예측하여 공격을 시도할 것입니다.
+		은신 상태일 때, 적들은 당신의 위치나 존재에 대한 정보를 공유하지 않습니다.]], "tformat")
+t("Shadowstrike", "암습", "talent name")
+t([[You know how to make the most out of being unseen.
+		When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it.  (Spell and mind attacks critically strike even if the target notices you.)
+		Your critical multiplier against targets that cannot see you is increased by up to %d%%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
+		Also, after exiting stealth for any reason, the critical multiplier persists for %d turns (with no range limitation).]], [[당신은 은신하는 동안 이를 최대한 활용하는 법을 알게 됩니다.
+		은신 상태에서 공격할 때, 적이 당신을 인식하지 않은 상태라면 무조건 치명타가 발동합니다. (마법이나 정신 공격의 경우 당신을 인식한 상태여도 무조건 치명타가 발동합니다.)
+		적이 당신을 인식하지 못했을 경우, 당신의 치명타 배율은 %d%%만큼 상승합니다. (당신은 반드시 대상을 볼 수 있어야 합니다. 치명타 배율 상승량은 대상이 3보다 멀 경우 점차 감소하여 10만큼 떨어진 적을 공격할 경우에는 치명타 배율이 상승하지 않습니다.)
+		어떻게든 은신이 해제된 직후에는 %d 턴동안 치명타 배율이 상승합니다. (거리 제한 없음)]], "tformat")
+t("Soothing Darkness", "위로하는 어둠", "talent name")
+t([[You have a special affinity for darkness and shadows.
+		When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by %d.
+		While stealthed, your life regeneration is increased by %0.1f (based on your Cunning) and your stamina regeneration is increased by %0.1f.  The regeneration effects persist for %d turns after exiting stealth, with 5 times the normal rate.]], [[당신은 그림자와 암흑에 특별한 친밀감을 갖습니다.
+		불빛이 없는 곳에 있으면, 은신을 시전하기 위한 최소 거리와 어둠의 춤의 지속 시간이 끝난 후 은신하기 위한 최소 거리가 %d만큼 감소합니다.
+		은신 상태에서 생명력 회복량 %0.1f (교활에 비례) 만큼 증가하고 체력 회복량이 %0.1f 만큼 증가합니다.  회복량 증가는 은신이 해제될 경우 %d 턴만큼 추가로 유지되며, 회복량이 5배만큼 증가합니다.]], "tformat")
+t("Shadow Dance", "어둠의 춤", "talent name")
+t([[Your mastery of stealth allows you to vanish from sight at any time.
+		You automatically enter stealth and cause it to not break from unstealthy actions for %d turns.]], [[당신은 은신을 숙달하여 언제든지 시야에서 사라질 수 있습니다.
+		즉시 은신 상태가 되며, %d 턴동안 은신이 풀리는 행동을 하더라도 은신이 풀리지 않습니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/survival.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/tactical.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cunning/traps.lua"
+
+t("trap", "함정", "_t")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/advanced-shadowmancy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed-aura.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed-form.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/cursed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/dark-figure.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/dark-sustenance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/darkness.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/endless-hunt.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/fears.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/force-of-will.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/gestures.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/gloom.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/one-with-shadows.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/predator.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/primal-magic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/punishments.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/rampage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/shadows.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/slaughter.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/strife.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/cursed/traveler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/antimagic.lua"
+
+t("%s resists the silence!", "%s 침묵에 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/call.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/cold-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/corrosive-blades.lua"
+
+t("trap", "함정", "_t")
+t("You somehow fail to set the corrosive seed.", "부식성 씨앗을 놓는데 실패했습니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/dwarven-nature.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/earthen-power.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/earthen-vines.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/eyals-fury.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/fire-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/fungus.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/gifts.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/harmony.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/higher-draconic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/malleable-body.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/mindstar-mastery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/moss.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/mucus.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/ooze.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/oozing-blades.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/sand-drake.lua"
+
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/slime.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/storm-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-advanced.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-augmentation.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-distance.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-melee.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/summon-utility.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/gifts/venom-drake.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/horrors.lua"
+
+t("spell", "주문", "talent category")
+t("other", "다른", "talent category")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/inscriptions.lua"
+
+t("%s is cured!", "%s 정화되었습니다!", "logSeen", nil, {"이"})
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/misc.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/npcs.lua"
+
+t("spell", "주문", "talent category")
+t("other", "다른", "_t")
+t("%s resists the stunning blow!", "%s 기절의 일격에 저항합니다!", "logSeen", nil, {"가"})
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+t("You cannot be stealthy with such heavy armour on!", "중갑을 장비한 채로는 은신할 수 없습니다!", "logPlayer")
+t("You require two weapons to use this talent.", "이 기술을 사용하기 위해서는 쌍수 무기를 장비해야 합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/objects.lua"
+
+t("spell", "주문", "talent category")
+t("other", "다른", "talent category")
+t("You require a shield to use this talent.", "이 기술을 사용하려면 방패가 필요합니다.", "logPlayer")
+t("None", "없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/races.lua"
+
+t("shalore", "샬로레", "_t")
+t("thalore", "탈로레", "_t")
+t("dwarf", "드워프", "_t")
+t("halfling", "하플링", "_t")
+t("Skirmisher", "척후병", "talent name")
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+t("ogre", "오우거", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/misc/tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/absorption.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/augmented-mobility.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/augmented-striking.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/charged-mastery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/discharge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/distortion.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dream-forge.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dream-smith.lua"
+
+t("%s resists the stunning blow!", "%s 기절의 일격에 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/dreaming.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/feedback.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/finer-energy-manipulations.lua"
+
+t("%s is cured!", "%s 정화되었습니다!", "logSeen", nil, {"이"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/focus.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/grip.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/kinetic-mastery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/mental-discipline.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/mentalism.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/nightmare.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/other.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/projection.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psi-archery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psi-fighting.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psionic.lua"
+
+t("other", "다른", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/psychic-assault.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/slumber.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/solipsism.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/telekinetic-combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/thermal-mastery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/thought-forms.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/trance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/psionic/voracity.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/acid-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/advanced-golemancy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/advanced-necrotic-minions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/aegis.lua"
+
+t("Arcane Reconstruction", "비전 재건", "talent name")
+t([[Imbues your body with arcane forces, reconstructing it to a default state, healing for %d life.
+		The life healed will increase with your Spellpower.]], [[신체에 비전력을 주입하여 재건시킵니다. 생명력을 %d 회복합니다.
+		생명력 회복량은 주문력에 비례합니다.]], "tformat")
+t("Shielding", "보호막 강화", "talent name")
+t([[Surround yourself with strengthening arcane forces.
+		Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by %d%%.
+		At level 5, it also increases the duration of all shields by 1 turn.
+		The shield value will increase with your Spellpower.]], [[주위를 강화된 비전력으로 둘러쌉니다.
+		모든 보호막의 파워가 %d%%만큼 증가합니다. 
+		스킬 레벨 5가 되면, 모든 보호막의 지속시간이 1턴 증가합니다.
+		증가량은 주문력에 비례합니다.]], "tformat")
+t("Arcane Shield", "비전 보호막", "talent name")
+t([[Surround yourself with protective arcane forces.
+		Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to %d%% of the heal value for 3 turns.
+		This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
+		The shield value will increase with your Spellpower.]], [[주위를 비전력으로 둘러싸 스스로를 보호합니다.
+		(생명력 재생 효과가 아닌) 생명력 회복을 할 때마다, 3턴 간 생명력 회복량의 %d%%만큼의 피해 보호막을 얻습니다.
+		이 보호막은 중첩이 되지 않으며, 기존에 적용된 피해 보호막이 있을 경우, 보호량과 지속시간에 따라 교체됩니다.
+		보호막량은 주문력에 비례합니다.]], "tformat")
+t("Aegis", "아이기스의 방패", "talent name")
+t([[Release arcane energies into most magical shields currently protecting you.
+		It will affect at most %d shield effects.
+		Damage Shield, Time Shield, Displacement Shield:  Increase the damage absorption value by %d%%.
+		Disruption Shield: Tap into the stored energies to restore the shield (at a rate of 2 energy per 1 shield power). Any leftover energy is converted back into mana at a rate of %0.2f energy per mana.
+		The charging will increase with your Spellpower.]], [[자신을 보호하고 있는 마법 보호막의 비전 에너지를 방출합니다.
+		It will affect at most %d shield effects.
+		Damage Shield, Time Shield, Displacement Shield:  Increase the damage absorption value by %d%%.
+		Disruption Shield: Tap into the stored energies to restore the shield (at a rate of 2 energy per 1 shield power). Any leftover energy is converted back into mana at a rate of %0.2f energy per mana.
+		The charging will increase with your Spellpower.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/aether.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/air.lua"
+
+t("Lightning", "번개", "talent name")
+t([[Conjures up mana into a powerful beam of lightning, doing %0.2f to %0.2f damage (%0.2f average)
+		The damage will increase with your Spellpower.]], [[마나를 강력한 번개 기둥으로 변환시켜 적들에게 %0.2f에서 %0.2f의 피해를 줍니다. (피해량 평균 %0.2f)
+		피해량은 주문력이 비례합니다.]], "tformat")
+t("Chain Lightning", "연쇄 번개", "talent name")
+t([[Invokes a forking beam of lightning doing %0.2f to %0.2f damage (%0.2f average) and forking to another target.
+		It can hit up to %d targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
+		The damage will increase with your Spellpower.]], [[갈라지는 번개를 소환하여 %0.2f에서 %0.2f의 피해를 주고 다른 적을 향해 갈라집니다. (피해량 평균 %0.2f).
+		최대 %d명의 적을 공격하며, 10칸만큼 떨어진 적을 공격할 수 있습니다. 한 대상이 여러 번 피해를 입을 수는 없고, 시전자에게 피해를 주지도 않습니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Feather Wind", "깃털 바람", "talent name")
+t([[A gentle wind circles around the caster, increasing carrying capacity by %d, defense against projectiles by %d, pin immunity by %d%% and stun immunity by %d%%.
+		At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
+		At level 5 it also grants %d%% movement speed and removes %d fatigue.]], [[부드러운 바람이 시전자 주위를 감싸안아 소지량 한도가 %d만큼 증가하며, 투사체 회피가 %d만큼 증가하고, 속박 면역력과 기절 면역력이 각 각 %d%%, %d%%만큼 증가합니다.
+		스킬 레벨이 4가 되면 지면에서 살짝 뜬 상태로 이동하여 몇 몇 함정을 무시할 수 있게 됩니다.
+		스킬 레벨이 5가 되면 이동 속도가 %d%%만큼 증가하며, 피로도가 %d 감소합니다.]], "tformat")
+t("Thunderstorm", "뇌우", "talent name")
+t("#0080FF#A furious lightning storm forms around %s!", "#0080FF#맹렬한 번개 폭풍이 %s 주위를 몰아칩니다!", "logSeen")
+t("#0080FF#The furious lightning storm around %s calms down and disappears.", "#0080FF#%s 주위의 맹렬한 번개 폭풍이 잠잠해집니다.", "logSeen")
+t([[Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
+		Each turn, a random lightning bolt will hit up to %d of your foes for 1.00 to %0.2f damage (%0.2f average) in a radius of 1.
+		The damage will increase with your Spellpower.]], [[맹렬한 번개 폭풍을 소환하여 반경 6칸 이내의 적을 공격합니다.
+		매 턴, 무작위 번개가 %d명의 적 대상 반경 1칸에 1.00에서 %0.2f의 피해를 줍니다. (피해량 평균 %0.2f)
+		피해량은 주문력에 비례합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/animus.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/arcane.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/conveyance.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/deeprock.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/divination.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/earth.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/eldritch-shield.lua"
+
+t("You require a shield to use this talent.", "이 기술을 사용하려면 방패가 필요합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/eldritch-stone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/energy-alchemy.lua"
+
+t("%s's %s", "%s 의 %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/enhancement.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/explosives.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/fire-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/fire.lua"
+
+t("Flame", "불꽃", "talent name")
+t([[Conjures up a bolt of fire, setting the target ablaze and doing %0.2f fire damage over 3 turns.
+		At level 5, it will create a beam of flames.
+		The damage will increase with your Spellpower.]], [[화염 화살을 쏘아보내 대상을 불타게 해 3턴 간 %0.2f의 화염 피해를 입힙니다.
+		스킬 레벨이 5가 되면, 화염 기둥이 되어, 적을 관통합니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Flameshock", "불꽃충격", "talent name")
+t([[Conjures up a cone of flame with radius %d. Any targets caught in the area will suffer Burning Shock, stunning them and dealing %0.2f fire damage over %d turns.
+		The damage will increase with your Spellpower.]], [[원뿔 모양의 불꽃으로 반경 %d 칸 내의 적을 불태웁니다. 범위 내 적은 화상 충격으로 인해 %d 턴에 걸쳐 %0.2f의 화염 피해를 입고, 기절합니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Fireflash", "불꽃섬광", "talent name")
+t([[Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing %0.2f fire damage in a radius of %d.
+		The damage will increase with your Spellpower.]], [[대상을 향해 움직이는 불꽃을 던집니다. 목표 지점에 도달하면 불꽃이 번쩍이며 폭발하여 %0.2f의 화염 피해를 대상 주위 %d 칸에 입힙니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Inferno", "지옥불", "talent name")
+t([[Raging flames burn foes and allies alike, doing %0.2f fire damage in a radius of %d each turn for %d turns.
+		The damage will increase with your Spellpower.]], [[타오르는 불길이 적과 아군을 가리지 않고 불태워 %0.2f의 화염 피해를 %d 칸에 %d턴동안 입힙니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/frost-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/golem.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/golemancy.lua"
+
+t("drolem", "드롤렘", "_t")
+t("Golem", "골렘", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/grave.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/ice.lua"
+
+t("Freeze", "빙결", "talent name")
+t([[Condenses ambient water on a target, freezing it for %d turns and damaging it for %0.2f.
+		If this is used on a friendly target the cooldown is reduced by 33%%.%s
+		The damage will increase with your Spellpower.]], [[공기 중의 수분을 응집시킨 뒤 얼려서 대상을 %d 턴 간 빙결시키고 %0.2f의 피해를 줍니다.
+		아군에게 사용하면 재사용 대기시간이 33%%.%s 감소합니다.
+		피해량은 주문력이 비례합니다.]], "tformat")
+t("\
+Affects all creatures in radius 2.", "\
+대상 주위 반경 2칸 내에 영향을 줍니다.", "_t")
+t("Frozen Ground", "얼어붙은 대지", "talent name")
+t([[Blast a wave of cold all around you with a radius of %d, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
+		Affected creatures can still act, but cannot move.
+		For each affected creature that is also wet the cooldown of Shatter decreases by 2.
+		The damage will increase with your Spellpower.]], [[냉기 파동을 내뿜어 반경 %d 칸의 적에게 %0.2f의 얼음 피해를 주고 4턴 간 빙결시킵니다.
+		이 기술에 영향 받은 적들은 행동할 수 있지만, 이동할 수는 없습니다.
+		젖은 상태의 적들이 이 스킬에 영향을 받을 때마다 산산조각의 재사용 대기시간이 2턴 씩 감소합니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Shatter", "산산조각", "talent name")
+t("%s shatters!", "%s 산산조각났다!", "logSeen", nil, {"는"})
+t([[Shatter all frozen targets in your line of sight, doing %0.2f cold damage.
+		Depending on the target's rank, there will also be an additional effect:
+		* Critters will be instantly killed
+		* +50%% critical chance against Normal rank
+		* +25%% critical chance against Elites or Bosses
+		All affected foes will get the wet effect.
+		At most, it will affect %d foes.
+		If you are yourself Frozen, it will instantly be destroyed.
+		The damage will increase with your Spellpower.]], [[빙결된 적을 산산조각 내, %0.2f의 냉기 피해를 줍니다.
+		대상의 등급에 따라 추가 효과를 줍니다:
+		* Critters는 즉시 사망합니다. 
+		* 일반 등급의 적에게는 치명타 확률이 50%% 증가합니다.
+		* 엘리트나 보스 등급의 적에게는 치명타 확률이 25%% 증가합니다.
+		영향 받은 적들은 젖습니다.
+		최대 %d명의 적에게 피해를 줍니다.
+		자신이 빙결된 상태라면, 빙결 상태를 즉시 해제합니다.
+		피해량은 주문력에 비례합니다.]], "tformat")
+t("Uttercold", "절대영도", "talent name")
+t([[Surround yourself with Uttercold, increasing all your cold damage by %0.1f%% and ignoring %d%% cold resistance of your targets
+		In addition you pierce through iceblocks easily, reducing damage absorbed from your attacks by iceblocks by %d%%.]], [[차가운 냉기로 주위를 둘러싸 냉기 피해를 %0.1f%%만큼 증가시키고, %d%%만큼의 냉기 저항을 무시합니다.
+		또한 얼음을 관통하여 공격하는 법을 배워, 언 적을 공격할 때, 얼음이 흡수하는 피해량이 %d%%만큼 감소합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/meta.lua"
+
+t("Disperse Magic", "마법 분산", "talent name")
+t([[Removes up to %d magical effects (good effects from foes, and bad effects from friends) from the target.
+		At level 3, it can be targeted.
+		]], [[%d개 의 마법 효과를 제거합니다. 
+		3레벨이 되면, 대상을 지정하여 사용할 수 있습니다.
+		]], "tformat")
+t("Spellcraft", "주문학", "talent name")
+t("Quicken Spells", "빠른 주문", "talent name")
+t("Reduces the cooldown of all spells by %d%%.", "모든 주문의 재사용 대기시간이 %d%% 감소합니다.", "tformat")
+t("Metaflow", "초월의 흐름", "talent name")
+t("Your mastery of arcane flows allow you to reset the cooldown of up to %d of your spells (that don't have a fixed cooldown) of tier %d or less.", "비전의 흐름을 깨달아 %d개의 주문의 재사용 대기시간을 초기화합니다. (재사용 대기시간이 고정되어 있는 주문은 초기화하지 않음) %d 등급 이하의 주문만 초기화합니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/necrosis.lua"
+
+t("Lichform", "리치 형상", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/necrotic-minions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/nightfall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/phantasm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/shades.lua"
+
+t("Not enough space to summon!", "소환할 공간이 부족합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/spells.lua"
+
+t("Arcane studies manipulate the raw magic energies to shape them into both offensive and defensive spells.", "비전 연구는 순수한 마법 에너지를 조종해 공격적이거나 방어적인 주문으로 창조합니다.", "_t")
+t("Tap on the core arcane forces of the aether, unleashing devastating effects on your foes.", "에테르의 핵심적인 비전을 다뤄 상대에게 치명적인 피해를 입힙니다.", "_t")
+t("aether", "에테르", "_t")
+t("Harness the power of fire to burn your foes to ashes.", "불의 힘을 제어해 상대를 잿더미로 태워버립니다.", "_t")
+t("fire", "화염", "_t")
+t("Harness the power of wildfire to burn your foes to ashes.", "열화의 힘을 제어해 상대를 잿더미로 태워버립니다.", "_t")
+t("wildfire", "ì—´í™”", "_t")
+t("Harness the power of the earth to protect and destroy.", "대지의 힘을 제어해 방어하고 파괴합니다.", "_t")
+t("earth", "대지", "_t")
+t("Harness the power of the stone to protect and destroy.", "암석의 힘을 제어해 방어하고 파괴합니다.", "_t")
+t("stone", "암석", "_t")
+t("Harness the power of water to drown your foes.", "물의 힘을 제어해 상대를 익사시킵니다.", "_t")
+t("water", "물", "_t")
+t("Harness the power of ice to freeze and shatter your foes.", "얼음의 힘을 제어해 상대를 얼리고 산산조각 냅니다.", "_t")
+t("ice", "얼음", "_t")
+t("Harness the power of the air to fry your foes.", "공기의 힘을 제어해 상대를 감전시킵니다.", "_t")
+t("air", "공기", "_t")
+t("Harness the power of the storm to incinerate your foes.", "폭풍의 힘을 제어해 상대를 소각합니다.", "_t")
+t("storm", "폭풍", "_t")
+t("Meta spells alter the working of magic itself.", "초월 주문은 마법 자체의 원리를 변경합니다.", "_t")
+t("meta", "초월", "_t")
+t("The school of time manipulation.", "시간 조종 학파입니다.", "_t")
+t("temporal", "시간", "_t")
+t("Control the power of tricks and illusions.", "속임수와 환영의 힘을 조종합니다.", "_t")
+t("phantasm", "환영", "_t")
+t("Magical enhancement of your body.", "마법으로 신체를 강화합니다.", "_t")
+t("enhancement", "ê°•í™”", "_t")
+t("Conveyance is the school of travel. It allows you to travel faster and to track others.", "전이는 이동 학파입니다. 더 빠르게 이동하고 상대를 추적할 수 있게 해줍니다.", "_t")
+t("conveyance", "전이", "_t")
+t("Divination allows the caster to sense its surroundings, and find hidden things.", "예지는 시전자로 하여금 주변을 감지하고 숨겨진 것들을 발견할 수 있게 해줍니다.", "_t")
+t("divination", "예지", "_t")
+t("Command the arcane forces into healing and protection.", "비전의 힘을 사용해 치료와 보호를 수행합니다.", "_t")
+t("aegis", "수호", "_t")
+t("Manipulate gems to turn them into explosive magical bombs.", "보석을 조작해 폭발성 마법 폭탄으로 바꿉니다.", "_t")
+t("explosive admixtures", "폭발성 혼합물", "_t")
+t("Infusion your gem bombs with the powers of the elements.", "보석 폭탄에 원소의 힘을 주입합니다.", "_t")
+t("infusion", "주입", "_t")
+t("Learn to craft and upgrade your golem.", "골렘을 제작하고 강화하는 법을 배웁니다.", "_t")
+t("golemancy", "골렘학", "_t")
+t("Advanced golem operations.", "골렘의 운용을 개선합니다.", "_t")
+t("advanced-golemancy", "고급 골렘학", "_t")
+t("Alchemical spells designed to wage war.", "전쟁을 치르기 위해 설계된 연금술 주문입니다.", "_t")
+t("Alchemical control over fire.", "화염을 통제하는 연금술입니다.", "_t")
+t("fire alchemy", "화염의 연금술", "_t")
+t("Alchemical control over acid.", "산성을 통제하는 연금술입니다.", "_t")
+t("acid alchemy", "산성의 연금술", "_t")
+t("Alchemical control over frost.", "서리를 통제하는 연금술입니다.", "_t")
+t("frost alchemy", "서리의 연금술", "_t")
+t("Alchemical control over lightning energies.", "번개 에너지를 통제하는 연금술입니다.", "_t")
+t("energy alchemy", "에너지의 연금술", "_t")
+t("Manipulate gems, and imbue their powers into other objects.", "보석을 조작해 보석의 힘을 다른 물체에 주입합니다.", "_t")
+t("Alchemical control over stone and gems.", "암석과 보석을 통제하는 연금술입니다.", "_t")
+t("stone alchemy", "암석의 연금술", "_t")
+t("Harness the power of magical staves.", "마법 지팡이의 힘을 제어합니다.", "_t")
+t("staff combat", "지팡이 전투기술", "_t")
+t("Golem melee capacity.", "골렘 근접 능력.", "_t")
+t("fighting", "전투기술", "_t")
+t("Golem arcane capacity.", "골렘 비전 능력.", "_t")
+t("arcane", "비전", "_t")
+t("Golem basic capacity.", "골렘 기본 능력.", "_t")
+t("Drolem basic capacity.", "드롤렘 기본 능력.", "_t")
+t("drolem", "드롤렘", "_t")
+t("golem", "골렘", "talent category")
+t("Create and empower dumb undead minions.", "멍청한 언데드 하수인을 만들고 강화합니다.", "_t")
+t("necrotic minions", "사령의 하수인", "_t")
+t("Create and empower powerful undead minions.", "강력한 언데드 하수인을 만들고 강화합니다.", "_t")
+t("advanced necrotic minions", "고급 사령의 하수인", "_t")
+t("Manipulate darkness itself to slaughter your foes.", "어둠 그 자체를 조종해 적을 학살합니다.", "_t")
+t("nightfall", "황혼", "_t")
+t("Invoke and control shades.", "그림자를 사용하고 조종합니다.", "_t")
+t("shades", "그림자", "_t")
+t("Gain control over death, eventually turning into a lich.", "죽음에 대한 통제력을 얻고 최종적으로는 리치로 변신합니다.", "_t")
+t("necrosis", "사령술", "_t")
+t("Use the rotting cold doom of the tomb to fell your foes.", "묘지의 차갑고 부패한 힘을 사용해 적을 쓰러뜨립니다.", "_t")
+t("grave", "묘지", "_t")
+t("Crush the souls of your foes to improve yourself.", "적의 영혼을 짓뭉개고 스스로를 강화합니다.", "_t")
+t("animus", "증오", "_t")
+t("Infuse arcane forces into your shield.", "방패에 비전의 힘을 주입합니다.", "_t")
+t("eldritch shield", "엘드리치 방패", "_t")
+t("Summon stony spikes imbued with various powers.", "다양한 힘이 주입된 암석 기둥을 소환합니다.", "_t")
+t("eldritch stone", "엘드리치 암석", "_t")
+t("Harness the power of the world to turn into a Deeprock Form.", "세상의 힘을 통제해 기반암 형태로 변신합니다.", "_t")
+t("deeprock", "기반암", "_t")
+t("spell", "주문", "talent category")
+t("Necrotic Minion", "사령의 하수인", "_t")
+t("#{bold}#%s decays into a pile of ash!#{normal}#", "#{bold}#%s 썩어 문드러졌습니다!#{normal}#", "logSeen", nil, {"가"})
+t("A soul returns to %s.", "영혼이 %s에 돌아갑니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/staff-combat.lua"
+
+t("%s resists the stunning blow!", "%s 기절의 일격에 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/stone-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/stone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/storm.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/temporal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/war-alchemy.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/water.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/spells/wildfire.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/2h-assault.lua"
+
+t("Stunning Blow", "기절의 일격", "talent name")
+t("%s resists the stunning blow!", "%s 기절의 일격에 저항합니다!", "logSeen", nil, {"가"})
+t([[Hit the target twice with your two-handed weapon, doing %d%% damage. Each hit will try to stun the target for %d turns.
+		The stun chance increases with your Physical Power.]], [[양손 무기로 대상을 공격해 %d%% 피해를 줍니다. 매 공격마다 일정 확률로 대상을 %d턴 기절시킵니다.
+		기절 확률은 물리력의 영향을 받아 증가합니다.]], "tformat")
+t("Fearless Cleave", "대담한 가로베기", "talent name")
+t("You must be able to move to use this talent.", "이 기술을 사용하려면 이동할 수 있어야 합니다.", "logPlayer")
+t("Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for %d%% weapon damage.", "적을 항해 한 걸음 이동하면서 가속도를 이용해 주변의 인접한 모든 대상을 가로베고 %d%% 무기 피해를 줍니다.", "tformat")
+t("Death Dance", "죽음의 무도", "talent name")
+t("You cannot use Death Dance without a two-handed weapon!", "양손 무기가 없으면 죽음의 무도를 사용할 수 없습니다!", "logPlayer")
+t([[Spin around, extending your weapon in radius %d and damaging all targets around you for %d%% weapon damage.
+		At level 3 all damage done will also make the targets bleed for an additional %d%% damage over 5 turns]], [[회전하며 반경 %d칸에 무기를 뻗어 주변의 모든 대상에게 %d%% 무기 피해를 줍니다.
+		레벨 3에 모든 피해가 대상에게 출혈을 유발해 5턴 동안 %d%% 추가 피해를 줍니다]], "tformat")
+t("Execution", "처형", "talent name")
+t("You require a two handed weapon to use this talent.", "이 기술을 사용하려면 양손 무기가 필요합니다.", "logPlayer")
+t([[Takes advantage of a wounded foe to perform a killing strike.  This attack is an automatic critical hit that does %0.1f%% extra weapon damage for each %% of life the target is below maximum.
+		(A victim with 30%% remaining life (70%% damaged) would take %0.1f%% weapon damage.)
+		If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.]], [[상처입은 적을 노려 치명적인 일격을 날립니다. 이 공격은 대상의 최대 생명력에서 감소한 %% 생명력마다 %0.1f%% 추가 무기 피해를 주는 자동 치명타입니다.
+		(생명력이 30%% 남은 대상(70%% 피해)은 %0.1f%% 무기 피해를 받습니다.)
+		만약 이 공격으로 적이 죽으면 두 가지 기술의 쿨다운이 2턴 감소하고 처형의 쿨다운이 초기화됩니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/2hweapon.lua"
+
+t("Death Dance", "죽음의 무도", "talent name")
+t("You cannot use Death Dance without a two-handed weapon!", "양손 무기가 없으면 죽음의 무도를 사용할 수 없습니다!", "logPlayer")
+t("Berserker", "광전사", "talent name")
+t("You cannot use Berserker without a two-handed weapon!", "양손 무기가 없으면 광전사를 사용할 수 없습니다!", "logPlayer")
+t([[You enter an aggressive battle stance, increasing Accuracy by %d and Physical Power by %d, at the cost of -10 Defense and -10 Armour.
+		While berserking, you are nearly unstoppable, granting you %d%% stun and pinning resistance.
+		The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength.]], [[공격적인 전투 자세를 취하여 회피와 방어가 -10 감소하는 대신 명중률이 %d, 물리력이 %d 증가합니다.
+		광전사 상태에서는 무엇으로도 저지할 수 없습니다. 기절과 속박 저항을 %d%% 얻습니다.
+		명중률은 민첩의 영향을 받아 증가하고 물리력은 힘의 영향을 받아 증가합니다.]], "tformat")
+t("Warshout", "전투함성", "talent name")
+t("@Source@ uses Warshout.", "@Source@ 전투함성을 사용합니다.", "_t", nil, {"가"})
+t("@Source@ uses Warsqueak.", "@Source@ 전투함성을 사용합니다.", "_t", nil, {"가"})
+t("You cannot use Warshout without a two-handed weapon!", "양손 무기 없이는 전투함성을 사용할 수 없습니다!", "logPlayer")
+t("Shout your warcry in a frontal cone of radius %d. Any targets caught inside will be confused (power %d%%) for %d turns.", "전방의 원뿔 범위 %d칸에 전투함성을 외칩니다. 범위 내의 대상은 %d턴 동안 혼란 상태(위력 %d%%)에 빠집니다.", "tformat", {1,3,2})
+t("Death Blow", "죽음의 일격", "talent name")
+t("You cannot use Death Blow without a two-handed weapon!", "양손 무기 없이는 죽음의 일격을 사용할 수 없습니다!", "logPlayer")
+t("%s feels the pain of the death blow!", "%s 죽음의 일격으로 고통을 느끼고 있습니다!", "logSeen", nil, {"가"})
+t("%s resists the death blow!", "%s 죽음의 일격에 저항합니다!", "logSeen", nil, {"가"})
+t([[Tries to perform a killing blow, doing %d%% weapon damage and dealing an automatic critical hit. If the target ends up with low enough life (<20%%), it might be instantly killed.
+		At level 4, it drains half your remaining stamina, and uses it to increase the blow damage by 100%% of it.
+		The chance to instantly kill will increase with your Physical Power.]], [[죽음의 일격으로 %d%% 무기 피해와 자동 치명타를 가합니다. 대상의 생명력이 충분히 낮아졌다면(<20%%), 즉시 처치합니다.
+		레벨 4에서 남은 체력의 절반을 쏟아부어 일격의 피해량이 100%% 증가합니다.
+		즉사 확률은 물리력의 영향을 받아 증가합니다.]], "tformat")
+t("Stunning Blow", "기절의 일격", "talent name")
+t("You cannot use Stunning Blow without a two-handed weapon!", "양손 무기 없이는 기절의 일격을 사용할 수 없습니다!", "logPlayer")
+t("%s resists the stunning blow!", "%s 기절의 일격에 저항합니다!", "logSeen", nil, {"가"})
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target is stunned for %d turns.
+		The stun chance increases with your Physical Power.]], [[무기로 대상을 공격해 %d%% 피해를 줍니다. 공격이 적중하면 대상은 %d턴 동안 기절합니다.
+		기절 확률은 물리력의 영향을 받아 증가합니다.]], "tformat")
+t("Sunder Armour", "방어구 부수기", "talent name")
+t("You cannot use Sunder Armour without a two-handed weapon!", "양손 무기 없이는 방어구 부수기를 사용할 수 없습니다!!", "logPlayer")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's armour and saves are reduced by %d for %d turns.
+		Also if the target is protected by a temporary damage shield there is %d%% chance to shatter it.
+		Armor reduction chance increases with your Physical Power.]], [[무기로 대상을 공격해 %d%% 피해를 줍니다. 공격이 적중하면 대상의 방어와 모든 내성이 %d턴 동안 %d 감소합니다.
+		또한 대상이 일시적인 피해 보호막에 의해 보호받고 있다면, %d%% 확률로 분쇄합니다.
+		방어도 감소 확률은 물리력의 영향을 받아 증가합니다.]], "tformat", {1,3,2,4})
+t("Sunder Arms", "무기 부수기", "talent name")
+t("You cannot use Sunder Arms without a two-handed weapon!", "양손 무기 없이는 무기 부수기를 사용할 수 없습니다!", "logPlayer")
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's Accuracy is reduced by %d for %d turns.
+		Accuracy reduction chance increases with your Physical Power.]], [[무기로 대상을 공격해 %d%% 피해를 줍니다. 공격이 적중하면 대상의 명중률이 %d턴 동안 %d 감소합니다.
+		명중률 감소 확률은 물리력의 영향을 받아 증가합니다.]], "tformat", {1,3,2,4})
+t("Blood Frenzy", "피의 광란", "talent name")
+t("You require a two handed weapon to use this talent.", "이 기술을 사용하려면 양손 무기가 필요합니다.", "logPlayer")
+t("You cannot use Blood Frenzy without a two-handed weapon!", "양손 무기 없이는 피의 광란을 사용할 수 없습니다!", "logPlayer")
+t([[Enter a blood frenzy, draining stamina quickly (-2 stamina/turn). Each time you kill a foe while in the blood frenzy, you gain a cumulative bonus to Physical Power of %d.
+		Each turn, this bonus decreases by 2.]], [[피의 광란 상태에 돌입해 빠르게 체력이 감소합니다(-2 체력/턴). 피의 광란 상태에서 적을 죽일 때마다 물리력이 %d 증가합니다.
+		턴마다 보너스가 2 감소합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/acrobatics.lua"
+
+t("Vault", "뛰어넘기", "talent name")
+t("You cannot land in that space.", "해당 장소엔 착지할 수 없습니다.", "logPlayer")
+t("You must vault over someone adjacent to you.", "인접한 누군가를 뛰어넘어야 합니다.", "logPlayer")
+t("#Source# #YELLOW#vaults#LAST# over #target#!", "#Source1# #target3# #YELLOW#뛰어넘었습니다#LAST#!", "logCombat")
+t([[Use an adjacent friend or foe as a springboard, vaulting over them to another tile within range.
+		This maneuver grants you a burst of speed from your momentum, allowing you run %d%% faster (movement speed bonus) in the same direction you vaulted for 3 turns.
+		The increased speed ends if you change directions or stop moving.
+		]], [[인접한 아군이나 적을 발판으로 이용해 범위 내의 다른 타일로 뛰어넘습니다.
+		이 움직임으로 가속도를 받아 엄청난 속도를 내며 3턴 동안 도약한 방향으로 %d%% 더 빠르게 달릴 수 있습니다(이동 속도 보너스).
+		만약 방향을 바꾸거나 움직임을 멈추면 증가된 속도 효과는 사라질 것입니다.
+		]], "tformat")
+t("Tumble", "공중제비", "talent name")
+t("@Source@ tumbles to a better position!", "@Source@ 더 나은 위치로 공중제비했습니다!", "_t", nil, {"가"})
+t("You cannot move!", "움직일 수 없습니다!", "logPlayer")
+t("You cannot tumble to that space.", "해당 위치로는 공중제비할 수 없습니다.", "logPlayer")
+t([[Move to a spot within range, bounding around, over, or through any enemies in the way.
+		This maneuver can surprise your foes and improves your tactical position, improving your physical critical chance by %d%% for 1 turn.]], [[사거리 내의 장소로 공중제비하고 경로에 있는 적들을 통과해 이동합니다.
+		이 행동으로 적을 기습하고 전술적 위치를 확보해 1턴 동안 물리 치명타 확률이 %d%% 증가합니다.]], "tformat")
+t("Trained Reactions", "훈련된 반사신경", "talent name")
+t([[While this talent is sustained, you anticipate deadly attacks against you.
+		Any time you would lose more than %d%% of your maximum life in a single hit, you instead duck out of the way and assume a defensive posture.
+		This reduces the triggering damage and all further damage in the same turn by %d%%.
+		You need %0.1f Stamina and an adjacent open tile to perform this feat (though it does not cause you to move).]], [[이 기술을 사용 중일 때, 자신을 향한 치명적인 공격을 예측합니다.
+		한 번의 공격으로 최대 생명력의 %d%% 이상을 잃을 때마다 회피하고 방어 자세를 취합니다.
+		방어 자세를 발동시킨 공격과 같은 턴에 받은 모든 피해가 %d%% 감소합니다.
+		이 능력을 사용하기 위해선 %0.1f 체력과 인접한 열린 타일이 있어야 합니다. (하지만 이동하지는 않습니다.)]], "tformat")
+t("Superb Agility", "우월한 재주", "talent name")
+t([[You gain greater facility with your acrobatic moves, lowering the cooldowns of Vault, Tumble, and Trained Reactions by %d, and their stamina costs by %0.1f.
+		At Rank 3 you also gain 10%% global speed for 1 turn after Trained Reactions activates. At rank 5 this speed bonus improves to 20%% and lasts for 2 turns.]], [[곡예 행동으로 인한 능력이 크게 증가하여 뛰어넘기, 공중제비, 훈련된 반사신경의 재사용 대기시간이 %d, 체력 소모량이 %0.1f 감소합니다.
+		레벨 3에서 훈련된 반사신경 이후 1턴 동안 전체 속도가 10%% 증가합니다. 레벨 5에서 이 속도 보너스가 20%%로 증가하고 2턴 동안 유지됩니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/agility.lua"
+
+t("Agile Defense", "민첩한 방어", "talent name")
+t("%s(%d deflected)#LAST#", "%s(%d êµ´ì ˆ)#LAST#", "tformat")
+t([[You are trained in an agile, mobile fighting technique combining sling and shield. This allows shields to be equipped, using Dexterity instead of Strength as a requirement.
+While you have a shield equip and your Block talent is not on cooldown, you have a %d%% chance to deflect any incoming damage, reducing it by 50%% of your shield’s block value.]], [[민첩 훈련을 통해 투석구와 방패를 함께 사용하는 기동력 있는 전투 기술을 익혔습니다. 이를 통해 힘 대신 민첩을 필요조건으로 사용해 방패를 장비할 수 있습니다.
+방패를 장비 중이고 방어 기술이 재사용 대기시간이 아닐 때, %d%% 확률로 받는 공격을 굴절시켜 방패 방어 수치의 50%%만큼 피해가 감소합니다.]], "tformat")
+t("Vault", "뛰어넘기", "talent name")
+t("You require a shield to use this talent.", "이 기술을 사용하려면 방패가 필요합니다.", "logPlayer")
+t("%s resists the daze!", "%s 혼절에 저항했습니다!", "logSeen", nil, {"가"})
+t([[Leap onto an adjacent target with your shield, striking them for %d%% damage and dazing them for 2 turns, then using them as a springboard to leap to a tile within range %d.
+The shield bash will use Dexterity instead of Strength for the shield's bonus damage.
+At talent level 5, you will immediately enter a blocking stance on landing.]], [[인접한 대상을 뛰어넘으며 방패로 공격해 %d%% 피해를 주고 2턴 동안 혼절시킵니다. 그리고 대상을 발판으로 사용해 %d칸 안에 있는 타일로 이동합니다.
+방패 강타는 힘 대신 민첩을 사용해 방패의 보너스 피해를 적용합니다.
+레벨 5에서 착지 이후 즉시 방어 자세로 진입합니다.]], "tformat")
+t("Bull Shot", "돌진 사격", "talent name")
+t("You are too close to build up momentum!", "거리가 너무 가까워 가속도를 얻을 수 없습니다!", "logPlayer")
+t([[You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
+		The shot does %d%% weapon damage and knocks back your target by %d.
+		The cooldown of this talent is reduced by 1 each time you move.
+		This requires a sling to use.]], [[적을 향해 돌진하며 사격을 준비합니다. 적에게 접근하면 엄청난 힘이 담긴 사격을 합니다.
+		사격은 %d%% 무기 피해를 주고 대상을 %d칸 밀어냅니다.
+		이 기술의 재사용 대기시간은 이동할 때마다 1씩 감소합니다.
+		이 기술을 사용하려면 투석구가 필요합니다.]], "tformat")
+t("Rapid Shot", "속사", "talent name")
+t("You cannot use Rapid Fire without a bow or sling!", "활이나 투석구가 없으면 속사를 사용할 수 없습니다!", "logPlayer")
+t([[Enter a fluid, mobile shooting stance that excels at close combat. Your ranged attack speed is increased by %d%% and each time you shoot you gain %d%% increased movement speed for 2 turns.
+Ranged attacks against targets will also grant you up to %d%% of a turn. This is 100%% effective against targets within 3 tiles, and decreases by 20%% for each tile beyond that (to 0%% at 8 tiles). This cannot occur more than once per turn.
+Requires a sling to use.]], [[근거리 전투에 능한 유연하고 유동적인 사격 자세에 돌입합니다. 원거리 공격 속도가 %d%% 증가하고 사격할 때마다 2턴 동안 이동속도가 %d%% 증가합니다.
+대상을 향한 원거리 공격은 턴의 최대 %d%%를 사용합니다. 3타일 이내의 대상에겐 100%% 효과적이고 한 칸씩 멀어질 때마다 효과가 20%% 감소해 8타일 거리에서 0%%가 됩니다. 한 턴에 두 번 이상 발동하지 않습니다.
+사용하려면 투석구가 필요합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/archery.lua"
+
+t("Shoot", "사격", "talent name")
+t("@Source@ shoots!", "@Source1@ 사격합니다!", "_t")
+t("Shoot your bow, sling or other missile launcher!", "활, 투석구 혹은 기타 투사체 발사기로 사격합니다!", "tformat")
+t("Steady Shot", "안정된 사격", "talent name")
+t([[Fire a steady shot, doing %d%% damage with a %d%% chance to mark the target.
+If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).]], [[안정된 사격으로 %d%% 피해를 주고 %d%% 확률로 대상에 표적을 남깁니다.
+만약 안정된 사격이 재사용 대기시간이 아니라면 이 기술은 자동으로 일반 공격을 대체하고 재사용 대기시간을 발동합니다.]], "tformat")
+t("Pin Down", "속박 사격", "talent name")
+t([[You fire a shot for %d%% damage that attempts to pin your target to the ground for %d turns, as well as giving your next Steady Shot or Shoot 100%% increased chance to critically hit and mark (regardless of whether the pin succeeds).
+		This shot has a 20%% chance to mark the target.
+		The chance to pin increases with your Accuracy.]], [[사격으로 %d%% 피해를 주고 일정 확률로 대상을 %d턴 동안 속박합니다. 다음 안정된 사격이나 사격의 치명타 공격 확률과 표적을 남길 확률이 100%% 증가합니다. (속박 성공 여부와는 상관 없습니다.)
+		이 사격은 20%% 확률로 대상에 표적을 남깁니다.
+		속박 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Fragmentation Shot", "파편 사격", "talent name")
+t([[Fires a shot that explodes into a radius %d ball of razor sharp fragments on impact, dealing %d%% weapon damage and leaving targets crippled for %d turns, reducing their attack, spell and mind speed by %d%%.
+		Each target struck has a %d%% chance to be marked.
+		The status chance increases with your Accuracy.]], [[원형 %d칸 범위 안에 폭발하는 날카로운 파편을 발사합니다. 폭발하면 %d%% 무기 피해를 주고 %d턴 동안 대상을 불구로 만들어 대상의 공격, 주문, 정신 속도가 %d%% 감소합니다.
+		적중한 모든 대상에게 %d%% 확률로 표적을 남깁니다.
+		상태 이상 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Scatter Shot", "산탄 사격", "talent name")
+t("%s resists the scattershot!", "%s 산탄 사격에 저항했습니다!", "logSeen", nil, {"가"})
+t([[Fires a wave of projectiles in a radius %d cone, dealing %d%% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for %d turns.
+		Each target struck has a %d%% chance to be marked.
+		The chance to knockback and stun increases with your Accuracy.]], [[원뿔형 %d칸 범위 안에 다수의 투사체를 발사해 %d%% 무기 피해를 줍니다. 공격에 적중된 모든 대상은 최대 범위 밖으로 밀려나고 %d턴 동안 기절합니다.
+		적중한 모든 대상에게 %d%% 확률로 표적을 남깁니다.
+		밀어내기와 기절 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Headshot", "헤드샷", "talent name")
+t([[Fire a precise shot dealing %d%% weapon damage, with 100 increased accuracy. This shot will bypass other enemies between you and your target.
+Only usable against marked targets, and consumes the mark on hit.]], [[정확한 사격으로 정확도가 100 증가하고 %d%% 무기 피해를 줍니다. 사격은 사용자와 대상 사이에 있는 모든 다른 적들을 우회합니다.
+표적이 찍힌 대상을 상대로만 사용할 수 있고 적중하면 표적을 소모합니다.]], "tformat")
+t("Volley", "일제 사격", "talent name")
+t([[You fire countless shots into the sky to rain down around your target, inflicting %d%% weapon damage to all within radius %d.
+If the primary target is marked, you consume the mark to fire a second volley of arrows for %d%% damage at no ammo cost.]], [[하늘에 셀 수 없이 많은 사격을 해 대상 주변으로 화살비를 내리고 %d칸 안에 있는 모든 대상에게 %d%% 무기 피해를 줍니다.
+만약 주요 대상이 표적에 찍힌 상태라면 표적을 소모해 화살을 사용하지 않고 두 번째 일제 사격으로 %d%% 피해를 줍니다.]], "tformat", {2,1,3})
+t("Called Shots", "침묵 사격", "talent name")
+t("%s resists the silence!", "%s 침묵에 저항합니다!", "logSeen", nil, {"가"})
+t("%s resists the disarm!", "%s 무장해제에 저항합니다!", "logSeen", nil, {"가"})
+t("%s resists the slow!", "%s 감속에 저항합니다!", "logSeen", nil, {"가"})
+t([[You fire a disabling shot at a target's throat (or equivalent), dealing %d%% weapon damage and silencing them for %d turns.
+If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing %d%% damage, reducing their movement speed by 50%% and disarming them for the duration.
+The status chance increases with your Accuracy.]], [[대상의 입이나 비슷한 기관을 막는 사격으로 %d%% 무기 피해를 주고 %d턴 동안 침묵을 겁니다.
+만약 대상이 표적에 찍힌 상태라면 표적을 소모하여 대상의 팔과 다리 혹은 부속기관을 노리는 두 번째 사격을 발사하고 %d%% 피해를 줍니다. 동시에 대상의 이동 속도가 50%% 감소하고 무장해제됩니다.
+상태이상 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Bullseye", "정조준", "talent name")
+t("Each time you consume a mark, you gain %d%% increased attack speed for 2 turns and the cooldown of %d random techniques are reduced by %d turns.", "표적을 소모할 때마다 2턴 동안 공격 속도가 %d%% 증가하고 무작위 기술 %d개의 재사용 대기시간이 %d턴 감소합니다.", "tformat")
+t("Relaxed Shot", "여유로운 사격", "talent name")
+t([[You fire a shot without putting much strength into it, doing %d%% damage.
+		That brief moment of relief allows you to regain %d stamina.]], [[많은 힘을 싣지 않고 사격해 %d%% 피해를 줍니다.
+		짧은 순간의 안도로 %d 체력을 회복합니다.]], "tformat")
+t("Crippling Shot", "무력화 사격", "talent name")
+t([[You fire a crippling shot, doing %d%% damage and reducing your target's speed by %d%% for 7 turns.
+		The status power and status hit chance improve with your Accuracy.]], [[무력화 사격으로 %d%% 피해를 주고 대상의 속도가 7턴 동안 %d%% 감소합니다.
+		상태이상의 위력과 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Pinning Shot", "속박 사격", "talent name")
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+t([[You fire a pinning shot, doing %d%% damage and pinning your target to the ground for %d turns.
+		The pinning chance increases with your Dexterity.]], [[속박 사격으로 %d%% 피해를 주고 %d턴 동안 대상을 속박합니다.
+		속박 확률은 민첩의 영향을 받아 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/assassination.lua"
+
+t("Coup de Grace", "최후의 일격", "talent name")
+t("You require two weapons to use this talent.", "이 기술을 사용하기 위해서는 쌍수 무기를 장비해야 합니다.", "logPlayer")
+t("You cannot use Coup de Grace without dual wielding!", "쌍수 무기를 장비하지 않으면 최후의 일격을 사용할 수 없습니다!", "logPlayer")
+t("#Source# delivers a Coup de Grace against #Target#!", "#Source1# #Target#에게 최후의 일격을 날립니다. #Target#!", "logCombat")
+t("%s resists the Coup de Grace!", "%s 최후의 일격에 저항합니다!", "logSeen", nil, {"는"})
+t("#GREY#%s slips into shadow.", "#GREY#%s 그림자 속으로 사라집니다.", "logSeen", nil, {"는"})
+t([[Attempt to finish off a wounded enemy, striking them with both weapons for %d%% increased by 50%% if their life is below 30%%.  A target brought below 20%% of its maximum life must make a physical save against your Accuracy or be instantly slain.
+		You may take advantage of finishing your foe this way to activate stealth (if known).]], [[부상을 입은 적을 끝장내려는 시도를 합니다. 양 손에 든 무기로 %d%% 의 피해를 줍니다. 대상의 생명력이 30%% 미만일 경우, 피해량이 50%% 증가합니다. 대상의 생명력이 최대 생명력의 20%% 미만일 경우, 정확도에 따른 즉사 공격을 시도하며, 대상이 물리 내성으로 저항하지 못하면 즉사합니다.
+		(은신을 배운 경우에만) 이 기술로 적을 마무리하면 자동으로 은신을 시전합니다.]], "tformat")
+t("Terrorize", "공포", "talent name")
+t([[When you exit stealth, you reveal yourself dramatically, intimidating foes around you. 
+		All foes within radius %d that witness you leaving stealth will be stricken with terror, which randomly inflicts stun, slow (40%% power), or confusion (50%% power) for %d turns.
+		The chance to terrorize improves with your combat accuracy.]], [[은신이 해제될 때, 극적으로 등장하여 주위의 적을 위협합니다. 
+		반경 %d 칸 내의 적은 당신의 등장을 알아채고 겁에 질려 무작위로 기절, 느려짐 (40%% 위력), 혼란(50%% 위력)을 %d동안 유발합니다. 
+		정확도가 높을수록 공포에 빠질 확률이 높아집니다.]], "tformat")
+t("Garrote", "교살", "talent name")
+t("#Target# avoids a garrote from #Source#!", "#Target1# #Source#의 교살을 회피했습니다!", "logCombat")
+t([[When attacking from stealth, you slip a garrote over the target’s neck (or other vulnerable part).  This strangles for %d turns and silences for %d turns.  Strangled targets are pinned and suffer an automatic unarmed attack for %d%% damage each turn. 
+		Your chance to apply the garrote increases with your Accuracy and you must stay adjacent to your target to maintain it.
+		This talent has a cooldown.]], [[은신한 상태에서 공격 시, 대상의 목(또는 다른 취약한 부위)을 조릅니다. 목 조르기는 %d턴 동안 유지되며 대상을 %d턴 동안 침묵시킵니다. 목이 졸린 대상은 속박되며 매 턴 %d%%의 맨손 피해를 입습니다. 
+		교살이 성공할 확률은 정확도에 비례하며, 교살이 발동하는 동안 대상으로부터 떨어지면 해제됩니다.
+		이 기술은 재사용 대기 시간이 존재합니다.]], "tformat")
+t("Marked for Death", "죽음의 표식", "talent name")
+t([[You mark a target for death for 4 turns, causing them to take %d%% increased damage from all sources. When this effect ends they will immediately take physical damage equal to %0.2f plus %d%% of all damage taken while marked.
+		If a target dies while marked, the cooldown of this ability is reset and the cost refunded.
+		This ability can be used without breaking stealth.
+		The base damage dealt will increase with your Dexterity.]], [[4턴 동안 대상에게 죽음의 표식을 부여하여 받는 피해량을 %d%% 증가시킵니다. 표식의 지속 시간이 끝날때 대상은 표식의 지속 시간동안 받은 피해의 %0.2f + %d%% 만큼 추가적인 물리 피해를 입습니다.
+		죽음의 표식이 남은 상태로 대상이 사망하면 이 스킬의 재사용 대기 시간이 초기화되며, 사용된 자원이 반환됩니다.
+		이 기술은 은신 상태를 해제하지 않습니다.
+		민첩에 기반하여 기본 피해량이 증가합니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/battle-tactics.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/bloodthirst.lua"
+
+t("Mortal Terror", "극심한 공포", "talent name")
+t("%s resists the terror!", "%s 공포에 저항합니다!", "logSeen", nil, {"는"})
+t([[Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than %d%% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
+		Your critical strike chance also increase by %d%%.
+		The daze chance increase with your Physical Power.]], [[강력한 공격이 적에게 엄청난 공포를 안겨줍니다. 근접 공격으로 대상의 최대 생명력의 %d%%가 넘는 피해를 주면 대상은 극심한 공포에 빠지 5턴 동안 혼절합니다.
+		치명타 확률이 %d%% 증가합니다.
+		혼절 확률은 물리력의 영향을 받아 증가합니다.]], "tformat")
+t("Bloodbath", "유혈사태", "talent name")
+t([[Delight in spilling the blood of your foes.  After scoring a critical hit, your maximum hit points will be increased by %d%%, your life regeneration by %0.2f per turn, and your stamina regeneration by %0.2f per turn for %d turns.
+		The life and stamina regeneration will stack up to five times, for a maximum of %0.2f and %0.2f each turn, respectively.]], [[상대가 흘린 피에 희열을 느낍니다. 치명타를 가하면 최대 생명력이 %d%% 증가하고 턴 당 생명력 재생이 %0.2f / 체력 재생이 %0.2f 증가합니다. 효과는 %d턴 동안 유지됩니다.
+		생명력과 체력 재생 효과는 최대 5회까지 중첩되며, 턴 당 생명력 재생은 %0.2f, 체력 재생은 %0.2f 까지 증가합니다.]], "tformat")
+t("Bloody Butcher", "피의 도살자", "talent name")
+t([[You delight in the inflicting of wounds, providing %d physical power.
+		In addition when you make a creature bleed its physical damage resistance is reduced by %d%% (but never below 0%%).
+		Physical power depends on your Strength stat.]], [[적에게 상처를 내며 희열을 느끼고 물리력이 %d 증가합니다.
+		적이 출혈 상태에 걸릴 경우 적의 물리 피해 저항력이 %d%% 감소합니다, (단, 저항력은 0%% 밑으로 내려가지 않습니다)
+		물리력은 힘 능력치의 영향을 받아 증가합니다.]], "tformat")
+t("Unstoppable", "저지불가", "talent name")
+t([[You enter a battle frenzy for %d turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
+		At the end of the frenzy, you regain %d%% of your health per foe slain during the frenzy.
+		While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death.]], [[%d턴 동안 전투 광란 상태에 돌입합니다. 상태가 지속되는 동안 아이템을 사용할 수 없고 치유 효과도 적용되지 않지만, 생명력이 1 밑으로 떨어지지 않습니다.
+		전투 광란 상태가 끝나면 광란 상태에서 처치한 적 하나당 생명력을 %d%% 회복합니다.
+		저지불가를 활성화한 동안 죽음에 대한 흥분을 잃기 때문에 광전사의 분노 치명타 보너스는 적용되지 않습니다.]], "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/bow.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/buckler-training.lua"
+
+t("Buckler Expertise", "방패 전문가", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/combat-techniques.lua"
+
+t("Rush", "돌진", "talent name")
+t("@Source@ rushes out!", "@Source@ 돌진합니다!", "_t", nil, {"가"})
+t("You can only rush to a creature.", "오직 다른 대상에게만 돌진할 수 있습니다.", "logPlayer")
+t("You are too close to build up momentum!", "거리가 너무 가까워 가속도를 얻을 수 없습니다!", "logPlayer")
+t([[Rush toward a target enemy with incredible speed and perform a melee attack for 120%% weapon damage that can daze the target for 3 turns if it hits.
+		You must rush from at least 2 tiles away.]], [[놀라운 속도로 대상에게 돌진해 120%% 무기 피해를 주고 적중하면 3턴 동안 대상을 혼절시킵니다.
+		적어도 2타일 이상 떨어져 있어야 합니다.]], "tformat")
+t("Precise Strikes", "정밀한 일격", "talent name")
+t([[You focus your strikes, reducing your attack speed by %d%% and increasing your Accuracy by %d and critical chance by %d%%.
+		The effects will increase with your Dexterity.]], [[공격에 집중해 공격 속도가 %d%% 감소, 정확도가 %d 증가, 치명타율이 %d%% 증가합니다.
+		효과는 민첩의 영향을 받아 증가합니다.]], "tformat")
+t("Perfect Strike", "완벽한 일격", "talent name")
+t("You have learned to focus your blows to hit your target, granting +%d accuracy and allowing you to attack creatures you cannot see without penalty for the next %d turns.", "대상을 공격하는 순간 집중하는 법을 깨우쳤습니다. 정확도가 +%d 증가하며 %d턴 동안 보이지 않는 대상을 페널티 없이 공격할 수 있습니다.", "tformat")
+t("Blinding Speed", "눈부신 속도", "talent name")
+t("Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by %d%% for 5 turns.", "철저한 훈련을 통해 일시적으로 집중력을 끌어올리는 법을 익혔습니다. 5턴 동안 속도가 %d%% 증가합니다.", "tformat")
+t("Quick Recovery", "빠른 회복", "talent name")
+t("Your combat focus allows you to regenerate stamina faster (+%0.1f stamina/turn).", "전투 집중을 통해 더 빠르게 체력을 재생할 수 있습니다(+%0.1f 체력/턴).", "tformat")
+t("Fast Metabolism", "빠른 신진대사", "talent name")
+t("Your combat focus allows you to regenerate life faster (+%0.1f life/turn).", "전투 집중을 통해 더 빠르게 생명력을 재생할 수 있습니다(+%0.1f 생명력/턴).", "tformat")
+t("Spell Shield", "주문 방어", "talent name")
+t("Rigorous training allows you to be more resistant to some spell effects (+%d spell save).", "철저한 훈련을 통해 일부 주문 효과에 대한 저항력이 증가합니다(주문 내성 +%d).", "tformat")
+t("Unending Frenzy", "끝나지 않는 광란", "talent name")
+t("You revel in the death of your foes, regaining %0.1f stamina with each death you cause.", "적의 죽음에 고무되어 상대를 죽일 때마다 체력이 %0.1f 회복됩니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/combat-training.lua"
+
+t("Thick Skin", "두꺼운 피부", "talent name")
+t("Your skin becomes more resilient to damage. Increases resistance to all damage by %0.1f%%.", "피부가 튼튼해져 피해에 대한 저항력이 증가합니다. 모든 피해에 대한 저항력이 %0.1f%% 증가합니다.", "tformat")
+t("Heavy Armour Training", "중갑 훈련", "talent name")
+t("You cannot use your %s anymore.", "더 이상 %s 사용할 수 없습니다.", "logPlayer", nil, {"를"})
+t("(Note that brawlers will be unable to perform many of their talents in massive armour.)", "(격투가는 거대한 갑옷을 입고 많은 기술을 사용할 수 없다는 사실을 명심하십시오.)", "_t")
+t("(Note that wearing mail or plate armour will interfere with stealth.)", "(중갑이나 판갑을 착용하면 은신에 방해된다는 사실을 명심하십시오.)", "_t")
+t([[You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by %d, Armour hardiness by %d%%, and reduces the chance melee or ranged attacks critically hit you by %d%% with your current body armour.
+		(This talent only provides bonuses for heavy mail or massive plate armour.)
+		At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
+		At level 2, it allows you to wear shields.
+		At level 3, it allows you to wear massive plate armour.
+		%s]], [[갑옷을 사용해 공격을 흘리거나 주요 부위를 보호하는 기술을 익혔습니다. 방어력 수치가 %d 증가, 방어 효율이 %d%% 증가하고 현재 착용한 갑옷으로 적의 근거리 및 원거리 공격이 치명타로 적용될 확률이 %d%% 감소합니다.
+		(이 기술은 중갑 및 판갑에만 보너스가 적용됩니다.)
+		레벨 1에서 중갑, 전투 장갑, 투구, 전투 장화를 착용할 수 있습니다.
+		레벨 2에서 방패를 착용할 수 있습니다.
+		레벨 3에서 판금 갑옷을 착용할 수 있습니다.
+		%s]], "tformat")
+t("Light Armour Training", "경갑 훈련", "talent name")
+t([[You learn to maintain your agility and manage your combat posture while wearing light armour.  When wearing armour no heavier than leather in your main body slot, you gain %d Defense, %d%% Armour hardiness, and %d%% reduced Fatigue.
+		In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by %d for 2 turns.
+		The Defense bonus scales with your Dexterity.]], [[경갑을 착용하며 민첩함과 전투 자세를 유지하는 법을 익혔습니다. 신체에 가죽보다 무겁지 않은 갑옷을 착용할 때, 방어력이 %d, 방어 효율이 %d%% 증가하고 피로도가 %d%% 감소합니다.
+		추가로 (눈에 보이는) 적과 인접한 곳으로 이동할 때, 적과 나란히 서서 2턴 동안 총 방어력이 %d 증가합니다.
+		방어 보너스는 민첩의 영향을 받아 증가합니다.]], "tformat")
+t("Combat Accuracy", "전투 정확도", "talent name")
+t("Increases the accuracy of unarmed, melee and ranged weapons by %d.", "맨손 전투, 근접 및 원거리 무기의 정확도가 %d 증가합니다.", "tformat")
+t("Weapons Mastery", "무기 숙련", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using swords, axes or maces.", "검, 도끼, 메이스를 사용할 때, 무기 피해가 %d%%, 물리력이 30 증가합니다.", "tformat")
+t("Dagger Mastery", "단검 숙련", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using daggers.", "단검을 사용할 때, 무기 피해가 %d%%, 물리력이 30 증가합니다.", "tformat")
+t("Exotic Weapons Mastery", "이형 무기 숙련", "talent name")
+t("Increases weapon damage by %d%% and physical power by 30 when using exotic weapons.", "이형 무기를 사용할 때, 무기 피해가 %d%%, 물리력이 30 증가합니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/conditioning.lua"
+
+t("Vitality", "활력", "talent name")
+t([[You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by %d%%.  
+			Whenever your life falls below 50%%, your life regeneration increases by %0.1f for %d turns (%d total). This effect can only happen once every %d turns.
+		The regeneration scales with your Constitution.]], [[중독, 질병, 부상에서 더욱 빠르게 회복하고 이러한 모든 효과의 지속시간이 %d%% 감소합니다.  
+			생명력이 50%% 이하로 떨어질 때마다 생명력 재생이 %0.1f, %d턴 동안 증가합니다(총 %d). 이 효과는 %d턴당 한 번만 적용됩니다.
+		재생 효과는 건강의 영향을 받아 증가합니다.]], "tformat")
+t("Unflinching Resolve", "불굴의 의지", "talent name")
+t("#ORCHID#%s has recovered!#LAST#", "#ORCHID#%s 회복했습니다!#LAST#", "logSeen", nil, {"가"})
+t("Daunting Presence", "위협적인 존재감", "talent name")
+t([[Enemies are intimidated by your very presence.
+		Enemies within radius %d have their Physical Power, Mindpower, and Spellpower reduced by %d.
+		The power of the intimidation effect improves with your Physical power]], [[적들의 당신의 존재에 위협을 받습니다.
+		%d 범위 안에 있는 적들은 물리력, 정신력, 주문력이 %d 감소합니다.
+		위협 효과는 물리력의 영향을 받아 증가합니다.]], "tformat")
+t("Adrenaline Surge", "아드레날린 분출", "talent name")
+t([[You release a surge of adrenaline that increases your Physical Power by %d for %d turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
+		You may continue to use stamina based talents while at zero stamina at the cost of life.
+		The Physical Power increase will scale with your Constitution.
+		Using this talent does not take a turn.]], [[아드레날린을 분출해 물리력이 %d턴 동안 %d 증가합니다. 효과가 발휘 중일 때, 탈진의 한계를 넘어 계속 싸울 수 있습니다.
+		체력이 바닥일 때, 생명력을 사용해 계속해서 체력을 사용할 수도 있습니다.
+		물리력은 건강의 영향을 받아 증가합니다.
+		이 기술은 사용할 때 턴을 소모하지 않습니다.]], "tformat", {2,1})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/dualweapon.lua"
+
+t("Dual Weapon Training", "쌍수 무기 훈련", "talent name")
+t("Increases the damage of your off-hand weapon to %d%%.", "보조 무기의 피해가 %d%% 증가합니다.", "tformat")
+t("Dual Weapon Defense", "쌍수 방어", "talent name")
+t([[You have learned to block incoming blows with your offhand weapon.
+		When dual wielding, your defense is increased by %d.
+		Up to %0.1f times a turn, you have a %d%% chance to parry up to %d damage (based on your your offhand weapon damage) from a melee attack.
+		A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes.  Partial parries have a proportionally reduced chance to succeed.  It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar.
+		The defense and chance to parry improve with Dexterity.  The number of parries increases with Cunning.]], [[보조 무기로 공격을 막는 방법을 배웠습니다.
+		쌍수 무기를 착용 중일 때, 방어가 %d 증가합니다.
+		턴마다 %0.1f번, %d%% 확률로 근접 공격의 피해를 최대 %d 쳐냅니다(보조 무기의 피해량 기반).
+		성공적으로 공격을 쳐내면 갑옷과 동일하게(공격 계수 적용 전) 피해가 감소하고 치명적인 공격을 방지합니다. 부분적인 쳐내기는 성공 확률이 비례하여 감소합니다. 보이지 않는 적의 공격은 쳐내기 어렵고 마석으로는 쳐내기를 사용할 수 없습니다.
+		방어와 쳐내기 확률은 민첩의 영향을 받아 증가합니다. 쳐내기 횟수는 교활의 영향을 받아 증가합니다.]], "tformat")
+t("Close Combat Management", "근접 전투 통제", "talent name")
+t("You must dual wield to use this talent.", "이 기술을 사용하려면 쌍수 무기를 사용해야 합니다.", "logPlayer")
+t("You must dual wield to manage contact with your target!", "대상과의 접전을 통제하려면 쌍수 무기를 사용해야 합니다!", "logPlayer")
+t([[You have learned how to carefully manage contact between you and your opponent.
+		When striking in melee with your dual wielded weapons, you automatically avoid up to %d damage dealt to you from each of your target's on hit effects.  This improves with your Dexterity, but is not possible with mindstars.
+		In addition, while this talent is active, you redirect %d%% of the damage you avoid this way back to your target.]], [[당신과 대상 사이의 접전을 조심스럽게 통제하는 법을 배웠습니다.
+		근접해서 쌍수 무기로 공격할 때, 자동으로 대상의 적중 효과로 당신에게 가해지는 피해를 최대 %d 회피합니다. 이 효과는 민첩의 영향을 받아 증가하지만, 마석으로는 사용할 수 없습니다.
+		추가로 이 기술이 활성화 상태일 때, 회피한 피해의 %d%%를 대상에게 다시 돌려줍니다.]], "tformat")
+t("Offhand Jab", "보조 찌르기", "talent name")
+t("You must dual wield to perform an Offhand Jab!", "보조 찌르기를 사용하려면 쌍수 무기를 사용해야 합니다!", "logPlayer")
+t("%s resists the surprise strike!", "%s 기습 공격에 저항했습니다!", "logSeen", nil, {"가"})
+t([[With a quick shift of your momentum, you execute a surprise unarmed strike in place of your normal offhand attack.
+		This allows you to attack with your mainhand weapon for %d%% damage and unarmed for %d%% damage.  If the unarmed attack hits, the target is confused (%d%% power) for %d turns.
+		The chance to confuse increases with your Accuracy.]], [[탄력을 빠르게 이용해 기습적으로 일반적인 보조무기 공격 대신 맨손 공격을 합니다.
+		주무기로 공격해 %d%% 피해를 주고 맨손으로 공격해 %d%% 피해를 줍니다. 만약 맨손 공격이 적중하면, 대상은 혼란 상태에(%d%% 위력) %d턴 동안 빠지게 됩니다.
+		혼란 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Dual Strike", "이중 공격", "talent name")
+t("You cannot use Dual Strike without dual wielding!", "쌍수 무기 없이는 이중 공격을 사용할 수 없습니다!", "logPlayer")
+t("%s resists the stunning strike!", "%s 기절의 일격에 저항했습니다!", "logSeen", nil, {"가"})
+t([[Attack with your offhand weapon for %d%% damage. If the attack hits, the target is stunned for %d turns, and you hit it with your mainhand weapon doing %d%% damage.
+		The stun chance increases with your Accuracy.]], [[보조 무기로 공격해 %d%% 피해를 줍니다. 만약 공격이 적중하면 대상은 %d턴 동안 기절하고 주무기로 공격하여 %d%% 피해를 줍니다.
+		기절 확률은 정확도의 영향을 받아 증가합니다.]], "tformat")
+t("Flurry", "일진광풍", "talent name")
+t("You cannot use Flurry without dual wielding!", "쌍수 무기 없이는 일진광풍을 사용할 수 없습니다!", "logPlayer")
+t("Lashes out with a flurry of blows, hitting your target three times with each weapon for %d%% damage.", "일진광풍을 일으켜 각 무기로 세 번씩 %d%% 피해를 줍니다.", "tformat")
+t("Heartseeker", "급소 노리기", "talent name")
+t("Swiftly leap to your target and strike at their vital points with both weapons, dealing %d%% weapon damage. This attack deals %d%% increased critical strike damage.", "민첩하게 대상에게 도약해 각 무기로 대상의 치명적인 부위를 공격하고 %d%% 무기 피해를 줍니다. 이 공격은 %d%% 증가한 치명타 공격 피해를 줍니다.", "tformat")
+t("Whirlwind", "선풍", "talent name")
+t("You require two weapons to use this talent.", "이 기술을 사용하기 위해서는 쌍수 무기를 장비해야 합니다.", "logPlayer")
+t("The target location must be within range and within view.", "대상이 범위 및 시야 내에 있어야 합니다.", "logPlayer")
+t("There is no open space in which to land near there.", "근처에 이동할 수 있는 열린 공간이 없습니다.", "logPlayer")
+t("%s becomes a whirlwind of weapons!", "%s 무기의 선풍을 일으켰습니다!", "logSeen", nil, {"가"})
+t("You quickly move up to %d tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way.  During your movement, you attack all foes within one grid of your path with both weapons for %d%% weapon damage, causing those struck to bleed for 50%% of the damage dealt over 5 turns.", "신속하게 최대 %d타일을 이동해 시야에 들어온 대상과 인접한 장소로 이동하고 경로에 있는 모든 대상을 뛰어넘습니다. 이동 중 경로에서 한 칸 내에 있는 모든 적들을 각 무기로 공격해 %d%% 무기 피해를 주고 출혈을 일으켜 5턴 동안 50%% 만큼의 피해를 줍니다.", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/duelist.lua"
+
+t("You must be able to move to use this talent.", "이 기술을 사용하려면 이동할 수 있어야 합니다.", "logPlayer")
+t("You require two weapons to use this talent.", "이 기술을 사용하기 위해서는 쌍수 무기를 장비해야 합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/excellence.lua"
+
+t("Bull Shot", "돌진 사격", "talent name")
+t("You are too close to build up momentum!", "거리가 너무 가까워 가속도를 얻을 수 없습니다!", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/field-control.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/finishing-moves.lua"
+
+t("%s feels the pain of the death blow!", "%s 죽음의 일격으로 고통을 느끼고 있습니다!", "logSeen", nil, {"가"})
+t("%s resists the death blow!", "%s 죽음의 일격에 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/grappling.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/magical-combat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/marksmanship.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/mobility.lua"
+
+t("Tumble", "공중제비", "talent name")
+t("Trained Reactions", "훈련된 반사신경", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/munitions.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/pugilism.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/reflexes.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/skirmisher-slings.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/sling.lua"
+
+t("%s resists!", "%s 저항합니다!", "logSeen", nil, {"가"})
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/sniper.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/strength-of-the-berserker.lua"
+
+t("Warshout", "전투함성", "talent name")
+t("@Source@ uses Warshout.", "@Source@ 전투함성을 사용합니다.", "_t", nil, {"가"})
+t("@Source@ uses Warsqueak.", "@Source@ 전투함성을 사용합니다.", "_t", nil, {"가"})
+t([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target's armour and saves are reduced by %d for %d turns.
+		Also if the target is protected by a temporary damage shield there is %d%% chance to shatter it.
+		Armor reduction chance increases with your Physical Power.]], [[무기로 대상을 공격해 %d%% 피해를 줍니다. 공격이 적중하면 대상의 방어와 모든 내성이 %d턴 동안 %d 감소합니다.
+		또한 대상이 일시적인 피해 보호막에 의해 보호받고 있다면, %d%% 확률로 분쇄합니다.
+		방어도 감소 확률은 물리력의 영향을 받아 증가합니다.]], "tformat", {1,3,2,4})
+t("You require a two handed weapon to use this talent.", "이 기술을 사용하려면 양손 무기가 필요합니다.", "logPlayer")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/superiority.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/techniques.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/throwing-knives.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/thuggery.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/tireless-combatant.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/unarmed-discipline.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/unarmed-training.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/warcries.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/techniques/weaponshield.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/const.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/cun.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/dex.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/mag.lua"
+
+t("Lichform", "리치 형상", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/str.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/uber.lua"
+
+t("other", "다른", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/uber/wil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/ghoul.lua"
+
+t("Ghoul", "구울", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/lich.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/skeleton.lua"
+
+t("Skeleton", "스켈레톤", "talent name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/talents/undeads/undeads.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-archmage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-chronomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-cornac.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-dwarf.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-ghoul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-halfling.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-higher.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-infinite-dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-ogre.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-orc.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-shalore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-sunwall.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-thalore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-tutorial-combat-stats.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-tutorial.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/intro-yeek.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/message-last-hope.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/combat-stats-intro.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/done.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/levelup.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/melee.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/move.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/quests.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/ranged.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-calc/calc9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/informed1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale12.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-scale/scale9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier10.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier11.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier12.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-tier/tier9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed0.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats-timed/timed8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/mechintro.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats3.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats4.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats5.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats6.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats7.1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats7.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats8.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/stats/stats9.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/tactics1.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/tactics2.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/talents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/tutorial/terrain.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-adventurer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-afflicted_cursed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-afflicted_doomed.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-birth_transmo_chest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-birth_zigur_sacrifice.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-campaign_arena.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-campaign_infinite_dungeon.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-chronomancer_paradox_mage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-chronomancer_temporal_warden.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-corrupter_corruptor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-corrupter_reaver.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_bikini.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_class_alchemist_drolem.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_race_dwarf_female_beard.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-cosmetic_race_human_redhead.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-difficulty_insane.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-difficulty_madness.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-divine_anorithil.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-divine_sun_paladin.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_cryomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_geomancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_necromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_pyromancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-mage_tempest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-psionic_mindslayer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-psionic_solipsist.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-race_ogre.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_marauder.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_poisons.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-rogue_skirmisher.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-undead_ghoul.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-undead_skeleton.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-warrior_brawler.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_oozemancer.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_stone_warden.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_summoner.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-wilder_wyrmic.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/texts/unlock-yeek.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/floor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/magical.lua"
+
+t("stone", "암석", "effect subtype")
+t("radiance", "광휘", "effect subtype")
+t("Curse of Vulnerability", "취약의 저주", "_t")
+t("Curse of Impotence", "무기력의 저주", "_t")
+t("Curse of Defenselessness", "무방비의 저주", "_t")
+t("Curse of Death", "죽음의 저주", "_t")
+t("Providence", "섭리", "_t")
+t("Totality", "완전함", "_t")
+t("Empowered Glyphs", "문양 증강", "_t")
+t("Sunburst", "태양광 폭발", "_t")
+t("Vulnerability Poison", "취약성 독", "_t")
+t("arcane", "비전", "effect subtype")
+t("Sun's Vengeance", "태양의 복수", "_t")
+t("Suncloak", "태양 망토", "_t")
+t("Mark of Light", "빛의 징표", "_t")
+t("Righteous Strength", "정의로운 힘", "_t")
+t("sun", "태양", "effect subtype")
+t("ice", "얼음", "effect subtype")
+t("water", "물", "effect subtype")
+t("temporal", "시간", "effect subtype")
+t("earth", "대지", "effect subtype")
+t("Bathe in Light", "빛의 세례", "_t")
+t("celestial", "천공", "effect subtype")
+t("light", "ë¹›", "effect subtype")
+t("fire", "화염", "effect subtype")
+t("phantasm", "환영", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/mental.lua"
+
+t("Bloodbath", "유혈사태", "_t")
+t("fire", "화염", "effect subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/other.lua"
+
+t("Absorption Strike", "흡수의 일격", "_t")
+t("infusion", "주입", "effect subtype")
+t("Path of the Sun", "태양의 길", "_t")
+t("arcane", "비전", "effect subtype")
+t("fire", "화염", "effect subtype")
+t("temporal", "시간", "effect subtype")
+t("Unstoppable", "저지불가", "_t")
+t("combat", "빛의 전투", "effect subtype")
+t("Thunderstorm", "뇌우", "_t")
+t("Scoundrel's Strategies", "건달의 전략", "_t")
+t("Fumble", "헛발질", "_t")
+t("sun", "태양", "effect subtype")
+t("Frozen Ground", "얼어붙은 대지", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/timed_effects/physical.lua"
+
+t("Insidious Poison", "은밀한 독", "_t")
+t("Crippling Poison", "방해성 독", "_t")
+t("Numbing Poison", "마비성 독", "_t")
+t("Stoning Poison", "석화성 독", "_t")
+t("Sunder Armour", "방어구 부수기", "_t")
+t("Sunder Arms", "무기 부수기", "_t")
+t("golem", "골렘", "effect subtype")
+t("fire", "화염", "effect subtype")
+t("Expose Weakness", "약점 노출", "_t")
+t("Adrenaline Surge", "아드레날린 분출", "_t")
+t("light", "ë¹›", "effect subtype")
+t("Superb Agility", "우월한 재주", "_t")
+t("Garrote", "교살", "_t")
+t("Marked for Death", "죽음의 표식", "_t")
+t("Soothing Darkness", "위로하는 어둠", "_t")
+t("Shadow Dance", "어둠의 춤", "_t")
+t("earth", "대지", "effect subtype")
+t("Bullseye", "정조준", "_t")
+t("Leeching Poison", "흡혈성 독", "_t")
+t("Shadowstrike", "암습", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/wda/eyal.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/abashed-expanse/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ancient-elven-ruins/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ardhungol/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/grids.lua"
+
+t("wall", "ë²½", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/npcs.lua"
+
+t("halfling", "하플링", "entity subtype")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena-unlock/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/npcs.lua"
+
+t("halfling", "하플링", "entity subtype")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/arena/zone.lua"
+
+t("The Arena", "투기장", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("Necromancer", "강령술사", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/blighted-ruins/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/briagh-lair/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/grids.lua"
+
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/npcs.lua"
+
+t("shalore", "샬로레", "entity subtype")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/charred-scar/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/conclave-vault/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/crypt-kryl-feijan/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/npcs.lua"
+
+t("ice", "얼음", "entity subtype")
+t("fire", "화염", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/daikara/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/deep-bellow/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane-spell/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane-spell/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/grids.lua"
+
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/npcs.lua"
+
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/demon-plane/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell-ambush/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreadfell/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/grids.lua"
+
+t("door", "문", "entity name")
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreams/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreamscape-talent/grids.lua"
+
+t("floor", "바닥", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/dreamscape-talent/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eidolon-plane/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eidolon-plane/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/eruan/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/flooded-cave/npcs.lua"
+
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/flooded-cave/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gladium/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gladium/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/grids.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/golem-graveyard/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/grids.lua"
+
+t("floor", "바닥", "entity name")
+t("door", "문", "entity name")
+t("open door", "열린 문", "entity name")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/gorbat-pride/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/mapscripts/last.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/mapscripts/main.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/objects.lua"
+
+t("The Legend of Garkul", "가르쿨의 전설", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/grushnak-pride/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/objects.lua"
+
+t("research log of halfling mage Hompalan", "하플링 마법사 홈팔란의 연구 일지", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/halfling-ruins/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/grids.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/heart-gloom/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/grids.lua"
+
+t("next level", "다음 층", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/npcs.lua"
+
+t("shalore", "샬로레", "entity subtype")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("High Sun Paladin Aeryn", "고위 태양의 기사 아에린", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/high-peak/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/illusory-castle/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/grids.lua"
+
+t("door", "문", "entity name")
+t("open door", "열린 문", "entity name")
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+t("next level", "다음 층", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/infinite-dungeon/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/grids.lua"
+
+t("door", "문", "entity name")
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+t("open door", "열린 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("thalore", "탈로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/traps.lua"
+
+t("trap", "함정", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/keepsake-meadow/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/lake-nur/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/grids.lua"
+
+t("wall", "ë²½", "entity type")
+t("grave", "묘지", "entity name")
+t("floor", "바닥", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/last-hope-graveyard/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/grids.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/mark-spellblaze/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/grids.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/npcs.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/maze/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/murgol-lair/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/murgol-lair/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/norgos-lair/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/norgos-lair/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/grids.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("thalore", "탈로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/noxious-caldera/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/grids.lua"
+
+t("floor", "바닥", "entity type")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/npcs.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/old-forest/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/orc-breeding-pit/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/npcs.lua"
+
+t("temporal", "시간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/paradox-plane/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rak-shor-pride/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/npcs.lua"
+
+t("dwarf", "드워프", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor-escape/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/reknor/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("shalore", "샬로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/rhaloren-camp/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("human", "인간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ring-of-blood/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ritch-tunnels/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ritch-tunnels/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruined-dungeon/grids.lua"
+
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruined-dungeon/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/ruins-kor-pul/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sandworm-lair/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/scintillating-caves/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/npcs.lua"
+
+t("but nobody knew why #sex# suddenly became evil", "하지만 왜 그 #sex#이 타락했는지는 아무도 모릅니다.", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shadow-crypt/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress-caldizar/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/shertul-fortress/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/grids.lua"
+
+t("wall", "ë²½", "entity type")
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slazish-fen/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slime-tunnels/grids.lua"
+
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/slime-tunnels/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/grids.lua"
+
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/npcs.lua"
+
+t("giant", "거인", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/sludgenest/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/grids.lua"
+
+t("floor", "바닥", "entity type")
+t("exit to the worldmap", "월드맵으로의 출구", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/south-beach/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/stellar-system-shandral/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/stellar-system-shandral/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/grids.lua"
+
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("golem", "골렘", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tannen-tower/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/npcs.lua"
+
+t("Back and there again", "다시 또 그곳에", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/telmur/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tempest-peak/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tempest-peak/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temple-of-creation/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-reprieve-talent/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/grids.lua"
+
+t("Temporal Warden", "시간 감시자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("temporal", "시간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/temporal-rift/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/test/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/thieves-tunnels/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/thieves-tunnels/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/npcs.lua"
+
+t("shalore", "샬로레", "entity subtype")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/traps.lua"
+
+t("Alchemist", "연금술사", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-angolwen/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("halfling", "하플링", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-derth/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("shalore", "샬로레", "entity subtype")
+t("giant", "거인", "entity type")
+t("ogre", "오우거", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-elvala/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("High Sun Paladin Aeryn", "고위 태양의 기사 아에린", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-gates-of-morning/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-irkkk/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/grids.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/npcs.lua"
+
+t("dwarf", "드워프", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-iron-council/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("halfling", "하플링", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-last-hope/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-lumberjack-village/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-lumberjack-village/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/grids.lua"
+
+t("wall", "ë²½", "entity type")
+t("floor", "바닥", "entity type")
+t("ice", "얼음", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+t("shalore", "샬로레", "entity subtype")
+t("temporal", "시간", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-point-zero/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+t("thalore", "탈로레", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-shatur/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/npcs.lua"
+
+t("halfling", "하플링", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/town-zigur/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/grids.lua"
+
+t("wall", "ë²½", "entity type")
+t("water", "물", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/npcs.lua"
+
+t("giant", "거인", "entity type")
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/trollmire/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+t("wall", "ë²½", "entity type")
+t("sealed door", "봉인된 문", "entity name")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/npcs.lua"
+
+t("human", "인간", "entity subtype")
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial-combat-stats/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/traps.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/tutorial/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/grids.lua"
+
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unhallowed-morass/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unremarkable-cave/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/unremarkable-cave/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/grids.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon-caverns/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/grids.lua"
+
+t("floor", "바닥", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/npcs.lua"
+
+t("humanoid", "인간형", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/valley-moon/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/grids.lua"
+
+t("Temporal Warden", "시간 감시자", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/void/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-armoury/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/grids.lua"
+
+t("floor", "바닥", "entity subtype")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/npcs.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/objects.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/vor-pride/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/wilderness/grids.lua"
+
+t("ice", "얼음", "entity subtype")
+t("water", "물", "entity subtype")
+t("floor", "바닥", "entity type")
+t("wall", "ë²½", "entity type")
+
+
+------------------------------------------------
+section "game/modules/tome/data/zones/wilderness/zone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ArenaFinish.lua"
+
+t("Message Log", "메시지 로그", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/Birther.lua"
+
+t("Female", "여성", "_t")
+t("Male", "남성", "_t")
+t("Overwrite character?", "캐릭터를 덮어씌우시겠습니까?", "_t")
+t("There is already a character with this name, do you want to overwrite it?", "이미 존재하는 캐릭터 명입니다만, 덮어씌우시겠습니까?", "_t")
+t("Yes", "네", "_t")
+t("No", "아니요", "_t")
+t("Cancel", "취소", "_t")
+t("Name", "이름", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/CharacterSheet.lua"
+
+t("Name", "이름", "_t")
+t("Inventory", "소지품", "_t")
+t("Female", "여성", "_t")
+t("Male", "남성", "_t")
+t("Passive", "지속형", "_t")
+t("Sustained", "유지형", "_t")
+t("Activated", "사용형", "_t")
+t("File: %s", "파일: %s", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/CursedAuraSelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/DeathDialog.lua"
+
+t("Message Log", "메시지 로그", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/Donation.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/GameOptions.lua"
+
+t("Game Options", "게임 설정", "_t")
+t("no", "아니요", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/GraphicMode.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/LevelupDialog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/LorePopup.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/MapMenu.lua"
+
+t("Show inventory", "소지품 보기", "_t")
+t("Auto-explore", "자동 탐색", "_t")
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartyOrder.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartySelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/PartySendItem.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/QuestPopup.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/SentientWeapon.lua"
+
+t("Constitution", "체격", "_t")
+t("Cunning", "교활", "_t")
+t("Dexterity", "민첩", "_t")
+t("Magic", "마법", "_t")
+t("Strength", "힘", "_t")
+t("Willpower", "의지", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowAchievements.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowChatLog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowEquipInven.lua"
+
+t("Inventory", "소지품", "_t")
+t("No Inventory", "소지품 없음", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowEquipment.lua"
+
+t("Equipment", "장비", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowIngredients.lua"
+
+t("Quantity", "수량", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowInventory.lua"
+
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowLore.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowMap.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/ShowStore.lua"
+
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/TrapsSelect.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UberTalent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UnlockDialog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UseItemDialog.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/UseTalents.lua"
+
+t("Passive", "지속형", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AdvanceActor.lua"
+
+t("Accept", "수락", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AdvanceZones.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/AlterFaction.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/ChangeZone.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/CreateItem.lua"
+
+t("NPC Inventory", "NPC 소지품", "tformat")
+t("Cancel", "취소", "tformat")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/CreateTrap.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/DebugMain.lua"
+
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/Endgamify.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/GrantQuest.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/PlotTalent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/RandomActor.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/RandomObject.lua"
+
+t("None", "없음", "_t")
+t("Equipment", "장비", "_t")
+t("Inventory", "소지품", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/SpawnEvent.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/debug/SummonCreature.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/orders/Behavior.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/orders/Talents.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/CommonData.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/Shimmer.lua"
+
+t("Name", "이름", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerDemo.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerOther.lua"
+
+t("Name", "이름", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerOutfits.lua"
+
+t("Name", "이름", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/shimmer/ShimmerRemoveSustains.lua"
+
+t("Name", "이름", "_t")
+t("Cancel", "취소", "_t")
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyContingency.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyEmpower.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyExtension.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyMatrix.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/ChronomancyQuicken.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/dialogs/talents/MagicalCombatArcaneCombat.lua"
+
+
+
+------------------------------------------------
+section "game/modules/tome/init.lua"
+
+t("Tales of Maj'Eyal: Age of Ascendancy", "마즈'에이알의 이야기 : 주도의 시대", "init.lua long_name")
+t([[Welcome to Maj'Eyal.
+
+This is the Age of Ascendancy. After over ten thousand years of strife, pain and chaos the known world is at last at relative peace.
+The last effects of the #FF0000#Spellblaze#WHITE# have been tamed. The land slowly heals itself and the civilisations rebuild themselves after the Age of Pyre.
+
+It has been one hundred and twenty-two years since the Allied Kingdoms were established under the rule of #14fffc#Toknor#ffffff# and his wife #14fffc#Mirvenia#ffffff#.
+Together they ruled the kingdoms with fairness and brought prosperity to both Halflings and Humans.
+The King died of old age fourteen years ago, and his son #14fffc#Tolak#ffffff# is now King.
+
+The Elven kingdoms are quiet. The Shaloren Elves in their home of Elvala are trying to make the world forget about their role in the Spellblaze and are living happy lives under the leadership of #14fffc#Aranion Gayaeil#ffffff#.
+The Thaloren Elves keep to their ancient tradition of living in the woods, ruled as always by #14fffc#Nessilla Tantaelen#ffffff# the wise.
+
+The Dwarves of the Iron Throne have maintained a careful trade relationship with the Allied Kingdoms for nearly one hundred years, yet not much is known about them, not even their leader's name.
+
+While the people of Maj'Eyal know that the mages helped put an end to the terrors of the Spellblaze, they also did not forget that it was magic that started those events. As such, mages are still shunned from society, if not outright hunted down.
+Still, this is a golden age. Civilisations are healing the wounds of thousands of years of conflict, and the Humans and the Halflings have made a lasting peace.
+
+You are an adventurer, set out to discover wonders, explore old places, and venture into the unknown for wealth and glory.
+]], [[마즈'에이알에 온 것을 환영합니다.
+
+지금은 주도의 시대입니다. 천년이 넘는 투쟁 끝에 고통과 혼란으로 어지럽던 세상은 마침내 안정을 찾았습니다.
+#FF0000#마법폭발#WHITE#의 잔향은 끝내 사그라들었습니다. 장작더미의 시대가 끝나고 대지는 회복되기 시작했고, 문명들은 다시 일어나기 시작했습니다.
+
+#14fffc#Toknor#ffffff#과 그의 아내 #14fffc#Mirvenia#ffffff#의 지배 아래 연합왕국이 세워진 지 백년하고도 22년이 지났습니다..
+그들은 함께 공정함으로 왕국을 다스렸고, 하플링과 인간에게 번영을 가져왔습니다.
+14년 전 왕이 노환으로 죽고, 이제 그의 아들 #14fffc#Tolak#ffffff#이 왕이 되었습니다.
+
+엘프들의 왕국은 고요합니다. 샬로레들은 엘발라의 집에서 살며 세상이 주문폭발이 일어난 것에 샬로레들이 일조한 것을 잊도록 힘쓰고 있습니다. #14fffc#Aranion Gayaeil#ffffff#의 지도아래 그들은 행복하게 살고 있습니다.
+탈로레들은 숲속에서 사는 전통을 지키려고 하고 있습니다. 언제나처럼 현자 #14fffc#Nessilla Tantaelen#ffffff#가 그들을 다스리고 있습니다.
+
+철의 왕좌의 난쟁이들은 백년가까이 왕국연합과 조심스럽게 무역을 하고 있습니다. 이들에 대해서는 알려진 것이 별로 없습니다. 지도자의 이름조차 알려지지 않았습니다.
+
+마즈'에이알의 주민들은 마법사들이 마법폭발의 공포를 끝내도록 도와준 것을 알지만, 이런 끔찍한 사건들이 일어난 것도 마법 때문임을 잊지 않았습니다. 마법사들은 사냥당하지는 않지만 사회로부터 기피당합니다.
+그래도 지금은 황금기입니다. 문명들은 수천년의 걸친 분쟁의 상처를 회복하고 있습니다. 인간과 하플링들은 평화를 유지하고 있습니다.
+
+당신은 모험가입니다. 경이를 찾고, 폐허를 탐색하며 부와 명예를 위해 미지의 땅으로 나아가십시오.
+]], "init.lua description")
+t("Though magic is still shunned in Maj'Eyal, rumours abound of secret havens of mages.", "마즈'에이알에서 마법은 여전히 배척받고 있지만, 어딘가에 숨겨진 마법의 천국이 존재한다는 소문이 나돌고 있습니다.", "init.lua load_tips")
+t("The Rush talent lets you close in on an enemy quickly and daze them, disabling them whilst you hack down their friends.", "질주 능력은 적에게 빠르게 접근하여 적을 멍하게 만듭니다. 적은 그들의 친구가 쓰러지는 동안 내내 무력화 될 것입니다.", "init.lua load_tips")
+t("Stunning an opponent slows down their movement and reduces their damage output, giving you the opportunity to tactically reposition or finish them off at less risk.", "적을 기절시켜서 느려지게 만들거나 적이 가하는 피해를 줄일 수 있습니다. 그 동안 적을 끝장내거나, 좋은 위치를 잡아 우위를 만드십시오.", "init.lua load_tips")
+t("Movement is key on the battlefield. A stationary fighter will become a dead fighter. One must always seek the position of greatest tactical advantage and continue to re-evaluate throughout the battle.", "전장에서 계속 움직이는 것은 아주 중요합니다. 가만히 있는 투사는 곧 시체가 될 것입니다. 전투중에 계속 전략적 우위를 점하기 위해 자리를 이동하고, 자신의 자리를 재고하는 것을 멈추지 마십시오.", "init.lua load_tips")
+t("In the Age of Pyre the orcs learned the secrets of magic, and with their newfound powers nearly overcame the whole of Maj'Eyal.", "장작더미의 시대에 오크들은 마법의 비밀을 배웠습니다. 새로이 얻은 힘으로 마즈'에이알 전체를 위협하고 있습니다.", "init.lua load_tips")
+t("The orcs once terrorised the whole continent. In the Age of Ascendancy they were rendered extinct, but rumours abound of hidden groups biding their time to return.", "한 때 전 대륙을 공포에 떨게 했던 오크들은, 주도의 시대에는 멸망한 것으로 여겨집니다. 하지만 어딘가에 숨어 살아있으며, 힘을 키우며 때를 기다리고 있다는 불길한 소문이 들려옵니다.", "init.lua load_tips")
+t("Intense willpower lets wyrmics take on the natural powers of dragons.", "강력한 의지는 용인들이 용의 힘을 얻게 해줍니다.", "init.lua load_tips")
+t("Alchemists can transmute gems to create fiery explosions, and are known to travel with a sturdy golem for extra protection.", "연금술사들은 보석을 변환시켜 폭발물을 만들 수 있습니다. 이들은 자신의 호위를 위해 강인한 골렘을 데리고 여행합니다.", "init.lua load_tips")
+t("In the Age of Pyre the giant golem Atamathon was built with the sole purpose of stopping the orcish leader Garkul the Devourer. The golem was single-handedly destroyed by the orc, who then slaughtered an army of thousands before the demonic fighter was finally slain.", "장작더미의 시대에 거대한 골렘인 Atamathon은 오크의 지도자인 포식자 Garkul를 막기 위해 만들어 졌습니다. 이 골렘은 이 강력한 오크에 의해 바로 파괴되었고, 포식자 Garkul은 쓰러지기 전까지 수천의 군대를 학살했습니다.", "init.lua load_tips")
+t("None know what the Sher'Tul looked like, or what caused them all to disappear thousands of years ago. Their rare ruins are a source of mystery and terror.", "누구도 쉐르'툴이 어떻게 생겼는지, 무엇이 수천년전에 이들을 사라지게 만들었는지 모릅니다. 하지만 그 폐허는 여전히 남아서 공포와 의문을 불러일으킵니다.", "init.lua load_tips")
+t("In deep places dark things dwell beyond description or understanding. None know the source of these hideous horrors.", "깊은 곳에서 이해의 영역을 넘은 어두운 존재가 살고 있습니다. 누구도 이 끔찍한 괴물이 어디서 왔는지 알지 못합니다.", "init.lua load_tips")
+t("Who knows what dark thoughts drive people to necromancy? Its art is as old as magic itself, and its creations have plagued all the races since the earliest memories.", "어떤 어두운 생각이 사람이 사령술을 연구하게 할까요? 이 기술은 마법 자체만큼 오래되었고, 태초부터 모든 종족을 오염시켜왔습니다.", "init.lua load_tips")
+t("Some say that in their early days the Shaloren kings experimented with necromancy to preserve their flesh after death, but with little success. The Shaloren vehemently deny this.", "어떤 사람들은 샬로른 왕들이 죽음 이후에도 육체를 보존하기 위해 오래전부터 사령술을 실험해 왔다고 말합니다. 그들은 거의 성공하지 못했고, 샬로레들은 이런 소문을 단호히 부정합니다.", "init.lua load_tips")
+t("120 years ago Toknor and Mirvenia united the human and halfling kingdoms and wiped out the orcish race, thus establishing the Age of Ascendancy.", "120년 전 Toknor와 Mirvenia가 인간과 하플링 왕국들은 연합시키고, 오크들을 쓸어버림으로서 주도의 시대를 열었습니다.", "init.lua load_tips")
+t("\"The Spellblaze tore Eyal apart and nearly brought about the end of all civilisation. Two thousand years on its shadow still hangs over many lands, and the prideful mages have never been forgiven their place in bringing it about.", "\"마법 폭발은 아이알을 찢어 놓았고, 문명들을 모두 끝장낼뻔 했습니다. 2000년이 지난 후에도 아직도 많은 땅에 그 영향은 남아있습니다. 그러나 오만스러운 마법사들은 그런 재앙을 불러온 것을 단 한번도 사과하지 않았습니다.", "init.lua load_tips")
+t("Some are cursed with mental powers beyond their full control, turning them to a dark life powered by hatred.", "통제할 수 없는 강력한 정신력을 가진 이들은 증오를 받으며 어두운 삶을 살아가게 됩니다.", "init.lua load_tips")
+t("Dreadfell has always been shunned for its haunted crypts, but of late rumours tell of a darker and more terrible power in residence.", "유령들린 묘지인 두려움의 영역은 언제까지나 무서워하며 피해가는 장소일 것입니다. 그곳에는 어둡고 끔찍한 무엇인가가 살고 있다는 소문들이 많습니다.", "init.lua load_tips")
+t("Some Sher'Tul artifacts can still be found in hidden places, but it is said they are not to be trifled with.", "몇 개의 쉐르'툴 아티팩트를 숨겨진 장소에서 찾을 수 있습니다. 만일 이것들과 마주친다면 하찮게 여기지 마십시오.", "init.lua load_tips")
+t("Drakes and wyrms are the strongest natural creatures in the world, capable of powers far beyond most other beings.", "용과 드레이크는 가장 강력한 자연 생물입니다. 이들의 힘은 다른 존재들을 아득히 능가합니다.", "init.lua load_tips")
+t("Giant worms tear open huge passageways through the deserts in the west. It is said great riches lie buried beneath the sand, still decorating the corpses of those who went there seeking great riches.", "서쪽에 사막을 거대한 벌레는 거대한 통로를 열어재끼며 돌아다닙니다. 모래 밑에 막대한 보물이 있다는 소문을 찾아 온 자들의 시체들은 사막을 수놓고 있습니다.", "init.lua load_tips")
+t("Arcane Blades employ a fusion of melee and magical combat. Their training is harsh but the most dedicated rise to great powers.", "마법검사는 근접 전투술과 함께 마법을 이용하여 싸웁니다. 이들을 훈련하는 과정은 가혹하지만, 끝까지 견뎌낸다면 강대한 힘을 얻게 될 것입니다.", "init.lua load_tips")
+t("Wild infusions call upon the powers of nature to protect the flesh and rid oneself of afflictions.", "자연 주입물을 사용하여 자연희 힘을 불러내어 육체를 보호하고, 질병을 제거할 수 있습니다.	", "init.lua load_tips")
+t("Shield runes act instantly, letting one protect oneself quickly whilst also preparing to flee or launch a counter attack.", "방패 룬은 즉시 발동합니다. 발동하면 즉시 시전자에게 보호막을 제공하여 도망치거나 반격을 날릴 시간을 벌어줍니다.", "init.lua load_tips")
+t("Greater training in the use of armour lets it be used more effectively, blocking more damage and reducing the chance of an enemy hitting a critical spot.", "갑옷술을 더욱 연마하면 갑옷을 더욱 효과적으로 사용할 수 있게 됩니다. 더 많은 피해를 막아내고, 적이 급소를 공격할 확률을 줄여줍니다.", "init.lua load_tips")
+t("The Thick Skin talent reduces all incoming damage, letting you survive for longer before needing to heal.", "두거운 피부 기술은 모든 종류의 자신이 입는 피해를 줄여줍니다. 치유할 때까지 오래 생존할 수 있도록 도와줍니다.", "init.lua load_tips")
+t("Regeneration infusions act over several turns, letting you anticipate damage that will be taken and prepare for it.", "재생 주입물은 여러 턴에 걸쳐 작용합니다. 어느 정도의 피해가 들어올지 예상하여 대응할 수 있습니다.", "init.lua load_tips")
+t("In the most dire circumstances teleportation can be the best escape, but is not without risk.", "모든 상황에서 순간이동은 최고의 회피기입니다. 물론 위험할 가능성이 없다는 것은 아닙니다.", "init.lua load_tips")
+t("The Ziguranth are an ancient order vehemently opposed to magic. Some have become so attuned to nature they can resist arcane forces with their will alone.", "지구르 추종자들은 고대의 조직으로 과격하게 마법과 싸웁니다. 일부는 스스로의 의지만으로 아케인 힘에 저항할 수 있을 정도로 자연과 가깝습니다.", "init.lua load_tips")
+t("Records say that giants once lived civilised lives, with mastery of many crafts and sciences. Now, though, they have adopted nomadic cultures, turning hostile against those that encroach on their lands.", "기록에서는 거인들은 한때 문명화된 생활상을 가졌다고 합니다. 그들은 과학과 공예를 다룰 줄 알았습니다. 하지만 지금은 유목 생활을 하며 앞길에 있는 자들에게 공격적으로 대합니다.", "init.lua load_tips")
+t("Zigur was founded by escapees of Conclave experiments during the Allure wars between humans and halflings.", "인간과 하플링 사이에 일어난 매혹의 전투의 Conclave 실험 생존자들이 지구르를 세웠습니다.", "init.lua load_tips")
+t("The Thaloren and Shaloren elves have never had good relations, and have been outright hostile since the Spellblaze devastated many Thaloren lands.", "탈로레와 샬로레들은 좋은 관계였던 적이 없습니다. 마법폭발이 탈로레들의 땅들을 파괴한 후로는 오히려 서로 적대적입니다.", "init.lua load_tips")
+t("The third elven race, the Naloren, were rendered extinct after a huge cataclysm swept the eastern side of Maj'Eyal into the sea.", "세번째 엘프 종족인 날로레는 마즈'에이알의 동쪽이 바다에 잠기는 재앙이후로 멸절한 것으로 여겨집니다.", "init.lua load_tips")
+t("Trolls were once seen as little more than beasts or pests, but the orcs trained them up for use in war and they became much more intelligent and fearsome.", "트롤들은 짐승이나 해충과 다를바 없다고 여겨졌었지만, 오크들이 전쟁에 쓰기 위해 훈련시킨 후로는 지능적이고 무서운 괴물이 되었습니다.", "init.lua load_tips")
+t("The Nargol empire was once the largest force in Maj'Eyal, but a combination of the Spellblaze and orcish attacks have dwindled it into insignificance.", "나르골 제국은 한때 마즈'에이알의 가장 강력한 세력이었습니다. 마법폭발이 쓸고가고 오크들의 공격이 더해진 끝에 이제 그들은 하찮은 세력입니다.", "init.lua load_tips")
+t("Some of the most powerful undead do not fall easily, and only through extreme persistence can they be put to rest.", "가장 강력한 언데드들은 쉽게 쓰러지지 않습니다. 오직 강력한 인내만이 그들을 잠재울 수 있습니다.", "init.lua load_tips")
+t("History says little of the ancient race of yeeks that lived in halfling territory, but vanished before the time of the Spellblaze.", "역사에 따르면, 마법폭발이 있기 전 고대종족인 이크들이 하플링의 영역에서 갑자기 사라지기 전까지 살았다고 합니다.", "init.lua load_tips")
+t("Dwarves are naturally a inquisitive people, but do not enjoy such inquisition turned on them. Most live secretive lives in their closed-off city, the Iron Throne.", "드워프들은 본래 아주 호기심많은 사람들입니다. 호기심이 자기자신들을 향할 때는 싫어하기 때문에 그들 대부분은 철의 왕좌에서 숨어 삽니다.", "init.lua load_tips")
+t("Alchemists can bind gems to armour to grant them magical effects, to protect the wearer or improve their powers. Some commercial alchemists can imbue gems into jewellery.", "연금술사들은 갑옷에 보석을 박아 마법 효과를 부여할 수 있습니다. 이를테면 착용자를 보호하거나 갑옷의 능력을 향상시킬 수 있습니다. 몇몇의 상업적인 연금술사들은 보석을 장신구로 바꾸기도 합니다.", "init.lua load_tips")
+t("The Spellblaze was followed by the Age of Dusk, when disease was rife and civilisation collapsed. Necromancers and fell sorcerers took advantage of the chaos to spread their vile deeds.", "황혼의 시대 직후에 마법 폭발이 일어났습니다. 그 결과 질병이 창궐하고, 문명은 붕괴되었습니다. 사령술사들과 사악한 주술사들은 그들의 악한 목적을 이루기 위해 혼란스러운 세상을 이용했습니다.", "init.lua load_tips")
+t("After the Spellblaze came the Spellhunt, when the normal people rose against the arrogance of the mages and hunted them down like wolves. Some survived and went into hiding, but many innocents were killed.", "마법 폭발 후에는 마법 사냥이 있었습니다. 평범한 사람들이 마법사의 오만함에 반기를 들고, 늑대떼마냥 그들을 사냥했습니다. 일부는 살아서 은신처로 숨었지만, 많은 무고한 사람들이 살해당했습니다.", "init.lua load_tips")
+t("Demons are thought to come from another world, brought to Eyal by magical forces. Some are highly intelligent and follow their own ambitions. To what end, none know.", "악마들은 다른 세상에서 마법으로 인해 에이알로 불려졌다고 여겨집니다. 일부는 매우 지능적이고, 자신만의 야망을 가지고 있는 경우도 있습니다. 어떻든간에 진실은 누구도 모릅니다.", "init.lua load_tips")
+t("The art of potion making fell into decline after the Spellhunt, and only a rare few now master the gift.", "물약을 만드는 기술은 마법사냥이래로 쇠퇴해 왔습니다. 이제는 소수의 사람만이 이 기술을 습득하고 있습니다.", "init.lua load_tips")
+t("It's said that some rare powers can save your soul from the edge of death.", "죽음의 문턱에서도 당신을 구해줄 수 있는 휘귀한 어떤 힘이 존재한다고 합니다.", "init.lua load_tips")
+t("Rumours tell of a shadowy cult kidnapping women and performing strange rites. Their intentions are unknown, and they have so far evaded capture.", "비밀스러운 종교집단이 여자들을 납치하고 이상한 의식을 치룬다는 소문이 있습니다. 이런 짓을 하는 이유는 불명입니다. 이들은 아직까지도 잡히지 않았습니다.", "init.lua load_tips")
+t("Though slavery is illegal there is still a black market for it, and in some areas men are even used for blood sports.", "노예를 부리는 것은 불법이지만, 암시장이 어딘가에 있다고 합니다. 어떤 곳에서는 피튀기는 스포츠를 위해 사람이 동원된다고 합니다.", "init.lua load_tips")
+t("Maj'Eyal is the biggest continent in the world of Eyal. Though records suggest other continents and islands may exist it has not been possible to cross the wide and stormy oceans since the Spellblaze and the Cataclysm.", "마즈'에이알은 에이알의 세계에서 가장 큰 대륙입니다. 기록에 따르면 다른 대륙과 섬들이 있지만, 대재앙과 마법폭발이후로 드넓은 대양을 건너는 것은 불가능합니다.", "init.lua load_tips")
+t("The effects of the Spellblaze were not all instant, and many centuries later the Cataclysm tore the continent apart once more, devastating coastal areas the destroying all of the Naloren lands.", "마법 폭발의 영향은 여파가 계속 남았습니다. 그리고 수세기 후 대재앙이 대륙을 찢어놓아 해안에 있던 날로레의 땅들이 사라졌습니다.", "init.lua load_tips")
+t("Archers are fast and deadly, and with pinning shots can render their foes helpless as they swiftly dispatch them.", "궁수는 빠르고 치명적입니다. 화살을 꽂아넣어 적들이 접근하기도 전에 무력화시킬 수 있습니다.", "init.lua load_tips")
+t("Reavers are powerful fighters with corrupted blood, and the strength to wield a one-handed weapon in each arm.", "타락한 피를 가진 파괴자들은 강력한 투사입니다. 양 팔에 하나씩 한손무기를 장비할 수 있습니다.", "init.lua load_tips")
+t("Corruptors feed off the essence of others, and can use their own corrupted blood to launch deadly magical attacks.", "타락자들은 다른 생명의 정수를 포식합니다. 타락한 피를 이용하여 치명적인 마법 공격을 할 수 있습니다.", "init.lua load_tips")
+t("Clever rogues can lay traps to damage or debilitate their foes without having to go near them.", "영리한 도적은 덫을 놓아 적과 근접하지 않은 상태에서 피해를 주고 무력화시킬 수 있습니다.", "init.lua load_tips")
+t("Rogues can move silently and stealthily, letting them approach foes unaware or avoid them entirely.", "도적들은 조용하고 은밀하게 움직입니다. 적이 눈치채기 전에 접근하거나, 완전히 적을 무시하고 지나갈 수 있습니다.", "init.lua load_tips")
+t("A movement infusion can let you quickly approach a ranged opponent, or quickly escape a melee one.", "이동 주입물은 원거리 적에 빠르게 접근하거나, 근접 적에게서 빠르게 도망치게 해줍니다.", "init.lua load_tips")
+t("Invisibility lets you escape notice, giving you the freedom to move or recover your resources, but reduces your damage.", "투명화는 적들의 주의에서 도망치게 해주고, 자유롭게 움직일 수 있게 하며 자원을 회복할 시간을 벌어줍니다. 하지만 가하는 피해가 감소합니다.", "init.lua load_tips")
+t("Poison is the domain of assassins and master rogues, and its cunning use can cripple or kill enemies over a long fight.", "독은 암살자들과 도적의 대가들의 영역입니다. 적을 불구로 만들거나 오랜 시간에 걸쳐 적을 죽일 수 있습니다.", "init.lua load_tips")
+t("Summoners can call upon a variety of natural creatures to protect and support them, reducing the risk to their own flesh considerably.", "소환술사들은 다양한 자연의 괴물들을 불러일으켜 자신을 보호하거나 돕게 합니다. 이런 소환물들은 소환술사가 다칠 위험을 줄여줍니다.", "init.lua load_tips")
+t("The highest sorcerers are known as archmages, and the masters amongst them are said to have the power to change the world. They are feared immensely.", "고위 주술사들은 마도사라고 불리웁니다. 마도사들 중의 대가들은 세상을 바꿀 힘을 가지고 있습니다. 그러기에 그들은 공포의 대상입니다.", "init.lua load_tips")
+t("Bulwarks are defensive fighters that can take hits more readily than other warriors whilst preparing for the most effective counter attacks.", "기사들은 방어적인 투사들로서 더 많은 피해를 안정적으로 받을 수 있고, 얻어맞는 동안 치명적인 반격을 준비합니다.", "init.lua load_tips")
+t("Brawlers are trained in the use of their fists and mastery of their bodies. They can be as dangerous in combat as any swordsman.", "격투가들은 구덩이에서 죽기전까지 굴렀고, 이제는 육체의 대가가 되었습니다. 전투에서는 칼을 든 검사들과 다를바 없이 위협적입니다.", "init.lua load_tips")
+t("Lightning is a chaotic element that is hard to control. It is said that those most attuned to it are eventually driven insane.", "번개는 변덕스러운 원소로 다루기 어렵습니다. 광기에 의해 가장 잘 다루어진다고 일컬어집니다.", "init.lua load_tips")
+
+
+------------------------------------------------
+section "game/modules/tome/load.lua"
+
+t("In main hand", "주무기", "_t")
+t("Most weapons are wielded in the main hand.", "대부분의 무기들은 주무기로 장비합니다.", "_t")
+t("In off hand", "보조무기", "_t")
+t("You can use shields or a second weapon in your off-hand, if you have the talents for it.", "방패나 두번째 무기를 그에 맞는 기술이 있다면 보조무기로 장비할 수 있습니다.", "_t")
+t("Object held in your telekinetic grasp. It can be a weapon or some other item to provide a benefit to your psionic powers.", "염동력 손아귀에 물건을 쥘 수 있습니다. 무기나 다른 물건을 쥐어서 염동력을 강화할 수 있습니다.", "_t")
+t("Psionic focus", "염동력 집중", "_t")
+t("On fingers", "손가락", "_t")
+t("Rings are worn on fingers.", "반지는 손가락에 장비합니다..", "_t")
+t("Amulets are worn around the neck.", "목걸이는 목에 장비합니다.", "_t")
+t("Around neck", "목", "_t")
+t("A light source allows you to see in the dark places of the world.", "광원 장비는 어둠 속에서 볼 수 있게 도와줍니다.", "_t")
+t("Light source", "광원 장비", "_t")
+t("Armor protects you from physical attacks. The heavier the armor the more it hinders the use of talents and spells.", "갑옷은 당신을 물리 공격으로부터 보호해 줍니다. 갑옷이 무거울 수록 기술과 주문 사용을 제약합니다.", "_t")
+t("Main armor", "주갑옷", "_t")
+t("A cloak can simply keep you warm or grant you wondrous powers should you find a magical one.", "망토는 그저 몸을 따뜻히 해주지만, 마법이 부여된 것을 찾으면 당신에게 놀라운 능력을 줄 수 있다.", "_t")
+t("Cloak", "망토", "_t")
+t("On head", "머리", "_t")
+t("You can wear helmets or crowns on your head.", "투구와 관을 머리에 장비할 수 있습니다.", "_t")
+t("Around waist", "허리", "_t")
+t("Belts are worn around your waist.", "벨트는 허리에 장비합니다.", "_t")
+t("On hands", "손", "_t")
+t("Various gloves can be worn on your hands.", "장갑을 손에 장비할 수 있습니다.", "_t")
+t("On feet", "발", "_t")
+t("Sandals or boots can be worn on your feet.", "신발을 발에 장비할 수 있습니다.", "_t")
+t("This is your readied tool, always available immediately.", "이것은 준비된 도구입니다. 언제라도 즉시 사용할 수 있습니다.", "_t")
+t("Tool", "도구", "_t")
+t("Quiver", "전통", "_t")
+t("Your readied ammo.", "준비된 탄약.", "_t")
+t("Gems worn in/on the body, providing their worn bonuses.", "보석을 몸에 장비하면, 명시된 효과를 얻습니다.", "_t")
+t("Socketed Gems", "소켓에 박힌 보석", "_t")
+t("Second weapon set: In main hand", "두 번째 무기 세트: 주무기칸", "_t")
+t("Weapon Set 2: Most weapons are wielded in the main hand. Press 'x' to switch weapon sets.", "무기 세트 2 : 대부분의 무기는 주무기로 장비합니다. 'x'를 눌러 무기 세트를 바꾸십시오.", "_t")
+t("Second weapon set: In off hand", "두 번째 무기 세트: 보조무기칸", "_t")
+t("Weapon Set 2: You can use shields or a second weapon in your off-hand, if you have the talents for it. Press 'x' to switch weapon sets.", "무기 세트 2: 맞는 기술을 가지고 있다면 방패나 두 번째 무기를 보조무기로 착용할 수 있습니다. 'x'를 눌러 무기 세트를 바꾸십시오.", "_t")
+t("Weapon Set 2: Object held in your telekinetic grasp. It can be a weapon or some other item to provide a benefit to your psionic powers. Press 'x' to switch weapon sets.", "무기 세트 2: 염동력 손아귀에 쥔 물체입니다. 무기나 다른 아이템을 쥐어서 염동력을 향상시킬 수 있습니다.'x'를 눌러 무기 세트를 바꾸십시오.", "_t")
+t("Second weapon set: Quiver", "두 번째 무기 : 전통", "_t")
+t("Weapon Set 2: Your readied ammo.", "무기 세트 2: 준비된 탄약.", "_t")
+t("Strength", "힘", "stat name")
+t("Strength defines your character's ability to apply physical force. It increases your melee damage, damage done with heavy weapons, your chance to resist physical effects, and carrying capacity.", "힘은 물리적 힘을 행사하는 능력을 결정합니다. 근접 피해와 무거운 무기로 입히는 피해를 증가시킵니다. 물리 상태 효과에 저항할 확률과 당신이 지닐 수 있는 무게를 증가시킵니다.", "_t")
+t("Dexterity", "민첩", "stat name")
+t("Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks, and your damage with light or ranged weapons.", "민첩은 기민하고 경계하는 능력을 결정합니다. 적중 확률을 증가시키고, 공격을 피하는 능력을 향상시킵니다. 가벼운 무기와 원거리 무기로 가하는 피해를 증가시킵니다.", "_t")
+t("Magic", "마법", "stat name")
+t("Magic defines your character's ability to manipulate the magical energy of the world. It increases your spell power, and the effect of spells and other magic items.", "마법은 마법 에너지를 다루는 능력을 결정합니다. 주문력과 주문 상태 효과를 입힐 확률을 증가시키고, 마법 아이템들을 다루는 능력을 향상시킵니다.", "_t")
+t("Willpower", "의지", "stat name")
+t("Willpower defines your character's ability to concentrate. It increases your mana, stamina and PSI capacity, and your chance to resist mental attacks.", "의지는 집중할 수 있는 능력을 결정합니다. 마나와 체력, PSI capacity를 증가시킵니다. 정신 공격에 저항할 확률을 증가시킵니다.", "_t")
+t("Cunning", "교활", "stat name")
+t("Cunning defines your character's ability to learn, think, and react. It allows you to learn many worldly abilities, and increases your mental capabilities and chance of critical hits.", "교활은 배우고, 생각하여, 반응하는 능력을 결정합니다. 다양하고 광범위한 능력을 배우게 도와주고, 정신적 가능성과 치명타 확률을 증가시킵니다.", "_t")
+t("Constitution", "체격", "stat name")
+t("Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.", "체격은 피해를 견디고 저항해내는 능력을 결정합니다. 최대 생명력과 물리 저항을 증가시킵니다.", "_t")
+t("Luck", "행운", "stat name")
+t("Luck defines your character's fortune when dealing with unknown events. It increases your critical strike chance, your chance of random encounters, ...", "행운은 미지의 사건에 대처하는 능력을 결정합니다. 치명타 확률과 랜덤 인카운터 확률을 증가시킵니다.", "_t")
+t("All kinds of weapons", "모든 무기", "_t")
+t("All kinds of armours", "모든 갑옷", "_t")
+t("Rings and Amulets", "반지와 목걸이", "_t")
+t("Gems", "보석", "_t")
+t("Infusions, Runes, ...", "주입물, 룬, ...", "_t")
+t("Tinkers", "발명가", "_t")
+t("Miscellaneous", "기타", "_t")
+t("Quest and plot related items", "퀘스트와 이야기 진행에 관련된 아이템", "_t")
+t("Transmogrification Chest", "변환 상자", "_t")
+
+
diff --git a/game/modules/tome/data/locales/zh_hans.lua b/game/modules/tome/data/locales/zh_hans.lua
index 845ad081034438739a8e373a71be7a0ae6022a53..f2553a186852e0093a29bcf500c0f2273e95b266 100644
--- a/game/modules/tome/data/locales/zh_hans.lua
+++ b/game/modules/tome/data/locales/zh_hans.lua
@@ -1,4 +1,51 @@
-locale "zh_hans"-- COPY
setFlag("ego_always_prefix", true)
setFlag("randart_name_rules", {
	default2 = {
		syllablesStart = "华美, 精致, 神奇, 诡异, 梦幻, 瑰丽, 闪耀, 安静, 命运, 恶意, 和蔼, 生活, 梦境, 魔幻, 呼唤, 奇迹, 强大, 力量, 威严, 破碎, 幸运, 先知, 黑暗, 希望, 漆黑, 未来, 魔力, 地狱, 试炼, 考验, 失败者, 弑神, 无名, 未知, 神经病, 诱人, 迷宫, 长袍, 猎物, 饥饿, 奇葩, 懦弱, 快乐, 冷酷, 炼金 ",
		syllablesMiddle = "çš„",
		syllablesEnd = "泪水, 希望, 杀戮者, 叛徒, 明星, 前奏, 祈愿, 伤悲, 幸福, 支架, 符文, 先知者, 预言, 雨滴, 月华, 旅者, 家乡, 思念, 时光, 天才, 自言自语, 热血, 吸血鬼, 增殖, 旧梦, 蝴蝶, 高手, 汗水, 路障, 辘轳, 墨鱼, 青草, 使命, 伤害, 傀儡, 骷髅, 欺骗, 安静, 下盘, 模拟, 强力, 织梦, 护符, 许愿者, 群星, 天堂, 诗人, 哲学家, 神, 空瓶, 灯火, 赞歌, 霜雪, 墨汁, 契约, 太阳, 奥术, 赢家, 尸骨, 芦苇, 蘑菇, 太空, 朱雀, 菊花, 游客, 路口, 枪炮, 符文, 酒杯, 港口, 灾难, 祭坛, 群魔",
		rules = "$s$50m$e",
	},
	default = {
		syllablesStart = "华美, 精致, 神奇, 诡异, 梦幻, 瑰丽, 闪耀, 安静, 命运, 恶意, 和蔼, 生活, 梦境, 魔幻, 呼唤, 奇迹, 强大, 力量, 威严, 破碎, 幸运, 先知, 黑暗, 希望, 漆黑, 未来, 魔力, 地狱, 试炼, 考验, 失败者, 弑神, 无名, 未知, 神经病, 诱人, 迷宫, 长袍, 猎物, 饥饿, 奇葩, 懦弱, 快乐, 冷酷, 炼金",
		syllablesMiddle = "çš„",
		syllablesEnd = "泪水, 希望, 杀戮者, 叛徒, 明星, 前奏, 祈愿, 伤悲, 幸福, 支架, 符文, 先知者, 预言, 雨滴, 月华, 旅者, 家乡, 思念, 时光, 天才, 自言自语, 热血, 吸血鬼, 增殖, 旧梦, 蝴蝶, 高手, 汗水, 路障, 辘轳, 墨鱼, 青草, 使命, 伤害, 傀儡, 骷髅, 欺骗, 安静, 下盘, 模拟, 强力, 织梦, 护符, 许愿者, 群星, 天堂, 诗人, 哲学家, 神, 空瓶, 灯火, 赞歌, 霜雪, 墨汁, 契约, 太阳, 奥术, 赢家, 尸骨, 芦苇, 蘑菇, 太空, 朱雀, 菊花, 游客, 路口, 枪炮, 符文, 酒杯, 港口, 灾难, 祭坛, 群魔",
		rules = "$s$50m$e",
	},
	fire = {
		syllablesStart = "凤凰, 火灾, 大火, 燃烧, 明亮, 枯萎, 灼热, 烫伤, 地狱, 熔岩, 柴堆, 烧焦, 火焰, 闪光, 阴燃, 火炬, 灰烬, 深渊, 太阳, 岩浆, 火炬, 小火龙",
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e", 
	},
	cold = {
		syllablesStart ="霜雪, 冰冻, 雨雪, 冻结, 寒冷, 战栗, 冬季, 暴雪, 冰川, 冻土, 浮冰, 冰雹, 严寒, 雾凇, 云雾, 细雨, 寒潮, 淬火, 杰尼龟", 
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e",
	},
	lightning = {
		syllablesStart = "风暴, 暴风雨, 闪电, 电弧, 震撼, 雷电, 电荷, 雷云, 狂风, 大风, 裂纹, 闪光, 火花, 火焰, 爆炸, 天空, 皮卡丘",  
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e",  
	},
	light = {
		syllablesStart = "光明, 照耀, 天空, 太阳, 黎明, 晨星, 闪耀, 明亮, 棱镜, 眩光, 闪烁, 中午, 眩光,  致盲, 闪烁, 光彩,  光泽",  
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e",
	},
	dark = {
		syllablesStart = "本影, 空虚, 黑暗, 灾祸, 阴沉, 阴影, 黄昏, 黑暗, 烟尘, 沥青, 雾霭, 黑色, 乌木, 阴影, 黑曜石, 乌鸦, 恶魔, 暗淡, 日食, 目盲, 深渊", 
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e",
	},
	nature = {
		syllablesStart = "自然, 绿色, 壤土, 地球, 医治, 根系, 生长, 开花, 树皮, 野生, 纯净, 治愈, 洁净, 森林, 微风, 橡木, 柳树, 树, 花, 平衡, 肮脏, 污点, 不死, 邪恶, 哭泣, 瘟疫, 腐败, 污秽, 淤泥, 溃烂, 毒素, 蝎子, 眼镜蛇, 淤泥, 可怜虫, 腐烂, 沼泽, 蜘蛛, 粘液, 病, 黑暗, 囊肿, 可达鸭",
		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 命令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
		rules = "$s$e",
	},
})
+locale "zh_hans"
+-- COPY
+setFlag("ego_always_prefix", true)
+setFlag("randart_name_rules", {
+	default2 = {
+		syllablesStart = "华美, 精致, 神奇, 诡异, 梦幻, 瑰丽, 闪耀, 安静, 命运, 恶意, 和蔼, 生活, 梦境, 魔幻, 呼唤, 奇迹, 强大, 力量, 威严, 破碎, 幸运, 先知, 黑暗, 希望, 漆黑, 未来, 魔力, 地狱, 试炼, 考验, 失败者, 弑神, 无名, 未知, 神经病, 诱人, 迷宫, 长袍, 猎物, 饥饿, 奇葩, 懦弱, 快乐, 冷酷, 炼金 ",
+		syllablesMiddle = "çš„",
+		syllablesEnd = "泪水, 希望, 杀戮者, 叛徒, 明星, 前奏, 祈愿, 伤悲, 幸福, 支架, 符文, 先知者, 预言, 雨滴, 月华, 旅者, 家乡, 思念, 时光, 天才, 自言自语, 热血, 吸血鬼, 增殖, 旧梦, 蝴蝶, 高手, 汗水, 路障, 辘轳, 墨鱼, 青草, 使命, 伤害, 傀儡, 骷髅, 欺骗, 安静, 下盘, 模拟, 强力, 织梦, 护符, 许愿者, 群星, 天堂, 诗人, 哲学家, 神, 空瓶, 灯火, 赞歌, 霜雪, 墨汁, 契约, 太阳, 奥术, 赢家, 尸骨, 芦苇, 蘑菇, 太空, 朱雀, 菊花, 游客, 路口, 枪炮, 符文, 酒杯, 港口, 灾难, 祭坛, 群魔",
+		rules = "$s$50m$e",
+	},
+	default = {
+		syllablesStart = "华美, 精致, 神奇, 诡异, 梦幻, 瑰丽, 闪耀, 安静, 命运, 恶意, 和蔼, 生活, 梦境, 魔幻, 呼唤, 奇迹, 强大, 力量, 威严, 破碎, 幸运, 先知, 黑暗, 希望, 漆黑, 未来, 魔力, 地狱, 试炼, 考验, 失败者, 弑神, 无名, 未知, 神经病, 诱人, 迷宫, 长袍, 猎物, 饥饿, 奇葩, 懦弱, 快乐, 冷酷, 炼金",
+		syllablesMiddle = "çš„",
+		syllablesEnd = "泪水, 希望, 杀戮者, 叛徒, 明星, 前奏, 祈愿, 伤悲, 幸福, 支架, 符文, 先知者, 预言, 雨滴, 月华, 旅者, 家乡, 思念, 时光, 天才, 自言自语, 热血, 吸血鬼, 增殖, 旧梦, 蝴蝶, 高手, 汗水, 路障, 辘轳, 墨鱼, 青草, 使命, 伤害, 傀儡, 骷髅, 欺骗, 安静, 下盘, 模拟, 强力, 织梦, 护符, 许愿者, 群星, 天堂, 诗人, 哲学家, 神, 空瓶, 灯火, 赞歌, 霜雪, 墨汁, 契约, 太阳, 奥术, 赢家, 尸骨, 芦苇, 蘑菇, 太空, 朱雀, 菊花, 游客, 路口, 枪炮, 符文, 酒杯, 港口, 灾难, 祭坛, 群魔",
+		rules = "$s$50m$e",
+	},
+	fire = {
+		syllablesStart = "凤凰, 火灾, 大火, 燃烧, 明亮, 枯萎, 灼热, 烫伤, 地狱, 熔岩, 柴堆, 烧焦, 火焰, 闪光, 阴燃, 火炬, 灰烬, 深渊, 太阳, 岩浆, 火炬, 小火龙",
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e", 
+	},
+	cold = {
+		syllablesStart ="霜雪, 冰冻, 雨雪, 冻结, 寒冷, 战栗, 冬季, 暴雪, 冰川, 冻土, 浮冰, 冰雹, 严寒, 雾凇, 云雾, 细雨, 寒潮, 淬火, 杰尼龟", 
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e",
+	},
+	lightning = {
+		syllablesStart = "风暴, 暴风雨, 闪电, 电弧, 震撼, 雷电, 电荷, 雷云, 狂风, 大风, 裂纹, 闪光, 火花, 火焰, 爆炸, 天空, 皮卡丘",  
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e",  
+	},
+	light = {
+		syllablesStart = "光明, 照耀, 天空, 太阳, 黎明, 晨星, 闪耀, 明亮, 棱镜, 眩光, 闪烁, 中午, 眩光,  致盲, 闪烁, 光彩,  光泽",  
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e",
+	},
+	dark = {
+		syllablesStart = "本影, 空虚, 黑暗, 灾祸, 阴沉, 阴影, 黄昏, 黑暗, 烟尘, 沥青, 雾霭, 黑色, 乌木, 阴影, 黑曜石, 乌鸦, 恶魔, 暗淡, 日食, 目盲, 深渊", 
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e",
+	},
+	nature = {
+		syllablesStart = "自然, 绿色, 壤土, 地球, 医治, 根系, 生长, 开花, 树皮, 野生, 纯净, 治愈, 洁净, 森林, 微风, 橡木, 柳树, 树, 花, 平衡, 肮脏, 污点, 不死, 邪恶, 哭泣, 瘟疫, 腐败, 污秽, 淤泥, 溃烂, 毒素, 蝎子, 眼镜蛇, 淤泥, 可怜虫, 腐烂, 沼泽, 蜘蛛, 粘液, 病, 黑暗, 囊肿, 可达鸭",
+		syllablesEnd = "电弧, 毒药, 诱饵, 胆汁, 咬噬, 爆炸, 幸福, 血, 盛开, 屠夫, 模糊, 螺栓, 骨, 孔, 支架, 编织, 钎焊, 开道, 断路, 微风, 爆裂, 使者, 承载, 曲折, 疫病, 破碎, 出世, 黑暗, 明亮, 地穴, 裂纹, 冲突, 骚动, 切割, 铸造, 机械, 疏通, 短跑, 梦想, 勇气, 死亡, 边缘, 嫉妒, 愤怒, 恐惧, 名声, 敌人, 恶魔, 拳头, 戈尔, 伤口, 研磨, 研磨机, 狡诈, 砂砾, 收集, 荣耀, 魅力, 黑客, 黑客, 哈希, 色调, 饥饿, 打猎, 猎手, 愤怒, 偶像, 不朽, 正义, 嘲笑, 果酱, 杀死, 杀手, 亲吻, 业力, 亲属, 国王, 骑士, 武士, 主, 传说, 睫毛, 花边, 夫人, 致残, 标记, 月亮, 主人, 沼泽, 怪物, 可能性, 骨髓, 凡人, 部长, 恶意, 零, 中午, 晚上, 指甲, 近了, 誓言, 秩序, 布泽, 拜, 遗忘, 猛攻, 黑曜石, 珍珠, 帕里, 电力, 先知, 痛苦, 激情, 皮尔斯, 穿孔, 骄傲, 粉碎机, 恐慌, 痛苦, 惩罚, 鲍尔, 淬火, 淬火, 地震, 采石场, 皇后, 平息, 校长, 快速, 羽毛, 劫掠, 蹂躏, 夷为平地, 剃刀, 咆哮, 愤怒, 种族, 辐射, 掠袭者, 雨, 腐, 赎金, 符文, 统治, 破裂, 命令, 反叛, 乌鸦, 河, 开膛手, 开膛手, 岩石, 臭气, 里夫, 解决, 严谨, 撕裂, 猛禽, 光泽, 切片, 切片机, 桅杆, 产卵, 产卵, 幼鹿, 钢, 斯托克, 蛇, 悲伤, 鼠尾草, 股权, 蛇, 剪切, 罪恶, 尖顶, 潜行者, 整形, 鬼魂, 条纹, 裸奔, 看见, 瘢痕, 分裂, 星星, 条纹, 刺, 罢工, 前锋, 眩晕, 太阳, 扫除, 清扫, 斯威夫特, 石材, 接缝, 断绝, 粉碎, 粉碎者, 穗, 主攻手, 刺, 恐怖, 触摸, 潮汐, 激流, 审判, 台风, 泰坦, 记事本, 齿, 叛逆, 挖沟, 污点, 本影, 勇气, 流浪的, 邪恶的, 静脉, 面纱, 毒液, 毒蛇, 跳马, 复仇, 海藻, 沃克, 醒来, 醒来, 战争, 病房, 监狱长, 黄蜂, 哭泣者, 楔形, 行走, 耳语, 野生, 怀尔德, 意志, 风, 翼, 冬天, 线, 一缕, 希望, 女巫, 狼, 灾祸, 枯萎, 凋亡, 蠕虫, 花圈, 值得, 沉船, 夺取, 作家, 命运, 热情, 和风", 
+		rules = "$s$e",
+	},
+})
+
 ------------------------------------------------
 section "game/modules/tome/ai/escort.lua"
 
@@ -23751,6 +23798,11 @@ t([[You rage coalesces at a single point, and then explodes outward, blasting en
 		你灌注力量的能力使你每点增加 %d%% 所有暴击伤害。(当前: %d%% ) 
 		受精神强度影响,伤害有额外加成。]], "tformat")
 t("Unseen Force", "无形之力", "talent name")
+t([[Your fury becomes an unseen force that randomly lashes out at foes around you. For %d turns you strike %d (%d%% chance for %d) nearby target(s) within range %d doing %d damage and %d knockback. The number of extra strikes increases at higher talent levels.
+		In addition, your ability to channel force with this talent increases all critical damage by %d%% (currently: %d%%)
+		Damage increases with your Mindpower.]], [[你的愤怒变成一股无形之力,猛烈鞭笞你附近的随机敌人。在 %d 回合内,你将攻击 %d ( %d%% 概率攻击 %d )个半径 %d 以内的敌人,造成 %d 点伤害并击退 %d 码。额外攻击的数目随技能等级增长。 
+		你灌注力量的能力使你增加 %d%% 所有暴击伤害。(当前: %d%% ) 
+		受精神强度影响,伤害有额外加成。]], "tformat")
 
 
 ------------------------------------------------
@@ -26122,6 +26174,10 @@ t([[Creates a circle of radius %d at your feet; the circle lights up affected ti
 		The damage will increase with your Spellpower.]], [[在你的脚下制造一个 %d 码半径的法阵,它会照亮范围区域,每回合增加 %d 正能量并造成 %0.2f 光系伤害和 %0.2f 火焰伤害。 
 		阵法持续 %d 回合。 
 		受法术强度影响,伤害有额外加成。]], "tformat")
+t("Blur Sight", "模糊视觉", "talent name")
+t([[The caster's image blurs, granting a %d bonus to Defense.
+		The bonus will increase with your Spellpower.]], [[施法者的形象变的模糊不清,增加 %d 点闪避。 
+		受法术强度影响,闪避有额外加成。]], "tformat")
 
 
 ------------------------------------------------
@@ -26343,6 +26399,11 @@ t([[Summons your lust for blood and destruction; especially when the odds are ag
 		受体质影响,增益有额外加成。]], "tformat")
 t("Hold the Ground", "兽族忍耐", "talent name")
 t("#CRIMSON#%s roars with rage shaking off %d mental debuffs!", "#CRIMSON#%s愤怒地咆哮,摆脱了%d项精神负面效果!", "logSeen")
+t([[Orcs have been the prey of the other races for thousands of years, with or without justification. They have learnt to withstand things that would break weaker races.
+		When your life goes below 50%% your sheer determination cleanses you of %d mental debuff(s) based on talent level and Willpower.  This can only happen once every %d turns.
+		Also increases physical save by %d.]], [[其他种族对兽族的猎杀持续了上千年,不管是否正义。你们已经学会忍受那些会摧毁弱小种族的灾难。 
+		当你的生命值降低到 50%% 以下,你强大的意志移除你身上最多 %d 个精神状态(基于技能等级和意志)。该效果每 %d 回合最多触发一次。
+		额外增加 %d 物理豁免。]], "tformat")
 t("Skirmisher", "散兵", "talent name")
 t([[Orcs have seen countless battles, and won many of them.
 		You revel in the defeat of your foes, gaining %d%% damage resistance for 2 turns each time you kill an enemy.
@@ -28625,29 +28686,39 @@ t([[Invoke a ball of darkness that deals %0.2f darkness damage in a radius of %d
 section "game/modules/tome/data/talents/spells/phantasm.lua"
 
 t("Illuminate", "照明术", "talent name")
-t([[Creates a globe of pure light within a radius of %d that illuminates the area.
-		At level 3, it also blinds all who see it (except the caster) for %d turns.
-		At level 4, it also deals %0.2f light damage.]], [[制造一个发光的球体,照亮 %d 码半径范围区域。 
-		在等级 3 时,它同时可以致盲看到它的人(施法者除外) %d 回合。 
-		在等级 4 时,它会造成 %0.2f 点光系伤害。]], "tformat")
-t("Blur Sight", "模糊视觉", "talent name")
-t([[The caster's image blurs, granting a %d bonus to Defense.
-		The bonus will increase with your Spellpower.]], [[施法者的形象变的模糊不清,增加 %d 点闪避。 
-		受法术强度影响,闪避有额外加成。]], "tformat")
+t([[Creates a globe of pure light within a radius of %d that illuminates the area and deals %0.2f damage to all creatures.
+		At level 3, it also blinds all who see it (except the caster) for %d turns.]], [[制造一个发光的球体,照亮 %d 码半径范围区域,并对所有生物造成 %0.2f 点光系伤害。
+		在等级 3 时,它同时可以致盲看到它的人(施法者除外) %d 回合。 ]], "tformat")
 t("Phantasmal Shield", "幻象护盾", "talent name")
-t([[The caster is surrounded by a phantasmal shield granting 10%% chance to evade weapon attacks. If hit in melee, the shield will deal %d light damage to the attacker.
-		The damage will increase with your Spellpower.]], [[施法者被幻象护盾所包围,有10%% 几率闪避武器攻击。若你受到近战打击,此护盾会对攻击者造成 %d 点光系伤害。 
-		受法术强度影响,伤害有额外加成。]], "tformat")
+t([[Surround yourself with a phantasmal shield of pure light.
+		Whenever you would take damage there is %d%% chance to become ethereal for an instant and fully ignore it.
+		If you do get it, the shield glow brightly, sending triggering a flash of light on the attacker, dealing %0.2f light damage in radius %d around it and dazzling any affected creature (deal 10%% less damage) for 5 turns. This can only happen every %d turns.
+		The damage and ignore chance will increase with your Spellpower.]], [[使用纯净的光构成幻象护盾,保护你自己。
+		每当你受到伤害时,你有 %d%% 的几率瞬间变得虚无,完全无视这一伤害。
+		如果你触发了这一效果,护盾会向攻击你的敌人发出明亮的闪光,在其周围 %d 码范围内造成 %0.2f 光系伤害,并炫目所有受到伤害的敌人(减少 10%% 的伤害),持续 5 回合。这一效果最多每 %d 回合触发一次。
+		光系伤害和无视伤害几率受法术强度加成。]], "tformat", {1,3,2,4})
 t("Invisibility", "隐形", "talent name")
-t([[The caster fades from sight, granting %d bonus to invisibility.
-		Beware -- you should take off your light, or you will still be easily spotted.
-		As you become invisible, you fade out of phase with reality. All your damage is reduced by 70%%.
-		This powerful spell constantly drains your mana (2 per turn) while active.
-		The invisibility bonus will increase with your Spellpower.]], [[施法者从视线中淡出,额外增加 %d 点隐形强度。 
-		注意:你必须取下装备中的灯具,否则你仍然会被轻易发现。 
-		由于你变的不可见,你脱离了相位现实。你的所有攻击降低 70%% 伤害。 
-		当此技能激活时,它会持续消耗你的法力( 2 法力/回合)。
-		受法术强度影响,隐形强度有额外加成。]], "tformat")
+t([[Weave a net of arcane disturbances around your body, removing yourself from the sight of all, granting %d bonus to invisibility for 7 turns.
+		While invisible all damage you deal against blinded or dazzled foes is increased by %d%% (additive with other damage increases).
+		The invisibility bonus will increase with your Spellpower.]], [[你在身体周围编织一个奥术能量的干扰网,让你消失在敌人的视野中,获得 %d 强度的隐形效果,持续 7 回合。
+		当隐形时,你对致盲或炫目的敌人造成的伤害增加 %d%% (与其他伤害加成效果加法叠加)
+		隐形强度随法术强度提升。]], "tformat")
+t("Elemental Mirage", "元素幻影", "talent name")
+t([[Your mastery of both illusion and elements knows no bound.
+		Upon first sustaining this spell you may select two elements. You may later change them with the Alter Mirage spell, provided automatically upon learning this one.
+
+		Any time you deal damage with one of those elements, the other gets a bonus of %d%% damage for 3 turns.
+		At level 5 if the target element has less resistance penetration, it gets increased to match the one of the source element.
+
+		Current elements selected: %s#LAST# and %s]], [[你对幻术和元素的掌握无人能比。
+		在第一次释放这一法术时,你可以选择两个元素。你可以在以后使用“改变幻影”技能来改变你选择的元素,这是在你学习这个法术时自动习得的。
+
+		当你使用其中一个元素造成伤害时,另一个元素在 3 回合内获得 %d%% 的伤害加成。
+		等级5时,如果目标元素的抗性穿透较低,它会获得另一个元素的抗性穿透。
+		
+		当前选定的元素:%s#LAST#和%s]], "tformat")
+t("Alter Mirage", "改变幻影", "talent name")
+t("Change your choice of elements for Elemental Mirage.", "选择你元素幻影技能的加成元素。", "_t")
 
 
 ------------------------------------------------
@@ -30419,6 +30490,7 @@ t([[Fungal spores have colonized your blood, so that each time you use an infusi
 		真菌之力保存 6 回合,每回合减少 10 点或 10%% 。 
 		受体质影响,真菌能量的保存数量和治疗上限有额外加成。]], "tformat")
 t("Corrupted Shell", "堕落之壳", "talent name")
+t("Have received at least 3500 blight damage and destroyed Zigur with the Grand Corruptor.", "承受过至少 3500 点枯萎伤害并和大堕落者一起摧毁伊格。", "_t")
 t([[Thanks to your newfound knowledge of corruption, you've learned some tricks for toughening your body... but only if you are healthy enough to withstand the strain from the changes.
 		Improves your life by 500, your defense by %d, your armour by %d, your armour hardiness by 20%% and your saves by %d as your natural toughness and reflexes are pushed beyond their normal limits.
 		Your saves armour and defense will improve with your Constitution.]], [[多亏了你在堕落能量上的新发现,你学到一些方法来增强你的体质。但是只有当你有一副强壮的体魄时方能承受这剧烈的变化。 
@@ -30734,6 +30806,7 @@ t([[You can now control the recent past. Upon using this prodigy you gain a temp
 t("Unfold History", "改写历史", "talent name")
 t("Rewrite the recent past to go back to when you cast Revisionist History.", "改写历史,返回到修正历史施法点。", "tformat")
 t("Cauterize", "灼烧", "talent name")
+t("Have received at least 3500 fire damage and have cast at least 1000 spells", "曾承受过至少 3500 点火焰伤害,并且至少曾释放过 1000 次法术。", "_t")
 t([[Your inner flame is strong. Each time that you receive a blow that would kill you, your body is wreathed in flames.
 		The flames will cauterize the wound, fully absorbing all damage done this turn, but they will continue to burn for 8 turns.
 		Each turn 10%% of the damage absorbed will be dealt by the flames. This will bypass resistance and affinity.
@@ -30752,6 +30825,27 @@ t("Customize Appearance", "自定义外形", "_t")
 t("Use Default", "使用默认", "_t")
 t("#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!", "#GREY#你觉得你的生命在不断流失,取而代之的是纯粹的奥术力量!肉体腐烂的只剩骨头,眼睛也崩落不见,你终于转生成了巫妖!", "_t")
 t("Lichform", "巫妖转生", "_t")
+t([[This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
+		Once learnt, the next time you are killed, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
+		Liches are immune to poisons, diseases, fear, cuts, stuns, do not need to breath and are 20%% resistant to cold and darkness.
+		Liches also gain +12 Magic, Willpower and Cunning, 60%% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%% and 7 mana regeneration.
+
+		Liches gain a new racial tree with the following talents:
+		- Neverending Unlife: A Lich body is extremely resilient, being able to go into negative life and when destroyed it can regenerate itself.
+		- Frightening Presence: Your mere presence is enough to shatter the resolve of most, reducing their saves, damage and movement speed.
+		- Doomed for Eternity: As a creature of doom and despair you now constantly spawn undead shadows around you.
+		- Commander of the Dead: You are able to infuse all undead party members (including yourself) with un-natural power, increasing your physical and spellpower.
+		]], [[这是你学习死灵法术的最终目标——成为强大而不死的巫妖!
+		当你学习这一技能后,在你下一次被杀死的时候,你体内强大的奥术力量会重建你的身体,让你成为你梦寐以求的巫妖。
+		巫妖免疫毒素、疾病、恐惧、流血、震慑,不需要呼吸,并获得 20%% 寒冷和黑暗抗性。
+		巫妖同时获得 +12 魔力,意志和灵巧, 60%% 暴击无视, +4 生命成长(不追加前面等级的生命值),+35 法术和精神豁免,所有伤害抗性上限增加 15%% ,获得 7 法力值恢复。
+
+		巫妖会获得新的种族技能树,包含以下技能:
+		- 不死之躯:巫妖的身体是极其难以摧毁的,它们的生命值可以降低到负数以下,且即使被杀死之后仍然可以复活。
+		- 恐怖存在:你的恐怖存在足以粉碎大多数人的勇气,降低他们的豁免,伤害和移动速度。
+		- 永恒毁灭:作为毁灭和绝望的使者,你现在不断地在你周围制造不死阴影。
+		- 亡者领袖:你可以给所有不死族队友(包括你自己)注入非自然力量,增加它们的物理和法术强度。
+		]], "tformat")
 
 
 ------------------------------------------------
@@ -30924,9 +31018,38 @@ t([[Gnaw your target for %d%% damage.  If your attack hits, the target may be in
 ------------------------------------------------
 section "game/modules/tome/data/talents/undeads/lich.lua"
 
+t("Neverending Unlife", "不死之躯", "talent name")
+t("Lich Regeneration (%d turns)", "巫妖复活 (%d 回合)", "tformat")
+t([[A Lich's body is extremely hard to fully destroy. You only die with your life reaches -%d.
+		In addition even when destroyed your body regenerates to full life.
+		The first time this happens, your transformation into a Lich is completed, granting you all the powers of Lichdom.
+		Any further death will still regenerate you but you will need to consume the essence of a creature of unique/boss/elite boss or more rank within %d turns to sustain yourself.
+		If you have not killed one when the duration expires or if you are killed again in this duration, you die permanently.
+		If this happens this power can never re-activate, even if you managed to resurrect by other means.]], [[巫妖的身体很难被完全摧毁。只有当你的生命值达到-%d时,你才会死去。
+		此外,即使你的身体被摧毁,你也会立刻复活。
+		第一次发生这种情况时,你转化成巫妖的过程就完成了,这将给予你巫妖的所有力量。
+		之后你死亡的时候,你仍然可以重生,但是你需要在%d回合吞噬一个内拥有史诗/Boss/精英Boss或更高等级的生物的精华来维持你自己。
+		如果你在持续时间时没能杀死一个这样的Boss,或者在这段时间内再次被杀死,你将永远死去。
+		如果发生这种情况,即使你设法通过其他方式复活,这种复活能力也永远无法重新激活了。]], "tformat")
+t("Frightening Presence", "恐怖存在", "talent name")
+t([[Your mere presence is terrying to any foes that dare stand against you.
+		Every turn all foes in radius %d must make a metal save against your spellpower/physical power (whichever is highest) or become frightened (bypassing fear immunity), reducing all their saves by %d, all damage by %d%% and movement speed by %d%%.
+		If they successfully resist, they are immune for %d turns.]], [[你的存在让任何胆敢对抗你的敌人的心中充满畏惧。
+		每回合,半径 %d 码内的所有敌人必须使用精神豁免对抗你的法术强度/物理强度(取最高者),否则会被惊吓(无视恐惧免疫),他们的所有豁免降低 %d ,所有伤害降低 %d%% ,移动速度降低 %d%% 。
+		如果他们成功抵抗,他们可以免疫这一效果 %d 回合。]], "tformat")
+t("Shadow Invoke Darkness", "阴影黑夜降临", "talent name")
+t("Shadow Cold Touch", "阴影冰冷之触", "talent name")
 t([[Bathes the target in flames doing %0.2f damage
 		The damage will increase with the Magic stat]], [[用火焰灼烧你的目标造成 %0.2f 伤害。 
 		受魔法影响,伤害有额外加成。]], "tformat")
+t("Doomed For Eternity", "永恒毁灭", "talent name")
+t([[While this ability is active, you will continually call up to %d level %d shadows to aid you in battle. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level %d), Blindside their opponents (level %d), and Phase Door from place to place.
+		Shadows ignore %d%% of the damage dealt to them by their master.]], [[当这一技能启用的时候,你会不断召唤 %d 个等级为 %d 的阴影来协助你战斗。阴影是脆弱的展示,可以使用以下能力:使用奥术重组治疗自己(等级 %d ),使用闪电突袭攻击敌人(等级 %d ),使用相位之门移动。
+		主人对阴影造成的伤害降低 %d%%。]], "tformat")
+t("Commander of the Dead", "亡者领袖", "talent name")
+t([[You are so full with power that it overflows out of you whenever you cast a spell.
+		Upon spell cast you have %d%% chances to boost the physical power, spellpower, mindpower and all saves of all friendly undeads in sight (including yourself) by %d for 4 turns.]], [[你的力量如此强大,每当你释放法术的时候,你的力量会喷涌而出。
+		使用法术时,你有 %d%% 几率强化周围所有可见的不死生物(包括你自己),物理强度、法术强度、精神强度,所有豁免提升 %d ,持续 4 回合。]], "tformat")
 
 
 ------------------------------------------------
@@ -33969,7 +34092,6 @@ t("-Mana Overflow", "-法力溢出", "_t")
 t("Stoned", "石化", "_t")
 t("The target has been turned to stone: it is rooted in place, unable to act, and may be shattered by a single blow dealing more than 30% of its maximum life.  It's new form makes it immune to being poisoned or cut, and grants improved physical(+20%), fire(+80%) and lightning(+50%) resistances.", "目标被石化:被定身在此位置,无法行动,在受到超过 30% 最大生命的伤害将被击碎,但提高物理抵抗( +20% )火焰抵抗( + 80% )和闪电抵抗( + 50% )。", "_t")
 t("stone", "石", "effect subtype")
-t("stun", "震慑", "effect subtype")
 t("#Target# turns to #GREY#STONE#LAST#!", "#Target#变成了#GREY#石头#LAST#!", "_t")
 t("+Stoned", "+石化", "_t")
 t("#Target# is no longer a #GREY#statue#LAST#.", "#Target#不再是#GREY#石头#LAST#了.", "_t")
@@ -33994,6 +34116,8 @@ t("#Target#'s skin returns to normal.", "#Target#的皮肤恢复了正常状态
 t("-Reflective Skin", "-反射皮肤", "_t")
 t("Vimsense", "活力感知", "_t")
 t("Reduces blight resistance by %d%% and all saves by %d.", "降低枯萎抵抗 %d%% ,所有豁免 %d 。", "tformat")
+t("Improves/gives invisibility (power %d), and increases damage dealt to blind or dazzled creatures by %d%%.", "提升/获得隐形(强度 %d ),并增加对致盲和炫目敌人伤害 %d%%。", "tformat")
+t("invisibility", "隐形", "effect subtype")
 t("Invisibility", "隐形", "_t")
 t(" and preventing healing and life regeneration", "并阻止治疗和生命回复效果", "_t")
 t("Improves/gives invisibility (power %d), reducing damage dealt by %d%%%s.", "提升/获得隐形状态( %d 隐形等级),减少其所造成的伤害%d%%%s。", "tformat")
@@ -34003,7 +34127,6 @@ t("#Target# is no longer invisible.", "#Target#不再隐形。", "_t")
 t("-Invis", "-隐身", "_t")
 t("Ethereal", "虚幻形态", "_t")
 t("Invisible (power %d), damage dealt reduced by %d%%, all resistances increased by %d%%, movement speed increased by %d%%.", "隐形 ( 隐形等级 %d), 造成的伤害减少 %d%%, 所有抗性增加 %d%%, 移动速度增加 %d%%.", "tformat")
-t("phantasm", "幻术", "effect subtype")
 t("#Target# becomes ethereal.", "#Target#变得虚幻。", "_t")
 t("+Ethereal", "+虚幻形态", "_t")
 t("#Target# is no longer ethereal.", "#Target#变得不再虚幻。", "_t")
@@ -34759,7 +34882,20 @@ t("-Draining Moonlight", "-吸能月光", "_t")
 t("Auger of Destruction", "粉碎之力", "_t")
 t("Physical damage increased by %d%%.", "物理伤害增加 %d%% 。", "tformat")
 t("physical", "物理", "effect subtype")
+t("Dazzled", "ç‚«ç›®", "_t")
+t("All damage decreased by %d%%.", "所有伤害降低 %d%% 。", "tformat")
+t("stun", "震慑", "effect subtype")
+t("Immune to Frightening Presence", "免疫恐怖存在", "_t")
+t("You resisted a Lich and are immune to its frightening presence.", "你抵抗了一个巫妖的强大意志,免疫它的恐怖存在效果。", "_t")
+t("Elemental Mirage (First Element)", "元素幻影 (第一个元素)", "_t")
+t("Frightening Presence", "恐怖存在", "_t")
+t("The mere sight of a Lich sent you into a frightened state, reducing all saves by %d, all damage by %d%% and movement speed by %d%%.", "巫妖的恐怖存在让你陷入深度恐惧之中,所有豁免降低 %d, 所有伤害减少 %d%% ,移动速度降低 %d%% 。", "tformat")
 t("fear", "恐惧", "effect subtype")
+t("Elemental Mirage (Second Element)", "元素幻影 (第二个元素)", "_t")
+t("%s damage increased by %d%% and resistance penetration by %d%%.", "%s 伤害增加 %d%% ,抗性穿透增加 %d%% 。", "tformat")
+t("phantasm", "幻术", "effect subtype")
+t("Commander of the Dead", "亡者领袖", "_t")
+t("Physical power, spellpower and all saves increased by %d.", "物理强度,法术强度和全体豁免增加 %d 。", "tformat")
 t("lich", "巫妖", "effect subtype")
 t("power", "能量", "effect subtype")
 
@@ -35258,6 +35394,7 @@ t("-Shield", "-护盾", "_t")
 t("The psionic shield around #target# crumbles.", "#Target#周围的灵能护盾破碎了。", "_t")
 t("Unseen Force", "无形之力", "_t")
 t("from %d to %d", "%d 到 %d", "tformat")
+t("An unseen force strikes %s targets in a range of %d around this creature every turn, doing %d damage and knocking them back for %d tiles.", "不可见的力量每回合打击该生物周围%d码的%s个目标,造成%d伤害,并将其击退%d码。", "tformat", {2,1,3,4})
 t("An unseen force begins to swirl around %s!", "一股无形的力量开始围绕%s旋转!", "logSeen")
 t("The unseen force around %s subsides.", "围绕%s旋转的无形力量消失了。", "logSeen")
 t("Psionic Maelstrom", "灵能风暴", "_t")
@@ -40805,6 +40942,8 @@ t("When you do a mouse gesture (right click + drag) a color coded trail is displ
 t("#GOLD##{bold}#Display mouse gesture trails#WHITE##{normal}#", "#GOLD##{bold}#显示鼠标手势轨迹#WHITE##{normal}#", "_t")
 t("If enabled new quests and quests updates will display a big popup, if not a simple line of text will fly on the screen.#WHITE#", "如果开启,任何任务信息变化都将以更明显的方式显示在屏幕上。#WHITE#", "_t")
 t("#GOLD##{bold}#Big Quest Popups#WHITE##{normal}#", "#GOLD##{bold}#大号任务提示#WHITE##{normal}#", "_t")
+t("Enable the WASD movement keys. Can be used to move diagonaly by pressing two directions at once.#WHITE#", "启用WASD键移动。当你同时按两个键的时候,可以实现对角线移动。#WHITE#", "_t")
+t("#GOLD##{bold}#Enable WASD movement keys#WHITE##{normal}#", "#GOLD##{bold}#启用 WASD 键移动#WHITE##{normal}#", "_t")
 t("Sharpen Visuals, set to 0 to disable.#WHITE#", "锐化视觉,设为0关闭#WHITE#", "_t")
 t("#GOLD##{bold}#Sharpen Visuals#WHITE##{normal}#", "#GOLD##{bold}#锐化视觉#WHITE##{normal}#", "_t")
 t("Enter Sharpen Power", "输入锐化强度", "_t")
diff --git a/game/modules/tome/data/quests/lightning-overload.lua b/game/modules/tome/data/quests/lightning-overload.lua
index d2d45bf2a6b2a9ea808692b9197ca06cadcd93fb..938b7d23f6eaca4cb0510499923fa9d3c6cf993a 100644
--- a/game/modules/tome/data/quests/lightning-overload.lua
+++ b/game/modules/tome/data/quests/lightning-overload.lua
@@ -60,7 +60,6 @@ end
 on_status_change = function(self, who, status, sub)
 	if self:isCompleted() then
 		who:setQuestStatus(self.id, engine.Quest.DONE)
-		game:setAllowedBuild("mage_tempest", true)
 		world:gainAchievement("EYE_OF_THE_STORM", game.player:resolveSource())
 		game:unlockBackground("derth", "Derth")
 		local p = game.party:findMember{main=true}
diff --git a/game/modules/tome/data/sound/talents/ghoul.ogg b/game/modules/tome/data/sound/talents/ghoul.ogg
new file mode 100644
index 0000000000000000000000000000000000000000..2f37033d8e45a516c09dbaa8dd5f31b0cde38790
Binary files /dev/null and b/game/modules/tome/data/sound/talents/ghoul.ogg differ
diff --git a/game/modules/tome/data/sound/talents/skeleton.ogg b/game/modules/tome/data/sound/talents/skeleton.ogg
new file mode 100644
index 0000000000000000000000000000000000000000..2811dff92af7ad968c707a3c5e2e22e9664c222b
Binary files /dev/null and b/game/modules/tome/data/sound/talents/skeleton.ogg differ
diff --git a/game/modules/tome/data/talents.lua b/game/modules/tome/data/talents.lua
index e6a9fe00211d335882fe40fbd09a49637411fd63..aa05fe63925703d400cbcd5a687c061abf0e1803 100644
--- a/game/modules/tome/data/talents.lua
+++ b/game/modules/tome/data/talents.lua
@@ -71,6 +71,11 @@ Talents.newTalent = function(self, t)
 		t.name = ("#SANDY_BROWN#%s (Race Evolution)"):tformat(_t(t.name))
 	end
 
+	-- Generate easier, reverse parameters, calls for methods
+	for k, e in pairsclone(t) do if type(e) == "function" and type(k) == "string" then
+		t["_"..k] = function(t, self, ...) return e(self, t, ...) end
+	end end
+
 	return oldNewTalent(self, t)
 end
 
diff --git a/game/modules/tome/data/talents/spells/advanced-necrotic-minions.lua b/game/modules/tome/data/talents/spells/advanced-necrotic-minions.lua
deleted file mode 100644
index 3dff2fc273fc23a05c9c346942a8c8d2aac0d2be..0000000000000000000000000000000000000000
--- a/game/modules/tome/data/talents/spells/advanced-necrotic-minions.lua
+++ /dev/null
@@ -1,371 +0,0 @@
--- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
---
--- This program is free software: you can redistribute it and/or modify
--- it under the terms of the GNU General Public License as published by
--- the Free Software Foundation, either version 3 of the License, or
--- (at your option) any later version.
---
--- This program is distributed in the hope that it will be useful,
--- but WITHOUT ANY WARRANTY; without even the implied warranty of
--- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--- GNU General Public License for more details.
---
--- You should have received a copy of the GNU General Public License
--- along with this program.  If not, see <http://www.gnu.org/licenses/>.
---
--- Nicolas Casalini "DarkGod"
--- darkgod@te4.org
-
-local minions_list = {
-	bone_giant = {
-		type = "undead", subtype = "giant",
-		blood_color = colors.GREY,
-		display = "K",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		infravision = 10,
-		life_rating = 12,
-		max_stamina = 90,
-		rank = 2,
-		size_category = 4,
-		movement_speed = 1.5,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
-		stats = { str=20, dex=12, mag=16, con=16 },
-		resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
-		open_door = 1,
-		no_breath = 1,
-		confusion_immune = 1,
-		poison_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		stun_immune = 1,
-		see_invisible = resolvers.mbonus(15, 5),
-		undead = 1,
-		name = "bone giant", color=colors.WHITE,
-		desc=_t[[A towering creature, made from the bones of dozens of dead bodies. It is covered by an unholy aura.]],
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_bone_giant.png", display_h=2, display_y=-1}}},
-		max_life = resolvers.rngavg(100,120),
-		level_range = {1, nil}, exp_worth = 0,
-		combat_armor = 20, combat_def = 0,
-		on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		resolvers.talents{ T_BONE_ARMOUR={base=3, every=10, max=5}, T_STUN={base=3, every=10, max=5}, },
-	},
-	h_bone_giant = {
-		type = "undead", subtype = "giant",
-		blood_color = colors.GREY,
-		display = "K",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		infravision = 10,
-		life_rating = 12,
-		max_stamina = 90,
-		rank = 2,
-		size_category = 4,
-		movement_speed = 1.5,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
-		stats = { str=20, dex=12, mag=16, con=16 },
-		resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
-		open_door = 1,
-		no_breath = 1,
-		confusion_immune = 1,
-		poison_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		stun_immune = 1,
-		see_invisible = resolvers.mbonus(15, 5),
-		undead = 1,
-		name = "heavy bone giant", color=colors.RED,
-		desc=_t[[A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.]],
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_heavy_bone_giant.png", display_h=2, display_y=-1}}},
-		level_range = {1, nil}, exp_worth = 0,
-		max_life = resolvers.rngavg(100,120),
-		combat_armor = 20, combat_def = 0,
-		on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		resolvers.talents{ T_BONE_ARMOUR={base=3, every=10, max=5}, T_THROW_BONES={base=4, every=10, max=7}, T_STUN={base=3, every=10, max=5}, },
-	},
-	e_bone_giant = {
-		type = "undead", subtype = "giant",
-		blood_color = colors.GREY,
-		display = "K",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		infravision = 10,
-		life_rating = 12,
-		max_stamina = 90,
-		rank = 2,
-		size_category = 4,
-		movement_speed = 1.5,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
-		stats = { str=20, dex=12, mag=16, con=16 },
-		resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
-		open_door = 1,
-		no_breath = 1,
-		confusion_immune = 1,
-		poison_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		stun_immune = 1,
-		see_invisible = resolvers.mbonus(15, 5),
-		undead = 1,
-		name = "eternal bone giant", color=colors.GREY,
-		desc=_t[[A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.]],
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_eternal_bone_giant.png", display_h=2, display_y=-1}}},
-		level_range = {1, nil}, exp_worth = 0,
-		max_life = resolvers.rngavg(100,120),
-		combat_armor = 40, combat_def = 20,
-		on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
-		autolevel = "warriormage",
-		resists = {all = 50},
-		resolvers.talents{ T_BONE_ARMOUR={base=5, every=10, max=7}, T_STUN={base=3, every=10, max=5}, T_SKELETON_REASSEMBLE=5, },
-	},
-	r_bone_giant = {
-		type = "undead", subtype = "giant",
-		blood_color = colors.GREY,
-		display = "K",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		infravision = 10,
-		life_rating = 12,
-		max_stamina = 90,
-		rank = 2,
-		size_category = 4,
-		movement_speed = 1.5,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
-		stats = { str=20, dex=12, mag=16, con=16 },
-		resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
-		open_door = 1,
-		no_breath = 1,
-		confusion_immune = 1,
-		poison_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		stun_immune = 1,
-		see_invisible = resolvers.mbonus(15, 5),
-		undead = 1,
-		name = "runed bone giant", color=colors.RED,
-		desc=_t[[A towering creature, made from the bones of hundreds of dead bodies, rune-etched and infused with hateful sorceries.]],
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_runed_bone_giant.png", display_h=2, display_y=-1}}},
-		level_range = {1, nil}, exp_worth = 0,
-		rank = 3,
-		max_life = resolvers.rngavg(100,120),
-		combat_armor = 20, combat_def = 40,
-		melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 15)},
-		autolevel = "warriormage",
-		resists = {all = 30},
-		resolvers.talents{
-			T_BONE_ARMOUR={base=5, every=10, max=7},
-			T_STUN={base=3, every=10, max=5},
-			T_SKELETON_REASSEMBLE=5,
-			T_ARCANE_POWER={base=4, every=5, max = 8},
-			T_MANATHRUST={base=4, every=5, max = 10},
-			T_MANAFLOW={base=5, every=5, max = 10},
-			T_STRIKE={base=4, every=5, max = 12},
-			T_INNER_POWER={base=4, every=5, max = 10},
-			T_EARTHEN_MISSILES={base=5, every=5, max = 10},
-		},
-		resolvers.sustains_at_birth(),
-	},
-}
-
-newTalent{
-	name = "Undead Explosion",
-	type = {"spell/advanced-necrotic-minions",1},
-	require = spells_req_high1,
-	points = 5,
-	mana = 30,
-	cooldown = 10,
-	tactical = { ATTACKAREA = { BLIGHT = 2 } },
-	radius = function(self, t) return math.floor(self:combatTalentScale(t, 1.3, 2.7)) end,
-	range = 8,
-	requires_target = true,
-	no_npc_use = true,
-	getDamage = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 20, 70), 90, 0, 0, 25, 25) end, -- Limit to 50% life
-	action = function(self, t)
-		local tg = {type="hit", range=self:getTalentRange(t), talent=t, first_target="friend"}
-		local tx, ty, target = self:getTarget(tg)
-		if not tx or not ty or not target or not target.summoner or not target.summoner == self or not target.necrotic_minion then return nil end
-
-		local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, friendlyfire=not rng.percent(self:getTalentLevelRaw(self.T_DARK_EMPATHY) * 0.2)}
-		local dam = target.max_life * t.getDamage(self, t) / 100
-		target:die()
-		target:project(tg, target.x, target.y, DamageType.BLIGHT, dam)
-		game.level.map:particleEmitter(target.x, target.y, tg.radius, "ball_acid", {radius=tg.radius})
-
-		game:playSoundNear(self, "talents/fireflash")
-		return true
-	end,
-	info = function(self, t)
-		return ([[Minions are only tools. You may dispose of them... Violently.
-		Makes the targeted minion explode for %d%% of its maximum life in a radius of %d as blight damage.
-		Beware! Don't get caught in the blast! (unless you know Dark Empthy: %d%% chance to ignore damage)]]):
-		tformat(t.getDamage(self, t),t.radius(self,t), self:getTalentLevelRaw(self.T_DARK_EMPATHY) * 20)
-	end,
-}
-
-newTalent{
-	name = "Assemble",
-	type = {"spell/advanced-necrotic-minions",2},
-	require = spells_req_high2,
-	points = 5,
-	mana = 90,
-	cooldown = 25,
-	tactical = { ATTACK = 10 },
-	requires_target = true,
-	on_pre_use = function(self, t)
-		local nb = 0
-		local nbgolem = 0
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					if act.subtype ~= "giant" then nb = nb + 1
-					else nbgolem = nbgolem + 1 end
-				end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					if act.subtype ~= "giant" then nb = nb + 1
-					else nbgolem = nbgolem + 1 end
-				end
-			end
-		end
-		if nb < 3 then return false end
-		local maxgolem = 1
-		if necroEssenceDead(self, true) then maxgolem = 2 end
-		if nbgolem >= maxgolem then return false end
-		return true
-	end,
-	getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
-	action = function(self, t)
-		local nbgolem = 0
-		local make_golem = function()
-			local list = {}
-			nbgolem = 0
-			if game.party and game.party:hasMember(self) then
-				for act, def in pairs(game.party.members) do
-					if act.summoner and act.summoner == self and act.necrotic_minion then
-						if act.subtype ~= "giant" then list[#list+1] = act
-						else nbgolem = nbgolem + 1 end
-					end
-				end
-			else
-				for uid, act in pairs(game.level.entities) do
-					if act.summoner and act.summoner == self and act.necrotic_minion then
-						if act.subtype ~= "giant" then list[#list+1] = act
-						else nbgolem = nbgolem + 1 end
-					end
-				end
-			end
-			if #list < 3 then return end
-
-			rng.tableRemove(list):die(self)
-			rng.tableRemove(list):die(self)
-			rng.tableRemove(list):die(self)
-
-			local kind = ({"bone_giant","bone_giant","h_bone_giant","h_bone_giant","e_bone_giant"})[util.bound(math.floor(self:getTalentLevel(t)), 1, 5)]
-			if self:getTalentLevel(t) >= 6 and rng.percent(20) then kind = "r_bone_giant" end
-
-			local minion = require("mod.class.NPC").new(minions_list[kind])
-			local x, y = util.findFreeGrid(self.x, self.y, 5, true, {[Map.ACTOR]=true})
-			if minion and x and y then
-				local lev = t.getLevel(self, t)
-				necroSetupSummon(self, minion, x, y, lev, true)
-				nbgolem = nbgolem + 1
-			end
-		end
-
-		local empower = necroEssenceDead(self)
-		for i = 1, empower and 2 or 1 do
-			make_golem()
-			if nbgolem >= (empower and 2 or 1) then break end
-		end
-
-		if nbgolem >= 2 and empower then empower() end
-
-		game:playSoundNear(self, "talents/spell_generic2")
-		return true
-	end,
-	info = function(self, t)
-		return ([[Combines 3 of your minions into a bone giant.
-		At level 1, it makes a bone giant.
-		At level 3, it makes a heavy bone giant.
-		At level 5, it makes an eternal bone giant.
-		At level 6, it has a 20%% chance to produce a runed bone giant.
-		Only %s can be active at any time.]]):
-		tformat(necroEssenceDead(self, true) and _t"two bone giants" or _t"one bone giant")
-	end,
-}
-
-newTalent{
-	name = "Sacrifice",
-	type = {"spell/advanced-necrotic-minions",3},
-	require = spells_req_high3,
-	points = 5,
-	mana = 5,
-	cooldown = 25,
-	tactical = { DEFEND = 1 },
-	requires_target = true,
-	on_pre_use = function(self, t)
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					if act.subtype == "giant" then return true end
-				end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					if act.subtype == "giant" then return true end
-				end
-			end
-		end
-		return false
-	end,
-	getTurns = function(self, t) return math.floor(4 + self:combatTalentSpellDamage(t, 8, 20)) end,
-	getPower = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 22.5, 16.5)) end, -- Limit >10%
-	action = function(self, t)
-		local list = {}
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion and act.subtype == "giant" then list[#list+1] = act end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion and act.subtype == "giant" then list[#list+1] = act end
-			end
-		end
-		if #list < 1 then return end
-
-		rng.tableRemove(list):die(self)
-
-		self:setEffect(self.EFF_BONE_SHIELD, t.getTurns(self, t), {power=t.getPower(self, t)})
-
-		game:playSoundNear(self, "talents/spell_generic2")
-		return true
-	end,
-	info = function(self, t)
-		return ([[Sacrifice a bone giant minion. Using its bones, you make a temporary shield around you that prevents any attacks from doing more than %d%% of your total life.
-		The effect lasts %d turns.]]):
-		tformat(t.getPower(self, t), t.getTurns(self, t))
-	end,
-}
-
-newTalent{
-	name = "Minion Mastery",
-	type = {"spell/advanced-necrotic-minions",4},
-	require = spells_req_high4,
-	points = 5,
-	mode = "passive",
-	info = function(self, t)
-		return ([[Each minion you summon has a chance to be a more advanced form of undead. Your chance for each type of minion is as follows:%s]]):
-		tformat(self:callTalent(self.T_CREATE_MINIONS,"MinionChancesDesc"))
-	end,
-}
diff --git a/game/modules/tome/data/talents/spells/animus.lua b/game/modules/tome/data/talents/spells/animus.lua
index 7b3cc71a7a6873b709bb757701858ab2ad884f07..fdde9a0104e9dc4d478a60a85dec363b8c6ecd62 100644
--- a/game/modules/tome/data/talents/spells/animus.lua
+++ b/game/modules/tome/data/talents/spells/animus.lua
@@ -1,5 +1,5 @@
 -- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
 --
 -- This program is free software: you can redistribute it and/or modify
 -- it under the terms of the GNU General Public License as published by
@@ -17,254 +17,152 @@
 -- Nicolas Casalini "DarkGod"
 -- darkgod@te4.org
 
-local Object = require "mod.class.Object"
-
 newTalent{
-	name = "Consume Soul",
+	name = "Soul Leech",
 	type = {"spell/animus",1},
 	require = spells_req1,
 	points = 5,
-	soul = 1,
-	cooldown = 10,
-	tactical = { HEAL = 1, MANA = 1 },
-	getHeal = function(self, t) return (40 + self:combatTalentSpellDamage(t, 10, 520)) * (necroEssenceDead(self, true) and 1.5 or 1) end,
-	is_heal = true,
-	action = function(self, t)
-		self:attr("allow_on_heal", 1)
-		self:heal(self:spellCrit(t.getHeal(self, t)), self)
-		self:attr("allow_on_heal", -1)
-		self:incMana(self:spellCrit(t.getHeal(self, t)) / 3, self)
-		if core.shader.active(4) then
-			self:addParticles(Particles.new("shader_shield_temp", 1, {toback=true , size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=2.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
-			self:addParticles(Particles.new("shader_shield_temp", 1, {toback=false, size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=1.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
+	mode = "passive",
+	autolearn_talent = "T_SOUL_POOL",
+	getTurns = function(self, t) return self:combatTalentLimit(t, 1, 10, 3) end,
+	getTurnsByRank = function(self, t, target)
+		local base = t.getTurns(self, t)
+		if target.innate_player then return math.ceil(base), true -- Player is like a boss for NPCs
+		elseif target.rank == 3.2 then return math.ceil(base * 3), true
+		elseif target.rank == 3.5 then return math.ceil(base * 2.2), true
+		elseif target.rank == 4 then return math.ceil(base * 1.3), true
+		elseif target.rank == 5 then return math.ceil(base), true
+		elseif target.rank >= 10 then return math.ceil(base / 2), true
+		else return 20, false
+		end
+	end,
+	callbackOnDealDamage = function(self, t, val, target, dead, death_note)
+		if dead then
+			self:resolveSource():incSoul(1)
+		else
+			if target:hasEffect(target.EFF_SOUL_LEECH) then return end -- Dont reset, we want it to exprei to leech
+			local turns, powerful = t.getTurnsByRank(self, t, target)
+			target:setEffect(target.EFF_SOUL_LEECH, turns, {src=self, powerful=powerful})
 		end
-		game:playSoundNear(self, "talents/heal")
-		if necroEssenceDead(self, true) then necroEssenceDead(self)() end
-		return true
 	end,
 	info = function(self, t)
-		local heal = t.getHeal(self, t)
-		return ([[Crush and consume one of your captured souls, healing you for %d life and restoring %d mana.
-		The life and mana healed will increase with your Spellpower.]]):
-		tformat(heal, heal / 3)
+		local npc = mod.class.NPC.new{rank=3.2}
+		local _, c_rare = npc:TextRank()
+		npc.rank = 3.5 local _, c_unique = npc:TextRank()
+		npc.rank = 4 local _, c_boss = npc:TextRank()
+		npc.rank = 5 local _, c_eboss = npc:TextRank()
+
+		return ([[Each time you or your undead minions deal damage to a creature you apply Soul Leech to them.
+		If a creature dies with this effect active, you steal its soul.
+		Strong creatures and bosses are so overflowing with soul power that you steal a fragment of their soul every few turns:
+		%s- rare: at most every %d turns
+		%s- unique: at most every %d turns
+		%s- boss: at most every %d turns
+		%s- elite boss: at most every %d turns
+		]]):tformat(c_rare, t.getTurnsByRank(self, t, {rank=3.2}), c_unique, t.getTurnsByRank(self, t, {rank=3.5}), c_boss, t.getTurnsByRank(self, t, {rank=4}), c_eboss, t.getTurnsByRank(self, t, {rank=5}))
 	end,
 }
 
 newTalent{
-	name = "Animus Hoarder",
-	type = {"spell/animus",2},
+	name = "Consume Soul",
+	type = {"spell/animus", 2},
 	require = spells_req2,
-	mode = "passive",
 	points = 5,
-	getMax = function(self, t) return math.floor(self:combatTalentScale(t, 2, 8)) end,
-	getChance = function(self, t) return self:combatTalentLimit(t, 100, 20, 80) end,
-	passives = function(self, t, p)
-		self:talentTemporaryValue(p, "extra_soul_chance", t.getChance(self, t))
-		self:talentTemporaryValue(p, "max_soul", t.getMax(self, t))
-	end,
+	soul = 1,
+	cooldown = 15,
+	getHeal = function(self, t) return 20 + self:combatTalentSpellDamage(t, 40, 450) end,
+	getMana = function(self, t) return 10 + self:combatTalentSpellDamage(t, 40, 180) end,
+	getSpellpower = function(self, t) return self:combatTalentScale(t, 15, 50) end,
+	tactical = { MANA=1, HEAL=2, BUFF=function(self) return self.life < 1 and 2 or 0 end},
+	action = function(self, t, p)
+		if self.life < 1 then
+			self:setEffect(self.EFF_CONSUME_SOUL, 10, {power=t.getSpellpower(self, t)})
+		end
+		self:attr("allow_on_heal", 1)
+		self:heal(self:spellCrit(t.getHeal(self, t)), self)
+		self:attr("allow_on_heal", -1)
+		self:incMana(t.getMana(self, t))
+		return true
+	end,	
 	info = function(self, t)
-		local max, chance = t.getMax(self, t), t.getChance(self, t)
-		return ([[Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you a %d%% chance to gain one additional soul.
-		In addition you are able to store %d more souls.]]):
-		tformat(chance, max)
+		return ([[Consume a soul whole to rebuild your body, healing you by %d and generating %d mana.
+		If used below 1 life the surge increases your spellpower by %d for 10 turns.
+		The heal and mana increases with your Spellpower.]]):
+		tformat(t.getHeal(self, t), t.getMana(self, t), t.getSpellpower(self, t))
 	end,
 }
 
 newTalent{
-	name = "Animus Purge",
-	type = {"spell/animus",3},
+	name = "Torture Souls",
+	type = {"spell/animus", 3},
 	require = spells_req3,
 	points = 5,
-	mana = 45,
-	soul = 2,
-	cooldown = 15,
-	range = 6,
-	proj_speed = 20,
-	requires_target = true,
-	no_npc_use = true,
-	direct_hit = function(self, t) if self:getTalentLevel(t) >= 3 then return true else return false end end,
-	target = function(self, t)
-		local tg = {type="hit", range=self:getTalentRange(t), talent=t}
-		return tg
-	end,
-	getMaxLife = function(self, t) return self:combatTalentLimit(t, 50, 10, 25) end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 35, 330) end,
+	mana = 25,
+	cooldown = 18,
+	tactical = { ATTACKAREA = { COLD=1, DARK=1 }, SOUL=2 },
+	radius = 10,
+	range = 0,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 30, 300) end,
+	getNb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
+	target = function(self, t) return {type="ball", radius=self:getTalentRadius(t), talent=t} end,
 	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		self:project(tg, x, y, function(px, py)
-			local m = game.level.map(px, py, Map.ACTOR)
-			if not m or not m.max_life or not m.life or m.on_die then return end
-
-			if game.party and game.party:hasMember(self) then
-				for act, def in pairs(game.party.members) do
-					if act.summoner and act.summoner == self then
-						if act.type == "undead" and act.subtype == "husk" then
-							game.party:removeMember(act)
-							act:disappear(act)							
-						end
-					end
-				end
-			end
-
-			local dam = self:spellCrit(t.getDamage(self, t))
-			local olddie = rawget(m, "die")
-			m.die = function() end
-			local oldclone = m.clone_on_hit
-			m.clone_on_hit = nil
-			DamageType:get(DamageType.DARKNESS).projector(self, px, py, DamageType.DARKNESS, dam)
-			m.clone_on_hit = oldclone
-			m.die = olddie
-			game.level.map:particleEmitter(px, py, 1, "dark")
-			if 100 * m.life / m.max_life <= t.getMaxLife(self, t) and self:checkHit(self:combatSpellpower(), m:combatSpellResist()) and m:canBe("instakill") and m.rank <= 3.2 and not m:attr("undead") and not m.summoner and not m.summon_time then
-				m.type = "undead"
-				m.subtype = "husk"
-				m:attr("no_life_regen", 1)
-				m:attr("no_healing", 1)
-				m.ai_state.tactic_leash = 100
-				m.remove_from_party_on_death = true
-				m.no_inventory_access = true
-				m.no_party_reward = true
-				m.life = m.max_life
-				m.move_others = true
-				m.summoner = self
-				m.summoner_gain_exp = true
-				m.unused_stats = 0
-				m.dead = nil
-				m.undead = 1
-				m.no_breath = 1
-				m.unused_talents = 0
-				m.unused_generics = 0
-				m.unused_prodigies = 0
-				m.unused_talents_types = 0
-				m.silent_levelup = true
-				m.clone_on_hit = nil
-				if m:knowTalent(m.T_BONE_SHIELD) then m:unlearnTalent(m.T_BONE_SHIELD, m:getTalentLevelRaw(m.T_BONE_SHIELD)) end
-				if m:knowTalent(m.T_MULTIPLY) then m:unlearnTalent(m.T_MULTIPLY, m:getTalentLevelRaw(m.T_MULTIPLY)) end
-				if m:knowTalent(m.T_SUMMON) then m:unlearnTalent(m.T_SUMMON, m:getTalentLevelRaw(m.T_SUMMON)) end
-				m:learnTalent(m.T_HUSK_DESTRUCT, 1)
-				m.no_points_on_levelup = true
-				m.faction = self.faction
-
-				m.on_act = function(self)
-					if game.player ~= self then return end
-					if not self.summoner.dead and not self:hasLOS(self.summoner.x, self.summoner.y) then
-						if not self:hasEffect(self.EFF_HUSK_OFS) then
-							self:setEffect(self.EFF_HUSK_OFS, 3, {})
-						end
-					else
-						if self:hasEffect(self.EFF_HUSK_OFS) then
-							self:removeEffect(self.EFF_HUSK_OFS)
-						end
-					end
-				end
-
-				m.on_can_control = function(self, vocal)
-					if not self:hasLOS(self.summoner.x, self.summoner.y) then
-						if vocal then game.logPlayer(game.player, "Your husk is out of sight; you cannot establish direct control.") end
-						return false
-					end
-					return true
-				end
-
-				m:removeEffectsFilter({status="detrimental"}, nil, true)
-				game.level.map:particleEmitter(px, py, 1, "demon_teleport")
-
-				applyDarkEmpathy(self, m)
-
-				game.party:addMember(m, {
-					control="full",
-					type="husk",
-					title=_t"Lifeless Husk",
-					orders = {leash=true, follow=true},
-					on_control = function(self)
-						self:hotkeyAutoTalents()
-					end,
-				})
-				game:onTickEnd(function() self:incSoul(2) end)
-
-				self:logCombat(m, "#GREY##Source# rips apart the animus of #target# and creates an undead husk.")
+		local dam = self:spellCrit(t.getDamage(self, t))
+		local nb = 0
+		self:projectApply(self:getTalentTarget(t), self.x, self.y, Map.ACTOR, function(target)
+			if not target:hasEffect(target.EFF_SOUL_LEECH) then return end
+			if DamageType:get(DamageType.FROSTDUSK).projector(self, target.x, target.y, DamageType.FROSTDUSK, dam) > 0 then
+				nb = nb + 1
 			end
-		end)
-
-		game:playSoundNear(self, "talents/spell_generic")
+		end, "hostile")
+		self:incSoul(math.min(nb, t.getNb(self, t)))
 		return true
 	end,
 	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		return ([[Try to crush the soul of your foe, doing %0.2f darkness damage (that can never kill the target).
-		If the target is left with less than %d%% life you try to take control of its body.
-		Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
-		Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
-		Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
-		Bosses, other undeads and summoned creatures can not be turned into husks.
-		The damage and chance will increase with your Spellpower.]]):
-		tformat(damDesc(self, DamageType.DARKNESS, damage), t.getMaxLife(self, t))
+		return ([[Unleash dark forces to all foes in sight that are afflicted by Soul Leech, dealing %0.2f frostdusk damage to them and tearing apart their souls.
+		This returns up to %d souls toyou (based on number of foes hit).
+		The damage increases with your Spellpower.]]):
+		tformat(damDesc(self, DamageType.FROSTDUSK, t.getDamage(self, t)), t.getNb(self, t))
 	end,
 }
 
 newTalent{
-	name = "Essence of the Dead",
+	name = "Reaping",
 	type = {"spell/animus",4},
 	require = spells_req4,
 	points = 5,
-	mana = 20,
-	soul = 2,
-	cooldown = 20,
-	tactical = { BUFF = 3 },
-	getnb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
-	action = function(self, t)
-		self:setEffect(self.EFF_ESSENCE_OF_THE_DEAD, 1, {nb=t.getnb(self, t)})
-		return true
-	end,
-	info = function(self, t)
-		local nb = t.getnb(self, t)
-		return ([[Crush and consume two souls to empower your next %d spells, granting them a special effect.
-		Affected spells are:
-		- Undeath Link: in addition to the heal a shield is created for half the heal power
-		- Create Minions: allows you to summon 2 more minions
-		- Assemble: allows you to summon a second bone golem
-		- Invoke Darkness: becomes a cone of darkness
-		- Shadow Tunnel: teleported minions will also be healed for 30%% of their max life
-		- Cold Flames: freeze chance increased to 100%%
-		- Freeze: becomes a ball of radius 2 and makes all targets wet
-		- Consume Soul: effect increased by 50%%]]):
-		tformat(nb)
+	mode = "sustained",
+	cooldown = 30,
+	sustain_mana = 30,
+	getNb = function(self, t) return math.floor(self:combatTalentScale(t, 2, 8)) end,
+	getMana = function(self, t) return math.floor(self:combatTalentScale(t, 5, 30)) / 10 end,
+	getSpellpower = function(self, t) return math.floor(self:combatTalentScale(t, 10, 40)) end,
+	getResists = function(self, t) return math.floor(self:combatTalentLimit(t, 20, 5, 10)) end,
+	callbackOnActBase = function(self, t)
+		if not self.__old_reaping_souls then self.__old_reaping_souls = self:getSoul() end
+		if self.__old_reaping_souls == self:getSoul() then return end
+		self:updateTalentPassives(t)
 	end,
-}
-
-
-newTalent{
-	name = "Self-destruction", short_name = "HUSK_DESTRUCT", image = "talents/golem_destruct.png",
-	type = {"spell/other", 1},
-	points = 1,
-	range = 0,
-	radius = 4,
-	no_unlearn_last = true,
-	target = function(self, t)
-		return {type="ball", range=self:getTalentRange(t), selffire=false, radius=self:getTalentRadius(t)}
+	passives = function(self, t, p)
+		if not self:isTalentActive(t.id) then return end
+		local s = self:getSoul()
+		if s >= 2 then self:talentTemporaryValue(p, "mana_regen", t.getMana(self, t)) end
+		if s >= 5 then self:talentTemporaryValue(p, "combat_spellpower", t.getSpellpower(self, t)) end
+		if s >= 8 then self:talentTemporaryValue(p, "resists", {all=t.getResists(self, t)}) end
+		self:talentTemporaryValue(p, "max_soul", t.getNb(self, t))
 	end,
-	tactical = { ATTACKAREA = { DARKNESS = 3 } },
-	no_npc_use = true,
-	on_pre_use = function(self, t)
-		return self.summoner and self.summoner.dead
+	activate = function(self, t)
+		game:onTickEnd(function() self:updateTalentPassives(t) end)
+		return {}
 	end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		self:project(tg, self.x, self.y, DamageType.DARKNESS, 50 + 10 * self.level)
-		if core.shader.active() then
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "starfall", {radius=tg.radius})
-		else
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "shadow_flash", {radius=tg.radius})
-		end
-		game:playSoundNear(self, "talents/fireflash")
-		self:die(self)
+	deactivate = function(self, t)
 		return true
 	end,
 	info = function(self, t)
-		local rad = self:getTalentRadius(t)
-		return ([[The husk self-destructs, destroying itself and generating a blast of shadows in a radius of %d, doing %0.2f darkness damage.
-		This spell is only usable when the husk's master is dead.]]):tformat(rad, damDesc(self, DamageType.DARKNESS, 50 + 10 * self.level))
+		return ([[You draw constant power from the souls you hold within your grasp.
+		If you hold at least 2, your mana regeneration is increased by %0.1f per turn.
+		If you hold at least 5, your spellpower is increased by %d.
+		If you hold at least 8, all your resistances are increased by %d.
+		Also increases your maximum souls capacity by %d.]]):
+		tformat(t.getMana(self, t), t.getSpellpower(self, t), t.getResists(self, t), t.getNb(self, t))
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/death.lua b/game/modules/tome/data/talents/spells/death.lua
new file mode 100644
index 0000000000000000000000000000000000000000..c3af1defd6f6d13e1a1f19834430ca6713339ba5
--- /dev/null
+++ b/game/modules/tome/data/talents/spells/death.lua
@@ -0,0 +1,240 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+newTalent{
+	name = "Rigor Mortis",
+	type = {"spell/death",1},
+	require = spells_req1,
+	points = 5,
+	soul = 1,
+	mana = 10,
+	range = 10,
+	cooldown = 15,
+	tactical = { ATTACK = { COLD=1, DARK=1 }, DISABLE = 1 },
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 30, 300) end,
+	getMax = function(self, t) return math.floor(self:combatTalentScale(t, 1, 9)) end,
+	target = function(self, t) return {type="hit", range=self:getTalentRange(t), talent=t} end,
+	on_pre_use_ai = function(self, t)
+		local target = self.ai_target.actor
+		if not target then return false end
+
+		return true
+	end,
+	action = function(self, t)
+		local tg = self:getTalentTarget(t)
+		local x, y = self:getTarget(tg)
+		if not x then return end
+
+		self:projectApply(tg, x, y, Map.ACTOR, function(target)
+			local nb = #target:effectsFilter({status="detrimental", ignore_crosstier=true}, 999)
+			if nb == 0 then return end
+			local mult = 1 + math.log10(nb) * 1.5
+			local dam = self:spellCrit(mult * t:_getDamage(self))
+			if DamageType:get(DamageType.FROSTDUSK).projector(self, target.x, target.y, DamageType.FROSTDUSK, dam) > 0 then
+				if target:canBe("slow") then
+					target:setEffect(target.EFF_RIGOR_MORTIS, util.bound(nb, 1, t:_getMax(self)), {power=0.25, apply_power=self:combatSpellpower()})
+				else
+					game.logSeen(target, "%s resists the Rigor Mortis!", target:getName():capitalize())
+				end
+			end
+		end, nil, {type="dark"})
+
+		return true
+	end,
+	info = function(self, t)
+		return ([[Press your advantage when your foes are starting to crumble.
+		For every detrimental effect on the target you deals %0.2f frostdusk damage per effect (with disminishing returns) and reduce its global speed by 25%% for one turn per effect (up to a maximum of %d).
+		]]):tformat(damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)), t:_getMax(self))
+	end,
+}
+
+newTalent{
+	name = "Drawn To Death",
+	type = {"spell/death", 2},
+	require = spells_req2,
+	points = 5,
+	cooldown = 15,
+	no_energy = true,
+	no_npc_use = true,
+	mana = 15,
+	getTurns = function(self, t) return math.ceil(self:combatTalentScale(t, 2, 6)) end,
+	on_learn = function(self, t)
+		self.__drawn_to_death_portals = self.__drawn_to_death_portals or { portals = {} }
+	end,
+	registerPortal = function(self, t, x, y)
+		local p = self.__drawn_to_death_portals
+		if not p then return end
+		table.insert(p.portals, {
+			x = x, y = y,
+			dur = t:_getTurns(self)
+		})
+	end,
+	callbackOnChangeLevel = function(self, t, what)
+		local p = self.__drawn_to_death_portals
+		if not p then return end
+		if what ~= "leave" then return end
+		p.portals = {}
+	end,
+	callbackOnActBase = function(self, t)
+		local p = self.__drawn_to_death_portals
+		if not p then return end
+
+		for i, portal in ripairs(p.portals) do
+			portal.dur = portal.dur - 1
+			if portal.dur <= 0 then table.remove(p.portals, i) end
+		end
+	end,
+	callbackOnKill = function(self, t, target, death_note)
+		if target.x then t:_registerPortal(self, target.x, target.y) end
+	end,
+	callbackOnSummonKill = function(self, t, minion, target, death_note)
+		if target.x then t:_registerPortal(self, target.x, target.y) end
+	end,
+	requires_target = true,
+	direct_hit = true,
+	range = 10,
+	target = function(self, t) return {type="hit", nolock=true, range=self:getTalentRange(t)} end,
+	on_pre_use = function(self, t) return self.__drawn_to_death_portals and #self.__drawn_to_death_portals.portals > 0 end,
+	action = function(self, t, p)
+		local p = self.__drawn_to_death_portals
+		if not p then return end
+
+		local tg = self:getTalentTarget(t)
+
+		-- Ok this is a bit weird, we add map effects before target and remove them afterwards
+		-- this way the player will see the portals, but only while casting
+		local list = {}
+		for _, portal in ipairs(p.portals) do list[#list+1] = game.level.map:particleEmitter(portal.x, portal.y, 1, "death_door", {}) end
+		local x, y = self:getTargetLimited(tg)
+		for _, e in ipairs(list) do game.level.map:removeParticleEmitter(e) end
+		if not x then return end
+		
+		for _, portal in ipairs(p.portals) do if portal.x == x and portal.y == y then
+			if game.level.map(x, y, Map.ACTOR) then
+				game.logPlayer("#LIGHT_RED#There already is a creature there! Kill it!")
+				return false
+			else
+				local ox, oy = self.x, self.y
+				game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
+				self:teleportRandom(x, y, 0)
+				game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
+			end
+			return true
+		end end
+		return nil
+	end,	
+	info = function(self, t)
+		return ([[Everytime you or one of your minions kills a creature you create a temporary link to the place of death.
+		For %d turns afterwards you can instantly and accurately teleport to it (if it is in sight).
+		]]):tformat(t:_getTurns(self))
+	end,
+}
+
+newTalent{
+	name = "Grim Shadow",
+	type = {"spell/death", 3},
+	require = spells_req3,
+	points = 5,
+	mode = "sustained",
+	sustain_mana = 35,
+	cooldown = 30,
+	tactical = { BUFF=3 },
+	range = 0,
+	radius = function(self, t) return math.floor(self:combatTalentLimit(t, 10, 1, 3)) end,
+	target = function(self, t) return {type="ball", radius=self:getTalentRadius(t), friendlyfire=false, talent=t} end,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 180) end,
+	getResist = function(self, t) return math.floor(self:combatTalentScale(t, 10, 25)) end,
+	getArmor = function(self, t) return math.floor(self:combatTalentScale(t, 5, 30)) end,
+	getDef = function(self, t) return math.floor(self:combatTalentScale(t, 5, 30)) end,
+	onSoulGain = function(self, t)
+		if self.turn_procs.grim_shadow then return end
+		if self:getSoul() == self:getMaxSoul() then return end
+		self.turn_procs.grim_shadow = true
+
+		game.logSeen(self, "#GREY#Darkness pulsates around %s!", self:getName())
+		local tg = self:getTalentTarget(t)
+		self:project(tg, self.x, self.y, DamageType.FROSTDUSK, t:_getDamage(self))
+		local list = table.listify(self:projectCollect(tg, self.x, self.y, Map.ACTOR))
+		table.sort(list, function(a, b) return a[2].dist > b[2].dist end)
+		for _, i in ipairs(list) do
+			local target = i[1]
+			if target:canBe("knockback") then target:knockback(self.x, self.y, 3) end
+		end
+		game.level.map:particleEmitter(self.x, self.y, tg.radius, "ball_darkness", {radius=tg.radius})
+	end,
+	activate = function(self, t)
+		local ret = {}
+		self:talentTemporaryValue(ret, "combat_armor", t:_getArmor(self))
+		self:talentTemporaryValue(ret, "combat_def", t:_getDef(self))
+		self:talentTemporaryValue(ret, "resists", {[DamageType.DARKNESS]=t:_getResist(self)})
+		return ret
+	end,
+	deactivate = function(self, t, p)
+		return true
+	end,
+	info = function(self, t)
+		return ([[Your body starts to radiate shadows, increasing your darkness resistance by %d%%, armour by %d and defence by %d.
+		Any time you absorb a soul the shadows pulse outward, dealing %0.2f frostdusk damage to all foes in range %d and knocking them back 3 tiles away.
+		This can only happen once per turn.
+		The damage increases with your Spellpower.]]):
+		tformat(t:_getResist(self), t:_getArmor(self), t:_getDef(self), damDesc(self, DamageType.FROSTDUSK, t.getDamage(self, t)), self:getTalentRadius(t))
+	end,
+}
+
+newTalent{
+	name = "Utterly Destroyed",
+	type = {"spell/death",4},
+	require = spells_req4,
+	points = 5,
+	mode = "sustained",
+	cooldown = 30,
+	sustain_mana = 30,
+	getNb = function(self, t) return math.floor(self:combatTalentScale(t, 2, 8)) end,
+	getMana = function(self, t) return math.floor(self:combatTalentScale(t, 5, 30)) / 10 end,
+	getSpellpower = function(self, t) return math.floor(self:combatTalentScale(t, 10, 40)) end,
+	getResists = function(self, t) return math.floor(self:combatTalentLimit(t, 20, 5, 10)) end,
+	callbackOnActBase = function(self, t)
+		if not self.__old_reaping_souls then self.__old_reaping_souls = self:getSoul() end
+		if self.__old_reaping_souls == self:getSoul() then return end
+		self:updateTalentPassives(t)
+	end,
+	passives = function(self, t, p)
+		if not self:isTalentActive(t.id) then return end
+		local s = self:getSoul()
+		if s >= 2 then self:talentTemporaryValue(p, "mana_regen", t.getMana(self, t)) end
+		if s >= 5 then self:talentTemporaryValue(p, "combat_spellpower", t.getSpellpower(self, t)) end
+		if s >= 8 then self:talentTemporaryValue(p, "resists", {all=t.getResists(self, t)}) end
+		self:talentTemporaryValue(p, "max_soul", t.getNb(self, t))
+	end,
+	activate = function(self, t)
+		game:onTickEnd(function() self:updateTalentPassives(t) end)
+		return {}
+	end,
+	deactivate = function(self, t)
+		return true
+	end,
+	info = function(self, t)
+		return ([[You draw constant power from the souls you hold within your grasp.
+		If you hold at least 2, your mana regeneration is increased by %0.1f per turn.
+		If you hold at least 5, your spellpower is increased by %d.
+		If you hold at least 8, all your resistances are increased by %d.
+		Also increases your maximum souls capacity by %d.]]):
+		tformat(t.getMana(self, t), t.getSpellpower(self, t), t.getResists(self, t), t.getNb(self, t))
+	end,
+}
diff --git a/game/modules/tome/data/talents/spells/grave.lua b/game/modules/tome/data/talents/spells/grave.lua
deleted file mode 100644
index 4aa7d66ae019f00e828ce1ccb75eebfc0796b6e4..0000000000000000000000000000000000000000
--- a/game/modules/tome/data/talents/spells/grave.lua
+++ /dev/null
@@ -1,377 +0,0 @@
--- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
---
--- This program is free software: you can redistribute it and/or modify
--- it under the terms of the GNU General Public License as published by
--- the Free Software Foundation, either version 3 of the License, or
--- (at your option) any later version.
---
--- This program is distributed in the hope that it will be useful,
--- but WITHOUT ANY WARRANTY; without even the implied warranty of
--- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--- GNU General Public License for more details.
---
--- You should have received a copy of the GNU General Public License
--- along with this program.  If not, see <http://www.gnu.org/licenses/>.
---
--- Nicolas Casalini "DarkGod"
--- darkgod@te4.org
-
-local Object = require "mod.class.Object"
-
-newTalent{
-	name = "Chill of the Tomb",
-	type = {"spell/grave",1},
-	require = spells_req1,
-	points = 5,
-	mana = 30,
-	cooldown = 8,
-	tactical = { ATTACKAREA = { COLD = 2 } },
-	range = 7,
-	radius = function(self, t)
-		return math.floor(self:combatTalentScale(t, 2, 6, 0.5, 0, 0, true))
-	end,
-	proj_speed = 4,
-	direct_hit = true,
-	requires_target = true,
-	target = function(self, t)
-		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=self:spellFriendlyFire(), talent=t, display={particle="bolt_ice", trail="icetrail"}}
-	end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 28, 280) end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		self:projectile(tg, x, y, DamageType.COLD, self:spellCrit(t.getDamage(self, t)), function(self, tg, x, y, grids)
-			game.level.map:particleEmitter(x, y, tg.radius, "iceflash", {radius=tg.radius, tx=x, ty=y})
-		end)
-		game:playSoundNear(self, "talents/ice")
-		return true
-	end,
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		local radius = self:getTalentRadius(t)
-		return ([[Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing %0.2f cold damage in a radius of %d.
-		The damage will increase with your Spellpower. 
-		Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.]]):
-		tformat(damDesc(self, DamageType.COLD, damage), radius)
-	end,
-	callbackOnKill = function(self, t, target, death_note)
-		if not death_note then return end
-		if not death_note.source_talent then return end
-		if not death_note.source_talent == self:getTalentFromId(self.T_CHILL_OF_THE_TOMB) then return end
-		local talent = self:isTalentActive(self.T_WILL_O__THE_WISP)
-		if talent then
-			if target.summoner and (target.summoner == self) and target.necrotic_minion then
-				local wisp = self:getTalentFromId(self.T_WILL_O__THE_WISP)
-				-- Handle any % chances or whatever you want involved here
-				wisp.summon(self, wisp, self:isTalentActive(self.T_WILL_O__THE_WISP).dam, target, self, true)
-			end
-		end
-	end,
-}
-
-newTalent{
-	name = "Will o' the Wisp",
-	type = {"spell/grave",2},
-	require = spells_req2,
-	mode = "sustained",
-	points = 5,
-	sustain_mana = 60,
-	cooldown = 30,
-	tactical = { BUFF = 3 },
-	getParams = function(self, t) return util.bound(30 + self:getTalentLevel(t) * 10, 30, 100), 20 + self:combatTalentSpellDamage(t, 25, 300) end,
-	summon = function(self, t, dam, src, killer, grave)
-		if not killer or not killer.faction or (self:reactionToward(killer) >= 0 and not grave) or self.dead then return end
-		local minion = require("mod.class.NPC").new{
-			name = _t"will o' the wisp",
-			image = "npc/undead_ghost_will_o__the_wisp.png",
-			type = "undead", subtype = "ghost",
-			blood_color = colors.GREY,
-			display = "G", color=colors.WHITE,
-			combat = { dam=1, atk=1, apr=1 },
-			autolevel = "warriormage",
-			ai = "dumb_talented_simple", ai_state = { talent_in=1, },
-			dont_pass_target = true,
-			movement_speed = 2,
-			stats = { str=14, dex=18, mag=20, con=12 },
-			rank = 2,
-			size_category = 1,
-			infravision = 10,
-			can_pass = {pass_wall=70},
-			resists = {all = 35, [DamageType.LIGHT] = -70, [DamageType.COLD] = 65, [DamageType.DARKNESS] = 65},
-			no_breath = 1,
-			stone_immune = 1,
-			confusion_immune = 1,
-			fear_immune = 1,
-			teleport_immune = 0.5,
-			disease_immune = 1,
-			poison_immune = 1,
-			stun_immune = 1,
-			blind_immune = 1,
-			cut_immune = 1,
-			see_invisible = 80,
-			undead = 1,
-			will_o_wisp_dam = dam,
-			talents = {T_WILL_O__THE_WISP_EXPLODE = 1},
-		}
-		local x, y = util.findFreeGrid(src.x or self.x, src.y or self.y, 5, true, {[Map.ACTOR]=true})
-		if minion and x and y then
-			necroSetupSummon(self, minion, x, y, lev, true)
-			--minion.on_die = nil
-			minion.on_act = nil
-			if not grave then minion:setTarget(killer) end
-		end
-		return true
-	end,
-	activate = function(self, t)
-		local chance, dam = t.getParams(self, t)
-		game:playSoundNear(self, "talents/spell_generic2")
-		local ret = {
-			chance = chance,
-			dam = dam,
-		}
-		return ret
-	end,
-	deactivate = function(self, t, p)
-		return true
-	end,
-	info = function(self, t)
-		local chance, dam = t.getParams(self, t)
-		return ([[Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a %d%% chance to create a will o' the wisp.
-		The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for %0.2f cold damage.
-		The damage will increase with your Spellpower.]]):
-		tformat(chance, damDesc(self, DamageType.COLD, dam))
-	end,
-}
-
--- Kinda copied from Creeping Darkness
-newTalent{
-	name = "Cold Flames",
-	type = {"spell/grave",3},
-	require = spells_req3,
-	points = 5,
-	mana = 40,
-	cooldown = 22,
-	range = 5,
-	radius = 3,
-	tactical = { ATTACK = { COLD = 2 }, DISABLE = { stun = 1 } },
-	requires_target = true,
-	-- implementation of creeping darkness..used in various locations, but stored here
-	canCreep = function(x, y, ignoreCreepingDark)
-		-- not on map
-		if not game.level.map:isBound(x, y) then return false end
-		 -- already dark
-		if not ignoreCreepingDark then
-			if game.level.map:checkAllEntities(x, y, "coldflames") then return false end
-		end
-		 -- allow objects and terrain to block, but not actors
-		if game.level.map:checkAllEntities(x, y, "block_move") and not game.level.map(x, y, Map.ACTOR) then return false end
-
-		return true
-	end,
-	doCreep = function(tCreepingDarkness, self, useCreep)
-		local start = rng.range(0, 8)
-		for i = start, start + 8 do
-			local x = self.x + (i % 3) - 1
-			local y = self.y + math.floor((i % 9) / 3) - 1
-			if not (x == self.x and y == self.y) and tCreepingDarkness.canCreep(x, y) then
-				-- add new dark
-				local newCreep
-				if useCreep then
-					 -- transfer some of our creep to the new dark
-					newCreep = math.ceil(self.creep / 2)
-					self.creep = self.creep - newCreep
-				else
-					-- just clone our creep
-					newCreep = self.creep
-				end
-				tCreepingDarkness.createDark(self.summoner, x, y, self.damage, self.originalDuration, newCreep, self.creepChance, 0)
-				return true
-			end
-
-			-- nowhere to creep
-			return false
-		end
-	end,
-	createDark = function(summoner, x, y, damage, duration, creep, creepChance, initialCreep)
-		local e = Object.new{
-			name = _t"cold flames",
-			canAct = false,
-			canCreep = true,
-			x = x, y = y,
-			damage = damage,
-			originalDuration = duration,
-			duration = duration,
-			creep = creep,
-			creepChance = creepChance,
-			summoner = summoner,
-			summoner_gain_exp = true,
-			act = function(self)
-				local Map = require "engine.Map"
-
-				self:useEnergy()
-
-				-- apply damage to anything inside the darkness
-				local actor = game.level.map(self.x, self.y, Map.ACTOR)
-				if actor and actor ~= self.summoner and (not actor.summoner or actor.summoner ~= self.summoner) then
-					self.summoner:project(actor, actor.x, actor.y, engine.DamageType.ICE, self.damage)
-					--DamageType:get(DamageType.DARKNESS).projector(self.summoner, actor.x, actor.y, DamageType.DARKNESS, damage)
-				end
-
-				if self.duration <= 0 then
-					-- remove
-					if self.particles then game.level.map:removeParticleEmitter(self.particles) end
-					game.level.map:remove(self.x, self.y, Map.TERRAIN+3)
-					game.level:removeEntity(self)
-					self.coldflames = nil
-					--game.level.map:redisplay()
-				else
-					self.duration = self.duration - 1
-
-					local tCreepingDarkness = self.summoner:getTalentFromId(self.summoner.T_COLD_FLAMES)
-
-					if self.canCreep and self.creep > 0 and rng.percent(self.creepChance) then
-						if not tCreepingDarkness.doCreep(tCreepingDarkness, self, true) then
-							-- doCreep failed..pass creep on to a neighbor and stop creeping
-							self.canCreep = false
-							local start = rng.range(0, 8)
-							for i = start, start + 8 do
-								local x = self.x + (i % 3) - 1
-								local y = self.y + math.floor((i % 9) / 3) - 1
-								if not (x == self.x and y == self.y) and tCreepingDarkness.canCreep(x, y) then
-									local dark = game.level.map:checkAllEntities(x, y, "coldflames")
-									if dark and dark.canCreep then
-										-- transfer creep
-										dark.creep = dark.creep + self.creep
-										self.creep = 0
-										return
-									end
-								end
-							end
-						end
-					end
-				end
-			end,
-		}
-		e.coldflames = e -- used for checkAllEntities to return the dark Object itself
-		game.level:addEntity(e)
-		game.level.map(x, y, Map.TERRAIN+3, e)
-
-		-- add particles
-		e.particles = Particles.new("coldflames", 1, { })
-		e.particles.x = x
-		e.particles.y = y
-		game.level.map:addParticleEmitter(e.particles)
-
-		-- do some initial creeping
-		if initialCreep > 0 then
-			local tCreepingDarkness = self.summoner:getTalentFromId(summoner.T_COLD_FLAMES)
-			while initialCreep > 0 do
-				if not tCreepingDarkness.doCreep(tCreepingDarkness, e, false) then
-					e.canCreep = false
-					e.initialCreep = 0
-					break
-				end
-				initialCreep = initialCreep - 1
-			end
-		end
-	end,
-
-	getDarkCount = function(self, t) return math.floor(self:combatTalentScale(t, 6, 10)) end,
-	getDamage = function(self, t)
-		return self:combatTalentSpellDamage(t, 10, 90)
-	end,
-	action = function(self, t)
-		local range = self:getTalentRange(t)
-		local radius = self:getTalentRadius(t)
-		local damage = {dam=t.getDamage(self, t), chance=25}
-		local darkCount = t.getDarkCount(self, t)
-
-		local tg = {type="ball", nolock=true, pass_terrain=false, nowarning=true, friendly_fire=true, default_target=self, range=range, radius=radius, talent=t}
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		local _ _, _, _, x, y = self:canProject(tg, x, y)
-
-		-- get locations in line of movement from center
-		local locations = {}
-		local grids = core.fov.circle_grids(x, y, radius, true)
-		for darkX, yy in pairs(grids) do for darkY, _ in pairs(grids[darkX]) do
-			local l = line.new(x, y, darkX, darkY)
-			local lx, ly = l()
-			while lx and ly do
-				if game.level.map:checkAllEntities(lx, ly, "block_move") then break end
-
-				lx, ly = l()
-			end
-			if not lx and not ly then lx, ly = darkX, darkY end
-
-			if lx == darkX and ly == darkY and t.canCreep(darkX, darkY) then
-				locations[#locations+1] = {darkX, darkY}
-			end
-		end end
-
-		darkCount = math.min(darkCount, #locations)
-		if darkCount == 0 then return false end
-
-		local empower = necroEssenceDead(self)
-		if empower then
-			damage.chance = 100
-			empower()
-		end
-		for i = 1, darkCount do
-			local location, id = rng.table(locations)
-			table.remove(locations, id)
-			t.createDark(self, location[1], location[2], damage, 8, 4, 70, 0)
-		end
-
-		game:playSoundNear(self, "talents/breath")
-		return true
-	end,
-	info = function(self, t)
-		local radius = self:getTalentRadius(t)
-		local damage = t.getDamage(self, t)
-		local darkCount = t.getDarkCount(self, t)
-		return ([[Cold Flames slowly spread from %d spots in a radius of %d around the targeted location. The flames deal %0.2f cold damage, and have a chance of freezing.
-		Damage improves with your Spellpower.]]):tformat(darkCount, radius, damDesc(self, DamageType.COLD, damage))
-	end,
-}
-
-newTalent{
-	name = "Vampiric Gift",
-	type = {"spell/grave",4},
-	require = spells_req4,
-	points = 5,
-	mode = "sustained",
-	sustain_mana = 250,
-	cooldown = 30,
-	tactical = { BUFF = 3 },
-	getParams = function(self, t) return self:combatTalentLimit(t, 100, 25, 45), self:combatLimit(self:combatTalentSpellDamage(t, 5, 30), 100, 0, 0, 18.65, 18.65) end, -- Limit chance and life leach to <100% each
-	activate = function(self, t)
-		local chance, val = t.getParams(self, t)
-		game:playSoundNear(self, "talents/spell_generic2")
-		local particle
-		if core.shader.active(4) then
-			local bx, by = self:attachementSpot("back", true)
-			particle = self:addParticles(Particles.new("shader_wings", 1, {infinite=1, x=bx, y=by, img="darkwings"}))
-		end
-		local ret = {
-			chance = self:addTemporaryValue("life_leech_chance", chance),
-			val = self:addTemporaryValue("life_leech_value", val),
-			particle = particle,
-		}
-		return ret
-	end,
-	deactivate = function(self, t, p)
-		if p.particle then self:removeParticles(p.particle) end
-		self:removeTemporaryValue("life_leech_chance", p.chance)
-		self:removeTemporaryValue("life_leech_value", p.val)
-		return true
-	end,
-	info = function(self, t)
-		local chance, val = t.getParams(self, t)
-		return ([[Vampiric energies fill you; each time you deal damage, you have %d%% chance to heal for %d%% of the damage done.
-		The absorption percent will increase with your Spellpower.]]):
-		tformat(chance, val)
-	end,
-}
diff --git a/game/modules/tome/data/talents/spells/ice.lua b/game/modules/tome/data/talents/spells/ice.lua
index 968c68f622c00db5f46a9d42ee9eb2a63b3d2c5f..2240d3f5d06b302b2c0c0a5c0a2bb8339aee0552 100644
--- a/game/modules/tome/data/talents/spells/ice.lua
+++ b/game/modules/tome/data/talents/spells/ice.lua
@@ -33,11 +33,7 @@ newTalent{
 	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 30, 300) end,
 	getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
 	target = function(self, t)
-		if necroEssenceDead(self, true) then
-			return {type="ball", radius=2, range=self:getTalentRange(t), talent=t}
-		else
-			return {type="hit", range=self:getTalentRange(t), talent=t}
-		end
+		return {type="hit", range=self:getTalentRange(t), talent=t}
 	end,
 	action = function(self, t)
 		local tg = self:getTalentTarget(t)
@@ -45,12 +41,6 @@ newTalent{
 		if not x or not y then return nil end
 		if not x or not y then return nil end
 
-		if necroEssenceDead(self, true) then
-			self:projectApply(tg, x, y, Map.ACTOR, function(target) target:setEffect(target.EFF_WET, t.getDuration(self, t), {apply_power=self:combatSpellpower()}) end)
-			local empower = necroEssenceDead(self)
-			if empower then empower() end
-		end
-
 		local dam = self:spellCrit(t.getDamage(self, t))
 		self:project(tg, x, y, DamageType.COLD, dam, {type="freeze"})
 		self:project(tg, x, y, DamageType.FREEZE, {dur=t.getDuration(self, t), hp=70 + dam * 0.7})
@@ -68,8 +58,8 @@ newTalent{
 	info = function(self, t)
 		local damage = t.getDamage(self, t)
 		return ([[Condenses ambient water on a target, freezing it for %d turns and damaging it for %0.2f.
-		If this is used on a friendly target the cooldown is reduced by 33%%.%s
-		The damage will increase with your Spellpower.]]):tformat(t.getDuration(self, t), damDesc(self, DamageType.COLD, damage), necroEssenceDead(self, true) and _t"\nAffects all creatures in radius 2." or "")
+		If this is used on a friendly target the cooldown is reduced by 33%%.
+		The damage will increase with your Spellpower.]]):tformat(t.getDuration(self, t), damDesc(self, DamageType.COLD, damage))
 	end,
 }
 
diff --git a/game/modules/tome/data/talents/spells/master-necromancer.lua b/game/modules/tome/data/talents/spells/master-necromancer.lua
new file mode 100644
index 0000000000000000000000000000000000000000..8dd7c7f85e7d6ee2619134e9bf562b5299468c1d
--- /dev/null
+++ b/game/modules/tome/data/talents/spells/master-necromancer.lua
@@ -0,0 +1,182 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+newTalent{
+	name = "Aura of Undeath", short_name = "NECROTIC_AURA", image = "talents/aura_mastery.png",
+	type = {"spell/master-necromancer",1},
+	require = spells_req_high1,
+	points = 5,
+	mode = "sustained",
+	sustain_mana = 15,
+	cooldown = 20,
+	tactical = { BUFF = 3 },
+	radius = function(self, t) return math.floor(util.bound(3 + self:getTalentLevel(t), 4, 10)) end,
+	getResists = function(self, t) return math.floor(self:combatTalentScale(t, 8, 18)) end,
+	getInherit = function(self, t) return math.floor(self:combatTalentLimit(t, 75, 20, 40)) end,
+	callbackOnActBase = function(self, t)
+		self:projectApply({type="ball", radius=self:getTalentRadius(t)}, self.x, self.y, Map.ACTOR, function(target)
+			if target.summoner == self and target.necrotic_minion and not target:hasEffect(target.EFF_NECROTIC_AURA) then
+				target:setEffect(target.EFF_NECROTIC_AURA, 1, {power=t:_getResists(self)})
+			end
+		end, "friend")
+	end,
+	activate = function(self, t)
+		local ret = {}
+		self:talentParticles(ret, {type="necrotic-aura", args={radius=self:getTalentRadius(t)}})
+		self:talentParticles(ret, {type="circle", args={oversize=0.7, a=75, appear=8, speed=8, img="necro_aura", radius=self:getTalentRadius(t)}})
+		game:playSoundNear(self, "talents/spell_generic2")
+		return ret
+	end,
+	deactivate = function(self, t)
+		return true
+	end,
+	info = function(self, t)
+		return ([[Your mastery of necromancy becomes so total that an aura of undeath radiates around you in radius %d.
+		Any undead minion standing inside of it is protected, increasing all their resistances by %d%%.
+		In addition when you create new minions they inherit %d%% of your spellpower (applied to any powers), spell crit chance (applied to any crit chances), saves, resists and damage increases (applied to all elements).
+		]]):tformat(self:getTalentRadius(t), t:_getResists(self), t:_getInherit(self))
+	end,
+}
+
+newTalent{
+	name = "Surge of Undeath",
+	type = {"spell/master-necromancer", 2},
+	require = spells_req_high2,
+	points = 5,
+	mana = 30,
+	cooldown = 18,
+	tactical = { BUFF=function(self) return necroArmyStats(self).nb / 2 end, DISABLE = {daze=2} },
+	range = 0,
+	radius = function(self, t) return self:callTalent(self.T_NECROTIC_AURA, "radius") end,
+	target = function(self, t) return {type="ball", range=0, radius=self:getTalentRadius(t)} end,
+	requires_target = true,
+	getSpeed = function(self, t) return math.floor(self:combatTalentScale(t, 2, 5)) end,
+	getDaze = function(self, t) return math.floor(self:combatTalentScale(t, 4, 10)) end,
+	on_pre_use = function(self, t) return self:isTalentActive(self.T_NECROTIC_AURA) end,
+	action = function(self, t, p)
+		local tg = self:getTalentTarget(t)
+		self:projectApply(tg, self.x, self.y, Map.ACTOR, function(target)
+			if self:reactionToward(target) < 0 and not target:attr("undead") then
+				if target:canBe("stun") then target:setEffect(target.EFF_DAZED, t:_getDaze(self), {apply_power=self:combatSpellpower()}) end
+			elseif target.summoner == self and target.necrotic_minion then
+				target:setEffect(target.EFF_HASTE, t:_getSpeed(self), {power=0.25})
+			end
+		end)
+		game.level.map:particleEmitter(self.x, self.y, tg.radius, "ball_darkness", {radius=tg.radius})
+		return true
+	end,	
+	info = function(self, t)
+		return ([[Sends out a surge of undeath energies into your aura.
+		All minions inside gain 25%% speed for %d turns.
+		All non-undead foes caught inside are dazed for %d turns.]]):
+		tformat(t:_getSpeed(self), t:_getDaze(self))
+	end,
+}
+
+newTalent{
+	name = "Recall Minions",
+	type = {"spell/master-necromancer", 3},
+	require = spells_req_high3,
+	points = 5,
+	mana = 25,
+	soul = 1,
+	cooldown = 20,
+	tactical = { ESCAPE=3 },
+	range = 0,
+	radius = function(self, t) return self:callTalent(self.T_NECROTIC_AURA, "radius") end,
+	target = function(self, t) return {type="ball", range=0, radius=self:getTalentRadius(t)} end,
+	requires_target = true,
+	getNb = function(self, t) return math.floor(self:combatTalentLimit(t, 8, 1, 6)) end,
+	on_pre_use = function(self, t) return self:isTalentActive(self.T_NECROTIC_AURA) and necroArmyStats(self).nb > 0 end,
+	action = function(self, t)
+		local stats = necroArmyStats(self)
+		if stats.nb == 0 then return end
+
+		local spots, spots_hostile = {}, {}
+		self:projectApply({type="ball", radius=1}, self.x, self.y, Map.TERRAIN, function(_, x, y)
+			local target = game.level.map(x, y, Map.ACTOR)
+			if target and self:reactionToward(target) < 0 then spots_hostile[#spots_hostile+1] = {x=x, y=y, foe=target}
+			elseif not target then spots[#spots+1] = {x=x, y=y}
+			end
+		end)
+
+		for i = 1, t:_getNb(self) do
+			local m = rng.tableRemove(stats.list)
+			if not m then break end
+			local spot = rng.tableRemove(spots_hostile)
+			if not spot then spot = rng.tableRemove(spots) end
+			if not spot then break end
+
+			local mx, my = m.x, m.y
+			m:forceMoveAnim(spot.x, spot.y)
+			if spot.foe then spot.foe:forceMoveAnim(mx, my) end
+		end
+
+		return true
+	end,
+	info = function(self, t)
+		return ([[Tigthen the ethereal leash to some of your minions currently within your aura of undeath, pulling them to you and swapping place with any eventual foes in the way.
+		Up to %d minions are affected.
+		When recalling a minion the spell tries to prioritize a spot where there is already a foe, to push it away.]]):
+		tformat(t:_getNb(self, t))
+	end,
+}
+
+newTalent{
+	name = "Suffer For Me",
+	type = {"spell/master-necromancer",4},
+	require = spells_req_high4,
+	points = 5,
+	mode = "sustained",
+	sustain_mana = 30,
+	cooldown = 30,
+	getPower = function(self, t) return util.bound(self:combatTalentSpellDamage(t, 20, 330) / 10, 5, 40) end,
+	callbackOnHit = function(self, t, cb, src)
+		if not self:isTalentActive(self.T_NECROTIC_AURA) then return end
+		if not cb.value then return end
+		local stats = necroArmyStats(self)
+		if stats.nb == 0 then return end
+
+		while true do
+			local m = rng.tableRemove(stats.list)
+			if not m then return end
+
+			if m:hasEffect(m.EFF_NECROTIC_AURA) then
+				local remain = cb.value * t:_getPower(self) / 100
+				cb.value = cb.value - remain
+				game:delayedLogDamage(src, self, 0, ("#GREY#(%d to minion: %s)#LAST#"):tformat(remain, m:getName()), false)
+				m:takeHit(remain * 3, src or self)
+				return true
+			end
+		end
+	end,
+	activate = function(self, t)
+		return {}
+	end,
+	deactivate = function(self, t)
+		return true
+	end,
+	info = function(self, t)
+		return ([[By creating an arcane link with your minions army you are able to redirect parts of any damage affecting you to them.
+		Anytime you take damage %d%% of it is instead redirected to a random minion without your aura of undeath.
+		The minion takes 300%% damage from that effect.
+		The damage redirected percent depends on your Spellpower.]]):
+		tformat(t:_getPower(self))
+	end,
+}
diff --git a/game/modules/tome/data/talents/spells/master-of-bones.lua b/game/modules/tome/data/talents/spells/master-of-bones.lua
new file mode 100644
index 0000000000000000000000000000000000000000..fd1a0564d54850cf63eb9dc2104778831576fc5e
--- /dev/null
+++ b/game/modules/tome/data/talents/spells/master-of-bones.lua
@@ -0,0 +1,565 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+newTalent{
+	name = "Call of the Crypt",
+	type = {"spell/master-of-bones",1},
+	require = spells_req1,
+	points = 5,
+	fake_ressource = true,
+	mana = 5,
+	soul = function(self, t) return math.max(1, math.min(t.getMax(self, t), self:getSoul())) end,
+	cooldown = 14,
+	tactical = { ATTACK = 10 },
+	requires_target = true,
+	autolearn_talent = "T_SOUL_POOL",
+	range = 0,
+	minions_list = {
+		skel_warrior = {
+			type = "undead", subtype = "skeleton",
+			name = "skeleton warrior", color=colors.SLATE, image="npc/skeleton_warrior.png",
+			blood_color = colors.GREY,
+			display = "s", color=colors.SLATE,
+			combat = { dam=1, atk=1, apr=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
+			infravision = 10,
+			rank = 2,
+			size_category = 3,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
+			open_door = true,
+			cut_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			see_invisible = 2,
+			poison_immune = 1,
+			undead = 1,
+			rarity = 1,
+			skeleton_minion = "warrior",
+
+			max_life = resolvers.rngavg(90,100),
+			combat_armor = 5, combat_def = 1,
+			resolvers.equip{ {type="weapon", subtype="greatsword", autoreq=true} },
+			resolvers.talents{
+				T_STUNNING_BLOW={base=1, every=7, max=5},
+				T_WEAPON_COMBAT={base=1, every=7, max=10},
+				T_WEAPONS_MASTERY={base=1, every=7, max=10},
+			},
+			ai_state = { talent_in=1, },
+		},
+		a_skel_warrior = {
+			type = "undead", subtype = "skeleton",
+			name = "armoured skeleton warrior", color=colors.STEEL_BLUE, image="npc/armored_skeleton_warrior.png",
+			blood_color = colors.GREY,
+			display = "s", color=colors.STEEL_BLUE,
+			combat = { dam=1, atk=1, apr=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
+			infravision = 10,
+			rank = 2,
+			size_category = 3,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
+			open_door = true,
+			cut_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			poison_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			rarity = 1,
+			skeleton_minion = "warrior",
+
+			resolvers.inscriptions(1, "rune"),
+			resolvers.talents{
+				T_WEAPON_COMBAT={base=1, every=7, max=10},
+				T_WEAPONS_MASTERY={base=1, every=7, max=10},
+				T_ARMOUR_TRAINING={base=2, every=14, max=4},
+				T_SHIELD_PUMMEL={base=1, every=7, max=5},
+				T_RIPOSTE={base=3, every=7, max=7},
+				T_OVERPOWER={base=1, every=7, max=5},
+			},
+			resolvers.equip{ {type="weapon", subtype="longsword", autoreq=true}, {type="armor", subtype="shield", autoreq=true}, {type="armor", subtype="heavy", autoreq=true} },
+			ai_state = { talent_in=1, },
+		},
+		skel_m_archer = {
+			type = "undead", subtype = "skeleton",
+			name = "skeleton master archer", color=colors.LIGHT_UMBER, image="npc/master_skeleton_archer.png",
+			blood_color = colors.GREY,
+			display = "s",
+			combat = { dam=1, atk=1, apr=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
+			infravision = 10,
+			rank = 2,
+			size_category = 3,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
+			open_door = true,
+			cut_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			poison_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			rarity = 1,
+			skeleton_minion = "archer",
+
+			max_life = resolvers.rngavg(70,80),
+			combat_armor = 5, combat_def = 1,
+			resolvers.talents{ T_BOW_MASTERY={base=1, every=7, max=10}, T_WEAPON_COMBAT={base=1, every=7, max=10}, T_SHOOT=1, T_PINNING_SHOT=3, T_CRIPPLING_SHOT=3, },
+			ai_state = { talent_in=1, },
+			rank = 3,
+			autolevel = "archer",
+			resolvers.equip{ {type="weapon", subtype="longbow", autoreq=true}, {type="ammo", subtype="arrow", autoreq=true} },
+		},
+		skel_mage = {
+			type = "undead", subtype = "skeleton",
+			name = "skeleton mage", color=colors.LIGHT_RED, image="npc/skeleton_mage.png",
+			blood_color = colors.GREY,
+			display = "s",
+			combat = { dam=1, atk=1, apr=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
+			infravision = 10,
+			rank = 2,
+			size_category = 3,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
+			open_door = true,
+			cut_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			poison_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			rarity = 1,
+			skeleton_minion = "mage",
+
+			max_life = resolvers.rngavg(50,60),
+			max_mana = resolvers.rngavg(70,80),
+			combat_armor = 3, combat_def = 1,
+			stats = { str=10, dex=12, cun=14, mag=14, con=10 },
+			resolvers.talents{ T_STAFF_MASTERY={base=1, every=10, max=5}, T_FLAME={base=1, every=7, max=5}, T_MANATHRUST={base=2, every=7, max=5} },
+			resolvers.equip{ {type="weapon", subtype="staff", autoreq=true} },
+			autolevel = "caster",
+			ai_state = { talent_in=1, },
+		},
+	},
+	radius = function(self, t) return self:getTalentRadius(self:getTalentFromId(self.T_NECROTIC_AURA)) end,
+	target = function(self, t) return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t} end,
+	getNb = function(self, t, ignore)
+		return math.max(1, math.floor(self:combatTalentScale(t, 1, 2, "log")))
+	end,
+	getMax = function(self, t, ignore)
+		local max = math.max(1, math.floor(self:combatTalentScale(t, 1, 7)))
+		if ignore then return max end
+		return math.max(0, max - necroArmyStats(self).nb_skeleton)
+	end,
+	getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
+	on_pre_use = function(self, t) return math.min(t.getMax(self, t), self:getSoul()) >= 1 end,
+	action = function(self, t)
+		local nb = t:_getNb(self)
+		local max = t:_getMax(self)
+		nb = math.min(nb, max, self:getSoul())
+		if nb < 1 then return end
+		local lev = t.getLevel(self, t)
+
+		-- Summon minions in a cone
+		local tg = self:getTalentTarget(t)
+		local x, y = self:getTarget(tg)
+		if not x or not y then return nil end
+		local possible_spots = {}
+		self:project(tg, x, y, function(px, py)
+			if not game.level.map:checkAllEntities(px, py, "block_move") then
+				possible_spots[#possible_spots+1] = {x=px, y=py}
+			end
+		end)
+		if #possible_spots == 0 then return end
+
+		local use_ressource = not self:attr("zero_resource_cost") and not self:attr("force_talent_ignore_ressources")
+		for i = 1, nb do
+			local pos = rng.tableRemove(possible_spots)
+			if pos then
+				if use_ressource then self:incSoul(-1) end
+				necroSetupSummon(self, self:getTalentLevel(t) >= 3 and t.minions_list.a_skel_warrior or t.minions_list.skel_warrior, pos.x, pos.y, lev, nil, true)
+				self.__call_crypt_count = (self.__call_crypt_count or 0) + 1
+				if self.__call_crypt_count == 3 then
+					self.__call_crypt_count = 0
+					if self:getTalentLevel(t) >= 5 then
+						local pos = rng.tableRemove(possible_spots)
+						if pos then necroSetupSummon(self, rng.percent(50) and t.minions_list.skel_mage or t.minions_list.skel_m_archer, pos.x, pos.y, lev, nil, true) end
+					end
+				end
+			end
+		end
+
+		if use_ressource then self:incMana(-util.getval(t.mana, self, t) * (100 + 2 * self:combatFatigue()) / 100) end
+		game:playSoundNear(self, "talents/skeleton")
+		return true
+	end,
+	info = function(self, t)
+		return ([[Call upon the battle fields of old to collect bones and fuse them with souls, combining them to create skeletal minions to do your bidding.
+		Up to %d skeleton warriors of level %d are summoned. Up to %d skeletons can be controlled at once.
+		At level 3 the summons become armoured skeletons warriors.
+		At level 5 every 3 summoned warriors a free skeleton mage or skeleton archer is also created (without costing a soul).
+
+		#GREY##{italic}#Skeleton minions come in fewer numbers than ghoul minions but are generaly more durable.#{normal}#
+		]]):tformat(t:_getNb(self), math.max(1, self.level + t:_getLevel(self)), t:_getMax(self, true))
+	end,
+}
+
+newTalent{
+	name = "Bone Wall",
+	type = {"spell/master-of-bones", 2},
+	require = spells_req2,
+	points = 5,
+	mana = 20,
+	cooldown = 18, fixed_cooldown = true,
+	range = 10,
+	tactical = { ATTACKAREA = {COLD = 1, DARKNESS=1}, DISABLE = {pin=1} },
+	requires_target = true,
+	target = function(self, t)
+		local halflength = math.floor(t.getLength(self,t)/2)
+		local block = function(_, lx, ly)
+			return game.level.map:checkAllEntities(lx, ly, "block_move")
+		end
+		return {
+			type="wall", range=self:getTalentRange(t), halflength=halflength, talent=t, halfmax_spots=halflength+1, block_radius=block,
+			nowarning=true, first_target="friend", custom_scan_filter=function(target)
+				return target.summoner == self and target.necrotic_minion and target.skeleton_minion
+			end,
+		}
+	end,
+	getChance = function(self, t) return math.floor(self:combatTalentScale(t, 20, 50)) end,
+	getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
+	getLength = function(self, t) return 1 + math.floor(self:combatTalentScale(t, 3, 7)/2)*2 end,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 3, 15) end,
+	on_pre_use = function(self, t) return necroArmyStats(self).nb_skeleton > 0 end,
+	action = function(self, t)
+		local tg = self:getTalentTarget(t)
+		local x, y, target = self:getTargetLimited(tg)
+		if not target or not target.summoner == self or not target.necrotic_minion or not target.skeleton_minion then return nil end
+
+		target:die(self)
+
+		local damage = self:spellCrit(t:_getDamage(self))
+		local chance = t:_getChance(self)
+		local radius = 1
+
+		self:project(tg, x, y, function(px, py, tg, self)
+			local oe = game.level.map(px, py, Map.TERRAIN)
+			if not oe or oe.special then return end
+			if not oe or oe:attr("temporary") or game.level.map:checkAllEntities(px, py, "block_move") or oe.special then return end
+			local e = mod.class.Object.new{
+				old_feat = oe,
+				name = _t"bone wall",
+				image = oe.image,
+				add_mos = table.clone(oe.add_mos or {}, true),
+				add_displays = table.clone(oe.add_displays or {}),
+				desc = _t"a summoned wall of bones",
+				type = "wall",
+				display = '#', color=colors.GREY, back_color=colors.BLUE,
+				always_remember = true,
+				can_pass = {pass_wall=1},
+				does_block_move = true,
+				pass_projectile = true,
+				show_tooltip = true,
+				block_move = true,
+				block_sight = false,
+				temporary = t.getDuration(self, t),
+				x = px, y = py,
+				canAct = false,
+				dam = damage,
+				pin_chance = chance,
+				act = function(self)
+					local t = self.summoner:getTalentFromId(self.T_BONE_WALL)
+					local tg = {type="ball", range=0, radius=1, friendlyfire=false, talent=t, x=self.x, y=self.y}
+					self.summoner.__project_source = self
+					self.summoner:projectApply(tg, self.x, self.y, engine.Map.ACTOR, function(target)
+						if target.turn_procs.bone_wall then return end
+						target.turn_procs.bone_wall = true
+						target.turn_procs.bone_wall = true
+						engine.DamageType:get(engine.DamageType.FROSTDUSK).projector(self.summoner, target.x, target.y, engine.DamageType.FROSTDUSK, self.dam)
+						if target:canBe("pin") and rng.percent(self.pin_chance) then
+							target:setEffect(target.EFF_PINNED, 4, {apply_power=self.summoner:combatSpellpower()})
+						end
+					end, "hostile")
+					self.summoner.__project_source = nil
+					self:useEnergy()
+					self.temporary = self.temporary - 1
+					if self.temporary <= 0 then
+						game.level.map(self.x, self.y, engine.Map.TERRAIN, self.old_feat)
+						game.level:removeEntity(self)
+						game.level.map:updateMap(self.x, self.y)
+						game.nicer_tiles:updateAround(game.level, self.x, self.y)
+					end
+				end,
+				dig = function(src, x, y, old)
+					game.level:removeEntity(old, true)
+					return nil, old.old_feat
+				end,
+				summoner_gain_exp = true,
+				summoner = self,
+			}
+			e.add_displays[#e.add_displays+1] = mod.class.Grid.new{image="terrain/bone_wall_0"..rng.range(1,4)..".png", z=19}
+			e.tooltip = mod.class.Grid.tooltip
+			game.level:addEntity(e)
+			game.level.map(px, py, Map.TERRAIN, e)
+		--	game.nicer_tiles:updateAround(game.level, px, py)
+		--	game.level.map:updateMap(px, py)
+		end)
+		game:playSoundNear(self, "talents/skeleton")
+		return true
+	end,
+	info = function(self, t)
+		return ([[Sacrifice one skeleton to turn it into a wall of bones of %d length for %d turns.
+		The wall is strong enough to block movement but projectiles and sight are not hampered.
+		Any foes adjacent to it takes %0.2f frostdusk damage and has %d%% chances to be pinned for 4 turns.
+		]]):tformat(3 + math.floor(self:getTalentLevel(t) / 2) * 2, t:_getDuration(self), damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)), t:_getChance(self))
+	end,
+}
+
+newTalent{
+	name = "Assemble",
+	type = {"spell/master-of-bones",3},
+	require = spells_req3,
+	points = 5,
+	cooldown = 20,
+	mana = 30,
+	minions_list = {
+		bone_giant = {
+			type = "undead", subtype = "giant",
+			blood_color = colors.GREY,
+			display = "K",
+			combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			infravision = 10,
+			life_rating = 12,
+			max_stamina = 90,
+			rank = 2,
+			size_category = 4,
+			movement_speed = 1.5,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
+			stats = { str=20, dex=12, mag=16, con=16 },
+			resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
+			open_door = 1,
+			no_breath = 1,
+			confusion_immune = 1,
+			poison_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			stun_immune = 1,
+			is_bone_giant = true,
+			see_invisible = resolvers.mbonus(15, 5),
+			undead = 1,
+			name = "bone giant", color=colors.WHITE,
+			desc=_t[[A towering creature, made from the bones of dozens of dead bodies. It is covered by an unholy aura.]],
+			resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_bone_giant.png", display_h=2, display_y=-1}}},
+			max_life = resolvers.rngavg(100,120),
+			level_range = {1, nil}, exp_worth = 0,
+			combat_armor = 20, combat_def = 0,
+			on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			resolvers.talents{ T_BONE_ARMOUR={base=3, every=10, max=5}, T_STUN={base=3, every=10, max=5}, },
+		},
+		h_bone_giant = {
+			type = "undead", subtype = "giant",
+			blood_color = colors.GREY,
+			display = "K",
+			combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			infravision = 10,
+			life_rating = 12,
+			max_stamina = 90,
+			rank = 2,
+			size_category = 4,
+			movement_speed = 1.5,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
+			stats = { str=20, dex=12, mag=16, con=16 },
+			resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
+			open_door = 1,
+			no_breath = 1,
+			confusion_immune = 1,
+			poison_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			stun_immune = 1,
+			is_bone_giant = true,
+			see_invisible = resolvers.mbonus(15, 5),
+			undead = 1,
+			name = "heavy bone giant", color=colors.RED,
+			desc=_t[[A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.]],
+			resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_heavy_bone_giant.png", display_h=2, display_y=-1}}},
+			level_range = {1, nil}, exp_worth = 0,
+			max_life = resolvers.rngavg(100,120),
+			combat_armor = 20, combat_def = 0,
+			on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			resolvers.talents{ T_BONE_ARMOUR={base=3, every=10, max=5}, T_THROW_BONES={base=4, every=10, max=7}, T_STUN={base=3, every=10, max=5}, },
+		},
+		e_bone_giant = {
+			type = "undead", subtype = "giant",
+			blood_color = colors.GREY,
+			display = "K",
+			combat = { dam=resolvers.levelup(resolvers.mbonus(45, 20), 1, 1), atk=15, apr=10, dammod={str=0.8} },
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			infravision = 10,
+			life_rating = 12,
+			max_stamina = 90,
+			rank = 2,
+			size_category = 4,
+			movement_speed = 1.5,
+			autolevel = "warrior",
+			ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=2, },
+			stats = { str=20, dex=12, mag=16, con=16 },
+			resists = { [DamageType.PHYSICAL] = 20, [DamageType.BLIGHT] = 20, [DamageType.COLD] = 50, },
+			open_door = 1,
+			no_breath = 1,
+			confusion_immune = 1,
+			poison_immune = 1,
+			blind_immune = 1,
+			fear_immune = 1,
+			stun_immune = 1,
+			is_bone_giant = true,
+			see_invisible = resolvers.mbonus(15, 5),
+			undead = 1,
+			name = "eternal bone giant", color=colors.GREY,
+			desc=_t[[A towering creature, made from the bones of hundreds of dead bodies. It is covered by an unholy aura.]],
+			resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_giant_eternal_bone_giant.png", display_h=2, display_y=-1}}},
+			level_range = {1, nil}, exp_worth = 0,
+			max_life = resolvers.rngavg(100,120),
+			combat_armor = 40, combat_def = 20,
+			on_melee_hit = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			melee_project = {[DamageType.BLIGHT]=resolvers.mbonus(15, 5)},
+			autolevel = "warriormage",
+			resists = {all = 50},
+			resolvers.talents{ T_BONE_ARMOUR={base=5, every=10, max=7}, T_STUN={base=3, every=10, max=5}, T_SKELETON_REASSEMBLE=5, },
+		},
+	},
+	tactical = { ATTACK = 2 },
+	requires_target = true,
+	range = 10,
+	getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
+	on_pre_use = function(self, t) local stats = necroArmyStats(self) return stats.nb_skeleton >= 3 end,
+	action = function(self, t)
+		local stats = necroArmyStats(self)
+		if stats.nb_skeleton < 3 then return end
+		if stats.bone_giant then stats.bone_giant:die(self) end
+
+		local list = {}
+		for _, m in ipairs(stats.list) do if m.skeleton_minion then list[#list+1] = m end end
+		table.sort(list, function(a, b)
+			local pa, pb = a.life / a.max_life, b.life / b.max_life
+			if pa == pb then return a.creation_turn < b.creation_turn end
+			return pa < pb
+		end)
+
+		local lev = t.getLevel(self, t)
+		local pos
+		for i = 1, 3 do
+			local skel = table.remove(list)
+			if i == 1 then pos = {x=skel.x, y=skel.y} end
+			skel:die(self)
+		end
+
+		local def = t.minions_list.bone_giant
+		if self:getTalentLevel(t) >= 6 then def = t.minions_list.e_bone_giant
+		elseif self:getTalentLevel(t) >= 3 then def = t.minions_list.h_bone_giant
+		end
+
+		necroSetupSummon(self, def, pos.x, pos.y, lev, nil, true)
+
+		game:playSoundNear(self, "talents/skeleton")
+		return true
+	end,
+	info = function(self, t)
+		return ([[Every army of undead minions needs its spearhead. To that end you combine 3 skeleton minions into a bone giant of level %d.
+		The minions used are automatically selected by taking the weaker and older ones first and a Lord of Skull is never used.
+		At level 3 a heavy bone giant is created instead.
+		At level 6 an eternal bone giant is created instead.
+		Only one bone giant may be active at any time, casting this spell while one exists will destroy it and replace it with a new one.
+		]]):
+		tformat(math.max(1, self.level + t:_getLevel(self)))
+	end,
+}
+
+newTalent{
+	name = "Lord of Skulls",
+	type = {"spell/master-of-bones", 4},
+	require = spells_req4,
+	points = 5,
+	soul = function(self, t) return self:getTalentLevel(t) < 6 and 1 or 3 end,
+	mana = 50,
+	cooldown = 30,
+	tactical = { SPECIAL=10 },
+	getLife = function(self, t) return self:combatTalentScale(t, 30, 80) end,
+	range = 10,
+	target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
+	ai_outside_combat = true,
+	onAIGetTarget = function(self, t)
+		local targets = {}
+		for _, act in pairs(game.level.entities) do
+			if act.summoner == self and act.necrotic_minion and act.skeleton_minion and self:hasLOS(act.x, act.y) and core.fov.distance(self.x, self.y, act.x, act.y) <= self:getTalentRange(t) then
+			targets[#targets+1] = act
+		end end
+		if #targets == 0 then return nil end
+		local tgt = rng.table(targets)
+		return tgt.x, tgt.y, tgt
+	end,
+	on_pre_use = function(self, t) return necroArmyStats(self).nb_skeleton > 0 end,
+	action = function(self, t, p)
+		local tg = self:getTalentTarget(t)
+		local x, y, target = self:getTargetLimited(tg)
+		if not x or not y or not target then return nil end
+		if not target.skeleton_minion or target.summoner ~= self then return nil end
+
+		local stats = necroArmyStats(self)
+		if stats.lord_of_skulls then stats.lord_of_skulls:removeEffect(stats.lord_of_skulls.EFF_LORD_OF_SKULLS, false, true) end
+
+		target:setEffect(target.EFF_LORD_OF_SKULLS, 1, {life=t:_getLife(self), talents=self:getTalentLevel(t) >= 6})
+		return true
+	end,	
+	info = function(self, t)
+		return ([[Consume a soul to empower one of your skeleton, making it into a Lord of Skulls.
+		The Lord of Skulls gain %d%% more life, is instantly healed to full.
+		There can be only one active Lord of Skulls, casting this spell on an other skeleton removes the effect from the current one.
+		At level 6 it also gains a new talent:
+		- Warriors learn Giant Leap, a powerful jump attack that deals damage and dazes and impact and frees the skeleton from any stun, daze and pin effects they may have
+		- Archers learn Vital Shot, a devastating attack that can stun and cripple their foes
+		- Mages learn Meteoric Crash, a destructive spell that crushes and burns foes in a big radius for multiple turns
+		]]):
+		tformat(t:_getLife(self))
+	end,
+}
diff --git a/game/modules/tome/data/talents/spells/master-of-flesh.lua b/game/modules/tome/data/talents/spells/master-of-flesh.lua
new file mode 100644
index 0000000000000000000000000000000000000000..69f66eb37432781437c2c40da17a4595517372a0
--- /dev/null
+++ b/game/modules/tome/data/talents/spells/master-of-flesh.lua
@@ -0,0 +1,400 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+newTalent{
+	name = "Call of the Mausoleum",
+	type = {"spell/master-of-flesh",1},
+	require = spells_req1,
+	points = 5,
+	fake_ressource = true,
+	mana = 5,
+	soul = function(self, t) return math.max(1, math.min(t.getNb(self, t), self:getSoul())) end,
+	cooldown = 14,
+	tactical = { ATTACK = 10 },
+	requires_target = true,
+	autolearn_talent = "T_SOUL_POOL",
+	range = 0,
+	minions_list = {
+		ghoul = {
+			type = "undead", subtype = "ghoul",
+			display = "z",
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			autolevel = "ghoul",
+			level_range = {1, nil}, exp_worth = 0,
+			ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			rank = 2,
+			size_category = 3,
+			infravision = 10,
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, },
+			open_door = true,
+			blind_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			name = "ghoul", color=colors.TAN,
+			max_life = resolvers.rngavg(90,100),
+			combat_armor = 2, combat_def = 7,
+			resolvers.talents{
+				T_STUN={base=1, every=10, max=5},
+				T_BITE_POISON={base=1, every=10, max=5},
+				T_ROTTING_DISEASE={base=1, every=10, max=5},
+			},
+			ai_state = { talent_in=4, },
+			combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
+			ghoul_minion = "ghoul",
+		},
+		ghast = {
+			type = "undead", subtype = "ghoul",
+			display = "z",
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			autolevel = "ghoul",
+			ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			rank = 2,
+			size_category = 3,
+			infravision = 10,
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, },
+			open_door = true,
+			blind_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			name = "ghast", color=colors.UMBER,
+			max_life = resolvers.rngavg(90,100),
+			combat_armor = 2, combat_def = 7,
+			resolvers.talents{
+				T_STUN={base=1, every=10, max=5},
+				T_BITE_POISON={base=1, every=10, max=5},
+				T_ROTTING_DISEASE={base=1, every=10, max=5},
+			},
+			ai_state = { talent_in=4, },
+			combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
+			ghoul_minion = "ghast",
+		},
+		ghoulking = {
+			type = "undead", subtype = "ghoul",
+			display = "z",
+			body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
+			level_range = {1, nil}, exp_worth = 0,
+			autolevel = "ghoul",
+			ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
+			stats = { str=14, dex=12, mag=10, con=12 },
+			rank = 2,
+			size_category = 3,
+			infravision = 10,
+			resolvers.racial(),
+			resolvers.tmasteries{ ["technique/other"]=0.3, },
+			open_door = true,
+			blind_immune = 1,
+			see_invisible = 2,
+			undead = 1,
+			name = "ghoulking", color={0,0,0},
+			max_life = resolvers.rngavg(90,100),
+			combat_armor = 3, combat_def = 10,
+			ai_state = { talent_in=2, ai_pause=20 },
+			rank = 3,
+			combat = { dam=resolvers.levelup(30, 1, 1.2), atk=resolvers.levelup(8, 1, 1), apr=4, dammod={str=0.6} },
+			resolvers.talents{
+				T_STUN={base=3, every=9, max=7},
+				T_BITE_POISON={base=3, every=9, max=7},
+				T_ROTTING_DISEASE={base=4, every=9, max=7},
+				T_DECREPITUDE_DISEASE={base=3, every=9, max=7},
+				T_WEAKNESS_DISEASE={base=3, every=9, max=7},
+			},
+			ghoul_minion = "ghoulking",
+		},
+	},
+	radius = function(self, t) return self:getTalentRadius(self:getTalentFromId(self.T_NECROTIC_AURA)) end,
+	target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t} end,
+	getNb = function(self, t, ignore) return math.max(1, math.floor(self:combatTalentScale(t, 1, 5))) end,
+	getEvery = function(self, t, ignore) return math.floor(self:combatTalentLimit(t, 10, 30, 15)) end,
+	getTurns = function(self, t, ignore) return math.floor(self:combatTalentScale(t, 5, 10)) end,
+	getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
+	on_pre_use = function(self, t) return self:getTalentLevel(t) >= 3 and self:getSoul() >= 1 end,
+	summonGhoul = function(self, t, possible_spots, def)
+		local pos = table.remove(possible_spots, 1)
+		if pos then
+			necroSetupSummon(self, def, pos.x, pos.y, lev, t:_getTurns(self), true)
+			self.__call_mausoleum_count = (self.__call_mausoleum_count or 0) + 1
+			if self.__call_mausoleum_count == 4 then
+				self.__call_mausoleum_count = 0
+				if self:getTalentLevel(t) >= 5 then
+					local pos = table.remove(possible_spots, 1)
+					if pos then necroSetupSummon(self, t.minions_list.ghoulking, pos.x, pos.y, lev, t:_getTurns(self), true) end
+				end
+			end
+			return true
+		end
+		return false
+	end,
+	callbackOnCombat = function(self, t, state)
+		if self.__call_mausoleum_active ~= state and state == true then
+			local tg = self:getTalentTarget(t)
+			local possible_spots = {}
+			self:project(tg, self.x, self.y, function(px, py)
+				if not game.level.map:checkAllEntities(px, py, "block_move") then
+					possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
+				end
+			end)
+			if #possible_spots >= 1 then
+				table.sort(possible_spots, "dist")
+				t:_summonGhoul(self, possible_spots, t.minions_list.ghoul)
+			end
+			self.__call_mausoleum_turns = 0
+		end
+		self.__call_mausoleum_active = state
+	end,
+	callbackOnActBase = function(self, t)
+		if not self.__call_mausoleum_active then return end
+		self.__call_mausoleum_turns = self.__call_mausoleum_turns + 1
+		if self.__call_mausoleum_turns >= t:_getEvery(self) then
+			local tg = self:getTalentTarget(t)
+			local possible_spots = {}
+			self:project(tg, self.x, self.y, function(px, py)
+				if not game.level.map:checkAllEntities(px, py, "block_move") then
+					possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
+				end
+			end)
+			if #possible_spots >= 1 then
+				table.sort(possible_spots, "dist")
+				t:_summonGhoul(self, possible_spots, t.minions_list.ghoul)
+			end
+			self.__call_mausoleum_turns = 0
+		end
+	end,
+	action = function(self, t)
+		if self:getTalentLevel(t) < 3 then return end
+		local nb = t:_getNb(self)
+		nb = math.min(nb, self:getSoul())
+		if nb < 1 then return end
+		local lev = t.getLevel(self, t)
+
+		local tg = self:getTalentTarget(t)
+		local possible_spots = {}
+		self:project(tg, self.x, self.y, function(px, py)
+			if not game.level.map:checkAllEntities(px, py, "block_move") then
+				possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
+			end
+		end)
+		if #possible_spots == 0 then return end
+		table.sort(possible_spots, "dist")
+
+		local use_ressource = not self:attr("zero_resource_cost") and not self:attr("force_talent_ignore_ressources")
+		for i = 1, nb do
+			if t:_summonGhoul(self, possible_spots, t.minions_list.ghast) and use_ressource then
+				self:incSoul(-1)
+			end
+		end
+
+		if use_ressource then self:incMana(-util.getval(t.mana, self, t) * (100 + 2 * self:combatFatigue()) / 100) end
+		game:playSoundNear(self, "talents/ghoul")
+		return true
+	end,
+	info = function(self, t)
+		return ([[You control dead matter around you, lyring in the ground, decaying.
+		When you enter combat and every %d turns thereafter a ghoul of level %d automatically raises to fight for you.
+		At level 3 you can forcefully activate this spell to summon up to %d ghasts, as close as possible to your foes in range %d.
+		At level 5 every 4 summoned ghouls or ghasts a ghoulking is summoned for free.
+		Ghouls, ghasts and ghoulkings last for %d turns.
+
+		#GREY##{italic}#Ghoul minions come in larger numbers than skeleton minions but are generaly more frail and disposable.#{normal}#
+		]]):tformat(t:_getEvery(self), math.max(1, self.level + t:_getLevel(self)), t:_getNb(self), self:getTalentRadius(self, t), t:_getTurns(self))
+	end,
+}
+
+newTalent{
+	name = "Putrescent Liquefaction",
+	type = {"spell/master-of-flesh", 2},
+	require = spells_req2,
+	points = 5,
+	mode = "sustained",
+	mana = 20, -- This is NOT an error, this is a sustain but with an activation cost
+	soul = 1,
+	cooldown = 10,
+	tactical = { ATTACKAREA = {COLD=2, DARKNESS=2} },
+	requires_target = true,
+	target = function(self, t) return {type="ball", range=0, radius=self:getTalentRadius(t), talent=t} end,
+	getNb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 4)) end,
+	getIncrease = function(self, t) return math.floor(self:combatTalentScale(t, 1, 2)) end,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 40, 400) / 5 end,
+	on_pre_use = function(self, t) return necroArmyStats(self).nb_ghoul > 0 end,
+	iconOverlay = function(self, t, p)
+		local val = p.dur
+		if val <= 0 then return "" end
+		return tostring(math.ceil(val)), "buff_font_small"
+	end,
+	endEffect = function(self, t, final)
+		local p = self:isTalentActive(t.id)
+		if not p then return end
+		game.level.map:removeEffect(p.effect)
+		if not final then
+			self:forceUseTalent(t.id, {ignore_energy=true})
+		end
+	end,
+	callbackOnChangeLevel = function(self, t, what)
+		local p = self:isTalentActive(t.id)
+		if not p then return end
+		if what ~= "leave" then return end
+
+		t:_endEffect(self)
+	end,
+	callbackOnActBase = function(self, t)
+		local p = self:isTalentActive(t.id)
+		if not p then return end
+
+		p.dur = p.dur - 1
+		if p.dur == 0 then
+			t:_endEffect(self)
+		end
+	end,
+	activate = function(self, t)
+		local list = {}
+		local stats = necroArmyStats(self)
+		for _, m in ipairs(stats.list) do if m.ghoul_minion then list[#list+1] = m end end
+		table.sort(list, function(a, b) return a.creation_turn < b.creation_turn end)
+
+		local dur = 0
+		for i = 1, t:_getNb(self) do
+			if #list == 0 then break end
+			local m = table.remove(list, 1)
+			m:die(self)
+			dur = dur + 3
+		end
+		if dur == 0 then return nil end
+
+		local ret = { dur = dur }
+
+		-- Add a lasting map effect
+		ret.effect = game.level.map:addEffect(self,
+			self.x, self.y, 10, -- Duration is fake, its handled by the sustain
+			DamageType.PUTRESCENT_LIQUEFACTION, t.getDamage(self, t),
+			3,
+			5, nil,
+			{type="icestorm", only_one=true},
+			function(e)
+				if e.src.dead then return end
+				e.x = e.src.x
+				e.y = e.src.y
+				e.duration = 10 -- Duration is fake, its handled by the sustain
+				return true
+			end,
+			false
+		)
+
+		return ret
+	end,
+	deactivate = function(self, t, p)
+		t:_endEffect(self, true)
+		return true
+	end,
+	info = function(self, t)
+		return ([[Shattering up to %d ghouls or ghasts you create a putrescent swirling cloud of radius %d that follows you around for 3 turns per dead ghoul. Oldest ghouls are prioritized for destruction.
+		Any ghoul or ghast dying or expiring within this cloud increases its duration by %d turn.
+		The cloud deals %0.2f frostdusk damage to any foes caught inside.
+		The damage is increased by your Spellpower.
+		]]):tformat(t:_getNb(self), self:getTalentRadius(t), t:_getIncrease(self), damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)))
+	end,
+}
+
+newTalent{
+	name = "Corpse Explosion",
+	type = {"spell/master-of-flesh",3},
+	require = spells_req3,
+	points = 5,
+	cooldown = 20,
+	mana = 30,
+	tactical = { ATTACKAREA = {COLD=2, DARKNESS=2} },
+	requires_target = true,
+	radius = 2,
+	getDur = function(self, t) return math.floor(self:combatTalentScale(t, 3, 8)) end,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 40, 200) end,
+	getDiseasePower = function(self, t) return self:combatTalentSpellDamage(t, 5, 28) end,
+	on_pre_use = function(self, t) local stats = necroArmyStats(self) return stats.nb_ghoul > 0 end,
+	action = function(self, t)
+		self:setEffect(self.EFF_CORPSE_EXPLOSION, t:_getDur(self), {damage=t:_getDamage(self), disease=t:_getDiseasePower(self), radius=self:getTalentRadius(t)})
+		game:playSoundNear(self, "talents/spell_generic2")
+		return true
+	end,
+	info = function(self, t)
+		return ([[Ghouls are nothing but mere tools to you, for %d turns you render them bloated with dark forces.
+		Anytime a ghoul or ghast is hit it will explode in a messy splash of gore, dealing %0.2f frostdusk damage to all foes in radius %d of it.
+		Any creature caught in the blast also receives a random disease that deals %0.2f blight damage over 6 turns and reduces on attribute by %d.
+		Only one ghoul may explode per turn. The one with the least time left to live is always the first to do so.
+		The damage and disease power is increased by your Spellpower.
+		]]):
+		tformat(t:_getDur(self), damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)), damDesc(self, DamageType.BLIGHT, t:_getDamage(self)), t:_getDiseasePower(self), self:getTalentRadius(t))
+	end,
+}
+
+newTalent{
+	name = "Discarded Refuse",
+	type = {"spell/master-of-flesh", 4},
+	require = spells_req4,
+	points = 5,
+	mode = "sustained",
+	sustain_mana = 40,
+	soul = 1,
+	cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 15, 40, 20)) end,
+	tactical = { CURE = 1 },
+	range = 10,
+	target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
+	on_pre_use = function(self, t) return necroArmyStats(self).nb_ghoul > 0 end,
+	callbackOnActBase = function(self, t)
+		if necroArmyStats(self).nb_ghoul == 0 then
+			self:forceUseTalent(t.id, {ignore_energy=true})
+		end
+	end,
+	callbackOnTemporaryEffect = function(self, t, eff_id, e, p)
+		if e.status ~= "detrimental" then return end
+		if self.life < 1 then
+			if e.type == "other" then return end
+		else
+			if e.type ~= "physical" then return end
+		end
+		local stats = necroArmyStats(self)
+		if stats.nb_ghoul == 0 then return end
+
+		local list = {}
+		for _, m in ipairs(stats.list) do if m.ghoul_minion then list[#list+1] = m end end
+		local m = rng.table(list)
+		game.logSeen(self, "%s sacrifice a ghoul to avoid being affected by %s!", self:getName():capitalize(), self:getEffectFromId(eff_id).desc)
+		m:die(self)		
+
+		if stats.nb_ghoul == 1 then self:forceUseTalent(t.id, {ignore_energy=true}) end
+		return true
+	end,
+	activate = function(self, t)
+		local ret = {}
+		return ret
+	end,	
+	deactivate = function(self, t, p)
+		return true
+	end,	
+	info = function(self, t)
+		return ([[Whenever you would be affected by a detrimental physical effect you instead transfer it instantly to one of your ghoul.
+		The ghoul dies from the process.
+		While under 1 life it also affects magical and mental effects.
+		Cross-tier effects are never affected.
+		This spell will automatically unsustain if you have no more ghouls.
+		]]):
+		tformat()
+	end,
+}
diff --git a/game/modules/tome/data/talents/spells/meta.lua b/game/modules/tome/data/talents/spells/meta.lua
index 48c9ef6a8ae3abd0509f993e5311038e4a3a2897..64348d72fb8ddfae10ce2e5b7913cd56d404003e 100644
--- a/game/modules/tome/data/talents/spells/meta.lua
+++ b/game/modules/tome/data/talents/spells/meta.lua
@@ -196,7 +196,12 @@ newTalent{
 		return count ^.5
 	end },
 	getTalentCount = function(self, t) return math.floor(self:combatTalentScale(t, 2, 7, "log")) end,
-	getMaxLevel = function(self, t) return self:getTalentLevel(t) end,
+	getMaxLevel = function(self, t) return util.bound(math.floor(self:getTalentLevel(t)), 1, 4) end,
+	passives = function(self, t, p)
+		if self:getTalentLevel(t) >= 6 then
+			self:talentTemporaryValue(p, "spells_bonus_level", 1)
+		end
+	end,
 	action = function(self, t)
 		local tids = {}
 		for tid, _ in pairs(self.talents_cd) do
@@ -219,7 +224,9 @@ newTalent{
 	info = function(self, t)
 		local talentcount = t.getTalentCount(self, t)
 		local maxlevel = t.getMaxLevel(self, t)
-		return ([[Your mastery of arcane flows allow you to reset the cooldown of up to %d of your spells (that don't have a fixed cooldown) of tier %d or less.]]):
+		return ([[Your mastery of arcane flows allow you to reset the cooldown of up to %d of your spells (that don't have a fixed cooldown) of tier %d or less.
+		Passive effect:
+		At talent level 6 all known spells are considered one talent level higher when casting them.]]):
 		tformat(talentcount, maxlevel)
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/necrosis.lua b/game/modules/tome/data/talents/spells/necrosis.lua
index c1859dc8515e1dd744c58de2bfbcdd892af37407..c073d92ad333462a40d85bde10986e5a544b3c06 100644
--- a/game/modules/tome/data/talents/spells/necrosis.lua
+++ b/game/modules/tome/data/talents/spells/necrosis.lua
@@ -21,277 +21,159 @@ newTalent{
 	name = "Blurred Mortality",
 	type = {"spell/necrosis",1},
 	require = spells_req1,
-	mode = "sustained",
+	mode = "passive",
 	points = 5,
-	sustain_mana = 30,
-	cooldown = 30,
-	tactical = { BUFF = 2 },
-	lifeBonus = function(self, t) -- Add fraction of max life
-		return 50 * self:getTalentLevelRaw(t) + self.max_life * self:combatTalentLimit(t, 1, .01, .05)
+	getLifeBonus = function(self, t)
+		return self:combatTalentStatDamage(t, "con", 30, 1000)
 	end,
-	activate = function(self, t)
-		if self.player and not self:attr("no_lichform_quest") and not self:hasQuest("lichform") and not self:attr("undead") then
-			self:grantQuest("lichform")
-			if not game:isCampaign("Maj'Eyal") then self:setQuestStatus("lichform", engine.Quest.DONE) end
-			require("engine.ui.Dialog"):simplePopup(_t"Lichform", _t"You have mastered the lesser arts of overcoming death, but your true goal is before you: the true immortality of Lichform!")
-		end
-
-		local ret = {
-			die_at = self:addTemporaryValue("die_at", -t.lifeBonus(self, t)),
-		} -- Add up to 100% max life
-		return ret
+	getLifeLostFactor = function(self, t)
+		return 0.5
 	end,
-	deactivate = function(self, t, p)
-		self:removeTemporaryValue("die_at", p.die_at)
-		return true
+	getResists = function(self, t)
+		return self:combatTalentScale(t, 6, 12)
+	end,
+	callbackOnStatChange = function(self, t, stat, v)
+		if stat == self.STAT_CON then self:updateTalentPassives(t) end
+	end,
+	callbackOnActBase = checkLifeThreshold(1, function(self, t)
+		self:updateTalentPassives(t)
+	end),
+	passives = function(self, t, p)
+		local bonus = t.getLifeBonus(self, t)
+		self:talentTemporaryValue(p, "die_at", -bonus)
+		self:talentTemporaryValue(p, "max_life", -math.ceil(bonus * t.getLifeLostFactor(self, t)))
+		if self.life < 1 then
+			self:talentTemporaryValue(p, "resists", {all=t.getResists(self, t)})
+		end
 	end,
 	info = function(self, t)
-		return ([[The line between life and death blurs for you; you can only die when you reach -%d life.]]):
-		tformat(t.lifeBonus(self, t))
+		local bonus = t.getLifeBonus(self, t)
+		return ([[The line between life and death blurs for you.
+		You can only die when you reach -%d life but your maximum life is reduced by %d.
+		When you are below 1 life you gain %d%% to all resistances.
+		The life amount is based on your Constitution attribute.]]):
+		tformat(bonus, math.ceil(bonus * t.getLifeLostFactor(self, t)), t.getResists(self, t))
 	end,
 }
 
 newTalent{
-	name = "Impending Doom",
+	name = "Across the Veil",
 	type = {"spell/necrosis",2},
 	require = spells_req2,
+	mode = "passive",
 	points = 5,
-	mana = 60,
-	cooldown = 25,
-	tactical = { ATTACK = { ARCANE = 3 }, DISABLE = 2 },
-	rnd_boss_restrict = function(self, t, data)
-		return data.level < 15
-	end,
-	range = 7,
-	requires_target = true,
-	getMax = function(self, t) return 200 + self:combatTalentSpellDamage(t, 28, 850) end,
-	getDamage = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 10, 100), 150, 50, 0, 117, 67) end, -- Limit damage factor to < 150%
-	action = function(self, t)
-		local tg = {type="hit", range=self:getTalentRange(t), talent=t}
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		self:project(tg, x, y, function(px, py)
-			local target = game.level.map(px, py, Map.ACTOR)
-			if not target then return end
-			local dam = target.life * t.getDamage(self, t) / 100
-			dam = math.min(dam, t.getMax(self, t))
-			target:setEffect(target.EFF_IMPENDING_DOOM, 10, {apply_power=self:combatSpellpower(), dam=dam/10, src=self})
-		end, 1, {type="freeze"})
+	radius = function(self, t) return self:combatTalentLimit(t, 10, 2, 5) end,
+	getCD = function(self, t) return math.ceil(self:combatTalentLimit(t, 12, 2, 8)) end,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 40, 300) end,
+	callbackOnActBase = checkLifeThreshold(1, function(self, t)
+		local list = {}
+		for tid, c in pairs(self.talents_cd) do
+			local t = self:getTalentFromId(tid)
+			if t and not t.fixed_cooldown then list[#list+1] = tid end
+		end
+		
+		local cd = t.getCD(self, t)
+		local dam = self:spellCrit(t.getDamage(self, t))
+		game.logSeen(self, "#GREY#%s unleashes a blast of frostdusk as %s crosses the veil!", self:getName():capitalize(), string.he_she(self))
+		self:projectApply({type="ball", radius=self:getTalentRadius(t), talent=t}, self.x, self.y, Map.ACTOR, function(target, px, py)
+			local d = DamageType:get(DamageType.FROSTDUSK).projector(self, target.x, target.y, DamageType.FROSTDUSK, dam)
+			if d > 0 and #list > 0 then
+				self:alterTalentCoolingdown(rng.tableRemove(list), -cd)
+			end
+		end, "hostile")
+		game.level.map:particleEmitter(self.x, self.y, self:getTalentRadius(t), "shockwave", {radius=self:getTalentRadius(t), distort_color=colors.simple1(colors.BLACK), allow=core.shader.allow("distort")})
 		return true
-	end,
+	end),
 	info = function(self, t)
-		return ([[Your target's doom draws near. Its healing factor is reduced by 80%%, and will take %d%% of its remaining life (or %0.2f, whichever is lower) over 10 turns as arcane damage.
+		return ([[As you learn to tiptoe across the veil of death you learn to master the dark forces.
+		Each time you cross the 1 life threshold you automatically unleash a blast of %0.2f frostdusk damage in radius %d.
+		For each creature that takes damage from the blast one of your talent's cooldown is reduced by %d turns.
 		The damage will increase with your Spellpower.]]):
-		tformat(t.getDamage(self, t), t.getMax(self, t))
+		tformat(damDesc(self, DamageType.FROSTDUSK, t.getDamage(self, t)), self:getTalentRadius(t), t.getCD(self, t))
 	end,
 }
 
 newTalent{
-	name = "Undeath Link",
+	name = "Runeskin",
 	type = {"spell/necrosis",3},
 	require = spells_req3,
 	points = 5,
-	random_ego = "attack",
-	mana = 30,
-	cooldown = 18,
-	tactical = { HEAL = 2 },
-	is_heal = true,
-	getHeal = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 10, 70), 100, 20, 0,  66.7, 46.7) end, --Limit to <100%
-	on_pre_use = function(self, t)
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					return true
-				end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					return true
-				end
+	mode = "passive",
+	no_npc_use = true, -- They mostly wouldnt use it efficiently
+	getLifeBonus = function(self, t) return self:combatTalentScale(t, 8, 30) end,
+	getCrit = function(self, t) return self:combatTalentScale(t, 1, 3) end,
+	countRunes = function(self, t)
+		local nb = 0
+		for tid, lvl in pairs(self.talents) do
+			local tt = self:getTalentFromId(tid)
+			if tt.is_inscription then
+				if tt.is_nature then nb = -1 break end -- FILTHY NATURE USER! WE ARE DONE WITH YOU!
+				if tt.is_spell then nb = nb + 1 end
 			end
 		end
-		return false
+		return nb
+	end,	
+	callbackOnTalentChange = function(self, t, tid, mode, lvldiff)
+		if self:getTalentFromId(tid).is_inscription then self:updateTalentPassives(t) end
 	end,
-	action = function(self, t)
-		local heal = t.getHeal(self, t)
-		local maxdrain = 0 --Use biggest drain for healing purposes
-		local drain = 0
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					drain = math.min(act.max_life * heal / 100, act.life-act.die_at)
-					act:takeHit(drain, self)
-					maxdrain = math.max(maxdrain, drain)
-				end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then
-					drain = math.min(act.max_life * heal / 100, act.life-act.die_at)
-					act:takeHit(drain, self)
-					maxdrain = math.max(maxdrain, drain)
-				end
-			end
-		end
-		self:attr("allow_on_heal", 1)
-		self:heal(maxdrain)
-		local empower = necroEssenceDead(self)
-		if empower then
-			self:setEffect(self.EFF_DAMAGE_SHIELD, 4, {color={0xcb/255, 0xcb/255, 0xcb/255}, power=maxdrain * 0.3})
-			empower()
-		end
-		self:attr("allow_on_heal", -1)
-		if core.shader.active(4) then
-			self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=2.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
-			self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=1.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
-		end
-		game:playSoundNear(self, "talents/ice")
-		return true
+	passives = function(self, t, p)
+		local nb = t.countRunes(self, t)
+		if nb < 1 then return end
+		self:talentTemporaryValue(p, "die_at", -t.getLifeBonus(self, t) * nb)
+		self:talentTemporaryValue(p, "combat_spellcrit", t.getCrit(self, t) * nb)
 	end,
 	info = function(self, t)
-		local heal = t.getHeal(self, t)
-		return ([[Absorb up to %d%% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
-		The healing will increase with your Spellpower.]]):
-		tformat(heal)
+		local bonus
+		local nb = t.countRunes(self, t)
+		if nb == -1 then bonus = _t"effects disabled because of an infusion"
+		elseif nb == 0 then bonus = _t"effects disabled because of no rune"
+		elseif nb > 0 then bonus = ("%d runes active"):tformat(nb) end
+
+		return ([[As you continue to attune your body to undeath you reject nature as a whole.
+		As long as you have no natural infusion on your skin, each rune on it increases your minimum negative life by -%d and your spells critical chance by %d%%.
+
+		Currently: %s]]):
+		tformat(t.getLifeBonus(self, t), t.getCrit(self, t), bonus)
 	end,
 }
 
 newTalent{
-	name = "Lichform",
+	name = "Spikes of Decrepitude",
 	type = {"spell/necrosis",4},
-	require = {
-		stat = { mag=function(level) return 40 + (level-1) * 2 end },
-		level = function(level) return 20 + (level-1)  end,
-		special = { desc=_t"'From Death, Life' quest completed and not already undead", fct=function(self, t) return not self:attr("undead") and (self:isQuestStatus("lichform", engine.Quest.DONE) or game.state.birth.ignore_prodigies_special_reqs) end},
-	},
+	require = spells_req4,
 	mode = "sustained",
 	points = 5,
-	sustain_mana = 150,
-	cooldown = 30,
-	no_unlearn_last = true,
-	no_npc_use = true,
-	becomeLich = function(self, t)
-		self.has_used_lichform = true
-		self.descriptor.race = "Undead"
-		self.descriptor.subrace = "Lich"
-		if not self.has_custom_tile then
-			self.moddable_tile = "skeleton"
-			self.moddable_tile_nude = 1
-			self.moddable_tile_base = "base_lich_01.png"
-			self.moddable_tile_ornament = nil
-			self.moddable_tile_hair = nil
-			self.moddable_tile_facial_features = nil
-			self.moddable_tile_tatoo = nil
-			self.moddable_tile_horn = nil
-			self.attachement_spots = "race_skeleton"
-		end
-		self.blood_color = colors.GREY
-		self:attr("poison_immune", 1)
-		self:attr("disease_immune", 1)
-		self:attr("stun_immune", 1)
-		self:attr("cut_immune", 1)
-		self:attr("fear_immune", 1)
-		self:attr("no_breath", 1)
-		self:attr("undead", 1)
-		self.resists[DamageType.COLD] = (self.resists[DamageType.COLD] or 0) + 20
-		self.resists[DamageType.DARKNESS] = (self.resists[DamageType.DARKNESS] or 0) + 20
-		self.inscription_forbids = self.inscription_forbids or {}
-		self.inscription_forbids["inscriptions/infusions"] = true
-
-		local level = self:getTalentLevel(t)
-		if level < 2 then
-			self:incIncStat("mag", -3) self:incIncStat("wil", -3)
-			self.resists.all = (self.resists.all or 0) - 10
-		elseif level < 3 then
-			-- nothing
-		elseif level < 4 then
-			self:incIncStat("mag", 3) self:incIncStat("wil", 3)
-			self.life_rating = self.life_rating + 1
-		elseif level < 5 then
-			self:incIncStat("mag", 3) self:incIncStat("wil", 3)
-			self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
-			self.life_rating = self.life_rating + 2
-			self:learnTalentType("celestial/star-fury", true)
-			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") - 0.3)
-			self.negative_regen = self.negative_regen + 0.2 + 0.1
-		elseif level < 6 then
-			self:incIncStat("mag", 5) self:incIncStat("wil", 5)
-			self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
-			self.resists_cap.all = (self.resists_cap.all or 0) + 10
-			self.life_rating = self.life_rating + 2
-			self:learnTalentType("celestial/star-fury", true)
-			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") - 0.1)
-			self.negative_regen = self.negative_regen + 0.2 + 0.5
-		elseif level < 7 then
-			self:incIncStat("mag", 6) self:incIncStat("wil", 6) self:incIncStat("cun", 6)
-			self:attr("combat_spellresist", 15) self:attr("combat_mentalresist", 15)
-			self.resists_cap.all = (self.resists_cap.all or 0) + 15
-			self.life_rating = self.life_rating + 3
-			self:learnTalentType("celestial/star-fury", true)
-			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") + 0.1)
-			self.negative_regen = self.negative_regen + 0.2 + 1
-		else -- level 7
-			self:incIncStat("mag", 12) self:incIncStat("wil", 12) self:incIncStat("cun", 12)
-			self:attr("combat_spellresist", 35) self:attr("combat_mentalresist", 35)
-			self.resists_cap.all = (self.resists_cap.all or 0) + 15
-			self.life_rating = self.life_rating + 4
-			self:attr("ignore_direct_crits", 60)
-			self:learnTalentType("celestial/star-fury", true)
-			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") + 0.3)
-			self.negative_regen = self.negative_regen + 0.2 + 1
-		end
-
-		if self:attr("blood_life") then
-			self.blood_life = nil
-			game.log("#GREY#As you turn into a powerful undead you feel your body violently rejecting the Blood of Life.")
-		end
-
-		if not self.has_custom_tile then
-			self:removeAllMOs()
-			self:updateModdableTile()
-			require("engine.ui.Dialog"):yesnoLongPopup(_t"Lichform", _t"#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!\n\n#{italic}#You may now choose to customize the appearance of your Lich, this can not be changed afterwards.", 600, function(ret) if ret then
-				require("mod.dialogs.Birther"):showCosmeticCustomizer(self, "Lich Cosmetic Options")
-			end end, _t"Customize Appearance", _t"Use Default", true)
-		else
-			require("engine.ui.Dialog"):simplePopup(_t"Lichform", _t"#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!")
+	radius = 10,
+	sustain_mana = 10,
+	cooldown = 10,
+	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 5, 70) end,
+	getReduce = function(self, t) return self:combatTalentLimit(t, 50, 8, 25) end,
+	callbackOnActBase = function(self, t)
+		local runes = self:callTalent(self.T_RUNESKIN, "countRunes")
+		if runes < 1 then return end
+		local dam = t.getDamage(self, t) -- no crit
+		local reduce = t.getReduce(self, t)
+		local targets = table.keys(self:projectCollect({type="ball", radius=self:getTalentRadius(t), talent=t}, self.x, self.y, Map.ACTOR, "hostile"))
+		while #targets > 0 and runes > 0 do
+			local target = rng.tableRemove(targets)
+			runes = runes - 1
+			DamageType:get(DamageType.FROSTDUSK).projector(self, target.x, target.y, DamageType.FROSTDUSK, dam)
+			if self.life < 1 then
+				target:setEffect(target.EFF_SPIKE_OF_DECREPITUDE, 2, {apply_power=self:combatSpellpower(), power=reduce})
+			end
 		end
-
-		game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
-	end,
-	on_pre_use = function(self, t)
-		if self:attr("undead") then return false else return true end
 	end,
 	activate = function(self, t)
-		local ret = {
-			mana = self:addTemporaryValue("mana_regen", -4),
-		}
-		return ret
+		return {}
 	end,
 	deactivate = function(self, t, p)
-		self:removeTemporaryValue("mana_regen", p.mana)
 		return true
 	end,
 	info = function(self, t)
-		return ([[This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
-		If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
-		All liches gain the following intrinsics:
-		- Poison, cut, and fear immunity.
-		- 100%% disease and stun resistance.
-		- 20%% cold and darkness resistance.
-		- No need to breathe.
-		- Infusions do not work.
-		Also:
-		At level 1: -3 to all stats, -10%% to all resistances. Such meagre devotion!
-		At level 2: Nothing.
-		At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
-		At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
-		At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
-		At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
-		At level 7: #CRIMSON##{bold}#Your power becomes overwhelming!#{normal}##LAST# +12 Magic, Willpower and Cunning, 60%% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
-		The undead cannot use this talent.
-		While active, it will drain 4 mana per turn.
-		Once you die and turn into a Lich you can not invest any more in this talent.]]):
-		tformat()
+		return ([[Each turn you unleash dark powers through your runeskin.
+		For each rune you have a random foe in sight will be hit by a spike of decrepitude, dealing %0.2f frostdusk damage.
+		A foe can only be hit by one spike per turn.
+		If your life is below 1, the spikes also reduce all damage done by the targets by %d%%.]]):
+		tformat(damDesc(self, DamageType.FROSTDUSK, t.getDamage(self, t)), t.getReduce(self, t))
 	end,
 }
diff --git a/game/modules/tome/data/talents/spells/necrotic-minions.lua b/game/modules/tome/data/talents/spells/necrotic-minions.lua
deleted file mode 100644
index 817efb5d4e3c295e42567721300655e436ebf1cd..0000000000000000000000000000000000000000
--- a/game/modules/tome/data/talents/spells/necrotic-minions.lua
+++ /dev/null
@@ -1,892 +0,0 @@
--- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
---
--- This program is free software: you can redistribute it and/or modify
--- it under the terms of the GNU General Public License as published by
--- the Free Software Foundation, either version 3 of the License, or
--- (at your option) any later version.
---
--- This program is distributed in the hope that it will be useful,
--- but WITHOUT ANY WARRANTY; without even the implied warranty of
--- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--- GNU General Public License for more details.
---
--- You should have received a copy of the GNU General Public License
--- along with this program.  If not, see <http://www.gnu.org/licenses/>.
---
--- Nicolas Casalini "DarkGod"
--- darkgod@te4.org
-
-newTalent{
-	name = "Necrotic Aura", image = "talents/aura_mastery.png",
-	type = {"spell/other", 1},
-	points = 1,
-	mode = "sustained",
-	autolearn_talent = "T_SOUL_POOL",
-	cooldown = 10,
-	sustain_mana = 10,
-	no_unlearn_last = true,
-	tactical = { BUFF = 2 },
-	die_speach = function(self, t)
-		if rng.percent(90) then return end
-		self:doEmote(rng.table{
-			_t"Noooooo!",
-			_t"Save me, Master, save meeee---",
-			_t"Aaaauuuggghhh!",
-			_t"Did I do good?",
-			_t"Bwuh? Nwaaah!",
-			_t"Why, Master, whyyyyy---?",
-			_t"I thought you loved me! I thought-",
-			_t"For Master's glory!",
-			_t"Bye... bye....",
-			_t"We love you, Master!",
-			_t"EeeeeeeaaaAAAAAUUUUUGGGGGHHHHH!!!!",
-			_t"The pain, the PAAAAAIN!",
-			_t"Please, no, nooo--",
-			_t"Unlife no more for this dead matter, the time comes for my flesh to splatter.",
-			_t"You gave back life, you gave back dreams, but now I'm bursting at the seams...",
-			_t"Remember meeeee!",
-			_t"My tummy hurts...",
-			_t"Whu..?",
-			_t"Ahahahahaha!",
-			_t"Me go boom, me go BOOM!",
-			_t"Grave circumstances, Master....",
-			_t"I see the light.. I see, oh.. just a wisp....",
-			_t"Master, wait... I thought I saw a....Master? ..",
-			_t"I'm not.. so sure my spine is supposed to bend this way....",
-			_t"I told you I could Dash 100 yards and back in time! You owe me 10 gol....",
-		}, 40)
-	end,
-	getDecay = function(self, t) return math.max(3, 10 - self:getTalentLevelRaw(self.T_AURA_MASTERY)) end,
-	getRadius = function(self, t) return 2 + self:callTalent(self.T_AURA_MASTERY, "getbonusRadius") end,
-	absorbSoul = function(self, t, victim)
-		local nb = self:getSoul()
-		self:incSoul(1)
-		if self:attr("extra_soul_chance") and rng.percent(self:attr("extra_soul_chance")) then
-			self:incSoul(1)
-			game.logPlayer(self, "%s rips more animus from its victim. (+1 more soul)", self:getName():capitalize())
-		end
-		self.changed = true
-		return self:getSoul() - nb
-	end,
-	activate = function(self, t)
-		local radius = t.getRadius(self, t)
-		local decay = t.getDecay(self, t)
-		game:playSoundNear(self, "talents/spell_generic2")
-		local ret = {
-			rad = self:addTemporaryValue("necrotic_aura_radius", radius),
-			decay = self:addTemporaryValue("necrotic_aura_decay", decay),
-			retch = self:addTemporaryValue("retch_heal", 1),
-			particle = self:addParticles(Particles.new("necrotic-aura", 1, {radius=radius})),
-			particle2 = self:addParticles(Particles.new("circle", 1, {oversize=0.7, a=75, appear=8, speed=8, img="necro_aura", radius=radius})),
-		}
-		return ret
-	end,
-	deactivate = function(self, t, p)
-		self:removeParticles(p.particle)
-		self:removeParticles(p.particle2)
-		self:removeTemporaryValue("retch_heal", p.retch)
-		self:removeTemporaryValue("necrotic_aura_radius", p.rad)
-		self:removeTemporaryValue("necrotic_aura_decay", p.decay)
-		return true
-	end,
-	info = function(self, t)
-		local radius = t.getRadius(self, t)
-		local decay = t.getDecay(self, t)
-		return ([[Emits a necrotic aura, sustaining your undead minions in a radius of %d. Minions outside the radius will lose %d%% life per turn.
-		Any creature you or your minions kill within your aura will be absorbed as a soul that can be used to raise minions.
-		Retch from your ghouls will also heal you, even if you are not undead.]]):
-		tformat(radius, decay)
-	end,
-}
-
-
-local minions_list = {
-	d_skel_warrior = {
-		type = "undead", subtype = "skeleton",
-		name = "degenerated skeleton warrior", color=colors.WHITE, image="npc/degenerated_skeleton_warrior.png",
-		blood_color = colors.GREY,
-		display = "s",
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		poison_immune = 1,
-		fear_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		rarity = 1,
-
-		resolvers.equip{ {type="weapon", subtype="greatsword", autoreq=true} },
-		max_life = resolvers.rngavg(40,50),
-		combat_armor = 5, combat_def = 1,
-	},
-	skel_warrior = {
-		type = "undead", subtype = "skeleton",
-		name = "skeleton warrior", color=colors.SLATE, image="npc/skeleton_warrior.png",
-		blood_color = colors.GREY,
-		display = "s", color=colors.SLATE,
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		see_invisible = 2,
-		poison_immune = 1,
-		undead = 1,
-		rarity = 1,
-
-		max_life = resolvers.rngavg(90,100),
-		combat_armor = 5, combat_def = 1,
-		resolvers.equip{ {type="weapon", subtype="greatsword", autoreq=true} },
-		resolvers.talents{ T_STUNNING_BLOW={base=1, every=7, max=5}, T_WEAPON_COMBAT={base=1, every=7, max=10}, T_WEAPONS_MASTERY={base=1, every=7, max=10}, },
-		ai_state = { talent_in=1, },
-	},
-	a_skel_warrior = {
-		type = "undead", subtype = "skeleton",
-		name = "armoured skeleton warrior", color=colors.STEEL_BLUE, image="npc/armored_skeleton_warrior.png",
-		blood_color = colors.GREY,
-		display = "s", color=colors.STEEL_BLUE,
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		poison_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		rarity = 1,
-
-		resolvers.inscriptions(1, "rune"),
-		resolvers.talents{
-			T_WEAPON_COMBAT={base=1, every=7, max=10},
-			T_WEAPONS_MASTERY={base=1, every=7, max=10},
-			T_ARMOUR_TRAINING={base=2, every=14, max=4},
-			T_SHIELD_PUMMEL={base=1, every=7, max=5},
-			T_RIPOSTE={base=3, every=7, max=7},
-			T_OVERPOWER={base=1, every=7, max=5},
-			T_DISARM={base=3, every=7, max=7},
-		},
-		resolvers.equip{ {type="weapon", subtype="longsword", autoreq=true}, {type="armor", subtype="shield", autoreq=true}, {type="armor", subtype="heavy", autoreq=true} },
-		ai_state = { talent_in=1, },
-	},
-	skel_archer = {
-		type = "undead", subtype = "skeleton",
-		name = "skeleton archer", color=colors.UMBER, image="npc/skeleton_archer.png",
-		blood_color = colors.GREY,
-		display = "s",
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		poison_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		rarity = 1,
-		max_life = resolvers.rngavg(70,80),
-		combat_armor = 5, combat_def = 1,
-		resolvers.talents{ T_BOW_MASTERY={base=1, every=7, max=10}, T_WEAPON_COMBAT={base=1, every=7, max=10}, T_SHOOT=1, },
-		ai_state = { talent_in=1, },
-		autolevel = "archer",
-		resolvers.equip{ {type="weapon", subtype="longbow", autoreq=true}, {type="ammo", subtype="arrow", autoreq=true} },
-	},
-	skel_m_archer = {
-		type = "undead", subtype = "skeleton",
-		name = "skeleton master archer", color=colors.LIGHT_UMBER, image="npc/master_skeleton_archer.png",
-		blood_color = colors.GREY,
-		display = "s",
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		poison_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		rarity = 1,
-
-		max_life = resolvers.rngavg(70,80),
-		combat_armor = 5, combat_def = 1,
-		resolvers.talents{ T_BOW_MASTERY={base=1, every=7, max=10}, T_WEAPON_COMBAT={base=1, every=7, max=10}, T_SHOOT=1, T_PINNING_SHOT=3, T_CRIPPLING_SHOT=3, },
-		ai_state = { talent_in=1, },
-		rank = 3,
-		autolevel = "archer",
-		resolvers.equip{ {type="weapon", subtype="longbow", autoreq=true}, {type="ammo", subtype="arrow", autoreq=true} },
-	},
-	skel_mage = {
-		type = "undead", subtype = "skeleton",
-		name = "skeleton mage", color=colors.LIGHT_RED, image="npc/skeleton_mage.png",
-		blood_color = colors.GREY,
-		display = "s",
-		combat = { dam=1, atk=1, apr=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		autolevel = "warrior",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3 },
-		open_door = true,
-		cut_immune = 1,
-		blind_immune = 1,
-		fear_immune = 1,
-		poison_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		rarity = 1,
-
-		max_life = resolvers.rngavg(50,60),
-		max_mana = resolvers.rngavg(70,80),
-		combat_armor = 3, combat_def = 1,
-		stats = { str=10, dex=12, cun=14, mag=14, con=10 },
-		resolvers.talents{ T_STAFF_MASTERY={base=1, every=10, max=5}, T_FLAME={base=1, every=7, max=5}, T_MANATHRUST={base=2, every=7, max=5} },
-		resolvers.equip{ {type="weapon", subtype="staff", autoreq=true} },
-		autolevel = "caster",
-		ai_state = { talent_in=1, },
-	},
-	ghoul = {
-		type = "undead", subtype = "ghoul",
-		display = "z",
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		autolevel = "ghoul",
-		level_range = {1, nil}, exp_worth = 0,
-		ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		rank = 2,
-		size_category = 3,
-		infravision = 10,
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, },
-		open_door = true,
-		blind_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		name = "ghoul", color=colors.TAN,
-		max_life = resolvers.rngavg(90,100),
-		combat_armor = 2, combat_def = 7,
-		resolvers.talents{
-			T_STUN={base=1, every=10, max=5},
-			T_BITE_POISON={base=1, every=10, max=5},
-			T_ROTTING_DISEASE={base=1, every=10, max=5},
-		},
-		ai_state = { talent_in=4, },
-		combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
-	},
-	ghast = {
-		type = "undead", subtype = "ghoul",
-		display = "z",
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		autolevel = "ghoul",
-		ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		rank = 2,
-		size_category = 3,
-		infravision = 10,
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, },
-		open_door = true,
-		blind_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		name = "ghast", color=colors.UMBER,
-		max_life = resolvers.rngavg(90,100),
-		combat_armor = 2, combat_def = 7,
-		resolvers.talents{
-			T_STUN={base=1, every=10, max=5},
-			T_BITE_POISON={base=1, every=10, max=5},
-			T_ROTTING_DISEASE={base=1, every=10, max=5},
-		},
-		ai_state = { talent_in=4, },
-		combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
-	},
-	ghoulking = {
-		type = "undead", subtype = "ghoul",
-		display = "z",
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		autolevel = "ghoul",
-		ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
-		stats = { str=14, dex=12, mag=10, con=12 },
-		rank = 2,
-		size_category = 3,
-		infravision = 10,
-		resolvers.racial(),
-		resolvers.tmasteries{ ["technique/other"]=0.3, },
-		open_door = true,
-		blind_immune = 1,
-		see_invisible = 2,
-		undead = 1,
-		name = "ghoulking", color={0,0,0},
-		max_life = resolvers.rngavg(90,100),
-		combat_armor = 3, combat_def = 10,
-		ai_state = { talent_in=2, ai_pause=20 },
-		rank = 3,
-		combat = { dam=resolvers.levelup(30, 1, 1.2), atk=resolvers.levelup(8, 1, 1), apr=4, dammod={str=0.6} },
-		resolvers.talents{
-			T_STUN={base=3, every=9, max=7},
-			T_BITE_POISON={base=3, every=9, max=7},
-			T_ROTTING_DISEASE={base=4, every=9, max=7},
-			T_DECREPITUDE_DISEASE={base=3, every=9, max=7},
-			T_WEAKNESS_DISEASE={base=3, every=9, max=7},
-		},
-	},
-
-	-- Advanced minions
-	vampire = {
-		type = "undead", subtype = "vampire",
-		display = "V",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(30, 10), 1, 0.8), atk=10, apr=9, damtype=DamageType.DRAINLIFE, dammod={str=1.9} },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		autolevel = "warriormage",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=9, },
-		stats = { str=12, dex=12, mag=12, con=12 },
-		infravision = 10,
-		life_regen = 3,
-		size_category = 3,
-		rank = 2,
-		open_door = true,
-		resolvers.inscriptions(1, "rune"),
-		resolvers.sustains_at_birth(),
-		resists = { [DamageType.COLD] = 80, [DamageType.NATURE] = 80, [DamageType.LIGHT] = -50,  },
-		blind_immune = 1,
-		confusion_immune = 1,
-		see_invisible = 5,
-		undead = 1,
-		name = "vampire", color=colors.SLATE, image = "npc/vampire.png",
-		desc=_t[[It is a humanoid with an aura of power. You notice a sharp set of front teeth.]],
-		max_life = resolvers.rngavg(70,80),
-		combat_armor = 9, combat_def = 6,
-		resolvers.talents{ T_STUN={base=1, every=7, max=5}, T_BLUR_SIGHT={base=1, every=7, max=5}, T_ROTTING_DISEASE={base=1, every=7, max=5}, },
-	},
-	m_vampire = {
-		type = "undead", subtype = "vampire",
-		display = "V",
-		combat = { dam=resolvers.levelup(resolvers.mbonus(30, 10), 1, 0.8), atk=10, apr=9, damtype=DamageType.DRAINLIFE, dammod={str=1.9} },
-		level_range = {1, nil}, exp_worth = 0,
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		autolevel = "warriormage",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=9, },
-		stats = { str=12, dex=12, mag=12, con=12 },
-		infravision = 10,
-		life_regen = 3,
-		size_category = 3,
-		rank = 2,
-		open_door = true,
-		resolvers.inscriptions(1, "rune"),
-		resolvers.sustains_at_birth(),
-		resists = { [DamageType.COLD] = 80, [DamageType.NATURE] = 80, [DamageType.LIGHT] = -50,  },
-		blind_immune = 1,
-		confusion_immune = 1,
-		see_invisible = 5,
-		undead = 1,
-		name = "master vampire", color=colors.GREEN, image = "npc/master_vampire.png",
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/master_vampire.png", display_h=2, display_y=-1}}},
-		desc=_t[[It is a humanoid form dressed in robes. Power emanates from its chilling frame.]],
-		max_life = resolvers.rngavg(80,90),
-		combat_armor = 10, combat_def = 8,
-		ai = "dumb_talented_simple", ai_state = { talent_in=1, },
-		resolvers.talents{ T_STUN={base=1, every=7, max=5}, T_BLUR_SIGHT={base=2, every=7, max=5}, T_PHANTASMAL_SHIELD={base=1, every=7, max=5}, T_ROTTING_DISEASE={base=2, every=7, max=5}, },
-	},
-	g_wight = {
-		type = "undead", subtype = "wight",
-		display = "W",
-		combat = { dam=resolvers.mbonus(30, 10), atk=10, apr=9, damtype=DamageType.DRAINEXP },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		autolevel = "caster",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=11, dex=11, mag=15, con=12 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		open_door = true,
-		resolvers.sustains_at_birth(),
-		resists = { [DamageType.COLD] = 80, [DamageType.FIRE] = 20, [DamageType.LIGHTNING] = 40, [DamageType.PHYSICAL] = 35, [DamageType.LIGHT] = -50, },
-		poison_immune = 1,
-		blind_immune = 1,
-		see_invisible = 7,
-		undead = 1,
-		name = "grave wight", color=colors.SLATE, image="npc/grave_wight.png",
-		desc=_t[[It is a ghostly form with eyes that haunt you.]],
-		max_life = resolvers.rngavg(70,80),
-		combat_armor = 9, combat_def = 6,
-		resolvers.talents{ T_FLAMESHOCK={base=2, every=5, max=6}, T_LIGHTNING={base=2, every=5, max=6}, T_GLACIAL_VAPOUR={base=2, every=5, max=6},
-			T_MIND_DISRUPTION={base=2, every=5, max=6},
-		},
-	},
-	b_wight = {
-		type = "undead", subtype = "wight",
-		display = "W",
-		combat = { dam=resolvers.mbonus(30, 10), atk=10, apr=9, damtype=DamageType.DRAINEXP },
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		level_range = {1, nil}, exp_worth = 0,
-		autolevel = "caster",
-		ai = "dumb_talented_simple", ai_state = { ai_move="move_complex", talent_in=4, },
-		stats = { str=11, dex=11, mag=15, con=12 },
-		infravision = 10,
-		rank = 2,
-		size_category = 3,
-		open_door = true,
-		resolvers.sustains_at_birth(),
-		resists = { [DamageType.COLD] = 80, [DamageType.FIRE] = 20, [DamageType.LIGHTNING] = 40, [DamageType.PHYSICAL] = 35, [DamageType.LIGHT] = -50, },
-		poison_immune = 1,
-		blind_immune = 1,
-		see_invisible = 7,
-		undead = 1,
-		name = "barrow wight", color=colors.LIGHT_RED, image="npc/barrow_wight.png",
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/barrow_wight.png", display_h=2, display_y=-1}}},
-		desc=_t[[It is a ghostly nightmare of an entity.]],
-		max_life = resolvers.rngavg(80,90),
-		combat_armor = 10, combat_def = 8,
-		resolvers.talents{ T_FLAMESHOCK={base=3, every=5, max=7}, T_LIGHTNING={base=3, every=5, max=7}, T_GLACIAL_VAPOUR={base=3, every=5, max=7},
-			T_MIND_DISRUPTION={base=3, every=5, max=7},
-		},
-	},
-	dread = {
-		type = "undead", subtype = "ghost",
-		blood_color = colors.GREY,
-		display = "G",
-		body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
-		autolevel = "warriormage",
-		ai = "dumb_talented_simple", ai_state = { talent_in=2, },
-		stats = { str=14, dex=18, mag=20, con=12 },
-		rank = 2,
-		size_category = 3,
-		infravision = 10,
-		can_pass = {pass_wall=70},
-		resists = {all = 35, [DamageType.LIGHT] = -70, [DamageType.DARKNESS] = 65},
-		no_breath = 1,
-		stone_immune = 1,
-		confusion_immune = 1,
-		fear_immune = 1,
-		teleport_immune = 0.5,
-		disease_immune = 1,
-		poison_immune = 1,
-		stun_immune = 1,
-		blind_immune = 1,
-		cut_immune = 1,
-		see_invisible = 80,
-		undead = 1,
-		resolvers.sustains_at_birth(),
-		name = "dread", color=colors.ORANGE, image="npc/dread.png",
-		desc=_t[[It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself strives to banish it.]],
-		level_range = {1, nil}, exp_worth = 0,
-		max_life = resolvers.rngavg(90,100),
-		combat_armor = 0, combat_def = resolvers.mbonus(10, 50),
-		invisibility = resolvers.mbonus(5, 10),
-		ai_state = { talent_in=4, },
-		combat = { dam=resolvers.mbonus(45, 45), atk=resolvers.mbonus(25, 45), apr=100, dammod={str=0.5, mag=0.5} },
-		resolvers.talents{
-			T_BURNING_HEX={base=3, every=5, max=7},
-			T_BLUR_SIGHT={base=4, every=6, max=8},
-		},
-	},
-	lich = {
-		type = "undead", subtype = "lich",
-		display = "L",
-		rank = 3, size = 3,
-		combat = { dam=resolvers.rngavg(16,27), atk=16, apr=9, damtype=DamageType.DARKSTUN, dammod={mag=0.9} },
-		body = { INVEN = 10, MAINHAND = 1, OFFHAND = 1, FINGER = 2, NECK = 1, LITE = 1, BODY = 1, HEAD = 1, CLOAK = 1, HANDS = 1, BELT = 1, FEET = 1},
-		equipment = resolvers.equip{
-			{type="armor", subtype="cloth", ego_chance=75, autoreq=true},
-			{type="armor", subtype="head", ego_chance=75, autoreq=true},
-			{type="armor", subtype="feet", ego_chance=75, autoreq=true},
-			{type="armor", subtype="cloak", ego_chance=75, autoreq=true},
-			{type="jewelry", subtype="amulet", ego_chance=100, autoreq=true},
-			{type="jewelry", subtype="ring", ego_chance=100, autoreq=true},
-			{type="jewelry", subtype="ring", ego_chance=100, autoreq=true},
-		},
-		autolevel = "caster",
-		ai = "tactical", ai_state = { talent_in=1, },
-		ai_tactic = resolvers.tactic"ranged",
-		stats = { str=8, dex=15, mag=20, wil=18, con=10, cun=18 },
-		resists = { [DamageType.NATURE] = 90, [DamageType.FIRE] = 20, [DamageType.MIND] = 100, [DamageType.LIGHT] = -60, [DamageType.DARKNESS] = 95, [DamageType.BLIGHT] = 90 },
-		resolvers.inscriptions(3, "rune"),
-		instakill_immune = 1,
-		stun_immune = 1,
-		poison_immune = 1,
-		undead = 1,
-		blind_immune = 1,
-		see_invisible = 100,
-		infravision = 10,
-		silence_immune = 0.7,
-		fear_immune = 1,
-		negative_regen = 0.4,	-- make their negative energies slowly increase
-		mana_regen = 0.3,
-		hate_regen = 2,
-		open_door = 1,
-		combat_spellpower = resolvers.mbonus(20, 10),
-		combat_spellcrit = resolvers.mbonus(5, 5),
-		resolvers.sustains_at_birth(),
-		name = "lich", color=colors.DARK_BLUE,
-		desc=_t[[Having thought to discover life eternal, these beings have allowed undeath to rob them of the joys of life. Now they seek to destroy it as well.]],
-		resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/undead_lich_lich.png", display_h=2, display_y=-1}}},
-		level_range = {1, nil}, exp_worth = 0,
-		rarity = 20,
-		max_life = resolvers.rngavg(70,80),
-		combat_armor = 10, combat_def = 20,
-		resolvers.talents{
-			T_HYMN_OF_SHADOWS=4,
-			T_MOONLIGHT_RAY=5,
-			T_SHADOW_BLAST=5,
-			T_TWILIGHT_SURGE=3,
-			T_STARFALL=3,
-			T_FREEZE=3,
-			T_MANATHRUST=5,
-			T_CONGEAL_TIME=5,
---			T_CREEPING_DARKNESS=4,
-			T_DARK_VISION=4,
-			T_DARK_TORRENT=4,
---			T_DARK_TENDRILS=4,
-			T_BONE_GRAB=4,
-			T_BONE_SPEAR=4,
-			-- Utility spells
-			T_PHASE_DOOR=5,
-			T_TELEPORT=5,
-			T_STONE_SKIN=5,
-
-			T_CALL_SHADOWS=3,
-			T_FOCUS_SHADOWS=3,
-			T_SHADOW_MAGES=1,
-			T_SHADOW_WARRIORS=1,
-		},
-	},
-}
---[[
-function getAdvancedMinionChances(self)
-	local cl = math.floor(self:getTalentLevel(self.T_MINION_MASTERY))
-	if cl <= 1 then
-		return { vampire=4, m_vampire=0, g_wight=0, b_wight=0, dread=0, lich=0 }
-	elseif cl == 2 then
-		return { vampire=4, m_vampire=2, g_wight=0, b_wight=0, dread=2, lich=0 }
-	elseif cl == 3 then
-		return { vampire=6, m_vampire=2, g_wight=2, b_wight=0, dread=2, lich=0 }
-	elseif cl == 4 then
-		return { vampire=6, m_vampire=4, g_wight=2, b_wight=2, dread=4, lich=2 }
-	elseif cl == 5 then
-		return { vampire=6, m_vampire=4, g_wight=4, b_wight=2, dread=4, lich=2 }
-	elseif cl >= 6 then
-		return { vampire=4, m_vampire=4, g_wight=4, b_wight=4, dread=6, lich=4 }
-	end
-end
-
-local function getMinionChances(self)
-	local cl = math.floor(self:getTalentLevel(self.T_CREATE_MINIONS))
-	if cl <= 1 then
-		return { d_skel_warrior=55, skel_warrior=10, a_skel_warrior=0, skel_archer=10, skel_m_archer=0, skel_mage=5,   ghoul=20, ghast=0, ghoulking=0 }
-	elseif cl == 2 then
-		return { d_skel_warrior=31, skel_warrior=15, a_skel_warrior=2, skel_archer=15, skel_m_archer=2, skel_mage=10,  ghoul=20, ghast=5, ghoulking=0 }
-	elseif cl == 3 then
-		return { d_skel_warrior=24, skel_warrior=15, a_skel_warrior=5, skel_archer=20, skel_m_archer=4, skel_mage=10,  ghoul=15, ghast=5, ghoulking=2 }
-	elseif cl == 4 then
-		return { d_skel_warrior=9, skel_warrior=20, a_skel_warrior=10, skel_archer=15, skel_m_archer=6, skel_mage=10,  ghoul=15, ghast=10, ghoulking=5 }
-	elseif cl == 5 then
-		return { d_skel_warrior=9, skel_warrior=20, a_skel_warrior=10, skel_archer=10, skel_m_archer=8, skel_mage=15,  ghoul=10, ghast=10, ghoulking=8 }
-	elseif cl >= 6 then
-		return { d_skel_warrior=0, skel_warrior=25, a_skel_warrior=15, skel_archer=10, skel_m_archer=10, skel_mage=15, ghoul=5, ghast=10, ghoulking=10 }
-	end
-end
-
-local function makeNecroticMinion(self, lev)
-	if self:knowTalent(self.T_MINION_MASTERY) then
-		local adv = getAdvancedMinionChances(self)
-		local tot = 0
-		local list = {}
-		for k, e in pairs(adv) do for i = 1, e do list[#list+1] = k end tot = tot + e end
-		local sel = list[rng.range(1, 100)]
-		if sel then return require("mod.class.NPC").new(minions_list[sel]) end
-	end
-
-	local chances = getMinionChances(self)
-	local tot = 0
-	local list = {}
-	for k, e in pairs(chances) do for i = 1, e do list[#list+1] = k end tot = tot + e end
-
-	local m = require("mod.class.NPC").new(minions_list[rng.table(list)])
-	return m
-end
---]]
-
-local minion_order = {"d_skel_warrior", "skel_warrior", "a_skel_warrior", "skel_archer", "skel_m_archer", "skel_mage", "ghoul", "ghast", "ghoulking","vampire", "m_vampire", "g_wight", "b_wight", "dread", "lich"} -- Sets listing order
-
--- Parameters are b, n, m, p where weight = b + n*tl + m*tl^p
-local MinionWeightParams = {
-	d_skel_warrior={92.944,	0.000,	-37.944, 0.500},
-	skel_warrior={	7.000,	0.000,	3.000,	1.000},
-	a_skel_warrior={-3.000,	0.000,	3.000,	1.000},
-	skel_archer={	0.000,	11.667,	-1.667,	2.000},
-	skel_m_archer={	-2.000,	0.000,	2.000,	1.000},
-	skel_mage={		1.471,	0.000,	3.529,	0.750},
-	ghoul={			23.000,	0.000,	-3.000,	1.000},
-	ghast={			-3.529,	0.000,	3.529,	0.750},
-	ghoulking={		-7.816,	0.000,	4.647,	0.750}
-}
-
-local AdvMinionWeightParams = {
-	vampire={	2.690,	3.139,	-0.448,	2.000},
-	m_vampire={	-1.076,	0.000,	1.076,	1.000},
-	g_wight={	-2.690,	0.000,	1.345,	1.000},
-	b_wight={	-5.381,	0.000,	1.794,	1.000},
-	dread={		-1.614,	0.000,	1.614,	1.000},
-	lich={		-5.381,	0.000,	1.794,	1.000}
-}
-
--- tl = talent level, or {createminionsTL, minionmasteryTL}
--- wtable = weight table or table of weight tables
-local function getMinionWeights(tl,wtable)
-	local tl = tl
-	if type(tl) == "number" then tl = {tl} end
-	local tables = #wtable > 0 and #wtable or 1
-	local chances, sum = {}, 0
-
-	for i = 1, tables do
-		for utype, params in pairs(tables > 1 and wtable[i] or wtable) do
-			chances[utype] = math.max(0,params[1] + params[2]*tl[i] + params[3]*tl[i]^params[4])
-			sum = sum + chances[utype]
-		end
-	end
-	return chances, sum
-end
-
-local function getMinionChances(self)
-	local chances, sum
-	local tlcm, tlmm = self:getTalentLevel(self.T_CREATE_MINIONS),self:getTalentLevel(self.T_MINION_MASTERY)
-	if tlmm > 0 then
-		chances, sum = getMinionWeights({math.max(tlcm,tlmm), tlmm},{MinionWeightParams, AdvMinionWeightParams}) -- Balance talent levels to avoid too many powerful minions
-	else
-		chances, sum = getMinionWeights(tlcm,MinionWeightParams)
-	end
-	for i,k in pairs(chances) do
-		chances[i] = k*100/sum
-	end
-	return chances
-end
-
--- Export for addons to alter
-necrotic_minions_list = minions_list
-
-function makeNecroticMinion(self, lev)
-	local chances = getMinionChances(self)
-	local pick = rng.float(0,100)
-	local tot, m = 0
-	for k, e in pairs(chances) do
-		tot = tot + e
-		if tot > pick then m = k break end
-	end
-	m = require("mod.class.NPC").new(minions_list[m])
-	m.necrotic_minion = true
-	return m
-end
-
-newTalent{
-	name = "Create Minions",
-	type = {"spell/necrotic-minions",1},
-	require = spells_req1,
-	points = 5,
-	fake_ressource = true,
-	mana = 5,
-	soul = function(self, t) return math.max(1, math.min(t.getMax(self, t), self:getSoul())) end,
-	cooldown = 14,
-	tactical = { ATTACK = 10 },
-	requires_target = true,
-	range = 0,
-	autolearn_talent = "T_NECROTIC_AURA",
-	unlearn_on_clone = true,
-	radius = function(self, t)
-		local aura = self:getTalentFromId(self.T_NECROTIC_AURA)
-		return aura.getRadius(self, aura)
-	end,
-	target = function(self, t)
-		return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t}
-	end,
-	on_pre_use = function(self, t)
-		local p = self:isTalentActive(self.T_NECROTIC_AURA)
-		if not p then return end
-		return true
-	end,
-	getMax = function(self, t)
-		local max = math.max(1, math.floor(self:combatTalentScale(t, 1, 5, "log")))
-		if necroEssenceDead(self, true) then max = max + 2 end
-		return max - necroGetNbSummon(self)
-	end, -- talent level 1-5 gives 1-5
-	getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
-	MinionChancesDesc = function(self)
-		local c = getMinionChances(self)
-		local chancelist = tstring({})
-		for i, k in ipairs(minion_order) do
-			 if c[k] then chancelist:add(true,_t(minions_list[k].name):capitalize(),(": %d%%"):tformat(c[k])) end
-		end
-		return chancelist:toString()
-	end,
-	action = function(self, t)
-		local p = self:isTalentActive(self.T_NECROTIC_AURA)
-		local nb = t.getMax(self, t)
-		nb = math.min(nb, self:getSoul())
-		local lev = t.getLevel(self, t)
-
-		-- Summon minions in a cone
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		local possible_spots = {}
-		self:project(tg, x, y, function(px, py)
-			if not game.level.map:checkAllEntities(px, py, "block_move") then
-				possible_spots[#possible_spots+1] = {x=px, y=py}
-			end
-		end)
-		local use_ressource = not self:attr("zero_resource_cost") and not self:attr("force_talent_ignore_ressources")
-		for i = 1, nb do
-			local minion = makeNecroticMinion(self, self:getTalentLevel(t))
-			local pos = rng.tableRemove(possible_spots)
-			if minion and pos then
-				if use_ressource then self:incSoul(-1) end
-				necroSetupSummon(self, minion, pos.x, pos.y, lev, true)
-			end
-		end
-
-		local empower = necroEssenceDead(self)
-		if empower then empower() end
-
-		if use_ressource then self:incMana(-util.getval(t.mana, self, t) * (100 + 2 * self:combatFatigue()) / 100) end
-		game:playSoundNear(self, "talents/spell_generic2")
-		return true
-	end,
-	info = function(self, t)
-		local nb = t.getMax(self, t)
-		local lev = t.getLevel(self, t)
-		local mm = self:knowTalent(self.T_MINION_MASTERY) and _t" (Minion Mastery effects included)" or ""
-		return ([[Fires powerful undead energies through your necrotic aura. For each recent death that happened inside your aura, you will raise an undead minion (up to %d minions). These minions will be raised within a cone that extends to the edge of your necrotic aura.
-		The minions level is your level %+d.
-		Each minion has a chance to be%s:%s]]):
-		tformat(nb, lev, mm, t.MinionChancesDesc(self, t))
-	end,
-}
-
-newTalent{
-	name = "Aura Mastery",
-	type = {"spell/necrotic-minions",2},
-	require = spells_req2,
-	points = 5,
-	mode = "passive",
-	getbonusRadius = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
-	on_learn = function(self, t)
-		self:forceUseTalent(self.T_NECROTIC_AURA, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true})
-		self:forceUseTalent(self.T_NECROTIC_AURA, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true})
-	end,
-	on_unlearn = function(self, t)
-		self:forceUseTalent(self.T_NECROTIC_AURA, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true})
-		self:forceUseTalent(self.T_NECROTIC_AURA, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true})
-	end,
-	info = function(self, t)
-		return ([[Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by %d, and reduces the decay rate of your minions outside the aura by %d%%.
-		At level 3, necrotic minions inside your aura have a 25%% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.]]):
-		tformat(math.floor(t.getbonusRadius(self, t)), math.min(7, self:getTalentLevelRaw(t)))
-	end,
-}
-
-newTalent{
-	name = "Surge of Undeath",
-	type = {"spell/necrotic-minions",3},
-	require = spells_req3,
-	points = 5,
-	mana = 45,
-	cooldown = 20,
-	tactical = { ATTACKAREA = 2 },
-	getPower = function(self, t) return self:combatTalentSpellDamage(t, 10, 60) end,
-	getCrit = function(self, t) return self:combatTalentSpellDamage(t, 6, 25) end,
-	getAPR = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
-	action = function(self, t)
-		local apply = function(a)
-			a:setEffect(a.EFF_SURGE_OF_UNDEATH, 6, {power=t.getPower(self, t), apr=t.getAPR(self, t), crit=t.getCrit(self, t)})
-		end
-
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then apply(act) end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then apply(act) end
-			end
-		end
-
-		game:playSoundNear(self, "talents/spell_generic2")
-		return true
-	end,
-	info = function(self, t)
-		return ([[A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by %d, their Armour penetration by %d and their critical hit chance by %d for 6 turns.
-		The effects will increase with your Spellpower.]]):
-		tformat(t.getPower(self, t), t.getAPR(self, t), t.getCrit(self, t))
-	end,
-}
-
-newTalent{
-	name = "Dark Empathy",
-	type = {"spell/necrotic-minions",4},
-	require = spells_req4,
-	points = 5,
-	mode = "passive",
-	getPerc = function(self, t) return self:combatTalentSpellDamage(t, 15, 80) end,
-	info = function(self, t)
-		return ([[You share your powers with your minions, granting them %d%% of your resistances and saves.
-		In addition all damage done by your minions to you or your other minions is reduced by %d%%.
-		The effect will increase with your Spellpower.]]):
-		tformat(t.getPerc(self, t), self:getTalentLevelRaw(t) * 20)
-	end,
-}
diff --git a/game/modules/tome/data/talents/spells/nightfall.lua b/game/modules/tome/data/talents/spells/nightfall.lua
deleted file mode 100644
index e59c7546cd632237593794e510d232c25d2c0809..0000000000000000000000000000000000000000
--- a/game/modules/tome/data/talents/spells/nightfall.lua
+++ /dev/null
@@ -1,195 +0,0 @@
--- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
---
--- This program is free software: you can redistribute it and/or modify
--- it under the terms of the GNU General Public License as published by
--- the Free Software Foundation, either version 3 of the License, or
--- (at your option) any later version.
---
--- This program is distributed in the hope that it will be useful,
--- but WITHOUT ANY WARRANTY; without even the implied warranty of
--- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--- GNU General Public License for more details.
---
--- You should have received a copy of the GNU General Public License
--- along with this program.  If not, see <http://www.gnu.org/licenses/>.
---
--- Nicolas Casalini "DarkGod"
--- darkgod@te4.org
-
-local isFF = function(self)
-	if self:getTalentLevel(self.T_INVOKE_DARKNESS) >= 5 then return false
-	else return true
-	end
-end
-
-newTalent{
-	name = "Invoke Darkness",
-	type = {"spell/nightfall",1},
-	require = spells_req1,
-	points = 5,
-	random_ego = "attack",
-	mana = 10,
-	cooldown = 3,
-	tactical = { ATTACK = { DARKNESS = 2 } },
-	range = 10,
-	reflectable = true,
-	proj_speed = 20,
-	requires_target = true,
-	direct_hit = function(self, t) if self:getTalentLevel(t) >= 3 then return true else return false end end,
-	target = function(self, t)
-		local tg = {type="bolt", range=self:getTalentRange(t), friendlyfire=isFF(self), talent=t, display={particle="bolt_dark", trail="darktrail"}}
-		if self:getTalentLevel(t) >= 3 then tg.type = "beam" end
-		if necroEssenceDead(self, true) then tg.radius, tg.range = tg.range, 0 tg.type = "cone" tg.cone_angle = 25 end
-		return tg
-	end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 25, 230) end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		local empower = necroEssenceDead(self)
-		if empower then
-			self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(t.getDamage(self, t)))
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "breath_shadow", {radius=tg.radius, tx=x-self.x, ty=y-self.y, spread=20})
-			empower()
-		elseif self:getTalentLevel(t) < 3 then
-			self:projectile(tg, x, y, DamageType.DARKNESS, self:spellCrit(t.getDamage(self, t)), function(self, tg, x, y, grids)
-				game.level.map:particleEmitter(x, y, 1, "dark")
-			end)
-		else
-			self:project(tg, x, y, DamageType.DARKNESS, self:spellCrit(t.getDamage(self, t)))
-			local _ _, x, y = self:canProject(tg, x, y)
-			game.level.map:particleEmitter(self.x, self.y, tg.radius, "shadow_beam", {tx=x-self.x, ty=y-self.y})
-		end
-
-		game:playSoundNear(self, "talents/spell_generic")
-		return true
-	end,
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		return ([[Conjures up a bolt of darkness, doing %0.2f darkness damage.
-		At level 3, it will create a beam of shadows.
-		At level 5, none of your Nightfall spells will hurt your minions.
-		The damage will increase with your Spellpower.]]):
-		tformat(damDesc(self, DamageType.DARKNESS, damage))
-	end,
-}
-
-newTalent{
-	name = "Circle of Death",
-	type = {"spell/nightfall",2},
-	require = spells_req2,
-	points = 5,
-	mana = 40,
-	cooldown = 16,
-	tactical = { ATTACKAREA = { DARKNESS = 2 }, DISABLE = { confusion = 1.5, blind = 1.5 } },
-	range = 6,
-	radius = 3,
-	direct_hit = true,
-	requires_target = true,
-	target = function(self, t)
-		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t)}
-	end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 15, 40) end,
-	getDuration = function(self, t) return 5 end,
-	getBaneDur = function(self,t) return math.floor(self:combatTalentScale(t, 4.5, 6.5)) end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		local _ _, _, _, x, y = self:canProject(tg, x, y)
-		-- Add a lasting map effect
-		game.level.map:addEffect(self,
-			x, y, t.getDuration(self, t),
-			DamageType.CIRCLE_DEATH, {dam=self:spellCrit(t.getDamage(self, t)), dur=t.getBaneDur(self,t), ff=isFF(self)},
-			self:getTalentRadius(t),
-			5, nil,
-			{type="circle_of_death", overlay_particle={zdepth=6, only_one=true, type="circle", args={oversize=1, a=100, appear=8, speed=-0.05, img="necromantic_circle", radius=self:getTalentRadius(t)}}},
---			{zdepth=6, only_one=true, type="circle", args={oversize=1, a=130, appear=8, speed=-0.03, img="arcane_circle", radius=self:getTalentRadius(t)}},
-			nil, false
-		)
-
-		game:playSoundNear(self, "talents/fire")
-		return true
-	end,
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		return ([[Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
-		Only one bane can affect a creature.
-		Banes last for %d turns, and also deal %0.2f darkness damage.
-		The damage will increase with your Spellpower.]]):
-		tformat(t.getBaneDur(self,t), damDesc(self, DamageType.DARKNESS, damage))
-	end,
-}
-
-newTalent{
-	name = "Fear the Night",
-	type = {"spell/nightfall",3},
-	require = spells_req3,
-	points = 5,
-	random_ego = "attack",
-	mana = 30,
-	cooldown = 10,
-	direct_hit = true,
-	tactical = { ATTACKAREA = { DARKNESS = 2 }, DISABLE = { knockback = 2 }, ESCAPE = { knockback = 1 } },
-	range = 0,
-	radius = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
-	requires_target = true,
-	target = function(self, t) return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=isFF(self), talent=t} end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 230) end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		self:project(tg, x, y, DamageType.DARKKNOCKBACK, {dist=4, dam=self:spellCrit(t.getDamage(self, t))})
-		game.level.map:particleEmitter(self.x, self.y, tg.radius, "breath_dark", {radius=tg.radius, tx=x-self.x, ty=y-self.y})
-		game:playSoundNear(self, "talents/fire")
-		return true
-	end,
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		local radius = self:getTalentRadius(t)
-		return ([[Invoke a cone dealing %0.2f darkness damage in a radius of %d. Any creatures caught inside must make check against their Mental Save or be knocked back 4 grids away.
-		The damage will increase with your Spellpower.]]):
-		tformat(damDesc(self, DamageType.DARKNESS, damage), self:getTalentRadius(t))
-	end,
-}
-
-newTalent{
-	name = "Rigor Mortis",
-	type = {"spell/nightfall",4},
-	require = spells_req4,
-	points = 5,
-	mana = 60,
-	cooldown = 20,
-	tactical = { ATTACKAREA = 3 },
-	range = 7,
-	radius = 1,
-	direct_hit = true,
-	requires_target = true,
-	target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=isFF(self), talent=t, display={particle="bolt_dark", trail="darktrail"}} end,
-	getDamage = function(self, t) return self:combatTalentSpellDamage(t, 28, 280) end,
-	getMinion = function(self, t) return 10 + self:combatTalentSpellDamage(t, 10, 30) end,
-	getDur = function(self, t) return math.floor(self:combatTalentScale(t, 3.6, 6.3)) end,
-	getSpeed = function(self, t) return math.min(self:getTalentLevel(t) * 0.065, 0.5) end,
-	action = function(self, t)
-		local tg = self:getTalentTarget(t)
-		local x, y = self:getTarget(tg)
-		if not x or not y then return nil end
-		self:projectile(tg, x, y, DamageType.RIGOR_MORTIS, {dam=self:spellCrit(t.getDamage(self, t)), minion=t.getMinion(self, t), speed=t.getSpeed(self, t), dur=t.getDur(self, t)}, {type="dark"})
-		game:playSoundNear(self, "talents/fireflash")
-		return true
-	end,
-	info = function(self, t)
-		local damage = t.getDamage(self, t)
-		local speed = t.getSpeed(self, t) * 100
-		local dur = t.getDur(self, t)
-		local minion = t.getMinion(self, t)
-		return ([[Invoke a ball of darkness that deals %0.2f darkness damage in a radius of %d. Every creature hit will start to become closer to death,  reducing their global speed by %d%%.
-		Necrotic minions' damage against those creatures is increased by %d%%.
-		The effects last for %d turns.
-		The damage done and the minions' damage increase will increase with your Spellpower.]]):
-		tformat(damDesc(self, DamageType.DARKNESS, damage), self:getTalentRadius(t), speed, minion, dur)
-	end,
-}
diff --git a/game/modules/tome/data/talents/spells/phantasm.lua b/game/modules/tome/data/talents/spells/phantasm.lua
index 14068e4e2d392776b989744481850c11f0b79536..64abe00bae73ec2f1dcba9c8ccdce7095f2aca3d 100644
--- a/game/modules/tome/data/talents/spells/phantasm.lua
+++ b/game/modules/tome/data/talents/spells/phantasm.lua
@@ -114,7 +114,7 @@ newTalent{
 		local damage = t.getDamage(self, t)
 		return ([[Surround yourself with a phantasmal shield of pure light.
 		Whenever you would take damage there is %d%% chance to become ethereal for an instant and fully ignore it.
-		If you do get it, the shield glow brightly, sending triggering a flash of light on the attacker, dealing %0.2f light damage in radius %d around it and dazzling any affected creature (deal 10%% less damage) for 5 turns. This can only happen every %d turns.
+		If you do get hit, the shield glow brightly, sending triggering a flash of light on the attacker, dealing %0.2f light damage in radius %d around it and dazzling any affected creature (deal 10%% less damage) for 5 turns. This can only happen every %d turns.
 		The damage and ignore chance will increase with your Spellpower.]]):
 		tformat(t.getEvade(self, t), damDesc(self, DamageType.LIGHT, damage), self:getTalentRadius(t), t.getDur(self, t))
 	end,
diff --git a/game/modules/tome/data/talents/spells/shades.lua b/game/modules/tome/data/talents/spells/shades.lua
deleted file mode 100644
index 724d7aef4f0ab4572234478d17834b0d74f5f5c3..0000000000000000000000000000000000000000
--- a/game/modules/tome/data/talents/spells/shades.lua
+++ /dev/null
@@ -1,278 +0,0 @@
--- ToME - Tales of Maj'Eyal
--- Copyright (C) 2009 - 2019 Nicolas Casalini
---
--- This program is free software: you can redistribute it and/or modify
--- it under the terms of the GNU General Public License as published by
--- the Free Software Foundation, either version 3 of the License, or
--- (at your option) any later version.
---
--- This program is distributed in the hope that it will be useful,
--- but WITHOUT ANY WARRANTY; without even the implied warranty of
--- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--- GNU General Public License for more details.
---
--- You should have received a copy of the GNU General Public License
--- along with this program.  If not, see <http://www.gnu.org/licenses/>.
---
--- Nicolas Casalini "DarkGod"
--- darkgod@te4.org
-
-newTalent{
-	name = "Shadow Tunnel",
-	type = {"spell/shades",1},
-	require = spells_req_high1,
-	points = 5,
-	random_ego = "attack",
-	mana = 25,
-	cooldown = 20,
-	range = 10,
-	tactical = { DEFEND = 2 },
-	requires_target = true,
-	getChance = function(self, t) return 20 + self:combatTalentSpellDamage(t, 15, 60) end,
-	action = function(self, t)
-		local list = {}
-		if game.party and game.party:hasMember(self) then
-			for act, def in pairs(game.party.members) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then list[#list+1] = act end
-			end
-		else
-			for uid, act in pairs(game.level.entities) do
-				if act.summoner and act.summoner == self and act.necrotic_minion then list[#list+1] = act end
-			end
-		end
-
-		local empower = necroEssenceDead(self)
-		for i, m in ipairs(list) do
-			local x, y = util.findFreeGrid(self.x, self.y, 5, true, {[Map.ACTOR]=true})
-			if x and y then
-				m:move(x, y, true)
-				game.level.map:particleEmitter(x, y, 1, "summon")
-			end
-			m:setEffect(m.EFF_EVASION, 5, {chance=t.getChance(self, t)})
-			if empower then
-				m:heal(m.max_life * 0.3)
-				if core.shader.active(4) then
-					m:addParticles(Particles.new("shader_shield_temp", 1, {toback=true , size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=2.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
-					m:addParticles(Particles.new("shader_shield_temp", 1, {toback=false, size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=1.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
-				end
-			end
-		end
-		if empower then empower() end
-
-		game:playSoundNear(self, "talents/spell_generic")
-		return true
-	end,
-	info = function(self, t)
-		local chance = t.getChance(self, t)
-		return ([[Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them %d%% evasion for 5 turns.
-		The evasion chance will increase with your Spellpower.]]):
-		tformat(chance)
-	end,
-}
-
-newTalent{
-	name = "Curse of the Meek",
-	type = {"spell/shades",2},
-	require = spells_req_high2,
-	points = 5,
-	mana = 50,
-	cooldown = 30,
-	range = 10,
-	tactical = { DEFEND = 3 },
-	action = function(self, t)
-		local nb = math.ceil(self:getTalentLevel(t))
-		for i = 1, nb do
-			local x, y = util.findFreeGrid(self.x, self.y, 5, true, {[Map.ACTOR]=true})
-			if x and y then
-				local NPC = require "mod.class.NPC"
-				local m = NPC.new{
-					type = "humanoid", display = "p",
-					color=colors.WHITE,
-
-					combat = { dam=resolvers.rngavg(1,2), atk=2, apr=0, dammod={str=0.4} },
-
-					body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, QUIVER=1 },
-					lite = 3,
-
-					life_rating = 10,
-					rank = 2,
-					size_category = 3,
-
-					autolevel = "warrior",
-					stats = { str=12, dex=8, mag=6, con=10 },
-					ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2, },
-					level_range = {1, 3},
-
-					max_life = resolvers.rngavg(30,40),
-					combat_armor = 2, combat_def = 0,
-
-					summoner = self,
-					summoner_gain_exp=false,
-					summon_time = 8,
-				}
-
-				m.level = 1
-				local race = 5 -- rng.range(1, 5)
-				if race == 1 then
-					m.name = _t"human farmer"
-					m.subtype = "human"
-					m.image = "npc/humanoid_human_human_farmer.png"
-					m.desc=_t[[A weather-worn human farmer, looking at a loss as to what's going on.]]
-				elseif race == 2 then
-					m.name = _t"halfling gardener"
-					m.subtype = "halfling"
-					m.desc=_t[[A rugged halfling gardener, looking quite confused as to what he's doing here.]]
-					m.image = "npc/humanoid_halfling_halfling_gardener.png"
-				elseif race == 3 then
-					m.name = _t"shalore scribe"
-					m.subtype = "shalore"
-					m.desc=_t[[A scrawny elven scribe, looking bewildered at his surroundings.]]
-					m.image = "npc/humanoid_shalore_shalore_rune_master.png"
-				elseif race == 4 then
-					m.name = _t"dwarven lumberjack"
-					m.subtype = "dwarf"
-					m.desc=_t[[A brawny dwarven lumberjack, looking a bit upset at his current situation.]]
-					m.image = "npc/humanoid_dwarf_lumberjack.png"
-				elseif race == 5 then
-					m.name = _t"cute bunny"
-					m.type = "vermin" m.subtype = "rodent"
-					m.desc=_t[[It is so cute!]]
-					m.image = "npc/vermin_rodent_cute_little_bunny.png"
-				end
-				m.faction = self.faction
-				m.no_necrotic_soul = true
-
-				m:resolve() m:resolve(nil, true)
-				m:forceLevelup(self.level)
-				game.zone:addEntity(game.level, m, "actor", x, y)
-				game.level.map:particleEmitter(x, y, 1, "summon")
-				m:setEffect(m.EFF_CURSE_HATE, 100, {src=self})
-				m.on_die = function(self, src)
-					local p = self.summoner:isTalentActive(self.summoner.T_NECROTIC_AURA)
-					if p and src and src.reactionToward and src:reactionToward(self) < 0 and rng.percent(70) then
-						self.summoner:incSoul(1)
-						self.summoner.changed = true
-					end
-				end
-			end
-		end
-		game:playSoundNear(self, "talents/spell_generic")
-		return true
-	end,
-	info = function(self, t)
-		return ([[Reaches through the shadows into quieter places, summoning %d harmless creatures.
-		Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
-		If the summoned creatures are killed by hostile foes, you have 70%% chance to gain a soul.]]):
-		tformat(math.ceil(self:getTalentLevel(t)))
-	end,
-}
-
-newTalent{
-	name = "Forgery of Haze",
-	type = {"spell/shades",3},
-	require = spells_req_high3,
-	points = 5,
-	mana = 70,
-	cooldown = 30,
-	range = 10,
-	tactical = { ATTACK = 2, },
-	requires_target = true,
-	unlearn_on_clone = true,
-	getDuration = function(self, t) return math.floor(self:combatTalentLimit(t, 30, 4, 8.1)) end, -- Limit <30
-	getHealth = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 20, 500), 1.0, 0.2, 0, 0.58, 384) end,  -- Limit health < 100%
-	getDam = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 10, 500), 1.40, 0.4, 0, 0.76, 361) end,  -- Limit damage < 140%
-	action = function(self, t)
-		-- Find space
-		local x, y = util.findFreeGrid(self.x, self.y, 1, true, {[Map.ACTOR]=true})
-		if not x then
-			game.logPlayer(self, "Not enough space to summon!")
-			return
-		end
-		local hfct = t.getHealth(self, t)
-		local m = require("mod.class.NPC").new(self:cloneActor{
-			shader = "shadow_simulacrum",
-			faction = self.faction, exp_worth = 0,
-			max_life = self.max_life*hfct, die_at = self.die_at*hfct,
-			life = util.bound(self.life*hfct, self.die_at*hfct, self.max_life*hfct),
-			max_level = self.level,
-			summoner = self, summoner_gain_exp=true, summon_time = t.getDuration(self, t),
-			
-			ai_target = {actor=table.NIL_MERGE},
-			ai = "summoned", ai_real = "tactical",
-			name = ("Forgery of Haze (%s)"):tformat(self:getName()),
-			desc = ([[A dark shadowy shape whose form resembles %s.]]):tformat(self:getName()),
-		})
-
-		m:removeTimedEffectsOnClone()
-		m:unlearnTalentsOnClone()
-
-		m.inc_damage.all = ((100 + (m.inc_damage.all or 0)) * t.getDam(self, t)) - 100
-
-		game.zone:addEntity(game.level, m, "actor", x, y)
-		game.level.map:particleEmitter(x, y, 1, "shadow")
-
-		if game.party:hasMember(self) then
-			game.party:addMember(m, {
-				control="no",
-				type="minion",
-				title=_t"Forgery of Haze",
-				orders = {target=true},
-			})
-		end
-
-		game:playSoundNear(self, "talents/spell_generic2")
-		return true
-	end,
-	info = function(self, t)
-		return ([[Through the shadows, you forge a temporary copy of yourself, existing for %d turns.
-		The copy possesses your exact talents and stats, has %d%% life and deals %d%% damage.]]):
-		tformat(t.getDuration(self, t), t.getHealth(self, t) * 100, t.getDam(self, t) * 100)
-	end,
-}
-
-newTalent{
-	name = "Frostdusk",
-	type = {"spell/shades",4},
-	require = spells_req_high4,
-	points = 5,
-	mode = "sustained",
-	sustain_mana = 50,
-	cooldown = 30,
-	tactical = { BUFF = 2 },
-	getDamageIncrease = function(self, t) return self:combatTalentScale(t, 2.5, 10) end,
-	getResistPenalty = function(self, t) return self:combatTalentLimit(t, 100, 17, 50, true) end,  -- Limit to < 100%
-	getAffinity = function(self, t) return self:combatTalentLimit(t, 100, 10, 50) end, -- Limit < 100%
-	activate = function(self, t)
-		game:playSoundNear(self, "talents/spell_generic")
-		local ret = {
-			dam = self:addTemporaryValue("inc_damage", {[DamageType.DARKNESS] = t.getDamageIncrease(self, t), [DamageType.COLD] = t.getDamageIncrease(self, t)}),
-			resist = self:addTemporaryValue("resists_pen", {[DamageType.DARKNESS] = t.getResistPenalty(self, t)}),
-			affinity = self:addTemporaryValue("damage_affinity", {[DamageType.DARKNESS] = t.getAffinity(self, t)}),
-		}
-		local particle
-		if core.shader.active(4) then
-			ret.particle1 = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=2.0, verticalIntensityAdjust=-3.0}))
-			ret.particle1.toback = true
-			ret.particle2 = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="spinningwinds_black"}, {type="spinningwinds", ellipsoidalFactor={1,1}, time_factor=6000, noup=1.0, verticalIntensityAdjust=-3.0}))
-		else
-			ret.particle1 = self:addParticles(Particles.new("ultrashield", 1, {rm=0, rM=0, gm=0, gM=0, bm=10, bM=100, am=70, aM=180, radius=0.4, density=60, life=14, instop=20}))
-		end
-		return ret
-	end,
-	deactivate = function(self, t, p)
-		if p.particle1 then self:removeParticles(p.particle1) end
-		if p.particle2 then self:removeParticles(p.particle2) end
-		self:removeTemporaryValue("inc_damage", p.dam)
-		self:removeTemporaryValue("resists_pen", p.resist)
-		self:removeTemporaryValue("damage_affinity", p.affinity)
-		return true
-	end,
-	info = function(self, t)
-		local damageinc = t.getDamageIncrease(self, t)
-		local ressistpen = t.getResistPenalty(self, t)
-		local affinity = t.getAffinity(self, t)
-		return ([[Surround yourself with Frostdusk, increasing all your darkness and cold damage by %0.1f%%, and ignoring %d%% of the darkness resistance of your targets.
-		In addition, all darkness damage you take heals you for %d%% of the damage.]])
-		:tformat(damageinc, ressistpen, affinity)
-	end,
-}
diff --git a/game/modules/tome/data/talents/spells/spectre.lua b/game/modules/tome/data/talents/spells/spectre.lua
new file mode 100644
index 0000000000000000000000000000000000000000..44ed7d1b89da0d269f1eff17e29c0f4d7a50ba78
--- /dev/null
+++ b/game/modules/tome/data/talents/spells/spectre.lua
@@ -0,0 +1,221 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009 - 2020 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+local Object = require "mod.class.Object"
+
+newTalent{
+	name = "Ghost Walk",
+	type = {"spell/spectre",1},
+	require = spells_req1,
+	points = 5,
+	mana = 12,
+	cooldown = 10,
+	tactical = { CLOSEIN = 2, ESCAPE = 2 },
+	range = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9, 0.5, 0, 1)) end,
+	requires_target = true,
+	target = function(self, t)
+		return {type="hit", nolock=true, range=self:getTalentRange(t)}
+	end,
+	direct_hit = true,
+	is_teleport = true,
+	action = function(self, t)
+		local tg = self:getTalentTarget(t)
+		local x, y, target = self:getTarget(tg)
+		if not x or not y then return nil end
+		if not self:hasLOS(x, y) or game.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") then -- To prevent teleporting through walls
+			game.logPlayer(self, "You do not have line of sight.")
+			return nil
+		end
+		local _ _, x, y = self:canProject(tg, x, y)
+		
+		local orig_x = self.x
+		local orig_y = self.y
+		
+		game.level.map:particleEmitter(self.x, self.y, 1, "temporal_teleport")
+		if not self:teleportRandom(x, y, 0) then
+			game.logSeen(self, "%s's ghost walk fizzles!", self.name:capitalize())
+		else
+			self:setEffect(self.EFF_GHOST_WALK, 3, {src=self, range=self:getTalentRange(t), x=orig_x, y=orig_y})
+			if self:knowTalent(self.T_SPECTRAL_SIGHT) then
+				self:setEffect(self.EFF_SENSE, self:callTalent(self.T_SPECTRAL_SIGHT, "getDuration"), {
+				range = self:callTalent(self.T_SPECTRAL_SIGHT, "getVision"),
+				actor = 1,
+				})			
+			end
+			if self:knowTalent(self.T_INTANGIBILITY) then
+				self:setEffect(self.EFF_INTANGIBILITY, self:callTalent(self.T_INTANGIBILITY, "getDuration"), {
+				src = self,
+				power = self:callTalent(self.T_INTANGIBILITY, "getChance"),
+				})
+			end
+			game.level.map:particleEmitter(self.x, self.y, 1, "temporal_teleport")
+		end
+		
+		game:playSoundNear(self, "talents/teleport")
+		return true
+	end,
+	info = function(self, t)
+		local range = self:getTalentRange(t)
+		return ([[Taking on a spectral form, you teleport to the target tile within range %d. 
+		For 3 turns after using this spell, you gain the ability to teleport back to your original tile as long as you are within range of it.]]):tformat(range)
+	end,
+}
+
+newTalent{
+	name = "Ghost Walk - Return", short_name = "GHOST_WALK_RETURN",
+	type = {"spell/other",1},
+	tactical = { CLOSEIN = 2, ESCAPE = 2 },
+	requires_target = true,
+	direct_hit = true,
+	is_teleport = true,
+	no_energy = true,
+	action = function(self, t)
+		local eff = self:hasEffect(self.EFF_GHOST_WALK)
+		if not eff then return end
+		local x = eff.x
+		local y = eff.y
+		if not self:hasLOS(x, y) or game.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") then -- To prevent teleporting through walls
+			game.logPlayer(self, "You do not have line of sight.")
+			return nil
+		end
+		
+		if self:knowTalent(self.T_PATH_TO_BEYOND) then
+			local ActorTalents = require("engine.interface.ActorTalents")
+			for i=1, self:callTalent(self.T_PATH_TO_BEYOND, "getNb") do
+				local tx, ty = util.findFreeGrid(self.x, self.y, 3, true, {[Map.ACTOR]=true})
+				if not tx then return end
+				local NPC = require "mod.class.NPC"
+				local m = NPC.new{
+					name = "wisp",
+					display = "g", color=colors.LIGHT_BLUE, image="npc/undead_ghost_will_o__the_wisp.png",
+					blood_color = colors.BLUE,
+					type = "undead", subtype = "ghost",
+					rank = 2,
+					size_category = 2,
+					body = { INVEN = 10 },
+					level_range = {self.level, self.level},
+					no_drops = true,
+					autolevel = "warriorwill",
+					exp_worth = 0,
+					ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2 },
+					stats = { str=15, dex=15, wil=15, con=15, cun=15},
+					infravision = 10,
+					silent_levelup = true,
+					no_breath = 1,
+					negative_status_effect_immune = 1,
+					infravision = 10,
+					max_life = resolvers.rngavg(10, 30),
+					life_rating = 6,
+					combat_armor = 1, combat_def = 10,
+					combat = { dam=1, atk=1, apr=1, damtype=DamageType.COLD },
+		
+				}
+				m.faction = self.faction
+				m.summoner = self
+				m.summoner_gain_exp = true
+				m.on_act = function(self)
+					if self.turn_procs.taunt then return end
+					self.turn_procs.taunt = true
+					local tg = {type="ball", range=0, radius=3, friendlyfire=false}
+					self:project(tg, self.x, self.y, function(tx, ty)
+						local a = game.level.map(tx, ty, Map.ACTOR)
+						if a and not a.dead and a:reactionToward(self) < 0 then a:setTarget(self) end
+					end)
+				end
+				m.summon_time = self:callTalent(self.T_PATH_TO_BEYOND, "getDuration")
+				m.remove_from_party_on_death = true
+				m:resolve() m:resolve(nil, true)
+				m:forceLevelup(self.level)			
+				ActorTalents.main_env.setupSummon(self, m, tx, ty)
+				game.level.map:particleEmitter(tx, ty, 1, "generic_teleport", {rm=60, rM=130, gm=20, gM=110, bm=90, bM=130, am=70, aM=180})
+			end
+		end
+		
+		game.level.map:particleEmitter(self.x, self.y, 1, "temporal_teleport")
+		if not self:teleportRandom(x, y, 0) then
+			game.logSeen(self, "%s's ghost walk fizzles!", self.name:capitalize())
+		else
+			game.level.map:particleEmitter(self.x, self.y, 1, "temporal_teleport")
+		end
+		
+		self:removeEffect(self.EFF_GHOST_WALK)
+		game:playSoundNear(self, "talents/teleport")
+		return true
+	end,
+	info = function(self, t)
+		local range = self:getTalentRange(t)
+		return ([[Return to the location you used Ghost Walk from.]]):tformat()
+	end,
+}
+
+newTalent{
+	name = "Spectral Sight",
+	type = {"spell/spectre", 2},
+	require = spells_req2,
+	points = 5,
+	mode = "passive",
+	getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4)) end,
+	getVision = function(self, t) return math.min(10, math.floor(7.5 + self:getTalentLevel(t)/2)) end,
+	getEsp = function(self, t) return math.floor(10 + self:getTalentLevel(t)) end,
+	range = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, 1)) end,
+	passives = function(self, t, p)
+		self:talentTemporaryValue(p, "esp", {["undead"]=1})
+	end,	
+	info = function(self, t)
+		local dur = t.getDuration(self,t)
+		local vision = t.getVision(self,t)
+		local esp = t.getEsp(self,t)
+		local range = self:getTalentRange(t)
+		return ([[While in your spectral form from Ghost Walk and for %d turns afterwards, you gain vision of all enemies within radius %d.
+In addition, at all times you gain the ability to sense undead within %d tiles, and can perceive any foe within %d tiles of your necrotic minions.]]):
+		tformat(dur, vision, esp, range)
+	end,
+}
+
+newTalent{
+	name = "Intangibility",
+	type = {"spell/spectre", 3},
+	require = spells_req3,
+	points = 5,
+	mode = "passive",
+	getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4)) end,
+	getChance = function(self, t) return math.floor(self:combatTalentLimit(t, 45, 12, 27)) end,
+	info = function(self, t)
+		local dur = t.getDuration(self,t)
+		local chance = t.getChance(self,t)
+		return ([[While in your spectral form from Ghost Walk and for %d turns afterwards, damage and detrimental effects have a %d%% chance to harmlessly pass through you.]]):
+		tformat(dur, chance)
+	end,
+}
+
+newTalent{
+	name = "Path to Beyond",
+	type = {"spell/spectre",4},
+	require = spells_req4,
+	points = 5,
+	mode = "passive",
+	getNb = function(self, t) return math.floor(self:combatTalentScale(t, 2, 4.5)) end,
+	getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9)) end,
+	info = function(self, t)
+		local dur = t.getDuration(self,t)
+		local nb = t.getNb(self,t)
+		return ([[On using Ghost Walk - Return, you create a portal that summons %d spirits around you for %d turns. The spirits do very little damage, but taunt all enemies in radius 3 into attacking them.]]):
+		tformat(nb, dur)
+	end,
+}
diff --git a/game/modules/tome/data/talents/spells/spells.lua b/game/modules/tome/data/talents/spells/spells.lua
index bbec94e3702e27b65c22104e74856b41f00623ce..0707f350c4d52821cd655bc672d5a5e8c597eb46 100644
--- a/game/modules/tome/data/talents/spells/spells.lua
+++ b/game/modules/tome/data/talents/spells/spells.lua
@@ -20,8 +20,6 @@
 -- Archmage spells
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/arcane", name = _t"arcane", description = _t"Arcane studies manipulate the raw magic energies to shape them into both offensive and defensive spells." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/aether", name = _t"aether", description = _t"Tap on the core arcane forces of the aether, unleashing devastating effects on your foes." }
-
--- Elemental spells
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/fire", name = _t"fire", description = _t"Harness the power of fire to burn your foes to ashes." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/wildfire", name = _t"wildfire", min_lev = 10, description = _t"Harness the power of wildfire to burn your foes to ashes." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/earth", name = _t"earth", description = _t"Harness the power of the earth to protect and destroy." }
@@ -30,8 +28,6 @@ newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=tru
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/ice", name = _t"ice", min_lev = 10, description = _t"Harness the power of ice to freeze and shatter your foes." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/air", name = _t"air", description = _t"Harness the power of the air to fry your foes." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/storm", name = _t"storm", min_lev = 10, description = _t"Harness the power of the storm to incinerate your foes." }
-
--- Various other magic schools
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/meta", name = _t"meta", description = _t"Meta spells alter the working of magic itself." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/temporal", name = _t"temporal", description = _t"The school of time manipulation." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, mana_regen=true, type="spell/phantasm", name = _t"phantasm", description = _t"Control the power of tricks and illusions." }
@@ -60,14 +56,22 @@ newTalentType{ type="golem/golem", name = _t"golem", description = _t"Golem basi
 newTalentType{ type="golem/drolem", name = _t"drolem", description = _t"Drolem basic capacity." }
 
 -- Necromancer spells
-newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/necrotic-minions", name = _t"necrotic minions", description = _t"Create and empower dumb undead minions." }
-newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/advanced-necrotic-minions", name = _t"advanced necrotic minions", min_lev = 10, description = _t"Create and empower powerful undead minions." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/master-of-bones", name = _t"master of bones", description = _t"Become of the master of bones, creating skeletal minions to do your bidding." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/master-of-flesh", name = _t"master of flesh", description = _t"Become of the master of flesh, creating ghoul minions to do your bidding" }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/master-necromancer", name = _t"master necromancer", min_lev = 10, description = _t"Full and total control over your undead army." }
 newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/nightfall", name = _t"nightfall", description = _t"Manipulate darkness itself to slaughter your foes." }
-newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/shades", name = _t"shades", min_lev = 10, description = _t"Invoke and control shades." }
-newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/necrosis", name = _t"necrosis", description = _t"Gain control over death, eventually turning into a lich." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/dreadmaster", name = _t"dreadmaster", description = _t"Summon an undead minion of pure darkness to harass your foes." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/age-of-dusk", name = _t"age of dusk", min_lev = 10, description = _t"Recall the glorious days of the Age of Dusk when necromancers reigned supreme." }
 newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/grave", name = _t"grave", description = _t"Use the rotting cold doom of the tomb to fell your foes." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/glacial-waste", name = _t"glacial waste", description = _t"Wither the land into a cold, dead ground to protect yourself." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/rime-wraith", name = _t"rime wraith", min_lev = 10, description = _t"Summon an undead minion of pure cold to harass your foes." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/death", name = _t"death", description = _t"Learn to fasten your foes way into the grave." }
 newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/animus", name = _t"animus", description = _t"Crush the souls of your foes to improve yourself." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/eradication", name = _t"eradication", min_lev = 10, description = _t"Doom to all your foes. Crush them." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/necrosis", name = _t"necrosis", generic = true, description = _t"Gain control over death, by unnaturally expanding your life." }
+newTalentType{ allow_random=true, no_silence=true, is_necromancy=true, is_spell=true, mana_regen=true, type="spell/spectre", name = _t"spectre", generic = true, description = _t"Turn into a spectre to move around the battlefield." }
 
+-- Stone Warden spells
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, type="spell/eldritch-shield", name = _t"eldritch shield", description = _t"Infuse arcane forces into your shield." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, type="spell/eldritch-stone", name = _t"eldritch stone", description = _t"Summon stony spikes imbued with various powers." }
 newTalentType{ allow_random=true, no_silence=true, is_spell=true, type="spell/deeprock", name = _t"deeprock", description = _t"Harness the power of the world to turn into a Deeprock Form." }
@@ -116,53 +120,39 @@ spells_req_high5 = {
 
 -------------------------------------------
 -- Necromancer minions
-function necroGetNbSummon(self)
-	local nb = 0
-	if not game.party or not game.party:hasMember(self) then return 0 end
-	-- Count party members
-	for act, def in pairs(game.party.members) do
-		if act.summoner and act.summoner == self and act.necrotic_minion then nb = nb + 1 end
+function necroArmyStats(self)
+	local stats = {nb=0, nb_skeleton=0, nb_ghoul=0, list={}}
+	if not game.level then return stats end
+	if not game.party or not game.party:hasMember(self) then
+		for _, act in pairs(game.level.entities) do if act.summoner == self and act.necrotic_minion then
+			stats.nb = stats.nb + 1
+			if act.skeleton_minion then stats.nb_skeleton = stats.nb_skeleton + 1 end
+			if act.ghoul_minion then stats.nb_ghoul = stats.nb_ghoul + 1 end
+			if act.lord_of_skulls then stats.lord_of_skulls = act end
+			if act.is_bone_giant then stats.bone_giant = act end
+			stats.list[#stats.list+1] = act
+		end end
+	else
+		for act, _ in pairs(game.party.members) do if act.summoner == self and act.necrotic_minion then
+			stats.nb = stats.nb + 1
+			if act.skeleton_minion then stats.nb_skeleton = stats.nb_skeleton + 1 end
+			if act.ghoul_minion then stats.nb_ghoul = stats.nb_ghoul + 1 end
+			if act.lord_of_skulls then stats.lord_of_skulls = act end
+			if act.is_bone_giant then stats.bone_giant = act end
+			stats.list[#stats.list+1] = act
+		end end
 	end
-	return nb
+	return stats
 end
 
-function applyDarkEmpathy(self, m)
-	if self:knowTalent(self.T_DARK_EMPATHY) then
-		local t = self:getTalentFromId(self.T_DARK_EMPATHY)
-		local perc = t.getPerc(self, t)
-		for k, e in pairs(self.resists) do
-			m.resists[k] = (m.resists[k] or 0) + e * perc / 100
-		end
-		for k, e in pairs(self.resists_cap) do
-			m.resists_cap[k] = e
-		end
-		m.combat_physresist = m.combat_physresist + self:combatPhysicalResist() * perc / 100
-		m.combat_spellresist = m.combat_spellresist + self:combatSpellResist() * perc / 100
-		m.combat_mentalresist = m.combat_mentalresist + self:combatMentalResist() * perc / 100
-
-		m.poison_immune = (m.poison_immune or 0) + (self:attr("poison_immune") or 0) * perc / 100
-		m.disease_immune = (m.disease_immune or 0) + (self:attr("disease_immune") or 0) * perc / 100
-		m.cut_immune = (m.cut_immune or 0) + (self:attr("cut_immune") or 0) * perc / 100
-		m.confusion_immune = (m.confusion_immune or 0) + (self:attr("confusion_immune") or 0) * perc / 100
-		m.blind_immune = (m.blind_immune or 0) + (self:attr("blind_immune") or 0) * perc / 100
-		m.silence_immune = (m.silence_immune or 0) + (self:attr("silence_immune") or 0) * perc / 100
-		m.disarm_immune = (m.disarm_immune or 0) + (self:attr("disarm_immune") or 0) * perc / 100
-		m.pin_immune = (m.pin_immune or 0) + (self:attr("pin_immune") or 0) * perc / 100
-		m.stun_immune = (m.stun_immune or 0) + (self:attr("stun_immune") or 0) * perc / 100
-		m.fear_immune = (m.fear_immune or 0) + (self:attr("fear_immune") or 0) * perc / 100
-		m.knockback_immune = (m.knockback_immune or 0) + (self:attr("knockback_immune") or 0) * perc / 100
-		m.stone_immune = (m.stone_immune or 0) + (self:attr("stone_immune") or 0) * perc / 100
-		m.teleport_immune = (m.teleport_immune or 0) + (self:attr("teleport_immune") or 0) * perc / 100
-
-		m.necrotic_minion_be_nice = self:getTalentLevelRaw(self.T_DARK_EMPATHY) * 0.2
-	end
-end
-
-function necroSetupSummon(self, m, x, y, level, no_control, no_decay)
+function necroSetupSummon(self, def, x, y, level, turns, no_control)
+	local m = require("mod.class.NPC").new(def)
+	m.necrotic_minion = true
+	m.creation_turn = game.turn
 	m.faction = self.faction
 	m.summoner = self
 	m.summoner_gain_exp = true
-	m.necrotic_minion = true
+	if turns then m.summon_time = turns end
 	m.exp_worth = 0
 	m.life_regen = 0
 	m.unused_stats = 0
@@ -178,8 +168,53 @@ function necroSetupSummon(self, m, x, y, level, no_control, no_decay)
 	m.inc_damage = table.clone(self.inc_damage, true)
 	m.no_breath = 1
 	m.no_drops = true
+	m.necrotic_minion_be_nice = 1
+
+	if self:isTalentActive(self.T_NECROTIC_AURA) then
+		local t = self:getTalentFromId(self.T_NECROTIC_AURA)
+		local perc = t:_getInherit(self) / 100
+
+		-- Damage
+		m.combat_generic_crit = (m.combat_generic_crit or 0) + math.floor(self:combatSpellCrit() * perc)
+		m.combat_generic_power = (m.combat_generic_crit or 0) + math.floor(self:combatSpellpowerRaw() * perc)
+		local max_inc = self.inc_damage.all or 0
+		for k, e in pairs(self.inc_damage) do
+			max_inc = math.max(max_inc, self:combatGetDamageIncrease(k))
+		end
+		m.inc_damage.all = (m.inc_damage.all or 0) + math.floor(max_inc * perc)
+
+		-- Resists
+		for k, e in pairs(self.resists) do
+			m.resists[k] = (m.resists[k] or 0) + math.floor(e * perc)
+		end
+		for k, e in pairs(self.resists_cap) do
+			m.resists_cap[k] = e
+		end
+
+		-- Saves
+		m.combat_physresist = m.combat_physresist + math.floor(self:combatPhysicalResistRaw() * perc)
+		m.combat_spellresist = m.combat_spellresist + math.floor(self:combatSpellResistRaw() * perc)
+		m.combat_mentalresist = m.combat_mentalresist + math.floor(self:combatMentalResistRaw() * perc)
 
-	applyDarkEmpathy(self, m)
+		m.poison_immune = (m.poison_immune or 0) + (self:attr("poison_immune") or 0) * perc
+		m.disease_immune = (m.disease_immune or 0) + (self:attr("disease_immune") or 0) * perc
+		m.cut_immune = (m.cut_immune or 0) + (self:attr("cut_immune") or 0) * perc
+		m.confusion_immune = (m.confusion_immune or 0) + (self:attr("confusion_immune") or 0) * perc
+		m.blind_immune = (m.blind_immune or 0) + (self:attr("blind_immune") or 0) * perc
+		m.silence_immune = (m.silence_immune or 0) + (self:attr("silence_immune") or 0) * perc
+		m.disarm_immune = (m.disarm_immune or 0) + (self:attr("disarm_immune") or 0) * perc
+		m.pin_immune = (m.pin_immune or 0) + (self:attr("pin_immune") or 0) * perc
+		m.stun_immune = (m.stun_immune or 0) + (self:attr("stun_immune") or 0) * perc
+		m.fear_immune = (m.fear_immune or 0) + (self:attr("fear_immune") or 0) * perc
+		m.knockback_immune = (m.knockback_immune or 0) + (self:attr("knockback_immune") or 0) * perc
+		m.stone_immune = (m.stone_immune or 0) + (self:attr("stone_immune") or 0) * perc
+		m.teleport_immune = (m.teleport_immune or 0) + (self:attr("teleport_immune") or 0) * perc
+
+	end
+
+	-- Speeds
+	m.movement_speed = self.movement_speed
+	m.global_speed_add = self.global_speed_add
 
 	if game.party:hasMember(self) then
 		local can_control = not no_control
@@ -195,59 +230,45 @@ function necroSetupSummon(self, m, x, y, level, no_control, no_decay)
 	m:resolve() m:resolve(nil, true)
 	m.max_level = self.level + (level or 0)
 	m:forceLevelup(math.max(1, self.level + (level or 0)))
+	
+	-- Skeletons minions do not heal up
+	m:unlearnTalent(m.T_SKELETON_REASSEMBLE, 999)
+
+	-- All minions know soul leech like their master, to feed tasty souls to the Master!
+	if self:knowTalent(self.T_SOUL_LEECH) then
+		m:learnTalent(m.T_SOUL_LEECH, true, self:getTalentLevelRaw(self.T_SOUL_LEECH))
+	end
+
 	game.zone:addEntity(game.level, m, "actor", x, y)
 	game.level.map:particleEmitter(x, y, 1, "summon")
 
-	-- Summons decay
-	if not no_decay then
-		m.necrotic_aura_decaying = self.necrotic_aura_decay
-		m.on_act = function(self)
-			local src = self.summoner
-			if src and self.necrotic_aura_decaying and self.x and self.y and not src.dead and src.x and src.y and core.fov.distance(self.x, self.y, src.x, src.y) <= (src.necrotic_aura_radius or 0) then return end
-
-			self.life = self.life - self.max_life * (self.necrotic_aura_decaying or 10) / 100
-			self.changed = true
-			if self.life <= 0 then
-				game.logSeen(self, "#{bold}#%s decays into a pile of ash!#{normal}#", self:getName():capitalize())
-				if src then
-					local t = src:getTalentFromId(src.T_NECROTIC_AURA)
-					t.die_speach(self, t)
+	if m.ghoul_minion and self:knowTalent(self.T_PUTRESCENT_LIQUEFACTION) then
+		m.on_die = function(self, killer)
+			if not self.x or not game.level then return end
+			local src = self:resolveSource()
+			for i, e in ipairs(game.level.map.effects) do
+				if e.src == src and e.damtype == engine.DamageType.PUTRESCENT_LIQUEFACTION and e.grids[self.x] and e.grids[self.x][self.y] and src:isTalentActive(src.T_PUTRESCENT_LIQUEFACTION) then
+					local p = src:isTalentActive(src.T_PUTRESCENT_LIQUEFACTION)
+					p.dur = p.dur + src:callTalent(src.T_PUTRESCENT_LIQUEFACTION, "getIncrease")
+					game.logSeen(self, "#GREY#%s dissolves into the cloud of gore.", self:getName():capitalize())
 				end
-				self:die(self)
 			end
 		end
 	end
 
-	m.on_die = function(self, killer)
-		if self.on_die_necrotic_minion then self:on_die_necrotic_minion(killer) end
-		local src = self.summoner
-		local w = src:isTalentActive(src.T_WILL_O__THE_WISP)
-		local p = src:isTalentActive(src.T_NECROTIC_AURA)
-		if not p or not self.x or not self.y or not src.x or not src.y or core.fov.distance(self.x, self.y, src.x, src.y) > self.summoner.necrotic_aura_radius then return end
-		if w and rng.percent(w.chance) then
-			local t = src:getTalentFromId(src.T_WILL_O__THE_WISP)
-			ret = t.summon(src, t, w.dam, self, killer, false)
-			if ret then return end
-		end
-		if src:getTalentLevel(src.T_AURA_MASTERY) >= 3 and rng.percent(25) then
-			src:incSoul(1)
-			src.changed = true
-			game.logPlayer(src, "A soul returns to %s.", src:getName())
-		end
-	end
-
 	-- Summons never flee
 	m.ai_tactic = m.ai_tactic or {}
 	m.ai_tactic.escape = 0
 end
 
-function necroEssenceDead(self, checkonly)
-	local eff = self:hasEffect(self.EFF_ESSENCE_OF_THE_DEAD)
-	if not eff then return false end
-	if checkonly then return true end
-	return function()
-		eff.nb = eff.nb - 1
-		if eff.nb <= 0 then self:removeEffect(self.EFF_ESSENCE_OF_THE_DEAD, true) end
+function checkLifeThreshold(val, fct)
+	return function(self, t)
+		local checkid = "__check_threshold_"..t.id
+		if not self[checkid] then self[checkid] = self.life end
+		if (self[checkid] >= val and self.life < val) or (self[checkid] < val and self.life >= val) then
+			fct(self, t)
+		end
+		self[checkid] = self.life
 	end
 end
 -------------------------------------------
@@ -282,13 +303,13 @@ load("/data/talents/spells/energy-alchemy.lua")
 load("/data/talents/spells/stone-alchemy.lua")
 load("/data/talents/spells/golem.lua")
 
-load("/data/talents/spells/necrotic-minions.lua")
-load("/data/talents/spells/advanced-necrotic-minions.lua")
-load("/data/talents/spells/nightfall.lua")
-load("/data/talents/spells/shades.lua")
-load("/data/talents/spells/necrosis.lua")
-load("/data/talents/spells/grave.lua")
+load("/data/talents/spells/master-of-bones.lua")
+load("/data/talents/spells/master-of-flesh.lua")
+load("/data/talents/spells/master-necromancer.lua")
 load("/data/talents/spells/animus.lua")
+load("/data/talents/spells/death.lua")
+load("/data/talents/spells/necrosis.lua")
+load("/data/talents/spells/spectre.lua")
 
 load("/data/talents/spells/eldritch-shield.lua")
 load("/data/talents/spells/eldritch-stone.lua")
diff --git a/game/modules/tome/data/talents/spells/water.lua b/game/modules/tome/data/talents/spells/water.lua
index 96cb506b583e2c8453980f663871cee058822dfc..5f0546d642ddab7c57bb03bcaed5a097a8dc1a22 100644
--- a/game/modules/tome/data/talents/spells/water.lua
+++ b/game/modules/tome/data/talents/spells/water.lua
@@ -37,33 +37,25 @@ newTalent{
 		local tg = self:getTalentTarget(t)
 		local x, y = self:getTarget(tg)
 		if not x or not y then return nil end
-		local empower = necroEssenceDead(self)
 		self:project(tg, x, y, function(px, py)
 			local actor = game.level.map(px, py, Map.ACTOR)
 			if actor and actor ~= self then
-				if empower then
-					local tg2 = {type="beam", range=self:getTalentRange(t), talent=t}
-					self:project(tg2, px, py, DamageType.ICE, {chance=25, do_wet=true, dam=self:spellCrit(t.getDamage(self, t))})
-					game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(px-self.x), math.abs(py-self.y)), "ice_beam", {tx=px-self.x, ty=py-self.y})
-				else
-					local tg2 = {type="bolt", range=self:getTalentRange(t), talent=t, display={particle="arrow", particle_args={tile="particles_images/ice_shards"}}}
-					self:projectile(tg2, px, py, DamageType.ICE, {chance=25, do_wet=true, dam=self:spellCrit(t.getDamage(self, t))}, {type="freeze"})
-				end
+				local tg2 = {type="bolt", range=self:getTalentRange(t), talent=t, display={particle="arrow", particle_args={tile="particles_images/ice_shards"}}}
+				self:projectile(tg2, px, py, DamageType.ICE, {chance=25, do_wet=true, dam=self:spellCrit(t.getDamage(self, t))}, {type="freeze"})
 			end
 		end)
-		if empower then empower() end
 
 		game:playSoundNear(self, "talents/ice")
 		return true
 	end,
 	info = function(self, t)
 		local damage = t.getDamage(self, t)
-		return ([[Hurl ice shards at the targets in the selected area. Each shard %s and does %0.2f ice damage, hitting all adjacent targets on impact with 25%% chance to freeze them.
+		return ([[Hurl ice shards at the targets in the selected area. Each shard travels slowly and does %0.2f ice damage, hitting all adjacent targets on impact with 25%% chance to freeze them.
 		If the target resists being frozen, it instead get wet.
 		If the target is wet the damage increases by 30%% and the ice freeze chance increases to 50%%.
 		This spell will never hit the caster.
 		The damage will increase with your Spellpower.]]):
-		tformat(necroEssenceDead(self, true) and _t"affects all foes on its path" or _t"travels slowly", damDesc(self, DamageType.COLD, damage))
+		tformat(damDesc(self, DamageType.COLD, damage))
 	end,
 }
 
diff --git a/game/modules/tome/data/timed_effects/magical.lua b/game/modules/tome/data/timed_effects/magical.lua
index 095b0d3ac58727d5cfb4bc9a04a30d27781bc10e..6cf793cc372d55a8aeb60551e3f5beead28cb64e 100644
--- a/game/modules/tome/data/timed_effects/magical.lua
+++ b/game/modules/tome/data/timed_effects/magical.lua
@@ -2023,18 +2023,15 @@ newEffect{
 newEffect{
 	name = "RIGOR_MORTIS", image = "talents/rigor_mortis.png",
 	desc = _t"Rigor Mortis",
-	long_desc = function(self, eff) return ("The target takes %d%% more damage from necrotic minions."):tformat(eff.power) end,
+	long_desc = function(self, eff) return ("The target is slowed by %d%%."):tformat(eff.power*100) end,
 	type = "magical",
-	subtype = { arcane=true },
+	subtype = { necrotic=true },
 	status = "detrimental",
-	parameters = {power=20},
+	parameters = {power=0.25},
 	on_gain = function(self, err) return _t"#Target# feels death coming!", _t"+Rigor Mortis" end,
 	on_lose = function(self, err) return _t"#Target# is freed from the rigor mortis.", _t"-Rigor Mortis" end,
 	activate = function(self, eff)
-		eff.tmpid = self:addTemporaryValue("inc_necrotic_minions", eff.power)
-	end,
-	deactivate = function(self, eff)
-		self:removeTemporaryValue("inc_necrotic_minions", eff.tmpid)
+		self:effectTemporaryValue(eff, "global_speed_add", -eff.power)
 	end,
 }
 
@@ -4601,7 +4598,11 @@ newEffect{
 newEffect{
 	name = "LICH_RESISTED", image = "talents/lichform.png",
 	desc = _t"Immune to Frightening Presence",
+<<<<<<< HEAD
 	long_desc = function(self, eff) return (_t"You resisted a Lich and are immune to its frightening presence.") end,
+=======
+	long_desc = function(self, eff) return _t"You resisted a Lich and are immune to its frightening presence." end,
+>>>>>>> upstream/master
 	type = "magical",
 	subtype = { lich=true, fear=true},
 	status = "beneficial",
@@ -4681,3 +4682,146 @@ newEffect{
 		self:effectTemporaryValue(eff, "combat_generic_power", eff.power)
 	end,
 }
+
+newEffect{
+	name = "CONSUME_SOUL", image = "talents/consume_soul.png",
+	desc = _t"Consume Soul",
+	long_desc = function(self, eff) return ("Spellpower increased by %d."):tformat(eff.power) end,
+	type = "magical",
+	subtype = { necrotic=true },
+	status = "beneficial",
+	parameters = {power=10},
+	on_gain = function(self, err) return nil, true end,
+	on_lose = function(self, err) return nil, true end,
+	activate = function(self, eff)
+		self:effectTemporaryValue(eff, "combat_spellpower", eff.power)
+	end,
+}
+
+newEffect{
+	name = "NECROTIC_AURA", image = "talents/necrotic_aura.png",
+	desc = _t"Necrotic Aura",
+	long_desc = function(self, eff) return ("All resistances increased by %d."):tformat(eff.power) end,
+	type = "magical",
+	subtype = { necrotic=true },
+	status = "beneficial",
+	parameters = {power=10},
+	activate = function(self, eff)
+		self:effectTemporaryValue(eff, "resists", {all=eff.power})
+	end,
+}
+
+newEffect{
+	name = "LORD_OF_SKULLS", image = "talents/lord_of_skulls.png",
+	desc = _t"Lord of Skulls",
+	long_desc = function(self, eff) return ("Maximum life increased by %d."):tformat(eff.life) end,
+	type = "magical",
+	subtype = { necrotic=true, ["lord of skulls"]=true },
+	status = "beneficial", decrease = 0,
+	parameters = {power=10},
+	on_gain = function(self, err) return _t"#Target# becomes the Lord of Skulls!", true end,
+	on_lose = function(self, err) return _t"#Target# is no more the Lord of Skulls.", true end,
+	activate = function(self, eff)
+		self:effectTemporaryValue(eff, "max_life", eff.life)
+		self:heal(self.max_life, self)
+
+		self.lord_of_skulls = true
+		self.old_los_name = self.name
+		if self.skeleton_minion == "warrior" then self.name = _t"Lord of Skulls (warrior)"
+		elseif self.skeleton_minion == "archer" then self.name = _t"Lord of Skulls (archer)"
+		elseif self.skeleton_minion == "mage" then self.name = _t"Lord of Skulls (mage)"
+		end
+
+		if eff.talents then
+			if self.skeleton_minion == "warrior" then self:learnTalent(self.T_GIANT_LEAP, true)
+			elseif self.skeleton_minion == "archer" then self:learnTalent(self.T_VITAL_SHOT, true)
+			elseif self.skeleton_minion == "mage" then self:learnTalent(self.T_METEORIC_CRASH, true)
+			end
+		end
+	end,
+	deactivate = function(self, eff)
+		self.lord_of_skulls = false
+		if eff.talents then
+			if self.skeleton_minion == "warrior" then self:unlearnTalent(self.T_GIANT_LEAP, 1)
+			elseif self.skeleton_minion == "archer" then self:unlearnTalent(self.T_VITAL_SHOT, 1)
+			elseif self.skeleton_minion == "mage" then self:unlearnTalent(self.T_METEORIC_CRASH, 1)
+			end
+		end
+		self.name = self.old_los_name
+	end,
+}
+
+newEffect{
+	name = "SPIKE_OF_DECREPITUDE", image = "talents/spikes_of_decrepitude.png",
+	desc = _t"Spike of Decrepitude",
+	long_desc = function(self, eff) return ("Damage reduced by %d%%."):tformat(eff.power) end,
+	type = "magical",
+	subtype = { necrotic=true,},
+	status = "detrimental",
+	parameters = {power=10},
+	on_gain = function(self, err) return nil, true end,
+	on_lose = function(self, err) return nil, true end,
+	activate = function(self, eff)
+		self:effectTemporaryValue(eff, "inc_damage", {all = -eff.power})
+	end,
+}
+
+newEffect{
+	name = "SOUL_LEECH", image = "talents/soul_leech.png",
+	desc = _t"Soul Leech",
+	long_desc = function(self, eff) return _t"Soul absorbed upon death." end,
+	type = "magical",
+	subtype = { necrotic=true,},
+	status = "detrimental",
+	parameters = {},
+	callbackOnDeath = function(self, eff)
+		if eff.src then eff.src:resolveSource():incSoul(1) end
+	end,
+	deactivate = function(self, eff)
+		if eff.src and eff.powerful then eff.src:resolveSource():incSoul(1) end
+	end,
+}
+
+newEffect{
+	name = "CORPSE_EXPLOSION", image = "talents/corpse_explosion.png",
+	desc = _t"Corpse Explosion",
+	long_desc = function(self, eff) return ("When a ghoul is hit or dies, it explodes, doing %0.2f frostdusk damage."):tformat(eff.damage) end,
+	type = "magical",
+	subtype = { necrotic=true, ghoul=true },
+	status = "beneficial",
+	parameters = {damage=10, disease=5, radius=1},
+	callbackPriorities={callbackOnSummonDeath = 100, callbackOnSummonHit = 100}, -- trigger after most others
+	callbackOnSummonDeath = function(self, eff, minion, killer, death_note)
+		local ed = self:getEffectFromId(self.EFF_CORPSE_EXPLOSION)
+		ed.registerHit(self, eff, minion)
+	end,
+	callbackOnSummonHit = function(self, eff, cb, minion, src, death_note)
+		if cb.value <= 0 then return end
+		local ed = self:getEffectFromId(self.EFF_CORPSE_EXPLOSION)
+		ed.registerHit(self, eff, minion)
+	end,
+	callbackOnActBase = function(self, eff)
+		if #eff.turn_list == 0 then return end
+		table.sort(eff.turn_list, function(a, b) return a.creation_turn < b.creation_turn end)
+		local m = eff.turn_list[1]
+		if m.x then
+			if not m.dead then m:die(self) end
+			game.logSeen(m, "#GREY#%s explodes in a blast of gore!", m:getName():capitalize())
+			game.level.map:particleEmitter(m.x, m.y, eff.radius, "pustulent_fulmination", {radius=eff.radius})
+			game:playSoundNear(m, "talents/slime")
+			m:project({type="ball", radius=eff.radius, friendlyfire=false}, m.x, m.y, DamageType.FROSTDUSK, self:spellCrit(eff.damage))
+			local diseases = {{self.EFF_WEAKNESS_DISEASE, "str"}, {self.EFF_ROTTING_DISEASE, "con"}, {self.EFF_DECREPITUDE_DISEASE, "dex"}}
+			m:projectApply({type="ball", radius=eff.radius, friendlyfire=false}, m.x, m.y, Map.ACTOR, function(target)
+				local disease = rng.table(diseases)
+				target:setEffect(disease[1], 6, {src=self, dam=eff.damage / 6, [disease[2]]=eff.disease, apply_power=self:combatSpellpower()})
+			end)
+		end
+		eff.turn_list = {}
+	end,
+	registerHit = function(self, eff, minion)
+		eff.turn_list[#eff.turn_list+1] = minion
+	end,
+	activate = function(self, eff)
+		eff.turn_list = {}
+	end,
+}
diff --git a/game/modules/tome/dialogs/LevelupDialog.lua b/game/modules/tome/dialogs/LevelupDialog.lua
index 7915392eac8bb1107a08c0bdaf22bd45ea3729c0..8e7eff8fa067bb8a4bcf3f221bfe45eb53bd1164 100644
--- a/game/modules/tome/dialogs/LevelupDialog.lua
+++ b/game/modules/tome/dialogs/LevelupDialog.lua
@@ -55,6 +55,7 @@ end
 function _M:init(actor, on_finish, on_birth)
 	self.on_birth = on_birth
 	actor.is_dialog_talent_leveling = true
+	actor.disable_talents_add_levels = true
 	actor.no_last_learnt_talents_cap = true
 	self.actor = actor
 	self.unused_stats = self.actor.unused_stats
@@ -154,6 +155,7 @@ end
 function _M:unload()
 	self.actor.is_dialog_talent_leveling = nil
 	self.actor.no_last_learnt_talents_cap = nil
+	self.actor.disable_talents_add_levels = nil
 	self.actor:capLastLearntTalents("class")
 	self.actor:capLastLearntTalents("generic")
 end
diff --git a/t-engine.bat b/t-engine.bat
new file mode 100644
index 0000000000000000000000000000000000000000..de2016fe6e44c546451de67a3b4eff1bb253997e
--- /dev/null
+++ b/t-engine.bat
@@ -0,0 +1 @@
+start t-engine.exe --flush-stdout  -Mtome -n
\ No newline at end of file